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races:dwarf [2026/06/29 20:29] – [Dvergrcraft] ms_ashraces:dwarf [2026/08/12 12:54] (current) – [Indomitable Gait] ms_ash
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 [[:Traits|Trait]].\\ [[:Traits|Trait]].\\
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-You are immune to external changes to your [[Ratings:Speed]].\\+You are immune to effects can't cause you to generate more or less [[[:Game Mechanics:Definitions:Movement Points|MP]].\\
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-Increases or decreases from changes to [[:Stats]], [[:Cyberware]][[:Races:Dwarf#Slow But Steady]] and [[:Game_Mechanics:Definitions:Size]] are applied as normalhowever, any other effects are not applied. This includes but is not limited to, [[:Items:Equipment]], [[:Game Mechanics:Definitions:Ability|Abilities]], [[:Game_Mechanics:Terrain]], [[:Game Mechanics:Conditions]] and [[:Game Mechanics:Afflictions]]. +In addition, [[:Mechanic:Drag]] can't reduce your [[:Ratings:Speed]].\\ 
 +\\ 
 +Futhermore, effects can't modify the amount of [[:Game Mechanics:Definitions:Movement Points|MP]] you need to spend to movepositively or negatively. This includes but is not limited to [[:Game Mechanics:Terrain#Difficult Terrain]] and other, similar effectsas [[:Mechanic:Appropriate]].
  
 ==== Dvergrcraft ==== ==== Dvergrcraft ====
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 **Please Note**: You do not gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. You gain an extra option to choose from. **Please Note**: You do not gain an additional [[:Game Mechanics:Proficiencies|Proficiency]]. You gain an extra option to choose from.
-==== Stoic Mentality ==== + 
-//Dwarves are built to endure strain of every kindExhaustionstress, sudden change, and mounting pressure affect them far more slowly than most peoples, giving them a reputation for unshakable calmWhile dwarves can panic or falter like anyone elseit takes sustained effort to push them there. Their thinking favours rationality and material reality — the dependable logic of stone — over emotional impulse, even when tempered by occasional superstitionMental overload rarely breaks a dwarf outright; when limits are reachedthe response is typically brief and practical: pausea steadying breath, and a return to the task at hand. Where others burn out, dwarves simply… continue.//\\+==== Stonekin ==== 
 +//Dwarves are renowned for their resilience, both physical and mentalTheir flesh bears a stony density unlike any other Elvenoidtheir bones are heavily mineralised, and their bodies are built to endure punishment that would leave others brokenJust as formidable is their resolve. Dwarves rarely panic, seldom tire and possess a stubborn determination that has become the stuff of legendThey are not invinciblebut once Dwarf has decided to keep goingconvincing them otherwise is often the harder battle.//\\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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-You gain the [Stubborn] and [Composure] [Abilities].\\ +You gain [[Ratings:Armour]] and [[Ratings:Ward]].\\
-==== Stoneskin ==== +
-//Dwarven bodies are closer to worked stone than flesh. Their skeletons are heavily mineralized, and even their muscle and skin possess a dense, coarse firmness that absorbs punishment rather than yielding to it. This resilience is the product of generations spent underground — enduring rockfall, explosive force, grinding debris, and the hazards of mining life — as well as hunting and butchering powerful subterranean beasts such as the Hildisvíni. Blades bite shallow, impacts disperse, and injuries that would cripple others are endured and worked through. Dwarves are not immune to harm, but harming them meaningfully requires commitment. Killing one requires more still.//\\+
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\ +In addition, you gain the [[:Traits:Sturdy]][[:Traits:Stubborn]] and [[:Traits:Composure]] [[:Game Mechanics:Definitions:Ability|Abilities]].
-\\ +
-You gain 2 [[Ratings:Armour]].\\ +
-\\ +
-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 — 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, but good sense.//\\+//Dwarves were the first people to develop what the Federation now calls cyberware, finding little philosophical divide between flesh, stone, and steel. Their bodiesalready 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, but good sense.//\\
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-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
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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:Definitions:Ward Tax]] by 2 and [[:Game Mechanics:Definitions:Mana Tax]] by 1 of all [[:Cyberware]] you install, to a minimum of 0.
 ==== 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>[[:Traits|Trait]]</wrap>.\\ +[[:Traits|Trait]].\\
-\\ +
-When you perform the <wrap preview>[[:Base_Actions:Counterspell]]</wrap> [Action], it costs two additional [[:Ratings:Mana]] instead of one.\\+
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-In addition, you cannot perform [Wild Magic] [Actions], nor can you perform the <wrap preview>[[:Base_Actions:Cantrip]]</wrap> [Actionwithout first acquiring an instance of the [Magical Training] [Ability].+You cannot perform the [[:Basic Abilities:Cantrip]], [[:Basic Abilities:Wild Evocation]], [[:Basic Abilities:Wild Invocation]] or [[:Basic Abilities:Wrath]] [[:Game Mechanics:Definitions:Ability|Abilities]] from the [[:Basic Abilities|Basic Ability]] list.
  
 +==== 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
 +</WRAP>