Difference between revisions of "Talk:Maghashi"

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== New Powers ==
 
== New Powers ==
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* '''Horn Player''': A maghashi's horns can be used to ram opponents. This is a hand-to-hand attack with a Harm of 3, usually as part of a charge. A horn bash used to destroy an object grants an additional +2 bonus to the [[Might]] check. (Consider pairing with [[Destructive]] or [[Momentum]])
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* '''Hustle''': Maghashi have powerful, hoofed legs. They gain a +2 to [[Dash]] checks. They also gain a +2 to [[Might]] checks when pushing, pulling, or carrying a load. (Consider pairing with [[Workhorse]])
  
 
Choose one of the Following:
 
Choose one of the Following:

Revision as of 02:27, 28 February 2019

New Powers

  • Horn Player: A maghashi's horns can be used to ram opponents. This is a hand-to-hand attack with a Harm of 3, usually as part of a charge. A horn bash used to destroy an object grants an additional +2 bonus to the Might check. (Consider pairing with Destructive or Momentum)
  • Hustle: Maghashi have powerful, hoofed legs. They gain a +2 to Dash checks. They also gain a +2 to Might checks when pushing, pulling, or carrying a load. (Consider pairing with Workhorse)

Choose one of the Following:

  • Doctor. Doctor.: Maghashi know their way around the medicinal arts. They receive a +2 to any Craft or Healing check that deals with a medicinal compound, like medication, antidotes, or anti-venoms. (Consider pairing with Tech Medic)
  • Infectious Opinion: A maghashi's sense of peace and natural inclination for wisdom grants her an innate knack for getting someone to see her way. Add +2 to any Negotiate check to change another's mood. (Consider pairing with Born to Haggle or Peacemaker)
  • Sane Defaults: A maghashi enjoys a peaceful existence and remains rooted in the simple joys of life. They receive a +2 to Sanity checks as they realize that the uncommon is just another facet of existence.