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Special Trait Eligibility

- Buffalo characters receive the Large trait at character creation for free (the effects of which are already included in their height and weight values), increasing their D/W by 2 and their weight capacity by 20, but giving them a 5% penalty to dodge explosives. They may choose to purchase the Large trait a second time at normal cost, similarly to Minotaurs and Alicorns; all effects of the trait (including the height and weight alterations not listed here) stack.

- Buffalo with two instances of the Large trait deal 6d20 +STR instead of 6d10 +STR on a charge attack made with both horns.


Agrave;Donkeys

Height:3’7” + 2d8” – From 3’9” to 4’11”

Weight:180 + (2d8*10) – From 200 to 340 macs

Diet: Herbivorous

Unique Ability: Stubborn as a Mule:No one knows where it is that Donkeys hail from, exactly; they have no true homeland. Since prehistory the donkeys have been known as a wandering people, and have successfully spread out and served as merchants and traders across many nations. It is a safe bet to say that every major city in both Equestria and the zebra lands had a small population of donkeys during the last days of the war.

As well as being known for their wandering ways, Donkeys are notoriously stubborn, and excellent at both bargaining and diplomacy. It is believed that at least one of Stable-Tec’s stables was funded and supplied by a coalition of independent Donkey merchant backers as a refuge for their far-spread race should the bombs fall. Travelling merchants frequently encourage this idea as fact, but very few of them are willing to confirm its existence with any sort of physical evidence (and those that are willing tend to have stories that conflict or are riddled with inconsistencies). Some travelling merchants posit that perhaps now that they finally have a small patch of homeland, the donkeys that inhabit it wish to keep it secret.

Donkey characters receive a bonus point to two different attributes of their choice at character creation, and may choose between PER, CHA, END and Luck. They also begin play with once instance of the Sterner Stuff trait for free (they may choose which option they take), and one additional trait at no cost. The trait cannot be their ‘tough hide’ special (see below), but anything else they qualify for is available. They may elect to lower the cost of a multi-point-cost trait by one instead of receiving another trait for no cost.

Skill Bonus Ranks:

+5 Mercantile, Speechcraft, Sneak (pick two); -10 Lockpicking (minimum 5)

Racial Skill: N/A

Special Trait Eligibility

- Donkeys, due to their stubborn nature, may take Tough Hide (a level 6 perk) as a 1-point-cost trait, without meeting the attribute requirements. While its effects will stack, taking the perk in this way does not affect a character’s ability to obtain the perk again by normal means at level 6 or above. They can effectively receive 9 DT in this fashion by level 10.


 

Agrave;Minotaur



Height:6’0” + 2d6” (Includes Horns, if present) – From 6’2” to 7’0”

Weight:520 + (2d6*10) – From 560 to 640 macs

Diet: Herbivorous

Unique Ability: Monsters of Legend:Minotaurs have never been common in Equestria.In fact, they’re so rare that it’s very unlikely that any pony in the area has seen one since before the war, to say nothing of the fact that the minotaurs were aligned with the zebra legions against Equestria’s allies and satellite states. The megaspells launched during the last days of the war failed to wipe them out as a race, though how they managed to escape the balefire that blanketed the earth is unknown, as they lacked shelters as advanced as the Stables. Most of the minotaur lands to the far southwest are unexplored (at least by ponies), and before the war they were regarded as something of an unknown; little is known of their culture or civilization other than the scraps gleaned from their military tactics and the technology they demonstrated during the war, both of which suggest that they shared a great deal of their culture, technology and traditions with the westernmost zebra tribes.

Their biggest advantage as a race is their bipedal form, which causes them to stand much taller than most other races at the cost of movement speed, and evolutionarily led them to develop hands. The hands of a minotaur allow them fine manipulation without the use of magic, and without the risks associated with the claws of hellhounds.

Minotaurs are exceptionally large – larger on average than all other races presented in this document – with toughness and strength to match, gaining the benefits and downsides of the Large trait and an extra point to either STR or END at character creation. The height and weight effects of the Large trait are already included in the dice roll ranges provided above; the trait also makes them more vulnerable to explosives (giving them a 5% dodge penalty) and increases their carrying capacity by 20. They may opt to buy the trait with a creation point as well, in which case the effects of the trait stack, identically to how this ability functions for alicorns or buffalo.

Sorry ladies – most female minotaurs (cows) do not have horns, or at least not horns large enough to use as weapons. To compensate for this, they work harder to hone their other skills, and receive one bonus skill point per level. Make no mistake – a minotaur without horns can be just as deadly as one with them!

Skill Bonus Ranks:


Date: 2015-12-11; view: 877


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