Melusine The Druid



Melusine's page to be expanded

see also: Corrabong Druid Circles



Melusine

 * Elf: The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.

Alignment

 * Neutral- Eliminate an unnatural menace.

Look

 * Chitinous scabs on skin
 * Messy hair, soiled clothes
 * Feather pauldrons

Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. Melusin's tell—Chitinous scabs on her skin—that reflects one of the spirit of the Great Forest. Her tell remains no matter what shape she takes.
 * The Great Forests

By Nature Sustained
She doesnt need to eat or drink.

Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.
 * On a 10+ hold 3.
 * On a 7–9 hold 2.
 * On a miss hold 1 in addition to whatever the GM says.

Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

Classival GW Gear
defenses: armament: Equipement:
 * Your load is 6+Str.
 * You carry some token of your land, describe it.
 * Hide armor (1 armor, 1 weight)
 * Shillelagh (close, 2 weight)
 * Adventuring gear (1 weight)

Bonds
Fill in the name of one of your companions in at least one:

Fox smells more like prey than a hunter.

The spirits spoke to me of a great danger that follows Fox. .

Level 2-5 Moves
None