Plantlife

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Plantlife
Element
PrefixBo-
Common Armor ColorsGreen, blue, teal, brown
Associated Attribute ScoresDEX, CON, WIS
Crafting ProficiencyProficiency in Cultivation
Skill ProficienciesProficiency in Medicine and Survival
Elemental TypeSolid
Elemental Damage TypeDepends on Elemental Rider
BS01

Plantlife (also known as Jungle or The Green) is an Elemental Power.

Example Usages

  • Creating plant life
  • Controlling plant life
    • Changing the form of plants
  • Absorbing plant life
  • Unleashing a Nova Blast of the Green (Toa-exclusive)

Combinations

  • Beings other than Toa and the Krahka cannot combine powers of any sort to create a Protodermis cage. As long as each wields a different element, providing that Light and Shadow are not included at the same time, any six Toa can create a Protodermis cage.

In the Doronai Nui

Tribally-Linked Abilities

All beings elementally aligned with Plantlife are able to ignore Difficult and Dangerous Terrain created by Plants (they suffer no movement penalty, and no damage). This does not apply to plant-based attacks (such as those with the Ensnaring Rider); they only apply to Terrain. Beings associated with Plantlife also add their proficiency bonus to Knowledge: Science or Knowledge: Geography checks when dealing with plants (even if they are already proficient in Nature).

Elemental Talent

Plantlife has access to several Elemental Talents; you begin play with Boundless Growth, and can unlock the others for their listed SP costs. Additionally, wielders of Plantlife have access to two Plantlife Elemental Riders for free: Thorns, and one other of your choice. You may unlock the others, as well as the E-Item Aspects Plantlife has access to, for their listed SP costs. Note that many of these Talents modify Riders, but are not Riders themselves.

Boundless Growth

Whenever you use a Plantlife Elemental Attack Form, you gain one free Rider slot (this does not increase SPI). This free Rider slot must be used for a Plantlife Elemental Rider.

To clarify, normal or Archetype-exclusive Riders cannot make use of these Rider Slots. Additionally, Plantlife Elemental Riders cannot be used with regular Rider Slots. Plantlife Elemental Riders can only be used with the Rider Slot gained from Boundless Growth.

Accomplished Gardener - 1SP (This Talent requires any three Plantlife Riders)

Accomplished Gardener reduces the EE cost of all Plantlife Elemental Riders by 1, to a minimum of 0. You may select this Talent multiple times, but it costs 1 additional SP for each time you have selected it.

Plantlife Elemental Riders

  • Thorns (0EE) This attack deals Piercing damage. When a being suffers damage from this attack, they must succeed on a FORT Save; on a failure, they are treated as Bleeding for 1d4 Rounds.
    • Hooked (1 SP - this Talent requires Thorns) When a being suffers the Bleeding condition applied by your Thorns Rider, the Bleeding condition instead lasts (1d4 + 2) Rounds, and deals an additional 2 damage each Round.
    • Acid-tipped (3 SP - this Talent requires Hooked and Corrosive) Your Thorns are coated in acid and burn through armor. When a being fails their save against the Bleeding effect of your Thorns Rider, one piece of armor (selected in the same fashion as Sunder rules select limbs) loses 1d6 IHP and 1 AC each round, for (1d3 - 1) rounds (minimum 1). The AC is regained when the IHP damage is repaired.
  • Sticks (1SP, 0EE) This attack deals Bludgeoning damage. When a being suffers damage from this attack, they must make a FORT Save; on a failure, they lose 1AP at the start of their next Turn. Additionally, you may add a second Plantlife Elemental Rider to this attack by paying its EE cost plus an additional 2EE surcharge.
    • Ironwood (1 SP - this Talent requires Sticks) When you use your Elemental Armor, if you select the Sticks effect (+1 AC), you increase your AC by an additional 1 point. Note: this effect does not stack if you select the Sticks ability multiple times.
  • Stinging (1SP, 4EE) While attacks using this Rider appear to be innocuous, with broad, flat leaves, said leaves abrade armor and skin, coating the target with contact poisons. This attack deals Piercing and Poison damage. Beings who take damage from a Stinging attack must make a FORT Save; on a failure, they lose 1AP for the next 1d3 Rounds.
    • Improved Irritants (1 SP - this Talent requires Stinging) The AP reduction effect caused by your Stinging Rider instead lasts for (1d3 + 1) Rounds.
    • Lingering Toxins (2 SP - this Talent requires Stinging) Increase one variable of Stinging’s Poison Damage by 1. This only increases either X or Y, but not both with a single purchase. This Talent can be taken multiple times, and costs 2 additional SP for each time you have taken it. Note: As Stinging has a default Poison value of 0.0, you must take this Talent 2 times in order for it to have any effect.
    • Intense Irritation (3 SP - This Talent requires Stinging) The first Round that a being loses AP due to your Stinging ability, they lose 2 additional AP.
  • Ensnaring (1SP, 4EE) This attack deals Bludgeoning damage as twisting vines attempt to wrap around the target. All targets or beings in the area of effect must make a REFL Save; on a failure, they are Pinned for 1d4 Rounds. They may attempt to escape these vines as a 2AP Action on their turn by repeating the Save, or making an Acrobatics or Athletics check against the same DC.
    • He Held a Rose (2 SP - this Talent requires Ensnaring) You may add your Proficiency Bonus to your Elemental Saving Throw DC for the purposes of your Ensnaring Rider. Note: This Talent only affects your Ensnaring Rider, and does not increase your E-Save DC at any other time.
    • A Rose's Thorns (1 SP - this Talent requires He Held a Rose and Thorns) Whenever a being attempts a saving throw or skill check against your Ensnaring ability, or to escape the Pinned condition applied by your Ensnaring ability, they suffer 2d4 damage as thorns scratch them.
  • Corrosive (2SP, 8EE) This attack deals Corrosive 1 damage, and is formed by a blast of plant-based acid. Any being that suffers damage from this attack must make a REFL Save; on a failure, 1d3 random pieces of their armor each lose 1d6 IHP and 1AC. The AC is regained when the IHP damage is repaired.
    • Burning Vitriol (2 SP - this Talent requires Corrosive) Increase the Corrosive Iteration by 1 (e.g. from Corrosive 1 to Corrosive 2, or Corrosive 2 to Corrosive 3). This Talent can be taken multiple times, and costs 2 additional SP for each time you have taken it.
    • Fly Trap (2 SP - this Talent requires Corrosive and Ensnaring) On each turn that a being is Pinned by your Ensnaring Rider, they suffer 2d4 Corrosive damage.
  • Pollen (1SP, 8EE) This attack deals Poison 1.1 damage, and is accompanied by a burst of pollen which clouds the target's vision. Any targets or affected beings must make a FORT Save; on a failure, they are Blinded for 1d4 Rounds.
    • Blossoming Flowers (3 SP, requires Pollen and Medicinal E-Item Aspect) When you create an E-Item with the Medicinal Aspect, you can create up to twice as many fruit as standard, at an additional cost of 1 EE per fruit.
    • Toxic Bloom (2 SP - this Talent requires Spores) Whenever a being fails their saving throw against the Blinding effect of your Spores, they suffer 2d4 Poison DOT over 1d4 Turns. Note: This is an immoral power, and using it breaks the Toa Code.
    • Photosynthesize (2 SP - this Talent requires the Pollen Rider and Medicinal Aspect) In times of peaceful contemplation, outside of the flow of battle, you can grow tendrils and sprout flowers, rooting your body and soul to that of the Matoran Universe as a whole. When you take a Rest, you regain additional HP and EE equal to three times your proficiency modifier. You can only regain additional HP and EE in this way if you are taking your rest in an area with sunlight, water, and fertile soil.
  • Spores (1SP, 8EE) This attack deals Poison 1.1 damage, and is accompanied by dizzying spores, forcing any targets or affected beings to make a FORT Save; on a failure, they become Dizzy for 1d4 rounds.
    • Bad Reaction (2 SP, requires Pollen) Increase one variable of Spores’ Poison Damage by 1. This only increases either X or Y, but not both with a single purchase. This Talent can be taken multiple times, and costs 2 additional SP for each time you have taken it.
    • Fleshrooted (2 SP - this Talent requires Spores) You may perform Bo-elemental attacks from the position of any being Dizzied by your Spores, instead of from your own position. When you do so, the being who you chose suffers Poison damage equal to twice your Proficiency, and is no longer Dizzied. Note: This is an immoral power, and using it breaks the Toa Code.
    • Neural Parasite (4 SP - this Talent requires Fleshrooted and Ensnaring) As a 4AP action, you spend 12 EE to select one being within 30ft who is Dizzied by your Spores effect. They must make a Fortitude save against your Elemental Save DC; on a failure, your spores send vines into their brain crystal, and they become Dominated. They may attempt a new saving throw at the start of each of your turns. Note: This is an immoral power, and using it breaks the Toa Code.

Area of Effect

  • Needle Burst (Requires Thorns Rider) All beings within the area are pelted by a shredding storm of thorns. Each being takes X Piercing Damage equal to your Intensity. Additionally, they suffer Yd4 Piercing DOT/Y rounds.
  • Fast Grove (Requires Sticks Rider) This AoE creates either a single tree or a collection of smaller saplings. The IHP of a single tree created in this way is equal to 10 times the Intensity (Y). The IHP of saplings created this way is equal to 10*Y, evenly divided amongst the saplings created.
  • Field of Nettles (Requires Stinging Rider) This AoE creates a field of aggressive stinging plants. The affected area becomes Dangerous Terrain (this effect is permanent unless the plantlife is destroyed). Whenever a being attempts to move through this Dangerous Terrain, they must succeed on a FORT Save, or lose 1AP for each 5ft that they move (in addition to the normal cost of moving through Difficult Terrain). In addition, they suffer 2d6 Poison damage on a failed save. Note: This AoE does not scale with Intensity.
  • Tomb Vine (Requires Ensnaring Rider) Tomb Vine is an aggressive form of grass that ensnares moving creatures, and drags them underground. Creatures in the AoE must make a REFL Save whenever they enter the area or attempt to move in the affected area. On a failure, they become Pinned. At the end of their turn, if they remain Pinned, they are Half-Buried. If they remain Pinned at the end of their turn, and are already Half-Buried, they are instead Buried, and may begin to suffocate. They can unbury themselves as an 8AP action (or as a 4AP action, if only Half-Buried). They may not Unbury themselves while still Pinned. Note: This AoE does not scale with Intensity.
  • Acid Grass (Requires Corrosive Rider) This AoE instantly creates a field of Acid Grass. Whenever a being moves through the area, or ends their turn in the area, they suffer X Corrosive Damage equal to their Intensity. Additionally, they must make a FORT Save; on a failure, they suffer an additional Yd6 Corrosive damage, and lose 1 point of Quality and AC from each of 1d3 random pieces of armor.
  • Hypnotizing Spores (Requires Spores Rider) All beings within the area must make a WILL Save when they enter the area, or if they start their turn in the area. They suffer DADV1 on this Save if they ended their last turn in the area. If they fail their WILL Save, they suffer X Poison Damage equal to their Intensity, and are Dazed until the end of their next turn (though this condition ends immediately if they suffer damage from another attack or effect). Note: If the user chooses to apply Poison damage, this AoE is an immoral power, and using it breaks the Toa Code. If the wielder decides to forego the Poison damage from all beings within the area, it is not considered immoral.

Elemental Armor

Thick foliage coats you in varying degrees of security, nature’s services called to protect your biomechanical body. Rather than increasing the effects of your Plantlife E-Armor, you instead may select a number of the following abilities based on the Intensity of your E-Armor. You may only select the effects you meet the prerequisite for, and may change which effects are selected each time you activate your E-Armor. Additionally, for every 2 points of Intensity you invest, increase your AC by 1.

  • (Requires Thorns Rider) Whenever a creature deals damage to you with a Strike Attack made with a weapon without the Reach Component, they suffer 1d4 piercing damage. You may select this effect more than once, increasing the damage dealt by 1d4.
  • (Requires Sticks Rider) Increase your AC by 1.  You may select this effect more than once, reducing your speed by 5ft per 2 points of Intensity. At Intensity 5, regardless of your normal movement speed, you are immobile.
  • (Requires Stinging Rider) Whenever a being hits you with a Strike Action, they must make a FORT Save; on a failure, they lose 1AP at the start of their next turn.
  • (Requires Ensnaring Rider) Fire Attacks against you have DADV1. You may select this effect more than once, increasing the DADV by 1.
  • (Requires Corrosive Rider) Strike Attacks against you have DADV1. Beings that successfully hit you must make a FORT Save; on a failure, they are Blinded for 1d4 rounds.
  • (Requires Spores Rider) Creatures within 5ft must make a FORT Save when entering or beginning their turn within this area; on a failure, they become Dizzy while they remain in the area, and remain Dizzy for PROF rounds when they leave. You may select this effect more than once, increasing the range by 5ft.

Aspects

Aspects are used with Elemental Items.  Some aspects will have a varying effect based on Size - this might mean that something too small has no effect, some might have no effect when too large, and some might not scale effect with size. A wielder of Plantlife can only replicate a Compound Plant if they have interacted with that plant before, having spent 3 hours of Downtime understanding it. Backstory negotiation may be required between players and GMs.

The following Aspects can be eaten as a replacement to rations: any Medicinal, Bula Berries, Madu Fruit, Rangimelon, Passiflora, and Skullwalker Tree seeds. Other plants created by different Aspects can usually be eaten, though they do not have any nutritional value.

Hardwood

Hardwood is the standard material of Toa of Plantlife, and has no unique properties.

Softwood (0SP, 1EE)

Softwoods are far more flexible than Hardwood and will not snap easily when bent. They are ideal for making bows and other similar objects.

Teak (1SP, 1EE)

Teak is waterproof and ideal for making boats, rafts, and other waterproof items.

Greenheart (2SP, 2EE)

A dense and durable wood. It is the only wood listed here that sinks in water. Twice the HP of Hardwood.

Medicinal (2SP, 2EE)

Growing a Medicinal Elemental Item creates a plant with healing fruits—either a single fruit, or a small tree. Eating the fruit is a 1AP Action, and causes you to regain 1d6 HP.  Can be eaten as a replacement for rations. These large fruits are incredibly dense, and as such, weigh 5 lbs each. Additionally, when grown in this way, they are brought to peak ripeness, and as such will sour and lose their effect after only 36 hours. You grow a number of healing fruits based on the table below:

Table will be added later; this text is a placeholder

Compound Plants (3SP, EE as listed)

  • Lightvine (2EE) Lightvine is a type of glowing vine. While it has the same texture and strength as regular vines, it glows with a phosphorescent light. Lightvines shed light similar to a Lightstone. Additionally, the Light from a Lightvine serves as a repellent to beings of shadow; Makuta, Rahkshi, and other such beings will not voluntarily cross a Lightvine boundary or enter an area lit by Lightvine (though this does not prevent them from destroying the Lightvines before entering).
  • Vuata Maca Ukuta (Large or larger object, 10EE) A Vuata Maca Ukuta Tree naturally flows with the power of electricity. While this power is generally not strong enough to harm living beings, it can be channelled to power machinery or lights. Additionally, a being can recover one additional level of Exhaustion during a Rest if they spend it while touching a Vuata Maca Ukuta Tree. Vuata Maca Ukuta Trees grown in this way are lesser Vuata Maca Trees; the Vuata Maca Trees that grew on Mata Nui are unique plants that are specific to that region and soil.
  • Bula Tree (Large or larger object, 8E) Bula trees produce Bula Berries, which have mild healing effects. When a tree first grows, it will sprout 4d8 Bula Berries; if left unharvested over the course of a season, it will naturally grow more. Each Bula Berry produced expires quickly after being picked (within 36 hours). Eating any number of Bula Berries is a 1AP Action, and causes you to gain 1d10 THP per Bula Berry consumed. Can be eaten as a replacement for rations. You cannot have more than 10 THP gained from Bula Berries at a time, and the THP gained doesn't stack with other sources of THP (as per normal).
  • Coilvine (1EE) A set of strong vines with hooks on both ends that contract and relax at the will of the creator, or at random in the wild. Grows 4 vines per Size category.
  • Spiked Dagger Plant (4EE, cannot exceed Shield-size) Spiked Dagger Plants are deadly shoots that seek out the organic parts of a being and burrow into them. A Spiked Dagger Plant has X HP, where X is the Size times 3. If left unattended, the Spiked Dagger Plant will wait in a coiled lump of plant matter for unsuspecting prey to walk by, and strike out against its vital areas. Spiked Dagger Plants have DADV1 on all attack rolls. They have a +2 bonus on attack rolls, and deal (1d8 + 2) Piercing damage on a hit. Weapon Sized and Shield Sized Dagger Plants deal (1d8 + 3) and (1d8 + 4) damage, respectively. Note: Most Spiked Dagger Plant attacks will be made with the benefits of Surprise (e.g. against FFAC).
  • Harakeke (2EE) Flax grass, used to produce flax for rope. Can gather as many lengths of flax as four times the size of the Harakeke patch grown with this method.
  • Bamboo (2EE) A fast-growing shoot, bamboo is used for a number of applications in place of wood. Bamboo grows at a rate of one foot per day. Generating Bamboo with E-Item gives 6 times the size of the E-Item number of 4-foot-tall shoots (e.g. a Shield-sized E-Item use of this plant would yield 18 shoots).
  • Daxian Oil Tree (Large or larger object, 8EE) A very tall (90-Foot) tree covered in a slick, oily substance. Climbing a Daxian Oil Tree requires a DC 26 Acrobatics check for every 10ft. The oil from these trees can be harvested for later use, and does not lose its slick qualities. Due to the size of these trees by their very nature, the tree can produce 6 Canisters worth of oil per day.
  • Madu Tree (Large or larger object, 12EE) Creates hard-shelled gourds called Madu Cabolo, which are highly volatile and explosive during their growing stages. Makes 2 Madu Cabolo per Size (with Large being the minimum; even the smallest Madu Tree produces 10 Madu Cabolo). Madu Cabolo created by this method can be matured into full Madu fruit (which can be harvested without exploding, unlike Madu Cabolo) by spending an additional 2 EE per Madu Cabolo generated by the tree. Mature Madu fruit can be eaten as a replacement for rations. If left to mature on their own, Madu Cabolo from trees generated in this manner take 6 days to become regular Madu fruit. Madu deal 1d6 Explosive Damage. Madu Cabolo deal 3d6 Explosive Damage.
  • Rubberwood (3SP, 2EE) A tree that contains a sap-like substance which can be harvested using a tap. A healthy Rubberwood Tree will produce 2 Canisters worth of Rubber per day.
  • Bokanohi (Contest Winner) (3SP, 4EE) An exceedingly rare flower that produces a sap that, when absorbed into metals or woods, makes it more durable and resilient. Any metal or wood that is treated with the sap gains an additional 5 IHP and gains Resistance to Bludgeoning Damage.
  • Rangimelon (Contest Winner) (3SP, 2EE) A buoyant fruit that is notoriously difficult to locate and harvest, due to their time-sensitive nature. When harvested, the plant will produce 1d4 melons, each of which will dissolve within 36 hours. They produce food equal to 3 rations, or, due to their rarity, can be sold for 20 Ornate Widgets each.
  • Whukhu (Contest Winner) (Requires Spores) (3SP, 12EE) A tree that bears fruit with a remarkable resemblance to a Kanohi. When a being with the Kanohi Wearer Major Species Boon wears a Whukhu fruit as a Kanohi, they must make a FORT save whenever they take a Rest; on a failure, they are Dominated by the hivemind of the tree itself. At the end of each further Rest, a Dominated being may attempt this FORT save again. This being may be unmasked using the standard rules for doing so; this causes the Dominated condition to end, though they gain the Unmasked condition.
  • Varjuju (Contest Winner) (3SP, 10EE) Covered in thorns that will Poison the target and cause hallucinations. There is a flower that grows on the tree that can cure the effect (alongside many other ailments) and can be used as an amnesiac.
  • Passiflora (Contest Winner) (3SP, 2EE) Edible pulp and seeds that can be toasted. Able to replace rations.
  • Shale Blossom (Contest Winner) (3SP, 5EE) Berries can be used as a food source for certain Rahi, more commonly used as an ingredient in chemical weaponry.
  • Skullwalker Tree (Contest Winner) (3SP, 14EE) Moves about in one direction very slowly. Seeds are nutritious and can be used as a medical salve. Also drains the nutrients from wherever it walks.

Users

Spherus Magna

Element Lords

Matoran Universe

In the Matoran Universe, Plantlife is often represented the prefix Bo- and by the colors green and blue.

Matoran

  • Bo-Matoran represent the Element of the Green. They contain a minuscule amount of Elemental Plantlife Energy, to the extent that they have an innate understanding of plant attributes such as poison. Matoran, Toa, and Turaga of Plantlife are predominantly male.
  • Bo-Toa have the Elemental Power of Plantlife, allowing them to create, control and absorb plant life. Their only real limitation is that when they run out of Elemental Energy of the Green, they must wait for it to recharge.
  • Bo-Toa possess small traces of Elemental Power over Plantlife.

Skakdi

  • Skakdi of Plantlife can only access their power if they work with another Skakdi, or if they carry a weapon that allows them to focus their powers individually.

Makuta

  • Rahkshi and Kraata of Plant Control, and all Makuta, have limited powers over Plantlife.

Associated Locations

All of the following locations are/were affiliated with Plantlife:

On Spherus Magna

In the Matoran Universe

Trivia

  • When creating the Matoran Universe, the Great Beings decided to replace the prevalence of the Jungle power with the Elemental Power of Air. This was because there was greater need for Air powers than Jungle powers, due to a smaller amount of plant life in the Matoran Universe.[1] Mata Nui also granted Air powers to Jungle Glatorian rather than Jungle powers.[2]

References