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Neptune - AI-generated fantasy Character

Neptune

Human · God · Level 15 · Wild eyes, black hair, sea-stained divine robes, a powerful build, and a bronze trident carried like a symbol of office.

Neptune

Majestic, possessive, and dangerously charismatic.
ACNone
HP91/91
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 91 · normal
AlignmentChaotic EvilGenderMaleAgeThousands of years old, appearing in his early 30s
STR
DEX
CON
INT
WIS
CHA

Armor

Divine protection, no conventional armor value; Neptune's supernatural body reduces no damage by default.

Weapons

Trident,
Simple weapons,
Weapons appropriate to divine or ceremonial service

Languages

Common,
Imperial Latin,
Ancient Greek,
Primordial,
Aquan,
The secret names of storms and sea monsters

Features

33 features

Bonus action

  • Lesser Miracle

    When When you cast a prepared level 1 or level 2 spell without using ordinary spell resources.

    Once per Long Rest, you may cast one prepared level 1 or level 2 spell without expending a spell slot. The spell must have a casting time of an action or bonus action. In Dungeon World, this miracle does not consume a spell resource beyond its once-per-rest limit.

  • Major Miracle

    When When you cast a prepared spell of level 3 or lower without using ordinary spell resources.

    Once per Long Rest, you may cast one prepared level 3 or lower spell without expending a spell slot. The spell must have a casting time of an action or bonus action.

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 and avoid their attack. On a 7-9, you deal your damage 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, roll+DEX. On a 10+, you have a clear shot and deal your damage. On a 7-9, choose one: you must move to get the shot, you must take what you can get, or you must spend ammunition. On a 6-, mark experience 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. On a 10+, hold 3. On a 7-9, hold 1. While you defend, spend hold to intercept an attack, halve the attack's effect, or deal damage to an attacker.

  • Spout Lore

    When When you consult your accumulated knowledge about something.

    When you consult your accumulated knowledge about something, roll+INT. On a hit, the GM will tell you something interesting and useful about the subject. On a 10+, the GM will give you a useful detail. On a 7-9, the GM will give you an interesting detail.

  • Discern Realities

    When When you closely study a person, situation, or location.

    When you closely study a person, situation, or location, 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 over someone and manipulate them.

    When you have leverage over someone 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 concrete assurance now.

  • Divine Spellcasting

    When When you invoke a prepared divine spell or cantrip through Charisma.

    You are a full caster. Prepare and cast divine powers through Charisma. You know three cantrips and prepare a number of God spells equal to your Charisma modifier plus your God level, subject to the campaign's agreed God spell list. In Dungeon World terms, when you cast a prepared spell, describe the miracle and resolve it as a move with the spell's stated effect, risk, and fictional requirements. You do not use spell slots.

  • Storm and Sea Portfolio

    When When you invoke your divine portfolio.

    Choose storm and sea as your portfolio. You gain the portfolio cantrip Call the Tide and may treat storms, oceans, earthquakes, horses, and sea-born monsters as subjects of divine authority. When you call upon this portfolio, the fiction may grant you permission to shape water, summon wind, command lesser sea creatures, or recognize divine disturbances.

  • Divine Authority

    When When you expend divine power to fuel a portfolio effect, Divine Rebuke, or miraculous defense.

    You have a number of Divine Authority uses equal to your proficiency bonus, 6 uses per Long Rest in the source class rules. Spend one use to invoke a portfolio effect, issue a Divine Rebuke, or fuel another God move. Divine Rebuke deals damage equal to 1d8 plus your Charisma modifier to a creature you can perceive, with the damage type chosen from lightning, thunder, or cold.

  • Portfolio Miracle

    When When you attempt a significant miracle related to storm, sea, earthquakes, horses, or monsters.

    When you call on the ocean, storm, earthquake, horse, or monster-father aspect of your divinity, roll+CHA. On a 10+, the miracle occurs with precise control. On a 7-9, it occurs but choose one: collateral damage, a visible omen, a debt owed to worshipers, or temporary loss of control. On a 6-, mark experience and the GM makes a move appropriate to an enraged god.

  • Immortal Constitution

    When When your divine nature protects you from hunger, thirst, exhaustion, or mortal frailty.

    Your divine body resists mortal frailty. You do not need food or drink, though you may consume them for pleasure or ceremony. You gain protection against ordinary mortal weakness and may endure conditions that would debilitate a human.

  • Radiant Dominion

    When When your spell or divine effect deals radiant, necrotic, thunder, or lightning damage.

    Your spells and Divine Authority effects ignore half cover. When you deal radiant, necrotic, thunder, or lightning damage, you may change one damage type to another type from that list.

  • Unyielding Divinity

    When When you fail a Constitution saving throw to maintain concentration on a spell.

    When you would fail a Constitution save to maintain concentration, you may expend one Divine Authority use and take radiant damage equal to twice your God level, 30 damage, to maintain concentration instead.

  • Divine Presence

    When When you suffer radiant or lightning damage.

    Your divine presence reaches beyond the Mist. You gain resistance to radiant damage and resistance to lightning damage, the additional type associated with your storm and sea portfolio.

  • Unveiled Form

    When When you expend Divine Authority.

    Whenever you expend Divine Authority, you gain a flying speed equal to your walking speed for 10 minutes, and your appearance becomes visibly supernatural, with storm clouds, seawater, divine light, or other signs of your portfolio.

  • Greater Dominion

    When When you encounter ordinary disease, extreme cold, drowning, or mundane underwater pressure.

    Your divine portfolio grants immunity to one common environmental threat. Neptune is immune to ordinary disease and the effects of extreme cold, drowning, and mundane underwater pressure.

  • Divine Refusal

    When When you fail a saving throw.

    Once per Long Rest, when you fail a saving throw, you may succeed instead. When you do, visible divine light erupts from you, and creatures of your choice within 10 feet take radiant damage equal to your God level, 15 damage.

  • Living Icon

    When When you or a friendly creature within 10 feet makes a death save or save against fear.

    Your worship becomes a shield. You and friendly creatures within 10 feet gain +1 to death saving throws and saving throws against being frightened. This bonus is based on your Charisma modifier, minimum +1.

  • Supreme Authority

    When When combat begins or when you use a Divine Authority effect.

    When you roll initiative and have no uses of Divine Authority remaining, regain one use. In addition, your Divine Authority effects can target one additional creature within range.

  • Sight Beyond the Mist

    When When you perceive deception or communicate with a creature that knows your divine name or title.

    You gain truesight out to 30 feet and can communicate telepathically with any creature that knows one of your names or titles within 120 feet.

  • Apotheosis

    When When you invoke your greatest prepared miracle.

    Once per Long Rest, you may cast one prepared spell of 5th level or lower without expending a spell slot, ignoring its material component if it has no listed cost. Afterward, regain all expended uses of Divine Authority.

  • A God Among Mortals

    When When you publicly bind your reputation to a mortal community.

    When you reveal your humanity to a mortal community, choose one person, place, or tradition within it. Until you abandon that community, you gain +1 forward when acting to protect or manipulate it, and it gains a reason to remember your name.

  • Trident of the Sea-King

    When When you use your trident as the focus for a storm, sea, horse, or earthquake command.

    When you use your trident to command water, weather, or a horse, roll+CHA. On a 10+, choose two. On a 7-9, choose one: the effect is swift, the effect is broad, the effect is precise, or no obvious sign reveals your involvement.

  • Favor of the Chosen Son

    When When you invoke Perseus's name to grant favor or protection.

    When you spend a moment naming Perseus before witnesses, choose one ally who hears you. They take +1 forward and cannot be surprised by a threat you have identified until the scene ends. If the ally is Perseus, they also gain temporary protection from the next source of damage, at the GM's discretion.

  • The Sea Cannot Be Restrained

    When When you threaten someone with the full weight of your divinity.

    When you make a threat backed by your divine reputation, roll+CHA. On a 10+, the target must choose: retreat, submit, or reveal what they fear most. On a 7-9, they may choose a fourth option, provoke your wrath and give the GM a hard move opportunity. On a 6-, your threat exposes a weakness or creates a dangerous rival.

  • Human Faith Made Flesh

    When When you adopt and embody a human culture or institution.

    Choose one human tradition, institution, or community. When you invoke its customs or symbols, you may pass as a respected member until your behavior proves otherwise. You gain +1 forward to Parley with those who honor that tradition.

  • Patron of Mortals

    When When you formally claim a human companion or community as yours to protect.

    When you take a moment to name a human companion as part of your household, court, crew, or family, they gain +1 forward when acting under your protection. If they betray that protection, you may immediately spend Divine Authority to mark them with a visible omen of your displeasure.

  • TraitHumanVersatile mortal form, capable of passing among human cultures and empires.
  • TraitHumanHuman faith, loyalty, and ambition can become vessels for divine influence.
  • TraitHumanMay invoke Roman customs and symbols to command respect among those who honor Rome.

Gear

7 items

Weapons

  • Neptune's Trident
    A divine bronze trident, 1 weight, bearing symbols of Roman authority and capable of channeling storm and sea miracles.

Gear

  • Divine Vestments
    Ceremonial sea-green mantle and scale-like divine vestments, 1 weight, protecting against wind and spray but providing no standard armor rating.
  • Portable Shrine
    A carved ivory horse charm and miniature shrine, 0 weight, used in rites to horses, storms, and the sea.
  • Divine Traveling Kit
    Rope, flint, wax tablets, bronze cups, preserved food, and travel necessities, 3 weight total.
  • Load Capacity
    Starting load is equal to STR score: 15. Current listed load is 5, leaving 10 remaining capacity.
  • Secret Imperial Signet
    A sealed imperial signet bearing Neptune's private design for Perseus's future reign.
  • Storm Cloak
    A heavy sea-blue cloak that always smells faintly of rain, 1 weight.

Appearance

Black hair, deep blue-green eyes, powerful athletic body, a weather-worn face that can shift from youthful to ancient, a sea-green mantle over scale-like divine armor, and a bronze trident always within reach.

Mannerisms

Speaks softly before disasters, addresses mortals as though they are already subjects, touches the prongs of his trident when angry, and becomes unnaturally still whenever someone mentions Perseus.

Personality

Majestic, possessive, and dangerously charismatic. Neptune can be generous when worship and loyalty flow toward him, but his kindness is conditional and his anger arrives like a tidal wave. He admires courage, especially in Perseus, and views compromise as something mortals use when they lack the power to take what they want.

Ideals

Divine Authority and Glory through Perseus's ascent to Imperator of Rome.

Bonds

____ has earned Neptune's protection by showing proper respect to the sea, and Neptune will punish anyone who betrays that bond. Neptune considers ____ a useful mortal instrument in Perseus's eventual rise, though he has not revealed the full extent of his plans. ____ reminds Neptune that even gods can be opposed, an irritation he has not yet decided whether to respect or destroy.

Flaws

Neptune's temper is catastrophic, and he mistakes fear for respect. He is possessive toward Perseus, contemptuous of mortal institutions, and willing to sacrifice thousands if the resulting devastation strengthens his chosen heir.

Quirks

Leaves droplets of seawater on dry stone when angry.
Calls every impressive horse a child of his blood.
Refers to earthquakes as reminders.
Silently counts ships whenever entering a harbor.

Background

Neptune is the Roman god of oceans, earthquakes, storms, and horses, a living force whose moods have reshaped coastlines and buried cities. He is also regarded as the father of monsters, and many creatures of the deep claim descent from his terrible and fertile power. Though he has existed for thousands of years, he usually wears the appearance of a commanding man in his early thirties, with black hair, deep blue-green eyes, and the calm menace of a sea that has not yet decided whether to rise. His favored child is Perseus, his semi-divine son, whose courage and growing glory have become Neptune's greatest source of pride. When Perseus chose loyalty to Rome over the Greeks, Neptune allowed his Greek aspect, Poseidon, to fade willingly, becoming wholly Neptune. Rome later turned against him after a natural disaster forced a costly relocation, but Perseus's victories and acclaim have brought Neptune a resurgence of worship. With that renewed strength, Neptune secretly works toward a single ambition: to see Perseus crowned Imperator of Rome, regardless of how many alliances, cities, or lives must be broken to achieve it.

“He is also regarded as the father of monsters, and many creatures of the deep claim descent from his terrible and fertile power.”
From their backstory
Background
Wild eyes, black hair, sea-stained divine robes, a powerful build, and a bronze trident carried like a symbol of office.

Connections

Species

Human

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