
By Brian Leybourne and Max Trebilcock.
Players Section.
Nobody knows who the first Wildman was - whether it was truly an old hermit living with the beasts in the wilderness, or merely a competent vet or cowpoke. Regardless, it seems that anyone who is very close to animals in his day-to-day existence is liable to receive visions from the nature and animal spirits of the Sioux.
Having received this visitation, the newly created Wildman finds two main benefits have resulted with his brush with the animal spirits. Firstly, he gains the ability to form a friendship bond with animals he has come to know and who trust him. Secondly, he finds that he can call upon those same animal spirits to grant him powers, although they extract a price.
Some of these "Wildmen" continue with their lives, revelling in their newly discovered affinity with the beasts around them. Others however, have taken the gifts given them and travel the west, battling the Reckoners with the praise and gifts of the animal and nature spirits.
Character Creation.
To create a Wildman character, the player must first fill a few statistic requirements, as shown below:
| Medicine: Veterinary: | |
| Mein: Animal Handlin': | |
| Spirit: |
Next, the character must purchase the 5 point Arcane Background: Wildman, and at least one point in the new Spirit: Wildman trait. Each point in this trait costs two character points to purchase (so to buy level 3 will cost six points), and later, it costs double the new level to increase the trait with experience points. Note that the AB is a little pricier than most other AB's, but the character gains a free bonded animal companion for their extra two points, as you will see a little later on.
Unlike many other Arcane Backgrounds, all of the Wildman powers are available to the Wildman immediately - there is no need to purchase them like Hexes or Miracles. However, using these powers extracts a cost - the Nature Spirits demand compensation for the use of their powers. This compensation takes the form of animal traits the character will exhibit for a time after he has successfully used one of the Wildman powers.
Your Marshal has the full details as to how this compensation works. All you need to know for now is that the higher the compensation cost of a power (from one to nine), the more severe a trait you may exhibit, and the longer you may exhibit it for. A minor compensation might be to have reflective eyes (like a cats), while a major compensation might take the form of steer's horns, clawed hands, or maybe a thick all-over covering of fur. The Severity and Duration of a trait work against each other, so the more severe Traits generally vanish faster, while the more minor ones may last longer.
The only other thing to keep in mind is that if you generate compensation while you are still exhibiting an animal trait from a previous compensation cost, it will occasionally extend the period of the new compensation, or make it a little more visible to onlookers. A wise Wildman conserves his or her powers and does not use them willy-nilly.
A Wildman may reduce the duration of compensation traits by spending fate chips. Your Marshall knows exactly how this works, but be aware that spending fate chips will reduce the duration of all current compensations. A white chip will reduce all trait durations one step, a red two and a blue three steps. There are only five steps to trait durations (from one minute to 1d4 days) so spending chips will greatly reduce the time you exhibit animal traits. A legend chip will remove all current compensation traits.
The Animal Bond.
At character creation, the player may select any one animal for the character to already be bonded to. The animal chosen may be any type of beast, from mammals to birds to reptiles. The only restriction is that no animal created or altered by the reckoning may be selected as a bonded animal (no Mohave Rattlers).
During play, the character may bond other animals. The maximum number of animals that may be bonded is equal to the characters Spirit: Wildman trait. To bond a new animal costs five bounty points, and a week or so of game time while the character gets to know the animal, gaining its trust and forming a friendship with it. After the week is over (and the bounty points spent), the character makes a Foolproof (3) Spirit: Wildman roll. If unsuccessful, the Nature and Animal spirits have found the creature unworthy of the bond, but the character has still lost the bounty points. A botch means that the character herself has been found unworthy, and she loses one level in the Spirit: Wildman trait as well as losing the five bounty points.
If successful, the bond is formed. Although there is no outward change in the animal, its intelligence increases to the level of a (slightly slow) human, and it gains an immense love and trust for the character. The Wildman is able to mentally talk with any bonded animal when within one mile per level in the Spirit: Wildman trait. Within this same range of each other, bonded animals may mentally communicate with each other, and even with bonded animals of another Wildman (so two Wildman characters could talk at a great distance using their Bonded animals via a relay system).
Your Marshal will generate statistics for your bonded animals (or may allow you to do it) - we recommend using the system from the Rascals, Varmints and Critters book. Your Marshal will role-play the animals, but you should feel encouraged to assist in this task by preparing a description of each animals quirks and personality. Your Marshal should also allow you to spend bounty points on improving your bonded animal, and we suggest that each bonded animal be given one fate chip per session which it can spend to prevent wounds or improve die rolls. If not used by the end of the session, the animal loses the chip (it cannot horde chips between sessions like a character can). Your Wildman can give his bonded animals fate chips, by spending a similarly coloured fate chip to be allowed to do so (in the same manner as giving chips to other characters.)
Finally, should a Wildmans bonded animal ever die, the Wildman will feel the loss greatly. The mental backlash from the death will knock out the character for 1D10 minutes, and she will have a -3 to all actions for the next three days (reducing by 1 per day, so the second day is -2 to all actions and the third -1) due to the grief and feeling of loss generated by the death of the animal.
Character Advancement.
With ongoing practice and experience in the use of the Wildman abilities, the Wildman character can petition the animal spirits to grant that power a little more freely. Put simply, during play the player can spend bounty points to reduce the compensation cost of abilities. Every two bounty points spent on an ability will reduce that ability’s compensation cost by 1 point, permanently. The cost can never fall below 1, however.
The Powers.
This ability allows the Wildman to draw pain out of an animal. Although it does not heal the animal, it will allow it to act without the usual wound level penalties, even though it may in fact be badly wounded.
The Wildman must be able to touch the animal to be affected. If he uses it on a bonded animal, the difficulty is reduced by 1 to 4. The ability lasts ten minutes plus a further ten minutes per raise on the activation roll.
The compensation cost is 1 per level of wound penalty negated. Note that if the roll is successful, all wound penalties are negated - the Wildman cannot elect to remove only 'some' of the pain.
| "Just a little longer, girl." The vet whispered to the mare as she struggled with her difficult labour. Her pain was intense and her struggles were going to kill the beautiful foal that had only partially managed to drag itself free of its mother.
Sighing in resignation, the vet laid his hands on the side of the mare's neck and concentrated. Almost immediately, her struggles ceased as her pain left her. Tears ran down the man's cheeks as the foal finally pulled itself free from the womb, and tried to stand, as the internal damage and blood loss closed its mothers eyes forever. |
This ability allows the Wildman to 'borrow' a characteristic of any animal he can see. Thus the Wildman may decide to grow bear claws, or to be covered with a heavy layer of fur for insulation, or perhaps to grow the wings of an eagle and fly. The exact abilities and bonuses gained are up to the Marshal, and are linked to how drastic a change has to occur in your body to accommodate the characteristic. Cats claws are very small, and would be barely visible extending from the tips of characters fingers, but might have a damage rating of only Str+1D4. Bear claws on the other hand, might be Str+1D10, but would cause the characters hands to elongate and stretch, possibly gaining a thick covering of coarse hair and fleshy pads rather than fingers.
Compensation for this ability is handled slightly differently than usual. Your Marshal has details in his section... no cheating and looking, Wildman. The changes last for ten minutes, plus an additional ten minutes per success on the activation roll.
If the character borrows a characteristic from a bonded animal, he gets a -1 bonus to the Target Number required, and the compensation cost is lower.
| "We got her, boys! Get the bitch!" shouted the union captain to his men. A long chase had finally cornered the animal-loving witch on a rocky outcropping on the peninsula. She had nowhere to go.
The men began to walk forward, grinning nastily, as the woman stood at the edge of the sheer drop and watched them impassively. At the last moment, she threw herself backwards off the cliff, smiling at them as she plummeted to her doom. As the men rushed forwards to watch her break on the rocks far below, a wail arose, as they watched large feathery wings burst from her back and carry her far away, down into the valley below. |
By calling to the nature spirits, and gently touching a wounded animal, the Wildman can cause some of its wounds to close and heal. As usual, the difficulty to heal a bonded animal is reduced by one.
Succeeding in the activation roll will allow the Wildman to heal one wound level on the animal. Each raise will also heal a further level. The wounds will begin to knit almost instantly, and will be closed (and in game turns, gone) within minutes.
The Compensation cost is one point per wound level healed. The Wildman cannot elect to leave some wounds untended if his roll indicates he could heal them (In other words, if a character rolls 3 raises, and the animal has four wounds, he must heal all of them, he cannot elect to heal only two or three).
| The Wildman watched in horror, as the laughing pirates on the deck of the passing ship shot as his beautiful hawk, Quicksilver, from the sky.
Terrified, he ran to the birds side, and was relieved to find it still breathing. Concentrating, he willed its wounds to close, and the bird quickly recovered, sitting up and playfully pecking his ear for his trouble. "Some friend you are," he laughed. "Next time, I'll just leave you shall I?" The bird cocked its head looking at him, and he felt contentment as saw the gratitude in its gaze. "I'll never leave you, friend," he whispered. |
Wildmen are by nature finely attuned to the wild, and as such some of them can sense the presence of that which is un- or supernatural and therefore does not fit into Natures balance. Balance of Nature works a little differently from many of the other Wildman powers. The Wildman rolls his Spirit: Wildman Aptitude, and checks on the table below what information he has gathered from his usage of this ability.
The Wildman has no control over what he finds, so if for example he was
attempting to locate a nearby coven of witches and rolled a 13 he would pick
up everything within the surrounding area and have to pay the full
Compensation (Its an all or nothing deal), however, if there is nothing to
be detected above a certain level, the power (and thus cost) will cap at
that level.
In other words, if the above mentioned Coven of Witches (a
Medium or Large source depending on the marshals discretion) was the only
un-natural/supernatural presence in the area, the Wildman would only pay the
2 or 3 compensation for that information, rather than the full compensation
for the roll of 13. This power will reveal the direction and distance to the source of the
presence, and an indication as to what 'level' of power it is (Minor,
Medium, Large, etc). This power takes 10 minutes to activate, and gives a
snapshot view as to the information given (the coven of witches could move
after the power was used, and the Wildman would only know where they had
been when he used the power, not where they had moved to. In this instance,
he would have to use it again to know their new location). The range of this ability is one mile for every point the Wildman has in
his Spirit: Wildman trait.
| Presence: | ||
| Minor Source (Terror Rating 3: | ||
| Medium Source (Arcane B/grnds, Black Magic, Terror Rating 5): | ||
| Large Source (Terror Rating 7): | ||
| Major Source (Terror Rating 9): | ||
| Massive Source (Terror Rating 11): | ||
| Anything and Everything within area of effect: |
For this power alone, the Fear Level actually aids the Wildman, subtracting from the overall TN.
| "Let's face it - we've been looking for the "werewolf" these villagers said
they saw for weeks. It's just not here!" complained the priest.
"But I sensed that something powerful and unnatural was amiss near the village - it has to be here somewhere." replied the cowboy. "Ralf, my horse, looks skittish too." "Well, use that heathen power again, and let's find it!" snapped the priest. Sighing, the cowboy Wildman squatted down beside the priest, concentrating hard and sending his senses out to probe the nearby wilderness, as they both stared into the fire. "That's odd," said the Wildman eventually, "I'm sensing it less than 5 feet away, due South, which would be right behind us..." It took several minutes for the screams to stop echoing from the canyon walls. |
This power works similarly to the Animal Affinity ability, except that it allows the character to borrow only a single sense from a nearby animal he can see. If used on a bonded animal, the Toughness Number is reduced by 1.
The exact benefits gained from the borrowed sense are up to the Marshal, but they will usually grant +2 to specific rolls relating to the sense borrowed (and the animal borrowed from). A cats vision may lower darkness penalties by 2 points, for example, while a bloodhounds smell may give +2 to trackin' rolls. Unlike the animal affinity ability, there is no associated physical change to accommodate this ability, although the usual compensation changes will occur after the power has been used.
This ability lasts ten minutes, plus another ten minutes per raise on the activation roll.
| "You'll never track them now," complained the Huckster. "Hundreds of people must have passed this way since they did."
"Don't be so sure," whispered the Wildman, as he hunched down and sniffed at the roadway. "They were here perhaps thirty minutes ago, and they headed off northwards. One of them is eating peanuts, planters brand I believe, and I think we'll find a trail of discarded shells starting over there near that bush." |
This ability will alter the coloration of the Wildmans skin and clothing, giving him chameleonic abilities. As long as he stands still and avoids any movement, it is very hard for others to spot him.
Anybody nearly must make an Incredible (11) Cognition roll to spot a Wildman who is disguised with the Chameleon ability, however the following modifiers apply:
| The Wildman is moving: | -2 difficulty. |
| Actively searching for the Wildman (i.e. the person knows he's there somewhere): | -2 difficulty |
| Urban environment (i.e. in a town or city): | -2 difficulty |
The difficulty to use this ability is 6 (and the Compensation cost is 3) if the Wildman is wearing all natural clothing (hides and suchlike) and carrying no artificial items in plain view (like a gun). If he is wearing manufactured clothing and/or carrying obvious non-natural items, the difficulty is 9 and the Compensation cost is 4 (It's harder for the Nature Spirits to disguise non-natural things).
| The two boys crept silently into the old log cabin just outside the borders of their town.
"It's OK, " one whispered. "He's not here. Grab his bag!". Smiling to himself, the old hermit stood against the wall and let them walk right past him twice, before stepping up behind the one with his belongings and tapping him on the shoulder. Their screams had him laughing for weeks. |
This ability allows the Wildman to give a command to any animal, which it will obey to the best of its ability. The number of raises on the activation roll determines how complex the command given can be. Commanding an animal to do anything outside its nature adds +2 to the difficulty (Asking a wolf to attack somebody is within its nature, but asking a chicken to do so is not). Similarly, commanding an animal to do anything that would endanger it adds a further +2 to the difficulty.
| Success: | 2 Compensation: | Allows a one word command, which may be accompanied by a gesture, so "Attack!" while pointing at someone would work, as would "Flee!" or "Hide!" |
| One Raise: | 3 Compensation: | A simple command may be given, such as "Attack those men", or "Eat this meat" |
| Two Raises: | 4 Compensation: | Complex commands with basic decision making or discretion built in may be given, such as "Attack anyone who moves" or "Chase the men away but not the women." |
| Three Raises: | 5 Compensation: | Complex commands with more complex discretion or decision-making may be used. The animal's effective intelligence increases within the bounds of the command. "Fly above me and swoop down to attack anybody who I point at", or "Hide in those bushes until you hear me say 'now', then attack any men holding guns" would be possible. |
The Wildman may command any animal he is close enough to talk to, or is sharing senses with (see the relevant power).
Note that the compensation the Wildman must pay is based on what sort of command he gives the animal, which is not necessarily the highest he rolled (Rolling three successes will only generate two points of compensation if you only tell the animal to "Flee!"). Where a command makes an animal wait before executing it, the compulsion will last for ten minutes for every level the Wildman has in his Spirit: Wildman trait, plus ten minutes for every raise on the activation roll.
This ability may not be used on a bonded animal.
| The three men arrived at the old hermit's cave at last, weary and footsore from the long climb. The leader nodded to his fellows, who silently cocked their peacemakers, and walked quietly towards the dark mouth in the cliff face.
A swishing noise from above caused both men to duck, as a lone hawk swooped low above their heads, and plummeted into the side of the cliff above the entrance to the cave. Too late, they noticed the small piece of wood holding up a large boulder, which the hawk had flown into, killing itself, but fulfilling the hermits last command to it. With an ominous creak, the plank snapped, and the rocks began to fall, a few at first, but soon more and more, as the bottleneck the old hermit had cleverly built was released at last. The leader of the troop could only watch with resignation as the avalanche swept away his men, and rolled down the slope toward him... |
This ability may only be used on a group of animals, which are all the same basic animal type. In other words, a ship full of rats or a pit of snakes could be affected, but not a zoo cage full of squirrels and stoats. It is of most use after the Pied Piper ability has been used, when the Wildman is likely to be surrounded by a whole passel' of animals.
If successful, this power duplicates a "one raise" level Command the Beast but affects all the animals that can hear the Wildman yell out the instruction (within the bounds shown in the table below).
| Activation Roll. | Number of Animals affected (closed rolls, not open). |
| Success | 1D12 Small, 1D8 Mid sized or 1D4 Large, Avian or Reptile. |
| One Raise | 2D12 Small, 2D8 Mid sized or 2D4 Large, Avian or Reptile. |
| Two Raises | 3D12 Small, 3D8 Mid sized or 3D4 Large, Avian or Reptile. |
| Three Raises | 4D12 Small, 4D8 Mid sized or 4D4 Large, Avian or Reptile. |
| Four Raises | 5D12 Small, 5D8 Mid sized or 5D4 Large, Avian or Reptile. |
| "Damned if those Wolves weren't following him. They musta thought he was some kind of funny-looking Alpha Wolf or something.
He wandered through town as if he owned the place, and every time someone came near him, one of them beasts would run and kill him. Course, they ran off quick when I put a bullet through his brainpan, but four of my best deputies died that day." |
This ability allows the Wildman to sense the general state of mind and intent of a target animal. The Wildman will know if the animal is agitated, if it intends to attack him, or to run away, and so on. To an extent, it forms a brief link between the Wildmans mind and that of the animal, so as long as the animal senses that the Wildman has good intent, all rolls dealing with the animal are at -2 difficulty until the end of the round (this includes Animal Handlin', Riding', Teamster, and other such rolls).
The Wildman must be able to see the animal, but may otherwise use this ability at any range. This ability may not be used on a bonded animal.
| As the posse moved over the rise, they could see a large mountain lion lying in the path ahead. As the gunslingers wearily began loading their rifles with the last of their ammunition, the strange bird trainer they had picked up in Dodge City bid them wait.
"It's alright", he said. "Yon lion is well sated from the remains of a deer it recently ate, and is too full and content to cause us any problems. It'll let us pass unmolested." They warily passed by the beast, but to their amazement, he was right. |
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