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Xochimey - AI-generated fantasy Character

Xochimey

Human · Barbarian · Level 1 · Wild eyes, wind-tangled hair, lean powerful body, leather armor, and an appetite for danger.

Xochimey

Restless, cheeky, fearless, and warmly irreverent.
ACNone
HP18/18
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 18 · normal
AlignmentChaotic GoodGenderWomanAge26
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, worn as a flexible harness and skirt of overlapping hide strips

Weapons

Great weapons,
Simple melee weapons,
Thrown weapons used as improvised or secondary arms

Languages

Common

Features

17 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, deal your damage, and avoid danger. On a 7-9, choose one: move to get the shot, take what you can get, or reduce your ammo by 1.

  • 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. 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, spend hold to choose an option: redirect an 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 it.

  • 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 you will do what they want. On a 7-9, they will do it, but need some concrete assurance or proof first.

  • Musclebound

    When When you use pure strength to destroy an inanimate obstacle

    When you use pure strength to destroy an inanimate obstacle, roll+STR. On a 10+, choose three. On a 7-9, choose two: It doesn’t take a very long time, nothing of value is damaged, it doesn’t make an inordinate amount of noise, you can fix the thing again without a lot of effort.

  • Herculean Appetite

    When When you consume a ration

    When you consume a ration, you may consume one additional ration and describe how your appetite is satisfied. If you do, take +1 forward to your next roll involving physical exertion or endurance.

  • Unencumbered, Unencumbered

    When Whenever you wear armor or determine your encumbrance

    You are not encumbered by armor you wear, regardless of its weight. You also ignore the clumsy tag on armor.

  • What Are You Waiting For?

    When When you enter a dangerous situation

    When you enter a dangerous situation, roll+CHA. On a 10+, name something you were expecting and prepare for it. On a 7-9, the GM will tell you what you should have expected.

  • Smash!

    When When you deal damage with a melee weapon

    When you deal damage with a melee weapon, you may deal +1d6 damage but expose yourself to the enemy’s attack. If you do, the enemy makes an attack against you.

  • Mark of Might

    When When you make a show of strength

    When you make a show of strength, roll+STR. On a 10+, choose two. On a 7-9, choose one: impress, frighten, or inspire someone who witnesses it.

  • Human Heritage

    When When you pray to a human deity

    When you pray to a human deity, it grants you some boon or sends you a sign. The GM tells you what.

  • TraitHumanAdaptable human traveler
  • TraitHumanKeen observer of unfamiliar customs
  • TraitHumanDetermined survivor of roads, ruins, and wild country

Gear

6 items

Weapons

  • Great weapon
    A massive two-handed blade, close, +1 damage, 2 weight. Part of the weapon is wrapped in faded caravan cloth.

Armor

  • Leather armor
    Flexible hide armor, 1 armor, 1 weight. It is cut for movement and tied rather than buckled.

Gear

  • Adventuring gear
    A sturdy belt pouch containing trail food, flint, cord, chalk, a whetstone, and other basic supplies, 5 uses, 1 weight.
  • 5×
    Dungeon rations
    Dried meat, flatbread, nuts, and fruit sufficient for five meals, 1 weight total.
  • Caravan charm
    A red-thread charm from her old caravan, worn around her wrist. It has no special mechanical effect but is deeply meaningful.
  • Load capacity
    Starting load is 10, based on STR 10. Current listed load is approximately 5.

Appearance

A tall, athletic human woman with sun-browned skin, bright hazel eyes, and thick black hair usually tied with red thread. She wears a narrow woven crop top, a short practical loincloth, leather bracers, and a battered belt, favoring freedom of movement over modesty or convention. She carries herself boldly, takes up space without apology, and smells faintly of woodsmoke, crushed herbs, and rainwater.

Mannerisms

She lounges wherever she can, stretches like a hunting cat before a fight, and answers solemn questions with a crooked grin. She is unconcerned by ordinary bodily functions and treats private embarrassment as a social superstition. When challenged, she often responds with a theatrical bow, a wink, or an outrageous joke.

Personality

Restless, cheeky, fearless, and warmly irreverent. Xochimey loves open skies, strange ruins, spontaneous adventures, and people who can laugh at themselves. She is comfortable with her body and casual about customs others consider private, though she respects a clear boundary when someone states one. Beneath the bravado is a keen observer who notices fear quickly and cannot stand to see the powerful use it against the helpless.

Ideals

Glory

Bonds

____ once trusted me with a secret, and I will defend that secret even if it costs me everything. I owe ____ a debt for standing beside me when my recklessness went too far. I intend to drag ____ somewhere beautiful after this adventure, whether they think they want to go or not.

Flaws

She confuses freedom with refusing advice, treats danger like an invitation, and can be deliberately provocative when she feels ignored. Her curiosity regularly outruns her judgment.

Quirks

Bathes outdoors whenever there is clean water and a little privacy.
Names particularly impressive weapons, trees, and cooking fires.
Makes outrageous jokes at tense moments to see who is still brave enough to laugh.
Refuses to whisper when a normal speaking voice would do.

Background

Xochimey was born among a wandering human caravan that crossed old roads, river valleys, and half-forgotten borderlands. From childhood, she learned that every camp had rules, but that most rules existed because someone was afraid of what would happen without them. She became a superb climber, hunter, dancer, and brawler, with a sharp mind for ruins and an even sharper instinct for finding the quickest route out of trouble. She left the caravan after rescuing a group of frightened travelers from a bandit toll road. Rather than settle down afterward, she joined adventurers because ruins promised secrets, danger, hot meals, and new stories. Xochimey treats embarrassment as a weapon, discomfort as a challenge, and freedom as a responsibility. She is irreverent about bodily habits and social expectations, but fiercely protective of anyone being bullied, imprisoned, or forced to live by another person's chains.

“From childhood, she learned that every camp had rules, but that most rules existed because someone was afraid of what would happen without them.”
From their backstory
Background
Wild eyes, wind-tangled hair, lean powerful body, leather armor, and an appetite for danger.

Connections

Species

Human

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