Dwarf

30 points

Dwarves are essentially hardy-but-stumpy humans who see well in the dark and like caves and gold. There’s doubtless much more to them than that, as any dwarf will argue if you foolishly say that aloud. “Bearded” and “likes ale” aren’t generally qualifications sought by adventuring parties, however.
When finding a dwarf’s height and weight, use the line appropriate to ST on the Build Table (p. B18), but multiply height by 2/3 and shift weight a column to the right (a Very Fat dwarf has maximum weight!). A dwarf’s girth offsets his height enough that they are still SM 0. However, dwarves can’t wear armor fitted for humans (and vice versa).

Attribute Modifiers: HT+1 [10]; ST+1 [10].

Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].

Advantages: Alcohol Tolerance [1](Perk, add to Advs. & Disadvs. List); Damage Resistance 1 (Tough Skin, -40%) [3]; Lifting ST 2 [6]; Night Vision 5 [5]; Pickaxe Penchant 1* [5]; Resistant to Poison (+3) [5]. Perks: Dwarven Gear† [1].

Disadvantages: Greed (12) [-15]; Stubbornness [-5].

Features: Armor isn’t interchangeable with human armor.

* Pickaxe Penchant: (Talent Advantage, pay for Advantage levels, and override skill costs to 0) You’re a natural at fighting, bashing, and mining with axes and picks. This Talent adds to Axe/Mace, Forced Entry, Prospecting, Thrown Weapon (Axe/Mace), and Two-Handed Axe/Mace. Only dwarves can have it, and may buy up to three more levels at character creation. Reaction bonus: Miners. 5 points/level.

† Dwarven Gear: (Custom Advantage worth 1 point, add to Advs. & Disadvs. List) 10% off the final price of gear qualified as “dwarven” – armor, rations, shields, weapons, whetstones, etc.

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