Beast

Combat

Blood Frenzy • Passive

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.

Rend • Passive

Your attacks inflict bleed.

Survival Instinct • Passive

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.

Exploration

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.

Cheetah’s Swiftness • Passive

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.

Enhanced Senses • Passive

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.

Wall Climbing • Passive

You can adhere to any solid surface, including ceilings.

Interaction

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.

Beast Master • Passive

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.