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Arsen Koba - AI-generated fantasy Character

Arsen Koba

Human · Fighter · Level 20 · A veteran commander with a hard face, close-cropped hair, battered chainmail, an imperial surcoat, and a sword kept in perfect condition.

Arsen Koba

Arsen is disciplined, direct, and grimly protective.
ACNone
HP25/25
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 25 · normal
AlignmentLawful EvilGenderMaleAge42
STR
DEX
CON
INT
WIS
CHA

Armor

Chainmail, 1 armor, clumsy, worn beneath the surcoat.,
Shield, +1 armor, can be used to block blows and create openings.

Weapons

Simple melee weapons,
Martial melee weapons,
Dagger,
Longsword,
Shield used as a weapon or defensive implement.

Languages

Common,
Streocian Imperial Cant

Features

31 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 do +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 volley at an enemy at range.

    When you take aim and volley, roll +DEX. On a 10+, you have a clear shot, deal your damage, and avoid having to choose from the 7-9 list. 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, -1d6 damage; you have to take several shots, reducing your ammo by 1.

  • 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 the threat does not come to bear. 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 and hold 3. While defending, 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; 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 you how you know the information.

  • Discern Realities

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

    When you closely study a person, situation, or location, 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: 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 this person?

  • Parley

    When When you have leverage over someone and manipulate them.

    When you have leverage over someone and manipulate them, roll +CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise what they ask of you. On a 7-9, they will do what you ask, but need some concrete assurance of your promise, right now.

  • Bend Bars, Lift Gates

    When When you bend, break, or lift something.

    When you bend, break, or lift something, roll +STR. On a 10+, choose 3. On a 7-9, choose 2: 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 Whenever you wear armor with the clumsy tag.

    You ignore the clumsy tag on armor you wear.

  • Signature Weapon

    When When you choose and wield your signature weapon.

    You have a signature weapon, detail its appearance and name. Choose its base damage, hand tags, range tags, and special properties. When you wield your signature weapon, it counts as a magic weapon for purposes of overcoming resistance.

  • Merciless

    When When you deal damage to an enemy.

    When you deal damage, you may deal your damage again, but you expose yourself to the enemy's attack.

  • Heaving

    When When you Defy Danger using your strength to overcome an obstacle.

    When you Defy Danger and use your strength to overcome an obstacle, take +1.

  • Seeing Red

    When When you Hack and Slash on a 7+.

    When you Hack and Slash on a 7+, you deal your damage before the enemy makes its attack.

  • Interrogator

    When When you Defend.

    When you Defend, you always get +1 hold, even on a miss.

  • Scent of Blood

    When When you Hack and Slash on a 10+.

    When you Hack and Slash on a 10+, you may choose one additional option from the 7-9 list.

  • Through Death's Eyes

    When When you take damage.

    When you take damage, you can choose to take -1 ongoing until you receive healing instead of taking the damage.

  • Bend Bars, Lift Gates

    When When you make a show of force.

    When you make a show of force, roll +STR. On a 10+, choose two. On a 7-9, choose one: Someone gives in; Someone flees; Someone reveals a secret; Someone takes you seriously.

  • Blood for Blood

    When When you Hack and Slash with your Signature Weapon.

    When you use your Signature Weapon to Hack and Slash, you may choose to deal +1d6 damage on a 7-9, but you expose yourself to the enemy's attack.

  • Taste of Blood

    When When you Defy Danger using your weapon.

    When you Defy Danger using your weapon, take +1.

  • Heirloom

    When When you Parley while displaying your weapon or authority.

    When you Parley with someone while displaying your weapon or authority, take +1.

  • Eye for Weaponry

    When When you enter a dangerous situation.

    When you enter a dangerous situation, ask the GM what is the most immediate threat. The GM will answer truthfully.

  • Battle-Hardened

    When When you survey a battlefield.

    When you take a moment to survey a battlefield, ask the GM three questions about the enemy's disposition, defenses, or vulnerabilities. Take +1 forward when acting on the answers.

  • Combat Assessment

    When When you assess an enemy's tactics and vulnerabilities.

    When you make a tactical assessment of an enemy, roll +INT. On a 10+, hold 3. On a 7-9, hold 1. Spend hold to ask the GM what the enemy is most vulnerable to, what it wants, what it is about to do, or who it will attack next.

  • Commanding Presence

    When When you give an ally a battlefield order.

    When you order an ally to act in a dangerous situation, roll +CHA. On a 10+, they take +1 forward and do what you say. On a 7-9, they choose one: hesitate, act at a cost, or demand a concrete assurance.

  • Press the Advantage

    When When you fight from a position of advantage.

    When you fight from a position of advantage, your attacks gain forceful and you take +1 forward to Defy Danger caused by the enemy.

  • Shield Brother

    When When an ally within reach would take damage.

    When you protect an ally with your body, you may take the damage in their place and reduce it by your armor.

  • Read the Line

    When When you study an opponent during a fight.

    When you study an opponent during a fight, ask one question about its combat style, weakness, or next move. Take +1 forward when acting on the answer.

  • Human Ingenuity

    When When you enter a settlement.

    When you enter a settlement, ask the GM what here is useful or valuable. The GM will answer truthfully.

  • TraitHumanAdaptable and socially embedded in settlements.
  • TraitHumanKnows the practical value of tools, roads, stores, labor, and local authority.
  • TraitHumanHuman resilience expressed through discipline rather than supernatural ability.

Gear

8 items

Weapons

  • Red Measure, signature longsword
    A masterwork imperial longsword, 1 weight, close, reach, versatile. This is Arsen's signature weapon, named Red Measure.
  • Dagger
    A plain dagger, 1 weight, hand, thrown.

Armor

  • Chainmail
    Chainmail, 1 armor, clumsy, 1 weight. Counts toward a total load of 13.
  • Shield
    A reinforced military shield, +1 armor, 2 weight.

Gear

  • Adventuring gear
    A traveler's kit containing flint and steel, chalk, cord, oil, a small hammer, and mundane field supplies, 5 uses, 1 weight.
  • 5×
    Dungeon rations
    Preserved food for five days, 1 weight per day. Total 5 weight.
  • Healing potion
    A restorative draught that heals 10 damage when consumed, 0 weight.
  • Imperial field kit
    An imperial signet, sealed orders, spare surcoat, whetstone, and a purse containing 20 coins, 1 weight. Arsen's total carried load is 13, equal to his STR score.

Appearance

A broad-shouldered, heavily muscled human man with close-cropped dark hair threaded with gray, a square beard, steady brown eyes, and weathered olive skin. He wears scarred chainmail beneath a dark red surcoat bearing the imperial mark. He moves with a measured, economical gait, favoring neither side, and stands unnervingly still when others grow restless. His hands are thickened by years of sword work, and the skin of his forearms is rough from armor, reins, and whetstone use.

Mannerisms

He checks the edge of Red Measure with his thumb whenever a conversation turns uncertain. He rarely raises his voice. When angered, he becomes quieter, squares his shoulders, and addresses people by their full names.

Personality

Arsen is disciplined, direct, and grimly protective. He respects competence more than kindness and loyalty more than honesty. Around ordinary workers he is unexpectedly patient, because he remembers the weight of labor. Around nobles he is watchful, seeing every courtesy as a possible bargain.

Ideals

Glory. Arsen seeks the kind of glory that becomes law, the glory of being the weapon the empire remembers when all other weapons fail.

Bonds

____ has saved my life, and I will repay that debt even if it costs me the emperor's favor. I do not trust ____ near matters of state, but I will defend them from anyone outside our company. ____ has seen what I do for Petrik II and must never be allowed to mistake loyalty for kindness.

Flaws

He confuses obedience with virtue and regards compromise as a failure of nerve. Arsen is slow to forgive defiance, especially when it is disguised as moral courage. He is willing to protect innocent people, but only after deciding whether their survival serves stability.

Quirks

Keeps every blade sharper than necessary.
Counts exits whenever he enters a room.
Refuses to sit with his back to a door.
Uses the emperor's name only when making a promise.

Background

Arsen Koba grew up in a stone-cutting district beneath the eastern walls of the Streocian capital. His father shaped paving blocks, his mother kept accounts for a military quartermaster, and Arsen learned early that empires were built by people who carried weight without complaint. He was not a brilliant student and never pretended to be. What he possessed was endurance, a brutal instinct for distance, and the patience to repeat a motion until it became impossible to interrupt. He entered the imperial army as a common infantryman and rose through years of border fighting, punitive marches, and palace campaigns. Emperor Petrik II noticed him after Arsen held a breached gate with eleven soldiers until reinforcements arrived. Since then, Arsen has served as the emperor's sworn sword, field executor, and quiet answer to problems that cannot be solved by decrees. He believes order is mercy for the strong and safety for everyone else, provided the strong are obeyed. He has no affection for cruelty performed for pleasure, but he considers fear a legitimate instrument of government. At twenty, Arsen is a living monument to discipline rather than age. He has survived ambushes, winter sieges, and commanders more dangerous than monsters. His loyalty to Petrik II is absolute, though he privately measures every companion by the same question: when the line breaks, will they stand where they are needed?

“He was not a brilliant student and never pretended to be.”
From their backstory
Background
A veteran commander with a hard face, close-cropped hair, battered chainmail, an imperial surcoat, and a sword kept in perfect condition.

Connections

Species

Human

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