24 January 2017

Earthdawn 4E: Namegiver Variants 1 - Dwarf

This is the first 4E Namegiver Variants, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This short series assumes you are familiar with the connections between Earthdawn and Shadowrun before they separated by licensing; being the Fourth and Sixth Ages respectively of the same world. Shadowrun introduced a number of metahuman variants to elves, dwarfs, orks, and trolls - most based on mythology from global locales. For a bit of fun, this four part series converts them to Earthdawn.


The basis used are the versions from the 3E Shadowrun Companion. These are not going to be perfect because each setting has some very different assumptions of what each race looks like. Getting the spirit close enough and making sure there are some differences between the variants presented.

Alphabetical order seems like the best way to tackle this, which means dwarfs with an immediate wrinkle. If these variants are being used, it's probably best to assume the dwarfs of Barsaive are already a variant, specifically gnomes. The geographical location roughly correct and gnomes are less physical than other dwarfs, but more mental and don't have a toxin resistance. Which aligns pretty well with 4E dwarfs. With that in mind...


Dwarfs (Standard)
DEX: 9
STR: 12
TOU: 13
PER: 10
WIL: 11
CHA: 8
Move: 10
Karma: 4
Racial Abilities: Heat Sight, Toxin Resistance (+2 to tests to resist poison)

These pretty closely resemble Earthdawn dwarfs of previous editions, with a penalty to Dexterity and bonus to Willpower. Strong Back has been traded out for Toxin Resistance, as the former isn't important given their increased Strength. This makes standard dwarfs much more closely resemble the typical dwarf presented in most fantasy media, rather than the slightly different take found in Barsaive. To account for the physical differences, these dwarfs are larger and significantly more robust, with much more muscle on their frames.


Koborokuru
DEX: 9
STR: 12
TOU: 13
PER: 10
WIL: 11
CHA: 8
Move: 12
Karma: 4
Racial Abilities: Toxin Resistance (+2 to tests to resist poison)

This variant from Japan in Shadowrun is described as being smaller, faster, and quite hirsute. To account for their increased Movement Rate, Heat Vision was removed. Also, the Shadowrun version also has a more involved toxin resistance, but that juice doesn't seem worth the squeeze for these purposes. In all, it's a straight forward conversion.


Menehune
DEX: 9
STR: 11
TOU: 14
PER: 10
WIL: 11
CHA: 8
Move: 10
Karma: 4
Racial Abilities: Heat Sight, Toxin Resistance (+2 to tests to resist poison)

Hailing from Hawaii, these dwarfs are smaller, with luxurious hair all over, but with particularly fantastic mustaches. They are tougher, but not quite as strong as others. A small modification moving a point from Strength to Toughness, and they're good to go. Which also gives them the single highest Toughness bonus of current Namegivers in Earthdawn.