Dwarves
As is common to many fantasy campaigns, dwarves are the workhorses of the economy when it comes to raw resources. Though they exist in numbers on par with both humans and halflings, the effort of dwarves account for most of the input of stone, metal, and coal into the economy of the Enclave. They also do a great deal of building and engineering, and produce substantial amounts of food also.
Dwarves have infravision per GURPS 4e rules, meaning they can blurrily distinguish high/low temperatures even in total darkness, and have no darkness penalties. This replaces Night Vision in the GURPS Dungeon Fantasy dwarf template, and costs an additional 5 character points.
HT +1 [10]
ST +1 [10]
Secondary characteristics:
-1 Basic Move [-5]
+2 FP [6]
Size -1 [0] dwarves are shorter than humans, but stockier, so weight is unchanged
+1 Will [5]
Advantages:
Extended Lifespan 1 [2]
Infravision [10]
Resistant, to all poisons (common class of threats, +3 to HT rolls) [5]
Talent (Dwarf) [10] +1 skills below:
Architecture
Armoury
Geology
Masonry
Mechanic
Profession (Miner)
Prospecting
Melee Weapon (impact weapons)
Disadvantages (Choose at least -30 pts):
Alcoholism [-15]
Bad Temper [-10]
Code of Honor [-5, -10, -15]
Duty [variable]
Greed [-15]
Incurious [-5]
Obsession [-5, -10]
Odious Personal Habits [-5, -10, -15]
Sense of Duty (close friends) [-5]
Stubbornness [-5]
Vow [-5, -10, -15]
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