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Neska Brannoch - AI-generated fantasy Character

Neska Brannoch

Elf · Ranger · Level 5 · Wild eyes, weathered skin, practical clothing, and a lean, watchful body shaped by long days in the wilderness.

Neska Brannoch

Quietly attentive, practical, and protective.
ACNone
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 20 · normal
AlignmentNeutral GoodGenderFemaleAge126 years old
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, 1 weight,
Ranger starting gear may include a shield, 1 armor, 2 weight

Weapons

Hunting bow,
Hand axe,
Knife,
Ranged weapons,
Melee weapons suitable for a ranger

Languages

Common,
Elvish

Features

21 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, deal your damage, and choose one. On a 7-9, choose one whether you can find a clear shot or not: you must move to get the shot, you must take what you can get, dealing -1d6 damage, or you must expose yourself to danger as the GM describes.

  • 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 associated ability. 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 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, you may spend hold to redirect an attack from the defended target to yourself, halve the attack's effect or damage, open up the attacker to an ally, 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 3 questions from the list. On a 7-9, ask 1. Take +1 forward when acting on the answers. Questions include: 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?

  • 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 first.

  • Hunt and Track

    When When you follow a trail of clues left behind by passing creatures.

    When you follow a trail of clues left behind by passing creatures, roll+Wis. On a 10+, follow the trail until there is a significant change in direction or mode of travel. On a 7-9, choose one: you discover a significant change in direction or mode of travel, or you discover a significant danger before it reaches you.

  • Called Shot

    When When you attack with a ranged weapon and name a specific target or effect.

    When you attack with a ranged weapon, you may choose to name your target before rolling. On a 10+, deal your damage and choose two. On a 7-9, choose one. Choices include: the target is not alerted, you avoid danger, you deal extra damage, you disable or restrain a limb, or you strike a specific location.

  • Animal Companion

    When When you establish or rely on the bond with your animal companion.

    You have a loyal animal companion. Choose its species and describe it. It has 2 armor, instinct +2, 1 health, and your choice of two traits: fierce, fast, large, stealthy, or intuitive. It follows your commands as best it can, but does not speak.

  • Command

    When When you give your animal companion a dangerous or complex command.

    When you give your animal companion a command, roll+Cha. On a 10+, it obeys. On a 7-9, it obeys but you must choose one: it gets hurt, it creates an unwanted complication, or it needs constant direction. On a 6-, it follows its instinct instead.

  • Hunter's Prey

    When When you designate a creature type as your hunter's prey.

    Choose one creature type as your hunter's prey. When you track, identify, or study that type of creature, take +1 forward. When you Discern Realities about your prey, ask one additional question, even on a miss.

  • Viper's Strike

    When When you attack an unaware or unsuspecting target.

    When you attack from hiding or from a position your target did not know was threatened, deal +1d6 damage. On a 7-9 Volley, you may still choose this bonus damage, but the GM may make the target aware of your position.

  • Camouflage

    When When you take time to conceal yourself in natural surroundings.

    When you remain still in natural surroundings, you cannot be detected by mundane means until you move, attack, or otherwise draw attention to yourself.

  • Know Your Enemy

    When When you carefully study a monster or evidence of its passage.

    When you study a monster's tracks, lair, or behavior, ask the GM one question about its weaknesses, habits, or defenses. Take +1 forward when acting on the answer.

  • A Safe Place

    When When you prepare and secure a campsite in the wilderness.

    When you make camp in a place you have prepared and secured, you and your companions are safe from ordinary wandering dangers until you leave, unless something with supernatural means finds you.

  • Elf Ranger

    When When you undertake a perilous journey through wilderness.

    When you undertake a perilous journey through wilderness, whatever role you take, you succeed as if you had rolled a 10+.

  • Voice of the Green

    When When you commune quietly with an untouched natural place.

    When you spend a quiet moment in an ancient forest or other untouched natural place, you may ask the GM what the land remembers about a person, creature, or event connected to it. The answer may come as an image, scent, sound, or fragment of emotion.

  • TraitElfGraceful and long-lived, with keen senses and a deep cultural memory of the natural world.
  • TraitElfAt home in forests, mountains, and untamed country.
  • TraitElfAble to recognize many plants, animal calls, and signs of passing creatures.

Gear

9 items

Weapons

  • Hunting bow
    A well-balanced hunting bow, 2 weight
  • Hand axe
    A hand axe, 1 weight
  • Knife
    A small knife, 0 weight

Armor

  • Leather armor
    Leather armor, 1 armor, 1 weight

Gear

  • 3×
    Arrows
    A bundle of 3 arrows, each bundle 1 weight
  • Cloak
    A worn green cloak, 1 weight
  • Adventuring gear
    A pack of practical wilderness supplies, 5 uses, 1 weight
  • Hempen rope
    Rope, 3 weight
  • Load note
    Starting load is 10. Current listed load is 12, before removing or redistributing gear. Reduce equipment to 10 load before play if using strict encumbrance.

Appearance

Lean and long-limbed, with weather-browned skin, pale green eyes, and dark ash-blond hair worn in a heavy braid threaded with red wool. She wears a patched green cloak over boiled leather armor, soft boots, and a belt crowded with snares, bone charms, and small field tools. Her hands are rough from bowstring, bark, and cold water, and she stands very still when listening, as if giving the whole forest room to speak.

Mannerisms

She tests unfamiliar ground with the toe of her boot, pauses before answering questions, and quietly names birds when their calls reveal something important.

Personality

Quietly attentive, practical, and protective. Neska prefers useful kindness to grand declarations, but once she accepts someone as part of her circle, her loyalty becomes stubborn and difficult to shake. She is patient with animals, children, and frightened strangers, but has little tolerance for bullies or people who mistake confidence for competence.

Ideals

A life lived in service to the wild and to those who cannot defend themselves.

Bonds

____ once trusted me with their life in the wilderness, and I will not allow that trust to become a regret. I know something about the danger following ____, but I have not yet decided whether the truth would save them or break the group apart. I owe ____ a safe return to a place they call home.

Flaws

Neska is slow to forgive carelessness, especially when it endangers others. She sometimes treats people like tracks to be read instead of companions to be understood, and will pursue an unanswered mystery long after retreat would be wiser.

Quirks

Keeps a tally of every bridge crossed on strips of birch bark.
Leaves the first bite of every meal for her animal companion.
Collects red thread from abandoned camps and ties it around her wrist.

Background

Neska Brannoch was raised among the alder valleys where elven settlements gave way to old roads, sheep tracks, and the black timberline. Her mother taught her the names of plants and river birds, while her father taught her to read broken twigs, ash in a fire, and the silence that follows a predator. Neska learned early that the wilderness was not empty. It was crowded with lives that simply had no interest in being noticed. When a winter famine drove raiders and desperate villagers into the valley, Neska guided families through a mountain pass thought impassable. She returned alone to find the settlement burned, and discovered that the attack had been drawn by a creature whose spoor she had mistaken for that of an ordinary wolf. Since then, she has followed its trail across ruined roads and abandoned keeps, helping anyone caught between hunger, war, and the things that hunt in the dark. She does not seek revenge so much as an ending, because every trail left open becomes someone else's grave.

“Neska learned early that the wilderness was not empty.”
From their backstory
Background
Wild eyes, weathered skin, practical clothing, and a lean, watchful body shaped by long days in the wilderness.

Connections

Species

Elf

Media

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