^
Rising Legends: Beast
Beast
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, has no starting Souls, and cannot speak. Can only learn Species abilities. Have no Training Limit. Ignore Skill Tier requirements during character creation.
Movement Types: Primary - Land / Secondary - Swim
SizeHeightWeightAdventure AgeOld AgeSage Age
0 3'0" - 4'0"120 - 180 pounds1 years10 years20 years
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.
Root Abilities - If Beast is your Primary Species, you may learn any number of these during character creation by assigning AP.
BodyUmbral Animal
Aspect
Gain 6 Mystical Reduction. Have Tier 2 Emotional and the emotion is rage with no specific subject. Your Training Rating becomes 24. Be considered a monster.
Two souls stuck in 1 body.
BodyDecay Animal
Form
Deliver your natural poison to creatures you cause Injury to with fangs or spike attacks.
Body Animal
Aspect
Lock 1 + TT limbs. Gain the Locked limbs.
Boost: Lock long or wide torso. Gain the Locked option.
BodySenses Animal
Aspect
Lock 1 + TT/3 of Enhanced Sensed. Gain the Locked options.
Animal
Aspect
Gain 1 + TT Tier 1 unique effects. Assign an additional 5 + TT x 5 AP.
Boost: In place of gaining an effect, you can increase the Tier of another effect by 1.
Mind Animal
Aspect
Have regular intelligence and you cannot be Trained.
Boost: You can speak.
Body Animal
Aspect
Lock 1 type of limb. Your limbs of a Locked type 1 + TT/3 Reach.
Boost: Lock 1 type of limb.
Form
Become mindless.
BodyUmbral Animal
Aspect
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 + TT x 2 reduction to the Locked Element.
Body Animal
Form
Grow +1 + TT/3 sizes.
Body Animal
Aspect
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.
WaterBody Animal
Aspect
Gain Darksight and Aquatic. Lose land as a Movement Type.
Form
Shrink 1 + TT sizes.
Body Animal
Aspect
Gain +1 + TT/3 Physical Reduction.
Form
Healing from an Element you are Vulnerable to instead causes you an equal amount of Grit Injury. This does not cost AP.
Form
Lock 1 + TT Elements. Gain Vulnerable to the Locked Elements. This does not cost AP.
Species Abilities - If Beast is your Primary or Secondary Species, you may learn these by assigning AP.
BodyUmbral Animal
Form
Grow 1 size. Gain +2 Movement Pool and gain 2 Physical Reduction. Have Tier 1 Emotional. The emotion is rage with no specific subject. Be considered a monster. Assign an additional 5 AP.
Beasts that are born in highly magical areas or that are mutated can become dire.
Animal
Aspect
Gain the Full-Blooded feature of your Primary Species. Assign an additional 5 AP.
ScoutBodyMobile Animal
Aspect
Gain Flight with Wings as a Primary Movement type and land becomes a Secondary Movement type.
Body Animal
Aspect
Lock 1 Ailment. Gain +2 + TTx2 on defense against gaining Locked Ailments and on rolls to reduce Locked Ailments.
Boost: Lock 1 Ailment.





© 2026 - Grinning Demon Games. All rights reserved.