Saturday, 19 November 2016

Racial Templates: Dwarves

Racial Templates: Dwarves

I've always liked the dwarves. Sturdy, stubborn, clannish creatures. Some people would consider a bearded drunken berserker dwarf or a dwarven rune mage/priest cliche, but I like those archetypes. Despite being a quite popular PC race, I've had one one player playing a dwarf. And that was a dwarf ninja. Let's see how the dwarves look like in my opinion in GURPS!

HILL DWARF [29] (Player’s Handbook, page 14)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [33]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]

This is the most normal and common dwarf. Despite being SM-1, they still are as strong as a human, and are more resilient.

DEEP DWARF [40] (Monster Manual, page 92)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +2 [10]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+8) [8].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1; Night Vision 5 (-5 is the native illumination level).

Knowing Your Own Strength [44]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Deep dwarves are more resistant to poison and mind-affecting effects.

MOUNTAIN DWARF [29] (Monster Manual, page 92)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [33]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]

Mountain dwarves are completely identical to the hill dwarves. They are mentioned once in Monster Manual and then never brought up again ever. Just like the deep dwarves, gray elves, and probably some other subraces.

FIREBLOOD DWARF [32] (Dragon Magic, page 7)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3].
Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [8].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [36]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Fireblood dwarves have some red dragon blood flowing in their veins. They lose their poison resistance, but gain fire resistance.

STONEFIRE DWARF [23] (Expanded Psionics Handbook, page 6)
Secondary Characteristics: SM -1; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Ignition [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [27]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


And here's another subrace that was mentioned in a sidebar along with the illaeli elves and never brought up again. Psionic dwarves, that's all.

DUERGAR (GRAY DWARF) [61] (Expanded Psionics Handbook, page 8)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Immunity to Paralysis [10]; Immunity to Phantasms** [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST 1 [3]; Silence 1 [5].
Disadvantages: Callous [-5]; Stubbornness [-5]; Workaholic [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Racial Psionic Abilities: Photorefraction 1 [5].
Racial Psionic Skills: Photorefraction (H) IQ-2 [1].
Features: Early Maturation 1; Night Vision 5 (-5 is the native illumination level).
** Phantasms include advantages with the Glamour limitation, Illusions with the Mental enhancement, hallucinations, Phantom, Mirror, Mirror, and Phantom Killer spells, Invisibility Art, and similar mental abilities, such as Mind Clouding (GURPS Psionic Powers, p. 66).

Knowing Your Own Strength [65]
Replace Lifting ST 1 [3] with Lifting ST 1 [7]

Now this is a subrace that gets quite a lot of attention. These usually evil dwarves live deep underground, sometimes dominated by some other races, sometimes dominating other races themselves. They possess some innate psionic abilities - invisibility, growth, and are immune to phantasms (mental illusory effects, glamour).

GLACIER DWARF [31] (Frostburn, page 34)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; HP+1 [2]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Ice) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [35]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Glacier dwarves are one of two (or three, depends on your point of view) arctic environmental dwarven subraces. First there was Races of Faerun with their setting-specific arctic dwarves (see below), then Unearthed Arcana with its arctic dwarves, and then Frostburn with the glacier dwarves.

AQUATIC DWARF [32] (Unearthed Arcana, page 7)
Attributes: DX-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP-1 [-2]; Will +1 [5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Pressure Support 2 [10]; Resistant to Poison (+3) [5]; Speak Underwater [5]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Features: Doesn’t Breathe (Gills); Early Maturation 1.

Knowing Your Own Strength [36]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Dwarves, but under the sea. Move along.

DESERT DWARF [15] (Unearthed Arcana, page 11)
Attributes: DX-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Reduced Consumption 1 (Water Only, -50%) [1]; Resistant to Poison (+3) [5]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [19]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Desert dwarves are another environmental subrace that clashes with another one - the badlands dwarves.

JUNGLE DWARF [35] (Unearthed Arcana, page 13)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Acute Vision 1 [2]; Extended Lifespan 2 [4]; Lifting ST 1 [3]; Night Vision 5 [5]; Outdoorsman 1 [10]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1].
Features: Early Maturation 1.

Knowing Your Own Strength [25]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


And another environmental variation.

EARTH DWARF [17] (Unearthed Arcana, page 16)
Attributes: DX-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP+1 [2]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 2 [6]; Regeneration (Regular) [25]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5]; Vulnerability (Wind- and air-based attacks, x2) [-20].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [25]
Remove Lifting ST  [6] with Lifting ST  [14]


Earth dwarves are susceptible to air spells, less resistant to mind-affecting effects, and seem to be inferior to the common hill dwarves. But at least they are stronger.

SEACLIFF DWARF [31] (Stormwrack, page 44)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; Basic Move -1 [-5].
Advantages: Breath-Holding 1 [2]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [35]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Seaside-dwelling dwarves that can hold their breath for a long time.

BADLANDS DWARF [38] (Sandstorm, page 42)
Secondary Characteristics: SM -1; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Detect (Water; Magical, -10%) [18]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Reduced Consumption 2 (Water Only, -50%) [2]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Stubbornness [-5].
Perks: Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [42]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


And yet another environmental variation. But these ones have the ability to detect water, which is a good thing, especially in their native environment.

DREAM DWARF [23] (Races of Stone, page 88)
Attributes: DX-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; See Invisible (Magic; Magical, -10%) [14].
Earth Dream: Oracle (Environmental, Earth, -20%; Magical, -10%) [11].
Disadvantages: Stubbornness [-5].
Perks: Sure-Footed (Uneven) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [11]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


These dwarves are interesting. They are psychically attuned to the dream world and can perceive ethereal beings.

ARCTIC DWARF [34] (Unearthed Arcana, page 9)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; HP+1 [2]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 2 [6]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Ice) [1].
Features: Early Maturation 1.

Knowing Your Own Strength [42]
Remove Lifting ST 2 [6] with Lifting ST 2 [14]


URDUNNIR [108] (Races of Faerun, page 20)
Attributes: ST-2 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+8) [7].
Earth Glide: Permeation (Earth and Stone) (Extended, +20%; Can Carry Objects, Light, +20%; Magical, -10%) [52].
Shape Earth: Control 1 (Earth; Costs 1 FP, -5%; Magical, -10%) [17].
Shape Metal: Control 1 (Metal; Costs 1 FP, -5%; Magical, -10%) [17].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1].

Knowing Your Own Strength [116]
Remove Lifting ST+2 [6] with Lifting ST+2 [14]

The urdunnir are a setting-specific subrace of dwarves that possess some earth powers. They can walk through earth and stone, shape earth and metal. Cool!

WILD DWARF [-3] (Races of Faerun, page 23)
Attributes: ST-4 [-40]; HT+1 [10].
Secondary Characteristics: SM -2; HP+1 [2]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Stubbornness [-5].
Features: Early Maturation 1.

Knowing Your Own Strength [1]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Wild dwarves of Faerun are resistant to fire. Why? Don't ask me. If I remember correctly, they like to use various poisons in combat.

FROST DWARF [61] (Planar Handbook, page 113)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Immunity to Paralysis [10]; Immunity to Phantasms** [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST 1 [3].
Cold Resistance [35]: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [25] + Immunity to Noxious Cold Effects [10].
Disadvantages: Callous [-5]; Stubbornness [-5]; Vulnerability (Fire, x2) [-30]; Workaholic [-5].
Perks: Sure-Footed (Uneven) [1].
Features: Early Maturation 1; Night Vision 5 (-5 is the native illumination level).
Racial Psionic Abilities: Cryokinesis 1 [13].
Racial Psionic Skills: Cryokinesis (H) Will-2 [1].
** Phantasms include advantages with the Glamour limitation, Illusions with the Mental enhancement, hallucinations, Phantom, Mirror, Mirror, and Phantom Killer spells, Invisibility Art, and similar mental abilities, such as Mind Clouding (GURPS Psionic Powers, p. 66).

Knowing Your Own Strength [65]
Replace Lifting ST 1 [3] with Lifting ST 1 [7]

Frost dwarves are not an environmental subrace, and not even an elemental one. They come from an icy realm on an evil-aligned plane, and possess some ice powers.

GOLD DWARF [0] (Races of Faerun, page 11)
Attributes: ST-2 [-20]; DX-1 [-20]; HT+2 [20].
Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1].

Knowing Your Own Strength [8]
Remove Lifting ST+2 [6] with Lifting ST+2 [14]


Gold dwarves of Faerun are less dextrous than the hill dwarves, but are even more resilient.

ALEITHIAN DWARF [23] (Mind’s Eye Article - The Legend of Sardior, Part 2)
Attributes: IQ+1 [20]; HT+1 [10].
Secondary Characteristics: SM -1; Per -1 [-5]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+8) [8]; Resistant to Psionics (+3) [10].
Disadvantages: Stubbornness [-5]; Vulnerability (Sound, x2) [-30].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Weak Latency (Psi) [1].
Features: Early Maturation 1; Night Vision 5 (-5 is the native illumination level).

Knowing Your Own Strength [27]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


And another psionic subrace that comes from a web article. The Mind's Eye series, in my opinion, was the best one on the Wizards of the Coast website.

DARK DWARF [25] (Dragonlance Campaign Setting, page 14)
Attributes: ST-2 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5]; Silence 1 [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1].
Features: Night Vision 5 [0].

Knowing Your Own Strength [33]
Remove Lifting ST+2 [6] with Lifting ST+2 [14]


Dark dwarves of Krynn are a bit more stealthy than the hill dwarves, and that's it.

GULLY DWARF [-20] (Dragonlance Campaign Setting, page 14)
Attributes: ST-5 [-50]; DX+1 [20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM -2; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Pitiable [5]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5]; Silence 1 [5].
Disadvantages: Cowardice (12) [-10].

Knowing Your Own Strength [-12]
Remove Lifting ST+2 [6] with Lifting ST+2 [14]


Gully dwarves of Krynn are quite an unique race. They are not bright, usually live impoverished lives, but are excellent and being sneaky.

SHIELD DWARF [20] (Races of Faerun, page 17)
Attributes: ST-2 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5].
Disadvantages: Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1].

Knowing Your Own Strength [28]
Remove Lifting ST+2 [6] with Lifting ST+2 [14]


Shield dwarves are identical to the hill dwarves, which brings us to using one template for 3 different races, hurray!

MIDGARD DWARF [67] (Frostburn, page 124)
Attributes: HT+1 [10].
Secondary Characteristics: SM -1; Basic Move -1 [-5].
Advantages: Alternate Form (Specific SM-2 or smaller animal; Magical, -10%) [14]; Artificer 2 [20]; Extended Lifespan 3 [6]; Infravision [10]; Lifting ST 1 [3]; Magic Resistance 1 (Improved, +150%) [5].
Curse: Affliction 1 (Will; Based on Will, +20%; Cancellation, +10%; Cosmic, Immune to Dispel Magic, +50%; Costs one character point, x1/5; Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 3, +200%; No Signature, +20%) [13].
Disadvantages: Intolerance (Deities and priests) [-5]; Stubbornness [-5].
Perks: Sure-Footed (Uneven) [1].
Features: Early Maturation 2.

Knowing Your Own Strength [71]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


Midgard dwarves are an extraplanar subrace. They are dwarves+ with an ability to curse a person once a year.

KOROBOKURU [19] (Oriental Adventures, page 11)
Attributes: ST-1 [-10]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: SM -1; HP+1 [2]; Will +1 [5]; Per +1 [5]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3]; Outdoorsman 1 [10]; Resistant to Poison (+3) [5].
Features: Early Maturation 1.

Knowing Your Own Strength [23]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


The korobokuru are oriental dwarves with some talents for outdoor life. I'll be honest - I can't remember anything about them right now.

UTUCHEKULU [-29] (Dungeon Magazine #56)
Attributes: ST-4 [-40]; HT+1 [10].
Secondary Characteristics: SM -2; HP+1 [2]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5].
Advantages: Extended Lifespan 2 [4]; Fangs [2]; Infravision [10]; Lifting ST 1 [3]; Resistant to Poison (+3) [5]; Temperature Tolerance 2 (Hot) [2].
Disadvantages: Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Stubbornness [-5].
Features: Early Maturation 1.

Knowing Your Own Strength [-25]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]


The utuchekulu are jungle dwarves tainted by evil forces. They have a single fang protruding from a side of their mouths, and they enjoy maneating.

FORGEBORN DWARF [32] (Dragon Magazine #383, page 73)
Secondary Characteristics: SM -1; FP +2 [6]; Will +1 [5]; Basic Move -1 [-5].
Advantages: Artificer 1 [10]; Extended Lifespan 2 [4]; Infravision [10]; Lifting ST 1 [3].
Fire Resistance: DR 3 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [8].
Disadvantages: Guilt Complex [-5]; Stubbornness [-5].
Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1].
Quirks: Atheist [-1].
Features: Early Maturation 1.

Knowing Your Own Strength [36]
Remove Lifting ST 1 [3] with Lifting ST 1 [7]

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