Friday, March 11, 2011

Fisherpig

A new Sorcery & Super Science! critter. Humorous, yet potentially deadly. Great gonzo post-apoc, IMO.

Fisherpig
Mutated pig (Basic)
C2 A1 S1 F1 R-2 I0 W12: Ego 22: Health 10: Fortune 8
Movement 8/70

Description & Information: Fisherpigs are strangely mutated pigs that seem little different than the average wild pig excepting that they are rather spare and unhealthy looking and that their tail is completely different. Their once-curly tails are now long, thin members closely resembling a fly fishing rod with a line of 40 feet and a golden sparkly growth at the end. Fishermen are mostly herbivorous creatures, but they gain a significant amount of energy from scavenging those who fall prey to their terrible lure which they use mostly for self-defense. After flicking its tail and lighting its lure, a fisherpig typically runs away, returning after a few minutes to see if dinner has been served.

Intrinsic Powers
• Possess senses greater than human, +2 to sense conflicts.

Limited Use Powers
• Lure (3 per day): When a fisherpig chooses, it whips forth its tail like a man casting a fly fishing rod. This causes the sparkly growth at the end of its tail to shimmer with light. Any living creature viewing the glowing lure must succeed on a rank 12 Willpower conflict or believe the lure can grant them all they desire out of life if only a sacrifice was made to it. Those who fail the conflict spend the next 5 turns destroying their single most valued possession with the hopeful expectation of presenting the remains of their most valued to the golden light that promises more. If a creature does not have possessions to sacrifice, it sacrifices itself.

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