Requirements: Novice, Fighting d6+, Survival d6+
Whether riding on the wind as a falcon or hiding in some fetid bog waiting to strike, the shifter is a true master of the wild. Both a devoted defender of druidic circles and a fierce predator, the shifter can take on the forms of nature and fuse them together with devastating effect and unbridled savagery.
Shifters are protectors of druidic circles and avengers of nature, yet a shifter’s magic is different from that of her druidic kin. Rather than invoking spells or forging alliances with animals, shifters focus their supernatural powers inward to gain control over their own forms. Their ability to change their forms is as varied as the wonders of the wilds but always remains partially rooted in the natural world. Most shifters are trained by druidic circles and have their powers unlocked via rituals of initiation. Yet some stumble upon the gift naturally.
Armor Restriction (Medium): Shifters are deadly hunters. While wearing heavy armor or using heavy shields, the hero cannot use any abilities granted by this Edge or any Edge that has this Edge as a Requirement.
Defensive Insticts: The shifter may use her Spirit or Vigor when calculating her Toughness.
Secret Language: All shifters know the secret language known as Druidic.
Shifter Aspect: A shifter selects an animal from Aspects (see below) to which her body and soul have become supernaturally attuned. As a free action, she can shift into or out of the aspect’s minor form. She can maintain her minor aspect for up to 20 minutes a day (these need not be consecutive).
Shifter Claws: A shifter in her natural form can extend her claws as a free action to use as a weapon. This transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. Claws deal Str+d4 damage.
Wilderness Stride: Shifters pass through terrain such as dense forest, rocky hills, or desert sands with ease. They ignore penalties for Difficult Ground.
Requirements: Novice, Shifter
Your character can invoke her aspect’s minor form longer than most.
The hero can maintain her shifter aspects for an additional 15 minutes per day.
Requirements: Seasoned, Shifter
The shifter gains a new aspect when she takes this Edge. This Edge may be selected more than once, but only once per Rank.
Additionally, when the shifter enters her minor form, she can enter the form of any number of aspects she has available to her.
Requirements: Veteran, Shifter
As a limited action, a shifter can turn herself into a major form (or back again) of one of her aspects for up to one hour. She can do this 10 times per day.
The shifter retains her Smarts and Spirit and can still access her minor forms while in shifter wild shape.
Requirements: Heroic, Shifter
Whenever the character uses Shifter Wild Shape, she can increase two attributes or damage dice, two die types.
Requirements: Wild Card, Legendary, at least two Shifter Edges
When calculating her Toughness, the shifter uses half her Spirit+half her Vigor+2.
Additionally, when Soaking, she rolls her Vigor and Spirit die along with the Wild die (choosing only one).
All shifter aspects have a minor form and a major form. When a shifter focuses, she is able to take on the minor form of her aspect for a short time.
The minor form grants a shifter some of the animal’s physical traits. The major aspect is the form she takes when she fully transforms into an animal. There may be some differences between the forms listed in the Major Form section and those with similar names found on the following pages. When shifting into the major form, use the information provided in this book.
The following options represent only the most common choices used by shifters. Other aspects based on different animals certainly exist, and might grant similar powers or entirely new abilities based on the animal’s themes and nature.
The aspect of the bat imparts mastery over darkness and the night.
Minor Form: The shifter gains Darkvision at a range of 20" (40 yards). If she already has Darkvision, she gains Night Vision.
Major Form: Her shape changes to that of a dire bat.
The aspect of the bear invokes a juggernaut of tireless endurance and furious power.
Minor Form: The shifter increases her Vigor two die types.
Major Form: Her shape changes to that of a dire bear.
The bull is a fierce charger and is adept at trampling its foes, pounding them to a bloody pulp.
Minor Form: The shifter increases her Strength two die types.
Major Form: Her shape changes to that of a large bull.
The deinonychus is adept at racing from ambush to deliver grievous wounds with its talons.
Minor Form: The shifter gains the Quick Edge. If she already has Quick, she can replace cards of Six or lower instead.
Major Form: Her shape changes to that of a deinonychus.
The falcon senses all and has the speed to hunt down even the most elusive prey.
Minor Form: The shifter increases her Notice two die types.
Major Form: Her shape changes to that of a falcon.
The aspect of the frog grants great mobility in leaping through the air and swimming in water, as well as surprising tactics in combat.
Minor Form: The shifter gains the Aquatic Special Ability. The hero's aquatic Pace is the same as her normal Pace. Additionally, when performing Athletics (jumping) she doubles the height and distance jumped.
Major Form: Her shape changes to that of a giant frog.
The aspect of the lizard is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance.
Minor Form: The shifter gains the Acrobat Edge, ignoring Requirements. If she already has Acrobat, gain Combat Acrobat.
Major Form: Her shape changes to that of an agile and brightly colored giant lizard.
The monkey is a climbing trickster who specializes in mobility and manual agility.
Minor Form: The shifter increases her Athletics two die types.
Major Form: Her shape changes to that of a large monkey.
The aspect of the mouse offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects.
Minor Form: The shifter gains the Uncanny Reflexes Edge, ignoring Requirements.
Major Form: Her shape changes to that of a mouse.
The aspect of the owl is one of silence. This predator glides through the night unheard, a master of stealthy attacks.
Minor Form: The shifter increases her Stealth two die types.
Major Form: Her shape changes to that of a large owl.
The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return.
Minor Form: The shifter gains the Extraction Edge. If she already has Extraction, gain Improved Extraction, ignoring Requirements.
Major Form: Her shape changes to that of an emperor cobra.
The stag can outrun or stand its ground against almost any foe.
Minor Form: The shifter increases her Pace by 2 and the running die one die type.
Major Form: Her shape changes to that of a large stag.
The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.
Minor Form: The shifter increases her Agility two die types.
Major Form: Her shape changes to that of a tiger.
The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey.
Minor Form: The shifter gets a free reroll on failed Notice rolls.
Major Form: Her shape changes to that of a dire wolf.
This aspect unlocks the brutal ferocity and tenacious fury of the wolverine.
Minor Form: The shifter gains the Iron Jaw Edge, ignoring Requirements.
Major Form: Her shape changes to that of a dire wolverine.
Type: Neutral Animal (Bat, Dire)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d6
Skills: Athletics d8, Fighting d4, Notice d10, Stealth d6
Pace: 5; Parry: 4; Toughness: 7 (2)
Edges: Alertness
Special Abilities:
Armor +2: Thick hide.
Bite: Str+d4, AP 2.
Blindsense: The bat ignores penalties for Illumination. It can detect vibrations up to 20" (40 yards).
Flight: Pace 12.
Type: Neutral Animal (Bear, Dire)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidate d8, Notice d8, Stealth d8
Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Alertness, Brute, Killer Instinct
Special Abilities:
Armor +2: Tough hide.
Bite/Claws: Str+d6, AP 2.
Grab (Imp): A dire bear may immediately make a grappling attempt (+2) as a free action if it gets a raise on a claw attack against a target of its Size or less.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Size 4 (Large): These creatures can stand up to 12′ tall and weigh up to 8,000 pounds. Dire bears can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Type: Neutral Animal (Auroch)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6
Pace: 7; Parry: 5; Toughness: 10
Edges: —
Special Abilities:
Horns: Str+d8.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Size 4 (Large): This bull is larger than the average auroch.
Swat: Ignores 4 points of Scale penalties.
Type: Neutral Animal (Dinosaur)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d10
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d8
Pace: 12; Parry: 5; Toughness: 9 (2)
Edges: —
Special Abilities:
Armor +2: Tough hide.
Bite/Claws: Str+d6.
Low Light Vision: A deinonychus ignores penalties for Dim and Dark Illumination.
Pack Tactics: The creature adds its Gang Up bonus to its Fighting damage as well as the attack roll.
Pounce: If a deinonychus makes a Wild Attack when lunging at prey, it adds +4 damage instead of +2 to one successful Fighting attack.
Speed: d10 running die.
Type: Neutral Animal (Snake, Venomous)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8
Pace: 4; Parry: 6; Toughness: 7
Edges: —
Special Abilities:
Bite: Str+d6.
Low Light Vision: An emperor cobra ignores penalties for Dim and Dark Illumination.
Poison: The snake's bite contains a Lethal Poison.
Type: Neutral Animal (Bird of Prey)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 3
Edges: —
Special Abilities:
Bite/Claws: Str+d4.
Low Light Vision: A falcon ignores penalties for Dim and Dark Illumination.
Flight: Pace 24.
Size -2 (Small): Falcons have a wingspan of 5’ or more.
Type: Neutral Animal (Toad)
Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d6
Pace: 6; Parry: 5; Toughness: 8
Edges: —
Special Abilities:
Aquatic: Pace 3.
Bite: Str.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Poison: Any creature that touches a toad's poisonous skin suffers the effect of a Mild Poison.
Size 2: Giant frogs are the size of small horses.
Tongue: Reach 6. The tongue attack deals no damage, but on a successful Athletics roll, the tongue Entangles the target (Bound with a raise). Move the target up to 6" (12 yards) directly toward the giant frog.
Type: Neutral Animal (Lizard, Giant)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d6, Notice d10, Stealth d6
Pace: 6; Parry: 5; Toughness: 11 (4)
Edges: —
Special Abilities:
Armor +4: Tough hide.
Bite: Str+d8.
Intimidating Charge: When a giant frilled lizard moves directly toward an enemy, it can make an intimidating charge, hissing ferociously, extending its neck frills, as it darts forward on its hind legs, gaining +3 Pace. In addition, the creature charged must make a Spirit check or be Vulnerable.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Type: Neutral Animal (Monkey, Dire)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d6, Notice d8, Stealth d4
Pace: 6; Parry: 5; Toughness: 10 (2)
Edges: —
Special Abilities:
Armor +2: Thick hide.
Bite/Claws: Str+d6.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Size 2: A large monkey stands nine feet tall and weighs 1,200 pounds.
Wall Walker: A monkey can move on vertical or inverted surfaces at its normal Pace and may run.
Type: Neutral Animal (Mouse)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 1, Vigor d4
Skills: Athletics d6, Fighting d4, Notice d4, Stealth d10
Pace: 5; Parry: 4; Toughness: 1
Edges: —
Special Abilities:
Low Light Vision: Mice ignore penalties for Dim and Dark Illumination.
Size -4 (Tiny): Mice are tiny creatures.
Type: Neutral Animal (Bird of Prey)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d10
Pace: 3; Parry: 5; Toughness: 5
Edges: —
Special Abilities:
Bite/Claws: Str+d6.
Darkvision: Ignores Illumination penalties up to 10" (20 yards).
Flight: Pace 24.
Type: Neutral Animal (Stag, Large)
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d4, Notice d8, Stealth d4
Pace: 10; Parry: 4; Toughness: 6
Edges: —
Special Abilities:
Horns: Str+d6.
Low Light Vision: Ignore penalties for Dim and Dark Illumination.
Speed: d10 running die.
Type: Neutral Animal (Cat, Large)
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Frenzy
Special Abilities:
Armor +2: Tough hide.
Bite/Claws: Str+d6, AP 2.
Low Light Vision: Dire tigers ignore penalties for Dim and Dark Illumination.
Pounce: If a dire tiger makes a Wild Attack, it adds +4 to its damage instead of +2.
Size 2: Tigers stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.
Type: Neutral Animal (Wolf, Dire)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Alertness
Special Abilities:
Armor +2: Thick furry hide.
Bite: Str+d6, AP 2. A raise on the attack staggers a Size 1 or smaller victim, making him Vulnerable.
Low Light Vision: Dire wolves ignore penalties for Dim and Dark Illumination.
Size 2: Dire wolves are around 9' long and 800 lbs.
Speed: d10 running die.
Type: Neutral Animal (Wolverine, Dire)
Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Notice d10, Stealth d4
Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Quick
Special Abilities:
Armor +1: Thick hide.
Bite/Claws: Str+d6, AP 2.
Low Light Vision: Dire wolverines ignore penalties for Dim and Dark Illumination.
Rage: Dire wolverines go into a Rage when attacked (per the Barbarian Class Edge ability). The creature can't end its Rage voluntarily.
Size 2: Dire wolverines may grow up to 12 feet long and weigh up to 1,000 lbs.
Stench: The first time anyone enters within 2” (4 yards) of a dire wolverine, they must make a Vigor roll or become Distracted as they are overcome by nausea.