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Hazel Lavesque - AI-generated fantasy Character

Hazel Lavesque

Human · Semi-Deus · Level 1 · Striking eyes, raven hair, athletic body, dark traveling clothes, battered scale armor, charcoal cloak, bronze divine pendant.

Hazel Lavesque

Patient, observant, and quietly protective.
ACNone
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 11 · normal
AlignmentNeutral GoodGenderFemaleAge19 years old
STR
DEX
CON
INT
WIS
CHA

Armor

All armor and shields. Scale armor, 1 armor, clumsy, load 2. Shield, +1 armor, load 2.

Weapons

Simple weapons,
Martial weapons,
Spear

Languages

Common,
Celestial,
Undercommon

Features

14 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 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 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 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. 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 stand 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 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 you know the information.

  • 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 below. 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 is the true position of my ally?

  • 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 you first assure them you will do what they ask. On a 7-9, they will do what you ask, but they need some concrete assurance of your promise, right now.

  • Divine Physique

    When At character creation and whenever your divine body is relevant.

    You gain a d10 Hit Die, proficiency with all armor, shields, simple weapons, and martial weapons. Choose one skill from Athletics, Acrobatics, Intimidation, Medicine, Nature, Perception, or Survival. Hazel is trained in Athletics, though this is represented narratively rather than by a D&D skill bonus.

  • Divine Dominion

    When When you call upon the buried power of Earth and spend Divine Force.

    Choose Earth as your Divine Dominion. You possess 2 Divine Force points, which return after a long rest. Your Earth Dominion Gift is Cursed Gem: when you deliberately touch solid ground and spend 1 Divine Force, jagged black crystal erupts from a nearby point within reach, dealing your damage to a creature or forming a short-lived obstruction, handhold, or barrier. On a 10+, choose two. On a 7-9, choose one: deal damage; restrain or pin the target briefly; create useful cover or difficult terrain; reveal something buried or hidden beneath the ground. On a 6-, the GM makes a move, and the earth answers in an uncontrolled or dangerous way.

  • Semi-Deus Spearcraft

    When When you fight with your spear in close quarters.

    When you attack an enemy in melee, roll+STR. On a 10+, deal your damage and avoid the enemy’s attack, or deal +1d6 damage and expose yourself to the enemy’s attack. On a 7-9, deal your damage and the enemy attacks you.

  • Human Mercy

    When When you choose mercy at meaningful personal or tactical cost.

    Once per session, when your mortal compassion changes the course of a dangerous negotiation, rescue, or confrontation, mark XP. This does not replace a basic move and is a narrative expression of Hazel’s humanity.

  • TraitHumanAdaptable mortal heritage
  • TraitHumanCan speak Common and learn additional languages through culture and travel
  • TraitHumanPossesses unusual resilience against the expectations of divine blood

Gear

7 items

Weapons

  • Spear
    A balanced ash spear with a bronze leaf-shaped head, reach, thrown, near, 1 weight. Counts as a martial weapon. Load 1.

Armor

  • Scale Armor
    Dark scale armor reinforced with bronze plates, 1 armor, clumsy, load 2.
  • Shield
    A sturdy wooden shield bound in black iron, +1 armor, load 2.

Gear

  • Adventuring Gear
    Adventuring gear containing flint and steel, chalk, three torches, trail rations, and basic tools. Load 1.
  • Rope
    A coil of hemp rope, adventuring utility, load 1.
  • Pomegranate Pendant
    A small bronze pendant bearing a pomegranate, sacred to Pluto and worth more emotionally than materially. Load 0.
  • Load
    Starting load is 15. Current listed load is 7, leaving 8 load available.

Appearance

Striking eyes of dark amber, long raven-black hair threaded with faint gold, a lean and athletic build, and weathered olive skin. Hazel wears dark traveling clothes beneath battered scale armor, a charcoal cloak, a bronze pendant shaped like a pomegranate, and carries a long spear whose metal glints like buried treasure.

Mannerisms

Hazel touches her pomegranate pendant when weighing a difficult choice. She often crouches to press her palm against stone, and when angry she speaks more softly rather than raising her voice.

Personality

Patient, observant, and quietly protective. Hazel listens before speaking and prefers to find the one compromise that lets everyone walk away alive. Beneath her diplomacy is a stubborn courage, especially when someone vulnerable is threatened. She is uncomfortable with praise, suspicious of easy wealth, and far more formidable than her gentle manner suggests.

Ideals

Devotion. Protect the living, honor the dead, and use divine power to preserve mercy where the world would rather cultivate cruelty.

Bonds

I love Frank, and I will protect him even when he insists he does not need protecting. I trust Perseus, but I will challenge him whenever his judgment forgets the value of mercy. I owe ____ a life-debt, and I will repay it before I claim any treasure for myself.

Flaws

Hazel is reluctant to use lethal force, even when hesitation places others at risk. She is also vulnerable to greed, especially when rare gems or impossible treasures seem to call to her from beneath the ground.

Quirks

Keeps one unusual stone from every important place she visits.
Names particularly beautiful gems before giving them away.
Counts the living under her breath after every battle.
Refuses to step over graves, even enemy graves.

Background

Hazel Lavesque was born beneath a moonless sky, the half-mortal daughter of Pluto, lord of the dead and keeper of riches hidden below the earth. Her mother taught her the small, human lessons of kindness, restraint, and the value of a promise. Her father left her stranger inheritances. When Hazel is frightened or furious, cursed gems, black coins, and veins of dull gold answer her call, forcing their way out of stone as though the earth itself has recognized her blood. She spent much of her youth learning that power is not the same as control. The dead whisper from deep places, buried wealth attracts the greedy, and every gift from the underworld seems to carry a price. Hazel became skilled with a spear because she needed a way to protect people without relying entirely on her divine heritage. She is a capable fighter, but she would rather end a conflict through patience, negotiation, or a carefully chosen promise. Hazel loves Frank with a fierce, steady loyalty, and she trusts Perseus even when his harsh choices trouble her. She knows Perseus is capable of kindness and mercy, but she also understands that the world they inhabit does not often make room for either. Among adventurers, Hazel naturally becomes the peacekeeper, diplomat, and quiet voice reminding everyone that survival without compassion is only another kind of death.

“Her mother taught her the small, human lessons of kindness, restraint, and the value of a promise.”
From their backstory
Background
Striking eyes, raven hair, athletic body, dark traveling clothes, battered scale armor, charcoal cloak, bronze divine pendant.

Connections

Species

Human

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