Difference between revisions of "Plant Powers (FiD)"
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Detect plants creatures and plant powers. | Detect plants creatures and plant powers. | ||
− | This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited | + | This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome). |
'''Banish Bud''' | '''Banish Bud''' | ||
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You can dismiss creatures linked to the Plant power. | You can dismiss creatures linked to the Plant power. | ||
Many plant creatures are spirits possessing plants, when dismissed such Plant creatures revert to mundane, non-animate plants. | Many plant creatures are spirits possessing plants, when dismissed such Plant creatures revert to mundane, non-animate plants. | ||
− | Dismissing a creature is hard and usually requires great | + | Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome. |
− | You can dispel any Plant | + | You can dispel any Plant outcome and any outcome that affects plants or Plant creatures. |
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. | Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. | ||
− | It can also be used to break the continuing | + | It can also be used to break the continuing outcomes of powers. When used directly, the outcome is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses an animated plant as a prosthetic leg you can have a better outcome. |
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. | 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. | ||
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Summon a plant creature. | Summon a plant creature. | ||
− | Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple | + | Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple outcomes of their power and maintain power outcomes you have created. |
For a description of the planes Plant powers summon from, see Gateway of Growth. | For a description of the planes Plant powers summon from, see Gateway of Growth. | ||
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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. | 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. | ||
− | There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune | + | There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune powers. |
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information. | You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information. | ||
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It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers. | It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers. | ||
− | Depending on your degree of | + | Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it. |
− | Standard | + | Standard outcome allows you to ask for any service appropriate to the type of creature. An animated plant will toil or fight, an elemental or spirit fight or frolic. |
− | Great | + | Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. Plant creatures are only really opposed to self-harm, and even that might be negotiable. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can. |
Typical consequences include: | Typical consequences include: | ||
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Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. | Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. | ||
− | Desperate position usually comes from trading position for | + | Desperate position usually comes from trading position for outcome, but it might come from a difference in ethos. If you are a fire sorcerer, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events. |
'''Gateway of Growth''' | '''Gateway of Growth''' | ||
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A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. | A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. | ||
− | There are things that are possible to do on these planes that are not allowed in the regular world, most Plant | + | There are things that are possible to do on these planes that are not allowed in the regular world, most Plant abilities 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 results rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the result may remain when you return to the mundane world. |
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you. | Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you. |
Revision as of 09:26, 30 July 2024
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 do not act or move but only grow. Plant powers can accelerate and empower normally inanimate plants as barriers, tools, and weapons. Some plants do move, animate plants that act as other creatures do, but these are the exception.
Plant attacks are poison, infiltrating roots, and shooting seeds and barbs. These are effective against living things, but slow to damage objects.
Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action. Learning who to summon may require study or be a a score in itself.
Plant Power Effects
Fecundity
Summon a plant creature. Summoning plant usually animates existing plants.
Stem Slam
Smash vegetal matter as if it was brittle. Make plants grow to constrict things.
Action | Basic No minimum 3 Stress |
Advanced Minimum 2 Dice 5 Stress |
Master Minimum 4 Dice 7 Stress |
Apex Minimum 6 Dice 13 Stress |
Attune | Sense Sprout Detect plants and plant powers. |
Banish Bud Dismiss a plant creature. End a plant power. |
Fecundity Summon a plant creature. |
Gateway of Growth Create a portal to a plane of plants. |
Command | Petal Proclamation Command plant creatures. You don't understand them. |
Leafy Language You and allies can talk to plant creatures. |
Leafy Leadership Command to plant creatures as a superior. |
Petal Potentate Permanently bind plant creatures to service. |
Consort | Floral Fashion Change clothes and accessories by adding plants. |
Verdant Visage Assume the form of a plant creature. |
Plant Polymorphism Verdant Visage a willing or helpless creature. |
Chlorophyll Command Turn mooks into plant servants. |
Finesse | Green Gallop You can ride any plant mount or vehicle. |
Thorn of the Rose Fine and potent close-range attack. |
Precise Prickle Fine control of plants at range. |
Bowery's Barrage A storm of thorns, suppressing scale. |
Hunt | Plant Pursuer Track using plants. |
Petal Projectile Attack similar to a fine and potent rifle. |
Plant Palisade Control and grow plants to change the terrain. |
Vine Volley Plants attack similar to a fine and potent grenade. |
Prowl | Stealthy Stalk Hide in overgrowth. |
Plant Pathway Move on and through plants. |
Foliage Ferry Crew Stealthy Stalk or Plant Pathway. |
Plant Portal Crew teleport between overgrown areas. |
Skirmish | Thorn Thicket Absorb plant damage. |
Thorn Thrust Fine and potent close-range attack. |
Thorny Thicket Fine control of vegetation. |
Thorny Tempest Attack all enemies in area. |
Study | Leafy Learning Identify plant powers, objects, and creatures. |
Leaf Lore Learn the abilities plant powers, objects, and creatures. |
Root Revelation Read the past events of a plant or vegetal object. |
Wisdom of the Wood Leaf Lore within sight then three times Root Revelation. |
Survey | Sense Stem Sense powers, objects, and creatures. |
Plant Perception Choose a plant that you know of, perceive from there. |
Verdant Vigilance Choose a location or creature. Gain sensor at nearest plant. |
Woodland Watch Perceive from all plants at once over a wide area. |
Sway | Petal Patter Understand plant creature speech and objective. They cannot understand you. |
Verdant Vocabulary You and allies can talk to plant creatures. You can also make folk more stoic. |
Rose's Rhetoric Post suggestions in the mind of a plant creature. |
Orchid Order Permanently change the personality and motivations of a plant creature. |
Tinker | Leafy Loom Handle vegetal matter as if you had appropriate tools and protective devices. |
Floral Forge Shape plants and vegetal matter as if they were of clay. |
Thorny Transformation Create vegetal matter out of nothing. Transform vegetal matter into another power. |
Botanical Build Floral Forge mass produce or make something large, such as a vehicle or building. |
Wreck | Vandal Vines Noisily bash like a wooden hammer. |
Stem Slam Smash vegetal matter as if it was brittle. |
Quick Compost Stem Slam but silent and no traces. |
Thicket Torrent Stem Slam over a large area. |
Expanded Plant Powers
Attune
Perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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.
Sense Sprout Detect plants creatures and plant powers.
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited outcome suffices against a creature you can clearly see. You need greater outcome against against a creature that is hidden (standard outcome) or behind a wall (great outcome).
Banish Bud Dismiss a plant creature. End a plant power.
You can dismiss creatures linked to the Plant power. Many plant creatures are spirits possessing plants, when dismissed such Plant creatures revert to mundane, non-animate plants. Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
You can dispel any Plant outcome and any outcome that affects plants or Plant creatures. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
It can also be used to break the continuing outcomes of powers. When used directly, the outcome is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses an animated plant as a prosthetic leg you can have a better outcome.
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.
Fecundity Summon a plant creature.
Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple outcomes of their power and maintain power outcomes you have created. For a description of the planes Plant powers summon from, see Gateway of Growth.
Summoned creatures generally come in three types, animated plants, plant elementals, and plant 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. 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. Animated Plants are usually simple creatures with animal intelligence. Their main trait is stoicism, they accept fate as it comes, but are violent in defense of other plants.
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.
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.
There are plant creatures that are natural to this world and not summonable or dismissible and have no special vulnerability to Attune powers.
You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or suitable seeds. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
Depending on your degree of outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
Standard outcome allows you to ask for any service appropriate to the type of creature. An animated plant will toil or fight, an elemental or spirit fight or frolic.
Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. Plant creatures are only really opposed to self-harm, and even that might be negotiable. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
Typical consequences include:
- A bargain of payment in things the creature prizes such as prime soil or fertilizer.
- The creature strikes out at you once.
- A tightwire struggle to keep the creature under control.
- You need to concentrate to keep the creature under control.
- The creature breaks things made by craft around you.
- Overly literal interpretations of your commands.
- Demanding not to be summoned again until some time or event has passed.
- General sulkiness.
Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance.
Desperate position usually comes from trading position for outcome, but it might come from a difference in ethos. If you are a fire sorcerer, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
Gateway of Growth Create a portal to a plane of plants.
Plants may have their own plane, or share a plane of nature with Animal powers. Such a place is wild and overgrown, with ancient forests and endless plains of grass and flowers. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again.
There are things that are possible to do on these planes that are not allowed in the regular world, most Plant abilities 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 results rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the result may remain when you return to the mundane world.
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
Command
Petal Proclamation Command plant creatures. You don't understand them.
Leafy Language You and allies can talk to plant creatures.
Leafy Leadership Command plant creatures as a superior.
Petal Potentate Permanently bind plant creatures to service.
Consort
Floral Fashion Change clothes and accessories by adding plants.
Verdant Visage Assume the form of a plant creature.
Plant Polymorphism Verdant Visage a willing or helpless creature.
Chlorophyll Command Turn mooks into plant servants.
Finesse
Green Gallop You can ride any plant mount or vehicle.
Thorn of the Rose Fine and potent close-range attack.
Precise Prickle Fine control of plants at range.
Bowery's Barrage A storm of thorns, suppressing scale.
Hunt
Plant Pursuer Track using plants.
Petal Projectile Attack similar to a fine and potent rifle.
Plant Palisade Control and grow plants to change the terrain.
Vine Volley Plants attack similar to a fine and potent grenade.
Prowl
Stealthy Stalk Hide in overgrowth.
Plant Pathway Move on and through plants.
Foliage Ferry Crew Stealthy Stalk or Plant Pathway.
Plant Portal Crew teleport between overgrown areas.
Skirmish
Thorn Thicket Absorb plant damage.
Thorn Thrust Fine and potent close-range attack.
Thorny Thicket Fine control of vegetation.
Thorny Tempest Attack all enemies in area.
Study
Leafy Learning Identify plant powers, objects, and creatures.
Leaf Lore Learn the abilities of plant powers, objects, and creatures.
Root Revelation Read the past events of a plant or vegetal object.
Wisdom of the Wood Leaf Lore within sight then three times Root Revelation.
Survey
Sense Stem Sense powers, objects, and creatures.
Plant Perception Choose a plant that you know of, perceive from there.
Verdant Vigilance Choose a location or creature. Gain sensor at nearest plant.
Woodland Watch Perceive from all plants at once over a wide area.
Sway
Petal Patter Understand plant creature speech and objective. They cannot understand you.
Verdant Vocabulary You and allies can talk to plant creatures. You can also make folk more stoic.
Rose's Rhetoric Post suggestions in the mind of a plant creature.
Orchid Order Permanently change the personality and motivations of a plant creature.
Tinker
Leafy Loom Handle vegetal matter as if you had appropriate tools and protective devices.
Floral Forge Shape plants and vegetal matter as if they were of clay.
Thorny Transformation Create vegetal matter out of nothing. Transform vegetal matter into another power.
Botanical Build Floral Forge mass produce or make something large, such as a vehicle or building.
Wreck
Vandal Vines Noisily bash like a wooden hammer.
Stem Slam Smash vegetal matter as if it was brittle.
Quick Compost Stem Slam but silent and no traces.
Thicket Torrent Stem Slam over a large area.