Call of the Monster
Unleash the Beat Within, and gain the upper hand with a variety of Unarmed Strikes options.
Monster Form: Mark a Stress to enter your Monster Form until the end of the scene. Your Unarmed Strikes become d6 + your level Physical damage using your proficiency, and gain the Paired feature. When you enter Monster Form, you may choose one of the following options:
Fangs-When you make a successful Unarmed Strike, you may Spend a Hope to Clear One Hit Point.
Claws-Your Unarmed Strikes damage increases to d8 + your level Physical damage using your Proficiency.
Tail-Your Unarmed Strikes, and Paired Feature, extend to Very Close range.
Monstrous Leap: While in your Monster Form, you may move within Far range without making an Agility roll. After you make a successful attack, you may Mark a Stress to move within Far range, and make an Unarmed Strike with the previous attack roll without generating Hope or Fear.
Monstrous Defense: When you enter your Monster Form, you may choose one of these defensive options to gain on top of your Unarmed Strike abilities:
Hide-Gain +3 to your Damage Thresholds
Thrall-When a creature makes an attack against you, Mark a Stress to force the attack to be made a Disadvantage.
Ward-When a creature makes a successful attack against you, Spend a Hope to force the target to make a reaction roll (15). On a failure, they take 2d12 Magic damage.
Monstrous Pack: When you enter your Monster Form, you may Mark additional Stress to allow other creatures of your choosing within Close range gain your Monstrous Form; one Stress per additional creature.
Evolved Monster Form: Your Monster Form abilities Improve:
Fangs-You may now spend 1 Hope to Clear Two Hit Points.
Claws-Your Unarmed Strikes damage increases to d10 + your level Physical damage using your proficiency.
Tail-Your Unarmed Strikes, and Paired Feature, extend to Close range.