DWARFS
Originally from the Old World, the dwarfs have migrated across the world as their mines have played out. The bulk of Australian dwarfs came via the Californian goldfields in the 19thC, so usually have relatives in the USA; their long lives and ability to travel via the Never Never mean that they are frequently still in contact.
Dwarfs cannot use Fae Circles without help; instead they can enter the Never Never via mines, elf hills, dolmens etc. While that initially means facing a wall of rock, the dwarfs have honeycombed the Never Never with tunnels connecting their mines, feasting halls and so forth. In addition to be rigged to collapse or flood, the Dwarfs normally connect their tunnels via coal mines, so that in the event of a major invasion, they can torch the tunnel – uncontrollable coal fires are normally the result of the Dwarfs defending their realms from beings untroubled by water or rock.
The centre of Dwarfdom is currently the vast halls under Lightning Ridge: visitors to the halls often assume that the glittering walls of opal must be in the Never Never given their beauty! Lesser halls have walls embedded with silver or gold, where the dwarfs have mined beside the seam rather than down it.
While Dwarfs only heal when drunk (below) they are well aware of the dangers of their crafts, so will typically wait until after work to liquor up. Exceptions exist, of course.
While Dwarfs are sexually capable, the Fae requirement to exchange gifts of equal value expresses in a strange way with them: the pair can only have a child if the Dwarf has given their partner a gift of gold. The child will be dwarf-kin (below); referring to the child as a 'Changeling' will at best get you punched in the face, with a lecture about the use of a term that implies that they steal babies and replace them like cuckoos.
As miners and craftsmen of Summer, Dwarfs have a quite firm position on global warming: they're in favour of it. Telling them that their work is increasing global temperatures cause them to swell with pride. They are equally displeased with demands that they stop, and with claims that their work is not affecting climate.
Musts:
A Dwarf must take the following:
Fae Smith [-2] The Dwarf gains +2 on a Craft speciality of his choice; whenever Craftmanship can modify a skill, always gains +1; and gain make Dwarf specific equipment. (Non-dwarfs with this Power can make their own racial gear, obviously). For every Fate Point spent crafting a weapon, a Catch can be added to it; Inherited Silver, Iron, Salt are all common Catches to incorporated into these weapons.
Inhuman Recovery[-2], the catch is sobriety[+1]. Note that the Recovery power can remove intoxication, making minor healing abilities very useful against dwarfs in a fight.
Inhuman Toughness[-2], the catch is trappings of Winter[+1]. Dwarfs can work Cold Iron, but avoid taking it into the Never Never.
Items of Power:
DWARVEN ARMOUR [-2]
Description: Armor tailored to the wearer.
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.
Effects:
[-0] It Is What It Is. Either a helmet (Armour:1) and/or Breastplate(Armour:2) or full Armour (Armour:3). Modern suits normally appear as bike leathers and helmet, as one of the few ways you can conveniently wear a helmet day to day...and they are ideal in a traffic accident anyway.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose. The Dwarfs have exploited this to the maximum to increase the defensive value of the Armour.
[+2] One-Time Discount. Immediately obvious that you are wearing it, and that the defence is superrnatural will be obvious in a fire fight.
[-4] Supernatural Toughness. Four additional boxes of physical stress; these clear away normally after combat (the armour isn't being damaged, you are just taking some bruising from the impacts). This stacks with any other Toughness abilities you may have.
An additional Armor:1.
[-0] The Catch Any aspect combat related Aspect can be called to aim a called shot for weak points (say, aiming for joints with a weapon or breaking a limb with Fists). If an Aspect is called for this purpose it cannot also be called to improve the attack.
DWARVEN WEAPONS [-2 or -3]
Description: Combat capable tool
Musts: Either Dwarf; or resources higher than the Refresh cost and a dwarven contact.
Effects:
[-0] It Is What It Is. A tool that can double as a weapon; the traditional axes, picks and mattocks have been joined by wrenches, scalpels and machetes over the years. They are typically alloys of metalliic salts with Iron and Salt, and often have been blessed.
[-0] Unbreakable. As an Item of Power, this item cannot be broken except with a magical ritual predicated upon perverting its purpose.
[+1 or +2] One-Time Discount. Only a Weapon:1 can be easily hidden.
[-0] Surprisingly Heavy. You need a Might equal or higher than the level of the Weapon to use the Item, and your Might Modifies your weapon skill.
[-0] Tool. The Item is a tool, and your Craftmanship skill complements your Weapon skill when wielding it. Under certain circumstances, your Weapons skill might complement your Craftsmanship skill as well.
[-4] Supernatural Strength. However, this does not apply to lifting, nor to the Surprisingly Heavy Effect. Basically, once the weapon gets moving, not much can stop it.
Dwarf Kin
Typical Changelings, with two differences:
- a large number of Dwarf Kin aren't aware of their heritage, even if they have Dwarven abilities. Further, they bred true.
- Dwarf Kin can have a Feeding Dependency(Alcohol); if taken, this disappears when they make their choice. Sadly many Dwarf Kin live on the streets, their lives destroyed by this Stunt.