Beastman Origin

Origins vs. Backgrounds

The origin described below applies to characters in modern, super-heroic settings.

Deviants are the result of a variety of different events. While the Rise is responsible for bringing deviants to the forefront, there are a multitude of other reasons why people gained these powers.

This takes on the form of The Rise speeding up evolution in some, changing and mutating a creature on a molecular level, or supercharging someone during an accident that would otherwise be a mundane issue. Because of this, they come from a multitude of different origins. Some may gain the powers from being bitten by a radioactive insect, their keen intellect and wealth may allow them to create powerful suits of armor, or they are the result of laboratory experiments to create the ultimate soldier. The origins of heroes are nearly endless. Thus, it makes for an opportunity to build on your character’s story and powers.

It’s important to note that while the origin of your character’s powers grants them extraordinary gifts, it’s not the only thing that defines them.

Beastman

Of the many things that changed because of “The Rise,” one of the most notable was the near instantaneous evolution of many varieties of fauna. Myriad kinds of creatures adopted more humanoid shapes, sizes, and modes of communication. This isn’t to say that their inherent natures were displaced, however. While their general features began to resemble that of humans, they retained traits unique to their origin species. Some whose origin can be traced back to bulls are much taller and broader than the average human with horns protruding from the tops of their heads. Similarly, some originating from serpents may have scaly skin, a venomous bite, or a forked tongue. Unbeknownst to many, these aren’t the only beastmen to exist.

In the shadows of underground labs, the more recent study of gene splicing has also led to passing on bestial traits to those who are willing to risk the dangerous treatment. There aren’t many who have survived such genetic alterations, but the off-market technology is becoming more successful.

Beastman Traits

The most apparent and notable attributes of a beastman are the physical features. Beastmen typically manifest as part human and part wild beast, which provide them with a familiar yet decidedly alien outward perception by humans.

For example, some traits common to a masculine beastman originating from buffalo can include a humanlike body with a burly bullneck, horns, a scruffy beard, and hooves as feet. The appearance of colorful feathers, a sharp beak, and a beautiful singing voice can indicate a beastman of songbird origin. Additionally, those of a cheetah origin may have a very athletic humanoid body coated in spotted fur with a feline head and tail. Regardless of origin, beastmen are typically known to have prominent natural instincts that have carried over from their rapid evolution. These instincts are incredibly helpful for hunting and fending off predators; however, they often impede beastman from integrating fully into human societies, as humans tend to see them as impulsive and primal.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Size. Large.

Speed. 30 feet.

Languages. Common

Brutal Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Bestial Origin. Choose one of the following options to represent your bestial heritage.

  • Natural Armor. Your skin is dense and tough. Your Armor Class can’t be less than 16, regardless of what kind of armor you are wearing.
  • Feline Agility. Your feline like reflexes allows you to move with a burst of swift movement. Your walking speed is 40 feet. Additionally, you can take the Dash action as a bonus action.
  • Keen Senses. Your animalistic senses are particularly sharp. You double your proficiency bonus on Wisdom (Perception) checks that rely on sight, hearing, or smell. If you do not have proficiency, you become proficient.
  • Natural Weapons. You have claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you’re proficient with your unarmed strikes. You can attack as though your natural weapons have the light and finesse property.
Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

This is not the complete section 15 entry - see the full license for this page