Beasts

ANIMAL ASPECT

Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You choose an animal and emulate one of its iconic traits. Pick one of the following benefits:

• Mobility: You can swim like a dolphin, burrow like a termite, or emulate flight with graceful leaps. You can ignore any dangerous or difficult terrain) or complicated passages, barriers, or hazards that form of movement could reasonably bypass.
• Senses: Choose a specific circumstance in which the animal’s senses give an advantage — an eagle’s eyes can see clearly from far away, a bat can echolocate in total darkness, while a dog can track by scent for miles. You have Enhancement 3 on sense-based rolls where that advantage applies.
• Other: Pick a miscellaneous trait, like an octopus’s camouflage, an anglerfish’s bioluminescence, or a peacock’s magnificent plumage. You either have Enhancement 2 on actions that trait benefits, or ignore up to 3 points of Complication it negates, whichever best represents the chosen trait.

ASPECT OF THE APEX PREDATOR

Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Self
Action: Simple
For one scene, a God becomes the primordial concept of the Beast. With a quicksilver shape that changes as quickly as thought and an insatiable hunger, this form is as powerful as it is dangerous. This form understands the thoughts of very animal within range of its senses and can choose to consume any number of trivial characters within Close range.

The Beast will crush homes, tear into Titans’ flanks, and pursue prey to the ends of the earth with the cunning and subtlety of a master predator. Normally, a God changes into the Beast as a last resort, since they may be at risk of being consumed by the very form that they take.

While rampaging, the God increases their Tier by 1, reducing their target number to 6, and has a +3 Enhancement to attacks that may exceed the Enhancement cap. For every worthy foe (enemy at least equal to their original Tier) that the Beast destroys, the God must succeed on a Difficulty 3 action (usually Integrity + Resolve). Their dice pool for this test decreases by 1 per round. Each time the God fails this action, they lose 1 Health level to the Beast. If a God’s avatar is Taken Out while channeling the Beast, the God receives 2 Divine Wounds (p. 71) .

  • Hunter Specific: Understanding the Beast: Receive +2 Enhancement to your roll to retain control after destroying an enemy

BEAST AVATAR

Cost: Spend variable Legend
Duration: One scene
Subject: Chosen Animal
Range: Short
Action: Simple
You imbue a chosen animal with your will, causing it to become stronger, smarter, faster, and more beautiful than others of its kind. You form a connection with this creature and can see through its eyes and control its movements. You can even commune with the animal instantaneously, understanding its wishes as you would your own.

With each Legend point spent above 2 (to a maximum of 5 Legend spent) the animal receives +1 Enhancement to all of its actions, though its Health levels do not increase. This transformation is permanent and binds the animal to you until its death. Keep in mind that while the animal may be more powerful than others of its kind, it’s still limited by its own abilities. While an animal may be smarter and may understand you, it still won’t be able to speak a human language itself.

An animal that is Taken Out while being influenced by Animal Avatar causes the God controlling the animal to receive 1 Complication to any social-related rolls as they deal with their emotions for the duration of the rest of the scene. Failing to buy off the Complication causes the God to have an emotional breakdown.

BEAST CALLING

Cost: Imbue 1 Legend
Duration: One scene
Subject: Chosen Animals
Range: Long
Action: Simple
Calling just one animal to yourself is one thing, but summoning all of them in a given area is another. When purchasing this Boon, the God must choose one type of animal. The God may then summon all of this same species of animal in a one-mile radius to her side. This allows her to give them simple commands such as retrieve this object for me or harass the police until they leave or observe this person for me. The animals do this obediently and to the best of their ability, but they will not put themselves in serious danger.

FIGHT OR FLIGHT

Cost: Imbue 1 Legend
Duration: One scene
Subject: 1 Character
Clash: Charisma + Legend vs. Resolve + Legend
Range: Close
Action: Simple
You bring out a bestial response in others, triggering a fight or flight reaction. You can make an Encourage Behavior action before activating this Boon to influence the results, although how the target responds is left to the Storyguide’s discretion. Fight does not need to be a physical response — it could result in a tongue lashing or intellectual beat down — but flight always causes the target to flee the scene immediately. If your target responds by fighting you can use this Boon a second time for free on the subject of their aggression.

LEADER OF THE PACK

Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You can speak to and understand all animals. Animals that don’t have a Legend rating treat their Attitude towards you as one point higher when determining whether you can persuade them to take on a task. This does not stack with other magical Attitude bonuses.

Once you reclaim the Legend from this Boon, your animal helpers will still try to complete your requests, but may become distractible or less reliable, at the Storyguide’s discretion.

THE BEES

THE BEES +

Cost: Spend 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Your innate connection to bees allows you to transform to a swarm of bees. This transformation is perfect in the details and undetectable through non-magical means, but doesn’t alter any of your Attributes, Skills, or other traits. However, depending on the form you assume, you can gain the following benefits:
• +1 Scale on to actions using the ‘Dexterity’ attribute
• You are able to pass through doors and windows, even closed, with ease.
• 2s: You can inflict the ‘Poisoned’ condition on your target.
• You are invulnerable to weapons which do not do some sort of area of effect as part of their damage. For example, you are immune to Swords, but not immune to flamethrowers.

TOOTH AND CLAW

Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Choose an animal whose natural ferocity you wish to evoke. Your brawling attacks gain the Lethal tag and up to three points of other weapon tags appropriate to the chosen animal, such as Grappling and Piercing for an alligator’s bite or Pushing and Piercing for a rhino’s charge.

  • Warrior Specific: Chimeric Strike): You gain one additional form of attack, built with Lethal and three other tags of its own. This attack can be inspired by a different animal than the original Boon.