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Hyde - AI-generated fantasy Character

Hyde

Human · Bard (Street Performer) · Level 11 · Knowing eyes, messy hair, flashy traveling clothes, lithe body

Hyde

Witty and unpredictable, Hyde thrives on the gasps of a crowd.
ACNone
HP16/16
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 16 · normal
AlignmentChaotic GoodGenderMaleAge24
STR
DEX
CON
INT
WIS
CHA

Armor

Leather Armor (1 Armor)

Weapons

Fencing Sword (Close, +1 Piercing),
Throwing Daggers (Thrown, Near)

Languages

Common

Features

22 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee.

    Roll+STR. On a 10+ deal damage and avoid attack. On a 7-9 deal damage and enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range.

    Roll+DEX. On a 10+ hit. On a 7-9 hit but choose one: reduce ammo, move to a dangerous spot, or deal -1d6 damage.

  • Defy Danger

    When When you act despite an imminent threat.

    Roll+Stat. On a 10+ you succeed. On a 7-9 you stumble or take a hard bargain.

  • Defend

    When When you stand in defense of a person, item, or location.

    Roll+CON. On a 10+ hold 3. On a 7-9 hold 1. Spend hold to redirect attacks, halve damage, or deal damage back.

  • Spout Lore

    When When you consult your accumulated knowledge.

    Roll+INT. On a 10+ the GM tells you something interesting and useful. On a 7-9 the GM tells you something interesting.

  • Discern Realities

    When When you closely study a situation or person.

    Roll+WIS. On a 10+ ask 3 questions. On a 7-9 ask 1 question from the list.

  • Parley

    When When you have leverage and want something from an NPC.

    Roll+CHA. On a 10+ they do what you ask if you promise what they want. On a 7-9 they need concrete proof of your promise first.

  • Arcane Star

    When When you enter a settlement for the first time.

    Someone in the settlement knows of your songs and reputation. Gain +1 forward to Parley with them.

  • Arcane Art

    When When you weave magic into a performance.

    Roll+CHA. On a 10+ choose an effect. On a 7-9 also choose a complication. Effects: Heal 1d8 HP, +1d4 forward to damage, or remove a debility.

  • Bardic Lore

    When When you first encounter an important person, place, or thing.

    Ask the GM a question about it. Roll+CHA. On a 10+ they give a detailed answer. On a 7-9 the answer is vague or incomplete.

  • Charming and Open

    When When you speak frankly with someone.

    You can Parley with Charisma instead of having actual leverage.

  • A Port in the Storm

    When When you arrive at a settlement.

    You can spend a day there to learn a secret about it. No roll required.

  • Eldritch Tones

    When When you use Arcane Art.

    Your performance echoes. Choose two targets instead of one for your chosen effect.

  • Metal Hurlant

    When When you shout with the force of magic.

    Roll+CHA. On a 10+ deal 1d10 damage and push the target back. On a 7-9 deal damage but you draw unwanted attention.

  • Bamboozle

    When When you Parley.

    On a 7-9 you can choose to make them believe a lie instead of meeting their demands.

  • It Goes to Eleven

    When When you use Arcane Art.

    The healing effect becomes 2d8 and the damage bonus becomes +1d8.

  • Cacophony

    When When you unleash a discordant note.

    Roll+CHA. On a 10+ deal your damage to everyone within range. On a 7-9 deal damage but you are dazed.

  • Unforgettable Face

    When When you meet someone for the second time.

    They definitely remember you and you gain +1 forward to any social move against them.

  • Vicious Blast

    When When you deal damage with a Bard move.

    Your damage gains the Forceful and Messy tags.

  • Duelist's Parry

    When When you Hack and Slash with a fencing sword.

    You gain +2 Armor for the duration of the engagement.

  • Conquering Hero

    When When you roll a 12+ on any Bard move.

    You may take an additional effect from the move list for free.

  • HumanHumanWhen you first enter a civilized settlement, someone who lives there knows of your songs or stories.

Spells

Spellcasting. Hyde casts with Charisma ( to hit with spell attacks).

Gear

6 items

Weapons

  • Fencing Sword
    A thin blade suited for dueling. Close range. (2 Weight)
  • 3×
    Throwing Daggers
    Set of three sharp daggers. Thrown, Near. (1 Weight)

Armor

  • Leather Armor
    Protective gear that provides 1 Armor. (1 Weight)

Tools

  • Deck of Tarot Cards
    Flashy cards used for fortune telling and magic tricks. (0 Weight)

Gear

  • Dungeon Rations
    Dried meat and hard bread. 5 uses. (1 Weight)
  • Adventuring Gear
    Sundry items. 5 uses. (1 Weight)

Appearance

Hyde has unruly black hair and eyes that seem to look into your very soul. He wears a high-collared velvet vest, numerous silver rings, and a tattered, dramatic cloak. His hands are constantly in motion, either shuffling cards or fiddling with a hidden dagger.

Mannerisms

He has a habit of looking just over someone's shoulder during conversation, as if watching a second version of them that isn't quite there.

Personality

Witty and unpredictable, Hyde thrives on the gasps of a crowd. He acts with a flamboyant confidence that borders on arrogance, yet there is a subtle hesitation in his step when he draws a card that he didn't mean to flip. He is deeply protective of the 'thread of fate' and dislikes seeing people coerced into destinies not of their own making.

Ideals

Chaotic: Spur others to significant and unplanned decisive action.

Bonds

____ knows more about my past than I do, and I fear what they might say. I sang songs about ____ before I ever met them because the cards told me they were coming. ____ is often the target of my jokes, but I trust them with my life when the visions get dark.

Flaws

Impulsive behavior, addicted to the spotlight, haunted by visions of future death.

Quirks

Always shuffles a deck of cards when nervous
Speaks in riddles when he knows a truth he shouldn't
Purposely wears mismatched boots for 'luck'

Background

Hyde began his career in the muddy gutters of low-town, surviving on card tricks and quick fingers. He quickly learned that people love to be told their futures, and he became an expert at reading body language and making lucky guesses. However, during a performance in a darkened tavern, the cards began to hum beneath his fingertips. He described a tragedy that came to pass within the hour, a vision so clear it felt like a memory. This gift has grown stronger and more intrusive ever since. He found that the music he played could manifest the very shifts in fortune he witnessed. Now he travels from city to city, masquerading as a simple entertainer while secretly trying to untangle the knotted strings of destiny that only he can see. He has no idea why he was chosen for this role, but he uses his magic to ensure that the people he meets find their way toward light and freedom.

“He quickly learned that people love to be told their futures, and he became an expert at reading body language and making lucky guesses.”
From their backstory
Background
Knowing eyes, messy hair, flashy traveling clothes, lithe body

Connections

Species

Human

Media

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