← INTUITION  ·  PLAYBOOK 2 OF 2
The DRUID
The land speaks. Most people stopped listening so long ago they forgot it ever did. You never stopped.
PERSONNEL FILE
STAT: INTUITION
PRIMARY: +2
ACCESS: OPEN
The Druid  ·  FILE INTUITION
The DRUID
PRIMARY: INTUITION
HERO / ANTI-HERO / VILLAIN
The land speaks. Most people stopped listening so long ago they forgot it ever did. You never stopped.
BEAST SPEECH

You can communicate with animals, not commands, but genuine two-way exchange. Domestic animals speak plainly. Wild animals speak in instinct and sensation. Roll +Intuition to get useful information from an animal.

  • 10+: Clear, specific information. They tell you exactly what they sensed.
  • 7–9: Impressions and feelings, enough to work with but imprecise.
NATURE SENSE

In any outdoor or natural environment, you read the land instinctively. Roll +Intuition to read the environment.

  • 10+: Ask the GM three: What passed through here recently? Is there danger nearby? What's the weather doing? Is anything out of place? What's the fastest route through?
  • 7–9: Ask one.
CALL OF THE WILD

When you call for help from nearby animals, roll +Intuition.

  • 10+: Animals respond, enough to cause a meaningful distraction, block a path, or alert you to movement elsewhere.
  • 7–9: A few animals respond, enough for one small useful action.
PRIMAL INSTINCT

In combat, you move and react on pure animal instinct. When you fight without a weapon, hands, teeth, improvised, treat unarmed harm as 2 instead of 1. Additionally, you are never surprised by an attack from an animal or nature-based entity.

TRACKER

When you follow a trail, footprints, scent, disturbed ground, behavioral patterns, roll +Intuition.

  • 10+: You track them perfectly. You know where they are and roughly how long ago they passed.
  • 7–9: You're on the right path but the trail is going cold or interrupted.
CAMOUFLAGE

In a natural or semi-natural environment, you can blend in effectively. Roll +Agility to hide with +2 added (the land works with you). In a fully urban environment, this move doesn't apply.

READ THE LAND

You always know the state of the natural environment within several miles, weather, wildlife behavior, water sources, signs of human disturbance. In a new location, the land tells you if something is wrong before you can consciously identify it. No roll required for general awareness; for specific details roll +Intuition.

FERAL INSTINCT

In combat, when you abandon tactics entirely and fight on pure animal instinct, roll +Intuition instead of any other stat for your attack.

  • 10+: Deal harm and move to a better position simultaneously, you're unpredictable.
  • 7–9: Deal harm but the GM moves you somewhere inconvenient.
LIL' FRIEND

You have a small animal companion, up to 100 lbs, your choice. It has 10 harm. Through your connection you can talk to them and direct them on non-combat tasks, have them attack on your turn dealing 1 harm, or ride them if you're small enough. They follow you everywhere and are fiercely loyal.

VENOMOUS KNOWLEDGE

You know natural toxins, how to find them, prepare them, apply them, and treat them. You can identify any poison or venom by smell or sight. Once per mission, you can prepare a natural toxin that functions as 2 doses of something the GM describes in terms of effect. (1/mission)

PREDATOR

When you hunt a specific target, following them, staying unseen, waiting for the right moment, roll +Intuition.

  • 10+: You find the perfect moment. Your first attack this scene is made with advantage (roll 3d6, drop lowest) and deals +1 harm.
  • 7–9: You close in, but the timing isn't perfect. Take +1 forward on your first attack only.
REGENERATE

Your connection to natural cycles gives you a slow but reliable recovery. At the start of each new scene, if you're not in immediate danger, clear 1 harm without rolling.

SPEAK FOR THE LAND

In a location that has been harmed, polluted, burned, cursed, built over unnaturally, you can ask the GM what happened here. Roll +Strange.

  • 10+: The land tells you clearly, what happened, roughly when, and who was responsible.
  • 7–9: Impressions, an event, an emotion, a partial image.
EARTH SENSE

You feel disturbances in natural ground. Always know how many people are moving on ground you're touching. In combat, you cannot be flanked by land-based movement (passive).

WILD SHAPE

Partially take on animal traits, speed of a cheetah, vision of an eagle, strength of a bear. Roll +Strange.

  • 10+: Gain the trait fully for the scene.
  • 7–9: Gain it briefly, take one roll at advantage, then it fades.
SWARM CALL

When you call insects, birds, or small creatures to overwhelm an area, roll +Strange.

  • 10+: The swarm fills a 20ft area. Anyone inside takes -2 ongoing on all rolls and cannot maintain concentration. The swarm persists until you dismiss it or something drives it off.
  • 7–9: The swarm is effective but short-lived — it achieves one thing before dispersing.
PLANT GROWTH

When you accelerate the growth of plant life in your immediate area, roll +Strange.

  • 10+: Vines, roots, or undergrowth restrain one target, they cannot move until they free themselves (Brawn roll vs your Intuition).
  • 7–9: The growth slows them, -1 ongoing to movement-based rolls.
APEX FORM

(1/session)

Channel the power of an apex predator for one scene. Add +2 harm to all your attacks and reduce all harm you take by 1. You cannot speak or use technology in this form. When the form ends, take 1 harm from the strain.

BOND SENSE

When you attune to the natural world in a new location, roll +Intuition.

  • 10+: You know every living thing in a half-mile radius, numbers, disposition, movement.
  • 7–9: You know the general state of the natural world here and whether anything is wrong.
CLEANSE

When you draw on natural energies to purge a toxin, curse, or unnatural condition from yourself or an ally, roll +Strange.

  • 10+: Fully cleared. Clear 2 harm if the condition was causing it.
  • 7–9: Cleared, but the process takes time, they're -1 ongoing until the scene ends.

### Improvements, At 5 XP, Choose One

  • Take a new Druid move
  • Take a move from another playbook
  • Add +1 to Intuition (max +3)
  • Add +1 to Strange (max +3)
  • Add +1 to Tough (max +3)
  • Add 1 to your harm track maximum
  • Your animal companion upgrades: increase its harm to 15 and add one new capability
  • Your REGENERATE move now clears 2 harm at the start of each new scene

### Advanced Improvements, After 5 Improvements, Choose One

  • The Wild Answers: Once per session, call on the full force of the natural world in your location. Describe what comes. The GM makes it real.
  • Apex: You can fully become any animal you have studied for more than one scene. You retain your mind. You gain all physical capabilities. You can stay in this form indefinitely.
  • Change playbook: You have grown into someone different.
  • Retire: You went somewhere they could not follow. Tell the table if you left a way back.
PERSONAL ASSESSMENT
  • FaceWeathered, attentive, the kind of calm that comes from spending time in places without other people
  • BodyAdapted to movement through terrain. Comfortable in ways that have nothing to do with furniture.
  • StylePractical, natural materials where possible, nothing synthetic if you can help it
  • PresenceAnimals notice you before people do. That is usually fine with you.
  • CompanionDescribe your animal companion if you have one, or the animal you are most connected to.
ORIGIN
  • It was gradual. You spent more and more time outdoors until one day you realized the land was answering back.
  • Something happened in a wild place that should have killed you. It did not. Something changed instead.
  • Your family has always had this. You are just the generation that figured out what it meant.
  • You sought it deliberately: ritual, isolation, years of practice. It worked differently than you expected.
  • An animal found you first. Everything else followed from that.
GEAR & EQUIPMENT

You carry little. The land provides what you need.

Choose one weapon:

  • Hunting knife (2 harm, you've had it since before all this)
  • Compound bow (2 harm, silent, 6 arrows — track: )
  • Short staff (2 harm, also a walking stick)
  • Natural toxin (1 harm ongoing, applied to a blade or surface — 3 doses: )

Choose one additional item:

  • Field kit (herbs, wraps, basic treatment — Patch Up without a roll once per scene)
  • Climbing gear (no Agility roll for standard ascents/descents)
  • Animal call (summon a specific animal type without rolling — once per mission)
KNOWN ASSOCIATES / CONNECTIONS
An animal you're connected to has taken a liking to them. Ask them: how do they feel about that?
You led them somewhere wild, off any map, and they followed without knowing why. Ask them: do they regret trusting you?
You once called a swarm off of them. They may not have realized it. Ask them: do they know what saved them?
You've taught them something about reading the land. Ask them: have they used it?
They've eaten something you prepared from the field. Ask them: did they know what it was?
You sensed something wrong about them and said nothing for a while. Ask them: when did you finally speak, and what did you say?
They found your retreat — the place you go when you need to be away from everything. Ask them: what did they do when they found it?
You've tracked them, deliberately, without their knowledge. Ask them: when do you admit that?
An animal warned you about them once. Ask them: do you still carry that suspicion?
You've seen them at home in a natural space in a way that surprised you. Ask them: what were they doing?

YOUR STATS

Your primary stat is INTUITION: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Druid move
  • Take a move from another playbook
  • Add +1 to Intuition (max +3)
  • Add +1 to Strange (max +3)
  • Add +1 to Tough (max +3)
  • Add 1 to your harm track maximum
  • Your animal companion upgrades: increase its harm to 15 and add one new capability
  • Your REGENERATE move now clears 2 harm at the start of each new scene

Advanced Improvements (every 5 level-ups)

  • The Wild Answers: Once per session, call on the full force of the natural world in your location. Describe what comes. The GM makes it real.
  • Apex: You can fully become any animal you have studied for more than one scene. You retain your mind. You gain all physical capabilities. You can stay in this form indefinitely.
  • Change playbook: You have grown into someone different.
  • Retire: You went somewhere they could not follow. Tell the table if you left a way back.