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  • Cosm: Aysle

Dwarves of Aysle were once a content if insular folk. Since Uthorion’s Rage and their people’s near-total destruction, they have become relentless avengers. Dwarven characters may take any of the Perks listed below.

 

Bearded/Braided

  • Prereq: Dwarf, at least three adds in melee weapons, must have personally played a Glory card.

Most Ayslish dwarves “go shaggy“ when it comes to their beards or hair. It’s a sign of the shame they feel for failing to defeat Uthorion on their home world. When a dwarf regains his honor, however, he begins to groom again. Bearded/Braided dwarves lace their hair (and beards, for males) with gold medals etched with their deeds. The honor bolsters the warrior’s will and pride, giving her courage to carry on despite overwhelming odds. This grants her one extra Wound.

 

Dragon Warrior (*)

  • Prereq: Dwarf, Strength 10+

Dragon Warriors are the last champions of the dwarves who were virtually annihilated in Aysle. As a final desperate measure, they built suits of powerful, arcane armor designed to slay Uthorion’s hated minions. Most knew they would perish in them. Dragon Warrior armor contains incredible weapons, gadgets, and devices that transform the wearer into an engine of vengeance. It adds Armor +4, limits the wearer’s Dexterity to 8, and causes two extra points of Shock any time Fatigued comes up on the Conflict Line. When Dragon Warrior is taken, the dwarf can choose one enhancement from the list below.

New Enhancements: This Perk may be taken more than once. Each time after the first it grants another one of the enhancements listed below. Unless it says otherwise, each enhancement may only be taken once.

  • Dart Thrower: A compartment on one of the dwarf’s forearms contains six deadly iron darts. Each dart deals 13 damage, range 10/20/40, may use a Short Burst, and uses missile weapons to hit. Compartments in the armor hold 12 additional darts. Any dwarf who has this Perk knows how to make more from metal scraps. Assume the weapon and ammunition compartment are replenished between acts or whenever the Game Master feels the wearer has sufficient time to do so. A second dart thrower may be placed on the dwarf’s other arm by taking this enhancement a second time (as well as a second compartment).
  • Dragon Breath: One of the warrior’s bracers is lined with a long tube leading to a chamber of compressed fuel hidden on his back armor. When activated with missile weapons the tube spurts fire in a 10-meter-long stream as a Small Blast. Everything within the blast suffers 16 fire damage. The chamber holds enough fuel for three individual blasts. The container magically recharges at the end of the scene or during a long break in the action of a few hours or more (Game Master’s discretion).
  • Dragon Claws: One of the gauntlets ends in a claw tipped with diamonds. The gauntlet uses unarmed combat to hit, and causes Strength +3, Armor Piercing 2 damage.
  • Dragon Scales: The armor is enchanted with magical runes that grant it +10 Armor versus fire (instead of +4).
  • Giant Strength: A series of pneumatic compressors take in air and channel it to the dwarf’s arms. Along with cleverly placed levers along the inside of the armor, it increases his Strength by +2 for tests and determining damage. Toughness remains unaffected.
  • Mad Jacks: Cylinders of magically compressed gas are hidden in compartments of the dwarf’s heavy boots. When activated, gouts of fire propel her into the air, allowing her to jump up to 10 meters vertically and 30 meters horizontally. If used in conjunction with an All-Out attack, the dwarf gains an additional +2 to his action total. Mad Jacks magically recharge once every 24 hours.
  • Rune of Replenishment: The armor only deals one extra Shock when Fatigue appears on the Conflict Line, and the wearer recovers an extra Shock when Inspiration appears.

Forsaken

  • Prereq: Dwarf, cannot have adds in faith

The dwarves do not hold the gods of Aysle in high esteem. They were largely secular before Uthorion’s Rage and even those who begged the Gods of Light for salvation saw little divine aid.

Dwarves do not doubt the gods are real, their hand can be seen in the miracles cast by the faithful in their world and others. But they do not rely on them. Some take it so far as to claim they are forsaken by the gods, and while they suffer for divine inspiration, it hardens their hearts and spirit against other supernatural processes in the bargain.

Forsaken dwarves cannot have adds in faith, but all miracles that target the dwarf suffer a –4 penalty. This applies to both beneficial and harmful invocations.