Shapeshift Plant (Action Powers)

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Main article: Powers (Action)

Entangle

Basic Action

You cause vegetation in a diameter equal to your Mind to animate and entangle creatures in the area. [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running] in the area has a minimum difficulty equal to your Maneuver. This lasts until the end of the scene. If the vegetation in the area is so sparse that it cannot effectively a certain creature, this has no effect on that creature. You and any creature using Plant Path are immune to your entangle.

Plant Elemental Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on a Plant Elemental with this version of the power.

Plant Path

Inherent or Basic Action

Plants part to allow passage to you. You are immune to Plant powers that impede movement as long as the power-user's Mind is less than your Ride. This part of the power is inherent. As a Basic Action you can touch a number of creatures equal to your Reflexes, allowing them to share the benefit for the rest of the scene as long as they stay within your Ride meters of you.

Evasion, Free Running, Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life.

Pathfinding is a Ride stunt and and Make Camp is a Recon stunt.

Tree Trap

Finisher

You trap your target inside a living tree (or other plant) within Mind meters. At your option, the target can be completely encased or partially exposed. Exposed parts of the target are awake and aware, while hidden parts are in suspended animation. You can shape the tree after it has imprisoned the target, and so can anyone who can manipulate living trees.

The targets life force is tied to that of the tree; as long as the tree is alive, the target survives. If the tree dies, so does the prisoner. A typical tree has a Body of 15-20 depending on size and kind. Freeing the targets requires breaking a Curse.

As an alternative, you can turn the target into a wooden statue or even a wooden object of approximately the same size such as a door, piece of furniture, or other item. In this form the victim can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

You can use this power on yourself, in which case you can break it as a basic action.