Dwarves

In the Settling period, directly after the Apocalypse, it is said that humans and dwarves worked side by side in amazing activities, all designed towards helping each other survive. The fabulous border fortifications of the Sun Empire are one such work. The now sadly defunct irrigation channels and damns that once made the north of Char'Torin a lush garden are another. Now however, these diminutive people have been shunned greatly, and have mostly retreated to their underground vaults, leaving humanity to struggle on the surface. They are the masters of the Old Knowledge, and have always appeared to understand more about tech then any one else. This I presume is why the shunning has occurred, as the vast majority of mankind, or indeed most other races want as little to do with tech as possible. Oddly, this knowledge is "In the bone" as they say - intuitive rather than learned. Further, this intuition is always limited to single use of the old secrets and learning the skills of another is quite difficult for them. Therfore one dwarf may be a born Weaponsmith while another is an Armoursmith or something even more arcane. Castes have formed around this in some communities.

Base Hit Points: 4
Advantages: Armour Repair (2 points each)
Blacksmithing (5 points)
Enhanced Strength (25 points)
Tech* (5 points)
May purchase up to rank 3 in either Mechanology OR Bio-artifice*
* A specialist type of device must be chosen (eg. Body Modification)
Disadvantages: Dodge Blow (20 points)
Cannot Run
<-- -5? --> Limited to only their specialty in Tech
Penalties: Must wear a beard.

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