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Mziru Kessai - AI-generated fantasy Character

Mziru Kessai

Human · Bard · Level 1 · Wild eyes, quick smile, patched finery, leather armor, and a battered instrument kept close at hand.

Mziru Kessai

Quick-witted, warm in public, and impossible to fully read.
ACNone
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 14 · normal
AlignmentChaotic NeutralGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, worn and flexible, 1 weight

Weapons

Rapier,
Short sword,
Dagger,
Crossbow,
All simple weapons

Languages

Common,
Swahili

Features

16 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 volley at an enemy at range.

    When you take aim and volley 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; you have to take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammo by 1.

  • Defy Danger

    When When you act despite an imminent threat.

    When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the relevant 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, and the GM offers 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 1-for-1 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 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 tells you something interesting and useful about the subject. On a 7-9, the GM only tells you something interesting. On a miss, the GM may reveal an uncomfortable truth or make a hard move.

  • Discern Realities

    When When you closely study a situation or person.

    When you study a situation or person, 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: 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?

  • 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 it will happen. On a 7-9, they will do it, but the GM chooses one: they need concrete assurance immediately; they need something more valuable; they need to be convinced that you can deliver; or they need to be convinced that they are not being betrayed.

  • Arcane Art

    When When you weave a performance into a spell.

    When you weave a performance into a spell, choose an ally and an effect: heal 1d8 damage; +1d4 forward to damage; their mind is shaken, giving them -1 forward; or they become enamored with you. Then roll+CHA. On a 10+, the effect happens as intended. On a 7-9, the magic works, but you draw unwanted attention, the effect is short-lived, or the GM chooses another complication.

  • Bardic Lore

    When When you first encounter something important within your chosen area of expertise.

    Choose an area of expertise: places, history, people, monsters, or legends. When you first encounter something important in that area, ask the GM one question about it. The GM will answer truthfully.

  • Charming and Open

    When When you speak frankly with someone.

    When you speak frankly with someone, they may tell you what they truly want. If they do, they take +1 forward when you act on the information.

  • A Port in the Storm

    When When you arrive in a civilized settlement.

    When you arrive in a civilized settlement, tell the GM who you know there. The GM will tell you what you know about that person and what they can do for you. They may be a friend, a former lover, an enemy, or a contact with complicated loyalties.

  • Multiclass Dabbler

    When When you choose a move from another class.

    Choose one move from another class. Treat your level as one lower when using that move.

  • Vicious Cacophony

    When When you use Arcane Art to unleash a violent or dissonant performance.

    Your performance can also produce a discordant magical assault. When you use Arcane Art to harm or disrupt a creature, on a 10+ choose one: deal 1d8 damage, force it back, or make it reveal a weakness. On a 7-9, choose one, but the GM also chooses a complication.

  • Human Connection

    When When you enter a settlement.

    Humans adapt quickly and form connections wherever they go. When you enter a settlement, agree with the GM on a friendly NPC you meet there who can offer useful information, shelter, or a favor, though they may expect something in return.

  • AdaptableHumanhumans build useful relationships quickly in unfamiliar settlements.
  • ResilientHumanhuman communities preserve stories, customs, and practical knowledge through hardship.

Gear

7 items

Weapons

  • Rapier
    A slender dueling blade with the close and precise tags, 1 weight.

Armor

  • Leather armor
    Flexible leather armor, 1 armor, 1 weight.

Tools

  • Travel lute
    A finely repaired seven-string lute used for Arcane Art, 0 weight.

Gear

  • Adventuring gear
    Useful mundane supplies with 5 uses, 1 weight.
  • 5×
    Dungeon rations
    Dried meat, grain cakes, and fruit, 5 rations, 1 weight.
  • Load record
    Starting load is STR score 8. Current listed load is 4.

Purse

  • 22×
    Coin
    A small purse containing 22 coins.

Appearance

A human with sharp brown eyes, tightly curled black hair cut close at the sides, a lean compact frame, and an expressive face marked by a small scar across the left eyebrow. Wears battered leather armor beneath a patched crimson coat, mismatched gloves, bright scarves, and too many small bells sewn into the cuffs.

Mannerisms

Tilts his head when lying, taps rhythms against nearby surfaces, and smiles at exactly the wrong moment. When nervous, he changes languages mid-sentence.

Personality

Quick-witted, warm in public, and impossible to fully read. Mziru collects people the way others collect coins, with genuine affection, opportunism, and a persistent fear of being forgotten. He prefers a dangerous truth to a comfortable lie, unless he is the one telling the lie.

Ideals

Change. The world belongs to those bold enough to rewrite its oldest songs.

Bonds

____ once trusted me with a secret, and I intend to discover why they regretted it. I owe ____ a life-debt, though I have never admitted how serious it is. I will turn our adventures into a song, but I will change the ending if ____ dies.

Flaws

Mziru cannot resist improving a good story, even when the truth is safer. He treats authority as a challenge, hides fear beneath jokes, and has a habit of making promises before considering whether he can keep them.

Quirks

Names every instrument he sees, even broken ones.
Keeps a private list of doors that have been slammed in his face.
Adds a new verse to old songs whenever someone disappoints him.
Never sits with his back to an exit.

Background

Mziru Kessai grew up in a crowded river quarter where songs carried farther than written notices and a clever lie could buy dinner. His mother played funeral drums, his uncle sold dubious medicines, and every neighbor had a story worth stealing. Mziru learned early that people reveal themselves when they laugh, sing, or believe they are being admired. He became a performer, courier, rumor-broker, and occasional accomplice to anyone whose cause seemed more interesting than the law protecting it. His wandering began after he turned a magistrate's own speech into a mocking ballad and performed it before half the city. The song was funny, accurate, and very nearly treasonous. Mziru escaped with his instrument, a stolen signet ring, and a debt owed to a dangerous patron. Now he travels with adventurers because danger makes excellent material, and because somewhere beyond the roads lies the truth about an old melody his mother forbade him to play. He suspects the tune is a key, a warning, or both.

“His mother played funeral drums, his uncle sold dubious medicines, and every neighbor had a story worth stealing.”
From their backstory
Background
Wild eyes, quick smile, patched finery, leather armor, and a battered instrument kept close at hand.

Connections

Species

Human

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