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Post by gamedave on Mar 1, 2012 10:00:18 GMT -5
The Minotaur- All Thumbs: Minotaurs have large, blunt fingers and tend to be suspicious of technology, and thus have the All Thumbs Hindrance.
- Bull-Headed: Minotaurs are congenitally stubborn, always want their way, and never admit they are wrong.
- Gore: A minotaur's horns are natural weapons which cause Str+d6 damage. A favored minotaur tactic is to use them in a charging Wild Attack.
- Massive: Minotaurs average over 7' tall, and are +1 Size. This gives them a +1 bonus to Toughness.
- Powerful: Minotaurs are heavily muscled. They have +1 Strength.
- Outsider: Minotaurs are viewed by other races as aggressive, bestial, and dangerous, and so subtract 2 from their Charisma.
Design Note: I wanted to give them better senses (Keen Sense, Low Light Vision, Alertness, free d6 in Notice, or some combination), since that's part of their D&D lore, but they already have a lot of Racial Abilities, and it's hard to find balancing negative abilities that make sense and aren't just REALLY uncharismatic.
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Turko
Deathhand
Posts: 107
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Post by Turko on Mar 1, 2012 20:06:04 GMT -5
I like it. It focuses on how different they will interact with other races as well as their combat prowess due to size and natural weapons. This will lead to some very interesting social interactions (especially with Jeremy running one because he is an excellent role player). Well done...
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