Survival of the fittest: in the wilderness, this is the one and only law that matters. There are no morals, no civilized values — only the strong and the dead, the predators and the prey. The wilderness is the ultimate crucible, forging beasts over millions of years into perfect killing machines. Their claws are sharper than swords; their scales are thicker than plate armor. What warriors spend decades training to master, predators already know by instinct. Their advanced adaptations — gills, wings, and enhanced senses — ensure that no prey ever escape their constant hunger. You are the product of countless generations, a finely-honed creature crafted by mother nature herself to do one thing: survive. It is now your turn to survive the trial of blood and fang. Will you be the hunter, or the hunted?
Given sentience by a druid, an intelligent wolf hunts prey for coin and glory.
A shaman draws power and courage from her spirit animal, an ethereal bear that has watched over her bloodline for generations.
A naga, a terrifying hybrid of man and serpent, raids coastal fishing villages to secure bloody sacrifices for his shark-toothed god.
At any point, you can ask “Which of my foes is closest to death?” and the GM must answer honestly. Roll +1 damage die against that creature until you ask this question again.
Envelop • Action
Describe how you envelop an adjacent creature that is your size or smaller → Envelop the target inside of you (it’s swallowed, wrapped in your tentacles, constricted by your snake body, etc). You automatically deal melee damage to it on your turns (including this first turn). It can’t move or attack others, but it can attack you; it rolls +1 damage die when it does. You can envelop as many creatures as is logical, and you release enveloped creatures on your turn.
Gaze of the Gorgon • Action
Describe how you set your gaze on a creature → The target is slow and bleeds. Absolutely nothing can remove the slow or bleed except breaking line of sight. If the target is defeated under your gaze, it turns to stone.
Your attacks inflict bleed.
You automatically stabilize.
When your life is less than or equal to your toughness, you regenerate 1, have +5 block, and increase all rolls to escape.
Trample • Action + Move
Describe how you trample → Move in a straight line, moving through creatures’ spaces. Deal melee damage to each creature you move through.
Burrow • Action
Describe how you burrow → Dig up to a near distance through soil. If you like, leave a 1-space-sized tunnel behind you.
You can travel at incredibly high speeds for short periods, far exceeding normal limitations. Work with your GM to determine how fast you can travel and how quickly it exhausts you.
When you gain this trait, work with your GM to select an enhanced natural sense from the animal kingdom (bat-like echolocation, wolf-like sense of smell, cat-like sight, etc). You have that sense, and you increase all rolls you make to use that sense.
Eyes of the Beast • Action
Describe how you link with an animal → You experience the world through the animal’s senses. You can end the link at any point. Linked animals are more inclined (but not required) to obey your mental commands.
Spin Web • Slow Action
Describe how you create webbing → Produce sticky or non-sticky strands of web that are strong than tempered steel chains. If sticky, creatures other than you that touch it are stuck.
Swarm • Action / Slow Action
Describe how you disperse (Action) → Disperse your body into many individual pieces (a swarm of bees, a pack of rats, a nest of snakes, etc). While dispersed, you can't take any actions except to move your component pieces. Losing component pieces may damage or maim you (GM's discretion).
Describe how you gather (Slow Action) → Reconstitute yourself around one of your component pieces.
You can adhere to any solid surface, including ceilings.
Awaken Beast • Slow Action
Describe how you awaken a creature → The creature gains human-like intelligence, and it can now speak. If you haven’t provoked it, it will initially be friendly to you.
You can communicate with animals.
Pack Member • Slow Action
Describe how you attune to a present animal → Select a trait that the animal could logically have. If the GM agrees, gain it as a temporary trait for as long as you are in the animal’s presence. You can only attune to one creature at a time.
Play Possum • Action
Describe how you play dead → You appear convincingly injured or dead.
Stampede • Slow Action
Describe how you call out to the feral wilds → Native animals begin acting aggressive. If no animals are present, they begin gathering in the area.