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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 2865942" data-attributes="member: 26698"><p><span style="color: Blue"><p style="text-align: center"><u><strong>DWARVES</strong></u></p><p></span><img src="http://tn3-2.deviantart.com/300W/i/2002/35/9/d/Pencil_Dwarf.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>They were considered in Pre-Vanishing Fiction with the following things: 1) a high degree of technical knowledge, 2) a near-primal distaste for the Elves, 3) a more ‘rough-party-guy’ kind of aloofness. On Coreline, they adapted because they immediately went into reverse-engineering the advanced technology from other Fiction races, and the one from Pre-Vanishing. They have made a reputation by creating technology that is ‘AK-47 reliable’, that is extremely simplistic, but that does the job just as well, and is guaranteed to do the job no matter how much punishment you drive it thru.</p><p>On Coreline, there are 3 variations of the Dwarves: the ‘spacer’ Dwarves, the ‘modern’ or ‘techie’ Dwarves and the ‘magic’ Dwarves. Unlike the ‘foolish Elves’, the magic-using Dwarves are not as technophobic.</p><p></p><p>+‘Spacer’ Dwarf: So called because they first appeared along with the off-world colonies, they have developed their bodies and society slightly different from the other Dwarven societies, in that they make emphasis in ‘find a job, get a crew, keep ‘er flying’.</p><p>They have spreaded themselves all other the off-world colonies and the Asteroid Belt.</p><p>Racial Traits: They are statistically the same as ‘Modern’ Dwarves except for the following:</p><p>*Bonus Feats: Spacer Dwarves obtain the ‘Spacer’ and ‘Zero-G Training’ Feats for free.</p><p>*Land Cherries: Spacer Dwarves have been up in space from birth to (hopefully) death. They live among the stars and planetoids with low gravity. As such, their bodies (even if sturdy) are not adapted to go around Earth-like gravity, which can cause temporal dizziness and lack of coordination and stamina, at least at first.</p><p>Whenever a Spacer Dwarf gets onto a planet or space station with ‘normal’ (1.0g) gravity or higher, they get a -2 penalty to any Dexterity and Constitution-based rolls. This penalty disappears after the Spacer Dwarf has been 120 continuous hours on the planet. If the Spacer Dwarf leaves the planet and then returns, the penalty will reappear until another 120 hours have passed.</p><p></p><p>+’Modern’ (‘Techie’) Dwarves: So called because they have adapted themselves towards the eccentricities of modern technology and lifestyles, they are the most common Dwarf: the hardy tinkerer, the hardy-around-the-edges gadgeteer. Unfortunately, they sacrificed some of their grip on their magical roots in order to obtain their grip on technology (and isn’t THAT such a common thing among ‘advanced civilizations’?). They are pretty much everywhere where technology is widely used, such as Japan and Silicon Valley.</p><p>Racial Traits: </p><p>*Ability Score Modifiers: +2 Constitution, –2 Charisma.</p><p>Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p>*Speed: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p>*Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.</p><p>*Heat Resistance: Dwarves are used to extremely hot temperatures. They have a natural Heat Resistance of 5.</p><p>*Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>*Racial Skills: +2 racial bonus on Craft checks.</p><p>*Racial Saving Throw Bonus: +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects.</p><p>*Racial Attack Bonus: +1 racial bonus on attack and damage rolls against Ogres.</p><p></p><p>+’Magic’ Dwarves: So called because they, of all three variations, are the ones that mostly uses magic. They view magic as they view technology: as items that must be meshed together and developed to their utmost degree. As such, they have become one of first races to develop technomagic, and they are –still- the best teachers in the subject in magic courses all around Coreline.</p><p>Racial Traits:</p><p>They are statistically the same as ‘modern’ Dwarves, except for the following:</p><p>*Arcane Skills: Dwarves automatically gain the Arcane Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Mage advanced class: Concentration, Craft (chemical), and Spellcraft. Further, the character gains Use Magic Device as a class skill, as described under the Occultist advanced class.) </p><p>*Magecraft: Dwarves are naturally gifted in magics and arcana obscura. Dwarven spellcasters have a +1 bonus on Difficulty Class to resist for all spells they cast. In addition all Dwarves can manifest 1 Level 0 spell per day from any spellcaster list. This is in addition to any other spells the character may be able to cast.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2865942, member: 26698"] [COLOR=Blue][CENTER][U][B]DWARVES[/B][/U][/CENTER][/COLOR] [IMG]http://tn3-2.deviantart.com/300W/i/2002/35/9/d/Pencil_Dwarf.jpg[/IMG] They were considered in Pre-Vanishing Fiction with the following things: 1) a high degree of technical knowledge, 2) a near-primal distaste for the Elves, 3) a more ‘rough-party-guy’ kind of aloofness. On Coreline, they adapted because they immediately went into reverse-engineering the advanced technology from other Fiction races, and the one from Pre-Vanishing. They have made a reputation by creating technology that is ‘AK-47 reliable’, that is extremely simplistic, but that does the job just as well, and is guaranteed to do the job no matter how much punishment you drive it thru. On Coreline, there are 3 variations of the Dwarves: the ‘spacer’ Dwarves, the ‘modern’ or ‘techie’ Dwarves and the ‘magic’ Dwarves. Unlike the ‘foolish Elves’, the magic-using Dwarves are not as technophobic. +‘Spacer’ Dwarf: So called because they first appeared along with the off-world colonies, they have developed their bodies and society slightly different from the other Dwarven societies, in that they make emphasis in ‘find a job, get a crew, keep ‘er flying’. They have spreaded themselves all other the off-world colonies and the Asteroid Belt. Racial Traits: They are statistically the same as ‘Modern’ Dwarves except for the following: *Bonus Feats: Spacer Dwarves obtain the ‘Spacer’ and ‘Zero-G Training’ Feats for free. *Land Cherries: Spacer Dwarves have been up in space from birth to (hopefully) death. They live among the stars and planetoids with low gravity. As such, their bodies (even if sturdy) are not adapted to go around Earth-like gravity, which can cause temporal dizziness and lack of coordination and stamina, at least at first. Whenever a Spacer Dwarf gets onto a planet or space station with ‘normal’ (1.0g) gravity or higher, they get a -2 penalty to any Dexterity and Constitution-based rolls. This penalty disappears after the Spacer Dwarf has been 120 continuous hours on the planet. If the Spacer Dwarf leaves the planet and then returns, the penalty will reappear until another 120 hours have passed. +’Modern’ (‘Techie’) Dwarves: So called because they have adapted themselves towards the eccentricities of modern technology and lifestyles, they are the most common Dwarf: the hardy tinkerer, the hardy-around-the-edges gadgeteer. Unfortunately, they sacrificed some of their grip on their magical roots in order to obtain their grip on technology (and isn’t THAT such a common thing among ‘advanced civilizations’?). They are pretty much everywhere where technology is widely used, such as Japan and Silicon Valley. Racial Traits: *Ability Score Modifiers: +2 Constitution, –2 Charisma. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. *Speed: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). *Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. *Heat Resistance: Dwarves are used to extremely hot temperatures. They have a natural Heat Resistance of 5. *Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). *Racial Skills: +2 racial bonus on Craft checks. *Racial Saving Throw Bonus: +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. *Racial Attack Bonus: +1 racial bonus on attack and damage rolls against Ogres. +’Magic’ Dwarves: So called because they, of all three variations, are the ones that mostly uses magic. They view magic as they view technology: as items that must be meshed together and developed to their utmost degree. As such, they have become one of first races to develop technomagic, and they are –still- the best teachers in the subject in magic courses all around Coreline. Racial Traits: They are statistically the same as ‘modern’ Dwarves, except for the following: *Arcane Skills: Dwarves automatically gain the Arcane Skills feat as described in Urban Arcana. (The character gains the following class skills, as described under the Mage advanced class: Concentration, Craft (chemical), and Spellcraft. Further, the character gains Use Magic Device as a class skill, as described under the Occultist advanced class.) *Magecraft: Dwarves are naturally gifted in magics and arcana obscura. Dwarven spellcasters have a +1 bonus on Difficulty Class to resist for all spells they cast. In addition all Dwarves can manifest 1 Level 0 spell per day from any spellcaster list. This is in addition to any other spells the character may be able to cast. [/QUOTE]
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