Community Edition

Name

Distinctive Features

Conditions

+1t Related

Vex: Fight-Flight-Freeze-Freakout

Backgrounds & Wises

Weapon Style

Spark (+1d)

Take Spark:

  • roll a disaster (grim cut by thorn)
  • introduce a tangle
  • resolve or move on from story arc
  • quarrel with an ally
  • ally changes bond with you

Bonds

Thread

Spend Thread:

Establish a character, setting, or scene detail within your vantage.

Doubtful details may require a story roll.

Vantage

Certain

it's on this sheet

Reasonable

it's implied

Doubtful

it's a stretch

Impossible

too far outside

Druid

Trackers

Core Talent

Wild Shape: Shift into any familiar beast form by using a 2d Wild Shape resource pool, replenishing each scene. You take on the form's physical qualities and feral instincts, moving stat points to represent this (min 1, max 3). You lose access to your own physical talents. Drop 1d before rolling for each wild talent, such as: aquatic - smaller than a cat - bigger than a bear - flight - a thematic path talent.

[Growth: At levels 3 and 6, gain +1d to your Wild Shape pool per scene.]

Path Talents

Augury: You can read the world around you and interpret its signs. Before each session, roll 2d and record the results. These are your Omens. During the session, you can replace any rolled d6 (by anyone) with an omen result, then erase it.

Omens

Awaken: Once per scene, you may awaken a living natural feature - plants, animals, fungi, or the like - within or nearby the scene. It gains awareness and purpose, forming a 3d power pool you can direct, guided by its nature. One time only, you can make this a ritual-level effect.

Primal Growth: You can move through any natural terrain quickly and without issue. Once per session you can grow, wither, or shape: crops - dense foliage - entangling vines - fungi - poisonous spores. You can push yourself to do it again. You don't need anchors on plant or harvest rituals.

Use

Kindred Spirits: You can speak with all manner of wild things. When you meet, they know of you. Roll their bond with you or spend thread to establish it. When you call, those nearby will answer. You always sense the presence of hidden dangers in places teeming with wildlife.

Primordial Bonds: You have spellcasting ability, using raw elemental power (Fire, Earth, Air, or Water) as the touchstone, and casting spells with Presence. On a critical using an element, charge it. Spend it to cast a potent spell with that element.

True Shape: Choose 1 beast form. If it has no wild talents, you can shift into it without using a wild shape pool. If it has wild talents, you drop 1d less than normal when you shift into it.

Windcaller: Your voice carries on the winds over great distances. Once per session, you can summon or dismiss, but not control: dense fog - extreme temperatures - heavy rain - snowfall - storms - strong winds. You can push yourself to do it again. You can perform weather rituals without anchors.

Use

Traits

2 you are & 1 you're not

Desires

2 you want & 1 you don't

Story Arcs