Druid

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Druid
Last Updated: 2/4/2023

Character Skill

Roleplaying Skill

Masters of the wilds, Druids are a classic element of many fantasy settings.

Description

Druids have a great many associations in classical fantasy literature and narratives. Unfortunately some of those associations don't translate well to a larp that tries to be as realistic as is feasible. The beast master druid for example simply doesn't translate to our larps mechanics. That doesn't mean you can't play one, but anything you describe would need to place off screen, and likely between games.

However there are still other classic Druid archtypes that work well in the Novitas mechanics. The weathered ritualist, the knowledgeable naturalist, the rugged environmentalist, the elementalist, and the master of where the occult & the wild intersect are all good examples.

Druid as a role-playing skill is a catch all for each of these concepts and more. Asking what a druid is like is similar to asking what a baker is like. The job does not describe a person, the person uses these skills and defines themselves.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Druid 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain the Elemental language skill, and gain the choice of Apian, Canine, Sylvan, or Diabolic languages.

Druid 2 (Trained)

Role-Playing Plot Marshal Permission and Druid 1 (Beginner) 4 Throw a no incant 'Charm Wild!' 2/event/ druid rank.

Druid 3 (Proficient)

Role-Playing Plot Marshal Permission and Druid 2 (Trained) 4 Perform a special seasonal ritual that gives you different bonuses depending on the month.

Druid 4 (Expert)

Role-Playing Plot Marshal Permission and Druid 3 (Proficient) 4 Gain one (sometimes more) scarce plant component each month at check in.

Druid 5 (Master)

Role-Playing Plot Marshal Permission and Druid 4 (Expert) 4 Work with the rules workgroup to create a custom ability.

Druid 1 (Beginner)

Gain the Elemental language. Also gain choice of one nature language (Apian, Canine, Sylvan, or Diabolic).

Druid 2 (Trained)

For each rank of druid you have, you may throw a no-incant 'Charm Wild!' tag bag 2/event.

Druid 3 (Proficient)

Once each event this character can perform a special custom ritual. There are no component costs or documentation for this ritual, the player may roleplay whatever act they want to enact it. The effects last for the entire event and may not be dispelled, even with the ritual of cleansing. It is generally for the druids own benefit but they may perform it on another character if they wish instead. The effect of the ritual is determined by the month of the year (to represent seasonal changes).

  • Spring (April and May): The target gains +1 Body which breaks cap.
  • Summer (June, August, and September): Gain 4 floating points of Physical armor without needing to wear any. This armor is mendable and doesn't stack with other physical armor.
  • Fall (October and November): Choose any 1 spell, even one you don't know. You may cast it with no incant and no power point cost twice during the event.
  • Winter (December and February): All attacks (both weapons and spells) may replace their typical damage type with Primal.

Druid 4 (Expert)

Each event at check in gain one or more scarce plants. These will be seasonal, and the number gained will be based on the plant (more powerful ones will only give one, less powerful ones might give more). Logistics will have a schedule of which plants to give out each month.

Druid 5 (Master)

Work with the rules group to create a custom ability.

Sample Master Druid Abilities

Master of Seasons

Once per event may perfrom a second ritual (from the Druid 3 list) including out of season options.

Seismic Skin

Gain 4 Monstrous Natural Armor which can't be mended and doesn't stack once per event.

Aqueous Form

Whenever standing next to the lake you may dissipate with no incant at no power point cost.

Tamed Wolf

You can transform into a werewolf for 10 minutes once per event.

Aspect of the Nettle

You may throw unlimited 1 damage tag bags with no incant.

Cold Blooded

you may ignore the first harmful ingested alchemical you swallow each game day.


Categories: Skills | Role-Playing Skills


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Page last modified on February 12, 2024, at 12:37 PM
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