Typical Dwarves

F
Gd 10
A
Ty 6
S
Gd 10
E
Gd 10
R
Ty 6
I
Ty 6
P
Ty 6
Res
Gd 10
Pop
Fe 1

*off
Gd 10
*dex
Ty 6
*upr
Ty 6
*res
Gd 10
*log
Ty 6
*alt
Gd 10
*will
Gd 10
*mat
Ex 20
*pub
Sh 0

*def
Gd 10
*bal
Ty 6
*lwr
Ex 20
*sta
Gd 10
*mem
Ty 6
*awr
Pr 4
*pre
Pr 4
*$
Ty 6
*sec
Fe 1

Health:
Karma:
36
18
NH:
MH:
22
12

Origin:

Dwarves are humanoid beings of extraplanar origin. Legend has it that they originated in the plane of Ysgard, but have since spread across the various planes of existence, though this is subject to debate. Regardless, some dwarves have actually made their home on our own earth.

Known Powers:

Elemental Affinity / Earth: the ability that sets dwarves apart from ordinary men, this power describes a sort of kinship that dwarves have with the earth and similar, earthly bodies. This affinity allows them a few special skills and tricks related to earth and stone, as described here:

* Dark Vision: whether this involves infrared or ultraviolet rays, or something else entirely, the fact is that dwarves have the ability to see in the dark - period. Even in complete darkness underground, dwarves have the Excellent (20) ability to pierce the black veil, even if everything is black and white when they do so.

* Depth Perception: by getting in tune with the earth around them, dwarves can tell how far below the surface they are, no matter how deep they may be. This Excellent (20) ability can usually also tell them if they are standing on some sort of slope or if their current surface is flat.

Longevity: in addition to their affinity with the earth, dwarves are possessed of exceptional longevity, having a lifespan that is much longer than that of mere humans. They possess this power at Feeble (2) rank, giving them a 560 year eventual lifespan, as determined by this formula:

normal human lifespan (70) times power rank cubed (8) = eventual dwarven lifespan (560 years)

Portal Sense: planar beings all, dwarves have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all dwarves can spy these with ease, doing so with Excellent (20) ability.

Equipment:

Personal Weapon: most dwarves carry at least one personal weapon with them at all times. They often prefer axes, maces or cudgels, though most aren't above using more esoteric weapons like Uzi 9mms or chain saws, given the opportunity. Details on these weapons will vary from dwarf to dwarf.

Quirks:

Alien Customs: being from realms far removed from the human experience, dwarves tend to experience something akin to culture shock upon entering modern society. They're not so far removed that they can't get by with some effort, but dwarves (especially new arrivals) tend to stick out like a sore thumb.

Natural Talent: their affinity for earth and stone allows dwarves a bonus when making something out of stone, whether it be an axe blade or a castle. This is a +1 CS bonus to such efforts, which applies whether or not the dwarf in question has actual skills (like engineering) to enhance this further.

Talents:

Languages: dwarves are intelligent beings, and often develop the ability to converse in a multitude of languages. They always know how to speak with their own tongue, not to mention the common planar trading tongue (which is just like English), and may know more languages, depending on their background.

Weapon Skill: a complement to their personal weapon, dwarves will usually work with their implement of choice until they can wield it almost instinctually. As such, they should at least spend one talent 'slot' on their personal weapon, as this is a cultural dwarven trait.

Contacts:

Naturally, dwarves are just like people, and will not necessarily help a body simply because he's a dwarf - unless said dwarf is in trouble caused by people specifically opposed to dwarves, that is. For the most part, simply determine a dwarf's contacts as you would for any other character.

Extra Goodies:

Dwarves Classic Text File Download

Return to the Agency 13 Dwarves main page!