Parent Pages: Rules : Magic Items
Masks of the Beast come in many forms - as many as there are different animals. All of them do basically the same thing, granting the wearer traits of the animal by transforming their body. While worn, the mask becomes a part of the character's face, as though they weren't wearing a mask, and cannot be removed by another person. Barring outside magical interference, conscious effort from the individual wearing the mask is required to remove it.
Most civilized folk feel very free the first time they wear one of these. Others suddenly feel an innate connection with nature, like never before. Druids, rangers and Elves have been known to seek these out for exactly that reason. Some use them on themselves. Others use them to “help others see their point of view.”
Enhanced masks with extra capabilities have been seen before, but are very rare. One enhanced Mask of the Feline gave the wearer an Extra Life at one point. No one is certain how many times the mask could do this. It is suspected that it was able to do this another eight times, but the owner has no desire to test this hypothesis, for obvious reasons.
There is also a persistent rumor about a set of four Masks of the Turtle that give the user unusually good martial arts skill, but this is surely too silly to be real.
All Masks of the Beast give the wearer the instincts of an animal, thus the Bestial Disadvantage. This can take the form of feeling the need to hunt, eating uncooked meat, running away from the natural predators of the mask's animal, etc. This should be role-played!
If you want to play a character that owns a Mask of the Beast, then you take all the Advantages for the given template and apply the Can Be Stolen (Only by Trickery) [-20%] Limitation (p. B117). Next, apply a Temporary Disadvantage Limitation (p. B115) for each of the Disadvantages. Finally, add the Magical [-10%] Limitation.
Alternatively, you can play a character that has been wearing the mask so long that it's become a part of them and cannot be removed. Simply apply the appropriate mask as a Meta-Trait.
These magic items are not normally for sale, as they're so highly sought after. Each one is a custom enchanting job.
Per +4 [20]
Bestial [-10], Social Stigma (Minority Group) [-10]
ST +3 [30]
Claws (Sharp, Hands and Feet) [5], Fur [1], Night Vision 2 [2], Mask of the Beast [0], Teeth (Sharp) [1], Temperature Tolerance (Cold Resistance) 2 [2]
Bad Temper (12 or less) [-10]
Catfall [10], Claws (Sharp, Hands and Feet) [5], Fur [1], Mask of the Beast [0], Night Vision 6 [6], Perfect Balance [15], Tail [0], Teeth (Sharp) [1]
Chameleon 2 (Always On, -10%) [9], Clinging [20], DR 1 (Tough Skin, -40%) [3], Enhanced Tracking 1 [5], Extra Arm (Tongue; Extra-Flexible, +50%; Dries Out Easily, -20%; Nuisance Effect: Tongue Manipulator, -2 to reactions, -10%) [12], Mask of the Beast [0], Stretching 2 (Reduced Time 1, +20%, Tongue Only, -40%) [10], Tail [0]
Cold-Blooded (Under 65-degrees) [-10], Odious Personal Habit (Eating Insects Out of the Air) [-10]
DX +2 [40]
Fur [1], Mask of the Beast [0], Night Vision 5 [5]
Curious (9 or less) [-7]
Binding 10 (Tether, +40%; Sticky, +20%; Selective Area, +20%; Reduced Range (Tether, x1/10), -30%; Melee Attack (Reach C, No Parry), -35%; Limited Arc (Straight Behind), -40%) [15], Clinging [20], Innate Attack 1d (Corrosion; Follow-Up (Teeth), +0%; Cyclic (4 cycles at 10 second intervals, Resistible), +100%; Symptoms (Paralysis at 2/3 HP), +150%; Resistible (HT-2), -20%) [33], Mask of the Beast [0], Peripheral Vision [15], Teeth (Fangs) [2]
Unnatural Features (Additional Eyes, Spider Fangs) [-2]
ST +2 [20]
Claws (Blunt, Hands and Feet) [3], Enhanced Move (Ground) 1 [20], Fur [1], Night Vision 4 [4], Mask of the Beast [0], Teeth (Sharp) [1], Temperature Tolerance (Cold Resistance) 1 [1]
Mistaken Identity (Werewolf) [-5]
Mask of the Shark []
Mask of the Snake []
Mask of the Eagle []
Mask of the Amoeba []
Mask of the Rat []
Mask of the Scorpion []