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* OurGhostsAreDifferent: To an extent, they also share similarities with ghosts, in that they used to be living beings.
* OurSpiritsAreDifferent: Unfettered are closer to Spirits of Fear than Begotten, gaining Numina and Influence.

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* AscendToAHigherPlaneOfExistence: The Retreat involves a Beast discarding her physical body to ascend in the Primordial Dream, becoming a Lairless Horror and an Ephemeral being akin to a [[TabletopGame/WerewolfTheForsaken Spirits]] or a [[TabletopGame/GeistTheSinEaters Ghosts]].
* EmergencyTransformation: This Ascension requires the Beast to physically die in order to take place, so it's not uncommon for Slumebering Beasts to go through it after being killed by a Hero as a last ditch effort to survive.
* OurGhostsAreDifferent: To an extent, they also share similarities with ghosts, in that [[WasOnceAMan they used to be living beings]], but have become Ephemeral beings.
* OurSpiritsAreDifferent: Unfettered are closer to Spirits of Fear than Begotten, gaining Numina and Influence.
Influence in their transformation.
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* NoPointsForNeutrality: Zigzagged with Satiety. At Low Satiety (1-3), Atavisms become more powerful, while at High Satiety (7-9), Nightmares become more powerful. At Middle Satiety (4-6), both are at their base level and the Beast becomes vulnerable to Anathema. However, if Satiety drops all the way to 0, the Beast-Soul runs rampant through the dreamscape, inflicting nightmares on all and sundry. Similarly, if Satiety rises all the way to 10, the Soul falls into a glutted sleep, rendering the Beast temporarily nothing more than a human.

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* YourMindMakesItReal: Unlike Atavisms, which are physical manifestations of the Horror's abilities, Nightmares are effects that takes place entirely in the victim's head, in the sense that the victim is the only one to see and experience their effects. This ''doesn't'', however, make them illusionary or "not real", and they can quite easily cause injury or even death; it doesn't matter if the victim is the only one seeing the bugs crawling on his skin, their sting will still be pretty real.
* YourWorstNightmare: Basically what Nightmares are- literally summoning bad dreams as a mean to MindRape opponents, either in their sleep or while they are awake.
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* MasterThief: Very likely to be a profession for a Collector, seeing how they are literally required to steal in order to feed -- they can't just ''buy'' something, that would just be trading one thing for another. Many of them come up with heists to satisfy their hunger.

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* MasterThief: [[StealThisIndex Master Thief]]: Very likely to be a profession for a Collector, seeing how they are literally required to steal in order to feed -- they can't just ''buy'' something, that would just be trading one thing for another. Many of them come up with heists to satisfy their hunger.
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* AntagonistAbilities: In contrast to [[VillainousUnderdog Heroes]], Insatiable are more than capable to give Beasts a bad day with little effort; their basic package include the abilities to [[PowerParasite steal a Beast's Lair]] and [[PowerCopying Atavism]], inflict DemonicPossession on the Begotten by touching them, go OneWingedAngel at any time without the need for being in a Lair like Beasts do, and inflict a HatePlague to nearby humans which they can sometimes use to manipulate them into doing their bidding.
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* InvisibleToNormals: Whenever a Beast manifests an Atavism, he/she will find him/herself surrounded by an aura in the shape of his/her Horror. This aura is only visible to other supernaturals and Beasts, however; for {{Muggles}}, it will just look like the Beast is displaying a supernatural ability while still looking human.

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* InvisibleToNormals: Whenever a Beast manifests an Atavism, he/she they will find him/herself themselves surrounded by an aura in the shape of his/her their Horror. This aura is only visible to other supernaturals and Beasts, however; for {{Muggles}}, it will just look like the Beast is displaying a supernatural ability while still looking human.



* OneWingedAngel: Not at will, but whenever a Beast enters their Lair or opens a Primordial Pathway, he/she immediately merges with his/her Horror and turns into the monster their soul represents, with new attributes to reflect this.

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* OneWingedAngel: Not at will, but whenever a Beast enters their Lair or opens a Primordial Pathway, he/she they immediately merges merge with his/her their Horror and turns turn into the monster their soul represents, with new attributes to reflect this.



* ThePowerOfFriendship: No, really; one of the Begotten's biggest strengths and main redeeming qualities is that they can use Kinship to form very genuine friendship with other supernaturals (and to a lesser extent humans), where both sides care about each other.

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* ThePowerOfFriendship: No, really; one of the Begotten's biggest strengths and main redeeming qualities is that they can use Kinship to form very genuine friendship friendships with other supernaturals (and to a lesser extent humans), where both sides care about each other.



* VoluntaryShapeshifting: Downplayed; Beasts cannot truly shapeshift into another supernatural, but they do have the ability to mimic their aura so they will register as them if subjects to SupernaturalSensitivity. At high Satiety, this ability will causes slight changes to their appearance in order to complete the disguise (such as giving them paler skin and hiding their heartbeat when disguised as a vampire), but it won't actually make them unrecognizable.

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* VoluntaryShapeshifting: Downplayed; Beasts cannot truly shapeshift into another supernatural, but they do have the ability to mimic their aura so they will register as them if subjects to SupernaturalSensitivity. At high Satiety, this ability will causes cause slight changes to their appearance in order to complete the disguise (such as giving them paler skin and hiding their heartbeat when disguised as a vampire), but it won't actually make them unrecognizable.



* SuperToughness: Looming Presence makes their human form as resilient as if they actually were the size of giants, meaning they get extra health and can take blows that would kill humans. The Beast Players Guide also adds a new Birthright allowing them to add a similar Health bonus ''on top'' of it- and unlike Looming Presence (which is reflexive, and as such needs to be activated), this one is ''persistant''.

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* SuperToughness: Looming Presence makes their human form as resilient as if they actually were the size of giants, meaning they get extra health and can take blows that would kill humans. The Beast Players Player's Guide also adds a new Birthright allowing them to add a similar Health bonus ''on top'' of it- it - and unlike Looming Presence (which is reflexive, and as such needs to be activated), this one is ''persistant''.



* CastingAShadow: The Beast players guide confers them the Death of Light Atavism, which allows them to plunge an area in the darkness. They also gets two new shadow-related Birthright, one allowing them to create shadow puppets to scare their opponents and another they can use to remove any light from their victims' sight, essentially turning them blind.

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* CastingAShadow: The Beast players guide Player's Guide confers them the Death of Light Atavism, which allows them to plunge an area in the into darkness. They also gets get two new shadow-related Birthright, Birthrights, one allowing them to create shadow puppets to scare their opponents and another they can use to remove any light from their victims' sight, essentially turning them blind.



* AlienInvasion: They aren't ''literally'' aliens, but this trope is part of their concept- as in, they incarnate the fear of an invasion by strangers and outsiders.

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* AlienInvasion: They aren't ''literally'' aliens, but this trope is part of their concept- concept - as in, they incarnate the fear of an invasion by strangers and outsiders.



The captors and jailers. The second Family introduced in the Beast Players' Guide, Talassii incarnate the fear of confinement and restraint, the dragons who kidnap princesses, the boogeymen who snatch up little kids, the giant spider who catches people in its webs. Those linguists among you may also note their name is Latin, unlike every other Family; due to an ancient Anathema placed on them, they can never escape the dark reputation attached to their concept: "Talassii" comes from "For Talassus", the leader of a [[https://en.wikipedia.org/wiki/The_Rape_of_the_Sabine_Women certain mythological event]] no vaguely moral Captor wants to be associated with, and eternally quests to overcome.

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The captors and jailers. The second Family introduced in the Beast Players' Player's Guide, Talassii incarnate the fear of confinement and restraint, the dragons who kidnap princesses, the boogeymen who snatch up little kids, the giant spider who catches people in its webs. Those linguists among you may also note their name is Latin, unlike every other Family; due to an ancient Anathema placed on them, they can never escape the dark reputation attached to their concept: "Talassii" comes from "For Talassus", the leader of a [[https://en.wikipedia.org/wiki/The_Rape_of_the_Sabine_Women certain mythological event]] no vaguely moral Captor wants to be associated with, and eternally quests to overcome.



* AllWebbedUp: One of their signature Atavisms, "Caught in the Webs", is based around this trope. While webs are the first thing that comes to mind due to the name, the Atavism is designed to represent ''any'' similar means to restrain-- it can just as well represent MummyWrap, the vines of a plant monster, tentacles or the body of a constrictor snake.

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* AllWebbedUp: One of their signature Atavisms, "Caught in the Webs", is based around this trope. While webs are the first thing that comes to mind due to the name, the Atavism is designed to represent ''any'' similar means to restrain-- restrain -- it can just as well represent MummyWrap, the vines of a plant monster, tentacles or the body of a constrictor snake.



* TheParalyzer: Fittingly given their hat is confinement, their abilities focus primarily of restraining their opponents' moves.

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* TheParalyzer: Fittingly given their hat is confinement, their abilities focus primarily of on restraining their opponents' moves.



* WardensAreEvil: Defied; unlike Anakim, Talassii usually actively refrain from abusing and humiliating their victims with cruel or excessive punishments; to them, it's less about crushing your victims and more about keeping them restrained. Many actually are wardens in their human life.

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* WardensAreEvil: Defied; unlike Defied. Unlike Anakim, Talassii usually actively refrain from abusing and humiliating their victims with cruel or excessive punishments; to them, it's less about crushing your victims and more about keeping them restrained. Many actually are wardens in their human life.



* CollectorOfTheStrange: Collectors pick the things for their Hoard based on the value it has for the people they take it from, rather than the value they have objectively, so they sometimes collect things that no human in his right mind would want. One of the example Collectors provided by the book collects ''teeth'', for example.

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* CollectorOfTheStrange: Collectors pick the things for their Hoard based on the value it has for the people they take it from, rather than the value they have objectively, so they sometimes collect things that no human in his their right mind would want. One of the example Collectors provided by the book collects ''teeth'', for example.



* SadisticChoice: A frequent method they use to teach their lesson is to force a mortal to chose between something they truly love and something they are fond of.

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* SadisticChoice: A frequent method they use to teach their lesson is to force a mortal to chose choose between something they truly love and something they are fond of.



The Hunger for Transgression. Introduced in the Beast Players' Guide, Enablers are the tempters, who feed by luring people into breaking their own rules, then watching them drown in the shame. Often depraved and hedonistic, they try to teach mortals to not stick too much to their ethics and codes and to be ready to loosen them.

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The Hunger for Transgression. Introduced in the Beast Players' Player's Guide, Enablers are the tempters, who feed by luring people into breaking their own rules, then watching them drown in the shame. Often depraved and hedonistic, they try to teach mortals to not stick too much to their ethics and codes and to be ready to loosen them.



* TheHedonist: Ironically enough, Enablers frequently like to revel in the same depravity they push their victims toward, and indulge in the pleasures of life. This is why most of them care little about Inheritance- that often requires leaving their human life, and thus earthly pleasures, behind.

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* TheHedonist: Ironically enough, Enablers frequently like to revel in the same depravity they push their victims toward, and indulge in the pleasures of life. This is why most of them care little about Inheritance- Inheritance - that often requires leaving their human life, and thus earthly pleasures, behind.



* IAmAHumanitarian: Downplayed; it ''is'' possible for Predators to feed by killing and eating their victims, and some do, but thankfully it isn’t usually necessary – most of the time, having their prey at their mercy is enough. Merged Predators, on the other hand, ''do'' need to devour their preys, making them extremely dangerous.

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* IAmAHumanitarian: Downplayed; it ''is'' possible for Predators to feed by killing and eating their victims, and some do, but thankfully it isn’t usually necessary – most of the time, having their prey at their mercy is enough. Merged Predators, on the other hand, ''do'' need to devour their preys, prey, making them extremely dangerous.



* WalkingWasteland: Not in the usual sense (though they can likely be with the right Atavisms), but they are meant to invoke this trope; Ravagers are remembered as living disasters who cause destruction and damages whenever they show up.

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* WalkingWasteland: Not in the usual sense (though they can likely be with the right Atavisms), but they are meant to invoke this trope; Ravagers are remembered as living disasters who cause destruction and damages damage whenever they show up.



The Hunger for Secrets. Introduced in the Beast Players' Guide, the Whispers feed by finding people's secrets, uncovering them and sometimes revealing them to the public.

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The Hunger for Secrets. Introduced in the Beast Players' Player's Guide, the Whispers feed by finding people's secrets, uncovering them and sometimes revealing them to the public.



* FriendlyNeighborhoodVampire: They pride themselves of being the Hunger whose Beasts have the easiest time being nice, as finding and uncovering secrets seems rather harmless when compared to things like hunting people or burning houses. While true in theory, they can actually be pretty harmful in the right circumstance – some people have really {{Dark Secret}}s that can destroy them is revealed, either ruining their reputation or humiliating them.

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* FriendlyNeighborhoodVampire: They pride themselves of on being the Hunger whose Beasts have the easiest time being nice, as finding and uncovering secrets seems rather harmless when compared to things like hunting people or burning houses. While true in theory, they can actually be pretty harmful in the right circumstance – some people have really {{Dark Secret}}s that can destroy them is if revealed, either ruining their reputation or humiliating them.



The Beast Divided. One of the three Inheritances introduced in the Beast Player Guide, this occurs when a Beast willingly starves both her Horror and herself until both turn on and consume each other, eventually turning into two separate half-physical half-ephemeral beings as a result.

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The Beast Divided. One of the three Inheritances introduced in the Beast Player Player's Guide, this occurs when a Beast willingly starves both her Horror and herself until both turn on and consume each other, eventually turning into two separate half-physical half-ephemeral beings as a result.



The Horror Eliminated. The second Inheritance introduced in the Beast Player Guide, this one occurs when a Beast manages to slay their Horror. This result in their powers weakening and gradually fading away with time, until the Beast reverts to a regular human being who can never be turned into a supernatural creature again… though the process can be slown down by devouring the flesh of other Beasts.

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The Horror Eliminated. The second Inheritance introduced in the Beast Player Player's Guide, this one occurs when a Beast manages to slay their Horror. This result in their powers weakening and gradually fading away with time, until the Beast reverts to a regular human being who can never be turned into a supernatural creature again… though the process can be slown down by devouring the flesh of other Beasts.



The Hero's Rebirth. The third Inheritance introduced in the Beast Player Guide, this one occurs when the Beast, rather than just slaying their Horror, succeeds in creating an Anathema for it and sealing it inside it, leaving it in a state close to death while still alive enough that they can still drain power from it. The resulting Beast then becomes a strange Beast-Hero hybrid, combining the Horror’s abilities with an ability to detect other Beasts and inflict Anathema on them.

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The Hero's Rebirth. The third Inheritance introduced in the Beast Player Player's Guide, this one occurs when the Beast, rather than just slaying their Horror, succeeds in creating an Anathema for it and sealing it inside it, leaving it in a state close to death while still alive enough that they can still drain power from it. The resulting Beast then becomes a strange Beast-Hero hybrid, combining the Horror’s abilities with an ability to detect other Beasts and inflict Anathema on them.



* TheStarscream: Stereotypically, Heralds are often seen as backstabbing second-in-command waiting for the first opportunity to betray their master. While by some of them avoid that cliche and are genuinely loyal, this isn't entirely unfounded, which is one more reason wary Beasts usually avoid being too much of a BadBoss.
* TouchedByVorlons: Heralds are given a small portion of their Beasts' powers through a ritual, granting them some supernatural abilities and sometimes a distinct mark. Not only this, but their Beast becoming Incarnate immediately result in themselves becoming full-fledged Beasts.

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* TheStarscream: Stereotypically, Heralds are often seen as backstabbing second-in-command waiting for the first opportunity to betray their master. While by some of them avoid that cliche and are genuinely loyal, this isn't entirely unfounded, which is one more reason wary Beasts usually avoid being too much of a BadBoss.
* TouchedByVorlons: Heralds are given a small portion of their Beasts' powers through a ritual, granting them some supernatural abilities and sometimes a distinct mark. Not only this, but their Beast becoming Incarnate immediately result results in themselves becoming full-fledged Beasts.



Introduced in the Beast Player Guide, Horrorspawns are monsters Beasts have the ability to create, either by splitting small parts of their Horror or by mating with another Beast while inside the Lair. Regardless of the method, this result in what are essentially smaller versions of their Horrors, which obey them and can serve as useful minions, either helping them feed or defending them against Heroes. They are a double-edged sword, however- spending too much time with them can cause a Beast to lose touch with her humanity, while spending too little time with them can result in them gaining independence and try to take over the Lair, forcing Beasts to keep a balance between the two options.

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Introduced in the Beast Player Player's Guide, Horrorspawns are monsters Beasts have the ability to create, either by splitting small parts of their Horror or by mating with another Beast while inside the Lair. Regardless of the method, this result results in what are essentially smaller versions of their Horrors, which obey them and can serve as useful minions, either helping them feed or defending them against Heroes. They are a double-edged sword, however- spending too much time with them can cause a Beast to lose touch with her humanity, while spending too little time with them can result in them gaining independence and try trying to take over the Lair, forcing Beasts to keep a balance between the two options.
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* MotiveDecay: The reason they usually are antagonists in present times. Heroes are supposed to have a role of their own, by defeating Beasts who actually are dangerous and helping preserve the balance in the Primordial Dream. Unfortunately, many nowadays just interpret it as "slaying as many Beasts as possible".

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* MotiveDecay: The reason they usually are antagonists in present times. When acting properly, Heroes are supposed to have a role be force of their own, by defeating Beasts who actually are dangerous and helping preserve good, warning mortals about the balance in dangers of the Primordial Dream. Dream and helping them learn lessons of their own, without fear or pain, with killing Beasts only being a last resort. Unfortunately, many nowadays just interpret it their job as "slaying as many Beasts as possible".
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* EarnYourHappyEnding: The Beast Incarnate is the most powerful Inheritance nown, and the only one that comes with little to no drawback, making it the closest they can get to a "happy" endgame. It also happens to be the most difficult and dangerous one to acquire.

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* EarnYourHappyEnding: The Beast Incarnate is the most powerful Inheritance nown, known, and the only one that comes with little to no drawback, making it the closest they can get to a "happy" endgame. It also happens to be the most difficult and dangerous one to acquire.
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Introduced in the Beast Player Guide, Horrorspawns are monsters Beasts have the ability to create, either by splitting small parts of their Horror or by mating with another Beast while inside the Lair. Regardless of the method, this result in what are essentially smaller versions of their Horrors, which obey them and can serve as useful minions, either helping them feed or defending them against Heroes. They are a double-edged sword, however- spending too much time with them can cause a Beast to lose touch with her humanity, while spending too little time with them can result in them gaining independance and try to take over the Lair, forcing Beasts to keep a balance between the two options.

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Introduced in the Beast Player Guide, Horrorspawns are monsters Beasts have the ability to create, either by splitting small parts of their Horror or by mating with another Beast while inside the Lair. Regardless of the method, this result in what are essentially smaller versions of their Horrors, which obey them and can serve as useful minions, either helping them feed or defending them against Heroes. They are a double-edged sword, however- spending too much time with them can cause a Beast to lose touch with her humanity, while spending too little time with them can result in them gaining independance independence and try to take over the Lair, forcing Beasts to keep a balance between the two options.
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* EarnYourHappyEnding: The Beast Incarnate is the most powerful Inheritance nown, and the only one that comes with little to no drawback, making it the closest they can get to a "happy" endgame. It also happens to be the most difficult and dangerous one to acquire.
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* AllWebbedUp: One of their signature Atavisms, "Caught in the Webs", is based around this trope. While webs are the first thing that comes to mind due to the name, the Atavism is designed to represent ''any'' similar mean to restrain-- it can just as well represent MummyWrap, the vines of a plant monster, tentacles or the body of a constrictor snake.

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* AllWebbedUp: One of their signature Atavisms, "Caught in the Webs", is based around this trope. While webs are the first thing that comes to mind due to the name, the Atavism is designed to represent ''any'' similar mean means to restrain-- it can just as well represent MummyWrap, the vines of a plant monster, tentacles or the body of a constrictor snake.



* WardensAreEvil: Defied; unlike Anakim, Talassii usually actively restrain from absuing and humiliating their victims with cruel or excessive punishments; to them, it's less about crushing your victims and more about keeping them restrained. Many actually are wardens in their human life.

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* WardensAreEvil: Defied; unlike Anakim, Talassii usually actively restrain refrain from absuing abusing and humiliating their victims with cruel or excessive punishments; to them, it's less about crushing your victims and more about keeping them restrained. Many actually are wardens in their human life.
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Putting it back since this trope was removed for no apparent reason; I suppose it was an accident. If it's removed again with a good reason, I won't argue against it anymore.



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* WindowPain: One of the less harmful ways a Ravager can feed is by throwing rocks at someone's windows. While not exactly "nice", it won't really cause more than an inconvenience to the victims, yet still harms them enough to produce a small amount of Satiety.
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* WindowPain: One of the less harmful ways a Ravager can feed is by throwing rocks at someone's windows. While not exactly "nice", it won't really cause more than an inconvenience to the victims, yet still harms them enough to produce a small amount of Satiety.

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* WindowPain: One of the less harmful ways a Ravager can feed is by throwing rocks at someone's windows. While not exactly "nice", it won't really cause more than an inconvenience to the victims, yet still harms them enough to produce a small amount of Satiety.
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* BishonenLine: Downplayed. The most powerful Inheritance is also the one who still appears human [[VoluntaryShapeshifter until they need to get serious.]]
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* TheMindIsAPlaythingOfTheBody : The transformation a Merged Beast goes through remove most of their human personality, leaving them only a feral monster led by hunger and instinct. They might retain some memories of the their past selves if they are lucky, but that’ll be it.
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* PowerUpgradingDeformation : The increase in power Merged Beasts get comes from drawing their Horror and Lair in the physical world to merge with it, resulting in them turning into monstrous creatures who retain very little human aspects.
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* LiteralSplitPersonality : A variant ; The Divergeance results in the Beast and her Horror separating and becoming distinct entities, with the human part becoming a half-spirit being keeping the ability to use Nightmares, while the Horror becomes half-flesh and retains the ability to use Atavisms.
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* OurGhostsAreDifferent: To an extent, they also share similarities with ghosts, in that they used to be living beings.
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* FusionDance: An Incarnate has completely merged with their Horror.
* LivingLegend: Basically how one becomes Incarnate; you need to create a true Myth around yourself, marking you as a world-changing creature by defeating a Hero so resoundingly that it's crystal clear ''you'' are the central figure of this story. You also need to ''maintain'' said legend once it's done, or you might lose all your power.

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* FusionDance: An Incarnate has completely merged with their Horror.
Horror. Unlike the Merger, this is more of a metaphysical fusion, joining their Life and Legend into one Myth that grants them a better control over their abilities.
* LivingLegend: Basically how one becomes Incarnate; you need to create a true Myth around yourself, marking you as a world-changing creature by either a spectacularly memorable feeding, becoming your Hive's Apex, or defeating a Hero so resoundingly that it's crystal clear ''you'' are the central figure of this story. You also need to ''maintain'' said legend once it's done, or you might lose all your power.



* VoluntaryShapeshifter: Unlike other Beasts, Incarnate can assume their [[OneWingedAngel Horror form]] anywhere, and in a ''much'' stronger form.

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* VoluntaryShapeshifter: Unlike other Beasts, Incarnate can assume their [[OneWingedAngel Horror form]] anywhere, and in a ''much'' stronger form.
variant.
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* AchillesHeel : For all their power, Incarnate do have to rely on their Myth in order to maintain their status; should you manage to disturb it, not only would they revert back to regular Beasts, but everyone (not just Heroes) would become capable of placing Anathema on them for a while.
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* AllYourPowersCombined: Inverted Beasts retain access to their Atavisms, Nightmares and Birthright (albeit only the Normal Effects, since they no longer have a Satiety pool) while combining them with Heroes’ abilities to detect other Beasts and place Anathema on them.
* BecameTheirOwnAntithesis: The very point of the Inversion- a Beast turning into something close to a Hero.
*IHateYouVampireDad: Usually the primary motivation for Beasts to go through the Inversion; they hate being Begotten and resent the Dark Mother for their Devouring, but unlike Erased Beasts, they do not wish to just go back to a human life- they want payback.
* KnightTemplar: Inverted Beasts tend to be fanatical in their hatred of Beasts even when compared to regular Heroes.
* RageAgainstTheHeavens: Toward the Dark Mother; the Inversion is used by Beasts who resent her for turning them and wish to strike back.
* SoulJar: Their Lair still contains their Horror’s corpse with its Anathema binding it inches away from death. Said Anathema can be drawn from the carcass by a Hero, which would result in the Inverted instantly dying.
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* IJustWantToBeNormal: Beasts who go through the Erasure usually are motivated by a desire to return to a human life.
* MonstrousCannibalism: Once a Beast has gone through the Erasure, he powers start gradually fading away until she reverts back to human. The only way to slow the process down is to literally devour the flesh of other Beasts.
* PoweredByAForsakenChild : Since the Horror replaces a Beast’s soul, just killing it would either kill the Beast or leave them soulless rather than revert them back to human… meaning you first need to find a new soul to replace your Horror for the Erasure to work properly.

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The Hero's Rebirth

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The Hero's Rebirth
Rebirth. The third Inheritance introduced in the Beast Player Guide, this one occurs when the Beast, rather than just slaying their Horror, succeeds in creating an Anathema for it and sealing it inside it, leaving it in a state close to death while still alive enough that they can still drain power from it. The resulting Beast then becomes a strange Beast-Hero hybrid, combining the Horror’s abilities with an ability to detect other Beasts and inflict Anathema on them.
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The Horror Eliminated

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The Horror Eliminated
Eliminated. The second Inheritance introduced in the Beast Player Guide, this one occurs when a Beast manages to slay their Horror. This result in their powers weakening and gradually fading away with time, until the Beast reverts to a regular human being who can never be turned into a supernatural creature again… though the process can be slown down by devouring the flesh of other Beasts.
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* FusionDance: Like Incarnate, a Merger completely merges with its Horror. Unlike Incarnate, this results in a feral monster with no conciousness left.

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* FusionDance: Like Incarnate, a Merger completely merges with its Horror. Unlike Incarnate, this results in a feral monster with little to no conciousness left.



The Beast Divided

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The Beast Divided
Divided. One of the three Inheritances introduced in the Beast Player Guide, this occurs when a Beast willingly starves both her Horror and herself until both turn on and consume each other, eventually turning into two separate half-physical half-ephemeral beings as a result.
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* ShapeshifterModeLock: A Merged Beasts irreversably turns into a fully physical monster.
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* ClippedWingAngel: The impractical variant. The Merger causes a Beast to merge with their Horror and Lair, meaning they now have access to a monster form at all time.

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* ClippedWingAngel: The impractical variant. The Merger causes a Beast to merge with their Horror and Lair, meaning they now have access to a fully physical monster form at all time.time... Except that's because they ''cannot'' revert back to human form, and have lost most of their humanity, being now reduced to feral creatures led by instinct. Their bestial mind also leaves them unable of subtlety, meaning they can no longer use Nightmares nor feed in more insidious and harmless way, making them more dangerous and much more likely to endanger the Masquerade.

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