We continue Flumph Friday by adapting the flumph for QAGS from Hex Games!
Flumph
Body: 9
Brain: 14
Nerve: 12
HP: 9
YY: 3
WWPHITM?: A muppet
Tagline: "May the serenity of the High Ones guide you."
Tagline: "May the serenity of the High Ones guide you."
Job: Alien Priest (13)
Gimmick: Chemical Defenses (12)
--The flumph's alien innards allows it
to produce a variety of chemicals that it can excrete or spray in
self defense. Usually this either a noxious, nauseating slime (target
must roll Nerve vs. the flumph's Gimmick to do anything but retch and
vomit for a number of rounds equal to the difference in rolls), or a
spray of corrosive acid (roll Gimmick to hit, with a Damage Bonus of
+4).
Weakness: Pacifist (12)
--Unless it is physically wounded, if
the flumph wants to attack a living creature, it must make a Weakness
roll. If the roll succeeds, the flumph cannot bring itself to attack.
Skills: Healing +3, Meditation +2, Space Lore +1
Flumphs are
strange alien creatures that resemble slightly-flattened, floating jellyfish with rubbery yellow-green hide, dextrous tentacles, and inquisitive eyestalks.
They speak the languages of Earth in whispery sing-song voices. Since
their home planet, Flumphsylvania, was destroyed in an intergalactic
war 3000 years ago, flumphs have been cast adrift into the universe,
looking for a new home. A small rocket ship carrying a coterie of
flumphs crashed outside Waldo, Ohio in 1897. They have done their
best to make a new life for themselves ever since.
Despite their
bizarre, inhuman appearance, these aliens are peaceful and friendly.
They prefer a life of quiet, religious contemplation away from the
prying eyes of humanity. Small groups of flumphs will use their acidic excretions to carve out swirling underground caverns of alien design
and form small “monasteries” dedicated to the High Ones.
Flumphs in Hobomancer:
As cosmic drifters without a home of their own and a mystical
disposition, flumphs feel a particular empathy with the hobomancers.
They can use their “Alien Priest” Job to tap into the songlines
and perform acts of ritual magic. If they can earn their trust, a
group of flumphs could make powerful allies to a crew of hobomancers. Hobomancers refer to flumphs as "Flying Flapjacks."
Flumphs in M-Force:
Flumphs
as a whole do not represent a threat to humanity, and are not listed
on the government's Official Monster List. A flumph's knowledge of
the horrors of outer space might prove useful to the right M-Force
office.
Flumphs
in Fort High:
Flumphs reproduce asexually, but they still have offspring. In an
attempt to adapt to human culture, many flumph's send their spawn to
Paradigm schools, where they tend to excel at math and chemistry.
No comments:
Post a Comment