Ajen the Druid
Jan 6, 2014 0:10:15 GMT
Post by vatican on Jan 6, 2014 0:10:15 GMT
Basic Information
Statistics
Equipment
Starting Moves
Human
As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
Born of the Soil (The Vast Desert)
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live
in your Land.
By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
Advanced Moves
Hunters Brother = Animal Companion
You have a supernatural connection with a loyal animal. You can’t
talk to it per se but it always acts as you wish it to.
Name your animal companion and choose a species: Cobra (Set)
Choose a base: • Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Choose as many strengths as its ferocity: •Quick reflexes, •Intimidating
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: •Perform, •Fight monster
Choose as many weaknesses as its instinct:•Frightening
Command
When you work with your animal companion on something it’s
trained in…
• …and you attack the same target, add its ferocity to your damage
• …and you track, add its cunning to your roll
• …and you take damage, add its armor to your armor
• …and you discern realities, add its cunning to your roll
• …and you parley, add its cunning to your roll
• …and someone interferes with you, add its instinct to their roll
Communion of Whispers
When you spend time in a place, making note of its resident
spirits and calling on the spirits of the land, roll+Wis. You will be
granted a vision of significance to you, your allies, and the spirits
around you. ✴On a 10+ the vision will be clear and helpful to you.
✴On a 7–9 the vision is unclear, its meaning murky. ✴On a miss,
the vision is upsetting, frightening, or traumatizing. The GM will
describe it. Take -1 forward.
Thing-Talker
You see the spirits in the sand, the sea and the stone. You may
now apply your spirit tongue, shapeshifting and studied essence
to inanimate natural objects (plants and rocks) or creatures made
thereof, as well as animals. Thing-talker forms can be exact copies
or can be mobile vaguely humanoid-shaped entities
Elemental Mastery
When you call on the primal spirits of fire, water, earth or air
to perform a task for you roll+Wis. ✴On a 10+ choose two. ✴On
a 7–9 choose one. ✴On a miss, some catastrophe occurs as a result
of your calling.
• The effect you desire comes to pass
• You avoid paying nature’s price
• You retain control
God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s
already been established). You gain the commune and cast a spell
cleric moves. When you select this move, treat yourself as a cleric of
level 1 for using spells. Every time you gain a level thereafter, increase
your effective cleric level by 1.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
• Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. ✴On a 7–9, the spell is
cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM
will tell you how.
• Your casting distances you from your deity—take -1 ongoing to
cast a spell until the next time you commune.
• After you cast it, the spell is revoked by your deity. You cannot
cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes
cause a penalty to your roll to cast a spell
Bonds
Name | Ajen |
Age | 28 |
Class | Druid |
Race | Human |
Look | Wild Eyes, Braided hair, Weathered Hides |
Alignment | Good -- Give up powers or riches for the greater good. |
Statistics
Charisma | 9 (0) | Level | 6 | |
Constitution | 17 (+2) | Experience | 9/13 | |
Strength | 13 (+1) | Damage | d6 | |
Wisdom | 18 (+3) | Hit points | 23/23 | |
Dexterity | 13 (+1) | Armour | 2 | |
Intelligence | 8 (-1) | Load used | 7/7 |
Equipment
- Hide armor (1 armor, 1 weight)
- Hide Shield (+1 armor, 2 weight)
- Halfling Pipeleaf (0 weight, 3 uses.)
- Rattlesnake tail (0 weight)
- Burnt Hunters Bow (1 Weight)
- A Quiver of arrows (3 ammo, 1 weight)
- 1 Spear (close, thrown, near, 1 weight)
- Dried Lichen (0 weight)
- 1 Golden figurine (0 weight, 50 coins' worth)
- A gold coin
- 23 silver coins
- dungeon rations (3 uses 1 weight)
Starting Moves
Human
As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
Born of the Soil (The Vast Desert)
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live
in your Land.
By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
Advanced Moves
Hunters Brother = Animal Companion
You have a supernatural connection with a loyal animal. You can’t
talk to it per se but it always acts as you wish it to.
Name your animal companion and choose a species: Cobra (Set)
Choose a base: • Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Choose as many strengths as its ferocity: •Quick reflexes, •Intimidating
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning: •Perform, •Fight monster
Choose as many weaknesses as its instinct:•Frightening
Command
When you work with your animal companion on something it’s
trained in…
• …and you attack the same target, add its ferocity to your damage
• …and you track, add its cunning to your roll
• …and you take damage, add its armor to your armor
• …and you discern realities, add its cunning to your roll
• …and you parley, add its cunning to your roll
• …and someone interferes with you, add its instinct to their roll
Communion of Whispers
When you spend time in a place, making note of its resident
spirits and calling on the spirits of the land, roll+Wis. You will be
granted a vision of significance to you, your allies, and the spirits
around you. ✴On a 10+ the vision will be clear and helpful to you.
✴On a 7–9 the vision is unclear, its meaning murky. ✴On a miss,
the vision is upsetting, frightening, or traumatizing. The GM will
describe it. Take -1 forward.
Thing-Talker
You see the spirits in the sand, the sea and the stone. You may
now apply your spirit tongue, shapeshifting and studied essence
to inanimate natural objects (plants and rocks) or creatures made
thereof, as well as animals. Thing-talker forms can be exact copies
or can be mobile vaguely humanoid-shaped entities
Elemental Mastery
When you call on the primal spirits of fire, water, earth or air
to perform a task for you roll+Wis. ✴On a 10+ choose two. ✴On
a 7–9 choose one. ✴On a miss, some catastrophe occurs as a result
of your calling.
• The effect you desire comes to pass
• You avoid paying nature’s price
• You retain control
God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s
already been established). You gain the commune and cast a spell
cleric moves. When you select this move, treat yourself as a cleric of
level 1 for using spells. Every time you gain a level thereafter, increase
your effective cleric level by 1.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
• Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.
✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. ✴On a 7–9, the spell is
cast, but choose one:
• You draw unwelcome attention or put yourself in a spot. The GM
will tell you how.
• Your casting distances you from your deity—take -1 ongoing to
cast a spell until the next time you commune.
• After you cast it, the spell is revoked by your deity. You cannot
cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes
cause a penalty to your roll to cast a spell
Bonds
- Baldric smells more like prey than a hunter.
- The spirits spoke to me of a great danger that follows Smile
- Wesley does not understand life in the wild, I will teach him.
- ___________ has tasted my blood and I theirs. We are bound by it.
Personality
Quiet and reserved, Ajen prefers to remain silent and observe events as they unfold around him, only involving himself if there is need. Despite his reserved nature, He is always willing to assist those in need. He knows first hand that life in the desert is harsh, and that survival is only possible when people come together for the greater good. He is not prone to violence, preferring to simply slip away or flee entirely when trouble arises, but will respond with great fury if provoked enough. He enjoys long walks in the desert, bickering with his Animal companion, Isis, while puffing on some relaxing pipeweed, listening to the sounds of desert.
Background
Ajen was found as a baby, abandoned in a small cave by the Hawkwitness people, a tribe of halfling nomabds, who spend their time watching the birds in the sky to determine good fortunes or bad. They were watching the skies, as is their way, and followed the trail of a hawk to the cave where he was found, alone. As he grew, Ajen learned much about surviving the harsh desert from his adopted tribe, although he could never fit in, for with each passing year he grew, he found his tribe growing more wary of him. With few freinds, and unable to truly fit it, Ajen spent most of his time wandering the desert. He would often spend days at a time away from his tribe, only to simply return before the moved on. Ajen does not remember when the howls and chirps of the animals of the desert became something he could understand, only that when he awoke during one of his outings, it was so. He remembers a small snake slithering away, and that when he tasted the air with his tongue, he knew it would be a day hottter then normal. He had never tasted the air with his tongue before, but, on that day he could. Some people would question how this happened, or why, but, Ajen simply understood. He was of the land. He had always known. It was simply what was meant to be. His farewell to the Hawkwitness tribe was short and bittersweet, but, they seemed to know that he would no longer fit in amoungst their people, and so did he. He would forever carry the values they instilled him however, and no matter the harshness of the desert around him, his paths have always taken him from one small village to another, quietly helping those he could, survive in a place where few can.