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Sally Jackson - AI-generated fantasy Character

Sally Jackson

Human · Bard · Level 1 · Wild eyes, clever smile, practical clothes, and a battered instrument kept close at hand.

Sally Jackson

Warm, perceptive, and quietly stubborn.
ACNone
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 14 · normal
AlignmentNeutralGenderWomanAge45 years old
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, 1 weight

Weapons

Rapier, close, precise, 1 weight,
Musical instruments used as bardic implements

Languages

Common,
Celestial,
Aquan

Features

15 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 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, placing yourself in danger as the GM describes; you have to take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammunition 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. 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 defending, you may spend hold to redirect an attack from the thing you defend to yourself, halve the attack’s effect or damage, or open up the attacker to an ally, giving that ally +1 forward against the attacker.

  • 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? 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 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 right now.

  • Arcane Art

    When When you weave a performance into a basic spell.

    When you weave a performance into a basic spell, choose an ally and an effect: heal 1d8 damage; +1 forward to their next roll; or they are enchanted by your performance and may use your spell as if it were their own. Then roll+CHA. On a 10+, the effect occurs. On a 7-9, the effect occurs, but you draw unwanted attention or put yourself in a spot, as the GM describes. On a miss, you lose control of the magic and the GM makes a move.

  • Bardic Lore

    When When you first encounter an important creature, location, or object in your chosen area of expertise.

    Choose one area of expertise: Spells and Magicks; The Dead and Undead; A History of the World; A History of the Gods; The Planes of Existence; or Monsters. When you first encounter an important creature, location, or object in that area, you may ask the GM any one question about it. The GM will answer truthfully.

  • Charming and Open

    When When you speak frankly with someone.

    When you speak frankly with someone, you can ask their player a question about them. They must answer truthfully, then they may ask you a question about you.

  • A Port in the Storm

    When When you return to a civilized settlement you have visited before.

    When you return to a civilized settlement you have visited before, tell the GM when you were last here. The GM will tell you how it has changed since then.

  • A Human Touch

    When When you enter a settlement.

    Once per session, when you enter a settlement, ask the GM who is the most famous person there. The GM will answer truthfully.

  • TraitHumanVersatile and adaptable
  • TraitHumanExperienced in the customs of many communities
  • Human Bard racial moveHumanonce per session, when entering a settlement, ask who is the most famous person there

Gear

7 items

Weapons

  • Rapier
    A dueling blade with the close and precise tags, 1 weight

Armor

  • Leather armor
    Protective but light armor, 1 armor, 1 weight

Tools

  • Lute
    A finely made traveling instrument, chosen to carry songs across great distances, 0 weight

Gear

  • 5×
    Dungeon rations
    Preserved food for five meals, 1 weight
  • Bag of books
    A collection of mythic histories, sea charts, rebel pamphlets, and handwritten songs, 2 weight
  • Load capacity
    Starting load is 8, based on STR 8. Current listed load is 5.

Purse

  • 3×
    Coin
    The remaining coins from a lifetime of travel and cautious saving

Appearance

Sharp-eyed, weathered, and dignified, with long dark hair streaked with silver, a strong but lean body, and practical traveling clothes beneath a worn leather coat. She carries herself like someone who has survived both palaces and storms.

Mannerisms

Sally hums under her breath when anxious, taps rhythms against her instrument, and studies every exit before sitting down. When challenged, she smiles first and answers with a question.

Personality

Warm, perceptive, and quietly stubborn. Sally listens more than she speaks, remembers every kindness and betrayal, and uses humor to keep fear from taking control. She wants people to choose their own paths, even when those choices lead them away from her.

Ideals

Neutral: Avoid a conflict or defuse a tense situation.

Bonds

____ has seen the best in me when I could only see the worst, and I will not abandon them to the same forces that shaped Perseus. I suspect ____ knows more about the rebellion than they have admitted, and I intend to learn the truth before choosing a side. I will protect ____ from Perseus if necessary, even if they hate me for it.

Flaws

Sally is fiercely independent to the point of isolation. She hides fear behind wit, distrusts offers of protection, and may mistake accepting help for surrendering her freedom. Her love for Perseus can make her hesitate at the moment when decisive action is most needed.

Quirks

Collects sea glass and keeps the most unusual pieces in her instrument case.
Changes familiar lyrics to quietly mock pompous gods and generals.
Never sleeps with her back to an open door.
Knows the names of every ship she has ever traveled on.

Background

Sally Jackson was born far from courts, temples, and the grand designs of gods. She learned early that freedom was rarely given freely, especially to someone who had caught the attention of Poseidon. The sea god offered her an easy life beneath the waves, a palace untouched by age, and protection from every mortal hardship. Sally refused. She chose the uncertain world above, because even a difficult life was still hers to command. When Perseus was born, Sally believed she could protect him by keeping him away from the powers that claimed him. She raised him with stories, songs, and hard-earned wisdom, teaching him that courage meant more than obedience. Now her son has severed ties with the Greeks and appears to be gathering a military faction devoted to conquering the mortal world in the name of the gods. Sally sees the frightened child beneath the commander, but she also sees the danger he is becoming. Her greatest fear is that love will become an excuse for surrender. The rebels led by the girl who betrayed Perseus may offer a path to resist him, but joining them could mean giving up the freedom she sacrificed everything to preserve. Sally travels with adventurers because she needs allies, witnesses, and perhaps the courage to stand between her son and the world before it is too late.

“She learned early that freedom was rarely given freely, especially to someone who had caught the attention of Poseidon.”
From their backstory
Background
Wild eyes, clever smile, practical clothes, and a battered instrument kept close at hand.

Connections

Species

Human

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