In actual play: Animate Seeds

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In actual play: Animate Seeds

Postby Thakazum » Fri Jun 24, 2011 2:50 am

How would you actually play this plant mutation?

Animate Seeds
This mutation allows the seeds of a plant to maneuver
once away from the plant. The seeds can have their own
plant mutations, but will grow up to have the same
mutations as the adult plant that spawned them.
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Re: In actual play: Animate Seeds

Postby Steel Sky » Sun Jul 10, 2011 9:44 pm

It's a rather interesting one to be certain. How it's played I think would depend on what the character goals are. For instance a power hungry character might start trying to raise them for an army or maybe the mutant plant just seeks to grow its race.

The seeds themselves seem to be somewhat defensible, so semi-self sufficient infants? Would they fight with their "parent" or just be scattered on the wind to start their own lives? It might be interesting that if the player character died, the player would then play one of the offspring that had come looking for its parent and then after learning its fate, the offspring joined the party.
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Re: In actual play: Animate Seeds

Postby Blood axe » Mon Jul 11, 2011 3:29 am

Maybe have them start as " sprouts"- very small versions of the original. They can be used as spies,etc,etc. Kind of like a pet or familiar.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
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