When you roll with Fear, gain a Tide token max 2. Before you make an action roll, you can spend N Tide tokens to add +N to the roll. At the end of each session, clear all unspent tokens.
Rest for a few minutes: your allies clear a shared total of 3 Stress.
You can perform harmless, subtle effects that involve nature.
| Pouncing Predator² | Cheetah, Lion, Panther | Evasion +3 | Instinct +1 | Melee Instinct d8+6 phy | Adv: attack, climb, sneak |
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| Fleet: For 1 Hope, move up to Far range without rolling. Takedown: For 1 Stress, your next attack adds 2 to your Proficiency and on hit, the foe marks a Stress. |
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| Armored Sentry² | Armadillo, Pangolin, Turtle | Evasion +1 | Strength +1 | Melee Strength d8+2 phy | Adv: dig, locate, protect |
| Armored Shell: You have resistance to physical damage. For 1 Armor: until your next action, all physical damage is reduced by your Armor Score (after applying resistance). Cannonball: For 1 Stress, an ally throws you at a foe. Close Agi/Str d12+2 phy For 1 Hope, a 2nd foe who's Very Close to the 1st takes half the same damage. |
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| Mighty Strider² | Camel, Horse, Zebra | Evasion +2 | Agility +1 | Melee Agility d8+1 phy | Adv: leap, navigate, sprint |
| Carrier: You can carry up to two willing allies with you when you move. Trample: For 1 Stress: move up to Close range in a straight line. Attack all adjacent foes. On hit, the foe takes 1d8+1 dmg phy and is is temporarily vulnerable. |
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| Powerful Beast² | Bear, Bull, Moose | Evasion +1 | Strength +3 | Melee Strength d10+4 phy | Adv: navigate, protect, scare |
| Rampage: When you roll a 1 on a damage die, add 1d10 dmg. For 1 Stress, your next attack adds 1 to your Proficiency. Thick Hide: You gain a +2 bonus to your damage thresholds. |
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| Striking Serpent² | Cobra, Rattlesnake, Viper | Evasion +2 | Finesse +1 | Very Close Finesse d8+4 phy | Adv: climb, deceive, sprint |
| Venomous Strike: Attack all Very Close foes to make them temporarily poisoned: they take 1d10 direct dmg phy when they act. Warning Hiss: For 1 Stress, force any number of targets within Melee range to move back to Very Close range. |
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| Winged Beast² | Hawk, Owl, Raven | Evasion +3 | Finesse +1 | Melee Finesse d4+2 phy | Adv: deceive, locate, scare |
| Bird’s-Eye View: You can fly at will. 1/rest while flying, gain information on the scene below. Give advantage to the 1st ally to act on it. Hollow Bones: You gain a -2 penalty to your damage thresholds. |
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| Pack Predator | Coyote, Hyena, Wolf | Evasion +1 | Strength +2 | Melee Strength d8+2 phy | Adv: attack, sprint, track |
| Hobbling Strike: When you hit, for 1 Stress: the foe is temporarily vulnerable. Pack Hunting: When you hit the same foe as the ally who acted immediately before, add 1d8 dmg. |
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| Agile Scout | Fox, Mouse, Weasel | Evasion +2 | Agility +1 | Melee Agility d4 phy | Adv: deceive, locate, sneak |
| Agile: Your movement is silent. For 1 Hope, move up to Far range without rolling. Fragile: When you take Major or greater damage, you drop out of Beastform. |
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| Aquatic Scout | Eel, Fish, Octopus | Evasion +2 | Agility +1 | Melee Agility d4 phy | Adv: navigate, sneak, swim |
| Aquatic: You can breathe and move naturally underwater. Fragile: When you take Major or greater damage, you drop out of Beastform. |
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| Household Friend | Cat, Dog, Rabbit | Evasion +2 | Instinct +1 | Melee Instinct d6 phy | Adv: climb, locate, protect |
| Companion: When you Help an Ally, you can roll a d8 as your advantage die. Fragile: When you take Major or greater damage, you drop out of Beastform. |
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| Nimble Grazer | Deer, Gazelle, Goat | Evasion +3 | Agility +1 | Melee Agility d6 phy | Adv: leap, sneak, sprint |
| Elusive Prey: When an attack roll against you would succeed, for 1 Stress, add 1d4 to your Evasion. Fragile: When you take Major or greater damage, you drop out of Beastform. |
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