![]() It is that strength of will (not a weakness as some have said) that defines why the dwarfs are the only metatype that has not carved out their own nation. They are stoic, silent, and strong-willed as a culture, and even the ever-present overbearing indoctrinations of the megacorporations have not reshaped the minds of the dwarfs who work within their ranks. Dwarfs are, by far, the most overlooked metatype of this new age. ![]() Though I dislike opening with a bad pun, it fit best here. Racial Traits:Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost Or maybe you’re on the other side of that slope and have slipped into the shadows and now use your dwarven connections to benefit you and your team, but then get to see dwarven culture slowly, or suddenly, shut you out. You could also be looking for the roleplaying challenge of finally coming around and trying to get back into the dwarven culture but facing the choices of your past. Truthfully, most dwarfs know that runners are people too, but they just don’t want to bring that risky element into their stable cultural philosophy.Īs a character, are you going to try to balance on the edge of dwarven and shadow culture? Separating your running life from your dwarven life, refusing to use your dwarven connections, even for the most trusted of non-dwarven teammates, no matter the cost? Or maybe you’ll go totally counterculture and build your contacts and relationships based on trust and friendship, instead of height and beardiness, even going so far as to avoid other dwarfs altogether. And everyone knows how shady the lives of runners are, even if most have learned it from a corporate-sponsored trid show. In their eyes, any dwarf who has to resort to living on the wrong side of the law is choosing to refuse the help his brethren would have offered along the way. ![]() Theirs is a culture based around aiding each other and dealing fairly and directly with one another. Dwarfs don’t take kindly to shadowrunning dwarfs or law-breaking dwarfs of any kind. One of the hardest things about being part of the dwarven culture and being a shadowrunner is that the two things don’t blend well. It’s a decision to figure out with your gamemaster, and when you come to a decision, you have to stick with it. ![]() What does all this culture talk mean for your character? Simply put, either you’re in, or you’re out. The boost in credibility that comes with being a fellow exile increases characters’ Social limits by 3 when dealing with other outsiders. If a dwarf is known to flaunt these traditions, the modifier becomes –1 when dealing with other dwarfs, except for fellow exiles. Word travels fast in their culture, and they are quick to ostracize those who violate their mores. The modifier also goes away if the dwarf doesn’t act in accordance to mainstream dwarven social customs or is exiled from the larger dwarven culture-meaning you can’t be obvious about being a shadowrunner. This modifier only applies to interactions between dwarfs and does not affect interactions in which one party knows the other is working with, or for the benefit of, a nondwarf. When dealing with other dwarfs, they gain a +2 modifier to their Social limit, including checks for Availability when looking for gear. Dwarfs are exceptionally well connected when they function within the boundaries and mores of their metatypical culture. The collective networking of dwarfs translates into game terms rather simply. Basics // Combat // Magic // Matrix // Driving // Character Creation ![]()
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