The Path of the Wild

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Path of the Wild

  • Source: Spirits
  • Affinity: Conjuring
  • Attribute: Physical
  • Effects: Blood, Earth, Life, Plant, Spirit, Vermin, Water, Wind
  • Titles: Shape Shifter, Summoner, Wild Mage
  • Favored Races: Savage
  • Favored Nations: Northern Wilds

History and Flavor Text

At the end of the Age of Dragons, the region known as the Northern Wilds became a deadly realm for those who were trapped within its borders. The land itself seemed to turn against those who broke the laws of the Crone, and none seemed to be able to predict when her wrath would turn against them. The tribal shamans petitioned the spirits of nature to come to the aid of the people, and through the art of possession, the spirits granted a new path of survival. This knowledge spread quickly, from Aregon down to Drachen, legends of the shape shifters began to be whispered in taverns and markets. In the distant south, the demon Ravana stirred, unleashing her rukshasa to claim the Greenheart for her own. The people there were hunted, enslaved, and eaten. They petitioned the spirits for survival, and the spirits responded, telling them of the pacts made to the far north. The tribes quickly accepted these pacts, and the Path of the Wild spread even further.

A Shape Shifter chooses an apprentice, looking for someone healthy and cunning. Once chosen, the Shape Shifter brings them out into the heart of the woods, sending them off to survive from three to seven days on their own. While the apprentice struggles to find food and shelter, while avoiding the threats that exist within such places as the Northern Wilds and the Greenheart, the Shape Shifter studies them from afar, ensuring the apprentice does not face any dangers beyond simple survival. The Shape Shifter calls upon the spirits of the region, showing them the apprentice, discussing with them about the various strengths and flaws of the apprentice and how they may fare as a Shape Shifter. At the end of the period, if one of the spirits seems interested, the mentor performs a ritual, sending the spirit to the apprentice. The spirit binds themself permanently to the apprentice, who experiences their awakening. The spirit and the student cease to exist at this time, becoming an amalgam within the body of the new Shape Shifter.

From this time forward, the mentor teaches their student how to adapt and survive. The student must learn how to think outside the box, to find alternate solutions to problems which would normally seem straightforward. When presented with two choices, the Shape Shifter thinks of a third. When presented a problem with no solution, the Shape Shifter makes a solution. The dangers of the Wilds have created this path for survival, and the Shape Shifter learns that one needs to evolve quickly, or face extinction.

Ban

Shape Shifters do not cast spells. They have access to Conjuring, but all other forms are banned from this Path. If a Shape Shifter wishes to learn how to cast spells, they will usually learn another Path most often the Path of Awakening.

Drawback

  • Shape Shifters have a Tell. This is a subtle signal that indicates that the Shape Shifter is not normal similar to a sorcerers manifestation when they begin to cast a spell. For each Spell Effect that the Shape Shifter gains, they develop a Tell which can be detected by those around them, proving that the Shape Shifter is not normal. To identify a Tell is a Passive (Mental + Occultism) D (Resolve) roll. If the Hero is attempting to conceal these Tells, they may spend one Essence to add Subterfuge as an Active Defence. If successful, the witness can identify up to (Potency) Tells on the Hero. If the Shape Shifter uses any Benefit from this Path, all concealed Tells become manifest, obvious to anyone around them, following the normal rules for manifestation.

Example Tells: blood-red eyes (Blood), gold-etched tattoos (Earth), white swirls in motion on the skin (Wind), ivy growing through the hair (Plant), water stains on anything touched (Water), bite marks and rashes on the skin (Vermin)

Benefits of the Path of the Wild

Growth 0

  • Spirit Aura
    • The Shape Shifter is capable of drawing upon the nature of the spirit that dwells within them, using the spell effects the Hero knows to produce powerful auras. By paying the Essence cost, the Hero manifests the aura for the Scene as normal, but may unleash the actual Effect and use it without the need of a spell. All Effects have (Might) Potency.
  • Wild Forms
    • The Shape Shifter learns how to transform themselves, drawing upon the spirit world to gain alternate shapes or to augment themselves. The Hero is capable of transforming partially, or taking on the full shape of animals, plants, and other creatures. The Shape Shifter does not need to revert to their true form if they wish to take on a new shape, they simply alter the form they are currently in. The Hero gains (Spiritual + Endurance) Qualities from a form when shape shifting, and selects from the list provided by the form chosen. If the Hero has learned how to take more advanced forms, they may combine Qualities, allowing them to create gestalt shapes (such as animal and plant hybrids). The Essence and Action Cost to perform these transformations are combined.
    • The Hero is capable of taking a Quality up to (Growth) times, allowing for a greater bonus to Attributes, or a greater shift in Size, or even a greater number of Powers. The only true limit a Hero has is their understanding of the world if the Hero has never studied the venom of a snake, for example, they can not create snake venom (using the Venom Power). It is not enough for the Shape Shifter to have heard of such creatures the Hero must take the time to encounter and study the object the Hero wishes to transform into. This is usually done by capturing and dissecting or eating the creature or plant in question. For dangerous items, most Shape Shifters call upon the spirits to protect them from the negative side effects of eating poisonous or deadly things.

Growth 1

  • Spirit Touch (5 DP, Requires Growth 1)
    • The Hero spends 1 Essence and manifests an Effect for the Scene. If the Hero is touched, or decides to touch a target, the Spell Effect is triggered. The Shape Shifter may grant the manifestation of the Effect to another by touch, spending 1 Essence. As long as the target remains in contact with the Hero, they gain the benefits of the manifestation and are immune to the negative properties of the Effect. The Shape Shifter can manifest two Effects at Growth 3, three Effects at Growth 5, and four Effects at Growth 7, as touch Effects. All of these Effects are used simultaneously, and the Hero decides which ones to trigger.
  • Animal Form (5 DP, Requires Growth 1)
    • The Hero spends 1 Essence and an Action to gain the properties of the animal world. Most Shape Shifters trap and eat the animal they wish to learn the properties of.
  • Animal Qualities
    • +1 die bonus to a single Attribute for the Scene
    • +1 or 1 Size for the Scene
    • +1 Additional Success to a single Attribute for one Action per Round
    • 1 Power for the Scene from the following list: Alacrity, Ambush, Burrowing, Cling, Discharge, Imitation, Leap, Lope, Natural Weapons, Quills, Resilience, Scream, Sense, Venom, Water Baby, Wings

Growth 3

  • Spirit Aura (10 DP, Requires Growth 3)
    • The Hero spends 2 Essence and manifests an Effect for the Scene, which produces an aura that extends out to (Half Might) metres in radius. Anyone who enters the area of effect is subject to the Effects that the Hero has manifested. The Hero may spend one Essence to extend their manifestation to someone who enters the area, and as long as the target remains within the radius, they are protected from the harmful aspects of the Effect, and can use the manifested abilities normally. The Shape Shifter can manifest two Effects at Growth 5, and three Effects at Growth 7, as aura Effects. All of these Effects are used simultaneously, and the Hero decides which ones to trigger.
  • Plant Form (10 DP, Requires Growth 3)
    • The Hero spends 2 Essence and two Actions to gain the properties of the plant world. Most Shape Shifters find and eat the plants they wish to take the shape of.
  • Plant Qualities
    • +1 Innate Soak for the Scene
    • +2 or 2 Size for the Scene
    • +2 Additional Successes for one Soak Roll per Round
    • 1 Power for the Scene from the following list: Additional Limbs, Breathless, Cling, Infection, Invulnerability, Natural Weapons, Paralysis, Quills, Regeneration, Resilience, Tendrils, Tireless, Venom, Vitality (Hero gains (Might) Health immediately)

Growth 5

  • Spirit Stroke (15 DP, Requires Growth 5)
    • When activating the Spirit Touch or Aura, the Hero may increase the Essence Cost by two. If done, the Hero can unleash a ranged attack at one target as an Action, using one manifested Effect with a range of (Might x 10) metres. The Hero rolls (Mental + Thrown) D (Defence) to attack, which manifests as appropriate to the Effect being used. The Shape Shifter can attack with two Effects simultaneously at Growth 7.
  • Spirit Form (15 DP, Requires Growth 5)
    • The Hero spends 3 Essence and three Actions to gain the properties of a powerful spirit. Most Shape Shifters either conjure such a spirit to learn from them, or defeat such a spirit in combat.
  • Spirit Qualities
    • +2 Size for the Scene
    • +1 Damage Difficulty for the Scene
    • 1 Power for the Scene from the following list: Anti-Magic, Aura, Breathless, Burrowing, Cling, Discharge, Dragon Breath, Flight, Grounding, Incorporeal, Invulnerable, Natural Weapons, Resilience, Tendrils, Tireless, Vitality (Hero gains (Might) Health immediately), Water Baby

Growth 7

  • Spirit Blast (20 DP, Requires Growth 7)
    • When using Spirit Stroke, the Hero may increase the Essence Cost by one more. If done, the ranged attacks have an area of effect of (Might) metres in radius, but is restricted to only one Effect.
  • Mythic Form (20 DP, Requires Growth 7)
    • The Hero spends 4 Essence and four Actions to gain the properties of a mythic creature. As these creatures are usually considered mythic, most Shape Shifters never have the fortune of encountering one. Instead, it is enough psychic readings to find a piece of the mythic creature in question, which is then used to create a potion or incense which is used by the Hero. Once it has been used, the Hero can gain the properties of the creature in question.
  • Mythic Qualities
    • +1 Size and Innate Soak for the Scene
    • +1 Damage Difficulty and Initiative for the Scene
    • +1 Additional Success to one Attribute for the Scene
    • 1 Power for the Scene from the following list: Additional Limbs, Alacrity, Ambush, Aura, Bleeding, Blending, Breathless, Burrowing, Cling, Discharge, Dragon Breath, Entrancement, Hydra, Imitation, Incorporeal, Infection, Invulnerable, Leap, Lope, Natural Weapons, Paralysis, Pheromone, Quills, Ray, Regeneration, Resilience, Scream, Sense, Tendrils, Tireless, Venom, Vitality (Hero gains (Might) Health immediately), Weakness, Wings.
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