The Rake

Dexter Hyde's page

116 posts. Alias of Elsine.


Full Name

Dexter hyde

Race

Human

Classes/Levels

Survivor | Lvl 4 | XP: 4 | HP: 17/27 | Gambit 0 | Armor 1 | 1d10 | STR +1 | DEX +1 | CON +2 | INT 0 | WIS -1 | CHA +2

Gender

Male

Size

1.75 meters

Age

22

Special Abilities

Eternal marks, Survive, Storyteller

Alignment

Neutral, Obtain something or someplace that is yours and only yours.

Languages

Common, thieves cant, inuendo

Occupation

profesional criminal

Strength 13
Dexterity 13
Constitution 17
Intelligence 9
Wisdom 8
Charisma 16

About Dexter Hyde

Gold: Nada

Load: 5/10

Gear:
  • Rations (5 uses, 1 weight)
  • adventuring gear (5 uses, 1 weight)
  • Threatening Knife (hand, 1 weight)
  • Plasma pistol (Near, +1 damage, 2 weight)
  • Plasma charges (3 uses, 0 weight)
  • My sisters locket

Moves:

Eternal Mark
As a survivor of a great cataclysm, the world has
left its mark upon you, and you have been eternally
changed as a result.
Choose two of the following:
 A hand bloodied: your body is a weapon with the
Hand and Forceful tags

 A body scarred: you have +1 armor
 A limb replaced: anything you hold counts as
something you cherish

 A mind shattered: you take +1 to Defy Danger
against being manipulated in any way
 A heart broken: take +1 forward against any who
insult something you have lost
 A scar burning: this scar glows and burns when
you are in danger

Reminders of the Past
When you meet a traveler or enemy you've met
before (your call), tell the GM of your last encounter
with them. The GM will tell you how they've changed
since then.
When you come across a marked grave, tell the
GM who they were and how you knew them.

Hold On To What’s Precious
When you Defend an ally, a friend, or
something you cherish, gain +1 hold, even on a miss.
When you hold something or someone you
cherish in your hand and they would be taken,
knocked away, moved, broken, or damaged in any
way, you can prevent that from happening by taking the
effect yourself.

Survive (CON)
When you brace for impact against expected
harm, roll +CON. On a 10+, choose two. On a 7-9,
choose one:
 Take half damage, rounded down.
 Take a debility instead of taking damage. You
cannot choose this option if you have all six
debilities.
 Ignore all effects of the attack, other than damage.
You are not moved, set on fire, poisoned, restrained,
or anything else the attack would have done to you.
 Take +1 ongoing against the cause of this damage
until you have conquered it.

Aspecy: Cataclysm: God
You lost everything to the unfiltered wrath of a
god, either Sola or one of his captors. Compared to
that, not very much seems like a threat anymore.
Choose an extra Eternal Mark.

Further Marked
The first time you take a debility or suffer great
personal harm after you gain this move, do not mark
that debility or suffer that harm. Instead, gain one of the
Eternal Mark options.

Dead Man Walking
When you take damage, you may choose to ignore it. Instead of taking
damage, gain Pain equal to the damage you would have taken. When you
next take a short rest, spend all of your Pain and take an equal amount of damage, ignoring armor. You cannot use Survive against this damage
their own.

Gambit:
When you or someone you have a bond with takes damage from an outside source, it was part of your plan the whole time, gain +1 Gambit. What some might see as an unwanted setback, you know it's merely a strategem to gain a later advantage.

At any time, reveal your ploy and spend Gambits to:
- Add +1 to anyone's roll (Cost: 1)
- Deal your damage to an enemy (Cost: 2)
- Create an obstacle or distraction that a single enemy has to deal with before they can do anything else (Cost: 3)
- The GM will help you reveal a trap, ambush, or plan that gives you or your allies a surprising advantage (Cost: 4)

Multiple Gambits can be used and the effects stack. After the end of a battle or when it makes sense, your Gambit count resets to 0.

Bonds:

Background:
When I was younger, the ship my family was on got caught in a solar storm, I alone escaped, and not without some losses, a burn on my cheek from superheated metal, and an arm lost as a corridor collapsed on my sister and I.

I escaped, and was taken in by a decent couple, who nursed me back to health, and even fitted me with a prosthetic (I hide that with long shirts and gloves, no one but a few lovers know. I also hid the scar with a beard. I say I hide these to make myself less identifiable, but honestly, I don't want to be pittied, or reminded)

But time and disease are cruel, and they died too. I decided I would surround myself with scum, with wretched people, so that I wouldn't grow close to them, so that when they inevitably died, it wouldn't hurt.