By Josh Nuttall (sctasca@altavista.net)
Only trusted role-players should use option 1.
Sample powers include, but are not limited to:
All beasts will have a natural tendency to feel uncomfortable when exposed to vampires (basically +2 on all difficulties can be used to track them). This stems from the fact that most beasts that have died so far were killed by vampires. Pitt has learned how to stem abilities to all his "children."
All beasts are kleptomaniacs when it comes to silver. The ones that weren't killed by vampires met their maker to werewolf rages.
All beasts have Rage pools equal to the number of points they took in flaws minus three.
All beasts can maintain a human and battle form. Difficulty to change is 6 on a Primal Urge + Stamina roll.
All beasts begin with a humanity as ruled in Vampire.
All beasts begin with five Willpower.
All beasts can step sideways at will with no necessary roll.
All beasts also have blood pools of five to begin play.
Any clever gamer would have noticed that beasts picked up an ability to help defend against their natural predators but they also picked up a trait of their predators. This is due to the fact that werewolves and vampires are strong, they survive easily. Thus the beasts have sped up the evolutionary process to where they can almost pick and chose their current gifts and abilities. This is why no two will ever be likely to be alike as these necessities are a matter of perspective and no two people will ever look at the world the same.
Available Backgrounds include Allies, Contacts, Mentor and Resources. After Backgrounds, decide on Merits and Flaws, then spend 15 freebie points. Finally, decide your powers based on your Merits, Flaws, Concept and abilities. After that give yourself a classy name like Pitt or Nightshade or Monster Magnet or Kilgore and you'll find something that has a shred of dignity.