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Defenders of the Forest - Liber Fanatica

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The pure <strong>of</strong> heart are allowed to wander freely amongst <strong>the</strong><br />

trees, and may even reach <strong>the</strong>ir destinations quicker than expected.<br />

Kind souls who perform favours for spirits may become<br />

Spirit-Friends (see below). Typical favours might entail defending<br />

<strong>the</strong> forest against marauders, helping an animal in distress,<br />

or magically restoring a despoiled grove. Travellers who do not<br />

take care to placate <strong>the</strong> forest spirits find <strong>the</strong>mselves misdirected,<br />

intimidated or attacked by vengeful woodland creatures.<br />

<strong>Forest</strong> Spirits include: Dryads, Naiads, Shadow Beasts, Spites,<br />

Treekin and Treemen<br />

Fo r e s t Spirit Disposition<br />

<strong>Forest</strong> Spirits are fickle and quick to judge when encountered. A<br />

<strong>Forest</strong> Disposition rating is applied to all Fellowship-based tests<br />

for interaction with local fey. Consult <strong>the</strong> gazetteer capsule if<br />

applicable, and note <strong>the</strong> region’s <strong>Forest</strong> Disposition rating. If no<br />

gazetteer is being used, a woodland’s default Disposition rating<br />

is Cold (-10). Then consult <strong>the</strong> Creature Disposition rating<br />

indicated on Table 10.3: The Marvellous Magical Ecosystem.<br />

Situational modifiers can be applied cumulatively with Gazetteer<br />

Disposition and Creature Disposition ratings:<br />

Ta b l e 10.1: Spirit Disposition Modifiers<br />

Condition<br />

Modifier<br />

Travellers harm <strong>the</strong> forest -20<br />

Travellers carry axes or fire -10<br />

Travellers are Elves +10<br />

Travellers are native to <strong>the</strong> forest +10<br />

Spirit-Fr i e n d s<br />

Travellers who succeed at a Charm Test and provide a favour to<br />

a <strong>Forest</strong> Spirit may become Spirit-Friends. Spirit-Friend status<br />

can also be applied to characters passing <strong>the</strong>ir Charm Test by 3<br />

or more Degrees <strong>of</strong> Success, in lieu <strong>of</strong> a favour. In addition to<br />

being accepted by <strong>the</strong> forest, Spirit-Friends also receive a boon.<br />

Typical boons include aid in battle, timely assistance with a<br />

difficult task, or guidance to a sacred grove. Many Spirit-Friends<br />

are unable to communicate with <strong>the</strong>ir fey allies; <strong>the</strong> befriended<br />

spirits simply trust <strong>the</strong>ir hearts are pure.<br />

Spirit-Friends are not normally “Bonded” to <strong>the</strong> fey in <strong>the</strong> same<br />

manner as Elven riders to <strong>the</strong>ir animal companions. Spirits<br />

cannot survive outside <strong>the</strong> forest for more than a few days,<br />

and must return to <strong>the</strong>ir natural environment before long. The<br />

exceptions are Spites (pg. 102) who will occasionally bond with<br />

mortals for unknown reasons. O<strong>the</strong>r <strong>Forest</strong> Spirits will only<br />

form lasting relationships with Elven Treefriends.<br />

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

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

Fo r e s t Spirit Co r r u p t i o n<br />

<strong>Forest</strong> Spirits that become tainted by Wild Chaos (see pg. 115)<br />

roll on <strong>the</strong> following table instead <strong>of</strong> <strong>the</strong> normal Mutation table.<br />

<strong>Forest</strong> Spirit corruption tends to manifest psychologically ra<strong>the</strong>r<br />

than physically, just like Elven corruption. However, <strong>the</strong> bark<br />

(or fur) <strong>of</strong> <strong>Forest</strong> Spirits and Spirit Animals sometimes blackens<br />

or whitens as a side-effect <strong>of</strong> Chaos taint.<br />

Spirit Animals and Magical Animals roll on Table 11.1: Fauna<br />

Corruption (pg. 114) instead.<br />

Ta b l e 10.2: Fo r e s t Spirit Co r r u p t i o n<br />

1d10<br />

Mutation<br />

1 Agitated: The spirit becomes twitchy and agitated,<br />

incurring an additional -10% modifier to Creature<br />

Disposition.<br />

2 Oracle: The spirit can foretell <strong>the</strong> future, gaining a<br />

Fortune Point (see WFRP pg. 135). PCs who interact<br />

with <strong>the</strong> Oracle may gain a single-use Fortune<br />

Point if <strong>the</strong>y pass a Fellowship Test.<br />

3 Malign: The spirit is ill-disposed towards all mortals,<br />

including <strong>the</strong> Asrai, and attempts to lead <strong>the</strong>m to<br />

<strong>the</strong>ir deaths through trickery and deception. Creature<br />

Disposition is secretly Enemy (-30), although<br />

higher Dispositions can be feigned.<br />

4 E<strong>the</strong>real: The spirit warps between one reality and<br />

<strong>the</strong> next, gaining <strong>the</strong> E<strong>the</strong>real Talent (see OWA pg.<br />

77).<br />

5 Obsessive: The spirit slavishly follows a favoured<br />

animal or Wood Elf (or even ano<strong>the</strong>r spirit), mimicking<br />

its every movement and sound.<br />

6 Indifferent: The spirit lacks <strong>the</strong> will to show interest<br />

in anything or anyone. It does not interact with<br />

characters, and only fights in self-defence.<br />

7 Erratic: The spirit has an unpredictable personality<br />

causing it to vacillate randomly between friendly and<br />

hostile. Every time <strong>the</strong> spirit is spoken to, <strong>the</strong> GM<br />

must roll 1d10: 1-5 indicates a friendly response and<br />

6-10 indicates a hostile reaction. Ignore <strong>the</strong> listed<br />

Creature Disposition.<br />

8 Sleepy: The spirit is overcome with malaise, and<br />

must pass a Will Power Test every day or spend <strong>the</strong><br />

whole day in a half slumber (-20% to all stats).<br />

9 Thorny: The spirit is covered with spikes and barbs.<br />

All successful Grapple attacks and subsequent<br />

Strength Tests inflict damage at SB-1, in addition to<br />

<strong>the</strong> normal grappling rules.<br />

10 Woodwalker: The spirit can travel through <strong>the</strong><br />

Shadow Walk using elemental entry and exit fulcrums<br />

made <strong>of</strong> Wood (see pg. 33).<br />

95

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