Doomstruck Dwarf
You’ve seen your house crumble, your clan tear itself apart, the dwarven people fell into disarray. What do millennia old traditions, and ancestor-worship mean when reality breaks down and hungry mouths eat at the world? Nothing, that’s what it all means. The dwarves thought they knew all there was to know. Turns out dead dwarves know nothing.
Features
Begins with 2d6 × 10s and d2 Omens. HP: Toughness + d10Abilities
Sturdy. Roll 3d6+2 for toughness. Make toughness checks to resist infection at +2. Unwieldy. Roll 3d6-2 for agility. Roll a d8 on the weapons table. Roll a d3 on the armor table.The End of the Clan (d6)
- Dúrinûzad. Your clan were warriors and miners. Stubborn as you were, you all mined too deep and awoke something so vile and otherworldly that your clan saw no escape but to plunge daggers into your own hearts. You escaped, narrowly, traumatized and haunted.
- Thrórûzad. Once priests and wardens. When prayers fell on deaf ears and the ancestors responded only with screams of torments and confusion your clan fell into madness. Your people were led astray by various divergent cults and murder-sects. You escaped the madness but can’t escape the whispers at the edge of your sanity.
- Wardrûnûzad. Greed overcame the clan of merchants and arcanists. Greed for gold, power and status. The misdeeds of your clan earned the ire of the others. Slowly, your clan was dismembered. You left just in time to wander, and ponder revenge.
- Kormácûzad. You all sought to lead the others in these tough times. But the task was simply too difficult. Your clan failed and was dragged down into the excrement by the others in their downfall. Your failure left a mark of shame.
- Vili-ûzad. Some mined too deep into the earth. You mined too deep into esoteric knowledge not meant for dwarven minds. What was found drove your clan mad. A lunge from a tower, a neck suspended from a rope or a blunt blade across the wrist, you escaped the madness, barely.
- Ogâdórzul. You were always outcasts, when the others fell you all took control. But murderers governing murderers begets one thing only: a bloodbath. You revel in the chaos.
Dwarven Gift (d8)
- Skullduggery. Your years of thievery have made your eyes keen and your sausage fingers nimble. Presence tests to spot traps in stone, earth or metal have their DR decreased by 2 (normal tests are DR10 instead of DR12). Agility tests to open locks have their DR reduced by 4 (normal tests are DR8 instead of DR12).
- Seven Horns of War. You own one of the Seven Horns of War. Blow the horn and spend one power to invigorate your companions, all allies that can hear the horn make their next attack roll with a +2 bonus.
- Roots of the Earth. You have an increased and mystical connection to the dirt and earth, the worms and critters that crawl within. As long as you are in contact with stone, earth or metal, you perceive all other creatures within the same room as long as they are also in contact with stone, earth or metal. Outside this extends to roughly 60 ft.
- Vengeful Ancestral Axe. Long ago you were bestowed an Axe owned by your angry, vengeful ancestor. His spirit resides in the axe still. The axe deals 2d4 damage. When attacking spend power to increase CRIT range for that attack to 20-1 per power spent. (Spending 3 power increases CRIT range to 17-20. Cannot use scrolls.
- Blackened Bulwark. You own a set of masterwork heavy dwarven armor bearing the scars of many battles. When rolling to use this armor to reduce damage, roll with a +1. While wearing this armor, agility is treated as 1 less.
- Scarred Bastard. You just keep getting back up. Scars tell of a life of hardship and torment. HP+1. When getting better roll 6d12 instead of 6d10 to check whether to gain hitpoints.
- Runesmith. You can modify your armor with old magic runes. You may use scrolls in up to medium armor.
- Deep Knowledge. You can recount old and forbidden dwarven tomes. Their writings etched in your memories like scars. Roll Presence+d6 to determine how many powers you can use each morning.


Comments