Centaurs
These Kanoia are known as Eirkhuud, peoples that roam any place where the ground melts into the horizon. While seemingly monstrous, the Kanoia of Eirkhuud typically adhere to a very strong communal and social societies referred to as “Herds”. Decisions are typically not made with the groups consent and dissent usually only ending in Herd members going their own way under extremely rare and tenuous situations. Their culture revolves around the freedom they have to go where they wish when they wish, this is seen in how they measure their life in distance and not time.
Roaming large open plains, the Centaurs make full use of their equine bodies. Able to go long distances at speeds that rival the mightiest stallion, they are renowned scouts and skirmishers. Centaurs are known for being the cause of many complaints in settlements do to their antagonistic behavior and competitive nature, in their culture even games of chance are considered a chance to test ones skill, albeit because they believe themselves to be the best at praying too.
Centaurs
Starting Skill: Centaurs start with one rank in Coercion. You still cannot train their Coercion above rank 2 during character creation. Fleet of Hoof: Centaurs get a free second maneuver as long as the second maneuver is to move. Hot Tempered: When a Centaur’s strain exceeds half of their threshold, they add two setback dice to all social checks and add 1 to any damage they deal.
Archetype Abilities
2
3
2
3
1
1
- Starting Wound Threshold: 8 + Brawn
- Starting Strain Threshold: 10 + Willpower
- Starting Experience: 75
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