Xenoflora Generation
Xenoflora generation [Major] by Iczer
‘I love communing with the wilderness. Just not Earth’s wilderness’
The character can generate plant matter that matches no known phylum on earth. Truly, he creates plant like organisms spontaneously, from his own cells and from thin air. The plant forms generated with this power superficially resemble terrestrial flora. They typically have a root system for obtaining nutrients. They photosynthesize (after a fashion), and are typically sessile. Pigment, shape, diet and other factors are simply not terrestrial in nature. GM’s may wish to roll on the unusual coloration chart from the mutant chapter to determine gross physical changes that remain consistent from character to character ( Joseph creates xenoflora that is covered in tiny cilia like hairs and is dark black instead of green, while Emily’s creations are dotted with dark red flowers).
1) Xenoflora armor: The character causes xenoflora to germinate in his skin and muscles. This requires three actions to perform and is very painful, but leaves the character with a bonus 30 SDC (+10 per level) and an AR of 12 (energy attacks bypass this) all for the cost of 1D4 HP. The character can renew this bonus SDC, healing it with but a thought, restoring 10 SDC per HP expended. The character cannot feed his plants if his HP drop below 5. Xenoflora armor lives more or less as long as the character is alive, living off his body symbiotically rather than parasitically (aside from the HP used to germinate and root the xenoflora). While the character has the xenoflora armor active he weighs an additional 35 pounds and has halved PB.
2) Xenogarden: The character can spot generate xenoflora, germinating in a location dictated by the character. The primary growth for this affects an area 6 feet across, plus 2 feet per level and plants formed in the area grow to be between 3 to 8 feet high (plus 1 foot per level). A 10 foot permitter around the primary growth enjoys the production of smaller, weaker xeno grasses and weeds. The primary growths enjoy 80 SDC (+10 per level) and can be used to block corridors, or support existing structures. They take root in any non living, non metal structure and will grow on glass and steel if formed as a fungus (but will not root). The SDC of any object that is grown on is halved by the sudden and violent penetration and creation of the plant’s root system. If grown on any surface other than dirt or sand, the primary growths last 20 minutes per level before dying, their energies expended. In life bearing soil or other nutrient rich environment, the growths halve in size after the listed duration, but remain in perpetuity barring normal destruction from outside sources. It takes 2 actions to create a patch of xenogarden, and 1 HP is required to spawn it. It grows up almost instantly, and if used to support a wall or halt a bus (aside from its SDC) it has extraordinary PS of 20 +5 per level.
3) Xenoforming: This massive effort allows the character to spawn an entire farm of xenoflora. Xenoforming affects an area up to 1000 feet on a side (plus 200 feet per level) affecting one basic surface (so if done to an open park, the growths would not, for instant, affect the concrete fountain, nor the asphalt driveway running through the park). Xenoforming requires one 30 minutes per 200 foot area (so 2 and a half hours at first level) whereby he germinates new life into the area. The new growth is virulent, killing existing plants where possible. The character decides what grows where and how high or thick. The largest single individual specimen he can create is a meager 10 feet tall (plus 5 feet per level) and xenoflora specimens have SDC equal to their terrestrial equivalents. The character remains ‘connected’ to his land as long as it lasts, able to feel how it is doing and if anyone has entered. Like Xeno gardens, the new life exists only as long as it has access to nutrients, is free to propagate and is free of hazards. Unlike regular terrestrial flora, the xenoflora can be custom sculpted to endure in hazardous locations, such as in salt water, sand and urban concrete structures (drawing water from precipitation and burst water mains) In such hazardous climes, the plant life automatically dies off at a rate of 100 feet a side per day that the character does not tend the growth personally, ( 2HP per day plus about an hour every day tending the garden). If grown in healthy soil, the xenoflora remains until starved, poisoned or destroyed. (fun fact: without the co-operation of local insects and birds, the plants will have a harder time competing with terrestrial flora. Long term xeno-gardens require planning both in the form of regular agriculture (supplying water) as well as their initial biological design (making them compatible with terrestrial wildlife for instance).
4) Bio-weapons division: The character can create plant based weaponry. By expending a few HP and an action, the character can form aggressive weapons from his xenoflora armor, his xeno gardens or his Xeno farms. The character can create such bio-weapons ‘on the fly’ from his xenoflora armor, but he must expend the HP to create the longer lasting forms in his garden or farm creations.
- Pollen production: When formed, the character surrounds himself at will (one action per round) with a choking cloud of pollen. Everyone within the 20 foot cloud must make a saving throw vs Non lethal poison or suffer wheezing and allergic reactions (-3 to combat actions and -20% to all skills). As part of a xeno garden the character need not expend actions to maintain this bio-weapon, but he cannot turn it off either. As part of a xenofarm the whole area, plus an area surrounding it for the same distance is covered in this choking miasmic cloud. 1HP for himself, 2 for a garden, 4 for a farm.
- Seed spitting: The character’s xenoflora armor grows small seeds that can be shot out at high speed. A volley of 1-4 spikes or seeds can be shot outward with +4 to strike out to 60 feet, inflicting 1D4 damage per seed or spike. When applied as part of a garden, the garden has 2 attacks per melee and divides 6 shots between any moving targets within 40 feet. as part of a farm, the place is festooned with 1 of these plants for every point of ME the character has. Individual plants have1d4x10+40 seeds and regrow 6 an hour. 1Hp for the armor, 3 for the garden 6 for the farm.
- Grasping vines: The character grows a trio of vines, granting him one extra attack per melee with them inflicting 2D6 in a whipping motion out to 20 feet. the vines add +10% to climb and +4 to make or maintain a hold or grapple. In a garden the vines latch onto any moving object and attempt to grapple with it’s normal PS attribute. In a farm the place is nearly impassable as every step attempts to constrict and destroy (every solid structure in the area loses 10% of it’s SDC per hour until down to its last 10%. 1 HP for armor, 3 for gardens, 6 for farms.
- Thorns or spines: The character forms spines, thorns or other sharp ridges on his xenoflora armor. The spines inflict 3D6 as a hand to hand attack and the plant sap burns horribly (irritation, -1 to initiative -5% to skills until cleaned out) the character is +1 to strike and parry with the plant spines. Furthermore, anyone grappling the character suffers 2D6 per round by doing so. As part of a garden or farm, trying to force one’s way through the brambles or thorns inflicts 1D6 damage for every 10 feet of careful travel, or 2D6 per 10 feet for rapid, careless travel. Targets with AR’s of 14 or better (Natural, force field or environmental) are immune to this damage. 1HP for armor 3 for gardens 6 for farms.
- Carnivorous growth: The character grows a grasping limb in the shape reminiscent of a venus flytrap. The limb has +2 to strike (only). And if it does, the target is grappled by the limb and takes 2D6 damage per melee. The character is free to pound on the target with hand to hand attacks and can defend himself normally (but depending on the target, he may not be able to physically move around). Target’s can escape normally, but cannot dodge and suffers -6 to parry and roll. In a garden, the limb that grows attempts a grapple on any target within 10 feet once per round, but it does not let go, and so is broken as soon as a target escapes (or inflicts 30 damage to it). The farm with this develops more mundane trap like plants that litter the area like natural hazards (but don’t actively hunt targets.) The most common configuration is a pit trap that is covered with leaves. When walked over, a target falls some 15 feet into 6 feet of acid. Targets take 2D4 damage per round, must try to swim and needs to climb the wet sides to escape (-50% to climb). 2HP for the armor, 4 for the garden and 6 for the farm.
- Poison plant: Run of the mill poisons are generated by the xenoflora armor. The character can spawn a lethal (2D6 damage) contact poison or non lethal (-1 action, -2 to strike/parry or dodge) sickening rash. The garden and farm versions of this affect anyone having to force their way through any flora (or more insidiously once for every 15 minutes in long grass). 2HP for armor, 4 for the garden, 6 for the farm.