||Hardness of Body: Dwarves rarely fall ill. And are also highly resistant to poison, with Endurance Rolls that relate to poisoning and disease being 1 grade easier.
Magic Resistance: Dwarves are highly resistant to Arcane magic; their Willpower Checks 1 grade easier when used to resist. This resistance has no effect on Divine magic. They may not use certain magic items not specifically designed for dwarves or their class. This resistance to magic items applies to all Arcane items, including wands, staves, rods, rings, amulets, potions, horns, and jewels. Only magic weapons such as shields, armour, gauntlets, and girdles can be used without restriction, as can magic items of a divine nature, such as potions of healing. Because of this arcane resistance, dwarves may not be magic-users.
Healthy: Dwarves receive a bonus of +20% to their skill when undertaking any rolls to resist weariness for any reason.
Resistance: All Dwarves gain +30% to their skill and characteristic rolls made when enduring against either flame or ice attacks. Fire and ice attacks will do damage normally however, with the Dwarves worn armour protecting against this damage.
Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Backstab: Backstab allows a melee attacker to attempt to neutralize a victim from an advantageous position. Contrary to its name, the weapon does not have to be impaling, but only Small and Medium melee weapons can be used. Ranged attacks do not benefit from backstab. Because the attacker is typically able to strike without hindrance, like Surprise, the first attack on the target gains a bonus Special Effect if successful. In addition, the thief can shift their Damage Modifier by one step for every two Ranks they have in Thief or Thief-Acrobat. Therefore, a halfling thief with a -1d2 damage penalty will have no penalty at Rank 1, gain a +1d2 bonus at Rank 3, and gain a +1d4 at Rank 5. It is not necessary for the thief to gain surprise on her victim, however the attack must be made from outside the victim’s field of vision. Therefore, many thieves will wait for an opponent to become engaged with an ally, then take advantage of the distraction to strike from behind.
Agile: The thief gains superb reflexes. When calculating Initiative the character adds one tenth of his or her Athletics skill to the Initiative 1d10 roll. For example, a thief with Athletics 60% would calculate Initiative on her Initiative base, +1d10+6.
Climb Walls: You are very good at climbing anything up to and including sheer surfaces. As long as you are Unburdened (ENC less than STRx2) and wearing nothing more restrictive than light armour, you may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored. Hide in Shadows: You are a master of stealth and have perfected the art of hiding in shadows. As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1 difficulty grade harder.
+2 chain, +2 hammer, +2 shield (+10 to parry)
Daggers are coated with sleep toxin potency: 125
hand axes are coated in blade venom potency: 65
2 x extra healing potions