Herbivorous Centaurs

== Biology ==
=== Appearance ===
Centaurs are human from the waist up, but below that is the body of a four legged animal. The human half is attached at the point on the animal where the neck would be. Specific details depends on the type chosen. Some may have animal ears, pointed ears, animal like eyes, or horns depending on the animal chosen.
=== Aging ===
Centaurs live to be about 100 years old. They age and mature at the same rate humans do.
=== Life cycle ===
These guys are classified as monsters, meaning that when they die they may go to Tartarus. They are, however, born from centaur parents and do not necessarily have to go to Tartarus or come from Tartarus. Centaurs who live their life in a manner that shows that they do not deserve to go to Tartarus will be either sent into an eternal rest or if they were heroic they may be granted entrance into Elysium. 
=== Types ===
Any notes made underneath the species type are special characteristics of the species that couldn’t be made into a given since it would make no sense for some of them to have that characteristic and for others to not. 
The following types of herbivorous centaurs have an established presence on the island of Troilus 
* Camels 
* Horses 
* Deer 
* Donkeys 
The following types do not have an established presence and would have to immigrate in 
* Vicuña
** Lower body is 1.5-2x the regular size of the species
* Llama
* Zebra
* Guanaco
** Lower body is 1.5-2x the regular size of the species
* Alpaca
** Lower body is 1.5-2x the regular size of the species
== Culture ==
=== On island ===
Family bonds: Their tribes or clans are much smaller on the island, but they still very much look out for each other. It’s common for them to sleep inside the town walls, but instead of having a full house built for their group, they have just the walls built so they can sleep under the stars. They make sure that it’s possible to get a tarp overhead in case of rain though. Also they sometimes occupy a local cave in the light woods if it’s un-occupied. 
Godly connections: They are like demigods in the sense that they don’t have any particular god their more or less inclined to worship. 
=== Off island ===
All centaurs often come in tribes or clans, these act as larger extended families to help raise children. The Party Ponies is a world wide centaur clan, for example. 
Just like satyrs, all centaurs are connected to Pan. They are not under his protection, but they are always welcome in his realm.
== Powers ==
Please refer to the powersets on the lineage page when choosing which powers you want.
=== For any centaur ===
==== Majors ====
Vitakinesis (Major/Minor)
* The ability to control and manipulate healing.
** At levels 1-3, they can use it to heal small cuts and bruises and such in around 2 turns. However, it takes a toll on them, often exhausting them.
** At levels 4-6, they can heal bigger wounds like large gashes and close up missing limbs in 4 turns or so. They can not regenerate the lost limbs though.
** At 7-8, they can heal broken bones and such in around 6 turns. The 4-6 and 1-3 abilities also get a 1 turn reduction at levels 7-8. The reduction just means that the cooldowns previously stated just get lowered a turn.
Distance Bending (Major/Moderate) 
* After running at a gallop for 100 seconds, they can bend distance to travel so fast it’s basically teleportation, appearing a few feet away from the target location. This is draining and often leaves the user exhausted. This power is written for rps based around the main setting, the town of Troilus. If you want to use it differently then it was designed please ask staff (chances are we will say yes, we just want to make sure your not trying to use it to travel across an entire continent with 6 people or something crazy like that).
* Levels 1-3: They can transport themselves around town, if they use this power continuously they will start to get dizzy and disconnect from reality.
* Levels 4-6: They can transport themselves around town, and the light woods. They can also bring another person with them (if they allow said person to ride on their back) when they travel, but that other person will be prone to sickness, and they will exhaust quicker while transporting another person. When they exhaust they risk giving themselves a migraine which will make them nauseous, experience a pounding headache, and be sensitive to light all at once.
* Level 7-8: They can distance bend around the entire island! They can take 2 extra people with them when they travel (if they allow both people to ride on their back) but these people will be prone to sickness, and they exhaust quicker when bringing around extra people. They risk passing out if they overuse there power at this level.
Archers connection (major/moderate)
* Some centaurs practice archery to the point where they can transfer some of their abilities to their arrows. However this comes at the catch of them not being able to use those abilities until the arrow is broken or retrieved. Also all trade outs must be done while the archer has contact with the arrow. The trade out can be done seconds before the arrow is shot though. 
** Levels 1-3: They can transfer their basic mortal abilities to the arrow (either eyesight, hearing, or smell). For example they can temporarily trade out the eyesight from one of their eyes to be able to see what’s going around wherever their arrow ends up. They can only transfer one ability to arrow, but they can have as many arrows going as they want.
** Levels 4-6: They can compound their mortal abilities onto arrows (eyesight, hearing, smell, taste, ability to feel temperature). The maximum amount of abilities they can have on an arrow at a time is 3. So for example they can transfer one eye worth of sight, one ears worth of healing, and all of their taste to an arrow. Congrats their now half blind, lost half their hearing and can’t taste anything. However they can also also see, hear, and taste what’s going on to that arrow that they just shot into an enemy camp. They can have multiple compound arrows going at a time too if they want. 
** Levels 7-8: They can now infuse the arrows with even more complex of their abilities (previous along with the ability to talk, or feel the entire physical sensations through the arrow). However they can only have one complex ability out of their body at a time. They also can’t compound these abilities. Let’s say they transferred their ability to feel physical sensations to the arrow. Now when in battle they don’t feel pain from the stabs their receiving. However that arrow getting broken in half will feel like they got themselves snapped in half.
==== Minors ====
Eros Connection (minor) 
* Some centaurs inherit minor Eros magic as their ancestors were the noble steeds to the god of love. They may do this attack once a day. 
** Level 1: These centaurs can summon up a handful of rose petals which they can then launch at a target. The petals themselves do no damage, but if the target breathes in too much the sweet scent (10+ roll to resist) they’ll become slightly dazed for their next 2 turns and take a -1 to attacks and saving throws. 
** Level 2: The attack is the same, but if the target breathes in too much the sweet scent (12+ roll to resist) they’ll become slightly dazed for their next 3 turns and take a -1 to attacks and saving throws. 
** Level 3: The attack is the same, but if the target breathes in too much the sweet scent (13+ roll to resist) they’ll become slightly dazed for their next 4 turns and take a -2 to attacks and saving throws. 
** Level 4: The attack is the same, but if the target breathes in too much the sweet scent (14+ roll to resist) they’ll become slightly dazed for their next 5 turns and take a -2 to attacks and saving throws.
Divine Chariots (minor)
* Some centaurs where the chariot pullers of the gods, mainly Dionysus. These centaurs picked up some summoning magic from those times, which has sense been passed down through the generations. 
** Level 1: They can summon a spectral chariot that lasts for 3 turns and can hold 80 pounds of weight max.
** Level 2: The spectral chariot lasts for 4 turns and can hold 110 pounds max
** Level 3: The spectral chariot lasts for 5 turns and can hold 140 pounds max
** Level 4: The spectral chariot lasts for 6 turns and can hold 170 pounds max
Zodiac Summoning (minor)
* Centaurs are sometimes predicted as using the stars for magic, thus they have a connection to the zodiac and can use this powr to summon symbols of their star sign
** Level 1: they can summon half a dozen flowers that represent their sign
** Level 2: they can summon a dozen flowers and a handfuls of gems that represent their sign.
** Level 3: they can summon two dozen flowers, two handfuls of gems, and a pound of metal that represent their sign.
** Level 4: they can now manipulate the objects they can summon for three turns.
==== Givens ====
Foresight (Given)
* After sleeping under the stars and watching them for long enough, centaurs tend to have a niggling feeling in the back of their minds when a major event is about to happen. They can’t tell what the event is, only if it’s good or bad. “About to happen” can mean anywhere from the next 24 hours to the next few years. When the event does happen they will know it.
Archery Masters (Given)
* Centaurs are naturals at archery.
=== For groups of centaurs ===
The first bullet point of each power will tell you which groups qualify for the power 
==== Minors ====
Skull Breaker (Minor) 
* Donkey, Zebra, and Horses can have this minor 
* These centaurs have a very strong kick, powerful enough to shatter monster skulls and turn them to dust
** 1: They can use this kick once a day without side effects such as muscle aches, loose their ability to run after 3 uses, and the ability to walk correctly after 5
** 2: They can use this kick twice a day without side effects such as muscle aches, loose their ability to run after 4 uses, and the ability to walk correctly after 6 
** 3: They can use this kick thrice a day without side effects such as muscle aches, loose their ability to run after 5 uses, and the ability to walk correctly after 7 
==== Givens ====
Heat Resistance (Given) 
* Only Camels and Zebras can take this given 
* These centaurs can withstand extreme heats, however this makes them more sensitive to the cold.
Cold Resistance (Given) 
* Deer, Llama, Alpaca, Vicuña, and Guanaco can take this given 
* These centaurs can withstand extreme cold, however this makes them more sensitive to the heat.
=== Specific centaurs only ===
You’ll have to look at the power tags to tell if their a major, moderate, minor or given since their will be far too many sub-sub-sub headings otherwise.
==== Camel Centaurs only ====
Projectile Spit (minor) 
* Usually Camel spit is just gross, however Camel Centaur’s are able to use their spit as an actual weapon. 
** Level 1: They can use projectile spit 2 times per battle. This spit will only hurt some, but it may leave a light bruise that’ll hurt for the next couple of days 
** Level 2: They can use projectile spit 3 times per battle. This spit will only hurt like getting smack with a small stick, and it will probably leave a bruise that’ll hurt for the next couple of days 
** Level 3: They can use projectile spit 4 times per battle. This spit will only hurt like getting smack with a ruler, and it will leave a dark bruise that’ll hurt for the next couple of days
Camel Storage (given)
* Camel centaurs can go for days without drinking any water due to having amazing water storage. 
Leather Mouth (given) 
* Due to a leather lining in their mouths, Camel centaurs can eat thorny plants without getting hurt. They also have a higher spice tolerance. 
==== Deer Centaurs only ====
Long Jump (minor) 
* Deer centaurs, much like regular deer can bound (jump) long distances. They can only ever do two of these jumps in a row, and can only ever long jump three times each day before their muscles become to tired to jump more. This can be paired with High Jump but then that counts as 1 high jump and 1 long jump.
** Level 1: Their long jumps can reach up to 13 feet 
** Level 2: Their long jumps can reach up to 17 feet 
** Level 3: Their long jumps can reach up to 21 feet 
** Level 4: Their long jumps can reach up to 26 feet 
High Jump (minor) 
* Deer centaurs, much like regular deer can bound (jump) long distances. They can only ever do two of these jumps in a row, and can only ever high jump three times each day before their muscles become to tired to jump more. This can be paired with long jump but then that counts as 1 high jump and 1 long jump.
** Level 1: Their high jumps can reach up to 4 feet 
** Level 2: Their high jumps can reach up to 6 feet 
** Level 3: Their high jumps can reach up to 8 feet 
** Level 4: Their high jumps can reach up to 10 feet
Odd Active Hours (given)
* Deer centaurs tend to be most active at sunrise and sunset. 
Deer aging (given)
* Deer centaurs usually have white spots that start fading when they’re 12, and fully disappear by the time they’re 15. 
Deer sight (given) 
* Some Deer centaurs have in-human eyesight where they can be 310 degrees around themselves, but they also can’t see the color orange. 
==== Horse centaurs only ====
Horse Benefits (given)
* Horse centaurs never have to worry about burping or vomiting due to their horse like digestive track.
== Credits ==
Puffin made the vast majority of these powers 
The following we don’t know the creator for 
* archery masters 
* foresight