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Powers (1–5)

Sanguine Harvest

Spend a point of Blood and use your standard action to feed your Blood to a single plant. As a result, the plant becomes a ghouled version of itself; however, it does not become a Stock NPC nor can it acquire disciplines. Instead, it is infused with life and vitality, growing healthy and strong. You may maintain any number of ghouled plants, creating lush gardens and exquisite greenhouses for your enjoyment. You may also cultivate a small number of your plants to generate twisted fruit, seeds, vegetables, or legumes with mysterious or enhanced properties. You may spend a single downtime action to cultivate your plants. If you do, at the start of the next game session you may harvest a single plant, plus a number of additional ghouled plants equal to your dots in the Science: Botany skill. Bioarcanists are often particular about which plants they imbue with various effects and certain fairytale enthusiasts are known to deal exclusively in apples, while others maintain the pomegranate is the superior vessel. Regardless of their form, these items can be consumed by vampires, but do not provide them with a nutritional benefit unless otherwise stated. Choose one of the following benefits: - Aesthetic: The specimen you create is especially beautiful or otherwise captivating to the senses. It has a special appearance, taste, fragrance, or any combination thereof which you may choose. You create 5 of these items per harvest. These items can trigger the Toreador clan weakness. For example, flowers can trigger the Toreador clan weakness with their appearance, while other items may need to be consumed or processed into oils or perfumes to captivate a Degenerate. - Blood Sack: Your plants are able to create a fruit capable of providing sustenance to vampires. Biting into it and consuming its juices restores 1 Blood point. If you have the personal Masquerade Merit you can eat the fruit instead to gain its benefits, though you must still vomit it later. However, due to vampiric physiology, a vampire cannot stomach consuming more than 3 items with this quality in a single night and will vomit any additional Blood Sacks beyond the third receiving no benefit from the consumption. You can create 3 of these items per harvest. - Bountiful: You cultivate edible foods in a substantial volume. Each unit supplies one night's worth of food for up to four humans or human-sized herbivores. Each harvest has 7 items. - Hallucinogenic: Ingesting such an item causes potent hallucinations in humans and vampires. Each harvest has 3 items. - Knock Out: Ingesting this item causes a temporary loss of consciousness. This does not affect vampires. Each harvest has 3 items. - Restorative: This item can be made into a salve that cures 1 point of damage regardless of type. It can be used on both vampires and mortals. Each harvest yields 1 use. - Toxin: This item is poisonous (Virility 10) and harmful when ingested by mortals or vampires. Each harvest has 3 doses. Consuming or using one of these items requires a standard action. Once harvested, these items are perishable and will lose all potency after 1 month. This duration cannot be extended through mundane or magical means. Items created in this way cannot serve as a sympathetic link to their creator and do not create a blood bond when consumed nor do they turn mortals into ghouls.
Focus: [intelligence]
You gain an additional 2 items per harvest.

Boughs Below

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Spend a point of Blood and use your simple action to activate Boughs Below. For the next 30 minutes you gain the ability to spend your standard action to ensnare a single foe as you cause roots to spring from beneath her. This effect is magical in nature and will function as capably on the 3rd floor of a hotel constructed from glass and steel as it would outdoors. If you succeed in an opposed challenge, your target becomes Grappled. Unlike a standard application of Grapple, you can move and act as normal without ending the effects. If an individual Grappled by this power attempts to escape, she must succeed in a static challenge using her Physical attribute + Brawl or Melee skill versus your Mental attribute + Occult skill. If the individual succeeds in the contested challenge to escape the Grapple, you may not retest using Willpower. You may ensnare any target within your line of sight, provided she is no more than 10 feet off the ground or floor. Your vines ensnare and move your target. You may move your target up to 2 steps in any direction if you choose.
Focus: [wits]
Grappled targets are also Disarmed and you can retrieve the dropped item within 3 steps.

Nightshade's Repose

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Spend a point of Blood and use your simple action to release a magical plume of atropine and scopolamine from your pores that emanates in the air around you, 5 steps in every direction. All characters within this area become more vulnerable to blood magic, receiving a -3 penalty to defend against any direct attacks by Thaumaturgy, Necromancy, or Abyss Mysticism powers or rituals. This applies to your powers and to powers used by others on the affected characters. This penalty only applies to blood magic that causes an immediate effect on your target; if a power or ritual augments your ability to strike a target, such as Hand of Flame, this bonus does not apply. When this power is active, targets within 10 steps will notice the distinctive smell of the scented flowers of the perennial Nightshade, with you as its source. Having this power actively precludes you from benefiting from supernatural concealment, such as Unseen Presence. Further, Mask of 1000 Faces cannot disguise this odor. As the source of this effect, you do not suffer the -3 penalty to defend against Blood Magic. However, you can be affected by another character's use of this power. Multiple applications of this power do not generate a cumulative penalty.
Focus: [wits]
You can exempt a number of allies equal to your Occult dots from the power's effect.

Chlorokinesis

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Spend a point of Blood and your standard action to channel your connection with the botanical world to create one of the following effects: - Green Thumb: You can create, shape, and manipulate plants, including wood, vines, moss, or specific parts of a plant, such as leaves, seeds, roots, fruit, and flowers. You can cause a single plant to grow up to its full size and can revive withered or dead plants. - Leave Only Footprints: You can call upon the carrion power of nature to cleanse a natural outdoor area 30 feet in diameter of any signs of foreign disturbance. This power requires the area to be covered in soil or natural rock; a suburban lawn is fine, but an outdoor parking lot is not. Over the next 5 minutes, any bodies instantly decompose as biomass is absorbed into the earth. This includes corpses, ash, pools of blood, clothing, and small inorganic personal items. Powers such as Spirit's Touch and Wooden Tongues will not reveal any information about the body. - One With the Forest: You form an empathic connection with the nearby flora. You understand the relative health and needs of all nearby plants. While they are not intelligent enough to communicate, they can sense and confirm the presence of other parties. While this power is active, you may use it to track targets in a rural or wilderness setting. You may also use your Occult skill in place of the Survival skill if you choose. This effect lasts for 30 minutes. - Sylvan Sentry: You can designate a single plant as a sentry. The plant must be at least as large as a shrub or hedge. Should anyone besides you come within 3 steps of your designated plant, you will receive a psychic notification. However, you will not know the identity of the trespasser or the number of people. As plants do not have minds, they cannot be affected by the Obfuscate power; however, your plant sentry cannot see across the Shroud or the Gauntlet and cannot detect Wraiths or Spirits. You may only have a single sentry designated at a time, and this power lasts only a single night. - Terra Form: You can awaken a single plant, causing it to uproot from the soil and "walk" for a short time. Plants animated in this way may move at 1 step per turn and can take no other actions. You may command it to root itself in the ground as you like, or it will do so on its own when this power ends. If no soil is immediately available, it will seek out the nearest patch. This effect lasts for 30 minutes.
Focus: [intelligence]
You can use One With the Forest and Leave Only Footprints indoors and in urban settings.

Carnivorous Roots

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Once learned this power is always active. When using Boughs Below, you may target up to 3 individuals, making a separate challenge against each. If you spend a point of Willpower to retest against any of them, you may also retest against any remaining targets who you have not tested against without spending additional Willpower. In addition, at the end of the turn, if you have a target Grappled by Boughs Below, you may drain her of a single point of Blood which you may then absorb. Traits of Blood absorbed in this way are purified through a complex system of roots and do not convey any harmful effects, such as the blood bond.
Focus: [intelligence]
Grappled targets become valid for powers requiring a direct Grapple, such as Cauldron of Blood.