Races of Altera:Dwarves
< ------------------------------------------------------------------------------------------------------------------->
HUMANS ELVES DWARVES ORCS MECHANICAL UNDEAD OTHERS
<------Back to Main Page
<------Back to Dwarves Page
DWARVEN TECHNOLOGY
The Dwarves have advanced themselves much further than most human civilizations in Altera. They understand gunpowder and the means to make it, and they have refined metallurgy to an art form. In myth, both Human, Elven and Dwarven, the Dwarves were the first to begin experimenting with Steam and Clockwork. Some believe they may have even greater means of locomotion... but if they do, they are keeping it secret.

Below are a few items a Dwarven character may begin play with. Of course, the Player will have to pay for these items out of his/her starting money --- but at a much reduced cost compared to other adventurers. All Dwarven items are considered to be Fine or Very Fine.

WEAPONS
DWARVEN AXE-GONNE: COST: 750 Silver (Only for Dwarven Characters - This weapon costs x10 base cost for non-Dwarves, and even then may be difficult to obtain.)

This weapon resembles an axe and a shotgun combined. Forged of powerful Dwarven alloy, this weapon is deadly reguardless of the end that is being used. These stats assume a weapon quality of Fine.  

The weapon takes small cartridges filled with smaller shot. Once the trigger is pulled, a firing pin ignites powder encased in copper at the back of the cartridge. This weapon is where The City got its own design for many advanced firearms.

Two Handed Axe/Mace skill, Guns: Shotgun skill.

Axe Blade deals 1d cutting damage. Min ST: 12
--For an extra 100 Silver Coins an Impaling Spike can be added to the butt of the weapon or   the axe head, dealing +2 Thrust/Impaling damage.
--For an additional 50 Silvers, the Impaling Spike can be barbed, which deals 1 Point of      damage upon its removal from a foe. (Treat as a pick - weapon may become stuck.)  

Gun: Accuracy: +2, Snap Shot: 10, DAMAGE: 4d, 1/2 DAMAGE: 8 Yards, MAX Range: 25 yards, Recoil:-2, Rate of Fire: 1, Shots: 3, Malfunction Rating: 15  WT: 16 Lbs

VERY FINE - Multiply cost by x10. The axe blade deals 1d+1 Swing/Cutting damage. The gun deals 4d+1.

MODIFICATIONS:
+Add a barrell. -2 to Two Handed Axe/Mace skill, Add Rate of Fire 2. Gun can carry 4 shots before needing to be reloaded. To do this yourself takes Armoury skill, plus Blacksmithing skill. The penalty is -2, and the cost is 250 Silver.  

ITEM HISTORY:

This weapon is regularly used in Dwarven Protectorate brigades, and all Dwarven infantry are trained in its use. Most grow up knowing how to use the weapon, and how to repair it in the field. These weapons have been in existence before humans began recording history.

DWARVEN RIOT SPANNER: Cost: 1000 Silver (x by 10 for non-Dwarven character.)
This weapon resembles a large Tower shield, reinforced with strips of Dwarven Alloy soldered over and over again to form a three inch thick metal shield, with a small glass eyelet. This piece of equipment can be affixed to a Dwarven Axe-Gonne.
It weighs 25 Lbs.
Shield Skill, Guns: Shotgun skill.
--The shield offers DR+15 and near full cover. (-9 to hit.) 
--For an additional 250 Silvers, Impaling Spikes can be added to the Shield for use with      the Shield Bash skill. When attacking with Shield bash: Skill success by 0, 1 Spike hits.   Success by one, Two Spikes hit, Success by 3, Three spikes hit. Each spike deals +2         Impaling damage.
--For an additional 50 Silvers, the Impaling Spike can be barbed, which deals 1 Point of      damage upon its removal from a foe. (Treat as a pick - weapon may become stuck.)  
--User suffers -5 when using the shotgun. Suffers -3 on Shield Bash skill.

VERY FINE - Multiply cost by x10. Add DR+2, Reduce weight by 5. 

HISTORY: This item was developed when the Gardjieftans began making a powerplay for Dwarven lands, and has been used ever since.
For Dwarven Tech, see the next page --------------->
Hosted by www.Geocities.ws

1