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Dwarves

There are many dwarves, but some are the best ones that others aspire to be, the truest
dwarves that are told about in tales. The best miners, drinkers, warriors, the richest. You
have supernatural abilities to manipulate the earth around you, although unlike other words
you cannot create wealth directly.

As a dwarf, your constitution is automatically set at 19. You are extremely skilled at crafting
and mining, and automatically gain a sense of the location of any earth or treasure within
100 feet, and a vague sensation if you are in a location with a vast quantity of treasure. Your
AC is set to 3, representing your natural hardiness.

Stonewalker.
Commit Effort. You and your companions may pass through stone
or soil without need for breath. It requires an action to enter or leave
earthen environs. This gift functions for both natural earth and
worked stone, and can be used on soil of any consistency no thinner
than mud. You can sense hollow spaces in the earth within 100 feet.

A shot of the good stuff


Instant
When targeted by a hostile supernatural power, chug a bottle of drink and you gain immunity
to that effect for the rest of the scene. This power does not stop direct attacks.

Natural crafter
Constant
You can create any non-magical object a
normal dwarf can carry as a round’s action, using whatever materials
are to hand. While the ensuing creation may look odd, and any "foodstuffs" are inedible, it
functions and lasts as well as a normal object
of its type and usual substance. The hero’s crafting efforts for a day
count as 100 laborers per character level when an estimate is needed.

Sparkling Gold and Falling Axes.


Constant
You gain a magical attack that does 1d10 damage to any within 200 feet. If the target has
substantial gold or treasure, your attacks roll any damage twice and attack as though AC 9.

Born of Earth and Mud


Commit effort for the scene. You and any companions instantly emerge from another point
within 10 miles that is connected to the earth. If sentient made cave tunnels are spread
along your route, you can travel any distance along them.

Dwarf tosser.
On turn
Commit effort for the scene. So long as you are within 60 feet of an enemy and next to a
companion you can be tossed to attack them. You do max damage and automatically hit on
any attack roll other than a 1.

Greater gifts

Dwarven ingenuity
Constant
Once per session, the Godbound may develop a dramatic advance
in existing common technology, such as creating viable cloning technology, devising
anti-gravity tech, curing a wide range of congenital
diseases, or something similarly in advance of the campaign's common
tech base. Te GM can veto advances that are too drastic for the setting. While this
technology is too cumbersome or finicky to be useful
on adventures or in combat, it can act as a justification for purposes
of Dominion spends, making Impossible changes Implausible, or
Implausible ones Plausible. Depending on the Godbound's effort at
spreading this technology, it may gradually pervade the campaign's
baseline technological base as well, thus allowing the Godbound's
innate device-creation powers to take advantage of it and permitting ordinary engineers to
build it. Until the tech becomes baseline,
the Godbound's unique genius is required to construct and direct it.
While this gift can be used as a miracle, unless it is taken as a gift, it
can never be maintained effectively enough to allow the tech to ever
become a baseline part of the campaign

Dwarven King
Constant
You automatically gain legitimacy in the succession lines of any dwarven kingdom, and will
be treated by others as appropriate for a heir to dwarven leadership. You gain an innate
awareness of the locations and moods of any dwarves under your control, and can interact
with them as though the gifts of apotheosis were active. You gain one dominion per month,
for the sake of building technology, mining, and altering dwarven society. Commit effort for
the day, and you can summon up to a large mob of aligned dwarves who are lesser foes, or
up to 12 loyal companions to your side.

Landslide
Action (smite)
Commit Effort for the day to call up a a massive landslide of mud and rock to crush your
foes. All enemies within visible range suffer 1d12, damage per two levels you possess,
rounded up, or 1d6 per two levels if there are no natural rock formations nearby to aid the
landslide. Any natural enemies of a dwarven faction you are aligned with automatically suffer
1d12 damage per two levels, with the dice being rolled twice. Mobs suffer 3 points of
damage per character level, or 4 if natural enemies instead of rolling for damage. Light
wooden structures and similar objects are destroyed
by the winds, while sturdier buildings are scoured and scorched by the gale.

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