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Defenders of the Forest - Liber Fanatica

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Chapter X: Friends <strong>of</strong><br />

<strong>the</strong> <strong>Forest</strong><br />

Co m b a t Ta c t i c s<br />

Tree Kin <strong>of</strong>ten catch <strong>the</strong>ir enemies unawares by coming to life<br />

very suddenly. They usually fight to <strong>the</strong> death, unless <strong>the</strong> inhabiting<br />

spirit is threatened by magical attacks.<br />

1-2 Unbreakable Boughs: <strong>the</strong> Tree Kin sweeps aside<br />

incoming attacks with its solid limbs and attempts to<br />

wear its opponent down with steady blows.<br />

Melee combat: Standard Attack plus Parrying<br />

Stance<br />

3-5 Crushing Grip: wrapping its massive limbs around<br />

<strong>the</strong> target, <strong>the</strong> Tree Kin attempts to crush bones or<br />

pull <strong>the</strong> helpless victim into its hollow interior.<br />

Melee combat: Grapple plus Damage<br />

6-9 Fearsome Onslaught: <strong>the</strong> Tree Kin sweeps left and<br />

right with terrible branches, striking at anyone who<br />

stands nearby.<br />

Melee combat: Swift Attack<br />

10 Tangled Roots: <strong>the</strong> inhabiting spirit has trouble<br />

motivating its host to move, causing <strong>the</strong> Tree Kin to<br />

hesitate momentarily.<br />

Melee combat: Delay<br />

Tr e e m e n<br />

Source: Old World Bestiary, pg. 31-32 and 110.<br />

Sh e p h e r d s o f t h e Fo r e s t<br />

The greatest <strong>of</strong> all forest spirits are able to anchor <strong>the</strong>ir essence<br />

to a living tree, becoming permanently merged. These mighty<br />

Treemen care for <strong>the</strong> forests and are attended by a small group<br />

<strong>of</strong> Dryads who watch over <strong>the</strong>m as <strong>the</strong>y sleep through <strong>the</strong> centuries<br />

(1d10 are present at all times). These Dryad harems, as<br />

<strong>the</strong>y are called by <strong>the</strong> Asrai, wake <strong>the</strong> Treeman when <strong>the</strong> forest is<br />

threatened. At first <strong>the</strong> Dryads will attempt to rouse <strong>the</strong> sleeping<br />

spirit with gentle caresses. If <strong>the</strong> Treeman doesn’t awaken easily,<br />

its Dryad harem will pull bark, bend branches and dig up roots<br />

in <strong>the</strong>ir desperation to wake <strong>the</strong> spirit.<br />

Special Rules:<br />

• Swarm <strong>of</strong> Spites: Treemen are <strong>of</strong>ten infested with innumerable<br />

smaller spirits who can swarm out in defence <strong>of</strong> <strong>the</strong>ir host.<br />

Instead <strong>of</strong> making an attack, Treemen may choose to release a<br />

swarm <strong>of</strong> Spites upon its foes. This counts as a Half Action.<br />

Center <strong>the</strong> large template on <strong>the</strong> Treeman, or use <strong>the</strong> cone<br />

template. All enemies affected suffer a Damage 1 hit and incur<br />

a -10% penalty to <strong>the</strong>ir next test, as <strong>the</strong>y are distracted by <strong>the</strong><br />

Spites.<br />

Ro l e p l a y Gu i d e l i n e s<br />

Approaching a Treeman is risky at best. Its attendant Dryads are<br />

ever watchful and suspicious, and <strong>of</strong>ten refuse audiences even to<br />

those favoured by <strong>the</strong> Treeman. If <strong>the</strong> Dryads can somehow be<br />

bypassed, petitioners are still faced with <strong>the</strong> task <strong>of</strong> awakening<br />

<strong>the</strong> spirit. Although awakening rites performed by a Spellsinger<br />

are normally required to rouse <strong>the</strong> slumbering spirit, a Treemen<br />

will sometimes hear desperate pleas concerning <strong>the</strong> forest’s<br />

wellbeing. Non-aggressive encounters with a Treeman can be<br />

painfully slow. Introductions alone can last for several hours,<br />

and negotiations can take days or even weeks.<br />

Treeman are normally awakened using song and personal willpower.<br />

The Degree <strong>of</strong> Success or Failure on a Performer (Singer)<br />

Test is used to modify a following Opposed Willpower Test,<br />

so a well sung verse that succeeds by 2 DoS confers a bonus <strong>of</strong><br />

+20%, for example. If a Treeman cannot be awakened on <strong>the</strong><br />

first try, petitioners must succeed a Fellowship Test in order to<br />

convince <strong>the</strong> attendant Dryads to let <strong>the</strong>m perform again. Once<br />

<strong>the</strong> Treeman has been awakened, any dealings are modified by<br />

<strong>the</strong> result <strong>of</strong> <strong>the</strong> original Performer (Singer) Test, as described<br />

above. Nobody likes to be awoken by bad singing.<br />

104

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