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Nasko - AI-generated fantasy Character

Nasko

Dwarf · Fighter · Level 1 · Steady eyes, close-cropped beard, calloused hands, battered chainmail, and a leather apron folded over one shoulder.

Nasko

Patient with tools and work, less patient with boasts unsupported by skill.
ACNone
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 23 · normal
AlignmentNeutralGenderMaleAge71
STR
DEX
CON
INT
WIS
CHA

Armor

Chainmail, 1 armor, 1 weight. Armor reduces damage taken; it does not set AC.

Weapons

Nasko's signature sword, close range

Tools

Smith's tools

Languages

Dwarvish,
Common

Features

13 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee.

    When you attack an enemy in melee, roll+STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to deal +1d6 damage but expose yourself to the enemy's attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range.

    When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, you have a clear shot and deal your damage. On a 7–9, choose one: you have to move to get the shot, placing yourself in danger as described by the GM; take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammunition by one.

  • Defy Danger

    When When you act despite an imminent threat or suffer a calamity.

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it through force or toughness, roll+STR; getting out of the way or acting fast, roll+DEX; enduring, roll+CON; using quick thinking, roll+INT; noticing or resisting, roll+WIS; or using charm, roll+CHA. On a 10+, you do what you set out to do and the threat does not come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

  • Defend

    When When you stand in defense of a person, item, or location.

    When you defend a person, item, or location from attack, roll+CON. On a 10+, hold 3. On a 7–9, hold 1. While you stand in defense, when you or what you defend is attacked, spend hold one-for-one to choose an option: redirect the attack to yourself; halve the attack's effect or damage; open up the attacker to an ally, giving that ally +1 forward against the attacker; or deal damage equal to your level to the attacker.

  • Spout Lore

    When When you consult your accumulated knowledge about something.

    When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7–9, the GM will tell you something interesting; it is up to you to make it useful. The GM may ask how you know this. On a miss, the GM makes a move.

  • Discern Realities

    When When you closely study a situation or person.

    When you closely study a situation or person, roll+WIS. On a 10+, ask the GM three questions from the list. On a 7–9, ask one. Take +1 forward when acting on the answers. Questions: What happened here recently? What is about to happen? What should I be on the lookout for? What here is useful or valuable to me? Who's really in control here? What here is not what it appears to be?

  • Parley

    When When you have leverage on a GM character and manipulate them.

    When you have leverage on a GM character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise what they ask of you. On a 7–9, they need concrete assurance of your promise right now.

  • Bend Bars, Lift Gates

    When When you use pure strength to destroy an inanimate obstacle.

    When you use pure strength to destroy an inanimate obstacle, roll+STR. On a 10+, choose three. On a 7–9, choose two: it doesn't take a very long time; nothing of value is damaged; it doesn't make an inordinate amount of noise; you can fix the thing again without a lot of effort.

  • Armored

    When When you wear armor with the clumsy tag.

    You ignore the clumsy tag on any armor you wear.

  • Signature Weapon

    When When you wield your signature weapon, or when its reputation and workmanship matter.

    This is your weapon. Choose its appearance, range, and tags with the GM. Nasko's is a plain, broad-bladed hand-and-a-half sword, close range. It has two enhancements: +1 damage and well-crafted, granting +1 to Parley with those who value fine workmanship.

  • Dwarven heritage

    When When you share a drink with someone.

    When you share a drink with someone, you may Parley with them using CON instead of CHA.

  • Dwarven heritageDwarfsharing a drink lets Nasko Parley using CON instead of CHA.
  • TraitDwarfRaised among clan smiths, he knows the rhythms, terminology, and practical courtesies of a working forge.

Gear

7 items

Weapons

  • Nasko's forged sword
    A one-handed, close-range hand-and-a-half sword with a plain, broad blade. Signature weapon enhancements: +1 damage and well-crafted, granting +1 to Parley with people who value fine workmanship. Weight 1.

Armor

  • Chainmail
    Worn chainmail, 1 armor, 1 weight. Its well-fitted rings do not hinder Nasko's movement.
  • Shield
    A battered round shield, +1 armor, 2 weight.

Tools

  • Smith's hammer
    A smith's hammer used for careful repairs and forge work, not a fighting weapon. 1 weight.

Gear

  • Adventuring gear
    A practical bundle of rope, chalk, torches, and other useful odds and ends. 1 weight.
  • Dungeon rations
    Dried food for five uses. 1 weight.
  • 15×
    Load
    Starting load is 15, equal to STR. Listed gear weighs 7 in total, leaving 8 load free.

Appearance

Compact and broad-shouldered, with soot-brown hair tied back in a short tail, amber eyes, and thick, careful hands. He wears battered chainmail over a smoke-blue work shirt and a leather apron folded and strapped to his pack. He waits with his weight balanced on the balls of his feet, as if testing a floor before setting a heavy anvil down. Before speaking, he draws one quiet breath through his nose.

Mannerisms

He tests a surface with the edge of one boot before leaning or sitting, and takes a quiet breath through his nose before answering. When examining a tool, he turns it in his hands as if checking its balance.

Personality

Patient with tools and work, less patient with boasts unsupported by skill. Nasko listens before he answers and prefers a useful question to an impressive speech. He takes pride in being dependable, though he is still deciding whether that means following a plan or stepping in when the plan breaks.

Ideals

Glory. Nasko wants his deeds and his work to be worthy of remembrance, though he is still learning whether glory belongs to the maker, the weapon, or the people it protects.

Bonds

I will learn what ____ knows about making or mending things, and I will repay the lesson with honest work. ____ once trusted me to stand between them and danger; I intend to prove that trust was well placed. I want ____ to see the weapon I made become something worthy of the clan's name.

Flaws

He can mistake patient observation for a complete understanding, and dislikes admitting that a piece of work is beyond his current skill. Praise makes him awkward, while careless damage to tools or crafted goods can make him abruptly sharp-tongued.

Quirks

Inspects the balance of unfamiliar tools before asking their maker a question.
Keeps small scraps of unusual metal to test later at a forge.
Treats a well-made repair as a story worth hearing.

Background

By custom, Nasko left the dwarf clan lands when he came of age. He carried a smith's hammer, a little iron, and his family's expectation that a craft should be learned from more than one hearth. Before leaving, his aunt Yori told him to bring home techniques worth passing on, not just stories worth telling. He travels from forge to forge, offering labor in exchange for instruction and watching how local smiths work with unfamiliar ores, fuels, and tools. His chainmail is patched with links he made himself, and his weapon is the first blade he forged without anyone guiding his hand. He has taken to adventuring because roads lead to ruins, ruins yield strange materials, and danger has a way of revealing what a craft is really worth.

“He carried a smith's hammer, a little iron, and his family's expectation that a craft should be learned from more than one hearth.”
From their backstory
Background
Steady eyes, close-cropped beard, calloused hands, battered chainmail, and a leather apron folded over one shoulder.

Connections

Species

Dwarf

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