Discussion in 'Site and Community' started by Bunch, Nov 10, 2017.
Good God, as though we needed another reason to hate geese:
I just saw that and came to post it. Vindication that geese are an ancient evil! Oh sure the goose lobby has called it a duck but WE know the truth!
Alright. Enough of this foreplay.
Lets get it on.
Post goose monster stats for whatever game you're currently playing / running/ or planning.
Do it! You know you wanna.
Oh, so many options. Back at'cha this evening ...
For Part-Time Gods:
Overly aggressive goose
They're loud, they're semi-aquatic, they randomly attack things larger than their weight class. They're geese -- the redneck of the bird world. Individuallly, not a real theat, flocks of these feathered bastards can prove to be truly deadly. They are also great for scouting, pecking at targets to distract them, or crapping on Bunch's lawn.
Health: 4, Stamina: 1
Skills: Swimming +8, Survival +4
Combat: Initiative +8, Movement 25, Close combat +5, Range combat +0, Defense +8,
Payoff: Wings (pg. 116)
Other Notes: Though birds deal little
damage, their attacks are enough of a distraction to cause a Feint (pg. 150) bonus for their owner or even Pain penalties if they successful scratch or peck at their opponent’s face.
For Part-Time Gods:
Foul Goose (Fear 16)
No one knows the origins of the Foul Geese. It's rumored that Geb had something to do with it, that during the God Wars, he had just about had enough of Zeus' shit, and created this race of outsiders from a tainted World Egg to vex the Greeks.
A Foul Goose is twice the size of a normal, large Canadian goose, three times as loud, and four times as stupidly aggressive. They're often mistaken as pucks, due to their uncompromising hatred of all life; even other outsiders can't stand the things. They like to migrate to the territories of weak or fledgling deities, settle in, and then proceed to wreck everything they can.
Health: 12, Stamina: 1, Spark: 1
Skills: Athletics +9, Fortitude +11, Survival +12
Combat: Initiative +12, Movement 8 (land) 12 (water) 30 (flying),
Close combat +10, Range combat +0, Defense +6, Damage +3 (L)
Maddening honk: The calls of the foul goose are especially loud and carry the sound of pure madness. Hearing them forces all in the area to make an insanity check or lose their first turn of the combat.
Desecrating territory: Foul Geese habitually settle in the territory of a deity, then seek to wreck whatever they can. They can use Fate Shaping +5 to curse one single element of a deity's territory (a person, a single building or bridge, one acre of wilderness, etc), once per day. This type of curse can only be removed if the Foul Geese are evicted from the territory, or killed. Once all Foul Geese are gone, the curses are undone and things return to normal in a few days.
Payoff: Maddening honk or fate shaping +2 (curses only).
Other Notes: They're favored by gods and goddess of evil, corruption, chaos, mischief, and other such dominions, who are able to train them and keep them as guard geese or to annoy their rivals. They're magically delicious, and a single Foul Goose will keep a family of four full and satisfied for three days.
lol. The one and only political site I frequent has a guy ranting about geese:
…@#$%ing Hate Birds, the Birds That Hate…
Hating geese isn't political. It's common sense.
As an American I would like to argue with that, but....
Me too but unfortunately I have a mirror. The only saving grace is the rest of the world has it's fair share of issues. Except Canada. They're just overcompensating wannabe Europeans.
More goose treachery and deception. Geese are not debonair. They are a creature most fowl!
Ah ha! I suspected fowl play was at work.
Will ya'll shut the fuck up with the puns!
Damn, I'm really sorry. Sometimes I have a fowl mouth.
It ruffles feathers from time to time.
Anyway, my PTG campaign is kinda on the rocks; my players are wasting time with a wild goose chase. If they don't get their crap together soon, their goose is cooked.
Don't let the fancy clothes fool you. These two ganders are rumored to not only control the most powerful mercantile businesses in Arkham, but rumors most foul place both as heads of a cult worshipping an unnatural cosmic being. More than one investigator pushing his beak in where it doesn't belong has disappeared, something those in old Arkham call taking a down nap.
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