(by Anonymous, extracted from http://members.iinet.net.au/~schibeci/material/dragonwarriors/elvesanddwarves.shtml)Dwarves are earth spirits who spend much of their time below ground at the base of mountains. They labour in deep foundries and workshops. They are short but robust with ruddy skin and long, tough beards. In
Albion* Dwarves are rare compared to
Elves*, but they are much more common in
Mercania* and
Kurland*.
Character Creation Summary
- A. Roll Str, Ref, Int, Psy & Lks on 3d6. Str must be at least 12, and neither Psy or Lk must be greater than 11.
- B. Basic ATTACK 14, DEFENCE 6.
- C. Basic Health Points: roll 1d6+8.
- D. Basic EVASION 3.
- E. Basic MAGICAL DEFENCE 4.
- F. Basic STEALTH 12, PERCEPTION 9.
- G. Initially equipped with pack, flint & tinder, chainmail armour, dagger, 2d6 florins, crossbow, case containing five quarrels, morning star and shield or battleaxe.
Dwarves do not carry lanterns.
At each
rank Dwarves gain +1 to ATTACK, DEFENCE, Health Points, MAGICAL DEFENCE.
They gain +1
EVASION at 5th and 9th
rank. STEALTH and PERCEPTION increase as follows:
1st-3rd 4th-7th 8th-11th 12th and up
Skills & Abilities
Dwarves have a movement of 10m (15m). Dwarves cannot ride warhorses and rarely ride normal horses either.
They can wear any armour without penalty, but Dwarf*-sized plate is rare, and reserved for kings.
They have Gloomsight* (see
Book 4).
At 3rd
rank, a Dwarf gains skill with the battleaxe. A Dwarf with this skill may reroll failed armour bypass rolls with his battleaxe.
At 4th
rank a Dwarf develops thickened skin. he can endure pain (eg. fire, torture) without flinching on a successful Str roll on 1d20. All weapon attacks give 1 hp less damage on the dwarf.
At 5th
rank a Dwarf develops his skill at brawling. Wrestling contests, and bar room fights are common in Dwarven* society. A Dwarf* with this skill give unarmed attacks at d6,3.
A 7th
rank Dwarf can manufacture magical
weapons and armour like a
Mystic* (see
Book 2).
The skill is gained thus:
The chances of making a flawed item are as follows:
- 7th - 40%
- 8th - 30%
- 9th - 20%
- 10th - 10%
- 11th or more - 0%
At 14th
rank a Dwarf gains mastery of the geological forces of the very earth. By concentrating for one round and making a Psy roll, a dwarf can generate powerful earth tremors and earthquakes. This can be attempted once per day, and has the effect of the ninth level elementalism spell, Tremor*.