KING
Sketch Imp

Sketch Imp

Celestial · Crown of Innovation

T1d4Minor

Tiny one-foot humanoids with ink-stained hands clutching reed styluses in each fist. Their bodies are covered in shifting, glowing blueprints and diagrams. They are in constant motion-sketching on walls, ground, each other-always designing, always iterating.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind18--
Sense16--
Heart16--
Cunning18--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Immune to Despair

Cannot be frightened or affected by anything that causes hopelessness or the conviction that effort is futile.

Maneuvers

Maneuver

Quick-Draft

Sketches a simple mundane object on any flat surface (key, rope, cup, brick, shield) no larger than itself; it becomes real for the rest of the scene, functional but obviously drawn.

Reactions

Reaction

Emergency Sketch

When an ally within 10 ft is endangered by a physical hazard (falling rock, closing trap, rising water), the imp instantly drafts a prop, shield, or raft; the ally takes 1 Vigor damage from the hazard instead.

Tactics

GM tactics

Sketch Imps do not fight conventionally. They create, drawing solutions to problems, materializing tools for allies, and working obstacles out through sheer creative energy. They jab with their styluses only when cornered. Their mere existence in despairing places is an act of rebellion against entropy.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.