Arthur Morgan

Arthur Morgan

Pass Into Myth
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Spirits of Vengeance
Arthur Morgan
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[ "Hey there mister!" ]

CHARACTER NAME: Arthur Morgan
AGE: ~36 yrs
PRONOUNS TO USE: He/him.
SPECIES: Supernaturally-powered human

NEED-TO-KNOW INFORMATION

CHARACTER SOURCE: Red Dead Redemption 2 (2018)
STARTING LOCATION: Kraw
OCCUPATION: Outlaw, bounty hunter
NICKNAMES: Black Lung, Cowpoke, Englishman, Pretty Boy, Yankee
TITLES: Grand Champion of Dante's Abyss 2020, Ghost Rider
AFFILIATION: The Spirits of Vengeance (Founder)
AFFINITIES: Gifted, Exceptional
TOTAL SPENT ESSENCE: 17,450E

CHARACTER BEHAVIOR:

Arthur Morgan is an Honorable Outlaw. Arthur may be a man with few qualms about killing, but he doesn't kill without a good reason, especially if his actions have the potential to endanger those he is close to. As an outlaw, he is confident in his ability to intimidate and bully his way through tough scrapes; he is physically imposing and no stranger to duels, knife-fights, and drunken brawls.

PHYSICAL DESCRIPTION:

Arthur Morgan is a roughly 36 year old man of a stocky build and a no-nonsense demeanor. He has tanned skin, blue eyes, and brown hair. He has a scar on his chin and some stubble, though the style of his beard depends on how many days he has gone without a shave. He commonly wears a Grizzly hat, a long-sleeved, blue-striped shirt with suspenders, and dusty brown canvas pants, all paired with a sturdy set of square-toed boots. In some cases, Arthur might don a long winter coat or a light jacket. He wears a black bandana around his neck as a way to conceal his face while committing what some might call "criminal acts."

Image of a cowboy with a rough air about him.


CHARACTER HISTORY:

A man of Welsh descent, Arthur Morgan was born circa 1863 to Beatrice and Lyle Morgan. His mother died when he was very young, and his father was a petty criminal and outlaw, who was arrested for larceny in 1874 when Arthur was 11. At some point, Lyle was killed and Arthur witnessed it, donning his hat afterward.

Arthur joined the Van der Linde gang around 1877 when he was 14-years-old, and soon became gang leader Dutch Van der Linde’s first protégé. Dutch and his co-leader Hosea Matthews taught Arthur how to survive as an outlaw. Other prominent members of the gang included Micah Bell, John Marston, Abigail Roberts, Susan Grimshaw, Bill Williamson, and Javier Escuella, who all joined at different points in time.

At some point, Arthur had a son, Isaac, with a waitress named Eliza. Eliza understood what Arthur was and the life of crime he was leading, and Arthur left the gang every few months to visit them. One day, Arthur rode up only to discover two wooden crosses in the dirt; the two had been robbed and slaughtered for only ten dollars. This traumatic incident would have a lasting impact on Arthur’s interactions with the Van der Linde gang, causing him to view them as his only family and become fiercely protective of their way of life.

Eventually, Arthur had established a reputation within the gang as Dutch’s best enforcer. In 1899 and following a bad job in the town of Blackwater where several members of the gang were killed, they fled into the snowy Grizzlies West area to escape the forces of the Pinkerton National Detective Agency. Forced into a blizzard and holed up in an abandoned mining town called Colter, Arthur helps to find supplies and later tracks down wayward gang member John Marston. While there, the gang was able to rescue a widowed Sadie Adler from the clutches of another outlaw gang, the O’Driscolls, after they killed her husband.

The gang were able to leave the mountains after robbing a train owned by businessman and railroad magnate Leviticus Cornwall. They established themselves at Horseshoe Overlook near the town of Valentine, a much sunnier place in the Heartlands. Arthur ran a few odd jobs here and there, including robbing a house, stealing a stagecoach, fighting with the O’Driscolls, and other less than legal acts.

An old flame and Arthur’s ex-fiancé, Mary Linton, contacted Arthur for the first time in many years while the gang was stationed at Horseshoe Overlook. She pleaded with him to rescue her brother from the clutches of a cult and, once Arthur did so, thanked him for his help. Feeling both foolish and elated from his interactions with Mary, Arthur wrote about their encounter in his private journal.

At one point, Arthur also went to collect a debt from a sickly man named Thomas Downes at the behest of the gang’s resident loan shark, Leopold Strauss. As Arthur harassed Downes for having outstanding debts with the Van der Linde gang, Downes coughed up blood on him. Unknown to Arthur, this resulted in him contracting tuberculosis.

After engaging in a fight against a horde of Leviticus Cornwall's hired guns and getting run out of Valentine, the gang set up camp at Clemens Point near the town of Rhodes. While in this area, Arthur became involved in a conflict between two warring families, the Braithwaites and the Grays. The conflict led to the death of a gang member and the capture of the youngest member of the gang, a little boy named Jack Marston, who was sold by the Braithwaites to crime lord Angelo Bronte all the way in the industrialized city of Saint Denis.

Following the gang’s relocation to an abandoned mansion near Saint Denis called Shady Belle, the gang was able to rescue Jack from the supervision of Bronte by making a deal with the man. The gang was seemingly treated well by Bronte, who invited them to attend the Mayor’s party.

During all this, Arthur encountered Mary Linton once again in Saint Denis. Mary begged Arthur for help with her father, much to Arthur's ire. He accompanied Mary and the two located her father, who verbally cursed Mary before storming off. They followed him to a dark alley and saw him pawning off a brooch gifted to Mary by her mother. After Mary angrily confronted her father, Arthur secured the brooch from the loan shark he’d sold it to. When he returned to Mary, he found her alone in the alley, dejected after her father’s disappearance and indifferent to his whereabouts.

In the process of being escorted to the trolley by Arthur, Mary asked him to attend the theater with her. The two went and gradually warmed up to each other, reconnecting after so many years spent apart. After the performance, Arthur walked Mary to the trolley. As they reached their destination, Mary lamented the sorry state of her life and asked if it was too late for her and Arthur. Arthur admitted that he still had strong feelings for her, but stated that he didn’t want Mary to get hurt and that he had gang business to take care of. As the two parted ways, Arthur promised that as soon as he got the money they could run away together.

Rather expectedly, a tip for easy money from Angelo Bronte led into a trap. At Dutch’s insistence, the gang captured Bronte. Bronte angered Dutch to the point that he drowned the crime lord, feeding his body to the local alligators much to the gang’s horror.

Further exploits led to a failed bank heist in Saint Denis, which forced some members of the gang out of town. Hosea Matthews, the co-leader of the gang and Arthur’s only other father figure in addition to Dutch, was shot dead in the street by the Pinkertons. Lenny Summers was also killed in the aftermath of the robbery. Their deaths caused Arthur to doubt Dutch’s actions further, as he noticed the man was going down a dark path filled with callous murder and greed.

Arthur and the rest of the gang attempted to escape the lawmen swarming Saint Denis by trying to leave the city by boat. Unfortunately, the boat that they did manage to board sank, and Arthur was separated from the gang. He washed ashore at Guarma, an island near Cuba, and eventually located the rest of the gang, also shipwrecked. The local military appeared and attempted to capture them and transport them to jail, but a group of rebel fighters attacked. The gang was freed and went on to fight alongside these revolutionaries in exchange for a ship back to the mainland.

Reunited with the rest of the gang on the mainland, Arthur was tasked with clearing an area called Beaver Hollow, the hideout of a disgusting, inbred gang known as the Murfree Brood; the task was accomplished with the assistance of gang member Charles Smith. Arthur escorted a young girl and prisoner of the Murfree Brood named Meredith to the nearby mining town of Annesburg, where he then encountered the widow of Thomas Downes, Edith.

Edith Downes blamed Arthur for her misfortune, her husband having succumbed to his illness in the fallout of Arthur coming to collect his debt. Furious with Arthur, she blamed him for her inevitable turn to prostitution due to poverty and her son being forced to work in the mines. Regretting his actions, Arthur went to retrieve Edith’s son from the mines, and gave him the money to help rebuild their lives. While Edith initially declined and cursed Arthur, the Downses eventually accepted the money. Arthur then returned to visit the gang.

Finding the gang fully reestablished at Beaver Hollow, Arthur and Sadie Adler went to save an imprisoned John Marston, much to the disdain of Dutch. The two planned to rescue John anyways, choosing to save their fellow gang member rather than listen to their increasingly deranged leader.

Riding into Saint Denis to meet with Sadie about rescuing John, Arthur was possessed by a violent coughing fit and collapsed in the street. A stranger escorted him to a doctor, where Arthur was diagnosed with tuberculosis. Shocked by the grim reality of his imminent death, Arthur contemplated his past mistakes and morality. This produced a desire in Arthur to protect the remnants of the gang, particularly John Marston and his family. After going on to save John from imprisonment, Arthur revealed to John his growing doubts about Dutch, unable to accept his leader's growing obsession.

Once more Arthur received a letter from Mary Linton, enclosed within the engagement ring he had given her many years ago. In her letter she acknowledged that Arthur was unlikely to ever leave his life behind and apologized for how their relationship turned out. She expressed the hope that their ring could be passed down to another couple in love one day; she did not know of Arthur’s looming death.

After Dutch seemingly abandoned Arthur to die during an assault on an oil refinery and left John for dead when he was shot during a train robbery, the gang’s formerly strong and charismatic leader seemed more and more unbalanced to Arthur. This latter event was part of a last ditch plan Dutch had to redeem himself before convincing the gang to leave the country, but the loot didn’t matter much when the gang’s morale was at an all time low.

When the mother of John’s son Abigail was kidnapped by the Pinkertons, Dutch and Micah Bell elected to leave her behind. Not accepting this, Arthur and Sadie went to rescue her, and in the aftermath learned that Micah had been ratting the gang out to the Pinkertons.

After convincing Abigail and others to take Jack and flee with Sadie to Copperhead Landing, Arthur went to confront Micah. Arthur walked into camp and announced Micah was the traitor; the two men drew guns on each other. John then staggered into camp, reporting that Dutch had left him to die after the train robbery. Gang member and arbiter Susan Grimshaw aimed a shotgun at Micah, but before she could kill him, she was distracted by the impending arrival of the Pinkertons and shot dead by Micah.

The remaining members of the gang rallied around Dutch and Micah, prepared to kill Arthur and John for their actions. Fortunately, the Pinkertons arrived and the gang split, with Arthur and John escaping further into the Beaver Hollow cave. Arthur informed John that Micah was the rat and tried to get him to go find his family, but before that could happen, the two were pursued deeper into the woods by Dutch and the rest of the gang.

Their horses eventually were shot out from under them and the two men continued into the mountains on foot, killing Pinkerton agents along the way. Arthur became determined to help John escape the Pinkertons so he could live a long, happy life with his family. Arthur convinced John to flee further into the mountains without him, but not before giving the other man his hat and belongings.

Prepared to make his last stand against the Pinkertons, Arthur was blind-sided by an attack from Micah. The two men rolled off a steep ledge and crashed to the hard ground below, punching and kicking the whole way. After a lengthy fist fight, Arthur struck Micah across the face with his gun, dropping it in the scuffle. Arthur crawled toward the revolver so he could kill Micah, but was stopped from doing so by Dutch.

Too weak to fight anymore due to his accumulated injuries and the extreme progression of his tuberculosis, Arthur laid on the ground at Dutch’s feet. Arthur told him once more that Micah had betrayed them all, that Arthur had devoted his whole life to Dutch, and that John Marston was the only one who would make it out. Micah, on the other hand, insisted that Dutch come with him to retrieve the money they had hidden away.

Instead of going to get the money, Dutch walked away from the scene, leaving both Micah and Arthur behind. Micah angrily stormed off, leaving Arthur to die alone.

Arthur had tried to become a better man, but ultimately succumbed to his illness and wounds. Left to die by the man he once considered his father figure, he could only stare out into the sunrise as the light gradually faded from his eyes, content with the knowledge that at least the rest would be safe from Dutch's demons that'd been chasing the Van der Linde gang since Blackwater.

It was a complete surprise, then, for Arthur to wake up in the middle of a foggy jungle, certain that he had... died... but with only vague memories of his past evidenced by the pistol at his hip and the innate knowledge that something had gone deeply, terribly wrong.

ABILITIES/SKILLS:
Volcanic Pistol
Damage Rank 3 (300E)
-- Ranged (+150E)
-- Concentration (-150E)
-- Finite (-150E)
Total Cost: 150E

The Hutton & Baird Volcanic Pistol combines the stopping power of a repeating rifle with the portability of a sidearm. Although the accuracy is good, the firing rate and reload time mean that Arthur needs to concentrate before pulling the trigger. This gun has an ammo capacity of eight rounds, with a reload time of approximately 6 seconds.

Natural Strength
Damage Rank 2 (200E)
Endurance Rank 2 (200E)
Total Cost: 400E

Arthur isn't a stranger to melee combat and rough living. He can kill a man with a well-aimed hit to a vital area and is physically fit enough to endure traveling long distances on foot or days of hard riding on horseback.

Hunting Knife
Damage Rank 2 (200E)
-- Removable (-100E)
Total Cost: 100E

An all-purpose Bowie knife with a sharp clip-point blade, steel crossguard, and sturdy wooden handle. Designed for combat, this weapon can give the edge to any close-quarters melee fight, or be used for silent takedowns. It is also the perfect weapon for killing and skinning animals. Can be knocked from Arthur's grip by a particularly well-timed blow.

Throwing Knives
Damage Rank 2 (200E)
-- Ranged (+100)
-- Finite (-100)
Debuff Rank 5 (Poison, 500E)
-- Ongoing (+500)
-- Ranged (+250)
-- Finite (-250)
Total Cost: 1,200E

Small throwing knives with a straight blade, designed and balanced so they can be thrown with ease. Can be used to silently take down enemies over 10 ft away, or even used as a melee weapon if required. They can be purchased from some less-than-reputable sellers, or Arthur can save a trip by recollecting the knives after throwing. Arthur carries about six of these on his person at any one time. In addition, these knives can optionally be lathered with poison. This poison negatively affects Arthur’s opponents for the rest of a combat encounter, dealing a decent blow to their endurance and stamina.

Dynamite
Damage Rank 6 (600E)
-- Ranged (+300)
-- Affects Multiple (+300)
-- Finite (-300)
-- Indiscriminate (-300)
Total Cost: 600E

A powerful explosive designed for mining and construction purposes. It can be used to clear out groups of enemies within 20 ft of the blast, or effectively blow up a variety of things including mines, trains, and safes. Arthur can light and throw a stick towards his target, or place it down before igniting and running to a safe distance. He only carries two sticks of dynamite on his person at all times, after which he’ll need to procure some more from… sources. Friendlies may also end up caught in the blast, if they aren’t careful.

Health Cure
Healing Rank 3 (600E)
-- Transferable (+150E)
-- Finite (-150E)
Total Cost: 600E

A health tonic that can cure wounds from small arms or grazing gunfire. Arthur only has two bottles of the stuff on his person at all times; when he runs out, he'll have to craft new ones over a fire when out of combat. He can lend one or two to allies to help replenish their health.

Raptorskin Duster Coat
Protection Rank 3 (300E)
-- Ongoing (300E)
-- Weakness (Fire, -75E)
Total Cost: 525E

A long brown-colored duster coat made from the firm skin of one of Kraw’s native reptilian predators, the velociraptor. It has been processed into a smooth but strong material capable of resisting damage from most small arms or grazing gunfire. Unfortunately, this garment cannot protect the wearer from fire.

Lasso
Debuff Rank 1 (100E)
Total Cost: 100E

A loop of rope that is designed to be thrown around a target and tightened when pulled. Can be used to trip up enemies.

Dead Eye
Sense Rank 2 (Vision & Extrasensory, 400E)
-- Affects Multiple (+100)
Agility Rank 6 (1200E)
-- Concentration (-300)
Total Cost: 1,400E

Rather than having any kind of supernatural sense abilities, Arthur’s enhanced senses manifest in his keen eyesight and ability to suss out weaknesses in his opponents from up to 200 feet/61m away (cannot be used in conjunction with Binoculars). These weaknesses can be vital organs, previous injuries, or other hidden areas that would be especially injurious if struck. In addition, Arthur’s fast reflexes and reaction time make taking accurate shots with firearms much easier. From Arthur’s perspective, time simply appears to slow down and his focus narrows on his opponents for a brief time.

Mail Service
Communication Rank 1 (100E)
Total Cost: 100E

In almost any settlement, Arthur may encounter an ordinary post office. He may receive messages from all throughout the Crossroads this way, even if they were sent via technological or magical means; yes, this includes spam e-mails from Nigerian princes. These messages will be provided on printed paper, mostly because those funny glowing screens are too complicated for Arthur's literal 1800's cowboy brain.

The Ghost Rider
Shapeshifting (Only one form, 1000E)
—Activation (30 seconds, -100E)

Adaptation: Nonbiological Anatomy (300)
--Limited (Only while transformed, -50E)
Adaptation: Immune to Pain (200)
--Limited (Only while transformed, -50E)

Protection Rank 7 (700E)
--Ongoing (+700E)
--Limited (Only while transformed, -350E)
--Side Effect (Rage, -350E)

Damage Rank 7 (700E)
--Ongoing (+700E)
--Limited (Only while transformed, -350E)
--Side Effect (Rage, -350E)
--Weakness (Purity, -175E)
Total Cost: 2,525E

Arthur Morgan possesses the supernatural ability to transform into the Ghost Rider at will. Upon transforming, Arthur’s body will become suffused with eerie blue flame over a period of 30 seconds, the flesh sloughing off his bones until he is rendered almost entirely skeletal. The fire covering his body grants him freakishly crushing strength in melee combat and leaves lasting burns on enemies long after contact is made. In addition, he is far more resistant to damage while in this form, capable of surviving even the most devastating of blows. Unfortunately, both of these boons seem to have a side effect: Arthur is imbued with an undying rage, causing him to lash out in situations he normally would not. In addition, he cannot harm those with pure, truly good souls.

Dead Man’s Touch
Adaptation: Incredible Heat Environments (100)
Adaptation: Incredible Cold Environments (100)
Adaptation: Chemical or Toxic Environments (50)
Adaptation: Radioactive Environments (50)
Adaptation: Need to Breathe (200)
Adaptation: Starvation and Thirst (50)
Adaptation: Need for Sleep (50)
Adaptation: Disease (50)
Adaptation: Falling (100)
Total Cost: 750E

Due to the supernatural nature of Arthur’s resurrection in the Crossroads, he has a considerable number of adaptations that an ordinary human being would not. He can survive a variety of hostile environments, doesn’t need to breathe, eat, or sleep, and no longer suffers from disease or fall damage. Arthur mostly isn’t aware of this, though, and will still breathe, eat, drink and sleep.

Regenerative Healing Factor
Healing Rank 8 (1600E)
--Ongoing (+800E)
--Weakness (Holy, -200E)
Total Cost: 2,200E

Even when outside of his Ghost Rider form, if Arthur's being is damaged, the supernatural power suffusing his body will heal him, with the notable exception of damage dealt by weaponry forged in heaven or blessed by holy persons.

Mental Strength
Protection Rank 7 (700E)
-- Ongoing (+700E)
-- Indiscriminate (-350E)
-- Side Effect (Tiring/Migraine, -350E)
-- Limited (Only works against mental effects, -350E)
Total Cost: 350E

”Many fall in the face of Chaos, but not this one. Not today."

Due to his newly-discovered supernatural capabilities, Arthur Morgan has a high resistance to mental effects imposed by enemies or other outside forces. Essentially, he can mentally repel anything that might impact his ability to reason or cause him to behave wrongly, including "positive" mental effects, such as increased bravery or the ability to ignore damage. This resistance is ongoing and does not apply to uncontrollable mental effects caused by Arthur’s own abilities. In addition, weathering aggressive mental pressure is physically exhausting and creates one hell of a migraine, which may impact Arthur's ability to fight.

Penance Stare
Debuff Rank 7 (700E)
-- Ongoing (+700E)
-- Ranged (+350E)
-- Limited (Only works while maintaining eye contact, -350E)
-- Concentration (-350E)
Total Cost: 1050E

If he wills it, Arthur possesses the supernatural ability to cause any individual who stares into his eyes to see and "feel" every bit of emotional pain they have ever inflicted on anyone in their entire lifetime. This occurs as an ongoing effect, potentially paralyzing his opponents with fear as their wicked deeds flash before their eyes. As one might expect, penance stare only functions while Arthur is maintaining eye contact with an individual, meaning that it can operate for an indefinite amount of time. In addition, Arthur must place his full concentration in this ability; he cannot attack his opponents or protect himself from harm while it is active.

Sin Perception
Sense Rank 7 (Extrasensory, 700E)
-- Ongoing (+700E)
-- Finite (-350E)
-- Concentration (-350E)
-- Indiscriminate (-350E)
Total Cost: 350E

Like a supernaturally-powered bloodhound, Arthur can detect the sins of those around him up to 1,500 feet/457m away, including the past indiscretions of his allies. By focusing on one person in particular, he can read, feel and sense the sorts of sins that individual has committed in their lifetime. It doesn't matter if the individual feels guilt or if they do not consider what they have done to be sinful; Arthur will still be able to detect all forms of wrongdoing.

The sin perception ability will cease once a single, specific target is detected and their soul examined, requiring Arthur to rest before its next use. In addition, while this ability is always active in the back of Arthur's mind, he ordinarily is not aware of it. Thus, Arthur must concentrate in order to make use of this ability and follow a particular "lead," resulting in a single-minded state that removes his capacity to use other abilities that require a similar focus.

Hellfire Shotgun
Damage Rank 7 (Burning, 700E)
-- Ongoing (+700E)
-- Ranged (+350E)
-- Concentration (-350E)
-- Limited (Only works on the wicked, -350E)
Debuff Rank 7 (Soul Trauma, 700E)
-- Ranged (+350E)
-- Concentration (-350E)
-- Limited (Only works on the wicked, -350E)
Total: 1400E

The Hellfire Shotgun has the appearance of a sawed-off Winchester 1887 lever action shotgun. Unlike conventional sidearms, however, this demonic weapon never runs out of ammunition and can be fired repeatedly for an indeterminate amount of time. The Hellfire Shotgun fires bursts of vibrant blue hellfire, a mystical energy which acts in a similar fashion to ordinary fire, with one major difference: It can burn physical objects through heat, or it can traumatize the souls of living beings, depending on the wielder's intention... but never both at once.

The burning damage is ongoing, continuing to hurt even after the target is struck, while the soul trauma occurs in short bursts-- appearing as brief flashes of psychologically distressing memories. Since the Hellfire rounds are only able to harm the wicked, these distressing memories usually include past evil deeds layered over with an extreme sensation of soul-crushing guilt.

Self-Size Alteration
Growth Rank 7 (1400E)
—Ongoing (+700E)
—Limited (Only while transformed, -350E)
—Side Effect (Huge target, -350E)
Total Cost: 1,400E

While in his Ghost Rider form, Arthur has the ability to alter his size at will, capable of growing up to 115 ft/35m tall. This gigantic state can be maintained for an unlimited period of time. The only side effect is that he becomes a gigantic target as a result.

Unearthly Strength
Move Object Rank 7 (700E)
—Ongoing (+700E)
—Limited (Only while transformed, -350E)
Total Cost: 1050E

While in his Ghost Rider form, Arthur's raw physical strength is increased to an insane degree, giving him the ability to lift around 12,800 pounds/5,806kg as easily as a sledgehammer for an ongoing period of time.

Survival (Herbalist) Rank 5 (250E)
Total Cost: 250E​

Arthur has a generalized understanding of various wild plants and herbs.

Survival (Fishing) Rank 5 (0E)
Total Cost: 0E​

Arthur is capable of fishing in bodies of water for various types of fish.

Survival (Hunting) Rank 5 (0E)
Total Cost: 0E​

Arthur is skilled at tracking and hunting animals in the wild.

Survival (Camping) Rank 5 (0E)
Total Cost: 0E​

Arthur can build a sturdy shelter in the wild, start a fire, and basically find many ways to be at home in the wilderness.

Survival (Navigation) Rank 5 (0E)
Total Cost: 0E​

Arthur is skilled at using the sun and stars to find his way across unfamiliar terrain.

Knowledge (Weapons Expert) Rank 5 (250E)
Total Cost: 250E​

Arthur is skilled with a variety of weapons and can usually understand the mechanics of an unfamiliar firearm or other weapon in a very short amount of time.

Knowledge (Banditry) Rank 5

Arthur is quite skilled at robbing, thieving, and killing. Most notably, he knows how to evade detection from the law and neutralize any witnesses.

Knowledge (Horse Behavior) Rank 5

Arthur is knowledgeable about horse behavior after a lifetime of working with them.

Knowledge (Gambling) Rank 5

Arthur is skilled at gambling, particularly blackjack and poker.

Knowledge (Bounty Hunting) Rank 5

Arthur is skilled at hunting down criminals and bringing them to the law for profit.

Crafting (Illustration) Rank 2 (100E)
Total Cost: 100E​

Arthur enjoys drawing natural scenes in his journal, and is quite skilled at it.

Crafting (Ammunition) Rank 2

Arthur can craft various types of ammunition, provided he has a good fire and the required materials.

Crafting (Animal Bait) Rank 2

Arthur can craft predator and herbivore bait, provided he has a good fire and the required materials.

Crafting (Cures & Tonics) Rank 2

Arthur can craft various cures and tonics, provided he has a good fire and the required materials.

Crafting (Cooking) Rank 2

Arthur is capable of cooking meals that are… fairly edible.

Driving/Piloting (Horseback) Rank 6 (300E)
Total Cost: 300E

Arthur has a very advanced level of knowledge when it comes to training and befriending horses, capable of riding long distances and caring for his horse properly to account for it.

Social (Intimidation) Rank 6 (300E)
Total Cost: 300E

Arthur was once a feared outlaw in the old American West. He knows how to use his stature, appearance, and facial expressions to inspire a healthy respect.

ITEMS:

Instant Revive (x1)
Total Cost: 500C, before the price was increased

A second chance at living activated upon death. Side effects may include hallucinations, nightmares, vivid dreams, and existential discomfiture.

RELICS/TRINKETS:

Radish (Relic)

RDR2_Horses_MorganHorse_FlaxenChestnutMorganHorse_2-3178-1080.jpg

Effects:
“The Radish”

This relic is a dark brown leather bridle with a strange Medallion of Power embedded in the brow band. It can be used to summon a standard flaxen chestnut Morgan mare, affectionately dubbed “Radish” by one Arthur Morgan. To call Radish to him, Arthur need only hold the bridle in his hands and whistle a few times, at which point Radish will come galloping out of the ether to meet her rider.

If Arthur touches the medallion on Radish’s bridle, he and his steed will undergo a supernatural transformation. They will both become coated in an ethereal blue flame which seems to suffuse the flesh with demonic energy. The rider’s skin and muscle will drip away to reveal a flaming skeleton, while the steed will appear to be a ghastly, charred specter of a horse capable of snorting azure hellfire. This transformation allows Radish to gallop at speeds of up to 105 mph/169kph with her rider on her back, nearly twice the speed of an ordinary equine, after 10 seconds of slowly building up momentum.

In addition to being able to move extraordinarily fast, Radish and her rider are also both unnaturally resilient while in a transformed state, capable of easily surviving getting hit by a car moving at a high speed. The supernatural flame covering them is also capable of dealing incredible damage to enemies; it grants them freakishly crushing strength in melee combat and leaves lasting burns on enemies long after contact is made. Unfortunately, both of these boons seem to have a side effect: the rider and horse are each imbued with an undying rage, causing them to lash out in situations they normally would not. In addition, damage cannot be dealt to pure, truly good souls.

Summon Rank 1 (300)
--Activation (-50)

Speed Rank 5 (1000)
--Ongoing (+500)
--Activation (-250)

Protection Rank 5 (500)
--Ongoing (+500)
--Transferable (+250)
--Affects Multiple (+250)
--Side Effect (Rage, -250)

Damage Rank 10 (1000)
--Ongoing (+1000)
--Transferable (+500)
--Affects Multiple (+500)
--Side Effect (Rage, -500)
--Weakness (Purity, -250)

Uses 1 application of Focus per scene.

Dante's Abyss 2020 Grand Champion Belt (Relic)

Effects: This championship belt (think boxing or WWE) is a ‘relic’-type item that cannot be contested for by another player. It also does not drop on character death.

The Judge

Sense Rank 1 (Extrasensory: Souls, 100)
--Ongoing (100)
Illusion Rank 5 (Visible/Audible/Olfactory/Tactile, 1750)
—Ongoing (500)
—Limited (Only works on a single target, -250)
Debuff Rank 5 (Crippling Guilt, 500)
—Ongoing (500)
—Concentration (Lantern must be held aloft/within target’s line of sight, -250)
Adaptation: Starvation or Thirst (50)
Total Cost: 3,000 Coin, Awarded from Quality Bonus

Descriptor: A lantern wreathed in bitterly cold soulfire. It can allow the bearer to read souls, judging the innocence and guilt of others-- their sins and identity. In addition, the lantern can recreate a single target’s sins before them during a conflict, the illusion appearing no larger than 16 feet/4.8m in any dimension.

This illusion can appeal to a target’s visual, audial, olfactory and tactile senses for an extended period of time. Because of how dangerously real the illusion feels, the target will be emotionally crushed by the weight of their sins, regardless of if they felt any real guilt at the time of the act. The lantern must be held aloft and within the target’s line of sight for the illusion to remain active, meaning that only one-handed weapons can be used during a conflict.

In a less combat-oriented sense, the bearer of this lantern does not experience starvation or thirst.

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THREADS:
Thread Title: Dark Archaeology
Location: Kraw
Thread Status: Closed, Complete.

Thread Title: Dante's Abyss - Registrations
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: [Preshow] The Lobby and the Park
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: [Preshow] The Dojo
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: [Preshow] The Barracks
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: Day 1
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: Day 2
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: Day 3
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: Day 4 (+Finale)
Location: Dante's Comet
Thread Status: Closed, Complete.

Thread Title: Highwayman
Location: The Medium
Thread Status: Closed, Complete.

Thread Title: A Taboo Piece
Location: Opealon
Thread Status: Quest, Abandoned.

Thread Title: The Nausicaa Incident
Location: Opealon
Thead Status: Event, Complete.

Thread Title: The Nausicaa Incident: Post-Script
Location: Opealon
Thread Status: Event, Complete.

Thread Title: Advent Reunion
Location: Opealon
Thread Status: Group thread, Complete.

Thread Title: A Sickly Rose
Location: Inverxe
Thread Status: Group thread, Complete/Ended Early.

Thread Title: Revelations: Frost and Decay
Location: Inverxe
Thread Status: Group thread, In-Progress.

Thread Title: The Phantom Stranger
Location: The Medium
Thread Status: Closed, In-Progress.

TIPS FOR WRITING ARTHUR:

Personality – Arthur considers himself to be a bad man. He intimidates others and has very few qualms about killing; when challenged by an enemy, Arthur is unsympathetic and ruthless. Yet, Arthur does not kill or hurt others out of personal enjoyment, and he is fiercely protective of those he considers his allies. Unless someone has drawn a weapon with clear intent to harm/insulted him, he will often be friendly and even playful. Because of his tough guy demeanor, many would consider him an idiot. On the contrary, Arthur is a very practical person with a high degree of self-awareness.

Possible Reactions – If confronted by multiple aggressive persons, Arthur will not back down or flee, preferring to fight instead. He cannot be intimidated, bullied or bribed. When faced with a clearly sinister person, Arthur will either opt to avoid them or, if confronted, employ heavy sarcasm and his fists. Generally good, well-meaning people, on the other hand, are not obstacles to be eliminated in Arthur’s eyes, but potential allies (possibly even friends).

‘Combat’ Style – Arthur is very self-possessed and cunning when in combat. He will often seek shelter behind an object to gain a better vantage point, only then seeking paths to get closer to his opponent and take them out. When with allies, Arthur will try to defend them at all costs.

Dialogue Tips

These are some general dialogue tips for Arthur, though these rules don't always apply, especially if the dialogue wouldn't make sense because of them.

Generally, very blunt dialogue interspersed with words of wisdom.
“Have” ==> “Got”
“Have to” ==> “Gotta”
“I’ve been” ==> “I been”
“You all” ==> “Y’all”
“Doesn’t” ==> “Don’t”
“It was a dark night for it” ==> “It were a dark night for it” [OCCASIONAL]
“The dogs were running” ==> “The dogs was running” [OCCASIONAL]
“Ain’t” is used fairly often in dialogue.
Commonly swears using “goddamn”, “shit”, “bullshit”, and “dumbass.” Does not say “fuck" (or at least, not very often. Probably ask first.)
Calls people “ma’am”, “feller”, and “partner”.

Quotes

“Where we gonna run to? I mean they chased us from the west, they chased us over the mountains... they ran us into the sea.”
“You been loyal, I been loyal. Look what that caused. You know, all that ever mattered to me was loyalty. It was all I knew.”
”Face me to the west so I can watch the setting sun and remember all the fine times we had that way.” - Arthur, speaking about how he would want to die.

TIPS FOR WRITING WITH ME:

Hello visitor! Welcome to my chosen character Arthur Morgan's profile. You can call me Jade and my pronouns are she/her. I'm a college graduate with a degree in Writing studies and a passion for ducks, writing, and baking. If you'd like to write with me, just look at my list of threads above to see if one says "Active, Open." If so, feel free to PM me here or find me on Discord (my username is Jade Duck on the Multerra Discord). In addition, if you're looking for writing advice or someone to proofread your work, use the same methods listed above. Thanks!
 

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Arthur Morgan

Pass Into Myth
Joined
Aug 2, 2018
Messages
182
Awards
10
Essence
€42,940
Coin
₡24,700
Tokens
20
World
Inverxe
Profile
Click Here
Faction
Spirits of Vengeance
Non-Player Character Information


* * *​
NPC Dossier #1 - Pathfinder

CHARACTER SOURCE: Apex Legends (2019)
NPC APPROVAL: [Link to Thread]
PRONOUNS TO USE: He/him
SPECIES: MRVN (Mobile Robotic Versatile eNtity)

CURRENT LOCATION: Erde Nona
OCCUPATION: Miscellaneous
AFFILIATION: N/A
AFFINITIES: Immortal

Appearance – Pathfinder is a MRVN (Mobile Robotic Versatile eNtity). He stands at 6’2” (188 cm) and weighs in at roughly 937 lbs (425 kg). His limbs are bulky and blocky in appearance and his primary colors are blue, red, yellow and orange. A scrap of dark fabric protects Path’s neck cabling from harm, he has a single orange optic, and a digital screen is mounted on his chest. Emoticons flash on this screen, including smiley faces for happiness, exclamation points for excitement, and crying faces for sadness (See Extra for other emotions).

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Personality – Pathfinder is the most optimistic bot you will ever meet. After booting up all alone in an abandoned laboratory with no idea who created him or why, his main motivation is to find his creator, and he has been searching for literal decades. Despite this, Pathfinder has yet to give up hope— in fact, it seems that his determination has only strengthened with time. If there were just two words that could describe Pathfinder, they would be enthusiastic and helpful. He has a knack for befriending others, and his willingness to listen and truly understand the trials of those around him has endeared him to many. He often needs a bit of encouragement from his friends, though, and he can sometimes be uncertain about how to proceed around his fleshy comrades.

Possible Reactions – When faced with overwhelming odds, Pathfinder will not panic, but comment on how disappointed he is that he might die… still managing to be pretty cheerful about it, though. He will always encourage and comfort his friends; Pathfinder’s loyalty is unmatched.

When confronted by a genuinely sinister person who intends to kill him or his friends, Pathfinder will inform the hostile that he will kill them, but that there are no hard feelings involved. He might even comment on an enemy’s skills, complimenting them. When faced with a potential ally or well-meaning person, however, Pathfinder will be ecstatic and welcoming.

Relationships – Pathfinder is familiar with Bloodhound (respected friend), Caustic (respected but scary... friend), Wraith (good friend), Mirage (practically BFFs in Path's opinion), and Revenant (SCARY but friend) as they all fought in a competition known as the Apex Games, sometimes even on the same team! He will likely be delighted to see them and willing to ally up. He still wouldn’t hesitate to kill them if they turn out to be enemies, though, but he respects their abilities a ton. And Revenant is EXTRA SCARY. )-:

‘Combat’ Style – Despite his friendly demeanor, Pathfinder is merciless in combat. He is the polar opposite of a coward, and he likes to ZOOM into the middle of a fight with his grappling ability! This robot feller will absolutely go in fists flying, and he will always have his friends’ backs/go back to save them. A downed target will be dispatched with a cheerful remark and perhaps a comment on the other’s fighting skills, but the kill will be swift and immediate.

Eligible Abilities

Mechanical!
Protection 3 (300)
--Ongoing (300)
Damage 3 (300)
Total Cost: 900E

Pathfinder’s body is made of metal. Thus, he can punch hard and is relatively sturdy. It can be pretty tough to knock him down.

Grappling Hook
Flight 3 (600)
--Finite (-150)
Move Object 2 (200)
--Finite (-100)
Total Cost: 550E

Pathfinder has a grappling gun permanently mounted on his arm. He can stick his arm out mid-sprint and fire his grappling hook at a point on the ground or on the edge of an obstacle, slingshotting himself around corners or into the air at 45 mph. He can get some serious airtime with this leaping ability, and it certainly makes climbing tall objects easier. In addition, Pathfinder’s grapple can latch onto a single person standing within 10 ft and drag them towards him. This ability has a cooldown of about 15 seconds between each use.

Robotic!
Adaptation: Incredible Heat Environments (100)
Adaptation: Incredible Cold Environments (100)
Adaptation: Starvation and Thirst (50)
Adaptation: Need for Sleep (50)
Nonbiological Anatomy (300)
Total Cost: 600E

Pathfinder is a robot. Thus, he can survive incredibly cold or hot environments, doesn’t need to sleep, eat, or drink, and his anatomy is distinctly inhuman.

Extra Emoticons that appear on his screen!

Quotes
  • “Did you see how great I was? I did all kinds of really amazing moves... are you listening?" - Said when killing someone.
  • "I did really good today. I can't wait to tell my creator. When I find him."
  • “Losing isn't fun. That's why I don't do it."
  • “Remember me, friends. I may kill you.”
  • "It's just you and me, friend. Let's not die." - One friend killed, another remaining.




NPC Dossier #2 - Memphis Pheles

CHARACTER SOURCE: Original
PRONOUNS TO USE: He/him, they/them
SPECIES: Demon (Formerly human)

CURRENT LOCATION: Mesa Roja
OCCUPATION: Crossroads Demon
AFFILIATION: Clientele
AFFINITIES: Immortal

alexandra-melnikova-incub5.jpg




NPC Dossier #3 - Skywarp

CHARACTER SOURCE: Transformers
NPC APPROVAL: [Link to Thread]
PRONOUNS TO USE: He/him, she/her
SPECIES: Cybertronian

CURRENT LOCATION: Opealon
OCCUPATION: Seeker
AFFILIATION: N/A
AFFINITIES: ???

The Holoform

Appearance -

Skywarp’s holomatter avatar, Skylar "Warp" Watari, appears to be a young woman of a sturdy build and an irreverent demeanor.

‘Her’ skin is a dusky tan and lightly scarred in places, evidencing years of combat. Her hair fades from a dull purple to a dusty maroon, spikily styled with two locks that cascade along her cheekbones. Her eyes are a hazy, reddish-brown that she covers with yellow-tinted Aviator sunglasses. She stands at about 5 ft, 8 in tall with a muscular figure, though much of her silhouette is concealed by the blocky design of her armor.

A long, violet flight jacket with a popped collar encases her frame, topped off by an armored chest-piece over a black bodysuit and thigh-high boots with elevated heels. Tucked away on Skylar’s left arm lies a communicator holder, and wrapped around her skull and concealing her ears is a strange armored headpiece that juts upward into two horn-like decorations. She dons a silver necklace with a pendant in the shape of Skywarp’s jet form.


Personality –

If he were a disgusting organic, Skywarp would be the type of guy who used to ride with biker gangs and still wears his custom leather jacket. He'd be the uncle sneaking alcohol into every family gathering and gifting the kids pocket knives for their birthdays. He would have games on his phone. He'd be like the older brother whose bedroom door has hazardous waste symbols and caution tape decorating it.

All that to say: Skywarp loves getting into trouble, and if there is none to dig his sticky little (okay, big) servos into, he will create it. His sudden jokes are invariably vexing and mean, and everyone enjoys them... so long as they aren't the butt of the joke. Yet, while he loves to pull pranks and engage in generally wretched, goofy-ass behavior, don't underestimate him— he's both dumber and smarter than he appears, so misreading his intentions can lead to some deadly surprises!

Overall, if there's one thing Skywarp's learned after a million years at war, it's eat or be eaten. His history as an elite Decepticon soldier makes him distrustful of virtually everyone, especially organics. He can be gruff, a touch sadistic when dispatching enemies, and just plain mean. That being said, if he does wind up feeling loyal towards another being, he's with them 'til the end of the line.

Possible Reactions –

When pushed to the brink by overwhelming and clearly hostile forces, Skywarp will not shy away from combat, but instead opt to employ every dastardly trick in his arsenal to even the odds— provided that the odds of doing so appear favorable, in any case. His simplistic, cruel nature makes him easy to convince of performing heinous acts, although he can usually spot any underhanded attempts to fool him, being an avid trickster himself. When facing a particularly menacing opponent, Skywarp will either attempt to evade them or use both his wits and firepower to match them blow for blow. Outside of combat, any non-threatening or weaker beings are seen as sources of amusement and entertainment rather than obstacles that must outright be destroyed.

Relationships –

Any Decepticons are perceived as allies. Autobots, it depends. New relationships made during the preshow period will be added.

‘Combat’ Style –

Skywarp is an experienced but straightforward soldier, adept in the art of using his flight and teleportation abilities to wreak mass havoc. With sadistic glee, he decimates his enemies at every possible opportunity— often with unpredictably creative methods. His minuscule attention span translates into a relentless onslaught of attacks with little regard for the consequences; he can literally spring up from thin air, ready to rain down death at any given moment. But while Skywarp might seem to be an unthinking brute, his cleverness in choosing the right time to attack is sure to sow juuuust the right amount of chaos among enemy forces. When with allies, he will usually adopt an "every mech for themselves" approach, though there are notable exceptions to this rule.

Extra – This is a fusion of G1/IDW 2005/various Skywarp iterations. I won’t be bringing up too much of his past so don’t worry about it lol.

I’ll probably be using some terms specific to Cybertronian anatomy fairly often, though I’ll be sure to provide context so it’s pretty easy to guess what I’m referring to.

Energon ==> blood and food
Processor ==> brain
Cabling ==> muscles
Servo ==> hand/limb
Pedes ==> feet
Spark ==> heart/soul
Tank ==> stomach
Dentae ==> teeth
Glossa ==> tongue
Audio receptors/audials ==> ears

These are some general dialogue tips for Skywarp, though these rules don't always apply. I’ve also attached a short list of insults/curses he might use.

Gruff, surly, mocking dialogue for those he feels neutral towards.
Goofy, flirtatious, hilariously mocking/sarcastic dialogue for those he likes.
Sarcastic, insulting dialogue for those he dislikes.
Primus-forsaken ==> God-forsaken
Frag up ==> fuck up
Slag ==> shit
Glitch ==> bitch
Rust spot ==> Debby downer, time ruiner
Pitspawn ==> hellspawn
Pit ==> hell
Insects/vermin ==> humans
Organics ==> humans/or other organics
Fleshling ==> same
Fleshbags ==> same

Quotes –

“Geek work is made for a geek, like you.” [An immature insult, as is the Decepticon way.]
“You waste more energy with your mouth.” [Again.]
“Get off me, you walking junkyard!” [Once more, with feeling!]
"Heat-seeking missiles… seek heat!" [An incredibly original witticism, courtesy of Skywarp.]
“Humans run funny, don’t they, Starscream?” [Skywarp enjoying terrorizing poor fleshies, as per usual.]
“Are you asking me... to open up my cockpit... and allow you to climb inside of me?" [Skywarp, upon being asked to give a sweaty, sticky organic a lift.]
"Attention, vermin! I am Skywarp, of the G.I. Joe International Peacekeeping Force. Drop your weapons and surrender immediately! I don't want to have to clean what's left of you off my feet." [Skywarp, politely requesting that enemy forces surrender.]

Skywarp: "Anyone for a game of catch?"
Starscream: "We're not here to frolic, Skywarp. Get rid of him!"
Skywarp: "Spoil-sport..."

Starscream: “The Autobots must have booby trapped this room! Fools!”
Skywarp: “Wait, are you calling us fools or the Autobots fools? 'Cause I'm not getting the sense that you respect me.”
Starscream: “Silence! Fool.”
Skywarp: That's exactly what I'm talking about!”

Starscream: “Unbelievable! These Autobots are dumber than Skywarp!”
(15 seconds of delayed reaction later)
Skywarp: “‘Dumber than Skywarp’? I'll show you dumb, Starscream!”
Starscream: “You always do.”

Threads/Post - Registration post.

Seeker Form

skywarp_by_1314_d9c0xlb-fullview.jpg

Appearance -

Standing at a lofty 30 ft tall, Skywarp is a mech in possession of a Seeker-type frame, sporting hard edges that give him a rugged and menacing appearance. Mainly due to his flight capabilities and all the extra machinery involved therein, he weighs in at approximately 10 tons, or 20,000 lbs. His chassis is coated in an eye-catching purple finish with jet black accents covering his body armor and legs, a yellow-tinted cockpit window centered around his chest.

Skywarp's extended wingspan is emphasized by the blocky mass of his shoulders, a purple Decepticon insignia emblazoned upon his wings. His feet are sharply angled with elevated thruster-heels, much akin to high-heeled shoes, and his massive servos are tipped with extendable talons. There are gigantic blasters mounted along the lengths of his arms, standing out against his frame's dark palette. His optics glow a sinister red, with central diamond-shaped pupils that appear brighter than the rest.

Personality – Skywarp is both the holoform and seeker; they share a personality and are the same individual.

Abilities –

Seeker Frame-Type

Flight Rank 5 (1000E)
--Ongoing (+500C)
--Activation (10 seconds, -250C)
--Limited (Only on/above islands, -250C)
Total Cost: 1000 Coin

Skywarp is capable of jet-powered flight, achieving speeds of only up to 105 miles per hour/169 kilometers per hour when under the influence of Karl Jak’s infamous collar. Achieving takeoff takes about 10 seconds, powered by the thrusters mounted into his root mode’s heels or his jet alternate mode. For the event: Flight only works on/above islands.

Cybertronian Body
Adaptation: Nonbiological Anatomy (300C)
Protection Rank 8 (800C)
--Ongoing (+800C)
Endurance Rank 8 (800C)
Total Cost: 2700 Coin

Skywarp’s chassis is heavy metal. He can tank a hit and work for lengthy periods of time without stopping, and even damage you might think would kill him won’t necessarily take him down due to his cybernetic anatomy.

Groundpound!
Speed Rank 3 (600C)
--Side Effect (Tiring, -150C)
Total Cost: 450 Coin

Mainly specializing in flight, Skywarp’s speed on land is a bit less impressive, clocking in at about 45 miles per hour/72kph. He can only sprint in short bursts, and it’s pretty tiring to do so.

He’s Beauty, He’s Grace!
Agility Rank 8 (1600C)
--Side Effect (Tiring, -400C)
Total Cost: 1200 Coin

Skywarp is especially graceful when in the air, though he’s still fairly agile while on the ground. Repeated evasive maneuvers can be rather resource intensive, however.

He’ll Punch You in the Face!
Damage Rank 8 (800C)
Move Object Rank 8 (800C)
--Ongoing (+800C)
Total Cost: 2400 Coin

Skywarp has hard metal fists and sharp, claw-tipped digits at the end of each servo, perfect for seriously mangling less armored opponents. He’s also incredibly strong, able to lift 25,600 pounds, or 11,612kg (Enough to lift a school bus). Just a biiiit more than his body weight.

Arm-Mounted Machine Guns
Damage Rank 8 (800C)
--Ranged (+400C)
Total Cost: 1200 Coin

Skywarp has variable-caliber machine guns embedded atop each arm, activated with the twitch of a servo. These blasters may target a single opponent at range.

Jet Alternate Mode
Shapeshifting (1,500C)
--Limited (-500C, Only One Form)
--Activation (10 seconds, -50C)
Total Cost: 950 Coin

Like most Cybertronians, Skywarp is capable of transforming into a vehicular form. His chosen form is that of a jet— a trans-atmospheric jet, to be exact. The transformation time is about 10 seconds between “robot mode” and jet mode.

717xOeJDMEL._AC_UF894,1000_QL80_.jpg

Warp Drive
Teleportation Rank 5 (1500C)
--Affects Multiple II (40 ft diameter to select targets, +500C)
--Finite (-250C)
Total Cost: 1750 Coin

Skywarp is an Outlier, and has an innate ability to transmit matter (himself or others) instantaneously, up to a distance of 160 feet/49m. He can use this ability either defensively or offensively, teleporting allies to safety by physically grabbing them or dropping enemies from insane heights, among other possible weaponized uses. After three consecutive uses, Skywarp must rest for 10 seconds or he risks overloading the drive.

skywarp-teleport.gif

Comm-Link
Communication Rank 1 (100C)
Total Cost: 100 Coin

Skywarp possesses an internal comm-link that allows communication with allies and access to the internet.

Master Skills
Technical (Spatial Calculations) Rank 5 (250C)
Subterfuge (Soldier/Spec Ops) Rank 5 (250C)
Social (Prankster) Rank 1 (50C)
Total Cost: 550 Coin

Due to his extraordinary Outlier ability of instantaneous teleportation, Skywarp is capable of making highly advanced spatial calculations on the fly and almost entirely without realizing it, allowing him to avoid crashing into objects or overlapping with enemy troops. In addition to that, Skywarp is skilled in subterfuge, specializing in the infiltration and destruction of enemy outposts. Finally, he is also a prankster. Not a very good one, but his tricks sure are annoying.
 
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Arthur Morgan

Pass Into Myth
Joined
Aug 2, 2018
Messages
182
Awards
10
Essence
€42,940
Coin
₡24,700
Tokens
20
World
Inverxe
Profile
Click Here
Faction
Spirits of Vengeance
Essence Purchases

Purchased “Raptorskin Duster Coat” (525 E) -> [Link to my Submission Post].
Purchased “Binoculars” (400 E) -> [Link to my Submission Post].
Purchased Master Skills for a total of 1050E -> Link to my Submission Post].
Purchased "Dead Eye" (1400E) -> [Link to Submission Post].
Refunded 700E worth of Master Skills on 8/25/2020 due to introduction of GIFTED AFFINITY -> [Link to Rules Page].
Reformatted Master Skills on 8/25/2020 due to introduction of GIFTED AFFINITY -> [Link to Submission Post].
Purchased "Longarm Back Bow" (1,500E) and "Springfield Rifle" (600E) -> [Link to Submission Post].
Purchased "Cover Scent Lotion" (150E) -> [Link to Submission Post].
Purchased "Throwing Knives" (1200E) -> [Link to Submission Post].
Purchased "Dynamite" (600E) -> [Link to Submission Post].
Purchased "Penance Stare" (1050E) -> [Link to Submission Post].
Purchased "Hellfire Shotgun" (1400E) -> [Link to Submission Post].
Purchased "Dead Man's Touch" (750E) -> [Link to Submission Post].
Purchased "Mail Service" (100E) -> [Link to Submission Post].
Purchased "Sin Perception" (350E) -> [Link to Submission Post].
Purchased "Mental Strength" (350E) -> [Link to Submission Post].
- CHARACTER RESPEC (12,800E NEW SPENT ESSENCE) -
Purchased "Self-Size Alternation" (1400E) and "Unearthly Strength" (1050E) -> [Link to Submission Post]
Purchased "Regenerative Healing Factor" (2200E) -> [Link to Submission Post]

Coin Purchases

Purchased "Revival Consumable" (500 Coin) on 7/14/2020 -> [Link to Submission Post]
Purchased "Fallen Angel Feather" (34,800 Coin) on 11/05/2021 -> [Link to Submission Post]. [USED]
 
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