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This is not the a finished item.

It is, at least, a half written new race class for BECMI generated by Chat GPT. And it's... Well have a look.

Muppet Race for BECMI

by Cab Davidson

Here's a possible version of the Muppet character race for BECMI D&D:

Muppet Character Race

Ability Scores: Muppets are a diverse race, so players can allocate their ability scores as they see fit.

Special Abilities:

Puppeteering: Muppets are masters of puppetry and ventriloquism. They gain a +2 bonus to Charisma checks made to perform puppet shows or to manipulate others with their voices.

Furry Hide: Muppets have a thick, furry hide that provides natural armor equivalent to leather armor.

Elastic Limbs: Muppets have stretchy limbs that allow them to make melee attacks from 10 feet away. They also have a +2 bonus to escape from grapples.

Endurance: Muppets have boundless energy and can keep going long after other races have given up. They gain a +2 bonus to Constitution checks to resist exhaustion.

Muppet Magic: Muppets have a unique form of magic that allows them to perform minor illusions and other tricks. They can cast the Prestidigitation cantrip at will.

Hit Dice: Since the muppet class has a low physical defense, it might make sense to use a smaller hit dice than some other classes. For example, you could use a d6 for hit points to reflect their vulnerability. However, since muppets are also durable and have unique abilities, you could also consider using a larger hit dice like a d8 to reflect their resilience. Ultimately, it will depend on the balance of the overall character class and what feels appropriate to you as the game designer.
Experience Point Tables:

Level 1: 0 XP
Level 2: 2,500 XP
Level 3: 5,000 XP
Level 4: 10,000 XP
Level 5: 20,000 XP
Level 6: 40,000 XP
Level 7: 80,000 XP
Level 8: 150,000 XP
Level 9: 300,000 XP
Level 10: 600,000 XP

As you can see, Muppets have some unique abilities that allow them to excel in certain areas. Their puppeteering skills make them excellent entertainers, while their furry hide and elastic limbs make them formidable fighters. Their endurance and Muppet Magic give them additional versatility in a variety of situations.

Of course, this is just one possible interpretation of Muppets in a D&D setting, and DMs and players are encouraged to adapt and modify this concept to fit their own games.

Muppet Magic

One way to make muppet magic work in BECMI is to have it based on a new attribute called "Muppetry" which measures a muppet's innate magical potential. Muppetry could be similar to a traditional spellcasting ability, such as Intelligence or Wisdom, and muppets could gain additional Muppetry points as they level up.

Muppets could also have access to a unique set of spells that are specifically designed for them. These spells could be centered around their physical abilities and unique traits, such as the ability to stretch their arms or the ability to mimic the voices of others.

To cast a muppet spell, the player would make a Muppetry check, with the difficulty based on the level of the spell and the character's Muppetry score. The spells could have unique effects, such as granting temporary hit points or causing a target to become temporarily confused.

Additionally, muppets could have other unique abilities, such as the ability to communicate with other muppets or to use their puppetry skills to create disguises or illusions.

Muppet magic is a unique form of spellcasting that only muppets can use. It involves a combination of music, puppetry, and physical movement to cast spells. Muppet magic spells are typically flashy and showy, often involving bright lights, colorful displays, and exaggerated movements.

Muppet magic spells are cast using a combination of musical instruments, puppets, and magical words and gestures. Muppet magic users must have access to a musical instrument and a puppet in order to cast spells. The type of musical instrument and puppet used can affect the power and effectiveness of the spell.

Muppet magic spells are also heavily influenced by the emotions of the caster. Muppets are known for their strong emotions and personalities, and these traits are reflected in their magic. A muppet who is feeling particularly happy or excited may be able to cast more powerful spells, while a muppet who is feeling sad or scared may struggle to cast even simple spells.

Here are some examples of Muppet spells for BECMI D&D:

Fuzzy Forcefield - Creates a barrier of fuzzy energy around the caster, granting them temporary protection from physical attacks.
Rainbow Connection - This spell allows the caster to communicate telepathically with any willing creature they can see, regardless of language barriers.
Swinetrek - This spell conjures a small, flying spacecraft that the caster can use to travel through space.
Rubber Chicken Curse - The caster points at a target and shouts "Bok bok bok!", causing a rubber chicken to appear and latch onto the target's face, temporarily blinding and confusing them.
Mahna Mahna - The caster emits a hypnotic, otherworldly chant that can put a group of creatures to sleep or induce a trance-like state.
Electric Mayhem - This spell creates a surge of sound waves that can damage or stun enemies.
Swedish Chef's Feast - This spell conjures a large, elaborate feast that the caster and their allies can partake in, providing temporary boosts to health and morale.
Gonzo's Stunt Double - This spell creates an illusory double of the caster that can distract enemies or absorb attacks.
Statler and Waldorf's Criticism - The caster causes a spectral image of the famous Muppet hecklers to appear, distracting and demoralizing enemies with their biting commentary.
Kermit's Leadership - This spell imbues the caster with the iconic Muppet's charisma and leadership abilities, granting a bonus to morale and inspiring allies to fight harder.

Here are some more muppet spells for BECMI D&D:

Henson's Handshake: A simple but powerful spell that allows the muppet to shake hands with any creature, causing them to become instantly friendly and trusting towards the muppet.
Fozzie's Folly: This spell creates a small swarm of rubber chickens that fly around and distract enemies, making them less effective in combat.
Beaker's Boil: This spell causes a target to become extremely hot and uncomfortable, taking damage over time as they sweat and boil.
Animal's Rhythm: This spell imbues a target with the wild and chaotic energy of Animal, causing them to act impulsively and sometimes violently.
Swedish Chef's Feast: This spell creates a bountiful feast of delicious food, perfect for satisfying hungry adventurers or distracting enemies with their gluttony.
Gonzo's Daredevil: This spell imbues the muppet with a temporary invincibility, allowing them to perform reckless stunts and survive falls or crashes that would normally be fatal.
Statler and Waldorf's Critique: This spell causes a target to become depressed and lose confidence, taking penalties to their abilities and attacks as they hear the two muppets heckle and criticize them from afar.
Kermit's Leadership: This spell imbues the muppet with a natural charisma and leadership ability, allowing them to rally allies and gain followers easily.
Miss Piggy's Charm: This spell causes a target to become infatuated with the muppet, following them around and doing their bidding for a limited time.
The Electric Mayhem's Jam: This spell creates a powerful sonic blast of music and sound, dealing damage to enemies and providing temporary bonuses to allies within range.

Skills
here are 10 new general skills for muppet characters in the BECMI game:

Puppetry: the ability to control and manipulate other puppets or objects with strings or rods.
Silly Walks: the ability to move in an absurd or comical manner to confuse or distract enemies.
Impersonation: the ability to mimic the voices and mannerisms of other creatures or characters.
Pratfalls: the ability to take a fall without injury or to intentionally stumble and trip to create a distraction or comedic effect.
Juggling: the ability to juggle various objects, potentially distracting enemies or impressing allies.
Dance: the ability to perform complex dance routines that could be used to distract or entertain.
Balloon Sculpting: the ability to create intricate balloon sculptures that could be used as distractions or to impress allies.
Clowning: the ability to perform slapstick comedy and other clown-like antics, potentially disorienting or amusing enemies.
Improvisation: the ability to quickly come up with creative solutions on the fly, potentially getting out of sticky situations.
Singing: the ability to perform songs and musical numbers, potentially entertaining or inspiring allies and demoralizing enemies.

Muppet Kung-Fu
Muppet Kung-Fu Rules:

To use Muppet Kung-Fu, the character must have at least one level of the Muppet character class.

Muppet Kung-Fu can be used with any melee weapon that can be wielded in one hand, as well as with unarmed strikes.

Muppet Kung-Fu allows the character to make an additional unarmed attack each round.

Muppet Kung-Fu attacks deal non-lethal damage.

Muppet Kung-Fu attacks can only be used against opponents that are the same size or smaller than the character.

Muppet Kung-Fu attacks cannot be used while wearing armor.

Muppet Kung-Fu attacks are considered magical for the purpose of overcoming damage resistance.

Muppet Kung-Fu attacks can be used to grapple an opponent instead of dealing damage. The character must succeed at a normal attack roll, then roll a successful grapple check.

Characters with the Muppet Kung-Fu skill can also use their martial arts training to avoid attacks. Once per round, they can use their Dexterity bonus to AC against a single melee or ranged attack.

The damage of Muppet Kung-Fu attacks increases as the character gains levels in the Muppet class, following the same progression as the damage of unarmed attacks for monks.

These rules should allow muppet characters to effectively use kung-fu techniques in combat, while still keeping in line with the rules and mechanics of BECMI D&D.

Magic Items
Here are 10 new BECMI magic items appropriate for muppets:

Fozzie's Top Hat - When worn by a muppet, this top hat allows the wearer to tell jokes and puns with such impeccable timing that they always land perfectly, even in the most dire of situations.
Kermit's Banjo - This magical banjo, when played by a muppet, can be used to inspire allies to fight harder and with more determination.
Miss Piggy's Boa - This magical feather boa, when worn by a muppet, grants the wearer an aura of irresistible charm and charisma.
Gonzo's Cannon - This magical cannon, when wielded by a muppet, can be used to fire all manner of strange and wondrous objects, from rubber chickens to bowling balls.
Animal's Drumsticks - These magical drumsticks, when used by a muppet, allow the user to create powerful shockwaves and percussive blasts that can knock enemies off their feet.
Statler and Waldorf's Theater Box - This magical theater box, when occupied by a muppet, grants the occupant the ability to observe and analyze combat situations with unparalleled clarity and insight.
Rowlf's Piano - This magical piano, when played by a muppet, can be used to create a wide range of illusions and visual effects, from sparkling fireworks to eerie ghostly apparitions.
Beaker's Test Tubes - These magical test tubes, when used by a muppet, can create all manner of bizarre and wondrous alchemical concoctions, from potions that grant the drinker the power of flight to tonics that turn enemies into harmless frogs.
Scooter's Walkie Talkies - These magical walkie talkies, when used by a muppet, allow the user to communicate with allies across great distances, even through solid walls and other obstacles.
Swedish Chef's Cleaver - This magical cleaver, when wielded by a muppet, can slice through almost anything with ease, from solid steel to dense rock. It can also be used to summon delicious meals and treats out of thin air.