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{{FiD}}
{{FiD-Powers}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
Governs plants and dead plant matter, including fungi.
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 governs the majority of all life: things that lack will and do not move, but grow.
Plant powers can accelerate and empower normally inanimate plants as barriers, tools, and weapons.
Plant powers accelerate, harden, and animate vegetation, turning normally inanimate plants into barriers, tools, and weapons.
Some plants do move, animate plants that act as other creatures do, but these are the exception.
Animated plants are creatures, but these are the exception rather than the rule.


Plant attacks are poison, infiltrating roots, and shooting seeds and barbs.  
Plant attacks take the form of poison, infiltrating roots, and launched seeds, thorns, or barbs.
These are effective against living things, but slow to damage objects.
These attacks are highly effective against living targets, powerful but slow when used to damage structures, and inefficient against tools and portable objects.


Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action.
Plant elementals are animated trees or massive conglomerations of vegetation.
Learning who to summon may require study or be a a score in itself.
Plant creatures include all forms of plant life capable of movement and deliberate action.
Plant spirits are nymphs, dryads, and other spirits of nature.


=== Plant Power Effects ===
== Plant Abilities  ==
{| class="wikitable"  
{| class="wikitable"  
|align="center" | '''Action'''  
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
|align="center" valign=bottom | '''Apex'''    
|- 
|valign=bottom | '''Dice '''
|align="center" valign=bottom | —   
|align="center" valign=bottom | Minimum 2d
|align="center" valign=bottom | Minimum 4d 
|align="center" valign=bottom | Minimum 6d      
|-
|-
|align="left" valign="top" | '''Attune'''
|valign=bottom | '''Stress'''
|valign="top"| '''Sense Sprout'''     <br> You can detect plants and plant powers.  
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Banish Bud'''       <br> You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power.  
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Fecundity'''         <br> You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position.  
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Gateway of Growth''' <br> You can create a portal that allows travel to and from the plane of plants for a limited time.  
|align="center" valign=bottom | Critical (2 sixes).
|-
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''[[#Root Resonance|Root Resonance]]''' <br> Detect Plant.
|valign="top"| '''[[#Root Rejection|Root Rejection]]''' <br> Dismiss Plant.
|valign="top"| '''[[#Root Response|Root Response]]''' <br> Summon Plant.
|valign="top"| '''[[#Root Realm|Root Realm]]''' <br> Plant gate.
|-
|-
|align="left" valign="top" | '''Command'''   
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Petal Proclamation''' <br> You can command plant creatures even they can't understand you, but you gain no additional comprehension of them.  
|valign="top"| '''[[#Stem Stalks|Stem Stalks]]''' <br> Plant intimidation.
|valign="top"| '''Leafy Language'''     <br> You and allies can talk to plant creatures.  
|valign="top"| '''[[#Stem Stolon|Stem Stolon]]''' <br> Plant signaling.
|valign="top"| '''Leafy Leadership'''   <br> You can give commands to plant creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
|valign="top"| '''[[#Stem Stature|Stem Stature]]''' <br> Command Plant.
|valign="top"| '''Petal Potentate'''   <br> You can permanently bind plant creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, as very loyal and literal-minded goons.
|valign="top"| '''[[#Stem Steward|Stem Steward]]''' <br> Permanently bind Plant creatures.
|-
|-
|align="left" valign="top" | '''Consort'''
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Floral Fashion'''       <br> You can change clothes and accessories by adding plants. This can mask identity or create fabulous outfits.  
|valign="top"| '''[[#Floral Fashion|Floral Fashion]]''' <br> Plants accessories.
|valign="top"| '''Verdant Visage''' <br> You assume the form of a plant creature.  Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.  
|valign="top"| '''[[#Floral Flourish|Floral Flourish]]''' <br> Transform self.
|valign="top"| '''Plant Polymorphism'''   <br> You can shapechange a willing or helpless creature into a plant creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
|valign="top"| '''[[#Floral Folk|Floral Folk]]''' <br> Transmute Crew.
|valign="top"| '''Chlorophyll Command'''   <br> You can transform a large number of willing or non-sentient creatures into plant creatures and give them a simple instruction, typically someone for them to hunt.
|valign="top"| '''[[#Floral Flow|Floral Flow]]''' <br> Transmute crowd.
|-
|-
|align="left" valign="top" | '''Finesse'''
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Green Gallop'''     <br> If there is a plant mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe while inside plants.  
|valign="top"| '''[[#Runner Race|Runner Race]]''' <br> Ride Plant.
|valign="top"| '''Thorn of the Rose''' <br> You can use plants as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Green Gallop ability for the duration of a score.
|valign="top"| '''[[#Runner Rush|Runner Rush]]''' <br> Finesse attack.
|valign="top"| '''Precise Prickle'''   <br> Fine control of plants, you can do small and exact manipulations at range. This allows you to push buttons, manipulate mechanisms, or move plant objects about, as long as there are plants to work with.
|valign="top"| '''[[#Runner Response|Runner Response]]''' <br> Manipulate Plant.
|valign="top"| '''Bowery's Barrage''' <br> Your power manifests like a storm of thorns, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
|valign="top"| '''[[#Runner Roller|Runner Roller]]''' <br> Animate Plants as mounts.
|-
|-
|align="left" valign="top" | '''Hunt'''   
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Plant Pursuer'''   <br> You can track plant creatures and creatures moving through or across plants, even if the target does not leave any mundane trail or clues.
|valign="top"| '''[[#Seed Sense|Seed Sense]]''' <br> Track using plants.
|valign="top"| '''Petal Projectile''' <br> You can fling plants to attack, similar in effect to a fine and potent rifle.
|valign="top"| '''[[#Seed Shot|Seed Shot]]''' <br> Fine and Potent snipe.
|valign="top"| '''Vine Volley'''     <br> You can plants to attack similar to a fine  and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
|valign="top"| '''[[#Seed Spread|Seed Spread]]''' <br> Alter terrain.
|valign="top"| '''Bloom Barrage'''   <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
|valign="top"| '''[[#Seed Spray|Seed Spray]]''' <br> Plant area attack.
|-
|-
|align="left" valign="top" | '''Prowl'''
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Stealthy Stalk''' <br> You can hide in overgrown areas even when the growth is not enough to cover you. You gain advantage when sneaking on plant creatures.
|valign="top"| '''[[#Verdant Veil|Verdant Veil]]''' <br> Hide in overgrowth.
|valign="top"| '''Plant Pathway''' <br> You can move on and through plant environments. This allows you to climb on plants, even those with no handholds or unable to bear your weight.  
|valign="top"| '''[[#Verdant Venture|Verdant Venture]]''' <br> Move over plants.
|valign="top"| '''Foliage Ferry''' <br> You can bring allies along when you use Stealthy Stalk and Plant Pathway.
|valign="top"| '''[[#Verdant Vagabonds|Verdant Vagabonds]]''' <br> Crew Prowling.
|valign="top"| '''Plant Portal'''   <br> You and allies can teleport from one overgrown area to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape any situation.
|valign="top"| '''[[#Verdant Vanish|Verdant Vanish]]''' <br> Teleport between groves.
|-
|-
|align="left" valign="top" | '''Skirmish'''
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Leafy Lash'''     <br> You can use plants as a close-range attack, similar in effect to a melee weapon or pistol.  
|valign="top"| '''[[#Thicket Tangle|Thicket Tangle]]'''   <br> Absorb Plant damage.
|valign="top"| '''Thorn Thrust'''  <br> You can use plants as a fine and potent close-range attack.
|valign="top"| '''[[#Thicket Thrust|Thicket Thrust]]'''  <br> Plant melee attack.
|valign="top"| '''Thorny Thicket''' <br> Create plant obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
|valign="top"| '''[[#Thicket Tempest|Thicket Tempest]]''' <br> Gain Scale.
|valign="top"| '''Thorny Tempest''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
|valign="top"| '''[[#Thicket Team|Thicket Team]]'''       <br> Group Action.
|-
|-
|align="left" valign="top" | '''Study'''
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Leafy Learning'''     <br> You can identify plant powers, objects, and creatures. Plants can report recent nearby events.
|valign="top"| '''[[#Leafy Learning|Leafy Learning]]''' <br> Identify Plants.
|valign="top"| '''Leaf Lore'''         <br> You learn the abilities of a vegetal object, plant power, or plant creature you analyze.
|valign="top"| '''[[#Leafy Lexicon|Leafy Lexicon]]''' <br> Analyze Plants.
|valign="top"| '''Root Revelation'''   <br> You can read the past events of a plant or vegetal object. This includes previous owners and how the object has been moved around as well as significant scenes.
|valign="top"| '''[[#Leafy Lore|Leafy Lore]]''' <br> Plant history.
|valign="top"| '''Wisdom of the Wood''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
|valign="top"| '''[[#Leafy Layers|Leafy Layers]]''' <br> Wide-ranging analysis.
|-
|-
|align="left" valign="top" | '''Survey'''
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Sense Stem'''       <br> You can sense plant creatures and powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers
|valign="top"| '''[[#Seed Sensor|Seed Sensor]]''' <br> Sense Plant.
|valign="top"| '''Plant Perception''' <br> Choose a plant that you know of; you can perceive as if you were at that spot.
|valign="top"| '''[[#Seed Sowing|Seed Sowing]]''' <br> Perceive from Plants.
|valign="top"| '''Verdant Vigilance''' <br> Choose a location or creature. You gain a sensor at the nearest plant, which is often close enough to perceive the target.
|valign="top"| '''[[#Seed Surveillance|Seed Surveillance]]''' <br> Spy from Plants.
|valign="top"| '''Woodland Watch'''   <br> You perceive from all plants at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
|valign="top"| '''[[#Seed Saturation|Seed Saturation]]''' <br> Perceive from fauna.
|-
|-
|align="left" valign="top" | '''Sway'''   
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Petal Patter'''       <br> You can understand what plant creatures say and their general objective. They do not gain the ability to understand you.  
|valign="top"| '''[[#Season of Winter|Season of Winter]]''' <br> Talk to Plant.
|valign="top"| '''Verdant Vocabulary''' <br> You and allies can talk to plant creatures. You can also make folk more stoic.
|valign="top"| '''[[#Season of Spring|Season of Spring]]''' <br> Crew translation.
|valign="top"| '''Rose's Rhetoric'''   <br> Post suggestions in the mind of a plant creature, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
|valign="top"| '''[[#Season of Summer|Season of Summer]]''' <br> Plant suggestions.
|valign="top"| '''Orchid Oratory'''     <br> You change the personality and motivations of plant creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
|valign="top"| '''[[#Season of Fall|Season of Fall]]''' <br> Bind Plant.
|-
|-
|align="left" valign="top" | '''Tinker'''
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Leafy Loom'''           <br> You can handle plants and vegetal matter as if you had the appropriate tools and protective devices. This can create tripwire alarms and snares.
|valign="top"| '''[[#Wooden Work|Wooden Work]]''' <br> Gardening tools.
|valign="top"| '''Floral Forge'''         <br> You can shape plants and vegetal matter as if they were of clay, and they will retain their new shape.  
|valign="top"| '''[[#Wooden Weave|Wooden Weave]]''' <br> Shape Plants.
|valign="top"| '''Thorny Transformation''' <br> Create vegetal matter out of nothing, or transform an object from one material to another as long as you know the power for both the starting and final form. Can create complex tools, such as fine and potent items.
|valign="top"| '''[[#Wooden Witchery|Wooden Witchery]]''' <br> Transform Plants.
|valign="top"| '''Botanical Build'''       <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
|valign="top"| '''[[#Wooden Whorl|Wooden Whorl]]''' <br> Mass-produce Plants.
|-
|-
|align="left" valign="top" | '''Wreck'''
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Vandal Vines'''   <br> You can jimmy plants and things made of plants much like a sledgehammer. Noisy and leaves a twisted object in place.  
|valign="top"| '''[[#Thorny Talon|Thorny Talon]]''' <br> Plant Bash.
|valign="top"| '''Stem Slam'''       <br> Similar to Vandal Vines.  When smashing plants and things made of plants, you to affect hard objects as if they were brittle wood. Works as a fine potent sledgehammer in combat.
|valign="top"| '''[[#Thorny Tooth|Thorny Tooth]]''' <br> Brittle Plants.
|valign="top"| '''Quick Compost'''   <br> Similar to Stem Slam, but destroyed targets silently disappear or are reduced to a fine dust. You can also sabotage things by entangling them with plants.
|valign="top"| '''[[#Thorny Throttling|Thorny Throttling]]''' <br> Silent Thorny Tooth.
|valign="top"| '''Thicket Torrent''' <br> Similar to Stem Slam, but over a large area. This can level a city block of wood buildings, fill a canal system with vines, and similar massive destruction.
|valign="top"| '''[[#Thorny Torrent|Thorny Torrent]]''' <br> Area Thorny Tooth.
|}
|}


== Expanded Water Powers ==
== Expanded Plant Abilities ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
Plants are living things that lack the mobility and intelligence of animals.
This includes bacteria, fungi, and lichen.
It also includes things made of plant matter but that has abilities typical of animals, from carnivorous plants to plant elementals and spirits.


=== Attune ===
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
Perceive and manipulate supernatural energies related to Plants, allowing you to detect and interact with Plant creatures and phenomena tied to plant life.
 
Consequences usually depend on what happens around you.
Having helpers or bodyguards can reduce Consequences.
Sometimes a creature wants to be dismissed; in such cases, Consequences may include the creature losing control of itself or other Plant creatures intervening.


'''Perceive:'''
==== Root Resonance ====
''You can detect creatures and power use tied to your power.  
Detect Plant.


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.
You can detect a Plant [[Monster (FiD)|Monster]], [[Spirit (FiD)|Spirit]], or Plant Power abilities.
Naturally, effect is reduced as the creature is more heavily obscured.  
{{ : Include Attune Basic Detect Powers (FiD) }}
The position usually starts controlled, with the usual consequence that you cannot try again.


'''Dismiss:'''
==== Root Rejection ====
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
Dismiss Plant.


Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
You force a Plant [[Monster (FiD)|Monster]] that is native to another plane to return to that plane.
The consequences of this depends entirely on what happens around you when you do it.
You can force a Plant [[Spirit (FiD)|Spirit]] to materialize or dematerialize, or end the operation of a Plant Power, or a Power affecting a Plant item or creature.
If a powerful creature resists being dispelled, its obviously dangerous.
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.


Dispelling is usually easier, but not always.
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
Most powers only dispel effects of their own power.
Read this generously.
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.


Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
==== Root Response ====
The position is controlled, possibly risky if there are a lot of other dangers around.
Summon Plant.
Limited effect creates an opening that makes the supported action potent.
Normal effect improves the position of the supported action.
Great effect improves both position and effect of the supported power.


When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
Plant creatures generally come in two types: animated Plant [[Monster (FiD)|Monsters]] and Plant [[Spirit (FiD)|Spirits]].
Against an opponent that uses power to fly or even breathe 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.
Animated Plants are mundane plants empowered by Plant Powers.
This may involve rapid growth, mobility, or exaggerated versions of natural traits.
An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death.
Animated Plants are usually simple creatures with [[Mind_Powers_(FiD)#Reactive|Reactive]] intelligence.
They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction.


'''Summon:'''
Plant elementals are animate plants with more complex forms.
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
They often combine plant traits with animal or humanoid features such as claws, jaws, limbs, or wings.
Plant elementals can be [[Mind_Powers_(FiD)#Intelligent|Intelligent]].
They tend to be stoic, generous, vivacious, and whimsical.


What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
Plant [[Spirit (FiD)|Spirits]] are immaterial and ephemeral, embodying the emotional and mental aspects of plant life.
This is usually a parallel world or plane of existence, dominated by your power.
They are generous, vivacious, and whimsical, and rarely pursue goals beyond growth, expression, or play.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
These places can be unique to each power, or one big place where different places are dominated by different powers.
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
This is the usual explanation in the cosmic horror genre.
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
The Gate power of Attune is the usual way to get to these places.


Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
Some Plant creatures are native to this world and have no special vulnerability to Attune Powers; such creatures cannot be summoned or dismissed.
They can also give advice and information related to their power.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
Such a creature is similar to a gang member.


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, a blueprint, or a block of data.
{{ : Include Attune Summon (FiD) }}
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.
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.


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.
==== Root Realm ====
Plant gate.


Spirits generally come in three types, elementals, spirits, and creatures with powers.  
Plants may have their own plane, or share a plane of nature with [[Animal Powers (FiD)|Animal]] or [[Earth Powers (FiD)|Earth]].
Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.


Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
{{ : Include Attune Gate (FiD) }}
An elemental is a simple creature totally dominated by its power.
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.


Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
They can use sophisticated power effects and usually have an agenda of their own.
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits. 


Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
=== Command ===
A fire dragon is impossibly large, flies, and breathes fire.  
Command and intimidate Plant creatures, projecting authority.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
Position and initial Effect depend on the situation and your relationship to the listeners.
An undead creature is a corpse animated by the powers of Death.
And so on.
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.


Depending on your degree of effect the creature is willing to do different things.
==== Stem Stalks ====
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 afterwards.
Plant intimidation.


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.  
You create visible Plant effects—plants moving, flowering, or extruding creepers—to heighten your authority.
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
This grants leverage similar to displaying a weapon or making an overt threat, allowing you to use Command to intimidate without direct violence.
Plant creatures recognize you as a figure of authority.


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.
==== Stem Stolon ====
Plant signaling.


The position is usually risky. The creature is being forced to serve and might lash out.
You can communicate with Plant creatures over any distance, as long as you know the target.
Typical consequences are:
You can also communicate with the most powerful intelligent Plant creature within a vehicle or installation, provided you can see the exterior.
The creature strikes out at you once.
Communication transcends language and is simple and direct, as befits Command.
A tightwire struggle to keep the creature under control
The creature breaks things around you, demands concessions from you.
Overly literal interpretations of your commands.
The creature deliberately does its tasks poorly.


Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
You may also use a continuous chain of vegetation to deliver messages to a place or creature you know.
Messages are conveyed subtly, such as through whispers carried by leaves, patterns of flowers forming images, or similar plant-based signals.
This communication does not translate.


Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
==== Stem Stature ====
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.
Command Plant.
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.  


'''Gate:'''
Plant creatures recognize you as a leader that outranks them.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
This does not remove existing loyalties, which can lead to conflicts.
Understanding the social structure of your targets helps avoid clashes with established hierarchies.


This is rarely useful, but can be under exceptional circumstances.
==== Stem Steward ====
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
Permanently bind Plant creatures.
There are also things that are possible to do on these planes that are not allowed in the regular world, most 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.  
This functions like Stem Stature, but the effect is permanent.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
It will not work unless you are already in a position of power over the target.
Strong emotions can break your control, but otherwise the bond lasts until dispelled.


Using a gate is usually played out as a score, which means there is an engagement roll.
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Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.


=== Command ===
=== Consort ===
Command creatures based on your power with communication and authority.
Consort powers change your form, and later the form of other creatures.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
This still has the normal stress cost.


'''Communicate:'''
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance.
''You can make creatures understand you, but you do not understand them.
You might be obnoxiously attractive, trigger local prejudices, or suffer unexpected physical limitations.


This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
==== Floral Fashion ====
Combined with the basic power of Sway allows two-way communication.
Plants accessories.


'''Translate:'''
You turn your clothes into living plants or weave plants into clothing and accessories.
You and allies can communicate with creatures based on your power.
You do not physically change yourself; instead, you alter your appearance through living ornamentation.
This allows full conversation with creatures of the power.  
As an Advanced ability, you can apply this effect to another creature.
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.


'''Authority:'''
==== Floral Flourish ====
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Transform self.


This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
Change into a Plant creature.
Creatures of the relevant type will understand your orders.
This is a true physical transmutation.
You need not assume the form of an existing creature, as long as the gamemaster agrees that your new form matches the Plant powers you are using.


Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.  
Floral Flourish can be used as a set-up action for other actions that benefit from your new form.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
This may improve Effect, improve Position, allow actions a humanoid could not normally perform, or make success automatic.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
When appropriate, your new form can use Basic and Advanced Plant abilities inherently, without risking stress.
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  


The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
* '''Limited Outcome''' transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
* '''Standard Outcome''' allows you to become a generic Plant creature, very difficult to recognize as yourself.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
* '''Great Outcome''' allows you to assume the shape and mannerisms of a specific Plant creature you have studied.


'''Enslave:'''
==== Floral Folk ====
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Transmute Crew.


Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
This is Floral Flourish applied to your crew.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
The duration depends on the Outcome.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.


=== Consort ===
* '''Limited Outcome''' is very temporary.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
* '''Standard Outcome''' lasts for the duration of a score.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
* '''Great Outcome''' lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.
 
If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.
 
==== Floral Flow ====
Transmute crowd.


'''Mask:'''
{{ : Apex Consort }}
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.


You do not physically change yourself, you accessorize and change your outfit.
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The effect is usually limited and the position controlled, but some changes might be more extreme than this.


'''Shapechange:'''
=== Finesse ===
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
Exercise finesse with Plants, manipulating and attacking with precision, controlling Plant mounts, or creating Plant vehicles.


This is a true physical transmutation.
==== Runner Race ====
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
Ride Plant.
This can give you new abilities, but these are things you could already do using the same power.
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.


If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
You can use Finesse with Plant mounts and Plant vehicles you are not familiar with.
You rating in the improved action increases by one.
Common Plant vehicles include wooden carts, wagons, and ships.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
You can bypass simple locks and controls on such vehicles, but not serious security.
You can ride Plant creatures even if they are not trained to carry a rider, provided they are physically capable of doing so.


''Example
==== Runner Rush ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
Finesse attack.


'''Transform:'''
Fine and Potent melee attack.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
You form needle-like runners or launch short-range flying seeds as weapons.
Aside from damage type, this only substitutes for equipment; a Fine and Potent Finesse weapon created this way is just as effective as a physical one.
In combat, activating this ability takes no additional time and is equivalent to drawing a weapon.


This is the shapechange power applied to another creature.
==== Runner Response ====
The duration depends of the effect, limited effect is very temporary, more of a warning.
Manipulate Plant.
Standard effect lasts for the duration of a score.
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
Other abilities can be used to reverse such a transformation.


You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
Fine control of Plants.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
You gain precise control over small plants and small amounts of plant matter.
This allows you to open wooden doors, windows, and trapdoors, manipulate wooden control surfaces, and perform simple physical interactions.
As long as you have access to vegetate matter to move about, you can push buttons, pull levers, and perform basic legerdemain. {{ Include Finesse Master }}


'''Wild Hunt:'''
==== Runner Roller ====
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Animate Plants as mounts.


This is where Consort becomes a combination of the Shapechange and Summon power effects.
You animate Plants to act as mounts or vehicles for you and your crew.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
These mounts are tireless, resilient, and require no food or rest.
Essentially you turn them into single-minded minions.
Otherwise, they perform as mundane means of transportation appropriate to their form.
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
This is usually used to create a host of goons that will fight and chase for you.
Such goons are more interested in chasing and cornering targets than in actual combat.
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.


=== Finesse ===
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Exercise finesse with your power, manipulating and attacking with precision.


'''Ride:'''
=== Hunt ===
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
Track, attack, and unleash devastating barrages using Plant powers.


This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
==== Seed Sense ====
Track using plants.


'''Duel:'''
You can track Plant creatures and any creature moving through overgrown terrain.
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
This works even if the quarry leaves no mundane trail or obvious clues.
Consequences usually involve losing the trail, but depending on the environment and the target, they may also lead you into traps, dangerous terrain, or ambushes.


What this actually does depends on the power used.
==== Seed Shot ====
Fire burns, wind slices, ice pieces or freezes, and so on.
Fine and Potent snipe.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.


'''Manipulate:'''
Attack like a Fine and Potent rifle.
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
This ability substitutes for traditional ranged weapons; a Fine and Potent ranged weapon would be equally effective in combat.
While some targets may be more or less vulnerable to specific damage types, this is the exception rather than the rule.


This allows you to manipulate small amounts of matter governed by your power.  
Plant attacks with Hunt take the form of launched seeds, needles, or barbs.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
The immediate effect is piercing; longer-term Consequences may involve seeds germinating inside the wound.


'''Surge:'''
==== Seed Spread ====
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
Alter terrain.


You create ans use weapon like Duel above, and also create distractions.
You cause plants within an Area (p. 221) to rapidly grow or wither.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
You can instantly grow or kill plants up to human height, creating favorable or obstructive terrain during a conflict.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
This does not inflict direct damage and is usually used as a Set Up action, but it may also influence behavior; sudden overgrowth or withering can cause creatures to retreat or reposition.


=== Hunt ===
You can also use this ability to improve cultivated plants.
Track, attack, and unleash devastating barrages with the power of Hunt.
In this case, growth must occur slowly to preserve vitality, making it suitable for long-term projects rather than immediate effects.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
At short range, this is dangerous to you and yours.


'''Track:'''
==== Seed Spray ====
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
Plant area attack.


Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
This is an escalation of Seed Shot.
The attack is less precise and affects all creatures in an Area (p. 221), with a risk of collateral damage.
Targets behind solid cover such as walls or trenches are not directly harmed, but are usually forced to take cover, granting your side the initiative.


'''Potent Snipe:'''
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''You can use your power to attack, similar in effect to a fine and potent rifle.


The effect of this action varies depending on the nature of your power.
=== Prowl ===
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
Sneak and move around with stealth and agility.
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.


'''Environmental Control
==== Verdant Veil ====
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
Hide in overgrowth.


This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
You conceal yourself among plants, even if they are not large enough to physically cover you.
Environmental Control does not inflict any direct damage.
This allows you to hide in places that would normally be impossible, as long as the environment contains living plant life.
Otherwise, this functions like a normal attempt to use Prowl to avoid notice.


'''Area Attack:'''
Only you benefit from this ability.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
Your allies cannot use it unless you also employ Verdant Vagabonds, below.


An escalation of Potent Snipe, this affects all enemies in a single location.
==== Verdant Venture ====
The effect is more powerful but less precise.
Move over plants.
This means it does more collateral damage, but no more effect on enemies.
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.


=== Prowl ===
You can walk on plants and wood even if the material is slick, vertical, or too weak to normally support your weight.
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
This also allows you to slip through wooden walls, floors, and similar structures where gaps or growth permit passage.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.


'''Reconnaissance:'''
Your allies cannot use this ability unless you also employ Verdant Vagabonds, below.
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.


This provides you cover to hide in places you ordinarily could not.
==== Verdant Vagabonds ====
Where you can use this is explained in each specific power.
Crew Prowling.
It otherwise works just like any other attempt to use Prowl to avoid notice.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.


'''Maneuver:'''
You and your allies can use Prowl with Verdant Veil or Verdant Venture.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
Each ally still rolls their own Prowl action.
This is often used as a Group Action.


Again, each power will explain how it can use this mobility.
==== Verdant Vanish ====
Your friends and allies cannot use this unless you employ Travel, which is described later
Teleport between groves.


'''Travel:'''
You and your allies can teleport from one location surrounded by living plants to another similar location.
''You can bring allies along when you use Reconnaissance and Maneuver.
Valid locations include bowers, dense forests, overgrown ruins, or the interior of hollow trees.
Both the origin and destination must be comparable environments.


Now you and your allies can Prowl in places where your power is at home.  
This is regional travel; you remain within the same city or region.
They still use their own Prowl action.
It is generally sufficient to escape almost any situation.


'''Transport:'''
Verdant Vanish only takes you to places you are familiar with.
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
Both initial Effect and Position are worse if you do not know the destination well, making this ability excellent for escapes but less reliable for infiltration into unfamiliar enemy territory.


How and where you use this is explained in each power.
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This takes you to places you are familiar with.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.


=== Skirmish ===
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
Prosper in the chaos of battle.
 
==== Thicket Tangle ====
Absorb Plant damage.
 
You absorb and dampen energies related to Plant.
This includes Plant Powers, the natural attacks of Plant creatures, and wooden or plant-based weapons.
{{ : Damage Resistance Template (FiD)}}
 
You also ignore most Harm caused by dangerous plants in the environment, such as thorns, brambles, nettles, or constricting vines.


'''Skirmish Attack:'''
==== Thicket Thrust ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Plant melee attack.


What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
You wield plants as weapons, striking with hardened vines, thorns, wooden growths, or poison.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.  
Aside from damage type, this only substitutes for equipment; mundane weapons of equivalent quality are just as effective.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.


'''Fine Skirmish Attack:'''
==== Tempest ====
''Same as Skirmish Attack, except the weapon is fine and potent.
Gain Scale.


'''Obstruction:'''
You turn surrounding thorns, vines, and growth into a coordinated assault, gaining Scale (p 221).
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
This represents overwhelming pressure rather than precise strikes.


This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
==== Thicket Team ====
The effect is to deny your enemies the advantage of numbers.
Group Action.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.


'''Flurry:'''
This allows you and allies to initiate a Group Action when starting a project from the ground up and when working wood or overgrowth. {{ : Apex Skirmish Include (FiD) }}
''Your power strikes out in all directions, attacking all enemies in a wide area.


This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
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=== Study ===
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge.
 
The Effect required depends on range:
* '''Limited''' Outcome for touch.
* '''Standard''' Outcome for line of sight.
* '''Great''' Outcome to reach a target you know of or have some link to, but which is out of line of sight.
 
Position depends on the situation.
Safely in your base, the Position is Controlled.
In the middle of a fight or when pinned down, the Position is Desperate.
Sometimes the thing you are researching is dangerous in itself, worsening Position.
Consequences may provide incomplete or misleading information, or introduce an external complication.
 
==== Leafy Learning ====
Identify Plants.
 
You identify plants, Plant creatures, and Plant Powers.
This provides names and very basic narrative information, but no detailed abilities or rules.


'''Analyze:'''
==== Leafy Lexicon ====
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
Analyze Plants.


'''Research:'''
You analyze plants, Plant creatures, and Plant Powers.
''You know the powers and abilities of something you analyze.
You learn any Powers or special abilities the target possesses.
This includes actual rules and game effects.


'''Hindsight:'''
==== Leafy Lore ====
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Plant history.


'''Omniscience:'''
You perceive the history of a plant, Plant creature, or Plant-infused object.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
This includes previous owners, how the target has moved through the world, and significant scenes from its past.
The power focuses on events of interest to you.
 
==== Leafy Layers ====
Wide-ranging analysis.
 
You gain a broad view of plant-related activity within an Area (p. 221), pinpointing locations of interest such as dense plant growth, Plant creatures, or active Plant Powers.
You can then use Leafy Lore to examine the history of up to three such locations.
 
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=== Survey ===
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
Perceive and locate manifestations of Plant power.
 
The Outcome required depends on the target’s concealment:
* '''Limited''' Outcome finds targets hiding behind light cover or in distant places you can barely see.
* '''Standard''' Outcome allows you to perceive behind walls and into hard cover.
* '''Great''' Outcome allows you to perceive far-away places and locations you had no prior awareness of.
 
==== Seed Sensor ====
Sense Plant.
 
This is a basic spotting power that selectively senses things related to Plant, including Plant creatures, Plant Powers, and significant plant growth.
You can also perceive through plant cover, allowing you to sense things hidden behind leaves, brush, or dense vegetation.
 
==== Seed Sowing ====
Perceive from Plants.
 
You move your perception to a specific plant you know of and sense as if you were present at that location.
This perception lasts as long as you maintain concentration.
 
==== Seed Surveillance ====
Spy from Plants.


'''Detect:'''
This functions like Seed Sowing, but allows you to focus on a specific creature or location.
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
Your senses are automatically directed to the best available plant vantage point near the target, typically close enough to observe them.
This ability fails if no suitable plant is available near the target.


'''Sensor:'''
==== Seed Saturation ====
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
Perceive from fauna.


'''Scry:'''
Your senses expand impossibly, as if you were perceiving from countless plants simultaneously.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
You gain a comprehensive mental image of the area within Range (p. 221), revealing numerous details at once.
It becomes very difficult for targets to hide unless they take specific measures to conceal themselves from plant life.


'''Omnipresence:'''
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''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.


=== Sway ===
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
Communicate, mesmerize, and manipulate Plant creatures, or infuse any creature with Plant virtues.
Sway creatures based on your power with persuasion and cajoling.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
* '''Limited''' Outcome works when it follows the target’s existing impulses, merely overcoming fragile self-restraint.
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
* '''Standard''' Outcome can convince a target with no particular stake in the matter.
You need not select a specific type of creature in advance.
* '''Great''' Outcome can convince a reluctant target, but not a passionate one.
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.
 
This still has the normal stress cost.
Position is determined normally, depending on the situation and your relationship to the listeners.
 
==== Season of Winter ====
Talk to Plant.
 
You can understand the communication of Plant creatures and gauge their moods and motivations.
This works even if the Plant creature is dormant.
You can also read the tendencies a Plant creature that is still a seedling is likely to develop as it matures.
 
In addition, you can sense whether any creature is currently inclined toward stoicism, generosity, or vivacity.
 
==== Season of Spring ====
Crew translation.


'''Communicate:'''
You and your allies can use the Sway action with full Effect when interacting with Plant creatures, overcoming cultural and communicative barriers.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
You are persuading through affinity and shared growth, not speaking with authority.


This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
You can also inspire mundane plants to grow in particular patterns over time, allowing the creation of gardens, lawns, hedges, or wilderness as long-term projects.


'''Translate:'''
Additionally, you may make any creature more stoic, generous, or vivacious for the duration of the interaction.
''You and allies can communicate with creatures based on your power.


This allows you to use the Sway power to its full effect.
==== Season of Summer ====
You are still wheedling unless you also use Command the advanced Command effect.
Plant suggestions.


In addition, many powers will have the power to inspire a mood or emotion specific to that power.
Plant suggestions in the mind of a Plant creature.
This is an enhanced Sway attempt that allows you to implant a suggestion in a Plant creature.
The suggestion is conditioned to trigger under circumstances you define.
Until it activates, the effect remains subtle.
The target does not remember being influenced.


'''Mesmerize:'''
The duration depends on Outcome:
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
* '''Limited Outcome''' lasts in the same scene.
* '''Standard Outcome''' lasts for the duration of a score.
* '''Great Outcome''' may persist beyond the score if appropriate to the story.


Essentially this is an attempt to Sway with two advantages.
==== Season of Fall ====
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
Bind Plant.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.


'''Inculcate:'''
Permanently change a Plant creature’s personality.
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
This effect is and blatant and requires the creature to be in your power.
It alters the priorities, loyalties, and motivations of a Plant creature that is in your power.
The target remembers its past, but considers it unimportant compared to its new outlook.


This changes the target on a deep level, changing their loyalties and priorities.
There are limits to this power—you cannot make a Plant creature highly strung, volatile, or emotionally delicate.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
Only exceptional creatures or extraordinary circumstances can break this effect.
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
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=== Tinker ===
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
Manipulate, shape, and create Plant objects to suit your needs.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
 
If you use living plants, they replant themselves as the Effect ends.
Many Plant users consider it a duty to return any plant used this way to nature.
{{ : Include Tinker (FiD) }}
 
==== Wooden Work ====
Gardening tools.
 
This ability substitutes for the tools and protective equipment typical of a small workshop.
You can keep plants alive for hours in an uprooted state in order to transplant them, and you can perform normal grafting and pruning.
 
==== Wooden Weave ====
Shape Plants.


'''Handle:'''
This surpasses normal crafting, allowing you to manipulate unstable plant materials such as leaves, sap, vines, or green sludge and make them hold a new shape.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
This can substitute for pipes, containers, and fittings, and can facilitate the construction of traps or devices without extensive equipment.


This mainly substitutes for tools, up to a small workshop.  
You can keep plants alive for days in order to transplant them and can graft different plants together.
You are also protected from any dangerous effects of working with the elements of your power.
You can also shape portions of larger objects as if they were clay, creating openings in tree trunks, wooden walls, doors, or similar structures.


'''Shape:'''
As a long-term project, you can permanently shape living plants.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.


You can now do more than normal craft could do.
==== Wooden Witchery ====
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
Transform Plants.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
This may allow you to set up traps or devices that would normally require extensive equipment.


The position depends on how quiet your workplace is and how much time you have to work with.
You do not need tools to create complex Fine and Potent items appropriate to your powers.
The effect determines the effectiveness of your construction, but also how long it will last.
You can create Plant material from nothing; this functions like Wooden Weave, but requires no raw materials.
Devices that are more powerful are harder to contain, and thus wont last as long.
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.


'''Create:'''
If you possess multiple [[Powers_(FiD)#Forms|Forms]], you can transform Plant material into material linked to another Form.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
This allows intricate transformations, such as transmuting a wooden staff into fire while retaining its function as a staff, or turning a wooden door into air so you can pass through it before it returns to normal.


This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
As a long-term project, you can create wooden objects that remain living plants even when separated from an ecosystem, sustained by your power.


The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
==== Wooden Whorl ====
The result will maintain its form as if affected by the Shape ability.
Mass-produce Plants.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
This can transform something like a sword from metal to fire, and it would still be a functional sword.
A door could be changed from wood to air, you then pass through and the door reverts to wood.


'''Fabricate:'''
You can mass-produce Plant objects or create large structures such as ships or buildings that would normally require a workforce and specialized facilities.
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
In long-term projects involving construction or crafting, Wooden Whorl allows you to create many dozens of identical items with the same effort as a single item, at a stress cost.


Pretty self-explanatory, this is Create on a larger scale.
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This is useful for equipping a large band or building something large out of nothing.
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.


=== Wreck ===
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
Destroy, dismantle, and obliterate plant matter.
 
This can take the form of rot, splintering, crushing, or crumbling, but always manifests as piercing, constricting, or collapsing damage.
Wreck is not effective at delivering toxins.
You can form crude weapons such as spiked clubs or spears from hardened plant matter for use in combat.
 
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
 
* '''Standard Outcome''' is sufficient to create a car-sized breach in a brick or mortar wall.
* '''Limited Outcome''' suffices for construction significantly weaker than this.
* '''Greater Outcome''' is required for larger holes or stronger structures.
 
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
 
Position depends on the situation.
A quiet workspace is Controlled.
The general hustle of adventure is Risky.
Dealing with direct attacks, massive crowds, or dangerous growth is Desperate.
 
==== Thorny Talon ====
Plant Bash.


'''Jimmy:'''
Strike with the impact of a spiked club or reinforced wooden weapon.
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
In combat, this counts as a crude melee attack formed from plant material.


Just as crude as it sounds.
==== Thorny Tooth ====
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
Brittle Plants.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.


'''Smash:'''
Smash plant matter as if it were brittle.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
You bypass the natural resilience of plant materials, allowing you to break even the strongest wooden or vegetative barriers as if they were rotted or desiccated.
You can also use this ability to strike in combat with a Fine and Potent spiked club or spear formed from plant matter.


This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
==== Thorny Throttling ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
Silent Thorny Tooth.


'''Disintegrate:'''
This functions as Thorny Tooth, but the destruction is silent and leaves minimal traces.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
The plant matter you wreck withers, collapses, and disperses naturally, making it ideal for removing evidence.
This ability only affects plant matter.


The real difference here is that wrecking things is now silent when you have the right power.
==== Thorny Torrent ====
You also leave less traces, as what you wreck disappears.
Area Thorny Tooth.
This can also be used to get rid of evidence, as long as that evidence matches your power.


'''Obliterate:'''
This ability scales Thorny Tooth to affect a large Area (p. 221) at once, destroying multiple plant structures or a single massive vegetative structure in one action.
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.


Rather straightforward, this just scales things up.
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Latest revision as of 16:50, 13 February 2026

Fox in the Dark logoFox in the Dark
Fox in the Dark logo
Starfox's Blades in the Dark Powers

Governs plants and dead plant matter, including fungi.

Plant governs the majority of all life: things that lack will and do not move, but grow. Plant powers accelerate, harden, and animate vegetation, turning normally inanimate plants into barriers, tools, and weapons. Animated plants are creatures, but these are the exception rather than the rule.

Plant attacks take the form of poison, infiltrating roots, and launched seeds, thorns, or barbs. These attacks are highly effective against living targets, powerful but slow when used to damage structures, and inefficient against tools and portable objects.

Plant elementals are animated trees or massive conglomerations of vegetation. Plant creatures include all forms of plant life capable of movement and deliberate action. Plant spirits are nymphs, dryads, and other spirits of nature.

Plant Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Root Resonance
Detect Plant.
Root Rejection
Dismiss Plant.
Root Response
Summon Plant.
Root Realm
Plant gate.
Command Stem Stalks
Plant intimidation.
Stem Stolon
Plant signaling.
Stem Stature
Command Plant.
Stem Steward
Permanently bind Plant creatures.
Consort Floral Fashion
Plants accessories.
Floral Flourish
Transform self.
Floral Folk
Transmute Crew.
Floral Flow
Transmute crowd.
Finesse Runner Race
Ride Plant.
Runner Rush
Finesse attack.
Runner Response
Manipulate Plant.
Runner Roller
Animate Plants as mounts.
Hunt Seed Sense
Track using plants.
Seed Shot
Fine and Potent snipe.
Seed Spread
Alter terrain.
Seed Spray
Plant area attack.
Prowl Verdant Veil
Hide in overgrowth.
Verdant Venture
Move over plants.
Verdant Vagabonds
Crew Prowling.
Verdant Vanish
Teleport between groves.
Skirmish Thicket Tangle
Absorb Plant damage.
Thicket Thrust
Plant melee attack.
Thicket Tempest
Gain Scale.
Thicket Team
Group Action.
Study Leafy Learning
Identify Plants.
Leafy Lexicon
Analyze Plants.
Leafy Lore
Plant history.
Leafy Layers
Wide-ranging analysis.
Survey Seed Sensor
Sense Plant.
Seed Sowing
Perceive from Plants.
Seed Surveillance
Spy from Plants.
Seed Saturation
Perceive from fauna.
Sway Season of Winter
Talk to Plant.
Season of Spring
Crew translation.
Season of Summer
Plant suggestions.
Season of Fall
Bind Plant.
Tinker Wooden Work
Gardening tools.
Wooden Weave
Shape Plants.
Wooden Witchery
Transform Plants.
Wooden Whorl
Mass-produce Plants.
Wreck Thorny Talon
Plant Bash.
Thorny Tooth
Brittle Plants.
Thorny Throttling
Silent Thorny Tooth.
Thorny Torrent
Area Thorny Tooth.

Expanded Plant Abilities

Plants are living things that lack the mobility and intelligence of animals. This includes bacteria, fungi, and lichen. It also includes things made of plant matter but that has abilities typical of animals, from carnivorous plants to plant elementals and spirits.

Attune

Perceive and manipulate supernatural energies related to Plants, allowing you to detect and interact with Plant creatures and phenomena tied to plant life.

Consequences usually depend on what happens around you. Having helpers or bodyguards can reduce Consequences. Sometimes a creature wants to be dismissed; in such cases, Consequences may include the creature losing control of itself or other Plant creatures intervening.

Root Resonance

Detect Plant.

You can detect a Plant Monster, Spirit, or Plant Power abilities. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Root Rejection

Dismiss Plant.

You force a Plant Monster that is native to another plane to return to that plane. You can force a Plant Spirit to materialize or dematerialize, or end the operation of a Plant Power, or a Power affecting a Plant item or creature.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other Set Up actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses astral projection or turned into a merman to breathe underwater you have a better base effect. When its dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this may not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Root Response

Summon Plant.

Plant creatures generally come in two types: animated Plant Monsters and Plant Spirits.

Animated Plants are mundane plants empowered by Plant Powers. This may involve rapid growth, mobility, or exaggerated versions of natural traits. An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death. Animated Plants are usually simple creatures with Reactive intelligence. They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction.

Plant elementals are animate plants with more complex forms. They often combine plant traits with animal or humanoid features such as claws, jaws, limbs, or wings. Plant elementals can be Intelligent. They tend to be stoic, generous, vivacious, and whimsical.

Plant Spirits are immaterial and ephemeral, embodying the emotional and mental aspects of plant life. They are generous, vivacious, and whimsical, and rarely pursue goals beyond growth, expression, or play.

Some Plant creatures are native to this world and have no special vulnerability to Attune Powers; such creatures cannot be summoned or dismissed.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Root Realm

Plant gate.

Plants may have their own plane, or share a plane of nature with Animal or Earth. Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.

There are things that are possible to do here that are not allowed in the regular world. Appropriate 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 of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

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Command

Command and intimidate Plant creatures, projecting authority. Position and initial Effect depend on the situation and your relationship to the listeners.

Stem Stalks

Plant intimidation.

You create visible Plant effects—plants moving, flowering, or extruding creepers—to heighten your authority. This grants leverage similar to displaying a weapon or making an overt threat, allowing you to use Command to intimidate without direct violence. Plant creatures recognize you as a figure of authority.

Stem Stolon

Plant signaling.

You can communicate with Plant creatures over any distance, as long as you know the target. You can also communicate with the most powerful intelligent Plant creature within a vehicle or installation, provided you can see the exterior. Communication transcends language and is simple and direct, as befits Command.

You may also use a continuous chain of vegetation to deliver messages to a place or creature you know. Messages are conveyed subtly, such as through whispers carried by leaves, patterns of flowers forming images, or similar plant-based signals. This communication does not translate.

Stem Stature

Command Plant.

Plant creatures recognize you as a leader that outranks them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social structure of your targets helps avoid clashes with established hierarchies.

Stem Steward

Permanently bind Plant creatures.

This functions like Stem Stature, but the effect is permanent. It will not work unless you are already in a position of power over the target. Strong emotions can break your control, but otherwise the bond lasts until dispelled.

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Consort

Consort powers change your form, and later the form of other creatures.

Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance. You might be obnoxiously attractive, trigger local prejudices, or suffer unexpected physical limitations.

Floral Fashion

Plants accessories.

You turn your clothes into living plants or weave plants into clothing and accessories. You do not physically change yourself; instead, you alter your appearance through living ornamentation. As an Advanced ability, you can apply this effect to another creature.

Floral Flourish

Transform self.

Change into a Plant creature. This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees that your new form matches the Plant powers you are using.

Floral Flourish can be used as a set-up action for other actions that benefit from your new form. This may improve Effect, improve Position, allow actions a humanoid could not normally perform, or make success automatic. When appropriate, your new form can use Basic and Advanced Plant abilities inherently, without risking stress.

  • Limited Outcome transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
  • Standard Outcome allows you to become a generic Plant creature, very difficult to recognize as yourself.
  • Great Outcome allows you to assume the shape and mannerisms of a specific Plant creature you have studied.

Floral Folk

Transmute Crew.

This is Floral Flourish applied to your crew. The duration depends on the Outcome.

  • Limited Outcome is very temporary.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.

If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.

Floral Flow

Transmute crowd.

This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

Exercise finesse with Plants, manipulating and attacking with precision, controlling Plant mounts, or creating Plant vehicles.

Runner Race

Ride Plant.

You can use Finesse with Plant mounts and Plant vehicles you are not familiar with. Common Plant vehicles include wooden carts, wagons, and ships. You can bypass simple locks and controls on such vehicles, but not serious security. You can ride Plant creatures even if they are not trained to carry a rider, provided they are physically capable of doing so.

Runner Rush

Finesse attack.

Fine and Potent melee attack. You form needle-like runners or launch short-range flying seeds as weapons. Aside from damage type, this only substitutes for equipment; a Fine and Potent Finesse weapon created this way is just as effective as a physical one. In combat, activating this ability takes no additional time and is equivalent to drawing a weapon.

Runner Response

Manipulate Plant.

Fine control of Plants. You gain precise control over small plants and small amounts of plant matter. This allows you to open wooden doors, windows, and trapdoors, manipulate wooden control surfaces, and perform simple physical interactions. As long as you have access to vegetate matter to move about, you can push buttons, pull levers, and perform basic legerdemain. The effect is small, precise, and momentary. When it makes sense in the story that this creates leverage, you may roll Finesse without expending any time. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Runner Roller

Animate Plants as mounts.

You animate Plants to act as mounts or vehicles for you and your crew. These mounts are tireless, resilient, and require no food or rest. Otherwise, they perform as mundane means of transportation appropriate to their form.

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Hunt

Track, attack, and unleash devastating barrages using Plant powers.

Seed Sense

Track using plants.

You can track Plant creatures and any creature moving through overgrown terrain. This works even if the quarry leaves no mundane trail or obvious clues. Consequences usually involve losing the trail, but depending on the environment and the target, they may also lead you into traps, dangerous terrain, or ambushes.

Seed Shot

Fine and Potent snipe.

Attack like a Fine and Potent rifle. This ability substitutes for traditional ranged weapons; a Fine and Potent ranged weapon would be equally effective in combat. While some targets may be more or less vulnerable to specific damage types, this is the exception rather than the rule.

Plant attacks with Hunt take the form of launched seeds, needles, or barbs. The immediate effect is piercing; longer-term Consequences may involve seeds germinating inside the wound.

Seed Spread

Alter terrain.

You cause plants within an Area (p. 221) to rapidly grow or wither. You can instantly grow or kill plants up to human height, creating favorable or obstructive terrain during a conflict. This does not inflict direct damage and is usually used as a Set Up action, but it may also influence behavior; sudden overgrowth or withering can cause creatures to retreat or reposition.

You can also use this ability to improve cultivated plants. In this case, growth must occur slowly to preserve vitality, making it suitable for long-term projects rather than immediate effects.

Seed Spray

Plant area attack.

This is an escalation of Seed Shot. The attack is less precise and affects all creatures in an Area (p. 221), with a risk of collateral damage. Targets behind solid cover such as walls or trenches are not directly harmed, but are usually forced to take cover, granting your side the initiative.

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Prowl

Sneak and move around with stealth and agility.

Verdant Veil

Hide in overgrowth.

You conceal yourself among plants, even if they are not large enough to physically cover you. This allows you to hide in places that would normally be impossible, as long as the environment contains living plant life. Otherwise, this functions like a normal attempt to use Prowl to avoid notice.

Only you benefit from this ability. Your allies cannot use it unless you also employ Verdant Vagabonds, below.

Verdant Venture

Move over plants.

You can walk on plants and wood even if the material is slick, vertical, or too weak to normally support your weight. This also allows you to slip through wooden walls, floors, and similar structures where gaps or growth permit passage.

Your allies cannot use this ability unless you also employ Verdant Vagabonds, below.

Verdant Vagabonds

Crew Prowling.

You and your allies can use Prowl with Verdant Veil or Verdant Venture. Each ally still rolls their own Prowl action. This is often used as a Group Action.

Verdant Vanish

Teleport between groves.

You and your allies can teleport from one location surrounded by living plants to another similar location. Valid locations include bowers, dense forests, overgrown ruins, or the interior of hollow trees. Both the origin and destination must be comparable environments.

This is regional travel; you remain within the same city or region. It is generally sufficient to escape almost any situation.

Verdant Vanish only takes you to places you are familiar with. Both initial Effect and Position are worse if you do not know the destination well, making this ability excellent for escapes but less reliable for infiltration into unfamiliar enemy territory.

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Skirmish

Prosper in the chaos of battle.

Thicket Tangle

Absorb Plant damage.

You absorb and dampen energies related to Plant. This includes Plant Powers, the natural attacks of Plant creatures, and wooden or plant-based weapons. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

You also ignore most Harm caused by dangerous plants in the environment, such as thorns, brambles, nettles, or constricting vines.

Thicket Thrust

Plant melee attack.

You wield plants as weapons, striking with hardened vines, thorns, wooden growths, or poison. Aside from damage type, this only substitutes for equipment; mundane weapons of equivalent quality are just as effective. Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule.

Tempest

Gain Scale.

You turn surrounding thorns, vines, and growth into a coordinated assault, gaining Scale (p 221). This represents overwhelming pressure rather than precise strikes.

Thicket Team

Group Action.

This allows you and allies to initiate a Group Action when starting a project from the ground up and when working wood or overgrowth. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge.

The Effect required depends on range:

  • Limited Outcome for touch.
  • Standard Outcome for line of sight.
  • Great Outcome to reach a target you know of or have some link to, but which is out of line of sight.

Position depends on the situation. Safely in your base, the Position is Controlled. In the middle of a fight or when pinned down, the Position is Desperate. Sometimes the thing you are researching is dangerous in itself, worsening Position. Consequences may provide incomplete or misleading information, or introduce an external complication.

Leafy Learning

Identify Plants.

You identify plants, Plant creatures, and Plant Powers. This provides names and very basic narrative information, but no detailed abilities or rules.

Leafy Lexicon

Analyze Plants.

You analyze plants, Plant creatures, and Plant Powers. You learn any Powers or special abilities the target possesses. This includes actual rules and game effects.

Leafy Lore

Plant history.

You perceive the history of a plant, Plant creature, or Plant-infused object. This includes previous owners, how the target has moved through the world, and significant scenes from its past. The power focuses on events of interest to you.

Leafy Layers

Wide-ranging analysis.

You gain a broad view of plant-related activity within an Area (p. 221), pinpointing locations of interest such as dense plant growth, Plant creatures, or active Plant Powers. You can then use Leafy Lore to examine the history of up to three such locations.

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Survey

Perceive and locate manifestations of Plant power.

The Outcome required depends on the target’s concealment:

  • Limited Outcome finds targets hiding behind light cover or in distant places you can barely see.
  • Standard Outcome allows you to perceive behind walls and into hard cover.
  • Great Outcome allows you to perceive far-away places and locations you had no prior awareness of.

Seed Sensor

Sense Plant.

This is a basic spotting power that selectively senses things related to Plant, including Plant creatures, Plant Powers, and significant plant growth. You can also perceive through plant cover, allowing you to sense things hidden behind leaves, brush, or dense vegetation.

Seed Sowing

Perceive from Plants.

You move your perception to a specific plant you know of and sense as if you were present at that location. This perception lasts as long as you maintain concentration.

Seed Surveillance

Spy from Plants.

This functions like Seed Sowing, but allows you to focus on a specific creature or location. Your senses are automatically directed to the best available plant vantage point near the target, typically close enough to observe them. This ability fails if no suitable plant is available near the target.

Seed Saturation

Perceive from fauna.

Your senses expand impossibly, as if you were perceiving from countless plants simultaneously. You gain a comprehensive mental image of the area within Range (p. 221), revealing numerous details at once. It becomes very difficult for targets to hide unless they take specific measures to conceal themselves from plant life.

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Sway

Communicate, mesmerize, and manipulate Plant creatures, or infuse any creature with Plant virtues.

  • Limited Outcome works when it follows the target’s existing impulses, merely overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome can convince a reluctant target, but not a passionate one.

Position is determined normally, depending on the situation and your relationship to the listeners.

Season of Winter

Talk to Plant.

You can understand the communication of Plant creatures and gauge their moods and motivations. This works even if the Plant creature is dormant. You can also read the tendencies a Plant creature that is still a seedling is likely to develop as it matures.

In addition, you can sense whether any creature is currently inclined toward stoicism, generosity, or vivacity.

Season of Spring

Crew translation.

You and your allies can use the Sway action with full Effect when interacting with Plant creatures, overcoming cultural and communicative barriers. You are persuading through affinity and shared growth, not speaking with authority.

You can also inspire mundane plants to grow in particular patterns over time, allowing the creation of gardens, lawns, hedges, or wilderness as long-term projects.

Additionally, you may make any creature more stoic, generous, or vivacious for the duration of the interaction.

Season of Summer

Plant suggestions.

Plant suggestions in the mind of a Plant creature. This is an enhanced Sway attempt that allows you to implant a suggestion in a Plant creature. The suggestion is conditioned to trigger under circumstances you define. Until it activates, the effect remains subtle. The target does not remember being influenced.

The duration depends on Outcome:

  • Limited Outcome lasts in the same scene.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome may persist beyond the score if appropriate to the story.

Season of Fall

Bind Plant.

Permanently change a Plant creature’s personality. This effect is and blatant and requires the creature to be in your power. It alters the priorities, loyalties, and motivations of a Plant creature that is in your power. The target remembers its past, but considers it unimportant compared to its new outlook.

There are limits to this power—you cannot make a Plant creature highly strung, volatile, or emotionally delicate. Only exceptional creatures or extraordinary circumstances can break this effect.

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Tinker

Manipulate, shape, and create Plant objects to suit your needs.

If you use living plants, they replant themselves as the Effect ends. Many Plant users consider it a duty to return any plant used this way to nature.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.

Wooden Work

Gardening tools.

This ability substitutes for the tools and protective equipment typical of a small workshop. You can keep plants alive for hours in an uprooted state in order to transplant them, and you can perform normal grafting and pruning.

Wooden Weave

Shape Plants.

This surpasses normal crafting, allowing you to manipulate unstable plant materials such as leaves, sap, vines, or green sludge and make them hold a new shape. This can substitute for pipes, containers, and fittings, and can facilitate the construction of traps or devices without extensive equipment.

You can keep plants alive for days in order to transplant them and can graft different plants together. You can also shape portions of larger objects as if they were clay, creating openings in tree trunks, wooden walls, doors, or similar structures.

As a long-term project, you can permanently shape living plants.

Wooden Witchery

Transform Plants.

You do not need tools to create complex Fine and Potent items appropriate to your powers. You can create Plant material from nothing; this functions like Wooden Weave, but requires no raw materials.

If you possess multiple Forms, you can transform Plant material into material linked to another Form. This allows intricate transformations, such as transmuting a wooden staff into fire while retaining its function as a staff, or turning a wooden door into air so you can pass through it before it returns to normal.

As a long-term project, you can create wooden objects that remain living plants even when separated from an ecosystem, sustained by your power.

Wooden Whorl

Mass-produce Plants.

You can mass-produce Plant objects or create large structures such as ships or buildings that would normally require a workforce and specialized facilities. In long-term projects involving construction or crafting, Wooden Whorl allows you to create many dozens of identical items with the same effort as a single item, at a stress cost.

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Wreck

Destroy, dismantle, and obliterate plant matter.

This can take the form of rot, splintering, crushing, or crumbling, but always manifests as piercing, constricting, or collapsing damage. Wreck is not effective at delivering toxins. You can form crude weapons such as spiked clubs or spears from hardened plant matter for use in combat.

The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.

  • Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
  • Limited Outcome suffices for construction significantly weaker than this.
  • Greater Outcome is required for larger holes or stronger structures.

As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.

Position depends on the situation. A quiet workspace is Controlled. The general hustle of adventure is Risky. Dealing with direct attacks, massive crowds, or dangerous growth is Desperate.

Thorny Talon

Plant Bash.

Strike with the impact of a spiked club or reinforced wooden weapon. In combat, this counts as a crude melee attack formed from plant material.

Thorny Tooth

Brittle Plants.

Smash plant matter as if it were brittle. You bypass the natural resilience of plant materials, allowing you to break even the strongest wooden or vegetative barriers as if they were rotted or desiccated. You can also use this ability to strike in combat with a Fine and Potent spiked club or spear formed from plant matter.

Thorny Throttling

Silent Thorny Tooth.

This functions as Thorny Tooth, but the destruction is silent and leaves minimal traces. The plant matter you wreck withers, collapses, and disperses naturally, making it ideal for removing evidence. This ability only affects plant matter.

Thorny Torrent

Area Thorny Tooth.

This ability scales Thorny Tooth to affect a large Area (p. 221) at once, destroying multiple plant structures or a single massive vegetative structure in one action.

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