Difference between revisions of "Plant Powers (FiD)"
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=== 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 | + | Common Plant vehicles include wooden carts, wagons, and ships. |
| − | You can bypass simple locks on such vehicles, but not serious security. | + | 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, | + | 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 | + | 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 === | === Hunt === | ||
Revision as of 23:17, 14 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 nympth, 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 | 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 Intimidate with Plants. |
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. |
Plant Passenger Animates plants as mounts. |
| 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 Titan Absorb plant damage. |
Thorn Thrust Fine and potent close-range attack. |
Thorn 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
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 with the power of Hunt.
Plant Pursuer
Track using plants.
You can track plant creatures and anyone moving through overgrown terrain. This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
Petal Projectile
Attack similar to a fine and potent rifle.
This serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
Plant Palisade
Control and grow plants to change the terrain.
You can cause plants over an hectare to wither or grow. You can instantly grow or wither plants up to man height to create favorable terrain in combat. This does not inflict any direct damage and is usually used as a setup, but may also change how people act in reaction to the environment—withering woods and sudden brush may make people want to get away. You can also use this to improve the growth of cultivated plants, but you need to grow them much slower to give them vitality, making this a long-term project.
Vine Volley
Plants attack similar to a fine and potent grenade.
An escalation of Petal Projectile. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
Prowl
Sneak and move with stealth and agility.
Stealthy Stalk
Hide in overgrowth.
Conceal yourself among plants, even if they are not large enough to cover you. This allows you to hide in impossible places as long as the environment is covered in plants. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
Plant Pathway
Move on and through plants.
You can walk on plants and wood even if the material is slick, vertical, or to weak to carry your weight. This also allows you to walk through wooden walls. Your friends and allies cannot use this unless you employ Travel, below.
Foliage Ferry
Crew Stealthy Stalk or Plant Pathway.
Now you and your allies can Prowl using Stealthy Stalk or Plant Pathway. They still use their own Prowl action.
Plant Portal
Crew teleport between overgrown areas.
You and allies can teleport from one location in surrounded by plants to another. This can be something like a bowery, a deep forest, or the inside of a hollow tree, but both starting and endpoint must be similar. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
Skirmish
Prosper in the chaos of battle.
Thorn Titan
Absorb plant damage.
Absorb energies related to Plant. This includes Plant powers, the natural attacks of Plant creatures, and wooden 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. Also allows you to ignore most harm from a dangerous environment such as thorns or nettles.
Thorn Thrust
Fine and potent close-range attack.
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
Thorn Thicket
Fine control of vegetation.
Grow thorny bushes around you, creating a garden maze. The usual result is to deny the advantage of numbers.
Thorny Tempest
Attack all enemies in area.
Turns thorns into a small army for you. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.
Study
Study and analyze objects and creatures imbued with Plant power to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes the thing you are researching it dangerous in itself, worsening position. Consequences may give you knowledge that lacks crucial details or is subtly wrong.
Leafy Learning
Identify plant powers, objects, and creatures.
This gives the name and very basic information in narrative terms, but not details or actual rules.
Leaf Lore
Learn the abilities of plant powers, objects, and creatures.
You learn of any powers or special abilities the target has. This includes actual rules and game result.
Root Revelation
Read the past events of a plant or vegetal object.
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
Wisdom of the Wood
Leaf Lore within sight then three times Root Revelation.
Provides a detailed view of events involving Plant powers, items, and creatures as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Root Revelation to learn the history of up to three such locations.
Survey
Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment.
- Limited outcome finds those hiding behind cover and in far places you can only barely see.
- Standard outcome can look behind walls and into hard cover.
- Great outcome can look into far-away places and spots you had no idea existed.
Sense Stem
Sense powers, objects, and creatures.
This is a basic spotting power, selectively sensing things related to Plant. You can also look through plant cover to sense things behind leaves and brush.
Plant Perception
Choose a plant that you know of, perceive from there.
You move your perception to a plant and sense as if you were at that spot as long as you maintain concentration.
Verdant Vigilance
Choose a location or creature. Gain sensor at nearest plant.
Similar to Plant Perception but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Verdant Vigilance, typically close enough to observe the target. Fails if no suitable viewpoint is available.
Woodland Watch
Perceive from all plants at once over a wide area.
Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
Sway
Communicate, mesmerize, and manipulate Plant creatures or infuse any creature with Plant virtues.
Limited outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint. Standard outcome can convince a target with no particular stake in the matter. Great outcome will convince a reluctant target, but not a passionate one.
Position is determined normally, depending on the situation and your relation to listeners.
Petal Patter
Understand Plant creature speech and objective. They cannot understand you.
You can gauge the mood and motivations of Plant creatures and understand what they are saying. This does not allow you to be understood. You can also sense if any kind of creature is in a mood to be stoic, generous, or vivacious.
Verdant Vocabulary
You and allies can talk to plant creatures. You can also make folk more stoic.
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.
In addition, you can make any creature more stoic, generous, or vivacious.
Rose's Rhetoric
Plant suggestions in the mind of a Plant creature.
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target does not remember being swayed.
Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, standard outcome lasts for the duration of a score, and great outcome can extend beyond the score if it fits the story.
Orchid Order
Permanently change the personality and motivations of a Plant creature.
This is permanent but blatant. It changes the target's mind on a deep level, altering their priorities and loyalties. Targets remember their past but considers it unimportant compared to their new motivations. There are limits to this power—you cannot make a Plant creature highly strung or touchy-feely. Only exceptional creatures and circumstances can break this power.
Tinker
Manipulate, shape, and create Plant objects to suit your needs. If you use living plants, they will plant themselves as the effect ends. Many Plant users consider it a duty to return them to nature.
- 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.
Leafy Loom
Handle vegetal matter as if you had appropriate tools and protective devices.
This ability substitutes for tools and protection devices typical of a small workshop.
Floral Forge
Shape plants and vegetal matter as if they were of clay.
This surpasses normal crafting, letting you manipulate elements that are not stable, shaping leaves, sap, or green goo and making it stay in the new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
You can also form parts of a larger object as if it were clay, creating openings in tree trunks, wooden walls, doors, and other massive objects.
Thorny Transformation
Create vegetal matter out of nothing. Transform vegetal matter into another power.
You don't need tools to build complex fine and potent items appropriate to your powers.
You can create Plant stuff from nothing. This is like Shaping, above, but needs no raw materials.
With multiple powers you can transform Plant material into material linked to another. This allows intricate transformations where a wooden staff can be transmuted into fire and still work as a staff, or a wooden door can be changed to air so you can walk through and the door then returns to normal.
Botanical Build
Floral Forge mass produce or make something large, such as a vehicle or building.
You can mass produce objects or create large structures like ships or buildings that normally require a work force and facilities. In long-term projects involving construction or crafting, Botanical Build makes many dozens of items with the same effort as one item, but with 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.