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Old 03-21-2012, 01:02 AM   #1
roguebfl
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Default Dwarves of the Shielded-Lands

As Gaia did with my elves Earthos did with my Dwarves at the same time. But where Elves embrace the flow of life and the magical weave it creates Dwarves prefer the Solid reassuring of order. They have no problem with change, but only change for purpose. They are long lived mortals like the Rocks they called home, but unlike the Elves even stone gives to Time.

While they have no problems with light being Earthos the prefer to be close to the stone they love, so the Dwarves called Racdeartháir who live in The Shield Mountain care little for the surface of them leave the control of surfase to the Gnomes.

But leaving so closely with the mountains sacred to Elmara did complete spare the Racdeartháir from Farlorn's warping, resulting in the Racmáistir who did complete;y shun the surface world and delved deeper into the earth Warring with both the Racdeartháir and Hînienvala claiming they alone should have mastery of the true world of Rock.

While the Racdeartháir favor Ethos as their patron God with the Cult of Ethos are the main source of Magic in their Relm; The Racmáistir follow a Fallen member of Ethos's Celestial who a objected the amount of Free will given to Mortals.

Racdeartháir (Dwarf) [40]

Attribute Modifiers: HT +1 [10].
Secondary Charactristics Modifiers: SM -1; Will+1 [5].
Advantages: Dark Vision [25]; Extended Lifespan 1 [2]; Rock Brother 1 [10]
Features: May have additional levels of Rock Brother talent.
Disadvantages: Hidebound (Except for Stone and Metal related Art and Engineering) [-2]; Intolerance (Racmáistir) [-5]; Stubbornness [-5].

Rock Brother† Talent [10/level]
Innate understanding of the properties of Earth.
Skills: Architecture, Armory (Body Armor), Artist(Sculpting), Climbing (Rock), Connoisseur (Stone and Metal items), Engineer(Mining), Geology, Jeweler, Masonry, Metallurgy, Prospecting, Smith)

Modhcloch [4]

Skills: Axe/Mace, Two Handed Axe/Mace, Savoir-Faire (Dojo).
Techniques: Feint (Axe/Mace); Feint (Two-Handed Axe/Mace);Hook (Axe/Mace); Hook (Two-Handed Axe/Mace); Retain Weapon (Axe/Mace); Retain Weapon (Two Handed Axe/Mace); Sweep (Two-Handed Axe/Mace); Targeted Attack (Axe/Mace Swing/Leg).
Cinematic Skills: Breaking Blow; Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Timed Defense (Axe/Mace)
Perks: Grip Mastery (Axe/Mace); Grip Mastery (Two Handed Axe/Mace); Sure-Footed (Uneven); Teamwork (Modhcloch).

Optional Traits
Advantages: Combat Reflexes; Fit.
Skills: Polearm; Shield; Tactics; Thrown Weapon (Axe/Mace).

I still need to flesh them out and give them a style

Racmáistir (Deep Dwarf) [22]

Attribute Modifiers: HT +1 [10].
Secondary Charactristics Modifiers: SM -1; Will+1 [5].
Advantages: Dark Vision(Color) [30]; Extended Lifespan 1 [2]; Rock Brother 1 [10]
Features: May have additional levels of Rock Brother talent.
Disadvantages: Hidebound [-5]; Intolerance (Racdeartháir) [-5]; Light Sentitvity 5 [-5] Stubbornness [-5]; Xenophobia [-15].
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Last edited by roguebfl; 03-21-2012 at 12:00 PM.
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Old 03-21-2012, 08:26 AM   #2
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Default Re: Dwarves of the Shielded-Lands

I like these dwarves, they have a classic feel without being stereotypes.

I'd like more on the martial art: A description of the common tactics, history, etc.. Could give it a lot of flavour.

Right now Feint seems to be included just for munchkins, it doesn't seem to fit with the solid, direct, earthy nature of your Dwarves. But that's just an impression formed without knowledge of the fighting philosophy of modhcloch.
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Old 03-21-2012, 11:59 AM   #3
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Default Re: Dwarves of the Shielded-Lands

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Originally Posted by aesir23 View Post
I like these dwarves, they have a classic feel without being stereotypes.

I'd like more on the martial art: A description of the common tactics, history, etc.. Could give it a lot of flavour.

Right now Feint seems to be included just for munchkins, it doesn't seem to fit with the solid, direct, earthy nature of your Dwarves. But that's just an impression formed without knowledge of the fighting philosophy of modhcloch.
Modhcloch's primary weapons a the the Pick, and the Maul, that evolved from Mining weapons (it also teaches other various hammers and ad pick like weapons). Modhcloch's philosophies are very much based on Racdeartháir's mind set of order, so Grip Master's to switch between a defensive grip for their U weapons and between more tradition grips to hook out larger foes legs an delivered powerful kill shots when the opening presents itself

Teamwork represents the fact the dwarves don't just wildly swing their weapons, but time their swings with the blowers of the fellows, much like they do in the mines to work closely with each other.

Feint is meant to be representative this discipline and patience to work on their foe and create openings where it's best to take advatages of the Power of their weapons.

Savoir-Faire (Dojo) is also an extension other their culture of order hence why is a required skill not an optional skill.
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Old 03-21-2012, 12:12 PM   #4
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Default Re: Dwarves of the Shielded-Lands

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Originally Posted by roguebfl View Post
Modhcloch's primary weapons a the the Pick, and the Maul, that evolved from Mining weapons (it also teaches other various hammers and ad pick like weapons). Modhcloch's philosophies are very much based on Racdeartháir's mind set of order, so Grip Master's to switch between a defensive grip for their U weapons and between more tradition grips to hook out larger foes legs an delivered powerful kill shots when the opening presents itself

Teamwork represents the fact the dwarves don't just wildly swing their weapons, but time their swings with the blowers of the fellows, much like they do in the mines to work closely with each other.

Feint is meant to be representative this discipline and patience to work on their foe and create openings where it's best to take advatages of the Power of their weapons.

Savoir-Faire (Dojo) is also an extension other their culture of order hence why is a required skill not an optional skill.
Excellent. Flavor text really matters, and in this case it helps turn the style from a collection of traits into a cohesive and sensible facet of their culture.

Really nice work overall.
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Old 03-21-2012, 12:33 PM   #5
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Default Re: Dwarves of the Shielded-Lands

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Excellent. Flavor text really matters, and in this case it helps turn the style from a collection of traits into a cohesive and sensible facet of their culture.

Really nice work overall.
One price of flavor text forgot got to mentioned Racdeartháir's art tended to but more emphasis on form and texture than color so that art can still be appreciated when relighting on their color blind dark vision in the absents of light (which they need to see color).

the Dwarven versions of the Cult of Earthos plays on his Creation and Leadership aspects and down plays the Sky aspects, though his Prients are not oppsed to calling upon him for light.

the Racmáistir still need more work, their Template isn't finished but i'm not sure what to add. and they need a style of their own. Racmáistir have a very twisted version of Racdeartháir's sense of order.
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Old 03-21-2012, 12:46 PM   #6
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Default Re: Dwarves of the Shielded-Lands

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Originally Posted by roguebfl View Post
the Racmáistir still need more work, their Template isn't finished but i'm not sure what to add. and they need a style of their own. Racmáistir have a very twisted version of Racdeartháir's sense of order.
twisted how?

If they live in a very regimented, status-conscious society, they might have Selfish.

perhaps they fight with some sort of polearm, originally a pick or hammer, but more twisted and weaponized than the Racdearthair's weapons.

Crossbows would be another option.
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Old 03-21-2012, 01:04 PM   #7
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Default Re: Dwarves of the Shielded-Lands

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twisted how?

If they live in a very regimented, status-conscious society, they might have Selfish.

perhaps they fight with some sort of polearm, originally a pick or hammer, but more twisted and weaponized than the Racdearthair's weapons.

Crossbows would be another option.
Both types of Dwarves have regimented, status-conscious society. However where Racdeartháir are open to considered change, and personal choice, an their elaborateness social rules are means peaceably living between stubborn people and balance needs of Clan with needs of Individual.

Racmáistir follow a god who thinks mortals should have as little free will as divine servitors. The Clan is important not the person. so Selfish isn't the right way to go with them.

A phlianix based pole weapon style would proably would be the way to go, but which one. Remember they are primary concerned of tunnels and caverns of my world's version of the underdark.
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Old 03-21-2012, 01:30 PM   #8
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Default Re: Dwarves of the Shielded-Lands

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follow a god who thinks mortals should have as little free will as divine servitors. The Clan is important not the person. so Selfish isn't the right way to go with them.
Perhaps, for terrifying enemies that will literally put the clan before themselves, Fanaticism or even On the Edge.
Quote:
Originally Posted by roguebfl
A phlianix based pole weapon style would proably would be the way to go, but which one. Remember they are primary concerned of tunnels and caverns of my world's version of the underdark.
I'd go with a duelling (short staff justified by the narrow tunnels) halberd--but with a hammer instead of an axe blade (like the version of the pollaxe described on MA 222).

Alternately, such group-minded fighters might use a one-handed weapon from behind a shield wall. Roman style with large shields and short swords would work.
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Old 03-21-2012, 02:53 PM   #9
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Default Re: Dwarves of the Shielded-Lands

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Perhaps, for terrifying enemies that will literally put the clan before themselves, Fanaticism or even On the Edge.
Fanaticism(Clan) would fit, but it going put my main concern even more pressing.

I was condidering what potive point traits the my also need. as I was hoping to push the point total to be a bit closer 40 like the other dwarves and both elves. But mind you though Anthro-Penguins are on 23 points. so 40 probably shouldn't be the goal. but adding Fanaticism(Clan)...

Hum Perhase something like Ristances to Poison and ST+1 ?

I want to avoid innate magical powers is that in the setting is seen as either a sign of Dragonblood (on the Arcane side) or Divine Parentage like Camp-Half-blood style Greek Demigods (on the Divine side).

Quote:
Originally Posted by aesir23 View Post
I'd go with a duelling (short staff justified by the narrow tunnels) halberd--but with a hammer instead of an axe blade (like the version of the pollaxe described on MA 222).

Alternately, such group-minded fighters might use a one-handed weapon from behind a shield wall. Roman style with large shields and short swords would work.
Great ideas. would you call it a Pollhammer and Duallin Pollhammer then?

Humm Min ST 12. looks like like i will be give them at least ST+1, possible ST+2, stout little buggers.

Ether way

Ardcheannascloch [5]

Skills:Crossbow, Polearm, Savoir-Faire (Dojo), Shield.
Techniques: Disarming (Polearm); Feint (Polearm); Hook (Polearm); Retain Weapon (Polearm); Sweep (Polearm); Targeted Attack (Polearm Swing/Leg). Targeted Attack (Polearm Swing/Vitals); Targeted Attack (Polearm Thrust/Vitals).
Cinematic Skills: Breaking Blow; Immovable Stance; Kiai; Power Blow.
Cinematic Techniques: Timed Defense (Polearm)
Perks: Grip Mastery (Polehammer or Dualing Polehammer); Shield-Wall Training; Sure-Footed (Uneven); Teamwork (Ardcheannascloch).

Optional Traits
Advantages: Combat Reflexes; Fit.
Skills: Axe/Mace; Tactics.

The Front line uses large shield/dueling pollhammer or crossbow with the second and third rank using the longer pollhammers.
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Old 03-21-2012, 03:55 PM   #10
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Default Re: Dwarves of the Shielded-Lands

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Humm Min ST 12. looks like like i will be give them at least ST+1, possible ST+2, stout little buggers.
Not if it's a SM -1 Pollhammer. : )
Quote:
Originally Posted by roguebfl
The Front line uses large shield/dueling pollhammer or crossbow with the second and third rank using the longer pollhammers.
The problem with this is, I don't think you can use a polearm while holding a shield.. You might need to add spear, or perhaps a Perk that allows the Pollhammer to be used 1-handed for thrusting attacks.
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