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. 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 LARP's 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 archetypes 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 and the wild intersect are all good examples. Druid, as a role-playing skill, is a catch-all for those concepts and more.

Description

Druids are the masters of the wild and the natural parts of the world. They can communicate with the elementals and learn great secrets. Often this places them in charge of negotiating with Elementals, Fae, and the more intelligent species of the wild to find peaceful resolutions to complex problems. While many druids are followers of the Elemental, not all of them are. Some simply have a natural affinity for the wild, while others seek to control it for their own benefit. 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.

Mechanically speaking Druids gain additional languages, control over wild creatures, cast special rituals based on the season and can find rare plants between games.

Druid Roleplay Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Druid 1 (Beginner)

Role-Playing Plot Marshal Approval 4 Gain the Elemental language, as well as the choice of Apian, Canine, Sylvan, or Diabolic languages.

Druid 2 (Trained)

Role-Playing Plot Marshal Approval and Druid 1 (Beginner) 4 The character can cast Charm Wild! with no-incant 2 times per event for each rank of Druid.

Druid 3 (Proficient)

Role-Playing Plot Marshal Approval and Druid 2 (Trained) 4 Gain the ability to preform a special seasonal ritual that provides different bonuses depending on the month.

Druid 4 (Expert)

Role-Playing Plot Marshal Approval and Druid 3 (Proficient) 4 Obtain one or more scarce plant components each month at check-in.

Druid 5 (Master)

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

Druid 1 (Beginner)

The druid gains the Elemental language, as well as the choice of one nature language (Apian, Canine, Sylvan, or Diabolic).

Druid 2 (Trained)

The druid can cast Charm Wild! with no-incant 2 times per event per rank of Druid they have obtained.

Druid 3 (Proficient)

Once each event the druid can perform a special ritual. There are no component costs or paper documentation needed for this; the player may roleplay whatever act they want to preform it. The effects last for the entire event and may not be dispelled, even with the ritual of cleansing. It is generally done for the druid's own benefit, but they may perform it on another character if they wish.

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. You do not need to wear any armor to get this benefit, but it does not stack with any armor you do wear. This armor is mendable.
  • Fall (October and November): Choose a single 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, February, and March): All attacks, both weapons and spells, may replace their normal 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 plants will only provide one, less powerful plants might provide more. Logistics will have a schedule of which plants to give out each month.

Druid 5 (Master)

Work with the Rules workgroup to create a custom ability for your character.

Sample Master Druid Abilities

Master of Seasons

Once per event perform a second seasonal ritual, gaining one of the 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 no-incant and 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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