Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.4.1)

Wildcaller

Wildcallers
Wildcallers
Wildcallers // Artist: Joe “tripplejaz” Zavaletta

During the Generations of Chaos, many bioforms were genetically and psionically intertwined with each other and the enviroment around them. Though most of these new forms did not survive, some thrived in this dangerous new world. One of these are the Wildcallers, once-human bioforms that developed a symbiotic relationship with Anasta’s flora, fungi, and microorgansims. The Wildcaller bioform is now born as a fusion these forms of life, and their bodies are walking hosts to them. Wildcallers are the living expression of the vitality of Anasta and its cycles of life and death.

Wildcallers retain a fundamental appearance similar to the now-extinct humans, upright and bipedal. However, they are so enmeshed with their symbiotic organisms that they appear as a blend of human-like and plant-like features. This might include such things as bark “skin”, leaf “hair”, floral growths or thorns along with patches of moss and lichen. There is as wide a variety in Wildcaller appearance as there are plants and fungi in the world. Wildcallers are the core of the Wilders.

Traits

Wildform

Spend a Destiny point to enhance a characteristic you share with your symbiotic organisms. You may create rugged skin, whip-like vines, or another appropriate feature. This transformation makes this trait +2 / 1d on the Cohort turn or -2 / 1d on the Challenge turn for the remainder of the Challenge.

One with the Wilds

Spend a Destiny to meld with or take control of another non-bioform creature (animal, plant, or fungi). If the creature is not the source of a Challenge, the Wildcaller makes a Test Basic 5 (with a minimum of one success). Each success gives one round of influence, and may lend temporary traits at the GM’s discretion. If the creature is the source of a Challenge, it is a Test Basic (Challenge Rating). Each success gives one round of influence and resolves one Challenge die per round. The Challenge creature will not apply stress to the Cohort for the duration. If unresolved Challenge dice remain after the period of influence is over, it will resume opposing the Cohort. One with the Wilds cannot affect Bonded Companion Abilities. This may be used once per Challenge.

Untamed

When someone attempts to control your actions through physical restraint, psi, or similar means, you may take one or more (1+) of the Stress applied by a Challenge on the Challenge turn and add that many points to the Destiny pool. This may be used once per scenario.