QUOTE (snowRaven @ Mar 20 2012, 05:45 AM)
I like it.
I think there's a bunch of potential in a setting like that--it's like a toxic zone, but not quite. Could possibly give rise to some methane-dependent awakened creature, a local avenger toxic shaman, a ghost or two...
Runners can be sent in to retrieve someone who's hiding in the tunnels, or to gather reagents (or samples for BAD-making) in the form of awakened methane-eating fungi, or to find some family heirloom in the wreckage of an old home.
Thanks, if you don't mind I might happily run with some of that stuff.
I added some more and cleaned up that grammatical trainwreck that was in the other post. This one is written a little dryly, but what it is what it is.
[ Spoiler ]
See that mess? That's kudzu. It's been a bane of the South for quite a while now. Originally, it was brought over by railroad companies to control soil erosion because it's a fairly hardy plant that can grow on the steep slopes of the hills they made.
This was all well and good, except that in some parts, kudzu took off like wildfire. The mix of soil, sun, humidity, and rain found in parts of the Deep South provided a perfect new home to this nefarious vine. It's not uncommon for kudzu vines to grow at a rate of 26cm a day, meaning it can quickly take over an area, slowly choking out other plant life's access to sunlight and hastening the deterioration of man-made structures. The frost each winter brings kills off the vines which new growth quickly overtakes creating a mess that's nigh impossible to walk through, at times forcing any who make the attempt have to wade through up to a meter's worth of tangled vines.
To further compound the problems caused by this plant, kudzu is a royal pain to kill. The vine portion of the plant grows out of a drekkin' huge root. In areas that have been infested for some time, it is not uncommon for them to be well over a meter in length and weigh in at 75-100kg. The vines generally grow out of one area of the main root called the rootcap, and that is what must be entirely destroyed to actually kill the plant. Notice how I said entirely? If small fragments of the rootcap remain intact, it will grow back. Killing the vines can work, if you're willing to come back and do the same thing every year for the better part of a decade. Did I forget to mention that these roots are generally deep enough and can lay dormant for long enough that most herbicides are entirely useless? And that it's not uncommon for a good half dozen of these roots to be in an area around the size of what's in the picture?
Now you know why it's not shocking to see road crews with flame throwers while you're riding the roads of the CAS.
In the hills of eastern Tennessee, back just a few years before the Awakening, the locals decided to try a slightly different approach: goats and llamas. They fenced in areas taken over by kudzu, and just let'em at it. Not sure how well it worked for them, but it sure as drek ended up causing problems for people in the southwestern reaches of the Blue Ridge Mountains.
You see some kudzu, like so much other stuff, ended up gaining a touch of magic during the awakening. The awakened varieties are easy enough to tell from the regular sort through mundane senses because their leaves have an iridescent sheen, as compared to the matte light green of the regular sort. For the mundane sorts, the only other noticeable difference is that the vines will writhe as you're walking through them, making it more difficult to travel through. If it is near a point of naturally high energy, it will grow at as much as twice the rate of normal kudzu, and its vines are not killed off by frost or freezing weather.
There's a lot more of a problem for the awakened. Firstly, the sheer mass of astrally active life in one place makes astral perception more difficult. Depending on just how infested the area is, this can range from a minor nuisance to almost being nigh on blinding. Secondly, remember that huge root? In the normal plant, it stores carbohydrates so that in lean or extreme conditions, it can survive for quite a while. The awakened variety works in a similar manner, but it also stores magical energies. It taps into not just the natural background magic of the world, but also that of any workings and magical creatures that are in its midst. So all magic that passes through or happens in one of these fields of kudzu is robbed of some of its strength. It seems as though if you can stay around 10 meters away from the plants, this has no effect except on effects that must pass through its area of effect. Another affect of note is that astral travel though an area infested by this vine is impeded, much the same way as physical travel is. Spirits are not happy at all about being forced into such an area. Finally, the arguably most dangerous characteristic of awakened kudzu is that if it absorbs too much magic too quickly, the roots will explode. Apparently, shortly before the explosion, the aura starts rapidly shifting colors.
Duke's parabiologists have taken a keen interest in the awakened kudzu's possible uses. Beyond attempting to discover the possible mechanisms for absorption of magical energies, a lot of interest is focused on how ingesting freshly cut portions of the plant can restore an adept's vitality, but this is sometimes comes at the price of losing agency. Effects are much weaker with the leaves and vines than the root itself, but there is definitely a cumulative effect with the lower potency parts. This property seems to go miles to explaining the odd behavior exhibited by certain animals that live in and off of these awakened kudzu patches, but I'll talk about them another time.
All in all, it's just another part of living in the South. Those lucky fraggers out in west Texas and Oklahoma don't have to deal too much with this stuff, but back east of the Mississippi? We're lucky to have room to walk.
tl;dr: I did a writeup not just for kudzu, but for an awakened variety of kudzu. At some point, I'm going to have to sit down and come up with the crunch for this, but the way I envision it, in muddled definitely not polished fashion:
[ Spoiler ]
Attempting to move through regular kudzu on foot will halve your movement rate and give penalties to any agility tests (at least a -1 to dice pool and most -3--depending on how thick the kudzu is for a given area). Additionally, finding anything in kudzu of either variety will be more difficult (GM's discretion penalty, based off of the size of the object, but keep in mind that even just in moderate coverage finding something like a dropped rifle will be hard if you moved away from it).
The awakened variety might be a bit on the complex side. It is more difficult to move through (I'm thinking about 1/4th movement rate and -2 to -4 dice pool penalties for agility tests). 1/2 movement rate for astral movement through infested area (10 meter radius from plant), penalty to astral perception based off of level of infestation (not entirely sure how to set this up in a decently easy way to use, along with the plant blow up portion). When entering the plant's active radius, magic users have to perform an opposed test against the (thinking number of major roots present maybe?) and they take an amount of drain=to the number of net hits of the plant. This repeats every hour in which the character remains in the effected area/exits and reenters. Any spell cast within the plant's effective area manifests as one force lower (so to get a force 3 manabolt, you've got to cast it at force 4) and all spirits that come into the area lose a point of force. Magical items such as foci function at their force-1 while in the affected area, but no permanent change is made; however spirits do permanently lose force. If the drain caused by the plants, added to the force siphoned off of spirits and spells, is greater than some number I've not thought about long enough to nail down, the root explodes, releasing the magical energies.
Eating a whole leaf can reduce drain by one point. Each point regained in such a manner compels the character to mindlessly attempt to acquire and attempt to eat the most powerful magical item that the character knows about for one minute, heedless of the current situation (which if there is no known astrally active item would mean that the character would start gorging on the leaves, adding to the amount of time they are compelled). To resist this effect, make a will test (3). Each success reduces the amount of time the effect lasts by 20 seconds. Eating any portion of the root will remove all drain suffered by the character with the side effect of making the compulsion last for five minutes. To resist, use the same method as before. All portions of the plant lose all effectiveness 1 hour after being cut.