Move Plant (Action Powers)

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Revision as of 13:40, 31 December 2012 by Starfox (talk | contribs) (Plant Walk)
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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 - 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.