Wild Folk
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Wild Folk are bulky, green skinned creatures. They see themselves as protectors of nature and have a deep hatred for the Kindred, or really any creatures that stray from a hunter-gatherer lifestyle. Their lands are heavily trapped and they hunt anyone who enters them relentlessly.
Wild Folk villages are large and sprawled out. A village of one hundred Wild Folk can span kilometers with hundreds of traps in the area. While they have not developed agriculture they have learned to protect areas where fruits and vegetables grow. They have also learned how to maintain animal populations with sustained hunting practices.
Wild Folk loathe the kindred and can barely stomach most of the other Folk races. They will attack most of them on sight. They will sometimes mount raiding parties and raise small hamlets for no reason.
A group of Wild Folk fight as a unit, with some engaging in melee while their allies fire with longbows – then they switch out.
We Are Here – A group of Wild Folk are demanding a meeting with a group of loggers to halt foresting – but it’s a ruse so the Wild Folk can hit their camp.
Health: 18 Tenacity: 18
Initiative: 6 Speed: 6 Regeneration: 3 Resilience: 2
Skills: Archery 2, Athletics 2, Detection 2, Intimidate 1, Melee 2, Natural Magic 2, Nature 3, Mythology 1
Traits: Brutal ● Protective ● Proud
Greataxe
Melee Attack
4D + 2 vs PD
Deals 1d10 + 4 damage.
Longbow
Ranged Attack
3D + 2 vs PD
Deals 1d10 damage.
Poison Weapon
Ability
1 / Combat
The next time the Wild Folk hits with a Melee or Ranged Attack, the Target is exposed to Wildberry Poison.
Tactical Feint
Ability
〇 A Foe Targets the Wild Folk with an Attack
The Target has Disadvantage.