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<blockquote data-quote="Snarf Zagyg" data-source="post: 8619591" data-attributes="member: 7023840"><p><strong>Doc Sentenza, </strong><em>a Reborn, Doomed Wastrel from the Mesa of Madness</em>.</p><p></p><p>[SPOILER="Doc Knows When to Hold 'Em, Know When To Fold 'Em, Know When To Walk Away, and You Better Run"]</p><p><img src="https://i.pinimg.com/236x/7b/fc/37/7bfc37948cef5d8490fcaef9d73957ee--steampunk-artwork-character-ideas.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>[/SPOILER]</p><p><strong>Hexblade Warlock / Phantom Rogue</strong></p><p>Level <strong>5 </strong>(Warlock Pact of the Blade)<strong> / 5 </strong>(Phantom Rogue)</p><p><strong>Alignment:</strong> Neutral-ish</p><p><strong>Deity:</strong> There is No God, Just the Endless Cycle of Suffering</p><p><strong>Patron: </strong>The Nameless Sheriff</p><p></p><p><strong>AC</strong> 14</p><p><strong>HP</strong> 93/93</p><p><strong>Hit Dice:</strong> 10/10 at 10d8+4</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Passive Perception:</strong> 20</p><p><strong>Proficiency </strong>+4</p><p></p><p>[SPOILER=Abilities and Features]</p><p><strong>Str</strong> 12 (+1)</p><p>Athletics: +1</p><p></p><p><strong>Dex</strong> 14 (+2)</p><p>Acrobatics: +2</p><p>+Sleight of Hand: +6</p><p>+Stealth: +6</p><p></p><p><strong>Con</strong> (8) 19 (+4)</p><p></p><p><strong>Int</strong> 14 (+2)</p><p>Arcana: +2</p><p>History: +2</p><p>+Investigation: +6</p><p>Nature: +2</p><p>Religion: +2</p><p></p><p><strong>Wis</strong> 14 (+2)</p><p>Animal Handling: +2</p><p>*Insight: +10</p><p>Medicine: +2 (default proficient from whispers if nothing else selected +6)</p><p>*Perception: +10</p><p>Survival: +2</p><p></p><p><strong>Cha</strong> 18 (+4)</p><p>+Deception: +8</p><p>+Intimidation: +8</p><p>Performance: +4</p><p>+Persuasion: +8</p><p></p><p>(+ = Proficient, *=Expertise)</p><p></p><p><strong>Saving Throws:</strong> +Dexterity (+6) +Intelligence (+6)</p><p>Strength (+1) Con (+4) Wis (+2) Cha (+4)</p><p></p><p><strong><u>Combat</u></strong></p><p><strong>Pact Pistol </strong>Piercing, base d10, gets 2 attacks per round (thirsty)</p><p>Modifiers to hit: <strong>+9</strong></p><p>+1 (improved pact weapon), +4 (charisma), +4 (proficient)</p><p>Modifiers to damage: <strong>+5</strong></p><p>+1 (IPW), +4 (charisma)</p><p><strong>Dagger</strong> +6 for 1d4+2 (If thrown 20/60)</p><p></p><p><em>Common Modifiers (using Pact Pistol)</em></p><p><strong>+ Sneak Attack</strong> +3d6 Damage with advantage or if ally is within 10' of target</p><p><strong>+ Wails from the Grave </strong>After sneak attack, choose second target with 30' to take d6 necrotic damage (4x per long rest)</p><p><strong>+ Piercer </strong>Critical Hit is +d10, may reroll any damage die.</p><p><strong>+ Hex </strong>+d6 necrotic damage to target on hit</p><p><strong>+ Hexblade's Curse</strong> Crit on 19 or 20, +4 to damage, if target dies get 13hit points. Works for 1 target for 1 minute, use once per short rest, activates on bonus action.</p><p><strong>+ Maddening Hex </strong>Using bonus action, any hexed or curse target and all enemies within 5' take 4 points psychic damage.</p><p></p><p></p><p><strong><u>Proficiencies</u></strong></p><p>Light Armor, Medium Armor, Shields</p><p>Simple Weapons, Marital Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Firearms</p><p>Thieves' Tools, Artisan Tools (Tinker), Gaming Tools</p><p>Stealth, Investigation, Perception, Insight, Intimidation, Persuasion, Sleight of Hand, Deception</p><p>Languages: Common, Undercommon, Thieves' Cant</p><p></p><p></p><p><strong><u>Feats</u></strong></p><p><strong>Gunner:</strong> +1 Dex, gain firearm proficiency, ignore loading, no disadvantage to “melee” attack with firearm.</p><p><strong>Piercer: </strong>+1 Dex, can reroll one damage die that is piercing, critical hit gets additional damage die</p><p>(<strong>ASI</strong> +2 Cha)</p><p></p><p></p><p><strong><u>Reborn Features</u></strong></p><p><strong>Darkvision: </strong>60’</p><p><strong>Deathless: </strong>Does not need to breathe, eat, or drink (although still drinks). Advantage on saves for disease, poison, and death saves. Resistance to poison damage.</p><p><strong>Sleepless:</strong> Don’t need to sleep, can’t be put to sleep. Long rest takes 4 hours, and you are conscious during that time.</p><p><strong>Past Life Knowledge:</strong> After seeing result of a roll, get to add d6 to it. May do a number of times per long rest = to proficiency.</p><p></p><p></p><p><strong><u>Rogue Features</u></strong></p><p><strong>Expertise:</strong> Proficiency bonus is doubled in insight and perception.</p><p><strong>Sneak Attack:</strong> Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target.</p><p><strong>Thieves' Cant:</strong> Placed in languages; note that it takes 4x longer.</p><p><strong>Cunning Action:</strong> Use bonus action on turn to take the Dash, Disengage, or Hide action.</p><p><strong>Steady Aim: </strong>(TCOE Option) Use bonus action to get advantage if not moving.</p><p><strong>Whispers of the Dead: </strong>Every short rest, can choose a new skill/tool to be proficient in.</p><p><strong>Wails from the Grave: </strong>Can use proficiency times per long rest- after sneak attack, target a second critter within 30’ for 1/2 the necrotic damage dice of sneak attack.</p><p><strong>Uncanny Dodge: </strong>When attacked you can see hits you, you can use reaction for 1/2 damage.</p><p></p><p></p><p><strong><u>Hexblade Features</u></strong></p><p><strong>Hexblade’s Curse:</strong> Curse target for 1 minute- bonus to damage = proficiency; critical on 19 or 20; if target dies, gain HP = level+cha modifier. Once per short rest. Uses bonus action.</p><p><strong>Hex Warrior:</strong> Extra proficiencies. One weapon gets to use charisma for to hit and damage.</p><p><strong>Pact of the Blade: </strong>Pistol is pact weapon; can summon it into hand. Proficient with it, and count as magic. May turn magic pistol into pact weapon as well.</p><p></p><p></p><p><strong><u>Spellcasting</u></strong></p><p><strong><em>Invocations (3)</em></strong></p><p><strong>Improved Pact Weapon</strong> Pistol, Pistol is also spell Focus, gets +1/+1</p><p><strong>Thirsting Blade</strong> Attack twice with pact weapon</p><p><strong>Maddening Hex</strong> As bonus action, do psychic damage to hexed or cursed target and any critters within 5' (my choice) equal to Charisma modifier</p><p></p><p>3 cantrips known, 6 spells known, spell slots at third level, 2 spells/short rest</p><p></p><p>Cantrips: Mage Hand, Prestidigitation, Minor Illusion</p><p>Hex (1), Armor of Agathys (1), Blur (2), Counterspell (3), Fly (3), Enemies Abound (3)</p><p>[/SPOILER]</p><p></p><p>[Spoiler=Equipment]</p><p></p><p></p><p><strong><u>Equipment</u></strong></p><p><em>Periapt of Wound Closure </em>Stabilizes whenever dying; when rolling hit die to regain hit points, gets 2x hit points (Attuned)</p><p><em>Amulet of Health</em> Sets constitution to 19 (Attuned)</p><p><em>Ring of Free Action </em>Difficult Terrain doesn't cost additional movement. Magic cannot reduce speed not cause paralysis or restrained. (Attuned)</p><p></p><p>Manacles</p><p>Steel Mirror</p><p>50' rope</p><p>Pack of playing cards with pictures of people Doc has killed (Horror Token)</p><p>Studded Leather Armor</p><p>Dagger (in boot)</p><p>Unusual Tattered Clothes (<em>Western</em>)</p><p>Wide Brimmed Hat</p><p>Boots</p><p>Poncho</p><p>Vest</p><p>Belt with empty holster</p><p>Three Flasks of Whiskey</p><p>Thieves' Tools</p><p>Tinker’s Kit (Artisan’s Tools)</p><p>Gaming Kit</p><p>Purse (100 gp)</p><p>5 Potions of Poison (Uncommon item)- Doc has acquired complete immunity to this particular poison</p><p>10 Cheroots</p><p>Papers</p><p>Two pouches of the closest thing to tobacco that exist here</p><p>[/Spoiler]</p><p></p><p>[Spoiler=Background]</p><p><strong>Appearance:</strong></p><p>If you don't look very closely during the day, Doc appears to be a normal human in his late 20s or early 30s, with the rugged and sun-swept features of someone who has been outside too much. Piercing blue eyes which are just a little too cold, and blonde hair which doesn't quite seem to move as much as it should in the wind trapped under an always-present wide-brimmed hat.</p><p></p><p>But in the darkness, or in the shadows, if you catch Doc just right, you see that he isn't human. The taut and weathered skin seems translucent over a skeleton, and the the eyes are naught more than dancing pools of flame over a deep abyss of coal-blackness.</p><p></p><p><strong>Background:</strong> Doomed Wastrel (Custom Haunted One)</p><p>Two proficiencies (intimidation, persuasion)</p><p>Two tool (artisan- tinkers, gambling)</p><p></p><p><strong>Doomed Wastrel Feature- the Doomed and the Drunk</strong></p><p>Those who look into Doc’s eyes can see that he has faced unimaginable horror and that he is no stranger to the darkness and the bottle. Though they might fear Doc, or even pity him, commoners will extend Doc every courtesy and do their utmost to help him- or at least buy him a drink. Unless Doc has shown himself to be a danger to them, they will even take up arms to fight alongside Doc, should he find himself facing an enemy alone.</p><p></p><p><strong>Backstory: </strong></p><p>Doc used to be a human. Of that … he is fairly sure. Sometimes, when the voices of the dead aren’t making demands, he has a vague recollection that he traveled around the lands in a small wagon, offering his services to common people. Doc thinks those memories are real; his fingers still know how to fix any item, heck, he can still fix up a person if he needs to.</p><p></p><p>But every time those memories start to form, he hears the cries of the dead again. Some of those voices, he thinks he remembers. Doc flips out his deck of cards, and see the faces … yes, those are the dead, the people Doc has killed. But there are others in his head. There always more- whispers, screams, begging cries.</p><p></p><p>Doc takes another shot of the hardest stuff this disreputable place has. Yes … that dulls the voices of the dead if only for a second. He’s no longer even sure if he is alive or dead or even where he is. He seems to recall a horrible rending of his flesh, of his lungs … is he just another voice in someone else’s head? But then Doc recalls that he made a deal to come back. He’s here for a reason. Doc was told that he wouldn’t be weak any more, wouldn’t have to worry about the consumption, he just had to promise …</p><p></p><p>What? What did Doc promise? Doc stares at his cards, and at the bottle of spirits, at the amulet and the periapt that ensure he will keep roaming this plane. What did he promise? As he drinks more with one hand, a ghostly apparition forms in the other hand. A dark reminder, a pistol given to him by the Nameless Sheriff in exchange for his promise. Doc swallowed a slug of the hard stuff as he stared at the pistol in his hand. Then he looked up and saw the horse rustler, the black hat, enter the bar through the swinging doors. Without another thought, Doc shot before the rustler even he had his hand halfway to his holster. Doc saw the shocked look in the rustler's eyes as he fell to the floor, no longer moving.</p><p></p><p>Doc remembered, now. He promised death.</p><p></p><p>And so it was ... an existence, forever on a loop, on the Mesa of Madness, a twilight existence of drinking, and gambling, and killing, repeated over and over again. Doc was offering out justice of the roughest sort, to the extent that justice existed in this place. Until one ceaseless twilight, the loop stopped suddenly. Doc felt the pull of the Nameless Sheriff and suddenly found himself ... elsewhere? <em>This was new</em>. There were others around, but not like him. Filled with some force ... some kind of ... life. And there was a sun! A sun that went up, and came down, not just the endless twilight of before.</p><p></p><p>But what wasn't new was that same calling, that same pull by the Nameless Sheriff that Doc felt deep within. For vengeance, or justice, or maybe just death.</p><p></p><p>Doc pulled the brim of his hat down low over his eyes and began walking. Somewhere out there, cards needed playin'. Somewhere out there, a bottle needed drinkin'.</p><p></p><p><em>Somewhere out there, a person needed killin'</em>.</p><p></p><p><strong>Trait: </strong>I don’t talk about the thing that torments me. I’d rather not burden others with my curse.</p><p><strong>Ideal:</strong> I have a dark calling that puts me above the law.</p><p><strong>Bond: </strong>There’s evil in me, I can feel it. It must never be set free.</p><p><strong>Flaw:</strong> I have an addiction. Although I don’t need to drink to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough.</p><p>[/Spoiler]</p><p></p><p><span style="font-size: 9px">Edited equipment for theming 5/5/22</span></p><p><span style="font-size: 9px">Edited for level increase 1/29/24</span></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8619591, member: 7023840"] [B]Doc Sentenza, [/B][I]a Reborn, Doomed Wastrel from the Mesa of Madness[/I]. [SPOILER="Doc Knows When to Hold 'Em, Know When To Fold 'Em, Know When To Walk Away, and You Better Run"] [IMG]https://i.pinimg.com/236x/7b/fc/37/7bfc37948cef5d8490fcaef9d73957ee--steampunk-artwork-character-ideas.jpg[/IMG] [/SPOILER] [B]Hexblade Warlock / Phantom Rogue[/B] Level [B]5 [/B](Warlock Pact of the Blade)[B] / 5 [/B](Phantom Rogue) [B]Alignment:[/B] Neutral-ish [B]Deity:[/B] There is No God, Just the Endless Cycle of Suffering [B]Patron: [/B]The Nameless Sheriff [B]AC[/B] 14 [B]HP[/B] 93/93 [B]Hit Dice:[/B] 10/10 at 10d8+4 [B]Speed:[/B] 30 feet [B]Passive Perception:[/B] 20 [B]Proficiency [/B]+4 [SPOILER=Abilities and Features] [B]Str[/B] 12 (+1) Athletics: +1 [B]Dex[/B] 14 (+2) Acrobatics: +2 +Sleight of Hand: +6 +Stealth: +6 [B]Con[/B] (8) 19 (+4) [B]Int[/B] 14 (+2) Arcana: +2 History: +2 +Investigation: +6 Nature: +2 Religion: +2 [B]Wis[/B] 14 (+2) Animal Handling: +2 *Insight: +10 Medicine: +2 (default proficient from whispers if nothing else selected +6) *Perception: +10 Survival: +2 [B]Cha[/B] 18 (+4) +Deception: +8 +Intimidation: +8 Performance: +4 +Persuasion: +8 (+ = Proficient, *=Expertise) [B]Saving Throws:[/B] +Dexterity (+6) +Intelligence (+6) Strength (+1) Con (+4) Wis (+2) Cha (+4) [B][U]Combat[/U] Pact Pistol [/B]Piercing, base d10, gets 2 attacks per round (thirsty) Modifiers to hit: [B]+9[/B] +1 (improved pact weapon), +4 (charisma), +4 (proficient) Modifiers to damage: [B]+5[/B] +1 (IPW), +4 (charisma) [B]Dagger[/B] +6 for 1d4+2 (If thrown 20/60) [I]Common Modifiers (using Pact Pistol)[/I] [B]+ Sneak Attack[/B] +3d6 Damage with advantage or if ally is within 10' of target [B]+ Wails from the Grave [/B]After sneak attack, choose second target with 30' to take d6 necrotic damage (4x per long rest) [B]+ Piercer [/B]Critical Hit is +d10, may reroll any damage die. [B]+ Hex [/B]+d6 necrotic damage to target on hit [B]+ Hexblade's Curse[/B] Crit on 19 or 20, +4 to damage, if target dies get 13hit points. Works for 1 target for 1 minute, use once per short rest, activates on bonus action. [B]+ Maddening Hex [/B]Using bonus action, any hexed or curse target and all enemies within 5' take 4 points psychic damage. [B][U]Proficiencies[/U][/B] Light Armor, Medium Armor, Shields Simple Weapons, Marital Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Firearms Thieves' Tools, Artisan Tools (Tinker), Gaming Tools Stealth, Investigation, Perception, Insight, Intimidation, Persuasion, Sleight of Hand, Deception Languages: Common, Undercommon, Thieves' Cant [B][U]Feats[/U] Gunner:[/B] +1 Dex, gain firearm proficiency, ignore loading, no disadvantage to “melee” attack with firearm. [B]Piercer: [/B]+1 Dex, can reroll one damage die that is piercing, critical hit gets additional damage die ([B]ASI[/B] +2 Cha) [B][U]Reborn Features[/U] Darkvision: [/B]60’ [B]Deathless: [/B]Does not need to breathe, eat, or drink (although still drinks). Advantage on saves for disease, poison, and death saves. Resistance to poison damage. [B]Sleepless:[/B] Don’t need to sleep, can’t be put to sleep. Long rest takes 4 hours, and you are conscious during that time. [B]Past Life Knowledge:[/B] After seeing result of a roll, get to add d6 to it. May do a number of times per long rest = to proficiency. [B][U]Rogue Features[/U] Expertise:[/B] Proficiency bonus is doubled in insight and perception. [B]Sneak Attack:[/B] Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don't need advantage if an enemy is within 10' of the target. [B]Thieves' Cant:[/B] Placed in languages; note that it takes 4x longer. [B]Cunning Action:[/B] Use bonus action on turn to take the Dash, Disengage, or Hide action. [B]Steady Aim: [/B](TCOE Option) Use bonus action to get advantage if not moving. [B]Whispers of the Dead: [/B]Every short rest, can choose a new skill/tool to be proficient in. [B]Wails from the Grave: [/B]Can use proficiency times per long rest- after sneak attack, target a second critter within 30’ for 1/2 the necrotic damage dice of sneak attack. [B]Uncanny Dodge: [/B]When attacked you can see hits you, you can use reaction for 1/2 damage. [B][U]Hexblade Features[/U] Hexblade’s Curse:[/B] Curse target for 1 minute- bonus to damage = proficiency; critical on 19 or 20; if target dies, gain HP = level+cha modifier. Once per short rest. Uses bonus action. [B]Hex Warrior:[/B] Extra proficiencies. One weapon gets to use charisma for to hit and damage. [B]Pact of the Blade: [/B]Pistol is pact weapon; can summon it into hand. Proficient with it, and count as magic. May turn magic pistol into pact weapon as well. [B][U]Spellcasting[/U] [I]Invocations (3)[/I] Improved Pact Weapon[/B] Pistol, Pistol is also spell Focus, gets +1/+1 [B]Thirsting Blade[/B] Attack twice with pact weapon [B]Maddening Hex[/B] As bonus action, do psychic damage to hexed or cursed target and any critters within 5' (my choice) equal to Charisma modifier 3 cantrips known, 6 spells known, spell slots at third level, 2 spells/short rest Cantrips: Mage Hand, Prestidigitation, Minor Illusion Hex (1), Armor of Agathys (1), Blur (2), Counterspell (3), Fly (3), Enemies Abound (3) [/SPOILER] [Spoiler=Equipment] [B][U]Equipment[/U][/B] [I]Periapt of Wound Closure [/I]Stabilizes whenever dying; when rolling hit die to regain hit points, gets 2x hit points (Attuned) [I]Amulet of Health[/I] Sets constitution to 19 (Attuned) [I]Ring of Free Action [/I]Difficult Terrain doesn't cost additional movement. Magic cannot reduce speed not cause paralysis or restrained. (Attuned) Manacles Steel Mirror 50' rope Pack of playing cards with pictures of people Doc has killed (Horror Token) Studded Leather Armor Dagger (in boot) Unusual Tattered Clothes ([I]Western[/I]) Wide Brimmed Hat Boots Poncho Vest Belt with empty holster Three Flasks of Whiskey Thieves' Tools Tinker’s Kit (Artisan’s Tools) Gaming Kit Purse (100 gp) 5 Potions of Poison (Uncommon item)- Doc has acquired complete immunity to this particular poison 10 Cheroots Papers Two pouches of the closest thing to tobacco that exist here [/Spoiler] [Spoiler=Background] [B]Appearance:[/B] If you don't look very closely during the day, Doc appears to be a normal human in his late 20s or early 30s, with the rugged and sun-swept features of someone who has been outside too much. Piercing blue eyes which are just a little too cold, and blonde hair which doesn't quite seem to move as much as it should in the wind trapped under an always-present wide-brimmed hat. But in the darkness, or in the shadows, if you catch Doc just right, you see that he isn't human. The taut and weathered skin seems translucent over a skeleton, and the the eyes are naught more than dancing pools of flame over a deep abyss of coal-blackness. [B]Background:[/B] Doomed Wastrel (Custom Haunted One) Two proficiencies (intimidation, persuasion) Two tool (artisan- tinkers, gambling) [B]Doomed Wastrel Feature- the Doomed and the Drunk[/B] Those who look into Doc’s eyes can see that he has faced unimaginable horror and that he is no stranger to the darkness and the bottle. Though they might fear Doc, or even pity him, commoners will extend Doc every courtesy and do their utmost to help him- or at least buy him a drink. Unless Doc has shown himself to be a danger to them, they will even take up arms to fight alongside Doc, should he find himself facing an enemy alone. [B]Backstory: [/B] Doc used to be a human. Of that … he is fairly sure. Sometimes, when the voices of the dead aren’t making demands, he has a vague recollection that he traveled around the lands in a small wagon, offering his services to common people. Doc thinks those memories are real; his fingers still know how to fix any item, heck, he can still fix up a person if he needs to. But every time those memories start to form, he hears the cries of the dead again. Some of those voices, he thinks he remembers. Doc flips out his deck of cards, and see the faces … yes, those are the dead, the people Doc has killed. But there are others in his head. There always more- whispers, screams, begging cries. Doc takes another shot of the hardest stuff this disreputable place has. Yes … that dulls the voices of the dead if only for a second. He’s no longer even sure if he is alive or dead or even where he is. He seems to recall a horrible rending of his flesh, of his lungs … is he just another voice in someone else’s head? But then Doc recalls that he made a deal to come back. He’s here for a reason. Doc was told that he wouldn’t be weak any more, wouldn’t have to worry about the consumption, he just had to promise … What? What did Doc promise? Doc stares at his cards, and at the bottle of spirits, at the amulet and the periapt that ensure he will keep roaming this plane. What did he promise? As he drinks more with one hand, a ghostly apparition forms in the other hand. A dark reminder, a pistol given to him by the Nameless Sheriff in exchange for his promise. Doc swallowed a slug of the hard stuff as he stared at the pistol in his hand. Then he looked up and saw the horse rustler, the black hat, enter the bar through the swinging doors. Without another thought, Doc shot before the rustler even he had his hand halfway to his holster. Doc saw the shocked look in the rustler's eyes as he fell to the floor, no longer moving. Doc remembered, now. He promised death. And so it was ... an existence, forever on a loop, on the Mesa of Madness, a twilight existence of drinking, and gambling, and killing, repeated over and over again. Doc was offering out justice of the roughest sort, to the extent that justice existed in this place. Until one ceaseless twilight, the loop stopped suddenly. Doc felt the pull of the Nameless Sheriff and suddenly found himself ... elsewhere? [I]This was new[/I]. There were others around, but not like him. Filled with some force ... some kind of ... life. And there was a sun! A sun that went up, and came down, not just the endless twilight of before. But what wasn't new was that same calling, that same pull by the Nameless Sheriff that Doc felt deep within. For vengeance, or justice, or maybe just death. Doc pulled the brim of his hat down low over his eyes and began walking. Somewhere out there, cards needed playin'. Somewhere out there, a bottle needed drinkin'. [I]Somewhere out there, a person needed killin'[/I]. [B]Trait: [/B]I don’t talk about the thing that torments me. I’d rather not burden others with my curse. [B]Ideal:[/B] I have a dark calling that puts me above the law. [B]Bond: [/B]There’s evil in me, I can feel it. It must never be set free. [B]Flaw:[/B] I have an addiction. Although I don’t need to drink to survive, I can’t stop because only drinking keeps the dead at bay … and I can never drink enough. [/Spoiler] [SIZE=1]Edited equipment for theming 5/5/22 Edited for level increase 1/29/24[/SIZE] [/QUOTE]
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