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Dark Dwarf Savant

Most consider dwarves an inherently non-magical race, and mostly this is true. The biggest exception are the dark
dwarf savants, the preeminent spellcasters of the dwarven race, a distinction considered abhorrent by those of the
Hylar and Daewar clans.
Ability Scores

Ability Codes
Re B min.
Sp C max.

Other Req's
Dark dwarf
(Daergar,
Theiwar, or
Zhakar clan)

Role-playing
Among the dark dwarf clans, savants are
simultaneously admired and feared for the arcane
powers they command. Many savants fully revel in
their reputation amongst the dark dwarf clans,
committing acts and actions normally forbidden
them due to their social status.
Requirements
Savants must have a good understanding of
sorcery, and so have a minimum B code in Reason.
While savants revel in the arcane, they have little
use for other types of magic, and so are limited to a
C code in Spirit.
Savants almost always come from one of the dark
dwarf clans (Daergar, Theiwar, or Zhakar), where
interest in the arcane arts is not only tolerated, but
encouraged.
Advantages
Tapping into strange magical energies allows the
savant to transcend the dwarven limitations with
sorcery, granting them an A code in Reason.
The dark taint not only enhances savants skill with
magic, it also twists their body in beneficial ways.
Savants may choose one of the following benefits
(or you may draw randomly from the Fate Deck),
which may result in the savant exceeding his
normal racial ability score restrictions.

Advantages
Reason code
A; dark taint.

Mutation

Benefit

Suit

Muscles
thicken and
bulge

+1 St

Swords

Abhorrent
Speed

Arms and legs


lengthen and
appear bestial

+1 Ag

Shields

Profane
Vigor

Torso broadens
and belly
grows
distended

+1 En

Helms

Malign
Cunning

Head elongates
and swells to
half-again
normal size

+1 Re

Moons

Pernicious
Insight

Eyes grow
larger and
bulge

+1 Pe

Orbs

Vile Aspect

Facial features
grow
exaggerated
and prominent

+1 Pr

Crowns

Odious
Might

Description

Disadvantages
Dark taint.

Disadvantages
The dark taint of the magical energies savants
works with makes them more resistant to healing
magic. All healing spells on savants have their
difficulty increased by 5.

Savants may choose to acquire a second mutation


(if drawing randomly, ignore an already manifested
If the savant chooses to acquire a second mutation,
mutation), though this comes at a price (see
all healing spells on him or her have their difficulty
disadvantages).
increased by 10.

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