|
|
|
Peiriant, Clan of the Wheel
|
The Var of Clan Peiriant (PAY-wreyent) are the inventors and engineers among the
Var. They build crossbows, waterwheels, and siege weapons. They get on quite well
with the Gwerthfawr, the Gyrru, and the Saer Maen, who they feel kinship to as fellow
builders. However, the Peiriant feel that they are the only Clan with a proper vision
for the future.
|
|
Only by advancing their level of technology can the Var hope to grow and prosper.
Many other Var do not take the Peiriant particularly seriously, but do respect the
results gained in battle from their catapults, ballistae, and crossbows.
|
|
APPEARANCE & DRESS
|
|
The Peiriant tend to be of average height and build for Var, and have black hair
and grey eyes most often. They tend to dress similarly to the Gyrru, save that instead
of the full-on over leathers they just wear a leather work apron, usually with pockets
for tools around the hem.
|
|
The menfolk wear their beards in a variety of fashions, but always short cropped
(nothing like getting your beard caught in a gear).
|
|
GENERAL CHARACTER
|
|
The Peiriant are the most radical and progressive of the Var, and they are often
regarded as being crackpots and idealists by their cousins. The Peiriant believe
that everything can be made better with a little technology, and are constantly
working on some new gizmo or another. Their success ratio is very low, but their
successes are usually quite impressive.
|
|
They can do amazing things with pulleys and simple gears, and most of their best
inventions arent too terribly complicated; it's when they try to build on these
successes that they run into problems.
|
|
ORIGINS & ORGANIZATION
|
|
The Peiriant feel like their revolutionary ideas should be better heard, and as
such, feel that politics are quite important. Unfortunately, their ideas are often
politely dismissed by other Var. The Peiriant feel it is a great honor to be Ceidwad,
and as such hold complicated elections every five years. This allows any and every
Peiriant who wants his chance to be Ceidwad to get it.
|
|
|
|
PACKAGE DEAL
|
|
Cost
|
Ability
|
10
|
Durable: +5 CON
|
10
|
Tough: +5 BODY
|
10
|
Stubborn +5 EGO
|
10
|
Small & Dodgy: +2 DCV
|
10
|
Doughty: Power Defense: 10
|
10
|
Unfazed: Mental Defense: +10
|
30
|
Magic Resistance: Damage Reduction 75% Resistant; Only vs Magic (-1)
|
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)
|
8
|
Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
|
7
|
Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in
unnatural environments; -1/2)
|
5
|
Infravision: Infrared Perception
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
1
|
Walk the Path: Bump of Direction, Underground Only (-1)
|
8
|
Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
|
4
|
Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground
Only (-1)
|
2
|
Tactile Sensitivity: +1 PER Touch
|
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
|
10
|
Skilled: +1 Overall Level
|
151
|
Total Cost of Abilities
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely
Common; 1 Hour)
|
-5
|
Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
-10
|
Psychological Limitation: Nonconformist (Common, Moderate)
|
-10
|
Psychological Limitation: Antisocial and Untrusting (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)
|
-2
|
Slow: -1" Running
|
-2
|
Dense Flesh: -2" Swimming
|
-1
|
Small: -1 STR
|
-1
|
Rough-hewn: -2 COM
|
+45
|
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
|
|
|
|