Gath Morian

Goromatz's page

18 posts. Alias of belethlich.


Full Name

Goromatz

Race

Dwemer

Classes/Levels

Rogue 1 [ HP: 18/18 | XP: 2/11 | AR: 1 | DMG: D8 ] [ STR -1 | DEX +2 | CON 0 | INT +1 | WIS -1 | CHA +1 ]

Gender

Male

Age

80

Strength 8
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 9
Charisma 13

About Goromatz

Rogue - Dweller of the Deep
Knowing eyes, stylish clothes, long hair and beard, sturdy body

Background:

Goromatz the Dwemer (see: Skyrim) was the youngest member of the underworld famous circus acrobat group the Flying Dwemers of Muztmaz, the great underground capital. While it was a constant whirlwind of excitement and fame, he retired quite early and quietly to take up his true passion, cooking. At the youthful age of 55, he opened a small eatery and bar in the lower reaches of Muztmaz called, Goromatz Gourmet. When Goromatz isn't checking the oven or slicing fresh fruit, he can be found joining the next adventuring party going topside in search of new ingredients and a new cooking challenge.

The Dwemer race is very much an underground culture with an unquenchable thirst for knowledge, especially if it pertains to magic and technology. They are considered the masters of astrology, building grand observatories near the tops of mountains. They are also notorious for keeping to themselves, causing other races to see them as stuck up or too self involved. They typical live 400-500 years. They are just shy of average human height with beards and hair rarely cut short. Instead they favor tying up their hair and braiding their beards. Think hairy elves.

"The only way they would care about the affairs of the world is if they could see them through their telescopes." - random person

I could also just go dwarf if that would be easier to remember/deal with.

Bonds:

I ran away from the circus to be with ____________.
____________ left me in a pinch when they were supposed to come through.
____________ knows incriminating details about me.
____________ has my back when things go wrong.
I spent time in jail with ____________.

Good / Altruism:

Give to the poor what you take from the rich

Traveling Circus:

When you first enter a civilized settlement, you can always find a circus, tavern, or theater that will take you in as a guest.

Trap Expert:

When you spend a moment to survey a dangerous area, roll+DEX.
✴ On a 10+, hold three.
✴ On a 7-9, hold one.
Spend your hold as you move through the area to ask these questions:
● Is there a trap here and if so, what activates it?
● What does the trap do when activated?
● What else is hidden here?

Tricks of the Trade:

When you pick locks or pockets or disable traps,roll+DEX.
✴ On a 10+, you do it no problem.
✴ On a 7-9, you do it but the GM will offer you options between a cost, danger, and suspicion.

Hide in Shadows (minor):

When you keep still in shadows or darkness, enemies never spot you until you make a movement.

Psychic Blade (Major):

When you create a blade out of psychic energy, it counts as a weapon (hand, near, ignores armour) and you can Hack and Slash with INT instead of STR when you fight with it. If you reduce a foe to zero HP with your psychic blade, instead of dying they fall unconscious.

Deep Delver (minor):

Your people mined more deeply than any other. You can see in total darkness. When you Spout Lore about the treasures and horrors of the deep, take +1.

Equipment:

Load: 7/7
Coin: 0
● Dungeon Rations (5 uses, 1 weight)
● Adventuring Gear (5 uses, 1 weight)
● Thieves’ Tools (1 weight)

Ragged bow (near, 2 weight) and a bundle of arrows (3 ammo, 1 weight)

Leather Armour (1 armor, 1 weight)

Three antitoxins