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Mara Venn - AI-generated fantasy Character

Mara Venn

Human · Rogue · Level 1 · Criminal

Mara Venn

Quietly observant and dryly humorous, Mara notices small inconsistencies that others overlook.
AC10
HP7/7
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 10 · HP 7 · 30 ft.
AlignmentNeutralGenderFemaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
One gaming set

Languages

Common,
Thieves' Cant,
One additional language of choice

Features

11 features

Action

  • Weapon Attack

    When On your turn

    Make a melee or ranged weapon attack using a rapier, dagger, shortbow, or another proficient weapon.

Always on

  • Sneak AttackLevel 1

    When When you hit with a finesse or ranged weapon and meet the advantage or adjacent-enemy condition

    Deal an extra 1d6 damage once per turn when the Sneak Attack conditions are met.

  • ExpertiseLevel 1

    You gain proficiency in thieves' tools. Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make using the chosen proficiencies. Expertise applies to Stealth and Sleight of Hand.

  • Thieves' CantLevel 1

    You know thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly ordinary conversation. Only another creature that knows thieves' cant understands such messages. You also understand a set of secret signs and symbols used to identify members of criminal networks.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment. The best and worst are found among them.
  • SizeHumanHumans vary widely in height and build. Your size is Medium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the location of the contact or their identity.

Gear

10 items

Weapons

  • Rapier
    A finely balanced one-handed finesse weapon suitable for precise strikes.
  • Shortbow and arrows
    A ranged weapon with a quiver containing 20 arrows.
  • 2×
    Dagger
    Small blades useful as weapons, tools, and distractions.

Armor

  • Leather Armor
    Light protective armor made from hardened leather.

Tools

  • Crowbar
    A sturdy iron bar useful for forcing open doors and containers.
  • Gaming set
    A set of marked bone tiles used for gambling and coded signals.
  • Thieves' Tools
    A compact kit of picks, tension tools, and delicate probes for manipulating locks and traps.

Gear

  • Burglar's Pack
    Includes a backpack, 10 feet of hempen rope, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.
  • Dark common clothes with hood
    Plain dark clothing designed to conceal the wearer, including a hood.
  • Belt pouch
    A small pouch containing fifteen gold pieces.

Appearance

A slight, sharp-featured human with weathered olive skin, gray-green eyes, and cropped black hair streaked with premature silver. Their narrow frame looks unassuming beneath a battered leather coat, though every movement is measured and alert. A thin scar crosses the left eyebrow, and their fingers are stained with ink, soot, and old lock grease.

Mannerisms

Mara pauses before answering simple questions, as though checking three possible lies before selecting the least harmful one. She keeps her back near walls, counts exits whenever she enters a room, and rolls a coin across her knuckles when thinking.

Personality

Quietly observant and dryly humorous, Mara notices small inconsistencies that others overlook. She is suspicious of authority, unexpectedly protective of desperate people, and more comfortable in a dangerous alley than at a respectable dinner.

Ideals

Information is freedom. No tyrant, merchant prince, or crime lord should own the truth simply because they can afford to hide it.

Bonds

I carry a coded ledger that may prove who destroyed my family and betrayed my old crew. I will find Old Sable, dead or alive, and repay the debt I owe them.

Flaws

I assume every kindness has a hidden price, and I would rather betray someone first than risk being betrayed again.

Quirks

Names every lock she opens after a type of bird.
Keeps a running tally of doors, windows, and exits in every building.
Cannot resist correcting inaccurate rumors about famous criminals.
Sleeps with one hand wrapped around a dagger hilt.

Background

Mara Venn grew up in the crowded alleys behind the counting houses of a prosperous river city. Her parents were honest laborers who disappeared after a merchant accused them of stealing a shipment they never touched. With no one willing to hear a poor family's protests, Mara survived by carrying messages, lifting purses, and learning which doors were protected by locks and which were protected by people. A retired burglar named Old Sable noticed that Mara watched more than she spoke, and taught her the patient arts of concealment, misdirection, and escape. Mara eventually joined a small criminal crew that specialized in retrieving dangerous documents and exposing corrupt officials. The work suited her until the crew's leader sold them out to the same merchant families who had ruined her parents. Mara escaped with a ledger proving the betrayal, but Old Sable was captured and presumed dead. Now she travels under false names, taking discreet jobs while searching for the surviving members of her old network. She wants justice, but she has learned that justice is often just another word powerful people use when they have already won.

“Her parents were honest laborers who disappeared after a merchant accused them of stealing a shipment they never touched.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

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