- Nobody is sure where Johnny Do-Good and his companion Arbor, collectively known as the Sowers, came from, though they are often seen traveling together through Malifaux's wild places.
- The Sowers scatter seeds as they travel, which sometimes grow into useful plants but other times become poisonous or carnivorous.
- While their actions sometimes cause trouble, the Sowers also do good by replanting forests and helping lost travelers, and will defend victims of Nephilim attacks. Their true nature is unknown.
- Nobody is sure where Johnny Do-Good and his companion Arbor, collectively known as the Sowers, came from, though they are often seen traveling together through Malifaux's wild places.
- The Sowers scatter seeds as they travel, which sometimes grow into useful plants but other times become poisonous or carnivorous.
- While their actions sometimes cause trouble, the Sowers also do good by replanting forests and helping lost travelers, and will defend victims of Nephilim attacks. Their true nature is unknown.
- Nobody is sure where Johnny Do-Good and his companion Arbor, collectively known as the Sowers, came from, though they are often seen traveling together through Malifaux's wild places.
- The Sowers scatter seeds as they travel, which sometimes grow into useful plants but other times become poisonous or carnivorous.
- While their actions sometimes cause trouble, the Sowers also do good by replanting forests and helping lost travelers, and will defend victims of Nephilim attacks. Their true nature is unknown.
- Nobody is sure where Johnny Do-Good and his companion Arbor, collectively known as the Sowers, came from, though they are often seen traveling together through Malifaux's wild places.
- The Sowers scatter seeds as they travel, which sometimes grow into useful plants but other times become poisonous or carnivorous.
- While their actions sometimes cause trouble, the Sowers also do good by replanting forests and helping lost travelers, and will defend victims of Nephilim attacks. Their true nature is unknown.
N obody is exactly sure where the young Half-Blood calling
himself Johnny Do-Good came from. While he was most
likely raised in the settlement Nekima established just outside the Knotwoods, there are occasional stories from travelers all over Malifaux that match his description: a bedraggled boy walking confidently in the wildest places, followed by an enormous, fruit-bearing tree. Together, this pair is called the Sowers. In most cases, Johnny and the Waldgeist Arbor go about their business. The teen is aff licted by wanderlust for forests and the Bayou, walking where he pleases. Johnny scatters seedlings during these journeys to ensure there is no soil where Malifaux’s plants cannot take root. Oddly, the species of these seeds isn’t consistent. Patches of poisonous flowers pop up just as often as saplings do. Waldgeists and carnivorous plants have also been found in unexpected places thanks to the Sowers. For all the trouble these antics cause, Johnny and his companion do much good. Places being overtaken by famine or other ecological misfortune have been pulled back from the brink by replanted forests. Lost explorers tell of finding a burlap bag of shining apples next to their campsite and scrawled directions on how to find their way home. Half-Bloods victimized by Nephilim have seen the Sowers suddenly rampage from the treeline, hurling insults and punches alike, to protect the innocent. The entire truth behind the Sowers will likely never be revealed. Johnny Do-Good is a guardian of Malifaux’s wild places, chosen by the world to ensure its lands are never scoured bare. But he is also forever a child: impetuous, mercurial, and enigmatic. Johnny handles every situation with a wink and a bite from an apple before setting off to see where a new road leads. Life’s to live! Why does everyone take it so seriously?
USING THE SOWERS
The Sowers are two characters: Johnny Do-Good, a Half- Blood youth, and Arbor the Waldgeist. The profile presented here represents them together. Johnny normally rides in Arbor’s branches during conflicts, but will walk when things aren’t dangerous.
Fatemasters can represent Johnny by himself with the Orphan profile (Core The Sowers Rules, pg. 335) with a Scrutiny value Enforcer (7), Living, Nephilim, Plant, Swampfiend of 3c, the Black Blood Talent, and the Hurl Insults and New Seedlings Might Grace Speed Resilience Actions. Arbor will lose these Talents 4 2 2 4 and Actions, but otherwise retains the Charm Intellect Cunning Tenacity Sower profile. 2 1 3 4 The pair are unafraid of most things. Defense Walk Height Initiative As a Primordial, Johnny is effectively immortal. Each time he dies, he just 4 (11) 5 4 5 (12) reappears in Arbor’s branches a little Willpower Charge Wounds while later. This has given him time 6 (13) 6 10 to hone a cocky edge on an otherwise carefree attitude. The Sowers will Skills: Melee 3m, Culinary 1, Homesteading 2, Notice 3, Track 4, Wilderness 5, Enchanting 3r, Deceive 2, Scrutiny 3C, Athletics 4, Toughness 4 absolutely pick fights with anyone who irritates them, especially if the offend- Armor +2: Reduce all damage suffered by this character by +2, to a minimum of 1. ers have harmed any sort of flora. Black Blood: All characters without Black Blood within 1 yard suffer 1 damage when this character suffers damage. To those who pass carefully through Primordial (Forests, Bayou): While this character is in a forest or the Bayou, they heal 2 the world, the Sowers can be tremen- damage at the start of their turn during Dramatic Time. If killed in either of these environments, dous allies. Johnny will gladly share the Fated who landed the killing blow must flip the top card of the Fate Deck. On any result other than the Black Joker, the Sowers are reborn in one of these environments after one month. stories and information with friends, Unimpeded: This character ignores penalties for terrain while taking Movement Actions. as well as juice made from Arbor’s fruit. These apples are extremely po- (1) Ripping Roots (Melee) tent healing agents. The first one con- AV: 7m (14m) Rg: y2 Resist: Df Target suffers 2/3/4 damage. If they are within 1 yard of Severe Terrain, this attack gains + to sumed every 24 hours offers a 1/2/3 its damage flip. healing flip to any Living character m/t Entrench: After damaging, the target gains the following Condition until the end of its next that eats it. Fatemasters can further turn: “Rooted: This character may not take Walk or Charge Actions. If this character is increase the effects to temporarily in- pushed, this character suffers 3 damage, then end this Condition.” crease statistics, offer Regeneration, m Fruit Punch: After resolving, an apple drops from Arbor and rolls 1 yard away. A Living or even act as a way to call the Sow- character consuming this apple must make a 1/2/3 healing flip. Any apples eaten after the first in a 24-hour period do not provide this healing flip, but still taste great! ers to their side. It all depends on how the relationship grows! (1) Hurl Insults (Scrutiny) AV: 6c (13c) Rg: 15 yards Resist: Wp Target suffers 1/1/2 damage that ignores Armor, Hard to Wound, and Incorporeal. t Lost Focus: After succeeding, the target loses the Fast and Focused Conditions, or gains Dazed. t/c Crippling Doubt: After damaging, the target becomes Slow. If the target is already Slow, it becomes Paralyzed. (2) New Seedlings (Enchanting) This action may only be taken once per Dramatic Time if the Sowers are not in a forest or the Bayou. Johnny throws seedlings anywhere within 5 yards, which take root if soil or dirt is present. After the next card is flipped from the Fate Deck, consult its value and resolve the appropriate effect: ◆ Joker: After 5 rounds of Dramatic Time, a number of characters with a total Rank Value of 10 and the Plant Characteristic sprout at the site where the seeds were thrown. They are treated as Fatemaster Characters, and are friendly to the Sowers. ◆ 1-4: This character creates an area of thick vegetation that counts as severe terrain anywhere within 8 yards. The area is 3 yards in diameter and lasts indefinitely. ◆ 5-8: All non-Swampfiend characters within 3 yards of the seeds must pass a TN 10 Evade Challenge or suffer 2 damage and gain Slow as tangling plant life bursts from the ground. ◆ 9-13: After 5 rounds of Dramatic Time, a Waldgeist (Core Rules, pg. 369) sprouts at the site where the seeds were thrown. It is treated as a Fatemaster Character, and is friendly to the Sowers.