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Plant/nature based powers


GCMorris

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The trees have eyes-Clairvoyance in the forest

Pass without trace-Environmental movement:forest leaves, mud & ...I can't remember the official way of leaving no tracks right now

Photosynthesis-LS: Eating (Gain sustenance from sunlight and moisture in the air); non-persistent (channeling plant spirit)

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I built a character that I really liked with the following power set. She's a splinter that has been cut out of Yggdrasil.

 

3 Branches, Roots, and Vines I
Extra Limbs (100); Limited Manipulation (-¼), Variable Limitations (requires -½ worth of
Limitations; Costs Endurance or Linked (The World Tree); -¼)

 

7 Branches, Roots, and Vines II
Stretching 9m, Reduced Endurance (0 END; +½); Limited Body Parts (Only with Extra
Limbs; -¼), no Noncombat Stretching (-¼), Always Direct (-¼)

 

11 Branches, Roots, and Vines III
+ Stretching 18m, Reduced Endurance (0 END; +½); Linked (The World Tree; -½), Limited
Body Parts (Only With Extra Limbs; -¼), Limited Power Power loses about a fourth of its
effectiveness (Only When On the Ground; -¼), no Noncombat Stretching (-¼), Always
Direct (-¼)

 

5 Vegetable Mind Mental Defense (5 points total)

 

41 Dendromancy Multipower, 62-point reserve; all slots Concentration (½ DCV; -¼), Extra Time (Full Phase,
Only to Activate, -¼) (62 APs)
2f Awaken the Lesser Trees 1) Summon 298-point Treeman; Increased Endurance Cost (x2 END; -½), Extra Time (Extra
Segment, -½), Concentration (½ DCV; -¼), Variable Limitations (requires -½ worth of
Limitations; Summoned Being Must Inhabit Locale or Only in Area of Created Forest; -¼)
(60 APs) 12
1f Burrowing Roots 2) Tunneling 9m through 9 PD material; Concentration, Must Concentrate throughout use
of Constant Power (½ DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) (27 APs) 3
1f Command Plants 3) +32 EGO; Limited Power Power loses about two-thirds of its effectiveness (Only for
EGO vs. EGO Rolls vs. Summoned Plants; -1 ½), Costs Endurance (Only Costs END to
Activate; -¼), Extra Time (Full Phase, Only to Activate, -¼), Concentration (½ DCV; -¼) (32
APs) 3
3f Command Plants 4) Mind Control 9d6 (Plant class of minds), Telepathic (+¼); Extra Time (Full Phase, -½),
Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½) (56
APs) 6
2f Create Forest 5) Change Environment (-1 to Normal Sight PER Rolls, -1 Characteristic Roll and all Skill
Rolls based on Characteristic, -1 Range Modifier, -2m of any mode of Movement, -2m of
any mode of Movement, -2m of any mode of Movement, Long-Lasting 1 Hour), Area Of
Effect (1m Radius; +¼), Personal Immunity (+¼), MegaScale (1m = 1 km; MegaArea; +1);
Increased Endurance Cost (x3 END; -1), Extra Time (1 Turn (Post-Segment 12), Only to
Activate, -¾), Concentration (½ DCV; -¼), Limited Power Power loses about a fourth of its
effectiveness (Only vs. Targets on or Within 16m of the Ground; -¼), Side Effects, Side
Effect occurs automatically whenever Power is used (Side Effect always occurs whenever
the character does some specific act; Does Considerable Damage to the Environment; -0)
(62 APs) 18
2f Dendrokinesis 6) Telekinesis (40 STR), Alternate Combat Value (uses OMCV against DCV; +0); Only
Works On Limited Types Of Objects Limited Group of Objects (Only Works on Plants; -½),
Extra Time (Full Phase, -½), Concentration, Must Concentrate throughout use of
Constant Power (½ DCV; -½), Limited Power Power loses about a fourth of its
effectiveness (Only to Animate Plants (cannot move them through the air and so forth);
-¼) (60 APs) 6
1f Pass Through Thickets 7) Desolidification (affected by Magic); Limited Power Power loses about two-thirds of
its effectiveness (Only to Pass Through Plants; -1 ½), Does Not Protect Against Damage
(-1), Extra Time (Full Phase, Only to Activate, -¼), Concentration (½ DCV; -¼) (40 APs) 4
1f Plantspeech 8) Telepathy 6d6 (Plant class of minds); Concentration, Must Concentrate throughout
use of Constant Power (½ DCV; -½), Extra Time (Full Phase, -½), Communication Only (-¼)
(30 APs)

Dendromancy (continued) Dendromancy (continued)
2f Quicken Plants 9) Summon 4 200-point Monstrous Plants, Expanded Class of Beings (Very Limited Group; Monstrous Plants;
+¼); Extra Time (Extra Segment, -½), Increased Endurance Cost (x2 END; -½), Concentration (½ DCV; -¼),
Variable Limitations (requires -½ worth of Limitations; Summoned Being Must Inhabit Locale or Only in Area of
Created Forest; -¼) (62 APs) 12
3f Striking Plants 10) Blast 8d6, Alternate Combat Value (uses OMCV against DCV; +0), Indirect (Source Point can vary from use
to use, path is from Source Point to target; +½); Extra Time (Full Phase, -½), Variable Limitations (requires -½
worth of Limitations; OIF (Plants of Opportunity) or Only in Area of Created Forest; -¼), Concentration (½ DCV;
-¼) (60 APs) 6
2f Take the Form of Plants 11) Shape Shift (Sight, Smell/Taste and Touch Groups, limited group of shapes), Cellular; Extra Time (Full
Phase, -½), Concentration (½ DCV; -¼) (30 APs) 3
1f Tangling Thicket 12) Entangle 4d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DCV; +0), Area Of Effect (4m Radius;
+¼), Personal Immunity (+¼), Indirect (Source Point can vary from use to use, path is from Source Point to
target; +½); Vulnerable (Very Common; Fire; -1), Vulnerable (Very Common; Takes 2x Damage from Cutting; -1),
Extra Time (Full Phase, -½), Variable Limitations (requires -½ worth of Limitations; OIF (Plants of Opportunity)
or Only in Area of Created Forest; -¼), Concentration (½ DCV; -¼) (60 APs) 6
1f Tangling Thicket 13) Entangle 5d6, 3 PD/3 ED, Indirect (Source Point can vary from use to use, path is from Source Point to
target; +½); Vulnerable (Very Common; Fire; -1), Vulnerable (Very Common; Cutting; -1), Extra Time (Full Phase,
-½), Variable Limitations (requires -½ worth of Limitations; OIF (Plants of Opportunity) or Only in Area of
Created Forest; -¼), Concentration (½ DCV; -¼) (60 APs) 6
1f Wall of Plants 14) Barrier 5 PD/5 ED, 11 BODY (up to 8m long, 4m tall, and 1m thick), Opaque Sight Group, Personal Immunity
(+¼); Limited Power Power loses about half of its effectiveness (Takes 2x Damage from Fire; -1), Limited Power
Power loses about half of its effectiveness (Takes 2x Damage from Cutting; -1), Extra Time (Full Phase, -½),
Variable Limitations (requires -½ worth of Limitations; OIF (Plants of Opportunity) or Only in Area of Created
Forest; -¼), Concentration (½ DCV; -¼) (62 APs) 6
2f Writhing Plants 15) Telekinesis (10 STR), Fine Manipulation, Alternate Combat Value (uses OMCV against DCV; +0), Area Of
Effect (17 2m Areas; +1 ¼), Selective (+¼); Extra Time (Full Phase, -½), Concentration, Must Concentrate
throughout use of Constant Power (½ DCV; -½), Physical Manifestation (-¼), Variable Limitations (requires -½
worth of Limitations; OIF (Plants of Opportunity) or Only in Area of Created Forest; -¼) (62 APs) 6

 

44 Hard- and Softwood Multipower, 44-point reserve (44 APs)
4f Hardwood 1) +10 STR plus +10 CON plus Resistant Protection (8 PD/8 ED) (44 APs) 1
4f Softwood 2) +9 DEX plus +3 DCV plus +1 SPD (43 APs)

 

5 Ironwood Power Defense (5 points)

 

16 Ironwood Resistant (+½) applied to PD plus Resistant (+½) applied to ED

 

5 Rooted Knockback Resistance -11m; Lockout (Cannot Run, Leap, or Otherwise Move from Position (is "rooted"); -½),
Limited Power Power loses about a fourth of its effectiveness (Only When On the Ground; -¼), Variable
Limitations (requires -½ worth of Limitations; Linked (The World Tree) or Extra Time (Full Phase, Only to
Activate) and Costs Endurance (Only to Activate); -¼)

 

7 Sapling Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB), Costs
Endurance Only To Activate (+¼); Increased Endurance Cost (x3 END; -½), Extra Time (Full Phase, Only to
Activate, -¼), Concentration (½ DCV; -¼) 3

 

7 The Might of the Earth +11 REC; Limited Power Power loses about a third of its effectiveness (Only When In Contact With Earth/Stone;
-½)

 

45 The World Tree Growth (+45 STR, +15 CON, +15 PRE, +9 PD, +9 ED, +9 BODY, +18 STUN, +7m Reach, +36m Running, -18m KB,
hands/feet are Area Of Effect (1m Radius) attacks, 6,401-50,000 kg, +6 to OCV to hit, +6 to PER Rolls to
perceive character, 9-16m tall, 5-8m wide), Costs Endurance Only To Activate (+¼); Increased Endurance Cost
(x3 END; -½), Extra Time (Full Phase, Only to Activate, -¼), Limited Power Power loses about a fourth of its
effectiveness (Only When on the Ground; -¼), Side Effects (Side Effect always occurs whenever the character
does some specific act; Loses All Leaping and Swimming and all but 2m of Running (becomes rooted);
Automatically Happens When Power is Activated at the Huge Level; -¼), Concentration (½ DCV; -¼), Side Effects
(Side Effect always occurs whenever the character does some specific act, Side Effect only affects the
environment near the character; Does Significant Damage to the Environment; Automatically Happens When
Power is Activated at the Huge Level; -0) 27

 

7 Vegetable Physiology Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Minute; Longevity:
1600 Years)

 

7 Vegetable Physiology Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases); Limited Power Power loses
about a third of its effectiveness (Not vs. Diseases and Poisons of Plants; -½)

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The trees have eyes-Clairvoyance in the forest

Pass without trace-Environmental movement:forest leaves, mud & ...I can't remember the official way of leaving no tracks right now

Photosynthesis-LS: Eating (Gain sustenance from sunlight and moisture in the air); non-persistent (channeling plant spirit)

Trees have eyes:

How about Touch, Ranged, Megascaled. If the fights is in the park, the character knows everyone sittng in a tree, everyone stepping on the grass. And even some form of flight (human torcher flying close to the ground).

 

Pass without Trace:

In 5E it was gliding. I personally am partial to "IPE (Touch), for walking". What in the end makes the tracks is your touch on the surface.

Note that "only along surfaces" modifier for Flight explicitly does trigger "pressure detectors", so it would leave prints.

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Some more ideas I had for the Plant element of my old Character Septa (5E writeup, handle values with care):

 

Plants Healing:

2d6 Healing BODY, Can Regrow Limbs(5), 25 Base; Increase Re use (5 minutes, +1), 50 AP, Minor Side Effect(always, Target aquires Distictive Feature; -1/2), Common Limitation (-1/2), 25 Real
Replaces damaged tissues and seals the wounds with a symbiotic plant material, that slowly recedes as the flesh heals normally."

 

 

Living Dress:
+10 COM, 5 AP; Physical Manifestation (-1/4), 1 Charge (-2), Extra Time to Activate (5 Minutes), Concentration to Activate (0 DCV, totally unaware; -3/4)
A complete set or piece of clothing that is the third lifestage of a special, magical flower. Can easily be spoiled by things other than damage (someone spilling liquids over it). No matter how baldy damaged, it will always compact to a single seed after use. The seed grows back to the flower in less than one day. The Aura of Liveliness makes her seem a lot more atractive.

 

 

Walk among Plants:
Environment Movement?
LS: Aging, Food, Water?

 

 

Touch of the Element:
Detect touch impressions (3 point, passive), Unusual Group, Sense (2), Range (?), 360° (?)
She can expand her touch Sense to one of the Elements. She is aware about the structure and volume of that element (how tunnel or buildings are formed) as well as feeling anything touching that material. She can only feel through one Element at a time and her sense is blocked by any barrier of any other element.

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From the Wood and Plants chapter in Champions Powers:

 

Choking Spores: Blast, NND

Control Plants: Mind Control, Plant Group (affects intelligent plants)

Controlling Spores: Mind Control

Leafy Prison:Severe Transform, Human into Tree

Phytotoxic Sting: CON and STUN Drain if HKA does BODY

Quicken Plant: Summon giant monster plants by transforming local plants

Sticky Sap: Entangle, Sticky

Strength of the Trees: STR, Increased END Cost

Entangling Growth: Entangle using existing plants

Thorn Spray: RKA, Armor Piercing

Thorny Body: RKA Damage Shield

Wood Warping: Transform to make wooden objects useless

Barkskin: Resistant defenses

Phytotoxic Immunity: Immune to plant toxins

Rooted: Knockback Resistance, Costs END

Brachiation: Swinging, only in forests

Burrowing Roots: Tunneling

Worldroot Path: Teleport through plants

Plant Speech: Telepathy, Plant Class

Sense Vibrations: Detect vibrations in the ground

Nature's Bounty: Life Support vs Eating for a group by growing food

Photosynthesis: Life Support vs. Eating, and vs. Breathing to resist choking, strangulation, etc.

Rapid Growth: Stretching

Tendrils and Vines: Extra Limbs

Thicketmaster: Environmental Movement in undergrowth

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Well, not in relation to your character probably.  But, coming home from work last night and looking at some kudzu growth on something forgotten that made it look like a "towering kudzu-covered monster".  It did make me start character creation thinking of a "magical" kudzu monster with rapid "healing" to regrow destroyed kudzu, which would make it hard to completely kill.

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