Seedling

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Seedling
Seed01.jpg
Required
Fibrous, Photosynthetic

Available
Charm
Endure
Large
Spiky
Tough

Seedlings, also called "Lucky Seeds" in some tongues, are walking plants composed of tough tendrils and skin-like leaves. The tendrils wind around themselves to form a humanoid shape. It is not known why seedlings grow in the shapes that they do, when any shape should be possible. Some assume a more female shape while others a more male shape, but technically both are biologically the same and possess both male and female elements. Seedling blood is a thick, sappy milk, and they have few vital organs as such, making them extremely hardy. They are photosynthetic, and subsist on sunlight, water, and occasional nutrient supplements. Generally those supplements are soil or even compost based, but seedlings can digest meat when desperate.

Seedlings are actually just one phase of a larger life cycle. At the beginning of the stage they are ejected from a much larger, rooted parent and are and carried by winds to different places. When they touch down they begin to grow into the shape of a humanoid baby, and imprint on whoever start to care for it. Once the child grows adulthood an intense instinctive wanderlust sets in. A seedling then gathers the experiences and memories to sustain it during the next phase of the life cycle, where they take root. A rooting seedling will choose a spot of ground and silently settle there, becoming permanently separated from their friends and adopted families. The seedlings call this "turning within", and liken it to death. Once a seedling turns within it seldom speaks anymore, but future seedlings it ejects emerge with vague racial memories from their parent.

Wandering seedlings have no society of their own, and tend to adopt the conventions and culture of whatever place they land. They are often adopted by childless couples, monasteries, or taken in by powerful families as lucky omens. They tend to raised and accepted as a normal member of society despite their differences in appearance.

Recommended Faults

  • Bewildered: You suffer a penalty on knowledge checks and know nothing of your own past. Invoked: When you are knocked out, the invoker dictates a new memory connected to the current situation.
  • Curious: You are dangerously inquisitive. Draw one fewer Initiative slot because you don't pay enough attention to danger.
    "Hmm, that looks interesting."

1square.gif Will: Get separated from the group in an ominous location.
1square.gif Will: Find out what happens when a warning of danger is ignored.

  • Roaming: You can't stay in one place very long. You can't advance in the same region twice.
    "What's over there?"

1square.gif Will: Lose a relationship because they won't move.
1square.gif Will: Move on from a region with more goals after one has been completed.

See Also


Version 2.5.1
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