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Verdant | You're a plant. | |
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caret-right | Greentongue | Speak with plants. |
caret-right | Innocuous | Blend in with your dumber brethren. |
caret-right | Mana Tap | Synthesize Mojo. |
Enterprises | Verdant School |
Utility | plus-circlePhotosynthesis: If you spend most of your day outside in the sunlight, you don't need to spend any Provisions to feed yourself that day. | |
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Protection | plus-circleRegrowth: Spending a day outside in the sunlight removes one injury from you. | |
Utility | plus-circleEnergized: If you spend the day outside in the sunlight, you don't need to sleep during the following night. | |
Social | plus-circleBotanical Communication: You can communicate with non-sapient plants. Plants are generally happy to talk about the local soil conditions, flora and fauna but might want a favor from you before telling you anything particularly juicy. minus-circleSlow: Asking a single question and getting an answer from a plant requires an entire procedure of time. Non-sapient plants just don't have much processing power. minus-circlePlant Psychology: Plants are generally kind of dumb as hell and incredibly aggressive, particularly against other plants. Their world is one of constant slow-motion life-or-death struggle for access to resources and many of them will probably ask you to kill/trim back other nearby plants to give them an advantage. If a plant is satisfied with its current resource situation, it will likely ask you to spread its seeds for it/help it reproduce in some way instead. If a plant produces fruit, they will probably insist that you eat some (to the point of being kind of creepy about it). plus-circleYour Call on Fun, Guy: Depending on how scientifically/conceptually rigorous your campaign world is, this ability might also let you talk to fungi. Ask your referee if that's a thing or nah. |
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Utility | plus-circleBlend In: While not invisible, you look so much like the local non-sapient plants (either naturally or through selectively growing/shaping yourself for this purpose) that nobody gives you a second thought. Creatures don't view you as another creature in any way (bandits will pass by you, nobles will gossip near you, monkeys will climb on you) unless they see you move or take an action. minus-circleTreant Country: Once you give yourself away to a creature they won't be fooled again during the same session. |
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Utility | plus-circleRejuvenating Mojo: If you spend a day out in the sunlight and doing nothing else of importance (including traveling, fighting, crafting, scavenging, etc) then you gather 1-3 points (roll a trigger die: 1-4 is one, 5-8 is 2, 9+ is 3) of Mojo. | |
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Verdant School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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