Difference between revisions of "Move Plant (Action Powers)"

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(Plant Walk)
(Plant Growth)
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You can [[Teleport (Action)|teleport]] a number of creatures willing to follow your directions equal to your [[Mind (Action)|Mind]] from one forest location to another. You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. You need not know of an empty forest location to teleport to; just specify where you want to go, and the power picks a suitable location close by. The teleport is subtle, targets will often be surprised that they arrived so soon. A [[Spot (Action)|Spot]] roll can detect that something odd happened.
 
You can [[Teleport (Action)|teleport]] a number of creatures willing to follow your directions equal to your [[Mind (Action)|Mind]] from one forest location to another. You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. You need not know of an empty forest location to teleport to; just specify where you want to go, and the power picks a suitable location close by. The teleport is subtle, targets will often be surprised that they arrived so soon. A [[Spot (Action)|Spot]] roll can detect that something odd happened.
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=== Plant Growth ===
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Basic Action
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All plants (but not [[Plant Elementals (Action Creatures)|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.
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Moving around within the dense foliage created by this power is difficult ground, with a [[Maneuver_(Action)#Free_Running|Free Running]] difficulty equal to your [[Create (Action)|Create]]. A creature whose [[Body (Action)|Body]] matches your [[Create (Action)|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.
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This can also be used to bless or curse crops, pastures and woodlands, affecting yields.
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The difficulty of this power is the highest [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] difficulty in the area, and each use of the power affects an area with a diameter equal to your [[Mind (Action)|Mind]]. If this roll fails, you cannot change the [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]]  difficulty in that. You cannot try again until the current effect ends.
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By placing spots of transposed terrain in a hexagonal patten with [[Mind (Action)|Mind]] meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.
  
 
=== Plant Path ===
 
=== Plant Path ===

Revision as of 12:07, 16 April 2013

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Main article: Powers (Action)

Forest Shortcut

Limit Break

You can teleport a number of creatures willing to follow your directions equal to your Mind from one forest location to another. You must guide the travels of this group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. You need not know of an empty forest location to teleport to; just specify where you want to go, and the power picks a suitable location close by. The teleport is subtle, targets will often be surprised that they arrived so soon. A Spot roll can detect that something odd happened.

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.

The difficulty of this power is the highest Free Running difficulty in the area, and each use of the power affects an area with a diameter equal to your Mind. If this roll fails, you cannot change the Free Running difficulty in that. You cannot try again until the current effect ends.

By placing spots of transposed terrain in a hexagonal patten with Mind meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.

Plant Path

Inherent

Plants part to allow passage to you an those who walk in your footsteps. You are immune to Plant powers that impede movement as long as the power-user's Mind is less than your Ride. So is anyone else you lead when moving - it is a Basic Action for you to move a number of willing creatures equal to your Reflexes.

Evasion*, Free Running*, Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life.

* Evasion and free Running are Maneuver stunts and not Ride stunts.

Plant Walk

Limit Break

You step into one plant, which must be large enough for you to step into it's trunk or other solid part. You then exit through another plant of the same kind and sufficient size anywhere. Distance is not a factor, and the destination can even be on another plane. You need not know of the destination plant, the power will find the closest suitable plant to where you want to go. If there are no suitable plants on the same plane of existence as the destination, the power fails.