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Ketik Arvel - AI-generated fantasy Character

Ketik Arvel

Human · Remorseful Eye · Level 1 · Focused eyes, careful hands, patched coat, reinforced leather and brass plating

Ketik Arvel

Quietly attentive, dutiful, and painfully sincere.
ACNone
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 18 · normal
AlignmentGoodGenderAgenderAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Armor

Light armor, medium armor, and shields through Integrated Arsenal. Armor reduces incoming damage rather than improving armor class.

Weapons

Simple weapons,
Integrated weapons using Intelligence for attack and damage when appropriate

Tools

Tinker's tools,
One artisan's tool of choice: clockmaker's tools

Languages

Common,
Old Imperial,
Machine Cant

Features

16 features

Bonus action

  • The Eye That Listens

    When When you focus your central eye on a creature within 60 feet and release a gaze impulse

    As a bonus action, choose one creature you can see within 60 feet and make a ranged gaze attack using your Intelligence modifier. On a hit, deal 1d8 psychic damage and apply one effect from the Humiliating Revelations available to you: the target cannot take reactions until the start of its next turn, is pushed up to 10 feet, or has disadvantage on its next attack roll before the end of its next turn. In Dungeon World terms, describe the attack and roll +INT when the fiction triggers an attack. On a 10+, deal the damage and choose the effect. On a 7-9, deal the damage but the GM chooses a complication, such as drawing hostile attention, briefly exposing yourself, or spending 1 Gaze Charge. On a 6-, mark experience and the GM makes a move.

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 must move to get the shot, you must take what you can get and deal -1d6 damage, or you must expose yourself to danger as the GM describes.

  • 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 defending, when you or the thing you defend is attacked, you may spend hold 1-for-1 to choose: redirect the attack to yourself, halve the attack's effect or damage, open 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 biggest threat? What is the most valuable here? Who is really in control?

  • 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 need some concrete assurance of your promise right now.

  • Rebuilt Form

    When Whenever your body's unusual construction matters

    Your magitek body is Medium or Small, has a walking speed of 30 feet, and can function without eating, drinking, or breathing. Your visible central eye and eye-stalks remain biological and expressive.

  • Gaze Charges

    When When you rest and when you spend a Gaze Charge

    You gain a pool of Gaze Charges equal to your proficiency bonus plus your Intelligence modifier, minimum 2. At level 1, you have 2 Gaze Charges. You regain all expended charges after a long rest and regain one expended charge after a short rest.

  • Integrated Arsenal

    When When you use your built-in weapons, armor, shield, or tools

    You gain proficiency with light armor, medium armor, shields, simple weapons, tinker's tools, and one artisan's tool. You can use your Intelligence modifier instead of Strength or Dexterity for attacks made with your integrated weapons.

  • Human Adaptability

    When When you pause to assess a new danger and choose a practical way to assist

    When you enter a dangerous situation and calmly identify the safest way to help, ask the GM one question about an immediate threat, vulnerable person, or useful position. The answer is truthful, but may be incomplete or unsettling. Take +1 forward when acting on the answer.

  • Lessons of the Many

    When When you draw on a human custom, trade, or shared practical knowledge

    When you learn from a human community, craft, or profession, describe what ordinary people taught you and take +1 forward to use that knowledge in the current situation.

  • TraitHumanAdaptable and community-minded
  • TraitHumanHuman ingenuity expressed through practical learning
  • TraitHumanCan function socially among many cultures and institutions

Gear

8 items

Weapons

  • Integrated shock-baton
    A compact integrated shock-baton, close, precise, weight 1
  • Utility blade
    A short hooked blade, hand, weight 1

Armor

  • Rebuilt armor
    Reinforced leather coat and brass plating, armor 1, load 1
  • Braced shield
    A broad metal shield with a soft inner grip, armor 1, load 2

Tools

  • Tinker's tools
    Tinker's tools for repairing the magitek body, weight 1

Gear

  • Repair kit
    A coil of wire, lenses, clamps, and replacement plates, weight 1
  • Blue-glass lantern
    A sealed lantern that emits steady blue light, weight 1
  • Travel provisions
    Food, water, and ordinary camping supplies are unnecessary for Rebuilt Form. Maximum load is 16.

Appearance

A compact humanoid machine with a warm bronze shell, a visible central biological eye set in a protective brass housing, and four small expressive eye-stalks arranged around it. Their dark hair is cropped close on one side and left braided on the other. They wear a patched blue-gray coat over fitted leather and metal plates, with a shield harness across the back. Before speaking, they pause, draw a careful breath through a narrow grille in the throat, and quietly clear it. When rattled, the breath becomes quick and audible, while the eye-stalks fold inward like anxious fingers.

Mannerisms

Ketik pauses before answering, clears its throat through the grille, and angles its central eye toward whoever is speaking. Its eye-stalks track exits, weapons, and wounded companions even during ordinary conversation.

Personality

Quietly attentive, dutiful, and painfully sincere. Ketik listens as if every word might reveal a way to prevent another tragedy. It is gentle with frightened people, awkward with praise, and unexpectedly dry when discussing the limits of its own design.

Ideals

Redemption through service

Bonds

____ was the first companion to trust my warnings when everyone else saw only a weapon. I will not allow ____ to become collateral damage while I still have a functioning eye. I owe ____ an honest account of what I was built to do, even if the truth ends our friendship.

Flaws

Ketik overcorrects after mistakes, sometimes spending precious time protecting one person while a wider danger develops. It also assumes that every expression of fear or anger is evidence of its own failure.

Quirks

Counts exits and injured people whenever entering a room.
Keeps a small brass washer for every life it believes it failed to save.
Apologizes to doors, tools, and machines after forcing them open.

Background

Ketik Arvel was once the central organ of a siege-beast built to observe, calculate, and destroy. Its makers gave it a humanoid shell so it could walk among the people it was meant to conquer. For three campaigns, Ketik reported troop movements, identified weaknesses, and watched entire districts burn beneath the weapons its observations enabled. The machine was eventually captured by a band of salvagers who expected a dead weapon and found a living conscience instead. A village healer named Sada took responsibility for the thing in the shell. She taught Ketik names for grief, restraint, and apology, then helped rebuild its body from agricultural tools, battlefield scraps, and the remains of a broken automaton. Ketik now travels as a Remorseful Eye, using its terrible vision to protect those who cannot protect themselves. It does not believe service can erase what it did, but it believes every spared life is a debt paid in the only currency that matters.

“Its makers gave it a humanoid shell so it could walk among the people it was meant to conquer.”
From their backstory
Background
Focused eyes, careful hands, patched coat, reinforced leather and brass plating

Connections

Species

Human

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