TWEEN (Luck Changer)

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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