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fate:nature [2013/01/04 22:14]
galacticcmdr
fate:nature [2021/12/03 23:37] (current)
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 ====== Nature ====== ====== Nature ======
  
-You can control natural phenomenon ​such as plants and weather ​patterns. This includes causing plants to attack, arrest movement by grabbing limbs, warping and destroying wooden objects, and making plants bloom out of season. There is some overlap with with power and [[Creatures]] with this power only acting on non-sentient animals ​in ways that pertain ​to the natural ​cycle of life.+You can control natural phenomenon ​including ​plants and weather. This does not include natural animals (fauna) as that falls under the [[creatures:]] skill, but it does allow you to speak and interact ​with various nature spirits like nymphs. 
 + 
 + 
 +===== Natural Order ===== 
 +Many uses of this skill are very disruptive to the natural order of the world. In most cases you are believed to be acting ​in harmony with nature as much as possible. However, any costs can be used to wreck havoc on the natural order. If you summon a storm in order to blast your enemies with lightning ​that storm could easily drought a nearby region or continue its rain of destruction where it was summoned. 
 + 
 +For those people that wish to use the Nature skill to instead wreck havoc upon the natural ​order this is less of a concern and may find that their costs are reflected in nature no longer heeding their call or even actively opposing them. 
 + 
  
 ===== Actions ===== ===== Actions =====
-//See also: [[Actions]]//​ 
  
  
 ==== Overcome ==== ==== Overcome ====
-Typically you will use the [[actions#​overcome]] action to overcome the strength of whatever ​you are trying to heal. This can be used to "​heal"​ mental or phsyical stress during a battle. If you want to clear a target'​s 3 Stress box then you need to roll a Great(+4) or better ​to overcome ​it.+You can overcome ​natural barriers whether it is caused by extreme weather or dense undergrowth. In the same manner ​you can use these forces ​to overcome ​environmental disadvantages.
  
  
 ==== Create an Advantage ==== ==== Create an Advantage ====
-When aiding or trying ​to succor someone you will often create an advantage ​to represent reaching into their life force or providing ​better environment.+The Nature skill is naturally used to create ​an environment in which you have an advantage. Storms, sleet, snow, and hot sunny day are all with the purview. Trees can block passage and vines can trip up opponents. 
  
 ==== Attack ==== ==== Attack ====
-This skill is not used to attack. ​The exception to this rule is creatures or beings posessing the power of [[lore:un-life]]This power is found in devilsdevils, and the undead.+It is not generally ​used to attack ​with the proper conditionsYou cannot control lightning that is not there first you must change the weather to a violent stormWhile you cannot throw thorns because they do not naturally hurl themselves at speedyou can animate a creeper vine to strangle. 
  
 ==== Defend ==== ==== Defend ====
-This skill can be used to defend ​against attacks ​caused by poisons or diseases, but is generally not used to defend against immediate attacks.+Nature does a fantastic job of defending ​against ​all manner of physical ​attacks ​as trees block and storms gale. 
 + 
  
  
 ===== Stunts ===== ===== Stunts =====
-//See also: [[Stunts (list)#​Nature|Stunts (list)]]// 
  
  
 ==== Draw Power ==== ==== Draw Power ====
-Fora [[Fate points|Fate Point]], nearby livestock or plants or even the earth itself ​can take consequences for you. The shifts generated on a Mediocre (+0) difficulty roll indicate which consequence:​ +Once per scene, for a Fate Point you can cause the natural environment around you to take a consequence in place of you - creating a scene aspect. The aspect is named by the opponent that would have caused the consequence ​instead of you. The opponent gets a free invoke against this aspect.
- +
-  * 2 shifts: Minor consequence +
-  * 4 shifts: Major consequence +
-  * 6 shifts: Severe consequence +
-  * 8 shifts: Extreme ​consequence+
  
  
 ==== Merge with Plant ==== ==== Merge with Plant ====
-You can "step inside"​ and merge with a plant of your scale or greater, either to hide, or animate it and use it to attack. If used to attack, you gain the plant’s scale, it provides a -1 armour bonus, ​and you use your Nature ​power skill as your attack skill (with branchesetc), and as the amount of stress ​you may suffer before being ejected from the plant (a Good (+3) Nature skill means you have 3 stress points). You may uproot ​the tree and move slowly while merged, but may not run. On a power fumble, ​you can’t return to your original form! (See "When Transformations Go Wrong"​) for more.+If you overcome a Fair(+2) difficulty you can "step inside"​ and merge with a plant of your scale or greater, either to hide, or animate it and use it to attack. If used to attack, you gain the plant’s scale and attack with your Nature skill. If you get a Success ​with Style then instead of a boost you gets the following abilities while merged: Armor:1Weapon:1, and it can move 1 zone per action. If you are even taken out then you are ejected from the plant; otherwise ​the maximum time is based upon the [[tables#​Time Chart]] of the number of shifts ​you get.
  
  
-==== Plant Warrior ​==== +==== Fertility ​==== 
-A Lesser [[Summoning]] stunt, allowing ​you to summon or animate one or more scale plant [[followers#​minions]].+You can make a flora grow instantly into maturity if you overcome a Fair(+2) difficulty (higher if the conditions are not suited for growth). If you achieve a success with style then the plants will also germinate and bear any fruit or seed. You can cover a number of acres equal to your Nature rating.
  
  
-==== Summon Plant Spirit ​==== +==== Storm caller ​==== 
-//Requires Plant Warrior//+Normally when you change the weather it only affects your immediate area for the current scene. With this stunt the number of shifts you obtain can be directly translated into the Time Chart for the length of time the storm will continue to stay in the area.
  
-A Greater Summoning stunt , allowing you to summon plant spirits such as [[bestiary:​dryads]]. 
  
 +==== Beastmaster ====
 +You can use your Nature skill to command the natural animals around you. This includes all non-sentient natural animals. You can only use your skill on animals in your immediate area.
 +
 +
 +==== Sacred Ground ====
 +You may designate a small area as sacred ground to you, be that hallow or blighted. This stunt will require that you undertake story elements in the creation of this environs. The ground is created as an [[extras|extra]].
  
-==== Fertility ==== 
-For a [[Fate point]], you can make a livestock animal heavily pregnant or a plant bear fruit immediately,​ creating a temporary aspect. This can be used for food, and is often performed as a ritual or group working using the [[Power Stunts#Area Effect]] stunt. 
  
  
 {{tag>​fate power stunt}} {{tag>​fate power stunt}}