SILMER
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Gain a Virtue of your choice from Fury or Instinct.
Choose 2 aspects of your choice from the options below (see "Aspects" below).
Choose any two resources.
Supplies: desc
Ingredients: desc
Chronicles: desc
Words of Power: desc
1 free rank with Bramble, Prowl, and Wyrding.
Distribute 3 ranks amongst skills and lore of your choice.
You gain the Mask of the Wild trait.
Mask of the Wild. A faint shimmer emanates from you, blending your outline with the shapes and colors of the wilderness. While in forested areas, creatures naturally overlook you, perceiving you as part of natural terrain unless they have reason to focus on you. This does not change your actual form—only how easily you fade into your surroundings.
Strain to gain a 1-track temporary companion provided to you by the GM and lasts until the end of the scene. The exact nature of your companion depends on the wildlife of your surroundings.
Your skin is covered in protective bark. You are resistant to Cut and Pierce damage.
Your spirit is bound to a primal force known as the wode. You can communicate simple thoughts to both flora and fauna. This doesn't give them any special ability to reply though.
Proud antlers pertrude from your skull. They deal Pierce damage in melee. Charging with them increases impact.
When you discover a new location, strain to produce a word of power related to that location's history or ecology.
Raise impact when harvesting a creature for ingredients.
A simple sling, useful for hurling rocks. Hard. Deals Pierce damage at range.
You fight using skirmisher tactics. Ignore cuts gained from mobile maneuvers.
A hive of sectines, "rot eaters", live on your mossy skin. Reduce the impact of the blight on you as well as any other disease or poisons.
A large, purple toad which skin secretes hallucigenic toxins from its skin. Strain to produce an ingredient Hallucinogenic Drops.
You hardly leave any trace when traveling through wilderness.