<div class="floatright">(https://i.imgur.com/gcjDU3q.jpg?1)<br/></div><strong>Name: </strong>Juro (https://elliquiy.com/forums/index.php?topic=342165.msg16182786#msg16182786)<br/><strong>Race/Class: </strong>Rabbit Elf Druid 5<br/><strong>HP:</strong>21/21<strong>Armor:</strong>3<strong>XP:</strong>5/11<strong>Coin:</strong>0<br/><strong>Effects:</strong>Discern: +1 ongoing toward Cinnabar<br/><strong>Action:</strong>Hide: 8<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body">Strength: 15 [+1]  Constitution: 15 [+1]  Dexterity: 9 [+0]<br/>Intelligence: 8 [-1]  Wisdom: 18 [+3]  Charisma: 12 [+0]<br/><br/><strong>By Nature Sustained</strong><br/>You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.<br/><br/><strong>Spirit Tongue</strong><br/>The grunts, barks, chirps, and calls of the creatures of the wild are like a language to you. You can understand any animal native to your land or akin to one whose essence you have studied.<br/><br/><strong>Shapeshifter</strong><br/>When you call upon the spirits to change your shape, roll+WIS. • On a 10+ hold 3. • On a 7–9 hold 2. • On a miss hold 1 in addition to whatever the GM says.<br/><br/>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. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. You may spend all your hold at any time and revert to your natural form.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Animals</div><div class="spoiler_body">Blasted Wasteland: Honey badgers (bear-sized max); axe beaks; lions; dire wild dogs; zebra; <acronym title="CON-1. Considered small amongst birds of prey, hawks are adept at taking down targets not through sheer strength, but through clever use of gravity. By dive bombing straight down from the sky, a hawk is able to use it's full weight and razor sharp beak to spear throw even the toughest of targets. Spend 1 hold and roll 1d4, your next melee attack gains Piercing equal to the number rolled. If the d4 rolled is higher than the damage die roll, the attack instead deals damage equal to it's Piercing.">blood hawks</acronym>; spiders; <acronym title="Camouflage: spend 1 hold to shift your skin to match your surrounding environment. Gain +1 to any stealth-based moves while within that environment. Camouflage breaks when you enter an area with significantly different coloration. &lt;br /&gt;&lt;br /&gt;Extendo tongue: spend 1 hold to shoot out your tongue to grab a small creature/item from a distance.">chameleons</acronym>; death adders; and crocodiles<br/>Great Forest: deer, elk, bears, birds, <acronym title="CON-1. Owl Sense: With a combination of night vision, binaural hearing, and near 360-degree head movement, owls are experts at locating even the smallest and sneakiest of prey. Spend 1 hold and name one type of creature or specific individual you wish to track down. You can track their location if they are somewhere within the immediate area (in open space). &lt;br /&gt;&lt;br /&gt;Silent Swoop: Built for stealth and ambushing, your owl form allows you to swoop in on unexpecting prey. When making a hack and slash against an enemy who either doesn't see you or doesn't realize you're an enemy spend 1 hold.&lt;br /&gt; -Treat a 7-9 as if you had rolled a 10+.&lt;br /&gt; -On a 10+ you deal +1d6 damage AND avoid the enemy's attack.">owls</acronym>, small mammals, boar, monkeys, apes, reptiles, wolves, <acronym title="Scent: using your enhanced sense of smell you can track down scents across long distances. Spend 1 hold to trail a scent for up to 5 miles. Once the 5 miles have been reached you may spend an additional point of hold to continue following the trail for another 5 miles, otherwise, the trail goes cold.&lt;br /&gt;&lt;br /&gt;Pack Hunter: Wolves are skilled at hunting and fighting in packs, creating openings for each other to attack from multiple angles. When making a hack &amp; slash attempt, you may spend 1 hold and take -1 to the roll to give +1 forward to an ally's next attack against that same enemy. You may spend an additional point of hold to increase the penalty to -2 and the bonus to +2.">dire wolves</acronym>, tree squid<br/>Studied: <acronym title="Am Bush: You may attempt to hide from someone by posing as a plant to blend into the scenery. When out of a creature's line of sight, and in an area where a large plant won't be immediately suspicious, spend 1 hold and roll +Dex to pose as a bushel of corn&lt;br /&gt;    6- Your disguise fools no one, and you instead leave yourself vulnerable to your target&lt;br /&gt;    7-9 Your disguise fools your target, allowing you to go unnoticed until you make another move&lt;br /&gt;    10+ You are the very model of inconspicuousness, and can easily get the drop on your target. Take +1 forward to your next move against them. &lt;br /&gt;&lt;br /&gt;Cob Scorcher: You put all your might into unleashing a belch of fire at your foes! Spend all remaining hold and roll +Wis &lt;br /&gt;        6- The fire catches in your throat, damaging your insides. Revert back to human form with a random debility to either Strength, Dexterity, or Constitution&lt;br /&gt;    7-9 You spray your flames over a short area. Deal a number of your damage dice equal to the amount of hold spent to a single enemy within reach distance (ignores armor, messy)&lt;br /&gt;    10+  You unleash a wide plume of flame over a larger area. Deal a number of your damage dice equal to the amount of hold spent to a group of enemies within near distance (ignores armor, messy)">Corn Wyrm</acronym></div></div><br/><br/><strong>Studied Essence</strong><br/>When you spend time in contemplation of an animal's spirit, you may add its species to those you can assume using shapeshifting.<br/><br/><strong>Formcrafter</strong><br/>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.<br/><br/><strong>Communion of Whispers</strong><br/>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.<br/>✴ On a 10+ the vision will be clear and helpful to you.<br/>✴ On a 7–9 the vision is unclear, its meaning murky.<br/>✴ On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.<br/></div></div><hr/><br/>Hearing Valna's protest, Juro sighed. "If the choice is to kill them or let them go, I choose to let them go. As the infernal says, they don't kill their 'marks.' Why kill<em>them</em>?" He paused, then snickered at his own expense. If his family had heard those words they would have gone into a frenzy of disappointment. They'd have said the 'bunny boy' was proving himself to be prey all over again, fitter to multiply than to fight.<br/><br/>He ducked behind some shrubbery, shooting a glance Xanavel's way. "If you want to try making friends, go ahead. Count on me to ambush them if things go wrong."