Unisystem Classic
These are rules for Flumphs using the Unisystem Classic system from games like Terra Primate and All Flesh Must Be Eaten. I think I did a good job on the supporting cast entry and the two new powers but I'm not happy with the Flumph racial quality or the Unusual Diet vulnerability.Flumph (Supporting Cast) Str 2 Dex 5 Con 2 Int 2 Per 3 Will 2 Life Points 26 Endurance Points 23 Speed 2 mph (Walking)/14 mph (Flying) Essence Pool 16 Skills: None Attack: Sting D4 x 2 (4) + Poison (Strength 1): Armor Value D4 (2) [Natural] Qualities/Drawbacks: Attractiveness -4, Minority 3, Physical Disability (No legs); Honorable 3 or Zealot Powers/Vulnerabilities: Extended Activity Cycle 1, Fly 1 [Atlas of the Walking Dead], Shortened Sleep Cycle 1 [see below], Unusual Diet (substance only; once a week; uncommon [70% pure minerals]) [see below], Venom 1 (Terra Primate) Metaphysics: None. Gear: Usually none. |
Flumph
3-point Racial Quality
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New Powers and Vulnerabilities Extended Activity Cycle Variable Physical Power For every level of this quality, a character can stay up longer without having to sleep. Each level of this power increases the character's activity cycle by x1.5. For example, a character without this power must sleep 7 hours out of every 24-hour period (AFMBE Core Rulebook 114); a character with one level of this power must sleep 7 hours out of every 36-hour period and a character with two levels needs to sleep 7 hours out of every 54-hour period. This power costs 4 points per level. Shortened Sleep Cycle Variable Physical Power For every level of this power, the character's required sleep time per 24-hour period is cut in half. So one level in this quality would mean the character only needs 3.5 hours (210 minutes) of sleep per 24 hours instead of the usual 7 (AFMBE Core Rulebook 114), and two levels would mean that the character only requires 1.75 hours (105 minutes) of sleep per 24 hours. This power costs 3 points per level. Unusual Diet Variable Physical Vulnerability A character with this vulnerability must consume an unusual substance to avoid starvation (One of The Living 71). To determine this vulnerability's point value, add the values listed below for the appropriate Exclusivity, Frequency, and Availability. If the value of this vulnerability ends up as a number below 0, round up to 0.
For example, an Unusual Diet that
is exclusive to the substance (2), must be eaten once a week (1),
and uses a very rare substance (5) is a 8-point vulnerability
while an Unusual Diet that is in addition to normal food (1), must
only be consumed once a month (0), and requires an ubiquitous
substance (-5) is 0-point vulnerability.
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Heroes & Other Worlds
These rules are for C. R. Brandon's Heroes & Other Worlds.Flumph (NPC stats) #: 1d3 ST: 8-10 DX: 10 (8) IQ: 8 EN: 0 MV: 5 Behavior: Unpredictable (10) Habitat: Any Urban or Wilderness AR: -2 (Natural armor) DM: 1D4 (Sting) SP: multiple (see below) TR:2 |
Flumphs as Characters - +4 DX, +2 IQ, No EN - Natural Weapons: Flumphs have a Stinger that deals 1D4 damage. - Natural Armor: A Flumph's tough hide gives it -2 AR - When crawling, a Flumph has MV 1; when hovering/flying a Flumph has MV 6. A Flumph produces no noise while hovering and can hover or fly indefinitely as long as it's conscious. - Unusual Physiology: A Flumph can't wear boots or gloves. They also cannot wear armor since it impedes their air flow. However, Flumphs may also wield up to six-magical rings at once. -Stench Spray: A Flumph may shoot a stream of foul-smelling liquid every 1d4 turns. The Flumph makes a ranged attack: if it succeeds, the target must make a 3/ST test or be sickened for 1d4 turns. |