Lest you become one
Animals are indifferent to you. Even the fiercest creature will allow you to...
- (1 Secret) ...walk past unharmed
- (2 Secrets) ...feed and caress them
- (4 Secrets) ...lead them about with a string
- (8 Secrets) ...slaughter them for meat
Secrets of Beasts
- Vermin boil out of every crack and crevice for [SUM] paces around you.
- [DICE] beasts that can see your eyes go from a state of calm to a state of agitation, or vice-versa.
- Fashion a small totem out of the flesh and bone of an animal. For the next [SUM] days, whoever possesses the totem is hated by that kind of animal.
- When you would be surprised by danger, you have a [HIGHEST]-in-6 chance of noticing at the last instant.
- Let loose a primal roar. Foes who have never heard you roar before have a [HIGHEST]-in-6 chance of panicking, and allies who have heard you roar before have a [HIGHEST]-in-6 chance of being inspired with savage courage.
- Receive answers to [SUM] questions from one animal. Beasts remember things broadly and by their nature; a predator and a grazer will recount the same event in different ways.
- You take a deep sniff and scent the emotional state of those within a handful of paces. You can detect...
- (1 die) ...fear
- (2 dice) ...lies
- (3 dice) ...intentions
- When you fail to track a creature, you have a [HIGHEST]-in-6 chance to pick up the trail instead. Alternatively, those tracking you have a [HIGHEST]-in-6 chance of losing your trace.
- Kill a beast with your bare hands and ritually skin it. You can don the hide for a [SUM]-in-6 chance of taking the beast's form. You must make use of this Secret again to change back.
- At dawn, bind a beast to you until the next sun rises. You must have once subdued it with your bare hands. As long as the creature remains within [SUM] miles, it obeys you to the best of its understanding. If maintained on the same beast for a year and a day, the effect becomes permanent.
- Strip nude and daub yourself with beast-blood sigils: your skin turns blades like thick hide. The next [SUM] mortal blows against you bounce off. Ends if you don clothing.
- Lock eyes with a beast that has consumed a drop of your blood each dusk for a year and a day. When you die, your mind and spirit will be transferred to that beast. The animal may be as large as a...
- (1 die) ...wolf
- (2 dice) ...bear
- (3 dice) ...wyvern
Marks of Beasts
- Your face elongates into a muzzle.
- Your legs become back-jointed.
- Nature falls silent at your approach. Birdsong ceases, dogs stop their barking, and cattle will not low.
- Teeth and nails grow long, sharp, and iron-hard.
- Tough feathers sprout painfully from your skin.
- Your feet become claws or hooves.
Dooms of Beasts
- Madness besets the creatures around you. If you linger too long, horses will throw their riders and dogs savage their masters.
- Each dusk, you lose all higher reason and turn feral until dawn.
- The Ur-Predator catches your scent. It will pursue you to the edge of the world. If you kill it, the pelt lets you transform into any beast that hunts for prey.