Landworker's Guild

Animal Training, Botany, Woodsman

Keeping death at bay on a cold winter's night, Landworkers provide goods necessary for survival and safety for the village. Their hard work and vigilance ensures that the blight is kept at bay and that bounty holds sway.

Regional Headquarters: Amari'z
Racial Callings: Kaliska
Areas of Influence: Animal Training, Botany, Woodsman

Expectations:

1: Respect the Land; take what you need without greed.
2: Never waste any part of a kill.
3: This land is your home; keep it free of poison, blight, and waste.

Animal Training

Level 1 - Novice

Practical Use: Shepherd
Category: A
Limitation: TDL
Description: You can tame and train most animals to listen to one word commands; guide and herd livestock animals to grazing fields/etc. Because of your skill you can force one strange animal to obey a one word command. Tagline: Animal Command. All Commands last for 10 minutes, at which point the animal is free to decide its actions/loyalty based on its previous demeanor and how it was treated.

Special Use: Lull
Category: A
Limitation: TDL
Description: You can cause a single animal to fall asleep by gazing at it for one minute while humming. (Tagline: Sleep) This may be used in conjunction with the Advantage: Animal Empathy.

 

Level 2 - Apprentice

Practical Use: Trainer
Category: A
Limitation: TDL
Description: You can interpret the actions of animals to detect aggression and curiosity. You can also train most animals to obey moderate commands/tricks. Because of your skill, you can force one strange animal to obey a five word command. Tagline: Greater Animal Command.

Special Use: Guardian
Category: A
Limitation: U
Description: You can persuade tamed animals to defend/guard/protect a house. When using this, you must list - "Animal Guardian"- on your cabin notes. You will then get 1 minute of advanced warning, usually in the form of loud barking, from a Marshal in the event of a cabin raid.

 

Level 3 - Journeyman

Practical Use: Compel
Category: A
Limitation: TDL
Description: Your skill with animals is no longer confined to one creature. You can cause a flock to turn and run, or calm a herd out of a stampede. Because of your skill you can force an entire herd of animals to obey a one word command. Tagline: Voice Effect: Animal Command.

Special Use: Scout
Category: INF
Limitation: U
Description: You can use a single animal to act as a scout, causing it to come and give warning in case of a large incoming danger.

 

Level 4 - Master

Practical Use: Staredown
Category: A
Limitation: TDL
Description: Your mien and posture in dealing with animals is such where you can stop almost any animal cold in it’s tracks. The animal will freeze where it is and wait for your command. In some cases the animal may instead flee the scene rather than face you. Tagline: Staredown. If no further commands are given, the animal will stay put for 10 minutes or until the trainer has left the area. Animals that were skittish to begin with may simply flee the area.

Special Use: Familiar
Category: A
Limitation U
Description: You have trained your pet to where it is now a loyal and useful assistant which aids you in tasks such as hunting, tracking, etc. Your pet adds 1 to your TSL for all Landworker's Guild skills.

 

Level 5 - Grand Master

Practical Use: Animal Empathy
Category: A
Limitation: U
Description: Your knowledge of animals is such that you may communicate with them with ease as you would most other sentient creatures. Further, at the beginning of every event you may ask Plot to make you aware of the type and temperament of animals you will likely encounter that event.

Special Use: Turn
Category: A
Limitation: OPD
Description: You are capable of turning an animal into your avid guardian, making it where regardless of the creature’s previous loyalty, it will now serve you. This absolute loyalty will last at minimum for one hour. Tagline: Turn Animal

Botany

Note: Gardens must be phys repped in play. This may be done with some fake plants, small pots and small fencing or other means.

 

Level 1 - Novice

Practical Use: Simple Garden
Category: P
Limitation: PPD
Description: You are able to garden common herbs, making it where you may make a copy of common herbs at 1 PPD each.

Special Use: Herbalism
Category: A
Limitation: U
Description: You are capable of identifying herbs and picking them.

 

Level 2 - Apprentice

Practical Use: Small Garden
Category: P
Limitation: PPD

Description: You are able to garden uncommon herbs, making it where you may make a copy of uncommon herbs at 2 PPD each.

Special Use: Weathered
Category: A
Limitation: U
Description: With one minute of talk about hardships endured from the elements to do you work in the fields, you may grant yourself a two point skin and others listening a one point skin. Tagline: Voice Effect: 1 point Skin.

 

Level 3 - Journeyman

Practical Use: Garden
Category: P
Limitation: PPD
Description: You are able to garden rare herbs, making it where you may make a copy of rare herbs at 3 PPD each.

Special Use: Tendrils
Category: A
Limitation: TDL
Description: You carry a bit of specialized fertilizer, making it where you can cause your enemies to have their legs bound in place when you throw it. Throw a brown packet and call Tagline: Invoke Bind.

 

Level 4 - Master

Practical Use: Pesticide
Category: A
Limitation: U
Description: Such is your fervor for defending your plants that creatures that would be considered a threat to your garden you call an additional +2 points of damage on any attack against them. You can consider a threat to your garden to be within line of sight of your garden and roughly within 50 yards.

Special Use: Direct Growth
Category: A
Limitation: TDL
Description: You have improved the strength of your fertilizer such that the plants that grow will now totally entangle a foe. Throw a brown packet and call Tagline: Invoke Entangle.

 

Level 5 - Grand Master

Practical Use: Bramble Patch
Category: A
Limitation: TDL
Description: With a minute of preparation you are able to coax the growth of a bramble thicket making it where any who enter into it are ensnared in place and must be freed from them, causing them to also take a point of damage to every location. You must lay out an area with rope with a 5 foot radius as part of your preparation. To be freed from the thicket will take 10 seconds of another cutting you free, but once freed you are able to finish crossing the thicket at a slow walk. It takes a full 10 count to cross from one side to the other. The patch must at least partially enclose an area of dirt, even if inside a building.

Special Use: Commune with Plants
Category: A
Limitation: OPE
Description: You are able to speak with the very plants themselves, garnering information from them of what is near and occasionally being granted aid by the plants themselves. Further due to the natural empathy you share with plants if you are cut down while outside, you will be stabilized after one minute of bleeding, due to plants taking steps to save you.

Woodsman

Level 1 - Novice

Practical Use: Woodsman
Category: A
Limitation: U
Description: You can follow game trails and obvious tracks; locate an obvious food or water source; safely fell a tree, or remove a downed tree.

Special Use: Skinner
Category: A
Limitation: U
Description: You are able to harvest useful materials from creatures killed. Harvesting is done as an upgrade to searching. Harvesting requires a 10 count, whereas Searching requires a 3 count. You may harvest a creature even if someone else has already searched it. Harvesting not only gains the items a normal search would, but also allows harvesting special materials from the creature itself, such as hides, venom sacs, etc.

 

Level 2 - Apprentice

Practical Use: Bolo
Category: A
Limitation: TDL
Description: You carry a small set of weighted ropes you can throw at a running creature to catch it. You may use a brown packet delivered Tagline: Invoke Stun against a running foe, either rushing you or fleeing from you.

Special Use: Scavenge Game
Category: A
Limitation: TDL
Description: You are capable of going into the woods and finding recently deceased game and harvesting a useful common item of your choice from it. Scavenging should be done during Production periods. If you do not have a specific item in mind to track down, you may be given a random item instead.

Common Items that can be Scavenged from Game:
Blood, Bone, Claw, Tooth, Hide, Meat, Viscera

 

Level 3 - Journeyman

Practical Use: Evaluate Creature
Category: INF
Limitation: U
Description: After spending 1 minute examining a carcass, you are able to determine the creature’s natural weakness. This will result in a +1 attack bonus that expires at the next reset. Note: This does not uncover Supernatural Weaknesses.

Special Use: Forest Blend
Category: A
Limitation: TDL
Description: You are capable of hiding yourself away from threats while in a wooded area, allowing yourself to be hidden from most mundane ways of searching. You may not have large items in your hands as they must be able to be pressed together above your head. As long as your hands are pressed together above your head you cannot be seen or directly attacked. If an accidental missile weapon (i.e. they are aiming at someone, it misses, and flies on to hit you) happens to strike you it still counts. On a 3 count you may use Forest Blend. Forest Blend allows you to disappear into the woods. You must enter via a tree that is large enough around to hold you (i.e. if you hold it between your hands the fingers don't touch on both sides). Once Blended, you may move slowly from tree to tree, as long as they are within 5 steps. When stationary you must be touching a tree.

 

Level 4 - Master

Practical Use: Forester
Category: A
Limitation: TDL
Description: You are able to track down most things given enough time. As such you are able to find creatures or people hiding from you. Tagline: Greater Reveal.

Special Use: Ears of the Forest
Category: A
Limitation: U
Description: By spending so much of your time in the forest you are aware of the sounds of normal behavior in them. As such you know when something is amiss. You are impossible to ambush when in the wilds, and may occasionally find unexpected aid in the wilds. You may use Tagline: Threat Assessment in the woods. See Plot for information.

 

Level 5 - Grand Master

Practical Use: Here there be Monsters
Category: A
Limitation: OPE
Description: You are capable of tracking down and finding a thing of rare quality, able to find any rare natural ingredient you might need, but might have to fight for it.

Special Use: Forest Walk
Category: A
Limitation: TDL
Description: Similar to Forest Blend, you can enter the woods on a three count and travel freely as long as you stay within 5 feet of a tree, moving at full speed. Your entry point must still be near a large enough tree as per Forest Blend, but any tree will allow you to move once in. You cannot be targeted directly, though if an accidental missile weapon (i.e. they are aiming at someone, it misses, and flies on to hit you) happens to strike you it still counts. Tagline: Forest Walk