Difference between revisions of "Plant Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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Governs plants and dead plant matter, including fungi.
  
=== Animal Power Effects ===
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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.
 +
 
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Plant attacks take the form of poison, infiltrating roots, and launched seeds, thorns, or barbs.
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These attacks are highly effective against living targets, powerful but slow when used to damage structures, and inefficient against tools and portable objects.
 +
 
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Plant elementals are animated trees or massive conglomerations of vegetation.
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Plant creatures include all forms of plant life capable of movement and deliberate action.
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Plant spirits are nymphs, dryads, and other spirits of nature.
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 +
== Plant Abilities  ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |  '''Trauma'''  
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|valign=bottom | '''Action'''
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|align="center" valign=bottom | '''Basic'''  
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|align="center" valign=bottom | '''Advanced'''  
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|align="center" valign=bottom | '''Master'''  
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|align="center" valign=bottom | '''Apex'''    
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|- 
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|valign=bottom | '''Dice '''
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|align="center" valign=bottom | —   
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|align="center" valign=bottom | Minimum 2d
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|align="center" valign=bottom | Minimum 4d    
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|align="center" valign=bottom | Minimum 6d   
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|-
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|valign=bottom | '''Stress'''  
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|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
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|align="center" valign=bottom | Full success (6).
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|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
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|valign="top"| '''[[#Root Resonance|Root Resonance]]''' <br> Detect Plant.
|valign="top"| '''Dismiss''' <br> 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.  
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|valign="top"| '''[[#Root Rejection|Root Rejection]]''' <br> Dismiss Plant.
|valign="top"| '''Summon''' <br> 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 a score in itself.
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|valign="top"| '''[[#Root Response|Root Response]]''' <br> Summon Plant.
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
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|valign="top"| '''[[#Root Realm|Root Realm]]''' <br> Plant gate.
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''   
 
|align="left" valign="top" | '''Command'''   
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''[[#Stem Stalks|Stem Stalks]]''' <br> Plant intimidation.
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''[[#Stem Stolon|Stem Stolon]]''' <br> Plant signaling.
|valign="top"| '''Authority''' <br> 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.  
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|valign="top"| '''[[#Stem Stature|Stem Stature]]''' <br> Command Plant.
|valign="top"| '''Enslave ''' <br> 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.
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|valign="top"| '''[[#Stem Steward|Stem Steward]]''' <br> Permanently bind Plant creatures.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|valign="top"| '''[[#Floral Fashion|Floral Fashion]]''' <br> Plants accessories.
|valign="top"| '''Shapechange''' <br> You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|valign="top"| '''[[#Floral Flourish|Floral Flourish]]''' <br> Transform self.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures 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.
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|valign="top"| '''[[#Floral Folk|Floral Folk]]''' <br> Transmute Crew.
|valign="top"| '''Wild Hunt''' <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''[[#Floral Flow|Floral Flow]]''' <br> Transmute crowd.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> 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.  
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|valign="top"| '''[[#Runner Race|Runner Race]]''' <br> Ride Plant.
|valign="top"| '''Fine Local Control''' <br> 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.
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|valign="top"| '''[[#Runner Rush|Runner Rush]]''' <br> Finesse attack.
|valign="top"| '''Manipulate''' <br> 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.
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|valign="top"| '''[[#Runner Response|Runner Response]]''' <br> Manipulate Plant.
|valign="top"| '''Surge''' <br> 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.  
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|valign="top"| '''[[#Runner Roller|Runner Roller]]''' <br> Animate Plants as mounts.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Track''' <br> You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''[[#Seed Sense|Seed Sense]]''' <br> Track using plants.
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''[[#Seed Shot|Seed Shot]]''' <br> Fine and Potent snipe.
|valign="top"| '''Area attack''' <br> 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.
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|valign="top"| '''[[#Seed Spread|Seed Spread]]''' <br> Alter terrain.
|valign="top"| '''Barrage''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''[[#Seed Spray|Seed Spray]]''' <br> Plant area attack.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> 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.
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|valign="top"| '''[[#Verdant Veil|Verdant Veil]]''' <br> Hide in overgrowth.
|valign="top"| '''Maneuver''' <br> 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.  
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|valign="top"| '''[[#Verdant Venture|Verdant Venture]]''' <br> Move over plants.
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''[[#Verdant Vagabonds|Verdant Vagabonds]]''' <br> Crew Prowling.
|valign="top"| '''Transport''' <br> 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.
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|valign="top"| '''[[#Verdant Vanish|Verdant Vanish]]''' <br> Teleport between groves.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''[[#Thicket Tangle|Thicket Tangle]]'''   <br> Absorb Plant damage.
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''[[#Thicket Thrust|Thicket Thrust]]'''   <br> Plant melee attack.
|valign="top"| '''Obstruction''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''[[#Thicket Tempest|Thicket Tempest]]''' <br> Gain Scale.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''[[#Thicket Team|Thicket Team]]'''       <br> Group Action.
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''[[#Leafy Learning|Leafy Learning]]''' <br> Identify Plants.
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''[[#Leafy Lexicon|Leafy Lexicon]]''' <br> Analyze Plants.
|valign="top"| '''Hindsight''' <br> 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.
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|valign="top"| '''[[#Leafy Lore|Leafy Lore]]''' <br> Plant history.
|valign="top"| '''Omniscience''' <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.
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|valign="top"| '''[[#Leafy Layers|Leafy Layers]]''' <br> Wide-ranging analysis.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect''' <br> 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 suffers.
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|valign="top"| '''[[#Seed Sensor|Seed Sensor]]''' <br> Sense Plant.
|valign="top"| '''Sensor''' <br> 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.  
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|valign="top"| '''[[#Seed Sowing|Seed Sowing]]''' <br> Perceive from Plants.
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|valign="top"| '''[[#Seed Surveillance|Seed Surveillance]]''' <br> Spy from Plants.
|valign="top"| '''Omnipresence''' <br> 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.
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|valign="top"| '''[[#Seed Saturation|Seed Saturation]]''' <br> Perceive from fauna.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Communicate''' <br> You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''[[#Season of Winter|Season of Winter]]''' <br> Talk to Plant.
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''[[#Season of Spring|Season of Spring]]''' <br> Crew translation.
|valign="top"| '''Mesmerize''' <br> 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.
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|valign="top"| '''[[#Season of Summer|Season of Summer]]''' <br> Plant suggestions.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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|valign="top"| '''[[#Season of Fall|Season of Fall]]''' <br> Bind Plant.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle''' <br> You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
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|valign="top"| '''[[#Wooden Work|Wooden Work]]''' <br> Gardening tools.
|valign="top"| '''Shape''' <br> 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.  
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|valign="top"| '''[[#Wooden Weave|Wooden Weave]]''' <br> Shape Plants.
|valign="top"| '''Create''' <br> 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.
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|valign="top"| '''[[#Wooden Witchery|Wooden Witchery]]''' <br> Transform Plants.
|valign="top"| '''Fabricate'''   <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.
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|valign="top"| '''[[#Wooden Whorl|Wooden Whorl]]''' <br> Mass-produce Plants.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy''' <br> You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''[[#Thorny Talon|Thorny Talon]]''' <br> Plant Bash.
|valign="top"| '''Smash''' <br> 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.
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|valign="top"| '''[[#Thorny Tooth|Thorny Tooth]]''' <br> Brittle Plants.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''[[#Thorny Throttling|Thorny Throttling]]''' <br> Silent Thorny Tooth.
|valign="top"| '''Obliterate''' <br> 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.
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|valign="top"| '''[[#Thorny Torrent|Thorny Torrent]]''' <br> Area Thorny Tooth.
 
|}
 
|}
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 +
== Expanded Plant Abilities ==
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Plants are living things that lack the mobility and intelligence of animals.
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This includes bacteria, fungi, and lichen.
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It also includes things made of plant matter but that has abilities typical of animals, from carnivorous plants to plant elementals and spirits.
 +
 +
=== Attune ===
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Perceive and manipulate supernatural energies related to Plants, allowing you to detect and interact with Plant creatures and phenomena tied to plant life.
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Consequences usually depend on what happens around you.
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Having helpers or bodyguards can reduce Consequences.
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Sometimes a creature wants to be dismissed; in such cases, Consequences may include the creature losing control of itself or other Plant creatures intervening.
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==== Root Resonance ====
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Detect Plant.
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You can detect a Plant [[Monster (FiD)|Monster]], [[Spirit (FiD)|Spirit]], or Plant Power abilities.
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{{ : Include Attune Basic Detect Powers (FiD) }}
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==== Root Rejection ====
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Dismiss Plant.
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You force a Plant [[Monster (FiD)|Monster]] that is native to another plane to return to that plane.
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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.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
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==== Root Response ====
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Summon Plant.
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Plant creatures generally come in two types: animated Plant [[Monster (FiD)|Monsters]] and Plant [[Spirit (FiD)|Spirits]].
 +
 +
Animated Plants are mundane plants empowered by Plant Powers.
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This may involve rapid growth, mobility, or exaggerated versions of natural traits.
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An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death.
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Animated Plants are usually simple creatures with [[Mind_Powers_(FiD)#Reactive|Reactive]] intelligence.
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They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction.
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Plant elementals are animate plants with more complex forms.
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They often combine plant traits with animal or humanoid features such as claws, jaws, limbs, or wings.
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Plant elementals can be [[Mind_Powers_(FiD)#Intelligent|Intelligent]].
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They tend to be stoic, generous, vivacious, and whimsical.
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Plant [[Spirit (FiD)|Spirits]] are immaterial and ephemeral, embodying the emotional and mental aspects of plant life.
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They are generous, vivacious, and whimsical, and rarely pursue goals beyond growth, expression, or play.
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Some Plant creatures are native to this world and have no special vulnerability to Attune Powers; such creatures cannot be summoned or dismissed.
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{{ : Include Attune Summon (FiD) }}
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==== Root Realm ====
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Plant gate.
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Plants may have their own plane, or share a plane of nature with [[Animal Powers (FiD)|Animal]] or [[Earth Powers (FiD)|Earth]].
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Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.
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{{ : Include Attune Gate (FiD) }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Command ===
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Command and intimidate Plant creatures, projecting authority.
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Position and initial Effect depend on the situation and your relationship to the listeners.
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==== Stem Stalks ====
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Plant intimidation.
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You create visible Plant effects—plants moving, flowering, or extruding creepers—to heighten your authority.
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This grants leverage similar to displaying a weapon or making an overt threat, allowing you to use Command to intimidate without direct violence.
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Plant creatures recognize you as a figure of authority.
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==== Stem Stolon ====
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Plant signaling.
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You can communicate with Plant creatures over any distance, as long as you know the target.
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You can also communicate with the most powerful intelligent Plant creature within a vehicle or installation, provided you can see the exterior.
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Communication transcends language and is simple and direct, as befits Command.
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You may also use a continuous chain of vegetation to deliver messages to a place or creature you know.
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Messages are conveyed subtly, such as through whispers carried by leaves, patterns of flowers forming images, or similar plant-based signals.
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This communication does not translate.
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==== Stem Stature ====
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Command Plant.
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Plant creatures recognize you as a leader that outranks them.
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This does not remove existing loyalties, which can lead to conflicts.
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Understanding the social structure of your targets helps avoid clashes with established hierarchies.
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 +
==== Stem Steward ====
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Permanently bind Plant creatures.
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 +
This functions like Stem Stature, but the effect is permanent.
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It will not work unless you are already in a position of power over the target.
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Strong emotions can break your control, but otherwise the bond lasts until dispelled.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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 +
=== Consort ===
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Consort powers change your form, and later the form of other creatures.
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Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance.
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You might be obnoxiously attractive, trigger local prejudices, or suffer unexpected physical limitations.
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 +
==== 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.
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 +
==== Floral Flourish ====
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Transform self.
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Change into a Plant creature.
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This is a true physical transmutation.
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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.
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 +
Floral Flourish can be used as a set-up action for other actions that benefit from your new form.
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This may improve Effect, improve Position, allow actions a humanoid could not normally perform, or make success automatic.
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When appropriate, your new form can use Basic and Advanced Plant abilities inherently, without risking stress.
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* '''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.
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* '''Great Outcome''' allows you to assume the shape and mannerisms of a specific Plant creature you have studied.
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==== Floral Folk ====
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Transmute Crew.
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This is Floral Flourish applied to your crew.
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The duration depends on the Outcome.
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* '''Limited Outcome''' is very temporary.
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* '''Standard Outcome''' lasts for the duration of a score.
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* '''Great Outcome''' lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.
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If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.
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==== Floral Flow ====
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Transmute crowd.
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{{ : Apex Consort }}
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Finesse ===
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Exercise finesse with Plants, manipulating and attacking with precision, controlling Plant mounts, or creating Plant vehicles.
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 +
==== Runner Race ====
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Ride Plant.
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 +
You can use Finesse with Plant mounts and Plant vehicles you are not familiar with.
 +
Common Plant vehicles include wooden carts, wagons, and ships.
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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.
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 +
==== Runner Rush ====
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Finesse attack.
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 +
Fine and Potent melee attack.
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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.
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 +
==== Runner Response ====
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Manipulate Plant.
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 +
Fine control of Plants.
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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 }}
 +
 +
==== Runner Roller ====
 +
Animate Plants as mounts.
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 +
You animate Plants to act as mounts or vehicles for you and your crew.
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These mounts are tireless, resilient, and require no food or rest.
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Otherwise, they perform as mundane means of transportation appropriate to their form.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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=== Hunt ===
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Track, attack, and unleash devastating barrages using Plant powers.
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 +
==== Seed Sense ====
 +
Track using plants.
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 +
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.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 +
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. {{ : Apex Skirmish Include (FiD) }}
 +
 +
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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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 +
=== 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.
 +
{{ : 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.
 +
 +
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 [[Powers_(FiD)#Forms|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.
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:50, 13 February 2026

Fox in the DarkFox 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.

Back to top

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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