Cost |
Ability |
15 |
Mountain Dwarf |
90 |
Psionic Paragon
Package (exclude 2 points of Psionic Powers; Powers listed below) |
1u |
1)
Accelerated Pace: +1 SPD (10 Active Points); Requires A PS:
Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to
Activate (-1/4) (uses END Reserve) (1 END to Activate) |
2u |
2) Blinding
Pace: +3 SPD (30 Active Points); Requires A PS: Psychometabolic Skill
Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END
Reserve) (3 END to Activate) |
1u |
3) Enhanced
Strength: +10 STR (10 Active Points); No Figured Characteristics (-1/2),
Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve)
(1 END) |
1u |
4) Crushing
Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2),
Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve)
(3 END) |
1u |
5) Armored
Skin: Armor (6 PD/3 ED), Hardened (x2; +1/2) (20 Active Points);
Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs
END to Activate (-1/4) (uses END Reserve) (2 END to
Activate) |
2u |
6)
Psychoportive Acceleration: Teleportation 9", Position Shift, Safe Blind
Teleport (+1/4) (29 Active Points); No Noncombat Movement (-1/4), Must Pass
Through Intervening Space (-1/4), Requires A PS: Psychoportation Skill Roll
(Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses
END Reserve) (3 END) |
1u |
7)
Psychoportive Hop: Leaping +5" (2"/15" forward, 1"/7 1/2" upward)
(Accurate) (10 Active Points); Requires A PS: Psychoportation Skill Roll
(-1/2) (uses END Reserve) (1 END) |
1u |
8)
Psychometabolic Healing: Healing 3d6
(max. Healed Points: 18) (30 Active Points); Extra Time 1 Turn (Post-Segment
12) (-1 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2),
Requires A PS: Psychometabolic Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (uses END Reserve)
(3 END) |
1u |
9)
Self-polarizing: Flash Defense (10 points) (Sight Group) (10 Active
Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance
Only Costs END to Activate (-1/4) (uses END Reserve)
(1 END) |
2u |
10) Psi
Razors: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points);
Requires A PS: Psychokinesis Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points -1/4) (uses END Reserve) (3
END) |
2u |
11) Mental
Push: Ego Attack 3d6 (30 Active Points); Requires A PS: Telepathy Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
(uses END Reserve) (3 END) |
2u |
12) Psychic
Tendrils: Killing Attack - Ranged 0 1/2d6 (vs. ED), Reduced Endurance
1/2 END (+1/4), Uncontrolled (+1/2), Continuous (+1) (27 Active Points);
Requires A PS: Telepathy Skill Roll (Active Point penalty to Skill Roll is
-1 per 20 Active Points -1/4) (uses Personal END) (3 END) |
1u |
13) Third
Eye Noctur: Nightvision (Increased Arc of Perception: 240-Degree,
Telescopic (+3)) (10 Active Points); Requires A PS: Clairsentience Skill
Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END
Reserve) (1 END to Activate) |
2 |
Battle-Canny:
Round off Speed |
125 |
Total Cost of Template |
Mountain Dwarves typically live below mountains in elaborate Dwarven "Halls".
Mountain Dwarves are sometimes self sufficient, but often have to trade with their
hill-living cousins and with other races for food and other living amenities; they
rarely have trouble enticing trade however, for their weapons and jewelry are usually
reknowned for their quality. Mountain Dwarves are typically shorter and more powerfully
built than their Hill kin, but more dour in outlook.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
10
|
Durable: +5 CON
|
10
|
Durable: +5 BODY
|
4
|
Stubborn +2 EGO
|
3
|
So Tough: Damage Resistance 3 PD, 3 ED
|
5
|
Doughty: Power Defense: 5
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
|
7
|
Disease Resistance: Immunity to Disease, Activation 14- (-1/2)
|
8
|
Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
|
5
|
Infravision: Infrared Perception
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
6
|
Stalwart: +5 Mental Defense, +5 Power Defense, +5 PRE; Only to Resist Fear
(-2)
|
2
|
Longevity: LS: 400 Years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
-2
|
Slow: -1" Running
|
-2
|
Stone-like Flesh: -2" Swimming
|
-1
|
Cumbersome: -1" Leaping
|
-15
|
Thick-limbed: -5 DEX
|
-2
|
Ruminating: -2 INT
|
-2
|
Rough-hewn: -4 COM
|
-5
|
Physical Limitation: Short but Heavy (3.75 ft - 4.75 ft; 250 to 400 lbs)
|
-10
|
Psychological Limitation: Dour and Curmudgeouny (Common, Moderate)
|
+20
|
Total Cost of Package
|
With the GM's permission you may upgrade the Race Package Deal listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
might be allowed to buy them separately. The GM must approve all additional Disadvantages
take for a given package; simply loading up on extra Racial Enmities and similar
should only be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
|
3*
|
Strong Willed: Resistance 3
|
3
|
So Tough: Damage Resistance 3 PD, 3 ED
|
14
|
Tougher Than You:
|
|
- 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
26
|
Way Tougher Than You:
|
|
- 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
1
|
Walk the Path: Bump of Direction, Underground Only (-1)
|
6
|
Stoneworker: KS: Stonework; PS: Mason
|
8
|
Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
|
4
|
Underground Senses: Detect Depth & Slope Information, Discriminatory,
Underground Only (-1)
|
15
|
Blindfighting: Combat Sense 11-
|
25
|
Dwarven War Art: (Weapon Art)
|
|
- Side Slash: Martial Strike {3d6 location}
- Stroke: Defensive Strike {2d6+7 location}
- Chop: Offensive Strike {2d6+1 location}
- Block: Martial Block
- Avoidance: Martial Dodge
- KS: Dwarven War Art (INT)
- Art used with Axes/Maces/Hammers/Picks
|
10*
|
Dwarven War Art Training:
|
|
- +2 with Dwarven War Art
- +1 DC with Dwarven War Art
|
1
|
Weapon Skilled: WF: Axes/Maces/Hammers/Picks
|
1*
|
Longevity: Double Longevity
|
14
|
Spell Resistance +2
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
|
22
|
Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
|
30
|
Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-1
|
Stone-like Flesh: -1" Swimming
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Goldlust & Greed (Common, Moderate)
|
-10
|
Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
|
-10
|
Social Limitation: Clan is in very poor standing (Frequently, Major,
Not Limiting in Some Cultures)
|
The Psionic System is
described
here. |
Cerebrals are powerful, often genius level thinkers, with
towering intellect matched by a sublime ability to enforce their will upon
the world around them. Operating on deduction and observation more than
learned facts, the Cerebral figures out Psionics as they go; leaping from
one intuitive assumption to the next. |
Cerebrals are fun to play because they get the job done.
An excellent counterpoint to the Monk, a Cerebral just needs the path
pointed out to them and then they will figure it out on their own from
there. |
Cost |
Ability |
30 |
Psionic MPP (30
Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR:
Discipline Skill (-1/4)) |
4 |
Psionic
Strength END Reserve: 30 END / 1 REC |
15 |
Broadly Capable: PowS:
Clairsentience (INT), PowS: Psychokinesis (EGO), PowS: Psychoportation
(INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON) |
5 |
Bright: +5 INT |
1 |
Literate: Literacy w/
Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
10 |
More Powerful: Higher
Psionic MPP: +10 Reserve |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
Smart: +1 with All INT
Based Rolls |
10 |
Steady: +5 EGO |
20 |
Resolute: +10 EGO |
5 |
Stubborn: +1 with All EGO
Based Rolls |
10 |
Fit: +5 CON |
20 |
Tireless: +10 CON |
5 |
Gritty: +1 with All CON
Based Rolls |
2 |
WF: Psion Group (Dagger,
Short Sword, Throwing Blades) |
-15 |
Psychological Limitation:
Overly Introspective (Common,
Strong) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Psions (More Powerful, Group, Professional, Unaware, Outdo) |