Annabeth Chase
Annabeth Chase
Sheet
AC 0 · HP 10 · normalArmor
Weapons
Languages
Features
14 featuresBonus action
- God-Touched Strike
When When you empower a weapon hit with supernatural force.
As a bonus action, you can spend 1 Divine Force point to empower your next weapon hit this turn. On a hit, it deals an extra 1d6 damage and applies your Dominion Gift. Divine Force points currently available: 0, because this Dungeon World conversion uses the required neutral proficiency bonus of 0.
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 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 volley at an enemy at range, roll+DEX. On a 10+, choose 2. On a 7-9, choose 1: you must move to get the shot, you must take what you can get as damage, or you have to take several shots, reducing your ammunition by 1. On a 6-, mark ammunition and the GM makes a move.
- 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 relevant 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. So long as you remain in defense, you may spend hold to intercept an attack against the thing you defend, halve the attack’s effect or damage, or open 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. On a 6-, the GM may reveal a dangerous misconception or make a move.
- 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 3 questions from the list. On a 7-9, ask 1. 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 an enemy or danger? Who is really in control?
- Parley
When When you have leverage over someone and manipulate them.
When you have leverage over someone and manipulate them, roll+CHA. NPCs: on a 10+, they do what you ask if you first assure them that it is in their best interests. On a 7-9, they will do it, but they need some concrete assurance of your promise or opportunity. PCs: on a 10+, both choose one; on a 7-9, they choose one: you must first promise something they want, they must first convince you it is a good idea, or they need concrete assurance.
- Divine Physique
When Always, once you choose the Semi-Deus class.
You gain a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons. You also gain proficiency in one skill from Athletics, Acrobatics, Intimidation, Medicine, Nature, or Perception. In Dungeon World terms, your practiced talents are represented by your ability modifiers and moves rather than a separate skill list.
- Divine Dominion
When When you claim or invoke the supernatural authority of your chosen dominion.
Choose Water, Blood, Venom, or Earth as your Divine Dominion. You gain a Dominion Gift and a pool of Divine Force points equal to your proficiency bonus. You regain all expended points when you finish a long rest. Annabeth chooses Water, expressing her power through pressure, currents, drowning force, and the relentless patience of the sea.
- Human Versatility
When When you rely on a personally significant weapon or adapt to an unfamiliar challenge.
As a human, choose one weapon or item that is important to you. You may treat it as a trusted extension of your will, and the GM may ask what personal history or obligation binds you to it. Annabeth chooses her celestial bronze spear, a weapon carried through her separation from Perseus and her rejection of divine command.
- TraitHumanAdaptable mortal heritage
- TraitHumanCan learn quickly from unfamiliar cultures and dangers
- TraitHumanCarries the stubborn resilience of humanity despite divine blood
Gear
6 itemsWeapons
- Celestial Bronze SpearCelestial bronze spear, suitable for melee attacks, 1 weight.
Armor
- Reinforced Leather ArmorReinforced leather armor, 1 armor, 1 weight. Load limit is equal to STR score, currently 11.
- Bronze ShieldRound shield bearing an owl-and-wave emblem, 1 armor, 2 weight.
Gear
- Adventuring GearAdventuring gear containing flint and steel, trail rations, rope, and ordinary necessities, 5 uses, 1 weight.
- Map CaseA weatherproof map case containing annotated maps of ancient roads and divine sites, 1 weight.
- Owl PendantAn owl-shaped pendant inherited from her divine mother, 0 weight.
Appearance
Sharp gray eyes, long ash-blonde hair usually braided for battle, a lean athletic frame, and a severe, intelligent face. She wears reinforced leather armor beneath a blue-gray traveling cloak, carries a celestial bronze spear, and keeps a battered owl-shaped pendant near her heart.
Mannerisms
Studies every room before sitting, taps two fingers against her shield when thinking, and answers emotional questions with precise tactical observations. When angry, she becomes unnaturally calm.
Personality
Brilliant, disciplined, and fiercely protective, Annabeth believes every danger can be understood if she is given enough information. She is quick to organize others, slow to admit uncertainty, and deeply uncomfortable when compassion requires surrendering control. Beneath her confidence is a fear that without her plans, the people she loves will be sacrificed by someone more powerful.
Ideals
Glory through order, protection of mortals, and proving that wisdom can surpass inherited divine authority.
Bonds
I will protect ____ from the divine powers that once treated mortal lives as expendable. I owe ____ the truth about what happened between Perseus and me, even if admitting it destroys their faith in my judgment. I suspect ____ may become the leader I once tried to make Perseus into, and I will not repeat that mistake.
Flaws
Hubris is her fatal flaw. Annabeth assumes that superior reasoning gives her the right to direct other people, and she can mistake disagreement for ignorance or betrayal. Her bitterness toward the divine world makes her suspicious of genuine grace, forgiveness, and emotional truth.
Quirks
Background
Annabeth Chase was born beneath an uneasy conjunction of mortal ingenuity and divine wisdom. Her mother was a goddess of strategy and understanding, yet Annabeth never experienced that inheritance as a blessing. The divine world offered riddles instead of guidance, tests instead of affection, and grand principles that excused terrible consequences. She learned early that cleverness could protect the vulnerable, but she also learned to distrust anyone who claimed that destiny made their choices righteous. For a time, Perseus was the person who seemed to understand her. Their partnership became intimacy, and intimacy became a contest neither of them was willing to name. Annabeth loved his courage, his power, and the way legends bent around him. She also feared what that power made possible. Jealousy sharpened into manipulation, and she tried to guide Perseus by controlling the choices he believed were his own. She told herself that she was saving mortals from the whims of heroes and gods. When the truth became impossible to ignore, the relationship ended, leaving behind affection, resentment, and a wound that pride refuses to let heal. Now Annabeth travels with adventurers because the mortal world needs someone willing to challenge divine authority. She seeks a just order built on reason, preparation, and accountability, but her own hubris often blinds her to truths that do not fit her plans. The power in her blood answers her when she commands it, yet each manifestation reminds her that she is still entangled with the gods she despises.
“Her mother was a goddess of strategy and understanding, yet Annabeth never experienced that inheritance as a blessing.”
- Background
- Sharp eyes, braided hair, practical armor, an owl pendant, and the controlled bearing of someone who expects the world to obey reason.
Connections
Species
Human
Media
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