Showing posts with label flumph. Show all posts
Showing posts with label flumph. Show all posts

Friday, February 22, 2019

The Flumph for Godbound (Flumph Friday February)


Hey kids, its the third week of Flumph Friday February, 2019 edition. This week I bring you the Flumph for Kevin Crawfor'd old-school game of epic mega-fantasy demigods, Godbound. 


Flumphs
The Flumphs were once kind and benevolent healers from distant realms. Their temples and hospices dotted the small places of the Old Empire.

Then you humans had to go and fuck things up! Now the Flumphs are pissed, and they've teamed up with the angels. You've brought this upon yourselves!


Flumph Swarm
AC: 7
Move: 30' fly
Hit Dice: 12/24/36
Save: 13+
Attack: +1/ +1x2/ +1x3
Damage: 1d6 (tentacle spikes)
Morale: 8
Effort: 1

These flumphs have had enough of your human bullshit and have teamed up to drive you out of their territory. Whose the goofy little jellyfish alien now, tough guy? A flumph swarm can commit Effort for the scene to create a cloud of noxious chemicals. Any non-flumph caught within the Mob must make a Hardiness save or suffer a -4 penalty to all their attacks and a +2 penalty to their AC until they leave the mob's area. The mob is made up of 1 hit die creatures, and is susceptible to powers and Fray dice that affect such foes.


Flumph Champion
AC: 3
Move: 50' Fly
Hit Dice: 10
Save: 11+
Attack: +10 x 3 attacks
Damage: 1d10 (acid-laced tentacle spikes)
Morale: 10
Effort: 4

Sometimes a Flumph will rise above his peers. Its piety, prowess, and dedication to the forces of Order impress the angelic hosts enough that they bond the Flumph to a Word—usually Fate, Health, or Sky. A Flumph Champion is bound to a single Word and usually has access to three Gifts. Additionally, the Champion can commit Effort for the day to release a cloud of caustic chemicals with a 30' radius. Any non-flumph caught within the cloud takes 1d6 damage per round (rolled straight against unworthy foes). The cloud lasts until the end of the scene or until dispelled.

(D6) Flumph Champion Tactics
  1. Summons a small Flumph Swarm to its aid. 
  2. Squirt a blinding stream of caustic goo into its opponent's eyes. Evasion save or be blinded for 2d6 rounds.
  3. Use all its attacks to attack a single opponent in a flurry of tentacle jabs.
  4. Fly out of reach of its enemies and blast its foes with Gifts.
  5. Spin around like a pinwheel of death, making a single attack roll against every opponent in melee range.
  6. Call upon the blessings of the Highest Ones, healing itself for 1d6 HD


Friday, February 15, 2019

Flumph for Into the Odd [Flumph Friday February]

Let's move right along into the second week of Flumph Friday February 2019!
This week I bring you the Flumph for Chris McDowall's awesome game, Into the Odd.



Flumph
STR 8, DEX 11, WIL 14, 8 HP
Driven to collect and curate Arcana. Usually happy to live quiet lives, maintaining their collections and performing rituals to the Unfathomable Moist Gods. Cloisters are able to present organized resistance when invaded by treasure-hunters. Attacks with tentacle spikes for 1d6 Damage. Produces a noxious chemical oil that forces attackers to make a STR save or have all their attacks Impaired. A cloister will often have at least one piece of Arcana the Flumphs can use to defend their home. 

Friday, February 8, 2019

Flumphs for Solar Blades & Cosmic Spells [Flumph Friday February]


It’s February.
It’s Friday.
That means it's Flumph Friday February!

Every Friday, throughout the month of February, I will stat up the world’s greatest monster for a different roleplaying adventure game system.

Previous FFFs


We’re going to start the 2019 Flumph February Friday with Diogo Nogueira’s newly released Solar Blades & Cosmic Spells.


Space Flumphs
Space Flumphs are small but hardy, jellyfish-like aliens that float quietly on jets of air. They have leathery yellow skins, wispy sing-song voices, and friendly eyestalks. Flumphs are dedicated acolytes of the lost Star Gods and they preform sacred rites to these cosmic powers deep within monasteries hidden on lonely asteroids and swampy moons. Flumphs are peaceful and contemplative, but are quite glad to come to the aid of rebels and resistance fighters against the evil Galactic Overlords. If forced into combat, a Flumph can defend itself with hidden tentacle spikes or a potent chemical spray.

HD: 2
Special Abilites: Can fly as part of their movement; can squirt a stream of noxious chemicals, requiring the target to make an Agility test or suffer a Negative Die to all actions for the next 2d6 rounds; knows 1-3 spells, typically Disrupt Power, Language Comprehension, or Song of Serenity.

Friday, February 16, 2018

The Flumph for Barbarians of Lemuria [Flumph Friday February]

Barbarians of Lemuria is one of my favorite fantasy RPGs (in fact, probably my absolute favorite for loincloth & broadsword S&S) that, sadly, I've only had a chance to play a handful of times. 

So here's a Lemurian Flumph...


Flumph
Flumphs are strange alien creatures that came down from the stars 1000 years ago, escaping some nameless evil from the Outer Dark. Flumphs resemble floating leather jellyfish with a multitude of tentacles and two black eyes on long stalks.

Flumphs live deep in the Kasht Swamp, keeping to their weird spherical temples of bronze and glass where they quietly worship alien gods.  Flumphs are mostly benign, but wary of strangers. To those brave enough to tread the swamps and find their temples and savvy enough to befriend them, Flumphs can provide a wealth of insight into forbidden lore and alien science.

Creature size: Small

Normally Found: Kasht Swamp

Attributes
Strength: -1
Agility: 0
Mind: 3
 Appeal: 1

Combat Abilities
Initiative: 0
Melee: 0
Ranged: 1
Defense: 2

Careers
Priest: 1
Alchemist: 1
Magician: 1
Scribe: 1

Lifeblood: 9

Vitriolic Squirt
Attack +1
Damage: d6+ special
Targets hit by the Flumph’s vitriolic squirt must make a Strength roll. Failure means they gain the flaw Blinded for 30 minutes, unless otherwise cured.


Friday, February 9, 2018

Flumph for Tunnels & Trolls 7th Edition [Flumph Friday February]

Flumph Friday continues! I can’t believe it took me three years to stat out the Flumph for Tunnels & Trolls.

Flumph

Monster Rating: 30 (typically found on dungeon level 1)
Combat Dice: 4d6+15
Special Damage: 2/Blindness – The flumph causes blindness with a squirt of noxious chemicals.
Special Abilities: Fly Me – The flumph can fly on jets of air.
I Gotcher Back, Buddy! – The flumph can heal 1 CON per turn.


Flumphs resemble rubbery yellow jellyfish with friendly eyes on long stalks. They float through the air on natural air jets and speak in wispy sing-song voices. These benign creatures typically make their lairs in the upper levels of dungeons where they act as guides and support services for friendly delvers. 

Friday, February 2, 2018

The Flumph for Nightlife?! [Flumph Friday February]


It’s February, and it’s Friday. That means it’s that most wonderful time of the year again. It’s Flumph Friday!

This year, I’m kicking things off by adapting the Flumph to one of my favorite games ever, Nightlife.

Flumf
Needs more crosshatching!
STR: 10                 PER: 30
DEX: 15                ATT: 5
FIT: 20                  LUCK: 20
INT: 25                  HTH: 3
WILL: 30              SP: 40

Max Humanity: 60
Humanity Damage Modifier: +1/1 per 10

Edges: Drain (life force), Flight, Healing, Shunting, Telepathy
Flaws: Substance Vulnerability (fire, double damage), Horrifying Appearance, Special (Clumsy on the ground, ¼ normal movement)
Skills: City Knowledge, Medicine, Parking, Scavenging, Survival
Faction: Neutral

Description: Flumfs originally hail from the Wormholes. They were driven out of their subterranean homelands due to territorial wars between the Suckers and Nasty Muthas. Flumfs first appeared in New York in the 1930s and established small communities where they operated as healers, guides, and cleaners for other Kin.
Flumfs possess flat, rugose bodies mounted atop a central tentacular mass. They move by using their Flight edge, and are very clumsy on the ground. Despite their generally benevolent demeanors, the Flumfs’ utterly alien appearance and Wormhole origin make them are largely distrusted by other Kin.


Former Friday Flumphs
Carcosa
Fate Accelerated

Friday, February 24, 2017

The Flumph for Dungeon Crawl Classics [Flumph Friday February]

Flumph: Init +0; Atk: Tentacle +5 melee (1d8 + paralysis DC 14 Fort); AC 16; HD 5d8; MV fly 30’; Act 1d20; SP Aura of Law; SC Fort +1, Ref +0, Will +4, AL L


Flumphs are extra-planar creatures from the High Heavens who serve as messengers for the Lords of Order. The travel to Aerth to bestow quests, warnings, or prophecies to lawful champions. These strange creatures appear as large floating jellyfish with leathery golden hides and large eyes on the ends of long stalks. They smell of sandalwood and have airy voices like windchimes.


When forced into combat, Flumphs attack with their long tentacles. A creature struck by a Flumph tentacle must make a DC 14 Fort save or be paralyzed for 1d7 rounds. Flumphs also radiate an Arua of Law with a radius of 15 feet. Lawful characters within this aura (except the Flumph itself) regenerate 1d5 HP per round. Chaotic Clerics and all wizards suffer a -5 penalty to all their spellcasting checks while within the Flumph’s Aura of Law.

Friday, February 17, 2017

Flumphs of Carcosa [Flumph Friday February]

Today I add flumphs to Geoffrey McKinney’s Carcosa. The specific version of Carcosa I’m using comes from McKinney’s four Carcosa AD&D modules, not the core Carcosa book. These gazetteers (which you should go buy) make use of traditional AD&D classes and alignments. They also make references to the Elder Gods and other forces of Good on Carcosa. I think fumphs fit in nicely.


Flumphs, Carcosan
Flumphs are floating, jellyfish-like aliens stranded on Carcosa after their home planet was destroyed 2000 years ago by intergalactic minions of the Great Old Ones. They now make their home in hidden enclaves and monasteries nestled underground or hidden within mountains. Flumphs are completely devoted to the Elder Gods and are one of the few powers of Good on Carcosa. They are generally distrustful of Men, but are willing to help any heroes dedicated to destroying the Great Old Ones.


Flumph, Ulfire
Number Appearing: 1-4
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 5-7
Number of Attacks: 1
Damage/Attack: 1-8 plus 2d6 acid
Special Attacks: Holy fluid spray, spells
Special Defenses: none
Magic Resistance: standard
Intelligence: High
Alignment: Lawful Good
Size: M (4’ diameter)
Ulfire flumphs acts as the leaders and spiritual guides of flumph society. They have dedicated their lives to the Elder Gods and can cast spells and turn undead like a lawful cleric with a level equal to their Hit Dice.
 
An ulfire flumph attacks with the acid-laced spikes hidden within it’s tentacles. Once per day, it can also spray a pearlescent fluid in a 60’ arc with a range of 20 feet. This emission functions much like holy water, and inflicts 2d6 points of damage on any undead or Spawn of Shub-Niggurath that fails a save vs. poison.


Flumph, Dolm
Number Appearing: 2-8
Armor Class: Upper surface: 0; Underside: 5
Move: 9”
Hit Dice: 4-5
Number of Attacks: 1 or 2
Damage/Attack: 1-8 plus 1-4 acid or by weapon
Special Attacks: Paladin abilities
Special Defenses: Paladin abilities
Magic Resistance: standard
Intelligence: Average
Alignment: Lawful Good
Size: M (3’ diameter)
Dolm flumphs form the militant arm (tentacle?) of flumph society. They act as bodyguards to the ulfire flumphs and conduct raids against minions of the Great Old Ones. A dolm flumph has all the powers of paladin (except for Summon Warhorse) with a level equal to their Hit Dice.
 
Dolm flumphs are the only flumphs trained in the use of weapons. They can hold two two-handed weapons in their tentacle masses (usually spears or pole arms) and can attack with both. Without weapons, a Dolm flumph can still attack with the acid-laced spikes hidden within its tentacles. It lacks the stink-spray attack of normal flumphs.


Flumph, Jale
Number Appearing: 1
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 4-9
Number of Attacks: 1
Damage/Attack: 1-6 plus 1-4 acid or by spell
Special Attacks: spells
Special Defenses: none
Magic Resistance: 25%
Intelligence: High-Genius
Alignment: Chaotic Good
Size: M (2’ diameter)
Aside from their color, jale flumphs are distinguished by their third eyestalk. Their over-sized, multi-faceted third eye allows the jale flumph to see invisible objects or beings within 120 feet.
 
Jale have dedicated themselves to the study of sorcery and are exceedingly rare. While other flumphs see them as heretics for aligning themselves with Chaos, their devotion to Good is without question. Still, no flumph enclave will tolerate more than one of these magic-users in their midst.
 
Jale flumphs have weaker spikes and acid than other flumphs, and have given up their stink-spray ability. However, they can cast spells like a Magic User with a level equal to their Hit Dice.


Lurffamyrm Sanctuary (3720)
Flumph Citadel
Population: 37 normal flumphs (from the Fiend Folio), 3 ulfire flumphs, 7 dolm flumphs, 1 jale flumphs
Alignment: LG
Resources: Fungal Spices
Leader: Barniabos (7HD ulfire flumph)
Significant NPCs: Korbuurn (5HD dolm flumph), hawkish leader of the Dolm Spears; T’odd (7HD jale flumph), chatty sorcerous researcher.
 
Lurffamyrm Citadel is a citadel made of metallic, interconnected dome-like structures nestled within the mountains. There are no paths leading to the citadel (the floating inhabitants don’t need them) and is very difficult to reach on foot. The citadel is home to 64 flumphs, led by a ulfire flumph named Barnibos and his two under-priests. 37 normal flumphs perform daily benedictions to the mysterious Elder Gods and tend to the cavernous spice middens beneath the citadels. The Sanctuary is guarded by a troop of dolm flumphs called The Dolm Spears. Their leader, Korbuurn wants to take a more pro-active stance against the green men in the Grotto of Azathoth (3718). He has a space alien plasma rifle (5-30 damage) that he believes will give his warriors the edge they need. T’odd, the jale flumph Magic User, keeps a library of dangerous lore in a disused storeroom near the spice middens. He will gladly “talk shop” with any visiting good-aligned magic users--an all-too rare opportunity.

Friday, February 10, 2017

The Flumph for Ryuutama [Flumph Friday February]

Today I present to you the Flumph for Ryuutama (a delightful game I intend on reviewing in the near future.)

Flumph

Level: 4
Habitat: All
Season: All
Materials: Flumph pearl (500gp)
Draconica Number: 537

HP: 12
MP: 16
STR: 6 DEX: 4 INT: 6 SPI: 8
Initiative: 5
Condition: 7
Accuracy: d4 + d6 
Damage: d6 + poison: 4
Armor: None

Flumphs are friendly and peaceful little creatures that came down from far-off stars. They resemble rubbery floating jellyfish with googly eyes on the ends of flexible stalks. Shy and secretive, they make their homes in hidden shrines across the world. They will gladly help any travelers who are lost or injured. Though peaceful, a threatened flumph can defend itself with a noxious stream of poisonous acid. 
Special Abilities: Posion - A creature hit by a flumph's attack suffers [poison: 4]. Blessings of the High Ones - The flumph knows all Spring Magic spells, plus the Cure Touch spell.

Friday, February 3, 2017

Flumph for Fate Accelerated [Flumph Friday February]

Well hey, gang! I’ve decided to bring back Flumph Friday February this year. Each Friday this month, I’ll post the beloved Flumph, statted out for a different game system. All of these conversions are based on my interpretation of the Monastic Flumph from AD&D 2nd Edition.

Past conversions of the Flumph:
Far AwayLand
Mutant Future
Stars Without Number
QAGS
Dungeon World


This year I’m kicking off Flumph Friday February with Fate Accelerated! (That’s a lot of Fs!)



FLUMPH!
High Concept: Funny Little Floating Alien Pilgrim
Weakness: Lawful Good
Other Aspects:
“May the Blessings of the High Ones be upon you.”
Noxious Chemical Spray
Everybody’s Buddy



Approaches
Careful +3
Clever +2
Flashy +1
Forceful +0
Quickly +1
Sneaky +2

Stunts
Because I can tap into the healing power of the High Ones, once per session I can remove all the stress from one creature I can touch.

Because I produce a variety of noxious chemicals
, I get +2 to Flashily Create Advantages related to acid, blindness, or nausea.

Because everybody trusts a Flumph, I get +2 to Carefully Create Advantages or Overcome Obstacles related to trust or friendship.

Stress: OOO

Tuesday, March 24, 2015

The Flaamff for Far Away Land

Flaamff (1)
"It's me, Barney the Flaamff!"
Archetype: Monster
Size: Small (0)

Flaamffs are rubbery floating jellyfish who worship the Cosmic Wanderer. These good natured creatures live in dungeons, ruins, and other out-of-the-way locations where adventurers tend to frequent. Small cloisters of flaamffs patrol dangerous rooms, passages, and chambers looking for wounded heroes to heal with magic and medicinal fungus. If attacked, these peaceful creatures defend themselves with their stink spray and try to flee. They only lash out with their tentacle spikes as a last resort.

HP: 13, AC: 0, ACT: 5
BRT: 1, DEX: 1, WIT: 2

Tentacle Spikes (1): 1d3 damage, Stink Spray (1): Makes target nauseous, Magic (1): Equal to LVL, Flight


Flaamff PCs
Boons: 2
Abilities: Tentacle Spikes (1d3 damage), Stink Spray, Flight

Tuesday, September 30, 2014

Dungeons & Dragons Flumphth Edition

Now with mood-ring skin!
Hey, so I got my copy of the new Monster Manual this morning! Let's open this thing and just--Holy cow, a FLUMPH!

Wow, I never expected that. My beloved flumph not used as a filler monster in some obscure, late-run supplement. No sir, the flumph is right here in the core Monster Manual. That's right kids, Dungeons & Dragons Fifth Edition is now officially the Flumphth Edition.

So how does my favorite monster stack up in the new edition, and how does it match up with my own image of the flumph? We're told that flumphs are intelligent and wise "possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects." They also live in small groups called cloisters. This matches pretty well with my own image of the flumphs as soft-spoken, benevolent philosophers. This idea, of course, was engendered by the monastic flumph found in Second Edition. You'll notice that all my extra-system write-ups for the flumph have some sort of healing magic. Sadly, the 5th Ed flumph does not have any cleric levels. This, of course, will change in my games.

"Hey buddy. There's some Illithids down on Level Three. You should totally go kill them."
Old-school flumphs ate small animals, skewering them on their hidden spikes. The new guys are "passive parasites" that harmlessly siphon off small amounts of psionic energy from nearby creatures. Since they live in the Underdark, most of their neighbors are evil. This gives the good-natured flumphs a kind of psychic indigestion--evil thoughts are disturbing to them. When a cloister of flumphs detects the thoughts of good creatures (like adventurers) they will direct them to the source of evil, encouraging the heroes to wipe them out. I am not sure how I feel about the flumph's new role as "dungeon snitch."

Mechanically, the flumph does pretty well. Its tentacles do decent damage (1d4+2), as well as additional acid damage-over-time. They also keep their signature "stench spray" ability that puts the "poisoned" condition on anyone who fails a (relatively easy) saving throw. The poisoned condition is  nothing to sneeze at. A battle between a group of flumphs and a group of kobolds could be quite a brawl.

I'm delighted to see the flumph front-and-center in the core bestiary, along side such iconic monsters such as beholders and githyanki. Over all I'm pretty happy with how the little guys are represented.

Also, the grell are in the Monster Manual, too. That means my campaign can continue the cosmic war between the flumphs and the grell.

Thursday, February 21, 2013

Flumphs for Mutant Future [Flumph Friday]


Let's close out Flumph Friday February with the "Floomf" for Mutant Future!

Floomf
No. Enc.: 3d4 (5d6)
Alignment: Lawful
Movement: 10 (3') crawling, 150' (50') flying
Armor Class: 6
Hit Dice: 6*******

Attacks: 1
Damage: 3d6 (mind thrust) or paralytic slime
Save: L4
Morale: 8
Hoard Class: II (XIX)

XP: 2070

Floomfs are bizarre mutants that hail from another dimension. They possess an anatomical makeup that combines elements of both animals and fungi and resemble leathery floating jellyfish with multiple tentacles and two dexterous eyestalks that support black snail-like eyes. They float through the air using psionic levitation and communicate with using neural telepathy.

The Floomfs' home dimension was conquered by the sinister Brain Lashers. The Floompf's escaped to the Mutant Future world with the intent of warning its inhabitants of the approaching Brain Lasher invasion. Sadly, with society in a shambles and most people fearful of the Floomfs' strange appearance, their warnings fell on deaf ears. Now the Brain Lashers are here!

Floomfs are peaceful creatures, given to quiet contemplation and scientific study. They abhor violence, but when attacked, they can bring powerful mental mutations to bear, as well as a paralytic venom.

A Floomf will first attack by squirting a stream of paralytic green slime. This attack has a range of 30'. If this stream hits, the target must make a save vs. poison or be paralyzed for 2d6 rounds.

A Floomf can also attack with its power Mind Thrust mutation. This mental attack uses has a range of 50' and inflicts 3d6 points of damage. It can be used every round. Floomfs are considered to have a Will score of 15.

Once per day, a Floomf can use it's psionic healing mutation to heal itself or one creature it touches for 4d6 hp.

Mutations: Bizarre Appearance, Mental Barrier, Metaconcert, Mind Thrust, Plane Shift, Psionic Healing, Psionic Flight, Toxic Weapon



Friday, February 15, 2013

Flumphs for Stars Without Number! [Flumph Friday]


Flumphs are peaceful, inquisitive aliens resembling leathery yellow jelly fish with dexterous tentacles and expressive eye stalks. They float quietly though the air using a form of natural air induction. The flumph language is comprised of a mixture of tentacular body language and chemical signatures. Communication with humans and similar species requires the assistance of electronic translators or the Telepathy discipline.

Flumph society is peaceful and orderly, with each flumph helping its neighbors in a kind of enlightened socialism. Communities are led by members of a psychic priest caste dedicated to the mysterious High Ones. Most flumph settlements are Tech Level 4. They technology tends to focus on psychology , psionic research, and exploration. Aside from their Pacification Rays, flumphs are not known for their weaponry.

The flumphs were hit by the Scream as badly as the rest of the galaxy, destroying the entire priest caste in an instant. However, due to their cooperative, nonviolent culture, flumph settlements generally didn't collapse into the chaos that plagued human colonies.

Flumphs try to avoid combat if necessary and prefer peaceful mediation. In seriously threatened, a flumph can emit a steam of noxious ichor to temporarily disable attackers. Psychic flumohs often carry a psitech Pacification Ray to harmlessly deter opponents. Only in the most desperate of circumstances will a flumph use the atavistic tooth-spikes hidden in the center of their tentacles.

Flumph
Armor Class: 5
Hit Dice: 3
Attack Bonus: +2
Damage: 2d4* Pacification Ray or 1d6 spikes
Number Appearing: 3d6
Saving Throw: 13+
Movement: 20' fly
Morale: 9

Any given flumph has a 25% chance of having psychic powers and Psi Points equal to a (1d8) level psychic, usually focusing on the Telepathy or Biopsychic discipline.

Flumph Pacification Ray (psitech)
Damage: 2d4*
Range: 30/60
Cost: 5000
Attribute: Wis/Con
Tech: 5
*Like a stun baton, damage from the pacification ray will leave a target unconscious, but will not kill them. Unlike a stun baton, this damage doesn't take the form of nerve pain, but as lethargy and fatigue.  

Friday, February 8, 2013

The Flumph for QAGS! [Flumph Friday]


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."

Job: Alien Priest (13)
--A flumph may use its Job to perform ritual magic as described in Hobomancer and Magic Rules!

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.