It's Only Magic
Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave little poops in the middle of the floor.
Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead others.
Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee nowee!"
Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum "playing possum."
Motive: Mischief and curiosity
Environment: Anywhere there is potential for trouble
Health: 6
Damage Inflicted: Minor wound (2 points)
Movement: Short; immediate when climbing or jumping
Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or tripping opponents onto pointy edges and corners. Any of these attacks inflicts a minor wound (2 points).
Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity gets the better of them.)
Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others. They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with important things.
Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest cypher.
GM Intrusion: The zorp steals a cypher from the character and moves a short distance away or hides behind or under something in the area. GM Intrusion: Several more zorps appear and attack the character using improvised weapons in the area.