Difference between revisions of "Plant Powers (FiD)"

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|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Sense Sprout'''      <br> You can detect plants and plant powers.  
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|valign="top"| '''Sense Sprout'''      <br> Detect plants and plant powers.  
|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.  
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|valign="top"| '''Banish Bud'''        <br> Dismiss a plant creature. End a plant power.  
|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.  
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|valign="top"| '''Fecundity'''        <br> Summon a plant creature.  
|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.  
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|valign="top"| '''Gateway of Growth''' <br> Create a portal to a plane of plants.  
 
|-
 
|-
 
|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.  
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|valign="top"| '''Petal Proclamation''' <br> Command plant creatures. You don't understand them.  
 
|valign="top"| '''Leafy Language'''    <br> You and allies can talk to plant creatures.  
 
|valign="top"| '''Leafy Language'''    <br> You and allies can talk to plant creatures.  
|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"| '''Leafy Leadership'''  <br> Command to plant creatures as a superior.  
|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.
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|valign="top"| '''Petal Potentate'''    <br> Permanently bind plant creatures to service.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|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.  
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|valign="top"| '''Floral Fashion'''     <br> Change clothes and accessories by adding plants.  
|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.  
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|valign="top"| '''Verdant Visage'''     <br> Assume the form of a plant creature.  
|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"| '''Plant Polymorphism''' <br> Verdant Visage a willing or helpless creature.  
|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.
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|valign="top"| '''Chlorophyll Command''' <br> Turn mooks into plant servants.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|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.  
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|valign="top"| '''Green Gallop'''      <br> You can ride any plant mount or vehicle.  
|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.
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|valign="top"| '''Thorn of the Rose''' <br> Fine and potent close-range 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.
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|valign="top"| '''Precise Prickle'''  <br> Fine control of plants at range.
|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.  
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|valign="top"| '''Plant Passenger'''   <br> Animates 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.   
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|valign="top"| '''Plant Pursuer'''    <br> Track using plants.   
|valign="top"| '''Petal Projectile''' <br> You can fling plants to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Petal Projectile''' <br> Attack similar to a fine and potent rifle.  
|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.
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|valign="top"| '''Plant Palisade'''   <br> Control and grow plants to change the 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.
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|valign="top"| '''Vine Volley'''     <br> Plants attack similar to a fine and potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|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.
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|valign="top"| '''Stealthy Stalk''' <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.  
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|valign="top"| '''Plant Pathway'''  <br> Move on and through plants.  
|valign="top"| '''Foliage Ferry'''  <br> You can bring allies along when you use Stealthy Stalk and Plant Pathway.
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|valign="top"| '''Foliage Ferry'''  <br> Crew Stealthy Stalk or Plant Pathway.
|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.
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|valign="top"| '''Plant Portal'''  <br> Crew teleport between overgrown areas.  
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|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"| '''Thorn Titan''' <br> Absorb plant damage.  
|valign="top"| '''Thorn Thrust'''  <br> You can use plants as a fine and potent close-range attack.
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|valign="top"| '''Thorn Thrust'''  <br> Fine and potent close-range 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.
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|valign="top"| '''Thorn Thicket''' <br> Fine control of vegetation.
|valign="top"| '''Thorny Tempest''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Thorny Tempest''' <br> Attack all enemies in area.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Leafy Learning'''    <br> You can identify plant powers, objects, and creatures. Plants can report recent nearby events.
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|valign="top"| '''Leafy Learning'''    <br> Identify plant powers, objects, and creatures.  
|valign="top"| '''Leaf Lore'''          <br> You learn the abilities of a vegetal object, plant power, or plant creature you analyze.
+
|valign="top"| '''Leaf Lore'''          <br> Learn the abilities plant powers, objects, and creatures.
|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.
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|valign="top"| '''Root Revelation'''    <br> Read the past events of a plant or vegetal object.
|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"| '''Wisdom of the Wood''' <br> Leaf Lore within sight then three times Root Revelation.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|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"| '''Sense Stem'''        <br> Sense powers, objects, and creatures.
|valign="top"| '''Plant Perception'''  <br> Choose a plant that you know of; you can perceive as if you were at that spot.
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|valign="top"| '''Plant Perception'''  <br> Choose a plant that you know of, perceive from there.  
|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"| '''Verdant Vigilance''' <br> Choose a location or creature. Gain sensor at nearest plant.
|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.
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|valign="top"| '''Woodland Watch'''    <br> Perceive from all plants at once over a wide area.
 
|-
 
|-
 
|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"| '''Petal Patter'''      <br> Understand plant creature speech and objective. They cannot understand you.  
 
|valign="top"| '''Verdant Vocabulary''' <br> You and allies can talk to plant creatures. You can also make folk more stoic.
 
|valign="top"| '''Verdant Vocabulary''' <br> You and allies can talk to plant creatures. You can also make folk more stoic.
|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.
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|valign="top"| '''Rose's Rhetoric'''    <br> Post suggestions in the mind of a plant creature.
|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"| '''Orchid Order'''       <br> Permanently change the personality and motivations of a plant creature.   
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|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.
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|valign="top"| '''Leafy Loom'''            <br> Handle vegetal matter as if you had appropriate tools and protective devices.  
|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.  
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|valign="top"| '''Floral Forge'''          <br> Shape plants and vegetal matter as if they were of clay.  
|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.
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|valign="top"| '''Thorny Transformation''' <br> Create vegetal matter out of nothing. Transform vegetal matter into another power.
|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"| '''Botanical Build'''      <br> Floral Forge mass produce or make something large, such as a vehicle or building.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|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"| '''Vandal Vines'''    <br> Noisily bash like a wooden hammer.  
|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"| '''Stem Slam'''      <br> Smash vegetal matter as if it was brittle.  
|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.
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|valign="top"| '''Quick Compost'''  <br> Stem Slam but silent and no traces.
|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. 
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|valign="top"| '''Thicket Torrent''' <br> Stem Slam over a large area.  
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Plant Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
 
 
 
=== 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, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
+
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
''You can detect creatures and power use tied to your power.  
 
  
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.
+
'''Sense Sprout'''
Naturally, effect is reduced as the creature is more heavily obscured.
+
Detect plants creatures and plant powers.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
+
This is usually done to see a Plant spirit or to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome).
''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.
 
  
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.
+
'''Banish Bud'''
The consequences of this depends entirely on what happens around you when you do it.
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Dismiss a plant creature. End a plant power.
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.
+
You can dismiss creatures linked to the Plant power.
Most powers only dispel effects of their own power.  
+
Many plant creatures are spirits possessing plants, when dismissed such Plant creatures revert to mundane, non-animate plants.
Read this generously.
+
Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
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.  
+
You can force a Plant spirit to materialize, dispel any Plant effect and any outcome that affects plants or Plant creatures.
The position is controlled, possibly risky if there are a lot of other dangers around.
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Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
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.
+
It can also be used to break the continuing outcomes of powers. When used directly, the outcome is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses an animated plant as a prosthetic leg you can have a better outcome.
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.
 
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.
  
'''Summon:'''
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'''Fecundity'''
''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.
+
Summon a plant creature.
 +
 
 +
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple outcomes of their power and maintain power outcomes you have created.
 +
For a description of the planes Plant powers summon from, see Gateway of Growth.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
Summoned creatures generally come in three types, animated plants, plant elementals, and plant spirits.
This is usually a parallel world or plane of existence, dominated by your power.
 
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.  
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Animated Plants are mundane plants animated by Plant powers, making small plants grow, giving them the ability to move, and often exaggerated versions of what that plant can normally do.  
They can also give advice and information related to their power.
+
An animated pine tree shoots its pine cones, an animated Lavender have a scent that causes sleep, an animated belladonna has a poison that causes hallucinations, delirium, and death. 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.  
+
Animated Plants are usually simple creatures with animal intelligence.
Such a creature is similar to a gang member.
+
Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.
 +
 +
Plant elementals are animate plants. They often have outlandish forms with certain traits of mundane plants or a mix of plants, combined with traits typical of animals and humans, such as claws, jaws, feet, or wings.
 +
Plant elementals can be more intelligent than most other elementals and include such things as dryads, female manifestations of plant fertility.
 +
They are stoic, but also generous, vivacious, and whimsical.
  
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.
+
Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of plants, being generous, vivacious, and whimsical, but rarely have an agenda beyond having fun.  
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.
+
There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune powers.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
  
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.
+
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.
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.
+
Depending on your degree of outcome the creature is willing to do different things. Limited outcome 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.
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.
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Standard outcome allows you to ask for any service appropriate to the type of creature. An animated plant will toil or fight, an elemental or spirit fight or frolic.  
A fire dragon is impossibly large, flies, and breathes fire.
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
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.
+
Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. Plant creatures are only really opposed to self-harm, and even that might be negotiable. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
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.
 
  
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.
+
Typical consequences include:
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
 
  
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.
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* A bargain of payment in things the creature prizes such as prime soil or fertilizer.
 +
* The creature strikes out at you once.
 +
* A tightwire struggle to keep the creature under control.
 +
* You need to concentrate to keep the creature under control.
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* The creature breaks things made by craft around you.
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* Overly literal interpretations of your commands.
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* Demanding not to be summoned again until some time or event has passed.
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* General sulkiness.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
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Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.  
Typical consequences are:
 
The creature strikes out at you once.
 
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.
+
Desperate position usually comes from trading position for outcome, but it might come from a difference in ethos. If you are a fire sorcerer, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
'''Gateway of Growth'''
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.
+
Create a portal to a plane of plants.
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:'''
+
Plants may have their own plane, or share a plane of nature with Animal powers.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
Such a place is wild and overgrown, with ancient forests and endless plains of grass and flowers.
 +
A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again.  
  
This is rarely useful, but can be under exceptional circumstances.
+
There are things that are possible to do on these planes that are not allowed in the regular world, most Plant abilities 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 results rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the result may remain when you return to the mundane world.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
 
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.  
+
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
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 ===
 
=== Command ===
Command creatures based on your power with communication and authority.
+
Command and intimidate Plant creatures, projecting authority. Position and initial effect depend on the situation and your relationship with the listeners.
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:'''
+
'''Petal Proclamation'''
''You can make creatures understand you, but you do not understand them.
+
Command plant creatures. You don't understand them.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
This is useful for commanding and intimidating Plant creatures.
Combined with the basic power of Sway allows two-way communication.
+
You do nto understand them in return.
 +
Combined with Sway: Petal Patter, it allows two-way communication.
  
'''Translate:'''
+
'''Leafy Letters'''
You and allies can communicate with creatures based on your power.
+
You and allies can talk to plant creatures.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
You can communicate with Plant creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Plant creature  in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
''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.
+
You can have a continuous chain of plants to deliver messages to places you know.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
'''Leafy Leadership'''
Creatures of the relevant type will understand your orders.
+
Command plant creatures as a superior.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.  
+
Plant creatures will see you as an leader type type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering  
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.
 
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.
 
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 might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
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.
 
  
'''Enslave:'''
+
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
''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.
 
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
'''Petal Potentate'''
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
+
Permanently bind Plant creatures to service.
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.
+
 
 +
This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
  
 
=== Consort ===
 
=== Consort ===
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action. This may give a bonus to effect or improved position, make success automatic, or even allow an action that a human could not do.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
''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.
+
'''Floral Fashion'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Change clothes and accessories by adding plants.
  
'''Shapechange:'''
+
You do not physically change yourself, you change your accessorize and outfit.  
''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.
+
As an advanced ability, you can do this for another.
  
This is a true physical transmutation.
+
'''Verdant Visage'''
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
Assume the form of a plant creature.
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.
+
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
You rating in the improved action increases by one.
 
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.
 
  
''Example
+
Verdant Visage can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
''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.
 
  
'''Transform:'''
+
With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.
''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.
 
  
This is the shapechange power applied to another creature.
+
'''Plant Polymorphism'''
The duration depends of the effect, limited effect is very temporary, more of a warning.
+
Verdant Visage a willing or helpless creature.
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.
+
This is Verdant Visage applied to another creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Shapechange.
You may have to confront them in several scenes to finally get them to the point where you can transform them.
 
  
'''Wild Hunt:'''
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.  
+
'''Chlorophyll Command'''
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.
+
Turn mooks into plant servants.
Essentially you turn them into single-minded minions.
+
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
+
This is where Consort becomes a combination of the Plant Polymorphism and Command: Leafy Leadership power abilities. 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 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.
+
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 given bit parts, like the horror plants in The Little Shop of Horrors" (1986).
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with your power, manipulating and attacking with precision.
 
Exercise finesse with your power, manipulating and attacking with precision.
  
'''Ride:'''
+
'''Green Gallop'''
''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.
+
You can ride any plant mount or vehicle.
  
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.
+
This allows you to use Finesse with Plant mounts and Plant vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
 +
A plant vehicle is usually made of wood.
  
'''Duel:'''
+
'''Thorn of the Rose'''
''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.
+
Fine and potent close-range attack.
  
What this actually does depends on the power used.
+
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
Fire burns, wind slices, ice pieces or freezes, and so on.
 
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:'''
+
'''Precise Prickle'''
''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.
+
Fine control of plants at range.
  
This allows you to manipulate small amounts of matter governed by your power.
+
This allows you to manipulate small plants and small amounts of plant matter, allowing you to directly open wooden doors, windows, and trapdoors. If you have some wood to work with you can push buttons, and perform legerdemain.  
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.
+
You can substitute for simple Tinker actions, but nothing complicated
 +
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
  
'''Surge:'''
+
'''Plant Passenger'''
''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.
+
Animates plants as mounts.
  
You create ans use weapon like Duel above, and also create distractions.
+
Animate plants to act as mounts for you and your crew.
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
These are untiring, tough, and need no food, but otherwise perform as mundane steeds.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
 
Track, attack, and unleash devastating barrages with the power of Hunt.
 
Track, attack, and unleash devastating barrages with the power of Hunt.
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:'''
+
'''Plant Pursuer'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Track using plants.
  
 +
You can track plant creatures and anyone moving through overgrown terrain.
 +
This works even if the quarry does not leave any mundane trail or clues.
 
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.
 
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.
  
'''Potent Snipe:'''
+
'''Petal Projectile'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Attack similar to a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.
+
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.  
 
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
+
'''Plant Palisade'''
''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.
+
Control and grow plants to change the terrain.
  
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 can cause plants over an hectare to wither or grow.
Environmental Control does not inflict any direct damage.
+
You can instantly grow or wither plants up to man height.
 +
This is usually to create favorable terrain in combat, but can be used to grow cultivated plants, but in this case you need to grow them much slower to give them vitality.
 +
This is usually used as a setup, but may also change how people act in reaction to the environment—withering woods and sudden brush may make people want to get away.  
 +
This does not inflict any direct damage.
  
'''Area Attack:'''
+
'''Vine Volley'''
''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.
+
Plants attack similar to a fine and potent grenade.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
An escalation of Petal Projectile. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
The effect is more powerful but less precise.
 
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 ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak and move with stealth and agility.
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:'''
+
'''Stealthy Stalk'''
''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.
+
Hide in overgrowth.
  
This provides you cover to hide in places you ordinarily could not.
+
Conceal yourself among plants, even if they are not large enough to cover you.
Where you can use this is explained in each specific power.
+
This allows you to hide in impossible places as long as the environment is covered in plants.  
It otherwise works just like any other attempt to use Prowl to avoid notice.
+
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.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
'''Plant Pathway'''
''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.
+
Move on and through plants.
  
Again, each power will explain how it can use this mobility.
+
You can walk on plants and wood even if the material is slick, vertical, or to weak to carry your weight.
Your friends and allies cannot use this unless you employ Travel, which is described later
+
This also allows you to walk through wooden walls.  
 +
Your friends and allies cannot use this unless you employ Travel, below.
  
'''Travel:'''
+
'''Foliage Ferry'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Stealthy Stalk or Plant Pathway.
  
Now you and your allies can Prowl in places where your power is at home.  
+
Now you and your allies can Prowl using Stealthy Stalk or Plant Pathway.  
 
They still use their own Prowl action.
 
They still use their own Prowl action.
  
'''Transport:'''
+
'''Plant Portal'''
''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.
+
Crew teleport between overgrown areas.
  
How and where you use this is explained in each power.
+
You and allies can teleport from one location in surrounded by plants to another.
This takes you to places you are familiar with.
+
This can be something like a bowery, a deep forest, or the inside of a hollow tree, but both starting and endpoint must be similar.
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.
+
This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
 +
 
 +
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.
  
'''Skirmish Attack:'''
+
'''Thorn Titan'''
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Absorb plant damage.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
Absorb energies related to Plant.  
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
This includes Plant powers, the natural attacks of Plant creatures, and wooden weapons.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
+
This allows you to ignore most harm from a dangerous environment such as thorns,  
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.
+
Roll Skirmish when taking harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
'''Fine Skirmish Attack:'''
+
'''Thorn Thrust'''
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Fine and potent close-range attack.
  
'''Obstruction:'''
+
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
 
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
'''Thorn Thicket'''
The effect is to deny your enemies the advantage of numbers.
+
Fine control of vegetation.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
Grow thorny bushes around you, creating a garden maze.
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
The usual result is to deny the advantage of numbers.
  
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.
+
'''Thorny Tempest'''
 +
Attack all enemies in area.
 +
 
 +
Turns thorns into a small army for you. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.
  
 
=== 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 outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and 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 thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 +
 
 +
'''Leafy Learning'''
 +
Identify plant powers, objects, and creatures.
  
'''Analyze:'''
+
This gives the name and very basic information in narrative terms, but not details or actual rules.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
 
  
'''Research:'''
+
'''Leaf Lore'''
''You know the powers and abilities of something you analyze.
+
Learn the abilities of plant powers, objects, and creatures.
  
'''Hindsight:'''
+
You learn of any powers or special abilities the target has. This includes actual rules and game result.
''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.
 
  
'''Omniscience:'''
+
'''Root Revelation'''
''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.
+
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 from its history. The power zooms in on events of interest to you.
 +
 
 +
'''Wisdom of the Wood'''
 +
Leaf Lore within sight then three times Root Revelation.
 +
 
 +
Provides a detailed view of events involving Plant powers, items, and creatures as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Root Revelation to learn the history of up to three such locations.
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.
 +
 
 +
'''Sense Stem'''
 +
Sense powers, objects, and creatures.
 +
 
 +
This is a basic spotting power, selectively sensing things related to Plant.
 +
You can also look through plant cover to sense things behind leaves and brush.
 +
 
 +
'''Plant Perception'''
 +
Choose a plant that you know of, perceive from there.
  
'''Detect:'''
+
You move your perception to a plant and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
''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.
 
  
'''Sensor:'''
+
'''Verdant Vigilance'''
''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.
+
Choose a location or creature. Gain sensor at nearest plant.
  
'''Scry:'''
+
Similar to Sensor but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Verdant Vigilance, typically close enough to observe the target. Fails if no suitable viewpoint is available.
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
 
  
'''Omnipresence:'''
+
'''Woodland Watch'''
''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.
+
Perceive from all plants at once over a wide area.
 +
 
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate Plant creatures. Position is determined normally, depending on the situation and your relation to listeners.
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 if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.
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.  
+
 
You need not select a specific type of creature in advance.
+
'''Petal Patter'''
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. 
+
Understand plant creature speech and objective. They cannot understand you.
This still has the normal stress cost.
 
  
'''Communicate:'''
+
You can gauge the mood and motivations of Plant creatures and understand what they are saying.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
This does not allow you to be understood.
 +
Used together with Command: Petal Proclamation, this allows full communication.
  
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.
+
'''Verdant Vocabulary'''
 +
You and allies can talk to plant creatures. You can also make folk more stoic.
  
'''Translate:'''
+
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
''You and allies can communicate with creatures based on your power.
 
  
This allows you to use the Sway power to its full effect.
+
In addition, you can make any creature more stoic, generous, vivacious, or whimsical.
You are still wheedling unless you also use Command the advanced Command effect.
 
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Rose's Rhetoric'''
 +
Post suggestions in the mind of a plant creature.
  
'''Mesmerize:'''
+
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
''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.
 
  
Essentially this is an attempt to Sway with two advantages.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
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.
 
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:'''
+
'''Orchid Order'''
''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.
+
Permanently change the personality and motivations of a Plant creature.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make a Plant creature highly strung or touchy-feely. Exceptional creatures and circumstances can break this power.
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.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== 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.
+
The powerfulness and durability of your constructions depend on the outcome.
 +
More powerful devices are harder to sustain and will not last as long.
 +
Most creations will endure until the end of a score.
 +
 
 +
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
 +
 
 +
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do unless you use Botanical Build.
 +
 
 +
'''Leafy Loom'''
 +
Handle vegetal matter as if you had appropriate tools and protective devices.
  
'''Handle:'''
+
This ability substitutes for tools and protection devices typical of a small workshop.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
'''Floral Forge'''
You are also protected from any dangerous effects of working with the elements of your power.
+
Shape plants and vegetal matter as if they were of clay.
  
'''Shape:'''
+
This surpasses normal crafting, letting you manipulate elements that are not stable, shaping leaves, sap, or green goo and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
''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.
+
You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
 
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.
+
'''Thorny Transformation'''
The effect determines the effectiveness of your construction, but also how long it will last.
+
Create vegetal matter out of nothing. Transform vegetal matter into another power.
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:'''
+
You don't need tools to build complex fine and potent items appropriate to your powers.
''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 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.
+
You can create Plant stuff from nothing. This is like Shaping, above, but needs no raw materials.
  
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.  
+
With multiple powers you can transform Plant material into material linked to another. This allows intricate transformations where a wooden staff can be transmuted into fire and still work as a staff, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
The result will maintain its form as if affected by the Shape ability.
 
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:'''
+
'''Botanical Build'''
''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.
+
Floral Forge mass produce or make something large, such as a vehicle or building.
  
Pretty self-explanatory, this is Create on a larger scale.
+
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Fabricate makes many dozens of items with the same effort as one item, but with a stress cost.
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 objects made of stuff related to your power.
 +
 
 +
The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.
 +
 
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Jimmy:'''
+
'''Vandal Vines'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Noisily bash like a wooden hammer.
  
Just as crude as it sounds.  
+
Just as crude as it sounds. You destroy things related to Plants and strike with the force of a wooden great club in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Stem Slam'''
''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.
+
Smash vegetal matter as if it was brittle.
  
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.  
+
This bypasses the strength of Plant materials, allowing you to break even the strongest Plant barrier.  
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can also use this to smash other things or as a fine, potent sledgehammer.
  
'''Disintegrate:'''
+
'''Quick Compost'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Stem Slam but silent and no traces.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
The real difference here is that wrecking Plant stuff is now silent and leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence is Plant matter.
You also leave less traces, as what you wreck disappears.  
 
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
'''Thicket Torrent'''
''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.
+
Stem Slam over a large area.
  
 
Rather straightforward, this just scales things up.
 
Rather straightforward, this just scales things up.

Latest revision as of 21:29, 12 November 2024

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

Governs plants and dead plant matter, including fungi.

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

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

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

Plant Power Effects

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

Expanded Plant Powers

Attune

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

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

Sense Sprout Detect plants creatures and plant powers.

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

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

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

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

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

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

Fecundity Summon a plant creature.

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

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

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

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

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

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

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

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

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

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

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

Typical consequences include:

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

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

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

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

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

There are things that are possible to do on these planes that are not allowed in the regular world, most Plant abilities 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 results rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the result may remain when you return to the mundane world.

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

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

Command

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

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

This is useful for commanding and intimidating Plant creatures. You do nto understand them in return. Combined with Sway: Petal Patter, it allows two-way communication.

Leafy Letters You and allies can talk to plant creatures.

You can communicate with Plant creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Plant creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill. You can have a continuous chain of plants to deliver messages to places you know.

Leafy Leadership Command plant creatures as a superior.

Plant creatures will see you as an leader type type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering

Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Petal Potentate Permanently bind Plant creatures to service.

This won’t work unless you are already in a position of power. This is similar to Authority but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action. This may give a bonus to effect or improved position, make success automatic, or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.

Floral Fashion Change clothes and accessories by adding plants.

You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.

Verdant Visage Assume the form of 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 your new form matches the power you use.

Verdant Visage can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.

With limited outcome you can transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you. Standard outcome can make you a generic creature, very hard to recognize as yourself. Great outcome allows you to assume the shape and some of the personality of a specific creature you have studied.

Plant Polymorphism Verdant Visage a willing or helpless creature.

This is Verdant Visage applied to another creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Shapechange.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Chlorophyll Command Turn mooks into plant servants.

This is where Consort becomes a combination of the Plant Polymorphism and Command: Leafy Leadership power abilities. 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 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 given bit parts, like the horror plants in The Little Shop of Horrors" (1986).

Finesse

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

Green Gallop You can ride any plant mount or vehicle.

This allows you to use Finesse with Plant mounts and Plant vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you. A plant vehicle is usually made of wood.

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

Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Precise Prickle Fine control of plants at range.

This allows you to manipulate small plants and small amounts of plant matter, allowing you to directly open wooden doors, windows, and trapdoors. If you have some wood to work with you can push buttons, and perform legerdemain. You can substitute for simple Tinker actions, but nothing complicated. This takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Plant Passenger Animates plants as mounts.

Animate plants to act as mounts for you and your crew. These are untiring, tough, and need no food, but otherwise perform as mundane steeds.

Hunt

Track, attack, and unleash devastating barrages with the power of Hunt.

Plant Pursuer Track using plants.

You can track plant creatures and anyone moving through overgrown terrain. This works even if the quarry does not leave any mundane trail or clues. 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.

Petal Projectile Attack similar to a fine and potent rifle.

This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Plant Palisade Control and grow plants to change the terrain.

You can cause plants over an hectare to wither or grow. You can instantly grow or wither plants up to man height. This is usually to create favorable terrain in combat, but can be used to grow cultivated plants, but in this case you need to grow them much slower to give them vitality. This is usually used as a setup, but may also change how people act in reaction to the environment—withering woods and sudden brush may make people want to get away. This does not inflict any direct damage.

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

An escalation of Petal Projectile. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak and move with stealth and agility.

Stealthy Stalk Hide in overgrowth.

Conceal yourself among plants, even if they are not large enough to cover you. This allows you to hide in impossible places as long as the environment is covered in plants. 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.

Plant Pathway Move on and through plants.

You can walk on plants and wood even if the material is slick, vertical, or to weak to carry your weight. This also allows you to walk through wooden walls. Your friends and allies cannot use this unless you employ Travel, below.

Foliage Ferry Crew Stealthy Stalk or Plant Pathway.

Now you and your allies can Prowl using Stealthy Stalk or Plant Pathway. They still use their own Prowl action.

Plant Portal Crew teleport between overgrown areas.

You and allies can teleport from one location in surrounded by plants to another. This can be something like a bowery, a deep forest, or the inside of a hollow tree, but both starting and endpoint must be similar. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

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

Prosper in the chaos of battle.

Thorn Titan Absorb plant damage.

Absorb energies related to Plant. This includes Plant powers, the natural attacks of Plant creatures, and wooden weapons. This allows you to ignore most harm from a dangerous environment such as thorns, Roll Skirmish when taking harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Thorn Thrust Fine and potent close-range attack.

Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Thorn Thicket Fine control of vegetation.

Grow thorny bushes around you, creating a garden maze. The usual result is to deny the advantage of numbers.

Thorny Tempest Attack all enemies in area.

Turns thorns into a small army for you. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and 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 thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Leafy Learning Identify plant powers, objects, and creatures.

This gives the name and very basic information in narrative terms, but not details or actual rules.

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

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Root Revelation 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 from its history. The power zooms in on events of interest to you.

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

Provides a detailed view of events involving Plant powers, items, and creatures as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Root Revelation to learn the history of up to three such locations.

Survey

Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.

Sense Stem Sense powers, objects, and creatures.

This is a basic spotting power, selectively sensing things related to Plant. You can also look through plant cover to sense things behind leaves and brush.

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

You move your perception to a plant and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

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

Similar to Sensor but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Verdant Vigilance, typically close enough to observe the target. Fails if no suitable viewpoint is available.

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

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.

Sway

Communicate, mesmerize, and manipulate Plant creatures. Position is determined normally, depending on the situation and your relation to listeners.

Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.

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

You can gauge the mood and motivations of Plant creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Petal Proclamation, this allows full communication.

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

This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition, you can make any creature more stoic, generous, vivacious, or whimsical.

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

This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

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

This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Target remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make a Plant creature highly strung or touchy-feely. Exceptional creatures and circumstances can break this power.

Tinker

Manipulate, shape, and create Plant objects to suit your needs. The powerfulness and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.

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

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do unless you use Botanical Build.

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

This ability substitutes for tools and protection devices typical of a small workshop.

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

This surpasses normal crafting, letting you manipulate elements that are not stable, shaping leaves, sap, or green goo and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.

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

You don't need tools to build complex fine and potent items appropriate to your powers.

You can create Plant stuff from nothing. This is like Shaping, above, but needs no raw materials.

With multiple powers you can transform Plant material into material linked to another. This allows intricate transformations where a wooden staff can be transmuted into fire and still work as a staff, or a wooden door can be changed to air so you can walk through and the door then returns to normal.

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

You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Fabricate makes many dozens of items with the same effort as one item, but with a stress cost.

Wreck

Destroy, dismantle, and obliterate objects made of stuff related to your power.

The outcome required depends on the size and structural strength of your target. Standard outcome is a car-sized hole in a brick or mortar wall. Construction significantly weaker than this only demands limited outcome. A smaller hole stil need the same outcome. Something larger and/or stronger requires great outcome.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Vandal Vines Noisily bash like a wooden hammer.

Just as crude as it sounds. You destroy things related to Plants and strike with the force of a wooden great club in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Stem Slam Smash vegetal matter as if it was brittle.

This bypasses the strength of Plant materials, allowing you to break even the strongest Plant barrier. You can also use this to smash other things or as a fine, potent sledgehammer.

Quick Compost Stem Slam but silent and no traces.

The real difference here is that wrecking Plant stuff is now silent and leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence is Plant matter.

Thicket Torrent Stem Slam over a large area.

Rather straightforward, this just scales things up.