Core Rulebook
A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
Motive: Defense, loyalty, honor
Health: 15
Damage Inflicted: Moderate wound (5 points)
Armor: 2
Movement: Short
Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts a major wound (8 points).
Dwarf leaders are usually officers or priests.
Dwarf Officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for 10 points or all within immediate range for 5 points
Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a sturdy hammer.
Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement with a human city leader—or redress for an old insult.
Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such as tools or exploration gear) and perhaps a cypher or two.
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