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Frank Zhang - AI-generated fantasy Character

Frank Zhang

Human · Semi-Deus · Level 1 · Hard eyes, dark hair, a strong body, battered legionary armor, a red cloak, and a charred wooden stick kept constantly within reach.

Frank Zhang

Frank is deeply loyal, patient, and protective.
ACNone
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 11 · normal
AlignmentChaotic GoodGenderMaleAge19 years old
STR
DEX
CON
INT
WIS
CHA

Armor

All armor and shields. Dungeon World armor reduces damage taken rather than determining Armor Class.

Weapons

Simple weapons,
Martial weapons,
Gladius,
Shield

Languages

Common,
Imperial Latin

Features

16 features

Bonus action

  • God-Touched Strike

    When When you spend Divine Force to empower your next weapon hit.

    As a bonus action, spend 1 Divine Force point to empower your next weapon hit this turn. On a hit, it deals an extra 1d6 damage and applies your Blood Dominion Gift. This is a supernatural class move, not spellcasting.

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 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 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 and deal your damage. On a 7-9, choose one: you have to move to get the shot, you have to take what you get and deal -1d6 damage, or you have to take several shots and reduce your ammo by one.

  • 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 appropriate 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. 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 the thing you defend is attacked, spend hold to choose one: redirect the attack 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 the information.

  • 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 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 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 before they do.

  • Divine Physique

    When Always active.

    You gain a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons. Choose one skill from Athletics, Acrobatics, Intimidation, Medicine, Nature, or Perception. For this Dungeon World conversion, Frank's trained battlefield skill is Athletics.

  • Divine Dominion

    When When you invoke the supernatural inheritance of your divine blood.

    Choose Blood as your Divine Dominion. You gain the Blood Dominion Gift and a pool of Divine Force points equal to your proficiency bonus. You regain all expended points when you finish a long rest. At level 1, Frank has 0 Divine Force points because this Dungeon World conversion uses a neutral proficiency bonus.

  • Blood Dominion Gift

    When When God-Touched Strike hits a target.

    Blood Dominion Gift: when God-Touched Strike empowers a weapon hit, the target is marked by divine blood. The GM describes the visible sign of Mars's inheritance, and Frank gains a clear tactical advantage against that target. The gift is supernatural and does not use spell slots.

  • Mortal Bond

    When When the bonded life-stick is lost, threatened, or separated from Frank.

    As a human with divine ancestry, choose one weapon or item that represents your mortal identity. Frank has a mystical bond with his burning life-stick. It cannot be casually misplaced, and when it is threatened he knows the direction of its location.

  • Shifting Blood

    When When Frank changes shape using his divine inheritance.

    Frank can briefly assume the shape of a mundane animal or another form of similar physical scale. The transformation is guided by his divine blood, lasts until he chooses to return, and cannot create equipment, bypass a dangerous situation without risk, or sever the bond to his life-stick. The GM may call for Defy Danger when the form creates a meaningful complication.

  • TraitHumanVersatile mortal heritage.
  • TraitHumanCan bond deeply with companions and adapt to unfamiliar cultures.
  • TraitHumanCarries divine potential without losing his human conscience.

Gear

7 items

Weapons

  • Gladius
    A broad gladius suitable for close combat, 1 weight.

Armor

  • Legionary Shield
    A sturdy legionary shield, 2 weight. It can be used to block, defend, and protect nearby allies.
  • Legionary Armor
    Battered bronze-and-leather legionary armor, 2 armor and 3 weight.

Gear

  • Burning Life-Stick
    A charred wooden stick wrapped in leather. It is mystically bound to Frank's life and must be kept safe, 0 weight.
  • Red Legion Cloak
    A red military cloak bearing faded legion markings, 1 weight.
  • Soldier's Pack
    A soldier's pack containing rations, waterskin, flint and steel, bandages, and basic camp gear, 5 weight.
  • Load Capacity
    Starting load is equal to Frank's Strength score, 15. Current listed load is 11.

Appearance

Young, broad-shouldered, and powerfully built, with weathered bronze skin, dark brown eyes, and black hair usually tied back for battle. He wears battered legionary armor beneath a red cloak, carries a heavy gladius and shield, and keeps a charred wooden stick wrapped in leather close at hand. His posture is disciplined, but his expression is gentler than his martial bearing suggests.

Mannerisms

Frank checks the position of his life-stick whenever danger rises, rolls his shoulders before a fight, and instinctively places himself between danger and his companions. He speaks in measured, soldierly phrases until someone threatens a friend.

Personality

Frank is deeply loyal, patient, and protective. He listens before he speaks, prefers practical solutions, and tries to make room for mercy even when surrounded by warriors. Beneath his calm discipline is a young man constantly afraid that his divine blood makes him less human, so he measures himself by the choices he makes rather than the power he carries.

Ideals

Glory

Bonds

Perseus is my brother in all the ways that matter, and I will stand beside him even if his forgotten past makes him fear himself. I owe ____ my life after they trusted me with the truth about my burning stick. I will not allow ____ to become collateral damage in a war between gods or mortals.

Flaws

Frank is terrified that the life-sticks weakness will make him a liability to the people he loves. He can be stubbornly self-sacrificing, and when angered he sometimes reaches for violence before he has finished considering another path.

Quirks

Keeps the burning stick within reach even while sleeping.
Names every animal form before using it in serious combat.
Counts exits and allies whenever he enters a new room.

Background

Frank Zhang is the half-mortal son of Mars, born with a warrior's strength and a god's dangerous inheritance. His divine blood lets him reshape himself into animals and other forms, though every transformation reminds him that his life is tied to a burning stick he must carry. If the stick is destroyed, his own life may end with it. He treats the burden as both a secret and a reminder that power always demands a price. The legion gave Frank structure when his bloodline gave him fear. There he met Perseus, who treated him with respect instead of suspicion or ridicule, and helped train him until they advanced through the ranks together. Frank did not know Perseus before Perseus lost his memories, but that uncertainty has never weakened his loyalty. He considers Perseus a brother and remains at his side no matter what the past reveals, often serving as the steady moral counterweight to Perseus's more extreme or violent instincts. Frank fights like a soldier but thinks like a protector. He would rather end a conflict through courage, restraint, or clever positioning than through needless slaughter. Still, when friends are threatened, the blood of Mars answers quickly, and Frank must struggle to ensure that the god's fury serves mortal lives instead of consuming them.

“If the stick is destroyed, his own life may end with it.”
From their backstory
Background
Hard eyes, dark hair, a strong body, battered legionary armor, a red cloak, and a charred wooden stick kept constantly within reach.

Connections

Species

Human

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