Tsering Vardze
Tsering Vardze
Sheet
AC 0 · HP 18 · normalArmor
Weapons
Languages
Features
14 featuresAlways 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 do +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, deal your damage, and avoid choosing from the 7-9 options. On a 7-9, choose one: you have to move to get the shot, placing you 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 or suffer a calamity
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 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. So long as you remain in defense, when you or what you defend is attacked, you may spend hold 1-for-1 to choose an option: redirect an attack from the thing you defend 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. On a miss, the GM may reveal a mistaken or dangerous piece of information.
- Discern Realities
When When you study a situation or person carefully
When you study a situation or person carefully, 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?
- Parley
When When you have leverage on a character and manipulate them
When you have leverage on a character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise they will do something you ask. On a 7-9, they will do it, but they need some concrete assurance of your promise right now.
- Bend Bars, Lift Gates
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 3. On a 7-9, choose 2: it doesn't take a very long time; nothing of value is damaged; it doesn't make an inordinate amount of noise; you can fix the thing again without a lot of effort.
- Armored
When Whenever you wear armor or wield a weapon with the clumsy tag
You ignore the clumsy and noisy tags on armor you wear. You also ignore the clumsy tag on any weapon you wield.
- Signature Weapon
When When you fight with your signature weapon or Spout Lore about it
This is your weapon. Choose its base damage, range, and tags, then describe its appearance. It is yours alone, and you may name it. When you fight with it, add +1 to your damage. When you Spout Lore about it, take +1.
- Human Fighter
When Once per battle, when you roll damage
Once per battle, you may reroll a single damage roll. You must use the new result.
- TraitHumanAdaptable and persistent
- TraitHumanFamiliar with roads, toll stations, caravan customs, and common law
- TraitHumanOnce per battle, may reroll a single damage roll
Gear
6 itemsWeapons
- Signature sword, The MeasureA broad, slightly curved signature sword with a brass disk set into the pommel, damage d10, 1 weight, close, hand
Armor
- ChainmailChainmail shirt, 1 armor, 1 weight, noisy
Gear
- Adventuring gearA pack containing flint and steel, chalk, twine, and several mundane useful items, 5 uses, 1 weight
- 5×Dungeon rationsPreserved food for five rations, 1 weight
- Healing potionRestores 10 HP when imbibed, 0 weight
- LoadStarting load is 8. Current listed load is 4, leaving 4 capacity before becoming encumbered.
Appearance
A lean, long-limbed human with weather-darkened skin, close-cropped black hair, and a narrow red cord tied around one wrist. Her eyes go first to exits, hands, and weapon hilts whenever she enters a room. Before speaking, she draws a quiet breath through her nose and clears her throat once, as if arranging each word on a shelf. She wears battered chainmail beneath a russet wool coat and keeps her boots meticulously laced.
Mannerisms
She pauses before answering, clears her throat softly, and touches the red cord at her wrist whenever someone makes a promise. In unfamiliar rooms, her gaze quietly maps exits and possible weapons.
Personality
Quietly observant, practical, and difficult to impress. She respects people who keep promises under pressure and has a dry, understated sense of humor that appears only after danger has passed.
Ideals
Glory
Bonds
____ once trusted my judgment when everyone else panicked, and I will not allow that trust to be misplaced. I owe ____ a debt that cannot be settled with coin. If ____ breaks faith with the company, I will confront them before the matter poisons us all.
Flaws
She mistakes hesitation for hidden disloyalty and can become rigid when a situation demands improvisation. She would rather endure an unfair burden herself than admit she needs help.
Quirks
Background
Tsering Vardze was raised at a toll bridge where the road climbed from the low valleys toward the old mountain passes. Her family kept records, settled disputes, and collected lawful fees for a provincial magistrate who rarely visited. Tsering learned early that order was not the same as justice, but she also learned that frightened people trusted a firm voice and a written rule more readily than they trusted a sword. She became a soldier after a winter caravan was attacked beneath the bridge. The official report blamed bandits, though Tsering recognized the marks of soldiers wearing the magistrate's colors. She kept the ledger proving it, then vanished before the evidence could be burned. Now she travels as a sellsword and caravan guard, seeking the kind of authority that can survive being questioned. She fights with deliberate economy, protects agreements once made, and watches every lord, priest, and mercenary for the moment their law becomes an excuse.
“Her family kept records, settled disputes, and collected lawful fees for a provincial magistrate who rarely visited.”
- Background
- Hard eyes, cropped hair, a weather-darkened face, and a body trained for endurance rather than beauty. Wears chainmail under a russet coat.
Connections
Species
Human
Media
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