Dwarves
Hardy and durable, Dwarves are a primarily below ground race that has literally carved their existence from the world. Undisputed masters within their own halls, Dwarf-kind have a slight tendency towards conservatism and personal honour.
Dwarves are usually between 4ft and 5ft tall, although it's not entirely uncommon to see taller examples of there kind in adventuring parties. They tend to wide and dense enough in build that they weigh the same as humans.
There hair tends towards darker, earthier colours - auburn, brown, black - or very light, such as white and grey. There eyes, however, tend to be much more colourful - many share there eye-colour with gemstones and precious metals.
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Statistics
Dwarves gain three of the following racial abilities.
Child of Stone - Gain one of the Base Talents in the Terramancy Magic Talents.
Physical Might - Gain +10 to the Physical Prowess Attribute.
Grudge Bearer - Gain a +5 to hit with a spell or weapon, or a +5 to checks, when targeting an opponent that has wounded you in the last round.
Pride - Add +10 to Willpower.
Dark Sight - See in perfect darkness without a light source, albeit in black and white.
Craftsman - Gain a Crafting Talent.
Bloodline
Finally, the character selects one of the below abilities;
Pure Dwarf - Gain an additional Dwarf racial ability.
Human Blood - Gain an additional Advantage.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Orc Blood - Gain the Berserker Talent.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.