1d8 ways to Win Animals and Influence Plants!

 

This power is generally speaking the ability to govern beasts at a much higher level than even exceptional training can often account for.

Animal/Plant Control: The Character can influence some kind of generally organic creature to do the players bidding.  Because there are too many possibilities the character should limit his targets to some reasonably defined group or niche such as dogs, sea creatures, insects, etc. that are thematically appropriate.  The creatures the character is able to influence generally have to break off what they are doing in order to arrive under their own power.  If the Character controls plants the Gm should keep available flora in mind and give the player some dramatic license in order to make this power effective.  This power may not appear very differently from some versions of the Allies power.    The subordinates may not have full on powers as inspired by the Animal/Plant Powers abilities but this could be used for a few thoughts on the subject of very powerful animals, just make certain the power is not abused by giving every beast multiple powers as if they were superheroes instead of the players.

 

A: As an attack the character can summon his cohorts to battle as a basic function of the ability.  The Empowered character can control a number of hit points worth of targets equal to his Hit point modifier times 10.  These may operate outside of normal parameters for the often-organic creatures (especially plants); essentially the power gives the character the ability to call forth nearby serviceable creatures for a wide variety of uses.  At a minimum at least a representative of the desired type will come however it may take additional time for the appearance to occur.

 

B: Defensively the character can call upon their chosen form of influenced allies in order to take the hit for the character sometimes, though this should have an emotional impact on the character if they are generally decent, on other occasions the character can call upon the summoned beings to temporarily disable or render ineffective a target just through sheer numbers, distracting a combatant at just the right time or behaving as a defense in some other manner (for example causing an opponent to have a low chance of tripping by forcing a A+4 vs. d20 check or else suffer trip like effects as enumerated elsewhere).

 

C: Much like the senses category below, this power rarely provides movement though it certainly can when creatures larger/faster/more enduring/better adapted to the environment than the character are involved.  Flight via hitching a ride with giant eagles, faster ground movement by riding various animals, speedy swimming while riding with whales or dolphins, and tunnels being created by burrowing creatures are all possibilities for this power granting some sort of movement.   Plants should not be left out either as many a bridge can be started with a tree or two, while vines can be swung from, and are much easier to climb than carefully built walls that many climbing plants often conquer.  Of course, if the beings in question interact with or are influential to the human transportation systems they can do anything from valet service to travel to the extremes of the universe.

 

D: The commonest form of this power as a sensory concept is that the Character can use innocuous appearing items as spies, covering the past or present occasionally even the future with a single pet or plant in the right place allowing once considered secure secrets to be revealed.  Other forms may include an instinctive sense of available numbers and kinds of controllable creatures (thus likely enabling a dog controller to find lost dogs easily), gaining information second hand from the controlled creatures’ senses or other similar concepts.  These concepts can also be of immense use in the case of defending a base, locating secret places, spying upon and/or infiltrating targets of interest.

 

Examples of Animal/Plant Control Powers (1d8)

-Billion Army: able to call upon millions if not billions of tiny creatures whether they are insects or in some cases micro animals (Germs, viruses etc.) depending upon the local conditions this micro manager can summon creatures to distract or even damage his enemies, typically the player gains 1d4+1 options for non-flying creatures and 1d4 only for creatures that can fly (quantity reduced from giving better attack avenues). For examples look to these… Smattering Swarm: Causing a swarm of insects to fly around and distract opponents this ability is similar to the Darkness power blinding the target of the attack. Jetpack Jammer: for those with mechanized flight systems a swarm of insects blocking the air intake valves can cause a real difficulty including a fall from a great height (mechanically the power is unavailable for use until the device is a target of a successful d20 Mechanical Skill roll). Biting Battalion: Whether crawling or flying these insects are allowed to get past certain kinds of defenses.  The insects deal only 1d3 Damage but it ignores any defense system that is not completely sealed against tiny creatures.  In addition to this damage there is a 20% chance (checked for at the end of any round damage is successfully dealt) that the target has a sub system fail if the insects damaged important wiring, smudged a mystic rune or otherwise incidentally harmed objects on a person in a dramatic way.

 

-Caught in a high tree Top: this power is typically used as a defensive power primarily by forcing accelerated growth in local flora to generate a 3 SR/30 hp walls in any shapes desired within a sphere of  C”+1/5th of the characters’ base movement spent focusing upon the growth per minute.  This costs 10 pr per use within the desired range only costing more if the character moves to encompass a new area or to create more coverage than originally planned for within reach.

Since walls are merely vertical floors the character can create multiple levels and even create roofed shelter from the elements and the fauna can cover watches for the night.  Other interesting ideas and options include bridges for crossing rivers and ravines that can be removed with the same application of power as well as climbing vines suitable for scaling many enemy strongholds.

 

-Grow Flowers in the Desert: the character can encourage plants nearby (A” range) into budding, blooming, and even fruit bearing incidents in or out of season, this requires a d20 Charisma Save (-2 to the roll for out of season, and -2 for changing the fruit type if it naturally bears fruit) The character expends 1 PR per serving of the item in question (1/2 a meal per serving each serving is either an item (apple, pear, orange) or a handful (berries, grapes etc) of smaller items.  Plants with truly unique properties (plants that on their own that provide explosive cherries as a singular odd example) can cost significantly more (up to 8 pr per serving in some cases) but because of the unique nature of the plants they cannot be added to the ‘normal’ properties of regular plants without special GM permission and the increase in pr costs.

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-K-9 Patrol: the character with this version of Animal/Plant control can communicate and enlist all forms of the canine breed from wild Wolves and huge St. Bernard’s to Papillion’s, Shorkies (Pictured) and Chihuahua’s. The Animal controller can control in combat x10 as many hit points worth of creatures as the controllers Hit Point Modifier.  In addition to their ability to call into combat canine allies the powered individual can also speak to and gain information from any canine they can get into normal speaking range with gaining perhaps access to many of the talents dogs are put to.  In some worlds there is even an ability called the ‘Twilight Bark’ to increase the range of information gathering, though this by its nature must be limited to news of canine importance.

 

-Moldinator/Moldiway: The character controls spores and molds in order to provide a large series of effects ranging from restraining targets (the character rolls HTH Damage and that result is the number of 50# increments of mold that grows on the targeted character or location within E/2”), making the target uncomfortable enough to degrade the targets combat performances (-1d4 to a targets Accuracy unless a d20 Save vs. End is made).  Other options include manipulating molds and spores to cause severe adjustments to others thinking processes to even forming a way to save power in their targets by going for the most efficient uses of various powers (for 6 PR reduces the targeted characters next power usage by 1d8) This power has a range of E/2” adjusted for local air flow.

 

-Sending back to the dugout: Hiding and/or resting is the point behind the power as a less considered but still effective power for this power, no matter the level.  Each use within an hour generates 1d10 of either knowledge of existing locations or creatures willing to create locations in an hour any of which are suitable for a character to rest for normal recovery period. The character is concealed from many senses within a spot complete with a native guardian animal of some sort. All of the possible locations are within the square root of the powered characters Str in square miles and the Gm should choose a few different options with flavor as well as .  Costs include 5 PR per resting period before they are used and takes an hour to make the attempt.  Allied characters may use other locations than the one the character uses if needed.

 

-Tangling Weeds: Although the frequency and some would say the strength of plants in the new millennium is on the wane this character finds and turns even some of the most innocuous plants into servants to do his bidding.  In most versions of this power the local park can provide a veritable assault force of varied vegetation, while houses with house plants and Christmas Trees have invited in a possible enemy. The controller can control in combat x10 as many hit points worth of creatures as their Hit Point Modifier, in locations with only low lying plants (a vacant lot for instance) the controller can expend an action to set the plants to entangling and tripping opponents within 1” of the ground and up to the Carrying Capacity of the weed controller multiplied by the Size (if any) of the target.

 

-Weeping Willow Cry: Designed by the devious by temporarily placing a minor spirit inside the willow or even hiding a small speaker and communication device the ‘weeping willow’ elicits sympathy by faux weeping then attempts to convince opponents that he/she has critical information and sends the opponents on a quest that has no real bearing then hides the duplicity while giving decent but non-critical information if the characters complete the quest.

 

The image for this post is Four Legs (mentioned as being interested in Scintillator) using his support disks to travel nearly trackless-ly and effortlessly though slowly compared to others by using the strength of thousands of insects. (waitaminute… that is a power not listed!)

 

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