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View Full Version : Vulpines (Mazes and Minotaurs stats).



Tempest Fennac
2009-06-11, 01:37 PM
I decided to convert my Vulpine race to the Mazes and Minotaurs system, http://mazesandminotaurs.free.fr/revised.html . (See http://www.giantitp.com/forums/showthread.php?t=95436 for the D&D stats and fluff and http://img443.imageshack.us/img443/2232/racesal4.jpg for a picture of both a Vulpine with an overly big hand and a Fenneckin). If any of you play Mazes and Minotaurs, please could you tell me if you think this class/race is roughly equal to the other Magician classes statwise?

Basic Hits: 8.
Level advantages: +2 Hits, +4 Power Points, +2 Wits or Will.
Primary Attributes: Wits and Will.

Magic Power: Wits+Will.
Mystic strength: 12+Magic Power.
Starting Power: 4+Wits.

Starting equipment: 1 dagger, 3d6x5 coins.
Background Talents: Healer, Scholer, Bowyer, Beastmaster, Woodsperson, Mountaineer.

Special: Can talk with animals, Immune to the negative effects of cold weather.
Restrictions: Can't use Breastplates, footwear which is designed for humans,
Barbarian Weapons or Spears.

1: Daze (lose 1 roundsworth of actions).
2: Entangle (-4 EDC, fail all Danger Evasion rolls, -2 attacks/Magic Power rounds
3: Heal (1d6+Magic Power health restored).
4: Stone Skin (+4 bonus to EDC and a +2 bonus to melee damage rolls/Magic Power rounds).
5: Mental Shield (Protects 1 person/level from all Psychic Powers for 1 minute/Magic Power).
6: Nature's Purification (remove all perminant stat loss and poison).

1 Power Point is recovered/hour of sleep.

I'm sorry about a lot of the ability names being uncreative, but I'm poor at coming up with those.