Advanced Moves
When you gain a level from 2–5, choose from these moves.
Hunter’s Brother
Choose one move from the ranger class list.
Red of Tooth and Claw
When you are in an appropriate animal form (something dangerous) increase your damage to d8.
Communion of Whispers
When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Wis. You will be granted a vision of significance to you, your allies, and the spirits around you. On a 10+ the vision will be clear and helpful to you. On a 7–9 the vision is unclear, its meaning murky. On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.
Barkskin
So long as your feet touch the ground you have +1 armor.
Eyes 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.
Shed
When you take damage while shapeshifted you may choose to revert to your natural form to negate the damage.
Thing-Talker
You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to 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.
Formcrafter
When you shapeshift choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat, too: you take -1 ongoing to rolls using that stat while shifted.
Elemental Mastery
When you call on the primal spirits of fire, water, earth or air to perform a task for you roll+Wis. On a 10+ choose two. On a 7–9 choose one. On a miss, some catastrophe occurs as a result of your calling.
- The effect you desire comes to pass
- You avoid paying nature’s price
- You retain control
Balance
When you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
Embracing No Form
When you shapeshift, roll 1d4 and add that total to your hold.
Doppelgänger’s Dance
You are able to study the essence of specific individuals to take their exact form, including men, elves, or the like. Suppressing your tell is possible, but if you do, take -1 ongoing until you return to your own form.
Blood and Thunder
Replaces: Red of Tooth and Claw
When you are in an appropriate animal form (something dangerous) increase your damage to d10.
The Druid Sleep
When you take this move, the next opportunity that you have safety and time to spend in an appropriate location, you may attune yourself to a new land. This effect occurs only once and the GM will tell you how long it will take and what cost you must pay. From then on, you are considered to be born of the soil in both lands.
World-Talker
Requires: Thing-Talker
You see the patterns that make up the fabric of the world. You may now apply your spirit tongue, shapeshifter and studied essence moves to pure elements—fire, water, air and earth.
Stalker’s Sister
Requires: Hunter’s Brother
Choose one move from the ranger class list.
Formshaper
Requires: Formcrafter
You may increase your armor by 1 or deal an additional +1d4 damage while in an animal form. Choose which when you shapeshift.
Chimera
When you shapeshift, you may create a merged form of up to three different shapes. You may be a bear with the wings of an eagle and the head of a ram, for example. Each feature will grant you a different move to make. Your chimera form follows the same rules as shapeshifter otherwise.
Weather Weaver
When you are under open skies when the sun rises the GM will ask you what the weather will be that day. Tell them whatever you like, it comes to pass.