Primal Powers

Lore


The Primal Faith Path represents faith in the natural world or the Substance of Creation. This is not necessarily just nature or wild things, but can also be the veneration of the tremendous forces at work in the physical world, or simply an embracing of the natural order of all life and creation throughout the universe. This often leads to the deification of extremely powerful beings or creatures of the natural world, which are sometimes referred to as demigods.

While demigods may grant some measure of their power to mortals, at its core, Primal faith is centered around harnessing the Substance of Creation to imbue oneself, or ones allies, with aspects of the natural world, and even going so far as to cause the physical form to change shape. Primal powers also can be used to ply the forces of nature, and call various beasts to fight by your side. Of all the Primal powers available, the most misunderstand is the mysterious art of Hemomancy, which uses the bodies’ lifeblood as a source of power to both aid the user and destroy his foes.

While prone to corruption by Demonic powers, Primal powers are conversely quite capable of overwhelming the Soul of Creation found in the mortal races of the Third Creation. While the Soul sets them apart from the rest of Creation, they still possess a primal and instinctual nature that harkens back to the Substance of Creation, as much a part of them as the Spirit or Soul. Primal powers are sometimes said to “bring the beast out of the man” and have an uncanny ability to overwhelm the soulish powers of the mind.

Primal Faith Passives


Those choosing to EXCLUSIVELY follow the Primal Faith path have the following passive skills:

  • Psionic Counter: All offensive Primal Powers receive +5% critical hit chance against any being of the Third Creation (i.e. Humanoids, Greenskins, Hybrids) or those wielding Psionic powers or otherwise benefiting from them (including Craftings and Enchants)
  • Primal Instinct: Any Primal power successfully cast on a target has a passive 5% per tier chance to cure, dispel, or otherwise remove one persistent Psionic based effect (NOT including Craftings and Enchants)

Primal Faith Disciplines


To Specialize in a particular Holy Faith Discipline requires the use of Secondary Skills, see Specialist Secondary Skills.

Natural Law

Natural Laws are Tier 0 powers that all Primal Faith classes have access to by default. They do not require Difficulty rolls and cannot critically cast or fail. The Natural law Discipline cannot be selected as a specialization.

Primal Aspects

Single target, last for duration of battle, only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect); cannot be dispelled/removed through conventional means unless caster is unconscious
Critical Cast: Aspects count as being 1 Tier higher than caster
Critical Failure: Aspect fails, turn immediately ends, caster is Vulnerable until start of next turn

Primal Forces

single target unless otherwise specified, roll vs natural resist
Critical Cast: double damage and/or healing; any non-damage/healing power gains 2x resistance to dispelling
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Hemomancy

single target unless otherwise specified, roll vs natural resist (often must expend HP to use powers, doing so does not cause focus reductions)
Critical Cast: double damage and/or healing; any non-damage/healing power gains 2x resistance to dispelling
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Shape Shifting

Self-cast, instant to shift into a shape shifted form, action to shift back to humanoid form, cannot shift from one shape shift form directly to another. Retain all normal stats but add those in description, attacks and special abilities as per humanoid forms
Critical Cast: 2x resistance to dispelling
Critical Failure: Shapeshift still works, turn DOES NOT immediately end; until the start of next turn caster behaves as a wild animal of similar form but is NOT Vulnerable during this time

Beast Calling

  • Beast Calling summons a single beast unless otherwise specified
  • Automatically counts as a failed Difficulty roll if attempting to call a beast that is not native to the habitat the caster is currently in. For a complete list of summonable beasts & habitats see: Codex of Creation – Beasts
  • Only one of each class of Called Beasts may be controlled at a time, with the exception of a Critical Cast(i.e. cannot calling another Protector if one is still active on battlefield, but could call an Ambusher)
  • Called beasts typically appear at table edge closest to caster, unless their natural habitat exists somewhere on the battlefield
  • GMs may disallow some or all Beast Callings if the environment does not lend itself to Beast calling (i.e. trying to call a Cave Boar when there are no natural caves nearby or calling a bird while in a windowless stone tower)
  • May act immediately and remain on the battlefield until slain, the battle ends, or the caster is knocked unconscious
  • Called Beasts act at the same time in the Turn Order as their summoner
  • At the start of every Beast Caller’s turn, if the total Difficulty for all beasts currently under the Caller’s control (calculated after any Advanced Callings) is greater than their current Faith, they must immediately pass a Wisdom test or lose control of all called beasts over the control limit and then lose their entire turn (i.e. if at the start of their turn a Beast Caller has control of three Wolves (Difficulty 4 each), they must have at least 12 Faith. If the Caller was to suddenly lose six Faith (thus having only four Faith remaining), and then fail the Wisdom test at the start of their turn, they would lose control of two out of the three Wolves as well as miss their turn)
  • Beasts that are out of the Beast Callers control will usually attempt to flee the battlefield as quickly as possible. In some special circumstances they may instead run wild and become aggressive, treating anything not of the same species/class as enemies, following Basic Enemy Tactics. In these cases they must immediately roll their own Initiative Score and be placed in the appropriate position in the Turn Order.
  • Once a Caller loses control of one or more Beast they can only regain control if by the start of their next turn their Faith goes back up again before those that they lost control of flee the battlefield or are slain
  • Called Beasts are worth regular XP if slain while under the Callers control or if running wild/aggressive

Critical Cast: calls two beasts of that type, both of which count towards the total difficulty of called beasts that the caster can control
Critical Failure: calling still works however the called beast will be uncontrollable and either attack the closest target or flee the battlefield (depending on the aggressiveness of the beast); casters turn immediately ends, caster is Vulnerable until start of next turn

Primal Faith Powers