Bull-kin

Bull-kin

Bull-kin

I’m a big fan of nWoD’s Changing Breeds.  I mean who doesn’t like the idea of a blood frenzied were-hummingbird?  Anyway I have an upcoming flashback episode in my MotW game involved a Minotaur cult.  The bad guys will be Bull-kin, IE someone from a bloodline of were-bulls but only has a shadow of their power.  I want to throw one or two of them at the group.  I want them to be scary but not hopefully not a TPK.

Bull-blooded

Related to the feared were-bulls,  the source of the Minatour myth. 

Powers:

-Call Forth: command bulls, cows, oxen and the like

-Recovers all wounds after the fight.

-Labyrinthine Mind: hard to shake their pursuit; does not get lost easily.

Attack: 2 (3 w/ weapon)

Armor: 0 (1 w/ bronze armor)

Harm: 10

Weakness:  Silver

Thoughts? 

2 thoughts on “Bull-kin”

  1. I’d say an average hunter team should be able to deal with a couple of those. Maybe not if they’re armoured, 2 points is a lot. 

    I’ll add a slightly raised eyebrow at the regeneration on a 6 or less roll. Not that this wouldn’t work, but I prefer to keep monster moves generally more open, rather than tied to move rolls (which don’t happen regularly). Alternatively, you could go with “recover all injuries after the fight is over” for an “seemed like it was dead but now the body’s gone” effect, or “recover 1 harm every X seconds/minutes” for something that heals as you fight it. 

  2. Good points.  I’ll make’m armor 0, 1 if they wearing old bronze armor.  And reflecting on it, that regen would make more sense on a actual Were-Bull not a bull-kin.  Thanks!

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