The Verdant



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The Verdant in every pantheon is the reason things grow. You are the steward of fertility, vitality, and life. As an avatar of nature, you're very substance is able to grow and change as needed. Whether shifting shape, talking to trees, or healing wounds, you adapt and face down any threat. Life finds a way.

Playbook Moves
The Verdant receives 3 Playbook Moves.

Beastmaster
Gain two Animal Companions (2 Harm) and an Epic Steed.


 * GIFTED: If you already have an Animal Companion gift, one of your three pets is fully sapient and can speak your native tongue.
 * GIFTED: If you already have an Epic Steed gift, you still only have one Steed, but it is sapient and can do 2 Harm.

Clever Girl
You have a knack for tracking prey. Roll with Mettle instead of Judgement when you PIERCE THE VEIL to follow or find someone, and ask 1 extra question on a hit.


 * GIFTED: If you have the Divine Senses gift, they will need supernatural help to throw you off their scent.

Feast
You can create a feast fit for the gods out of practically nothing. You just need a symbolic bit of food to get started- a few berries, a loaf of bread, or a bottle of wine, for example. Everyone who eats together will add 1 box to the front of their Harm track through the next scene, and have Fate's Favor on their next roll involving physical strength, endurance, or agility.

Ferocious
Fighting you up close is a serious mistake. Claws, teeth, stinger tail (where did that even come from?!), your basic attacks do 3 Harm instead of 2.


 * GIFTED: If you have an Epic Weapon gift, it does 5 Harm instead of 4.

For the Swarm
You can summon and command a swarm of insects, rats, spiders, or small birds for the duration of the scene. Your current location will inform what type of swarm can be summoned. They can inflict 1 Harm, but their usefulness usually lies elsewhere. They will exhibit a collective intelligence, and loyalty to you.

Regrowth
Roll 2d6 + Wyrd to channel life force directly into yourself and others, accelerating their natural healing process.


 * On a 10+ you heal 4 Harm distributed among people as you choose.
 * On a 7-9 you heal 3 Harm distributed as you choose.
 * On a 6- you can choose to take 1 Harm and heal one person for 2 Harm.
 * GIFTED: If you have the Vital Aura gift, heal 1 additional Harm on a hit.

Secret Garden
You have access to a hidden green space. It's tucked away in a pocket plane of existence and is only accessible by a ritual you choose. You can get there from anywhere, and exit back to where you came in. Anyone can come and go until you close the door.


 * SPINDLE: If your Secret Garden is part of The Spindle's location, when you exit you can either go back to where you came in, or exit to The Spindle.

Shapechanger
You can change into animal and plant forms, melding your possessions with you. To be an unremarkable, harmless creature or plant, no roll is needed. When you want to get fancy, roll 2d6 + Mettle


 * On a 10+ choose two options from the list. You can also change back and forth for the duration of the scene.
 * On a 7-9 choose one option from the list. You can hold the form for the duration of the scene, or until you change back, whichever comes first.
 * Options:
 * Pick an extra option when you SMITE YOUR ENEMIES
 * The form deals +1 Harm
 * The form has +1 armor
 * Fly high or swim deep
 * Move with extraordinary speed
 * You're several tiny animals
 * You're a swarm of insects.
 * On a 6- ask the Herald to pick one:
 * You're stuck in this form for the duration of the scene
 * You take a hybrid-form for the scene (wolfman, swamp-thing, etc)
 * Take 2 Harm, ignoring armor, and treat the roll like a 7-9
 * GIFTED: If you have the Epic Armor gift, it still applies while changed.

Spies Everywhere
When you PIERCE THE VEIL, you may direct your questions directly to the local plants and wildlife. Plants and animals are terrible conversationalists, but they will do their best with any questions they're able to answer.