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Tweak (Gremlin)

Tweak (Gremlin)

No. Appearing: d8+3
Size: 1'

These  creatures skulk around at night. If they find equipment or weapons, it  will fascinate them, and they will try to “tweak” it with their tools.  Use the table below, and/or feel free to creatively come up with your  own “tweaks.”  The more complicated the equipment, the more it will  attract them.

Tweak Effect Table (d10 Starlot roll)

1    Bad Malfunction (Blade fires off on a spring, leaving PC defenseless)

2    Humorous Malfunction (Rings like an alarm clock upon striking armor)

3   Bizarre Malfunction (Blade spins about like whirligig, no other change)

4   Useless Malfunction (Sword changes color at midnight,
     different colour every day of the week)

5   Neutral Effect (Emits a pleasant pine scent)

6   Neutral Effect (High pitched hum during battle that only dogs can hear)

7   Neutral Effect (No visible change, roll again once a day for a week)

8   Neutral Effect (No change at all)

9   Improvement (Sword becomes Teflon(tm) and never needs sharpening)

10 Serious Improvement (Sword hits with a +2 bonus to hit and damage)


Credits: Based on a Dark Creature from the DragonRaid Inn.

Image: https://villains.fandom.com/wiki/Gremlins_(folklore)

Better!

Strength Attacked: WIS
Strength Damaged: PE
Passed by: Touch of item

If Lightraiders use Tweaked equipment or weapons, they must roll against  the Better! sin enchantment.  Characters will become obsessed with  trying to further tweak their weapons or equipment.

Personal Vitality (PV)

20

Battle Ability
(BA)

5

Damage
(Dmg)

1d8 tools

Special Stats

High CRAFT ability

Tales from Talania

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