Difference between revisions of "Shapeshift Plant (Action Powers)"

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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
 
<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>
  
===Camouflage ===
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=== Entangle ===
Stance
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Basic Action
  
You can alter your coloration and [[Sneak (Action)|sneak]] as if you had concealment as long as you are not next to an enemy and adjacent to a wall or lying prone. Note that standing up or falling prone is not an action in Action.
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You cause vegetation in a diameter equal to your [[Mind (Action)|Mind]] to animate and entangle creatures in the area.  
 
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[[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] in the area has a minimum difficulty equal to your [[Maneuver (Action)|Maneuver]].  
=== False Tracks ===
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This lasts until the end of the scene.
Stance
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If the vegetation in the area is so sparse that it cannot effectively a certain creature, this has no effect on that creature.
 
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You and any creature using [[#Plant Path|Plant Path]] are immune to your entangle.
You leave tracks as if you were some other type of creature. Select a creature when you adopt this stance; as long as you remain in the stance, you leave tracks as a natural creature of this type would. The creature has to have a [[Body (Action)|Body]] that differs from yours by no more than your [[Mind (Action)|Mind]]. This does not give you any powers or abilities of the imitated creature.
 
  
 
===Plant Elemental Form===
 
===Plant Elemental Form===
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You can only assume the form on a [[Plant Elementals (Action Creatures) | Plant Elemental]] with this version of the power.
 
You can only assume the form on a [[Plant Elementals (Action Creatures) | Plant Elemental]] with this version of the power.
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=== Plant Path ===
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Inherent or Basic Action
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Plants part to allow passage to you.
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[[Shapeshift_(Action_Powers_Technique)#Evasion|Evasion]], [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]],
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[[Recon_(Action_Powers_Technique)#Make_Camp|Make Camp]] and [[Move_(Action_Powers_Technique)#Pathfinding|Pathfinding]]
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tasks are [[Actions_(Action)#Confident_Roll|Routine]] for you in areas with significant plant life.
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''[[Move_(Action_Powers_Technique)#Pathfinding|Pathfinding]] is a Ride stunt and and [[Recon_(Action_Powers_Technique)#Make_Camp|Make Camp]] is a Recon stunt.
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You are immune to [[Plant_(Action_Powers_Form)#Ride_Plant|Plant]] powers that impede movement as long as the power-user's [[Mind (Action)|Mind]] is less than your [[Ride (Action)|Ride]].
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This part of the power is inherent.
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As a Basic Action you can touch a creature allowing them to share the benefit for the rest of the scene as long as they stay within your [[Ride (Action)|Ride]] meters of you.
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You can benefit up to a number of creatures equal to your [[Mind (Action)|Mind]] this way.
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=== Tree Trap ===
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Finisher
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You trap your target inside a living tree (or other plant) within [[Mind (Action)|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.
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The targets life force is tied to that of the tree; as long as the tree is alive, the target survives. If the tree dies, so does the prisoner. A typical tree has a [[Body (Action)|Body]] of 15-20 depending on size and kind. Freeing the targets requires breaking a [[Curse (Action)|Curse]].
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As an alternative, you can turn the target into a wooden statue or even a wooden object of approximately the same size such as a door, piece of furniture, or other item. In this form the victim can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets [[Dodge (Action)|Dodge]] value to the soak attribute against all types of damage.
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You can use this power on yourself, in which case you can break it as a basic action.

Latest revision as of 10:29, 27 July 2021

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Templates for Action
Main article: Powers (Action)

Entangle

Basic Action

You cause vegetation in a diameter equal to your Mind to animate and entangle creatures in the area. Free Running in the area has a minimum difficulty equal to your Maneuver. This lasts until the end of the scene. If the vegetation in the area is so sparse that it cannot effectively a certain creature, this has no effect on that creature. You and any creature using Plant Path are immune to your entangle.

Plant Elemental Form

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.

You can only assume the form on a Plant Elemental with this version of the power.

Plant Path

Inherent or Basic Action

Plants part to allow passage to you. Evasion, Free Running, Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life. Pathfinding is a Ride stunt and and Make Camp is a Recon stunt. You are immune to Plant powers that impede movement as long as the power-user's Mind is less than your Ride. This part of the power is inherent. As a Basic Action you can touch a creature allowing them to share the benefit for the rest of the scene as long as they stay within your Ride meters of you. You can benefit up to a number of creatures equal to your Mind this way.

Tree Trap

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. If the tree dies, so does the prisoner. A typical tree has a Body of 15-20 depending on size and kind. Freeing the targets requires breaking a Curse.

As an alternative, you can turn the target into a wooden statue or even a wooden object of approximately the same size such as a door, piece of furniture, or other item. In this form the victim can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.

You can use this power on yourself, in which case you can break it as a basic action.