Generating Plant Names
Two of my players are Druids and they are able to simply declare they find specific plants to harvest in the local area, [Druid Level] times each day.
They have a base chance of [Druid Level] in 4/6/8 if the plants are common, uncommon, or rare. This can also be modified by their favored environ/home turf feature.
Recipes take
1D4+1 ingredients for common brews and poultices
1D6+1 ingredients for uncommon concoctions
2D4+2 ingredients for rare mixtures
and must have one ingredient from each rarity category within the potion. So, a common potion can't be made with only rare ingredients for example and a rare potion would require at least one ingredient that was common, one that was uncommon, and on that was rare.
So a player says they want to make a potion to breathe fire. I say rare and we roll the 2D4+2, for a total of 6 ingredients, then we can roll on the table below to generate some plants in general as well as figure out which specific ones are in the potion.
First Name - Adjective or Possessive Noun (I think?)
1. Ifrit
2. Basilisk
3. Haunting
4. Bashful
5. Strangling
6. Scorched
7. Blood-sucking
8. Knight
9. Corpse
10. Mandril
11. Maggot
12. Witch
13. Lecher
14. Plague
15. Cannibal
16. Drunkard
17. Priest/Saint
18. Liar
19. Harlot
20. Crow
Color/Additional Descriptor
1. Midnight
2. Indigo
3. Blushing
4. Jaundiced
5. Sickly
6. Violet
7. Moonlit
8. Fainting/Wilting
9. Shrouded
10. Octarine
11. Alabaster
12. Cloudy
13. Soiled
14. Greasy
15. Hiding/Burrowing
16. Crawling
17. Ginger
18. Smoky
19. Fuscia
20. Cerulean
Noun
1. Rose
2. Tulip
3. Ivy
4. Orchid
5. Lily
6. Willow
7. Breath
8. Kisses
9. Tongue
10. Flower
11. Weed
12. Tree
13. Fig
14. Cactus
15. Mushroom
16. Berry
17. Fruit
18. Fingers/toes
19. Eyes
20. Cabbage
If you really wanted to go crazy you could throw in colors and some other descriptors - fainting, moonlit, etc and hit a full 8,000 variations. I went crazy.
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