Move Plant (Action Powers)

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Revision as of 16:23, 29 December 2011 by Starfox (talk | contribs) (→‎Plant Path: free running)
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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 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(a standard action for you).

Free Running ( A Maneuver stunt), Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life.

Tree Trap

Trigger Action (Finisher)

You trap your target inside a living tree (or other plant) within Mind meters. At your option, the target can be completely encased or partially exposed. Exposed parts of the target are awake and aware, while hidden parts are in suspended animation. You can shape the tree after it has imprisoned the target, and so can anyone who can manipulate living trees.

The targets life force is tied to that of the tree; as long as the tree is alive, the target survives. It might be possible to separate the target from the tree, but encased parts remain encased. Truly freeing the targets requires breaking a Curse.