Beasts
The cat-woman sprinted through the trees. Her graceful movements and lithe form caused barely a leaf to tremble or a branch to twitch. She made no sound. Bursting from the undergrowth, she fell upon the Orc warrior at the end of the line. Teeth tore at the hapless creature’s throat. Claws raked and tore. Then she was gone. Sounds of alarm rose from the forest path behind her. Her sapphire eyes shone. She circled around in a wide arc, ready to pounce again at the front of the disorganised line.
The Ogre roared a challenge and beat the ground with its club. Puny humans fell to the floor all around. A knight charged him on horseback, lance levelled. Grabbing the horse by the throat, the Ogre shook the terrified creature, breaking its neck. The knight, caught by his foot in the stirrup, was crushed between the hard ground and the weight of his armoured mount as the Ogre beat them both to a pulp. Letting the limp tangle of armour and meat go, the ogre ambled off to find its next foe.
Ducking into a dark dockside alley, the lizard-man crouched down and rifled through the latest purse that he’d swiped. Coins and trinkets tumbled into his nimble-fingered hand. Large saucer eyes caught the glitter and shine of his prize. A tap on the shoulder made him jump. A lone harbour guard loomed over him threateningly. Smiling a broad, toothy grin filled with humour and innocence, the lizard-man hissed a single word. The guard stepped back, pulled a face, and inhaled sharply. The cutpurse ducked past and shimmied up a drainpipe onto the roof. Below him, there was an enormous sneeze. Leaping and gambolling across the rooftops, the wily thief jingled the heavy purse he’d just lifted off the guard’s belt with his long tail and laughed.
The race category for Beasts is an unusual one. In Darken Vale’s Lore these creatures are usually described as being from the Fair Isles. Beast does not refer to one specific type, but rather is an umbrella term to signify any kind of creature that exhibits animalistic traits or represents a humanoid creature from myth.
Beasts are therefore split into 3 sub-categories: Agile, Strong and Cunning.
Starting Beast characters must choose which sub-category they belong to as well as Presenting a full backstory to the elders of how your specific beast came into existence
Agile Beasts: represents quick, nimble and athletic creatures. Cat People, Spider- things, Nagas (Snake Men), Gnolls and anything else that might be a ruthless hunter or dexterous trickster falls into this category. They might be Rogues or Rangers or swashbucklers with a flashing blade.
Strong Beasts: represent any kind of creature that has great brawn and stamina. This could include Minotaur, trolls, lizard-folk, yetis, ogres or whatever else is deemed suitable by the Elders. These creatures may very well gravitate towards the melee classes, but not necessarily- size and stature do not necessarily dictate a fighter.
Cunning Beasts: are wily and deceptive. They have keen perceptions and deep intuitions. Raven and Crow People, Fox Creatures, Monkey men, wise Owls and Sphinxes all fall into this category. They might be Druids or Witch Doctors more by inclination, but just as easily could be watchful Rangers or skilful Rogues.
Costume Requirements: Of all the races the requirements for the Beast are the most complex. These creatures are often scaled or covered in fur. As such playing this race you as a player must take care especially on hot days as big masks and layers will cause you to overheat. That being said Beast players are often the most admired when care and effort is made to make themselves look as bestial as possible.
Bonus – Create your own creature.
Weakness – High costume commitment needs.
As you know they come in all shapes sizes and species so we hope this give variety and clear parameters. Split into Agility, Strength, Cunning. The Player must choose one of the three types in character creation and MUST provide a sound lore to be approved by the Elders.
The Race abilities at levels 3, 9, & 15 are dictated by the Beast’s sub-type (see below). The Race abilities at levels 6, 12 & 18 can be chosen from the following General Beast Ability List to customise a Beast character to suit the type of creature that it might be. Each ability in the general beast ability list can be taken a maximum of 2 times.
General Beast Ability List
1) Natural Healer: Heal effect. Call: ‘Natural Healer’. Player can ‘lick their wounds’ or regenerate for 10 minutes to regain 1 Hit Point. If taken a second time, becomes 2 Hit Points after 10 minute’s ‘healing’.
2) Thick Hide/ Fur/ Scales: Armour effect. Grants +1 Armour per battle.
3) Pure Breed: Passive effect. Grants +1 Hit Point.
Agile Beast Ability List
Lvl 3- Pounce: Knock Down Effect. Once per battle, the player can call ‘Pounce’ from up to 10ft away and cause an opponent to be Knocked Down.
Lvl 9- Perfect Balance: Passive effect. Immune to all Knock Down effects.
Lvl 15- Quick Reflexes: Dodge effect. Grants 1 Dodge per battle.
Strong Beast Ability List
Lvl 3- Stomp: Alter effect. Call ‘Stomp’. Everyone (friend or foe) within 10 ft is Knocked Down.
Lvl 9- Thick Skulled. Passive effect. Immune to all Dazed effects and cannot be waylaid.
Lvl 15- Mighty Roar: Alter effect. Call: ‘’Mighty Roar’ as player charges at target. They are Dazed (10 seconds). Use once per battle.
Cunning Beast Ability List
Lvl 3- Slippery Mind: Buff effect. Player is immune to the first Alter, Control or Fear effect they receive each battle.
Lvl 9- Natural Poison: Grants 1 poisoned bite/ touch/ sting per battle. Player must act out biting, stinging or scratching the target and call ‘Natural Poison’. No call, no effect. When gained, choose which type of poison the character has: ·
Paralyse- Alter effect. Poisoned target is paralysed from the neck down for 10 minutes. They can talk, but not move in any way. ·
Dilapidating- Damage effect. Poisoned target takes 1 damage and has their maximum Hit Point total reduced by 1. Lasts for the remainder of the event or until magical healing that removes poisons is received.
(Another player can milk this poison from the cunning beast they would get 1 vial of poison from acting out the milking of the beast for 5 mins, this however would leave the beast without any poison for the next 24 hours and unable to use this skill.)
Lvl 15- Hypnotic Gaze: Alter effect. The target of this ability must immediately follow the player’s one-word command. Only physical actions are allowed- stand, sit, dance, laugh, cry, sneeze, etc… Target cannot have their current natural state changed- you cannot say sleep, paralyse or Die! Effect lasts for a maximum of 5 seconds, if a prolonged action (laugh, cry, dance…) chosen.
The cat-woman sprinted through the trees. Her graceful movements and lithe form caused barely a leaf to tremble or a branch to twitch. She made no sound. Bursting from the undergrowth, she fell upon the Orc warrior at the end of the line. Teeth tore at the hapless creature’s throat. Claws raked and tore. Then she was gone. Sounds of alarm rose from the forest path behind her. Her sapphire eyes shone. She circled around in a wide arc, ready to pounce again at the front of the disorganised line.
The Ogre roared a challenge and beat the ground with its club. Puny humans fell to the floor all around. A knight charged him on horseback, lance levelled. Grabbing the horse by the throat, the Ogre shook the terrified creature, breaking its neck. The knight, caught by his foot in the stirrup, was crushed between the hard ground and the weight of his armoured mount as the Ogre beat them both to a pulp. Letting the limp tangle of armour and meat go, the ogre ambled off to find its next foe.
Ducking into a dark dockside alley, the lizard-man crouched down and rifled through the latest purse that he’d swiped. Coins and trinkets tumbled into his nimble-fingered hand. Large saucer eyes caught the glitter and shine of his prize. A tap on the shoulder made him jump. A lone harbour guard loomed over him threateningly. Smiling a broad, toothy grin filled with humour and innocence, the lizard-man hissed a single word. The guard stepped back, pulled a face, and inhaled sharply. The cutpurse ducked past and shimmied up a drainpipe onto the roof. Below him, there was an enormous sneeze. Leaping and gambolling across the rooftops, the wily thief jingled the heavy purse he’d just lifted off the guard’s belt with his long tail and laughed.
The race category for Beasts is an unusual one. In Darken Vale’s Lore these creatures are usually described as being from the Fair Isles. Beast does not refer to one specific type, but rather is an umbrella term to signify any kind of creature that exhibits animalistic traits or represents a humanoid creature from myth.
Beasts are therefore split into 3 sub-categories: Agile, Strong and Cunning.
Starting Beast characters must choose which sub-category they belong to as well as Presenting a full backstory to the elders of how your specific beast came into existence
Agile Beasts: represents quick, nimble and athletic creatures. Cat People, Spider- things, Nagas (Snake Men), Gnolls and anything else that might be a ruthless hunter or dexterous trickster falls into this category. They might be Rogues or Rangers or swashbucklers with a flashing blade.
Strong Beasts: represent any kind of creature that has great brawn and stamina. This could include Minotaur, trolls, lizard-folk, yetis, ogres or whatever else is deemed suitable by the Elders. These creatures may very well gravitate towards the melee classes, but not necessarily- size and stature do not necessarily dictate a fighter.
Cunning Beasts: are wily and deceptive. They have keen perceptions and deep intuitions. Raven and Crow People, Fox Creatures, Monkey men, wise Owls and Sphinxes all fall into this category. They might be Druids or Witch Doctors more by inclination, but just as easily could be watchful Rangers or skilful Rogues.
Costume Requirements: Of all the races the requirements for the Beast are the most complex. These creatures are often scaled or covered in fur. As such playing this race you as a player must take care especially on hot days as big masks and layers will cause you to overheat. That being said Beast players are often the most admired when care and effort is made to make themselves look as bestial as possible.
Bonus – Create your own creature.
Weakness – High costume commitment needs.
As you know they come in all shapes sizes and species so we hope this give variety and clear parameters. Split into Agility, Strength, Cunning. The Player must choose one of the three types in character creation and MUST provide a sound lore to be approved by the Elders.
The Race abilities at levels 3, 9, & 15 are dictated by the Beast’s sub-type (see below). The Race abilities at levels 6, 12 & 18 can be chosen from the following General Beast Ability List to customise a Beast character to suit the type of creature that it might be. Each ability in the general beast ability list can be taken a maximum of 2 times.
General Beast Ability List
1) Natural Healer: Heal effect. Call: ‘Natural Healer’. Player can ‘lick their wounds’ or regenerate for 10 minutes to regain 1 Hit Point. If taken a second time, becomes 2 Hit Points after 10 minute’s ‘healing’.
2) Thick Hide/ Fur/ Scales: Armour effect. Grants +1 Armour per battle.
3) Pure Breed: Passive effect. Grants +1 Hit Point.
Agile Beast Ability List
Lvl 3- Pounce: Knock Down Effect. Once per battle, the player can call ‘Pounce’ from up to 10ft away and cause an opponent to be Knocked Down.
Lvl 9- Perfect Balance: Passive effect. Immune to all Knock Down effects.
Lvl 15- Quick Reflexes: Dodge effect. Grants 1 Dodge per battle.
Strong Beast Ability List
Lvl 3- Stomp: Alter effect. Call ‘Stomp’. Everyone (friend or foe) within 10 ft is Knocked Down.
Lvl 9- Thick Skulled. Passive effect. Immune to all Dazed effects and cannot be waylaid.
Lvl 15- Mighty Roar: Alter effect. Call: ‘’Mighty Roar’ as player charges at target. They are Dazed (10 seconds). Use once per battle.
Cunning Beast Ability List
Lvl 3- Slippery Mind: Buff effect. Player is immune to the first Alter, Control or Fear effect they receive each battle.
Lvl 9- Natural Poison: Grants 1 poisoned bite/ touch/ sting per battle. Player must act out biting, stinging or scratching the target and call ‘Natural Poison’. No call, no effect. When gained, choose which type of poison the character has: ·
Paralyse- Alter effect. Poisoned target is paralysed from the neck down for 10 minutes. They can talk, but not move in any way. ·
Dilapidating- Damage effect. Poisoned target takes 1 damage and has their maximum Hit Point total reduced by 1. Lasts for the remainder of the event or until magical healing that removes poisons is received.
(Another player can milk this poison from the cunning beast they would get 1 vial of poison from acting out the milking of the beast for 5 mins, this however would leave the beast without any poison for the next 24 hours and unable to use this skill.)
Lvl 15- Hypnotic Gaze: Alter effect. The target of this ability must immediately follow the player’s one-word command. Only physical actions are allowed- stand, sit, dance, laugh, cry, sneeze, etc… Target cannot have their current natural state changed- you cannot say sleep, paralyse or Die! Effect lasts for a maximum of 5 seconds, if a prolonged action (laugh, cry, dance…) chosen.