Wild
ACCLIMATE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self and allies
Action: Simple
You transform yourself and your allies to suit your environment — thick hide, warm fur, or whatever else is needed. You can use this Boon to benefit yourself, other players’ characters, and up to your Legend in Storyguide characters, allowing them to ignore environmental Complications from their current surroundings: You might grant them the fortitude to survive the scalding heat of the Sahara or immunize them against the radiation of Chernobyl.
Hunter Specific: Adaptive Camouflage: You and your companions gain +2 Enhancement on attempts to conceal yourself and your tracks within the chosen environment.
CALL OF THE WILD
Cost: Imbue 1 Legend
Duration: Condition
Subject: One character or multiple trivial targets
Range: Medium
Action: Simple
For all that human civilization has progressed, it is not so far from returning to the wild as it might like to think. You can use this Boon on a human, human-like being, or domesticated animal. Alternatively, this Boon can be used against all trivial targets within range for free. You inflict a Condition that awakens atavistic instincts, adding +2 to the Difficulties of all Academics, Culture, Firearms, Medicine, Pilot, Science, and Technology rolls, but grants Enhancement 2 on Athletics, Close Combat, Integrity, and Survival rolls. This Condition resolves when failing a roll with one of the penalized
Skills leads to significant consequences.
GREEN FLESH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You transform your flesh into plant-stuff. You gain one of the following benefits and may shift between them as a simple action:
• Thick Bark: Your skin becomes thick and knotted, increasing your soft armor by 1.
• Enchanting Blossom: You gain +2 Enhancement on rolls based on allure or distraction.
• Natural Deterrent: You are covered in wickedly sharp needles, burning resin, or some other defense. Characters touching you suffer a +2 Complication to grapple or restrain you; those who fail to buy it off suffer a level of damage.
In addition, you gain the ability to photosynthesize, replacing the need to eat so long as you have water and sunlight.
Healer Specific: Gift of the Green: You may use this Boon to give one of its three benefits to another character along with the ability to photosynthesize. When used as part of treatment, this transformation instantly stops all bleeding for the duration and grants +1 Enhancement against toxins or infections.
LAY OF THE LAND
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Ask the Storyguide one of the following questions in a wilderness area:
• What happened here recently?
• What should I be on the lookout for?
• Where’s my best escape route/way in/way around?
• What here is useful or valuable to me?
Following the Storyguide’s answer grants Enhancement 3 on applicable rolls.
NATURE’S DUE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Clash: Cunning + Legend vs. Resolve + Legend
Action: Simple
Your touch is destructive to man-made objects, especially mechanically or technologically complex ones. As a Simple action, you can destroy a mundane, man-made object within short range, transforming it into plant matter and dirt. Nontrivial characters can contest this when used against their possessions with a Clash of Wills.
Trickster Specific: Leaf It Behind: You can mark an object for later destruction, causing it to decompose at a point chosen by you either within the next day or when some condition is met, such as “reaching for the gun” or “if you try and follow me out of here.” If a condition isn’t met after a day, the magic fades and the object is safe.
OVERGROWTH
Cost: Spend 1 Legend
Duration: One scene
Range: Medium
Action: Simple
You cause plants to sprout and rapidly grow from the soil, cracks in concrete, or any other surface that can support them. You can create difficult terrain anywhere within range and create one or more terrain features that provide a total of 3 points worth of Complications or Enhancements. For the rest of the scene, you direct the plants to attack an enemy as a simple action, rolling Presence + Survival. These attacks have the Bashing, Grappling, and Versatile tags.
- Primeval Specific: Green Maelstrom: You may move your zone of overgrowth by one range band as a reflexive action, or two as a simple action. While the area it leaves is still choked with vegetation that makes it difficult terrain, you can no longer direct the plants within that region or benefit from terrain features.
PALEO-RADICAL +
Cost: Imbue 1 Legend
Duration: One Scene
Subject: Self
Action: Simple
People like to pretend they are different from Animals. They act like they are separate from the world, above it. However, you know can wipe away the trappings that allow them to hold onto these illusions.
For the rest of the scene, whenever you touch an object more advanced then sharpened stone (usually a Physical+Close Combat) it instantly becomes Broken. Steel rusts, clothing tatters, cellphones crumble into pieces. The damage is not always permanent, and it is up to the GM to determine the exact nature of the destruction. This does not apply to your own belongings. Relics, or other divinely touched items are immune from your touch.
PLANT SERVANT
Cost: Imbue 1 Legend
Duration: Scene
Subject: Any plant within sight
Range: Short
Action: Simple
Flora springs to life at your call. Animate one or more plants to perform menial tasks, supply extra hands, or to fight your enemies. A single plant with Size equal to your Tier, or multiple Size 0 plants equal to your Legend can be brought to life this way. Assign powers as if it was a Birthright Creature equal to your Legend/2 (rounded up). At the end of the scene, they plant their roots back in the ground where they stand. You can imbue additionalLegend to have your plant creatures remain animated for added scenes (1 point of Legend per additional scene), until the task you assigned is completed. Spending a point of Legend extends the plant servant’s life indefinitely, but atthe end of the arc it leaves your control unless secured by spending experience points. If used in Divine Realm play, use the approach of your choosing to make your creation a Realm Condition.