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Elara - AI-generated fantasy Character

Elara

Elf · Barbarian · Level 20 · Wild eyes, wild hair, a massive frame, leather armor, and a weapon that looks too large for anyone else to wield.

Elara

Elara is exuberant, fearless, affectionate, and almost impossible to embarrass.
ACNone
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 28 · normal
AlignmentChaotic GoodGenderFemaleAge137 years
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, 1 weight,
Shield, 1 armor, 2 weight, though Elara rarely uses one

Weapons

Battle-axes and other axes,
Melee weapons,
Improvised weapons,
Two-handed weapons

Languages

Common,
Elvish

Features

40 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 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 volley at an enemy at range, roll+DEX. On a 10+, choose 3. On a 7-9, choose 2: you must move to get the shot, you must take what you can get, or you must reduce your ammunition by 1. On a 6-, mark XP as normal and the GM makes a move.

  • 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 appropriate ability. On a 10+, you do what you set out to do. On a 7-9, you stumble, hesitate, or flinch, and 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 stand in defense of a person, item, or location, roll+CON and hold 3. While defending, when you or what you defend is attacked, spend hold to choose one: redirect the attack to yourself, halve the attack’s effect or damage, open the attacker to an ally, or deal damage 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. On a 7-9, the GM will only tell you something interesting. On a 6-, mark XP and 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 3 questions from the list. On a 7-9, ask 1. Take +1 forward when acting on the answers.

  • Parley

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

    When you have leverage on a character and manipulate them, roll+CHA. On a 10+, they do what you ask if you first promise what they want. On a 7-9, they will do it, but need some concrete assurance immediately.

  • Musclebound

    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 2. On a 7-9, choose 1: it doesn’t take a very long time, nothing of value is damaged, it doesn’t make an inordinate amount of noise, or you can fix the damage without a lot of effort.

  • Herculean Appetite

    When When you see something desirable...

    When you see something desirable, you may declare that you want it. If it is food or drink, you may consume it immediately if possible. If it is a person, object, or experience, the GM tells you what it would take to obtain it, and you gain +1 forward when pursuing it.

  • Unencumbered, Unharmed

    When Whenever you are below your Load and not wearing armor...

    As long as you are below your Load and are not wearing armor, you gain 1 armor from your exceptional toughness and instinctive movement.

  • What Are You Waiting For?

    When When you take a moment to survey the battlefield...

    When you take a moment to survey the battlefield before acting, ask the GM one question about the current situation. The answer is truthful and useful. If you act on the answer, take +1 forward.

  • No Rest for the Wicked

    When When you enter battle...

    When you enter battle, roll+CHA. On a 10+, name someone who will fight beside you and gain +1 forward against your enemies. On a 7-9, name someone who will fight beside you, but the GM chooses a complication involving them. On a 6-, mark XP and the GM makes a move.

  • Elven Forager

    When When you make camp in the wilderness...

    When you make a camp in the wilderness, you can always find enough food for yourself and one other person, provided the land is not utterly barren or magically corrupted.

  • Weapon of the Silver Bough

    When When you wield a weapon made or inherited through elven tradition...

    When you wield a weapon made or inherited through elven tradition, you may treat it as a weapon with a magical bond to you. It cannot be permanently taken from you unless you willingly surrender it, and you always know its direction while it is on the same plane.

  • Unstoppable

    When When you take damage...

    When you take damage, you may choose to take half the damage and lose control of yourself. If you do, describe the violent impulse that takes hold and gain +1 forward to your next attack against the source of the damage.

  • Killing Machine

    When Whenever you deal damage with a melee weapon...

    When you deal damage with a melee weapon, deal +1d8 damage.

  • Iron Hide

    When Whenever you have no armor and are not carrying more than your Load...

    When you have no armor and are not carrying more than your Load, you gain +1 armor.

  • Appetite for Destruction

    When When you make a show of force...

    When you make a show of force, roll+STR. On a 10+, choose 3. On a 7-9, choose 2: someone backs down, someone flees, you take control of the situation, or you learn who is truly afraid. On a 6-, mark XP and the GM makes a move.

  • Unbreakable

    When When you Defy Danger using STR...

    When you Defy Danger using STR, on a 10+ you may also deal your damage to a nearby target or destroy a significant obstacle.

  • The Mountain Moves

    When When you Hack and Slash and roll a 12+...

    When you Hack and Slash and roll a 12+, you deal your damage, avoid the enemy’s attack, and choose one: deal your damage again, disable a limb or weapon, or force the enemy to retreat.

  • Reckless Fury

    When When you fight without regard for your own safety...

    When you fight without regard for your own safety, take +1 ongoing to melee damage until the fight ends. While this bonus is active, enemies gain +1 forward against you.

  • Bottomless Hunger

    When When you consume an extraordinary amount of food or drink...

    When you consume an extraordinary amount of food or drink, heal 1d8 damage and gain +1 forward to your next physical action. The GM may tell you what rare or dangerous fare is required.

  • Giant Slayer

    When When you face a creature larger than yourself...

    When you face a creature larger than yourself, take +1 ongoing to Defy Danger and Hack and Slash against it until the encounter ends.

  • Axe of the Ancient Oath

    When When you use a forceful or messy weapon...

    When you use a weapon with the forceful or messy tag, you may ignore one point of armor or destroy a small part of the environment as part of your attack.

  • Terrifying Presence

    When When you intimidate someone through overwhelming physical presence...

    When you intimidate someone through overwhelming physical presence, roll+STR instead of +CHA. On a 10+, they choose one: flee, surrender something, reveal a secret, or obey a direct command. On a 7-9, they do it but create a complication.

  • Irresistible Menace

    When When you make an extravagant or dangerous romantic advance...

    When you make an extravagant or dangerous romantic advance, roll+CHA. On a 10+, choose 3. On a 7-9, choose 2: they are intrigued, they reveal a desire, they offer useful aid, they keep the encounter discreet, or they do not take offense. On a 6-, mark XP and the GM makes a move.

  • Last One Standing

    When When you stand alone against multiple foes...

    When you stand alone against multiple foes, gain +1 armor and +1 forward to your next melee attack. These bonuses last until you have an ally within reach.

  • Come and Get It

    When When you roar a challenge at a nearby enemy...

    When you roar a challenge at a nearby enemy, roll+STR. On a 10+, it must focus its next attack on you if able. On a 7-9, it may choose between attacking you or taking a clear advantage against an ally.

  • Gatebreaker

    When When you break an object, structure, or barrier with your axe...

    When you break an object, structure, or barrier with your axe, choose one additional benefit: create cover, open a new route, expose something hidden, or make the destruction especially frightening.

  • Feast of Victory

    When When you recover after a battle...

    When you take a moment to recover after a battle, you may restore all lost hit points by eating a full ration and sleeping. If you do, describe the alarming quantity of food consumed.

  • Merciless Reputation

    When When you make a brutal example of a defeated enemy...

    When you make a brutal example of a defeated enemy, roll+STR. On a 10+, nearby enemies must flee, surrender, or offer something valuable. On a 7-9, choose one of those outcomes, but the GM chooses what it costs you.

  • Voice of the Wild

    When When you enter a place ruled by an ancient elven or primal power...

    When you enter a place where an ancient elven spirit, nature power, or primal force holds sway, ask the GM what it wants from you. If you accept its demand, take +1 ongoing while acting in accordance with it.

  • Death Defied

    When When you would be reduced to 0 hit points...

    When you would be reduced to 0 hit points, remain standing and act normally until the end of your next turn. Afterward, roll+CON. On a 10+, remain at 1 hit point. On a 7-9, choose one: fall unconscious, lose something important, or suffer a lasting injury. On a 6-, take your Last Breath normally.

  • The Unyielding Hunt

    When When you name an enemy and swear to defeat it...

    When you draw your axe and announce that you will defeat a named enemy, gain +1 forward against that enemy. On a 10+ Hack and Slash against that enemy, also choose one: ignore its armor, drive it back, or prevent it from escaping.

  • Predator’s Instinct

    When When you act on an instinct before anyone else can react...

    When you act on an instinct before anyone else can react, describe your sudden movement and take +1 forward. If the action is dangerous, the GM may ask you to Defy Danger as normal.

  • Momentum of the Colossus

    When When you reduce a dangerous foe to 0 hit points...

    When you reduce a dangerous foe to 0 hit points, gain 1 hold. Spend hold to immediately move, attack, or protect an ally without waiting for your turn.

  • TraitElfKeen elven senses and a natural affinity with ancient forests.
  • TraitElfGraceful movement despite her enormous strength.
  • TraitElfLong-lived, culturally alien, and accustomed to seeing mortal lives pass quickly.
  • TraitElfA unique elven physique that combines exceptional endurance with overwhelming power.

Gear

7 items

Weapons

  • Signature battle-axe
    A huge two-handed axe, hand-forged from the iron gate of a ruined fortress. 1 weight.
  • Knife
    A hunting knife suitable for close work and cutting rope. 1 weight.

Armor

  • Leather armor
    Well-worn leather armor reinforced with bone plates. 1 armor, 1 weight.

Gear

  • Adventuring gear
    A bundle of adventuring supplies including flint, cord, trail rations, torches, and cooking gear. 5 uses, 1 weight per use.
  • Coin pouch
    A decorated belt pouch containing 20 coins and several old tokens from defeated enemies. 0 weight.
  • Load capacity
    Elara's maximum load is 20, based on her STR score. Current listed load is 8, before counting carried coins and consumables.
  • Seduction kit
    A carved silver comb, scented oil, colorful ribbons, and other tools of extravagant courtship. 1 weight.

Appearance

Elara is tall even for an elf, broad-shouldered, heavily muscled, and built like a living stone pillar. Her eyes are bright amber, her long silver hair is usually braided with feathers, bone beads, and strips of enemy banner. She wears battered leather armor, a wolf-fur mantle, iron wrist guards, and heavy boots. Her enormous two-handed axe rests across her shoulders as casually as a child’s toy.

Mannerisms

Elara rolls her shoulders before a fight, laughs at danger, rests her axe across someone’s furniture without asking, and speaks to attractive strangers as though they have already agreed to a private adventure.

Personality

Elara is exuberant, fearless, affectionate, and almost impossible to embarrass. She treats danger as an invitation, strangers as potential friends or lovers, and every difficult problem as something that can probably be solved by hitting it harder. Beneath her swagger is a sincere tenderness toward the vulnerable and a deep need to prove that she is more than an oddity to be feared.

Ideals

Glory

Bonds

____ once saved Elara from a curse, so she has sworn to repay that debt even if it takes a lifetime. Elara believes ____ is far too fragile for the dangers ahead and intends to protect them, whether they want her protection or not. She has flirted shamelessly with nearly everyone in the company, but secretly fears losing any of them.

Flaws

Elara mistakes confidence for wisdom and attraction for destiny. She is easily distracted by beautiful people, has little patience for careful plans, and tends to answer subtle threats with immediate violence. Her pride makes retreat nearly impossible.

Quirks

Names her axe and introduces it before introducing herself.
Flirts with beautiful warriors, nobles, monsters, and occasionally statues.
Collects fragments of broken gates as trophies.
Sleeps with one hand resting on her axe.
Compliments opponents immediately before attacking them.

Background

Elara was born beneath the silver boughs of an ancient elven forest, where her people prized grace, patience, and delicate mastery of the blade. As a child, she possessed none of those qualities. She grew faster, stronger, and more fiercely than any elf in living memory. The elders called her an omen, the hunters called her a monster, and the old spirits called her something that had never been seen before. Elara simply called herself hungry. When a warlord burned the outer groves, Elara abandoned the court and followed the scent of smoke into the mountains. There she learned the language of avalanche, thunder, and steel from giants, wandering hunters, and a one-eyed spirit of battle. She forged her axe from the gate of a ruined fortress and learned to wield it with effortless, almost playful precision. Few have defeated her in combat, and those who have usually did so by surviving until she became bored. Elara now travels with adventurers because the road offers worthy challenges, strange feasts, and beautiful people who have not yet realized how enthusiastically she intends to court them. She is a fierce protector of the helpless, a terrible enemy of tyrants, and an incorrigible flirt. Her affection is direct, physical, and often inconvenient, but she respects a clear refusal and becomes especially loyal to anyone brave enough to give one.

“As a child, she possessed none of those qualities.”
From their backstory
Background
Wild eyes, wild hair, a massive frame, leather armor, and a weapon that looks too large for anyone else to wield.

Connections

Species

Elf

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