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Demens - AI-generated fantasy Character

Demens

Elf · Wizard · Level 1 · Wild eyes, wild hair, threadbare robes, strange skin

Demens

Demens is manic and obsessive.
ACNone
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 12 · normal
AlignmentChaoticGenderMaleAge124
STR
DEX
CON
INT
WIS
CHA

Armor

No armor (Wizard robes provide 0 Armor)

Weapons

Staff,
Daggers

Languages

Common,
Elvish

Features

15 features

Always on

  • Hack and Slash

    When 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 choose to 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...

    Roll+DEX. On a 10+, you have a clear shot—deal your damage. On a 7–9, choose one: you have to move to get the shot placing you in danger as described by the GM, you have to take what you can get: -1d6 damage, or you have to take several shots, reducing your ammo by 1.

  • Defy Danger

    When When you act despite an imminent threat or suffer a calamity...

    Roll+Ability. On a 10+, you do what you set out to, the danger doesn’t come to fruition. 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...

    Roll+CON. On a 10+, hold 3. On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to: Redirect an attack from the thing you defend to yourself, Halve the attack’s effect or damage, Open up the attacker to an ally giving them +1 forward against the attacker, or Deal damage to the attacker equal to your level.

  • Spout Lore

    When 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 relevant to your situation. On a 7–9, the GM will only tell you something interesting. The GM might ask you 'How do you know this?'

  • Discern Realities

    When 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. List: What happened here recently? What is about to happen? What should I be on the lookout for? What here is useful or valuable to me? Who’s really in control here? What here is not what it appears to be?

  • Parley

    When When you have leverage on a GM character and manipulate them...

    Roll+CHA. On a 10+, they do what you want if you first promise them what they want. On a 7–9, they need some concrete assurance of your promise, right now.

  • Elf Wizard: Detect Magic

    When When you touch an object and ask 'Is this magical?'

    The GM will tell you the truth. This move replaces your ability to cast Detect Magic as a spell.

  • Spellbook

    When Always active

    You have a spellbook containing three cantrips and two level 1 spells of your choice. Whenever you gain a level, you add a new spell of your level or lower to your spellbook.

  • Prepare Spells

    When When you spend uninterrupted time (an hour or so) in quiet contemplation with your spellbook...

    You lose any spells you already have prepared. You prepare new spells from your spellbook whose total levels do not exceed your own level+1. You also prepare your cantrips, which do not count against your limit.

  • Cast a Spell

    When When you release a spell you’ve prepared...

    Roll+INT. On a 10+, the spell is successfully cast and you do not forget it. On a 7–9, the spell is cast, but choose one: you draw unwelcome attention, you put yourself in a spot, or the spell is forgotten. On a 6-, you lose the spell and the GM makes a move.

  • Spell Defense

    When You may end any ongoing spell immediately...

    And use the energy of its dissipation to deflect an incoming attack. The spell ends and you subtract its level from the damage done to you.

  • Ritual

    When When you draw on a place of power to create a magical effect...

    Tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four conditions: It will take days/weeks/months, First you must ____, You'll need help from ____, It will require a lot of money, or The best you can do is a lesser version.

  • Elven MemoryElfYou are hundreds of years old and have seen much.
  • Arcane IntuitionElfYou sense the flow of magic naturally.

Spells

5 spells

Spellcasting. Demens casts with Intelligence ( to hit with spell attacks).

Cantrips (at will): , ,

1st level: ,

Gear

5 items

Weapons

  • Walking Staff
    A gnarled wood staff. (Close, Two-handed, Weight: 1)

Tools

  • Spellbook
    Your manual of arcane mysteries. (Weight: 1)

Gear

  • 5×
    Dungeon Rations
    Travel food for five days. (Weight: 1)
  • Antitoxin
    Neutralizes poisons. (Weight: 0)
  • Health Potion
    Heals 10 HP or removes a debility. (Weight: 0)

Appearance

Demens stands tall with skin that seems to shimmer like oil on water. His white hair is a wild, unkempt mess that stands on end as if perpetually charged with static electricity. His eyes are wide and dart constantly, reflecting a mind that is processing far more information than reality provides. He wears threadbare, dirt-stained robes that were likely once regal.

Mannerisms

Twitches his left eye when he hears a lie and constantly readjusts his robes even when they are fine.

Personality

Demens is manic and obsessive. He speaks in rapid-fire bursts, often answering questions that haven't been asked yet. He believes that every detail of the world is a part of a grand, cosmic code that he alone can decipher. He is not malicious, but his total disregard for personal safety or social norms in the pursuit of 'The Infinite Equation' makes him extremely unpredictable.

Ideals

Chaotic: Use magic to instill chaos or help others in unexpected ways.

Bonds

____ will play a part in my greatness whether they like it or not. ____ is keeping secrets from me and I will find them out eventually. I have seen the future of ____ and it is full of static.

Flaws

Will ignore a life-threatening danger if there is a book or artifact nearby that he hasn't studied.

Quirks

Mutters mathematical formulas under his breath.
Refuses to sleep in a tent because it blocks the 'astral signals'.
Categorizes his allies by their scent rather than their names.

Background

Demens was once a respected archivist at the High Spire of Aethelgard. His life changed forever when he discovered a tome that wasn't supposed to exist, a book written in a language of moving shadows. Upon reading the first page, his sanity cracked like glass. He realized that the world is not made of matter and spirit, but of secrets that are actively trying to hide from him. He was cast out when he tried to 'disassemble' the High Sage's library to see what was behind the shelves. Now he wanders the wilds. He carries a staff that he talks to more often than people, convinced that it holds the frequency of the stars. He joins adventuring parties not for gold or glory, but because danger tends to reveal the truths that monsters and ruins are guarding. He must know everything, even if the weight of that knowledge finally crushes what is left of his mind.

“His life changed forever when he discovered a tome that wasn't supposed to exist, a book written in a language of moving shadows.”
From their backstory
Background
Wild eyes, wild hair, threadbare robes, strange skin

Connections

Species

Elf

Media

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