|“||*bubbling, gooey noise*||”|
Imagine a tumbleweed, but its tangled filaments consist of fibrous red tendrils, each tipped with a dripping, gluey orb. To move, it rolls. This is a Gumwort. A plant, but a plant with some tiny mote of sentience lurking within. It has little purpose beyond being hungry for insects, but how it gets those insects is where Gumwort gets dangerous. Gumwort binds up its prey and holds it there, fixing it to the earth.
Eventually, insects come — the target grows sweaty or fetid, and various flies and biters come to investigate. Then, the Gumwort feeds. It continues to feed until the target beneath it dies, at which point it feeds some more (maggots are a delicious dessert). One Gumwort plant isn’t all that troublesome… but the plants seem to travel in tumbling packs.
This strange little plant is not without its uses. The glue, harvested from the tips of the thing, can be used to make traps that bind prey (think of the way a glue trap works on a mouse), or can be used to help bind a subject’s hands or feet, or could even be used on weapons (dripping from an arrow, for instance).
Mental Attributes: Intelligence 1, Wits 1, Resolve 1
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Social Attributes: Presence 1, Manipulation 1, Composure 1
Mental Skills: Investigation 1
Physical Skills: Athletics (Chase) 3, Brawl (Bind) 3, Survival (Hunt) 3
Social Skills: None
Speed: 11 (species factor of 6)
Glamour/per Turn: 10/1
• Ichorbind: Spend a point of Glamour. For the remainder of the scene, the plant can use a character’s Strength against him — on any attempts to escape the grapple, the character’s own Strength score is subtracted as a dice penalty.
- Dancers in the Dusk, p. 109