Nature

 

Related Themes: Faith, Elements, Beast, Transformation

Signature Resource Suggestions: Essence, Seeds, Spores, Pollen

 

Combat

Entangle

[ Nature, Combat, Control, Root ]

Spend a good tale to bind someone to their location until their bindings are destroyed.

Describe: Growing roots to ensnare its feet, wrapping it in vines, lashing it with a thorny vine-whip.

Backfire: Nature turns on you, An ally is entangled, The whole area is entangled.

Faerie Fire

[ Nature, Combat, Detection ]

As a neutral tale, you can spend a point of your signature resource to give someone the condition “Faerie Fire” for several hours. They glow and cannot successfully hide, no matter what. Their silhouette is faintly visible through opaque surfaces.

Describe: Illuminating them in an otherworldly blue glow, surrounding them with buzzing faeries.

Roots

[ Nature, Combat, Defense ]

Spend a good tale to root yourself to the ground. So long as you don’t move, you have the defense “Rooted [][][].” Mark it when you suffer a Bad Tale related to physical harm.

Collaborate: What happens when you move? How do you recover rooted defenses?

Describe: Joining with the earth, entrenching into the ground, growing roots and vines that grab on.

Related Traits: Elements.Iron Body

Thorns

[ Nature, Combat, Aura ]

You have a new resource: Thorns [ ] [ ] [ ]. When someone attacks you in melee or touch range, mark one and gain a free Good Tale to harm them. When you’re out of Thorns, you can no longer use this trait. Thorns will automatically regenerate any time you “lose a resource (time)” for any purpose.

Collaborate: Do they work when you’re wearing clothing or armor?

Describe: Thorns growing out of your skin, your nettle-like skin, poisonous toxins oozing from your pores.

Exploration

Druidic Stones

[ Nature, Exploration, Buff, Grant Trait ]

You can imbue the terrain with one of your traits. Creatures in the terrain have that trait as a temporary trait.

Describe: Creating standing stones with glowing runes, attracting magic will-o-wisps, empowering nature.

Related Traits: Warfare.Iron Sharpens Iron

Faerie Ring

[ Nature, Exploration, Concealment ]

Walk in a circle and spend a good tale to create a faerie ring which hides its contents.

Collaborate: How does it work? How long does it take to create? How long does it last? What would allow someone to penetrate the veil or discover the contents?

Describe: Casting fey magic, creating a glamour, draping a curtain of light and shadow over the area. Hidden: Wisps confuse intruders, the contents look like part of nature, a maze-like forest disorients travelers.

Related Traits: Arcane.Invisibility, Artifice.Pocket Plane

Favored Terrain

[ Nature, Exploration, Defense ]

Collaborate on a biome. Gain the defense “_____ Master [][],” with the name of your biome in the blank. You may choose to mark it when you or someone you’re guiding suffers a Bad Tale that relates to that biome.

Collaborate: How do you recover the Master defense?

Biomes: Underground, plains, forest, urban settings, the open sea, jungle, desert, tundra, swamps, mountains. Describe: Drawing from past experience, knowing how to use the terrain, attuning to nature around you.

Related Traits: Tracking.Cover, Know your Land, Survival Skills

Fortress Seed

[ Nature, Exploration, Conjure Shelter ]

You can make seeds which grow into structures.

You may undergo a CL3 challenge to make a fortress seed.

When you have a fortress seed, you may plant it as a neutral tale. The seed grows into any structure you like within a few minutes or hours, depending on size.

Describe: Harnessing nature’s power, causing rampant growth, how vines and roots grow explosively.

Structure: Bridge, building, wall, fortress, door, boat, ladder, stairs, tree, fence, wagon, statue.

Tree Meld

[ Nature, Exploration, Mobility, Passive, Stealth ]

You can move through wood as if it is the consistency of sap. You can breathe normally and sense your surroundings while in wood.

While you’re embedded in the wood, its physical appearance and shape may be altered, which might give away your location.

Collaborate: What does the process look like? What apparent “tell” does the wood manifest?

Describe: Turning your skin into wood and vines, melding with the tree, swimming through the wood.

Verdant Growth

[ Nature, Exploration, Shape Terrain ]

As a neutral tale, you may spend one point of your signature resource to reshape a medium area, about 10’ diameter, of plant matter, or cause plants within a far distance to grow as if they had 100 years of uninterrupted growth. You can cause plants to bear fruit in this way.

Describe: Causing vines to twist and grow, shaping wood like clay, creating an explosion of rampant growth.

Related Traits: Elements.Shape Element, Terraform

Wild Step

[ Nature, Exploration, Mobility, Passive ]

Rough natural terrain such as mud, thick roots, or snow never hinders your movement. Also, you don’t leave behind any tracks.

You’re bolstered to move through difficult terrain.

Describe: Stepping lightly, running like beasts of the wild, nature changing to accommodate your steps.

Interaction

Fey Beauty

[ Nature, Interaction, Passive, Charm ]

You are supernaturally attractive. Others are significantly more inclined to seek your romantic affection.  In interaction challenges, whenever you leverage your beauty, you’re bolstered to take audacious actions.

In addition, if you spend a good tale and a point of your signature resource, you may give someone the condition: “enamored”.

Collaborate: What makes you beautiful? What are the logical implications of making people enamored with you? Does it wear off?

Describe: Flawless skin, deep eyes, lovely curves, pouty lips, flowing hair, strong jawline, high cheekbones.

Related Traits: Bardic Lore.Honeyed Words

Awaken

[ Nature, Interaction, Balanced, Minion, Gather Intel ]

Spend a good tale to animate a plant into a living, thinking, mobile creature. Collaborate on their personality, how they communicate, and whether they are mobile. Their initial disposition toward you is very good.

Spend another good tale to negotiate a contract and treat the plant as a minion.

Describe: Awakening it’s sleeping soul, accelerating its growth, giving it the primal gift of consciousness.

Empower: The plant begins under contract, the plant has traits and attributes worth half your XP.

Commune

[ Nature, Interaction, Summon ]

As a neutral tale, you may spend a point of your signature resource to summon a nature guardian.

Guardians are powerful spirits that represent the biome where they live. They seek to protect their biome and hold incredible power. You can communicate with them, but they do not act as your minions to do your bidding.

You may start an interaction challenge to convince them to grant you a favor.

Describe: Performing a tribal dance, burning incense to awaken the spirit, seeing it manifest under starlight.

Guardians: Silver stag in the tundra, lava beast in a volcano, ancient tree in the forest, water spirit in the sea. Power: Reshape the land, control local animals, know everything that happens within their biome.

Fey Curse

[ Nature, Interaction, Curse ]

If you have leverage, power or authority over someone, and they choose to ignore that fact, as a neutral tale, you may immediately place a curse on them. The strength of the curse should be relative to the magnitude of their betrayal or disobedience.

Curses: Sleep until they’re kissed, they can’t leave a forest, they turn to stone at daytime, they lose their voice.

Describe: Saying a magic poem, casting a powerful enchantment, twisting their fate-strands, hexing them.

Related Traits: Occultism.Deal with the Devil

Fairy Gold

[ Nature, Interaction, Wealth ]

Spend a good tale to make an item look like much more valuable than it is for several hours. Give the item the “precious” tag.

Describe: Casting a fey glamour, deceiving with an illusion, altering its appearance, enchanting their desires.

Related Traits: Alchemy.Snake Oil Salesman