Showing posts with label hobomancer. Show all posts
Showing posts with label hobomancer. Show all posts

Tuesday, April 9, 2019

Troika Backgrounds (Hobomancer, Sneaky Snake, Moleman, Prodigal Vampire)

Daniel Sell's Troika! is really something special. I love the crazy, loosely-detailed setting that mish-mashes all sorts of psychedelic science-fantasy world-hopping weirdness. The whole thing encourages you to create your own new backgrounds for characters. So that's what I did!

The Hobomancer and Sneaky Snake come from the (Ennie Award-winning!) Hobomancer RPG and Hobomancer Companion that I helped write for Hex Games. I've written about Molemen on this blog several times, but they're inspired (shamelessly lifted) from John Hodgman's The Areas of My Expertise. And as for the Prodigal Vampire... well, I just like vampires.


Hobomancer
The Songlines span the entirety of the multiverse. The Hobomancers travel along this network of Creation energy, often on magical trains. Many of these trains find their way to Troika. As a hobo, you have forsaken your old name and taken up a life of travel and freedom. As a Hobomancer, you have been initiated into fraternity of wandering mystics and shamans, dedicated to protecting The Song.

Possessions
  • Bindle (+2 carrying capacity, damage as a staff).
  • Banjo, fiddle, or harmonica.
  • Bottle of hooch, cheap but potent.
Advanced Skills
  • 3 Secret Signs: Hobomancer
  • 2 Panhandling
  • 3 Train Hopping
  • 1 Folk Music
  • 2 Trainwhispering (Lets you communicate with trains of all sorts)
  • 1 Bindle Fighting
  • 2 Second Sight
  • 1 Spell: Mulligan Stew
  • 1 Spell: It’s Right Here in My Bindle!
  • 1 Spell: Random
Special
When rolling into town, you can find temporary employment if you make a successful Luck roll.

New Spells
Mulligan Stew (2)
By mixing together a bunch of normally inedible items (shoestrings, empty cans, a rock, whatever you can find) into a pot of boiling water, you can create a tasty and nutritious stew. If successfully cast, the spell creates a number of provisions equal to your roll. The stew must be eaten within an hour or it turns into inedible slop.

It’s Right Here in my Bindle! (1)
Name a mundane, non-food, non-weapon item able to be held in one hand and worth less than a half a day’s wages. Make your spellcasting roll, and if you succeed, it’s right there in your bindle.


Sneaky Snake
Your ancestors ruled over vast, interdimensional empires, commanding mighty golden armies of armored dinosaurs to trample fledgling human tribes. But your kingdoms fell into decadence and complacency. Loinclothed, sword-swinging human heroes toppled your onyx pyramids, shattered your temples, and trod your high-priests into the ground. Ten-thousand years later, the descendants of the fallen Serpent Kings still lurk in the shadows, practicing the arts of deception and planning for the return of the Empire. The Sneaky Snakes are almost ready to rise up again, and have been for several dozen centuries.

Possessions
  • Fancy robes.
  • Disguise kit.
  • Ornate, wavy-bladed dagger.
  • Fangs, with atrophied venom glands (damage as modest beast).
Advanced Skills
  • 3 Disguise
  • 3 Parseltongue (Lets you speak to snakes and other reptiles)
  • 1 Stealth
  • 2 Poisons
  • 2 Spell: Illusion
  • 1 Spell: Assassin’s Dagger
  • 1 Spell: Random
  • 1 Spell: Random


Moleman
You are a native of subterranean realms. You have large teeth, tiny black eyes, and hairless pink skin covered with a thin layer of luminescent mucus. Despite your hideous appearance, you come from a sophisticated culture that values industry and learnedness. Your ideas of natural rights and representative democracy are alien to most other cultures.

Possessions
  • Powdered wig.
  • Frock coat.
  • Stack of pamphlets and handbills.
  • Fencing saber (damage as sword).
Advanced Skills
  • 3 Rhetoric
  • 2 Natural Philosophy
  • 2 Political Theory
  • 2 Comparative Religion
  • 2 Mathmology
  • 3 Spelunking
  • 2 Sword fighting
Special
Once per day, you can produce a wad of luminescent mucus that sheds light like a lantern. This light lasts a number of hours equal to your skill and can be stuck to any solid surface.


Prodigal Vampire
When the Sunshine Collective conquered the world of Chornabos, the vampire nobles that ruled the Black Cities were forced to flee in exile. Many of these displaced vampires settled in Troika. Now you’re trying to maintain your dignity and rebuild the network of influence and prestige that you once enjoyed.

Possessions
  • Fine clothing, several decades out of fashion.
  • Sword-umbrella.
  • Fancy jewelry, worth 2d6x10 silver pence.
  • Bat wings (fly as fast as a man can run).
  • Retractable fangs (damage as modest beast).
Advanced Skills
  • 3 Etiquette
  • 2 Bite Fighting
  • 2 Flight
  • 1 Stealth
  • 1 Spell: Amity
  • 1 Spell: Fear
  • 1 Spell: Befuddle
Special
You cannot eat normal provisions. When you make a successful bite attack, you can choose to immediately slurp up some of your target’s blood (assuming they have blood). This doesn’t cause any extra damage, but you gain the benefits of consuming a provision (regain 1d6 Stamina). You can only feed like this three times per day (breakfast, lunch, and dinner).

You automatically fail any Luck rolls while you are exposed to direct sunlight. While in the smoky city of Troika, beneath the Hump-Backed Sky, this is rarely a problem, but keep your umbrella handy.

Thursday, August 24, 2017

Anthropic Manifestation of Shattered Time [QAGS and Hobomancer]

The Sneaky Snakes bound VLHRG the Time Wyrm in an attempt to rewrite history so their antediluvian empire never fell and the word remained under the thrall of those Valusian reptiles. 

Thankfully, a plucky band of Hobomancers gathered the Cosmic Tchotchkes and brought them to the Infinite Switchyard, where they were able to banish VLHRG back to the Outer Dark.

One of the final threats the Sneaky Snakes brought against the Hobomancers was the Anthropic Manifestation of Shattered Time.  This creature is appears as an eight-foot-tall, vaguely-simian energy form made of shards of light, like stained glass swirling around a liquid silver core.

Anthropic Manifestation of Shattered Time

Body: 16
Brain: 8
Nerve: 18
HP: 32
YY: 10

Job: Time killer (16)
Gimmick: Time made manifest (14)
Weakness: Weak against structural magic (12)

WWPHITM?: Undefinable.
Tagline: “Become unmade…”
Dumb Fact: He remembers you. You. The player. Everything about you.

Game Notes
•The Manifestation’s melee attacks have a Damage Bonus of +4. Targets of its attacks grow older or younger. If damage suffered by the target is an even number, it grows older. If brought to 0hp by even damage, the victim falls to ash and dust. If the damage suffered is an odd number, it grows younger. If brought to 0hp by odd damage, the target collapses into a pile of nonviable stem cells.

•The Anthropic Manifestation of Shattered Time has no solid form. Attacks from non-magical sources inflict only 1 point of damage on the Manifestation and cannot be increased with Yum Yums.

•As a “boss-monster” GMC, the creature’s “Time made manifest” Gimmick is broadly defined. It allows the Manifestation to manipulate time in weird and unpredictable ways. When used against another character, it can be resisted with Nerve or a magical-type job (Like “Hobomancer”). Example uses of the power include “Time Locking” a character to prevent them from acting until they can break free; forcing a creature to reroll a die or take a different action; or summoning temporal doppelgangers to help it in battle.

•As a magical creature of shattered reality, the Manifestation is weak against magic that builds, creates, or binds. When subjected to such magics, the Manifestation must make a Weakness roll. If the Weakness takes effect, it is not allowed to make any roll to resist the incoming spell.

Tuesday, August 15, 2017

Gencon and Hobomancers in Time

Happy D20 is also totally stoked for Gencon!
The family and I leave for Gencon tomorrow. I've spent today packing and finishing the last bits of preparation for the trip. I am very much looking forward to seeing my friends and my tribe again.

Along with several other people from Hex Games, I am running games again this year. Specifically, I am running three sessions of Hobomancers in Time. Most of the Hobomancer games I've run center around a small town where an evil man summons some kind of monster. I wanted something different this year, so I decided to go a little cosmic. This time the Hobomancers have to hop around time and space collecting cosmic tchotchkes to defeat VLHRG the Time Wyrm. This game was largely inspired by the improved time-traveling Hobomancer game Leighton Connor and I ran last year. I've built upon it significantly.

I crafted a Fantastical Time Spinner from an old Twister spinner. In each session, the hobomancers will have to travel to three different time eras. I have nine eras prepared, but I won't know which ones they'll travel to until the players spin the spinner. Nine different periods of history, nine different tchotchkes. There are some they might never go to. I'm excited by this random element.
Behold, the Fantastical Time Spinner!
Of course, with time travel there;s always the danger of Chrono-Distortion. In the case of distortion, the Hobomancer crew will have to roll on the table that I am going to share with you now:


1d12
Chrono-Distortion
Game Effect
1
The crushing ennui of the nonlinear traveler
All dice rolls made with 1d30.
2
The sublime competence of mediocrity
All dice rolls made with 1d16.
3
Behold! The Bell-Curve!
All dice rolls made with 3d6.
4
Mirror universe incursion
All players give their character sheet to the player on their left.
5
Now I am become the Song!
All Yum-Yums spends are twice as effective.
6
Windfall of Synchronicity
All players get 4 Yum-Yums!
7
This is the darkest timeline
+3 to all PCs’ Weakness scores.
8
Fluctuating visions of the future
PCs use a predetermined number array instead of rolling dice.
9
Reflection of choices unmade
PCs switch Job and Gimmick scores.
10
Memetic reconditioning
PCs rearrange Skill scores.
11
I sing the song of the Songlines
+2 to PCs’ Hobomancer Jobs.
12
The Song is silenced
-2 to PCs’ Hobomancer Jobs.

Fun right?

We're supposed to pull into Indianapolis on Wednesday, and we'll be there until Sunday. If you're going to Gencon too, feel free to hit me up on G+ or Twitter.

All set? You bet!

Tuesday, August 9, 2016

A Tale of Two GMs [Gen Con 2016]

Saturday night, and one of our GMs for Hex Games suddenly couldn’t make it to Gencon. This left his sold-out game with no GM and very, very short notice. We didn’t want to disappoint the nice people, nor did we want Hex’s reputation with Gencon to suffer. So, with only a couple hours lead time and nothing but the original GM’s scant blurb to go on, Leighton Connor and I stepped in to co-GM the game.


It was a Hobomancer game, and the program blurb mentioned a time-traveling pocket watch that needed to be destroyed in the first nuclear reactor (Chicago Pile-1, Chicago University, 1942 btw) and a bunch of Lord of the Rings references. Mere minutes before the game was scheduled to start LC and I put our heads together while I scribbled key-words and brief ideas on index cards:


Gordon the Gray
Bikers as Nazgul?
Sneaky Snakes/Serpent Men in Valusia
King Kull
VLHRG the Timewyrm
The Old West
Retro-Future Sci Fi Era
Post-Apoc Ape City
Etc…

And thus we started madly improvising.We managed to lift large sections of plot from the “Swords & Serpents” chapter we did for LC’s Electric Team comic. It helped to have a common framework we could hang things on. LC and I can banter well with each other. In fact, we had to pull back a couple times, lest we forget about the PCs while we continued to bounce shtick off each other.


The adventure session went great, and the players had a fun time. (Pretty sure, I think, I hope. Everyone was laughing and smiling.) I can can at least guarantee the adventure was unlike anything else they’ve played. One of the players smilingly called us “you glorious BS artists” which I choose to take as a compliment.

At any rate, next year I am running three “Hobomancers in Time” adventures. This idea has legs!
Universes BURN at the voice of VLHRG!

Saturday, July 30, 2016

Hobomancer Dogs

Yes, I know that's a wolf...

What kind of hobo doesn’t have a loyal and scrappy dog by their side? Only the saddest kind of hobo, that’s what I say. And of course magical hobos need equally magical dogs. Now, you too can play a Dog in Hobomancer!


You were once a normal pooch, but the Good Dog blessed you with the supernatural intelligence and tenacity necessary to aid and protect your Hobomancer charges.  To play a dog, create your character like any other Hobomancer. For you Hobomancer Power, write “Dog.” For your Past Life, determine what kind of dog you were before you were blessed by The Good Dog (cattle dog, family pet, police hound, etc.)


As a dog, you have paws and are limited in your ability to manipulate things, but savvy players can easily overcome this limitation. You cannot talk, but you understand English and can read hobo signs. As a mystic familiar, you can assist with hobomantic ritual magic. Hobos and hobomancers instinctively know your name (“I dunno, he just looks like a Charley.”) Also, most people like dogs, often times more than they like other humans.


Samples Uses of “Dog” Power
  • Use “Hobomancer” to attack with a +2 Damage Bonus due to your teeth and jaws.
  • Use “Hobomancer” to detect the presence of supernatural creatures and phenomenon or determine the moral disposition of a human. ("Ol' Jake here can tell a bad man when he sees one.")
  • Soothe mental and physical trauma by placing your head in the afflicted’s lap and being a good dog. Spend a Yum Yum and roll your Hobomancer Job. If successful, your target heals 1 Health Point per minute up to the result of your roll.

Vows: Any, but most focus on protection and loyalty.



Monday, January 13, 2014

"Hobomancer Companion" is here!

I'm very proud of this.

Hobomancer Companion is the first supplement for the Ennie-Winning game Hobomancer from Hex Games. I worked on this for about a year, and I'm very happy with how it turned out. New monsters, new powers, and an all new adventure for your Hobomancer campaigns. The delightful Jeff Johnson and I did the interior art, and Jeff also made the kick-ass cover.

The book is now on sale at RPGnow for $4.99. Go check it out!

Monday, August 19, 2013

Shoggula's Lair! [Mini-Map Monday]

I'm still recovering from Gencon (ran four games, played in two more, sat on two seminars), and I haven't had a chance to make a new map.

Instead, I will share with you the map I used for one of my Gencon games, "The Town that Loved Hobos." The adventure was essentially a Hobomancer version of "Shadow over Innsmouth." The citizens of Jackson Falls all worship Shoggula, an ancient pre-human godling of slime and evil. His lair lies within a small cave complex hidden behind the eponymous Jackson Falls.

Click it to big it!


This here is the map I quickly drew at the table (with Sharpies) of Jackson Falls (pop. 300). It's a pleasant little village nestled in a mountain valley in the Appalachians. A train trellis stretches over and across the valley, and a winding dirt road lead down to the village.


We Won an Ennie for Hobomancer!

Wow! WOW!
And I'm truly and utterly stunned and delighted!

Hobomancer, a book am very proud to have helped develop, won the silver Ennie for Best Electronic Book this weekend at Gencon. All of us Hex Games guys were excited to be nominated and amazed that we actually got the silver (Deadlands: Last Sons deservedly got the gold).

It was a thrilling and exhausting four days at Gencon. I'm still recovering. I'll have a more in-depth rundown of the convention tomorrow. But for now I'd like to thank the Ennie judges for considering us and give a great big "Thanks guys, y'all are awesome!" to everyone who voted for Hobomancer. Also, a great big "Congratulations!" to all the other winners this weekend! Huzzah!

Oh, and I'll try to get a map up later tonight.

Behold! Leighton "Laser Ponies" Connor accepts the Ennie for Hobomancer!

Wednesday, July 24, 2013

"Hobomancer" First-Session Actual Play Recording, Now Available for Public Consumption. [Hobomancer]

Hey! Hobomancer is up for an Ennie for Best Electronic Book! I helped write it, and it'd be amazing to win. Just thought you should know. I keep forgetting to mention it here.

But maybe you're curious as to what a Hobomancer game sounds like. Well you're in luck! If you go down to RPGnow, you can download a copy of the first-ever Hobomancer game. 

You can hear Leighton Connor, Ian Engle, Steve Johnson, Carter Newton, Jason Whisman, and me create our first characters (in only 11 minutes!), bang out the basics of the setting, and go save a small town from an invasion of extra-dimensional monsters. 

Description:


Every game starts out as an idea. And before that idea is ready to be turned into a book and published, it has to be tested. That’s why the Hex Games staff gathered together in Nashville back in May 2010, during the Great Tennessee Flood, and played the first ever game of Hobomancer (2013 ENnie Award nominee for Best Electronic Product). Fortunately they recorded the game session, and it is now available for download, absolutely free of charge.

When this game session took place there had been some general conversation and brainstorming about Hobomancer, but nothing was set in stone. As you listen, you can hear key concepts of the game being invented during play. You can also hear six people having a lot of fun.

The sound quality ain't great, as it was recorded with a hand-held MP3 recorder in a living room, but I think it's certainly worth a listen.

Download it Here!

Thursday, July 18, 2013

Using Bonds in "Hobomancer"

Hey, did you know the Hobomancer is up for an Ennie? It seems like I might have mentioned it a couple of times.

Anyway, I've been working on a follow-up for Hobomancer called (creatively) The Hobomancer's Companion which will have a bunch more powers, monsters, options, and an adventure. One of the things I want to introduce to Hobomancer and QAGS in general is the idea of using Hx/Bonds/Strings from Apocalypse World/ Dungeon World/ Monsterhearts to connect characters. Bonds are such a great idea and do soooo much to help connect characters and build history. I'm going to use them in all my QAGS games at Gencon this year to see how they work.

Anyhoo... here's what I have working for Hobomancer...


Hobomancer Bonds
What the heck is this?
Art by "Jumpin'" Jeffrey Johnson
These are Bonds, questions to ask Player Characters at the beginning of a Hobomancer game. They are especially useful for one-shots and convention games, but they are also good for long-term games where you want to spark ideas and riff on backstories and PC-to-PC relationships. By asking questions and following up with more questions, you’ll be stunned by how quickly a rich history develops between brand new characters.

This idea was totally stolen from Dungeon World by Sage Latroya and Adam Koebel, a hack of Apocalypse World by Vincent Baker, which also inspired Monsterhearts by Joe McDaldno, both of which have similar mechanisms. You should check out all three games. They’re awesome.

How do I use these?
Below you’ll see a bunch of leading and provocative questions, along with follow-up questions. Write a bunch of these questions (not the follow-ups) on slips of paper (later on, I’ll format these so you can print and cut them). Put the slips in a hat. Go around the table. Each player (not the GM) draws Bonds until they have a number of Bonds equal to the number of players plus a couple more.

Make sure every PC has introduced themselves. The players have to know who their fellows are before they can fill out the Bonds.

After introductions, each player chooses a few of their Bonds to complete. They don’t have to fill out all of them, but they should try to fill out at least one per fellow PC (especially if it’s a one shot). If they have left overs and they want to use a fellow PC a second or third time, that’s fine and dandy.

After all the bonds are filled out, each player takes turns reading what they filled out. This is the time for the GM and other players to ask follow-up questions and build upon the answers. Often times, something another player wrote will say something about your character. Go with it. It’s considered bad form to say “No I didn’t!” If, for instance, Jeff says you stole something from him, well then I guess you did. Why did you do that? I bet you had a good reason. Maybe it was a matter of life and death. It’s these kind of conflicts that build rich histories.



Example Hobomancer Bonds

__________ is my mentor. They’re teaching me the ins and outs of being a Hobomancer.
(How do you feel about your mentor? Other PC: How do you feel about your student?)

__________ and I knew each other in our old lives, before we became hobos.
(Really? How so?)

Everyone trusts __________, but I don’t.
(Why not?)

I stole something from __________.
(What was it? Do they know about it?)

I saved the life of __________, whether they know it or not.
(How did you do that? Other PC: Were you aware of this?)

There’s something I talk about with __________, that I don’t talk about with anyone else.
(What do you talk about? Other PC: How do you feel about that?)

The Kind Lady has told me to protect __________ at all costs.
(Do you know why? Are you following her request?)

I had a dream of __________ standing over my dead body.
(Wow! What do you think that means? Have you told them?)

__________ gave me their last bottle of hooch last week. I owe them.
(What was the circumstances behind that? Other PC: Why did you do that?)

__________ reminds me of someone I knew back in my old life.
(Who would that be? Have you told them?)

__________ is weak, and I’m the one to toughen them up.
(How do you plan on doing that?)

__________ told me a secret about __________.
(Ooh, what was it? Second PC: Is that secret true?)

__________ and I beat the hell out of a monster last month.
(What kind of monster? What happened?)

__________ saw me kill a man two towns ago.
(Holy katz! Why’d you do that? Other PC: Have you told anyone? Why or why not?)

__________ has something I need, but I haven’t had the nerve to ask yet.
(What is it? Why do you need it? Why so nervous?)

__________ doesn’t trust me, nor should they.
(Why is that?)

I’d heard stories about __________ long before I met them.
(What kind of stories? Other PC: Are these tales true?)

I’m putting together a song about __________.
(Why not sing a bit of that song for us, eh?)

__________ is in way over their head. I will help them before they become a liability to us all.
(How so? What do you plan on doing? What will you do if you fail?)

The Devil seems to be taking too much of an interest in __________.
(How so? How do you know this? Other PC: What’s your take on this?)

__________ made a deal with Granny Gallows. I hope it doesn't backfire on us all.
(How do you know this? Other PC: What kind of deal did you make?)

__________ has shown me what true courage is.
(How so? Other PC: Are you really brave or just lucky?)

I can trust __________ to have my back when things go sour.
(How so? How has this faith been tested?)

__________ and I have a long history of wacky schemes, none of which have worked.
(Oh fun! What kind of schemes? What do you have planned next?)

__________ once let me down when I really needed them.
(What happened? How do you feel about this? Other PC: What do you have to say for yourself?)

__________ is on a path of self destruction. I need to save them from themselves.
(How so? How far are you willing to go?)

__________ makes the best damn chili you’ve ever eaten.
(What makes it so good? Other PC: How did you learn to make chili like that? Was it the Devil? It was the Devil wasn't it?)


__________ is a good soul, and I trust them completely.
(How did they prove this to you? Other PC: Are you really that trustworthy?)

__________ got me out of a bad scrape. I owe them big time!
(What happened? How did they help you out?)

Monday, July 15, 2013

Hobomancer is Nominated for an Ennie!!!


Holy cow! Hobomancer has been nominated for an Ennie in the Best Electronic Book  category!

Wow!

Hobomancer is a historical-fantasy RPG from Hex Games set in Depression-era America. The hobomancers are shamans of the rails. They travel the railroads that crisscross the nation, fighting monsters, repairing dimensional rifts, and protecting the soul of America. It's a great game and I'm proud to be part of the creative team that also included +Steve Johnson+Leighton Connor+Carter Newton, and +Colin Thomas. Jeffrey Johnson created a wonderful, cover and Juan Navarro produced some marvelous illustraions, including my favorite, the Lord of Steam. 

I wrote most of the monster section and contributed to several other parts of the book. I also did some illustrations and made the four-page intro comic, which you can read HERE.

The Lord of Steam by Juan Navarro
Ennie voting starts July 22nd. It's a great honor just to be nominated, but to honest, it would be really awesome to actually win, too. 

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.