Size Modifier: 0
ST 12 [HP: 15]
DX 10 [Will: 10]
IQ 10 [MP: 11]
HT 13 [FP: 13]
Perception: 10
Speed: 4.75
Move: 4
Base Lift: 29
Language:
Advantages:
DarkVision
Extended Lifespan 1
Fit
Resistant to Poison +3
Perks:
Alcohol Tolerance
Stone Cunning
Deep Sense
Disadvantages:
Miserliness (SC 12)
Stubbornness
Quirks:
Skills:
Survival - Mountain (Per/A) +1
ST +2 [+20], HT +3 [+30]
HP +3 [+6], Speed -1 [-20]
Dark-Vision [+25], Extended Lifespan 1 [+2], Fit [+5], Resistance +3 (Poison) [+3], Alcohol Tolerance [+1], Stone Cunning [+1], Deep Sense [+1]
Miserliness (SC 12) [-10], Stubbornness [-5]
Survival - Mountaineering (Per/A) +1 Rank [+1]
Dwarven Height:
Dwarves tend to border on the very lowest end of Size Modifier 0, the few that dip under the line into what would normally be Size Modifier -1 are still considered to have a Size Modifier of 0 due to their broad stance and sturdy bodies.
Darkvision
Dwarves can see nearly as well in pitch blackness as they can when there's light, the only difference is that without light colors are indistinguishable.
Extended Lifespan 1
Dwarves live about twice as long as humans.
Fit
You have better cardiovascular health than your HT alone would indicate. You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate but this applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power magical skills.
Resistant to Poison +3
Your Mighty Dwarven Constitution grants you a +3 bonus on rolls to resist the effects of poisons.
Alcohol Tolerance
In addition, the Dwarven fondness for pickled and fermented foods and drinks grans them a further +1 bonus when attempting to resist the effects of alcohol.
Stone Cunning
This represents a Dwarf’s innate ability to detect, sense, or interact with stone or underground environments in a way others cannot through intuition and ingrained ancestral knowledge.
In practice, this perk could let a dwarf:
Detect loose or unstable stone by touch or simple inspection.
Notice unusual stonework, such as hidden doors, traps, or secret compartments, with a quick check.
Gain a situational bonus +1 Perception when dealing with stone or underground features.
All IQ skill rolls made with relation to Earth, Stone, Metal, and surviving underground gain a +1.
Deep Sense
Living under the mountains has granted Dwarves an intuitive sense of direction and depth while underground. By Passing a simple Survival (Underground) check a Dwarf can Intuit their approximate elevation and general direction.
Miserliness (SC 12)
Dwarves believe in keeping what's theirs. Though they can be generous with their friends and family in situations and environments where that is encouraged or expected, they rarely part with their belongings or their wealth without good reason. You must always hunt for the best deal possible. Make a self-control roll any time you are called on to spend money. If the expenditure is large, this roll may be at -5 or worse (GM’s decision). If you fail, you refuse to spend the money. If you absolutely must spend the money, you should haggle and complain interminably.
Stubbornness
You always want your own way. Make yourself generally hard to get along with – roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with perfectly reasonable plans.
Others react to you at -1.
There are a number of reasons why some Dwarves leave their subterranean homes. Some leave because they have been exiled, some to avoid the pressures of clan responsibility and family obligation, others leave to circumvent being stifled in their craft by those set in their way. Whatever the reason, leaving the famed under mountain fortresses of the dwarves is a decision that is hard to take back without good reason, and after a few generations Surface Dwarves are the result, they're a little taller (Though Still on the short end of the Size Modifier 0 range) usually between 4'6 - 5', and they lose some of their connection to the deep and the dark.
Cost: 5 points
Changes: DX +1 [+20], HT -1 [-10], Will -1 [-5], Move +1 [+5], Speed +0.25 [+5], Size Modifier 0 [0]
Additions: Night Vision 6 [+6]
Deductions: Darkvision [-25], Miserliness [+10], Deep Sense [-1]