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Flora
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
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.
Dryads look almost like Humans with green skin. They have a symbiotic relationship with plants.
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.
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.
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.
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.
Talent
Grow 1 size. When this effect ends, gain Tier 1 Starving that can be removed by consuming 3 Bulk of food.
Boost: Your limbs and distals gain Impact and Bashing.
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.
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.
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.
Aspect
Gain +1 + TT on defense against Reposition.
Boost: Gain +1 + TT on defense against Trip.
Aspect
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 4 Times - Gain + TT/3 Physical Reduction.
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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