When chosen as your Primary Species, gain each of these features. |
If Full-Blooded: Gain +1 damage with Unarmed Strikes. |
Form: Have only a torso and head with ears, eyes, mouth, nose, and teeth. |
Beast Mind: Cannot be a playable character, has intelligence of an animal and no starting Souls, and cannot speak. |
Beast Progression: Must expend double AP to learn, train, and boost abilities that are not from your Species. |
Beast Body: Can only learn beast and Species abilities. Has no Training Limit. Ignore requirements during creation. |
Base Skills: Each Skill Tier begins as Tier 0 and can be increased up to 4 as part of creation. |
The beast comes in countless forms. Creatures that are full-blooded beasts have raw power that exceeds most civilized creatures. Many ancient creatures were part beast allowing them to grow to sizes far beyond what is commonly seen now.
Aspect - Might
Gain 6 Magical Reduction. Have Tier 2 Enraged and you cannot be Trained. Be considered a monster.
Two souls stuck in 1 body.
Aspect - Form
Deliver your natural poison to creatures you cause Injury to with Fangs or Stinger attacks.
Aspect - Might
Lock 1 + TT limbs. Gain the Locked limbs.
Boost: Lock long or wide torso. Gain the Locked option.
Aspect - Might
Lock 1 + TT/3 of Enhanced Sensed. Gain the Locked options.
Aspect - Charisma
Gain 1 + TT Tier 1 unique effects. Assign an additional 5 + TTx5 AP.
Boost: In place of gaining an effect, you can increase the Tier of another effect by 1.
Aspect - Wit
Have regular intelligence and you cannot be Trained.
Boost: You can speak.
Aspect - Might
Lock 1 type of limb. Your limbs of a Locked type 1 + TT/3 Reach.
Boost: Lock 1 type of limb.
Aspect - Form
Count as an animal or become mindless. Each Skill Tier begins as Tier 0 and can be increased up to 4 as part of creation. This does not cost AP.
Aspect - Might
Treat all magical abilities as if they are Species abilities and each Skill Tier begins as Tier 0 and can be increased up to 6 as part of creation. Any sounds you normally make counts as speaking for Manifesting magical abilities.
Boost: Lock 1 Element. Gain 2 + TTx2 reduction to the Locked Element.
Aspect - Might
Grow +1 + TT sizes. Assign AP to learn or train equal to your new size.
Aspect - Might
Lock 1 + TT Spells that could be potions. You are always under the effect of Locked Spells without training or boosts. If you know the Spell, gains any training or boost you have on it. Assign an additional 5 + TTx5 AP. You can learn any Spell but cannot Manifest Spells you can only learn in this way.
Boost: You can instead choose a Ritual that targets a single creature. You can change any Locked options when you learn this. Assign an additional 5 AP.
Aspect - Might
Gain Darksight and Aquatic. Lose land as a Movement Type.
Aspect - Form
Shrink 1 + TT sizes. This does not cost AP.
Aspect - Might
Gain +1 + TT physical reduction. Assign an additional TT AP.
Aspect - Form
Healing from an Element you are Vulnerable to instead causes you Injury. This does not cost AP.
Aspect - Form
Lock 1 + TT Elements. Gain Vulnerable to the Locked Elements. This does not cost AP.
Aspect - Form
Grow 1 size. Gain +2 Movement Pool and gain 2 Physical Reduction. Have Tier 1 Enraged. Be considered a monster. Assign an additional 5 AP.
Beasts that are born in highly magical areas or that are mutated can become dire.
Aspect - Charisma
Gain the Full-Blooded feature of your Primary Species. Assign an additional 5 AP.
Aspect - Might
Gain Flight with Wings as a Primary Movement type and land becomes a Secondary Movement type.
Aspect - Might
Lock 1 Ailment. Gain +2 + TTx2 on defense against gaining Locked Ailments and on rolls to reduce Locked Ailments.
Boost: Lock 1 Ailment.