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Skip Navigation LinksWorld of San'Dora>Inhabitants>Var>True Var>Race Packages>Methu
SanDora
Var
Anweledig
Clan of the Void
Bragwyr
Clan of the Stein
Caregan
Clan of the Earth
Gwerthfawr
Clan of the Crafter
Gyrru
Clan of the Anvil
Llanastr
Clan of the Bull
Marchog
Clan of the Shield
Methu
Clan of the Hammer
Peiriant
Clan of the Wheel
Saer Maen
Clan of the Chisel
Tanllwyth
Clan of the Forge
Trinoedd
Clan of the Axe
 
 
Methu, Clan of the Hammer
Clan Methu (MEH-thih) is generally looked down upon by virtually all other Var. The Methu are not known for having any particular skills or powers, and are considered to be rejected by Priddyn. They do not share the same tie to the Earth as the rest of the Var do, and cannot use magic at all.
 
They are generally laborers, miners, blacksmiths (Though not often weaponsmiths or armorsmiths), rank and file soldiers, and other low skill jobs. The Methu generally resent the two clans possessing some measure of innate magic, the Anweledig and the Caregan.
 
APPEARANCE & DRESS
 
The Methu tend to be of average height and build for Var, but have white or light grey hair even as youngsters, and a pale fleshy skin tone unusual among the ruddy and stone-like Var.
 
They tend to be less affluent than other Var, so dress as best they can on a budget, without any particular pattern or preference. They also dont put any special emphasis on facial hair, and the menfolk wear or dont wear a beard as they see fit, though lambchops are somewhat common amongst them.
 
GENERAL CHARACTER
 
The Methu can be somewhat petty; they've been looked down upon for so long they've become a little overly sensitive about it and demand recognition for every minor accomplishment beyond the norm.
 
As a Clan they are always trying to win more acceptance and sometimes they go about this by bringing up the mistakes of other Clans, which of course does not endear them to the other Clans.
 
ORIGINS & ORGANIZATION
 
The Methu Ceidwad is chosen by vote among the Methu elders. Any Methu older than 250 years can vote for the Ceidwad. A new Ceidwad is chosen when the current Ceidwad dies, steps down, or is becomes unpopular enough or senile enough that the elders decide to declare a new election.
 
PACKAGE DEAL
 
Cost Ability
10 Durable: +5 CON
10 Tough: +5 BODY
10 Stubborn +5 EGO
15 Small & Dodgy: +3 DCV
2 Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
2 Forged Flesh: Armor 0 PD/3 ED; Only vs Heat/Fire  (-1)
26 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)
5 Infravision: Infrared Perception
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
8 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
100 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-10 Psychological Limitation: Hungry For Clan Status (Common, Moderate)
-15 Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
-15 Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
-15 Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing)
-5 Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
-5 Social Limitation: Clan in Poor Standing (Frequently, Minor, NLISC)
-2 Slow: -1" Running
-2 Dense Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-1 Small: -1 STR
-2 Ruminating: -2 INT
-2 Rough-hewn: -3 COM
0 Total Cost of Package
OPTIONS
Cost Ability
1 WF: Axes/Maces/Hammers/Picks
25 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})
17 Varic War Art Training: +3 with Varic War Art, +2 DC with Varic War Art