Plants are still a part of the war-ridden 41st millennium. However, these magnificent specimens listed here are more common on worlds with little or no intelligent life. It's as if the plants try to protect their planets from settlers like an immune system attacking the germs attacking a healthy animal. Not all the plants are carnivorous killing machines. Some are subtle in how they react to being disturbed whereas others are even beneficial when made into a serum and injected or drunk. Identifying Other World Flora and Fauna It goes without saying, the galaxy is a massive place and only real experts can possibly hint at a guess at the weird and wonderful world of alien plants. In order to be able to identify a plant a character must have the Knowledge(Xenobiology) skill in order to identify the plant in question. ANACLEA TALUDENSIS The shiny black flowers of this plant emit an invisible field akin to radiation. Direct contact has no effect, but prolonged exposure (within 5-10 metres, regardless of any shielding between the plants the subject) will cause physical damage. For each hour spent within the area effect of these plants an individual will continue to sustain d4 wounds automatically. Only a sealed or power armour suit will grant complete immunity (Aspect/Rune armour also grants immunity). These flowers can also scramble communications technology. ARTISIA The slimy, pulpy surface of the curling white-grey-mottled fronds of this fern-like plant is repulsive, and causes a skin irritation on contact. Touching the fronds will result in a nasty rash appearing. This has the effect of the individual losing 2 points from WIS, CHA, and INT for d6 hours. Applying a disinfectant will immediately neutralise the acids, thus restoring any lost characteristics. CAMPORANA Tiny hairs on the thick leaves of this plant are covered with a highly-toxic oil that acts as a single dose of Manbane (see WFRP rulebook page 82). Many feral tribes use this plant to poison their blowpipe darts and arrows. Gameplay Note: Treat Manbane as Bloodroot poison per the DMG but double the secondary damage if the character is a human or human sub-type. CUMBUMBRA GERMINANTS These parasites are transmitted to the host plant by spores which tunnel into the plant's surface then bloom, sending out root feelers and bulb-like protuberances. Contact with the plant itself has no unusual effects. A serum made from a plant infected by these parasites is actually an effective sleeping drug. It can be mixed into most beverages and is extremely difficult to detect (-10 to chance). When drunk it causes sleep exactly as if the Sleep spell was cast upon the drinker. DEDLIOCUS MANICUS (Man-eater or Snapper plant) The dedliocus manicus, or 'man-eater', is probably the best known of all dangerous plant life and has been the source of many entertaining films. This man-eating plant is carnivorous and has a ferocious appetite. It seems to particularly enjoy the flesh of Imperial genetors who come to such death worlds in order to chart the unusual flora and fauna. What makes the dedliocus manicus such a dangerous plant is that it appears at first to be a perfectly normal flower, albeit a big flower. The stem only appears to be a few feet long, hidden from view by the flower head and a few spindly stalks, but as soon as anything that looks like a meal comes too close the inside of the flower 'breaks free' to become an ugly head of razor sharp teeth and engulfs the meal in the blink of an eye. What used to be a plant of only a few feet now has extended to as tall as a tree gleefully chewing every last morsel of its meal. Unusually for a plant, the dedliocus can move, albeit extremely slowly, but this is a bonus rather than a disadvantage. It allows the plant to move to other areas, areas which are richer in meat particularly. Gameplay Note: Use the physical statistics of a Treant in the Monster Manual but remove all spell like abilities and reduce the monsters Intelligence and Wisdom to 4. The dedliocus has a rudimentary intelligence but does not understand fear of any kind and so is immune to all psychological effects; The man-eater's only fear is fire, it must make a Will save vs. a DC of the fire damage inflicted every time a fire weapon is used against it (includes flamers, plasma weapons, and melta bombs); In hand-to-hand combat the dedliocus. The man-eater always attacks with the element of surprise unless it can be identified first; It can attack in a full circle at any targets within a radius of 10 feet; Any creature that suffers is killed or falls unconscious resulting from the dedliocus' bite attacks, is taken into the plant's mouth and slowly consumed - if the creature is left in this way for more than 2D4 rounds it is killed instantly in the plant's acidic juices even if the 'meal' is protected by power armour or a force field device. GIRALUNA MINOR These pulpy, grey, fungoid cylinders have clusters of pea-sized, jelly-coated spores in a shallow depression at the top of the cylinder. Skin contact with these spores causes a nerve-poison to seep through the skin, entering the bloodstream and affecting the whole body (Fortitude save vs. DC 30 or develop Cackle Fever, see DMG page 79). The prepared serum is a thick, clear liquid with a slight scent of rotting plant matter. The drinker becomes subject to Rage as if he was an equal level Barbarian from the PHB. POLIO STICOIUS This is one of the most dangerous of all species of plant. It may look like a normal medium-sized bush but surrounding the base of the plant is a thick, colourless sap. This sap seeps continuously week after week, constantly renewing itself, over a 6 metre diameter. Any creature that gets stuck in the sap, and remains stuck, will begin to be slowly desiccated by the sap and the juices from the creature is absorbed by the plant. Over a matter of time the trapped creature will become nothing but a skeleton. For every foot trod in the 6 metre area of the sap there is a 50% chance that the individual will get stuck. The effect is instant and the only way to get out is by leaving the character's footwear behind and hopefully leaping out. The sap is only very slightly acidic and will over time eat away at any footwear to get at the firm meat inside. Anyone staying trapped will lose 1 Stamina or Lifeblood for every hour that passes. If there are more than two such plants, and their sap crosses, then the sap has a 75% chance of trapping any character that walks within its area. PROTURBIS MINOR Contact with these delicate mushroom-like vegetables releases a shower of tiny spores. In contact with mouth or nasal tissues, the spores release an oily, toxic substance which causes immediate and profound depression of the nervous system, leading the victim to contract a fungal disease (random, DMs discretion). SIGURYA NATANS When disturbed, these bulbous yellow floating plants yield fine spores, which, if they are inhaled or are in skin contact, cause a strong allergic reaction (Fortitude save vs. DC 20 or all abilities halved until d6x10 rounds after exposure ceases). Any serum prepared from this plant becomes a thick, soupy green substance. When drunk it grants a +2 bonus to all Will saves. The effect lasts for d6x10 minutes. STRANGLITIS TIRILIS Contact causes the delicate, curling tendrils of this plant to wrap around nearby objects (Constriction attack - MM). In the process of removing the tendrils, the subject may (Reflex test vs. DC 15) prick himself on the poisonous spines hidden in the hairs coating the tendrils. The poison causes depression. The prepared serum is a watery, odourless fluid. Taking this grants immunity to all psychological (including Psyker) effects. This lasts for 1d4-1 minutes. Results of 1 means it lasts 1 round. TIRILLUS MIMETICUS This plant has the ability to mimic rocks. Visual inspection cannot distinguish between the plant and neighboring rocks, but the plants are soft and pliable like sponges. The surface of the plants is covered with a highly volatile oil that bursts into flame on contact (treat as burning oil). The flame does no harm to the plant, and disappears in seconds. After flaming, a plant requires 7-10 days to build up the necessary reservoir of oil to flame again. An expert genetor can extract the oil from this volatile plant and use the contacts to, in effect, make a bomb. TUBOLARA The tubolara plant is moderately common on death and feral worlds. In particular, on feral worlds communities are centred near or around where the plants grow. Drinking the fluid, that collects in the bottom of the tubular stems of these rubbery white plants, heals the drinker of d4-1 wounds. Other contact with the plant has no effect. Additional effects of the tubolara offer a useful protection against skin rashes from most types of plant. Bathing in a combination of water and a generous amount of tubolara fluid will give an individual complete immunity to infections/poisons from other plant types for 2d6x10 minutes. Too much drinking of the tubolara fluid, after 6 wounds has been healed or more, induces drowsiness (as if a sleep spell was cast on the character with no HD or level limit).
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