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Mavuno Soreli - AI-generated fantasy Character

Mavuno Soreli

Human · Bard · Level 1 · Wild eyes, wild hair, patched traveling clothes, and a sharp tongue

Mavuno Soreli

Warm, theatrical, and impossible to intimidate for long.
ACNone
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 14 · normal
AlignmentChaotic NeutralGenderNonbinaryAge27
STR
DEX
CON
INT
WIS
CHA

Armor

Leather armor, 1 armor, worn beneath clothing and decorated with stitched patches

Weapons

Simple melee weapons,
Rapiers,
Short swords,
Bows,
Crossbows,
Daggers

Languages

Common,
Elvish

Features

15 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 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 volley at an enemy at range

    When you take aim and volley at an enemy at range, roll+DEX. On a 10+, you have a clear shot, deal your damage, and avoid retaliation. On a 7-9, choose one: you have to move to get the shot, placing you in danger; you have to take what you can get, dealing -1d6 damage; or you have to take several shots, reducing your ammo 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 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. While defending, when you or the thing you defend is attacked, spend hold to choose one: redirect the attack to yourself; halve the attack's effect or damage; open up the attacker to an ally, giving that ally +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

    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 do you know this?” Tell the truth.

  • 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. Questions include: 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 it is reasonable. On a 7-9, they do it, but the GM chooses one: they need concrete assurance immediately, they need a promise first, or they need a little something extra.

  • Arcane Art

    When When you weave a performance into a basic move

    When you weave a performance into a basic move, choose an ally and an effect: give that ally +1 forward to their roll; give that ally +1d8 damage forward; heal an ally for 1d8 damage; or give an enemy -1 forward. Then roll the basic move as normal.

  • Bardic Lore

    When When you spout lore about your chosen area of expertise

    Choose one area of expertise: Spells and Magicks; The Dead and Undead; Grand Histories of the Known World; A Bestiary of Creatures Unusual; The Planar Spheres; Legends of Heroes Past; Gods and Their Servants; or Adventuring Gear. When you spout lore about your area of expertise, add the following: on a 10+, you can tell the GM something interesting and useful about the subject; on a 7-9, you can tell the GM something interesting, but the GM will tell you something useful about it as well.

  • Charming and Open

    When When you speak frankly with someone

    When you speak frankly with someone, you may ask their player a question from the list. They must answer truthfully, then ask you a question from the list. Questions include: Whom do you serve? What are you really feeling? What do you intend to do? What do you wish I would do? How can I get you to ____?

  • A Port in the Storm

    When When you return to a civilized settlement you have visited before

    When you return to a civilized settlement you have visited before, tell the GM when you were there and whom you met. The GM will tell you how the settlement has changed since then.

  • Human Ingenuity

    When When you enter a civilized settlement

    When you enter a civilized settlement, tell the GM something you know about its history. The GM will tell you what you know about the place and its people.

  • TraitHumanAdaptable and socially perceptive
  • TraitHumanKnows the histories and rumors of settled places
  • TraitHumanHuman resilience expressed through improvisation and persistence

Gear

6 items

Weapons

  • Dagger
    Dagger, hand, 1 weight

Armor

  • Leather armor
    Leather armor, 1 armor, 1 weight

Tools

  • Fiddle
    Cracked but playable fiddle, 0 weight

Gear

  • Fine clothes
    Fine clothes suitable for impressing strangers, 0 weight
  • Adventuring gear
    Adventuring gear, 5 uses, 1 weight
  • Load
    Starting load is 8. Current listed load is 3, leaving 5 capacity.

Appearance

Androgynous, with bright hazel eyes, a crooked smile, long dark-brown hair tied with colored thread, and a lean, weathered body. Wears a patched traveling coat over a loose linen shirt, soft leather armor, fingerless gloves, and a red scarf borrowed from a vanished friend.

Mannerisms

Taps rhythms against cups, sword hilts, and tabletops. Tilts their head when listening, as if tuning an instrument, and smiles just before saying something potentially disastrous.

Personality

Warm, theatrical, and impossible to intimidate for long. Mavuno treats danger as an audience that has not yet decided whether to applaud. Beneath the jokes is a keen observer who notices loneliness, hidden fear, and the exact moment a person is ready to be persuaded.

Ideals

Charming performance, daring improvisation, and the freedom to choose one's own story.

Bonds

____ once defended me when a song of mine caused a dangerous misunderstanding, and I intend to repay that debt even if they never ask. I have heard a fragment of the buried-road melody in ____'s presence, though I do not yet know whether they recognize it. I will not abandon the company while ____ still believes there is something worth saving.

Flaws

Mavuno cannot resist embellishing a story, especially when the plain truth would be safer. They mistake being wanted for being valued and often run toward trouble simply because someone is watching.

Quirks

Names every instrument they play, even badly made ones.
Collects overheard proverbs and writes them inside their coat.
Never sits with their back to an open doorway.

Background

Mavuno Soreli was raised among caravan musicians, roadside storytellers, and traders who believed that a song could open a locked door more reliably than a key. Their mother taught them three hundred verses before teaching them to read, and their uncle taught them that every audience has a secret desire. Mavuno learned early to listen for the silence beneath a person's words, then fill it with exactly the right melody. Their first real adventure began when a noble patron paid the caravan to perform at a remote manor. During the final song, Mavuno recognized a refrain from an old tale about a buried road beneath the hills. The manor's lord recognized it too, and tried to have the entire troupe arrested. Mavuno escaped with a stolen map, a cracked fiddle, and the suspicion that the song was not a legend at all, but a warning. Now they travel with ____ and the rest of the company, trading performances for meals while searching for the buried road and the truth hidden at its end.

“Their mother taught them three hundred verses before teaching them to read, and their uncle taught them that every audience has a secret desire.”
From their backstory
Background
Wild eyes, wild hair, patched traveling clothes, and a sharp tongue

Connections

Species

Human

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