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Compendium Class: Geomancer

When you devote yourself wholly to an environment and draw your power from
it, you may take this move when you level up:

One With The Land:


Choose an environment to devote yourself to. When you take this move,
and every time you take another Geomancer move, your body develops an aspect of an
animal that lives in your environment (a bear's pelt or a moose's antlers, for
example). Your GM will give you a move based on that aspect that you can perform at
will.

Once you've taken "One With The Land," the following moves count as class
moves for you. In addition to your normal list of moves, you may choose from this
list when you level up:

Going Green:
Choose a move. When features of your chosen environment give you an
unexpected advantage in using that move, you take +1 ongoing to any rolls that move
involves. You may take Going Green as many times as you want, so long as you choose
a different move for it to affect every time.

Home Away From Home:


When you force the land to change into your chosen environment, roll
+Wis. On a 10+, the area around you changes into your environment, be it a desert,
a lake, or whatever for the next day or so. On a 7-9, it changes but you failed to
properly appease the local spirits when doing it.

Call Of The Wilds:


When you call for animal assistance, roll +Cha. On a 10+, the horde of
animals from your environment that appears will listen to you so long as you're not
telling them to do something obviously suicidal. On a 7-9, you'll just have to hope
they do something helpful. On a 6-, something unwelcome hears the call.

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