[FOCI]

Serves the Green

Old Gods of Appalachia

Green keep you and hold you, daughter.

The Green fills you and calls to you. You are of the Green in a way that most people can't even begin to understand. It gives you kinship to the trees and beings, to the roots and blooms, to the mud and muckthat nourishes and harbors. Even more so, it gives you purpose.

Perhaps you made a bargain to gain your abilities, or maybe the Green chose you for reasons you've yet to figure out. What you do know is that there is no power you'd rather serve or wield than that of the woods and wild things.

Tier 1

Bloom of Power Enabler

Your connection to the Green grants you additional strength and power. You gain 3 points to divide among your stat Pools however you wish.

Wilderness Lore Skill

You are trained in wilderness navigation and in identifying plants and creatures.

Tier 2

Grasp of the Green (3+ Intellect points) Action

Roots, branches, grass, mud, or other foliage in the area snags and holds a foe you designate within short range for up to one minute. A foe caught in the grasp can't move from their position, and all physical tasks, attacks, and defenses are hindered, including attempts to free themselves. In addition to the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level applied inflicts 2 additional points of damage when Grasp of the Green first snags and holds your foe.

You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall grass, thickbrush, impenetrable vines, and so on.

Tier 3

Ability Choice: Choose either Hears the Green or Sanctuary as your tier 3 ability.

Hears the Green (4 Intellect points) Action

You know how to listen to and connect with the Green in a way that makes you smarter, faster, or tougher, but when it wears off, the crash is a doozy, so you use it only in desperate situations. You gain 2 to your Might Edge, Speed Edge, or Intellect Edge for one minute, after which you can't gain the benefit again for one hour. During this follow-up hour, every time you spend points from a Pool, increase the cost by 1.

Sanctuary (4 Intellect points) Action

You call upon the Green and it reaches out to protect a creature or object that you choose in short range, surrounding them in foliage, stones, mud, or some other combination of elements that are available in the area. The sanctuary moves with the creature or object and lasts for ten minutes. If the target is a creature, they gain +1 to Armor; if the target is an object, attacks against it are hindered.

Tier 4

The Green Is on Your Side (5 Intellect points) Action

While you're in the wilderness, foes within short range are tripped by rocks, tangled in vines, bitten by insects, and distracted or confused by small animals, which hinders all their tasks for ten minutes.

Action to initiate.

Tier 5

Intervention (2 Intellect points, or 2 Intellect points + 4 XP) Action

You ask the Green to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major effect upon it (akin to what occurs when you roll a natural 20 on an attack). For example, a river overflows its banks, rocks fall, or a log bridge rots faster than normal.

If you want to try for a larger effect, and if the GM allows it, you can attempt an intervention with a more far-reaching effect, which is more like the kind of GM intrusion initiated by the GM on the players. In this case, Intervention also costs 4 XP, the effect might not work out exactly like you hope, and you can't make another plea for an intervention for a week.

Tier 6

Ability Choice: Choose either Beast Call or Companion of the Green as your tier 6 ability.

Beast Call (6 Intellect points) Action

You askthe Green to manifest a horde of small animals or a single level 5 beast to help you temporarily. These creatures do your bidding for as long as you focus your attention, but you must use your action each turn to direct them. If you take an action other than directing them, the creatures disappear backto where they came from. Creatures must be manifested from foliage, soil, and other elements native to the area.

Companion of the Green Enabler

You gain a creature of the Green as a constant companion. It is level 4 and probably the size of a small dog, and it follows your telepathic commands. You and the GM must workout the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies, you can spend 1d6 days to call upon a new one.

GM Intrusions: The Green is of its own mind and does as it pleases. Sometimes the Green does not answer when called. Others deeply fear your connection to the Green or fear the Green itself.