Gremlin


Gremlins are fey spirits that love mischief and mayhem, particularly when dealing with electricity, machines, gambling, and risk-taking/thrill-seeking.

Level 1 Tiny Spirit Humanoid (Fey, Gremlin)
HP 14; FP 14; AR 0; Resistances n/a; Immunities n/a
Str -1, Con -1, Dex +4, Int +4, Wis -1, Cha +4

SKILLS
Str: Athletics +1 (2)
Dex: Acrobatics +6 (2), Finesse +6 (2), Marksmanship +6 (2), Piloting +6 (2), Stealth +6 (2)
Int: Mechanics +6 (2), Physics +6 (2),
Cha: Deception +6 (2)

SPECIAL ABILITIES
Bite & Claws: Gremlins can deal 1d4+3 piercing or slashing damage with an unarmed strikes.
Electricity Affinity: Gremlins can manipulate electricity, redirecting its flow, absorbing it for energy, or unleashing it for attack and defensive shields. They make a Physics (+6) check to do any one of these things up to 1d8+6 points of damage with an attack, damage reduction with a defense, or energy points redistributed per action.
Fey Law: Like all fey, gremlin have specific rules they must obey and resent being forced to do so. They treat all creatures as affected by Sanctuary DC15+lvl against the Gremlin at the start of every scene. If the creature attacks the gremlin or willingly agrees to engage in a game of chance, this effect is disabled for that creature for the remainder of the scene or however long the game lasts (whichever is longer). If they get a mortal to agree to accept the effects of their powers, the mortal suffers disadvantage to resist it and takes double damage. Like all fey, if they violate their law or agree to return to whence they came, they are banished back to the fey realm.
Hi-jack Device: They can also use this to hijack magical and/or hi-tech devices. They make a Mechanics checks against the DC of the device as an action. On a success, they gain control of the device or deal 1d8+6 damage to it.
Unluck Aura: Mortals in the presence of a gremlin make a Charisma save DC15. If they succeed, they're immune to this effect for the remainder of the scene. If they fail, they suffer disadvantage eon all attack rolls and skill checks until they leave the gremlin's presence. They make a new save upon re-entering the gremlin's presence.