Difference between revisions of "Plant Powers (FiD)"

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Governs plants and dead plant matter, including fungi.
 
Governs plants and dead plant matter, including fungi.
  
Plant governs the majority of all life, things that do not act or move but only grow.  
+
Plant governs the majority of all life: things that lack will and do not move, but grow.
Plant powers can accelerate and empower normally inanimate plants as barriers, tools, and weapons.
+
Plant powers accelerate, harden, and animate vegetation, turning normally inanimate plants into barriers, tools, and weapons.
Some plants do move, animate plants that act as other creatures do, but these are the exception.
+
Animated plants are creatures, but these are the exception rather than the rule.
  
Plant attacks are poison, infiltrating roots, and shooting seeds and barbs.  
+
Plant attacks take the form of poison, infiltrating roots, and launched seeds, thorns, or barbs.
These are effective against living things, but slow to damage objects.
+
These attacks are highly effective against living targets, powerful but slow when used to damage structures, and inefficient against tools and portable objects.
  
Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action.
+
Plant elementals are animated trees or massive conglomerations of vegetation.
Learning who to summon may require study or be a a score in itself.
+
Plant creatures include all forms of plant life capable of movement and deliberate action.
 +
Plant spirits are nymphs, dryads, and other spirits of nature.
  
=== Plant Power Effects ===
+
=== Plant Abilities  ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
+
|valign=bottom | '''Stress'''
|valign="top"| '''Sense Sprout'''     <br> You can detect plants and plant powers.  
+
|align="center" valign=bottom | Avoid fumble (2+).
|valign="top"| '''Banish Bud'''       <br> You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power.  
+
|align="center" valign=bottom | Succeed (4+).
|valign="top"| '''Fecundity'''         <br> You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position.  
+
|align="center" valign=bottom | Full success (6).
|valign="top"| '''Gateway of Growth''' <br> You can create a portal that allows travel to and from the plane of plants for a limited time.  
+
|align="center" valign=bottom | Critical (2 sixes).
 +
|-
 +
|align="left" valign="top" | '''Attune'''  
 +
|valign="top"| '''Root Resonance''' <br> Detect Plant creatures and Powers.  
 +
|valign="top"| '''Root Rejection''' <br> Dismiss a Plant creature or Power.  
 +
|valign="top"| '''Root Response''' <br> Summon a Plant creature.  
 +
|valign="top"| '''Root Realm'''     <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.  
+
|valign="top"| '''Stem Stalks''' <br> Intimidate with Plant displays.  
|valign="top"| '''Leafy Language'''     <br> You and allies can talk to plant creatures.  
+
|valign="top"| '''Stem Stolon''' <br> Send messages through Plants.  
|valign="top"| '''Leafy Leadership'''   <br> You can give commands to plant creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
+
|valign="top"| '''Stem Stature''' <br> Command 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.
+
|valign="top"| '''Stem Steward''' <br> Permanently bind Plant creatures.  
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
+
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Floral Fashion'''       <br> You can change clothes and accessories by adding plants. This can mask identity or create fabulous outfits.  
+
|valign="top"| '''Floral Fashion''' <br> Accessorize with living 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.  
+
|valign="top"| '''Floral Flourish''' <br> Change into 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"| '''Floral Folk'''     <br> Transform 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.
+
|valign="top"| '''Floral Flow'''     <br> Turn mooks into Plant servants.  
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
+
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Green Gallop'''     <br> If there is a plant mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe while inside plants.  
+
|valign="top"| '''Runner Race'''     <br> 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.
+
|valign="top"| '''Runner Rush'''     <br> Fine and Potent melee Plant attack.  
|valign="top"| '''Precise Prickle'''   <br> Fine control of plants, you can do small and exact manipulations at range. This allows you to push buttons, manipulate mechanisms, or move plant objects about, as long as there are plants to work with.
+
|valign="top"| '''Runner Response''' <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.  
+
|valign="top"| '''Runner Roller'''   <br> Animate Plants as mounts.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Plant Pursuer'''   <br> You can track plant creatures and creatures moving through or across plants, even if the target does not leave any mundane trail or clues.   
+
|valign="top"| '''Seed Sense''' <br> Track using Plants.   
|valign="top"| '''Petal Projectile''' <br> You can fling plants to attack, similar in effect to a fine and potent rifle.
+
|valign="top"| '''Seed Shot'''   <br> Attack like 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.
+
|valign="top"| '''Seed Spread''' <br> Alter terrain through plant growth.  
|valign="top"| '''Bloom Barrage'''   <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
+
|valign="top"| '''Seed Spray''' <br> Plant attack like a Fine and Potent grenade.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
+
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Stealthy Stalk''' <br> You can hide in overgrown areas even when the growth is not enough to cover you. You gain advantage when sneaking on plant creatures.
+
|valign="top"| '''Verdant Veil'''     <br> Hide in overgrowth.  
|valign="top"| '''Plant Pathway''' <br> You can move on and through plant environments. This allows you to climb on plants, even those with no handholds or unable to bear your weight.  
+
|valign="top"| '''Verdant Venture'''   <br> Move on and through Plants.  
|valign="top"| '''Foliage Ferry''' <br> You can bring allies along when you use Stealthy Stalk and Plant Pathway.
+
|valign="top"| '''Verdant Vagabonds''' <br> Crew Verdant Veil or Venture.  
|valign="top"| '''Plant Portal'''   <br> You and allies can teleport from one overgrown area to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape any situation.
+
|valign="top"| '''Verdant Vanish'''   <br> Teleport between overgrown areas.  
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
+
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Leafy Lash'''     <br> You can use plants as a close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''Thicket Tangle''' <br> Absorb Plant damage.  
|valign="top"| '''Thorn Thrust'''   <br> You can use plants as a fine and potent close-range attack.
+
|valign="top"| '''Thicket Thrust''' <br> Fine and Potent melee Plant attack.
|valign="top"| '''Thorny Thicket''' <br> Create plant obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
|valign="top"| '''Thicket Thorns''' <br> Control vegetation to deny ground.
|valign="top"| '''Thorny Tempest''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
+
|valign="top"| '''Thicket Tempest''' <br> Attack all enemies in an area.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
+
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Leafy Learning'''     <br> You can identify plant powers, objects, and creatures. Plants can report recent nearby events.
+
|valign="top"| '''Leafy Learning''' <br> Identify Plants and Plant Powers.  
|valign="top"| '''Leaf Lore'''         <br> You learn the abilities of a vegetal object, plant power, or plant creature you analyze.
+
|valign="top"| '''Leafy Lexicon''' <br> Learn Plant abilities and effects.
|valign="top"| '''Root Revelation'''   <br> You can read the past events of a plant or vegetal object. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''Leafy Lore'''     <br> Read the past of Plants.
|valign="top"| '''Wisdom of the Wood''' <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
|valign="top"| '''Leafy Layers'''   <br> Wide-ranging Plant analysis.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
+
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Sense Stem'''       <br> You can sense plant creatures and powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers
+
|valign="top"| '''Seed Sensor'''       <br> Sense Plant creatures and growth.
|valign="top"| '''Plant Perception''' <br> Choose a plant that you know of; you can perceive as if you were at that spot.
+
|valign="top"| '''Seed Sowing'''       <br> Perceive from a known plant.  
|valign="top"| '''Verdant Vigilance''' <br> Choose a location or creature. You gain a sensor at the nearest plant, which is often close enough to perceive the target.
+
|valign="top"| '''Seed Surveillance''' <br> Sense a location or creature via Plants.
|valign="top"| '''Woodland Watch'''   <br> You perceive from all plants at once over a wide area.  As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''Seed Saturation'''   <br> Perceive from all Plants at once.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''   
 
|align="left" valign="top" | '''Sway'''   
|valign="top"| '''Petal Patter'''       <br> You can understand what plant creatures say and their general objective. They do not gain the ability to understand you.  
+
|valign="top"| '''Season of Winter''' <br> Understand Plant speech and mood.  
|valign="top"| '''Verdant Vocabulary''' <br> You and allies can talk to plant creatures. You can also make folk more stoic.
+
|valign="top"| '''Season of Spring''' <br> Crew Sway with Plant creatures.
|valign="top"| '''Rose's Rhetoric'''    <br> Post suggestions in the mind of a plant creature, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
|valign="top"| '''Season of Summer''' <br> Implant suggestions in 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"| '''Season of Fall'''   <br> Permanently change a Plant creature’s personality.   
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
+
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Leafy Loom'''           <br> You can handle plants and vegetal matter as if you had the appropriate tools and protective devices. This can create tripwire alarms and snares.
+
|valign="top"| '''Wooden Work'''     <br> Gardening tools and basic craft.  
|valign="top"| '''Floral Forge'''         <br> You can shape plants and vegetal matter as if they were of clay, and they will retain their new shape.  
+
|valign="top"| '''Wooden Weave'''   <br> Shape Plants like 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.
+
|valign="top"| '''Wooden Witchery''' <br> Create or transform Plant material.
|valign="top"| '''Botanical Build'''       <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''Wooden Whorl'''   <br> Mass-produce Plant objects.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
+
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Vandal Vines'''   <br> You can jimmy plants and things made of plants much like a sledgehammer. Noisy and leaves a twisted object in place.  
+
|valign="top"| '''Thorny Talon'''     <br> Bash with hardened plant growth.  
|valign="top"| '''Stem Slam'''       <br> Similar to Vandal Vines.  When smashing plants and things made of plants, you to affect hard objects as if they were brittle wood. Works as a fine potent sledgehammer in combat.
+
|valign="top"| '''Thorny Tooth'''     <br> Smash Plant matter as if 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.
+
|valign="top"| '''Thorny Throttling''' <br> Silent, traceless Plant destruction.
|valign="top"| '''Thicket Torrent''' <br> Similar to Stem Slam, but over a large area. This can level a city block of wood buildings, fill a canal system with vines, and similar massive destruction. 
+
|valign="top"| '''Thorny Torrent'''   <br> Thorny Tooth over a large area.  
 
|}
 
|}
  
 
== Expanded Plant Powers ==
 
== Expanded Plant Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
Plants are living things that lack the mobility and intelligence of animals.
 +
This includes bacteria, fungi, and lichen.
 +
It also includes things made of plant matter but that has abilities typical of animals, from carnivorous plants to plant elementals and spirits.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Attune ===
 
=== Attune ===
Connect with the natural world and harness the power of plants for various purposes.
+
Perceive and manipulate supernatural energies related to Plants, allowing you to detect and interact with Plant creatures and phenomena tied to plant life.
 +
 
 +
Consequences usually depend on what happens around you.
 +
Having helpers or bodyguards can reduce Consequences.
 +
Sometimes a creature wants to be dismissed; in such cases, Consequences may include the creature losing control of itself or other Plant creatures intervening.
 +
 
 +
==== Root Resonance ====
 +
Detect Plant creatures and Powers.
 +
 
 +
You can detect a Plant [[Monster (FiD)|Monster]], [[Spirit (FiD)|Spirit]], or Plant Power abilities.
 +
{{ : Include Attune Basic Detect Powers (FiD) }}
 +
 
 +
==== Root Rejection ====
 +
Dismiss a Plant creature or Power.
 +
 
 +
You force a Plant [[Monster (FiD)|Monster]] that is native to another plane to return to that plane.
 +
You can force a Plant [[Spirit (FiD)|Spirit]] to materialize or dematerialize, or end the operation of a Plant Power, or a Power affecting a Plant item or creature.
 +
 
 +
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 +
 
 +
==== Root Response ====
 +
Summon a Plant creature.
 +
 
 +
Plant creatures generally come in two types: animated Plant [[Monster (FiD)|Monsters]] and Plant [[Spirit (FiD)|Spirits]].
  
'''Sense Sprout'''
+
Animated Plants are mundane plants empowered by Plant Powers.
You can detect plants and plant powers.
+
This may involve rapid growth, mobility, or exaggerated versions of natural traits.
 +
An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death.
 +
Animated Plants are usually simple creatures with [[Mind_Powers_(FiD)#Reactive|Reactive]] intelligence.
 +
They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction.
  
'''Banish Bud'''
+
Plant elementals are animate plants with more complex forms.
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.
+
They often combine plant traits with animal or humanoid features such as claws, jaws, limbs, or wings.
 +
Plant elementals can be [[Mind_Powers_(FiD)#Intelligent|Intelligent]].
 +
They tend to be stoic, generous, vivacious, and whimsical.
  
'''Fecundity'''
+
Plant [[Spirit (FiD)|Spirits]] are immaterial and ephemeral, embodying the emotional and mental aspects of plant life.
You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning creatures from nothing gives a worse position.
+
They are generous, vivacious, and whimsical, and rarely pursue goals beyond growth, expression, or play.
  
'''Gateway of Growth'''
+
Some Plant creatures are native to this world and have no special vulnerability to Attune Powers; such creatures cannot be summoned or dismissed.
You can create a portal that allows travel to and from the plane of plants for a limited time.
+
 
 +
{{ : Include Attune Summon (FiD) }}
 +
 
 +
==== Root Realm ====
 +
Create a portal to a plane of Plants.
 +
 
 +
Plants may have their own plane, or share a plane of nature with [[Animal Powers (FiD)|Animal]] or [[Earth Powers (FiD)|Earth]].
 +
Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.
 +
 
 +
{{ : Include Attune Gate (FiD) }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Exert authority over plant life and direct their actions to serve your purposes.
+
Command and intimidate Plant creatures, projecting authority.
 +
Position and initial Effect depend on the situation and your relationship to the listeners.
 +
 
 +
==== Stem Stalks ====
 +
Intimidate with plants.
 +
 
 +
You create visible Plant effects—plants moving, flowering, or extruding creepers—to heighten your authority.
 +
This grants leverage similar to displaying a weapon or making an overt threat, allowing you to use Command to intimidate without direct violence.
 +
Plant creatures recognize you as a figure of authority.
  
'''Petal Proclamation'''
+
==== Stem Stolon ====
You can command plant creatures even they can't understand you, but you gain no additional comprehension of them.
+
Plant messages.
  
'''Leafy Language'''
+
You can communicate with Plant creatures over any distance, as long as you know the target.
You and allies can talk to plant creatures.
+
You can also communicate with the most powerful intelligent Plant creature within a vehicle or installation, provided you can see the exterior.
 +
Communication transcends language and is simple and direct, as befits Command.
  
'''Leafy Leadership'''
+
You may also use a continuous chain of vegetation to deliver messages to a place or creature you know.
You can give commands to plant creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Messages are conveyed subtly, such as through whispers carried by leaves, patterns of flowers forming images, or similar plant-based signals.
 +
This communication does not translate.
  
'''Petal Potentate'''
+
==== Stem Stature ====
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.
+
Command Plant creatures as a superior.
 +
 
 +
Plant creatures recognize you as a leader that outranks them.
 +
This does not remove existing loyalties, which can lead to conflicts.
 +
Understanding the social structure of your targets helps avoid clashes with established hierarchies.
 +
 
 +
* '''Limited Outcome''' might result in a creature doing something it might plausibly have done anyway, such as forgetting to report you or letting you pass without comment.
 +
* '''Standard Outcome''' makes the creature do what it normally would, but in a way you decide, such as a treant moving out of your path or a nymph tending your garden.
 +
* '''Great Outcome''' causes targets to ignore their normal routines and go out of their way to please you, such as fighting on your behalf or driving enemies away.
 +
 
 +
Position depends on the creature’s actual relationship to you:
 +
* Ordering a creature that agrees you outrank it is usually '''Controlled''', with Consequences focused on limiting retries.
 +
* Ordering a creature that considers itself your equal is usually '''Risky''', potentially resulting in Heat, misunderstood orders, or minor rebellions.
 +
* Ordering a creature that considers itself your superior is usually '''Desperate'''.
 +
 
 +
==== Stem Steward ====
 +
Permanently bind Plant creatures.
 +
 
 +
This functions like Stem Stature, but the effect is permanent.
 +
It will not work unless you are already in a position of power over the target.
 +
Strong emotions can break your control, but otherwise the bond lasts until dispelled.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Consort ===
 
=== Consort ===
Merge with the flora and manipulate plant life to your advantage.
+
Consort powers change your form, and later the form of other creatures.
 +
 
 +
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance.
 +
You might be obnoxiously attractive, trigger local prejudices, or suffer unexpected physical limitations.
 +
 
 +
==== Floral Fashion ====
 +
Accessorize with plants.
 +
 
 +
You turn your clothes into living plants or weave plants into clothing and accessories.
 +
You do not physically change yourself; instead, you alter your appearance through living ornamentation.
 +
As an Advanced ability, you can apply this effect to another creature.
 +
 
 +
==== Floral Flourish ====
 +
Change into a Plant creature.
 +
 
 +
This is a true physical transmutation.
 +
You need not assume the form of an existing creature, as long as the gamemaster agrees that your new form matches the Plant powers you are using.
 +
 
 +
Floral Flourish can be used as a set-up action for other actions that benefit from your new form.
 +
This may improve Effect, improve Position, allow actions a humanoid could not normally perform, or make success automatic.
 +
When appropriate, your new form can use Basic and Advanced Plant abilities inherently, without risking stress.
 +
 
 +
* '''Limited Outcome''' transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
 +
* '''Standard Outcome''' allows you to become a generic Plant creature, very difficult to recognize as yourself.
 +
* '''Great Outcome''' allows you to assume the exact shape and mannerisms of a specific Plant creature you have studied.
 +
 
 +
==== Floral Folk ====
 +
Floral Flourish another creature.
 +
 
 +
This is Floral Flourish applied to another creature, which must be willing or helpless.
 +
The duration depends on the Outcome.
 +
 
 +
* '''Limited Outcome''' is very temporary.
 +
* '''Standard Outcome''' lasts for the duration of a score.
 +
* '''Great Outcome''' lasts a long time, depending on the story.
 +
 
 +
This ability is sometimes used as a form of poetic justice, transforming the target as punishment.
 +
Such transformations can be permanent and very difficult to reverse.
  
'''Floral Fashion'''
+
If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.
You can change clothes and accessories by adding plants. This can mask identity or create fabulous outfits.
 
  
'''Verdant Visage'''
+
==== Floral Flow ====
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.
+
Turn mooks into Plant servants.
  
'''Plant Polymorphism'''
+
{{ : Apex Consort }}
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.
 
  
'''Chlorophyll Command'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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.
 
  
 
=== Finesse ===
 
=== Finesse ===
Manipulate plants with finesse and precision for various tasks and combat.
+
Exercise finesse with Plants, manipulating and attacking with precision, controlling Plant mounts, or creating Plant vehicles.
 +
 
 +
==== Runner Race ====
 +
Ride any Plant mount or vehicle.
 +
 
 +
You can use Finesse with Plant mounts and Plant vehicles you are not familiar with.
 +
Common Plant vehicles include wooden carts, wagons, and ships.
 +
You can bypass simple locks and controls on such vehicles, but not serious security.
 +
You can ride Plant creatures even if they are not trained to carry a rider, provided they are physically capable of doing so.
 +
 
 +
==== Runner Rush ====
 +
Fine and Potent melee attack.
  
'''Green Gallop'''
+
You form needle-like runners or launch short-range flying seeds as weapons.
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.
+
Aside from damage type, this only substitutes for equipment; a Fine and Potent Finesse weapon created this way is just as effective as a physical one.
 +
In combat, activating this ability takes no additional time and is equivalent to drawing a weapon.
  
'''Thorn of the Rose'''
+
==== Runner Response ====
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.
+
Fine control of Plants at range.
  
'''Precise Prickle'''
+
You gain precise control over small plants and small amounts of plant matter.
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.
+
This allows you to open wooden doors, windows, and trapdoors, manipulate wooden control surfaces, and perform simple physical interactions.
 +
As long as you have access to wood, you can push buttons, pull levers, and perform basic legerdemain.
  
'''Bowery's Barrage'''
+
This can substitute for simple Tinker actions, but not complex construction or repair.
Your power manifests like a storm of thorns, suppressing the effect of multiple opponents and acting as a fine potent weapon.
+
It takes almost no time to use and can function as a Set Up action for yourself or be used quickly between other actions.
 +
 
 +
==== Runner Roller ====
 +
Animate Plants as mounts.
 +
 
 +
You animate Plants to act as mounts or vehicles for you and your crew.
 +
These mounts are tireless, resilient, and require no food or rest.
 +
Otherwise, they perform as mundane means of transportation appropriate to their form.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Hunt ===
 
=== Hunt ===
Track, hunt, and manipulate plant life to your advantage in various situations.
+
Track, attack, and unleash devastating barrages using Plant powers.
  
'''Plant Pursuer'''
+
==== Seed Sense ====
You can track plant creatures and creatures moving through or across plants, even if the target does not leave any mundane trail or clues.
+
Track using plants.
  
'''Petal Projectile'''
+
You can track Plant creatures and any creature moving through overgrown terrain.
You can fling plants to attack, similar in effect to a fine and potent rifle.
+
This works even if the quarry leaves no mundane trail or obvious clues.
 +
Consequences usually involve losing the trail, but depending on the environment and the target, they may also lead you into traps, dangerous terrain, or ambushes.
  
'''Vine Volley'''
+
==== Seed Shot ====
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.
+
Attack like a Fine and Potent rifle.
  
'''Bloom Barrage'''
+
This ability substitutes for traditional ranged weapons; a Fine and Potent ranged weapon would be equally effective in combat.
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.
+
While some targets may be more or less vulnerable to specific damage types, this is the exception rather than the rule.
 +
 
 +
Plant attacks with Hunt take the form of launched seeds, needles, or barbs.
 +
The immediate effect is piercing; longer-term Consequences may involve seeds germinating inside the wound.
 +
 
 +
==== Seed Spread ====
 +
Alter terrain through growth.
 +
 
 +
You cause plants within an Area (p. 221) to rapidly grow or wither.
 +
You can instantly grow or kill plants up to human height, creating favorable or obstructive terrain during a conflict.
 +
This does not inflict direct damage and is usually used as a Set Up action, but it may also influence behavior; sudden overgrowth or withering can cause creatures to retreat or reposition.
 +
 
 +
You can also use this ability to improve cultivated plants.
 +
In this case, growth must occur slowly to preserve vitality, making it suitable for long-term projects rather than immediate effects.
 +
 
 +
==== Seed Spray ====
 +
Plant attack like a Fine and Potent grenade.
 +
 
 +
This is an escalation of Seed Shot.
 +
The attack is less precise and affects all creatures at a location, with a risk of collateral damage.
 +
Targets behind solid cover such as walls or trenches are not directly harmed, but are usually forced to take cover, granting your side the initiative.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Prowl ===
 
=== Prowl ===
Move stealthily through plant environments and manipulate them to your advantage.
+
Sneak and move around with stealth and agility.
  
'''Stealthy Stalk'''
+
==== Verdant Veil ====
You can hide in overgrown areas even when the growth is not enough to cover you. You gain advantage when sneaking on plant creatures.
+
Hide in overgrowth.
  
'''Plant Pathway'''
+
You conceal yourself among plants, even if they are not large enough to physically cover you.
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.
+
This allows you to hide in places that would normally be impossible, as long as the environment contains living plant life.
 +
Otherwise, this functions like a normal attempt to use Prowl to avoid notice.
  
'''Foliage Ferry'''
+
Only you benefit from this ability.
You can bring allies along when you use Stealthy Stalk and Plant Pathway.
+
Your allies cannot use it unless you also employ Verdant Vagabonds, below.
  
'''Plant Portal'''
+
==== Verdant Venture ====
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.
+
Move on and through plants.
 +
 
 +
You can walk on plants and wood even if the material is slick, vertical, or too weak to normally support your weight.
 +
This also allows you to slip through wooden walls, floors, and similar structures where gaps or growth permit passage.
 +
 
 +
Your allies cannot use this ability unless you also employ Verdant Vagabonds, below.
 +
 
 +
==== Verdant Vagabonds ====
 +
Crew Verdant Veil or Venture.
 +
 
 +
You and your allies can use Prowl with Verdant Veil or Verdant Venture.
 +
Each ally still rolls their own Prowl action.
 +
This is often used as a Group Action.
 +
 
 +
==== Verdant Vanish ====
 +
Teleport between groves.
 +
 
 +
You and your allies can teleport from one location surrounded by living plants to another similar location.
 +
Valid locations include bowers, dense forests, overgrown ruins, or the interior of hollow trees.
 +
Both the origin and destination must be comparable environments.
 +
 
 +
This is regional travel; you remain within the same city or region.
 +
It is generally sufficient to escape almost any situation.
 +
 
 +
Verdant Vanish only takes you to places you are familiar with.
 +
Both initial Effect and Position are worse if you do not know the destination well, making this ability excellent for escapes but less reliable for infiltration into unfamiliar enemy territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in combat using plant-based weaponry and tactics.
+
Prosper in the chaos of battle.
 +
 
 +
==== Thicket Tangle ====
 +
Absorb Plant damage.
 +
 
 +
You absorb and dampen energies related to Plant.
 +
This includes Plant Powers, the natural attacks of Plant creatures, and wooden or plant-based weapons.
 +
{{ : Damage Resistance Template (FiD)}}
 +
 
 +
You also ignore most Harm caused by dangerous plants in the environment, such as thorns, brambles, nettles, or constricting vines.
 +
 
 +
==== Thicket Thrust ====
 +
Fine and Potent melee attack.
 +
 
 +
You wield plants as weapons, striking with hardened vines, thorns, wooden growths, or poison.
 +
Aside from damage type, this only substitutes for equipment; mundane weapons of equivalent quality are just as effective.
 +
Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule.
 +
 
 +
==== Thicket Thorns ====
 +
Control vegetation to deny ground.
  
'''Leafy Lash'''
+
You rapidly grow thorny bushes, roots, and dense undergrowth around you, creating a hostile garden maze.
You can use plants as a close-range attack, similar in effect to a melee weapon or pistol.
+
This is typically used to deny enemies the advantage of Scale (p. 221) or to prevent coordinated movement through an area.
  
'''Thorn Thrust'''
+
==== Thicket Tempest ====
You can use plants as a fine and potent close-range attack.
+
Attack all enemies in an area.
  
'''Thorny Thicket'''
+
You turn surrounding thorns, vines, and growth into a coordinated assault.
Create plant obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You negate any advantage the enemy would gain from Scale (p 221) and deal full damage to enemy Cohorts (p. 96).
 +
This represents overwhelming pressure rather than precise strikes.
  
'''Thorny Tempest'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
 
=== Study ===
 
=== Study ===
Gain insight into plant life and use that knowledge to your advantage.
+
Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge.
 +
 
 +
The Effect required depends on range:
 +
* '''Limited''' Outcome for touch.
 +
* '''Standard''' Outcome for line of sight.
 +
* '''Great''' Outcome to reach a target you know of or have some link to, but which is out of line of sight.
 +
 
 +
Position depends on the situation.
 +
Safely in your base, the Position is Controlled.
 +
In the middle of a fight or when pinned down, the Position is Desperate.
 +
Sometimes the thing you are researching is dangerous in itself, worsening Position.
 +
Consequences may provide incomplete or misleading information, or introduce an external complication.
  
'''Leafy Learning'''
+
==== Leafy Learning ====
You can identify plant powers, objects, and creatures. Plants can report recent nearby events.
+
Identify Plants.
  
'''Leaf Lore'''
+
You identify plants, Plant creatures, and Plant Powers.
You learn the abilities of a vegetal object, plant power, or plant creature you analyze.
+
This provides names and very basic narrative information, but no detailed abilities or rules.
  
'''Root Revelation'''
+
==== Leafy Lexicon ====
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.
+
Learn about Plants.
  
'''Wisdom of the Wood'''
+
You analyze plants, Plant creatures, and Plant Powers.
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.
+
You learn any Powers or special abilities the target possesses.
 +
This includes actual rules and game effects.
 +
 
 +
==== Leafy Lore ====
 +
Read the past of Plants.
 +
 
 +
You perceive the history of a plant, Plant creature, or Plant-infused object.
 +
This includes previous owners, how the target has moved through the world, and significant scenes from its past.
 +
The power focuses on events of interest to you.
 +
 
 +
==== Leafy Layers ====
 +
Wide-ranging analysis.
 +
 
 +
You gain a broad view of plant-related activity within Range (p. 221), pinpointing locations of interest such as dense plant growth, Plant creatures, or active Plant Powers.
 +
You can then use Leafy Lore to examine the history of up to three such locations.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Survey ===
 
=== Survey ===
Monitor and perceive plant life and their surroundings.
+
Perceive and locate manifestations of Plant power.
 +
 
 +
The Outcome required depends on the target’s concealment:
 +
* '''Limited''' Outcome finds targets hiding behind light cover or in distant places you can barely see.
 +
* '''Standard''' Outcome allows you to perceive behind walls and into hard cover.
 +
* '''Great''' Outcome allows you to perceive far-away places and locations you had no prior awareness of.
 +
 
 +
==== Seed Sensor ====
 +
Sense Plant.
  
'''Sense Stem'''
+
This is a basic spotting power that selectively senses things related to Plant, including Plant creatures, Plant Powers, and significant plant growth.
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 suffer.
+
You can also perceive through plant cover, allowing you to sense things hidden behind leaves, brush, or dense vegetation.
  
'''Plant Perception'''
+
==== Seed Sowing ====
Choose a plant that you know of; you can perceive as if you were at that spot.
+
Perceive from a known plant.
  
'''Verdant Vigilance'''
+
You move your perception to a specific plant you know of and sense as if you were present at that location.
Choose a location or creature. You gain a sensor at the nearest plant, which is often close enough to perceive the target.
+
This perception lasts as long as you maintain concentration.
  
'''Woodland Watch'''
+
==== Seed Surveillance ====
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.
+
Sense a location or creature.
 +
 
 +
This functions like Seed Sowing, but allows you to focus on a specific creature or location.
 +
Your senses are automatically directed to the best available plant vantage point near the target, typically close enough to observe them.
 +
This ability fails if no suitable plant is available near the target.
 +
 
 +
==== Seed Saturation ====
 +
Perceive from all plants.
 +
 
 +
Your senses expand impossibly, as if you were perceiving from countless plants simultaneously.
 +
You gain a comprehensive mental image of the area within Range (p. 221), revealing numerous details at once.
 +
It becomes very difficult for targets to hide unless they take specific measures to conceal themselves from plant life.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Influence and communicate with plant life to achieve your goals.
+
Communicate, mesmerize, and manipulate Plant creatures, or infuse any creature with Plant virtues.
  
'''Petal Patter'''
+
* '''Limited''' Outcome works when it follows the target’s existing impulses, merely overcoming fragile self-restraint.
You can understand what plant creatures say and their general objective. They do not gain the ability to understand you.
+
* '''Standard''' Outcome can convince a target with no particular stake in the matter.
 +
* '''Great''' Outcome can convince a reluctant target, but not a passionate one.
  
'''Verdant Vocabulary'''
+
Position is determined normally, depending on the situation and your relationship to the listeners.
You and allies can talk to plant creatures. You can also make folk more stoic.
 
  
'''Rose's Rhetoric'''
+
==== Season of Winter ====
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.
+
Understand Plant speech and mood.
  
'''Orchid Oratory'''
+
You can understand the communication of Plant creatures and gauge their moods and motivations.
You change the personality and motivations of plant creatures. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
This works even if the Plant creature is dormant.
 +
You can also read the tendencies a Plant creature that is still a seedling is likely to develop as it matures.
 +
 
 +
In addition, you can sense whether any creature is currently inclined toward stoicism, generosity, or vivacity.
 +
 
 +
==== Season of Spring ====
 +
Crew conversation with Plants.
 +
 
 +
You and your allies can use the Sway action with full Effect when interacting with Plant creatures, overcoming cultural and communicative barriers.
 +
You are persuading through affinity and shared growth, not speaking with authority.
 +
 
 +
You can also inspire mundane plants to grow in particular patterns over time, allowing the creation of gardens, lawns, hedges, or wilderness as long-term projects.
 +
 
 +
Additionally, you may make any creature more stoic, generous, or vivacious for the duration of the interaction.
 +
 
 +
==== Season of Summer ====
 +
Plant suggestions in the mind of a Plant creature.
 +
 
 +
This is an enhanced Sway attempt that allows you to implant a suggestion in a Plant creature.
 +
The suggestion is conditioned to trigger under circumstances you define.
 +
Until it activates, the effect remains subtle.
 +
The target does not remember being influenced.
 +
 
 +
The duration depends on Outcome:
 +
* '''Limited''' Outcome lasts in the same scene.
 +
* '''Standard''' Outcome lasts for the duration of a score.
 +
* '''Great''' Outcome may persist beyond the score if appropriate to the story.
 +
 
 +
==== Season of Fall ====
 +
Permanently change a Plant creature’s personality.
 +
 
 +
This effect is permanent and blatant.
 +
It alters the priorities, loyalties, and motivations of a Plant creature that is in your power.
 +
The target remembers its past, but considers it unimportant compared to its new outlook.
 +
 
 +
There are limits to this power—you cannot make a Plant creature highly strung, volatile, or emotionally delicate.
 +
Only exceptional creatures or extraordinary circumstances can break this effect.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate and craft with plant-based materials to create tools and devices.
+
Manipulate, shape, and create Plant objects to suit your needs.
 +
 
 +
If you use living plants, they replant themselves as the Effect ends.
 +
Many Plant users consider it a duty to return any plant used this way to nature.
 +
{{ : Include Tinker (FiD) }}
 +
 
 +
==== Wooden Work ====
 +
Gardening tools.
 +
 
 +
This ability substitutes for the tools and protective equipment typical of a small workshop.
 +
You can keep plants alive for hours in an uprooted state in order to transplant them, and you can perform normal grafting and pruning.
 +
 
 +
==== Wooden Weave ====
 +
Shape Plants like clay.
 +
 
 +
This surpasses normal crafting, allowing you to manipulate unstable plant materials such as leaves, sap, vines, or green sludge and make them hold a new shape.
 +
This can substitute for pipes, containers, and fittings, and can facilitate the construction of traps or devices without extensive equipment.
 +
 
 +
You can keep plants alive for days in order to transplant them and can graft different plants together.
 +
You can also shape portions of larger objects as if they were clay, creating openings in tree trunks, wooden walls, doors, or similar structures.
 +
 
 +
As a long-term project, you can permanently shape living plants.
 +
 
 +
==== Wooden Witchery ====
 +
Transform Plants.
 +
 
 +
You do not need tools to create complex Fine and Potent items appropriate to your powers.
 +
You can create Plant material from nothing; this functions like Wooden Weave, but requires no raw materials.
 +
 
 +
If you possess multiple [[Powers_(FiD)#Forms|Forms]], you can transform Plant material into material linked to another Form.
 +
This allows intricate transformations, such as transmuting a wooden staff into fire while retaining its function as a staff, or turning a wooden door into air so you can pass through it before it returns to normal.
  
'''Leafy Loom'''
+
As a long-term project, you can create wooden objects that remain living plants even when separated from an ecosystem, sustained by your power.
You can handle plants and vegetal matter as if you had the appropriate tools and protective devices. This can create tripwire alarms and snares.
 
  
'''Floral Forge'''
+
==== Wooden Whorl ====
You can shape plants and vegetal matter as if they were of clay, and they will retain their new shape.
+
Mass-produce Plants.
  
'''Thorny Transformation'''
+
You can mass-produce Plant objects or create large structures such as ships or buildings that would normally require a workforce and specialized facilities.
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.
+
In long-term projects involving construction or crafting, Wooden Whorl allows you to create many dozens of identical items with the same effort as a single item, at a stress cost.
  
'''Botanical Build'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy and dismantle using the power of plants.
+
Destroy, dismantle, and obliterate plant matter.
 +
 
 +
This can take the form of rot, splintering, crushing, or crumbling, but always manifests as piercing, constricting, or collapsing damage.
 +
Wreck is not effective at delivering toxins.
 +
You can form crude weapons such as spiked clubs or spears from hardened plant matter for use in combat.
 +
 
 +
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
 +
 
 +
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
 +
* '''Limited''' Outcome suffices for construction significantly weaker than this.
 +
* '''Greater''' Outcome is required for larger holes or stronger structures.
 +
 
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
 +
 
 +
Position depends on the situation.
 +
A quiet workspace is Controlled.
 +
The general hustle of adventure is Risky.
 +
Dealing with direct attacks, massive crowds, or dangerous growth is Desperate.
 +
 
 +
==== Thorny Talon ====
 +
Bash with hardened growth.
 +
 
 +
Strike with the impact of a spiked club or reinforced wooden weapon.
 +
In combat, this counts as a crude melee attack formed from plant material.
 +
 
 +
==== Thorny Tooth ====
 +
Smash plant matter as if it were brittle.
 +
 
 +
You bypass the natural resilience of plant materials, allowing you to break even the strongest wooden or vegetative barriers as if they were rotted or desiccated.
 +
You can also use this ability to strike in combat with a Fine and Potent spiked club or spear formed from plant matter.
 +
 
 +
==== Thorny Throttling ====
 +
Silent Thorny Tooth.
  
'''Vandal Vines'''
+
This functions as Thorny Tooth, but the destruction is silent and leaves minimal traces.
You can jimmy plants and things made of plants much like a sledgehammer. Noisy and leaves a twisted object in place.
+
The plant matter you wreck withers, collapses, and disperses naturally, making it ideal for removing evidence.
 +
This ability only affects plant matter.
  
'''Stem Slam'''
+
==== Thorny Torrent ====
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.
+
Thorny Tooth over a large area.
  
'''Quick Compost'''
+
This ability scales Thorny Tooth to affect a large area at once, destroying multiple plant structures or a single massive vegetative structure in one action.
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.
 
  
'''Thicket Torrent'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
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.
 

Latest revision as of 00:38, 20 January 2026

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

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

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

Plant Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Root Resonance
Detect Plant creatures and Powers.
Root Rejection
Dismiss a Plant creature or Power.
Root Response
Summon a Plant creature.
Root Realm
Create a portal to a plane of Plants.
Command Stem Stalks
Intimidate with Plant displays.
Stem Stolon
Send messages through Plants.
Stem Stature
Command Plant creatures as a superior.
Stem Steward
Permanently bind Plant creatures.
Consort Floral Fashion
Accessorize with living plants.
Floral Flourish
Change into a Plant creature.
Floral Folk
Transform a willing or helpless creature.
Floral Flow
Turn mooks into Plant servants.
Finesse Runner Race
Ride any Plant mount or vehicle.
Runner Rush
Fine and Potent melee Plant attack.
Runner Response
Fine control of Plants at range.
Runner Roller
Animate Plants as mounts.
Hunt Seed Sense
Track using Plants.
Seed Shot
Attack like a Fine and Potent rifle.
Seed Spread
Alter terrain through plant growth.
Seed Spray
Plant attack like a Fine and Potent grenade.
Prowl Verdant Veil
Hide in overgrowth.
Verdant Venture
Move on and through Plants.
Verdant Vagabonds
Crew Verdant Veil or Venture.
Verdant Vanish
Teleport between overgrown areas.
Skirmish Thicket Tangle
Absorb Plant damage.
Thicket Thrust
Fine and Potent melee Plant attack.
Thicket Thorns
Control vegetation to deny ground.
Thicket Tempest
Attack all enemies in an area.
Study Leafy Learning
Identify Plants and Plant Powers.
Leafy Lexicon
Learn Plant abilities and effects.
Leafy Lore
Read the past of Plants.
Leafy Layers
Wide-ranging Plant analysis.
Survey Seed Sensor
Sense Plant creatures and growth.
Seed Sowing
Perceive from a known plant.
Seed Surveillance
Sense a location or creature via Plants.
Seed Saturation
Perceive from all Plants at once.
Sway Season of Winter
Understand Plant speech and mood.
Season of Spring
Crew Sway with Plant creatures.
Season of Summer
Implant suggestions in a Plant creature.
Season of Fall
Permanently change a Plant creature’s personality.
Tinker Wooden Work
Gardening tools and basic craft.
Wooden Weave
Shape Plants like clay.
Wooden Witchery
Create or transform Plant material.
Wooden Whorl
Mass-produce Plant objects.
Wreck Thorny Talon
Bash with hardened plant growth.
Thorny Tooth
Smash Plant matter as if brittle.
Thorny Throttling
Silent, traceless Plant destruction.
Thorny Torrent
Thorny Tooth over a large area.

Expanded Plant Powers

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

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Attune

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

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

Root Resonance

Detect Plant creatures and Powers.

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

Root Rejection

Dismiss a Plant creature or Power.

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

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base 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.

Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).

Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.

Root Response

Summon a Plant creature.

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

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

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

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

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

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

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

Summoning a Creature

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

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

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

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

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

Root Realm

Create a portal to a plane of Plants.

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

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

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

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Command

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

Stem Stalks

Intimidate with plants.

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

Stem Stolon

Plant messages.

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

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

Stem Stature

Command Plant creatures as a superior.

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

  • Limited Outcome might result in a creature doing something it might plausibly have done anyway, such as forgetting to report you or letting you pass without comment.
  • Standard Outcome makes the creature do what it normally would, but in a way you decide, such as a treant moving out of your path or a nymph tending your garden.
  • Great Outcome causes targets to ignore their normal routines and go out of their way to please you, such as fighting on your behalf or driving enemies away.

Position depends on the creature’s actual relationship to you:

  • Ordering a creature that agrees you outrank it is usually Controlled, with Consequences focused on limiting retries.
  • Ordering a creature that considers itself your equal is usually Risky, potentially resulting in Heat, misunderstood orders, or minor rebellions.
  • Ordering a creature that considers itself your superior is usually Desperate.

Stem Steward

Permanently bind Plant creatures.

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

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Consort

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

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

Floral Fashion

Accessorize with plants.

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

Floral Flourish

Change into a Plant creature.

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

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

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

Floral Folk

Floral Flourish another creature.

This is Floral Flourish applied to another creature, which must be willing or helpless. The duration depends on the Outcome.

  • Limited Outcome is very temporary.
  • Standard Outcome lasts for the duration of a score.
  • Great Outcome lasts a long time, depending on the story.

This ability is sometimes used as a form of poetic justice, transforming the target as punishment. Such transformations can be permanent and very difficult to reverse.

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

Floral Flow

Turn mooks into Plant servants.

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

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

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Finesse

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

Runner Race

Ride any Plant mount or vehicle.

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

Runner Rush

Fine and Potent melee attack.

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

Runner Response

Fine control of Plants at range.

You gain precise control over small plants and small amounts of plant matter. This allows you to open wooden doors, windows, and trapdoors, manipulate wooden control surfaces, and perform simple physical interactions. As long as you have access to wood, you can push buttons, pull levers, and perform basic legerdemain.

This can substitute for simple Tinker actions, but not complex construction or repair. It takes almost no time to use and can function as a Set Up action for yourself or be used quickly between other actions.

Runner Roller

Animate Plants as mounts.

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

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Hunt

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

Seed Sense

Track using plants.

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

Seed Shot

Attack like a Fine and Potent rifle.

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

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

Seed Spread

Alter terrain through growth.

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

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

Seed Spray

Plant attack like a Fine and Potent grenade.

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

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Prowl

Sneak and move around with stealth and agility.

Verdant Veil

Hide in overgrowth.

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

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

Verdant Venture

Move on and through plants.

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

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

Verdant Vagabonds

Crew Verdant Veil or Venture.

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

Verdant Vanish

Teleport between groves.

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

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

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

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Skirmish

Prosper in the chaos of battle.

Thicket Tangle

Absorb Plant damage.

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

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

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

Thicket Thrust

Fine and Potent melee attack.

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

Thicket Thorns

Control vegetation to deny ground.

You rapidly grow thorny bushes, roots, and dense undergrowth around you, creating a hostile garden maze. This is typically used to deny enemies the advantage of Scale (p. 221) or to prevent coordinated movement through an area.

Thicket Tempest

Attack all enemies in an area.

You turn surrounding thorns, vines, and growth into a coordinated assault. You negate any advantage the enemy would gain from Scale (p 221) and deal full damage to enemy Cohorts (p. 96). This represents overwhelming pressure rather than precise strikes.

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Study

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

The Effect required depends on range:

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

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

Leafy Learning

Identify Plants.

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

Leafy Lexicon

Learn about Plants.

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

Leafy Lore

Read the past of Plants.

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

Leafy Layers

Wide-ranging analysis.

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

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Survey

Perceive and locate manifestations of Plant power.

The Outcome required depends on the target’s concealment:

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

Seed Sensor

Sense Plant.

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

Seed Sowing

Perceive from a known plant.

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

Seed Surveillance

Sense a location or creature.

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

Seed Saturation

Perceive from all plants.

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

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Sway

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

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

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

Season of Winter

Understand Plant speech and mood.

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

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

Season of Spring

Crew conversation with Plants.

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

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

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

Season of Summer

Plant suggestions in the mind of a Plant creature.

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

The duration depends on Outcome:

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

Season of Fall

Permanently change a Plant creature’s personality.

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

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

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Tinker

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

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

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

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

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

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

Wooden Work

Gardening tools.

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

Wooden Weave

Shape Plants like clay.

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

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

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

Wooden Witchery

Transform Plants.

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

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

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

Wooden Whorl

Mass-produce Plants.

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

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Wreck

Destroy, dismantle, and obliterate plant matter.

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

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

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

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

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

Thorny Talon

Bash with hardened growth.

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

Thorny Tooth

Smash plant matter as if it were brittle.

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

Thorny Throttling

Silent Thorny Tooth.

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

Thorny Torrent

Thorny Tooth over a large area.

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

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