Name: | Galtar Thunderbeard |
Race: | Dwarven |
Profession: | Weaponsmith |
Gender: | Male |
Age: | 72 |
Height: | 1.45m |
Weight: | 70 kg |
Starting team: | Prisoners |
Mission: | Save the warlocks. |
Duty: | Help the ones in need. |
Craving: |
Body | 5 | Sense | 2 | Charm | 1 | Coordination | 1 | Command | 3 | Knowledge | 2 |
---|---|---|---|---|---|---|---|---|---|---|---|
Athletics Endurance Fight Parry Run Vigor Expert: Smithing |
3 5 5 0 0 3 2+MD |
Direction Eerie Empathy Hearing Scrutinize Sight |
2 0 3 1 0 0 |
Fascinate Graces Lie Jest Plead |
0 0 0 0 0 |
Climb Dodge Perform Ride Stealth Weapon: |
2 0 0 0 1 0 |
Haggle Inspire Intimidate Perform: Sing |
4 2 1 1 |
Counterspell Healing Language: Dwarven Language: Common Language: Smokt Lore Strategy Tactics |
0 0 MD 2 1 0 1 3 |
10 | ||||||||||
2 | ||||||||||
5-6 | 7-9 | 3-4 | ||||||||
2 | 2 | 2 | ||||||||
2 | 1 | |||||||||
1 | 1 | |||||||||
Weapon | Killing | Shock | Notes |
---|---|---|---|
W+2 | W | Req. two hands and Body at least 4 | |
W+1 | W | Req. two hands | |
W+1 | 0 | ||
W | 0 | ||
0 | W | ||
0 | W+1 | ||
Armor Type | Locations covered | AR | Weigth |
---|---|---|---|
1-10 | 3 | H | |
7-9 | 3 | M | |
4 & 6 | 3 | M | |
10 | 3 | M | |
10 | 2 | L | |
3-9 | 2 | M | |
1-2 | 1 | L | |
When they’re in dim light or even complete darkness, they can still roll Scrutinize, Sight or Direction without penalty or Difficulty.
Light-sensitiveIn full daylight, they take a -2d penalty to Scrutinize, Sight and Direction. Moreover, in sunshine they can't aim at individuals out beyond sixty feet with hand-held missile weapons. (They are not penalized for aiming at a distant crowd with a longbow or aiming a catapult. They're not blind.)
Leather HardYou have an extra wound box in every hit location.
Thick Headed (1 point)You have an extra wound box in your head.
In addition to the normal toil with a whetstone, this is a method of sharpening a blade that seems to give the weapon a mind of its own. The next time a success is rolled when striking with the adored weapon, it gains a +1 Width bonus. Performing the Weapon Adoration takes about twenty minutes and only works on swords, knives and axes. anything that cuts or chops. Weapons that pierce or bludgeon don't benefit from it.
This is one key to the dwarven dominance of the jewelry market. When a goldsmith who knows the Covetous Twist incorporates it into a piece of worked gold, the item becomes preternaturally compelling. (In game terms, the maker has to roll a success on a smithing set to create it.) When selling an item made with Covetous Twist, or offering it for trade, it adds a +MD to one's Haggle pool.
The dwarven passion for metal begins to get reciprocated at this point. When struck by any weapon made of metal, the character who knows this discipline takes 1 less Shock and Killing damage automatically.
If a character has a quantity of unworked mineral wealth, he can take a number of
days equal to its Wealth rating and make a smithing roll of some type to begin
forging it into items of value. (Finishing work can be done by less accomplished
smiths and apprentices.) If his smithing roll is a success, the finished goods are
worth 1 Wealth more than the raw metal.
This can also be applied to a Company.
Spend a month applying Fulfillment of Form on Treasure that’s based largely on
raw ore to end that month with a permanent +1 Treasure increase.
Working off and on for about a month, the character can (with a successful blacksmithing roll) create a masterpiece weapon exquisitely balanced and tailor-made for one person. If the designated owner is using it, the weapon gives a +2d bonus to all attacks, or offsets two dice of penalties. If anyone else wields it, the bonus drops to +1d. In dwarf culture, if a weapon is recognized as a masterpiece by two smiths of other hults, it is formally named and put on a registry of dwarven cultural treasures. Currently the list numbers 85, and a good half of them have been lost or buried with their rightful possessors.
Dwarves know how metal bends, how it breaks and how it can be repaired.
Sharpening a knife isn't a chore to someone who tends his tools; it's a
pleasure.
When a character has this discipline, any metal tool owned for more than a
week is in excellent condition. When making any sort of Expert: Craftsman
roll for a toolfocussed action, he can add a +1d bonus or ignore a single
die's worth of penalties. If he owns a dwarf-forged weapon that relies on
cutting or slicing, its attacks do an extra point of Shock damage, thanks to
excruciating keenness.
If the character takes no other action in a combat round than to brace for impact, you can roll his Endurance pool and ignore W+1S damage. Note that timing matters on this: If the attack goes of before his action, he's hurt as usual.
As comfort with the techniques grows, the tribesman learns how to redirect the impacts so they do less harm. Now you can roll Endurance as part of a multiple action, without penalties, and ignore WS damage after getting the set.
By a process of 'thinking no thoughts, very hard' (a phrase that
was never translated to any Uld's satisfaction after they captured a Lizard tribe exile) the
warrior simply ignores pain. At least, some pain.
With an Endurance success, he can ignore a point of Shock every round for a number of
rounds equal to the roll's Height. This takes effect the round after the roll.
The Ulds were both distressed and flattered to learn the Lizard tribe had developed a specific countermeasure for their advanced weaponry. With an Endurance set, the tribesman can convert Killing damage to Shock. Specifically, he can change points equal to the Width of his Endurance roll. This ability only works on one attack made either the round it's rolled or the next round.
An Endurance roll (which can be piggybacked onto another action with no multiple-action penalty) produces a number of 'Soak Points' equal to its Width. By spending a Soak Point, the character can either ignore a point of Shock or change a point of Killing damage to Shock. The Soak Points persist until the end of combat, or until the character uses Unbruising Flesh again.
If you have a chance to plant yourself well, adjust your grip and get at just the right balance point, you can add a +2d bonus to your Athletics roll when you're attempting to lift a heavy object.
Ignore multiple-action penalties when using Athletics as a part of the multiple action.
If you have a chance to get positioned, you cannot be pushed back or knocked down unless your opponent beats a Difficulty equal to your Body Stat. If you use Immobile Position in combat, it requires a full round to establish, and its protection ceases if you dodge or move from that spot. You can still parry and attack, however
Any time you roll Body+Athletics, you can change the Height of one set to 10. If any of the previous techniques apply to the situation at hand, you may use them as well.
You may continue to use an arm or leg normally, even when it's filled with Shock or Killing damage. (If the limb has actually been severed, you can't use it, of course.) Furthermore, any time you roll any Body Skill, your pool cannot be reduced by fatigue or injury. Penalties for attempting maneuvers (including multiple actions) are assessed as usual.