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Minotaurs

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.
 

Traversing the fields of Ishtora, one is likely to eventually encounter the Minotaurs. Massive hulks of Kanoia that have been known to hunt with some of the most dangerous monsters and game with little more than the horns on their head. They are a people not prone to violence, instead seeking peaceful resolutions and harmony. That being said, if you harm their Herd or any in it, you risk a great wrath. There is no place you may travel, that they aren’t willing to follow. Minotaurs who are successful in the execution of this great wrath are venerated for their duty to their people, and may claim the title of Bloodhoof.

Minotaurs

Starting Skill: Minotaurs start with one rank in Charm. You still cannot train their Charm above rank 2 in character creation.   Battlerage: When making a melee attack, a Minotaur can choose to take two strain and add one setback die to the check to add +2 to the damage dealt by that attack.   Horns: Minotaurs get a natural weapon in the form of their horns, it does Brawn+1 damage, a critical rating of 3, and no setback dice are added from Battlerage.   Locked Horns: All allies engaged with a Minotaur gain 1 melee defense.

Archetype Abilities
3 2 2 2 1 2
  • Starting Wound Threshold: 11 + Brawn
  • Starting Strain Threshold: 9 + Willpower
  • Starting Experience: 90

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