Turn
A Slice-of-Life Shifter RPG by Beau Jágr Sheldon/Thoughty
Art Direction and Layout by John W. Sheldon
Beast Art by Cecilia Ferri
Human Stress
Beast Stress
Town Exposure
Turn Die
Human Archetype
Background
You were born in the wilderness, in the shape of a Beast. Somehow you were brought into Human society and assumed a role to protect yourself. You are more comfortable as a Beast than most, but your Human needs still drive you to find safety and companionship. The call of the wild is often so strong, you let your mundane companions down.
You don't ask for much in life, just for some peace and quiet, and for people to listen to you once in a while. Well, nobody seems in on that plan, so you spend most of your days hearing pieces of everybody's secrets, even through walls. And yet, no one listens when you cry "wolf!" Though, maybe that's a good thing.
Your family has plans for you, and you must live up to them. In public, you will further the family business and never disappoint. In private, you'll keep the family secret that you, like those before you, can shift - a secret kept quiet for a long time. The responsibility rests on your shoulders to be everything your family wants you to be. The only choice for you is how.
You were, and had always been, normal. You had a life as a Human that was outright mundane, and it was satisfying. There were days when you looked out the window and felt a stirring in your heart, but that was all, until your Beast burst forth. Now, you see the world with new eyes, and struggle to find your footing while you straddle both worlds, wondering which side will slip first.
You know yourself well, and you know that your life isn't complete without companionship. There are many ways you might seek it, but more than anything, you want to have another to fill your moments with and be a part of you. To outsiders, you can appear desperate or lonely, but your motivations are yours alone. To be truly yourself, you need more than one heart.
When there is something to be done, you do it. You are well-known for being a good planner, and can coordinate groups from intimate to extravagant. It comes naturally to you to make events and social experiences real. The downside is that sometimes you fade into the background, concerned with the fine details. You find yourself challenged with finding a place at the table.
You want to do everything perfectly. Everything. Regardless of the source of your drive, you set your goals high and you push until you meet them. It may have strained your relationships, unless you've gotten that just right, too. Your achievements until now are obvious to others, but you appear dissatisfied. Maybe you just haven't found perfection.
If there was a circle of fire for you to ride a motorcycle through every day for breakfast, you'd do it. You live for attention and crave action, at almost any expense. You invigorate others to do things they never would have dreamed, but don't know how to chill when the time is right.
You are different in a dimension in which people normally would put you in the outcast category of people. But they don't do so with you. That's sometimes the magic of small towns: knowing you from so many occasions, your family etc make it impossible to judge you based on this one thing alone. And you know well by now when it's time to adapt or disappear. Still, you are the only person diverging in this way and sometimes you miss somebody similar to you a lot.
Habits
Add +1 to any one. Click 🎲 to roll.
Edit values here — click 🎲 above to roll
Human Ability
The Beastborn has an extra two stress boxes on their Beast forms to resist turning involuntarily.
When you spend time with someone who needs to vent, they spill the beans. You may ask the Town Manager one of these questions. The character will answer it without being asked, with a piece of their secret (a person, place, thing, or idea) slipping out. » Who do they really care about? » What are they in need of? » How can I help them?
The Heir has an extra two stress boxes on their Human form to resist turning.
When the Late Bloomer is in a scene, other characters ignore the first mark of exposure from powers or Struggles.
When with a person they love, the Lover does not mark their first stress in that scene.
When the Organizer is with other shifters, anyone in group can accept the negative results of a struggle or power.
The Overachiever always has to up their game even when they succeed. After any roll with a 7+ result, their next roll is automatically a 10.
The Showoff is more than willing to draw attention to get things done. They can mark exposure to add the turn die as a 6.
When you pursue something with all your passion, tell what is so exciting about it. If people listen and get excited, mark positive exposure. If they aren't excited or ignore you, either take Stress or mark negative exposure.
Advanced Ability
Human Form Goals
Player / Character Information
Identity Questions
Background Questions
Non-Player Character Relationship
Someone you share a space with:
Someone who you trust.
Someone who used to be proud of you:
The person who knows every secret but this:
Someone who makes your knees weak:
Someone who always wrecks your plans:
Someone who has always supported you:
A person you are accountable to:
Someone you secretly share messages with
Exposure
A troubled professional relationship:
Someone who has confessed too much.
Someone who gives you freedom:
The person you take care of:
Someone who makes your skin crawl:
A close friend you rely on:
Someone who thinks you're not enough:
Someone who wants to be as badass as you:
Someone who considers you a pretender
Exposure
Player Character Relationship
Beast Archetype
Background
Bears are big, fuzzy omnivores. They are very strong, surprisingly fast, and have little hesitation when it comes to protecting the things and creatures they care about. They have dens where they hibernate in the winters, and yes, they do love honey. Bears are primarily about the most important things in life: food, sleep, shelter. Most won't bother you if you don't bother them, and they are very protective of those they care about. They live on the full-stomach side of the law.
Bison are large herd mammals whose natural life breeds a sense of community and compassion for those within the herd. In defense, they can be a tenacious and powerful foe. Bison are no joke when it comes to a fight, but they are much more about wallowing with their fellows and chowing on some good grass. A Bison will typically stay on course, in part because no one is gonna be able to push them off it.
The Cougar is a large feline predator. They are most active during dusk and dawn, and are skilled hunters capable of taking down prey many times their size. They live usually solitary lives and are quite territorial. They tend to get what they want. Cougars are dangerous to anyone that threatens them, but when it comes to family and occasional others, they're caring and responsible (even at their own risk). They are territorial about things, places, and beings that they mark and connect to them. While it's true they can be frightening, even big cats sometimes just want some alone time. That being said, they do sometimes take companions or have family, so their solitary nature shouldn't rule out some social time and relationship.
Otters are playful, lovable, and very effective hunters. They are semi-aquatic and carnivorous, and generally live in groups of families and fellows. They are known to play games and work with some rudimentary tools, entertaining mundanes and terrifying their prey. Otters are fun-loving, exceptionally adorable, and social creatures. They have close relationships, and they would prefer to avoid all that stressful stuff. Still, they're no slouch when the time comes to get serious, though they might laugh the whole way through.
Raccoons are a pervasive, invasive, and familiar sight in rural neighborhoods, and generally go unremarked aside from being minor annoyances. They're particularly skilled at adapting to mundane environments, and can – and will – eat nearly anything. Raccoons are close to people and familiar with how the "other side" lives. They can understand more about people, and ingratiate themselves with beast and human alike with their nonchalance. They're also pretty handy.
Ravens are clever, omnivorous birds who are messengers of forewarning and can solve problems many Beasts would find an impossible challenge. Their ability to fly is valuable, but their keen intellect and sharp beak serve just as great a purpose. Ravens can be chatty, broody, or a combination of the two, and benefit well from their ability to fly. It lets them get places quicker, but not without the risk of distraction. They can cause problems just as easily as they can fix them.
Snakes are sleek, slithering reptiles who are able to shed their skin and begin anew as time passes. They are carnivorous, with a reputation for drawing prey in with hypnotizing movements and – in popular fiction – mesmerizing sounds. They are friendly with those like them; though with others they are particularly cold-blooded. Snakes like privacy and to eat their fill, and mostly slither out of any problems that come their way. They can camouflage themselves well and avoid dealing with the struggles that threaten them… until they have to take action.
Wolves are canine carnivores who typically travel in packs, hunting over large territories. They have strong instincts, well aware of those in their pack and any who might threaten them. Their howls can be heard not just during the full moon, and call attention to their presence bringing both comfort and concern, depending who you happen to be. Wolves are big on groups, working together to get things done. They speak up when they need to be heard, and stay quiet when something needs taken care of. Their reputation among mundane humans is mixed – but they are still often considered cute.
Squirrels are extremely dexterous and mostly herbivorous small mammals whose only natural defense is flight. They use their large fluffy slightly prehensile tails for stability and balance. Squirrels are attentive learners, living alongside a variety of birds and other small mammals who loosely rely on each other for warning of danger or the opportunity for food. Squirrels are social and chatty, some might even say argumentative if they are engaged in the topic, but always a little worried and on the run. They are clever, brave and opportunistic, and will shriek and bite if cornered. They can be generous or forgetful, they can worry a problem with incredible tenacity until they find a solution, and goodness knows they do hoard things away for rainy days.
Instincts
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Beast Powers
(Take Den and Choose One More) Den: You have a secret place you can retreat to, safe from the elements and from anyone who wants to trouble you. Your den is a safe house from any territorial powers or claims. (Take Animal Group, Herd and Choose One More) Animal Group, Herd: When with your herd, you cannot generate exposure with mundane humans. You can generate exposure with your herd, and risk expulsion from the herd if they discover you. Name your closest herd mate and a family member . (Take Territory and Choose One More) Territory: Draw a circle on the map containing up to five elements (bloodlines, locations, themes, or events) to mark your territory. When someone asks a question about something that happened involving those elements, you can answer with... Who is involved, Where it happened, and A rumor for why it happened. If you don't have an answer, the Town Manager can provide one. (Take Animal Group, Romp and Choose One More) Animal Group, Romp: When with your romp, you cannot generate exposure with mundane humans. You can generate exposure with your romp, and risk expulsion from the romp if they discover you. Name your closest romp mate and a family member . (Take In Plain Sight and Choose One More) In Plain Sight: You never generate exposure for being seen in Beast form if there are no witnesses to your transformation. (Take Animal Group, Flock and Choose One More) Animal Group, Flock: When with your flock, you cannot generate exposure with mundane humans. You can generate exposure with your flock, and risk expulsion from the flock if they discover you. Name your closest flock mate and a family member . (Take Emperor's Clothes and Choose One More) Emperor's Clothes: By shedding your skin, you can blend seamlessly into a new environment. You can mark stress instead of exposure when in animal form. (Take Animal Group, Pack and Choose One More) Animal Group, Pack: When with your pack, you cannot generate exposure with mundane humans. You can generate exposure with your pack, and risk expulsion from the pack if they discover you. Name your closest pack mate and a family member . (Take Bright Eyed, Bushy Tailed and Choose One More) Bright Eyed, Bushy Tailed: one thing you are for absolute certain is alert and inquisitive. Whenever you are in a new scene or setting, roll +Primal. On a 10+, tell the MC what detail you notice beyond what they describe; on a 7-9 ask the MC what catches your eye.
I Got You: You are a force to be reckoned with. When another creature requires protection and you choose to give it, roll +Forceful. On a 10+, choose two. On a 7-9, choose one. They are unharmed. You don't mark stress. No blood is spilled. Battering Ram: When there is an immediate threat, you can respond and knock any opponent flat with no roll. You may use this once per scene, but the opponent can take no further hostile action within the scene. Ambush: It doesn't matter how suspicious someone is, you can get the drop on them. In any conflict, you make the first move. Laugh Riot: With your romp on your side, you can have a really good time doing reckless things. When you want to cause damage in pursuit of fun (to creatures or property), roll +Amoral. On a 10+, pick 2. On a 7-9, pick 1. You destroy something valuable. No one gets hurt. You erase one stress. Unusually Evolved: When you need to use mundane human technology, it is simply and easily done. You will still risk exposure if witnessed, but you are less likely to be slowed down by your tasks. Swooping: When with your flock, you can respond to any threat with coordinated attacks. You drive away the threat, and roll +Primal. On a 10+, no one is injured. On a 7-9, you have increased the risk to your flock from returning threats. Wasn't Me: When caught in the act of anything nefarious, you can charm your way out of the situation with body language. Roll +Amoral. On 10+, you get away with it scot-free. On 7-9, choose two. You don't mark stress. You escape suspicion. You don't mark exposure. Howl: Your communication knows no bounds. When you howl, whatever you aim to communicate is heard and understood by all shifters within the town. Your pack can hear and understand the basic idea of any howl directed towards them. I Had it Right Here: Whatever it is that's needed, you might have it stashed away in a closet or shed or under the old car in the neighbor's back lot. On a 10+, you remember where you put it, it's there in good shape, and there's something else useful you stashed in with it! On a 7-9, you find it, but choose 2: It takes you an inconveniently long time to find it. The way it was stored was not as secure as you'd hoped. There's been some damage of some kind.
The Good Stuff: You have stores all over the place that no one knows about with the best of the best in perishables. When you want to impress or comfort someone, you have what they need. Clear the Trail: If you want to hide trails, damage property, or cause a disturbance, you can gather your herd to stampede. Roll +Forceful. On 10+, don't mark exposure with your herd. On 7-9, you draw attention from mundane authorities to your herd and mark one exposure with your herd. Shriek: In the dark of night, everyone can hear you scream. When you need to guide someone to you or chase them away by calling out, roll +Primal. On 10+, choose 2. On 7-9, choose 1. They go in the direction you want them to. You don't draw attention from anyone else. They drop everything. Life of the Party: When you show other creatures a good time, anyone who plays along can clear one stress. Hey Man, No Problem: When social situations might otherwise be catastrophic, you generally are likable enough to skate by without causing trouble. When you greet someone with friendliness, roll +Honest. On a 10+, you're welcomed and treated as a friend. On 7-9, some suspicion exists, but if you keep cool, there's no problem. Mark one exposure. Speak: While in Raven form, you retain the power of speech. Hesitant Strike: If you hurt someone without killing them, it doesn't heal easily, if at all. When you make a non-fatal attack using Human restraint, roll +Subtle. On 10+, choose 2. On 7-9, choose 1 and mark stress. The victim warns others against you. You don't mark exposure. They won't disappoint you next time. Stalker: You can follow other creatures unnoticed. When you are tracking someone, roll +Primal. On 10+, you are able to follow them to their destination and they remain unaware. On 7-9, choose one: » You follow them to their destination, but arouse suspicion. » You follow them for a while, but give up the chase and leave no marks of your passage. Puzzler: You are relentless in solving the problem at hand, by any means, using whatever works, no matter how convoluted. When you use a human shortcut to solve a beastly problem, you use your equivalent Human instinct instead of your Beast Instinct for any struggle.
Friendly: You easily make friends, whether it's because people think you're cuddly, or they know you will protect them. When you act to create a bond of friendship, roll +Honest. On 10+, choose two. On 7-9, choose 1. They trust you and will not take advantage of you. They will give you something you ask for. You don't worry about their friends. Wallow: When you commune with those you care about, in any shifting form, you may ease their stress. Take one mark off both of everyone's stress tracks. Predator: When you elect to use lethal force, you do so quietly, cleanly, and with precision. If you leave no mundane witnesses, you gain no exposure. Urges: You would rather have fun and a good time than anything else, and get bored when you don't get to enjoy yourself. When you get in the mood and want some fun but have to bail on something (or someone) to do it, roll +Primal. On 10+, choose 3. On 7-9, choose 2. At least one other person joins in. You don't get into trouble. You still have time to make up for what you skipped out on. You erase one stress. Everybody's Business: People are terrible at taking out the trash, but you're great at going through it. When you search through someone's belongings or castoffs for an answer, you find what you're looking for and roll +Amoral. On 10+, they have no clue. On 7-9, they know you know it. Clever Mind: Ingenuity comes as naturally to a raven as a Human. When you cleverly solve a problem in your Raven form, you have no need for your Human instincts. Pied Piper: You can draw other creatures to your lair. When you are hungry and call for what fills you, it comes. Dogpile: Your pack will come to your aid if you are in danger. When you are with your pack and attacked by a group, roll +Forceful. On 10+, the group disperses or is destroyed - your choice. On 7-9, both groups leave bloodied. Safe as Houses: You can make yourself at home anywhere, even where you're not necessarily wanted or expected. Roll +Honest. On a 10+, you talk yourself into being welcome, or at least not bothered. You've made your presence known and you may come and go as you please. On a 7-9, you need to give them something first, to distract them, and the more suitable the gift the more distracted they are.
Hibernate: If you are overwhelmed, return to your den where you feel secure. When you rest in your den, you can erase one stress. Sensible: When conflict arises, you can plainly identify an equitable solution, and guide others to it. If they listen, that is. Roll +Generous to lead others to follow your reasoning. On 10+ you point them in the right direction. On 7-9, your advice is sound and your wisdom leads the way, but some doubts may remain. That's Mine: When you mark what belongs to you (person, place, or thing), you can mark stress to arrive at any scene with them. You can mark up to three. Killer Cutie: Your appearance and behavior make people think that you're either a pushover or just too darn nice to be harmful. When you surprise someone with your ferocity, roll +Honest. On 10+, any witnesses are too stunned or afraid to intervene. On a 7-9, no one stops you, but you don't escape repercussions. Racket: In the dark, people never know what you're going to be. When you're unseen and make loud noises to spook someone or draw their attention, roll +Primal. On 10+, choose 3. On 7-9, choose 2. They run away. You don't mark exposure. The noise draws a crowd. They think you are something much worse. Ruffling Feathers: Even in a peaceful environment, you can easily spur dissent. When you take action to distract, disturb, or deter anyone from their actions, you do it and roll +Amoral. On a 10+, you're not held responsible. On a 7-9, someone gets hurt. On a 6-, the distracted target turns their attention to you. Custom Tailored: When looks really matter, you've got the right ones. You choose whether or not any TC recognizes you. Family Has No Secrets: When a member of your blood is in danger or afraid, you know, no matter where they are. Tumbler: You can jump, tumble, and spin on a dime with ease, even stealthily. When you take an athletic action, however extreme, you succeed and roll +Primal. On a 10+, you go above and beyond, and mark positive exposure with the town or an appropriate TC. On a 7-9, you mark positive exposure, but also take a mark of stress. If you're trying to sneak in either instance, you can choose to take stress in place of exposure.
Beast Form Goals
Spring: Find someone like you and take them to your den. Spring: Lead the herd to new resources, but don't range too far. Spring: Enjoy familial comforts. Spring: Celebrate spring breaking a rule. Spring: Enjoy spring break with a partner. Repeatedly. Spring: Be fruitful, and make something. Spring: Shed your skin and find a new home. Spring: Take young packmates on their first hunt. Spring: Tidy up and get the gossip.
Summer: Find something sweet, gorge on it, and store the rest. Summer: Find a mate (at least temporarily) and...mate. Summer: Bite off more than you can chew and store the rest. Summer: Teach someone to swim. Summer: Chill out to disrupt someone's day. Summer: Drive an enemy from your territory. Summer: Disrupt someone's private gathering. Summer: Range the whole of your territory to maintain control. Summer: Have a race through the trees to show the young ones how it's done.
Fall: Prepare your den and your body for winter. Fall: Find a place with secure resources and shelter. Fall: Secure your den for winter. Fall: Find something or someone new and play with it until you understand it. Fall: Dine in...side someone's space. Fall: Store valuable resources for winter. Fall: Scare someone nearly to death. Fall: Have a family feast. Fall: Stake out your territory and hide things in it.
Winter: Sleep until someone misses you. Winter: Save an ally from the cold. Winter: Have a winter feast and share with scavengers. Winter: Find a new way to keep some friends warm. Winter: Take refuge without permission in someone else's space. Winter: Complete your courtship rituals, whether or not you are accepted. Winter: Find somewhere warm and snuggle. Winter: Make an intimate bond with another wolf. Winter: Invite a potential mate to share your nest.
Beast Form Goals — Upon Exposure
Animal Group Exposure
Animal Group Exposure
Animal Group Exposure
Animal Group Exposure
Find a new group Find a new group Find a new group Find a new group
Reintegrate into your group Reintegrate into your group Reintegrate into your group Reintegrate into your group