Beast
Lost Seeming
Those that Survive the Jungle Wilds
← Back to The Lost
Who They Are
In the old stories, someone wicked was transformed into a hideous beast — and someone pure of heart kissed a frog and found a royal. Both truths live in every Beast Lost. They are the animals they represent, shaped by a Keeper who saw them as nothing more than a pet, a creature to be owned and made useful. The Dreaming carved the animal that lived in their heart into their flesh and said: you were always this. You were never more. They were wrong — proved it by surviving, planning, and thriving in the Wilds of the Dreaming in ways their Keepers never anticipated.
Starting Attribute Priorities
| Category | Priority | Starting Points |
|---|---|---|
| Mental | Primary | 7 points |
| Physical | Secondary | 5 points |
| Social | Tertiary | 3 points |
Seeming Contracts
Beasts begin with one dot in each of the following. Level 1 is shown below; Levels 2–5 escalate in cost and power (Glamour + roll difficulty rising with each dot) — ask your Mentor for the full progression packet.
| Contract | Level 1 Effect | Catch |
|---|---|---|
| Fang and Talon ● | Beast's Keen Senses — +2 dice to Perception rolls involving scent, hearing, or motion. Always active, no cost. | Activates fully (no roll) when genuinely hunting something needed, not merely wanted. |
| Smoke ● | Smoke Step — movement leaves no lingering sensory trace; mundane tracking impossible, supernatural tracking +2 difficulty. One scene. | Free when fleeing genuine danger rather than moving tactically. |
| Fleeting ● | Speed Burst — double normal movement speed for one turn. | Free when running toward someone or something genuinely loved. |
Blessing & Curse
| Blessing: Animal Affinity | Curse: Mental Block |
|---|---|
| Speaks with all animals as though they were people (the voice registers as comprehensible only to the Beast). +1 Animal Ken and a free Specialty for the closest-matching animal. Cannot be negated. | In genuine crisis, roll Self-Control (diff 6) or revert to pure animal instinct — non-verbal, instinct-driven — until the crisis passes or someone successfully calms them. No threshold for what counts as a crisis. |
Quick Reference
| Nickname | Wildlings |
| Attribute Priority | Mental primary, Physical secondary, Social tertiary |
| Contracts | Fang and Talon, Smoke, Fleeting |
| Blessing | Animal Affinity |
| Curse | Mental Block |
| Wyrd (starting) | 1 |
| Clarity (starting) | 7 |
See also: The Lost overview · Character Creation Guide