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BEASTMASTER

UKTENA APEX KINFOLK: BEASTMASTER

"We are all animals. Only man seems to have forgotten this most basic of truths. Until he remember this, he is lost."


All Uktena Kinfolk, with rare exception, are of Native American stock. Like their Garou cousins, these kinfolk are at home in the swamps and forests, deserts and plains. Harkening back to the traditional lifestyle of Native Americans, they live on the outskirts of the white man’s civilization, preferring small villages closer to nature. Even though they share the Garou ancestry with the other tribes, it takes more than just that commonality for an Uktena Kinfolk to trust and befriend their European kinfolk relatives. This is the reason why they may seem more conservative with other kinfolk or humans and are more likely to be easier to approach on an individual basis than in groups.

While able to tolerate living in a small town or village, it is the rare Beastmaster who can be within a big city for any length of time. Traffic and tall buildings disrupt their connection with nature, making them feel claustrophobic and trapped. As a rule of thumb, a Beastmaster with a Willpower of level 4 or under should avoid large cities. But each Player may roleplay their character as they see fit. If you want to buck the stereotypes, play it as you wish. Just be consistent. 


About the Uktena Garou Werewolves
In the days before the Europeans reached the Americas, the Uktena acted as the wise Older Brother of the three tribes of Pure Ones. Where Wendigo focused on war and the hunt, and the Croatan were more sociable, the Uktena gathered mystical lore to themselves. They settled across the Americas, favoring more southern lands where the rivers they cherish were plentiful. 


A Beastmaster’s Weapons of Choice
A Beastmaster is at one with nature, and avoids the toys and contraptions of the Weaver. They would never carry a gun, use metal traps, employ a GPS, or any other such devices. Their weapons of choice are nature herself, but they can also become quite skilled in unarmed combat, using brawl or Street Fighter Marial Arts. But with that said, some Beastmasters are known to have skill with simple melee weapons such as a knife, dagger, staff or short sword. Though they may employ a dagger as a throwing weapon, they do not use bows or spears. 


A Beastmaster’s Unique Connection to Nature 
Because of their gnosis connection to the spirit world and their affinity for nature hedge magic, the Uktena Kinfolk Beastmaster has a very deep understanding and protective connection with nature and the companionship of their animal brothers and sisters. They understand the cycle of life and do not judge their animal companions on human morals or standards. All animals eat when they are hungry, sleep when they are tired, mate when they are in season, defecate when and where they feel the need. 

A Beastmaster’s abilities can grow by strengthening their Willpower Level, communing with nature and exploring the Occult energy found there. A Beastmaster’s abilities are limited to natural mammals, marsupials, snakes and reptiles. It Does Not include fish, invertebrates, insects, magical creatures, fera, beasts of other dimensions, etc.

Creating and maintaining the bond with animals is not an automatic relationship. It is based on trust, respect, companionship and love. A bound animal is not a pet and it still retains its own sense of identity and feral nature. The Beastmaster does not “tame” a companion animal and he is not the companion’s master. The bonded animal treats the Beastmaster as part of its immediate family, which in the eyes of a Beastmaster, is a great honor and one that is fully reciprocated. 


A Beastmaster’s Ties to Companion Animals: Pros and Cons 
It cannot be overstated how intertwined the lives of Beastmasters and their bonded companion animals are. The Beastmaster’s bond is physical, emotional and mental. If a Companion is killed, the Beastmaster reacts as if struck himself and receives physical and mental damage when this bond is suddenly severed. He or she will Frenzy, seek revenge, become deeply depressed, blame themselves for failing to protect their companion, or be inconsolable. Because of this, a companion connection is not something a Beastmaster enters into lightly. There is a very strong sense of responsibility and connection to the companion, and many Beastmasters would willing sacrifice his/her/their life to save a companion animal. 


Death or Loss of a Companion Animal 
If your animal dies while bonded to you, the Beastmaster receives 10 HP of Damage. The Beastmaster also loses 2 points of their Willpower, which will require the player to gain it back by repurchasing it with XP. 

A Beastmaster who currently has no points purchased into Willpower will go into the negative, having -10 Willpower. Any saving throws vs Willpower will be at a -10, and the negative points will have to be purchased with XP to bring your Willpower score back to 0 Mod. 

This reflects the very deep and personal connection a Beastmaster has with his/her/their companions and the symbiotic bond that is formed when a companionship is made. While it is true that at higher levels a Beastmaster may bond with more than one companion animal, these companions are as much the Beastmaster’s strength as they are his/her/their weakness. 


Abuse of a Companion
As unthinkable as it is, if a Beastmaster abuses the trust of the animals he/she/they has bound to them, the animal will make a Willpower roll vs the Willpower of the Beastmaster to break the bond and return back to the swamps or forests it considers its natural home. A Beastmaster who has lost the confidence and respect of his bound companion will lose one point of their Willpower, which will need to be earned back by repurchasing it with XP. 

Abuse of your companion animal can be interpreted by a Storyteller, who if they feel your companion animal has been abused by the Beastmaster, will initiate the Willpower challenge to break the bonds of companionship. A companion animal can resist the bonds of companionship for each abusive act. Such actions that would compel a bound animal to make a Willpower roll to break free would include, (but is not limited to): 

  • Forcing the animal to put its life at risk, for example: jumping a chasm that is too far for it to jump, compelling it to enter water when an animal like a sparrow, porcupine, some dogs, or cat is either incapable of swimming or has an adverse reaction/fear to water.
  • Any action that would seriously injure the animal, like running into a burning building or attacking another animal that would be considered its natural predator. For example, a sheep would defend itself as best as it can if attacked, but it would not seek to attack a wolf, bear, or panther.
  • Physical or mental abuse of the animal by the Beastmaster, such as kicking it, yelling at it, hitting it, making it perform for the entertainment of others, being disrespectful to it in any way, such as calling it names or treating it in a degrading manner.


BEASTMASTER SKILLS

A Beastmaster has two distinct abilities, modified by their levels of Willpower and Occult. The first ability is to CALL an animal that is native to the immediate area they are in. The second is the ability to BIND an animal to the Beastmaster as a permanent companion. However, a Beastmaster may release a bound companion in a non combat situation without incurring any ill effects. The animal and the Beastmaster respectfully part ways on good terms. 


ANIMAL CALLING
A Beastmaster may only connect with a single individual animal at a time and may attempt to Call one native animal of a particular type per turn.  The total number of animals they are allowed to call is equal to their level of ability. For example, a second level Beastmaster may call a total of 2 individual animals to him/her/them, using two separate turns. A fifth level Beastmaster may use five turns to call 5 individual animals to him/her/them. 

Calling an animal to you requires:

  • DIF: 80
  • MOD: Willpower, Occult
  • ENERGY/MANA: 5

If the roll fails, there is no animal of that kind currently within range and you may try again next turn. If you botch (natural roll 1-10) the Beastmaster’s mental call has the opposite effect and drives all animals “of that type” you are trying to call (small, medium or large) from the vicinity. A botch will prevent you from attempting to call that animal type again until the next dawn, in that area. 

Calling During Combat: When calling an animal during combat, it is considered an action and the Beastmaster chooses to Call instead of attack, however they are still allowed to defend. Successfully Calling brings the animal into the Beastmaster’s presence. The animal will attempt to approach as reasonably close to the Beastmaster as it can but will not put itself in any danger to do so. If a called animal comes during combat, it will only attack if it is being attacked. It will stay only for the length of the scene or until its task is completed. For example, calling a beaver to chew through the ropes of a bound prisoner, or having a squirrel deliver or hide a small object or note. When calling an animal, fully consider that animal’s natural capabilities. For example, a squirrel can climb and jump, but it cannot fly or access a window 10 stories above the ground if no trees equal to that height are nearby. 


BINDING A COMPANION ANIMAL
Because it requires a great deal of energy, animal Binding of any level can only be attempted once per RL day, whether successful or not. To bind an animal, the Beastmaster must first focus and mentally connect to the animal. This is line of sight. Then, he/she/they must make their roll using the Beastmaster's combined Willpower and Occult levels as modifiers. 

NON COMBAT: 

  • DIFF: 80
  • Mod: Willpower, Occult. 
  • ENERGY/MANA: 5

COMBAT: 

  • DIFF: 90
  • Mod: Willpower, Occult.
    (For example, an enemy is attacking you with a large German Shepherd. You can attempt to bind the animal to you and turn it on its former master.) 
  • ENERGY/MANA: 5

If the roll is successful, the Beastmaster may attempt to bind the animal to him/her/them. The animal will naturally attempt to resist due to instinct. If the animal rolls higher than the Beastmaster’s roll to bind it (Mod, Willpower), it runs away. If it is attacking, it will continue to attack. If the animal fails its Willpower roll, then the animal is successfully bound as a faithful companion animal.  



BEASTMASTER LEVELS

◎◎◎◎◎: BEASTMASTER LEVEL 1 — CALL ANIMAL

The kinfolk's closeness with nature allows him/her/them to verbally call an animal typically found in their surroundings to aid them. The kind of animal depends on the earned level of the Beastmaster’s ability.                               

  • LEVEL 1: CALL SMALL ANIMALS
    Non-raptor bird, rodent, ferret, squirrel or flying squirrel, bat, ground hog, feral cat, skunk, or wild dog to name a few. 
    • Small animals have no Willpower mods, so +0 modifiers                             
  • LEVEL 2: PLUS CALL MEDIUM ANIMALS
    Large feral dog, beaver, eagle or hawk, badger, coyote, deer, etc. 
    • Medium animals have a +5 Willpower                              
  • LEVEL 3: PLUS CALL LARGE ANIMALS
    Normal wolf, elk, bears, panther/mountain lion, bear, stag, Bull, alligator, manatee, Dolphin, etc. 
    • Large animals have a +10 Willpower                             
  • LEVEL 4: PLUS CALL EXTRA LARGE ANIMALS 
    such as Bison, Moose, Elephants, African Lions, Tigers, Whales, Great Apes, etc. Of course most of these animals would require the Beastmaster to physically be in the environment where these animals naturally exist, or if they were part of a private collection or in a Zoo. (A Beastmaster may call an Extra Large animal if the situation presents itself, but they are not capable of companioning such animals.) 
    • Extra large animals have a +20 Willpower

A called animal can only follow single-word verbal commands, which the Beastmaster assists them in understanding by placing a mental image of the task in their minds. They can help the Beastmaster by fetching an object, finding food, or locating a person by scent if the scent is provided to them. They are also capable of using their natural abilities on behalf of the Beastmaster. Once the task is complete, the animal is released from the kinfolk's service. 

TO CALL AN ANIMAL: 

  • DIFF: 80
  • Mod: Willpower, Occult (See Call Animal)  
  • ENERGY/MANA: 5

NOTE: A called animal at this level will not attack an enemy for you, and it will run away if it is threatened or attacked. 


◎◎◎◎: BEASTMASTER LEVEL 2 — BIND SMALL ANIMAL COMPANION 

The Beastmaster binds a small animal to them. This animal has 25HP, due to the kinfolk caring for it and protecting it. If the animal loses all its HP, the animal is dead, and the Beastmaster takes damage (see “Death or Loss of an Animal Companion”). 

The small animal will obey the Kinfolk's verbal commands. However, it is incapable of performing any complicated tasks, so instructions must be basic one-word commands. By instinct it will protect the kinfolk if the kinfolk is attacked, but it cannot be commanded to attack. 

TO BIND A SMALL ANIMAL AS A COMPANION: 

  • DIFF: 60
  • Mod: Willpower, Occult
  • ENERGY/MANA: 5

 SMALL ANIMAL DEF ATTACK

  • DIFF: 65
  • Mod: +10
  • HP: 25
    (Small animals have no mods to their Willpower.) At Level 2 Beastmastery, an Apex Kinfolk may only have one bound animal at a time. To bind another, the Kinfolk must first release the current animal. 

◎◎◎: BEASTMASTER LEVEL 3 — BIND MEDIUM ANIMAL COMPANION

Unlike a small animal, a medium animal companion can attack and defend, plus it also has 50 HP due to the kinfolk caring for it and protecting it. The animal will obey the Kinfolk's verbal commands. However, it is incapable of performing any complicated tasks, so will only respond to one-word commands. 

A Medium Animal Companion will protect the kinfolk if the kinfolk is attacked, and it CAN be commanded to attack a specified target. 

MEDIUM ANIMAL ATTACK: 

    • DIFF: 50
    • HP: 50
    • Willpower: +5
    • Initiative: +10 
    • Attack: +10
    • Defense: +10

TO BIND A MEDIUM ANIMAL AS A COMPANION: 

    • DIFF: 80
    • Mod: Willpower, Occult
    • ENERGY/MANA: 10
    • Resist: Willpower (+5)
      If the bonded animal loses all its HP, the animal is dead, and the Beastmaster takes damage (see “Death or Loss of an Animal Companion”).

◎◎: BEASTMASTER LEVEL 4 — BIND LARGE ANIMAL COMPANION

A large animal companion has 75 HP due to it’s general size and natural defenses. It is also well taken care of by the Beastmaster and is usually a prime example of its species at the peak of health for its age. 

The large animal companion will obey the Kinfolk's verbal commands. It can only follow single word commands.  It will protect the kinfolk if the kinfolk is attacked, and it CAN be commanded to attack a specified target. 

LARGE ANIMAL ATTACK: 

    • DIFF: +45
    • HP: 75
    • Willpower: +10,
    • Initiative: +20 
    • Attack: +15
    • Defense: +15

TO BIND A LARGE ANIMAL AS A COMPANION: 

    • DIFF: +80
    • Mod: Willpower, Occult
    • ENERGY/MANA: 15
    • Resist: Willpower (+5)
      If the bonded animal loses all its HP, the animal is dead, and the Beastmaster takes damage (see above “Death or Loss of an Animal Companion”).

: BEASTMASTER LEVEL 5 — WIT

A Beastmaster of this level is so intimately knowledgeable of the animals in his/her/their domain they can push their mental bonding ability to inhabit the physical form of any natural animal. Wild, domesticated, called or companion, they are in full control of the animal for the duration of an entire scene. 

A Wit bond requires immense focus and willpower, which a non-companion animal will naturally try to resist. But once made, it connects the Beastmaster and the animal completely. The Beastmaster remains awake and fully functioning, simultaneously existing in both his/her/their body and the body of the animal. 

While Wit bonded, the Beastmaster puts the animal’s mind and consciousness to sleep and takes over its body. He or she may see, smell, hear, taste and feel through the animal and guide the animal’s actions, including using them to attack. A Beastmaster using Wit will even be able to act against the animal’s natural instincts since the animal is no longer in control, such as jumping into a burning building or placing it in a situation that poses an immediate threat to its life. (This will not trigger the animal to make a willpower throw to dissolve a companionship as the animal is not aware and will have no memory.) 

WIT: NON-COMPANION ANIMAL 

    • DIFF: 80+
    • Mod: Willpower, Occult, Mental Skill
    • ENERGY/MANA: 15
    • Resist: Willpower (+10)

WIT: COMPANION ANIMAL

    • DIF: None - No roll is required to use Wit with a Companion Animal. It must simply be stated in Local Chat that the Beastmaster is using the ability in order to mentally control the companion. 
    • ENERGY/MANA: 5
    • Should the companion animal die, the Beastmaster will suffer 25 HP of damage and lose one of their Willpower points (which will need to be repurchased back using XP).

While using Wit, the animal’s mind is put to sleep and it will not remember what transpired. 

WIT ANIMAL STATS: An animal under the influence of Wit has the same ATT/DEF, Initiative and HP, but inherits the Beastmaster’s Willpower and Occult stats. 

WIT BEASTMASTER STATS: Because of the dual nature of the Beastmaster’s existence while using Wit, the kinfolk’s physical body is more vulnerable due to the immense focus required. Their human body suffers halved Attack and Defense. 


: BEASTMASTER LEVEL 6 — MASTER COMPANION

A Beastmaster of this level is able to bind up to 5 animals at any one time. They are also able to Companion up to 4 animals at a time. However, they can never have a combined total of bound and companion animals of more than 6 at any given time.