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carter - AI-generated fantasy Character

carter

Human · Fighter · Level 10 · Hard eyes, shorn hair, scarred skin, built body.

carter

Blunt, fearless, and intensely protective of people who can pull their own weight and people who clearly cannot.
ACNone
HP23/23
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 23 · normal
AlignmentChaoticGenderMaleAge32
STR
DEX
CON
INT
WIS
CHA

Armor

All armor and shields, including chainmail (1 armor, 1 weight) and shields (+1 armor, 2 weight).

Weapons

All weapons,
Signature sword,
Shield use

Languages

Common

Features

22 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+, deal your damage and avoid their attack. On a 7-9, deal your damage and the enemy makes an attack against you. You may choose to deal +1d6 damage, but then you also expose yourself to the enemy's attack.

  • Volley

    When When you take aim and shoot at an enemy at range.

    When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, you have a clear shot and deal your damage. On a 7-9, choose one: you must move to get the shot, putting yourself in danger, or take what you can get and deal -1d6 damage, or take several shots and reduce your ammo by one.

  • Defy Danger

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

    When you act despite an imminent threat or calamity, say how you deal with it and roll the appropriate stat. On a 10+, you do what you intended and the danger does not come to bear. On a 7-9, you stumble, hesitate, or flinch, and the GM offers you a worse outcome, a hard bargain, or an 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, you may spend hold 1 for 1 to redirect the attack to yourself, halve the attack's effect or damage, open the attacker to an ally for +1 forward, 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 tells you something interesting and useful about the subject. On a 7-9, the GM tells you something interesting, and it is up to you to make it useful. The GM may ask how you know this, and you should answer honestly.

  • 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.

  • 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 hit, they ask you for something and do it if you make them a promise first. On a 7-9, they need 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. Options: it doesn't take a very long time, nothing of value is damaged, it doesn't make an inordinate amount of noise, you can fix the thing again without a lot of effort.

  • Armored

    When When you wear armor.

    You ignore the clumsy tag on armor you wear.

  • Signature Weapon

    When When you choose and wield your signature weapon.

    Choose a base description for your weapon, and then define it with range and enhancements. Carter's signature weapon is a sword, close range, sharp, and well-crafted, giving it +2 piercing and -1 weight. The weapon is uniquely yours and cannot be properly used by others without you.

  • Human Versatility

    When Once per battle when a damage roll is made.

    Once per battle, you may reroll a single damage roll, yours or someone else's.

  • Merciless

    When When you deal damage.

    When you deal damage, deal +1d4 damage.

  • Armor Mastery

    When When you choose to let your armor absorb damage.

    When you make your armor take the brunt of damage dealt to you, the damage is negated, but you must reduce the armor value of your armor or shield by 1. If the reduction leaves the item at 0 armor, it is destroyed.

  • Improved Weapon

    When When you improve your signature weapon.

    Choose one extra enhancement for your signature weapon.

  • Seeing Red

    When When you discern realities during combat.

    When you discern realities during combat, take +1.

  • Interrogator

    When When you parley by threatening violence.

    When you parley using threats of impending violence as leverage, you may use STR instead of CHA.

  • Iron Hide

    When Always.

    You gain +1 armor.

  • Blacksmith

    When When you have access to a forge and a magical weapon to destroy.

    When you have access to a forge, you can graft the magical powers of a weapon onto your signature weapon. The magical weapon is destroyed in the process, and your signature weapon gains its magical powers.

  • Steel Hide

    When Always.

    Replaces Iron Hide. You gain +2 armor.

  • Superior Warrior

    When When you hack and slash and roll a 12+.

    When you hack and slash on a 12+, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

  • TraitHumanHuman adaptability, once per battle reroll one damage roll.
  • TraitHumanAmbitious, resilient, and hard to put down.

Gear

6 items

Weapons

  • Signature Weapon
    Signature weapon, 2 weight. Carter's chosen steel, blood-stained and reliable. Count this toward load. Load limit: 27 (12 + STR score 15).

Armor

  • Chainmail
    Chainmail, 1 armor, 1 weight. Part of Carter's defenses and included in starting gear. Count this toward load.
  • Shield
    Shield, +1 armor, 2 weight. Counts toward load and stacks with worn armor.

Gear

  • 5×
    Dungeon Rations
    Dungeon rations, 5 uses, 1 weight. Count this toward load.
  • Adventuring Gear
    Adventuring gear, 1 weight. Useful for ropes, spikes, candles, and practical problem solving. Count this toward load.
  • 2×
    Healing Potion
    Healing potion, 0 weight. Choose to quaff when needed; does not count toward load.

Appearance

Hard eyes, shorn hair, scarred skin, built body. Carter wears battered traveling leathers under practical, well-kept battle gear, with a scarred swordbelt, a dented shield, and the stance of someone who expects trouble and welcomes it.

Mannerisms

Speaks in short, direct sentences. Watches exits automatically. Rolls a shoulder before drawing steel, and taps his weapon hilt when considering whether to negotiate or break something.

Personality

Blunt, fearless, and intensely protective of people who can pull their own weight and people who clearly cannot. Carter respects competence, hates cowardice dressed up as wisdom, and secretly takes pride in being the one standing when the rest of the room is full of smoke.

Ideals

Glory

Bonds

____ owes me their life, whether they admit it or not. I have seen them on the edge of breaking, and I did not walk away. I have sworn to protect ____. They may not like my methods, but they will live through my choices if I can help it. ____ is soft, but I will make them hard like me.

Flaws

Carter is quick to escalate, slow to forgive, and has a habit of treating every problem like it can be solved by standing closer to it with a weapon drawn.

Quirks

Keeps sharpening his blade when thinking.
Never sits with his back to a door.
Smiles only after a fight is over.

Background

Carter learned early that the world is a place that only respects pressure. He was raised in a rough border town where raids, debt, and old grudges were more common than honest work. By the time he was grown, he had the calluses, scars, and temper of a person who had decided fear was a luxury for other people. He took to the road after a fight that burned a local hall to the ground and ended with Carter standing over the wreckage, alive by luck and stubbornness. Since then he has fought as a sellsword, a caravan breaker, and a last line of defense when plans collapsed. He does not chase glory in a noble sense, he chases the bright, brutal certainty of battle, the moment when skill matters more than titles. Now Carter travels with a party because lone blades get buried and remembered poorly, while a useful blade in the right company can change the shape of a kingdom. He treats every dungeon like a challenge laid down by a cruel god, and every victory like proof that he can still outlast the dark.

“He was raised in a rough border town where raids, debt, and old grudges were more common than honest work.”
From their backstory
Background
Hard eyes, shorn hair, scarred skin, built body.

Connections

Species

Human

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