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Kett Gwynt - AI-generated fantasy Character

Kett Gwynt

Human · Ranger · Level 1 · Wild eyes, close-cropped hair, a long steel-studded coat, a broad hat, a scarf, a mask, and studded shoes.

Kett Gwynt

Controlled, watchful, and intensely practical.
ACNone
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 22 · normal
AlignmentLawful EvilGenderManAgeThirty-two years old
STR
DEX
CON
INT
WIS
CHA

Armor

Studded leather trench coat, armor 1, worn beneath a steel-studded outer coat, 2 weight

Weapons

Revolver, custom ranged weapon, near/far, reload,
Hunting knife, hand range

Languages

Common

Features

15 features

Always on

  • Hunt and Track

    When When you follow a trail of clues left behind by passing creatures

    When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 10+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 7-9, you follow the trail until there’s a significant change, and choose one: you learn something useful about your quarry, or you learn something useful about where it went.

  • Called Shot

    When When you attack a defenseless or surprised enemy at range

    When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. On a 10+, choose two. On a 7-9, choose one: you avoid drawing unwanted attention or having to move to get the shot; you deal your damage+1d6; you reduce the target’s armor by 1 until it repairs or recovers; you create an advantageous situation, describing it. On a 6-, the GM makes a move as usual.

  • Animal Companion

    When When you order your animal companion to attack

    You have a loyal animal companion. Choose one species and describe it. Your companion is at your side unless you dismiss it, and it acts as a character under your control. It has 1-3 strengths, 1-2 weaknesses, 0 armor, and a damage die appropriate to its nature. Choose a base: ferocity, 2 points; cowardly, 1 point; or 1 point each for cunning, stealth, and speed. When your companion attacks, you roll+WIS. On a 10+, it makes its attack and you choose one: it deals its damage, it holds the enemy in place, or it creates an opening. On a 7-9, it makes its attack but exposes itself to danger, retribution, or cost.

  • Wild Empathy

    When When you travel through your chosen favored terrain

    Choose a favored terrain: arid or desert, plains, settled, swamp, aquatic, dungeon, or forest. When you travel through that terrain, you know the best routes, can identify the signs of nearby creatures, and can discern the general shape of the land.

  • Known Prey

    When When you enter a settlement or other civilized place

    Choose a type of prey: aberration, beast, construct, dragon, elemental, giant, magical, monstrous, ooze, plant, or undead. When you enter a settlement or other civilized place, tell the GM what your prey has done here recently, and ask what signs of its presence remain.

  • 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. Deal your damage. On a 7-9, choose one: you have to move to get the shot, placing yourself in danger; you have to take what you get, dealing -1d6 damage; or you have to take several shots, reducing your ammunition 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 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, 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. While you defend, when you or the thing you defend is attacked, spend hold to choose one: 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. On a 6-, the GM may reveal a dangerous or misleading fact, or make a move.

  • 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 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 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 something they need or want. On a 10+, they do what you ask if you first assure them that you will do what they want. On a 7-9, they will do what you ask, but need some concrete assurance of your promise right now.

  • Human Ingenuity

    When When you enter a settlement

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

  • TraitHumanAdaptable and resourceful
  • TraitHumanQuick to understand local customs and practical opportunities

Gear

8 items

Weapons

  • Revolver
    Custom firearm, damage d8, near, far, reload, 2 weight. On a miss with Volley, the GM may make a move involving the weapon, ammunition, or noise.
  • Hunting knife
    A hunting knife, hand range, 0 weight

Armor

  • Steel-studded trench coat
    Long steel-studded trench coat over protective leather, armor 1, 2 weight

Gear

  • 12×
    Revolver cartridges
    Ammunition for the revolver, 3 ammo, 1 weight
  • 5×
    Dungeon rations
    Five uses, 1 weight
  • Adventuring gear
    A practical field kit containing cord, flint, oil, hooks, chalk, and repair tools, 1 weight
  • Rope
    A coil of sturdy rope, 3 weight
  • Load allowance
    Starting load is 10. Current listed load is 9.

Appearance

A lean, hard-muscled human man with close-cropped black hair, steady gray eyes, and a neatly trimmed beard. He wears a long trench coat reinforced with overlapping steel studs, a broad-brimmed hat, a dark scarf, a fitted mask, and heavy studded shoes. Before speaking, he pauses to draw a slow breath through his nose, as if measuring the room. His grooming is deliberate and exact, even after a week in the wild.

Mannerisms

He pauses before answering, slowly inhales through his nose, and touches the brim of his hat whenever he makes a decision. He cleans and checks his revolver during moments of tension, never appearing hurried.

Personality

Controlled, watchful, and intensely practical. Kett rarely raises his voice because he expects people to listen the first time. He respects competence, keeps promises made in clear language, and considers fear a useful tool rather than a moral failing.

Ideals

Duty

Bonds

____ once saved my life, so I will protect them until the debt is paid, whether they deserve it or not. I know ____ has broken a law that matters to me, and I am waiting for the right moment to decide whether loyalty outweighs punishment. The whole party is useful because together we can reach places where authority cannot, and I will not let that opportunity be wasted.

Flaws

Kett believes law is more important than compassion and has difficulty recognizing authority that is not backed by force. He keeps score of every favor and betrayal, including those made by friends.

Quirks

Counts ammunition under his breath before entering danger.
Polishes the metal studs on his coat whenever he is forced to wait.
Keeps written records of debts, favors, and broken promises.

Background

Kett Gwynt was raised along the old road where law ended at the last milestone and every settlement kept its own version of justice. His mother taught him to read tracks, weather, and human fear. His father taught him that a rule was only useful if someone had the will to enforce it. Kett learned both lessons thoroughly, though he kept the second one closer to his heart. He became a bounty hunter, then a wilderness guide, and finally the quiet hand of a magistrate who preferred troublesome people to disappear beyond the border. The revolver came from that magistrate, a foreign weapon traded for a sealed warrant and three names that Kett never speaks aloud. He maintains it obsessively, cleaning the barrel before he eats and counting each round before sleep. His mask began as protection from dust and smoke, but it soon became part of the work. Behind it, clients see less of him, witnesses remember less, and frightened quarry often mistakes his silence for mercy. Kett has joined ____ and the other companions because their path leads toward a nest of predators that no court can reach. He intends to bring order to that place, even if order must be built from graves.

“His mother taught him to read tracks, weather, and human fear.”
From their backstory
Background
Wild eyes, close-cropped hair, a long steel-studded coat, a broad hat, a scarf, a mask, and studded shoes.

Connections

Species

Human

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