Marek Qhapaq
Marek Qhapaq
Sheet
AC 18 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
You regain hit points equal to 1d10 + your fighter level as a bonus action. Once used, this feature cannot be used again until you finish a short or long rest.
Always on
- Ability Score IncreaseHumanEach of your ability scores increases by 1.
- AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
- AlignmentHumanHumans tend toward no particular alignment. The character is True Neutral.
- SizeHumanMedium.
- SpeedHumanYour base walking speed is 30 feet.
- LanguagesHumanYou can speak, read, and write Common and one additional language of your choice.
- Ship's PassageSailor
You can secure free passage on sailing ships for yourself and your adventuring companions in exchange for performing work aboard ship. You are recognized as a fellow sailor and can usually obtain basic assistance from other sailors.
Gear
12 itemsWeapons
- LongswordMartial melee weapon, 1d8 slashing damage, versatile 1d10, no ammunition or loading properties.
- LongbowMartial ranged weapon, 1d8 piercing damage, range 150/600, ammunition, heavy, two-handed.
- Club, belaying pinSimple melee weapon, 1d4 bludgeoning damage, light, thrown range 20/60. Used as a sailor's belaying pin.
Armor
- Chain mailHeavy armor, Armor Class 16. Disadvantage on Dexterity (Stealth) checks. Requires Strength 13 to avoid a 10-foot reduction in speed.
- ShieldGrants a +2 bonus to Armor Class while wielded.
Gear
- 20×ArrowsAmmunition for the longbow.
- Silk ropeSilk rope, 50 feet long.
- Lucky charmA small token from a former shipmate, carried for luck.
- Common clothesA set of ordinary clothes suitable for travel and shipboard work.
- PouchA small leather pouch containing starting currency.
- Dungeoneer's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
Purse
- 10×Gold piecesStarting currency from the sailor background.
Appearance
A broad-shouldered human man with sun-browned skin, dark hazel eyes, and thick black hair usually tied back with a faded red cord. His hands are unmistakably those of a sailor, with rope-burned palms, blunt nails, and knuckles polished smooth by years of work. He wears a well-maintained chain shirt beneath a salt-stained blue coat, patched trousers, and a single over-cared-for silver earring taken from a long-lost shipmate. His clothes are practical but worn with theatrical confidence, and his rakish smile suggests that every danger is either a joke or an invitation.
Mannerisms
Marek leans against walls and ship rails as though the world were built for him to lounge upon. He rolls a coin across his knuckles when thinking, tips an imaginary hat to attractive or dangerous people, and speaks to officials with exaggerated courtesy. When genuinely angry, his smile becomes perfectly still and his voice drops into the calm cadence he used to give orders during storms.
Personality
Charming and rakish, Marek treats danger as a dance partner and authority as an overly serious audience. He is quick with gallantry, playful insinuation, and irreverent jokes, but his flippancy conceals a deeply sincere empathy. He dislikes cruelty more than he loves adventure, and beneath the swagger is a disciplined sailor who notices every change in wind, mood, and escape route.
Ideals
Freedom. No uniform, title, decree, or law gives one person the right to own or break another. A free life is worth risking everything to defend.
Bonds
I will return for the sailors who were seized from my old crew, even if the law calls them property and the powerful call the matter settled.
Flaws
I cannot resist mocking authority, even when silence would keep my companions safe. I also mistake confidence for invulnerability and will take a foolish risk rather than admit that I am frightened or outmatched.
Quirks
Background
Marek Qhapaq was born in a crowded harbor district where human dockworkers, merchants, soldiers, and sailors all learned to speak three languages before they learned to trust anyone. His mother kept accounts for a shipping house, while his father served as a deckhand and occasional navigator. Marek inherited his mother's quick arithmetic and his father's instinct for wind, rope, and tide. He found that a charming grin opened more doors than a shoulder ever could, though he kept the latter ready in case the former failed. By his late teens, he had become a ship's hand, then a boatswain's assistant, earning a reputation for climbing rigging in storms and talking his way past men who had every reason to throw him overboard. His life changed when a coastal magistrate seized his vessel under a fraudulent wartime decree and sold several crewmen into forced labor. Marek's protests earned him a night in irons and a beating from the magistrate's guards, but his defiance also inspired half the crew to resist. He escaped with a handful of sailors during a squall, carrying only a sword, a navigator's kit, and the names of those left behind. Now he travels as a fighter, taking work wherever it offers a chance to protect the powerless, embarrass a pompous official, or put a blade between an honest person and a bully. He jokes about nearly everything, especially danger, but the humor is armor over a sincere and painful compassion. He wants freedom for himself, yet he is incapable of ignoring anyone whose freedom has been stolen.
“His mother kept accounts for a shipping house, while his father served as a deckhand and occasional navigator.”
- Background
- Sailor
Connections
Species
Human
Media
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