Beastmen
Beastmen are one of the few lineages of man who were not deliberately made by the hand of the Hours. To some, this would mark them as Shylings, aberrant monsters who are a danger to all other living things. Beastmen are created by the magic of grafting.
Grafting is the art of taking a piece from another person, animal, or organic creature and then grafting that piece onto one's own body. This can be a lifesaving magic: taking the heart of a pinkskin and infusing it into someone whose heart can no longer beat on its own. It can also be a magic of horror: carefully removing the limbs of a hapless victim, and keeping them for one's own purposes.
For the beastmen, whether they still practice it or not, they have an altogether different relationship with grafting. Their ancestors, whether that be their parents' generation or earlier, overused the magic of grafting. Taking the forms of various animals and either staying with just one or blending them together, they affected themselves so much that they became more alike those beasts in appearance than whatever lineage they had been before.
Appearance
Their appearance varies wildly. Some resemble the animals they imitate so closely that, were it not for their sentience, they would be indistinguishable. Others just have cat ears, or something else that could be easily hidden to conceal their lineage. All are somewhere on this spectrum.
Traits
Beastmen are unlike all other races, in that they have some extreme variance in the number and quality of traits they posess. A beastman character will have either one, two, or four traits.
- If they posess just one trait, the beastman has the advantage of being not so obviously different from most humans that they can conceal their lineage.
- With two traits, their appearance is so dramatically changed no one could mistake them for anything but a beastman.
- If a beastman wants three traits, they must also choose a fourth negative trait listed below.
Their traits are numbered, in case someone wants to roll on the table.
Positive Traits
| Number | Name | Description |
|---|---|---|
| 1 | Nightvision | This character's eyes reflect light like a cat's. As long as there is a trace amount of light, they're able to see in darkness. |
| 2 | Sprinter | This character is adept at running in short sprints. Over a short distance, they can outpace anyone without this trait. However, they aren't made to sprint for long. Their Prowess is reduced by 2 after using this trait until they have a chance to rest. |
| 3 | Talons | This character has sharp, menacing talons where their nails should be. These can be retracted. They function as a 1d4 weapon. |
| 4 | Large Talons | This character has sharp, menacing talons where their nails should be. These cannot be retracted. They function as a 1d6 weapon. They are so obtrusive that any action requiring fine movements of their hands or fingers has a malus of one. |
| 5 | Padded Feet | This character has soft, padded feet. They make no noise while walking as long as they aren't wearing shoes. |
| 6 | Robust Digestion | They are able to consume raw or most dangerous food with minimal indigestion. |
| 7 | Enhanced Senses | This character posesses exceptional hearing and eyesight, their effective Cleverness increases by half again for the purposes of noticing something in the environment. |
| 8 | Hollow Bones | This character possesses hollow, brittle bones. This doesn't aid much in terms of weight, but it does enhance their stamina to an incredible degree. They will outpace anyone who does not otherwise have supernatural endurance. However, due to their fragility, their effective Prowess is halved when taking a blow. |
| 9 | Natural camouflage | This character has an easier time hiding in certain environments. Their effective Cleverness increases by half again when trying to conceal themselves in X¹, while in all other environments their effective Cleverness is halved for the purposes of remaining undetected. |
| 10 | Translucent Eyelids | This character has a second pair of translucent eyelids. While closed, they can still see (albeit not as well as if their translucent eyelids were open) even in unideal circumstances like in saltwater, extremely bright lights, or noxious gas. |
¹Replace the X in this trait's description with any of the following: night environs, wetlands, forests, plains, deserts, or cities.
Negative Traits
| Number | Name | Description |
|---|---|---|
| 1 | Abnormal Body | This character's body cannot fit normal armor or clothes, and must have custom articles made to wear. |
| 2 | Inhuman Hands | This character's hands are not made for using tools. Anything they wish to hold in hand and use effectively has to be custom made for them. |
| 3 | Quadruped | This character is not adept at walking in a bipedal fashion, and must incorporate all four limbs to move with speed, agility, or grace. |
| 4 | Climate Adapted | This character is adapted to certain climates. If they are adapted for heat, then they are immune to the effects of hot weather but suffer in climes climes. The inverse is true if adapted to the cold. If they are in their antithetical environment, all of their attributes are reduced by two. This includes changing seasons, i.e. cold-adapted characters during the summer in a temperate zone. |