Legend Weaver On Dwarves
Dwarves
Dwarves are a short, stocky, and extremely powerful race. Having been born from the Rock itself, it is said that their blood is heavy with Iron and Stone, causing them to weigh much more than their size would indicate. This fact also gives them an extremely tough skin which serves them as armor. All Dwarves (even the female ones) love to grow beards. This has become a form of Status in the Dwarven society, with long beards gaining the most respect. A Dwarf without a beard is a Dwarf in disgrace.
Dwarves love the stone from which they were born, and thus almost exclusively make their homes underground in tunnels carved by the forces of nature or by their own hands. They love the mountains the most because they can emerge often to obtain the raw materials they need to survive. They are excellent craftsman and architects, and are renowned to be the masters of the forge. Just as legendary as their skills however, is their love for song, ale, and money in the form of precious metals. Gold is the greatest treasure of a Dwarf, and because of this many of them are seen as greedy, a stigma that is difficult by nature for them to lose. Furthermore, their personalities are often considered to be like stone; their thinking although practical, is sometimes ridged, unyielding, and non intellectual. They are among the hardiest of all races, loving to do battle with all manner of foe and never willing to yield.
Dwarves are built for strength and not for speed or dexterity. They make some of the best fighters, but have little real problem with learning magic providing it is taught to them and they don't have to figure it out on their own. Their ability of Dark Sight allows them to navigate in total darkness provided they are surrounded by solid rock. Dwarves also have an innate magical ability to weaken non magiced rock, making it easy to dig through.
Basic Statistics
Wound Resistance
| 1d4+2
|
To kill adjustment
| 1d8
|
Wounds
| 20+3d4*
|
Soul Points
| 80
|
Power
| 15+2d4*
|
React
| 4
|
Luck
| 5
|
Spell Resistance
| 5
|
Relative Size
| 2.5
|
Walking Speed
| 2.5
|
Charging Speed
| 7.5
|
Running Speed
| 12.5
|
Broad Jump
| 2d4
|
* roll at character creation
|
May carry 12+1d3 very large items.
The Dwarf grows to between three and a half and four and a half feet tall and will normally weigh between 300 and 350 pounds.
- The Dwarf starts the game with Dark Sight. See the seperate write up on Sights for a description of Dark Sight.
- The Dwarven culture has a love affair with big nasty axes. If the Dwarf character learns to use a Two Handed Axe, then the dice associated with the Two Handed Axe goes from Regular 1 to Easy 2. In addition, any time the Dwarf character tries to increase his skill in Two Handed Axe, he can add +2 to the dice roll.
- The Dwarf starts the game with Mountain Craft at 12+0. This is in addition to the skills the starting player may pick for the Dwarf. In addition, the dice associated with the skill goes from Regular 1 to Easy 2 for the Dwarf character.
- Have the player roll percentile. If the roll is 20% or less then the Dwarf character will start the game with either the Mining Life Skill or the Black Smith Life Skill (the player may chose which skill). The player does not have to make this check since the skill will count towards the total number of life skills the character can have.
- Both the Dwarf and the Trock are very large when compared to the other character races. While the Trock is massive and fairly tall, the Dwarf is short and gains a lot of his Relative Size rating from what he is made of (he is part rock). Because of this, the Dwarf does not suffer from the Trock's penalty of paying more for his armor.
- The Dwarf is the only character that can take a Musket, Refined Version as a weapon choice. If the Dwarf takes this weapon then it must be chosen as a character strength at a cost of 25 points (see also, Section 1 of the manual, under the Strengths and Weaknesses; Gunpowder Use).
- The Dwarf has a great natural resistance to poisons. The Dwarfs Wound Resistance is 3d10 against all poisons (this takes the place of his normal wound resistance roll). In addition, the Dwarf finds the Resist Poison skill easy to increase. Although he does not start with the Resist Poison skill, if he takes the skill its associated dice figure goes from Hard 2 to Easy 2 for the Dwarf character.
- Except in water, any time the dwarf makes a fear or terror test of any type, he rolls the dice twice and takes the best roll (for him) when working out the results. This does not mean that the Dwarf has more than one reroll. It just means that in this case, the Dwarf gets an automatic reroll that does not have any cost associated with it.
- The Dwarf may panic if in water. There is a 2 in 6 chance (33%) per round that he this will happen. When it happens, the Dwarf will drown in 2d4 combat rounds. In addition, the Dwarf finds it very hard to learn to swim (that great weight and small size). The dice rating with the Swimming skill goes from Easy 2 to Hard 3 for the Dwarf Character.
- Because of the Dwarfs' short stubby fingers, rigid thinking and slow massive frame, he / she finds it hard to learn the following skills; Arcana, Balance, Climbing, Escapist, Locksmith, Research, Reduce Fall, and Sleight of Hand. The dice associated with these skills change as follows. In the Arcana skill the dice rating changes to Hard 3 for the Dwarf. In the remaining skills the Dice rating goes to Hard 2 for the Dwarf.
- Because of the Dwarf's short Stubby fingers and slow massive frame, he / she finds the following skills easier to learn; Concentration, Conserve Energy, and Determination. For all three of these skills the Dice rating goes from Regular 1 to Easy 2.
- The dwarf may cast a Soften Stone spell once / Day (see below for a description on the spell).
Soften Stone (innate spell)
Synergy Dice Roll
| N/A
|
Range
| Touch
|
Casting Restrictions
| May Cast 1 / Day.
|
This spell allows a Dwarf to weaken a section of rock up to 1000 cubic feet to the point where it can be dug away with a pick or shovel. The shape of the affected area must be simple, a rectangle, square or cylinder. The spell will not work if the stone that is to be weakened has been magicked. Nor will it work on living stone (i.e., creatures made of stone) or upon Aegis Stones or stone that is within an Aegis Stones area of influence.
Material on this page is copyright David Pemberton 1998