-Nate
Salamander
This creature
resembles a rather small lizard, with colors ranging from yellow,
orange and red to black. It is often smudged with soot, given the
conditions in which it lives, and puffs of smoke even erupt from its
mouth periodically.
Salamanders are
creatures of elemental fire, and therefore are closely linked to the
practices of alchemy and other types of magic. Their innate abilities
make them useful for stoking fires, of course, but it is also
believed that certain of their inherent qualities can be harnessed
for the brewing of potions and perhaps even the forging of weapons
and armor.
Salamander
Attributes:
Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills:
Fighting d4, Notice d6, Occult d10, Spellcasting d8
Pace:
4, Parry:
4, Toughness:
6
Edges:
Alertness, Arcane Resistance
Hindrances:
Cautious
Special
Abilities
- Claws: Str + d4
- Size -1
- Fiery Breath: Small cone; 2d4 damage
- Power Points: 10 ; Power: Elemental manipulation
Gear:
None.
Clurichaun
This creature
resembles a small person with an over-sized head, and wearing rustic
garb. While it seems almost wizened due to the condition of its skin
and hair, the mischievous gleam in its eyes betrays its inner nature.
Clurichauns are
spirits that live close to the earth. They are skilled craftspeople
and capable of performing astonishing amounts of work when motivated
to do so, but would much rather enjoy the comforts of a warm fire,
hardy food and strong beer or wine. In fact, their tendency toward
heavy drinking is what sometimes leads them to play scary and even
dangerous pranks on victims who have somehow earned their ire.
Clurichaun
Attributes:
Agility d6, Smarts d8, Spirit d4, Strength d4, Vigor d8
Skills:
Common Knowledge d6, Fighting d4, Notice d6, Repair d8, Stealth d8,
Thievery d6
Pace:
4, Parry:
4, Toughness:
6
Edges:
Dodge, Luck, Scavenger
Hindrances:
Greedy, Habit (Major)
Special
Abilities
- Size: -1
- Infravision
Gear:
Shillelagh (Damage Str + d4), various small tools, other items
provided by the Scavenger ability.
Plot
Hooks
These creatures can
become involved in adventures and campaigns for any or all of the
following reasons.
- When the vodyanoi disapprove of a land-dweller building project—especially a mill or a dam—they take action.
- If these creatures found some valuables aboard a shipwreck, then they would possess a bargaining chip for use with others.
- A murderer might drown a victim and then leave evidence to make it look like the vodyanoi are responsible, leading to conflict.
- Given their capricious natures, sylphs could be annoying distractions during important business, and might even steal a valuable item.
- Characters who develop power over sylphs can then use them for delivering messages and parcels, as well as spying on foes.
- Dryads are likely to find conflict with loggers who attempt to cut down the connected trees to which they are bonded.
- One could offer aid to adventurers who are lost in the wilderness—in return form some kind of favor in return, of course.
- Treasure hunters delving into an old burial mound should not be surprised to run afoul of a banshee.
- Anyone who gained control of a banshee would thus command a potent and fearsome weapon for use against enemies.
- As mentioned above, salamanders are prized for use in alchemy and the creation of magical items, and so occultists have been known to capture them and press them into service.
- When angered, these fiery creatures present an especially terrible danger to modern towns with their closely packed wooden buildings. The London fire of 1666 is an example of one such tragedy, and some suspect that the Chicago fire of 1871 is another.
- Clurichauns can often be a nuisance, stealing various small but valuable items, especially when they've been drinking.
- Their tendency to hoard treasures can make them a source of unusual items—as long as one is able to catch them, that is.
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