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+++Subject & Author+++
Flora - Stephen Pearson
+++Thought for the day+++
Flora for Inquisitor
Note:
Acho Grass
,
Bio wire
,
Brambles
,
Crackle
,
Gas Fungus
,
Glimmer Fungus
,
Metaphose
,
Moss/Lichen
,
Rubber moss
,
River weed
,
Spine Crystals
,
Vines
&
Viscid
are destroyed by the square yard whilst
Bloaters
,
Brainleafs
,
Cacti
,
Creepers
,
Needle Plants
,
Picher Plants
&
Spikers
are individual plants that are targeted individually.
Acho Grass
Acho grass is seemingly mundane but it has a clever mechanism for dispersing its seeds. It secretes an air born irritant that causes passing mammals to sneeze violently scattering the seeds.
Special-
A character passing through acho grass must pass a toughness test or will be stunned for a turn as they sneeze violently. The sound can be heard from 15 yards away. (Obviously those wearing breathing apparatus will not have to test). If characters try to crawl through the grass they test at half toughness.
Acho grass can take 10 points of damage before being destroyed.
Bio wire
Originally engineered as a form of living barbed wire but infinitely worse. Bio-wire is very tough and regenerates quickly. Its sharp thorns can pierce armour and lacerate exposed flesh to the bone. It also excretes acidic sap so anyone unfortunate to get tangled in it will become no more than skeletal remains within minutes.
Special-
The bio-wire does D3 damage and strips 2 points of armour on a random location per turn. Once through the armour it will do an extra D10 damage.
Bio-wire will take 15 points of damage before being destroyed and will grow back in 2 turns.
Bloater Plant
This bizarre plant grows in marshy and swampy areas with large amounts of rotting vegetation. It collects methane gas into a large balloon like sac used to transport the seeds away from the parent plant. When the plant reaches maturity the stem shrivels and the next strong gust of wind causes the stem to snap. The methane is used to lift the seeds away slowly releasing the methane as is rises.
Special-
If damaged at all the methane sacs explode with the same effect as a Frag grenade. (Needless to say being in a clump of ripe bloater plants can be very hazardous).
Brainleaf
This plant is unusual in that it is possessed of what appears to be animal-like intelligence, albeit of a fairly low, instinctual level. The plant itself is a small tree, not particularly conspicuous amongst the other flora of Catachan, the plant's home planet. What makes this plant remarkable is its ability to detach its leaves, which are capable of flying through the air for many meters, propelled by a wing-like undulation. Each leaf is a macro-cell, and part of the plant's overall intelligence. Equipped with rasping hooks and intrusive nerve bundles, a leaf aims to attach itself to a living creature, injecting fibres which grow throughout the host's nervous system until it becomes a mere tool of the plant. Whilst incapable of high intellect, a Brainleaf can direct its victims in a sensible and rational way, enabling them to use weapons and equipment...
Special-
If a character approaches within 6 yards of a brain leaf plant it will try and attack it and take them over. They must either parry or dodge the leaf following the normal rules for combat. If they dodge or parry, the plants attack is unsuccessful this turn. If they counter attack they get a free attack on the plant.
If the plant is successful the character must pass a toughness test or fall unconscious. Whether they pass or not every turn including this they must take a willpower test. Every turn the plant is attached to them take another 10 points off the characters Wp.
If they fail a willpower test the plant takes them over. Once they have been taken over assuming they are still conscious the GM controls them.
If the leaf fails to hit or it is removed (this requires 3 successful actions in a row in one turn) the leaf is dies. The main plant itself can take 15 points of damage before it is destroyed.
Brambles
Brambles in the 41st millennium are only really a hazard to those people with no armour on. The massive thorns dig into unprotected flesh, wrenching chunks from it.
Special-
For every turn spent in the brambles roll a random location. If it has no armour on that location take D3 damage to it and it is bleeding or spend the entire next turn disentangling you escaping with only minor scratches.
Brambles can take 20 points of damage before being destroyed.
Cacti
Common to many desert words these spiky monoliths are only harmful to those creatures foolish enough to get too close.
Special-
Any character that touches a cactus suffers StrD10 hits to D3 random locations. A cactus can take 25 points of damage before being destroyed.
Crackle
Crackle is a short and tough grass that has tiny air bubbles in the blades of grass containing tiny seeds which are dispersed when stood on.
Special-
A character walking across crackle causes a loud popping sound that can be heard from 20 yards away. Crackle can take 20 points of damage before being destroyed.
Creepers
Creepers are plants possessed of an animal-like ability to move their long, sinuous limbs. This response is not consciously exercised, but is a basic reaction to the presence of animals. A likely victim will be seized, dragged towards the immobile main part of the plant and crushed to death by its powerful limbs. There the body will quickly rot, dissolved by powerful enzymes secreted from the trunk.
Special-
Every turn a character is within 6 yards of a creeper plant a tendril will try and grab them with one of its tendrils. (Unless they have already been grabbed). There is a percentage chance of them being grabbed equal to 10%+5%x(every yard moved this turn) as the plant is movement sensitive. Once caught, a random location counts as being hit by a bolas (work out the affects as normal). Until they free themselves they are moved 2 yards per turn towards the trunk. If they reach the trunk they will be slowly devoured and the plant does 2D10 damage per turn to a random location.
The plant will take 25 points of damage before it is destroyed.
Gas Fungus
This is a fairly widespread type of fungus, occurring in various unrelated but essentially similar forms throughout the galaxy. It generally appears as a mushroom and is often quite large and may reach over 2 meters in height.... Should an animal approach too closely (6 meters) the fungus releases a store of poisonous gas. This store is built up within the plant's tissues and once released takes several hours to regenerate. The gas persists for about an hour, leaving the fungus unprotected only for a short time. The gas itself is deadly although the specific toxicity varies from species to species.
Another form of this is the rainbow-coloured puffball called the dream-spore, which when trodden on releases a cloud of hallucinogenic spores that bring on nightmarish visions to anyone that breathes them.
Special-
If the fungi is trodden on or brushed past roll a D10 to see what type of fungi it is. Unless the character has no exposed skin they will need to take a toughness test.
1. Hallucinogenic- Treat as if a hallucinogenic grenade has gone off where the fungi was touched.
2. Choke- Treat as if a choke grenade has gone off where the fungi was touched.
3. Stun- Treat as if a stun grenade has gone off where the fungi was touched.
4. Scare- Treat as if a scare grenade has gone off where the fungi was touched.
5. Healing- Remove up to 3 levels of location injury in any combination.
6. Bloodfire- Treat as if a bloodfire grenade has gone off where the fungi was touched.
7. Flash- Treat as if a photon flash flare grenade has gone off where the fungi was touched.
8. Blind- Treat as if a blind grenade has gone off where the fungi was touched.
9. Smoke- Treat as if a smoke grenade has gone off where the fungi was touched.
10. No effect.
A patch of fungus can take 10 points of damage before being destroyed.
Glimmer Fungus
Though completely harmless this fungus produces an eerie glow that lights up the surrounding area.
Special-
The area within 10 yards of the fungi is brightly illuminated highlighting any figures that stand close. Also pieces of fungi can be cut off and used as lanterns. The glow will last for 2D6 turns before it shrivels and dies. It lights up the character and the ten yards of space surrounding them.
It can take 10 points of damage before being destroyed.
Metaphose
Metaphose is not harmful in itself. However it has a unique defence mechanism if a creature comes too close it changes colour and pattern rapidly in order to confuse it.
Special-
If a character comes within 5 yards of the plant the plants defence mechanism is triggered. Any character looking at the plant must pass an initiative test or be stunned for a turn.
If metaphose takes more than 10 points of damage it will be destroyed.
Moss/Lichen
When wet the plants become extremely treacherous.
Special-
Any character crossing moss/lichen must pass an initiative test or fall prone. There is a modifier of –2% for every yard moved this turn.
Moss/Lichen can take 10 points of damage before being destroyed.
Needle Plant
This soft delicate looking plant has a deadly defence mechanism. If a creature comes too close to this plant it fires a barrage of spike shaped seeds.
Special-
If a character comes within 5 yards of this plant it triggers the mechanism. They are hit by D10-1x(every yard from the plant) spikes each doing D6 damage to a random location (treat scores of less than one as zero). Every subsequent turn they are left in they do another D3 damage to that location.
A Needle plant can take 10 points of damage before being destroyed.
Pitcher plants
There are several types of this plant that release strange chemicals to try and lure its prey to its death. Although no actual danger to humans it can cause them to feel rather ill.
Special-
There are three main types of Picher plant. There effects can be felt from up to 10 yards away. take a toughness test with a modifier of –50%+5%x(10-no.yards from plant). If failed roll a D6 to see what type it is.
1. Rotting Flesh- Although this is very attractive to insects it causes humans to become nauseous. Characters will spend the next turn vomiting (which can be heard from 10 yards away) and blocking out the smell. After this they will smell nothing till they decide to take the block off.
2. Choke- The character is stunned for a turn. They must test next turn as well. If they fail for 5 turns in a row they fall unconscious.
3. Frenzy- The character sees wild visions and becomes frenzied attacking the closest enemy target in hand to hand combat. The effects will last for D3 turns including this one.
4. Madness- Roll on the madness table (pg85 UkWD260).
5. Hallucinogenic- Roll on the hallucinogen (pg89 IQ rule book).
6. Stun- The character is stunned for 1 turn for every 10% or part of they failed their toughness test by.
A Picher plant can take 15 points of damage before being destroyed.
Riverweed
Dense weeds grow in many rivers that can slow or trip the unwary.
Special-
Characters Wading/Swimming through areas of riverweed are at –1 speed. Also they must pass an initiative test or fall prone.
Riverweed can take 10 points of damage before being destroyed.
Rubber Moss
Rubber moss carpets large areas and although not dangerous in itself, it has a very effective defence mechanism. Its growth is thick, incredibly bouncy and highly unstable.
Special-
Any character may crawl across rubber moss with no penalty. If they try to walk there is a 40% chance they will start bouncing (running 60%, sprinting 80%). If they do start bouncing they will bounce D3 yards in a random direction. If they land on more rubber moss they will bounce another D3 yards in a random direction and continue to do so until they land on solid ground.
If a character falls onto rubber moss they take no damage from falling instead they are bounced 2D6 yards in a random direction. If they land on more rubber moss they are bounced a further 2D6 yards in a random direction until they land on solid ground where they take damage to a random location equal to the last distance they travelled and fall prone.
Rubber Moss will take 10 points of damage before being destroyed.
Spiker
The Spiker is one of the most dangerous plant forms in the entire galaxy. A Spiker can be of any size, but tends to be man-sized, about 2 meters tall and upright. They have a vaguely cylindrical shape, and are covered with a thick layer of hair-like leaves, out of which protrude countless thin, sharp spikes. These spikes are what make this plant dangerous. Piercing the skin of an animal, they release a genetically intrusive chemical that literally starts to reform the victim's body tissue into that of a Spiker. A human taking a spike in the arm will soon find his arm become hairy and immobile, and within a short time his whole body will be covered in spikes. Although the victim remains mobile for some time, the physiological changes destroy the mind, so that the victim wanders aimlessly. Eventually all mobility is lost and another Spiker will have been created.
Special-
If a character touches a Spiker they are hit on a random location. It does D10 damage and if it gets through armour they must take a toughness test. If failed they must get medical attention quickly. The location affected will be rendered useless in D3 turns. Every turn there is a 50% chance of the affliction spreading to an adjacent location. If the character fails to leave to board to obtain medical attention they will die!
A Spiker will take 25 points of damage before being destroyed.
Spine Crystals
Not technically plants but mineral growths that occur around effluent pools and discharge outlets. The dense clumps of crystals make it impossible to hide in and very dangerous to move through unless protected by armour. The crystals inflict thousands of tiny cuts that soon become infected due to the toxic nature of the chemical from which they grow.
Special-
For every turn spent in the spine crystals they will do D6 damage to a random location. Spine Crystals can take 20 points of damage before being destroyed.
Vines
Many ancient buildings are covered in vast growths of vines making the original structure in distinguishable under the dense growth.
Special-
For any building covered in vines all vertical surfaces can be climbed as if a ladder was there. A vine will take 10 points of damage before being destroyed.
Viscid
It is a mass of dense sticky growth that it uses to try to capture small insects and mammals.
Special-
Any character moving through viscid does so at 2 yards per action only (walking). If they fall prone in a patch of viscid they count as taking D3 hits from a bolas (work out each location individually).
Viscid can take 20 points of damage before being destroyed.
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