Thursday 19 January 2023

Let’s Convert the Fiend Folio: the Tween

There are now six more posts before the Fiend Folio conversions are complete.

We are close. We are very, very close.

So what can we say about the Tween? Its original power was so interesting that it could almost have become a game mechanic for some version of the Great Game. In my conversion, I made use of the dice chain instead of forcing two rolls.

If you feel like tipping, here is a way to do so.

Tween

Tween: Init +4; Atk Non-corporeal weapon +3 melee (1d6); AC 10; HD 1d8; MV 30’; Act 1d20; SP Non-corporeal, symbiosis; SV Fort +1, Ref +2, Will +3; AL N.

These strange creatures exist in a non-corporeal state, and can only be harmed by magic weapons or spells as a result. To material beings, they appear as smoky outlines, most often taking a squat humanoid shape.

A tween can bond at will with a host in the Lands We Know, and gradually assumes the general shape and characteristics of that host, appearing as a smoky “shadow” of that being. A tween who has selected a host usually stays with them until either host or tween dies, although some magic (such as banish) may drive a tween away or make it select another host. Tweens prefer intelligent humanoid hosts, and once a tween has bonded symbiotically with a host, it has the following abilities and effects:

  • The tween and host can communicate telepathically.

  • The tween has the ability to see a few seconds into the future and manipulate the motion of material things. As a result, any character or creature with a tween symbiant always makes every roll with a +1d shift on the dice chain.

  • In contrast, while a tween has a beneficial effect on the actions of its host, it has the reverse effect on any other creature – friend or foe – within 50 feet of its host, who are forced to make every roll with a -1d shift. This power is not within the tween’s control, and no amount of threatening or cajoling by the symbiotic host has any effect. A character with a tween partner is therefore something of a mixed blessing to any companions.

    •  A tween effects its host’s Luck, allowing the host to regenerate 1 point of Luck each week to a maximum of its original (0-level starting) Luck.


     

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