Primal Source Skills
(5 CP if making a Multi-Source Character)
This Source represents abilities that draw upon the primeval forces of the world. You call upon the natural spirits of the world and use magical energies drawn from the ancient wild places of the world. You infuse yourself and others with the raw energy of the wild, granting incredibly abilities and sometimes even glimpses of the future.
Primal Blast (0, 4, 4, CP; 0 Stamina; Spell)
The simplest kind of magic, you conjure a bolt of pure energy channeled from nature to hinder your foe. When you choose this skill the first time, Choose an effect from the following list: Short Root, Short Destroy [Item], or Short Silence. You make a 5 WORD incantation and make a packet attack for, "[Chosen Effect] by Nature." This skill follows all other applicable rules for Spellcasting as if it was a normal spell.
2nd Purchase: ONCE PER BATTLE, you can make a packet attack for, "2 Damage by Nature," by making the same 5 word incantation you use for this skill. This costs no Stamina.
3rd Purchase: Once per battle, you can call, "Double [Chosen Effect] by Nature," by making the same 5 word incantation you use for this skill. This costs no Stamina.
Example: Melkor has purchased this skill 3 times. He chose Short Root as his effect originally, so now he calls, "Root by Nature," when he makes his packet attack. Once per battle, Melkor can make a 5 word incantation and make a packet attack for "2 Damage by Nature" without expending any Stamina.
He can also, once per battle, make a single packet attack for "Double Root by Faith."
Deep Roots (3, 3, 3, 3, 4, 4, 4, 4 CP)
You have harnessed the power of the natural world and can draw deep from the limitless well of power that the earth provides. Each time you purchase this skill, you gain a point of Wyld that can be used in place of Stamina to power your Primal skills. Wyld refreshes when your Stamina refreshes.
Detect Corruption (3 CP, 2 Stamina; Battle)
You can call “By My Voice, Expose [Trait] by Nature” where the trait can be one of Aberrant, Malediction, Corruption, Darkness, or Undead.
Eagle Eye (2, 2, 3, 3 CP; 1 Stamina; Battle; Rest)
You call “Imbue to Self by Eagle Eye” and gain 2 missile attacks for “2 Damage by Nature.”
· 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Missile Attack: 2 Damage by Nature”
· 3rd Purchase: "Double Grant Missile Attack: 2 Damage by Nature."
· 4th Purchase: “[Tier+1] Damage by Nature,”
Hamstring (2, 1, 1 CP, 1 Stamina, Battle)
Beasts such as wolves, hyena and other pack predators are adept at slowing their prey by striking to hamper a target’s movements. You have learned the same tactics and apply them to hunting more dangerous game. You can make a melee or missile attack for, “Short Slow by Nature.”
· 2nd Purchase: “Slow by Nature.”
· 3rd Purchase: 2 attacks.
Healing Herbs (3, 3, 3, 3, 3 CP; 1 Stamina; 1 Min Activity)
You can use natural herbs and plants to heal wounds. The use of this skill requires a medicine pouch prop. This pouch must be at least big enough to hold a packet. You spend a minute gathering plants and herbs into your pouch in a wild place where there are no buildings in sight. Once activated, you may take a packet out of your medicine pouch and call "Heal 2 to Self by Nature.” You have one use of this skill active at any one time and each use requires one minute of Activity roleplay as you gather what you need from the woods. Refreshing your medicinepouch prop requires 1 Stamina.
· 2nd Purchase: You can target another character with this skill by touch.
· 3rd Purchase: Can be used 2 times before must be refreshed by Activity.
· 4th Purchase: call, “Heal [Tier+1] by Nature.”
· 5th Purchase: Can be used 3 times before must be refreshed by Activity.
Kingsfoil (3, 3, CP)
Requires Healing Herbs. The herbs you gather are particularly potent, and can be used as a poultice to cure poisons as well. You can use either the Heal effect from Healing Herbs OR “Cure Poison by Nature.” effect from your medicine pouch. Using either effect causes the ability to be consumed and must be re-charged as described in Healing Herbs.
· 2nd Purchase: call, “Cure Metabolic by Nature.”
Nature’s Shield (2, 2, 2 CP; 1 Stamina; Battle; Rest,Spell)
You can channel the energy of nature into a protective aura that keeps you safe from harm. You call“Grant 2 Protection to Self by Nature.”
· 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant 2 Protection by Nature.”
· 3rd Purchase: "Grant [Tier+1] Protection by Nature"
Omens & Portents (3 CP, OPEN Information Skill; 3 Downtime)
You enter natural lands and either attempt to commune with nature to gain guidance and knowledge, or read the signs of the natural world around you as divination of the answer to a question. You may pursue knowledge about the happenings in the forests and wild lands you inhabit. This is an information skill that does not require you to pay money. Downtime for this skill is 3 Hours. You submit a question between events as described in the Information Skills section. If the question is appropriate for the spirits of nature you may receive knowledge appropriate to your question.
Precognition (2 CP)
You sometimes gain glimpses of important future days. At the beginning of the day you may receive a vision or information about something that will happen during the day. Often times many characters with the same Source will receive the same signs about an important day, but sometimes you may receive something important or unique to you.
Primal Signature (2, 2, 2, 2, 2 CP)
You choose one trait from the following list: Air, Cold, Earth, Ice, Lightning, Thunder, Poison, Thorns, Wind. This trait becomes your Source Battle Trait. You may substitute this trait for “Nature” in any attack verbal from the Primal Source. Each new purchase buys a new Trait from the list.
Primal Vigor (3, 4, 4, 4 CP)
Your communion with the strength of the natural world has left its mark. Your maximum Vitality permanently increases by 1.
Primal Weaponry (3, 4, 5 CP; 1 Stamina; Battle; Rest; Weapon Skill)
Requires Primal Vigor. You gain the ability to Spend 1 Stamina and grow one Short length claw. You gain the skill to use these weapons in combat. You may substitute your Source Battle Trait for any called melee attacks with the Weapon trait made while using these claws. You cannot block with these weapons and cast at the same time; if the weapons are struck your spells will still be interrupted and momentarily suppressed just as if you have been struck.
This skill counts as a Short Weapon skill.
2nd Purchase: You can grow a second claw for your off-hand, and can use it in combat.
3rd Purchase: You can have claws active while casting spells, and can block with them without disrupting a spell incantation.
Ravage (2, 2, 3, 3 CP; 1 Stamina; Battle, Rest)
Your skill with in battle is impressive, hitting targets where they are weak. You gain 2 Melee attacks for “2 Damage by Nature.”
· 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Melee Attack —2 Damage by Nature.”
· 3rd Purchase: the target gets a number of attacks equal to the Tier of the character Granting the attacks.
· 4th Purchase: “[Tier+1] Damage by Nature.”
Savage Parry (3, 3, 3, 3 CP; 2 Stamina; Battle, Rest)
You snarl at your enemy, blocking the effects of their attack. You call “Imbue by Savage Parry” and call “Shield by Nature” against the next melee attack that strikes you.
· 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Defense: Shield Melee by Nature”
· 3rd Purchase: “Grant Defense:Double Shield Melee by Nature”
· 4th Purchase: “Grant Defense:Triple Shield Melee by Nature.”
Speak with Beast or Plant (2 CP, 1 Stamina; Watch)
You may touch a recipient or make a packet attack and call out “Speak With Beast by Nature” or “Speak With Plant by Nature” to communicate with a natural beings.
Armor of the Land (3 CP)
You have hardened yourself to carry and use the gifts of nature for your own protection. You gain the use of Medium Armor. The prop for this armor must be made up of at least 75% non-metal materials.
Camoflage (3 CP, 1 Stamina)
You are adept at hiding and losing pursuers in the wilderness. While wearing camouflage or other blending clothing, you may become a spirit if you are in an outdoor area. You must spend 5 seconds roleplaying concealing yourself; if you are successfully attacked during this time, your use of the skill fails. If you are not interrupted, spend one Stamina to call, "Imbue by Primal" and become a Spirit. If you move, speak, or use any game skills your Spirit form ends. If you are attacked while a Spirit, you are unaffected and must respond “Spirit.”
Feral Cunning (3, 3, 3, 3 CP; 2 Stamina; Battle, Rest)
You snarl at your enemy, dodging the effects of their attack. You call “Imbue to Self by Feral Cunning” and gain one “Shield by Nature” against the next Missile attack that strikes you.
· 2nd Purchase: you can use this skill by touch on a willing target by calling, “Grant Defense: Shield Missile by Nature”
· 3rd Purchase: “Grant Defense: Double Shield Missile by Nature”
· 4th Purchase: “Grant Defense: Triple Shield Missile by Nature.”
Inspired by Primal (2 CP, Day, Spell)
Requires four Primal Source skills. You are able to tap into the power of the living things around you in order to re-fuel your own abilities. Once per day, you may concentrate for 3 seconds while holding onto a living tree to refresh one “per day” skill. Call out “Refresh [Skill Name] by Nature” when you use this skill.
Lacerate (3, 3, 3 CP, 1 Stamina, Battle, Rest)
Cunning predators know how to disable a target in order to make it vulnerable to a more potent attack. You can make 1 melee or missile attack for “Agony by Nature”.
· 2nd Purchase: “Double Agony by Nature”
· 3rd Purchase: 2 attacks.
Mangle (3, 3, 3 CP, 2 Stamina, Battle)
Many times, a predator will strike at its prey to disable or impair the prey’s ability to defend itself. This is a sound tactic, and one you have adopted for other purposes. You can make a melee or missile attack for, “Short Maim by Nature.”
· 2nd Purchase: “Maim by Nature.”
· 3rd Purchase: “Double Maim by Nature.”
Primal Resistance (3, 4, 4 CP, 1 Stamina; Battle)
Requires Primal Signature. Choose 1 Source Flavor Trait you gained from the Primal Signature skill. You can call “Resist by [Primal Signature Trait],”against any effect that uses that Trait. For example, if you gained Wind as a Source Flavor Trait from Primal Signature, you can use Primal Resistance to call, “Resist by Wind” against any effect with the Wind trait.
· 2nd and later purchases: choose another Trait you gained from Primal Signature.
Distraction (3, 3, 3 CP; 2 Stamina; Battle)
Many times, the difference between a predator getting to eat and going hungry is a brief moment of distraction in the awareness of its prey. You have learned to force that moment of hesitation in your targets. You can make a packet attack for, “Short Weakness by Nature.”
· 2nd Purchase: “Weakness by Nature.”
· 3rd Purchase: 2 packet attacks.
Feral Wrath (5, 4, 4 CP; 2 Stamina; Battle)
1st Purchase requires 5 skills from the Primal source. 2nd Purchase requires Tier 2 and 8 skills from Primal Source. 3rd Purchase requires Tier 3. The spirit of a wild beast lives inside all creatures, straining to get out. You have learned how to weaken the bonds of that spirit in other creatures, causing them to lash out wildly for a brief time. You can make a packet attack for, “Short Frenzy by Nature.”
· 2nd Purchase: “Frenzy by Nature.”
· 3rd Purchase: “Double Frenzy by Nature.”
Foreseen Action (2 CP, per day)
Requires Precognition and four other Primal Source skills.Once per day, when you are engaged in a battle or encounter that was foretold or relates to your Precognition vision, you may refresh one “per day” skill and use it again during that battle or encounter. Call out “With [Heroic Virtue], Refresh [Skill Name] by Precognition” when you use this skill.
Jaws of the Wolf (5, 4, CP; 2 Stamina; Battle)
Requires 4 skills with the “Melee Attack” delivery from the Primal Source. Consummate predators, wolves are experts at taking their prey down to the ground and letting their packmates close for the kill. Now, so are you. You can make a melee attack for, “Slam by Nature.”
· 2nd Purchase: “Double Slam by Nature.”
Primal Freedom (2 CP, Day)
Requires three skills from the Primal Source. Once per day, Purge any one effect that is not Inflict. Call out “Purge by Nature” to end the chosen effect.
Primal Strike (3, 3, 3 CP; 2 Stamina; Battle)
Requires Primal Signature, Primal Weaponry, Ravage II. You strike your foes with primal force. You may make a melee or missile attack for “4 Damage by Nature.”
· 2nd Purchase: “[Tier+3] Damage by Nature,”
· 3rd Purchase: usable 2/battle
Stampede (4, 3, 3 CP, 2 Stamina, Battle, Spell, Burst, Rest)
Requires 6 skills from the Primal Source. One of the most terrifying sights in all of nature is a group of buffalo stampeding across the plain. You evoke that in your enemies, sending them scattering at once. You gain 4 packet attacks for, “Short Repel by Nature.”
· 2nd Purchase: 6 packets.
· 3rd Purchase: “Repel by Nature.”
Tranquilizer (4, 3, 3, CP)
Requires Healing Herbs 3, Kingsfoil 2. Even the strongest beast can be taken down with a concoction made from the right herbs and plant extracts. Luckily, you know this recipe. This skill otherwise follows all the same rules as Healing Herbs and Kingsfoil. You may consume one use of your medicine pouch and make a packet attack for, “Short Paralyze by Nature.”
· 2nd Purchase: “Short [Paralyze or Stun] by Nature.” You can only call one effect per use of this skill.
· 3rd Purchase: “[Paralyze or Stun] by Nature.” You can only call one effect per use of this skill.
Primal Purity (2 CP, Day)
Requires ten skills from the Primal Source. You have harnessed the energy of the wild enough that you can use it to remove negative effects to yourself with only an effort of will. Once per day, pay purge any one effect that is not Inflict. Call out “With [Heroic Quality], Purge by Nature” to end the chosen effect.