Mountain Dwarves
Mountain Dwarves typically live below mountains in elaborate Dwarven "Halls". Mountain Dwarves are sometimes self sufficient, but often have to trade with their hill-living cousins and with other races for food and other living amenities; they rarely have trouble enticing trade however, for their weapons and jewelry are usually reknowned for their quality. Mountain Dwarves are typically shorter and more powerfully built than their Hill kin, but more dour in outlook.
Cost Ability
5 Strong: +5 STR
10 Durable: +5 CON
10 Durable: +5 BODY
4 Stubborn +2 EGO
3 So Tough: Damage Resistance 3 PD, 3 ED
5 Doughty: Power Defense: 5
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
7 Disease Resistance: Immunity to Disease, Activation 14- (-1/2)
8 Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
5 Infravision: Infrared Perception
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
6 Stalwart: +5 Mental Defense, +5 Power Defense,  +5 PRE; Only to Resist Fear (-2)
2 Longevity: LS: 400 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-2 Slow: -1" Running
-2 Stone-like Flesh: -2" Swimming
-1 Cumbersome: -1" Leaping
-15 Thick-limbed: -5 DEX
-2 Ruminating: -2 INT
-2 Rough-hewn: -4 COM
-5 Physical Limitation: Short but Heavy (3.75 ft - 4.75 ft; 250 to 400 lbs)
-10 Psychological Limitation: Dour and Curmudgeouny (Common, Moderate)
+20 Total Cost of Package

Race Package Deal
Dwarf Options
With the GM's permission you may upgrade the Race Package Deal listed above with options selected from the list below, where appropriate at Character Creation. You may not later add any of these abilities to the existing Package Deal, though you might be allowed to buy them separately. The GM must approve all additional Disadvantages take for a given package; simply loading up on extra Racial Enmities and similar should only be allowed if valid for the character's background.
Cost Ability
3* Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
3* Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
3* Strong Willed: Resistance 3
3 So Tough: Damage Resistance 3 PD, 3 ED
14 Tougher Than You:
 
  • 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
26 Way Tougher Than You:
 
  • 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
  • 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
4 Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
1 Walk the Path: Bump of Direction, Underground Only (-1)
6 Stoneworker: KS: Stonework; PS: Mason
8 Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
4 Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground Only (-1)
15 Blindfighting: Combat Sense 11-
25 Dwarven War Art: (Weapon Art)
 
  • Side Slash: Martial Strike {3d6 location}
  • Stroke: Defensive Strike {2d6+7 location}
  • Chop: Offensive Strike {2d6+1 location}
  • Block: Martial Block
  • Avoidance: Martial Dodge
  • KS: Dwarven War Art (INT)
  • Art used with Axes/Maces/Hammers/Picks
10* Dwarven War Art Training:
 
  • +2 with Dwarven War Art
  • +1 DC with Dwarven War Art
1 Weapon Skilled: WF: Axes/Maces/Hammers/Picks
1* Longevity: Double Longevity
14 Spell Resistance +2
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
22 Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
30 Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
* May take Multiple Times
Value Disadvantages
-1 Stone-like Flesh: -1" Swimming
-10 Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
-10 Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
-10 Psychological Limitation: Goldlust & Greed (Common, Moderate)
-10 Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
-10 Social Limitation: Clan is in very poor standing  (Frequently, Major, Not Limiting in Some Cultures)