1.B.3.a.1. Dwarf, Hill

Race:  			Goblinkin - Dwarf, Hill
Background Cost:	 5
Base Physical:		 8
Movement Base:		80
Abitity Score Modifiers:  
	STR	+1		REA			INT	
	HEA	+2		MEM			EMP	-1
	AGI			WIL	+1		CHA	
	APP			PER			KAR	
Ability Score Maximums:  
	STR	20		REA	20		INT	20
	HEA	22		MEM	20		EMP	17
	AGI	18		WIL	20		CHA	20
	APP	20		PER	20		KAR	20
Abiltiy Score Minimums:
	STR	 5		REA	 1		INT	 1
	HEA	 7		MEM	 1		EMP	 1
	AGI	 1		WIL	 3		CHA	 1
	APP	 1		PER	 1		KAR	 1

Learning Base:
	They receive 1*MEN in Learning Points per level earned as
their racial base.  They also receive an additional 10 lp per
level which may only be spent on racially normal access.  This
amount may never exceed 30 however.

Senses:
	They are natural have infravision, i.e. the ability to see
in the infrared spectrum of light.  

Racial Abilities:
	They are much more magic resistant than most beings.  They
receive a base bonus of +5% to all RR vs. magic, +HEA of dwarf. 
If no RR is allowed, they still recieve this base 5+HEA% to
reduce effects (results are GM discretion)
	Dwarves are equally resistant to toxins and supernatural
diseases.
	Dwarves have extremely dense flesh.  This makes swimming
nearly impossible for a dwarf (esl-10 for all swimming rolls).
However, this dense flesh makes them more resistant to blunt
trauma and damage.  A dwarf subtracts 1 point from all blunt
physical damage (stamina cost is normal).  Shock is figured from
the reduced total.

Aging:
	They age much slower than humans.

Description:

Racial Advantages:
	Bersker for 3 background points.

Racially Normal Access Skills:

Racially Foreign Skills: