Action: Instant.
Cost: None.
Dice Pool: Wits + Survival + Wild.
High Torment: You can force a clash of wills against obfuscated or invisible creatures within the air by linking your mind more directly and forcefully with the general wilderness.
Quicken Growth
You can provide sustenance to all flora within miles equal to Faith as though they had been recently fertilised OR you may instantly revivify a single plant you touch which has recently died causing it to bud new leaves before one's very eyes OR you can cause a single plant or tree to bear fruit or some other seasonal product within seven rounds.Action: Instant.
Cost: None.
Dice Pool: Presence + Survival + Wild.
High Torment: You can damage all flora within miles equal to Faith as though you had recently sprayed a weak pesticide upon them OR you may instantly kill a single plant you touch causing it to wither and die OR you can cause a single plant or tree to bear fruit that appears healthy but is actually poisonous (Toxicity 3 poison).
Command the Wild
You can cause a single woody plant or several bushy ones within yards equal to Faith to grow in size and thickness, creating cover that has armour equal to successes for yourself OR you can cause a single seed to sprout and gain size equal to successes OR you can make a tree or similarly large plant move a limb in an attack that deals bashing damage whose dice pool is equal to your successes.Action: Instant.
Cost: None.
Dice Pool: Presence + Survival + Wild ( - Defence).
High Torment: You can attack others using a tree limb as a reflexive action.
Possess Plant
You can enter any plant that you are touching and pass through their root systems from plant to plant and tree to tree. You can travel anywhere within miles equal to Faith in this manner anywhere that has enough plants (i.e. tree-lined streets and lawned gardens would do, sandy deserts and largely bitumen and tarmac wouldn't). If you have previously cast Wilderness Sense, you can then use your regular senses as though you were standing in the place of a particular plant (as in a manner of speaking, you are). If for some reason you must pass through a reasonable distance of dead plants, you may do so with the expenditure of a willpower point which will revivify them (giving them another shot at life).Action: Instant.
Cost: 1 Faith.
Dice Pool: Intelligence + Survival + Wild.
High Torment: You can cause the vegetation you pass through to wilt and begin to die but until then those you nominate (up to Faith in number) will suffer a -2 environmental penalty to any rolls made while traversing plant-filled areas (including garden lawns) which can cause mishaps that have their own damage dice pool equal to your successes on the roll (i.e. tripping over a tree root and landing on a garden gnome). This dice pool is only bashing but as the damage / troubles last for a day it can certainly add up.
Mutate Plant
You can enter change any of a plant's characteristics on a genetic level - spending successes on increasing / decreasing it's size; changing the colour or shape of a leaf, petal or general branch configuration; changing the chemical qualities and purity within the plant; changing the taste and nutritional content of its fruit; and changing how it draws in nutrients (i.e. plants that live off air, plants the dissolve meat). Such changes must be plausible within a living plant unless the Rabisu is content to keep it alive using lores. This can be performed on lichen, moss and fungi.Action: Instant.
Cost: 1 Faith.
Dice Pool: Intelligence + Survival + Wild.
High Torment: You can give the plant greater mobility and reaction times so that it can either attack those not wearing the right pheromone with a limb or root OR grapple them OR move to connect with their skin to release a damaging toxin or skin irritant.
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