Dwarf Edda
Dwarf Edda is a fantasy Fate hack all about being a dwarf.
Setting
Character Creation
Aspects
- Motto: A dwarf's personal motto may be different to their clan's motto, or they might embody those values to the letter. Regardless, a motto is something to live by, something that defines a dwarf. Good example mottos include Fortune Favours the Bold, By Wisdom, Not By Rashness, While I Breathe I Hope, and Never Unprepared.
- Shortcoming: No dwarf is perfect. Some do not excel where they should, and others excel all too readily where they should not. Good example shortcomings include Mannerless, A Short Fuse, Fiend for the Drink, and Untrusting.
- History: Even the youngest of dwarves have lived a full life. No dwarf is without events from their past shaping their present, for better or for worse. Good example history includes Born an Orphan, Trained by a Master, Prince-in-Exile, and A Friend in Every Settlement.
Start with one Motto, one Shortcoming, and two History.
Stress
All dwarves begin with two out of four stress boxes available to them. Further stress boxes are available with the right skills.
| 1 | 2 | 3 | 4 |
Dwarves may also have armour to further protect them in battle.
Every armour box absorbs only one shift of harm, but check as many as you want at a time. However, unlike stress, checked armour does not go away at the end of a scene. It must be either repaired with a Smithing skill check, or replaced entirely.
Skills
A dwarf may learn skills through three different stages: novice, adept, and master.
A novice knows their skill at a rank of Average (+1). They are either just starting out with their training, or have a raw and unshaped natural aptitude. Through time, they can progress on to the next stage, either through self-training or being taught by another.
An adept knows their skill at a rank of Good (+3). They are experienced and competent, able to do more than a mere novice. However, they cannot progress to the next stage by themselves, they will need training from a master in order to become one.
A master knows their skill at a rank of Superb (+5). They are one of the best in the world at what they do, whether the world knows it or not. There is no higher height than the one they have achieved. They may teach others if they so choose.
If a dwarf does not possess a skill, it is considered to be of rank Poor (-1).
At character creation, you have 10 points to spend. Each novice skill is worth 1 point, each adept skill is worth 2 points, and each master skill is worth 4 points.
Archery
Use this skill when you are using a bow or similar ranged weapon. Any target of an attack who is within the same zone as you gets a +1 bonus to their defence.
Failing a roll by 2 shifts or more will give your weapon the complication Out of Ammunition.
Battle
Use this skill when you are engaging in close combat with an opponent. Any target of your attack must be within the same zone as you, but you can still defend against opponents attacking from other zones.
Brewing
Use this skill when you are creating or mixing ales, meads, beers, or other traditional dwarven brews.
When you use Brewing to create, the quality of the resulting brew is equal to result of the roll. A result of Good (+3) will create a Good (+3) quality brew.
Constitution
Use this skill when you are using the hardiness and strength of your own body. Enduring pain, physical activity, and drinking heavily are all covered under this skill.
At adept, you gain a 3-shift stress box. At master, you gain a 4-shift stress box.
Culture
Use this skill when you need to exploit knowledge of local customs, current events, or languages.
Intuition
Use this skill when you need to rely on your gut instinct to determine something, or see through attempts at deception.
Lore
Use this skill when you need to exploit knowledge of ancient history, scholarly subjects, or mystic wisdom.
Mining
Use this skill when you need to excavate, collapse a mineshaft, locate veins of ore, or similar actions.
When you use Mining to locate ore (or other resources), the highest value ore you can find is equal to the result of the roll. A result of Good (+3) will mean you cannot find better than Good (+3) ore.
Perception
Use this skill when you need to rely on your senses to take in information or spot something critical.
Presence
Use this skill when you are using the aura and natural charisma of your appearance and bearing.
Skulduggery
Use this skill when you are doing something sneaky, underhanded, or otherwise duplicitous. Stealing, moving unseen, and picking locks are all covered under this skill.
Smithing
Use this skill when you are creating or repairing items using your competency with metalworking and general crafts.
You can repair armour by rolling against opposition equal to the armour's quality: Fair (+2) for standard armour, Great (+4) for masterwork. On a successful roll, you restore 1 armour box per shift. If you succeed with style, restore 2 additional armour boxes.
Failing a roll by 2 shifts or more will check off 1 armour box instead. If there are no armour boxes left to check off, the armour gains the complication Damaged.
Speechcraft
Use this skill when you are using the cunning and shrewdness of your eloquence and wit.
Wildering
Use this skill when you are surviving outside of civilisation. Foraging, hunting, tracking, and riding are all covered under this skill.
You can forage and hunt for food by rolling Wildering against the area's opposition. Places like deserts or wastelands will have a higher opposition than forests. On a successful roll, you gain 2 days worth of food for everyone in your group. If you succeed with style, you gain 7 days worth of food for everyone in your group instead.
Stunts
- Animal Companion (Wildering Adept): You have an Average (+1) faithful animal companion that is intelligent and obedient enough to understand and obey orders from you. It will not obey anyone besides you. It has 1 stress box and no consequence slots.
- Beast Companion (Wildering Master): Your Animal Companion is now a Good (+3) faithful beast companion, with 3 stress boxes and 1 mild and 1 moderate consequence slot.
- Armiger (Battle Adept): Any piece armour you wear provides +1 additional armour box.
- Mountain Stance (Battle Master): Any enemy entering or leaving the same zone as you must roll for their movement against Fair (+2) opposition.
- Shieldhammer (Battle Adept): When you succeed on a Battle attack, you can spend up to two armour boxes to add an equal number of shifts of damage to your target.
- Artificer (Smithing Adept): When working on a project or repairing with Smithing, add 1 additional shift of progress if the attempt is successful.
- Artisan (Smithing Master): Your bonus from Artificer increases to 2 additional shifts of progress.
- Battlesmith (Smithing Adept): When you successfully attack someone with Battle, you deal 2 additional shifts of damage to armour only.
- Burglar (Skulduggery Novice): Gain a +1 bonus to Skulduggery rolls when picking locks. If you succeed with style, it only takes a second.
- Called Shot (Archery Adept): When you succeed on an Archery attack, you can spend a fate point to also place a situation aspect, like Shot in the Hand, on the target.
- Cast-Iron Body (Constitution Adept): Gain an additional mild consequence slot.
- Tough as Nails (Constitution Master): At the cost of a fate point, you can reduce the severity of a moderate consequence that's physical in nature to a mild consequence (if a mild consequence slot is free), or erase a mild consequence altogether.
- Commanding Appearance (Presence Adept): Gain a +1 bonus to Speechcraft rolls when whoever you are addressing can clearly see your face. This bonus increases to +2 if you have recently fought with or alongside whoever you are addressing.
- Compass Heart (Lore Novice): You always know the general location of the nearest friendly settlement.
- Cartographer (Lore Adept): Whenever you are in the wilderness, you may declare to know a site of interest in the local area and roll Lore against Good (+3) opposition. If you succeed, there is a site of interest nearby, but it is either small or dangerous. If you succeed with style, it can be neither.
- Dirty Fighting (Skulduggery Novice): Gain a +1 bonus to Battle rolls when unarmed or using improvised weapons. This bonus increases to +2 if the opponent is unaware of your presence or is not focused on you.
- Ear to the Ground (Culture Novice): While in a settlement, you may purchase rumours that pertain to any interests or locations you might specify.
- Fleet of Foot: Gain a +2 bonus to defend using Battle as long as you are untrained in Constitution.
- Fletcher (Archery Novice): You automatically lose the Out of Ammunition complication after one hour.
- Forecaster (Wildering Adept): You always know the weather a day in advance, regardless of how quickly it may change, and are adequately prepared.
- Fury (Battle Adept): When you check off a stress box from a physical attack, you gain a boost to your next attack with Battle.
- Berserker (Battle Master): When you have no more armour boxes left, you deal 1 additional shift of damage on any successful attack made with Battle.
- Guildmember: You have membership in a guild, with all the benefits and drawbacks that come with it. You can call upon your guild for their assistance, but you will also be required to lend your assistance to the guild when they demand it.
- Guile (Intuition Master): If you succeed with style when creating an advantage, you get one extra free invocation.
- Gut Feeling (Intuition Novice): For a fate point, you may use Intuition in place of any other skill.
- Hale and Hearty (Constitution Adept): When overcoming a disease or poison, you always roll against Fair (+2) opposition or less.
- Healing Mead (Brewing Adept): Drinking one of your brews provides the drinker with a +1 bonus to removing consequences. This bonus increases to +2 if the brew is of a higher quality than the consequence.
- Hometown Advantage (Culture Novice): Gain a +1 bonus to Culture rolls when you are in a settlement or area you have lived in previously. This bonus increases to +2 if it is the place where you were born.
- Hunter's Eye (Wildering Novice): Gain a +1 bonus to attack using Archery, as long as the target is a wild animal. Additionally, you always bring back an additional 2 days worth of food on a successful Wildering roll to hunt and forage.
- Hunter's Stealth (Wildering Adept): You may use Wildering in place of Skulduggery for stealth as long as you are outdoors.
- Instinctive Reaction (Intuition Adept): Gain a +1 bonus to when defending against physical attacks. Additionally, you never take penalties from ambushes.
- Honed Instincts (Intuition Master): Your bonus from Instinctive Reaction increases to +2.
- Jack of All Trades: Your untrained skills are considered to be rank Mediocre (+0).
- Keen Eye (Archery Adept): Gain a +1 bonus to attack using Archery, as long as the target is at least one zone away. This bonus increases to +2 if the target is larger than you.
- Hawk's Eye (Archery Master): When you successfully hit with an Archery attack using the bonus from Keen Eye, add 1 additional shift of damage.
- Keg-Crusher (Constitution Adept): Gain a +1 bonus to Constitution rolls when drinking. You may turn a tie into a success in exchange for checking off a stress box.
- Liesmith (Speechcraft Adept): Gain a +1 bonus to Speechcraft when you are not telling the truth. This bonus increases to +2 if you have already successfully lied to that same person.
- Linguist (Culture Adept): When determining if you know another language, you always roll against Fair (+2) opposition or less.
- Liquid Amber (Brewing Adept): The quality of your brews is always 1 rank higher.
- Ambrosia (Brewing Master): You have mastered the legendary brews of the dwarves. Any brew you create that has a quality of Fantastic (+6) or higher will gain a stunt or aspect.
- Menacing Aura (Presence Novice): Gain a +1 bonus to Presence rolls when attempting to scare or intimidate. This bonus increases to +2 if you have beaten the target in combat before.
- Merchant (Speechcraft Master): When you are selling goods, you can do so at 1 rank above their usual price. When you are buying goods, you can do so at 1 rank below their usual price.
- Mole-Like (Mining Adept): You can use Mining instead of Wildering when underground.
- Night's Eyes (Perception Adept): When using your eyes, you are unimpeded by conditions like concealment, darkness, or any other sensory impairment.
- Spirit Eyes (Perception Master): Gain a +1 bonus to Perception rolls when seeing in darkness. This bonus increases to +2 if it is total darkness.
- Ore Dowsing (Mining Novice): Gain a +1 bonus to Mining rolls when seeking out veins of ore or other resources. This bonus increases to +2 as long as the value of your target does not exceed your rank in Mining.
- Physician (Lore Adept): When you use Lore to help with physical recovery, you gain a +1 bonus, provided you are not performing physical recovery on yourself. This bonus increases to +2 if you are doing so in a place suited for the task.
- Prospector (Mining Adept): When working on a project or excavating with Mining, add 1 additional shift of progress if the attempt is successful.
- Lode-Bearing (Mining Master): The quality of your finds is always 1 rank higher.
- Quickened (Perception Novice): Gain a free boost to your first action after being surprised or ambushed.
- Rider (Wildering Novice): You are a highly skilled rider and take no penalties when doing other actions while mounted.
- Scholar (Lore Adept): Gain a +1 bonus to Lore rolls made to research or remember information. This bonus increases to +2 when in a library or other place of learning.
- Sage (Lore Master): When working on a project or researching with Lore, add 1 additional shift of progress if the attempt is successful.
- Salvager (Smithing Novice): You can smelt armour, destroying the armour in the process, but providing a boost to your next repairing attempt using Smithing.
- Scoundrel (Skulduggery Adept): You can use Skulduggery in place of Culture whenever you're dealing specifically with thieves and other ne'er-do-wells.
- Smuggler (Skulduggery Master): Whenever you are in a settlement, you may investigate the local shady dealings and roll Skulduggery against Good (+3) opposition. If you succeed, you may purchase goods at 1 rank below their usual price, but they come with the complication Contraband. If you succeed with style, they do not come with the complication.
- Skald (Speechcraft Adept): When you create an advantage with Speechcraft, the difficulty of removing the resulting aspect increases by +2.
- War Poet (Speechcraft Master): You can use Speechcraft to make attacks against targets who share a language with you and can hear you clearly. These attacks ignore armour.
- Stonecunning (Mining Adept): Gain a +1 bonus to Lore and Perception rolls when dealing with stone or underground matters. This bonus increases to +2 if you are a Mining Master.
- Strong Arm (Archery Adept): Your weapon's maximum range increases by 1 zone.
- Tactician (Battle Master): When you successfully create an advantage with Battle, you may give anyone in the same zone as you a free invoke on the new aspect.
- That's The Stuff! (Constitution Novice): Drinking while in combat will uncheck your lowest checked stress box.
- Untouchable (Presence Master): You can use Presence to defend against physical attacks, but only as long as you have not been successfully hit.
- Well-Travelled (Culture Adept): Whenever you enter a settlement, you may declare you've visited before and roll Culture against Good (+3) opposition. If you succeed, you have an acquaintance there who owes you one small favour. If you succeed with style, your acquaintance will have a larger debt to repay.
Equipment
Armour
There are a variety of different styles and weights of armour, which vary depending on a dwarf's trade and homeland.
Partial armour provides 3 armour boxes with no complication.
Full armour provides 6 armour boxes, but is Heavy.
A shield provides 2 armour boxes, but it will keep One Hand Occupied while in use.
When any type of armour is Masterwork, having been created by a master smith, it gains 2 additional armour boxes. Such armour is so finely crafted, and requires such rare ingredients, that repairing it calls for a roll against Great (+4) opposition.
Wearing no armour at all is uncommon amongst dwarves, to the point where it is considered to be essentially undressed in public.
Weapons
Weapons for all types of situations, both close combat and ranged, are available to dwarves. However, the effective use of them often requires the right aptitude in certain skills. If you do not meet the requirement for your chosen weapon, you take -1 on all attack rolls using it.
- Blade
- The dwarven blade has been the defining implement that has allowed the dwarves to keep their place in a dangerous and hostile world.
- Axe: (Battle/Mining) A dwarven axe is made to go through rock and stone, meaning nothing else provides much resistance. When you succeed with style on an attack with an axe, it does 1 additional shift of damage to armour only.
- Knife: (Skulduggery/Wildering) A good, balanced knife is a useful tool, and a subtle weapon. In addition to being a close range weapon, it can be thrown up to 1 zone for a ranged attack. This might put the knife out of use, but any good wielder of knives always has a spare or two.
- Sword: (Battle) Dwarves favour short, flat-tipped swords that are ideal for fighting in close quarters. Gain a +1 bonus to defend against physical attacks from opponents in the same zone as you.
- The dwarven blade has been the defining implement that has allowed the dwarves to keep their place in a dangerous and hostile world.
- Bludgeon
- A solid and practical instrument of aggression can work metal and flesh with equal tenacity. Much like the dwarves themselves, sometimes a blunt approach is best.
- Hammer: (Battle/Smithing) Many dwarves work with hammers for their trade, and this experience translates well to the battlefield. Blunt and powerful, a good hammer can leave an opponent reeling. When you succeed with style on an attack with a hammer, the target gains the complication Dazed.
- Staff: (Lore/Wildering) Not usually a common sight amongst dwarves, there are still those who will use a staff. Out of deference to dwarven culture, it will often be capped or inlaid with worked metal. Its main benefit is its versatility through simplicity. Gain a +2 bonus to create an advantage using this weapon.
- A solid and practical instrument of aggression can work metal and flesh with equal tenacity. Much like the dwarves themselves, sometimes a blunt approach is best.
- Bow
- Those who do not consider bows to be a dwarven weapon often end up on the receiving end of them. They are made with the same care and finesse as any other dwarven creation.
- Arbalest: (Archery/Wildering) Sometimes called the dwarven crossbow, the arbalest is a large and heavy weapon. Like all bows, it requires two hands to use, meaning a shield cannot be worn at the same time. It has a range of 2 zones normally, but if time is taken to overwind the mechanism, it can reach 4 zones. Doing this puts severe wear on the mechanism, giving it the complication Overwound.
- Dwarfbow: (Archery/Wildering) The traditional bow of the dwarves is an asymmetrical recurve bow, of a perfect size and shape for use both underground and above. It requires two hands to use, meaning a shield cannot be worn at the same time, but it makes up for this with a range of 3 zones. It is also a Silent weapon.
- Those who do not consider bows to be a dwarven weapon often end up on the receiving end of them. They are made with the same care and finesse as any other dwarven creation.