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Altaeï - AI-generated fantasy Character

Altaeï

Human · Fighter · Level 20 · Sun-darkened warrior of Sileisse, with green hair, yellow eyes, and a talent for trouble. Leather, mail, trophies, and a blade carved with strange symbols.

Altaeï

Cocky, magnetic, playful, stubborn, and secretly more earnest than he lets on.
ACNone
HP25/25
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 25 · normal
AlignmentChaoticGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Armor

Chainmail, 2 armor, 1 weight,
Any armor or shield the Fighter can wear and carry

Weapons

Any weapons allowed by the Fighter,
The inscribed sword as a signature weapon

Languages

Common,
Sileissan dialect

Features

13 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. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you attack an enemy at range with a projectile.

    When you attack an enemy at range with a projectile, roll+DEX. On a 10+, you have a clear shot, deal your damage, and avoid their attack. On a 7-9, you deal your damage but 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 deal with one of your ammunition or positioning complications at the GM's discretion.

  • 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 GM will tell you which stat applies. On a 10+, you do it. On a 7-9, you do it but the GM will offer a worse outcome, hard bargain, or ugly choice. On a 6-, be prepared for trouble and the GM makes a move.

  • Defend

    When When you hold position against an enemy, shielding someone or something from attack.

    When you hold position against an enemy, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1-for-1 to choose from the list. You take half damage from an attack, you deal your damage to the attacker, you deflect or reduce an incoming blow, you open up an enemy to an ally, or you hold the line until help arrives. On a 6-, you still make a move, but the situation escalates.

  • Spout Lore

    When When you recall important facts or lore.

    When you recall important facts or lore about a monster, location, danger, or ancient mystery, roll+INT. On a 10+, the GM tells you something interesting and useful. On a 7-9, the GM tells you something interesting, but it is incomplete, obscure, or only partly useful. On a 6-, the GM may tell you what you think you know, but it is wrong, incomplete, or dangerously misleading.

  • Discern Realities

    When When you closely study a person, place, or situation.

    When you closely study a person, place, or situation, roll+WIS. On a 10+, ask the GM three questions from the move list. On a 7-9, ask one. Take +1 forward when acting on the answers. On a 6-, the GM will answer as truthfully as they like, but you are in danger or have opened yourself to a new threat.

  • Parley

    When When you bargain with a non-player character.

    When you bargain with a non-player character, promise them something they want, and ask for something in return, roll+CHA. On a 10+, they do it if you promise them what they want. On a 7-9, they need some concrete assurance of your promise, right now. On a 6-, their reaction is up to the GM, and your offer may make things worse.

  • Bend Bars, Lift Gates

    When When you have some time and the proper materials to work on weapons or heavy obstacles.

    When you have some time and the proper materials, you may forge, repair, or reshape a weapon. Describe what you want and roll+STR. On a 10+, the weapon is exceptional, choose two, on a 7-9, choose one, it is functional but flawed, it is lighter or more elegant than normal, it is reliable and keeps its edge, it deals +1 damage, or it gains a useful, distinctive feature. On a 6-, your work is flawed, dangerous, or costly, and the GM will tell you how.

  • Armored

    When Always.

    You ignore the weight of armor that would slow lesser warriors. When you take damage while wearing armor, reduce the damage by the armor value of your armor as normal, and your armor never counts as cumbersome or burdensome to you.

  • Signature Weapon

    When When you choose and wield your personal weapon of legend.

    Choose a weapon. It is yours and yours alone, etched with identity, history, and menace. Give it a name and three tags or special qualities from the Fighter list or GM approval. Whenever you use this weapon, you gain the benefits of those qualities. If you ever lose it, your relationship to the weapon and the world around it will shape what happens next.

  • Adaptable Heritage

    When When you choose a racial move as a human.

    Choose one move from another class. Treat your level as one lower for the purpose of choosing that move. A human fighter often uses this to shore up a weakness, steal a trick from another style, or chase a personal obsession into danger.

  • TraitHumanAmbitious and adaptable, with no inborn limits on what discipline and audacity can achieve.
  • TraitHumanChosen of the wide world, quick to learn from others, quick to make trouble with them.

Gear

4 items

Weapons

  • Inscribed Sword
    A heavily engraved blade bearing incomprehensible symbols, 1 weight, signature weapon.

Armor

  • Chainmail
    Chainmail armor, 2 armor, 1 weight.

Gear

  • Adventuring Gear
    Adventuring gear for the road, torchlight, rope, rations, and whatever else the GM says is reasonable. 1 weight total.
  • Island Token
    A keepsake from Sileisse, worn for luck. 0 weight.

Appearance

Grand, athletic, sun-tanned human man with wild green hair, bright yellow eyes, a confident grin, practical warrior clothes, and an expensive sword worn like a lover's promise.

Mannerisms

He smirks before answering, rests a hand on his sword when amused, and turns even serious conversations into a challenge or a flirtation.

Personality

Cocky, magnetic, playful, stubborn, and secretly more earnest than he lets on. He hides devotion behind teasing and courage behind a grin.

Ideals

Glory

Bonds

____ does not yet understand that I fight best when I have someone worth impressing, and I mean to prove it on the field. ____ has seen the foolish parts of me and still travels beside me, which means they are either brave or not very wise. I owe ____ my blade in the moments that matter, even if I pretend I am only here for glory.

Flaws

Impulsive, flirtatious, self-satisfied, and sometimes dangerously unserious when authority is involved.

Quirks

Flirts even while bleeding.
Insists his sword's strange runes are just decorative.
Collects stories from distant lands as if they were trophies.

Background

Altaeï was born on Sileisse, an island where every child is raised with two certainties, one day they will choose a weapon, and one day they will choose a life. Fishermen learn to break skulls. Tailors learn to parry knives. Mothers teach their daughters and sons alike how to stand their ground, because on Sileisse survival is a skill and honor is something you earn with bruised knuckles. Altaeï embraced the fighting tradition early, but never the discipline that came with it. He was loud, quick to laugh, quicker to swing first, and impossible to keep away from trouble. His beauty and charm made him infamous almost as soon as he could hold a sword, and he spent as much time chasing flirtations as he did honing his technique. He also grew obsessed with stories from beyond the island, certain that faraway legends would make him irresistible and keep him close to the women he admired. That vanity did not stop him from becoming a legend. He won the grand Tournament of Blades, defeating warriors who had never been bested before, including Skalmeï herself, the island's fearsome Guerrière-Vestal. His victory made him a general, but command never fit his heart. He turned campaigns into revels, angered his superiors, and was eventually dismissed. He claimed not to care. In truth, he cared only about one prize he could never win by force, Skalmeï's attention. Now the threat of the Itvrä has dragged him back to duty, and for once his desire to impress someone may be enough to make him useful.

“Altaeï embraced the fighting tradition early, but never the discipline that came with it.”
From their backstory
Background
Sun-darkened warrior of Sileisse, with green hair, yellow eyes, and a talent for trouble. Leather, mail, trophies, and a blade carved with strange symbols.

Connections

Species

Human

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