Farmable Plants
An area occupying plant can 'store' a maximum number of condition positions equal to its size category (see Size) per square. If the plant has, or gains more condition positions than the number allowed by its size for a single square it may spread, or be split, into any number of adjacent squares. When a plant spread, or is split the initial number of condition positions must remain equal, but the type of condition position may change into a higher penalty or N or D. Each occupied square must contain at least two contition positions (N and D) of the plant. A plant with less than two condition positions cannot further spread, or be split. If the last position on the condition track of the plant is reached, it may be harvested and seeded again according to the usual seeding rules.
Care Intervals: Every season a plant must be cared for. Normally somepony who is caring for the plant has to succeed at a care roll of the specific plant. If nopony is around the plant has to care for itself by simply rolling a d20 modified by the usual factors. Whenever a seasonal care interval is reached the plant may take a vegetative action. If the care DC of the plant for that season is not met the plant is moved one step down its condition track.
Vegetative actions:
- Grow (The plant adds one condition position to its condition track of the next lowest penalty it already has (i.e. starting with -10, then -5, -2, -1; if all positions are filled start again with -10) per year by natural growth, if it was cared for accordingly, up to a maximum number of condition positions determined by the type of the plant.)
- Atropy (The plant 'expends' a condition position to reduce its own care DC by -5 for the season)
- Explosive Vegetation (some plants grow at incredible rates. the plant is able to produce two condition positions per season)
- Harden (Increase DR by 1 up to a maximum of +2)
- Fruition (once per year the plant may produce its Crop and make a free seeding roll at the end of that season at DC -5)
- Regrow (the plant inproves its condition on its condition track by one step)
- Spreading ('expend' one condition position to produce seedling in adjacent square; must roll own seed DC)
- Winterproof (the plant may 'expend' a condition position to gain the resistance to live through a cold season. It gains Cold Resistance 10.)
Harvest Rolls: Whenever somepony is trying to get to the fruits of a plant, i.e. makes a Harvest roll, or occupies the same square as the plant, the plant is entitled to a defensive action.
Crops: Any Plant has a number of 'Crop Yield' points determined by its Crop feature. The plant may also have a number of Crop Yield points that represent spoiled or unripe fruit, which are among the desired ones.
Sample Plants
- Apple Tree (CR 1)
- Type: Large farmable plant
- DR: 4 Damage Threshold: 10
- Conditions: N -1 -2 -5 -5 -10 -10 D (max. 13 positions)
- Attack: Falling Apples - 1d6 apples (slam), +0 each (1 dmg)
- Space: 1 Reach: 0-3
- Vegetative Options: Atropy, Grow, Fruition, Harden, Regrow, Winterproof
- Attack Options: defense only
- Special Qualities: Farmable (seed DC 15, care DC 10, harvest DC 10), Crops
- Crops - 4d6+12 Apples (diminutive fruit), 2d6 unripe/spoiled fruit
- Blackberry Bramble (CR 2)
- Type: Medium wild farmable area plant
- DR: 3 Damage Threshold: 8
- Conditions: N -1 -2 -5 -10 D (max. 5 positions)
- Attack: Thorns - 1 sting (piercing), +2 (1d6 dmg)
- Space: 1-X Reach: 0
- Vegetative Options: Explosive Vegetation, Grow, Fruition, Regrow, Spreading, Winterproof
- Attack Options: defense only, attacks in each occupied square
- Special Qualities: Farmable (seed DC 12, care DC 10, harvest DC 15), Crops, Spreading
- Crops - 8d4+24 Blackberries (fine fruit), 4d4 unripe/spoiled fruit
- Hackback The plant tries to spread whenever it can. At every care interval the plant has to be contained at its care DC +5, or it will occupy one random adjacent square with a condition position.
- Deep Harvest A Blackberry Bramble contains more fruit than it shows. If a character trying to harvest the Blackberry increases the harvest DC by +5 he may harvest double the normal crop yield with one roll.
- Cherry Tree (CR 1)
- Type: Large farmable plant
- DR: 4 Damage Threshold: 10
- Conditions: N -1 -2 -5 -10 -10 D (max. 12 positions)
- Attack: -
- Space: 1 Reach: 2
- Vegetative Options: Atropy, Grow, Fruition, Harden, Regrow, Winterproof
- Attack Options: none
- Special Qualities: Farmable (seed DC 10, care DC 10, harvest DC 12), Crops
- Crops - 4d4+12 Cherries (fine fruit), 2d4 unripe/spoiled fruit
- Hay Field (CR 1/4)
- Type: Medium farmable area plant
- DR 1: Damage Threshold: 1
- Conditions: N D (max. 2 positions)
- Attack: -
- Space: 1-X Reach: 0
- Vegetative Options: Grow, Fruition, Regrow, Spreading
- Attack Options: none
- Special Qualities: Farmable (seed DC 5, care DC 10, harvest DC 10), Crops
- Crops 1d3+1 (miniscule fruit), 1 unripe/spoiled fruit
- Cumquat Bush (CR 1)
- Type: Small farmable plant
- DR: 2 Damage Threshold: 6
- Conditions: N -5 -10 D (max. 6 positions)
- Attack: -
- Space: 1 Reach: 0
- Vegetative Options: Grow, Fruition, Regrow
- Attack Options: none
- Special Qualities: Farmable (seed DC 15, care DC 20, harvest DC 10), Crops
- Crops - 4d4+8 (fine fruit), 2d4 unripe/spoiled fruit
- Melon Vine (CR 1/2)
- Type: Small farmable plant
- DR: 2 Damage Threshold: 4
- Conditions: N -1 -2 -5 -10 D (max. 6 positions)
- Attack: Tangle - 1 Tendril, +0 (trips)
- Space: 1-X Reach: 0
- Vegetative Options: Grow, Fruition, Regrow, Spreading
- Attack Options: defense only
- Special Qualities: Farmable (seed DC 14, care DC 14, harvest DC 8), Crops
- Crops - 2d10+4 (Small fruit), d unripe/spoiled fruit
- Pumpkin Vine (CR 1/2)
- Type: Medium farmable plant
- DR: 2 Damage Threshold: 5
- Conditions: N -1 -2 -5 -10 D (max. 6 positions)
- Attack: Tangle - 1 Tendril, +0 (trips)
- Space: 1-X Reach: 0
- Vegetative Options: Grow, Fruition, Regrow, Spreading
- Attack Options: defense only
- Special Qualities: Farmable (seed DC 12, care DC 12, harvest DC 8), Crops
- Crops - 2d12+4 (medium fruit), 1d12 unripe/spoiled fruit
- Pumpkin - The fruit of pumpkin vines are often times so enormous and heavy, that transporting them is not an easy task. A Pumpkin vine concentrates its Crop Yield points per square in one single fruit. The Pumpkin fruit can only be lifted or carried with a feat of Strength DC 13.
- Walnut Tree (CR 2)
- Type: Huge farmable plant
- DR: 8 Damage Threshold: 10
- Conditions: N -1 -1 -2 -2 -5 -5 -10 -10 D (max. 21 positions)
- Attack: Falling Nuts - 1d10 walnuts (slam), +1 each (1 dmg)
- Space: 1-2 Reach: 0-5
- Vegetative Options: Atropy, Grow, Fruition, Harden, Regrow, Winterproof
- Attack Options: defense only
- Special Qualities: Farmable (seed DC 18, care DC 10, harvest DC 16), Crops
- Crops - 8d4+64 (fine fruit), 4d4 unripe/spoiled fruit
- (CR )
- Type:
- Fatigue Dice:
- DR: Damage Threshold:
- Conditions: N -1 -2 -5 -10 D (max. positions)
- Attack:
- Space: Reach:
- Vegetative Options:
- Attack Options:
- Special Qualities: Farmable (seed DC , care DC , harvest DC ), Crops
- Crops d + ( fruit), d unripe/spoiled fruit