Munchkin Cards
Like DCC, Munchkin is a game where characters have 10 levels,
although there is no “0 level”. The potted plant can be defeated by a level 1
character and grants an extra treasure card to elves. Nothing bad happens if
you can’t defeat it; you can always run away. It should be noted that there is
another “potted plant” card that you can use to eliminate something from an
opponent. In Munchkin, this means another one of your fellow players! We will attempt to use these factors to create an interesting potted
plant that could actually be used in-game.
Potted plant: Init +0; Atk whipping leaf fronds +0 melee (1d2); AC 7; HD 1d6; MV 0’;
Act 1d20; SP strange luck aura, immune to mind-affecting, elf sap; SV Fort +0,
Ref –4, Will +0; AL N.
The potted plant looks like nothing more than a plant in a pot. It is
non-sentient (and cannot be attacked by mind-affecting spells or abilities as a
result), but it can defend itself by whipping its tough, sharp fronds at
opponents in melee range.
These potted plants have a strange ability to manipulate chance. When
slain, they attach a minor curse to the creature striking the final blow: If
that character names an object carried by another character within 10 minutes
of killing the plant, that character must succeed in a DC 10 Luck check or the
object has been mysteriously lost. If more than one character has the object (“rope”,
for instance), then only the character with the lowest Luck and the object is
affected. Once 10 minutes has elapsed, or an object has been named (even if it
is not lost), the curse ends.
There is often treasure hidden near potted plants. This may be
because creatures with strange senses of humour hope that the found items will
be named and disappear, or it may be because items that disappear due to the
plants’ strange luck aura can be found in the vicinity of other plants.
In any event, elves have the potential to gain an additional boon
when the potted plant is slain: Each potted plant contains an emerald sap. Consuming
this sap grants an elf the use of one randomly determined Wizard spell for a
period of 2d24 hours, as though it were a spell the elf had learned. Reroll if
the elf already knows a spell, and mercurial magic is rolled when the spell is
first cast. Even a 0-level elf can utilize a spell acquired in this manner,
rolling a 1d20 for her spell check. There is only enough emerald sap in any
given potted plant to benefit a single elf.
If stored, emerald sap lasts up to 3d3 days before begin to spoil. After
that time, the dice rolled for the period the spell can be cast (2d20 hours,
2d16 hours, 2d14 hours, etc.), and the die used to cast the spell both suffer a
–1d shift on the dice chain every 1d3 days. How badly the sap has degraded
cannot be known until it is consumed. If the casting die is reduced below 1d10,
the elf must make a DC 10 Fort save of suffer 1d3 points of Strength and
Stamina damage.
The Albuquerque Potted Plant
When I converted Paul Reiche
III’s Gamma World module, The Albuquerque
Starport, to DCC for my own fell purposes, I perforce converted the “flinging
fern” in the restroom at Area 7.
For a 0-level funnel, this is a tough creature. Luckily, as with the
Munchkin version, it is easy enough to get away….unless it hits you. The fern can
attack with eight vines as a single action, each of which constricts automatically
each round unless severed (2 hp damage, which do not count toward the plant’s total).
Each vine can reach up to 15 feet away.
When four or more vines have been severed, the mutant plant starts
flinging explosive seed pods at the party. Each pod may be thrown up to 20
feet, exploding on contact for 2d6 points of damage in a 10-foot radius (Reflex
DC 10 half). The plant has only 10 pods. (Judges who do not allow PCs to level
at 10 XP during a funnel may reduce this damage to 1d3)
Originally this creature was a small potted house plant which was
left here by a frightened tourist during the evacuation of the starport. When
the cloud of radioactive dust swept over the area, it caused the plant to
mutate. Over the years the plant has kept the starport pest-free by devouring
all intruders.
Mutated house plant: Init +4; Atk 8 vines +0 melee (1d6); AC 9; HD 4d6; hp 20; MV 10’;
Act 1d20; SP constriction, explosive seed pods; SV Fort +4, Ref +2, Will +0; AL
N.
No comments:
Post a Comment