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Beast: The Primordial
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==Powers== ===Atavisms=== The powers granted by your Horror and the most conventional of powers. All Atavisms are linked to a particular Family: the core five have five each and the two new ones each have three. Any Beast can learn any Atavism, as long as it matches with their Horror's identity. Atavisms become more powerful when used in a locations that resonates with the Beast's Lair, allowing the use of a more powerful version of the Atavism by spending a point of Willpower instead of Satiety (but this can be done only once a turn). Aside from this optional effect all Atavisms have a more potent variant that is used if the Beast has low Satiety. A starting character starts with two Atavisms, one of which has to be from a Beast's own Family. It can learn all the others too: all non-Family Atavisms are simply one XP more expensive. ===Nightmares=== Nightmares invoke the fears commonly found in nightmares: "nobody likes you", "something's chasing you", "you're covered in bugs", and so on. (A notable exception is "Behold, My True Form!", in which you can scare people to death with your presence alone). They require either eye contact or physical contact, followed by the Beast speaking a few words. Lasting for one Scene, Nightmares provide powerful negative modifiers on targets that give the Beast an edge when dealing with them. Nightmares come in three forms: the regular one, an additional effect gained if the Beast has 7 or more Satiety, and one that is activated by spending Satiety (if your Satiety drops to 6 or lower because of this you still get the high Satiety effect). Because all Nightmare rolls involve rolling a Beast's current Satiety, this means that at high Satiety you're easily looking at dice pools of 10+. ===Lairs=== Your home sweet home in the Primordial Dream, this is where your Horror "lives" when it's not out giving people nightmares. Lair is also the name of your power stat: it's your supernatural tolerance trait, once you have more than five dots in Lair you can increase your traits beyond the normal maximum, etc. Lairs are composed of '''chambers''' (the dream-mirrors of places where somebody got scared so bad it left an impression on the Primordial Dream; you can open a gateway from a chamber to the place the chamber is based on to enter and and exit the Lair) and '''burrows''' (connections between chambers). The first and most important part of your Lair is the '''Heart'''. Your heart can't be used to warp to the real world as it's based on you and not a physical location, but that's a good thing on account of if somebody destroys your heart you get instakilled. From there you add chambers, connect them with burrows, and choose your '''Lair Traits''', the shit that makes your lair deadly to anyone who isn't you. Lair traits are environmental Tilts divided into minor (a raging blizzard, poor lighting, a sticky floor) and major (anyone who stays for too long becomes a pillar of salt, bottomless pits) categories; at least one of your lair traits has to be minor. If one of the tilts is already present in the real world, you can bring up to (Lair) other traits along for the ride for free. (Every WoD splat has its super-murder [[cheese]] combo, and this is the one for Beast: turn off the lights or run into a maze, then activate all your major traits and sit in the dark while your enemies die horribly in your magical pocket universe that kills in minutes and leaves no evidence.) All the chambers in an area are called the '''Hive''', which is where your Horror goes when it ''is'' out scarring people for life and whatnot. Generally, the nature of the Hive is influenced by its Apex- the meanest, scariest thing in the area, which need not be a Beast or even a supernatural. Their sway over the fears of humanity creates an additional trait in every chamber connected to the Hive, but unlike other Traits you ''don't'' get free immunity to it. Depending on the trait, this can be either mildly annoying or a good reason to move your brood somewhere else. You can cut your Lair and its Chambers off from the Hive if you like, but that means your Horror is going to keep fucking up the same people again and again, which will either attract or create a Hero to bust your ass. ===Kinship=== Beasts consider themselves to be part of an extended family originating from the being they call "The Dark Mother", and claim that all other supernatural beings are basically their distant cousins who just don't know where they ''really'' come from. The only exception is the [[Demon: The Descent|Unchained]]; not only do Beasts not claim kinship with the scions of the God-Machine, they actively hate them. Naturally, some supernatural beings like the [[Werewolf: The Forsaken|Uratha]] and the [[Mummy: The Curse|Arisen]] who already have their own origin stories don't buy it, but even then they're not normally the type to pass up free allies. As for when they come to blows...well, Beasts know that family members can still end up in fights with one another and see nothing wrong with making such fights lethal. In crunch terms, this means that Beasts can detect other supernatural beings, disguise themselves as other supernaturals, gain Satiety by watching said supernatural beings "feed" (the aforementioned Family Dinner mechanic that torpedoes the whole issue of managing Hungers), empower other supernaturals to make their powers work better, create new Nightmares based on their kin's abilities, and even open Primordial Pathways from their Lairs to other spiritual dimensions (e.g. the Shadow and the Hedge). It should be noted that the True Fae, Centimani, Slashers, and other fucked-up sorts are also recognized as Kin by Beasts. That...is probably not a good sign. ===Others=== Birthrights, Obcasus Rites etc.
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