Plant (Action Powers Form)
|Heroic Action Role-Play|
Plant governs the majority of all life, things that do not act or move but only grow. Some plants do move, and there are plant elementals, animate plants that act as other creatures do, but these are exceptions.
- Alternate Names: Flora, Nature
- Creature : Plant Elementals.
- Skill : Create.
- Attribute : Body
- Sense : Touch.
- Mood : Stoic.
- Blast: Neurotoxin.
You can instruct a living plant to do something it is capable of doing - usually limited to such things as unseasonal growth, flowering, or turning to face a certain direction. You can tell the health and kind of a plant by touch. You can make plants grow as much as they normally do in one week of growing season. Over time this can be used to grow plants into unusual and useful shapes. If you use these powers more than once per day on a particular plant or in a way that leaves the plant out of its seasonal rhythm, it may die. You can cause plants and plant matter (including dead wood) to glow, outlining certain parts and providing ghostly illumination.
You increase the target's size and the size of all their carried equipment. This can have a set duration of up to one day. If used on an enemy, you must beat the target with an opposed Charm roll. On a success, you can increase the targets Body by 3. On a margin equal to the target's Body, you can increase the target's Body by as many points as your Mind, potentially increasing a child to the size of an ogre.
When you increase Body, Mind and Reflexes are both lowered by half that amount, to a minimum of 1.
Commune With Nature
You make a pause to commune with nature; depending on your Tradition you might be communing with spirits, divine beings, or reading telltale signs in a holistic system. This works much like using Gather Information, only your contact is the plant life of an area. Anything obviously affecting the plants will be easy to learn, things obtrusive to plants less so. Terrain features and creatures inhabiting the area are always known, but transients might be missed. The plant life knows of areas where their presence is hampered, such as in a house, but cannot give any detail of what is in such a space. This power extends into a circle with an diameter in kilometers equal to your Mind.
You inspire others to be calm, peaceful, quietly resilient, and stoic. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. This reroll is not Confident. This applies to most uses of the Create skill, and to other skills and rolls as determined my the GM.
Charm Plant Elementals
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.
Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Plant Elementals.
Despite lacking any social abilities, you can release spores that are similar in effect. When using a Charm power (not schtick or stunt), you can roll Melee rather than CharmCharm.
You create enough food for one meal for a creature with a Body no greater than your Mind. Repeated applications can feed several people or be pooled to feed one larger creature. Create rolls determines the quality of the food created and might be required to feed large multitudes.
Basic Action or Limit Break
You can create basic items out of plant materials, shaping and weaving organic matter. In this way you can create personal gear of no more than Ancient sophistication. You can also shape living plants (or parts of them), making living houses, furniture etc. If you use a basic action the duration is minutes equal to the Action Result, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent. The difficulty is the Toughness of the item created; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant. If you are trying to affect a part of a larger living plant, you only need to count Toughness for the parts you are actually changing. This is also useful for breaking and damaging wooden objects. You can do Demolish stunts against such objects as a basic action. Repair of wooden objects has half the difficulty of creating an item, and is not limited in how technologically complex items if can affect. This does not work on Plant Elementals.
You ward an area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but the teleportee is entangled, making him loose all shots for this and the next round. Ethereal Roots covers a radius equal to your Create roll and lasts for a scene. If the area is overgrown, the Ethereal Roots lasts as long as the plants remain healthy.
Stomach to Heart
Prepare a meal. Someone who voluntarily eats this meal can be affected by a Finisher you select when cooking the meal. Make an opposed Create check to affect your target. Both preparing and consuming the meal is a separate Limit Break. The meal needs to be consumed in the same session it is prepared.
You hide something withing a plant. The plant must be large enough to accommodate the object, but there need not be anything like a suitable hiding space. You can then retrieve this object from any other plant of sufficient size. You can have any number of objects cached this way.
Retrieving objects cached this way by another is similar to breaking a Curse.
You can transform one wooden object into another. This is a Transmutation power. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Besides household uses, this allows you to ignore the Resources column when Tinkering with this substance. The transformation is permanent, but volatile substances and those with a game use deteriorate at the end of a session.
If you have several Transmutation powers, you can transform things between the substances you have powers for.
Trigger Action (Defense)
Use this when attacked. Increase your Dodge by +3 for the current shot, and you will not take a Damage Setback unless the damage of the attack equals or exceeds both your Body +10 and Reflexes +10.
You have all the mental sensitivity of a block of wood.
You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are also unable to use stunts and schticks based on these skills, but you can use such powers. If a stunt using either of these skills is made so that it would still reasonably affect you, usually a physical trick, you can use Dodge as your defense. An addition, always add your Mind to your soak attribute against Neurotoxin damage
You also ignore Psychic Damage.
Trigger Action (Defense)
When you are attacked, you can use this power to surround yourself in deflecting and entangling vines. Increase your defensive Dodge by +3 for the current shot. If the target hits you with a in Melee attack, he loses one shot from his shot counter. An unnamed target instead loses his next action.
Trigger Action (Focus)
When completely supported by living plants you can focus. Grass and undergrowth that cannot carry your weight does not count, but climbing on trees, vines, or brambles does.
Add your Mind to your soak attribute against Disruption damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.
You root yourself to the ground. Any attacks or Stunts designated to move or throw you automatically fail, with no effect whatsoever; you cannot lose shots from physical Stunts when rooted. Against attacks enhanced by or including movement, such as Charge or Flying Strike, you can substitute your Dodge for your Toughness.
You move one multiple less of your Move while this stance is in effect, removing the move that usually accompanies a Basic Action. You have to take some action that includes extra movement, such as the Full Move action, to move at all.
You gain a +3 bonus to Dodge for the rest of the scene, but only against weapons and attacks at least partially made of wood. A wooden weapon or other personal object that touches you is warped and unusable for the rest of the scene. You can use this to break a wood door, wooden wall, or wooden construction like the side of a ship, using your Dodge as if it was your Body in a Feat of Strength.
You can grant a mundane plant will and mobility, turning it into a Plant Elemental. It gains the Plant Elemental type, a Body based on its mass and a sum of Mind, Reflexes, Move and number of schticks no higher than your Impress. None of these attributes can exceed your Mind.
An awakened plant starts out with a positive attitude towards you, but its natural tendency is to lose interest and want to return to a sedentary existence, moving only to defend local plant life, especially that of its former type.
You animate plants in a diameter equal to your Mind and cause them to restrain all creatures in the area. The area needs to be overgrown; knee-tall grass or more substantial plant growth suffices. Make an Impress check against each target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is severely bound and suffers three of the conditions. Conditions are applied in this order; immobilized, bound legs, bound arms, hogtie, blindfold. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Impress or destroyed; they have a Body equal to your Impress. Unlike other bonds, large weapons do not suffer a penalty when severing plant entanglements.
This is an instant effect; entering the area after the effect is cast does not cause you to be entangled.
You control the growth of all plants (but not Plant Elementals) in an area with a diameter equal to your Mind, stunting plants or making them fill all or part of this area with dense foliage. The effect is permanent, but can cleared like any area of heavy growth. The difficulty is the highest plant-based Free Running difficulty in the area, and affects an area with a radius equal to your Impress check.
You can create difficult ground, with a Free Running difficulty equal to your Impress. A creature whose Body matches your Impress is too massive to be affected by this. The foliage also obscures vision and ranged attacks, imposing a penalty of -1 per meter of distance. This can also be used to create open ground, construct simple wooden buildings, bridges etc, or to bless or curse crops, pastures and woodlands, affecting yields. If you make plants grow in unsustainable ways, they will wither and die in hours.
Summon Plant Elemental
You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.
A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.
When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.
This power only works on Plant Elementals.
You can analyze the abilities and attributes of any plant within reach, even if it is inside a container or otherwise separated from you. You learn the exact attributes, skills and schticks of plant creatures or the traits of plants and items made from former plants. You also learn and whether it has been affected by any powers recently.
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Plant form or which otherwise affects a plant, Plant Elemental, or overgrown area.
You can gather and use herbs for medicinal purposes. You are always assumed to keep an eye out for such herbs and refresh your supply; the power details how to use them. You can substitute the patient's Body with your Know skill. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can use this as a prophylactic, but must know what specific problem you are preventing. The effect lasts for a scene. Herbalism also applies to poisons. When used in food or as a contact poison, you must first apply the poison (which might be as stunt on some other skill) and the target gets an opposed Know to discover the poison at the last minute. If the poisoning is successful, you do Infection or Neurotoxin damage equal to your Know.
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
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.
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.
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.
Use your entire body as a weapon, battering your enemy down with your mass and power. A foe hit by this dreaded attack takes Blunt damage equal to twice your Body.
If you touch the ground when using this power, you heal three hits.
You strike an opponent with a limb, branch, root or other massive appendage for Body +6 damage, soaked by Body or Reflexes, whichever is best.
You can make melee attacks that do Body +4 Neurotoxin damage, soaked by Toughness. Neurotoxin damage has special rules for bypassing soak.
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage is resisted by the worst soak value of either attack. This is the same as the Melee Weapon ability Dual Damage. Poison Touch does neurotoxin damage soaked with Body. Not the special wounding rules for biological damage.
Serenity of the Soil
At any time when you have taken hits equal to half your Body, you can use this power to become Focused.
When an opponent hits you with a Melee attack and inflicts damage, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. An unarmed attacker sticks to you instead of being disarmed, and cannot chose to be disarmed and can only lose shots. The one of you with the lower Body score cannot move away from the other. If one of you has a greater Body, he can move away from the other as a Basic action, dragging the weaker one along.
An entangled weapon or limb can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Body or destroyed; they have a Body equal to your Impress.
Make a Melee attack with a natural attack or a wood-shafted weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Basic Action, Trigger Action (Combo)
You grow thorns and use a Basic Action to make a Melee attack attack doing Body +4 Piercing damage. If you hit with this attack, you can attack another target you can reach as a Trigger Action (Combo). You can continue to do this as long as you don't attack any target more than once and continue to hit with each attack. This is an exception to the rule that Trigger Actions cannot trigger Trigger Actions.
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create wooden and shafted weapons; axes, spears, staffs, shields, and clubs
You can alter your coloration to blend into the background. This allows you to Sneak without having concealment, but you must still make Sneak checks normally if you move.
Eye of Nature
You can read the signs of nature and flora, sensing their relationships and the presence of anything which disturbs them out to a distance of your Mind in meters. This allows you to "see" through foliage. It is not possible for others to use plant cover to Sneak on you in this area, but if they take this into account they may still be able to sneak there using more solid cover. Beyond this range, your line of sight extends trough foliage and lets you see obvious things as if out in the open, but it is possible for others to Sneak normally there.
You can sense the presence of plants at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of plant, but by concentrating on a particular species, individual or descriptive trait you can eliminate all others. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.
You spread a strong smell of rot and decay. Creatures within Ride meters or who can see you have their senses filled with this rot. Any attempt to recover, heal, or doctor has a minimum difficulty equal to your Ride. Any use of the perception element of a skill also has a minimum difficulty equal to your Ride. Creatures in the area must satisfy the normal requirements to Sneak, but they can use your Ride for Sneak checks.
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 near your destination. The teleport is subtle, targets will often be surprised that they arrived so soon. Ride can detect that something odd happened.
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.
You can take a wooden object of a size appropriate for you to ride, and use it as a mount. This mount has Body, Reflexes and Speed equal to your Mind or your value in the attribute in question, whichever is higher, and a Dodge and Maneuver skill equal to your Ride. It has Toughness equal to its Body +3. It can be attacked and is an unnamed creature. The mount returns to being an object when you dismount but is otherwise tireless. You can create a wooden horse for another rider, using your Mind but that creature's value in the other attributes and Ride skill.
Trigger Action (Combo)
You have several buds that have weapons that can operate independently. Whenever you make a Shoot attack, your Multiple Buds can also make a Shoot attack at the same or a different target. You can select this power multiple times, each allows you to use the Trigger Action (Combo) an additional time with each regular attack you make. This is an exception to the rule that you can only use a single Trigger Action in response to each event. The Multiple Buds can use any type of Shoot attack available to you.
Inherent or Finisher
When you score a Hit with a Shoot attack, the target also loses a Shot. When used as a Finisher target is paralyzed and helpless for a period determined by you, which can be indefinitely. This is a Curse. A target resistant or immune to Neurotoxin is immune to Paralytic.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Poison Burst does neurotoxin damage soaked by Body.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Poison Spit does neurotoxin damage soaked by Body.
You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Poison Spray does neurotoxin damage soaked by Body.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Body +2, or more if you are using an Implement to improve damage. You create and hurl a spear of wood, which does Piercing damage.
You create and hurl a volley of wooden spears, which do Body +2 Piercing damage, or more if you are using an Implement. They can hit everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. Each side of the triangle has the same length and can be as long as your Shoot, while the base can be as long as your Body. Make a separate attack roll against each target, including friends and bystanders.