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9. Mutations P (Plant Parts) - Q.

Posted by StarMasterFor group 0
StarMaster
GM, 10 posts
Mon 19 Sep 2022
at 18:05
  • msg #1

9. Mutations P (Plant Parts) - Q


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: PLANT PARTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


PLANT PARTS, MODIFIED: BARK
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Bark (body) 
USE:Constant MODIFIER:Constitution 
This plant is covered with a special hardened bark that gives it the equivalent of Armor 14.


PLANT PARTS, MODIFIED: BARK (TEXTURE CHANGE)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Bark (Body) 
USE:Constant MODIFIER:Constitution 
This plant has tough metallic bark that acts as Armor +3. This armor is effective against fire.


PLANT PARTS, MODIFIED: BERRIES (BENEFICIAL)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant (in season) AREA OF EFFECT:Berries (Body) 
USE:Constant MODIFIER:Constitution 
This plant develops a special type of berry that has a unique effect. Berries removed from the plant usually remain viable for up to a week. Here are some examples:
 Black Berries:Eating these berries grants you immunity to Sonic Blasts for 1 hour per berry, up to a maximum of 8 hours.
 Blue Berries:Grant immunity to radiation for 1 hour per berry up to a maximum of 4 hours.
 Golden Berries:make an immediate Natural Healing (Constitution) check, but may be applied to wounds past the “golden hour.”
 Green Berries:Temporarily increases Mental Strength by +4 for 24 hours.
 Magenta Berries:Just one berry acts as a Poison Antidote that gives you a +4 bonus to any Constitution saving throw versus any currently in your system or that you encounter during the next 24 hours.
 Purple Berries:Eating just one berry enables you to make an immediate Natural Healing (Constitution) check, but it only works for damage sustained within the “golden hour”.
 White:Each berry heals 2 Life Points of burn damage only.


PLANT PARTS, MODIFIED: BERRIES (EDIBLE)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Berries (Body) 
USE:Constant MODIFIER:Constitution 
These are unusual shaped, colored and flavored berries, and while they generally taste good and are as nourishing as any normal berry, they don’t do anything else. (Possibly use Bertie Bott’s or Jelly Belly flavors or make up your own, such as cream cheese and lox, liver and onions, fried peanut butter, banana and bacon sandwich, steak and kidney pie, s’mores, etc.) If removed from the plant, they remain edible for up to a week.


PLANT PARTS, MODIFIED: BERRIES (ENSLAVING)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:24 hours per berry consumed AREA OF EFFECT:single creature per berry
USE:Constant MODIFIER:Constitution 
This plant produces 1d100 juicy berries that give off an enticing aroma. Any creature with animal intelligence or better that consumes one of the berries is subject to a mental attack by the plant. If successful, the eater falls under the mental domination of the plant. Depending on the plant’s intelligence, enslaved creatures can be instructed to commit suicide and thereby fertilize the soil with its decomposing body or act as proxies by which to fulfill the plant’s goals (such as obtaining more slaves/food or taking control of the plant’s ‘home’). The mental domination fades after 24 hours, but intelligent plants will command their slaves to consume more berries while under their control, thereby prolonging the process.


PLANT PARTS, MODIFIED: BERRIES (EXPLOSIVE)
--         -- -- F 
RANGE:Self (or 30 feet) DAMAGE:1d10 
DURATION:Constant AREA OF EFFECT:10-foot radius burst 
USE:Constant MODIFIER:Constitution 
This plant’s berries are Explosive. If the plant has any manipulative ability it may hurl berries. Damage from an explosive berry will be 10-foot radius burst doing 1d10 per berry to all inside. These berries will explode when jarred strongly. If the weather is very hot, production is halved; if very cold, production halts. Once plucked from the plant, these berries only remain viable for 24 hours. Berries can be thrown individually or as a cluster of up to six.


PLANT PARTS, MODIFIED: BERRIES (POISONOUS)
--         -- -- F 
RANGE:Self DAMAGE:Poison 
DURATION:Constant AREA OF EFFECT:Berries (Body) 
USE:Constant MODIFIER:Constitution 
This plant grows berries that are indistinguishable from any other kind of berry… until you eat one. That’s when you discover that the berry is poisonous.
 Brown Berries:Taste like honey, but you need to succeed at a Constitution check or be Knocked Out for 4 hours.
 Orange Berries:Taste like bubblegum, but you need to succeed at a Constitution check or fall into a trance-like sleep for 24 hours.
 Violet Berries:Taste like peanuts, but they also contain Intensity-2 Poison. If you eat one, you need to succeed at a -2 Constitution check or begin vomiting and suffering from Exhaustion for 10 hours. At the end of that time, must make a second Constitution check at –2 or die.


PLANT PARTS, MODIFIED: BERRIES (RADIATION)
--         -- -- F 
RANGE:Self (or 30 feet) DAMAGE:1d10 radiation damage 
DURATION:Constant AREA OF EFFECT:single target 
USE:Constant MODIFIER:Constitution 
This plant grows several dozen smooth black berries that are imbued with Intensity-7 radiation. If the plant has manipulation ability, it may throw them at targets. If it hits, a berry delivers 1d10 points of damage. Otherwise they may be jostled loose from the plant if it is attacked or otherwise disturbed with a 50% chance of hitting the creature disturbing it.


PLANT PARTS, MODIFIED: FRUIT (ATTRACTION ODOR)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant bears fruit that gives off a strong but pleasant odor that attracts carnivores of all types. Eating the tasty fruit causes the eater to give off the same odor for the next 48 hours.


PLANT PARTS, MODIFIED: FRUIT (BIOLUMINOUS)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant bears fruit that glows in the dark. If the fruit is squeezed, the light gets stronger. If the fruit is removed from the tree, the glow only lasts for six hours before it fades away over the course of the next 5 minutes.


PLANT PARTS, MODIFIED: FRUIT (EXPLOSIVE)
--         -- -- F 
RANGE:Variable by manipulative ability DAMAGE:Variable by size 
DURATION:Constant AREA OF EFFECT:Variable by size 
USE:Constant MODIFIER:Constitution (or Dexterity)
This plant’s fruit is explosive. Plants with manipulative ability may hurl fruit. In this case, the size doesn’t affect the distance since the plant’s hurling ability has scaled to accommodate the fruit’s size. The damage and radius of the damage will depend on the size of the fruit. This fruit will also explode when jarred strongly. Each plant will have 2d10 ripe fruit. If the weather is very hot, production is halved; if very cold, production halts. It takes a week for the plant to re-grow exploded fruit.
 SIZEDAMAGERADIUS 
 Grape1d105-foot 
 Lemon2d1010-foot 
 Apple3d1015-foot 
 Grapefruit-sized4d10 (22)20-foot 
 Melon5d10 (28)25-foot 
 Watermelon-sized10d10 (55)50-foot 


PLANT PARTS, MODIFIED: FRUIT (HEALING)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:3 hours AREA OF EFFECT:Fruit (Body) 
USE:Constant MODIFIER:Constitution 
The fruit of this plant will heal 3d6 points of damage per fruit when eaten. Unfortunately, the consumer’s Mental Mutations are disrupted for 3 hours after eating the fruit.


PLANT PARTS, MODIFIED: FRUIT (LASER)
--         -- -- F 
RANGE:Self DAMAGE:Special (5d6 per shot) 
DURATION:Constant AREA OF EFFECT:one target 
USE:Constant MODIFIER:Dexterity 
This mutated plant grows small white fruit (lemon-sized) that can be used as one-shot laser weapons by squeezing the fruit forcefully from the bottom and aiming the stem end at the desired target. However, this is a very imprecise method, and anyone so using a fruit in this manner suffers a -4 to hit. It grows only two such fruits per day and there can only ever be 2 such fruits hanging on the plant at any given time. There is a chance that if the plant is disturbed in any way, one of the fruits may be jostled loose, fall to the ground, and discharge its stored laser energy. In this case, the direction should be determined randomly (like a scatter pattern for a grenade), though it will never discharge at the plant itself.


PLANT PARTS, MODIFIED: FRUIT (RADIATED)
--         -- -- F 
RANGE:Self DAMAGE:1d10 
DURATION:Constant AREA OF EFFECT:Fruit (Body) 
USE:Constant MODIFIER:Constitution 
This plant’s fruit is radioactive. Plants with manipulative ability may hurl its fruit up to 30 feet. Radiation from the fruit will be Mutation score Intensity. If the weather is very hot, production is halved; if very cold, production halts.


PLANT PARTS, MODIFIED: LEAVES (BARBED)
--         -- -- F 
RANGE:Touch DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Leaves are ringed with barbed hooks doing Str+1 (small plant) to Str +3 (large tree). In addition, the affected target must make a Dexterity check or be caught up in the hooks causing a –1 to Speed and Dexterity-based checks for that round.


PLANT PARTS, MODIFIED: LEAVES (ENVELOPING)
--         -- -- F 
RANGE:Self DAMAGE:Smothering 
DURATION:Constant AREA OF EFFECT:one target per leaf 
USE:Constant MODIFIER:Physical Strength 
The large broad leaves of this plant will attempt to entangle any creature that comes into contact with one of them. It has to succeed at a grapple attack to do so. If it does succeed, the leaf constricts and the victim is smothered to death in 10 rounds if it doesn’t escape. A Physical Strength check at a cumulative -1 penalty per round will let the victim escape.


PLANT PARTS, MODIFIED: LEAVES (HALLUCINATORY)
--         -- -- F 
RANGE:Self DAMAGE:Hallucinations 
DURATION:+5 minutes AREA OF EFFECT:10-foot radius 
USE:Constant MODIFIER:Mental Strength 
This plant bears clusters of leaves that give off an hallucinatory gas when disturbed, which can happen through vibrations in the ground or just a change in air currents whenever a creature gets near. Any creature that fails a Constitution check starts hallucinating one round later. It can see things that aren’t there, not see things that are there, act dazed and confused, or just have peaceful happy thoughts and wander away. These hallucinations persist as long as the creature is within the area of effect and for 5 minutes after it leaves the area.


PLANT PARTS, MODIFIED: LEAVES (RAZOR-EDGED)
--         -- -- F 
RANGE:Touch DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Leaves (Body) 
USE:Constant MODIFIER:Dexterity 
This plant bears clusters of razor-edged leaves that can cut for 4d6 AP 2 points of damage from a small plant or 5d6 AP 3 points of damage from a large tree. These leaves stay hidden until touched when they spring out and cut whatever disturbed them.


PLANT PARTS, MODIFIED: LEAVES (SAW-EDGED)
--         -- -- F 
RANGE:Touch DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
This plant bears clusters of a dozen or so rigid saw-toothed leaves that can vibrate at supersonic speed like a vibro-blade. They stay hidden until touched when they spring out and deliver 3d6 AP 1 points of damage if it’s a small to medium-sized plant or 4d6 AP 2 points of damage if it’s a large tree.


PLANT PARTS, MODIFIED: LEAVES (VIBRATING)
--         -- -- F 
RANGE:Touch DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:Leaves (Body) 
USE:Constant MODIFIER:Dexterity 
This plant possesses leaves that can vibrate at incredible speed on contact, inflicting 2d6 points of Sonic damage.


PLANT PARTS, MODIFIED: POLLEN (CLOUD)
--         -- -- F 
RANGE:10 feet DAMAGE:N/A 
DURATION:Special AREA OF EFFECT:circle around plant 
USE:Constant MODIFIER:Constitution 
This plant can release a cloud of pollen that functions like a dense fog obscuring all sight within the cloud area. Stiff breezes can push the cloud away or disperse it. The plant can generate this cloud up to 10 times in a 24-hour period. Striking anything in the pollen cloud is at a -4 to hit.


PLANT PARTS, MODIFIED: POLLEN (POISONOUS)
--         -- -- F 
RANGE:100 feet, downwind DAMAGE:Poison 
DURATION:Seasonal AREA OF EFFECT:50-foot radius 
USE:Constant MODIFIER:Constitution 
This mutant plant expels an orange pollen that is poisonous to the soil and water that the pollen lands on. When it lands on soil, the poisonous pollen kills any other plant material in that area in order for the mutant plant to germinate in the conquered soil. If the poisonous pollen lands in water, it taints the water, making the water Intensity 6 Poison. It takes sixty days for the water eco system to purge the poison from the water, or a water reclamation system can purge the water in 10 days. The mutant plant cannot attack with the poison pollen; it is a natural part of the mutant plant’s ecology.


PLANT PARTS, MODIFIED: POLLEN (RADIOACTIVE)
--         -- -- F 
RANGE:60 feet DAMAGE:Radiation Intensity 14 
DURATION:Constant AREA OF EFFECT:30 feet in diameter 
USE:Constant MODIFIER:Constitution 
This carnivorous mutant plant can attack a group of targets with a single burst of radioactive pollen. When the plant senses prey is nearby, it will attack with a burst of radioactive pollen. The pollen attack has such a widespread area of effect that no attack check is required, but victims within the area of effect must check make a Constitution check versus Intensity 14 Radiation. If the victim is killed, the mutant plant’s root system feeds off the corpse as it decays into the soil.


PLANT PARTS, MODIFIED: RUBBERY HIDE
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
Due to the rubbery nature of this plant’s stalks, stems and leaves, it only takes half damage from bashing, crushing and slicing attacks. And yes, if the plant already halves damage from Crushing attacks, then it halves that remaining damaged as well if it has this bark (effectively quartering the damage).

This message was last edited by the GM at 16:37, Mon 17 Oct 2022.
StarMaster
GM, 43 posts
Mon 17 Oct 2022
at 16:38
  • msg #2

9. Mutations P (Plant Parts) - Q

PLANT PARTS, MODIFIED: SAP (CONTACT POISON)
--         -- -- F 
RANGE:Touch DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:anyone that touches the plant 
USE:Constant MODIFIER:Constitution 
This plant secretes an Intensity-2 contact poison. A failed Constitution check results in immediate Exhaustion, followed by death in 20 minutes. Additional symptoms might include:
Delirium:you see things that aren’t there, hear things that aren’t there, or relive some past event.
Mental Shock:You take a temporary -4 penalty to your Mental Strength and Intelligence until cured or dead, but if you survive for 20 minutes, the penalty will pass in 24 hours.
Pain:-4 to all actions until cured, dead or surviving for 20 minutes.
Panic:drop anything you are holding and flee as far and as fast as you can for 20 minutes or until dead.
Paralysis:You are paralyzed for 20 minutes, though you can still breathe normally, but you can’t speak. You can still use Mental Mutations.
Rotting Flesh:Your flesh begins to rot that does 1 point of damage per round.


PLANT PARTS, MODIFIED: SAP (FLESH-DISSOLVING)
--         -- -- F 
RANGE:Self DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:anyone that touches the plant 
USE:Constant MODIFIER:Constitution 
This plant secretes a substance damaging to any organic matter that touches it. Victims suffer 2d6 damage per touch. Substance may coat leaves or trunk.


PLANT PARTS, MODIFIED: SAP (METAL DISSOVLING)
--         -- -- F 
RANGE:Self DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:any metal object comes into contact with the sap
USE:Constant MODIFIER:Constitution 
This plant secretes a substance damaging to any metallic material that touches it. The material takes 2d6 damage per touch. Substance may coat leaves or trunk. It does no damage to ceramics, flesh, glass, plastic, stone, or wood.


PLANT PARTS, MODIFIED: SAP (PLASTIC DISSOLVING)
--         -- -- F 
RANGE:Self DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:any plastic object that comes into contact with the sap
USE:Constant MODIFIER:Constitution 
This plant secretes a substance damaging to any plastic material that touches it. The material takes 2d6 damage per touch. Substance may coat leaves or trunk. It does no damage to ceramics, glass, metal, or stone, but half damage to flesh or wood.


PLANT PARTS, MODIFIED: SAP (WOOD DISSOLVING)
--         -- -- F 
RANGE:Self DAMAGE:2d6 
DURATION:Constant AREA OF EFFECT:any wooden object that comes into contact with the sap
USE:Constant MODIFIER:Constitution 
This plant secretes a substance damaging to any wooden material that touches it. The material takes 2d6 damage per touch. Substance may coat leaves or trunk. It does no damage to ceramics, glass, metal, plastic, or stone, but half damage to flesh.


PLANT PARTS, MODIFIED: SEEDS (EXPLOSIVE)
--         -- -- F 
RANGE:Variable DAMAGE:1d10 
DURATION:Constant AREA OF EFFECT:5-foot radius
USE:Constant MODIFIER:Constitution 
This plant’s seeds are Explosive. Plants with manipulative ability may hurl seeds. Damage from explosives will be a 5-foot radius area doing 1d10 to all inside per seed. These seeds will explode when jarred strongly. If the weather is very hot, production is halved; if very cold, production halts.


PLANT PARTS, MODIFIED: SEEDS (RADIATED)
--         -- -- F 
RANGE:Variable DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:20-foot radius 
USE:Constant MODIFIER:Constitution 
This plant’s seeds are Radioactive. If the plant has manipulative ability it may hurl the seeds. Radiation from seeds will be of an intensity equal to the plant’s Constitution. If the weather is very hot, production is halved; if very cold, production halts.


PLANT PARTS, MODIFIED: SEEDS (VAMPIRIC)
--         -- -- F 
RANGE:Touch or 30 feet DAMAGE:1d6 
DURATION:Constant AREA OF EFFECT:Single creature 
USE:12 times + special MODIFIER:Dexterity 
This plant generally has a dozen or so Vampiric seeds. Plants with manipulative ability may hurl seeds at a target up to 30 feet away. Otherwise it’s by contact. Any seed that strikes a living target drains 1d6 points of life force (Life Points). These drained Life Points are added to the plant’s own Life Point total. Used seeds are regrown in 6 days. If the weather is very hot, production is halved; if very cold, production halts.


PLANT PARTS, MODIFIED: SPINES
--         -- -- F 
RANGE:20 feet DAMAGE:4d6+ 
DURATION:Instantaneous AREA OF EFFECT:One creature 
USE:10 times every 3 days MODIFIER:Dexterity 
This plant has around 40 spines all over its surface. A volley of 4 may be ejected (thrown) at a time. If the volley hits, it does 4d6 points of damage +1 for every 2 points the attack succeeds by. Spines do 1d6 damage if they are rubbed up against, more if the plant is grappled or grappling. Lost spines grown back in 3 days.


PLANT PARTS, MODIFIED: SPORES (BURNING)
--         -- -- F 
RANGE:20 feet DAMAGE:2d10 burn 
DURATION:Instantaneous AREA OF EFFECT:20-foot radius 
USE:three times per day MODIFIER:Constitution 
This plant emits a cloud of incendiary spores that are disrupted when they contact any solid surface and burst into tiny balls of flame. Anyone caught within the spore cloud will take 2d10 points 0f burn damage. Plants that have this Spore Cloud version are immune to fire.


PLANT PARTS, MODIFIED: SPORES (DISTORTION)
--         -- -- F 
RANGE:20 feet DAMAGE:distortion 
DURATION:6 rounds AREA OF EFFECT:20-foot radius 
USE:three times per day MODIFIER:Constitution 
This plant emits a cloud of spores fill the air for 6 rounds, causing a visual distortion so that the plant appears to be 5-10 feet away from its actual position. This causes a –4 penalty to all attacks on the first turn, which lessens by 1 for every round after that as the distortion fades.


PLANT PARTS, MODIFIED: SPORES (ENERGY DAMPENING)
--         -- -- F 
RANGE:40 feet DAMAGE:energy dampening 
DURATION:6 rounds AREA OF EFFECT:40-foot radius 
USE:three times per day MODIFIER:Mental Strength 
This plant emits a spore cloud that does not cause physical harm, but it does cause all energy devices in range to stop functioning for 6 rounds. Robots and Computers are affected as well, but instead of ceasing function they act wild for the duration.


PLANT PARTS, MODIFIED: SPORES (EXPOSIVE)
--         -- -- F 
RANGE:20 feet DAMAGE:3d6 burn 
DURATION:Instantaneous AREA OF EFFECT:20-foot radius 
USE:three times per day MODIFIER:Constitution 
This plant emits a cloud of spores that are explosive in nature. Anyone caught within the cloud will come in contact with dozens of spores that burst into tiny explosions doing 3d10 points of damage.


PLANT PARTS, MODIFIED: SPORES (INFESTATION)
--         -- -- F 
RANGE:30 feet DAMAGE:Special 
DURATION:Special AREA OF EFFECT:30-foot diameter 
USE:three times per day MODIFIER:Dexterity 
This plant has motion-sensitive shooting spores. Anything moving nearby causes it to shoot spores in the general direction of the movement, filling a 30-foot diameter area. If these spores contact a living creature, they burrow into the flesh (or earth or other warm, soft substance) and take root, causing the victim to fall ill, becoming Fatigued for 1 day, Exhausted for 1d4 days, Incapacitated for 1 day and then followed by death as the spores consume the target from the inside out, sprouting out a fresh new plant. The spores are treated like Intensity-2 Poison.


PLANT PARTS, MODIFIED: SPORES (IRRITATING)
--         -- -- F 
RANGE:20 feet DAMAGE:Fatigue 
DURATION:2 minutes AREA OF EFFECT:20-foot radius 
USE:three times per day MODIFIER:Constitution 
This plant emits a cloud of spores that will cause an allergic reaction on a failed Constitution check that inflicts a Fatigue Level for 2 minutes.


PLANT PARTS, MODIFIED: SPORES (VULNERABILITY)
--         -- -- F 
RANGE:20 feet DAMAGE:Vulnerability 
DURATION:Special AREA OF EFFECT:20-foot radius 
USE:three times per day MODIFIER:Mental Strength 
This plant emits as cloud of spores that inflect a Vulnerability on the victims should they fail a –2 Constitution check. The Vulnerability is just like the Mental or Physical Mutation Defect and lasts for 16 rounds minus the target’s Constitution. The inflicted Vulnerability is usually linked to another attack form of the plant.


PLANT PARTS, MODIFIED: VINES (BORING TENDRILS)
--         -- -- F 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:30-foot radius 
USE:Constant MODIFIER:Constitution 
This plant has a 30-foot radius network of thousands of tiny tendrils that use abrasive pads and special acids to eat through almost anything. This process is slow and insidious. Generally the tendrils do Armor Piercing 5 damage equal to Mutation score +3 over the course of each hour in contact, but given enough time they can bore right through the toughest armaments and materials.


PLANT PARTS, MODIFIED: VINES (CARNIVOROUS JAWS)
--         -- -- F 
RANGE:50 feet DAMAGE:Mutation score 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
This plant has 7 mouth-like feeders at the end of 50-foot tendrils. The feeders are lined with needle-like spikes and secrete Intensity-5 acid. Each bite does damage equal to its Mutation score.


PLANT PARTS, MODIFIED: VINES (CONSTRICTING)
--         -- -- F 
RANGE:Touch DAMAGE:Variable 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Strength 
This plant has around 30 Constricting Vines that function as Tangle Vines, but once Grappled, the vines inflict Mutation score constriction damage each round (including the first Grappled round).


PLANT PARTS, MODIFIED: VINES (DRAGGING)
--         -- -- F 
RANGE:Variable DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Special 
USE:Constant MODIFIER:Strength 
This plant has a network of modified vines or roots surrounding it. They are camouflaged by ground cover or hang from a nearby tree. This network extends 10 feet around small plants, 20 feet around man-sized plants and 40 feet around trees. Any creature entering this area is quickly dragged to the central plant and grappled.


PLANT PARTS, MODIFIED: VINES (ENTANGLING)
--         -- -- F 
RANGE:Touch DAMAGE:Grappled 
DURATION:Constant AREA OF EFFECT:20-foot diameter around plant
USE:Constant MODIFIER:Dexterity 
This plant has a network of thin, interlaced vines that spread out in a 20-foot diameter around the plant. Anyone stepping into them become subject to entangling. An opposed Dexterity check must be made to evade entanglement. If the plant succeeds, then the victim is Grappled.


PLANT PARTS, MODIFIED: VINES (FINGER)
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:20-foot diameter around the plant
USE:Constant MODIFIER:Dexterity 
This plant has half a dozen vines that end in smaller vines that have the ability of fingers. These fingers can operate devices, make an unarmed attack, and use brass knuckles but they cannot grasp and make attacks with melee weapons because there’s no opposed thumb.


PLANT PARTS, MODIFIED: VINES (MANIPULATIVE)
--         -- -- F 
RANGE:20 feet DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
This plant has around 7 tough grappling vines that do no damage themselves, but may manipulate weapons or Grapple like Tangle Vines.


PLANT PARTS, MODIFIED: VINES (POISONOUS)
--         -- -- F 
RANGE:20 feet or Contact DAMAGE:Exhaustion / death 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant has around a dozen vines that ooze a poison out of them. The Toxicity level (Tox) of the poison is equal to the Mutation score of the plant. If the check succeeds, the victim is immediately Exhausted and will die in 30 minutes if the poison is not neutralized.


PLANT PARTS, MODIFIED: VINES (SUCKER)
--         -- -- F 
RANGE:20 feet DAMAGE:4d6 
DURATION:Constant AREA OF EFFECT:one creature per vine
USE:Constant MODIFIER:Physical Strength 
This plant has 4d6 vines edged with suckers that affix themselves to a victim on a successful Mutation check against the target’s AC. Each vine does Physical Strength damage each turn it is attached (including the first). These vines release themselves when the victim dies, but if the vine is severed they continue to do damage until removed.

This message was last edited by the GM at 19:06, Wed 19 Oct 2022.
StarMaster
GM, 45 posts
Wed 19 Oct 2022
at 19:02
  • msg #3

9. Mutations P (Plant Parts) - Q

PLANT PARTS, NEW: AQUATIC ADAPTATION
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Roots (Body) 
USE:Constant MODIFIER:Constitution 
This plant possesses an unusual body part in the form of roots that extend downward into a shallow body of water (such as a bayou, bog, marsh, swamp, pond, stream, shallows, etc.) while the main part remains above water. These roots are not affected by the water as they burrow into the sediment at the bottom and pull nutrients up into the main body of the plant. The roots also absorb and purify water and use it to feed the upper parts of the plant. A clever person can siphon off this clean water.


PLANT PARTS, NEW: EXTRA SENSORY ORGAN
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
This plant possesses an unusual body part in the form of an extra sensory organ. It may be an eye or a pair of eyes in the stalk, eyes on the leaves, an eye at the center of each flower, or an eye on the end of a stalk (or several stalks). It may also be some other sense, such as registering sounds, picking up scents, or sensing radiation.


PLANT PARTS, NEW: FRUIT/NUTS/SEEDS
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This Mutation usually only occurs to a plant that normally doesn’t bear fruit or nuts or seeds. This one does possess fruits, nuts or seeds. Other than their oddity, these items do nothing special. It will only have 20 of each, but they’ll re-grow in 2 weeks.
Fruit:This will be a new fruit that no one has ever seen before. It may be a strawberry-flavored citrus fruit, a tan cluster-berry that tastes like caramel, a purple banana-like fruit that has chocolate inside, etc. If picked from the tree, they remain edible for 3 days.
Nuts:These unusual-shaped nuts will also have exotic flavors, such as pepper, beef, chocolate, butterscotch, carrots, etc. If removed from the plant, they remain edible for a month.
Seeds:These seeds may have to be removed from pods or fruits, but they have unusual flavors, such as pumpkin pie, spinach, chicken, etc. Once removed from the plant, they remain edible for two weeks.


PLANT PARTS, NEW: HORNY CLAWS
--         -- -- F 
RANGE:Self DAMAGE:As per a whip 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
This plant possesses an unusual body part in the form of horny claws attached to the end of 10-foot long vines. Whenever the plant feels it is threatened, it can strike out with its thorny claws like a whip. The plant usually has 6 such whip-vines.


PLANT PARTS, NEW: MULTIPLE BLOSSOMS
--         -- -- F 
RANGE:Self DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Blossoms (Body) 
USE:Constant MODIFIER:Constitution 
This plant possesses an unusual body part in the form of multiple blossoms. Not only do these blossoms have different shapes but different colors as well. The GM should feel free to have each type of blossom do something different: heady aroma, spitting acid, poisonous scent, etc.


PLANT PARTS, NEW: NEEDLES
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
This plant possesses an unusual body part in the form of very hard needles. Unless the plant has maneuvering capabilities, it can’t attack with the needles but contact with them can cause 3d6 points of piercing damage. They will also deliver an Intensity-10 soporific poison that will put the target to sleep for 20 minutes unless he succeeds at a Constitution check.


PLANT PARTS, NEW: PINECONES
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant possesses an unusual body part in the form of a seeds that resemble pinecones. Although not edible directly from the plant, they can be cooked in a pot of water to produce a savory and nutritious broth, soup or stew. One plant will produce around 30 pinecones a month, enough to feed 10 people for a week. While anything made from the pinecones tastes good, it won’t have enough nutrients to sustain a creature for any length of time.


PLANT PARTS, NEW: PODS
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant possesses rainbow-colored pods that come in various shapes and sizes. From roughly 6” in diameter to around 18” in diameter, these pods can be harvested, split in half and fire-hardened to produce suitable cups, bowls, and plates. Once harvested, a new pod will grow back in about a month.


PLANT PARTS, NEW: ROTOR FRONDS
--         -- -- F 
RANGE:Self DAMAGE:6d6 possible 
DURATION:Constant AREA OF EFFECT:Leaves (Body) 
USE:Constant MODIFIER:Dexterity 
This mutation gives the plant up to a 5-12 stiff, palm-like fronds that it can spin with great velocity, allowing flight similar to a helicopter. When employed in this manner, the plant flies at base speed of 60 feet per round and can achieve elevations of up to 1 mile in height. The fronds can also be used in melee combat (treat as WC 5 due to speed of rotation) with a successful strike inflicting 6d6 damage to its target.


PLANT PARTS, NEW: TENDRILS
--         -- -- F 
RANGE:Self (variable) DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
This plant possesses an unusual body part in the form of tendrils that act like fingers. These thin animated vines can manipulate small items, particularly in terms of dragging them back to the core plant. It can only use a weapon (melee or pistol) if it succeeds at a Mutation check.


PLANT PARTS, NEW: THORNS (EXPLOSIVE)
--         -- -- F 
RANGE:Self (contact) DAMAGE:4 / 8 / 16 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant (generally one that doesn’t normally have thorns) has reddish thorns all along its trunk and branches. The plant can’t normally attack with them, but if a creature accidentally touches them (falls into or is pushed into the plant), it will take 8 points of damage from each thorn as it explodes upon touch. Small creatures will only take 4 points while large creatures will take 16 points. This explosion is directed outward and doesn’t harm the plant itself. These exploded thorns, however, will grow back in a week.


PLANT PARTS, NEW: THORNS (POISONOUS)
--         -- -- F 
RANGE:Self DAMAGE:2 points + poison 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant (generally one that doesn’t normally have thorns) has purplish thorns up and down its trunk and branches. The plant can’t normally attack with them, but if a creature accidentally touches them (falls into or is pushed into the plant), it will take 2 points of damage from each thorn it touches, as well as having a poison injected into it. This poison has a Toxicity Level (Tox) equal to the plant’s Mutation score, and failure of a Constitution check results in severe pain (-6 to all actions) for 5 minutes followed by death if the poison isn’t treated or a second Constitution check is also failed.


PLANT PARTS, NEW: THORNS (SPIKES)
--         -- -- F 
RANGE:Self DAMAGE:1d6 / 2d6 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant has a bushy growth of 5d4 Spikes (spiky thorns) similar to spines or stingers. Each does 1d6 when touched and embeds itself in the victim’s skin. Pulling it out causes an additional 2d6 points of damage; however, it can be cut out for only 1d6 additional points of damage. If a creature should fall or be pushed into the plant, or for some insane reason attempted to grapple it, 5 spikes will stab him.


PLANT PARTS, NEW: THORNS (THROWING)
--         -- -- F 
RANGE:30 feet DAMAGE:2d6 
DURATION:One round AREA OF EFFECT:single target struck 
USE:4 thorns per round MODIFIER:Dexterity 
This plant has barbed Thorns that it can throw at any threat that it can perceive (if it has any senses). Otherwise, some sort of triggering event (stepping too close to it, hacking at branches, etc.) can cause it to reflexively attack 1d4 targets per round by casting these thorns doing 2d6 points of damage each. The plant can throw as many as 4 thorns per round for up to 10 rounds before it runs out of thorns. The thorns, however, will grow back in a week.


PLANT PARTS, NEW: THORNS (THROWING EXPLOSIVE)
--         -- -- F 
RANGE:30 feet DAMAGE:4d6 
DURATION:One round AREA OF EFFECT:single target struck 
USE:4 thorns per round MODIFIER:Dexterity 
This plant has barbed explosive Thorns that it can throw at any threat that it can perceive (if it has any senses). Otherwise, some sort of triggering event (stepping too close to it, hacking at branches, etc.) can cause it to reflexively attack 1d4 targets per round by casting these thorns that do 4d6 points of damage when they explode on contact. The plant can throw as many as 4 thorns per round for up to 10 rounds before it runs out of thorns. The thorns, however, will grow back in a week.


PLANT PARTS, NEW: THORNS (THROWING POISONOUS)
--         -- -- F 
RANGE:30 feet DAMAGE:2d6 + poison 
DURATION:One round AREA OF EFFECT:single target struck 
USE:4 thorns per round MODIFIER:Dexterity 
This plant has barbed poisonous Thorns that it can throw at any threat that it can perceive (if it has any senses). Otherwise, some sort of triggering event (stepping too close to it, hacking at branches, etc.) can cause it to reflexively attack 1d4 targets per round by casting these thorns doing 2d6 points of damage each and deliver a poison to the target. This poison has a Toxicity Level (Tox) equal to the plant’s Mutation score, and failure of a Constitution check results in severe pain (-6 to all actions) for 5 minutes followed by death if the poison isn’t treated or a second Constitution check is also failed. The plant can throw as many as 4 thorns per round for up to 10 rounds before it runs out of thorns. The thorns, however, will grow back in a week.


PLANT PARTS, NEW: THORNS (VAMPIRIC)
--         -- -- F 
RANGE:Self, but 10-foot reach DAMAGE:1d6 per turn 
DURATION:Constant AREA OF EFFECT:several creatures 
USE:Constant MODIFIER:Strength 
A plant with this mutation possess up to 2d10 branches or vines covered in sharp hollow thorns with which to defend itself and provide nourishment. The plant can make a melee attack against foes up to 10 feet away with its briar-covered branches (WC 1) and, if successful, inflict 1d6 points of damage each round as the plant drains the victim’s blood. A victim suffering from blood drain can extract itself from the thorns by dedicating an entire combat turn to escaping, but doing so makes it susceptible to additional attacks by the plant. These drained Life Points are added to the plant’s own Life Point total. This stolen health fades after 24 hours as the plant absorbs the blood though they still don’t return to the victim. He has to recover normally (if he’s still alive).


PLANT PARTS, NEW: VINES
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
This plant possesses an unusual body part in the form of vines that this type of plant doesn’t normally have. These vines will be either climbing vines that wend their way up any vertical surface such as walls, cliffs, cables, towers and even other plants, or else they are ground vines that spread out for hundreds of feet. In either case, these vines are suitable for use as ropes.


PLANT PARTS, NEW: WATER RETENTION
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
This plant possesses an unusual body part that is capable of storing fresh water. It will either be in the form of a hydrofruit (stores 1 quart) or an aquamelon (stores 1 gallon). A hydrofruit plant will have 1d10 hydrofruits at any given time that will regrow in one week if harvested. The aquamelon plant will have 1d6 aquamelons that will regrow in two weeks if harvested.


PLANT PARTS, NEW: WEBBING
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
___This plant possesses an unusual body part in the form of thin intertwined vines that function like a spider’s web complete with a sticky coating that traps anyone stumbling into it. Its adhesive strength is equal to its Mutation score. Breaking loose requires either a Physical Strength check or a Dexterity check with a +4 bonus.
___The webbing itself isn’t flammable but the adhesive is. Anyone caught in the webbing when it is set on fire will take 2d6 points of fire damage.


PLANT PARTS, NEW: WIND PARACHUTE
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Physical Strength 
This plant possesses an unusual body part in the form of a Wind Parachute. This billowy leaf or flower gives the plant mobility via flight at a normal 30 feet of movement as long as there is even a slight breeze. Obviously the plant won’t be able to move in a dead calm, but just as obviously it will be able to move much faster in stronger winds.

StarMaster
GM, 46 posts
Wed 19 Oct 2022
at 19:14
  • msg #4

9. Mutations P (Plant Parts) - Q

PLANT-ANIMAL HYBRID
--         -- -- F 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Mental Strength 
All members of this plant’s genus exude a heady pheromonal perfume that causes animals to interbreed with it. Roll one random Animal Mutation (Physical or Mental), though the GM may simply choose a Mutation that seems appropriate.


PLASMA SPHERES
--         P -- -- 
RANGE:Touch DAMAGE:½ your Mutation score 
DURATION:Special AREA OF EFFECT:5-foot radius 
USE:Once per 4 hours MODIFIER:Mental Strength 
You can create a sphere of stable invisible plasma by succeeding at a Mutation check and merely touching a solid surface. The sphere is only 1 inch in diameter and only you or anyone with infravision can see it. The sphere remains wherever you initially place it, whether on a path, on an item, on a doorway, etc. If another creature besides yourself touches the sphere, it becomes unstable and instantly explodes in a 5-foot radius, delivering damage equal to half your Mutation score. Untouched sphere fade away into nothingness after 10 days.


POISON GENERATION
--         P -- -- 
RANGE:Touch DAMAGE:Special 
DURATION:Constant AREA OF EFFECT:Body 
USE:Once per turn MODIFIER:Constitution 
You can generate a special poison which you may deliver using one of your natural attack methods. The Toxicity Level (Tox) of the poison is equal to your Mutation score. Delivery could include spiting, biting, clawing, stinging, contact (sweating), etc. The effects of the poison could include:
NAME OF POISONINITIAL EFFECTSECONDARY EFFECT
Destroyer 2d6 points of damage
MirageDelusionsYou see people and places that aren’t really there; lasts 10 rounds
LetheDruggedgroggy; -4 to all actions for 10 rounds
KayoKnocks you on your assunconscious for 10 rounds
StiffstuffParalysisYou can’t move though you can still breathe and make mental attacks; lasts 10 rounds
Add NauseumSickensDrop to knees and begin retching for 10 rounds


POOR DUAL BRAIN
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Brain (Body) 
USE:Constant MODIFIER:Mental Strength 
You have two brains, but your second brain handicaps your primary brain. Its Mental Strength is equal to your Mutation score. You are –1 to all reaction-time Attribute checks and there is a 1 in 10 chance whenever you wake up that the defective brain has taken control while you slept. The bad brain will maintain control for 1d12 hours, during which time you are subject to fits of irrationality akin to Insanity. You will have a different voice and personality depending upon which brain is in control. You can forcefully regain control by succeeding at Mental Strength check versus you second brain’s Mental Strength. Your head has grown larger in order to make room for the second brain while both brains have become more compact so your head isn’t twice as large.


POOR RESPIRATION
DEFECT         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Constitution 
You must rest for 5 rounds after each minute of activity or suffer a Fatigue level in damage. Continued activity will add another level of Fatigue, etc. Speed is reduced by 10 feet.


POWER LEECH
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:6 rounds AREA OF EFFECT:single creature 
USE:Once per day MODIFIER:Mental Strength 
By making direct skin-to-skin contact, you can absorb one random Mutation from another Mutant for 5 rounds. As long as you have the leeched Mutation, the other creature does not. Prolonged contact has a 1% per round (maximum of 10 rounds) chance to make the power transfer permanent if you succeed on a Mutation check.


PRECOGNITION
--         -- M -- 
RANGE:Self DAMAGE:Special 
DURATION:1 minute AREA OF EFFECT:Mind (Body) 
USE:once per day MODIFIER:Mental Strength 
If you succeed at Mutation check, you can peer up to ten minutes into your own future though the exact meaning of what you see may not be clear. If you succeed by 5 or more, you see up to 30 minutes into the future. Critical Failure means you fall unconscious for 1d4 minutes and take psychic damage equal to half your current Life Points because you saw what appears to be your own death. Anything that you see is not an absolute occurrence but one that will happen if you do nothing to change it. For example, if you were following a road somewhere, you might see that there’s an ambush waiting for you 5 minutes up the road. You can continue on and be prepared for it, or you can change your actions… take a side road, camp, ambush the ambushers first, etc.


PROJECTED HEADACHE
--         P -- -- 
RANGE:100 feet line of sight DAMAGE:1 point per Mutation score 
DURATION:1 round per Mental Strength point AREA OF EFFECT:one creature 
USE:once every 10 minutes MODIFIER:Mental Strength 
You are able to cause a selected target within line of sight to suffer from a severe headache. On a successful Mutation check versus the target’s Mental Strength the target takes 1 point of damage per your Mental Strength and is otherwise disabled for one round per your Mutation score.


PROTECTIVE COATING
--         P -- -- 
RANGE:Touch DAMAGE:N/A 
DURATION:1 month AREA OF EFFECT:1 small object 
USE:3 times per day or Constant MODIFIER:Constitution 
Three times per day this plant can secrete a protective coating to preserve food in a similar way that a spider wraps an insect. This protective coating provides the wrapped object with AC 14 protection and will not be damaged unless it receives 3 or more points of damage. Food encased in the coating will not spoil for a month and is impervious to water, poison, gas, vacuum, mold and contamination unless the coating is ruptured.


PSYCHOMETRY
--         -- M -- 
RANGE:Touch DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:One object or 10-foot radius area
USE:Once per day per item MODIFIER:Mental Strength 
___You have the ability to read the past of any non-living item that you touch. You can learn the history, functions, purpose, origins and where the item has been in the past. A success garners info back in time up to 50 years. GMs are left to determine how far back the Mutation might go. You are +3 to figure out Artifacts. A Mutation check success by +5 or more will also let you ‘read’ an area rather than just an item.
___Those events most charged with emotion come through the clearest. You can use your power as often as you wish, but only once a day per object. If successful, you get a +3 modifier for Use Artifacts with that object.
___The psychic impressions fade with time, but are reinforced by a sentient creature handling and using the object. You roll 1d20, similar to an attack, add your MHAC for Psychometry, and consult the table below. The GM may choose to apply a bonus or penalty for extremely emotional events associated with the object or for the lack of them.
___For example, an I.D. card is being read with Psychometry. After rolling the dice and adding any modifiers, you end up with an adjusted roll of 13. You can read the past of the object for the last year.
 LAST USEDADJUSTED DIE ROLL 
 1 hour:7 
 4 hours:8 
 1 day:9 
 1 week:10 
 1 month:11 
 3 months:12 
 1 year:13 
 4 years:14 
 10 years:15 
 Additional decades:+1 


PYROKINESIS
--         -- M -- 
RANGE:8/16/32 DAMAGE:1d6-4d6 
DURATION:up to 4 rounds AREA OF EFFECT:single target 
USE:Once per 10 minutes MODIFIER:Mental Strength 
You have the ability to either increase or decrease the temperature within a localized area or target. This inflicts 1d6 damage with a successful Mutation check. For each consecutive round you concentrate on the same target the damage increases by +1d6 to a max of 4d6 on the fourth round. You must state whether you are raising or lowering the temperature when you use this and maintain concentration the whole time. You do not need to make another Mutation check to maintain this power. Once the power has been used and dropped for any reason, it cannot be used again for 10 minutes.



 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MUTATIONS: Q ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 


QUADRUPED
--         P -- -- 
RANGE:Self DAMAGE:N/A 
DURATION:Constant AREA OF EFFECT:Body 
USE:Constant MODIFIER:Dexterity 
Your body and legs are flexible enough and your arms and hands sturdy enough to enable you to move swiftly on all fours. Your base land Speed increases by 10 feet when you move on all fours. However, you cannot run on all fours while carrying anything in your hands.

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