Mental Mutation: Animate Plant

Chris Van Deelen

Animate Plant

Type: Mental

Frequency: Rare

Power Score: Yes

Range: 50 plus four times the power score in feet

Duration: Power score in minutes or turns – see description.

AI Recognition: None

Damage: None

Uses: One plus the power score modifier per day

Animate plant table

Power Score

Ability

Effect

3-6

Move

The mutant is able to move plants by controlling their roots. It can cause a patch of plants equal to the half the power score in feet to move at the power score times two in feet per round. This means that plants which normally cannot move will be able to move.

7-9

Bloom

The mutant is able to speed up the metabolic process of the plant in question, causing it to bloom, produce fruit, ripen, etc. in a matter of rounds instead of days or weeks. This will cause plants that produce any kind of seed (be it edible, used for attack or defense etc.) to produce its usual amount of seeds no matter what season it is.

10-12

Entangle

The mutant is able to cause plants to writhe and entangle a target. Treat this as a grapple check, with the power score equal to the strength. Any targets entangled will not be able to move until they break free (requiring a successful grapple check). The plants can only hold a target; they cannot harm it in any manner.

13-15

Squeeze or Bash

The mutant is able to animate the plant in such a way that it can lash out at any target within the power score in feet. This attack can be used once per round using the mutant’s melee to hit, and if it is successful, the attack inflicts 1d6 points plus the power score modifier damage. Negative power score modifiers will detract from the damage inflicted!

16-18

Attack

The mutant is able to use any single natural vegetal weapon attack or mutation possessed by a non-sentient plant. If the plant has multiple attacks per round, the mutant can use one plus the power score modifier attacks per round.

19-21

Enhance

The mutant is able to enhance any natural attack, any toxin damage or poison damage, or any other effect by 1 dice category per point of power score modifier. For example, a mutant has a power score of 16 (modifier of +2) and decides that it wants to increase a mutant plants thorn attack (it normally does 1d6). This increases the damage to 1d12 (two steps, from 1d6 to 1d8 to 1d12). Another example would be a plant has a poison attack of class 7. Using this same formula, the mutant could increase the poison class to 9. This could be used to enhance the attack ability described above.

21+

Animate

The mutant is able to cause all the plant matter in one area to combine into a small creature that it can use to attack or defend on its behalf. The plant creature will have a number of hit dice equal to half the power score and an armor class equal to eight minus the power score modifier. It will be able to make one attack for every six points  (round up) of the mutant’s power score per turn, doing 1d8 points plus the power score modifier per attack. The mutant can control a number of these animated plant creatures equal to the power score modifier. They will be under the control of the mutant for a number of turns equal to that of the power score. Once the time has elapsed, the plants will return to their normal state. If any plants that have mutations are incorporated into this animated mass, the animated plant creature will possess these mutations as well. Finally, the animated plant creature will be able to entangle (see above) and will possess a movement rate of 90’ (30’).

 

This mutation will only work on non-sentient plants. It will however work on mutant plants, as long as they do not possess any sort of Intelligence. If the plant is unintelligent but also a mutant, it may not appreciate being used in such a manner and the mutant must make a successful mental attack in order to gain control. The mutant is able to manipulate the plant matter in varying ways, depending on the power score of the mutation. As long as the mutant has a high enough power score, it can use any of the abilities listed for lower level power scores. For example, the mutant has a power score of 14, so it can use squeeze, entangle, bloom or move. Also if the mutant has high enough power score, it can use multiple abilities. It can use one plus the power score modifier, but each additional modification will require a full round to activate. So a mutant with a power score of 14 could use move on the first round, and then entangle on the second round, and squeeze on the third round. After the duration has come to an end, the plants will revert to their normal state.

Mutation Index
Entertainment Mutant Index
New Mutant Monday Series One Index
New Mutant Monday Series Two Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.