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Appearance[]

The Cenfaxi is a combination of a Tebrian man’s upper body with the lower half of a goat. Their skin and hair often match that of their goat-part, and their hair is normally short and unkept, home to two small, stubby horns. Their ears are always goat-ears, and they almost always have a thick patch of chest hair. Their eyes, perhaps the most unnerving thing about a Cenfaxi, are goat-like, having a square pupil and being bright yellow in color.

Occupations[]

Cenfaxi make great swashbuckling fighters, rogues, and bards.

Homeland[]

The Cenfaxi normally can be found in Daleham or on the isle of Mara in Vegma.

Languages[]

Densali and Vegman

Attitude[]

The Cenfaxi are cousins to the Centauri, being known in the fairy tales of our world as Fauns. They live very much like the Centauri, in open-air communal buildings that house several families of Centauri, Cenfaxi, and Tebrians (who often feel right at home in this oddly un-human environment). While the Centauri are fierce warriors and skilled builders, the Cenfaxi are more skillful and stealthy, artisans and musicians. They revel in games and tricks, and would rather get someone to absentmindedly give them something than buy it, or cause their foes to scratch their head in bewilderment while they come up from behind for the fatal strike.

Innate Abilities[]

  • Gallop: Cenfaxi can double their movement speed with no penalty.

  • Longevity: Cenfaxi can live to be up to 300 years old.

  • Tough Hide: Cenfaxi cause all Sharp damage to receive a -1 rank shift

Wild Tongue: Cenfaxi can speak to goats, horses, and sheep with no difficulty.

Alcohol Tolerance: Cenfaxi can drink endlessly, getting as drunk as they can stand, and will never receive any negative penalties from doing so.

  • Crafty: Cenfaxi automatically get the Crafting skill for any craft of their choice at rank 5.

Keen Hearing: Cenfaxi have excellent hearing, which allows them a +1 bonus to all hearing-based Focus rolls.

Natural Charisma: Cenfaxi automatically gain the Charismatic characteristic.

Roll 1d10. If the result is 1-3, they receive the characteristic Vice(Lechery). On 4-5, they receive the characteristic Vice(Kleptomania). On 6-7, they receive the characteristic Vice (Gambling). On 8-10, they do not receive any additional characteristics.

Racial Modifiers[]

STR: -5

AGL: -5

DEX: +5

REF: +5

FOR: 0

INT: 0

WLP: 0

FTH: 0

FOC: 0

PSY: 0

PER: +15

LCK: +20

Size: 3/4
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