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Gwerthfawr, Clan of the Crafter
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The Var of Clan Gwerthfawr (GWERTH-vowr) are known to be among the most skilled
jewelers, gemcutters, goldsmiths, and silversmiths in the known world. The Gwerthfawr
mark on the bottom of even a plain silver goblet or on the back of a simple jeweled
brooch can double or triple its value for buyers.
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The Gwerthfawr are a meticulous, detail-oriented group, and are taught from a young
age to perform all of their tasks to perfection. More than any other clan, the Gwerthfawr
concentrate upon honing their skills.
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It is very rare to find a Gwerthfawr who does anything but work with gems or precious
metals. They tend to rely on Arwyddlun of the other clans to enchant their wares,
rather than doing it themselves.
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APPEARANCE & DRESS
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The Gwerthfawr tend to be spare, with little potbellies, and slumped spines from
years of hunching over adding meticulous details at their workbenches. They tend
towards blue eyes, lank black hair, and skin of a color similar to white marble.
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They tend to prefer simple homespun clothing becuase it is serviceable, durable,
and cheap. The menfolk of this Clan seem to have trouble growing beards, and many
prefer to shave the scraggly growth off. Others go in for handlebar mustaches instead,
though never so long as to interfere with their work.
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GENERAL CHARACTER
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The Gwerthfawr are generally serious and preoccupied by their work. They tend to
have narrow world views and not be overly concerned, informed, or interested in
the current goings on.
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ORIGINS & ORGANIZATION
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The Gwerthfawr have little interest in politics, only worrying about things that
will directly hinder or help their clan and their business. As such, they see the
Ceidwad as being necessary, but not a desirable position to have.
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The Gwerthfawr elect their Ceidwad, who is then obligated to serve for five years.
He cannot resign, only death, serious illness, or a serious crime can have him removed
from the post. After leaving the post of Ceidwad, he cannot be involuntarily reelected
for 20 years.
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PACKAGE DEAL
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Cost
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Ability
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10
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Durable: +5 CON
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10
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Tough: +5 BODY
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10
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Stubborn +5 EGO
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10
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Small & Dodgy: +2 DCV
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5
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Doughty: Power Defense: 10; Only vs Magic (-1)
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5
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Unfazed: Mental Defense: +10; Only vs Magic (-1)
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30
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Magic Resistance: Damage Reduction 75% Resistant; Only vs Magic (-1)
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2
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Forged Flesh: Armor 3 PD/0 ED; Only vs Blunt Weapons (-1)
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2
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Forged Flesh: Armor 0 PD/3 ED; Only vs Heat/Fire (-1)
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8
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Poison Resistance: Immunity to Poisons, Activation 15- (-1/4)
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7
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Deep Roots: -5" KB, Only While Standing On Rock Or Soil (not indoors, or in
unnatural environments; -1/2)
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5
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Infravision: Infrared Perception
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4
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Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
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1
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Walk the Path: Bump of Direction, Underground Only (-1)
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8
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Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
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4
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Underground Senses: Detect Depth & Slope Information, Discriminatory, Underground
Only (-1)
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2
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Tactile Sensitivity: +1 PER Touch
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8
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Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years,
Safe in Intense Cold, Safe in Intense Heat, Sleeping: Character only has to sleep
8 hours per week
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10
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Skilled: +1 Overall Level
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141
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Total Cost of Abilities
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-5
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Dependence: Contact or Close Proximity to Stone/Soil; Takes 3d6 Damage (Extremely
Common; 1 Hour)
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-5
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Distinctive Feature: Var (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
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-10
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Psychological Limitation: Perfectionist (Common, Moderate)
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-10
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Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
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-15
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Psychological Limitation: Insane Loyalty to Clan and Friends (Uncommon, Total)
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-15
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Physical Limitation: Cannot cast Arcane Spells (All the Time, Slightly Impairing)
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-15
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Physical Limitation: Cannot use Magic Items Other Than Weapons & Armor (All
the Time, Slightly Impairing)
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-5
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Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
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-2
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Slow: -1" Running
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-2
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Dense Flesh: -2" Swimming
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-1
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Cumbersome: -1" Leaping
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-3
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Thick-limbed: -1 DEX
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-1
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Small: -1 STR
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-1
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Ruminating: -1 INT
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-1
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Rough-hewn: -2 COM
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+30
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Total Cost of Package
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OPTIONS
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Cost
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Ability
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1
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WF: Axes/Maces/Hammers/Picks
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25
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Varic War Art: (Art used with Axes/Maces/Hammers/Picks; KS: Varic War Art (INT),
Avoidance: Martial Dodge, Block: Martial Block, Chop: Offensive Strike {2d6+1 location},
Stroke: Defensive Strike {2d6+7 location}, Side Slash: Martial Strike {3d6 location})
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17
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Varic War Art Training: +3 with Varic War Art, +2 DC with Varic War Art
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