Dwarves in TFT
(c) 2016 by Richard W. Smith - - - - Version 1.0.1
Something I didn't like in the origional TFT, was that the races were so simular. Elves were fast humans. Dwarves were humans with a +1 damage with axes. As time has gone by, I've added rules to further distinguish the races from each other. These dwarf rules, give dwarves a pretty big disadvantage (their short legs make them run slower), but several other advantages. Also, dwarves can sacrifice attributes to gain magical abilities. Several of my other races also can do this.
One advantage that people might wonder at is their stealth magic. I've always thought of dwarves as being stealthy, and these rules reflect that.
Further, there is a sub-type of dwarves known as 'Silver Dwarves' which are described below.
Dwarves are a short race of humanoids, who are heavily bearded (even the women), and tend to be of phlegmatic disposition. They stand less than 140 cm tall, and are stocky and strong. The stereotype is that dwarves dislike elves and hate orcs and love gold. There is some truth to all of these statements, but these may vary by individual & by campaign. (Perhaps in your campaign they are allied with the elves.)
A dwarf starts with: ST 10, DX 6, IQ 8, & 8 points to be added anywhere. Their MA is 8 because of their short legs. (Their maximum ST, DX & IQ are: 50, 30 & 40 respectively.)
- Dwarves movement is affected less by armor. They get up to 2 points LESS of movement penalty when wearing armor. The no negative number is up to 2 lower for armor types that lower movement. (So if a dwarf was to wear some armor that normally lower lowers their movement by 1, then their movement would not be affected and the armor's no negative number would be one lower.)
- Dwarves get +1 damage when they fight with hammers, axes, picks or maces. Dwarves that have fought with such weapons for 10 or more years and who have 50 or more attributes do +2 damage with these weapons.
- They can carry heavy loads. Double their effective ST when figuring encumbrance.
- They are long lived: They do not start checking for aging until they are 40 years older than humans would.
- Dwarves are hardy. Double their basic strength when they make saving throws verses disease or poison. Physicker revival attempts on a recently dead dwarf roll two less dice than normal.
- Dwarves can see well in the dark. In dim light they can see 3 times better than a human. Normally they pay 2 less DX penalties for fighting in the dark. (In total dark they are still at -8 DX but occasionally they will be in an area that is -6 DX to them but 'totally dark' for humans.)
- Dark Vision: Dwarves may permanently sacrifice 5 attributes to gain the ability to see perfectly well in the dark. This ability only works in areas with magic. (These attributes may be re-earned.)
- Move Silently On Stone: Dwarves may permanently sacrifice 3 attribute points to gain the ability to move more silently when stepping on stone or gravel. Rolls to notice them require 1 extra die. This DOES help when they are wearing armor. This ability is lost if they enter an area with no magic. (These attributes may be re-earned.)
- Move Silently on All: After having the 'move silently on stone' ability above for 2 or more years, the dwarf may sacrifices 2 more attributes & can then move silently everywhere.
Silver Dwarf rules:
A dwarf who has spent many years (at least 10 years) near a forge or fire have a strange thing happen to their skin. It turns silvery in color, becomes hard and reflects heat very efficiently. This is a permanent change: a dwarf with this change is called a 'silver dwarf' and the following rules apply:
- A silver dwarf gets +1 armor from all attacks. Additionally, fire and heat damage do 1/3 (round down) as much damage and heat damage is checked only 1/3 (round down) as often as other characters. (So if a GM rules that being 15 meters from some lava will cause 5 points of heat damage every minute, a silver dwarf would take 1 point of damage every 3 minutes.) (Second example: A wizard casts a fire hex on a silver dwarf. It takes no damage on the first turn. Every third turn in a fire, (it it stays there), the silver dwarf's skin stops 1 (of the 4 damage) leaving 3 points. This damage is reduced to 1/3 so he or she only takes 1 point.) Thus a silver dwarf, standing in a fire (to discourage HTH attempts) is a valid tactic.
- The stiff skin will lower the dwarves DX by one (experience may replace this loss). Additionally the dwarves maximum DX drops by 5.
- A silver dwarf may deliberately bath themselves in fire (a bit at a time, with healing between the fire baths) to gain an additional point of armor. This causes them to lose an additional point of DX (which may be replaced with experience) and lowers their maximum DX by 10 more. Doing this technique is a full time 'job' for 3 months and requires the dwarf to know Physicker talent or hire someone with this talent for that period. If attacked at a random time during this period, roll 1d6. That is how many points of damage they happen to have at that time. Silver dwarves with this doubled armor look no different from normal silver dwarves, but move very slightly more stiffly. Naturalists can notice the difference by making a 4vsIQ roll.
- Silver dwarves are highly respected by other dwarves. They get +1 reaction from dwarves who are not silver dwarves themselves. They usually will get +1 reaction from other silver dwarves as well, GM decision based on the situation.
- Silver dwarves' beards do not burn. Under intense flame they slowly crisp away.
- A PC dwarf who is at least 30 years old, and has taken Master Armorer or Metallurgist talent may start as a silver dwarf. Other players must earn this status in play.
- Orks love to make leather armor out of silver dwarf skin. It acts like normal leather armor but it protects twice as well against fire damage. Any dwarf seeing someone in such armor will have at least a -3 reaction against them.
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