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Gyrru, Clan of the Anvil
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The Gyrru (GIR-ee) are a proud clan of smiths. Many of the greatest weapons, armor
and blacksmiths of the Var come from Clan Gyrru, as well as a fair number of Arwyddlun.
They are generally well respected and considered to be upstanding Var by all the
other Clans.
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The Gyrru are known for being strong politically and are one of the most dependibly
middle of the road clans. The Gyrru and the Marchog have a long history of teamwork,
especially in politics. Additionally, the Gyrru are the most widespread clan, though
not the largest. It is a rare Varic Hold that is not home to a clutch of Gyrru.
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APPEARANCE & DRESS
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The Gyrru tend to be large for Var, often topping their cousin Clans by 3 or 4 inches
in height, and solid builds. The Gyrru usually have black hair, black eyes, and
steely grey skin. The Gyrru menfolk tend to keep their beards very short, lest it
interfere with their work, or worse catch fire in the forge.
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They prefer to wear heavy leather over garments, with comfortable cotton garments
beneath. By design Chain or Plate can be thrown directly over these garments without
interference or need for a gambeson.
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GENERAL CHARACTER
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Much like the Gwerthfawr, the Gyrru are generally serious and preoccupied by their
work. They tend to have narrow world views and not be overly concerned, informed,
or interested in the current goings on save that they pay attention to rumors and
accounts of wars and hotspots among the outside lands so that they can better judge
and estimate the level of demand for their wares.
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ORIGINS & ORGANIZATION
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The Gyrru Ceidwad is mainly a hereditary position, usually moving from father to
son, though not necessarily the oldest son. The Ceidwad declares his heir, who is
almost always one of his sons, though occasionally a nephew, cousin, or even a non-relative.
This heir takes up the position when the current Ceidwad dies or steps down.
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PACKAGE DEAL
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Cost
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Ability
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3
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Strong: +3 STR
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10
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Durable: +5 CON
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10
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Tough: +5 BODY
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10
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Stubborn +5 EGO
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5
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Doughty: Power Defense: 10; Only vs Magic (-1)
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5
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Unfazed: Mental Defense: +10; Only vs Magic (-1)
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30
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Magic Resistance: Damage Reduction 75% Resistant; Only vs Magic (-1)
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7
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Forged Flesh: Armor 10 PD/0 ED; Only vs Blunt Weapons (-1)
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7
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Forged Flesh: Armor 0 PD/10 ED; Only vs Heat/Fire (-1)
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26
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Way Tougher Than You: 50% Damage Reduction Physical, Resistant, STUN Only (-1/2),
Activation Roll 14- (-1/2), Nonpersistant (-1/4) plus 50% Damage Reduction Energy,
Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
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8
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Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
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7
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Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in
unnatural environments; -1/2)
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5
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Infravision: Infrared Perception
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4
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Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
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1
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Walk the Path: Bump of Direction, Underground Only (-1)
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8
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Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
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4
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Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground
Only (-1)
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2
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Tactile Sensitivity: +1 PER Touch
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8
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Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years,
Safe in Intense Cold, Safe in Intense Heat, Sleeping: Character only has to sleep
8 hours per week
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10
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Unsurpassed Smiths: +2 with all Skills related to crafting with metal
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170
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Total Cost of Abilities
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-5
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Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely
Common; 1 Hour)
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-5
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Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
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-10
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Psychological Limitation: Obsessive Craftsmanship (Common, Moderate)
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-10
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Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
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-15
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Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
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-15
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Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
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-15
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Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All
the Time, Slightly Impairing)
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-5
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Physical Limitation: Short but Heavy (5 ft - 5.5 ft; 300 to 400 lbs)
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-2
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Slow: -1" Running
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-2
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Dense Flesh: -2" Swimming
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-3
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Thick-limbed: -1 DEX
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-2
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Ruminating: -2 INT
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-1
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Rough-hewn: -2 COM
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+60
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Total Cost of Package
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OPTIONS
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Cost
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Ability
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1
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WF: Axes/Maces/Hammers/Picks
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25
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Varic War Art: (Art used with Axes/Maces/Hammers/Picks; KS: Varic War Art (INT),
Avoidance: Martial Dodge, Block: Martial Block, Chop: Offensive Strike {2d6+1 location},
Stroke: Defensive Strike {2d6+7 location}, Side Slash: Martial Strike {3d6 location})
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17
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Varic War Art Training: +3 with Varic War Art, +2 DC with Varic War Art
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