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.