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Intelligent Plants
Herbs
Grasses
Trees
Vines
Fungi
INFOS / COMMENTSDOWNLOAD

species


Intelligent Plants by uncle_jimbo (printer friendly)

In the time of the Ancients, scientists sought to feed the vast numbers of humankind by the engineering of new food crops with greater yield, a more complete range of nutrients, and resistance to the many and ingenious poisons of Ancient science, which would be used to clear away the natural plant life. Their genetic tampering built up an ever greater load of tangled new codes, scarcely considered in those optimistic Ancient days.
The Cataclysm brought radiation and mutagenic plagues to the Ancient croplands, laying waste to the weak, and twisting the already strong into greater strength. The humans of Gamma Terra must face plants that move, walk, even speak. These alien new minds form some of the most fearful predators, and the staunchest allies, of the latter-day society of humans.

Description:
All intelligent plants have common abilities that set them apart from animal life, as well as specific mutations (described under their individual headings).
Plant Toxin Response: The biochemistry of an intelligent plant is entirely different from animal life, and has been further altered by its heritage of Ancient tampering. Intelligent plants ignore some poisons entirely, have a much-improved defense against many, but react badly to some compounds that seem relatively harmless to humans. Whenever an intelligent plant is subjected to poison, use this table in place of GW-28:

Table P1: Plant Toxin Response

 

Hemotoxin

Neurotoxin or Fungicide

Necrotoxin

Caustic

Paralytic

Irritant

Systemic

Defoliant

Critical Failure

--

D4+1m

D4m

D4+1m

D8+1w

D8w

D6+1m

D4m

Failure

--

D6+1w

D8w

3d4w

D6+1w

D6w

D4+1m

D8w

Ordinary

--

+1 step

D6w

2d4w

+1 step

+1 step

D6+1w

D4w

Good

--

--

D4w

D4w

--

--

D6+1s

D4s

Amazing

--

--

D4s

--

--

--

+1 step

+1 step


Fungal organisms show different responses again. For a fungus, replace Table GW28 with the following:

Table P1: Fungal Toxin Response

 

Hemotoxin

Neurotoxin or Systemic

Necrotoxin

Caustic

Paralytic

Irritant or Defoliant

Fungicide

Critical Failure

--

D4+1m

D4m

D4+1m

D8+1w

+2 steps

D6+1m

Failure

--

D8+1w

D8w

3d4w

D6+1w

+1 step

D4+1m

Ordinary

--

+2 steps

D6w

2d4w

+1 step

--

D8+1w

Good

--

+1 step

D4w

D4w

--

--

D6+1w

Amazing

--

--

D4s

--

--

--

d6+1s



Redundant Vital Organs: Because the plant's mutant anatomy has a number of semi-adapted structures for circulation, respiration, and nervous control, rather than single fully-formed organs, the character is more resistant to mortal damage. All mortal damage is halved, and all Stamina-endurance checks related to mortal damage receive a -3 bonus.
Number of Limbs: Any intelligent plant has 1d4 limbs which are capable of manipulation. If a player chooses, each point subtracted from this roll gives one extra mutation point that can be spent on randomly determined mutations of either physical or mental nature (this can reduce the number of manipulative limbs to a minimum of 1). An intelligent plant with only one limb loses one action per round, except for actions that do not require tool use (such as movement or Natural Attack). A plant with more than two limbs gains one action per round.
Movement: The character moves at the normal rate, but cannot jump, either vertically or horizontally. A plant can only cross a gap or move vertically by an Athletics-climb check, and is limited by its height or length (see Body Form under Specific Abilities). If a player chooses, movement can be halved (1 mutation point) or quartered (2 mutation points). Intelligent plants met as SCMs may be immobile (3 mutation points). These points can be used for randomly determined physical or mental mutations.
Impersonal: Plants, except for Trees, are all much alike in appearance and personality. An intelligent plant (apart from a Tree) may not have the Leadership broad skill, and never gains reaction bonuses or penalties due to social status, past achievements or actions, or any Perk or Flaw except Great Looks/Poor Looks (if such are used in the game).
Random Mutations: An intelligent plant character can lose any of the mutations listed under Specific Abilities - Mutations, in return for randomly determined mutations of the same type (physical, mental or drawbacks) and point cost.

Encounter:
Intelligent plants use cunning tactics to gain an edge over their prey, or enemies. Most are equipped with formidable natural attacks, and are also quite capable of using weapons of the Gamma Age, or even Ancient manufacture - especially the intelligent and trade-rich herbaceous species. Their mental mutations are deployed to throw an enemy force into disarray, or to gain the advantage of stolen knowledge in a negotiation. Tactics of each of the standard plant types are further described under its individual heading.
Habitat/Society:
The spread of intelligent plant life from its eastern heartlands follows a definite pattern. The plants have little idea of leadership or organisation, scattering themselves in loose groupings through the new lands. The swift-ranging, but relatively weak, herbs are followed by more aggressive grasses and vines. The slow-spreading but majestic tree species drive into the land, pushing aside the herbs, battling implacable grasses for space, and reaching a rough neutrality with vines.
In most areas, a plant community will form, with a mixed grouping of different types, each playing different roles, and changing steadily over time. By the standard of trees, the sentient plants' invasion of the West Coast is just beginning, and hardly any stable polities (known as climax communities) have formed. A young community consists of a large percentage of herbaceous individuals. As it grows to a medium stage, vines begin to take hold, and a complex mix of grasses and trees begin to struggle for dominance, driving the weaker herbs to either accept a subordinate place, or leave the community to wander. Over decades, either grasses or trees dominate the community, with herbs and vines fixed in stable, but lesser, roles.

The sentient plants often seem disinterested in the politics of animal life, including humans, sleeth, dabbers and the other sentient races. Many trees and vines dine on the weaker animals, while grasses struggle against the many other militant and territorial races of Gamma Terra, and herbaceous traders prey on other life-forms in more subtle ways. Even herbivores such as brutorz don't attract hostility from most intelligent plants, any more than a human would censure a cat for eating mice. But, as among all races, there are unusual individual plants that either side with, or plot against, animal-led groups to face threats that the bulk of the plant communities fail to recognise.


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