Difference between revisions of "Duergar"

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=Physical Description=
Resembling shorter, broader humanoids standing on average 4'3" tall, Duergar are more robust than the average humanoid, as if a human grew twice as wide and three-quarters as tall, but their stout-powerful build makes them strong, sturdy and ponderous with their movements. Duergar typically have skin-tones similar to humans although some take on a charcoal-grey tone with black or white hair to match. Some grow large bushy beards while others are bald and clean-shaven, culturally the status of one's facial hair isn't as important as it is to traditionalist Duergar.


Duergar are also surprisingly dense for their size; with a full-grown adult weighing in between 500 to 800lbs, they're capable of crushing a human under their own body weight, and that's without heavy clothing and armour they're liable to be wearing. If it weren't for their innate ability to muffle their footsteps, you'd be able to hear a Duergar walk from across the street. A Duergar's head, hands and feet are proportionally larger than a humans' for their height, approximately twice as wide and deep, and one-half longer for each extremity. Regardless of height, Duergar are unmistakably massive.
=Duergar=
'''Appearance'''<hr>
Resembling shorter, broader humanoids standing on average 4'3" tall, Duergar are more robust than the average humanoid, their stout-powerful build makes them strong, sturdy and ponderous with their movements. Duergar typically have skin-tones similar to humans although some take on a charcoal-grey tone with black or white hair to match. Some grow large bushy beards while others are bald and clean-shaven. Duergar are also surprisingly dense for their size; with a full-grown adult weighing in between 600 to 800lbs, capable of crushing a human under their own body weight. A Duergar's head, hands and feet are proportionally larger than a humans' for their height, approximately twice as wide and thick. Regardless of their height, Duergar are unmistakably massive.


=Culture and Social=
'''Culture'''<hr>
[[File:Duergar4.png|right|400px]]
Duergar usually work in large settlements and cities where they can work their craft, the skilled crafters of the Cerulean Kingdom. A strong work ethic and boundless stamina when it comes to their work, Duergar mine, smelt and manufacture for their own benefit, not just to their contractors. Duergar are free to pursue other ventures, including those on the darker side of the law. Their reputation for having the natural ability to become giant-sized and turn invisible makes them great and formidable in combat. Duergar are open to both Magic and Engineering but favour engineering feats more. A Duergar Smithy will often have facilities to craft weapons and armour and then enhance them materially and magically.
Duergar usually work in large settlements and cities where they can work their craft, the skilled workers of the Cerulean Kingdom. A strong work ethic and boundless stamina when it comes to their work, Duergar mine, smelt and manufacture for their own benefit, not just to their contractors. Duergar are free to pursue other ventures including those on the darker side of the law, which all Duergar can excel at but only a small population do. Their ability to become giants and turn invisible makes the great and formidable combatants, thieves and fixers.


Duergar are open to both Magic and Engineering but favour engineering feats more. A Duergar Smithy will often have facilities to craft weapons and armour and then enhance them materially and magically.
In Duergar homes and settlements, lots of furnishings and facilities are positioned much lower for their convenience and also reinforced for stability. This becomes a frustration in other places where things as simple as sitting on a chair becomes a hassle as their extreme weight can sometimes cause them to break under the weight of their body. Even Duergar clothing is specially made with thicker and sturdier materials, clothing like their shoes tends to constructed with heavy soles and thick leathers and metal plates for extra durability.


Whether this be due to the past achievements of Duergarkind or the cultural influence of Traditionalists, but many Duergar tend to think highly of themselves and their works and take offence to criticism levied at them. Most would instinctly argue and move to prove their detractors wrong, and less scrupulous Duergar may use their natural abilities to enforce their superiority if they can get away with it. Not all Duergar are so hot-headed, but the likelihood of an outburst of emotion might be stemmed by their shorter-than-average stature.
'''Community Relations'''<hr>
Duergar work and reside mainly within the Cerulean Kingdom cities and towns which contain many sturdily-built walls and buildings which they prefer, reminding them of mountainside fortresses of their homelands. They're friendly and cooperative with most races and some even feel parental obligation over the smaller races, they're less lenient with bigger races, especially if they cause trouble. Duergar who disregard the law will often try to use their natural advantages over others, becoming giant-sized to intimidate others or become invisible to get away with crimes or escape capture.


Duergar work and reside mainly within the Cerulean Kingdom cities and towns which contain many sturdily-built walls and buildings which they prefer, reminding them of mountainside fortresses of their homelands. They're friendly and cooperative with most races and some even feel parental obligation over the smaller races, they're less lenient with bigger races, especially if they cause trouble.<br>
Duergar and Humans see themselves as equals, not just because they're humanoids, but also because of the ambition and enthusiasm for shared interests. The average Duergar is kind of like your average middle-aged dad, they have their interests in sports, building things and drinking. Some are a bit gruff and grumpy, others tend to be mild-mannered or jolly spirits giving as much hospitality as they can. Duergar generally like to do things which rely on muscle-power and endurance rather than acrobatics, which is why they have a keen interest in crafting machines and equipment, finding heavy weapons and firearms a suitable solution to a hostile threat.


Some less lawfully-inclined Duergar will try to use their natural physical advantages over others, becoming giants if it makes things easier for them. Those that commit to being giants evermore tend to find the Saffron Alliance more suitable for their stature and become more friendly to giant races and more opportunistic with smaller ones.<br>
Some Duergar can feel a kind of parental responsibility for little folk, but they have enough sense and pride to change their tune when the little folk start acting up in front of them, forcing their hand. When it comes to giants, Duergar try to use their innate abilities enlarge themselves to equal size up to level the playing field, if they cannot equal or surpass them, they'll attain maximum size for their own safety. Duergar do have a sense of humour, utilizing their invisibility to spook people at unexpected angles or sit in front of a doorway at an enlarged size, so it can't be opened from the other side. It is not illegal to use their abilities in their culture, but being caught committing crimes with them is not.
 
Duergar and Humans see themselves as equals, similar enough to call them 'Gars of another Ma'. Duergar see the '''[[Dweman]]''' be a twinned-race of the Viridian Republic and favour each other as distant relatives; it is said that the Duergar's ability to grow to giant size may have led to what the Dweman have become today.


=Race Meta=
=Race Meta=
* Better known as: Dwarf (although the literal Duergar concept is used in their place)
* Duergar stand between the heights of 3'6" and 5'0", averaging 4'3" tall. Their size is Medium '''(1)'''.
* Duergar stand between the heights of 3'6" and 5'0", averaging 4'3" tall. Their size is Medium '''(1)'''.
* Genus: Humanoid
* Genus: Humanoid
* Faction(s): Cerulean Kingdom
* Faction(s): Cerulean Kingdom


Duergar are effectively the 'Dwarves' of this setting, except they retain the spell-like abilities of their namesake. With significantly higher strength and endurance, it's like they were built for melee roles, although they're kinda slow due to their trait and Agility reduction. Duergar function like medium-sized tanks by default but their ability to grow into giants as well as turn invisible makes up for their slowness, they can be one of the most dangerous races out of the fantasy three because of this.<br>
=Gameplay=
'''Duergar are great tanks/melee characters and their growth/invisibility powers can really make them a force to be reckoned with.'''
'''Attributes'''
 
♦ The base P-Point cost to increase '''Strength''', '''Endurance''' and '''Charisma''' scores is reduced by '''1 point'''.
==Gameplay==
Duergar have +2 Strength and Endurance, making them already ready for melee roles and getting into the thick of battle, other archetypes are there to expand the Duergar's skillset a bit more before the player applies their free attribute point and skill-focus. The thing that sets them back is their '''Stout-Powerful''' trait and -1 to Agility slowing them down. The short, waddling dwarf trope is in full effect here. Thankfully '''Stout-Powerful''' comes with its own upsides as well, reducing the possibility of being pushed over and negating encumbrance penalties, so it's not a straight up flaw.
 
What a Duergar can do to offset these drawbacks is '''Duergar Stealth''' and '''Duergar Growth''', the first one is a racial ability to mimic Invisibility and the second turns them into a giant. Since size scales up movement speed and reach, a Duergar can often negate their penalties just by getting bigger, but only when there's room available to do so. Turning invisible is also useful to get around how loud Duergar are when walking and running, so their extreme weight can be another hindrance avoided.
 
The two abilities mentioned above can be further improved with Skill Ranks in '''[[Potential]]''', the key skill for all personal/racial abilities. Read down below this section to see what skill perks are available. It may not be possible to obtain all skill perks at once, but like all skills at Master (100) rank, Skill perks for mastered skills will be obtainable by using perk points as if they were universal perks.
 
==Roleplaying Suggestions==
The average Duergar is kind of like your average middle-aged dad, they have their interests in sports, building things and drinking. Some are a bit gruff and grumpy sometimes, particularly when it feels like they're being belittled, disrespected or the other person is just being an ass. Others tend to be mild-mannered or jolly spirits giving as much hospitality as they can. Duergar generally like to do things which rely on muscle-power and endurance rather than acrobatics, which is why they have a keen interest in crafting machines and equipment, finding heavy weapons and firearms a suitable solution to a hostile threat.
 
Duergar are fairly short at around 4'3" and significantly heavy for their size, so moving around quickly and sharply isn't their forte. That doesn't stop dedicated Duergar Monks from sprinting across the battlefield to deliver huge drop-kick to a foe that taunted them on the other side, or a Duergar Rogue from feinting their foe for a vital blow. Duergar are open to spellcasting and metaforce manifesting as they get to unleash powerful abilities without running around too much.
 
In Duergar homes and settlements, lots of furnishings and facilities are positioned much lower for their convenience and also reinforced for stability. This becomes a frustration in other places where things as simple as sitting on a chair becomes a hassle as their extreme weight can sometimes cause them to break under the weight of their body. Even Duergar clothing is specially made with thicker and sturdier materials, clothing like their shoes tends to constructed with heavy soles and thick leathers and metal plates for extra durability.
 
Duergar tend to like smaller races more than most, as both tend to move across land at similar pace and find it comfortable to look down rather than being looked down upon. Some Duergar can feel a kind of parental responsibility for little folk, but they have enough sense and pride to change their tune when the little folk start acting up in front of them, forcing their hand. When it comes to giants, Duergar try to use their innate abilities to size up to level the playing field, if they cannot equal or surpass them, they'll attain maximum size for their own safety. Duergar do have a sense of humour, utilizing their invisibility to spook people at unexpected angles or sit in front of a doorway at an enlarged size, so it can't be opened from the other side. It is not illegal to use their abilities in their culture,  but being caught committing crimes with them is severe.


'''Duergar Adventurers'''<br>
'''Skills'''
With the disposition of Duergar to stay in the same place for comfort, for the average duergar, it would take a lot of motivation and/or dedication to travel down the unbeaten paths and take risks for fame, fortune or realization of their goals. A Duergar adventurer is likely going to be keenly focused on whatever objective that's ahead of them, pushed along by their motives and personal drive to see things done. A Duergar adventurer might have qualms with party members that keep losing focus or their objective or mess around too much, but other Duergar take the opposite approach and try to encourage their allies and instil positive-reinforcement messages to get them rallied.
Duergar gain a Skill-Focus in the [[Metaforce]], [[Athletics]] and [[Fabrication]] skills.


=Racial Adjustments & Archetypes=
'''Special'''
==Duergar==
♦ '''Slow''': Duergar have a base movement speed of '''4 steps''', instead of 6.
''Duergars are strong, tough and heavy, though their short height can sometimes leave some things out of their reach. As they are culturally encouraged to uphold tradition, every Duergar has some training in crafting and repairing machines and equipment.''
  ♦ '''Steady''': Duergar are immune to the effects of [[Inventory|Light and Heavy Load]] penalties, they still suffer full penalties for '''Max Load''' penalties.
 
  ♦ Duergar gain a '''+1''' attribute bonus to Strength, Endurance, Intelligence and Charisma.
   
   
  ♦ All Duergar gain a Skill-Focus in all '''[[Engineering]]''' skills.
  ♦ '''Super-Heavyweight''': Duergar are treated as being '''+1 Size-Rating larger''' for the purposes of calculating their '''weight''' and strength. They are still '''dimensionally''' the Size-Rating they actually appear to be.
   
♦ If a Duergar is knocked down, they will need to perform a '''Standard-Action (50 AP)''' to get up during their turn-start phase, and '''100 AP''' to get up outside their turn.
  ♦ Duergar are considered to be Medium-sized; their [[size]]-rating is 1.
  ♦ Duergar '''cannot swim''', they will immediately sink into any body of liquid.
  ♦ Duergar suffer a '''-50 penalty''' to Stealth checks to stay quiet while moving, Stealth based on sight or staying still are '''unaffected'''.


=Traits=
==Racial Traits==
When a Dromite invests in the '''Potential''' skill, they can unlock new ranks and related to their Racial Traits and Perks.


==Passive: Stout-Powerful==
{| class="wikitable" style="width:100%; text-align:center; margin:auto;"
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|-
''Duergars are adept at wearing heavy armours and outfits without hindering their mobility, however their stout forms do make them less agile than most races. This is further compounded by their dense, heavy bodies which make them even harder to forcibly move.''
! Name !! Requirements !! Effect
</div></center>
|-
{| style="table-layout:fixed;"
! colspan=99 | The Duergar gains a new Racial trait for every Potential Skill-Rank they own:
|-
|-
| style="vertical-align:top;" |
| '''Invisibility'''
  ♦ Duergars have a movement speed base of 4 steps instead of 6 at medium size.
| colspan=2 |
At will, Duergar can become hard to see. This effect is partially suppressed when interacting with objects or people:
  ♦ Ability activation is an '''Advanced-Action (100 AP)''', then it becomes a '''Channelled Standard-Action (50 AP)''' until dismissed.
♦ This ability's activation and concentration costs '''1 Meta-point''' per round. Additional MP costs occur if the Duergar's Invisibility is '''disrupted'''.
   
   
  ♦ Duergars do not suffer encumbrance effects from exceeding [[Inventory|Load-Point thresholds]], resulting from heavy equipment or full inventories. They still cannot carry more than their maximum capacity.
This action causes the Duergar to become '''Invisible''':
| style="vertical-align:top;" |
  ♦ The Invisible state grants the Duergar a '''+100 bonus''' to [[Stealth]] checks bonus to being detected by sight. The user may still be detected by sound and any influences upon their environment.
♦ Duergars are treated as one size larger in terms of physical effects that knockdown or stagger targets. They also count as one size category larger for knocking down or staggering foes.
   
   
  > If knocked down or tripped for whatever reason: A Duergar must spend a standard action (50AP) to get up on their own turn and double the amount to get up outside their turn.
  ♦ While Invisible, the Duergar cannot be '''targeted''' by attacks relying on '''sight''' alone.
(If the attacker can rely on other forms of target-acquitision, then they only gain a '''+25 Defence bonus''' only.)
   
   
>> Normally: A character can get up from being knocked down/prone on their own turn, and expend a standard action (50AP) to get up outside their turn, after their attacker's turn.
  ♦ Invisibility will be '''disrupted''' if the Duergar '''interacts or collides''' with objects or individuals, the Duergar can spend '''1 MP''' in order to maintain their invisibility for one additional turn, if not; Invisibility ends.
| style="vertical-align:top;" |
  ♦ The Duergar can choose to become '''translucent''' and visible to others at any time '''without''' disrupting their Invisibility. They can then resume Invisibility at a moment's notice.
  ♦ Duergar cannot Swim unless they have a skill rating of '''Competent (40)''' in '''[[Athletics]]: [[Aerobics]]''' and have the '''Trained Swimmer''' skill perk.
> "It is dangerous for another character to attempt to save a drowning Duergar as they will be much too heavy for them to lift unless they are immense in size or use other means to pull them out."
|}
 
==Ability: Duergar Invisibility==
''At will, Duergar can become hard to see and hear. This effect is partially suppressed when interacting with objects or people and lost completely when harmed.''
  ♦ Effect: The Duergar can become invisible to normal sight, they gain a +100 bonus to stealth bonus to being detected by sight. The user may still be detected by sound and any influences upon the environment. Non-sight based stealth still uses the Duergar’s Stealth skill. Magic or other revealing effects may be able to detect and decloak an invisible Duergar.
♦ Invisiblity costs an Advanced-Action (100 AP) to activate, and an additional 100 AP per round to maintain.
 
===Skill Perks===
''The Duergar can select a new skill perk with each rank of [[Potential]]'':
{| style="table-layout:fixed;"
|-
|-
| style="width:50%; vertical-align:top;" |
| > '''Reduce Density'''
'''Muffled'''
| '''Invisibility'''
  ♦ Invisibility now grants the full +100 bonus to all stealth detection instead of just sight.  
|
| style="width: 50%; vertical-align:top;" |
The Duergar can train themselves to be quieter and lighter while '''Invisible''':
  '''Effortless'''
  ♦ The Duergar's Stealth bonus now applies to '''moving quietly''', as well as sight.
♦ Invisibility now only costs 50AP to activate and 50 AP per round instead of 100. The Duergar can use any remaining AP to increase their movement distance.
  ♦ Invisibility temporarily '''suppresses''' the penalties associated with the '''<code>Super-Heavyweight</code>''' trait. The Duergar's weight is '''lessened''' as a result.
|-
|-
| style="vertical-align:top;" |
| >> '''Superior Invisibility'''
'''Ghost-Fighter'''
| '''Reduce Density'''
  ♦ Invisibility is no longer lost by taking damage, touching or harming others or interacting with objects. Instead, only brief visibility for being harmed or harming others will be the punishment for such events and will reset at the Duergar's next turn. Touching and interacting maintains full coverage.
|
| style="vertical-align:top;"|
The Duergar can now maintain the effect of Invisibility more easily than ever before:
'''Master Stealth'''
  ♦ Activation is now a '''Standard-Action (50 AP)''', and maintaining the effect is reduced to a '''Quick-Action (25 AP)''' per round.
  ♦ Invisibility negates all stealth penalties due to size; the Duergar is treated as being Medium sized or smaller while invisible.
  ♦ The Duergar '''no longer''' has to expend Meta-points to maintain Invisibility, but they still will have to spend MP to '''repair''' disruptions.
|}
 
==Ability: Duergar Growth==
''At will, Duergar can grow multiple times their original size. Growing bigger does not heal the Duergar but their increased mass scales up their current and maximum health points appropiately to their new size. Once a Duergar enlarges themselves, they can function similarly to their smaller size. After growing, Duergar can use this ability in order to shrink back down again.''
{|
|-
|-
| style="width:50%; vertical-align:top;" |
| '''Enlarge Self'''
  ♦ '''Growth''' is a Full-Round action (AP cost equal to user's maximum AP).
| colspan=2 |
At will, a Duergar can enlarge their body and their possessions to giant size:
  ♦ This ability's activation is a '''Full-Round Action (All AP)'''. There is no channelling cost.
♦ This ability's costs '''3 Meta-points''' to activate, there is no other channeling cost.
♦ If the Duergar wishes to return to '''normal''', or to a different state; they can simply perform the action again.
   
   
This ability does not need concentration to maintain its effect. The user must activate the ability again to return to their base size or change to another size.
This ability grants the Duergar the '''Enlarged''' state;
♦ While Enlarged, the Duergar's [[Size]]-Rating is increased by an amount equal to their '''base Size-Rating'''.
♦ Effect: '''Growth''' causes the Duergar to increase their [[size]]-rating by double their base rating, inheriting all size adjustments for the duration.
  ♦ The Duergar can only return to their normal size by using the ability again to '''dismiss''' the effect.
   
  ♦ If the Duergar is somehow smaller than Size-Rating 1, then this ability enlarges them from Tiny to Small then Medium.
(If the Duergar's base size is 1, Growth can increase them to size 2. If their base size is larger, the rating will be multiplied by up to 2.)
| style="width:50%; vertical-align:top;" |
'''Clarifications / Errata'''
  ♦ Objects and equipment resized by a Duergar for their personal use remains resized for a short duration, about 6-12 seconds. This allows the Duergar to use enlarged projectiles while disallowing things like sharing equipment with other characters. An enlarged weapon given to a naturally giant-sized character will eventually shrink down to its original size after one round passes.
|}


===Skill Perks===
The Duergar's current equipment and Outfit are also transformed by this ability, with some limitations:
''The Duergar can select a new skill perk with each rank of [[Potential]]'':
♦ Any belongings in the Duergar's '''possession''' is similarly enlarged, including weapons and their outfit.
{|
♦ Objects that leave the Duergar's possession will '''remain''' enlarged for one round, before returning to their original size.
♦ A Duergar '''cannot''' enlarge other creatures, nor can they re-enlarge belongings that '''left''' their possesion for more than one round.
|-
|-
| style="width:33%; vertical-align:top;" |
| > '''Adjust'''
'''Mastery'''
| '''Enlarge Self'''
'''Growth''' is now treated as an Advanced action (costing 100 AP) to activate.
|
| style="width:33%; vertical-align:top;" |
The Duergar harnesses their Scaling powers to add extra utility:
  '''Revitalizing'''
  ♦ The Duergar may now '''re-Enlarge''' objects that left their possession after the effect previously expired.
  ♦ '''Growth''' now heals 5% of the user’s maximum HP per Potential skill rank (max. 5 ranks).
  ♦ They can also now enlarge other objects and '''individuals''' just by touching them, however the duration of the effect '''remains''' the same once contact has ceased.
   
  (The action to 'touch' an object or individual with 'Enlarge' is a '''Standard-Action (50 AP)''', the effect's duration is one round '''after''' the Duergar no longer has '''physical contact''' on the target).
> This effect may only trigger once per rest.
   
   
  > This Perk can be used any time the Duergar character activates '''Growth''' to increase their size rating to a size not yet achieved since their last rest. This perk can activate twice when the '''Overgrowth''' perk, once for doubling in size and again for enlarging to x4 their base size-rating.
  This trait's function to 're-effect' and 'touch' targets applies to '''any other sub-abilities''' the Duergar may gain from their '''Potential''' skill (including Invisibility).
| style="width:33%; vertical-align:top;" |
'''Overgrowth'''
♦ The maximum size-rating cap for '''Growth''' is increased from x2 to x4. The user still can only increase in size by a factor of 2 per activation.
When used with '''Mastery''': The Duergar can change sizes freely as an Advanced Action (100 AP), from base size to x4 scale in one round.
|-
|-
| style="vertical-align:top;" |
| >> '''Superior Enlarge Self'''
'''Adjust'''
| '''Adjust'''
  ♦ The Duergar may now use their '''Growth''' ability to affect unattended objects, outfits or equipment in their possession during or after using said ability. Affected items will resize fit the user’s new size category. This effect cannot be used to shrink objects or equipment when activating the ability to shrink or return to normal size nor can it be used to enlarge objects bigger than the Duergar's base size or other creatures. Enlarged objects remain enlarged until dismissed by the user or the user returns to a smaller/base size.
|
The Duergar pushes their physical form to their limits:
  ♦ The Duergar can now use the '''<code>Enlarge Self</code>''' ability to grow a second time, even while Enlarged.
(Enlarging a second time takes the Duergar's '''current''' Size-Rating and increases it by that amount.)
♦ The Duergar can still fully '''dismiss''' the ability to return to their base Size '''regardless''' of what state they are in, as normal.
   
   
  Items that leave the Duergar's possession return to their normal size after one round. '''Adjust''' requires activating the '''Growth''' ability for this expressed purpose and consumes the appropriate amount of Action-Points.
The Duergar gains the ability to shrink, instead of grow:
| style="vertical-align:top;" |
  ♦ The Duergar can now use this trait to reduce their size to '''half''', or a '''quarter''' of their original size as a '''Standard-Action (50 AP)'''.
  '''Shrivel'''
♦ The Meta-point cost is reduced to '''1 MP''', instead of the normal 3 MP.
  ♦ '''Growth''' can instead be used to shrink the Duergar down by the same factor of size-ratings as they can with their base ability.
♦ If they reduce themselves below Medium size: then the steps go from Medium to Small then Tiny.
♦ To dismiss the reduction, the Duergar must use a '''Full-Round Action (All AP)''' and '''3 MP''', like with any Enlargement.
 
The Duergar can now expend more Meta-points than needed to gain some advantages when using their abilities:
♦ The Duergar can expend '''+1 MP''' to '''change''' the action speed and cost of '''<code>Enlarge Self</code>''' to become a '''Standard-Action (50 AP)''' instead of Full-Round (All AP).
♦ The Duergar can expend '''+2 MP''' to use '''<code>Enlarge Self</code>''' to go from base size to their Stage-Two size in '''one round''' instead of two.
|}
 
==Racial Archetype==
==Duergar Wonderlandian==
'''Attributes'''
♦ The base P-Point cost to increasing the '''Strength''', '''Endurance''' and '''Charisma''' attribute scores is reduced by '''1 point'''.
  ♦ The Duergar gains a '''+1 attribute bonus''' to their '''Charisma''' score.
 
'''Skills'''
  ♦ Duergar Wonderlandians do not gain any Skill-Focuses.
 
'''Special'''
♦ The Duergar gains the trait '''Adjust''', even if they '''do not''' meet the normal requirements.
 
The Duergar gains a special ability to mirror the proportions of other individuals or environments:
   
   
  > When used with '''Overgrowth''': they can shrink down to 1/4th their base size-rating instead of just 1/2th.
  When the Duergar is in the presence of any individual(s) with a Size-Rating '''greater''' than their own, the Duergar will be able to immediately enlarge to match the Size-Rating of their target at '''no cost''' to Action-Points or Meta-points.
♦ If there are no valid animate beings in range, then the Duergar will instead attempt to '''emulate''' the scale of their surroundings: '''enlarging''' in places built for '''giants''' and '''shrinking''' in places built for '''smaller''' races.
♦ If the Duergar spends more than '''20 hours''' at a Size-Rating different to their own, then their current Size-Rating becomes their '''new''' base Size-Rating.
♦ The Duergar can only alter their scale at a rate of x4 their base size per day, but there is no upper limit to their Size increase as they would with '''<code>Enlarge Self</code>'''
 
Despite this, the mimicry effect is not optional, the Duergar only has a limited amount of time to act before their size changes to match their surroundings:
   
   
  > When used with '''Adjust''': objects can be shrunk down to fit the Duergar's new size.
  ♦ The Duergar has a number of '''minutes''' equal to their '''Charisma score''' before the activation of their ability becomes '''compulsory'''.
♦ The Duergar '''cannot dismiss''' the Enlargement effect until they spend '''one hour''' in the company of individuals with a '''smaller''' Size-Rating.
(If the individuals involves are a Size-Rating smaller than Medium, then the Duergar may end up smaller than Medium-size, as low as Tiny size).
 
If the Duergar gains enough Charisma, they can overcome the compulsory effects of this ability:
   
   
  Note: '''Shrivel''' does not activate nor recieve benefits from the '''Revitalisation''' Skill Perk.
  ♦ When the Duergar gains a total of '''+5 Charisma''', they can make a d100 check every hour. If the result is '''<code>100 - (the Duergar's Charisma * 10)</code>''' or more, they can '''suppress''' the compulsory effect for one hour.
| style="vertical-align:top;" |
♦ When the Duergar gains a total of '''+10 Charisma''', they can now fully control the ability with '''no compulsions'''.


|}
</div></center>
</div></center>


[[Category:Races]] [[Category:Humanoid]]
=Gallery=
<center>
<gallery heights=500px widths=500px mode="traditional">
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[[Category:Races]] [[Category:Humanoid]] [[Category:Cerulean]] [[Category:WIP]]

Latest revision as of 18:37, 5 November 2022

Duergar

Appearance

Resembling shorter, broader humanoids standing on average 4'3" tall, Duergar are more robust than the average humanoid, their stout-powerful build makes them strong, sturdy and ponderous with their movements. Duergar typically have skin-tones similar to humans although some take on a charcoal-grey tone with black or white hair to match. Some grow large bushy beards while others are bald and clean-shaven. Duergar are also surprisingly dense for their size; with a full-grown adult weighing in between 600 to 800lbs, capable of crushing a human under their own body weight. A Duergar's head, hands and feet are proportionally larger than a humans' for their height, approximately twice as wide and thick. Regardless of their height, Duergar are unmistakably massive.

Culture

Duergar usually work in large settlements and cities where they can work their craft, the skilled crafters of the Cerulean Kingdom. A strong work ethic and boundless stamina when it comes to their work, Duergar mine, smelt and manufacture for their own benefit, not just to their contractors. Duergar are free to pursue other ventures, including those on the darker side of the law. Their reputation for having the natural ability to become giant-sized and turn invisible makes them great and formidable in combat. Duergar are open to both Magic and Engineering but favour engineering feats more. A Duergar Smithy will often have facilities to craft weapons and armour and then enhance them materially and magically.

In Duergar homes and settlements, lots of furnishings and facilities are positioned much lower for their convenience and also reinforced for stability. This becomes a frustration in other places where things as simple as sitting on a chair becomes a hassle as their extreme weight can sometimes cause them to break under the weight of their body. Even Duergar clothing is specially made with thicker and sturdier materials, clothing like their shoes tends to constructed with heavy soles and thick leathers and metal plates for extra durability.

Community Relations

Duergar work and reside mainly within the Cerulean Kingdom cities and towns which contain many sturdily-built walls and buildings which they prefer, reminding them of mountainside fortresses of their homelands. They're friendly and cooperative with most races and some even feel parental obligation over the smaller races, they're less lenient with bigger races, especially if they cause trouble. Duergar who disregard the law will often try to use their natural advantages over others, becoming giant-sized to intimidate others or become invisible to get away with crimes or escape capture.

Duergar and Humans see themselves as equals, not just because they're humanoids, but also because of the ambition and enthusiasm for shared interests. The average Duergar is kind of like your average middle-aged dad, they have their interests in sports, building things and drinking. Some are a bit gruff and grumpy, others tend to be mild-mannered or jolly spirits giving as much hospitality as they can. Duergar generally like to do things which rely on muscle-power and endurance rather than acrobatics, which is why they have a keen interest in crafting machines and equipment, finding heavy weapons and firearms a suitable solution to a hostile threat.

Some Duergar can feel a kind of parental responsibility for little folk, but they have enough sense and pride to change their tune when the little folk start acting up in front of them, forcing their hand. When it comes to giants, Duergar try to use their innate abilities enlarge themselves to equal size up to level the playing field, if they cannot equal or surpass them, they'll attain maximum size for their own safety. Duergar do have a sense of humour, utilizing their invisibility to spook people at unexpected angles or sit in front of a doorway at an enlarged size, so it can't be opened from the other side. It is not illegal to use their abilities in their culture, but being caught committing crimes with them is not.

Race Meta

  • Duergar stand between the heights of 3'6" and 5'0", averaging 4'3" tall. Their size is Medium (1).
  • Genus: Humanoid
  • Faction(s): Cerulean Kingdom

Gameplay

Attributes

♦ The base P-Point cost to increase Strength, Endurance and Charisma scores is reduced by 1 point.

Skills

♦ Duergar gain a Skill-Focus in the Metaforce, Athletics and Fabrication skills.

Special

Slow: Duergar have a base movement speed of 4 steps, instead of 6.
♦ Steady: Duergar are immune to the effects of Light and Heavy Load penalties, they still suffer full penalties for Max Load penalties.

♦ Super-Heavyweight: Duergar are treated as being +1 Size-Rating larger for the purposes of calculating their weight and strength. They are still dimensionally the Size-Rating they actually appear to be.
♦ If a Duergar is knocked down, they will need to perform a Standard-Action (50 AP) to get up during their turn-start phase, and 100 AP to get up outside their turn.
♦ Duergar cannot swim, they will immediately sink into any body of liquid.
♦ Duergar suffer a -50 penalty to Stealth checks to stay quiet while moving, Stealth based on sight or staying still are unaffected.

Racial Traits

When a Dromite invests in the Potential skill, they can unlock new ranks and related to their Racial Traits and Perks.

Name Requirements Effect
The Duergar gains a new Racial trait for every Potential Skill-Rank they own:
Invisibility

At will, Duergar can become hard to see. This effect is partially suppressed when interacting with objects or people:

♦ Ability activation is an Advanced-Action (100 AP), then it becomes a Channelled Standard-Action (50 AP) until dismissed.
♦ This ability's activation and concentration costs 1 Meta-point per round. Additional MP costs occur if the Duergar's Invisibility is disrupted.

This action causes the Duergar to become Invisible:

♦ The Invisible state grants the Duergar a +100 bonus to Stealth checks bonus to being detected by sight. The user may still be detected by sound and any influences upon their environment.

♦ While Invisible, the Duergar cannot be targeted by attacks relying on sight alone.
(If the attacker can rely on other forms of target-acquitision, then they only gain a +25 Defence bonus only.)

♦ Invisibility will be disrupted if the Duergar interacts or collides with objects or individuals, the Duergar can spend 1 MP in order to maintain their invisibility for one additional turn, if not; Invisibility ends.
♦ The Duergar can choose to become translucent and visible to others at any time without disrupting their Invisibility. They can then resume Invisibility at a moment's notice.
> Reduce Density Invisibility

The Duergar can train themselves to be quieter and lighter while Invisible:

♦ The Duergar's Stealth bonus now applies to moving quietly, as well as sight.
♦ Invisibility temporarily suppresses the penalties associated with the Super-Heavyweight trait. The Duergar's weight is lessened as a result.
>> Superior Invisibility Reduce Density

The Duergar can now maintain the effect of Invisibility more easily than ever before:

♦ Activation is now a Standard-Action (50 AP), and maintaining the effect is reduced to a Quick-Action (25 AP) per round.
♦ The Duergar no longer has to expend Meta-points to maintain Invisibility, but they still will have to spend MP to repair disruptions.
Enlarge Self

At will, a Duergar can enlarge their body and their possessions to giant size:

♦ This ability's activation is a Full-Round Action (All AP). There is no channelling cost.
♦ This ability's costs 3 Meta-points to activate, there is no other channeling cost.
♦ If the Duergar wishes to return to normal, or to a different state; they can simply perform the action again.

This ability grants the Duergar the Enlarged state;

♦ While Enlarged, the Duergar's Size-Rating is increased by an amount equal to their base Size-Rating.
♦ The Duergar can only return to their normal size by using the ability again to dismiss the effect.
♦ If the Duergar is somehow smaller than Size-Rating 1, then this ability enlarges them from Tiny to Small then Medium.

The Duergar's current equipment and Outfit are also transformed by this ability, with some limitations:

♦ Any belongings in the Duergar's possession is similarly enlarged, including weapons and their outfit.
♦ Objects that leave the Duergar's possession will remain enlarged for one round, before returning to their original size.
♦ A Duergar cannot enlarge other creatures, nor can they re-enlarge belongings that left their possesion for more than one round.
> Adjust Enlarge Self

The Duergar harnesses their Scaling powers to add extra utility:

♦ The Duergar may now re-Enlarge objects that left their possession after the effect previously expired.
♦ They can also now enlarge other objects and individuals just by touching them, however the duration of the effect remains the same once contact has ceased.
(The action to 'touch' an object or individual with 'Enlarge' is a Standard-Action (50 AP), the effect's duration is one round after the Duergar no longer has physical contact on the target).

♦ This trait's function to 're-effect' and 'touch' targets applies to any other sub-abilities the Duergar may gain from their Potential skill (including Invisibility).
>> Superior Enlarge Self Adjust

The Duergar pushes their physical form to their limits:

♦ The Duergar can now use the Enlarge Self ability to grow a second time, even while Enlarged.
(Enlarging a second time takes the Duergar's current Size-Rating and increases it by that amount.)
♦ The Duergar can still fully dismiss the ability to return to their base Size regardless of what state they are in, as normal.

The Duergar gains the ability to shrink, instead of grow:

♦ The Duergar can now use this trait to reduce their size to half, or a quarter of their original size as a Standard-Action (50 AP).
♦ The Meta-point cost is reduced to 1 MP, instead of the normal 3 MP.
♦ If they reduce themselves below Medium size: then the steps go from Medium to Small then Tiny.
♦ To dismiss the reduction, the Duergar must use a Full-Round Action (All AP) and 3 MP, like with any Enlargement.

The Duergar can now expend more Meta-points than needed to gain some advantages when using their abilities:

♦ The Duergar can expend +1 MP to change the action speed and cost of Enlarge Self to become a Standard-Action (50 AP) instead of Full-Round (All AP).
♦ The Duergar can expend +2 MP to use Enlarge Self to go from base size to their Stage-Two size in one round instead of two.

Racial Archetype

Duergar Wonderlandian

Attributes

♦ The base P-Point cost to increasing the Strength, Endurance and Charisma attribute scores is reduced by 1 point.
♦ The Duergar gains a +1 attribute bonus to their Charisma score.

Skills

♦ Duergar Wonderlandians do not gain any Skill-Focuses.

Special

♦ The Duergar gains the trait Adjust, even if they do not meet the normal requirements.
The Duergar gains a special ability to mirror the proportions of other individuals or environments:

♦ When the Duergar is in the presence of any individual(s) with a Size-Rating greater than their own, the Duergar will be able to immediately enlarge to match the Size-Rating of their target at no cost to Action-Points or Meta-points.
♦ If there are no valid animate beings in range, then the Duergar will instead attempt to emulate the scale of their surroundings: enlarging in places built for giants and shrinking in places built for smaller races.
♦ If the Duergar spends more than 20 hours at a Size-Rating different to their own, then their current Size-Rating becomes their new base Size-Rating.
♦ The Duergar can only alter their scale at a rate of x4 their base size per day, but there is no upper limit to their Size increase as they would with Enlarge Self
Despite this, the mimicry effect is not optional, the Duergar only has a limited amount of time to act before their size changes to match their surroundings:

♦ The Duergar has a number of minutes equal to their Charisma score before the activation of their ability becomes compulsory.
♦ The Duergar cannot dismiss the Enlargement effect until they spend one hour in the company of individuals with a smaller Size-Rating.
(If the individuals involves are a Size-Rating smaller than Medium, then the Duergar may end up smaller than Medium-size, as low as Tiny size).
If the Duergar gains enough Charisma, they can overcome the compulsory effects of this ability:

♦ When the Duergar gains a total of +5 Charisma, they can make a d100 check every hour. If the result is 100 - (the Duergar's Charisma * 10) or more, they can suppress the compulsory effect for one hour.
♦ When the Duergar gains a total of +10 Charisma, they can now fully control the ability with no compulsions.

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