Wode

In the times of yore, beyond even the Elder Days, Man was but a thing in the woods, a creature of instinct and deep-seated urges. Though most have thrown aside their nature, all Men carry with them a small piece of the wilds - whether they know it or not. It lurks at the backs of their minds, tugging at the edges, testing the waters. Wode are Men who do not reject their get, but favor and celebrate their deeper calling. They are oft imagined as the lone woodsman, walking the wilds conversing with beasts - and perhaps rightfully so - yet, one never knows who might succumb to instinct when pushed just a little too far.

Inner Totem
Choose an animal, plant, or natural feature to be your totem. As long as you bear a marking of your totem, it will act as a guide and guardian spirit.

A marking is anything symbolic of the totem, like an amulet, a tattoo, a pelt, et cetera.

Úr-Bond
While in the wild, you naturally blend in with your surroundings. You no longer leave tracks, and can rest safely.

Windcaller
You may temporarily invoke any weather in the local area.

Natural Bond
Choose a natural environment to be your haven. Whilst in your haven, you may call on local spirits to aid you in small ways, like roots tripping an enemy, or a tree moving its branches to help you climb it. You cannot command the spirits or give specific instructions.


 * Forests
 * Plains
 * Waters
 * High mountains
 * Hills
 * Underground

Hibernation
Instead of restoring a single wound from a day and night of rest, you may enter a deep slumber to restore all wounds.

Earthblood
You no longer take detriments from having wounds.

Heightened Senses
One of your senses is improved, reducing the target number for perception rolls involving that sense by -1, and granting an additional benefit:

Sight: You can see perfectly in the dark.

Smell: You can track mortal creatures by smell roughly within the distance of a mile.

Hearing: You can pinpoint movement and quiet sounds within the distance of a few hundred feet.

Touch: You can sense details about your current environment, like what the weather will be like or if there are any unusual disturbances.

Taste: You can learn minute details about anything you taste.

Shapestrength
You may take on the illusionary appearance of any animal, lasting until you willingly revert, lose consciousness, or take a wound.

Earthmeld
You may meld into any natural feature, such as a mountain, lake, or the ground. While melded, you become one with your surroundings, and sense anything they sense. For example, a wode melded into the ground may feel the trampling of feet a mile away, and so learn the general location of an approaching army. While melded, any damage done to your surroundings is done to you as well, and you become unable to perceive reality as you normally would until you unmeld.

Berserkergang
Whenever you take a wound, you shapechange into totem form, lasting for as long as you remain conscious. While in totem form, your attributes are affected as follows:


 * +3 Instinct
 * -2 Reason
 * -2 Willpower

Additionally, you gain one of three benefits, depending on your totem:


 * +3 Toughness, natural weapons (4+), natural armor (6+)
 * +3 Agility, natural weapons (3+)
 * +3 Dexterity, natural weapons (5+)