TEXT: Monstrous races can make for 
  very interesting PCs. In many 
  settings, they will struggle to 
  fit in, or be regarded with 
  mistrust or fear.  The three 
  races presented here will be 
  unlikely to be invited to the 
  King’s Ball, but they can make 
  for great members of 
  adventuring parties. 
   
  Minotaurs 
  Imposing figures with the head 
  of a bull and the body of a 
  man, minotaurs are powerful, 
  proud creatures.  
     Typically the size and build 
  of a tall, powerful human, 
  minotaurs are incredible 
  sailors, using their innate 
  navigation prowess to sail the 
  high seas. Minotaur pirates are feared, 
  and Grand Elves traditionally have an 
  enmity with the race, hunting down and 
  bringing such pirates to justice. 
     Minotaurs are arrogant, certain of their 
  own superiority. However, they are also 
  loyal - a minotaur will never break its 
  word. 
     Minotaurs are fond of tridents and nets, 
  although many also choose to wield large 
  and powerful axes. A minotaur will 
  traditionally wear a kilt and a breastplate 
  of iron or bronze. 
     Minotaurs make excellent gladiators, 
  sailors, pirates, and lair guardians (see 
  below). 
     In sci-fi settings, minotaurs are known 
  as Taurans. 
  Minotaurs,  Goblins, 
  & Clockmen
  
     Typical names: Kirgur, Daras, Gunban, 
  Jatus, Balbus, Brutus, Calvus, Decimus, 
  Flavius, Gallus, Jovian, Lucan, Manius, 
  Maximus, Rufus. 
  Size: Medium; fey 
  Attributes: STR +2, INT +2, END +1, REP 
  +1 
  Skill Choices: navigation, sailing, brawling, 
  axes, polearms, tracking, scent 
   
     Horns. A minotaur has horns which can 
  be used in combat. The minotaur’s 
  unarmed (natural) damage increases by 
  +1d6 and becomes piercing damage. 
  Many minotaurs also take the Impale 
  exploit, found in the monster creation 
  section of the core rules and reprinted to 
  the right for convenience. 
     Charge. Minotaurs gain the Charge 
  exploit for free. 
     Direction sense. A minotaur always 
  knows which direction is which, and how 
  deep it is below ground or how 
  far it is above ground. A 
  minotaur never becomes lost 
  when travelling. 
  Goblins 
  Goblins are small goblinoids. 
  Nasty, cunning, and scrappy, 
  with poor hygiene, these 
  creatures are looked down upon 
  by most sentient races. 
     Goblins come from the deep, 
  living underground in dark 
  caverns in large packs. They 
  stand about 3 feet tall, with green 
  skin and scrawny bodies. Their 
  jagged, yellow teeth are suited to 
  tearing meat apart, and their 
  yellow eyes are suited to seeing 
  in the darkness of deep caverns 
  and caves.  
     In sci-fi settings, goblins are 
  known as Gobbers and replace 
  IMPALE [ 
  (requires one or more horns; Charge)]) 
     An impaling attack is performed wth a 
  horn or similar natural weapon. The 
  creature moves its speed in a straight line, 
  and makes an attack. If successful, the target 
  takes damage as normal and is considered 
  impaled. This is similar to a Grab, except 
  that it automatically does 2d6 damage every 
  round until escape, and the attacker cannot 
  use it to crush its victim.
  
  knives with pistols. Remember that 
  shortswords can be used with the knives 
  skill as well as the swords skill; the 
  shortsword is a common goblin weapon. 
     Typical names: Drek, Lump, Snot, 
  Wormy, Grubby, Gobby, Grom, Azog, 
  Bulg, Berk. 
  Size: Small; fey 
  Attributes: AGI +2, INT +2 
  Skill Choices: thievery, climbing, stealth, 
  survival, mining, running, knives 
     Pack attack. Goblins work best in 
  groups, using numbers to compensate for 
  their small size. Goblins gain +1d6 to 
  attack a target for every ally also adjacent 
  to the target. 
     Darksight. Goblins can see in darkness 
  as though it were normal light. They are 
  vulnerable to bright light, however, and 
  lose their Natural Cunning ability in 
  direct sunlight, and cannot shake off the 
  effects of the Blindness status track if it is 
  caused by bright light (note that 
  temporary conditions automatically end 
  after 5 minutes). 
     Natural cunning. Although not known 
  for their intellect, goblins do possess a 
  natural instinct. They gain +1d6 to 
  INITIATIVE checks when not in direct 
  sunlight. 
     Scavengers. Goblins can use any 
  organic material as food, no matter how 
  strange or rotten, and as such are 
  immune to ingested poisons. 
  Clockman 
  These sentient clockwork people tick 
  quietly, an unnerving noise which can be 
  heard by those who stand close to them. 
  Made completely of clockwork, their 
  bodies are filled with cogs and gears, and 
  they move with a certain stiffness, their 
  faces stuck in a single expression. 
     A technically proficient scavenger race, 
  clockmen have the unnerving ability to 
  use their surroundings to repair 
  themselves. Damage a clockman, and it 
  might pick up a nearby knife or fork, 
  spare part, or random trinket and use it 
  to replace a damaged component. They 
  can even use organic components, 
  Goblin Scrapper [[1d6 years]]) 
  Goblins are known for sneaky tactics. This 
  reputation mainly comes from scrappers, 
  the members of a goblin pack who leave the 
  home caverns to scavenge and steal from 
  travellers. Often roaming in small bands of 
  a dozen or so, these scrapper groups will 
  roam the landscape, raiding camps at night. 
  Prerequisites: Goblin. 
  Attributes: AGI +1, END +1, INT +1, LUC 
  +1 
  Skill Choices: knives, thievery, stealth, 
  climbing, running, appraisal 
     Two-hands! The goblin scrapper is able to 
  dual-wield small-sized weapons as though 
  he has the ambidexterity trait. 
     Death from on High. A goblin scrapper 
  can drop down on a target from a position 
  at least 5’ higher than it. This knocks the 
  target prone on a successful attack and does 
  an extra +1d6 claw damage.    
     Between the Legs. A goblin scrapper can 
  freely move through the squares of large-
  sized or larger creatures which have two or 
  more legs.  
     Snatch. Using a melee attack,  a goblin 
  scrapper can steal a small-sized or smaller 
  item from an adjacent target, even in 
  combat.
  
  meaning that many of them look 
  particularly gruesome. 
     Clockmen need order and routine; they 
  despise chaos and disorder. In a 
  hierarchy, they need to know the exact 
  structure and their place within it, and 
  will not deviate from that chain, for good 
  or ill. Even simply entering an untidy 
  room will distress a clockman, who will 
  likely being tiding it up immediately. If 
  they find broken objects, they feel the 
  need to repair them. For obvious reasons, 
  this also makes clockmen excellent 
  doctors. 
     Clockmen can be found in both fantasy 
  and science fiction settings. In sci-fi 
  settings they gain computers as a skill 
  choice. 
  Size: Medium; automaton 
  Attributes: STR +1, LOG +2, WIL +2 
  Skill Choices: engineering, astronomy, law, 
  history, medicine 
     Clockwork. As clockwork automatons, 
  clockmen do not need to eat or breathe. 
  They do, however, need to sleep, in a 
  fashion, as their gears wind down. Like 
  other automatons they are vulnerable 
  (1d6) to electricity and in sci-fi settings 
  (2d6) to ion damage. They are immune to 
  attacks which use MENTAL DEFENSE. 
  Like most automatons, clockmen cannot 
  have a LUC score (or PSI or 
  MAG). 
     Repair.  Once per day 
  clockmen can repair themselves 
  in a patchwork fashion to the 
  amount half their normal 
  maximum HEALTH by 
  spending two actions and 
  resources from their 
  environment.  
    Wind-up. Clockmen can 
  spend two actions winding 
  themselves up. For the next 
  minute, they move at a faster 
  speed (making a rapid 
  clockwork ticking noise while 
  they do so), gaining an extra 
  action each turn, but at the end 
  of the minute they wind down 
  and cannot act or move for one 
  hour. 
     Internal Clock. Clockmen 
  track the passage of time 
  accurately, to the very second. 
  
  They always know exactly what time it is, 
  and how long has passed since a prior 
  event.    
  Equipment 
  Clockmen have access to specialized 
  equipment.  
     Needle. For 250gc, a clockman can buy 
  a special needle which can be affixed to a 
  finger. It can retract or extend at-will, and 
  is used to deliver a poison. 
     The clockman makes a normal unarmed 
  attack. If it hits, the needle does the 
  clockman’s natural damage, but that 
  damage is poison damage. The needle is 
  thin enough that it can easily slip through 
  the chinks in armor, which means it 
  ignores SOAK. 
     However, whenever the needle 
  successfully hits a foe, there is a 1-in-6 
  chance that it will break, doing no 
  damage. A broken needle needs to be 
  completely replaced. 
    Needle, ranged. For 1,000gc, the 
  clockman’s needle can be a ranged attack. 
  This is similar to the regular needle, but 
  includes a small cartridge holding six 
  needles (they only cost 1gc each to 
  replace, and the cartridge takes one 
  minute to reload). The ranged version 
  does not bypass SOAK. 
  Young
  Adult
  Old
  Clockman
  -
  -
  -
  Goblin
  0-30
  31-80
  81+
  Minotaur
  0-18
  19-60
  60+
  Weapon
  Cost
  Wgt
  Range
  Needle
  500
  -
  -
  Needle, 
  ranged
  1,000
  0.5lb
  3
  LAIR GUARDIAN [[1d6 years]]) 
  Creatures like minotaurs have legends 
  about them which involve guarding mazes 
  or labyrinths. Sometimes these myths are 
  true. 
  Prerequisites: None. 
  Attributes: END +1, INT +1, WIL +1, REP 
  +1 
  Skill Choices: stealth, tracking, perception, 
  navigation 
     Many victims. Would-be explorers and 
  adventurers have entered the tomb or 
  labyrinth you are tasked to guard, and all 
  have fallen before you. Each time, you gain 
  one new item, taken from the body of your 
  victim. Roll 2d6 and multiply it by 100. This 
  is the value of the item you obtain. Then roll 
  1d6 to determine what type of item it is; you 
  gain one single item of that type up to the 
  value you rolled. 
     You may take this exploit multiple times, 
  gaining a new item each time. If you roll 
  Money, you get that amount of money in 
  raw currency (coins, gems, etc.) 
     1. Melee weapon. 
     2. Ranged weapon. 
     3. Armor. 
     4. Shield. 
     5. General gear. 
     6. Money. 
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 39 - OLD, Races & Careers - Minotaurs, Goblins & Clockmen.pdf