Difference between revisions of "Plant Powers (FiD)"
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Plant elementals are animated trees or massive conglomerations of vegetation. | 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 creatures include all forms of plant life capable of movement and deliberate action. | ||
| − | Plant spirits are | + | Plant spirits are nymphs, dryads, and other spirits of nature. |
=== Plant Power Effects === | === Plant Power Effects === | ||
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|- | |- | ||
|align="left" valign="top" | '''Attune''' | |align="left" valign="top" | '''Attune''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Root Resonance''' <br> Detect Plant creatures and Powers. |
| − | |valign="top"| ''' | + | |valign="top"| '''Root Rejection''' <br> Dismiss a Plant creature or Power. |
| − | |valign="top"| ''' | + | |valign="top"| '''Root Response''' <br> Summon a Plant creature. |
| − | |valign="top"| ''' | + | |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"| ''' | + | |valign="top"| '''Stem Stalks''' <br> Intimidate with Plant displays. |
| − | |valign="top"| ''' | + | |valign="top"| '''Stem Stolon''' <br> Send messages through Plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Stem Stature''' <br> Command Plant creatures as a superior. |
| − | |valign="top"| ''' | + | |valign="top"| '''Stem Steward''' <br> Permanently bind Plant creatures. |
|- | |- | ||
|align="left" valign="top" | '''Consort''' | |align="left" valign="top" | '''Consort''' | ||
| − | |valign="top"| '''Floral Fashion''' | + | |valign="top"| '''Floral Fashion''' <br> Accessorize with living plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Floral Flourish''' <br> Change into a Plant creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Floral Folk''' <br> Transform a willing or helpless creature. |
| − | |valign="top"| ''' | + | |valign="top"| '''Floral Flow''' <br> Turn mooks into Plant servants. |
|- | |- | ||
|align="left" valign="top" | '''Finesse''' | |align="left" valign="top" | '''Finesse''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Runner Race''' <br> Ride any Plant mount or vehicle. |
| − | |valign="top"| ''' | + | |valign="top"| '''Runner Rush''' <br> Fine and Potent melee Plant attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''Runner Response''' <br> Fine control of Plants at range. |
| − | |valign="top"| ''' | + | |valign="top"| '''Runner Roller''' <br> Animate Plants as mounts. |
|- | |- | ||
|align="left" valign="top" | '''Hunt''' | |align="left" valign="top" | '''Hunt''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Sense''' <br> Track using Plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Shot''' <br> Attack like a Fine and Potent rifle. |
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Spread''' <br> Alter terrain through plant growth. |
| − | |valign="top"| ''' | + | |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"| ''' | + | |valign="top"| '''Verdant Veil''' <br> Hide in overgrowth. |
| − | |valign="top"| ''' | + | |valign="top"| '''Verdant Venture''' <br> Move on and through Plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Verdant Vagabonds''' <br> Crew Verdant Veil or Venture. |
| − | |valign="top"| ''' | + | |valign="top"| '''Verdant Vanish''' <br> Teleport between overgrown areas. |
|- | |- | ||
|align="left" valign="top" | '''Skirmish''' | |align="left" valign="top" | '''Skirmish''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Thicket Tangle''' <br> Absorb Plant damage. |
| − | |valign="top"| ''' | + | |valign="top"| '''Thicket Thrust''' <br> Fine and Potent melee Plant attack. |
| − | |valign="top"| ''' | + | |valign="top"| '''Thicket Thorns''' <br> Control vegetation to deny ground. |
| − | |valign="top"| ''' | + | |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''' | + | |valign="top"| '''Leafy Learning''' <br> Identify Plants and Plant Powers. |
| − | |valign="top"| ''' | + | |valign="top"| '''Leafy Lexicon''' <br> Learn Plant abilities and effects. |
| − | |valign="top"| ''' | + | |valign="top"| '''Leafy Lore''' <br> Read the past of Plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Leafy Layers''' <br> Wide-ranging Plant analysis. |
|- | |- | ||
|align="left" valign="top" | '''Survey''' | |align="left" valign="top" | '''Survey''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Sensor''' <br> Sense Plant creatures and growth. |
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Sowing''' <br> Perceive from a known plant. |
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Surveillance''' <br> Sense a location or creature via Plants. |
| − | |valign="top"| ''' | + | |valign="top"| '''Seed Saturation''' <br> Perceive from all Plants at once. |
|- | |- | ||
|align="left" valign="top" | '''Sway''' | |align="left" valign="top" | '''Sway''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Season of Winter''' <br> Understand Plant speech and mood. |
| − | |valign="top"| ''' | + | |valign="top"| '''Season of Spring''' <br> Crew Sway with Plant creatures. |
| − | |valign="top"| ''' | + | |valign="top"| '''Season of Summer''' <br> Implant suggestions in a Plant creature. |
| − | |valign="top"| ''' | + | |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"| ''' | + | |valign="top"| '''Wooden Work''' <br> Gardening tools and basic craft. |
| − | |valign="top"| ''' | + | |valign="top"| '''Wooden Weave''' <br> Shape Plants like clay. |
| − | |valign="top"| ''' | + | |valign="top"| '''Wooden Witchery''' <br> Create or transform Plant material. |
| − | |valign="top"| ''' | + | |valign="top"| '''Wooden Whorl''' <br> Mass-produce Plant objects. |
|- | |- | ||
|align="left" valign="top" | '''Wreck''' | |align="left" valign="top" | '''Wreck''' | ||
| − | |valign="top"| ''' | + | |valign="top"| '''Thorny Talon''' <br> Bash with hardened plant growth. |
| − | |valign="top"| ''' | + | |valign="top"| '''Thorny Tooth''' <br> Smash Plant matter as if brittle. |
| − | |valign="top"| ''' | + | |valign="top"| '''Thorny Throttling''' <br> Silent, traceless Plant destruction. |
| − | |valign="top"| ''' | + | |valign="top"| '''Thorny Torrent''' <br> Thorny Tooth over a large area. |
|} | |} | ||
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=== Attune === | === Attune === | ||
| − | Perceive and manipulate supernatural energies, allowing you to detect and interact with | + | 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 | + | Detect Plant creatures and Powers. |
| − | You can | + | You can detect a Plant [[Monster (FiD)|Monster]], [[Spirit (FiD)|Spirit]], or Plant Power effect. |
{{ : Include Attune Basic Detect Powers (FiD) }} | {{ : Include Attune Basic Detect Powers (FiD) }} | ||
| − | ==== | + | ==== Root Rejection ==== |
| − | Dismiss a | + | Dismiss a Plant creature or Power. |
| − | + | You force a Plant [[Monster (FiD)|Monster]] that is native to another plane to return to that plane. | |
| + | You can force a Plant [[Spirit (FiD)|Spirit]] to materialize or dematerialize, or end the operation of a Plant Power, or a Power affecting a Plant item or creature. | ||
{{ : Include Attune Dispel Materialize Spirits (FiD) }} | {{ : Include Attune Dispel Materialize Spirits (FiD) }} | ||
| − | ==== | + | ==== Root Response ==== |
| − | Summon a | + | Summon a Plant creature. |
| − | Plant creatures generally come in two types | + | Plant creatures generally come in two types: animated Plant [[Monster (FiD)|Monsters]] and Plant [[Spirit (FiD)|Spirits]]. |
| − | Animated Plants | + | Animated Plants are mundane plants empowered by Plant Powers. |
| − | An animated pine tree | + | This may involve rapid growth, mobility, or exaggerated versions of natural traits. |
| − | Animated Plants are usually simple creatures with | + | An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death. |
| − | + | Animated Plants are usually simple creatures with [[Mind_Powers_(FiD)#Reactive|Reactive]] intelligence. | |
| − | + | They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction. | |
| − | |||
| − | |||
| − | |||
| − | Plant | + | 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. | ||
| − | Some | + | 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) }} | ||
| − | ==== | + | ==== Root Realm ==== |
| − | Create a portal to a plane of | + | Create a portal to a plane of Plants. |
| − | Plants may have their own plane, or share a plane of nature with Animal | + | Plants may have their own plane, or share a plane of nature with [[Animal Powers (FiD)|Animal]] or [[Earth Powers (FiD)|Earth]]. |
| − | Such | + | 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) }} | ||
| − | |||
| − | |||
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{{ : Apex Consort }} | {{ : Apex Consort }} | ||
| + | |||
=== Finesse === | === Finesse === | ||
| − | Exercise finesse with | + | 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. | ||
| − | + | As an Advanced ability, you can grant this benefit to your entire crew. | |
| − | |||
| − | + | ==== Runner Rush ==== | |
| − | + | Fine and Potent melee attack. | |
| − | |||
| − | |||
| − | + | You form needle-like runners or launch short-range flying seeds as weapons. | |
| − | Fine and | + | 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 | + | 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 are | + | These mounts are tireless, resilient, and require no food or rest. |
| + | Otherwise, they perform as mundane means of transportation appropriate to their form. | ||
=== Hunt === | === Hunt === | ||
| − | Track, attack, and unleash devastating barrages | + | Track, attack, and unleash devastating barrages using Plant powers. |
| − | ==== | + | ==== Seed Sense ==== |
Track using plants. | Track using plants. | ||
| − | You can track | + | You can track Plant creatures and any creature moving through overgrown terrain. |
| − | This works even if the quarry | + | This works even if the quarry leaves no mundane trail or obvious clues. |
| − | Consequences | + | 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 | + | Attack like a Fine and Potent rifle. |
| − | This | + | 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. | |
| − | Targets | + | |
| + | ==== 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. | ||
=== Prowl === | === Prowl === | ||
| − | Sneak and move with stealth and agility. | + | Sneak and move around with stealth and agility. |
| − | ==== | + | ==== Verdant Veil ==== |
Hide in overgrowth. | 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 impossible | + | 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. | Move on and through plants. | ||
| − | You can walk on plants and wood even if the material is slick, vertical, or | + | 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 | + | 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. | |
| − | |||
| − | This takes you to places you are familiar with. Both | + | 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 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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Prosper in the chaos of battle. | Prosper in the chaos of battle. | ||
| − | ==== | + | ==== Thicket Tangle ==== |
| − | Absorb | + | Absorb Plant damage. |
| − | + | You absorb and dampen energies related to Plant. | |
| − | This includes Plant | + | This includes Plant Powers, the natural attacks of Plant creatures, and wooden or plant-based weapons. |
{{ : Damage Resistance Template (FiD)}} | {{ : Damage Resistance Template (FiD)}} | ||
| − | |||
| − | + | You also ignore most Harm caused by dangerous plants in the environment, such as thorns, brambles, nettles, or constricting vines. | |
| − | |||
| − | + | ==== Thicket Thrust ==== | |
| + | Fine and Potent melee attack. | ||
| − | + | You wield plants as weapons, striking with hardened vines, thorns, wooden growths, or poison. | |
| − | + | Aside from damage type, this only substitutes for equipment; mundane weapons of equivalent quality are just as effective. | |
| + | Certain targets may be more or less vulnerable to specific attacks, but this is the exception rather than the rule. | ||
| − | + | ==== Thicket Thorns ==== | |
| − | + | Control vegetation to deny ground. | |
| − | + | 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. | ||
=== 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. |
| − | |||
| − | Position depends on the situation. Safely in your base the | + | The Effect required depends on range: |
| − | Sometimes the thing you are researching | + | * '''Limited''' Effect for touch. |
| + | * '''Standard''' Effect for line of sight. | ||
| + | * '''Great''' Effect to reach a target you know of or have some link to, but which is out of line of sight. | ||
| + | |||
| + | Position depends on the situation. | ||
| + | Safely in your base, the Position is Controlled. | ||
| + | In the middle of a fight or when pinned down, the Position is Desperate. | ||
| + | Sometimes the thing you are researching is dangerous in itself, worsening Position. | ||
| + | Consequences may provide incomplete or misleading information, or introduce an external complication. | ||
==== Leafy Learning ==== | ==== Leafy Learning ==== | ||
| − | Identify | + | Identify Plants. |
| − | This | + | 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 | + | Learn about Plants. |
| − | You learn | + | You analyze plants, Plant creatures, and Plant Powers. |
| − | This includes actual rules and game | + | You learn any Powers or special abilities the target possesses. |
| + | This includes actual rules and game effects. | ||
| − | ==== | + | ==== Leafy Lore ==== |
| − | Read the past | + | Read the past of Plants. |
| − | This includes previous owners | + | You perceive the history of a plant, Plant creature, or Plant-infused object. |
| − | The power | + | 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 | + | You can then use Leafy Lore to examine the history of up to three such locations. |
=== Survey === | === Survey === | ||
| − | Perceive and locate manifestations of | + | 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. | |
| − | It | + | |
| + | 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. | ||
=== Sway === | === Sway === | ||
| − | Communicate, mesmerize, and manipulate Plant creatures or infuse any creature with Plant virtues. | + | Communicate, mesmerize, and manipulate Plant creatures, or infuse any creature with Plant virtues. |
| − | Limited | + | * '''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 | + | Position is determined normally, depending on the situation and your relationship to the listeners. |
| − | ==== | + | ==== Season of Winter ==== |
| − | Understand Plant | + | Understand Plant speech and mood. |
| − | You can | + | You can understand the communication of Plant creatures and gauge their moods and motivations. |
| − | This | + | This works even if the Plant creature is dormant. |
| − | You can also | + | 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. | Plant suggestions in the mind of a Plant creature. | ||
| − | This is | + | 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. | |
| − | The target does not remember being | + | 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. | |
| − | There are limits to this power—you cannot make a Plant creature highly strung or | ||
| − | Only exceptional creatures | ||
=== 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 | + | |
| − | Many Plant users consider it a duty to return | + | 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. | |
| − | + | ==== 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 | + | You do not need tools to create complex Fine and Potent items appropriate to your powers. |
| + | You can create Plant material from nothing; this functions like Wooden Weave, but requires no raw materials. | ||
| − | + | If you possess multiple [[Powers_(FiD)#Forms|Forms]], you can transform Plant material into material linked to another Form. | |
| − | This | + | 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 objects or create large structures | + | 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, | + | 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. |
Latest revision as of 15:22, 15 January 2026
| Starfox's Blades in the Dark fan page |
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 Power Effects
| 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.
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 effect. This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Root Rejection
Dismiss a Plant creature or Power.
You force a Plant Monster that is native to another plane to return to that plane. You can force a Plant Spirit to materialize or dematerialize, or end the operation of a Plant Power, or a Power affecting a Plant item or creature.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
Root Response
Summon a Plant creature.
Plant creatures generally come in two types: animated Plant Monsters and Plant Spirits.
Animated Plants are mundane plants empowered by Plant Powers. This may involve rapid growth, mobility, or exaggerated versions of natural traits. An animated pine tree may launch pine cones; animated lavender may induce sleep; animated belladonna may cause hallucinations, delirium, or death. Animated Plants are usually simple creatures with Reactive intelligence. They are stoic, accepting fate for themselves, but violent in defense of territory and against ecological destruction.
Plant elementals are animate plants with more complex forms. They often combine plant traits with animal or humanoid features such as claws, jaws, limbs, or wings. Plant elementals can be Intelligent. They tend to be stoic, generous, vivacious, and whimsical.
Plant Spirits are immaterial and ephemeral, embodying the emotional and mental aspects of plant life. They are generous, vivacious, and whimsical, and rarely pursue goals beyond growth, expression, or play.
Some Plant creatures are native to this world and have no special vulnerability to Attune Powers; such creatures cannot be summoned or dismissed.
Summons are Chohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
- Summoning a Creature
The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control
Root Realm
Create a portal to a plane of Plants.
Plants may have their own plane, or share a plane of nature with Animal or Earth. Such realms are wild and overgrown, dominated by ancient forests, dense undergrowth, and endless fields of grass and flowers.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
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 and understand your words, but you do not understand them in return.
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 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.
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.
Consort
Consort powers change your form, and later the form of other creatures.
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance. You might be obnoxiously attractive, trigger local prejudices, or suffer unexpected physical limitations.
Floral Fashion
Accessorize with plants.
You turn your clothes into living plants or weave plants into clothing and accessories. You do not physically change yourself; instead, you alter your appearance through living ornamentation. As an Advanced ability, you can apply this effect to another creature.
Floral Flourish
Change into a Plant creature.
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees that your new form matches the Plant powers you are using.
Floral Flourish can be used as a set-up action for other actions that benefit from your new form. This may improve Effect, improve Position, allow actions a humanoid could not normally perform, or make success automatic. When appropriate, your new form can use Basic and Advanced Plant abilities inherently, without risking stress.
- Limited Outcome transforms you into a version of yourself as you might have been had you grown up as the creature whose form you assume; those familiar with you can still recognize you.
- Standard Outcome allows you to become a generic Plant creature, very difficult to recognize as yourself.
- Great Outcome allows you to assume the exact shape and mannerisms of a specific Plant creature you have studied.
Floral Folk
Floral Flourish another creature.
This is Floral Flourish applied to another creature, which must be willing or helpless. The duration depends on the Outcome.
- Limited Outcome is very temporary.
- Standard Outcome lasts for the duration of a score.
- Great Outcome lasts a long time, depending on the story.
This ability is sometimes used as a form of poetic justice, transforming the target as punishment. Such transformations can be permanent and very difficult to reverse.
If you also want to make the target unrecognizable, this requires additional Outcome; see Floral Flourish.
Floral Flow
Turn mooks into Plant servants.
This is where Consort becomes similar to an Attune Summon power effect. 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.
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.
As an Advanced ability, you can grant this benefit to your entire crew.
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.
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.
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 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.
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.
Study
Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge.
The Effect required depends on range:
- Limited Effect for touch.
- Standard Effect for line of sight.
- Great Effect 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.
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.
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.
Tinker
Manipulate, shape, and create Plant objects to suit your needs.
If you use living plants, they replant themselves as the Effect ends. Many Plant users consider it a duty to return any plant used this way to nature.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
- Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle 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.
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.