Hot-headed and radiating power, these individuals are among the most sought after by Izrador's witch hunters. Descended from dragons, they are linked to the magic energy which flows through the world of Aryth.

Ancestry:Clan Dwarf
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6

Skills: Athletics d4, Common Knowledge d4, Fighting d6, Intimidation d8, Notice d6, Occult d6, Shooting d6, Spellcasting d8, Stealth d6, Taunt d6

Pace: 5 (d4); Parry: 5; Toughness: 6 (1)

Hindrances: Armor Interference (major), Heroic, Illiterate, Impulsive
Edges: Arcane Background (Elementalist - fire), Elemental Absorption, Favored Enemy (orc)

Gear: Hand axe (Str+d6), hand crossbow (Range 5/10/20, 2d4 damage, Reload 1), hooded cloak and tunic (+1 Armor), adventurer's pack

Special Abilities

  • Ancestral Enemy (Orc): The dwarves have been under siege by the Shadow in the North for nearly a century and see little reason to talk with an orc. Subtract 2 from Persuasion rolls when dealing with an orc.
  • Low Light Vision: Clan dwarves are accustomed to life underground and ignores penalties for bad lighting in all but pitch darkness.
  • Powers:burst, damage field, elemental manipulation, environmental protection, protection. Power Points: 10

Advances: Spirit d8, Intimidation d8 and Spellcasting d8, Intimidation d10, Favored Enemy (orc)

Savage Age of Shadow

Setting Rules

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This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.