Difference between revisions of "Plant Powers (FiD)"

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Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
 
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
  
Dispelling is usually easier.
 
 
You can dispel any Plant effect and any effect that affects plants or Plant creatures.
 
You can dispel any Plant effect and any effect that affects plants or Plant creatures.
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
 
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
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Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.
 
Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.
 
   
 
   
Plant elementals are animate plants. They often have outlandish forms with certain traits of mundane plants or a mix of plants combined with traits typical of animals and humans, such as claws, jaws, feet, or wings.
+
Plant elementals are animate plants. They often have outlandish forms with certain traits of mundane plants or a mix of plants, combined with traits typical of animals and humans, such as claws, jaws, feet, or wings.
 
Plant elementals can be more intelligent than most other elementals and include such things as dryads, female manifestations of plant fertility.
 
Plant elementals can be more intelligent than most other elementals and include such things as dryads, female manifestations of plant fertility.
 
They are stoic, but also generous, vivacious, and whimsical.
 
They are stoic, but also generous, vivacious, and whimsical.
  
Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of plants, being generous, vivacious, and whimsical. Spirits are more intelligent than elementals but rarely have an agenda beyond having fun.  
+
Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of plants, being generous, vivacious, and whimsical, but rarely have an agenda beyond having fun.  
  
 
There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune power effects.
 
There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune power effects.
  
XXX
+
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
 
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
  
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
 
  
 
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
 
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
Standard effect allows you to ask for any service appropriate to the type of creature. An animated plant will toil or fight, an elemental or spirit fight or frolic.  
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. Plant creatures are only really opposed to self-harm, and even that might be negotiable. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
  
 
Typical consequences include:
 
Typical consequences include:
  
A bargain of payment in things the creature prizes.
+
* A bargain of payment in things the creature prizes such as prime soil or fertilizer.
The creature strikes out at you once.
+
* The creature strikes out at you once.
A tightwire struggle to keep the creature under control.
+
* A tightwire struggle to keep the creature under control.
You need to concentrate to keep the creature under control.
+
* You need to concentrate to keep the creature under control.
The creature breaks things around you.
+
* The creature breaks things made by craft around you.
Overly literal interpretations of your commands.
+
* Overly literal interpretations of your commands.
The creature deliberately does its tasks poorly.
+
* Demanding not to be summoned again until some time or event has passed.
Demanding not to be summoned again until some time or event has passed.
+
* General sulkiness.
General sulkiness.
+
 
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
+
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.  
 +
 
 +
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a fire sorcerer, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
  
 
'''Gateway of Growth'''
 
'''Gateway of Growth'''
 
Create a portal to a plane of plants.
 
Create a portal to a plane of plants.
 +
 +
Plants may have their own plane, or share a plane of nature with Animal powers.
 +
Such a place is wild and overgrown, with ancient forests and endless plains of grass and flowers.
 +
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again.
 +
 +
There are things that are possible to do on these planes that are not allowed in the regular world, most Plant effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 +
 +
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 +
 +
The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
  
 
=== Command ===
 
=== Command ===

Revision as of 08:41, 30 July 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

Governs plants and dead plant matter, including fungi.

Plant governs the majority of all life, things that do not act or move but only grow. Plant powers can accelerate and empower normally inanimate plants as barriers, tools, and weapons. Some plants do move, animate plants that act as other creatures do, but these are the exception.

Plant attacks are poison, infiltrating roots, and shooting seeds and barbs. These are effective against living things, but slow to damage objects.

Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action. Learning who to summon may require study or be a a score in itself.

Plant Power Effects

Fecundity
Summon a plant creature. Summoning plant usually animates existing plants.

Stem Slam
Smash vegetal matter as if it was brittle. Make plants grow to constrict things.

Action Basic
No minimum
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Sense Sprout
Detect plants and plant powers.
Banish Bud
Dismiss a plant creature. End a plant power.
Fecundity
Summon a plant creature.
Gateway of Growth
Create a portal to a plane of plants.
Command Petal Proclamation
Command plant creatures. You don't understand them.
Leafy Language
You and allies can talk to plant creatures.
Leafy Leadership
Command to plant creatures as a superior.
Petal Potentate
Permanently bind plant creatures to service.
Consort Floral Fashion
Change clothes and accessories by adding plants.
Verdant Visage
Assume the form of a plant creature.
Plant Polymorphism
Verdant Visage a willing or helpless creature.
Chlorophyll Command
Turn mooks into plant servants.
Finesse Green Gallop
You can ride any plant mount or vehicle.
Thorn of the Rose
Fine and potent close-range attack.
Precise Prickle
Fine control of plants at range.
Bowery's Barrage
A storm of thorns, suppressing scale.
Hunt Plant Pursuer
Track using plants.
Petal Projectile
Attack similar to a fine and potent rifle.
Plant Palisade
Control and grow plants to change the terrain.
Vine Volley
Plants attack similar to a fine and potent grenade.
Prowl Stealthy Stalk
Hide in overgrowth.
Plant Pathway
Move on and through plants.
Foliage Ferry
Crew Stealthy Stalk or Plant Pathway.
Plant Portal
Crew teleport between overgrown areas.
Skirmish Thorn Thicket
Absorb plant damage.
Thorn Thrust
Fine and potent close-range attack.
Thorny Thicket
Fine control of vegetation.
Thorny Tempest
Attack all enemies in area.
Study Leafy Learning
Identify plant powers, objects, and creatures.
Leaf Lore
Learn the abilities plant powers, objects, and creatures.
Root Revelation
Read the past events of a plant or vegetal object.
Wisdom of the Wood
Leaf Lore within sight then three times Root Revelation.
Survey Sense Stem
Sense powers, objects, and creatures.
Plant Perception
Choose a plant that you know of, perceive from there.
Verdant Vigilance
Choose a location or creature. Gain sensor at nearest plant.
Woodland Watch
Perceive from all plants at once over a wide area.
Sway Petal Patter
Understand plant creature speech and objective. They cannot understand you.
Verdant Vocabulary
You and allies can talk to plant creatures. You can also make folk more stoic.
Rose's Rhetoric
Post suggestions in the mind of a plant creature.
Orchid Order
Permanently change the personality and motivations of a plant creature.
Tinker Leafy Loom
Handle vegetal matter as if you had appropriate tools and protective devices.
Floral Forge
Shape plants and vegetal matter as if they were of clay.
Thorny Transformation
Create vegetal matter out of nothing. Transform vegetal matter into another power.
Botanical Build
Floral Forge mass produce or make something large, such as a vehicle or building.
Wreck Vandal Vines
Noisily bash like a wooden hammer.
Stem Slam
Smash vegetal matter as if it was brittle.
Quick Compost
Stem Slam but silent and no traces.
Thicket Torrent
Stem Slam over a large area.

Expanded Plant Powers

Attune

Perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Sense Sprout Detect plants creatures and plant powers.

This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).

Banish Bud Dismiss a plant creature. End a plant power.

You can dismiss creatures linked to the Plant power. Many plant creatures are spirits possessing plants, when dismissed such Plant creatures revert to mundane, non-animate plants. Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

You can dispel any Plant effect and any effect that affects plants or Plant creatures. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can also be used to break the continuing effects of powers. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses an animated plant as a prosthetic leg you can have a better effect.

When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Fecundity Summon a plant creature.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple effects of their power and maintain power effects you have created. For a description of the planes Plant powers summon from, see Gateway of Growth.

Summoned creatures generally come in three types, animated plants, plant elementals, and plant spirits.

Animated Plants are mundane plants animated by Plant powers, making small plants grow, giving them the ability to move, and often exaggerated versions of what that plant can normally do. An animated pine tree shoots its pine cones, an animated Lavender have a scent that causes sleep, an animated belladonna has a poison that causes hallucinations, delirium, and death. Animated Plants are usually simple creatures with animal intelligence. Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.

Plant elementals are animate plants. They often have outlandish forms with certain traits of mundane plants or a mix of plants, combined with traits typical of animals and humans, such as claws, jaws, feet, or wings. Plant elementals can be more intelligent than most other elementals and include such things as dryads, female manifestations of plant fertility. They are stoic, but also generous, vivacious, and whimsical.

Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of plants, being generous, vivacious, and whimsical, but rarely have an agenda beyond having fun.

There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune power effects.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.

It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard effect allows you to ask for any service appropriate to the type of creature. An animated plant will toil or fight, an elemental or spirit fight or frolic.

Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. Plant creatures are only really opposed to self-harm, and even that might be negotiable. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.

Typical consequences include:

  • A bargain of payment in things the creature prizes such as prime soil or fertilizer.
  • The creature strikes out at you once.
  • A tightwire struggle to keep the creature under control.
  • You need to concentrate to keep the creature under control.
  • The creature breaks things made by craft around you.
  • Overly literal interpretations of your commands.
  • Demanding not to be summoned again until some time or event has passed.
  • General sulkiness.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.

Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a fire sorcerer, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.

Gateway of Growth Create a portal to a plane of plants.

Plants may have their own plane, or share a plane of nature with Animal powers. Such a place is wild and overgrown, with ancient forests and endless plains of grass and flowers. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again.

There are things that are possible to do on these planes that are not allowed in the regular world, most Plant effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.

Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Command

Petal Proclamation Command plant creatures. You don't understand them.

Leafy Language You and allies can talk to plant creatures.

Leafy Leadership Command plant creatures as a superior.

Petal Potentate Permanently bind plant creatures to service.

Consort

Floral Fashion Change clothes and accessories by adding plants.

Verdant Visage Assume the form of a plant creature.

Plant Polymorphism Verdant Visage a willing or helpless creature.

Chlorophyll Command Turn mooks into plant servants.

Finesse

Green Gallop You can ride any plant mount or vehicle.

Thorn of the Rose Fine and potent close-range attack.

Precise Prickle Fine control of plants at range.

Bowery's Barrage A storm of thorns, suppressing scale.

Hunt

Plant Pursuer Track using plants.

Petal Projectile Attack similar to a fine and potent rifle.

Plant Palisade Control and grow plants to change the terrain.

Vine Volley Plants attack similar to a fine and potent grenade.

Prowl

Stealthy Stalk Hide in overgrowth.

Plant Pathway Move on and through plants.

Foliage Ferry Crew Stealthy Stalk or Plant Pathway.

Plant Portal Crew teleport between overgrown areas.

Skirmish

Thorn Thicket Absorb plant damage.

Thorn Thrust Fine and potent close-range attack.

Thorny Thicket Fine control of vegetation.

Thorny Tempest Attack all enemies in area.

Study

Leafy Learning Identify plant powers, objects, and creatures.

Leaf Lore Learn the abilities of plant powers, objects, and creatures.

Root Revelation Read the past events of a plant or vegetal object.

Wisdom of the Wood Leaf Lore within sight then three times Root Revelation.

Survey

Sense Stem Sense powers, objects, and creatures.

Plant Perception Choose a plant that you know of, perceive from there.

Verdant Vigilance Choose a location or creature. Gain sensor at nearest plant.

Woodland Watch Perceive from all plants at once over a wide area.

Sway

Petal Patter Understand plant creature speech and objective. They cannot understand you.

Verdant Vocabulary You and allies can talk to plant creatures. You can also make folk more stoic.

Rose's Rhetoric Post suggestions in the mind of a plant creature.

Orchid Order Permanently change the personality and motivations of a plant creature.

Tinker

Leafy Loom Handle vegetal matter as if you had appropriate tools and protective devices.

Floral Forge Shape plants and vegetal matter as if they were of clay.

Thorny Transformation Create vegetal matter out of nothing. Transform vegetal matter into another power.

Botanical Build Floral Forge mass produce or make something large, such as a vehicle or building.

Wreck

Vandal Vines Noisily bash like a wooden hammer.

Stem Slam Smash vegetal matter as if it was brittle.

Quick Compost Stem Slam but silent and no traces.

Thicket Torrent Stem Slam over a large area.