Difference between revisions of "Plant Powers (FiD)"

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{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Willpower
+
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Willpower
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Willpower
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Willpower
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''   
 
|align="left" valign="top" | '''Attune'''   

Revision as of 17:57, 22 February 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

Main Page is Powers 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 Power Effects

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 Perceive
You can detect plants and plant powers. Plant elementals are animated trees or masses of vegetation. Plant creatures are all kinds of plants capable of action.
Dismiss
You can force a plant creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the plant power.
Summon
You can call a plant creature from a different plane. Summoning plant usually animates existing plants; summoning entire creatures is more difficult. Learning who to summon may require study or be a a score in itself.
Gate
You can create a portal that allows travel to and from the plane of plants for a limited time.
Command Communicate
You can communicate with plant creatures even if normally couldn't, allowing you to use the command action normally on them.
Translate
You can talk to plants. They can report what they have seen and send alarms to you if you instruct them.
Authority
You can give commands to plant creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Enslave
You can permanently bind plant creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Mask
You can change your clothes and accessories by adding plants. This can mask your identity or create fabulous outfits.
Shapechange
You assume the form of a plant creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
Transform
You can shapechange a willing or helpless creatures into a plant creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
Wild Hunt
You can transform a large number of willing or non-sentient creatures into plants and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
If there is a plant mount or vehicle, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
Fine Local Control
You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
Manipulate
You can do fine manipulation of plants, allowing you to do small and exact manipulations at range. This allows you to push buttons, trigger or hinder mechanisms, or perform other minor manipulations, as long as there are plants to work with.
Surge
Your power manifests like a storm of thorns, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Track
You can track plant creatures and creatures moving across plants, even if the target does not leave any mundane trail or clues. You can hide in overgrown areas.
Fine Ranged Attack
You can use your power to attack, similar in effect to a fine and potent rifle.
Area attack
You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
You can hide in overgrown areas even when the growth is not enough to cover you. You gain advantage when sneaking on plant creatures.
Maneuver
You can move on and through plant environments. This allows you to climb on plants, even those with no handholds or unable to bear your weight.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
You and allies can teleport from one overgrown area to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
Skirmish Skirmish Attack
You can create plants to use as a close-range attack, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify plant objects and creatures see the use of plant abilities.
Research
You know the powers and abilities of something you analyze.
Hindsight
You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect
You can sense plant powers at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers
Sensor
Choose a plant that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
Scry
Choose a location or creature. You gain a sensor at the nearest plant, which is often close enough to perceive the target.
Omnipresence
You perceive from all plants at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
Sway Communicate
You can communicate with plant creatures even if normally couldn't, allowing you to use the sway action normally on them.
Translate
You and allies can talk to plant creatures. You can also make folk more stoic.
Mesmerize
You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
Inculcate
You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
Tinker Handle
You can handle plants and things made of plants as if you had the appropriate tools and protective devices.
Shape
You can shape plants and things made of plants as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as grass or leaves.
Create
You can create plants and things made of plants out of nothing, or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
Fabricate
This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
Wreck Jimmy
You can jimmy plants and things made of plants much like a sledgehammer. Noisy and leaves a twisted object in place.
Smash
Similar to jimmy. When smashing plants and things made of plants, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust. You can also sabotage things by entangling them with plants.
Obliterate
Similar to smash, but over a large area. This can level a city block of wood buildings, fill a canal system with vines, and similar massive destruction.