
There are a variety of features that are common to animals, known as Bestial Traits.
Bestial Limit. You cannot benefit from more than 4 Bestial Traits at any one time. If an effect would give you access to an additional Bestial Trait(s), you must choose a Bestial Trait(s) to stop applying the effects of while you possess that Bestial Trait(s).
Bestial Traits and the Feral State. Any Unique Ability granted by a Bestial Trait can be used even in the Feral State.
Bestial Traits
Alternate Sight: Your eyes are clearly designed to work in a different way than most, allowing you to see in the dark.
(1)-[Passive]: Treat the Light Level as if it was 1 level closer to Normal (0).
(2)-[Passive]: Increase the Dice Score of your Perception Skill Checks by 1.
(3)-[Passive]: Increase the Natural Result of your Dodge Rolls by 1.
(4)-[1/Round]: As an Instant Maneuver, target an Opponent who is not Hidden from you. Make a Skill Clash (Perception vs Perception/Stealth) against them. If you win, increase the Strike and Wound Rolls of your next Attacking Maneuver made against that Opponent during this Combat Round by 1(T) and 2(T) respectively.
Arboreal: While most beasts of note are mammals or insects, you are instead animate flora, which allows you to utilize the sun’s energy in place of your own. (inspired by the Hombrew from Gyrobbio of the DBU Discord)
(1)-[Triggered/Start of Turn, Resource]: Gain a stack of Sunlight (max. 2) if it is Daytime (see — Battle Weather) and the Battle Weather is Standard.
(2)-[1/Round]: As a Standard Action with an Action Cost of 1 Action, you may spend a stack of Sunlight to use a Ki Surge.
(3)-[1/Round, Ruling]: As a Standard Action with an Action Cost of 1 Action, you become ‘Rooted’. While you are Rooted:
- You cannot use the Movement Maneuver or any other effect that would allow you to move.
- Increase your Soak Value by 2(bT) for each stack of Sunlight you possess.
- Reduce your Defense Value by 2(bT).
- If an Opponent makes a Clash that would result in an effect to move you on a win, increase your Dice Score for that Clash by 2(T).
(4)-[1/Round]: As an Instant Maneuver during your turn, you stop being Rooted.
(5)-[Automatic]: If you are moved for any reason while Rooted, you stop being Rooted.
(6)-[Triggered, 1/Round]: If you gain a stack of Sunlight while you are Rooted, regain Life Points equal to your Surgency.
Bestial Build: Animals come in a variety of shapes, sizes, and anatomies. Because of this, some have varying methods of self-defense.
(1)-[Passive]: Increase your Racial Life Modifier by 2. This effect applies retroactively if you gain this Bestial Trait during a Combat Encounter (when doing so, increase your Maximum Life Points to account for the increase to your Racial Life Modifier and then regain Life Points equal to the increase).
(2)-[Option]: Upon gaining this Bestial Trait, choose one of the following effects:
- Thick Hide [Passive]: Increase your Soak Value by 2(T) and your Corporeal Saving Throw by 1(T).
- Slender [Passive]: Increase your Defense Value and Impulsive Saving Throw by 1(T).
Blood in the Water: Sensing your enemy’s weaknesses, you grow bolder, hoping for a quick kill while they’re too weak to fight back.
(1)-[Passive]: Increase your Wound Rolls against Opponent(s) by 1(bT) for each Health Threshold they are below.
(2)-[Triggered, 1/Round]: If you knock an Opponent through a Health Threshold with one of your Attacking Maneuvers, reduce the Dice Score of their Steadfast Check by 2.
Burrowing Beast: With a body built for digging through the soil, you stay safely hidden underground.
(1)-[1/Round, Ruling]: When using the Movement Maneuver while in the Standard Environment, you can go ‘Underground’ if the Hardness value for the ground is 3 or less.
(2)-[Passive]: While you are Underground, you have Cover.
(3)-[Passive]: While you are in Cover, increase your Defense Value by 1(bT).
(4)-[Passive]: While you are in Cover, your use of the Movement Maneuver does not trigger the Exploit Maneuver.
(5)-[1/Round]: While you are in Cover, you may use the Movement Maneuver as an Instant Maneuver
(6)-[Automatic/Start of Turn]: You stop being Underground.
Camouflage: You possess, via some biological means, the ability to hide from predators and other dangers.
(1)-[1/Round]: Spend 1 Action and 8(bT) Ki Points to enter the Invisible Special State. You can exit the Invisible State at any time as an Instant Maneuver.
(2)-[Automatic/Start of Turn]: If you are in the Invisible State due to the first effect of Camouflage, reduce your Ki Points by 6(bT).
Claws: While some species evolved claws purely for grip while running, yours evolved them for combat. You can rend your enemy’s flesh with your claws.
(1)-[Passive]: Create a Physical Weapon of the Slashing Category with a Craftsmanship Grade of 2 (you cannot select the Transforming Weapon Quality for this Weapon). This Weapon becomes Integrated while you possess this Bestial Trait.
(2)-[Triggered, 1/Round]: If you hit an Opponent with your first Physical Attack after moving into their Melee Range this Combat Round, make a Clash (Impulsive) against them. If you win, they are knocked Prone.
Extra Limbs: You have more than four limbs, allowing you to perform multiple complex actions at the same time.
(1)-[Passive]: You are in the Multiple Arms Special State.
Fangs: All animals must eat, but you draw your nourishment from other animals, and your teeth have evolved to prove it.
(1)-[Passive]: Gain access to the Bite Attack Maneuver (see — Special Maneuvers).
(2)-[Option]: Upon gaining this Bestial Trait for the first time, choose one of the following effects:
- Savage [Passive]: Increase the Wound Roll of your Bite Attack Maneuver by 2(T).
- Venomous [Triggered, 2/Encounter]: If you deal Damage to an Opponent with your Bite Attack Maneuver, make a Corporeal Clash against that Opponent. If you win, they suffer from the Poisoned Combat Condition.
Grippy Grabbers: You grip. You grab. You squeeze ’em tightly.
(1)-[Passive]: Increase the Dice Score of your Grapple Checks by 1(T).
(2)-[Passive]: Increase your Wound Rolls by 2(T) for Physical and Energy Attacks.
(3)-[Triggered, 1/Round]: If you are in a Grapple as the Grappler, you may target your Opponent as an Instant Maneuver. If you do, make a Grapple Check against them. If you win, you may either reduce their Life Points by your Might or use the Launch Maneuver as an Out-of-Sequence Maneuver.
Impaling Horn: In combat, you charge headfirst into battle, your horns thrust forward to damage your enemies and protect you from recoil.
(1)-[Passive]: Increase your Wound Rolls for your Physical Attacks with the Charging Assault Advantage by 2(T).
(2)-[Triggered, 1/Round]: If an Opponent attempts to use the Blockade Maneuver against you, make a Physical Attack through the Basic Attack Maneuver against them as an Out-of-Sequence Maneuver.
(3)-[Triggered, 1/Round]: If you hit an Opponent with a Physical Attack that has the Charging Assault Advantage, spend 4(bT) Ki Points to increase the Damage Category by 1.
Land-Based Beast: Adapted for moving quickly on the ground, your powerful charge sends enemies scattering out of your way.
(1)-[Passive]: While in the Standard Battle Environment, increase your Defense Value and Speed by 1(bT).
(2)-[Passive]: While in the Standard Battle Environment, reduce the Ki Point Cost to use your Boosted Speed through the Movement Maneuver by 1(bT).
(3)-[Triggered, 1/Round]: When making a Physical Attacking Maneuver, while in the Standard Environment, target an Opponent within your Boosted Speed. Before making the Attacking Maneuver, move to an unoccupied adjacent Square around that Opponent. When you use this effect, ignore the effects of the Sky Environment for this Attacking Maneuver.
Regenerating Beast: Thanks to your unique regenerative powers, even losing a limb isn’t a mortal wound for you. (inspired by the Homebrew from Heilmern of the DBU Discord)
(1)-[Passive]: Increase your Surgency by 1/4 (rounded up) of your Tenacity Modifier.
(2)-[1/Round, 3/Encounter]: If you haven’t used a Healing Surge this Combat Round, then as Standard Action with an Action Cost of 1 Action, you may use a Healing Surge. If you do, you cannot use another Healing Surge for the duration of this Combat Round.
(3)-[Triggered/Start of Combat Round]: Regain 2(bT) Life Points for every Health Threshold you are below.
Retractable Limbs: You have the innate ability to retract vulnerable parts of your body, making you less prone to injury. (inspired by the Homebrew from Idios of the DBU Discord)
(1)-[Passive]: Increase your Defense Value by 1(bT) while below the Injured Health Threshold.
(2)-[Passive]: Gain access to the Physical Retreat Unique Ability.
(3)-[Triggered, 1/Round]: If you successfully avoid or otherwise take 0 Damage from an Opponent’s Called Shot, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Return to Heritage: You have the inherent ability to push away your conscious mind and act on instinct alone.
(1)-[Passive]: While in the Feral State, increase your Combat Rolls by 1(bT).
(2)-[Passive]: You have access to Feral Fist Enhancement Power.
Silk Production: Through something in your body you are able to generate a strong form of silk that you can use to incapacitate your enemies. (inspired by the Hombrew from MemeKingDave of the DBU Discord)
(1)-[Passive]: Gain access to the Binding Unique Ability.
(2)-[Passive]: Increase the Dice Score of any Strike Rolls or Might Clashes you make through the effects of the Binding Unique Ability by 1(bT).
(3)-[1/Round]: As an Instant Maneuver while you are within a Large Sphere AoE (centered on the closest Feature to you), you may move to any other Square within that AoE.
(4)-[Triggered, Adventurous]: If you would make a Craft (Apparel) or Medicine Skill Check, you may spend 2(bT) Ki Points to increase the Dice Score of that Skill Check by 2.
Sturdy Shell: Your body is protected by a heavy duty shell. Once your defenses are broken, however, you become much more agile. (by Idios of the DBU Discord)
(1)-[Prerequisite]: You cannot gain this Bestial Trait if you have the Treacherous Spikes Bestial Trait.
(2)-[Passive]: Upon gaining this Bestial Trait, gain a Shell. Your Shell is an Integrated Armor of the Low Apparel Grade with either the Dense Armor or Spiked Quality (you choose which upon gaining this Trait), but does not count as equipped Apparel for any of your effects.
(3)-[Passive]: You may only wear a single layer of Apparel. If, upon gaining this Trait, you were wearing more than a single layer of Apparel – destroy all of your Apparel except a single layer of your choice.
(4)-[Passive]: Increase the Apparel Grade of your Shell by 1 for each base Tier of Power reached after the first.
(5)-[Passive]: For all effects related to Craftsmanship Grade, your Shell’s Craftsmanship Grade is equal to your base Tier of Power.
(6)-[Passive]: While your Shell is unbroken, halve any Collision Damage you would suffer.
(7)-[Passive]: At the end of each Combat Encounter, your Shell’s Break Points are restored to full. If it was destroyed during the Combat Encounter, it is completely repaired.
(8)-[Triggered/Threshold]: You may reduce your Shell’s Break Value by 1 to increase your Dice Score for this Health Threshold’s Steadfast Check by an equal amount.
(9)-[Triggered, 1/Encounter]: If your Shell is broken, increase your Combat rolls by ½ of its Apparel Bonus (rounded up) until the end of your next turn.
Tail: Born with a long, maneuverable tail, you can use this tail as an extra hand, or in some cases, as a weapon.
(1)-[Passive]: Gain access to the Tail Attack Maneuver (see — Special Maneuvers).
(2)-[Passive]: Increase the Strike Roll of your Tail Attack Maneuver by 1(T).
Treacherous Spikes: With the spines or quills emerging from your body, you defend passively against any attacks from predators or other foes.
(1)-[Prerequisite]: You cannot gain this Bestial Trait if you have the Sturdy Shell Bestial Trait.
(2)-[Triggered/Start of Combat Encounter, Passive]: Gain 2 Quills.
(3)-[Passive]: For each stack of Quills you possess, increase your Damage Reduction against Physical Attacks by 1(bT).
(4)-[2/Round]: As a Standard Action with an Action Cost of 1 Action, either select an Opponent who is not at Long Range, or select all Opponents either within a Large Cone AoE (starting from you). Make a Clash (Coporeal/Impulsive) against the selected Opponent(s). If you win, reduce their Life Points by 9(bT) and then reduce your number of Quills by 1.
(5)-[Triggered]: When you are struck by an Unarmed Physical Attack from an Opponent on an adjacent Square to you, reduce their Life Points by 3(bT) for each Quill you possess.
(6)-[Triggered/Start of Turn]: Set your number of Quills to 2.
Underwater Beast: Adapted specifically for life under the surface of the water, you are a great swimmer.
(1)-[Passive]: You cannot gain the Suffocating Combat Condition from the Underwater Battle Environment.
(2)-[Passive]: While in the Underwater Battle Environment, increase your Defense Value and Speed by 1(bT).
(3)-[Passive]: While in the Underwater Battle Environment, reduce the Ki Point Cost to use your Boosted Speed through the Movement Maneuver by 1(bT).
(4)-[1/Round]: If you are in the Underwater Battle Environment, you can use the Movement Maneuver as an Instant Maneuver.
Weather Resilient: You are perfectly adapted to a specific type of weather.
(1)-[Passive]: Select a Battle Weather. You are immune to the effects of any Weather Effects from that selected Battle Weather.
(2)-[Passive]: While you are within your selected Battle Weather, increase your Combat Rolls by 1(T).
(3)-[1/Encounter]: If you are in your chosen Battle Weather, you may use a Surge as an Instant Maneuver.
Winged Beast: Possessing powerful wings that enable you to soar through the skies, you rise above your enemies and strike from the skies.
(1)-[Passive]: Gain access to the Soar Maneuver.
(2)-[Passive]: While in the Sky Battle Environment, increase your Defense Value and Speed by 1(bT).
(3)-[Passive]: While in the Sky Battle Environment, reduce the Ki Point Cost to use your Boosted Speed through the Movement Maneuver by 1(bT).
(4)-[Triggered, 1/Round]: If you use the Soar Maneuver, you may use any Standard Maneuver with an Action Cost of 1 Action immediately afterwards as an Out-of-Sequence Maneuver.