Skip to content
On this page

Råsh the Dwarf (lvl 3)

Fullständig namn: Kah-Råshgâr Durmkhazûn-Thrandûl Zôr-Urist dûm-Ghundrûl-Kheldrak

Character sheet

StatValue
💪Str8🧡HP9
🪶Agi11🗡AV11
🪨Tgh15🛡DF2
📖Int12🏃MV25
👁Wil9🍀SV10
👄Cha14👑Lvl3

Rolling initiative = Roll for D6 modified

Critical Roll = Double Damage in Combat

Skill modifiers:

RollMod
13-+1
16-+2

Knacks

  1. (lvl 1-): +4 to task rolls with or concerning machines.
  2. (lvl 4-):
  3. (lvl 7-):
  4. (lvl 10):

Groups

  1. (lvl 1-): Species - Dwarf
  2. (lvl 1-): Affiliation - Klan: Ghundrûl-Kheldrak
  3. (lvl 4-):
  4. (lvl 7-):
  5. (lvl 10):

Special Abilities

Once per day, the Clever get a hefty +6 bonus for an unorthodox attempt to solve a non-combat related problem. Out of the box thinking can for example involve odd tools or materials, or apply a strange or at least original method. Further modifications can be applied, usually a negative one to account for the fact that a particular idea is also a bit bizarre with some serious drawback.

The clever treat all successful or critical rolls for clues, information gathering and detection as a pair, meaning that they get something extra out of it.

Modifiers

+1 understanding Aqueducts.

Languages

  • Common / Seraphinska
  • Dwarfish
  • Underworld Seraphin

Description

Råsh is a young dwarf of 78 years and for many decades he served as an apprentice to master artificer Urist. Urist and Råsh were sent on exile from their Dwarven home because Urist's great plan didn’t align with the rest of the society. Like most dwarves Råsh has an incredible intuition when it comes to craft, ancient technology and machines at large. He and his master designed the brass arm that Jerryfucious is wearing. He has been in debt to the party after they helped him save his master (Urist) and has sworn to help them until the debt is repaid. Råsh has two brass scarabs that can fly and scout ahead; they were made by master Urist but are now maintained by Råsh. He is known to be a bit womanizer and is touched deeply by fine craftsmanship.

Längd: 135 cm
Vikt: 78 kg
Fullständigt Namn: Kah-Råshgâr Durmkhazûn-Thrandûl Zôr-Urist dûm-Ghundrûl-Kheldrak

kah = Life Phase
Råshgâr = Given Name
Durmkhazûn = Patronymic
Thrandûl = Matronymic
Zôr = Gille: Tinkers
Urist = Mästare
dûm = Klanstatus: Temporär förvisning
Ghundrûl-Kheldrak = Klan

Background

Råsh har varit med Urist, hans Gurkul, i många år nu, och hans Brahmach har nu nått sitt slut, och han har bestämt sig för att gå in i Kahmach. Något som man kan läsa av i hans hår och skägg.

Beliefs

  1. The gods made Dwarves for machines, not men—if I craft something grand enough, they will take me back.
  2. Jerryfucious and his brass arm are proof that I am the finest craftsman in Seraphin. I will make him greater, and through him, myself.
  3. If I die without creating something that the world will remember, I may as well have never lived.

Instincts

  1. Always touch a new machine before working on it; feel its soul.
  2. When someone speaks of lost knowledge, take notes.
  3. Keep my scarabs close; they hear things I do not.

Traits

  1. Great Plan’s Curse: His obsession with invention keeps him awake at night and distracted at the worst times.
  2. Smell for Metal: He can identify alloys by scent alone.
  3. Hopeless Romantic: Falls for beauty, in craft and in people, with equal passion.

Experience:

  1. Have we learned anything about the world: X
  2. Have you overcome a great obstacle: -
  3. Have we found anything significant treasure: -
  4. Have you played your characters: Beliefs, Instincts, Traits: X

2025-02-26: 2xp, 1 & 4
2025-03-26: 2xp
2025-05-14: 2xp, 1 & 4 Totalt: 6

Clever Advancement

👑LvlHD🗡AV🍀SVSlotsGroupsRaises
1210812-
22119121
32+11110121
431111232
53+11212232
641213233
74+11314343
851315344
95+11316344
1061417455

Legend

Str = Strength
Agi = Agility
Tgh = Toughness
Int = Intelligence
Wil = Willpower
Cha = Charisma
HP = Harm Points
AV = Attack Value
DF = Defense (How hard you are to Harm)
MV = Move
SV = Save Value
Lvl = Level
HD = Harm Dice (HD * D6 = new HP (if higher than before))

Knacks to choose from

  1. The Clever can exploit combat situations. The base bonus for combat advantage is +3 instead of +2, and once per battle they may switch the d6 for the d10 as damage die.
  2. When crafting, mending or putting something together, the Clever get +4, take half the time and can skip one part without loss of functionality, unless it is the most important part.
  3. Targets of their special attacks get -3 for their saves.
  4. The Clever can always figure out roughly where they are in a certain place. They don’t get lost.
  5. The Clever get +2 to task rolls and saves in persuasion attempts, in addition to any other modification based on what is said, offered, threatened with etc. This applies to trade as well.
  6. The Clever are hard to confine or keep out, and get +4 to any task roll related to that.
  7. The Clever are particularly good with substances - chemicals, herbs, poisons etc. They get +4 to identification and saves, as well as +1 in the character’s favor to any quantified effect.
  8. The Clever have +4 to task rolls with or concerning machines.
  9. The Clever get +4 to tracking and to cover their own tracks.