Pine Eaters
When the Monarch waged war on the Old Gods, the people of the forest sided with the Old Gods over humanity. The Monarch won victory after victory, and the people of the forest fled deeper into the woods, gnashing their teeth and wailing as the world’s caretakers were slain. The last of the Old Gods fell, and where steel parted divine flesh, corruption and poison flourished. The wood turned rotten and the people of the forest starved. Their descendants’ descendants are the Pine Eaters.
In cities, Pine Eaters carry a bad reputation, due to their stench and affinity for affliction. Their homeland, on the wastes outside the Rot Wood, has an odious decay ground into its fetid soil. The Red Wood is cursed, and those infected with this curse experience symptoms similar to leprosy before their death. Pine Eaters wrap themselves in bandages and carry everything they own on their person, as “grave goods” they frequently joke.
Despite their ill repute, Pine Eaters are highly sought after as mercenaries, trackers, and naturalists. Their harsh up bringing and seeming lack of ethics makes them effective, if undesirable, to keep as company. Groups outside of the Rot Wood seemingly have one master: gold.
Wood grouse, sketch for “Hunting for wood grouses” (circa 1890) Jozef Chelmonski |
A - Resistance, Skill Tree I
B – Skill Tree II
C – Skill Tree III
D – Skill Tree IV, Plague
Resistance: The forest’s decay is seeped into your skin. You have resistance to poison, disease, rot, and decay.
Plague: Wherever you linger, pestilence follows. Every week you spend in a town or city has a 1-in-6 chance of starting a plague from little seedling that pop out of your sores. Victims’ limbs turn to wood and fall off, leaving villages into sickly forests.
Skill Tree: At each template, you gain an advancement on the skill tree. You must have the previous skill on a path to take a new skill. You can take Slug Keeper, Mercenary, or Naturalist to start (you can take these later too).
| From the Nausicaa of the Valley of the Wind manga |
a. Combat Training. You can command (free action) your slug to either bite (1d3) or spit sticky goo (DEX save or be stuck in place, melee distance).
i. Slug Spit. Your slugs can spit at a short range (as sling).
b. As One. You can store your slug in your stomach (no slots) and vomit it up. If your slug is killed, another will form in your body after 1d6 days.
i. Gastropodification. Your skin now sweats a thick mucus, and your eyes bulge out of your head slightly. You can eat anything and know what it’s composed of. You can also psychically communicate with your slug.
1. Grand Slug. You have transformed into a human-sized slug with pseudo-pod like appendages that approximate limbs. You cannot speak but can psychically communicate with any creature. You can spit acid (1d6 & DEX save or be stuck), crawl up walls, and squeeze through narrow passages, but salt burns you like fire.
c. Two’s company. You can carry around two slugs with you (normally slugs are incredibly jealous of your attention and will cannibalize each other to be the sole recipient).
i. Three’s a crowd. You can carry around three slugs.
d. Wurm Whistle. The hole in your cheek makes a noise that is oddly soothing to most insects; they are pacified by its song.
B. Mercenary. You are skilled with firearms and gain an arquebus (2d6 damage, ranged). Melting lead makes simple bullets.
a. Steady Aim. You have perfect aim if not under pressure.
i. Bullseye. Whenever you aim perfectly or Crit, you can maim part of your foes body (e.g. shot out their eye, blow off their sword hand).
b. Smoke Screen. The pores in your skin can release a dense green smoke cloud. You can do this [template] times per day.
i. Acid Cloud. While in your smoke, breathing creatures must STR save or begin to choke, taking 1d6 damage. Rudimentary gas masks (e.g. a tightly wrapped scarf) prevent this.
c. Gold for Blood. For each piece of jewelry you wear worth at least 200 gp, you gain +1 to any roll against your job’s target. If you’re not on a job (i.e. there is no offered reward) or you are doing something tangential to the job, this bonus does not apply.
i. Gold for Life. You can sacrifice at least 200 gp worth of jewelry to reroll any dice check you make.
d. Fight Dirty. The first time you make a Stunt (i.e. mess with your foe without damaging them), you succeed automatically.
C. Naturalist. When in the wilds, you can spot anything unnatural or out of the ordinary. You leave no trace. Plants you nurture and grow can speak the common tongue.
a. Earth’s Calling. When you rest in the wilderness, you can learn a spell related to your environment. You have 1 Magic dice (MD) for casting this spell. (Ex: Volcanoes give you Fireball, woods give you Entangle, etc).
i. Old Gods Linger. While in a place of unbridled wilderness, you can spend your MD does not deplete.
b. Bark skin. Your skin turns wood-like, giving you armor like Chain.
i. Green Man. You become a plant. You do not eat, instead must spend 1 hour under sunlight each day. Weeds grow on your body, which rapidly kill off other flora if planted.
1. Corridors of Time. Your ancestors in the future, when man is extinct and green men rule, have revealed to you the corridors of time. Once per adventure, you can restart a scene as if you had rewound time.
c. Extant Decay. You keep a jar of diseased dirt. Anything (or anyone) you spread the dirt on will begin to rot in 24 hours. If the jar breaks, you must spend downtime in a place of disease to craft a new one.
i. Wither. Up to [template] times per day, you can link yourself with another object / creature and rapidly age them (CHA save to resist). You can stop or reverse at any time, but you are linked with the target (so if you de-age they de-age as well). If your target is destroyed or killed, you cannot reverse.
d. Venator. When you slay a monster, you can harvest twice as many monster guts (for potions and the like). By tasting the blood of a monstrous creature, you know it and its kin's whereabouts within 5 miles.
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A short digression on skill-trees.
Secretly, every class with “sub-classes” has a skill tree. The approach here is very video-game-y, but players like unlocking things and having options. GLOG already does this by letting you mix and match templates; this is an extension of that, but keeping it constrained to one class. A party of Pine Eaters can look very different despite being all the same class.
Also, one space to interrogate is keeping options hidden until their unlocked. Unlocking “Grand Slug” is way cooler if you (as a player) didn’t know it was coming.