Leprechaun
Leprechauns are a small variety of fae that are best known for their current image: the cute, gold-loving, rainbow-chasing, green-wearing Irishman. But this is a modern myth. Leprechauns are foul-tempered, chain-smoking, shoemaking, shillelagh-wielding, little sociopaths. They hate the compulsions of their race (making shoes) and happily take that anger out on anyone within range. Though they can find the nearest source of treasure (commonly gold, but they can locate jewels or even art) and manipulate events for themselves or others, they rarely do this. A common misconception is that they can grant wishes – this is not true, though they can bend reality a little bit. In combat they’ll use their luck-manipulation abilities to their advantage by trying for a critical hit or attack against a high-value target. They’ll also turn invisible to further increase their chances, typically performing a All-Out Attack (Strong) against the groin or knee of a target.
Any Campaign Setting…
ST: 8 HP: 12 Speed: 7.00
DX: 12 Will: 14 Move: 8
IQ: 12 Per: 14 Weight: 60 lbs.
HT: 12 FP: 12 SM: -4
Dodge: 10 Parry: 9 DR: 3 (Tough Skin; Not against Iron
Shillelagh (12): 1d-1 crushing; Reach C; Parry 0U.
Punch (13): 1d-2 crushing; Reach C.
Traits: Alternate Form (Human; Cosmetic; Glamour, Will-5; Substantial Only); Appearance (Ugly); Bad Temper (12); Can Be Turned Using True Name*; Compulsive Carousing (12); Curious (12); Dark Vision; Detect (Treasure; Magical; Precise); Divine Curse (Can be bound using True Name); Divine Curse (If asked something three times they must make sure it’s true/comes to pass); Divine Curse (Keep to the letter of any promise); Divine Curse (Make footwear); Dread (Iron); Dread (Uttering their True Name aloud); Hidebound; High Manuel Dexterity 2; Invisibility (Can Carry Objects, None; Glamour, Will-5; Substantial Only; Switchable); Jumper (Spirit; Costs Fatigue, 5 FP; Limited Access, Faerieland; Special Movement, must be able to walk; Special Portal, any reflective surface; Tunnel (Takes Extra Time 5)); Leprechaun Racial Talent 3†; Magery 0; Odious Personal Habit (Capricious); Revulsion (Iron); Ridiculous Luck (Active; Magical; Wishing); Trickster (12); Unaging;Unusual Biochemistry; Vulnerability (Iron x2); Wears green.
Skills: Axe/Mace-11; Brawling-13; Carousing-15; Leatherworking-16; Professional Skill (Cobbler)-16; Stealth-16; and either Survival (Woodlands)-16 or Urban Survival-16.
Notes: Reproduces with other female fae – male offspring are always leprechaun, female are whatever their mother’s race is. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Leprechauns have a modifier of -0.
* Use the rules for True Faith.
† Covers Carousing, Leatherworking, Professional Skill (Cobbler), Stealth, Survival (Woodlands), and Urban Survival.
Dungeon Fantasy…
ST: 8 HP: 12 Speed: 7.00
DX: 12 Will: 14 Move: 8
IQ: 12 Per: 14 Weight: 60 lbs.
HT: 12 FP: 12 SM: -4
Dodge: 10 Parry: 9 DR: 3 (Tough Skin; Not against Iron)
Shillelagh (12): 1d-1 crushing; Reach C; Parry 0U.
Punch (13): 1d-2 crushing; Reach C.
Traits: Alternate Form (Human; Cosmetic; Glamour, Will-5; Substantial Only); Appearance (Ugly); Bad Temper (12); Can Be Turned Using True Name*; Compulsive Carousing (12); Curious (12); Dark Vision; Detect (Treasure; Magical; Precise); Dependency (Mana; Very Common; Constantly); Divine Curse (Can be bound using True Name); Divine Curse (If asked something three times they must make sure it’s true/comes to pass); Divine Curse (Keep to the letter of any promise); Divine Curse (Make footwear); Dread (Iron); Dread (Uttering their True Name aloud); Hidebound; High Manuel Dexterity 2; Invisibility (Can Carry Objects, None; Glamour, Will-5; Substantial Only; Switchable); Jumper (Spirit; Costs Fatigue, 5 FP; Limited Access, Faerieland; Special Movement, must be able to walk; Special Portal, any reflective surface; Tunnel (Takes Extra Time 5)); Leprechaun Charms (pick six)‡; Leprechaun Racial Talent 3†; Magery 0; Odious Personal Habit (Capricious); Revulsion (Iron); Ridiculous Luck (Active; Magical; Wishing); Sense of Duty (Nature); Trickster (12); Unaging;Unusual Biochemistry; Vulnerability (Iron x2); Wears green.
Skills: Axe/Mace-11; Brawling-13; Carousing-15; Leatherworking-16; Professional Skill (Cobbler)-16; Stealth-16; either Survival (Woodlands)-16 or Urban Survival-16 and the six spells chosen for the charms perk at 15.
Classification: Faerie.
Notes: Reproduces with other female fae – male offspring are always leprechaun, female are whatever their mother’s race is. Note, this is a “greater” Leprechaun and one who is connected to Faerie. The Leprechaun that appears in GURPS Dungeon Fantasy 3 is one who has decided to live outside of Faerie and therefore is cut off from the energies there making it slightly weaker – though not bound to curse that those who do stay there suffer.
* Use the rules for True Faith.
† Covers Carousing, Leatherworking, Professional Skill (Cobbler), Stealth, Survival (Woodlands), and Urban Survival.
‡ See GURPS Dungeon Fantasy 3, p. 9.
Monster Hunters…
ST: 14 HP: 14 Speed: 7.00
DX: 14 Will: 14 Move: 8
IQ: 12 Per: 14 Weight: 60 lbs.
HT: 12 FP: 12 SM: -4
Dodge: 10 Parry: 9 DR: 0
Fright Check: -1
Shillelagh (14): 2d+1 crushing; Reach C; Parry 0U. Made as a Deceptive Attack (-1 to defend against).
Punch (14): 1d crushing; Reach C. Made as a Deceptive Attack (-1 to defend against).
Traits: Acute Hearing 3; Appearance (Ugly); Bad Temper (12); Compulsive Carousing (12); Curious (12); Dark Vision; Detect (Treasure; Magical; Precise); Dislikes Loud Noises; Divine Curse (Can be driven off by using your True Name); Divine Curse (Cannot harm anyone who invokes your True Name); Divine Curse (Keep to the letter of any promise); Divine Curse (Make footwear); Dread (Iron; Can be trapped only; Insensitive); Extended Hearing (Low); High Manuel Dexterity 2; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse; Not against iron attacks); Intolerance (Religious or holy people and places); Invisibility (Glamour, Will-4; Reduced Time 1; Switchable); Jumper (Spirit; Costs Fatigue, 2 FP; Limited Access, Faerie; Special Movement, Must be able to walk; Special Portal, Any reflective surface; Tunnel (Takes Extra Time 5)); Language (Tuath; Native); Leprechaun Racial Talent 3*; Magery 0; Odious Personal Habit (Capricious); Ridiculous Luck (Active; Magical; Wishing); Trickster (12); Ultrahearing; Vulnerability (Iron x2); Wears green.
Skills: Axe/Mace-16; Brawling-16; Carousing-15; Leatherworking-16; Professional Skill (Cobbler)-16; Stealth-16; and either Survival (Woodlands)-16 or Urban Survival-16.
Notes: Reproduces with other female fae – male offspring are always leprechaun, female are whatever their mother’s race is. Use the skills listed under Free-Willed Spirits in the Know Thy Enemy box in Monster Hunters 1 (p. 16).Three to four leprechauns are a fair fight for one champion armed with iron weapons, or one or two against a hero armed only with normal ones.
* Covers Carousing, Leatherworking, Professional Skill (Cobbler), Stealth, Survival (Woodlands), and Urban Survival.
How does the DF version relate to the Leperchaun race? Or does it?
I didn't intend to make it compatible from the start. I suppose I could if such a thing was wanted.
Maybe it's just me, but I find having different things in the same game, with the same name and obviously cribbed from the same source, but interpreted very differently to be confusing and jarring.
Well if you mean by cribbed the same folklore..then yeah. I'll see what I can do about making the DF version more like the DF race. 🙂