Wildshifting

The Craft of speaking to and changing the natural world, both plants and animals. Governed by Vigor. Opposed by Relicshifting. See Crafting, Shifting, Chaos.

Wildshifters see things with the glow of life or the pallor of death, much like Blightshifters and Bloodshifters do—the difference is that instead of speaking to corpses, Wildshifters speak to animals. A crowded marketplace filled with animals to be sold is a real headache for these Crafters, and a slaughterhouse is their living hell.

Most Wildshifters are strict vegetarians—to eat an animal would be like being a cannibal, and to kill an animal would be against everything they believe in. However, some see their role as more an enforcer of the natural order. For some, even the life of a plant is sacred, though, and these Wildshifters apologize to any plant they eat for destroying their existence.

Wildshifting
Basic (1)
Basic Wildshifting Knowledge
Speak with Plant or Animal (Basic Wildshifting Specialty)
First Wild Type
Intermediate (2)
Wildshifting Block
Wildshifting Maneuver
-Entangle
-Grow Plants
-Control Plant or Animal
Second Wild Type
Advanced (3)
Call Plant or Animal (Advanced Wildshifting Specialty)
Wildshifting Attack
Third Wild Type
Expert (4)
Lesser Wildshifting Construct
Expert Wildshifting Knowledge
Draw Power (Expert Wildshifting Specialty)
Sustained Wildshifting Attack
Fourth Wild Type
Master (5)
Greater Wildshifting Construct
Transform into Wild
Fifth Wild Type

Trappings
Basic (1)
Basic Wildshifting Knowledge
You can use your Crafting Skill instead of Philosophy when rolling for a knowledge check dealing with information related to your Craft. However, you suffer a -1 penalty to these checks, due to your knowledge being practical rather than theoretical.

Speak with Plant or Animal (Basic Wildshifting Specialty)
You can communicate with plants. Information gained is strange and hard to understand from a sentient point of view, such as “Grazers came yesterday but did not feed”, “a creature like you breathed beneath my leaves last night”. You can talk to a creature before you on its own terms. You only glean information the creature understands, such as “good food animals to the north”, or “much fire and danger to the south”.

Intermediate (2)
Wildshifting Block
You can use your Crafting as a block. Its precise nature depends on the Craft being used, as well as the Crafter’s own desires—a Flameshaper could bring up a wall of fire; a Dreamsharer could put up a mental block; a Bloodshifter could grow scales or bone. This can either be used as a static dodge equal to the degrees of success, or as Armor equal to the degrees of success, and can be enhanced to increase duration, etc.

Wildshifting Maneuver
You can perform a maneuver, placing a temporary Aspect on a target. The nature of the Aspect depends on the Craft used — a Soulsharer might make a target “Happy,” a Flameshaper might set something “On Fire,” a Blightshifter might make something “Rotten.” This counts as a maneuver for all purposes: The Aspect becomes sticky if you gain spin on your check, and you gain one free tag on the Aspect placed.
-Entangle You can create a block or barrier of tangled vines, brambles, and briar.
-Plant Growth You can cause vigorous plant growth in the current zone, a Mediocre ( +0) difficulty maneuver unless resisted placing temporary aspects like “Tall grass”, “Choked with vines”, or “Hayfever” on the scene or target creature.
-Control Plant You can cause plants to move at roughly slow human speed. This can place maneuvers or blocks, and even attack sleeping, unconscious, or otherwise immobilized targets.
-Bless Livestock / Land / Plant You can perform a maneuver placing a temporary aspect like “Fertile”, “Healthy”, or “Straining with Fruit” on a location or group of livestock.

Advanced (3)
Call Plant or Animal (Advanced Wildshifting Specialty)
You have a +1 bonus to call a normal example of the creature from outside your immediate area (so at least 1 zone away), allowing you to communicate with it or try to control it or seek its help. The call won’t necessarily work immediately, but you can spend degrees to decrease the time it takes for the creature to arrive.

Wildshifting Attack
You can use your Crafting as an attack. Its precise nature depends on the Craft being used, as well as the Crafter’s own desires—a Flameshaper could breathe fire, throw a fireball, a fiery whip, or more. This can either be used as a Dmg 0 Attack or a Move Other action, and can be enhanced to increase Damage, affect multiple targets, etc. If you extend the duration, you need to focus on the attack during subsequent rounds, and can make only move actions. All Shaping and Shifting attacks cause Physical Stress.

Expert (4)
Lesser Wildshifting Construct
You can create, animate, or summon something related to your Craft as a minion or companion. [Lesser Construct stunt].

Expert Wildshifting Knowledge
You can use your Crafting Skill instead of Philosophy when dealing with information related to your Craft. Unlike Basic [Craft] Knowledge, you suffer no penalty to your check, having learned enough theory to back up your practical knowledge.

Draw Power (Expert Wildshifting Specialty)
For a Fate point, nearby livestock or plants or even the earth itself can take consequences for you. The degrees generated on a Mediocre ( +0) difficulty roll indicate which consequence:
2 degrees: Minor consequence
4 degrees: Major consequence
6 degrees: Severe consequence
8 degrees: Extreme consequence

Master (5)
Greater Wildshifting Construct
You can create, animate, or summon something related to your Craft as a minion or companion. [Greater Construct stunt].

Transform into Wild
You can transform yourself. See the individual Crafts for what exactly you will transform into. You can create your form as per a companion or minion, using the degrees of success as advances. You retain your own Skills, but your Aspects, Stunts, and Stress Tracks may vary by the advances you spend. For a Fate point, this stunt transforms the target into an unintelligent animal. If the target is willing, the transformation is automatic; if the target resists, it’s a Composure conflict. The target retains its peak skill, number of stunts, aspects, and so on (i.e. a Great ( +4) warrior becomes a Great ( +4) wolf).
Changing Range, Duration, and Affecting Multiple Targets The Crafting skill descriptions in this chapter focus on a Crafting’s base effects, i.e. how it works against a single target, right in front of you, for a few moments. These and other parameters can be manipulated by skilled Crafters to affect targets
further away, for longer, and even multiple targets. These manipulations are described on page 174; see also the magical occupation stunts on page 37 for extending a Crafting’s range, duration, and target effects.

Speak with Plant or Animal (Basic Wildshifting Specialty)

Wildshifting

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