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"Side? I am on nobody's side, because nobody is on my side."

Shape-shifters, Nature, Ancient Nameless Spirit Worship

  • A Human, Halfling, Gnome, Half-Elf, or Elf.

  • Alternate Avatars for any (non-supernatural or magical) forms you are allowed to take related to your shapeshift ability

  • Read the lore of your race

  • Familiarize yourself with the gods of Nature and the Elements.

Grit is 8.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any natural animal who might live in your Land.

 

  • The Great Forests

  • The Whispering Plains

  • The Stinking Mire

  • The River Delta

  • The Towering Mountains

  • The Frozen North

 

Shapeshifter

Standard

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air, as long as they don't infringe on another class' move (Example: Ranger's 'Sniff 'em Out'"). Your new animal parts (claws, beak, etc) count as "effective weapons" for the purpose of using Hack&Slash. You still use your normal stats, but gain no weapon or armor bonuses and cannot cast anything while you're in your animal form. You may however spend your Harmony as your interrupt move and revert back to your original form as an Interrupt Action. You cannot shape-shift while wearing or handling cold-iron or steel bindings of any kind.

This is a supernatural effect.

 

Animal categories:

  • Juggernaut: You're nature's bulwark. Turn into a hulking and intimidating protector. Examples: bears, bulls, aurochs, buffalos.

    • While shape-shifted you gain +3 armor

  • Striker: You're nature's fury. Turn into a swift and ferocious predator. Examples: wolves, tigers, snakes, hounds, wolverines.

    • While shape-shifted you gain +1 armor and +2 damage.

  • Feather Weights: You're a nature's escape artist. Turn into an elusive animal. Examples: birds, rodents, lizards, insects.

    • While shape-shifted you gain +2 to Run Away! and +1 to Defy Danger (DEX)

 

Harmony

Standard

When you take a moment to compose yourself and connect with nature, you can give yourself supernatural abilities akin to the natural forces you commune with. Roll +Wis.

  • -On a 10 or higher, gain 3 points of Harmony.

  • -On a 7-9, gain 2 points of Harmony.

  • -On a 6 or lower, gain 1 point of Harmony but become vulnerable

You can never have more than 8 Harmony at a time. You can spend those points of Harmony as an interrupt action to perform these different actions at different costs.

  • -Spend 3 Harmony to heal an ally for 2d4 hitpoints, or remove 1 debility from them.

  • -Spend 2 Harmony to remove Vulnerability from yourself.

  • - Spend 1 Harmony to give an ally +1 forward

This is a supernatural effect.

Note: Sorry, Druids.  You may not heal yourself with Harmony.

 

By Nature Sustained

You don’t need to eat or drink.

 

Spirit Tongue

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

When you gain a level from 2–5, you may choose one of these moves:

 

Shed

Requires Shapeshifter

Free

Gain an additional option for your Harmony move:

  • Spend 5 Harmony to to ignore damage while you're shape-shifted. This reverts you back to your humanoid form.

Hunter’s Brother

Requires: Shapeshifter

Choose one move from the Ranger or Shaman Moves lists (Starters included). This can not be a multiclass move.

 

Barkskin

Requires: Druid

So long as your feet touch the ground you have +1 armor.

 

A Thousand Faces

Requires: Shapeshifter

You may take not only animal form, but the form of Elves, and Dwarves and other humanoids as well. While you cannot mimic specific forms, and you have a tell that may give away your identity - you may passably walk among strangers. You cannot return to your own form until Sunrise.

 

Snake-Eater

You are immune to poisons.

Eye Of The Tiger

When you mark an animal (with mud, dirt, or blood) you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.

 

WE WILL TASTE MANFLESH!

Requires: Shapeshifter

Manmade leather- and plate armors proof no match for the sharpened teeth and claws nature has armed you with. While you’re shapeshifted you always ignore 1 armor on your attacks (no effect against non-armored targets).

 

Thing-talker

Requires: Shapeshifter

You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting into inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.

Formshaper

Requires: Shapeshifter

When you shapeshift, choose 2 bonuses:

  • +1d4 damage in animal form.

  • +2 armor while in animal form.

  • +1 to any one stat while in animal form.

 

Healthy Distrust

Whenever a spell used against you allows for a Saving Throw, take +1 to your Saving Throw.

 

Harmonious Harm

Requires: Harmony

When you successfully attack with Hack & Slash, gain +1 Harmony.

 

One of Us!

Each animal, no matter which it is, regards you as one of their own kin. They do not attack you. (Includes Animal Companions)

When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.

 

Stalker’s Sister

Requires: Shapeshifter

Choose one move from the Ranger or Shaman class list (Starters included). This can not be a multiclass move.

 

Hold the Door (Saving Throw +WIS)

Requires: Harmony

Standard

You have the ability to warg into an opponent. If successful, spend 3 points of Harmony to influence their mind for a turn. Make them execute one of these actions:

• Speak a few words of your choice

• Give you something they hold (Only Out of Combat)

• Make a concerted attack on a target of your choice other than themselves.

• Truthfully answer one question

Balanced Breakfast

Requires: Harmony

When you roll a 14 or higher, you can spend all your current points of balance to you sink your teeth into your opponent’s armor and tear it from their body. Any armor gain they had from it, they automatically lose.

 

Scales of Nature

Requires Harmony

When you heal an ally using Harmony, add +1d4.

 

Iron Bark

Requires and Replaces Barkskin

+2 armor as long as you have your feet on the ground.

 

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