Clarisse Larue
Clarisse Larue
Sheet
AC 0 · HP 11 · normalArmor
Weapons
Languages
Features
16 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 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, you have to take what you can get and deal -1d6 damage, or you have to take several shots and reduce your ammunition 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. 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 to choose one: redirect the attack to yourself, halve the attack's effect or damage, open the attacker to an ally, or deal damage to the attacker.
- 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, and it may be dangerous or incomplete.
- Discern Realities
When When you closely study a person, situation, or place.
When you closely study a person, situation, or place, 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 what 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 first.
- Divine Physique
When Always, while your divine blood sustains you.
You possess the physical resilience and martial inheritance of a divine bloodline. You have a d10 hit die, proficiency with all armor, shields, simple weapons, and martial weapons, and you may choose one of Athletics, Acrobatics, Intimidation, Medicine, Nature, or Perception as a trained field of expertise. In Dungeon World terms, you are equipped to fight in any conventional armor and wield any conventional weapon.
- Divine Dominion
When When you invoke the supernatural authority of your chosen dominion.
Choose Earth as your Divine Dominion. You possess a supernatural Dominion Gift associated with earth and battlefield control, and a pool of Divine Force points equal to your proficiency bonus. At level 1, your proficiency bonus is 0, so you currently have 0 Divine Force points. Divine Force is regained after a long rest, with limited recovery through Awakened Blood at a later level.
- Blood of Ares
When When your divine heritage gives you a plausible supernatural edge.
Your divine heritage manifests through your spear and your refusal to yield. When the fiction establishes that your bloodline grants you a supernatural advantage involving war, endurance, intimidation, or martial prowess, you may act as one touched by a god. The GM may ask what the manifestation costs, risks, or demands.
- Mortal Courage
When When you Defy Danger using STR against fear, pain, physical force, or the threat of battle.
When you Defy Danger using STR against fear, pain, physical force, or the threat of battle, take +1. This reflects the stubborn courage of a mortal who carries divine blood but still chooses her own path.
- Kinship of the Battlefield
When When you enter a dangerous conflict beside a proven companion.
When you enter a dangerous conflict beside someone who has fought at your side before, name the bond that ties you together. Take +1 forward to protect, assist, or fight alongside that companion, but on a miss the GM may reveal how your loyalty has made you vulnerable.
- Storm-Bitten Weapon
When When you strike with your divine spear while invoking your lineage.
When you strike with your Storm-Bitten Spear while invoking your divine lineage, describe the flash of supernatural electricity or force that accompanies the blow. On a 10+, the attack leaves a memorable sign of Ares's attention. On a 7-9, choose one: the display draws unwanted attention, damages something nearby, or exhausts you. On a 6-, the GM makes a move as the divine power answers in an uncontrolled way.
- TraitHumanAdaptable mortal heritage
- TraitHumanDetermined courage in the face of supernatural threats
- TraitHumanCan form powerful bonds with companions through shared hardship
Gear
8 itemsWeapons
- Storm-Bitten SpearA divine bronze spear gifted through the bloodline of Ares. It deals d6 damage in Dungeon World, has the Close and Reach tags, and crackles with restrained electricity. Load 1.
Armor
- Bronze Scale ArmorBattered scale armor reinforced with bronze plates. Armor 2, Load 3.
- War ShieldA round bronze shield bearing a red war emblem. When used defensively, it may provide fictional protection at the GM's discretion. Load 2.
- Crested HelmA crested bronze helm scarred by Titan weapons. Load 1.
Gear
- War CloakA red cloak taken from the Greek war host, worn as a sign of service and defiance. Load 0.
- Battlefield Maintenance KitA small whetstone, oil flask, spare spear bindings, and bronze repair tools. Load 1.
- Adventurer's PackA compact adventurer's pack containing rations, rope, flint and steel, waterskin, and basic camp supplies. Load 2.
- Carrying CapacityStarting load is equal to STR, 15. Current listed load is 10, leaving 5 spare capacity.
Appearance
Hard eyes, long dark brown hair usually tied back, a powerful athletic build, weathered bronze skin, and a jagged scar across the left shoulder. She wears battered scale armor beneath a red war cloak, heavy boots, bronze bracers, and a crested helm marked with the symbol of Ares.
Mannerisms
She tests the balance of her spear whenever she is thinking, stands with her shoulders squared toward the nearest threat, and touches two fingers to her war cloak before entering a dangerous place.
Personality
Bold, confrontational, and intensely loyal, Clarisse speaks plainly and respects people who stand their ground. She is quick to challenge commanders, suspicious of political excuses, and most comfortable when danger makes everyone's loyalties clear. Beneath her aggression is a deep fear that every oath eventually ends in betrayal.
Ideals
Glory
Bonds
I fought beside ____ when the battlefield became chaos, and I will never abandon them while I still draw breath. ____ reminds me that not every problem can be solved with a spear, though I have yet to accept that lesson. I suspect ____ would understand why Perseus matters to me, even if they condemn the choice I may soon have to make.
Flaws
Clarisse mistakes mercy for weakness and sees retreat as shameful unless it serves a greater tactical purpose. She is fiercely loyal once someone has fought beside her, but betrayal can turn that loyalty into dangerous, uncompromising fury.
Quirks
Background
Clarisse Larue was born beneath a sky split by thunder, the mortal daughter of Ares, Greek god of war. Her mother raised her among soldiers and veterans, teaching her that courage was not the absence of fear but the refusal to surrender to it. Clarisse learned the spear before she learned courtly manners, and she discovered that the weapon answered her blood. When anger surged through her grip, blue-white electricity crawled along its bronze head and struck with the force of a divine command. During the Titan War, Clarisse fought beside Perseus and came to regard him as a brother forged in battle. They stood together when monsters broke the lines, when gods demanded impossible sacrifices, and when victory seemed no more than a story told by the dying. After the war, the Greeks turned away from Perseus, fearing his alliances and resenting the glory he had won. Clarisse found their cowardice and betrayal more repulsive than any Titan. Now Perseus has gone to the Romans, whose legions honor bonds made in battle and respect the gods of war. With darkness gathering once more, Clarisse must decide whether loyalty means standing with her homeland or following the brother who proved worthy of her trust.
“Her mother raised her among soldiers and veterans, teaching her that courage was not the absence of fear but the refusal to surrender to it.”
- Background
- Hard eyes, long dark hair, battle-scarred athletic body, battered scale armor, red war cloak, bronze bracers, and a crested helm bearing the mark of Ares.
Connections
Species
Human
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