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Tanllwyth, Clan of the Forge
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Clan Tanllwyth (TAN-hlooeeth) generally dwell only in Holds built in volcanoes or
with active magma flows. They are incredibly resistant to heat and fire, as well
as being quite hot tempered.
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They are aggressive to the point that many Var consider them to be suicidal. They
delight in slaying monsters, often leaving the Hold for weeks at a time to seek
out Grol or other powerful beasts. Some enjoy it so much they dedicate their lives
to hunting down monsters to kill; such are called Diweddym (de-WETH-um).
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The Tanllwyth are most known for their refineries however, using the natural heat
of lava in the process of purifying metal ore. Only the Tanllwyth hold the secrets
to refining Durocaled, and they guard it closely.
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APPEARANCE & DRESS
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The Tanllwyth tend to be of average size for Var, and have green eyes most often.
Their hair is reddish brown predominantly, but it usually gets seared off among
those who work the forge fires, growing back in clumps when it grows back at all,
whilt the Diweddym tend to grow their hair into warriors crests.
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Their skin is semi-metallic dark silver, and glitters in certain lighting. The Tanllwyth
often dont waste time on clothing, wearing simple loin clothes, and their bodies
are usually covered in soot.
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GENERAL CHARACTER
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The Tanllwyth are hot tempered, mercurial, and aggressive. They typically have hair
trigger tempers, and are surly even when calm. Even other Var tend to avoid them
if possible, and in Varholds were they have a presense, they usually live deeper
under the mountains than their kin in a semi-seperate enclave.
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ORIGINS & ORGANIZATION
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The Ceidwad of Clan Tanllwyth is rarely chosen. The Tanllwyth generally have little
interest in politics, outside of war, and as such have little interest in their
Ceidwad.
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Usually the most charismatic Tanllwyth will serve as both commander and Ceidwad,
leading the clan in most things. This could be challenged by combat, but this rarely
happens. While the Tanllwyth are aggressive, they rarely seek combat within their
own clan.
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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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10
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Unfazed: Mental Defense: +10
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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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18
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Forged Flesh: Armor 0 PD/25 ED; Only vs Heat/Fire (-1)
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26
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Way Tougher Than You: 50% Damage Reduction Physical, Resistant, STUN Only (-1/2),
Activation Roll 14- (-1/2), Nonpersistant (-1/4) plus 50% Damage Reduction Energy,
Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2), Nonpersistant (-1/4)
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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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6
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Life Support: Eating: Character only has to eat once per week, Longevity: 400 Years,
Safe in Intense Heat, Sleeping: Character only has to sleep 8 hours per week
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5
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Racial Enmity: +2 All Combat, vs Kor Only (-2)
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179
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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: Racial Emnity: Kor (Uncommon, Strong)
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-10
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Psychological Limitation: Battlelust (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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-5
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Vulnerability: 1 1/2 x BODY Ice/Cold (Uncommon)
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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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-2
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Ruminating: -2 INT
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-1
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Rough-hewn: -2 COM
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+55
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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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