Table of Contents

Arcane Background (Druid)

Druid

Requirements: Spirit: d6

Druids protect the wilderness, serve as priests for their local communities, or wander the world communing with nature and holding back the constant encroachment of civilization.

Most druids quickly acquire a heartwood staff (see below).

Miracles

Druids may take Edges that require Arcane Background (Miracles).

Armor Interference (Minor)

Bulky armor interferes with a druid's ability to sense and commune with nature. They have the savage/hindrances/Armor Interference (Minor) Hindrance.

Components

Druids require small artifacts of their environment to cast their spells: sea shells, berries, twigs, etc. They have the savage/hindrances/Material Components Hindrance.

One With Nature

The base Duration of savage/powers/summon animal is increased to one hour. The Duration is also increased to one hour for the savage/powers/shape change spell as long as the druid (or his target) takes the form of a natural animal.

Wilderness Stride

Druids pass through rough terrain such as dense forest, rocky hills, or desert sands with ease. They ignore movement penalties for Difficult Ground.

Vow

Druids have a savage/hindrances/Vow (Major) to guard and protect nature. If they willingly allow significant destruction to the natural world or order (GM’s call), they subtract 2 from Faith rolls for a week. Catastrophic destruction might rob them of their powers entirely until they atone in some way.

Nature Sense

Druids commune with nature and its spirits, their savage/Survival skil lis linked to Spirit rather than Smarts.