Monster:Gyr Spirit
Gyr Spirits are wispy, ghostlike spirits which make their homes inside of mechanical objects or parts. When in something mechanical, the Gyr Spirit can try to make it malfunction, turn on, work under strange circumstances, break, explode, or serve its own desires. There are even some rare tales of Gyr Spirits working of their own volition, or in tandem with mechanics to make their host mechanisms work better.
Gyr Spirits can lie dormant in a mechanical object for long periods of time. Gyr Spirits range in terms of personality, but most have a mischievous streak and natural curiosity. In their natural form, the spirits resemble small, impish humanoids, standing only a few inches tall, and seem to be made of a bluish smoke. Being spirits, Gyr Spirits don't require food, drink or rest.
There are several theories as to how to remove a Gyr Spirit from a mechanism, ranging from magical to practical. For instance, using a specialized, very strong magnet made with Tenebran Steel to suck the spirit out. Or banishing the spirit with magic. Or coaxing it out by leaving a mechanism made with shinier, more expensive parts, or smaller, more complex parts (like a watch) nearby. Or submerging the mechanism in rose water (which runs the risk of ruining some devices, or just making them smell like perfume). Results vary.
All Gyr Spirits have the following powers:
- x
- xx
Gyr Spirit
Basics
- HP=
- AP=
- Speed=ft/AP
MUS | |
---|---|
AGI | |
END |
INT | |
---|---|
INS | |
CUN |
CHA | |
---|---|
PSN | |
PRS |
CRG | |
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SFC | |
PSY |
Total | CUN | AGI | Misc |
---|---|---|---|
0 | 0 |
Skills
Combat
Total | CUN | Skill | MUS | Hurt |
---|---|---|---|---|
xx | x | x | x | x |
Total | AGI | Dodge | END | Armor |
---|---|---|---|---|
xx | x | x | x | x |