Aviran

The sneaky, shapeshifter race, Avirans specialize in transforming into animals. As a race, they can use any card, making them an excellent support for narrow classes that use only one or two suits.

Avirans can take on one of twelve forms based on the cards they draw. Suit doesn't matter. Each animal lists its power, which is the bonus you get to all actions while transformed into that animal if the animal would be better than a person at it. If the animal would not be worse than a person at a particular action, take a -3 penalty instead. Jokers allow you to transform into any animal, not just one from the list. Transformations last one scene.

2: Hamster, squirrel, or chinchilla +2

3: Spider monker or chimpanzee: +2

4: Fly or mosquito: +2

5: Platypus: +2

6: Binterong or pangolin: +3 (if you have to look up or ask what these are, you can't turn into them)

7: Wolf or dog: +2

8: Marlin or barracuda: +2

9: Falcon or eagle: +2

10: Bat or owl: +2

J: Bear or Hippopotamus: +3

Q: Giant Squid or Great White: +3

K: Dinosaur of your choice: +4

A: Chimera (When transforming into a chimera, you draw 3 cards at random from the deck or play them from your hand, and you get the benefits and drawbacks of all of them. Any other aces have you draw 3 more cards and play those. Four aces could leave you a combination of 9 creatures.