Difference between revisions of "Plant Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
{{FiD-Powers}}
 
{{FiD-Powers}}
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{{tocright}}
 
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"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
Line 34: Line 36:
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Sense Sprout'''     <br> Detect plants and plant powers.  
+
|valign="top"| '''Root Resonance''' <br> Detect Plant creatures and Powers.  
|valign="top"| '''Banish Bud'''       <br> Dismiss a plant creature. End a plant power.  
+
|valign="top"| '''Root Rejection''' <br> Dismiss a Plant creature or Power.  
|valign="top"| '''Fecundity'''         <br> Summon a plant creature.  
+
|valign="top"| '''Root Response''' <br> Summon a Plant creature.  
|valign="top"| '''Gateway of Growth''' <br> Create a portal to a plane of plants.  
+
|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> Intimidate with Plants.  
+
|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> Command to plant creatures as a superior.  
+
|valign="top"| '''Stem Stature''' <br> Command Plant creatures as a superior.  
|valign="top"| '''Petal Potentate'''   <br> Permanently bind plant creatures to service.  
+
|valign="top"| '''Stem Steward''' <br> Permanently bind Plant creatures.  
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Floral Fashion'''     <br> Change clothes and accessories by adding plants.  
+
|valign="top"| '''Floral Fashion''' <br> Accessorize with living plants.  
|valign="top"| '''Verdant Visage'''     <br> Assume the form of a plant creature.  
+
|valign="top"| '''Floral Flourish''' <br> Change into a Plant creature.  
|valign="top"| '''Plant Polymorphism''' <br> Verdant Visage a willing or helpless creature.  
+
|valign="top"| '''Floral Folk'''     <br> Transform a willing or helpless creature.  
|valign="top"| '''Chlorophyll Command''' <br> Turn mooks into plant servants.
+
|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> You can ride any plant mount or vehicle.  
+
|valign="top"| '''Runner Race'''     <br> Ride any Plant mount or vehicle.  
|valign="top"| '''Thorn of the Rose''' <br> Fine and potent close-range attack.
+
|valign="top"| '''Runner Rush'''     <br> Fine and Potent melee Plant attack.  
|valign="top"| '''Precise Prickle'''   <br> Fine control of plants at range.
+
|valign="top"| '''Runner Response''' <br> Fine control of Plants at range.  
|valign="top"| '''Plant Passenger'''  <br> Animates plants as mounts.  
+
|valign="top"| '''Runner Roller'''  <br> Animate Plants as mounts.  
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''   
 
|align="left" valign="top" | '''Hunt'''   
|valign="top"| '''Plant Pursuer'''   <br> Track using plants.   
+
|valign="top"| '''Seed Sense''' <br> Track using Plants.   
|valign="top"| '''Petal Projectile''' <br> Attack similar to a fine and potent rifle.  
+
|valign="top"| '''Seed Shot'''   <br> Attack like a Fine and Potent rifle.  
|valign="top"| '''Plant Palisade'''   <br> Control and grow plants to change the terrain.
+
|valign="top"| '''Seed Spread''' <br> Alter terrain through plant growth.  
|valign="top"| '''Vine Volley'''     <br> Plants attack similar to a fine and potent grenade.   
+
|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> Hide in overgrowth.  
+
|valign="top"| '''Verdant Veil'''     <br> Hide in overgrowth.  
|valign="top"| '''Plant Pathway''' <br> Move on and through plants.  
+
|valign="top"| '''Verdant Venture'''   <br> Move on and through Plants.  
|valign="top"| '''Foliage Ferry''' <br> Crew Stealthy Stalk or Plant Pathway.
+
|valign="top"| '''Verdant Vagabonds''' <br> Crew Verdant Veil or Venture.  
|valign="top"| '''Plant Portal'''   <br> Crew teleport between overgrown areas.  
+
|valign="top"| '''Verdant Vanish'''   <br> Teleport between overgrown areas.  
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Thorn Titan''' <br> Absorb plant damage.  
+
|valign="top"| '''Thicket Tangle''' <br> Absorb Plant damage.  
|valign="top"| '''Thorn Thrust'''   <br> Fine and potent close-range attack.
+
|valign="top"| '''Thicket Thrust''' <br> Fine and Potent melee Plant attack.
|valign="top"| '''Thorn Thicket''' <br> Fine control of vegetation.
+
|valign="top"| '''Thicket Thorns''' <br> Control vegetation to deny ground.
|valign="top"| '''Thorny Tempest''' <br> Attack all enemies in 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> Identify plant powers, objects, and creatures.  
+
|valign="top"| '''Leafy Learning''' <br> Identify Plants and Plant Powers.  
|valign="top"| '''Leaf Lore'''         <br> Learn the abilities plant powers, objects, and creatures.
+
|valign="top"| '''Leafy Lexicon''' <br> Learn Plant abilities and effects.
|valign="top"| '''Root Revelation'''   <br> Read the past events of a plant or vegetal object.   
+
|valign="top"| '''Leafy Lore'''     <br> Read the past of Plants.   
|valign="top"| '''Wisdom of the Wood''' <br> Leaf Lore within sight then three times Root Revelation.
+
|valign="top"| '''Leafy Layers'''   <br> Wide-ranging Plant analysis.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Sense Stem'''       <br> Sense powers, objects, and creatures.   
+
|valign="top"| '''Seed Sensor'''       <br> Sense Plant creatures and growth.   
|valign="top"| '''Plant Perception''' <br> Choose a plant that you know of, perceive from there.  
+
|valign="top"| '''Seed Sowing'''       <br> Perceive from a known plant.  
|valign="top"| '''Verdant Vigilance''' <br> Choose a location or creature. Gain sensor at nearest plant.
+
|valign="top"| '''Seed Surveillance''' <br> Sense a location or creature via Plants.
|valign="top"| '''Woodland Watch'''   <br> Perceive from all plants at once over a wide area.
+
|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> Understand plant creature speech and objective. They cannot 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.
+
|valign="top"| '''Season of Summer''' <br> Implant suggestions in a Plant creature.
|valign="top"| '''Orchid Order'''       <br> Permanently change the personality and motivations of a plant creature.   
+
|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> Handle vegetal matter as if you had appropriate tools and protective devices.  
+
|valign="top"| '''Wooden Work'''     <br> Gardening tools and basic craft.  
|valign="top"| '''Floral Forge'''         <br> Shape plants and vegetal matter as if they were of clay.  
+
|valign="top"| '''Wooden Weave'''   <br> Shape Plants like clay.  
|valign="top"| '''Thorny Transformation''' <br> Create vegetal matter out of nothing. Transform vegetal matter into another power.
+
|valign="top"| '''Wooden Witchery''' <br> Create or transform Plant material.
|valign="top"| '''Botanical Build'''       <br> Floral Forge mass produce or 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> Noisily bash like a wooden hammer.  
+
|valign="top"| '''Thorny Talon'''     <br> Bash with hardened plant growth.  
|valign="top"| '''Stem Slam'''       <br> Smash vegetal matter as if it was brittle.  
+
|valign="top"| '''Thorny Tooth'''     <br> Smash Plant matter as if brittle.  
|valign="top"| '''Quick Compost'''   <br> Stem Slam but silent and no traces.
+
|valign="top"| '''Thorny Throttling''' <br> Silent, traceless Plant destruction.
|valign="top"| '''Thicket Torrent''' <br> Stem Slam over a large area.  
+
|valign="top"| '''Thorny Torrent'''   <br> Thorny Tooth over a large area.  
 
|}
 
|}
  
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This includes bacteria, fungi, and lichen.  
 
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.
 
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 ===
Perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
+
Perceive and manipulate supernatural energies related to Plants, allowing you to detect and interact with Plant creatures and phenomena tied to plant life.
  
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.
+
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.
  
'''Sense Sprout'''
+
==== Root Resonance ====
Detect plants creatures and plant powers.
+
Detect Plant creatures and Powers.
  
You can see a Plant Spirit or to spot a disguised summoned creature.  
+
You can detect a Plant [[Monster (FiD)|Monster]], [[Spirit (FiD)|Spirit]], or Plant Power abilities.
 
{{ : Include Attune Basic Detect Powers (FiD) }}
 
{{ : Include Attune Basic Detect Powers (FiD) }}
  
'''Banish Bud'''
+
==== Root Rejection ====
Dismiss a plant creature. End a plant power.
+
Dismiss a Plant creature or Power.
  
Force a Plant creature that is native to another plane to return to that plane, force a Plant spirit to materialize, or to end the operation of a Plant power or a power affecting a Plant item or creature.
+
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) }}
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Fecundity'''
+
==== Root Response ====
Summon a plant creature.
+
Summon a Plant creature.
  
Plant creatures generally come in three types, animated plants, plant elementals, and plant spirits.
+
Plant creatures generally come in two types: animated Plant [[Monster (FiD)|Monsters]] and Plant [[Spirit (FiD)|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.  
+
Animated Plants are mundane plants empowered by Plant Powers.
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.
+
This may involve rapid growth, mobility, or exaggerated versions of natural traits.
Animated Plants are usually simple creatures with animal intelligence.
+
An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death.
Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.
+
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.
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.
 
  
Plant 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.  
+
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 [[Mind_Powers_(FiD)#Intelligent|Intelligent]].
 +
They tend to be stoic, generous, vivacious, and whimsical.
  
There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune powers.
+
Plant [[Spirit (FiD)|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.
  
 
{{ : Include Attune Summon (FiD) }}
 
{{ : Include Attune Summon (FiD) }}
  
'''Gateway of Growth'''
+
==== Root Realm ====
Create a portal to a plane of plants.
+
Create a portal to a plane of Plants.
  
Plants may have their own plane, or share a plane of nature with Animal powers.
+
Plants may have their own plane, or share a plane of nature with [[Animal Powers (FiD)|Animal]] or [[Earth Powers (FiD)|Earth]].
Such a place is wild and overgrown, with ancient forests and endless plains of grass and flowers.  
+
Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.
  
 
{{ : Include Attune Gate (FiD) }}
 
{{ : Include Attune Gate (FiD) }}
 +
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Command ===
 
=== Command ===
Command and intimidate Plant creatures, projecting authority. Position and initial effect depend on the situation and your relationship with the listeners.
+
Command and intimidate Plant creatures, projecting authority.
 +
Position and initial Effect depend on the situation and your relationship to the listeners.
  
'''Petal Proclamation'''
+
==== Stem Stalks ====
Intimidate with Plants.
+
Intimidate with plants.
  
You can create Plant effects such as a plants moving, flowering or extruding creepers to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.
+
You create visible Plant effects—plants moving, flowering, or extruding creepers—to heighten your authority.
This can provide the leverage needed to use Command to intimidate without actual threat of violence.  
+
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 might recognize you as a figure of authority.
+
Plant creatures recognize you as a figure of authority.
  
This is useful for commanding and intimidating Plant creatures.
+
==== Stem Stolon ====
You do nto understand them in return.
+
Plant messages.
Combined with Sway: Petal Patter, it allows two-way communication.
 
  
'''Leafy Letters'''
+
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.
  
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 may also use a continuous chain of vegetation to deliver messages to a place or creature you know.
You can have a continuous chain of plants to deliver messages to places 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.
  
'''Leafy Leadership'''
+
==== Stem Stature ====
Command plant creatures as a superior.
+
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
+
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 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.
+
* '''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.
  
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.
+
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'''.
  
'''Petal Potentate'''
+
==== Stem Steward ====
Permanently bind Plant creatures to service.
+
Permanently bind Plant creatures.
  
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.
+
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 ===
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.
+
Consort powers change your form, and later the form of other creatures.
  
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.
+
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'''
+
==== Floral Fashion ====
Change clothes and accessories by adding plants.
+
Accessorize with plants.
  
You do not physically change yourself, you change your accessorize and outfit.  
+
You turn your clothes into living plants or weave plants into clothing and accessories.
As an advanced ability, you can do this for another.
+
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.
  
'''Verdant Visage'''
+
==== Floral Flourish ====
Assume the form of a plant creature.
+
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 your new form matches the power you use.
+
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.
  
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.
+
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.
  
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.
+
* '''Limited Outcome''' transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
 +
* '''Standard Outcome''' allows you to become a generic Plant creature, very difficult to recognize as yourself.
 +
* '''Great Outcome''' allows you to assume the shape and mannerisms of a specific Plant creature you have studied.
  
'''Plant Polymorphism'''
+
==== Floral Folk ====
Verdant Visage a willing or helpless creature.
+
Floral Flourish another 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 Floral Flourish applied to another creature, which must be willing or helpless.
 +
The duration depends on the Outcome.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
* '''Limited Outcome''' is very temporary.
 +
* '''Standard Outcome''' lasts for the duration of a score.
 +
* '''Great Outcome''' lasts a long time, depending on the story. Used as a poetic justice, this can be permanent.  
  
'''Chlorophyll Command'''
+
If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.
Turn mooks into plant servants.
 
  
{{ : Apex Consort }} Or they can be given bit parts, like the horror plants in "The Little Shop of Horrors" (1986).
+
==== Floral Flow ====
 +
Turn mooks into Plant servants.
 +
 
 +
{{ : Apex Consort }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
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.
  
'''Green Gallop'''
+
==== Runner Rush ====
You can ride any plant mount or vehicle.
+
Fine and Potent melee attack.
  
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.
+
You form needle-like runners or launch short-range flying seeds as weapons.
A plant vehicle is usually made of wood.
+
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 ====
Fine and potent close-range attack.
+
Fine control of Plants at range.
  
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.
+
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.
  
'''Precise Prickle'''
+
This can substitute for simple Tinker actions, but not complex construction or repair.
Fine control of plants at range.
+
It takes almost no time to use and can function as a Set Up action for yourself or be used quickly between other actions.
  
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.
+
==== Runner Roller ====
You can substitute for simple Tinker actions, but nothing complicated. 
+
Animate Plants as mounts.
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
 
  
'''Plant Passenger'''
+
You animate Plants to act as mounts or vehicles for you and your crew.
Animates plants as mounts.
+
These mounts are tireless, resilient, and require no food or rest.
 +
Otherwise, they perform as mundane means of transportation appropriate to their form.
  
Animate plants to act as mounts for you and your crew.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
These are untiring, tough, and need no food, but otherwise perform as mundane steeds.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash devastating barrages using Plant powers.
  
'''Plant Pursuer'''
+
==== Seed Sense ====
 
Track using plants.
 
Track using plants.
  
You can track plant creatures and anyone moving through overgrown terrain.
+
You can track Plant creatures and any creature moving through overgrown terrain.
This works even if the quarry does not leave any mundane trail or clues.  
+
This works even if the quarry leaves no mundane trail or obvious 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 usually involve losing the trail, but depending on the environment and the target, they may also lead you into traps, dangerous terrain, or ambushes.
  
'''Petal Projectile'''
+
==== Seed Shot ====
Attack similar to a fine and potent rifle.
+
Attack like 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.
+
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 Palisade'''
+
Plant attacks with Hunt take the form of launched seeds, needles, or barbs.
Control and grow plants to change the terrain.
+
The immediate effect is piercing; longer-term Consequences may involve seeds germinating inside the wound.
  
You can cause plants over an hectare to wither or grow.
+
==== Seed Spread ====
You can instantly grow or wither plants up to man height.
+
Alter terrain through growth.
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'''
+
You cause plants within an Area (p. 221) to rapidly grow or wither.
Plants attack similar to a fine and potent grenade.
+
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.
  
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.
+
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 ===
Sneak and move with stealth and agility.
+
Sneak and move around with stealth and agility.
  
'''Stealthy Stalk'''
+
==== Verdant Veil ====
 
Hide in overgrowth.
 
Hide in overgrowth.
  
Conceal yourself among plants, even if they are not large enough to cover you.
+
You conceal yourself among plants, even if they are not large enough to physically cover you.
This allows you to hide in impossible places as long as the environment is covered in plants.  
+
This allows you to hide in places that would normally be impossible, as long as the environment contains living plant life.
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.
+
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.
  
'''Plant Pathway'''
+
==== Verdant Venture ====
 
Move on and through plants.
 
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.
+
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 walk through wooden walls.  
+
This also allows you to slip through wooden walls, floors, and similar structures where gaps or growth permit passage.
Your friends and allies cannot use this unless you employ Travel, below.
+
 
 +
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.
  
'''Foliage Ferry'''
+
==== Verdant Vanish ====
Crew Stealthy Stalk or Plant Pathway.
+
Teleport between groves.
  
Now you and your allies can Prowl using Stealthy Stalk or Plant Pathway.  
+
You and your allies can teleport from one location surrounded by living plants to another similar location.
They still use their own Prowl action.
+
Valid locations include bowers, dense forests, overgrown ruins, or the interior of hollow trees.
 +
Both the origin and destination must be comparable environments.
  
'''Plant Portal'''
+
This is regional travel; you remain within the same city or region.
Crew teleport between overgrown areas.
+
It is generally sufficient to escape almost any situation.
  
You and allies can teleport from one location in surrounded by plants to another.  
+
Verdant Vanish only 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 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.
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Prosper in the chaos of battle.
 
Prosper in the chaos of battle.
  
'''Thorn Titan'''
+
==== Thicket Tangle ====
Absorb plant damage.
+
Absorb Plant damage.
  
Absorb energies related to Plant.  
+
You absorb and dampen energies related to Plant.
This includes Plant powers, the natural attacks of Plant creatures, and wooden weapons.
+
This includes Plant Powers, the natural attacks of Plant creatures, and wooden or plant-based weapons.
This allows you to ignore most harm from a dangerous environment such as thorns,
 
 
{{ : Damage Resistance Template (FiD)}}
 
{{ : Damage Resistance Template (FiD)}}
  
'''Thorn Thrust'''
+
You also ignore most Harm caused by dangerous plants in the environment, such as thorns, brambles, nettles, or constricting vines.
Fine and potent close-range attack.
+
 
 +
==== Thicket Thrust ====
 +
Fine and Potent melee 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.
+
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.
  
'''Thorn Thicket'''
+
==== Thicket Thorns ====
Fine control of vegetation.
+
Control vegetation to deny ground.
  
Grow thorny bushes around you, creating a garden maze.
+
You rapidly grow thorny bushes, roots, and dense undergrowth around you, creating a hostile garden maze.
The usual result is to deny the advantage of numbers.
+
This is typically used to deny enemies the advantage of Scale (p. 221) or to prevent coordinated movement through an area.
  
'''Thorny Tempest'''
+
==== Thicket Tempest ====
Attack all enemies in area.
+
Attack all enemies in an 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.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with Plant 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.
+
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.
  
'''Leafy Learning'''
+
Position depends on the situation.
Identify plant powers, objects, and creatures.
+
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.
  
This gives the name and very basic information in narrative terms, but not details or actual rules.
+
==== Leafy Learning ====
 +
Identify Plants.
  
'''Leaf Lore'''
+
You identify plants, Plant creatures, and Plant Powers.
Learn the abilities of plant powers, objects, and creatures.
+
This provides names and very basic narrative information, but no detailed abilities or rules.
  
You learn of any powers or special abilities the target has. This includes actual rules and game result.
+
==== Leafy Lexicon ====
 +
Learn about Plants.
  
'''Root Revelation'''
+
You analyze plants, Plant creatures, and Plant Powers.
Read the past events of a plant or vegetal object.
+
You learn any Powers or special abilities the target possesses.
 +
This includes actual rules and game effects.
  
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.
+
==== Leafy Lore ====
 +
Read the past of Plants.
  
'''Wisdom of the Wood'''
+
You perceive the history of a plant, Plant creature, or Plant-infused object.
Leaf Lore within sight then three times Root Revelation.
+
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.
  
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.
+
==== 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 ===
Perceive and locate manifestations of your power.
+
Perceive and locate manifestations of Plant power.
The outcome you need depends on the target's concealment.
+
 
* Limited outcome finds those hiding behind cover and in far places you can only barely see.  
+
The Outcome required depends on the target’s concealment:
* Standard outcome can look behind walls and into hard cover.
+
* '''Limited''' Outcome finds targets hiding behind light cover or in distant places you can barely see.
* Great outcome can look into far-away places and spots you had no idea existed.
+
* '''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.
Sense powers, objects, and creatures.
+
You can also perceive through plant cover, allowing you to sense things hidden behind leaves, brush, or dense vegetation.
  
This is a basic spotting power, selectively sensing things related to Plant.
+
==== Seed Sowing ====
You can also look through plant cover to sense things behind leaves and brush.
+
Perceive from a known plant.
  
'''Plant Perception'''
+
You move your perception to a specific plant you know of and sense as if you were present at that location.
Choose a plant that you know of, perceive from there.
+
This perception lasts as long as you maintain concentration.
  
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.
+
==== Seed Surveillance ====
 +
Sense a location or creature.
  
'''Verdant Vigilance'''
+
This functions like Seed Sowing, but allows you to focus on a specific creature or location.
Choose a location or creature. Gain sensor at nearest plant.
+
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.
  
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.
+
==== Seed Saturation ====
 +
Perceive from all plants.
  
'''Woodland Watch'''
+
Your senses expand impossibly, as if you were perceiving from countless plants simultaneously.
Perceive from all plants at once over a wide area.
+
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.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate Plant creatures. Position is determined normally, depending on the situation and your relation to listeners.
+
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.
  
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.
+
==== Season of Spring ====
 +
Crew conversation with Plants.
  
'''Petal Patter'''
+
You and your allies can use the Sway action with full Effect when interacting with Plant creatures, overcoming cultural and communicative barriers.
Understand plant creature speech and objective. They cannot understand you.
+
You are persuading through affinity and shared growth, not speaking with authority.
  
You can gauge the mood and motivations of Plant creatures and understand what they are saying.
+
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.
This does not allow you to be understood.
 
You can also sense if any kind of creature is in a mood to be stoic, generous, vivacious, or whimsical.
 
  
'''Verdant Vocabulary'''
+
Additionally, you may make any creature more stoic, generous, or vivacious for the duration of the interaction.
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.
+
==== Season of Summer ====
 +
Plant suggestions in the mind of a Plant creature.
  
In addition, you can make any creature more stoic, generous, vivacious, or whimsical.
+
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.
  
'''Rose's Rhetoric'''
+
The duration depends on Outcome:
Post suggestions in the mind of a plant creature.
+
* '''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.
  
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.
+
==== Season of Fall ====
 +
Permanently change a Plant creature’s personality.
  
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.
+
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.
  
'''Orchid Order'''
+
There are limits to this power—you cannot make a Plant creature highly strung, volatile, or emotionally delicate.
Permanently change the personality and motivations of a Plant creature.
+
Only exceptional creatures or extraordinary circumstances can break this effect.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create Plant objects to suit your needs.  
+
Manipulate, shape, and create Plant objects to suit your needs.
If you use living plants, they will plant themselves as the effect ends.
+
 
Many Plant users consider it a duty to return them to nature.
+
If you use living plants, they replant themselves as the Effect ends.
{{ : Include Tinker (FiD) }}  
+
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.
  
'''Leafy Loom'''
+
==== Wooden Weave ====
Handle vegetal matter as if you had appropriate tools and protective devices.
+
Shape Plants like clay.
  
This ability substitutes for tools and protection devices typical of a small workshop.
+
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.
  
'''Floral Forge'''
+
You can keep plants alive for days in order to transplant them and can graft different plants together.
Shape plants and vegetal matter as if they were of clay.
+
You can also shape portions of larger objects as if they were clay, creating openings in tree trunks, wooden walls, doors, or similar structures.
  
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.
+
As a long-term project, you can permanently shape living plants.
  
You can also form parts of a larger object as if it were clay, creating openings in walls, doors, and other massive objects.
+
==== Wooden Witchery ====
 +
Transform Plants.
  
'''Thorny Transformation'''
+
You do not need tools to create complex Fine and Potent items appropriate to your powers.
Create vegetal matter out of nothing. Transform vegetal matter into another power.
+
You can create Plant material from nothing; this functions like Wooden Weave, but requires no raw materials.
  
You don't need tools to build complex fine and potent items appropriate to your powers.
+
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.
  
You can create Plant stuff from nothing. This is like Shaping, above, but needs no raw materials.
+
As a long-term project, you can create wooden objects that remain living plants even when separated from an ecosystem, sustained by your 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.
+
==== Wooden Whorl ====
 +
Mass-produce Plants.
  
'''Botanical Build'''
+
You can mass-produce Plant objects or create large structures such as ships or buildings that would normally require a workforce and specialized facilities.
Floral Forge mass produce or make something large, such as a vehicle or building.
+
In long-term projects involving construction or crafting, Wooden Whorl allows you to create many dozens of identical items with the same effort as a single item, at a stress cost.
  
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.
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.
+
Destroy, dismantle, and obliterate plant matter.
 +
 
 +
This can take the form of rot, splintering, crushing, or crumbling, but always manifests as piercing, constricting, or collapsing damage.
 +
Wreck is not effective at delivering toxins.
 +
You can form crude weapons such as spiked clubs or spears from hardened plant matter for use in combat.
 +
 
 +
The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.
 +
 
 +
* '''Standard''' Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
 +
* '''Limited''' Outcome suffices for construction significantly weaker than this.
 +
* '''Greater''' Outcome is required for larger holes or stronger structures.
 +
 
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
  
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.
+
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.
  
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.
+
==== Thorny Talon ====
 +
Bash with hardened growth.
  
'''Vandal Vines'''
+
Strike with the impact of a spiked club or reinforced wooden weapon.
Noisily bash like a wooden hammer.
+
In combat, this counts as a crude melee attack formed from plant material.
  
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.
+
==== Thorny Tooth ====
 +
Smash plant matter as if it were brittle.
  
'''Stem Slam'''
+
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.
Smash vegetal matter as if it was brittle.
+
You can also use this ability to strike in combat with a Fine and Potent spiked club or spear formed from plant matter.
  
This bypasses the strength of Plant materials, allowing you to break even the strongest Plant barrier.
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==== Thorny Throttling ====
You can also use this to smash other things or as a fine, potent sledgehammer.
+
Silent Thorny Tooth.
  
'''Quick Compost'''
+
This functions as Thorny Tooth, but the destruction is silent and leaves minimal traces.
Stem Slam but silent and no traces.
+
The plant matter you wreck withers, collapses, and disperses naturally, making it ideal for removing evidence.
 +
This ability only affects plant matter.
  
The real difference here is that wrecking 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.
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==== Thorny Torrent ====
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Thorny Tooth over a large area.
  
'''Thicket Torrent'''
+
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.
Stem Slam over a large area.
 
  
Rather straightforward, this just scales things up.
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Latest revision as of 23:22, 29 January 2026

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

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

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

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

Root Response

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

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

Summoning a Creature

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

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

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

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

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

Root Realm

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 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. Used as a poetic justice, this can be permanent.

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

Floral Flow

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

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

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

Wooden Work

Gardening tools.

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

Wooden Weave

Shape Plants 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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