As you may have guessed, in this RTD the characters are fleshed out in a manner reminiscent of an RPG. Each dwarf has skills, physical attributes, and a prefstring. These give your dwarves bonuses to certain actions, and must be bought. At your discretion, dwarves also have an appearance, deity, soul attributes, and a personality text. These items are available merely to flesh out your dwarf and really bring it to life. They are free and give no (or limited) bonuses to your actions, and are intended to be a framework for anyone who wants to RP their dwarf. And really, who doesn't want to play the Militia Commander "in a constant state of internal rage?"
NAME: The name of your dwarf. There's probably a name generator out there somewhere, or you can fire up DF to see some common names. You may leave the name in Dwarven or English as you wish.
AGE/GENDER: Age and gender, and birth-date for teh lulz. Doesn't terribly matter, provided you aren't a child.
DEITY: Deity of your choice, and the level of your devotion to that deity. You may forgo a deity if you wish. Deities of the Speechless Hatchet can be found in the description of the plane below.
PHYSICAL DESCRIPTION: Describe your dwarf here, if you wish.
PHYSICAL ATTRIBUTES: Physical Attributes are the physical characteristics of your dwarf. Dwarves have 2 attribute points to assign. Negative attributes cost a negative amount, thus allowing for higher values in other attributes. Each attribute maxes at +4, and bottoms at -4. Specifics can be found here:
http://df.magmawiki.com/index.php/Attribute#Body_AttributesSTRENGTH: In combat, grants bonuses to melee damage. Grants bonuses to rolls involving feats of strength. Performs tasks that involve heavy lifting faster (butchering large animals, hauling caged animals from traps, etc) However, muscle mass actually makes a dwarf slower, and every 2 points of strength incurs a -1 Agility penalty.
AGILITY: Increases a dwarfs speed. In combat, increases ability to evade attacks. Speed is used to increase productivity while crafting (less travel time to stockpiles, breaks, etc) and response times to emergencies. A dwarf with a higher agility will arrive at the battlefield first, will make it to the safe-house first, and will have a better chance of outrunning floods of water, magma, or Forgotten Beast Vomit.
TOUGHNESS: Reduces physical damage, and is used when a dwarf attempts an action despite extreme physical duress. Less likely to give in to pain, and will live longer with their intestines on the wrong side of the rib cage.
ENDURANCE: Reduces the rate at which a dwarf tires. Increases productivity (less time sleeping, eating, break, etc), and is used for checks to resist pervasive environmental effects. Resistance to extreme heat, cold, drowning, and so forth.
DISEASE RESISTANCE: Exactly what it says on the tin. Less likely to become diseased in toxic conditions or with open wounds, more likely to survive infections.
RECUPERATION: Increases the rate of wound healing. Provides bonuses to healing checks, as well as checks to prevent wound worsening or loss of function in a body part.
PREFSTRING: Describe things your dwarf likes here. Even the most ambivalent of dwarves will like at least one type of stone, soil, or ore, one type of metal, and one type of gem. Most dwarves will also like one or more specific types of wood, leather, glass, decoration material(a specific type of bone, horn, ivory, etc,) cloth, a color, a design/motif, a weapon (inc. picks and bolts,) a specific piece of armor, a specific piece of clothing, a type of finished good or craft, a type of furniture (inc. anvils), traps or siege weapon components, one or more domestic animals, creatures or vermin, a type of crop (or, rarely, a type of tree,) one or more favorite foods, and last but not least one or more favorite drinks. Dwarves are happier when they have items related to their preferences, will gain bonuses from using or utilizing items they have a preference for, will often seek out preferred materials or types of materials for strange moods, and will often issue demands, mandates, export bans, and otherwise devote time and attention to the ownership of their preferred items. Dwarves may also detest a type of vermin, and react negatively to their presence.
SOUL ATTRIBUTES: For simplicities sake, soul attributes are not required to be listed, and have little to no effect on gameplay. Go ahead and put something for fun and profit (mostly fun,) or ignore it as you see fit. The list of Soul Attributes can be found here:
http://df.magmawiki.com/index.php/Attribute#Soul_AttributesPERSONALITY TEXT: See SOUL ATTRIBUTES. The different personality traits can be found here:
http://df.magmawiki.com/index.php/40d:Personality_traithttp://df.magmawiki.com/index.php/String_dump#Mannerism_TextSKILLS: This lists the skills your dwarf has. Dwarves gain skills by performing the applicable actions, and adult dwarves begin the game in possession of some skills of their choosing. Dwarves begin play with 10 skill points to allocate into different skills, and may assign no more than 5 points to any one skill.
Skills-
http://df.magmawiki.com/index.php/Skills#Skills Skill Levels-
Not Purchasable * Dabbling - high chance for base quality items, epic fail wastes use
1pt * Novice - high chance for base quality items, low chance for -well crafted- items
2pt * Adequate - equal chance for base quality and -well crafted- items
3pt * Competent - high chance for -well crafted- items, low chance for base items
4pt * Skilled - high chance for -well crafted- items, low chance for +fine+ items
5pt * Proficient - equal chance for -well crafted- items and +fine+ items
* Talented - high chance for +fine+ items, low chance for -well crafted- items
* Adept - high chance for +fine+ items, low chance for *superior* items
* Expert - equal chance for +fine+ items and *superior* items
* Professional - high chance for *superior* items, low chance for +fine+ items
* Accomplished - high chance for *superior* items, low chance for =exceptional= items
* Great - equal chance for *superior* items and =exceptional= items
* Master - high chance for =exceptional= items, low chance for *superior* items.
* High Master - high chance for =exceptional= items, low chance for Masterworks.
* Grand Master - equal chance for =exceptional= items and Masterworks.
* Legendary - high chance for Masterwork, low chance for =Exceptional=
Sounds confusing? Here's a sample dwarf: Urist McHermit
NAME: URIST MCHERMIT (I'd prefer we stay away from McDwarfs in game. Urist Mountainfist would be more appropriate, but for this example McHermit is more descriptive)
AGE/GENDER: MALE, 50 years hold, born on 8th Granite.
DEITY: He is an ardent worshiper of Sosmil, deity of muck.
PHYSICAL DESCRIPTION: He's a dwarf. He's got a beard. His face is difficult to describe, much like an unimportant NPC's face.
PHYSICAL ATTRIBUTES: He is agile (+1 Agility) and very slow to tire (+2 Endurance), but weak (-1 Strength, to get the extra point for agility)
PREFSTRING: He likes cobaltite (stone soil or ore), bronze (metal), and faint yellow diamond (gem), and likes cats for their aloofness (optional preference). He absolutely detests purring maggots (optional dislike).
SOUL ATTRIBUTE: Like all NPC's, has no soul.
PERSONALITY TEXT: Like all NPC's, has no personality.
SKILLS: Proficient Miner (5pts), Novice Teacher (1pt), Skilled Farmer (4pts).
And there you go! Your dwarf, in the flesh. Speaking of, he could use some pants...
EQUIPMENT: The Mountainhome has provided your expedition with a copper pick, battle axe, anvil, a wagon and a donkey to pull it, but it is up to you to determine what else you have to embark with. Each of the Founders has 151 embark points to spend on items, and migrants have 75 points to spend, along with a free (optional) pet. All dwarves begin play with a set of mismatched no quality clothing, courtesy of the Mountainhome Clothiers. Dwarves can split the cost of expensive items with other dwarves in their wave. All items have a point cost equal to what it is in DF. You can fire up DF to find out the cost of any item or you can ask me directly, and I've compiled a list of common items below.
Dog/Puppy- 16
Trained Dog- 31
Cat/Kitten- 11
Mule/Donkey/Horse- 101
Cow- 151
Cheap Meat/Fish- 2
Plump Helmets- 4
Underground Plant Seeds- 1
Drinks- 2
Wood/Common Stone- 3
Sand- 1
Milk- 1
Cheese- 10
Cheap Craft/Instrument- 10
Splint/Crutch- 10
Cave Spider Silk Thread- 6
You may have noticed that, as far as "Which Weapon/Armor/Material" combination is best, DF is more complicated than your average RPG. The short answer is that Metal Armor is by and large effective against slashing and piercing damage, whereas Leather Armor is more effective against blunt damage. Heavy, dense metals like Silver and Bronze are most effective for weapons that deal blunt damage, and sharper lighter metals like Steel and Iron are more effective for slashing and piercing damage. That is the rough rule of thumb I will judge by.