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Bear Hunter - Initiate of Odayla
Odayla is the son of Orlanth and Velhara, Lady of the Wilds. During the Storm Age, a great Bear stalked his kin, so he set out into the wild to confront it, aided by his mother's wisdom and his father's strength. He hunted the Bear for many days and finally did battle with it, defeating it and making its skin into clothing which let him become a bear when he desired.
(Some Odaylans and Bear Hsunchen claim the bear ate Odayla and used his skin to take human form. Both groups agree Harrek is an abomination and someone ought to kill him, however, they hear their mother calling them to hide in the wilderness and protect her from Harrek RIGHT NOW, yep.)
Whatever his fate, he then returned to his kin and taught them the secrets of hunting -- what you could eat and what not, how to stalk prey, how to hide from danger. He taught the secret of life and death and of the hibernation which brings healing in the space between the two. (Some of his followers claim learning this secret is how Ernalda survived the Great Darkness.) He taught the spirit of animals how to return to new life when properly slain with respect so the game would flourish and not be wiped out when hunted. He taught how to hunt with respect for what you slay, to kill for food, not for sport, to take only what you need, and to take the weak and the old, so the prey will not be wiped out.
In the Great Darkness, Odalya slept when not needed, then woke to guide and save his people when they needed him. He taught Orlanth the secret of hibernation, critical to Orlanth's success in the Lightbringer's Quest, and he ensured the people never went hungry, along with his friend Voriof, the shepherd.
He dwells now in a camp hidden in the woods of Orlanth's tula, hunting and patrolling as always, and there you will one day join him!
Odalya's followers are part of the people, but they spend a lot of time away from the people in the lesser wilds (the forests of the tula) and the greater wilds (lands unclaimed by any clan). They always return, bearing gifts of food and hides and bones and other useful things. Never count them dead until at least three years have passed, for the most cunning among them can appear to die, yet waken in time from their slumber.
Odayla accepts Humans and Ducks; a few rare Trolls also take up worship of him, calling him Zong.
Take this playbook if you want to be the master of the wilderness, a cunning scout and hunter. Indeed, even NPC Odaylans largely live as if they were in a Heroband, frequently gone, then returning with bounty.
Pick your Attributes
You have Grace +2, and pick one of the following arrays to distribute among your remaining Attributes:
Choose one of the following arrays:
- +1, +1, +0, -1
- +2, +0, -1, -1
- Your Hit Points are 8 + Might.
- Your Base Damage is d8.
Pick One Racial Move:
- Eat Foe (Troll): When you take an action to eat a fallen foe, roll +Magic. 10+, you heal 1d4 Harm and gain 1 hold you can use for a Basic Magic of your choice. 7-9: Choose one of those two results. 6+: You get indigestion and a -1 on your next action.
- Fish Catcher (Duck): You've learned the secret of how bears catch fish; if you have a river or stream handy, you can can execute a Hunting move in only half a day.
- Pass As Harmless (Human): Wild animals see you as harmless or something not worth eating, unless you attack them first.
Pick Two Moves:
- Blend Into Forest: You know how to hide in nature whether lying in wait or moving without leaving a trail. Roll +Grace. On a 10+, you are totally hidden even if foes pass very close to you and anyone trailing you loses the trail. On a 7-9, you only get caught if they get too close to you and anyone tracking you struggles and falls behind somewhat . On a miss, you hide in a pool of light and get caught.
- Cunning Hunter: When you Volley against any animal or monster of the wilds, roll +Grace. On a 10+, you inflict an armor-piercing blow. On a 6 or less, you inflict Harm on a random ally.
- Bear Form: you can take on the form of a bear with a five minute ritual, turning back in the same way; while a bear, your claws and bite do 3 Harm at Intimate or Hand range. You appear to be a totally normal bear.
- Death Sleep: When you are killed, roll +Might. 10+: You appear dead for a day; as long as no one dismembers you, you return from the dead with full health at the next dawn if killed during the day, or the dawn after that if killed at night. 7-9: As long as your body is intact, you return from the dead after one week for each point of Harm you are down. 6-: You stay dead, but can still be raised in the 'usual' ways. (Coming back is never really *usual*). Your body does not rot, however, for a number of seasons equal to your Might.
- Shelter Maker: You can easily improvise shelter in the wilderness to keep you and your Heroband safe and warm with one hour of labor.
- Silent Passage: You get +1 Grace (Max +3).
- Sniper: when you go into battle, roll +Grace. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle (during your turn, but without taking your action), you can spend your hold 1 for 1 to:
- You harm, stagger, or disarm an NPC within range of your ranged weapon.
- Deflect a ranged attack on you or an ally
- Inflict +1d4 Harm on a ranged attack you just made
- Trip a character who is moving, so they cease moving this round
- Safely move out to Close range from a foe within intimate or hand range, leaving them behind. This can't be used if you are grappled.
- Traps: Pick a foe within hand range. Roll +Grace. On 10+, inflict 1d8 Harm and Grapple. On 7-9, choose one. On a miss you may not use this move again today.
- Wilderness Survivor: If you have at least 2 hours to dedicate to hunting, fishing, and gathering, you can support yourself in the wilderness without needing to roll. You gain Advantage on Hunting checks. If you have the Fish Catcher (Duck) move, you can feed yourself in one hour if you have somewhere to fish.
- Hibernate: Spend 1 hold to recover all your hit points when you sleep overnight, or to remove one debility with eight hours of sleep. If you roll a 6 or less, however, you sleep for eight hours and nothing other than suffering Harm can wake you. (You do still recover the normal half hit points if this happens.)
- Hide Trail: Spend 1 hold to hide your tracks from mundane detection; spend 3 hold to hide your tracks from all detection.
- Hunter's Accuracy: Spend 1 hold to add +1d4 Harm or 2-Piercing to a Ranged attack. (You can spend 2 hold on the same shot and do both).
- Huntmaster: Spend 1 hold to gain Advantage on a Hunting check.
- Mobility: The caster may spend hold to gain +1 on any move requiring speed or maneuverability such as a race, chase or escaping a threat.
Armor (Pick One):
- Leather Lamellar Cuirass: (1-Armor) (Upgrades to Bronze Breastplate, 2-Armor, 1-Clumsy)
- Protective Tattoos: (1-Armor) (Upgrades to Full Body Tattoos, 2-Armor, 1-Clumsy)
- Wooden Shield: (1-Protective) (Upgrades to Bronze Shield, 2-Protective, 1-Clumsy)
Main Weapon (Pick One):
- Hunter's Bow: (1-Harm Ranged-Close/Near?/Far? Two-Handed)
- Longspear: (1-Harm Hand/Close? 2-Handed)
Other Items (Pick Three):
- Battleaxe : (1-Harm Hand)
- Hand Axe: (Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Short Spear: (Hand 1-Piercing)
- Trident: (Hand Trap)
- Upgrade your Armor one step or get a second form of armor. Keep in mind that Armor and Protective stack but neither stacks with itself.
- Hunting Traps: +1 on Hunting checks which use +Wits.
- Stealth Clothing: +1 forward to stealth in wilderness areas (including the forests on a tula).
- A horse and tack
- Necklace with the Beast Rune carved into a gem: +1 with Basic Magic
- Hunting Poisons: +1 on Hunting checks which use +Grace.
- Mysterious Stone Hand The Size of a Real Hand with Darkness Rune carved into it: +1 on +Charm checks with Trolls and other Darkness creatures.
- Four man canoe and fishing gear.
- 50' of rope and grappling hook
- Bearpit Master: You are a friend to bears; you can go into the wilderness and gather a force of bears (medium gang) once per Season; roll +Charm. On a 10+, he lets you take them, no strings attached. On a 7-9, you get them, but choose two of the following:
- You must sacrifice a share of the loot to the bears if there is any.
- You will have to spend next season doing special work for the bears
- They demand 40 silver of food upfront. (A successful use of Hunting will suffice for this, but that does take time.)
- You must hunt something dangerous to gain their service.
- Hunting Lodge: You have a hideout in the wilds stocked with a few days of supplies, manned by relatives and/or thralls. There, you hunt and then sell the extra food and hides and bones for profit. Each season, roll +Wits. On a 10+, you have 40 silver surplus. On a 7-9, you have 20 silver surplus. Choose 1 season you get +2 during and one you get -2 during and explain why.
- Shaman Ally: You and a Shaman friend share a hut in the wilds (even if it's just the forest of your clan tula). He supplies you with one Fetish per season; it can be activated by rolling +Charm. 10+: Gain 3 hold. 7-9: Gain one hold. 6-: The spirit ignores you and it can't be used the rest of the session. Choose one kind each season:
- Cloud Brother (One of the Wrong Seasons): Spend 1 hold to summon a cloud and ride it... but you must go where the wind wills; spend 3 hold to summon a cloud that you and a small group of allies can ride and you control where it goes... but it only moves at a comfortable walk. Clouds are not into vigor.
- Cool Wind (One of Uncle Frost's Family): Spend 1 hold to reduce the heat levels of the area a little; spend 3 hold to make it feel like Dark Season.
- Fish Brother (One of the Deep Well Spirits): Spend 1 hold to summon enough fish (there must be a body of water near you) to feed a small group; spend 3 hold to summon enough fish to feed a large group.
- Hawk Brother (One of the Breath Friends): Spend 1 hold to summon a hawk which bears a short message to someone of your choice; spend 3 hold and the hawk can bring a message back to you after it delivers your missive.
- Lightning Brother (One of the Breath Friends): This is bound into a weapon. Spend 1 hold to do +1d4 Harm with the weapon for a number of rounds equal to your Magic; spend 3 hold to fire a lightning bolt which does 1d8 Harm with a range of Near.
- Rain Brother (One of the Wrong Seasons): Spend 1 hold to call down light rain; spend 3 hold to call down high winds and heavy rain.
- Shell Brother (One of the Deep Well Spirits): Spend 1 hold to add +2 to your Armor against a single attack as you suddenly are protected by a giant turtle shell.
- Bone Breaker (One of the Hell Brothers): Spend 3 hold to inflict 1d8 Harm and stagger every undead within Close Range; spend 1 hold to do one of those things.
- Wind Brother (One of the Breath Friends): Spend 1 hold to push someone in hand range out to close range; spend 3 hold to push them to far range.
- Wing Brother (One of the Breath Friends): Spend 1 hold to fly as fast as a man can run, or 3 to fly as fast as a horse can gallop.
- Wise Brother (One of the Sky Defenders): Spend 1 hold to dispel one magical effect within sight; spend 3 hold to dispel every magical effect within Close Range of you.
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook