There was once a tribe of humans that was referred to as “the Wild Ones.” The Wild Ones evidently had a peculiar link to the natural world around them; each person born in the tribe had an affinity for a particular type of animal. This went far beyond “spirit animals” of other tribes. The Wild Ones took on some of the physical characteristics and temperments of the animals. It was also said that the Wild Ones could speak with them. Of course, this is now dismissed as legend and myth, for the tribe of the Wild Ones was lost generations ago.
The Wild Ones differ mainly from the “spirit animal” concept in that the affinity is inborn, and as I understand it, spirit animals are actively sought and interacted with. Also, those who are born as Wild Ones (through genetic inheritence) usually have at least one animalistic feature about them, relating to their affinity. The Wild Ones are intended to be a subrace, at most an add on to an existing race.
Restriction: a Wild One must be at least half-human, and may only pick one affinity. (All of course subject to GM approval.)
Right now, I have two affinities. Cat and wolf.
I need more affinities, following that format if it’s not too much trouble. Special or improved abilities, possibly including some innate skill or talent, typical personalities, advantages or favorable adaptations, and animalistic features. Also anything else to do with this group of people that you thing it needs.
Additional Ideas (6)
This is an affinity that is most commonly associated with stealth,patience and lethal strikes that never fail to slay foes. The ones that carry the Serpent touch areususally sinewy and smaller than those that are endowed with other affinities. They are also born deaf. Yes,deaf. They are unable to hear at all. But they more than make up for this handicap with their uncanny ability to detect the tiniest vibrations that disturb the air,a gift that makes sneaking up on them nigh impossible. And their movements are truly quick and deadly,never failing to hit a foe in his most vital regions. Moving their hands and legs faster than the human eye can see,a Snake will take down two or three foes with ease in the space of a just few moments. On the negative side,their nervous and easily unsettled temprement makes them highy difficult to get along or work with. Snakse are also very suspicious and as a rule,do not trust easily.
Those of the Falcon totems are small wirey people, with lightning reflexes and exceptional distance vision. They seem distant, like they want to be somewhere else. That is true, they want to fly... but can not. They will haunt high and windswept places. However, they are not a peaceful morose type. They do not like to be distrubed. They are aggressive, quick to anger and respond. However, they are just as quick to forgive and forget. While most Wild Ones are known to be poor in the magic department, Falcons (like most bird totems) have an affinity for air magics.
There greatest strength is unrealized in most times. Once the secrets of gliding and flight are discovered, they become excellent pilots (major pluses to flight). However, this can be dangerous, as they become nearly addicted to the experience and will do almost anything to fly.