Fuzzies are fluffy balls about 3” across.
They always manifest in pairs, popping into existence when a psi uses his abilities just so, a critter appearing on either shoulder. Psis usually squish them; any attack will do. However, unless both are killed at exactly the same instant - such timing gives -4 to both attacks, in addition to the -6 for small size - one is dispatched an instant too late, becomes unstable without its partner, and explodes for 3d burning. Treat this as an Explosive Fireball, with the psi at ground zero. 〈
秘伝/
DΨ〉 includes this knowledge.
If left alone, they’re content to stay put, cooing and looking cute, until either someone tries to unseat them instead of kill them or the next time their “adopted” psi activates any Psionics ability. Then they change. Roll 1d: 1-2 yields a biter and a spewer, 3-4 means a bright and a gloomy, and 5-6 indicates a jiggly and a lumpy. Slaying one half of the pair at this point always causes its counterpart to blow up as above, eliminating both. Magic, psi, and scholarly research have yet to discover a way to distinguish fuzzies before they show their true character - they’re cosmic relicts, beyond analysis.
ST: 0 HP: 1 Speed: 6.00
DX: 14 Will: 10 Move: 1 (Air)
IQ: 2 Per: 10
HT: 10 FP: 10 SM: -6
よけ: 9
受け:なし
DR: 0
Special Abilities: Mostly unpleasant, so they’re listed here as attacks:
Biter (14): Grows an extradimensional mouth, bigger than it and full of teeth, and tries to chomp the psi or individual trying to remove it each turn: 3d cutting at Reach C. This maw is in another dimension and won’t be harmed by a weapon parry.
Bright: The adopted psi gains a level of 「
都合のいい偶然」 (p. B83) while the bright sits on his shoulder. Good things happen to him with unusual frequency.
Gloomy: The adopted psi suffers from 「
不幸」 (p. B160) until the gloomy is killed. Bad things happened to him regularly, meaning that a psi with a bright-gloomy pair has an interesting life.
Jiggly: Starts orbiting the psi’s head at high speed, giggling loudly.This gives an extra -3 to hit it, and gives the psi -4 to DX (affecting combat skills, 〈
忍び〉, etc.) and
知覚力(including
知覚力基準 skills and psi).
Lumpy: Gets disproportionately heavy, saddling the psi with 180 lbs. of encumbrance, with the usual effect on Move and
よけ. If this exceeds 2×BL for someone trying to remove it with one hand, 8×BL for two hands or Telekinesis, or the weight capacity of a spell like Apportation, it won’t budge.
Spewer (14): Ejects matter from another dimension. This jet (Range 5/10) does 1d+2 crushing and can be dodged or blocked, but not parried; roll vs. HT at -1 per 2 points of penetrating damage or be blinded for (20 - HT) minutes, minimum 1 minute. The psi defends at -2 against the jet while the fuzzy is on his shoulder.
性質: 「
脚がない/
空中移動」 「
手足がない」「
同情を誘う」「
野生動物」。
モンスター・クラス:
古邪 (yes, they can be cute).
備考: Mentalists are always scheming ways to keep a bright but dispatch its gloomy. Let them try. If something genuinely seems like it should work, then let it work. But the unpaired bright must sit in the open, on a shoulder to influence events, which means that enemies, explosive damage, etc. will eventually squish it.
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