Plant Only Mutations
Adaption (Transformation) (Changing)
Cost: 4
Mutation Score: no
Type: Plant, Transformation
Activation: Automatic
Range: Self
Duration: Special
Modifier: none
Use: Constant
Area of Effect: Self
Effect: Single +10 to Physical Damage Type or Basic Element.
Description: When the plant is attacked by an attack form the character can decide to become resistant to it. After attacked the plant will gain the immunity after five days. The plant can have up to Three +10s total at one time (1 Physical and 2 Energy) and may drop previous immunities to gain a new one. The character either chooses one type of energy, bludgeoning, piercing, or slashing attacks.
Carnivorous Jaws (??) (removing?)
Cost: 2
Mutation Score: yes
Type: Plant
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: Wisdom
Use: Constant
Area of Effect: One victim
Effect: Plant can bite
Description: The plant is able to eat and digest other plants and animals. The jaws do 1d6 + MP modifier (Crit 20/m) in damage. It can still live off of sunlight and soil, but it is an uncomfortable existence.
Allurement (Passive) (Changing)
Cost: 1
Mutation Score: yes
Type: Plant, Passive
Activation: Automatic
Range: 0
Duration: Permanent
Modifier: Constitution
Use: Constant
Area of Effect: 60ft radius
Effect: Attract animals
Description: Gives 5 + MP modifier to Charisma against animals with a (1) or lower intelligence. They will approach the plant, touch it, and want to be near it. May make a will save against the plant’s mutation roll to resist. If it resists it is forever immune to the plant’s allurement
Contact Poison Sap (Mutant)
Cost: 4
Mutation Score: yes
Type: Plant, Mutant
Activation: Automatic
Range: Self
Duration: Permanent
Modifier: CN
Use: Constant
Area of Effect: Self
Effect: Create poisonous sap
Description: The plant can create a poisonous sap that will leak out if the plant is injured. It has a save DC of MP mod + CN mod + 10, and does 1d2 + MP modifier primary ability damage (roll 1d6 when mutation is determined: 1=PS, 2=DX, 3=CN, 4=MS, 5=IN, 6=CH) and 1d4 + MP modifier in secondary ability damage (same as above). The poison will harden into a nonpoisonous resin an hour later. It can be used to coat weapons. It takes 1 wp to coat a dagger and 2 wps to coat a sword.
Explosive Seeds (Mutant) (Changing)
Cost: 2
Mutation Score: yes
Type: Plant, Mutant
Activation: Activated
Range: throwing range
Duration: special
Modifier: DX
Use: special
Area of Effect: ½ meter
Effect: Grow explosive seeds
Description: The plant can grow up to 5 + MP modifier seeds that will do 2d6 + MP modifier (crit. 20/m) explosive damage. Each takes a month to grow and will stay on the character for 3 months. When exposed to fire or crushing blows (such as weapons or falls) roll 20% for each seed. If the roll is made the seed explodes.
Gas Bags (Transformation)
Cost: 2
Mutation Score: yes
Type: Plant, Transformation
Activation: Activated
Range: Self
Duration: Concentration
Modifier: CN
Use: At will
Area of Effect: Self
Effect: float on gas bags
Description: The character can float away on gas-filled bags., It takes one full minute to inflate. He can carry 5 kg per MP modifier point.
Dissolving Juices (Transformation)
Cost: 4
Mutation Score: yes
Type: Plant
Activation: Activated
Range: Touch
Duration: Six rounds
Modifier: CN
Use: Once per 4 hours
Area of Effect: One target
Effect: Create Acid
Description: The plant can generate an acid that does 3d6 + MP modifier (20/x3) spread over six rounds (divided as evenly as possible). The acid can be stored up to one hour.
Fruit (Transformation)
Cost: 2
Mutation Score: yes
Type: Plant
Activation: Automatic
Range: Special
Duration: special
Modifier: Constitution
Use: special
Area of Effect: One creature
Effect: Grow fruit with special properties
Description: The character can grow fruit with special effects. It takes one month to grow fruit and will last for a month. The plant can have Constitution modifier + one per 3 mutation score points fruit at one time.
d8 Roll Fruit Type
1 Sustenance.
The fruit provides all the nutrition a man-sized creature needs for one full day.
2 Poison.
The fruit is poisonous, see Contact Poison Sap for details of the effects of poison.
3 Poison Antidote.
The antidote will heal ability damage from poison. Determine the type of amount of ability damage healed as if it were a poison of equal type.
4 Antibiotic.
Heals an amount of wound points dependent on your mutation score according to the chart below.
Mutation Score Amount Healed
1-5 2d8+5
6-10 4d8+10
11-15 6d8+15
5 Stimulant.
Will cancel the need for sleep for one day, or will negate fatigue penalties (it will turn exhaustion into fatigue). If the character is not suffering from any effects it gives a +1 Attack Bonus for 4 hours.
6 Radiation Antidote.
The fruit eliminates radiation sickness in 4 hours, but does not reverse damage.
7 Anesthetic
The character does not feel pain, and immune to effects that target the nervous system (except paralysis). It lasts 5 + MP modifier hours.
8 Imitation.
The fruit imitates another chemical or specialized poison not on the list.