Thursday, April 20, 2017

Additional Bug Catcher bugs

Currently running what was suppose to be a one shot in the GLOG system. The dinner part continues ever on, however, and the one shot has turned into a two-parter. One of the players is running Bug Catcher and, due to the situations they find themselves, will need to restock their bugs soon, though the example ecosystems don't match where they find themselves. So, more of 'em:

>>Bugs are insects, spiders, snails, slugs, and limbless worms of all types.
I'm also counting crabs in this, because why not?

EDIT: Apparently, there was a desert ecosystem already written.  As such, I've renamed the ecosystem. Also, after some goodly peer review, I've made a few changes. 

Ecosystem: Red Desert Waste in That One Spot, On That One Guy's Island
  1. Camel Grub - A bloated grub about the size of a small shoe. Surprisingly full of water - really just more than it should have. 1d4 pints worth, in fact. Enough to extinguish a touch, or fill a water skin. The water is clean and refreshing, with no ill effects gained from drinking straight from the bug.
  2. Knock-Knock Butcher Boy - A green and bronze schemed pill bug, that smells slightly of ethanol. When placed into the keyhole of a lock, it'll immediately get to work trying to pick it. Should it successfully pick the lock, it will crawl proudly back into its container, and is usable an additional time that day. Should it fail to pick the lock, it will explode in anger, doing enough damn to destroy the lock, allowing what it was protecting to be accessed. Bug begins with 1d4 skill points in Lockpick, and loses one for each successful attempt. 
  3. Cactus Dancer - Lithe, needle legged spider that has learned the secrets of acupuncture from the cactus spines it dances across. Save vs Stun for 1d4 rounds. 
  4. Corpse Crier Worm - A thin, pale worm that, when placed into the ear of a corpse, will burrow in, stimulating not yet rotten neurons. Allows for 1d6 minutes of Speak With Dead before the brain bits become too eaten to continue. 
  5. D'nith Dust Devil - A trembling little thing with the ability to burst when frightened as a, presumably, evolutionary defense mechanism. Creates a 20' cloud of sand, thick enough to hinder vision to anyone inside, or trying to see through, the cloud. Anyone caught within the area suddenly finds themselves trying to breath sand. Save vs Suffocation, or spend a round chocking and coughing. Easiest way to frighten the thing is to throw it. 
  6. Missile Hornet - A blue and black schemed hornet, with an ethereal glow. By shaking the capture phial vigorously, then uncorking and pointing towards a target, the hornet will strike out in pure hornet anger. It attacks over multiple rounds for 1d8, 1d6, 1d4 and finally 1 point of damage. The target may circumvent these attacks by spending a round to crush the thing, doing 1 point of damage to itself in the process. 
  7. Scorpion - Just a normal scorpion. You ever have one of these thrown at you? Good Lord. Target makes a save vs Fumble, or lose everything they're currently holding as they freak out. 
  8. Skillapede - A foot long centipede looking monstrosity​, with legs nearly the same length as its central body. When applied along the user's spine, the skillapede burrows its various appendages into the flesh. Its legs wrap around the nervous system, the fangs pierce the base of the skull. Why use this horrific thing? Because somewhere along the way someone, somehow, figured out the bug Bestows increased skill ability. Add 1d4 of a following skill, rolled when finding the bug (1. Carpentry, 2. Advanced Mathematics, 3. Metal Working, 4. Herbalism, 5. Alchemy, 6. Theoretical Biology) 
  9. Apocalocus - A black and red locus with far too many barbs. When placed or thrown on an object of relative organic status, it will devour that item entirely, before collapsing into a food coma. Wooden door, worn leather jerkin, coal golem. Living creatures have enough sense to move away it as it starts biting, so it lacks in attack application (save for eating away the armor). 
  10. Grim Maggot - Actually an inch long caterpillar, bearing a skull pattern on its head and a Vantablack body. Upon being released from the jar, the Maggot will crawl exactly 10' before standing on its hind most legs an beginning a sobering dirge loud enough for anyone in the room to hear (50' if outside). The song functions as the Doom Song spell for 1d4 rounds. At the end of these rounds, the caterpillar's skin splits open, releasing a Grim Fly (1 HD) into the world. It is under no one's control, nor is the subsequent Reverent. 

Ecosystem: Beach
  1. Beach Comber - A tiny, palm sized crab with a knack for finding small, shiny objects. When released, it will scuttle off and return 2d6 rounds later, dragging a one-handed size object behind it. Once delivered, it will wander off, full of a sense of accomplishment from a job well done.
  2. Black Tea Slug - When squeezed and wrung out, this tar black slug produces enough Grease to cover a 10x10 area.
  3. Black  Musta Lentaa - Target must Save or not act that round as the fly's painful bites distract them. 
  4. Bunker Barnacle - Popping this barnacle in your mouth grants you immunity to weapons for 1d4 rounds, as your skin calcifies. It also, however, glues you in place, disallowing you to move or take any action other than muffled speech. 
  5. Eldritch Worm - Seems more tentacle than worm. By sliding this into your ear, and allowing it to crawl in completely, the Bug Catcher gains Wizard Vision for 24 hours. Strangely, it never comes back out. 
  6. St. Tollan's Hermit - Through sucking this poor, malformed crab from its shell and swallowing whole, the Bug catcher can merge with the next stone surface they touch. The stone must be larger than the User. While the Catcher can hear through the stone, they can not see, move or eat. They may stay merged for as long as they like, however any damage done to the stone, magic or otherwise, expels the Catcher, leaving them stunned for 1d6 rounds. 
  7. Fulgens Gemma Beetle - By squeezing this glittering beetle into your mouth, and swallowing the innards, the Bug catcher will vomit forth a Prismatic Ray in 1d4 rounds, for (level)d6 damage. 
  8. Naty Maton Fly - By uncorking the bottle this tiny, proboscis wielding fly is kept in and screaming "GO! NOW! GET 'EM! GET 'EM! BRING ME THEIR BLOOD SO THAT I MAY FEAST!"* said fly (0HD, 1HP, Def 6) is encouraged to launch out, making touch attacks on targets. Upon successful attack, the fly drains 1d4 HP and looses 2 defense, as it becomes slowed by the sweet red nectar. Upon screaming the command "TO ME! RETURN!"* and gesturing at your open mouth, the fly zips back, allowing you to swallow it, thus healing yourself for the same amount of damage done. (*The screaming is vital to the process. If the player refuses to scream, well, the fly wanders off doesn't it?)
  9. Wave Crasher Flea - When ingested, save or gain 2d4 points of Drunkenness. It is said the original waves were started from drunken whales vomiting. 
  10. Siren Slug - The Bug Catcher whispers to the slug, before releasing it. It then begins to make a high pitched "song." Anyone who can hear the Slug's song, must make a save or gain a Conviction (told to the slug in the initial whispers).

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