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Methu, Clan of the Hammer
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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.
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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.
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APPEARANCE & DRESS
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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.
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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.
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GENERAL CHARACTER
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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.
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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.
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ORIGINS & ORGANIZATION
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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.
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PACKAGE DEAL
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Cost
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Ability
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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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15
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Small & Dodgy: +3 DCV
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2
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Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
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2
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Forged Flesh: Armor 0 PD/3 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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5
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Infravision: Infrared Perception
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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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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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100
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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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Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
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-10
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Psychological Limitation: Hungry For Clan Status (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 (4 ft - 5 ft; 250 to 400 lbs)
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-5
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Social Limitation: Clan in Poor Standing (Frequently, Minor, NLISC)
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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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-1
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Cumbersome: -1" Leaping
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-1
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Small: -1 STR
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-2
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Ruminating: -2 INT
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-2
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Rough-hewn: -3 COM
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0
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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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