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Reyna - AI-generated fantasy Character

Reyna

Human · Semi-Deus · Level 1 · Sharp eyes, dark braided hair, a disciplined stance, battered lamellar armor, a crimson military cloak, and the unmistakable bearing of a divine-blooded legionary.

Reyna

Highly disciplined, direct, and fiercely protective.
ACNone
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 11 · normal
AlignmentNeutralGenderFemaleAge26 years old
STR
DEX
CON
INT
WIS
CHA

Armor

All armor and shields. Armor reduces incoming damage according to its armor value; it does not determine Armor Class in Dungeon World.

Weapons

Simple weapons,
Martial weapons,
Gladius,
Pilum,
Shields

Languages

Common,
Latin

Features

14 features

Bonus action

  • God-Touched Strike

    When When you spend Divine Force to empower your next weapon hit this turn.

    As a bonus action, you can spend 1 Divine Force point to empower your next weapon hit this turn. On a hit, it deals an extra 1d6 damage and applies your Dominion Gift. At level 1, Reyna has 0 Divine Force points, so this move is currently unavailable until the class's resource progression is adapted or increased by the campaign's rules.

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+, deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, 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. Deal your damage. On a 7-9, choose one: you must move to get the shot, placing yourself in danger; you have to take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammo 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 the appropriate ability. On a 10+, you do what you set out to do and avoid the threat. 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 under attack.

    When you stand in defense of a person, item, or location under attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. While you defend, when you or the thing you defend is attacked, spend hold to choose one: 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 to the attacker equal to your level.

  • 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 only tell you something interesting. The GM may ask how you know this.

  • Discern Realities

    When When you closely study a person, situation, or place.

    When you closely study a person, situation, or place, 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: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy? Who is really in control here?

  • 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 assure them that you will do what they ask. On a 7-9, they will do what you ask, but need some concrete assurance of your promise right now.

  • Divine Physique

    When Whenever your divine heritage, martial training, or physical mastery would grant a fictional advantage.

    You possess the blood of a god and the heart of a mortal. You have a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons. Choose one skill from Athletics, Acrobatics, Intimidation, Medicine, Nature, or Perception. In this Dungeon World conversion, the chosen training grants a fictional advantage when that expertise matters. Your chosen training is Athletics.

  • Divine Dominion: Blood

    When When you invoke the supernatural power inherited from your divine bloodline.

    Choose Blood as your Divine Dominion. You gain the Dominion Gift Blood Command and a pool of Divine Force points equal to your proficiency bonus, currently 0 because Dungeon World uses no proficiency-bonus progression. You regain all expended points when you finish a long rest. Blood Command: when you spend Divine Force to empower a weapon hit, the target is marked by your blood-sign until the end of the scene. The first time it attacks an ally before then, that ally may immediately deal damage to it. The gift cannot control a target's free will or force self-destruction.

  • Human Adaptability

    When When you enter a settlement or unfamiliar human community.

    Humans are adaptable survivors. When you enter a settlement, choose one: establish a useful contact, identify a safe place to rest, or recall a relevant local custom. The GM will tell you what is available and what it costs or requires.

  • TraitHumanAdaptable and resilient mortal heritage.
  • TraitHumanCulturally Roman, trained in military discipline and civic duty.
  • TraitHumanDivine blood manifests as supernatural physical potential rather than spellcasting.

Gear

7 items

Weapons

  • Gladius
    A balanced gladius with a broad iron blade, suitable for disciplined close combat. Counts as a close, melee weapon. Load 1.
  • 2×
    Pilum
    A heavy pilum designed to break enemy formations. Near, thrown, piercing. Load 1.

Armor

  • Lamellar armor
    Reinforced lamellar armor bearing faded Roman colors. Armor 2, weight 2.
  • Scutum shield
    A large oval shield painted with a crimson wolf. When you defend, it may be used as a narrative advantage against attacks from the front. Load 2.

Gear

  • Legionary field kit
    A military cloak, field rations, waterskin, whetstone, flint and steel, rope, and basic travel supplies. Total Load 2.
  • Roman insignia and seal
    A bronze wolf brooch and a sealed token recognizing Reyna's service to Perseus. No significant weight.
  • Load capacity
    Starting load is equal to Reyna's STR score, 15. Current listed load is 6, leaving 9 Load available.

Appearance

Hard-eyed and powerfully built, with bronze skin, dark auburn hair usually bound in a severe braid, and a soldier's controlled posture. She wears battered lamellar armor over a crimson tunic, a weather-stained military cloak, and an iron wolf brooch bearing the mark of Rome. Her movements are economical and deliberate, as if every gesture has been drilled into her since childhood.

Mannerisms

She stands at attention even in casual conversation, checks exits before sitting, and touches the wolf brooch whenever Perseus or Jason is mentioned. Before battle, she silently counts her breaths and recites the names of fallen Roman soldiers.

Personality

Highly disciplined, direct, and fiercely protective. Reyna speaks like a commander issuing orders, but beneath the iron control is a profound fear that Rome will collapse if she ever relaxes her vigilance. She respects courage, competence, and loyalty, and has little patience for vanity or indecision.

Ideals

Glory

Bonds

I have sworn to protect Perseus and will advise him even when the truth is unwelcome. Jason is my brother, and any threat to him becomes my own war. I distrust ____, but I will defend ____ if their survival is necessary to protect the party and Rome.

Flaws

Reyna mistakes ruthlessness for clarity and is quick to classify people as assets, liabilities, or threats. She finds compromise suspicious, disobedience intolerable, and personal affection difficult to separate from duty.

Quirks

Keeps a private list of every promise made by a companion.
Sharpens her gladius whenever someone questions her judgment.
Calls Jason by a childhood nickname when no one else is listening.
Leaves a small offering of wine before entering dangerous ruins.

Background

Reyna was born beneath an omen of red lightning, to a mortal mother who served Rome and a father whose name was never spoken aloud in the household. The truth emerged through violence. As a child, Reyna survived wounds that should have killed her, lifted weapons too heavy for her frame, and felt a terrible calm settle over her whenever battle began. Priests whispered that the war god had left a fragment of himself in her blood. Reyna accepted the revelation not as a blessing, but as an obligation. She was raised to believe that Rome is more than a city or empire. It is a promise that law, memory, and civilization can endure the appetites of monsters and tyrants. She will preserve anything that protects that promise, and tear down anything she identifies as a threat. When she recognized Perseus as the likely Imperator destined to lead the new age, she pledged herself to him without hesitation. She now serves as his military adviser, strategist, and political counterweight, though her loyalty is personal as much as ideological. Jason is her brother in all but blood, and through him she trusts Perseus enough to place the future of Rome in their hands.

“Priests whispered that the war god had left a fragment of himself in her blood.”
From their backstory
Background
Sharp eyes, dark braided hair, a disciplined stance, battered lamellar armor, a crimson military cloak, and the unmistakable bearing of a divine-blooded legionary.

Connections

Species

Human

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