omne
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Spring Y3
8.29.19 - 10.13.19
by Split, 08-31-2019, 09:06 PMRE: News Archive
It's time for an update to how we handle time! Now that we are a couple days into the first season of this year, I'll explain how our flow of time will now work. We will be keeping double time, but our time will be more fluid. Essentially, from here on, you will be allowed to back date threads.

All threads from here on out will need to have a date AND time listed in the thread title. This will allow users to see exactly when a thread occurred.

Previously, if you posted a new thread, the time and date that thread was posted was the time in which that event was happening. We are altering the rules regarding timelines to allow you to backdate threads for any date in the current year. (This is Year 3.) So this year started on 8.29.19. You may date a thread from the current date backward to the first day of the year. So as today is 8/31/19, you may date a thread for any date between 8/29/19 and 8.31.19. You may not date threads forward.

So as the year progresses, you will be able to date threads for any time that has already passed in the year, but you must be careful not to break your own character's timelines. The best way to track a character's timeline is to go to their profile and click the button on it labelled "Thread Log". It shows every thread the character has ever participated in. Likewise, events that would break your timelines should also be carefully monitored. So, for example, if I posted a thread for a character dated for today in the desert, it would break the timeline if I posted a thread dated for the 29th in which they ended up dying.

Excessively breaking your own timelines or other characters' timelines is frowned upon and if done consistently, Staff may intervene. Tomorrow I will be instituting changes to leader logs and pregnancies that reflect these changes, so keep an eye out! Please DM or PM a staffer if you have any questions.
News Archive
Character OTS Katchneil
Relationship OTS Ariodeoux & Dragon
Player OTS Kaitlyn
Thread OTS Detatched

Plant


Gods


Gems: 999,998,148 Gems
Posts: 331
#1


Plant
This branch allows the user to manipulate flora with incredible skill, helping it grow and change.
Level 1
Herbalist

The user can detect the use of a plant by touching it. They can detect which parts of the plant are usable and how to use them. This also includes toxic plants.

Guidewires

The user can manipulate a plant's future growth. By touching it, they can choose whether the plant will focus on expanding its root system, growing larger, or producing flowers/leaves/fruit. If it is a larger or woody plant, they can influence its direction of growth and shape. The plant will continue with the assigned focus in mind for a year unless a creature with the Guidewire power changes its focus again.

Keen Eye (Passive)

The user is exceptionally good at locating plants. They are 25% more likely to find magical/temple herbs when scavenging for them. They may also, occasionally, find plants where they would not usually grow. This means they can roll for the chance to find plants that do not usually grow natively in the territory they are searching it. They may find plants from territories up to two territories away. This is treated as a magical herb roll, but they do not get a bonus when rolling for an herb not usually found in the territory they are scavenging in.

Level 2
Drain Life

The user can draw the lifeforce out of plants and us it to heal the wounds of themselves or others. The larger and more magical the plant, the more severe an injury the user can heal. The plant shrinks and dries up, dying in the process. Magical herbs can be used to heal severe injuries like broken bones.

Maturation

The user can increase the rate at which plants grow. Using their magic, the user can cause a plant to grow 10% larger per thread they use the power in. If the plant has reached full size, it will increase the rate of growth of fruit or flowers, if it produces any.

Fertilize

Using their magic, the user can strengthen a plant and increase its chances of surviving in a usually inhospitable environment. This means a character can attempt to transplant a plant from any one territory to another and it has a 50% chance of surviving for 1 year if they user uses this power on it. Each year, the user will have to use this power on the plant again and roll to see if it survives the next year.

Level 3
Potentiate

The user, when using a plant, can potentiate the effects of their choice with their magic, making them 50% stronger than they would be otherwise.

Herbivore (Passive)

The user can now consume plants to meet their nutritional needs. Creatures who are already herbivores can consume 75% less to maintain their health.

Seeder

The user can force a plant to produce seeds/bulbs (whatever they propagate with usually) instantaneously at the cost of killing the plant. The seeds have a 75% chance of growing if planted in the correct environment.

Level 4
Tolerance

The user can render themselves immune to plants' effects at will. This means they can render themselves immune to poisons or negative side effects. This lasts until the user no longer wishes to be immune.

Photosynthesis (Passive)

While in sunlight, the user's natural regeneration is doubled. Their speed also increases by 25% and they recover from exhaustion and fatigue 50% faster. Their mana, while in the sunlight, is increased by 25 points.

Florakinesis

The user is able to manipulate plants within 20 feet of themselves with their magic. The smaller and more pliable the plant, the faster it moves. Small vines and grass move very quickly while trees moves extraordinarily slowly. The user can manipulate plants in their radius for two rounds of a spar OR 15 minutes outside combat.

Level 5
Hybridize

The user can use their magic to attempt to hybridize two plants they have in their possession (or are within 5 feet for plants that are too large to move) together. It has a 50% chance of success and will produce enough seeds/bulbs/ect. To produce one plant. The user may choose one trait to guarantee is passed on. Other traits will be randomly rolled for by staff.

NOTE: Research on both plants your character wishes to hybridize is your responsibility. When submitting the roll request, please provide a link to your sources and give us an idea of what you'd like the plant to look like and the desired name. It should be a combination of the two plants being hybridized. We will review your application, determine if your desired appearance and name is acceptable and roll for the plant's traits in the event of success.

Incorporate

The user can adopt two traits from plants. They can adopt one combat-applicable trait and one trait that is not applicable to combat OR two traits that aren't applicable to combat. The user can adopt traits such as scent, thorns, poison, colors, ect. When in doubt, ask staff! The traits remain until the user wills them away or adopts a new trait to replace them. The user must be within 10 feet of the plant they wish to incorporate a trait from.

Imbibe

The user can attempt to imbibe a plant with their own magic or the magic of another consenting creature (has not been coerced in any way, magically or otherwise) to give it a magical trait related to the power imbibed. This has a 50% success rate. The player of the user must PM staff with the power used to imbibe the plant and the desired trait to be given to the plant. Staff will review the trait and power, ensuring it is consistent with the power and appropriate in strength. The magical branch of the creature the power is taken from will have their mana reduced for two weeks by the amount of mana the power would usually consume. (For example, 100 mana for a level 5 power being imbibed, meaning they would have 100 less mana than usual.) The plant must be within 5 feet of the user, as does the other creature if there is one.




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