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Rocc - AI-generated fantasy Character

Rocc

Human · Wizard · Level 20 · Wild eyes, wild hair, a worn spellbook, and robes marked by frost.

Rocc

Rocc is dazzlingly confident, theatrical, and genuinely compassionate beneath layers of vanity.
ACNone
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 10 · normal
AlignmentNeutral GoodGenderMaleAge47
STR
DEX
CON
INT
WIS
CHA

Armor

No armor proficiency. Wizard robes provide no armor and do not reduce damage.

Weapons

Dagger,
Staff,
Wand,
Improvised weapons

Languages

Common,
Draconic,
Primordial,
Elvish

Features

34 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. 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 volley at an enemy at range

    When you take aim and volley at an enemy at range, roll+DEX. On a 10+, you deal your damage. On a 7-9, choose one: you have to move to get the shot, you have to take what you can get, or you have to reduce your ammunition by one.

  • 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. 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. Spend hold to choose one: redirect an attack from the thing you defend to yourself, halve the attack's effect or damage, open up the attacker to an ally, or deal damage to 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 this.

  • Discern Realities

    When When you closely study a person, situation, or place

    When you closely study a person, situation, or place, 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? What is the best way in?

  • 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. 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 it, but only if you provide concrete assurance now.

  • Spellbook

    When When you consult your spellbook

    You have a spellbook containing the spells you have mastered. You may prepare spells from it according to Prepare Spells.

  • Prepare Spells

    When When you spend uninterrupted time studying your spellbook

    When you spend some uninterrupted time studying your spellbook, you may prepare new spells. Choose a number of prepared spells equal to your level+1, including rotes. You may not prepare a spell of a level higher than your own. You prepare all your rotes automatically and they do not count against your limit.

  • Cast a Spell

    When When you cast a prepared spell

    When you weave a spell you have prepared, roll+INT. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot, the spell is revoked, or you forget the spell until you can prepare spells again. On a 6-, mark XP as normal and the GM makes a move.

  • Ritual

    When When you use magic to achieve an effect beyond a prepared spell

    When you have time and safety with magic, you may describe what you are trying to achieve to the GM. The GM will tell you what you can accomplish, what it will require, and whether there are any dangers. The GM may ask you to gather rare materials, research forbidden lore, or perform the ritual at a place of power.

  • Expanded Spellbook

    When When you gain a level

    Choose a spell from the wizard spell list. You can prepare it as though it were in your spellbook. Rocc has chosen Contact Spirits, Detect Magic, Invisibility, Magic Missile, Mirror Image, Polymorph, Sleep, Charm Person, Fireball, and Cone of Cold.

  • Empowered Magic

    When When you cast a spell

    When you cast a spell, on a 10+ you may choose one additional effect: the spell's range is doubled, its duration is doubled, or its damage gains +2.

  • Careful Casting

    When When you cast a spell and roll a 7-9

    When you cast a spell, on a 7-9 you may choose to avoid one of the listed complications by accepting a different complication of the GM's choice.

  • Counterspell

    When When you attempt to counter an incoming magical effect

    When you counter a spell or magical effect that is about to affect you or an ally, roll+INT. On a 10+, the spell is countered and you suffer no ill effects. On a 7-9, choose one: the spell is countered but you take 1d6 damage, the spell is redirected to another valid target, or you forget a prepared spell. On a 6-, the magic turns against you.

  • Enchanter

    When When you place a lasting magical enchantment on an object

    When you use magic to enchant an object, name the effect and its limitations. The GM will tell you what is required. The enchantment lasts until dispelled, broken, or its stated condition is fulfilled.

  • Logical

    When When you apply rigorous reasoning to a magical problem

    When you use exact logic to analyze a magical problem, take +1 forward. On a 10+ while Spouting Lore about magic, ask one additional question even if you did not roll a 10+.

  • Unravelling

    When When you closely study an ongoing magical effect

    When you study a magical effect, you may identify its source, purpose, limits, and weakness without needing to Discern Realities, provided you have access to your spellbook or magical instruments.

  • Arcane Ward

    When When you sacrifice a prepared spell to protect a creature from magic

    When you spend a prepared spell to ward yourself or an ally, the target gains 2 armor against magical damage until the next time they make camp. The ward visibly glows with pale blue frost.

  • Greater Empowered Magic

    When When you cast a damaging spell

    When you cast a spell that deals damage, add +1d4 damage. If the spell already deals ongoing damage, add +1 ongoing instead.

  • Master of the Arcane

    When When you successfully cast your highest-level prepared spell

    When you successfully cast a spell of the highest level you can prepare, choose one: the spell ignores resistance, affects one additional target, or imposes a condition appropriate to its nature.

  • Spell Defense

    When When you prepare spells

    When you prepare spells, choose one prepared spell. You may cast it without rolling once before your next preparation, but doing so causes the spell to vanish from your spellbook until you next gain a level.

  • Arcane Foresight

    When When you observe a magical phenomenon

    When you have a few minutes to observe a magical phenomenon, ask the GM one question about its future behavior. The GM will answer honestly.

  • Sculpt the Frost

    When When you cast a spell involving ice, cold, or water

    When you cast a spell of ice, cold, or water, you may shape the spell around allies and fragile objects. Choose any number of allies or objects in the area to leave unharmed.

  • Absolute Zero

    When When you cast a major ice spell

    When you cast Cone of Cold or another spell of comparable power, you may create a permanent wall, bridge, dome, or prison of ice. The GM will tell you one cost, danger, or limitation.

  • Cryostatic Mastery

    When When you use ice magic to preserve or animate

    When you freeze a creature, object, or body of water, you may preserve it perfectly, halt poison or decay, or create a temporary animated servant from the ice. The effect lasts until the ice is broken or the magic is dispelled.

  • Guardian of the Helpless

    When When you cast a spell to protect an innocent or vulnerable ally

    When you cast a spell while protecting someone weaker than yourself, take +1 to the roll. On a 10+, you also draw the spell's attention away from the protected creature.

  • Mightiest Ice Mage on Earth

    When When you display your magical supremacy to cow an enemy

    When you openly demonstrate overwhelming magical power to intimidate a foe, roll+INT. On a 10+, they flee, surrender, or reveal what they fear. On a 7-9, they choose one of those outcomes but create an immediate complication. On a 6-, your display attracts a more dangerous attention.

  • Hopeless Womanizer

    When When you make an audacious romantic advance

    When you make a bold romantic advance toward someone who is not immediately hostile, roll+CHA. On a 10+, they are intrigued and grant you a clear opening. On a 7-9, they are intrigued but demand a favor, proof, or a dangerous gesture. On a 6-, your reputation catches up with you at the worst possible moment.

  • Human Ingenuity

    When When you first enter a place of significance

    When you first enter a place of significance, describe what you see. The GM will tell you what happened here recently.

  • Adaptable

    When When you improvise with an ordinary object

    When you study a mundane object or tool and explain how it might solve a problem, the GM will tell you one useful, non-obvious application for it.

  • TraitHumanAdaptable and inventive, able to find unexpected uses for ordinary tools and knowledge.
  • TraitHumanSpeaks Common and has learned several magical languages through study.
  • TraitHumanHuman ambition allows Rocc to pursue mastery far beyond the limits expected of ordinary folk.

Spells

10 spells

Spellcasting. Rocc casts with a spellcasting ability ( to hit with spell attacks).

Cantrips (at will):

1st level: , , , , ,

3rd level: ,

5th level:

Gear

8 items

Weapons

  • Wand
    A rune-carved wand of black rowan, 1 load.
  • Dagger
    A frost-forged dagger, hand range, 0 weight.

Gear

  • Spellbook
    A battered spellbook containing prepared and known spells, 1 load.
  • Adventuring gear
    A leather satchel containing chalk, ink, quills, parchment, and a small magnifying lens, 1 load.
  • Ice crystal focus
    A crystal focus carved from the Glacier Saint's heart, 0 load.
  • Warm clothing
    A fur-lined cloak, 1 load.
  • Load capacity
    Starting load is 4, based on STR 4. Current listed load is 4, excluding coins and negligible items.

Purse

  • 12×
    Coin
    A pouch containing 12 coins, 0 load.

Appearance

Sharp-featured and broad-shouldered despite his gaunt frame, Rocc has pale blue eyes that glow faintly when he casts, long white hair swept back from his brow, and a neatly trimmed silver beard. He wears layered blue and gray robes beneath a weather-stained fur-lined cloak, frost-crusted boots, and a belt hung with crystal vials, scroll tubes, and a rune-carved wand.

Mannerisms

Rocc brushes imaginary frost from his sleeves, taps his wand against his teeth while thinking, and gives every spell an unnecessarily grand name. He winks when making a dangerous promise and speaks to his spellbook as though it were a jealous romantic partner.

Personality

Rocc is dazzlingly confident, theatrical, and genuinely compassionate beneath layers of vanity. He treats every crisis as an opportunity for a legendary entrance and every attractive stranger as a potential chapter in his autobiography. He is at his best when shielding the powerless, humiliating tyrants, or explaining arcane theory to people who did not ask.

Ideals

Arcane mastery. Knowledge should be expanded, dangerous magic should be understood, and power must ultimately be used to shield the helpless from those who would exploit them.

Bonds

I owe ____ my life after they dragged me from the frozen lake beneath the Glacier Saint's throne. I suspect ____ knows the truth about the lover I left behind in Frostmere, and I will protect that secret even if it ruins me. I will not allow the darkness hunting ____ to claim another person I care about.

Flaws

Rocc cannot resist flirting with someone attractive, even during negotiations, funerals, or imminent magical catastrophes. He is vain about his reputation and tends to solve emotional problems with theatrical displays of power.

Quirks

Names every major spell after a past lover.
Keeps a collection of enchanted perfume bottles, most of which are dangerous.
Refers to severe injuries as minor inconveniences.
Leaves tiny snowflake sigils on doors of people he finds interesting.

Background

Rocc was born in a fishing village where winter lasted nearly half the year. As a child, he froze an entire harbor while trying to save a drowning friend. The village elders called it a miracle, then a curse, and finally decided that the safest place for him was in the tower of an old hermit mage who lived beyond the snowline. Under that teacher, Rocc learned to shape ice with exquisite precision, eventually surpassing every master who tried to instruct him. He became famous as the mightiest ice mage on earth after defeating the Glacier Saint, an ancient elemental intelligence that had slept beneath a mountain for three thousand years. Rocc now travels because no tower is large enough for his ambition and no tavern is far enough from his admirers. He is generous, courageous, and sincerely committed to protecting ordinary people, but he is also an incurable womanizer whose confidence routinely outruns his judgment. Every romance leaves him with a new rival, a new scandal, or a new enchanted keepsake, and he insists that all three are signs of a life well lived.

“As a child, he froze an entire harbor while trying to save a drowning friend.”
From their backstory
Background
Wild eyes, wild hair, a worn spellbook, and robes marked by frost.

Connections

Species

Human

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