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)
|
Heavy Foot typically fight, as the name would indicate, on foot. They generally
wear heavy armor and wield heavier two-handed weapons.
|
As you might imagine physical strength and stamina are necessary for this type of
fighting, and Heavy Foot train exhaustively when learning their trade to develop
the physical traits needed in their line of work. Most Heavy Foot start their training
in their mid teens, as their bodies are better able to adapt to the stress and develop
the necessary body mass to excel at this trade.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
6
|
Sturdy: +3 CON
|
6
|
Durable: +3 BODY
|
4
|
Resilient: +2 REC
|
5
|
Great Stamina: +10 END
|
4
|
Willpower: +2 EGO
|
2
|
Choose One:
|
|
- Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1
1/2)
|
|
- Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No
Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
|
- Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Choose One:
|
|
- Combat Skill Levels: +2 HtH
|
|
- Combat Skill Levels: +1 HtH and
+1 DCV
|
|
- Combat Skill Levels: +2 DCV
|
|
- Skill Levels: +1 Overall Level
|
|
|
2
|
AF: Heavy Armor Proficiency
|
1
|
AF: Shield Proficiency
|
2
|
WF: Common Melee
|
4
|
Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
|
2
|
PS: Warrior
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
1
|
Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment
(-2)
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
|
20
|
Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon
=
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Heavy Armor (-1/2)
|
6
|
Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only
(-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-5
|
Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|