Difference between revisions of "WILD"

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;[[DOMINIONS]]
 
;[[DOMINIONS]]
== Introduction ==
+
== INTRODUCTION ==
 +
This is the Province of untamed lands and the flora of<br>
 +
the wilderness, wielded by Gods of nature or plants. It rules<br>
 +
all wilderness, from forests and jungles to desert cacti to<br>
 +
taiga evergreens. Its miracles can animate or control plant<br>
 +
life, preserve the wilderness against human settlement, or<br>
 +
draw on symbolic associations of wildness to unleash the<br>
 +
inner beast of domesticated animals or humans.<br>
  
 +
== INNATE POWERS ==
 +
'''DRYAD'S GRACE:''' You move through the wilderness with<br>
 +
a dryad’s grace, ignoring any difficult or dangerous terrain<br>
 +
based on dense undergrowth, fallen trees, briar patches,<br>
 +
or similar plant-based hazards. Add Enhancement 2 on all<br>
 +
rolls to establish stealth while in a wilderness area.<br>
  
== '''Powers''' ==
+
'''''Eldritch Imprint:''''' The ''Eldritch'' who use the Dominion<br>
:<span style="font-size:large">●</span> -- ''[[]]''
+
of Wild leave the ''Imprint'' on the land they travel upon or in<br>
 +
which they reside. The ''Imprint'' is of a decidedly unnatural<br>
 +
character and often results in mutations and short-lived<br>
 +
evolutionary dead-ends. The best way to define an ''Eldritch Imprint''<br>
 +
is to look at the Power being used and imagine what kind of perverse<br>
 +
effects it could leave upon the ecology or terrain.<br>
 +
 
 +
== GODS OF THE WILD ==
 +
 
 +
 
 +
== '''POWERS OF THE WILD''' ==
 +
:<span style="font-size:large">●</span> -- ''[[ORIENTEERING]]''
 
:----
 
:----
:<span style="font-size:large">●●</span> -- ''[[]]''
+
:<span style="font-size:large">●●</span> -- ''[[THE WILD INSIDE]]''
 
:----
 
:----
:<span style="font-size:large">●●●</span> -- ''[[]]''
+
:<span style="font-size:large">●●●</span> -- ''[[CALL OVERGROWTH]]''
 
:----
 
:----
 
:<span style="font-size:large">●●●●</span> -- ''[[]]''
 
:<span style="font-size:large">●●●●</span> -- ''[[]]''

Latest revision as of 19:37, 18 June 2021

DOMINIONS

INTRODUCTION

This is the Province of untamed lands and the flora of
the wilderness, wielded by Gods of nature or plants. It rules
all wilderness, from forests and jungles to desert cacti to
taiga evergreens. Its miracles can animate or control plant
life, preserve the wilderness against human settlement, or
draw on symbolic associations of wildness to unleash the
inner beast of domesticated animals or humans.

INNATE POWERS

DRYAD'S GRACE: You move through the wilderness with
a dryad’s grace, ignoring any difficult or dangerous terrain
based on dense undergrowth, fallen trees, briar patches,
or similar plant-based hazards. Add Enhancement 2 on all
rolls to establish stealth while in a wilderness area.

Eldritch Imprint: The Eldritch who use the Dominion
of Wild leave the Imprint on the land they travel upon or in
which they reside. The Imprint is of a decidedly unnatural
character and often results in mutations and short-lived
evolutionary dead-ends. The best way to define an Eldritch Imprint
is to look at the Power being used and imagine what kind of perverse
effects it could leave upon the ecology or terrain.

GODS OF THE WILD

POWERS OF THE WILD

-- ORIENTEERING
----
●● -- THE WILD INSIDE
----
●●● -- CALL OVERGROWTH
----
●●●● -- [[]]
----
●●●●● -- [[]]
----
●●●●●● -- [[]]
----
●●●●●●● -- [[]]
----
●●●●●●●● -- [[]]
----
●●●●●●●●● -- [[]]
----
●●●●●●●●●● -- [[]]
----
●●●●●●●●●●● -- [[]]