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Forrest Jungle Swamp Sea Arctic Mountains Hills Field-brush Desert Plains
Lords of the Wild must choose one of the above areas as their home terrain. While they fight within their favored environment Lords of the Wild gain immense benefits, but tend to be less spectacular outside of their preferred area.
Lords of the Wild gain the following benefits per rank while in their native terrain: +1 to damage every three ranks beginning at 3, +2% to strike chance per rank, +1 to IV & TMR each rank. Lords of Wild add +10% to defense while in their native environment
These benefits only apply to the Lord while in their native area, outside of their area only their strike chance remains, and then with only the primary weapon. Lords of the Wilds never wear metal armor, but enhance the natural ability of furs, leather or other non-metallic armor (assume both furs & leather take 4 damage.)
Rank 2: By expending 1 FT a Lord of the Wild doubles the amount of damage his or her armor takes for duration of battle. Specialized resistance, no longer effected by extremes of native environment, -2 damage per rank from elemental attacks associated with area.
Rank 3: Natural Camouflage, Lords of the Wild are able to conceal themselves in their natural surrounding and gain increased abilities of ambush. -20% from ambush detection +4% per rank after 3. When fighting natural wildlife in their area Lords of the Wild do maximum damage. Understand native fauna. The Lord of the Wild cannot communicate with animal life, but they can and will communicate with him or her.
Rank 4: Affinity with the land, Lords of the Wild have grown so connected to their areas that all rolls made using one of the 6 primary ability is raised up one factor. For example, a roll normally made at 3 X AG is now 4 X AG for the Lord of the Wild. This applies to PS, MD, AG, MA, WP & EN.
Rank 5: Supernatural awareness, Lords of the Wild are now able to tell whenever someone foreign comes within their area. The Lord is aware of anyone within one mile of him or herself, unless that person is magically concealed. The range increases by 1 mile per rank after 5. If the Lord roll under 6 x PC they will know the exact type of creature that entered, otherwise they just have a “general” feeling.
Rank 6: Extra strike with primary weapon, by expending 2 FT armor may now take triple damage for duration of battle. Even while fighting outside of native environment the Lord will still receive extra strike and enhanced damage for armor. Be-friend one animal species, the Lord of the Wild in effect becomes a protector of a native species. The Lord will also gain the companionship of 1 exception member of this species with higher than normal stats and the ability to communicate with the Lord.
Rank 7: Enhanced movement, depending on the environment the Lord may swing through trees, burrow through sand or snow, swim at extraordinary rates. The GM & player will decide means of travel, but the effect doubles the TMR of the Lord of the Wild in non-combat situations.
Rank 8: First Strike, when beginning a combat in his or her native area the Lord of the Wild gain first strike in combat for the first pulse. The Lord of the Wild can no longer be ambushed normally while in his or her native area, unless the person is using magic, and then the opponent only gains one pulse of surprise attack.
Rank 10: Maximum damage while fighting in native area against any opponent, extra strike with primary weapon and resist pain. Intercept death, the animal ally of the Lord of the Wild will die in place for the Lord of Wild as long as the Lord is within TMR of the unengaged animal ally, otherwise the ally must be in an adjacent hex. Interception results in death of the ally.
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