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Rising Legends: Flora
Flora
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Reduce the face value you need to roll for healing your Grit by 3. Gain +1 on Nature Knowledge rolls.
Wooden Body: Gain 6 Time and Radiant Reduction. Vulnerable to Fire.
Sunfed: After each hour in sunlight, gain the nourishment of eating N5 Bulk of food and heal 1 Grit.
Green Blood: Gain +2 on defense against Hemotoxin poisons. Can be affected as a plant.
Learn the Ancient Language.
Movement Types: Primary - Land / Secondary - Swim
Language: Sylvan
SizeHeightWeightAdventure AgeOld AgeSage Age
0 5'2" - 6'2"110 - 180 pounds75 years400 years900 years
Harmonious. Thoughtful. Prosperous. Flora are sentient and mobile plants.
History
The last of the Ancients to enter the Material realm. Their entrance was slow and inexorable. Lush territories bore plants of increasing complication until capable of housing a soul.
Most Flora kept to their terrain throughout antiquity, unnoticed by most of the other species until stumbled upon. Their numbers have dwindled in recent centuries. Many blame the ever-hungry expansionism of Humanity.
Culture
Flora live in harmony with nature, rather than fighting against it with brick and stone. They build no cities but cultivate the region in which they live. Remote Flora groves are sought by those seeking peace or ancient wisdom. They are a peaceful people who value contentment and harmony.
Physicality
Appearance is as varied as nature's bounty. For each plant that grows, there is at least one flora that shares a resemblance. All Flora bare rough resemblance to Humanoids and are comprised of plant matter, rather than the flesh and blood that all other species' share.
Common Names
Flora have descriptive names. Fronds of Amber, Green Stalks, Lush Vine.
Physical Heritage
Those whose blood has been entwined with Flora essence may have green skin or mossy hair.
"Rain can kill as easily as a drought."
-Burgundy Rose, Chronicled Wisdoms of Burgundy Rose part 3, Page 1,593
Root Abilities - If Flora is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Naturalist Earth
Trick - Mutation
At the end of your turn, increase the Tier of Overgrowth in spaces that contain plant life in an Aura 1 by 1 and cause Balance to creatures in the spaces. Gain Immunity to Overgrowth. You can speak with plants.
Duration 1 minute
Dryads look almost like Humans with green skin. They have a symbiotic relationship with plants.
Body Decay Naturalist
Form
Shrink 1 size. Gain 6 Necrotic Reduction and Immunity to Fungoid Spores. Lose Sunfed. You can consume decaying flesh or plant matter as food. For each Bulk of this you eat, heal 1 Grit. 12 times per day, you can use a Major Action to expose creatures in a Burst 1 to Fungoid Spores.
A Fungoid's body resembles mushrooms and other fungus breeds rather than trees or vines. Instead of relying on sunlight for energy, they absorb the energy of decaying matter.
Body Naturalist Mind
Form
Grow 1 size. Gain +1 on Knowledge rolls. After rolling for Sage Age, skip the next time you would roll for it.
Large, tree-like creatures, they have thick limbs and bark-like skin. They have many smaller twigs and leaves growing from them that make buying clothes inconvenient.
Body Senses
Aspect
Gain Darksight and Aquatic. Gain 4 tentacles that replace your arms.
This creature's limbs resemble a seaweed, or flat aquatic plant. They are vibrantly colorful and have large mono colored spheres for eyes.
Species Abilities - If Flora is your Primary or Secondary Species, you may learn these by assigning AP.
Tactician
Aspect
When you Manifest an ability that applies only to you, you can grant the effect to an Ally in Reach instead.
Boost: Count as 1 + TT/2 sizes larger to determine your Reach.
Body Hero
Talent
Grow 1 size. When this effect ends, gain Tier 1 Starving that can be removed by consuming 3 Bulk of food.
Duration 6 + TT x 2 minutes
Boost: Your limbs and distals gain Impact and Bashing.
Naturalist Earth Mind
Aspect
Gain 1 + TT Earth Reduction and + TT/3 on Nature Knowledge rolls.
Boost: Req: Trained 2 Times - Your DL to Sway Animal is not affected by the creature having Grit missing or being in Conflict.
Curative Naturalist Earth
Aspect
While in an area with Overgrowth, you can double the amount of Grit and Energy you heal from Recovery. If you do, the first time you move or are moved during the Recovery or within 1 minute after, suffer 6 - TT/2 Body damage.
Boost: Req: Trained 2 Times - Also, after you roll to reduce Wounded other that from this effect, roll to reduce it again.
Curative Naturalist Spiritual
Aspect
After you heal Grit from Recovery, other creatures in a Burst 1 + TT also heal that much Grit.
Boost: Gain +1 + TT Soothe rolls.
Athlete Body Order
Aspect
Gain +1 + TT on defense against Reposition.
Boost: Gain +1 + TT on defense against Trip.
Body
Aspect
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 4 Times - Gain + TT/3 Physical Reduction.
Body Hero Order
Aspect
After you Triumph an Endure roll, reduce Trauma and Weak afflicting you by 1 + TT Tiers and heal 1 Grit.
Boost: Gain +TT Severe Threshold against Called Shots.



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