The Untamed Wilds
Brief History:
In the beginning, the only safe places for the mortals were in the dragon-lead fortresses. If you were out on your own, you were exposed and vulnerable. The Untamed Wilds created vast forests for the mortals to live in, and she empowered the creatures that lived there to be able to fend off the dragons that could chase the mortals into them.
The beasts and plants weren't enough to protect the new lush forests. The Untamed Wilds decided she would leave spirits from her realm to defend them. When the dragons were a prevelant enemy, the spirits kept very busy tricking them or warding them off. After the dragons were brought under control, the spirits quickly became bored with their existance and began spending their time playing pranks on mortals that wandered into their territory.
Once the mortals began to settle and grow their civilizations, the Untamed Wilds was more than happy to loan the wood from her forests to help the mortals in their construction. However, the mortals began to cut out quicker than the forests could replace themselves. Feeling her presence threatened, her feelings towards them changed. Now the beasts and spirits were there to protect the forests from the mortals. They will not just attack any person who walks into their territory, but if there is any indication that you are not respecting their lands, the spirits, beasts, and followers of the Untamed Wilds will protect their lands with their life.
Sanctity Levels
- None: None Naturally
- Low Sanctity: Inside "Claimed" land
- Normal Sanctity: Outside "Claimed" land
- High Sanctity: In uncharted wilderness
- Very High Sanctity: Inside a Sanctuary to the Untamed Wilds
Power Investiture
Power Investiture 1 (Acolyte): Vow (Respect ) [-5]Power Investiture 2 (Cleric): None
Power Investiture 3 (Champion): Unusual Background (Blessed by The Untamed Wilds) [10] or (Untamed Wilds Lineage) [15]
Power Investiture 4 (Zealot): None
Vow (Living on the Land) [-5]: Do not exploit the available resources of your family, community, or land. You may only take what you are given from those that rely upon you. You are more than free to take from those who are not trusting of you or who are opposing nature.
Spells
Acolyte:
- Beast-Soother: Calms a single animal and betters the animal's Reaction Roll to anyone.
- Beast-Rouser: Excites a single animal and worsens the animal's Reaction Roll to anyone.
- Rider: Mount and ride a subject creature as though it were a trained, loyal riding animal.
- Protect Animal: Animals within an area have increased defensive capabilities.
- Recover Energy: Rest and recover Fatigue Points much more quickly than normal by drawing from the primal energy around them.
- Hawk Vision: Grants the target the ability to "zoom in" on distant objects.
- Heal Plant: Heals living plants of disease, parasites, and damage.
Cleric:
- (Animal) Control: Controls the actions of one large animal or single swarm. Must buy per animal type (Vermin, Fish, Reptile, Bird, or Mammal).
- Beast Summoning: Calls one creature of a named type. The closest one will start moving towards you.
- Master: Hold a beast motionless and quiet as long as you maintain eye contact and concentrate.
- Beast Speech: Communicate with any animal in the creature's own "language". Any IQ 2 or lower beast isn't likely to have any good information, but higher IQs may be able to identify simple things for you.
- Rider Within: The caster becomes able to percieve through the subjects senses. Works on any type of animal.
- Spider Silk: Shoot a strand of spider silk in order to bind your targets.
- Infravision: Gives you the ability to see objects that emit heat.
- Plant Vision: See through any vegetation to find overgrown ruins, lurking enemies, etc.
- Pollen Cloud: A cloud of pollen fills the area, causing the inhabitants to sneeze, weep, and cough. Reducing their DX.
- Conceal: Causes the local vegetation to grow quickly over any objects in the area, concealing them from casual inspection.
- Forest Warning: Makes a plant within the area "noisy" (a creaky branch, snapping twigs, shuffling leaves, etc.). This will automatically alert or awaken the caster if they are within hearing range.
- Tangle Growth: Causes plants to overgrow an area and become obstacles and impede movement or block paths.
- Rain of Nuts: Causes a rain of nuts to fall within the area, distracting anyone within.
Champion:
- Hybrid Control: Controls the actions of one large creature or single swarm that is part of multiple animal types. The caster must know all appropriate (Animal) Control spells that would affect the hybrid.
- Empower Beast* (Type): Apply an Empowered Beast Templates to an animal. Each template is a separate spell.
- Beast Possession: Like Rider Within, except the caster is in full control of the subject.
- Shapeshifting: Change to the form of an animal. May result in IQ loss.
- Shapeshift Others: Change someone else's form to an animal.
- Plant Form: Assume the form of a plant that's 1/2 to 5 times your normal size.
- Plant Form Other: Turn someone else into a plant.
- Create Animal: Create an animal you've seen that does your mental bidding while it exists.
- Berserker: Causes the subject to fight like a berserker.
- False Tracks: The subject leaves tracks that appear to be those of some animal or other being.
- Walk Through Plants: Enables the subject to pass through grass, undergrowth, heavy forest, or jungle without any hinderance from the vegetation.
- Mystic Mist: Produce a dense, opalescent fog that confuses anyone entering it. Those entering the fog risk getting confused for the duration of the fog.
Zealot:
- Walk Through Wood: Enables the subject to pass through solid wood (dead or alive) as if it were air.
- Permanent Beast Possession: As Beast Possession, but your conciousness remains in the body of the subject until you choose to leave or are forced out by other magic.
- Permanent Shapeshifting: Like Shapeshifting, but the subject can remain as long as they choose.
- Great Shapeshift: Perform multiple, fast, repeated changes of shape.
- Create Mount: Create any kind of animal that you can ride!
- Arboreal Immurement: Entomb a target into a nearby tree.
- Body of Wood: Subject becomes an animated wooden statue.
- Body of Slime: The aquatic equivalent of Body of Wood.
Powers
These are advantages that you can buy because of your devotion to your diety.
- Animal Companion 1: Allies (25 points + Appears Constantly) + Untamed Wild Essence 1 [3]
You've befriended an animal and it will fight for you and do as you order. It cannot talk normally, but it will understand some basic orders you give. If you have Beast Speech, it will be able to follow more complex plans. This creature is generally friendly to you, but it does have a mind of its own. If you give it dangerous orders, it may refuse to do them. If the creature dies through no fault of your own, you may get a new Animal Companion of your choosing. The animal must have the Beastial tag and be 25 points or less.Requires Power Investiture 1 (The Untamed Wild) - Animal Companion 2: Allies (50 points + Appears Constantly) + Untamed Wild Essence 2 [6]
You've befriended an animal and it will fight for you and do as you order. It cannot talk normally, but it will understand some basic orders you give. If you have Beast Speech, it will be able to follow more complex plans. This creature is generally friendly to you, but it does have a mind of its own. If you give it dangerous orders, it may refuse to do them. If the creature dies through no fault of your own, you may get a new Animal Companion of your choosing. The animal must have the Beastial tag and be 50 points or less.If you are upgrading from Animal Companion 1, you may trade your previous Animal Companion for a new one. You may also choose to Empower it if you wish to keep your old Ally.Requires Power Investiture 2 (The Untamed Wild) - Animal Companion 3: Allies (100 points + Appears Constantly) + Untamed Wild Essence 4 [16]
You've befriended an animal and it will fight for you and do as you order. It cannot talk normally, but it will understand some basic orders you give. If you have Beast Speech, it will be able to follow more complex plans. This creature is generally friendly to you, but it does have a mind of its own. If you give it dangerous orders, it may refuse to do them. If the creature dies through no fault of your own, you may get a new Animal Companion of your choosing. The animal must have the Beastial tag and be 100 points or less.If you are upgrading from Animal Companion 1 or 2, you may trade your previous Animal Companion for a new one. You may also choose to Empower it if you wish to keep your old Ally.Requires Power Investiture 3 (The Untamed Wild) - Animal Companion 4: Allies (100 points + Appears Constantly) + Untamed Wild Essence 4 [16]
You've befriended an animal and it will fight for you and do as you order. It cannot talk normally, but it will understand some basic orders you give. If you have Beast Speech, it will be able to follow more complex plans. This creature is generally friendly to you, but it does have a mind of its own. If you give it dangerous orders, it may refuse to do them. If the creature dies through no fault of your own, you may get a new Animal Companion of your choosing. The animal must have the Beastial tag and be 100 points or less.If you are upgrading from Animal Companion 1 or 2, you may trade your previous Animal Companion for a new one. You may also choose to Empower it if you wish to keep your old Ally.Requires Power Investiture 4 (The Untamed Wild) - Keeping Wilds Wild: Higher Purpose + Untamed Wild Essence 1 [4]
There are times when the natural world is in danger. If you are attempting to defend nature from being destroyed or exploited, you gain +1 to all die rolls. This includes attack and damage rolls when targeting exploiters, skill or healing rolls when repairing damaged wilderness, etc. The GM has the final say in whether a roll is affected. This does not stack with other forms of Higher Purpose.Requires Power Investiture 3 (The Untamed Wild) - Plant Speech: Speak With Plants + Plant Empathy + Untamed Wild Essence 4 [16]
Plants can understand what you say and you can understand them. Plants will always have something useful to say. Whether its useful to you is up to you. It may just be what kinds of animals pass through the area or what the weather is usually like. You also, on a successful IQ roll, get a feel for a plant. Whether its healthy, natural, supernatural/supernaturally influenced, etc.Requires Power Investiture 1 (The Untamed Wild) - Beast Speech: Speak With Animals + Animal Empathy + Untamed Wild Essence 6 [24]
Animals can understand what you say and you can understand them. While the individual intelligence of the animals influences what the animals have to say, as long as they have at least 1 in IQ, they will have something useful they can say. A chimp might have some interesting puzzle solutions to offer, a bug will at least be able to say if a character matching your description ran by it or not. You also, on a successful IQ roll, get a feel for an animal. Whether its friendly, frightened, hostile, hungry, etc.Requires Power Investiture 2 (The Untamed Wild) - Nature Conduit 1: Channeling (Specialized: Primal Spirits) + Untamed Wilds Essence 1 [4]
You may attempt to go into a trance. This takes a minute of concentration and a Will roll (+2 if you have Autotrance). Once you have entered this state, nearby natute spirits and elementals may communicate through you. They will only speak or write in a language they know. If they are able to possess, you are counted as "touching" them, but you are concidered wary and gain a +5 to resist.Requires Power Investiture 2 (The Untamed Wilds) - Natural Conduit 2: Medium (Specialized: Primal Spirits) + Channeling (Specialized: Primal Spirits) + Ferryman Essence 2 [8]
You are able to "sense" nearby nature spirits and elementals. This doesn't let you see them visually if you couldn't already, but you know when they're nearby. If you share a language with them, you may even speak with them. You may try to call nearby spirits or elementals to you, but they are not guaranteed to answer your summons.You may also attempt to go into a trance. This takes a minute of concentration and a Will roll (+2 if you have Autotrance). Once you have entered this state, nearby natute spirits and elementals may communicate through you. They will only speak or write in a language they know. If they are able to possess, you are counted as "touching" them, but you are concidered wary and gain a +5 to resist.Requires Power Investiture 3 (The Untamed Wild) - Natural Conduit 3: Medium (Specialized: Primal Spirits) + Channeling (Specialized: Primal Spirits) + Spirit Empathy (Specialized: Primal Spirits) + Untamed Wild Essence 3 [12]
You are able to "sense" nearby nature spirits and elementals. This doesn't let you see them visually if you couldn't already, but you know when they're nearby. You interact with them as though you had the Empathy advantage with them. If you share a language with them, you may even speak with them. You may try to call nearby spirits and elementals to you, but they are not guaranteed to answer your summons.You may also attempt to go into a trance. This takes a minute of concentration and a Will roll (+2 if you have Autotrance). Once you have entered this state, nearby natute spirits and elementals may communicate through you. They will only speak or write in a language they know. If they are able to possess, you are counted as "touching" them, but you are concidered wary and gain a +5 to resist.Requires Power Investiture 4 (The Untamed Wild) - Wolf Snout: Acute Taste and Smell 4 + Discriminatory Smell + Untamed Wild Essence 4 [17]
You are able to register distinctive odors for practically everything you may encounter. On a successful IQ roll, you may memorize a scent. You gain a +4 to use the Tracking skill and a +8 to any Scent related Perception Roll.Requires Power Investiture 1 (The Untamed Wild) - Wolverine Aggression: Extra Attack (Brawling Skill Only) + Untamed Wild Essence 4 [16]
You gain an extra free attack whenever you use an Attack, Move and Attack, or All-Out Attack Maneuvers. This extra attack can only use the Brawling skill, meaning only natural weapons like your feet and fists (not empowered by skills like Karate or Boxing) or Strikers. This package can only be purchased once.Requires Power Investiture 3 (The Untamed Wild) - Owl Eyes: Acute Vision 2 + Telescopic Vision + Night Vision 3 + Untamed Wild Essence 2 [10]
Your eyes adapt to distance and darkness very well. For every time you buy this package, gain a +2 to Vision Rolls, ignore -1 in range penalties (-2 if you can Aim first) for Vision Rolls, +1 Acc to any Ranged Attacks, and ignore -3 in Darkness Penalties. This package can be bought 3 times.Requires Power Investiture 2 (The Untamed Wild) - Cat Reflexes: Catfall + Perfect Balance + Silence 2 + Untamed Wild Essence 10 [25]
Your ability to maneuver tight places quietly and stay on your feet in precarious situations is remarkable. You don't have to make any DX checks in order to not fall from small ledges, branches, and things like that. And if you do fall, you subtract 5 yards from the fall as if you performed an Acrobatics check (a DX roll halves damage from any fall). If you are ever having to roll to be knocked down, you have a +4 to DX to resist. Finally, you have a +2 to all Stealth rolls in the dark (+4 if you are perfectly still).Requires Power Investiture 3 (The Untamed Wild) - Elephant Endurance 1: Regeneration (Slow) + Untamed Wild Essence 2 [8]
You can get back into the fight much faster. You regain 1 HP every 12 hours in addition to normal healing. These does not stack with Troll Regeneration.Requires Power Investiture 1 (The Untamed Wild) - Elephant Endurance 2: Regeneration (Regular) + Untamed Wild Essence 5 [20]
You can recover from a bad fight in less than a day. You regain 1 HP every hour.Requires Power Investiture 3 (The Untamed Wild) - Elephant Endurance 3: Regeneration (Fast) + Untamed Wild Essence 10 [40]
You can recover from a bad fight in less than an hour! You regain 1 HP every minute.Requires Power Investiture 4 (The Untamed Wild) - Bear Arms: Sharp Claws (Switchable) + Sharp Teeth + Striking ST 2 + Untamed Wild Essence 3 [12]
The nails on your hands and feet become long and sharp and you strike with +2 effective ST. This replaces your punche, kick, and bite attacks with cutting damage. You can swap between these claws and your natural hands at will. Remove 5 points from package cost if you have already bought the Sharp Claws Advantage from any source. All Striking ST from all Claws packages stack.Requires Power Investiture 1 (The Untamed Wild) - Deadly Claws 1: Talons (Switchable) + Fangs + Striking ST 2 + Untamed Wild Essence 3 [15]
The nails on your hands and feet become extraordinarily long and sharp and you strike with +2 effective ST. This replaces your punch, kick, and bite attacks with your choice of cutting or impaling damage. You can swap between these claws and your natural hands at will. Remove 5 points from package cost if you have already bought the Sharp Claws Advantage from any source.Requires Power Investiture 2 (The Untamed Wild) - Deadly Claws 2: Talons (Switchable) + Striking ST 4 + Untamed Wild Essence 6 [25]
The nails on your hands and feet become extraordinarily long and sharp and you strike with +4 effective ST. This replaces your punch, kick, and bite attacks with your choice of cutting or impaling damage and increase damage by +1 per die. You can swap between these claws and your natural hands at will. Remove 5 points from package cost if you have already bought the Sharp Claws Advantage from any source.Requires Power Investiture 3 (The Untamed Wild) - Ethereal Claws 1: Claws (Switchable + Affects Insubstantial + Armor Divisor, (2)) + Striking ST 2 + Untamed Wild Essence 3 [15]
The nails on your hands and feet become long and sharp and you strike with +2 effective ST. This replaces your punch, kick, and bite attacks with your choice of cutting or impaling damage. These claws and teeth affect insubstantial enemies and armor only protects half as much as normal. You can swap between these claws and your natural hands at will. Remove 5 points from package cost if you have already bought the Sharp Claws Advantage from any source.Requires Power Investiture 2 (The Untamed Wild) - Ethereal Claws 2: Claws (Switchable + Affects Insubstantial + Armor Divisor, (3)) + Striking ST 4 + Untamed Wild Essence 6 [25]
The nails on your hands and feet become long and sharp and you strike with +2 effective ST. This replaces your punch, kick, and bite attacks with your choice of cutting or impaling damage. These claws and teeth affect insubstantial enemies and armor only protects half as much as normal. You can swap between these claws and your natural hands at will. Remove 5 points from package cost if you have already bought the Sharp Claws Advantage from any source.Requires Power Investiture 3 (The Untamed Wild) - Shark Fins: Enhanced Move (Water) 0.5 + Doesn't Breathe (Gills) + No Legs (Aquatic) + Untamed Wild Essence 4 [16]
Your legs fuse together into a fishlike tail and you grow gills or change back with a Ready Manuever. You move through water at 1.5xMove in a roughly straight line (no zig-zagging).Requires Power Investiture 2 (The Untamed Wild) - Horse Hooves: Enhanced Move (Ground) 0.5 + Extra Legs (4 legs) + Hooves + Lifting ST 2 + Untamed Wild Essence 4 [20]
You grow or retract another pair of legs with your lower half resembling a horse with a Ready Maneuver. You move over land at 1.5xMove in a roughly straight line (no zig-zagging). Your kicks deal +1 damage per die (this can overwrite any Claws advantage if you choose), and your ST for the purposes of Lifting is 2 levels higher.Requires Power Investiture 2 (The Untamed Wild) - Eagle Wings: Flight (Winged) + Untamed Wild Essence 6 [24]
You can grow or hide a large pair of wings out of your back. You move through the air at 2xMove in a roughly straight line (no zig-zagging). Your wingspan is twice your height and is required to be free around you to take off.Requires Power Investiture 3 (The Untamed Wild)
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Essence Disadvantages
Followers who gain Untamed Wild Essence begin to look more like the denizens of the Untamed Wild's Realm. They grow hair, feathers, and/or scales if they don't have them already. Small horns, tusks, and other protrusions may appear, but are ultimately useless.
Every 5 points of Untamed Wild Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Untamed Wild Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Frozen Deep Essence (max -5).
Every 10 ranks of Untamed Wild Essence requires you to take a rank of one of the disadvantages below.
Disadvantage | Description |
---|---|
Enemies (Civilizors) This can only be taken 2 times |
A group of conquerors that cannot stand worshipers of the Primals. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
|
Bad Grip This can only be taken 2 times |
Your hand's grip strength is weaker than normal. This doesn't mean you are weak, your hand may not just close very well. Every time you take this, take a -2 to all weapon skills (unarmed and grappling are uneffected), climbing, catching things, and anything else that requires a firm grip. |
Ham-Fisted This can only be taken 2 times |
Your fingers or claws are clumsier than you are. You take a -3 per rank you take of this Disadvantage for every DX-based skills that require fine manipulation. You also get a -1 per rank Reaction Roll penalty for anyone of higher standing because it's more difficult to groom yourself. |
Dyslexia This can only be taken 1 time |
You cannot read. You cannot buy any more languages at a written level. Spells from Celestials are given to you directly and therefore you may still learn them without being able to read. |
Non-Iconographic This can only be taken 1 time |
You cannot process abstract images and symbols. Skills like Cartography, Heraldry, Symbol Drawing, or attempting to learn any magical skills from books is impossible. |
Aversion to Metal This can only be taken 1 time |
You cannot bring yourself to use equipment primarily made of metal. If you want to use a metal weapon, you must buy an Ironwood version. The armor you can use consists of Cloth, Wood, Leather, and Rock. Any skill that requires Smithing skill to make are likely not allowed (up to GM). |
Restricted Diet (Fresh Meat) This can only be taken 1 time |
You can only eat fresh meat. This doesn't effect much except that you must hunt down your food every day. This overrides the Saurian ability to eat anything. |
Blessed Items
These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.
- The Untamed Wild's Holy Symbol (Small): 25 SP ($250) 0.25lbs
- The 's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
- The 's Holy Symbol (Large): 4 EP ($4,000) 1lb
- Blessed Oil: 1 SP ($10?), 1lb
A small talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Low Sanctity.
A medium talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Normal Sanctity.
A large talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of High Sanctity.
this deals normal fire heat and damage (1d-1) but makes anything in the flame more flammable by shifting one class (see Making Things Burn). If smeared along a weapon and ignited, the weapon will deal 1 burn damage as a follow-up (this stacks with Flaming Weapons). The oil takes (10 minutes) to fully burn.
Legendary Items
These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.
- The 's Holy Symbol (Grand):
A medium talisman inscribed with a ASDFASDFASDF and has a golden lining that increases the Sanctity Level of a person holding it in their hand by 2 to a maximum of Very High Sanctity.
- The Earth Shaper's Holy Symbol (Small): 5 GP ($500)
- The Earth Shaper's Holy Symbol (Medium): 1 EP ($1,000)
- The Earth Shaper's Holy Symbol (Large): 2 EP ($2,000)
A small talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum Low Sanctity).
A medium sized talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum Normal Sanctity).
A large talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum High Sanctity).
Type
Religious, Druidic Circle