Aino Vaarala
Aino Vaarala
Sheet
AC 0 · HP 18 · normalArmor
Weapons
Languages
Features
12 featuresAlways 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 your choice of one: you have to move to get the shot, you have to take what you can get, or you have to reduce your range. On a 7–9, choose one of those options. On a 6-, 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, when you or the thing you defend is attacked, you may spend hold, 1 for 1, to choose an option: redirect an attack from the thing you defend to yourself, halve the attack's effect or damage, open 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. On a 6-, the GM makes 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 my enemy? What here is useful or valuable to me?
- Parley
When When you have leverage on a character and manipulate them
When you have leverage on a 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 that you will do what they ask. On a 7–9, they will do what you ask, but need some concrete assurance of your promise right now.
- Bend Bars, Lift Gates
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 3. On a 7–9, choose 2: It doesn't take a very long time, Nothing of value is damaged, It doesn't make an unreasonable amount of noise, You can fix the thing again without a lot of effort.
- Armored
When When you wear armor with the clumsy or awkward tag
You ignore the clumsy and awkward tag on armor you wear.
- Signature Weapon
When When you name, describe, or use your signature weapon
You have a signature weapon, the longsword Kuutar. Its base damage is d10. Choose the weapon's look: an old weapon with a worn grip and a crescent-shaped guard. Choose its enhancements: perfectly balanced, brutal, and indestructible. It is close, versatile, and weighs 1.
- Human Fighter
When Once per battle, when you roll damage
Once per battle, you may reroll a single damage roll. You must use the new result.
- TraitHumanOnce per battle, may reroll a single damage roll and must use the new result
Gear
6 itemsWeapons
- Signature longsword, KuutarA well-balanced longsword chosen as the character's signature weapon, close, versatile, 1 weight
Armor
- ChainmailChainmail, 1 armor, noisy, 1 weight
- Wood-and-iron shieldShield, +1 armor, 2 weight
Gear
- Adventuring gearAdventuring gear containing flint and steel, chalk, cord, spare rations, and useful small tools, 5 uses, 1 weight
- 5×Dungeon rationsPlain travel rations, 1 weight per bundle
- Load noteStarting load is 8. Current listed load is 10 before the GM modifies or removes items, so Aino must choose what to carry when preparing for an expedition.
Appearance
A broad-shouldered human with pale brown eyes, ash-blond hair cut to the jaw, and a sturdy body marked more by old calluses than scars. When she eats or laughs, one slightly prominent lower canine shows between her teeth. She stands with most of her weight settled on her left leg, as though always waiting for the ground to shift. She wears battered chainmail beneath a russet wool cloak, heavy boots, and a leather sword belt.
Mannerisms
She tests the balance of any weapon placed in her hand, braces one palm against doorframes when thinking, and laughs through her nose before admitting she is afraid.
Personality
Steady, observant, and more tenderhearted than she wants anyone to know. Aino speaks plainly, dislikes boasting, and has a dry sense of humor that appears most often when circumstances are worst. She is happiest when given a clear responsibility and someone dependable nearby.
Ideals
Glory
Bonds
____ once trusted me with their life, and I will repay that trust even if it costs me mine. I owe ____ an honest answer about what happened at the flooded town. I do not yet understand ____'s strange purpose, but I will not abandon them while danger follows us.
Flaws
Aino confuses endurance with virtue and keeps going long after retreat would be wiser. She is suspicious of polished authority, quick to accept blame, and quietly terrified that without a person to protect she has no purpose.
Quirks
Background
Aino Vaarala was raised in a riverside town where boats were built faster than walls and every household kept a weapon near the door. Her mother repaired nets, her father ferried timber, and Aino learned early that strength was useful only when someone chose where to place it. She became a caravan guard after a spring flood destroyed the lower town, carrying survivors through waist-deep water while older and better-trained soldiers argued over orders. She has never been comfortable with stories about noble blood or chosen heroes. To Aino, courage is a practical thing, measured in whether someone steps between danger and the person who cannot withstand it. She joined the adventuring company after hearing that an old road was being reopened through country haunted by raiders and worse. The pay matters, but what keeps her traveling is the chance to become the kind of shield she once needed and never found.
“Her mother repaired nets, her father ferried timber, and Aino learned early that strength was useful only when someone chose where to place it.”
- Background
- Wild eyes, cropped hair, broad shoulders, weathered chainmail
Connections
Species
Human
Media
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