<google=4>
<try to get the statblock in 2 columns>
FREQUENCY: Very rare
([Cold Civilized Plains])
FREQUENCY: Very rare ([Temperate Civilized
Plains])
FREQUENCY: Very
rare ([Tropical Civilized Plains])
FREQUENCY: Very
rare ([Ethereal Plane])
FREQUENCY: Very
rare ([Dungeon Level I])
NO. APPEARING: 1 (rarely 1-3 - 10%)
ARMOR CLASS: 10
MOVE: Variable
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Etherealnesss
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: M
LEVEL/X.P. VALUE: I | 14 + 1
The tween is a being existing on the Ethereal
Plane but visible to
observers on the PMP
as a smoky, human-like outline.
Commonly they assume a squat human
shape, but have limited shape change
ability.
They can be attacked only by a character
with the power to enter the
Ethereal
Plane or by such means as using oil
of etherealness. If such a
melee is joined, the tween will fight
with a weapon, usu. a sword. <v>
The tween's contact with humans on the
PMP
is its
adoption of a host -- each tween will
usu. have a host, though
occasionally one is without a host temporarily
(after the [death] of its
host, for instance). After several hours
with a new host, a tween will
gradually assume the general shape &
characteristics of that host,
who will appear to have a 'shadow' nearby.
Once a host has been
selected, a tween will remain permanently
with him until he or the
tween dies. In selecting a host, a tween
will prefer an intelligent being,
human or near-human, though they have
no particular preference for
player-characters. A tween communicate
telepathically
with its host.
The tween has the ability to see a few
seconds into the future and is
able to increase its host's luck. It is
also able to MOVE [material] things
short distances, reacting with such SPEED
that it can affect the movement of a
weapon in melee.
For example, it can MOVE a sword so that
<DMG style>
it hits rather than misses. As a result,
any character or creature with
a tween 'partner' has <2> die rolls
instead of <1>, whenever a die roll
is called for, and may select the more
advantageous of these rolls.
(This applies to 'to hit' rolls, saving
throws and the like).
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,
human or
otherwise, PC or otherwise -- within 50' of the
host. Again, <2> die rolls are made
in respect of the persons or creatures
affected whenever a die roll is called
for; however the less
advantageous is selected.
A character with a tween partner is therefore
something of a mixed
blessing to any companions.
by
Ian Waugh