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Beastfolk

Beastfolk are as diverse as the animals of Theros. They are unrelated to the barbaric species of monsters known as 'beastkin.' Instead, the heritage of the beastfolk is connected to fey. Because of this mystical and chaotic heritage, beastfolk are a bit of a mystery in the world. The beast a beastfolk resembles, is as an example, not indicative of their parentage. Two catfolk could have a child resembling a bird or an elephant. There is no known reason for it, though it is believed by Beastfolk society that the animal a child resembles is representative their future personality and skills. Children are seen as gifts of the gods, and it is believed that the tribe must have needed a child with that animal's skills to be whole. They tend to live in small, which are nomadic, but it is said in the past they lived in great kingdoms comprised of beastfolk of all types. While beastial by nature, Beastfolk are also known to be intelligent and empathetic.   Beastfolk are creatures of habit and tradition. Because of their beastial appearance, other societies tend to treat them with suspicion. There are many stereotypes held against them, and they are often confused with beastkin or werebeasts. Marceaux, in particular, has been interested in beastfolk. The country finds their chaotic heritage to be worrying, but also, as with all things, something to be studied. Marcisians hunt beastfolk, but not for the purposes of killing. They bring them to their labs for experimentation. This forces beastfolk to live in isolation most of the time. They live in small tribes and are constantly on the move for the sake of security. Despite their isolated existence, beastfolk are hospitable by nature. Anyone brought into their societies are made to feel welcome and safe. Anyone who commits violence against one of the tribe or threatens the safety of the tribe however, will be introduced to the darker side of the beastfolks' beastial nature.   Beastfolk leave the safety of their tribes for a number of reasons, such as: their tribe being wiped out by disease or enemies, they may want to see the world, it could be a rite of passage. Life outside of the security of the tribe can be daunting. Beastfolk are often met with superstition or racism when travelling on their own, but some grow to enjoy learning about other cultures.   Appearances among beastfolk vary widely, but each member of the race shares a few things in common. They have a lifespan up to 80 years, and are all very aware of their surroundings, often possessing extensive knowledge about the natural world. That's where the physical similarities stop, because each beastfolk resembles an animal of one type or another. One member could resemble a wolf, while another resembles a hawk or another a stag or turtle, and yet all regard the others as equals.  

Basic Information

Biological Traits

Varies based on animal race it resembles.

Dietary Needs and Habits

Beastfolk, like most other huminoids are omnivores.

Additional Information

Perception and Sensory Capabilities

Typically, beastfolks' physical senses are heightened over other races.

Civilization and Culture

Naming Traditions

Examples of typical names:   Female Names: Anok, Bekk, Eeve, Faen, Kair, Liyr, Nann, Pell, Syll, Vyrr   Male Names: Borr, Daak, Domm, Garr, Johl, Lax, Olko, Toru, Rahn, Tokk   Clan Names: Boneknife, Clovenhoof, New Moon, Nightcaller, Redhorn, Swampstalker, Whitefang

Major Language Groups and Dialects

While beastfolk can speak the common language of their country, they also have a more natural language they can instinctually understand and speak. To a non-beastfolk, this language would appear to be a combination of body language and beastial grunts and other animalistic noises, but a beastfolk will simply understand. Though their beastial noises may sound different based on the animal they resemble, it is still understood by peers who resemble other animals.

Beastfolk Benefits

 

Armored

  You have a tough hide, shell, or thick fur that provides you with a natural armor rating of 2  

Dark Sight

  You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source. You see everything in shades of black and white in the dark.  

Hold Breath

  You cannot breathe underwater, but you can hold your breat for a number of minutes equal to your Constitution (minimum 1 minute) before having to make any tests relating to lack of air, rowning, or similar hazards. If you're not engaged in combat and move no more than half your speed, you can triple this duration.  

Regenerate

  You gain access to the regenerate stunt. SP Cost is 2+. Regenerate: You heal a number of Health equal to your Constitution (Minimum 1) as a 2+SP stunt. this stunt may be used multiple times in the same roll if enough SP are available repeating the healing effect for every 2 SP spent.   You are also able to regenerate limbs over the course of 2d6 weeks. Wounds from fire and acid cannot be regenerated. If a limb or tail is removed and the stump is cauterized, it will never grow back.  

Slow Decent

  Your wings down't allow you to fly, buy you can use them to slow yourself when falling. You take only half damage from falling if you are conscious and able to use your wings.  

Sturdy

  You are big, solid, and difficult to move. Knock Prone and Skirmish stunts used against you require 1 more SP than normal to work.  

Venomous Bite

  You have a bite attack that deals 1d6 damage and gain access to the Venomous Bite stunt. For 3 SP, you inject venom into a living creature. It slows and partially paralyzes the victim, who suffers and additional 1d6 penetrating damage and a -1 penalty to Dexterity, Strength and Constitution until the end of the encounter or until the victim receives magical healing.

Playing a Beastfolk

  If you choose to play a beastfolk, modify your character as follows:  
  • Add 1 to your Perception Ability. Pick one of the following ability focuses: Intelligence (Natural Lore) or Perception (Seeing) Your Speed is equal to 10+Dexterity (minus armor penalty if applicable) You can speak Beastspeech. Roll once on the Beastfolk table for an additional benefit. Roll 2d6 and add the dice together. Roll once on the Beastfolk Species table. Roll 2d6 and add the dice together. The result tells you the sort of animal you resemble and provides a handful of examples as well as a few options for benefits. Choose two of the listed benefits for the species you rolled.
Lifespan
80
Beastfolk table.png
  * If the class you choose provides this already, you can take the focus Strength (Spears) instead.  

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