RolePlay onLine RPoL Logo

, welcome to Fellowship (Simplified)

21:03, 4th May 2024 (GMT+0)

Playbook: Dwarf.

Posted by The GMFor group 0
The GM
GM, 9 posts
Wed 27 Apr 2022
at 01:50
  • msg #1

Playbook: Dwarf


The Dwarf

I have seen the bones of this world. The winds, howling against the mountains. Like the mountains, the Dwarves will never fall. We have endured, and we will endure. But we know that nothin' lasts forever. This threat you called us all here for, we feel it. We know it's comin'. Tha's why I came, why I was chosen to represent my people.

Like a crop farmer takes winter, like an anvil takes blows, like a mountain takes an avalanche, so too shall I take this comin' darkness. The Dwarves will never fall, never yield, and never surrender.

I am the Dwarf. I can take it.



The Dwarf is built to last. Their people are the most solidly grounded people this world has to offer. The Dwarf offers you the ability to defend your allies well, clear a path through anything in your way, and keep on chugging in spite of the dangers. Play as The Dwarf if you want to be built to take on anything, if you want to outlast the world, if you want to be the toughest person at the table, or if your thirst for treasure outweighs your common sense.

Names
Choose one or two, or make up your own:

Given Names
Austri, Aurvang, Dáin, Elda, Hannar, Lofar, Nár, Vestri, Vígg


Clan Names
Alebringer, Blackrock, Broadbeam, Darkminer, Firewheel, Grimforger, Stonefoot, Undermountain


Choose one from each list:
 Weary Eyes, Hard Eyes, or Shrewd Eyes
 Braided Beard, Flowing Locks, or Immaculate Sideburns
 Calloused Skin, Bronzed Skin, or Stony Skin
 Laborer's Leathers, Noble's Leathers, or Soldier's Armor



Stats
You begin with a +2 in Iron, a fifth stat only The Dwarf has.

Assign +2, +1, +0, -1 to your other stats however you like.



Agenda
Choose one:

 Bottomless Greed
Take for yourself that which was meant for others.

 The Dwarven Craft
Create, restore, and protect things of lasting value.

 The Honored Word
Keep your word in all things, and punish the liars and oath-breakers.



Dwarven Core
All Dwarves have the following Moves:

People of Stone
The dwarves are built tough. You have a sixth stat, Iron, and you have an additional +1 to assign between your other stats. Iron represents your dwarven toughness - your armor, your survivability, your iron gut, and your extreme stubbornness. When you Finish Them by outlasting them, out-drinking them, or by slugging it out blow by blow until one of you falls, roll +Iron.

When you share this Move with another, their Iron stat is +1.

When someone who does not have an Iron stat uses a Move that rolls +Iron, they roll at +0.



Clear the Path (Iron)
When you charge through something standing between you and where you're going, roll +Iron. On a 7+, you charge through and leave a path for your allies to follow. On a 7-9, your reckless charge causes problems: you have to go alone, or you leave yourself open to danger, or you damage something important, your choice.

Unbreakable
When you Feast, you also heal your Iron stat.


What Is A Dwarf?
Choose the option that best represents your people:

 Deepdelve
Your people dig deeper than any others, and the secrets of the earth are yours. You can see in total darkness without a problem, and your armor is born of the secrets that can only be found deep underground. Add The Secrets (3 Uses) to your Gear. You can Use them at any time to ask aquestion from the Look Closely or Speak Softly lists.

 Firebeard
Your people lead a war-like life, with a long history of bloodshed and tragedy. Your armor has seen many battles, and it has seen you through all of them. When you attempt to defeat an enemy in glorious combat, you may damage one of your stats to try to Finish Them without holding an Advantage.

 Ironblast
Your people are madcap inventors and chemists, known throughout the world for their wondrous, and dangerous, creations. Your armor is of unusual design, with many bits and pieces that serve no obvious purpose. Add Various Explosive Devices (2 Uses, Dangerous) to your Gear. You can Use your explosives to create an explosion wherever you need it, as long as you could have conceivably planted them ahead of time.

 Stoneborn
Your kin have more in common with the earth and stone than they do with the flesh and blood of the other peoples. Your armor is your bare skin, solid as stone. When you stand on solid ground, you cannot be knocked off your feet or moved unless you want to be, and you can stop anything trying to get past you by Distracting/Keeping Them Busy with +Iron.



Dwarven Gear:
You have dwarven hardtack (Food, 5 Uses) and a solid means of protection, describe it (1 Use, Armor).

Choose your weapon; all are Melee and Dwarf-Made. Name it.
 A fine axe, gilded and engraved
 A heavy hammer, stamped with the seal of a master smith
 A simple mace, plain but functional
 Your fists, harder than any stone


What do the dwarves have that no one else does? Choose one:
 Gunpowder! You have a rifle (Ranged, Reload, Dwarf-Made)
 Access to a rare or strange material of your choosing. You wear heavy armor made of the stuff. (3 Uses, Armor, Clumsy)
 Strong alcohol. You carry a small keg of dwarven stout (2 Uses, Food(only for Dwarves), Drunk: Insightful and Charming, Vigor: Forceful)

The Dwarves are famous for their trade, whatever it may be. Choose one:
 Tunneler's gear (2 Uses, Useful, Dwarf-Made)
 Craftsman's tools (2 Uses, Useful, Dwarf-Made)
 A bag of gems or gold (2 Uses, Precious)


What dwarven companions did you bring with you? Choose two:
 A dwarven defender or berserker. You have one Bond with them.
 A dwarven gunner or blacksmith. You have one Bond with them.
 A dwarven tunneler. You have one Bond with it.
 Dwarven stout (2 Uses, Food (only for Dwarves), Drunk: Insightful and Charming, Vigor: Forceful)


What is the one possession you hold most dear? Choose one:
 The first thing you ever crafted, badly-worn but still in one piece (1 Use).
When you hold it in your hands and admire it (1 Use), you are filled with Hope for your next roll.
 A family heirloom, none like it in the world (1 Use). When you ask your ancestors for guidance on a topic (1 Use), you may Command Lore about that topic for the rest of the scene as if it were part of your culture.
 A symbol of peace, trust, or power between the dwarves and another civilization. Choose another player - you have an Unbreakable Bond with them, write it now. Nothing can undo this Bond you share with them.


Initial Bonds:
You start with 4 Bonds with the other members of the fellowship. Use these, or make your own:
I owe _______ a life debt.
_______ knows of my secret shame.
I would rather die at _______'s side than anywhere else in the world.
_______ 's forefathers and mine knew one another.
_______ has been trusted with a great dwarven secret.
_______ is my drinking buddy.
_______ is a friend to all dwarves.
_______ is my rival, and I theirs.
I grudgingly respect _______ 's style.
Nobody can fight by my side like _______ can!


Dwarven Custom Moves:
Choose two of these Moves to further define what it means to be a Dwarf:


All That Glitters...
When you have a bad feeling about this and say as much, you may ask the GM: “Is there a trap or ambush here? If so, where would it come from?” They will answer honestly.


Dig Deep
Your people are famous for their ability to dig quickly and safely. You can Clear the Path right through earth and stone, digging out a tunnel anyone can use. It will take some time, but not as long as anyone else would expect it to.


Earth Friend
You can speak to the mountains and hear the words of the stones. When you Speak Softly with the earth, you may use one of your questions to ask it to move for you. For you, the earth can create pits or one-room caves, collapse or clear stone passageways, or leave behind a message that only dwarves will notice.


Good For What Ales You
When you use an item with the Drunk tag, act as though it had the Healing tag instead.


Greed is Good
When you desire a treasure or valuable item you have seen or heard of, you may declare it to be the object of your greed. When you act directly to secure the object of your greed for yourself, you are filled with Hope.

You cannot choose a new object of your greed until you have acquired your current one, or it becomes unattainable.


Half-Dwarf
You are not fully dwarven. Take a Custom Move from any basic playbook.
You may also take an Agenda from the chosen playbook.
This Move (Half-Dwarf) cannot be Shared.


Let Me See That
When you take a few moments to handle or examine an interesting item, vehicle, or architecture, ask the GM two of the following questions. They must answer truthfully.
 Who made this and why should I care about them?
 What was this made to do, and how do I use it or break it?
 What’s wrong with this, and how might I fix it?


Warrior's Pride (Forceful)
When you let out a roar of challenge, tell us who you are challenging and roll +Forceful. On a 7+, they accept, approaching you for battle and dropping whatever they were doing. On a 10+, they don't bring any backup with them.


Dwarven Advancement
When you Level Up, choose an option from the list, then mark it off. You may only choose each option once. You also increase your Level by 1.
o Increase your Blood or Wisdom by 1 (to a maximum value of +3).
o Increase one of your stats by 1 (to a maximum value of +3).
o Take another Dwarven Custom Move.
o Take another Dwarven Custom Move, or ask another player to share a Move with you.
o Take another Dwarven Custom Move, or two more Dwarven Gear options. You cannot choose a Gear option you already have.
o Share one of your Gear options with another player.
o You have Changed. You must be level 5 or higher to take this Advancement. When you Change, choose a Destiny you meet the requirements for and take its first Move.

If you share a Move that rolls +Iron with a player who does not have an Iron stat, they roll at +0.



Dwarven Companions
Dwarven Companions are those allies who are particularly likely to join arms with you. Many of them are available as Gear options - a Companion in your Gear will always heal, return to you, or be replaced by someone or something with similar skills when you Recover.

Dwarven Defender: Trained in the art of the tower shield, this dwarf will defend you through thick and thin.
Stats: Loyal, Shield-Bearer.

Dwarven Gunner: Dwarven riflemen are famous throughout the world for their excessive use of black powder.
Stats: Powder keg, Sturdy Rifle

Blacksmith: Strong in arm and strong in trade, this trained professional will keep your weaponry in fine condition.
Stats: Spare Weapons, Strong Arm

Dwarven Berserker: The strongest and most aggressive of dwarves.
Stats: Blind Rage, Reckless Valor

Dwarven Tunneler: A massive drill mounted on wheels, with a riding compartment somewhere between these two more important features. Runs on alcohol. Comes with a dwarven driver.
Stats: Drill Tank, Armored Compartment
Sign In