The Imps, Supernatural Rumormongers by Gabriel

Adam approached the man slowly, studying him. The snitch had dark features and his eyes shifted from place to place constantly. A small tic in his left eye began to twitch as Adam came closer.

With nervous cough, the man said, "Yes, may I help you?"

Not bothering to ask his leave, Adam sat down at the table and rested his large arms upon it. Distastefully completing the greeting, he replied perfunctorily, "Hello, Lector. I've been told you can get information that other people can’t."

"Now who might have told you that, Mr.…?"

Adam shook his head. "I’m just your client, you don’t need to know my name. As for who told me, it was Nicodemus." The snitch’s appearance seemed to flicker momentarily, and Adam instantly became more cautious. The face of a normal man does not flicker.

Pausing a moment to gather his thoughts, Lector nodded and continued. "Fair enough. As our mutual friend Nicodemus has told you, I’m can find out virtually anything you need to know. What can I learn for you?"

"I need some information. Last night some Warlords rumbled in my domain. I want their names, the leader’s name, and where I can find them all. By tonight."

Lector smiled a smile that was slightly unsettling, even to a ‘Kinetic like Adam. "That’s all? Easy enough. I can let you know within the hour. Meet me back here at 12:30 with $250. Maybe we can have some coffee."

"I don’t think so, Lector. I’m not fond of rumormongers, but I don’t have much of a choice at the moment. I’ll be back here with your money, but don’t expect any pleasantries."

"Why, I have received many pleasantries from you already. I’ll make due with those I have." His tic intensified slightly as he grinned widely.

Adam got up and walked towards the door without a word. As he reached out for the handle, Lector called to him, "Remember, Adam, don’t talk to stranger." At the sound of his name, Adam looked back at the snitch. Where he had sat in the corner, only a flicker of flame lingered.

Imps are extremely intelligent supernatural creatures. Like many intelligent humans, simple things fascinate Imps. They like to play jokes on unsuspecting creatures and are almost faerie-like. However they know when a joke will be appreciated and when it will not; they aren't likely to play a joke on an Old One. Because of this high intelligence they have an insatiable desire to learn everything, and because of their photographic memory, they remember everything they see or hear. As a result of these qualities they have become the supernatural rumormongers of the Megaverse. They are superb spies and infiltrators, and while mildly powerful they prefer to rely on stealth and cunning. For some reason, Imps don't especially like magic users and enjoy playing pranks on them.

In their natural form, Imps appear like small gargoyles, 3' tall and about 75lbs. They have coal black skin with orange tints on their underbelly and the inside of their wings, and bright green eyes. Silver claws tip their fingers. They are shape shifters who can change into a specific human form that never changes, and ages as they do (extremely slowly).

Alignment: Usually anarchist (80%), but can be any
Attributes: I.Q.: 4D6, M.E.: 2D6+2, M.A.: 3D6+4, P.S.: 2D6+4, P.P.: 3D6+1, P.E.: 3D6, P.B.: 2D6 in natural form, 3D6+2 in human form, Spd.: 4D6+6 running, 1D4x10+20 flying. Supernatural strength.
Size: 3' tall in natural form, generally between 5 feet 4 inches and 5 feet 8 inches tall in human form.
Weight: 75lbs in natural form, generally between 110lbs and 150lbs in human form.
Natural A.R.: 7 in natural form.
S.D.C.: 1D4x10
Hit Points: P.E. + 1D6x10
Average Life Span: Unknown, presumably millennia.
Horror Factor: 10 in natural form, none in human form.
P.P.E.: 1D4x10
Natural Abilities: Imps possess night vision equal to human day vision, prowl 80%, and regenerate from mundane (i.e., non-magic like guns, knives, etc) damage at 2D6 HP/SDC per melee. Shadow Meld or turn invisible at will (equal to Invisibility: Simple), unlimited duration. Special: Human Metamorphosis - Imps can change into a specific human form at will. The form is set and cannot be determined by the Imp. The human form has a P.B. of 3D6+2 and looks just like a normal human. The transformation takes one action. Imps cannot fly in human form.
Experience Level: 1D6+2
Psionic Powers: I.S.P.: M.E.+4D6, powers include total recall, speed reading, object read, clairvoyance, and mind block auto-defense
Magic Powers: None until 7th level. At 7th level they gain teleport at 75% and Dimensional Teleport at 50%. These powers do not cost any P.P.E.
Combat: 4 attacks per melee
Damage: As per supernatural strength. +1D6 for claws, bite does 3D6
Bonuses (in addition to attributes): +4 to dodge, +2 to initiative
Vulnerabilities/Penalties: None
Skills: Intelligence 98%, Pick Pockets 75%, Pick Locks 75%, Palming 80%, All Lores 98%. Can speak and understand all languages. Imps can learn other skills at the GM's discretion, but they are not extremely important and should be determined on a case by case basis.
Alliances and Allies: Imps are usually free agents, but may serve a specific master as spy or informant.
Enemies: No natural enemies.

Conversion Notes:
Rifts: Combine hit points and S.D.C. and treat as M.D.C. Strength is supernatural.
All other settings: No change.

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