Centaur

Humanoid (Level 2) Fearless Judicator "Bring Honor to the Clade" Post Tags: Fey Folk
M: 4, D: 4, S: 3
HP/AP: 5/10, MP: 8, DEF: +6, SOAK: 0
APR: 1, INIT: +0
Skills: Athletics +6 , Nature +5
Languages: Humanoid, Wild
Domains: Deserts, Grasslands, Jungles, Mountains, Settlements, Temperate, Tropical, Wintry, Woodlands
Armor & Shield: Reinforced Leather, Spiked Shield
Strategy: (Kick : Maul || Bow : Charge)

Passive

Traits: Acts First Attribute Wager Mounted

Active

Attacks:
  • Battleaxe +6 : 5 (Defender)
  • Bow +6 : 4 (Precise)
  • Kick +6 : 2 (Knockdown)
  • Maul +6 : 4 (Crushing)

Lore

The glade erupts into thunder as a dozen half-horse warriors emerge from the forest, muscles rippling beneath shaggy fur, weapons drawn, eyes sharp with suspicion.

A Centaur’s upper torso is as strong and expressive as any athletic humanoid’s, but their lower body is massive, equine, and fleet. Their long manes are often braided with charms, bones, or runes, and their voices are naturally resonant and commanding. Centaurs are fiercely territorial tribesfolk, who react to intruders with zero patience for guile. Their lairs are typically hidden glades with natural water sources, fortified by thorn bushes or snares, and their treasuries often contain goods taken from fallen foes. In accordance with clan rites, they may demand tribute or barter life in negotiations. Centaurs are skilled in riding tactics that include sudden charges and swift withdrawals, from which they strike with ranged weapons at a distance before closing in with hooves, spears, or longswords in devastating, galloping strikes. Driven by clan loyalty and a reverence for nature, Centaurs thrive in open plains where they answer only to their hoof-lords and the capricious will of nature. 

Centaurs are ideal for tense encounters such as border disputes or negotiations in the wild. Their herd-oriented nature means they rarely act alone; even a lone Centaur likely speaks for a hidden tribe waiting nearby, and such encounters may decide whether the herd parleys or rides to war. These folk are social humanoids that belong to clans with complex and differing histories. They are prideful of their community, protective of their ancestral lands, and are not above taking ransoms or resorting to violence to protect sacred trails. GMs should capitalize on their extreme mobility and natural terrain advantage; Centaurs are nearly impossible to pin down in open ground. Introducing variant Centaurs can set the tone of an encounter—maleficent crossbreeds who resist heat may thrive in volcanic landscapes, while ape-centaurs who worship a King of the Apes may exemplify high-stakes jungle warfare.