Difference between revisions of "Transmute Plant (Action Powers)"
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This does not work on [[Plant_Elementals_(Action_Creatures)|Plant Elementals]]. | This does not work on [[Plant_Elementals_(Action_Creatures)|Plant Elementals]]. | ||
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+ | === Ethereal Roots === | ||
+ | Basic Action | ||
+ | |||
+ | You ward an area against teleportation. Any attempt to [[Teleport (Action)|Teleport]] into or out of the area has a minimum difficulty equal to your [[Create (Action)|Create]]; if the Outcome was less than your [[Mind (Action)|Mind]] the teleport succeeded, but the teleportee is entangled, making him loose all shots for this and the next round. | ||
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+ | Ethereal Roots covers a radius equal to your [[Create (Action)|Create]] roll and lasts for a scene. If the area is overgrown, the Ethereal Roots lasts as long as the plants remain healthy. | ||
=== Plant Cache === | === Plant Cache === |
Revision as of 16:54, 25 December 2011
Templates for Action |
- Main article: Powers (Action)
Cornucopia
Basic Action
You create enough food for one meal for a creature with a Body no greater than your Mind. Repeated applications can feed several people or be pooled to feed one larger creature. Create rolls determines the quality of the food created and might be required to feed large multitudes.
Craft Plants
Basic Action or Limit Break
You can create basic items out of plant materials, shaping and weaving organic matter. In this way you can create personal gear of no more than Ancient sophistication. You can also shape living plants (or parts of them), making living houses, furniture etc. If you use a basic action the duration is minutes equal to the Action Result, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent.
The difficulty is the Toughness of the item created; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant. If you are trying to affect a part of a larger living plant, you only need to count Toughness for the parts you are actually changing. This allows you to bypass wooden doors.
This does not work on Plant Elementals.
Ethereal Roots
Basic Action
You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but the teleportee is entangled, making him loose all shots for this and the next round.
Ethereal Roots covers a radius equal to your Create roll and lasts for a scene. If the area is overgrown, the Ethereal Roots lasts as long as the plants remain healthy.
Plant Cache
Basic Action
You hide something withing a plant. The plant must be large enough to accommodate the object, but there need not be anything like a suitable hiding space. You can then retrieve this object from any other plant of sufficient size. You can have any number of objects cached this way.
Retrieving objects cached this way by another is similar to breaking a Curse.
Plant Growth
Basic Action
All plants (but not Plant Elementals) in the vicinity grow wildly. You decide on a difficulty; you can control plant growth within a cube with sides this long, stunting plants or making them fill all or part of this area with dense foliage. If you make plants grow into unnatural shapes, they will wither and die in hours.
Moving around within the dense foliage created by this power is difficult ground, with a Free Running difficulty equal to your Create. A creature whose Body matches your Create is too massive to be affected by this. The foliage also obscures vision and ranged attacks, imposing a penalty of -1 per meter of distance.
This can also be used to bless or curse crops, pastures and woodlands, affecting yields.