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Tajudeen Kurogane - AI-generated fantasy Character

Tajudeen Kurogane

Human · Fighter · Level 1 · Scarred eyes, close-cropped hair, battered chainmail, and a practical red sash

Tajudeen Kurogane

Quietly protective, patient with frightened people, and stubborn in the face of cruelty.
ACNone
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 18 · normal
AlignmentGoodGenderManAgeThirty-two
STR
DEX
CON
INT
WIS
CHA

Armor

Chainmail, 1 armor, 1 weight,
Shield, 1 armor, 2 weight

Weapons

Military weapons,
Crossbow,
Shield

Languages

Common

Features

14 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 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, 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 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, 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 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, you may spend hold, one for one, 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. The GM may ask you 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? Who is really in control here?

  • 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 promise what they want. 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 bend, lift, or break something

    When you bend, lift, or break something made of metal, stone, or similar material, tell the GM what you are trying to accomplish and roll+STR. On a 10+, you do it. On a 7-9, you do it, but choose one: it takes a long time; something breaks; someone notices; or you suffer harm.

  • Armored

    When Whenever you wear armor with the clumsy tag

    You ignore the clumsy tag on armor you wear.

  • Signature Weapon

    When When you fight with your signature weapon

    Your signature weapon is a military sword. Describe its appearance and choose two enhancements: precise, messy, terrifying, or versatile. Your signature weapon is personal to you, and you may not simply replace it without consequence.

  • A Place of Your Own

    When When you enter a civilized settlement

    When you enter a civilized settlement, you can find a place to stay, a meal, and basic care for yourself and your companions, unless the settlement has a reason to refuse you.

  • TraitHumanAdaptable and resilient
  • TraitHumanAt home among many cultures and communities
  • TraitHumanCan find shelter and basic hospitality in civilized settlements

Gear

8 items

Weapons

  • Military sword
    Close, reach, 1 weight. A broad, single-edged sword with a reinforced spine.
  • Crossbow
    Near, 2 weight. A compact crossbow with a leather case of bolts.

Armor

  • Chainmail
    1 armor, 1 weight. Load limit is 8.
  • Shield
    1 armor, 2 weight. When you defend, add the shield's armor to your armor.

Gear

  • 3×
    Bolts
    3 ammo, 1 weight.
  • Dungeon rations and adventuring gear
    Adventuring gear, 1 weight. Flint, steel, cord, oil, and simple repair tools.
  • Family sash
    0 weight. A red wool sash inherited from my father.
  • Load note
    Starting load: 8. Current listed load: 8, before counting coins or additional gear.

Appearance

Human, square-jawed, close-cropped black hair, watchful brown eyes, broad shoulders under battered chainmail, practical trousers, and a red wool sash tied at the waist. When he laughs, one prominent lower canine shows through the gap between his front teeth. He repeatedly checks the knot of his sash whenever he is thinking.

Mannerisms

He squares his shoulders before speaking, checks the knot of his sash when anxious, and gives a short nod instead of saying thank you.

Personality

Quietly protective, patient with frightened people, and stubborn in the face of cruelty. He listens before acting, but once he decides someone is being abused, his restraint becomes a very short fuse.

Ideals

Glory

Bonds

____ once pulled me from a collapsing ruin, and I will not abandon them while I still draw breath. I owe ____ the truth about what happened to my former company. I trust ____ to watch my back, though I will never admit how much I rely on them.

Flaws

He mistakes endurance for virtue and keeps standing long after retreat would be wiser. He is deeply uncomfortable receiving help, especially from people he believes he should protect.

Quirks

Counts doorways and windows when entering a room.
Keeps the best portion of food for whoever is most tired.
Practices drawing his sword silently before sleeping.

Background

Tajudeen Kurogane was born above his mother's cooperage in a crowded river district where every family knew the sound of every other family's hammer. His father taught him to read wood grain and measure a stave by touch, but Tajudeen was always drawn to the watch barracks across the canal. He admired the guards who stood between ordinary people and the violence that preyed on them, even when those guards were tired, frightened, or badly paid. He joined a caravan guard company before he was old enough to grow a proper beard. The work taught him that courage was less about charging first than about remaining where others needed you. During a disastrous crossing through the red marshes, his captain abandoned the wagons and left three companions behind. Tajudeen returned for them, holding a flooded causeway against creatures that moved beneath the water. He survived, but the company broke apart afterward. Now he travels with adventurers, seeking a kind of glory that is not applause. He wants his name to mean that someone stood firm when it mattered.

“His father taught him to read wood grain and measure a stave by touch, but Tajudeen was always drawn to the watch barracks across the canal.”
From their backstory
Background
Scarred eyes, close-cropped hair, battered chainmail, and a practical red sash

Connections

Species

Human

Media

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