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Hit Points: Standard, P.E. +1D6 per level. S.D.C.: 20, plus that gained from pysical skills and O.C.C. A.R.: None. P.P.E.: 3D6 Average Height: 3-4 feet tall, with a few (1 out of every 60) reaching 5 feet tall. Average Weight: 200-300 lbs. Natural Abilities: Nightvision to 200 feet, natural psionics (see below), and the folowing;
.....Underground Tunneling: Duergar can dig and build solid, strong tunnels with amazing speed and dexterity. They can also excavate ruins and the sites of cave-ins with the same prowess. In addition, the character can usually tell if an existing tunnel or chamber is a natural formation or whether it was dug by other dwarves, kobolds, goblins, troglodytes, Drow, Sverfneblin, or humans. The Duergar can even tell if it's new, old, or ancient. Base Skill: 50% +5% per level. .....Underground Architecture: The Duergar are excellent underground architects able to build small and large rooms, ornate archeways, staircases, great chambers with cathedral ceilings, as well as a labyrinth of tunnels, passage ways, mazes, and underground traps (the most common are pit and cave in traps). Likewise, the character can recognize the racial style (dwarf, goblin, Drow, etc.) of construction. The Duergar who is traveling slowly and cautiously, looking for underground traps can locate them, and a avoid or deactivate them. Base Skill: 40% +5% per level. Detection and deactivation of traps is done at half the normal skill level. .....Underground Sense of Direction: The character has an innate ability to ability to tell direction when underground, even in total darkness (not applicable on the surface). Thus, the Duergar can tell whether he is traveling up, down, or level, the approximate angle of decline or ascent, approximately how far below he is and what direction he is traveling in (north, south, east, or west). Base Skill: 40% +5% per level. .....This skill also enable the Duergar to judge the approximate location to surface structures (natural and artificial), but only if the character is familiar with the area. The characterwill also recognize traits and aspects of the underground tunnel or construct that serve as land marks for him. Base Skill: 40% +5% per level. .....Metalworking: All Duergar have a basic understanding of blacksmithing facilities, smith techniques and procedures, and working with metal, particularly in the area of making weapons and jewelry. Equal to the field armorer skill with a +10% bonus. .....Recognize Precious Metals and Stones: Same as ther gemology skill with a +20% bonus.
Bonuses: +1 to save vs. magic, +2 to save vs. possession, and +2 to save vs. horror factor. Available O.C.C.s: Any. For the most part, they Duergar become men-at-arms and a few (8%) become practicioners of magic. Duergar are very fond of cybernetics but disdain the idea of M.O.M. implants and juicer augmentation. Magic: The rumors of the Duergar practicing Rune magic are false. Like their surface kin, they too have given up this unholy magic and feel it's best if those of the Megaverse forgot it ever exsisted. A full 64% of Duergar that become practicioners of magic are divided between TechnoWizards, Diabolists, and Mystic Kuznya. Another 20% are dedicated to the arts of elemental
magic (mostly Earth and Fire Warlocks and Stone Masters). 12% are Conjurers and 3% are Necromancers and Witches. Only 1% of those Duergar that use magic become Ley Line Walkers, Shifters, Mystics, Temporal Wizards, and such. Psionics: All Duergar are innately psionic and possess the following powers; Bio-Manipulation, Impervious to Cold, Impervious to Fire, Impervious to Poison, Psionic Invisibility, and See Aura. They are considered major psychics. I.S.P.: 4D6 +M.E. +1D6+1 per level of experiance. Penalties: As with the Drow, the Duergar suffer penalties when submitted to bright lights such as the sun, Globe of Daylight and other high intensity lights: -4 to strike, parry, and dodge, -3 to initiative, -2 attack/actions per melee, use psionics at half their effectiveness. Like the Drow, if the Duergar wears some kind of eye protection (polerized lenses, sunglasses, environmental armor), he can half these penalties (rounding all fractions up). The use of polarized cybernetic eyes completely negates the above mentioned penalties. Allies: Although the Underdark is a harsh realm of survival of the fittest, the Duergar have managed to gain allies, but on the surface, not below. They are on good terms with some of the various Warlords, and they engage in regular trade with the Kingdom of Tarnow. Enemies: The grey dwarves are enemies with the wicked and foul Drow elves, goblins and all their kin, the Splugorth, the Brodkil Empire, the Gargoyal Empire, and the Phoenix Empire. .