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| races:dwarf [2026/06/29 20:07] – [Dvergrcraft] ms_ash | races:dwarf [2026/08/12 12:54] (current) – [Indomitable Gait] ms_ash | ||
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| - | You are immune to external changes | + | You are immune to effects can't cause you to generate more or less [[[:Game Mechanics: |
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| - | Increases or decreases from changes to [[:Stats]], [[:Cyberware]], [[:Races:Dwarf#Slow But Steady]] and [[:Game_Mechanics: | + | In addition, [[:Mechanic: |
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| + | Futhermore, effects can't modify the amount of [[:Game Mechanics: | ||
| ==== Dvergrcraft ==== | ==== Dvergrcraft ==== | ||
| - | //Dwarves do not experience magic as mystery or revelation. Like humans, they lack the instinctive perception of arcane flow, but unlike humans, they never mistook that limitation for absence. Descended from fae, magic runs through dwarven blood — not as intuition, but as principle. To a dwarf, there is no meaningful distinction between arcana and machinery. A lightning bolt cast from the hand and one drawn from a capacitor obey the same truth: the universe has rules. Whether those rules are written in physics or spellwork is irrelevant. Dwarves don't just cast spells in the traditional sense; they construct, bind, inscribe, and channel. Fire is not summoned, it is engineered. Power is not invoked, it is harnessed. Where others wield magic, dwarves build it, bolt by bolt, rune by rune, until the impossible becomes reliable.// | + | //Dwarves do not experience magic as mystery or revelation. Like humans, they lack the instinctive perception of arcane flow, but unlike humans, they never mistook that limitation for absence. Descended from fae, magic runs through dwarven blood. not as intuition, but as principle. To a dwarf, there is no meaningful distinction between arcana and machinery. A lightning bolt cast from the hand and one drawn from a capacitor obey the same truth: the universe has rules. Whether those rules are written in physics or spellwork is irrelevant. Dwarves don't just cast spells in the traditional sense; they construct, bind, inscribe, and channel. Fire is not summoned, it is engineered. Power is not invoked, it is harnessed. Where others wield magic, dwarves build it, bolt by bolt, rune by rune, until the impossible becomes reliable.// |
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| - | <wrap preview>[[: | + | [[: |
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| - | You do not have the [[: | + | You do not have the [[: |
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| - | In addition, if you choose a Job that doesn' | + | In addition, if you choose a [[:Jobs|Job]] that doesn' |
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| - | **Please Note**: You do not gain an additional Proficiency. You gain an extra option to choose from. | + | **Please Note**: You do not gain an additional |
| - | ==== Stoic Mentality | + | |
| - | //Dwarves are built to endure strain of every kind. Exhaustion, stress, sudden change, and mounting pressure affect them far more slowly than most peoples, giving them a reputation for unshakable calm. While dwarves can panic or falter like anyone else, it takes sustained effort to push them there. Their thinking favours rationality | + | ==== Stonekin |
| + | //Dwarves are renowned for their resilience, both physical and mental. Their flesh bears a stony density unlike any other Elvenoid, their bones are heavily mineralised, and their bodies are built to endure punishment that would leave others broken. Just as formidable is their resolve. Dwarves rarely | ||
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| - | <wrap preview>[[: | + | [[: |
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| - | You gain the [Stubborn] and [Composure] | + | You gain 2 [[Ratings: |
| - | ==== Stoneskin ==== | + | |
| - | //Dwarven bodies are closer to worked stone than flesh. Their skeletons are heavily mineralized, | + | |
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| - | <wrap preview>[[:Traits|Trait]]</ | + | In addition, you gain the [[:Traits:Sturdy]], [[:Traits: |
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| - | You gain 2 [[Ratings:Armour]].\\ | + | |
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| - | In addition, you gain the [Sturdy] and [Rugged] [Abilities]. | + | |
| ==== Mechanised Form ==== | ==== Mechanised Form ==== | ||
| - | //Dwarves were the first people to develop what the Federation now calls cyberware, finding little philosophical divide between flesh, stone, and steel. Their bodies | + | //Dwarves were the first people to develop what the Federation now calls cyberware, finding little philosophical divide between flesh, stone, and steel. Their bodies, already dense and mineral-heavy accept mechanical replacement with remarkable ease, particularly when injury demands it. Limbs, organs, meat, and structural supports are routinely rebuilt rather than healed, and such modifications rarely disrupt function or identity. While mana can struggle to settle comfortably in dwarven physiology, the introduction of additional metal poses no such problem; arcane instability does not worsen when chrome replaces bone. To a dwarf, steel is simply another kind of rock — and replacing a broken part with a stronger one is not transgression, |
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| - | <wrap preview>[[: | + | [[: |
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| - | You reduce the [Ward Tax] by 2 and [Mana Tax] by 1 of all [Cyberware] you install, to a minimum of 0. | + | You reduce the [[:Game Mechanics: |
| ==== Mageblind ==== | ==== Mageblind ==== | ||
| //Dwarves do not see magic in the way most Federation peoples do. They can observe its effects — heat, force, distortion — but the flowing currents, subtle harmonics, and shifting structures of the arcane remain largely imperceptible to them. Where others sense magic as presence or pressure, dwarves experience only outcome. This blindness has been mistaken for weakness, certainly, but it has shaped their entire relationship with the arcane. Unable to feel magic directly, dwarves learned to measure it, bind it, inscribe it, and contain it through runes, mechanisms, and engineered systems. While this makes them slower to react to hostile spellwork in its early stages, it also frees them from arcane distraction. Dwarves do not marvel at magic — they account for it, brace against it, and build something solid enough that it does not matter whether they saw it coming or not.//\\ | //Dwarves do not see magic in the way most Federation peoples do. They can observe its effects — heat, force, distortion — but the flowing currents, subtle harmonics, and shifting structures of the arcane remain largely imperceptible to them. Where others sense magic as presence or pressure, dwarves experience only outcome. This blindness has been mistaken for weakness, certainly, but it has shaped their entire relationship with the arcane. Unable to feel magic directly, dwarves learned to measure it, bind it, inscribe it, and contain it through runes, mechanisms, and engineered systems. While this makes them slower to react to hostile spellwork in its early stages, it also frees them from arcane distraction. Dwarves do not marvel at magic — they account for it, brace against it, and build something solid enough that it does not matter whether they saw it coming or not.//\\ | ||
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| - | <wrap preview>[[: | + | [[: |
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| - | When you perform the <wrap preview> | + | |
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| - | In addition, you cannot perform [Wild Magic] [Actions], nor can you perform the <wrap preview>[[:Base_Actions:Cantrip]]</ | + | You cannot perform |
| + | ==== Changelog ==== | ||
| + | <WRAP changelog center 800px> | ||
| + | Version 0.5c - June 2026 | ||
| + | * Stoneskin Ability renamed to Stonekin. | ||
| + | * Stonekin Ability now also provides 5 Ward | ||
| + | * Stonekin no longer provides the Rugged Ability | ||
| + | * Stoic Mentality Ability removed and it's effects were rolled into Stonekin | ||
| + | * Mageblind no longer interacts with Counterspell | ||
| + | * Mageblind now prevents you from using Cantrip, Wrath, Wild Evocation and Wild Invocation | ||
| + | Version 0.5c - Aug 2026 | ||
| + | * Indominable Gait Ability wording updated to better reflect its effects | ||
| + | </ | ||
