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Beast
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
Gain 6 Mystical Reduction. Have Tier 2 Enraged and you cannot be Trained. Be considered a monster.
Two souls stuck in 1 body.
Form
Deliver your natural poison to creatures you cause Injury to with fangs or dtinger attacks.
Aspect
Lock 1 + TT limbs. Gain the Locked limbs.
Boost: Lock long or wide torso. Gain the Locked option.
Aspect
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
Lock 1 type of limb. Your limbs of a Locked type 1 + TT/3 Reach.
Boost: Lock 1 type of limb.
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
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
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.
Form
Healing from an Element you are Vulnerable to instead causes you Injury. This does not cost AP.
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.
Aspect
Gain the Full-Blooded feature of your Primary Species. Assign an additional 5 AP.
Aspect
Gain Flight with Wings as a Primary Movement type and land becomes a Secondary Movement type.
Aspect
Lock 1 Ailment. Gain +2 + TTx2 on defense against gaining Locked Ailments and on rolls to reduce Locked Ailments.
Boost: Lock 1 Ailment.
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