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Arthur Morgan
[ "Hey there mister!" ]
CHARACTER NAME: Arthur Morgan
AGE: ~36 yrs
PRONOUNS TO USE: He/him.
SPECIES: Supernaturally-powered human
NEED-TO-KNOW INFORMATION
[ "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, Influential
TOTAL SPENT ESSENCE: 44,750E
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."
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 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 are 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, 10 ft range. Can be used to trip up enemies.
Dead Eye
Sense Rank 2 (Vision & Extrasensory, 400E)
-- Affects Multiple (+100)
Agility Rank 9 (1800E)
-- Concentration (-450)
Total Cost: 1,850E
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. [SIDE NOTE - This isn't part of this ability, but Arthur's journal may also sometimes post random sketches or notes to the internet due to Syntech interference/magic. Arthur isn't aware of this.]
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 are 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, 10 ft range. Can be used to trip up enemies.
Dead Eye
Sense Rank 2 (Vision & Extrasensory, 400E)
-- Affects Multiple (+100)
Agility Rank 9 (1800E)
-- Concentration (-450)
Total Cost: 1,850E
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. [SIDE NOTE - This isn't part of this ability, but Arthur's journal may also sometimes post random sketches or notes to the internet due to Syntech interference/magic. Arthur isn't aware of this.]
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 9 (900E)
--Ongoing (+900E)
--Limited (Only while transformed, -450E)
--Side Effect (Rage, -450E)
Damage Rank 9 (900E)
--Ongoing (+900E)
--Limited (Only while transformed, -450E)
--Side Effect (Rage, -450E)
--Weakness (Purity, -225E)
Total Cost: 2,875E
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 9 (1800E)
--Ongoing (+900E)
--Weakness (Holy, -225E)
Total Cost: 2,475E
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 9 (900E)
-- Ongoing (+900E)
-- Indiscriminate (-450E)
-- Side Effect (Tiring/Migraine, -450E)
-- Limited (Only works against mental effects, -450E)
Total Cost: 450E
”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 from outside sources, 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.
Damnation Stare
Debuff Rank 9 (900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works while maintaining eye contact, -450E)
-- Concentration (-450E)
Total Cost: 1,350E
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, the damnation 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 9 (Burning, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Concentration (-450E)
-- Limited (Only works on the wicked, -450E)
Debuff Rank 9 (Soul Trauma, 900E)
-- Ranged (+450E)
-- Concentration (-450E)
-- Limited (Only works on the wicked, -450E)
Total: 1,800E
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, and it can traumatize the souls of living beings.
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. Arthur must concentrate to fire.
Hellfire Lasso: Chains of Heaven
Debuff Rank 9 (Binding, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
Debuff Rank 9 (Soul Trauma, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works on the wicked, -450E)
Damage Rank 9 (Burning, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works on the wicked, -450E)
Total: 5,850E
A burning loop of chain that is designed to be thrown around a target and tightened when pulled. Can be used to trip, bind, and drag an enemy, restricting their movements and forcing them to go... well, wherever Arthur drags them. Deals soul trauma in the form of horrific guilt for as long as the chain makes contact with a target's body, forcing those bound with it to endure the crushing weight of their sins, often stunning a target into a stupor. Also deals burning damage for however long target is bound, as the chain is laced with azure hellfire.
Any target can be bound. However, the soul trauma and burning effects only work on the wicked, so those with pure souls or good intentions will not be harmed by the flames.
Ghost Mount
Debuff Rank 9 (Rider’s Will, 900E)
— Ongoing (+900E)
— Activation (10 seconds, -450E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Damage Rank 9 (900E)
— Ongoing (+900E)
— Activation (10 seconds, -450E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Speed Rank 9 (1800E)
— Ongoing (+900E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Agility Rank 9 (1800E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Movement Rank 1: Wall-Running (200E)
— Limited (Only works on rideable creatures/mounts/vehicles, -50E)
Total Cost: 5,550e
Any rideable creature (typically of the four-legged variety) or vehicle that is capable of bearing Arthur’s weight can be rendered into the Ghost Rider’s chosen mount. By taking ten seconds at least to subdue or otherwise tame his target, Arthur’s target will become bound to the Rider’s will.
Once a mount is secured, in exchange for their cooperation with their rider, they will gain several boons. Their physical form will become imbued with an azure hellfire—the Rider’s mystical element, capable of dealing great damage to foes. They will become capable of moving over land at a speed of 540 miles per hour/869kph, and their agility will be such that they never become disoriented, with reflexes that border on prescience. They will also be able to run across walls as easily as flat terrain.
This condition continues for as long as Arthur can remain upon his chosen mount’s back.
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 9 (900E)
-- Ongoing (+900E)
-- Limited (Only while transformed, -450E)
Total Cost: 1,350E
While in his Ghost Rider form, Arthur's raw physical strength is increased to an insane degree, giving him the ability to lift around 51,200 pounds/23,224kg as easily as a sledgehammer for an ongoing period of time.
Ghost Train
Damage Rank 9 (900E)
-- Indirect (900E)
-- Ongoing (900E)
-- Ranged (450E)
-- Affects Multiple (12ft Across, 450E)
-- Activation (10 seconds, -450E)
-- Indiscriminate (-450E)
Total Cost: 2,700E
After 10 seconds of intense focus, Arthur summons a colossal steam locomotive wreathed in eerie blue flame, emerging from a phantom tunnel either near to Arthur or at any point he can visually perceive. The ground trembles beneath its powerful engine as it hurtles towards its target or targets with unstoppable force, screaming all the while. The train is massive, measuring 12 feet across and stretching out in a long line of cars behind it. The danger lies in being caught in its path and crushed underneath its wheels, as the weight and momentum of the train is rather devastating. Even allies are not safe from harm if they find themselves in the way of this barreling iron horse. It'll roll over targets before abruptly vanishing into the ether.
Campfire
Healing Rank 9 (1800E)
-- Ongoing (+900E)
-- Affects Multiple X (+4,500E)
-- Indirect (+900E)
-- Activation (30 seconds, -900E)
Total Cost: 7,200E
With practiced hands, Arthur Morgan meticulously constructs a campfire over the course of 30 seconds. As the flames crackle and grow in strength, they cast a spherical warm glow that stretches out for 100 feet in all directions (200 ft diameter). As allies come within range, despite any obstacles in the way, they are engulfed in an ongoing aura of healing. Halo-like circles form around the heads of those affected by the campfire’s healing: upon closer inspection, these halos are in the shape of deer antlers of varying colors and sizes.
The White Horse, Pestilence
Damage Rank 9 (900E)
--Ongoing (+900E)
--Affects Multiple II (40 ft diameter, +900E)
--Activation (10 seconds, -450E)
--Limited (Only while in Ghost Rider form, -450E)
--Weakness (Artificial entities, -225E)
Total Cost: 1,575E
"Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, 'Come.' I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer..."
After a period of 10 seconds, the Ghost Rider has the ability to conjure a swarming cloud of locusts that surrounds him in a 40 ft wide sphere, each one wreathed in greenish-black flame. Foes caught within this deadly miasma are struck with virulent illness that tears through their bodies with malicious force. The only beings unaffected are artificial entities without any organic traits. Taking shelter behind barriers can block this effect.
Sin Eater
Debuff Rank 9 (Loss of Wickedness/Self, 900E)
--Ongoing (+900E)
Total Cost: 1,800E
"Find salvation in the cleansing fire."
Also known as Sin Removal, an ability which targets the spiritual core of a being. Just by physically touching a target once, the Ghost Rider can remove a person's immoral acts to the point where that individual loses their identity associated with any sinful act they have ever committed in their lifetime. The severity of this loss of self ranges between merely losing a few pivotal memories related to vile acts, to completely eradicating a target's purpose until they are able to somehow recall it. This can be benevolently performed to ease a target's guilt, for a time, or aggressively used to addle a wicked foe.
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 9 (900E)
--Ongoing (+900E)
--Limited (Only while transformed, -450E)
--Side Effect (Rage, -450E)
Damage Rank 9 (900E)
--Ongoing (+900E)
--Limited (Only while transformed, -450E)
--Side Effect (Rage, -450E)
--Weakness (Purity, -225E)
Total Cost: 2,875E
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 9 (1800E)
--Ongoing (+900E)
--Weakness (Holy, -225E)
Total Cost: 2,475E
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 9 (900E)
-- Ongoing (+900E)
-- Indiscriminate (-450E)
-- Side Effect (Tiring/Migraine, -450E)
-- Limited (Only works against mental effects, -450E)
Total Cost: 450E
”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 from outside sources, 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.
Damnation Stare
Debuff Rank 9 (900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works while maintaining eye contact, -450E)
-- Concentration (-450E)
Total Cost: 1,350E
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, the damnation 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 9 (Burning, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Concentration (-450E)
-- Limited (Only works on the wicked, -450E)
Debuff Rank 9 (Soul Trauma, 900E)
-- Ranged (+450E)
-- Concentration (-450E)
-- Limited (Only works on the wicked, -450E)
Total: 1,800E
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, and it can traumatize the souls of living beings.
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. Arthur must concentrate to fire.
Hellfire Lasso: Chains of Heaven
Debuff Rank 9 (Binding, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
Debuff Rank 9 (Soul Trauma, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works on the wicked, -450E)
Damage Rank 9 (Burning, 900E)
-- Ongoing (+900E)
-- Ranged (+450E)
-- Limited (Only works on the wicked, -450E)
Total: 5,850E
A burning loop of chain that is designed to be thrown around a target and tightened when pulled. Can be used to trip, bind, and drag an enemy, restricting their movements and forcing them to go... well, wherever Arthur drags them. Deals soul trauma in the form of horrific guilt for as long as the chain makes contact with a target's body, forcing those bound with it to endure the crushing weight of their sins, often stunning a target into a stupor. Also deals burning damage for however long target is bound, as the chain is laced with azure hellfire.
Any target can be bound. However, the soul trauma and burning effects only work on the wicked, so those with pure souls or good intentions will not be harmed by the flames.
Ghost Mount
Debuff Rank 9 (Rider’s Will, 900E)
— Ongoing (+900E)
— Activation (10 seconds, -450E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Damage Rank 9 (900E)
— Ongoing (+900E)
— Activation (10 seconds, -450E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Speed Rank 9 (1800E)
— Ongoing (+900E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Agility Rank 9 (1800E)
— Limited (Only works on rideable creatures/mounts/vehicles, -450E)
Movement Rank 1: Wall-Running (200E)
— Limited (Only works on rideable creatures/mounts/vehicles, -50E)
Total Cost: 5,550e
Any rideable creature (typically of the four-legged variety) or vehicle that is capable of bearing Arthur’s weight can be rendered into the Ghost Rider’s chosen mount. By taking ten seconds at least to subdue or otherwise tame his target, Arthur’s target will become bound to the Rider’s will.
Once a mount is secured, in exchange for their cooperation with their rider, they will gain several boons. Their physical form will become imbued with an azure hellfire—the Rider’s mystical element, capable of dealing great damage to foes. They will become capable of moving over land at a speed of 540 miles per hour/869kph, and their agility will be such that they never become disoriented, with reflexes that border on prescience. They will also be able to run across walls as easily as flat terrain.
This condition continues for as long as Arthur can remain upon his chosen mount’s back.
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 9 (900E)
-- Ongoing (+900E)
-- Limited (Only while transformed, -450E)
Total Cost: 1,350E
While in his Ghost Rider form, Arthur's raw physical strength is increased to an insane degree, giving him the ability to lift around 51,200 pounds/23,224kg as easily as a sledgehammer for an ongoing period of time.
Ghost Train
Damage Rank 9 (900E)
-- Indirect (900E)
-- Ongoing (900E)
-- Ranged (450E)
-- Affects Multiple (12ft Across, 450E)
-- Activation (10 seconds, -450E)
-- Indiscriminate (-450E)
Total Cost: 2,700E
After 10 seconds of intense focus, Arthur summons a colossal steam locomotive wreathed in eerie blue flame, emerging from a phantom tunnel either near to Arthur or at any point he can visually perceive. The ground trembles beneath its powerful engine as it hurtles towards its target or targets with unstoppable force, screaming all the while. The train is massive, measuring 12 feet across and stretching out in a long line of cars behind it. The danger lies in being caught in its path and crushed underneath its wheels, as the weight and momentum of the train is rather devastating. Even allies are not safe from harm if they find themselves in the way of this barreling iron horse. It'll roll over targets before abruptly vanishing into the ether.
Campfire
Healing Rank 9 (1800E)
-- Ongoing (+900E)
-- Affects Multiple X (+4,500E)
-- Indirect (+900E)
-- Activation (30 seconds, -900E)
Total Cost: 7,200E
With practiced hands, Arthur Morgan meticulously constructs a campfire over the course of 30 seconds. As the flames crackle and grow in strength, they cast a spherical warm glow that stretches out for 100 feet in all directions (200 ft diameter). As allies come within range, despite any obstacles in the way, they are engulfed in an ongoing aura of healing. Halo-like circles form around the heads of those affected by the campfire’s healing: upon closer inspection, these halos are in the shape of deer antlers of varying colors and sizes.
The White Horse, Pestilence
Damage Rank 9 (900E)
--Ongoing (+900E)
--Affects Multiple II (40 ft diameter, +900E)
--Activation (10 seconds, -450E)
--Limited (Only while in Ghost Rider form, -450E)
--Weakness (Artificial entities, -225E)
Total Cost: 1,575E
"Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, 'Come.' I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer..."
After a period of 10 seconds, the Ghost Rider has the ability to conjure a swarming cloud of locusts that surrounds him in a 40 ft wide sphere, each one wreathed in greenish-black flame. Foes caught within this deadly miasma are struck with virulent illness that tears through their bodies with malicious force. The only beings unaffected are artificial entities without any organic traits. Taking shelter behind barriers can block this effect.
Sin Eater
Debuff Rank 9 (Loss of Wickedness/Self, 900E)
--Ongoing (+900E)
Total Cost: 1,800E
"Find salvation in the cleansing fire."
Also known as Sin Removal, an ability which targets the spiritual core of a being. Just by physically touching a target once, the Ghost Rider can remove a person's immoral acts to the point where that individual loses their identity associated with any sinful act they have ever committed in their lifetime. The severity of this loss of self ranges between merely losing a few pivotal memories related to vile acts, to completely eradicating a target's purpose until they are able to somehow recall it. This can be benevolently performed to ease a target's guilt, for a time, or aggressively used to addle a wicked foe.
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 10 (500E)
Total Cost: 500E
A literal legend when it comes to all forms of stabby-shooty things, Arthur is skilled with a variety of weapons and can easily understand the mechanics of an unfamiliar firearm or other weapon in a VERY short amount of time.
Knowledge (Banditry) Rank 10
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 10
Arthur is knowledgeable about horse behavior after a lifetime of working with them. When in the saddle, he understands his ride on a level that is beyond belief.
Knowledge (Gambling) Rank 10
Arthur is incredibly skilled at gambling, particularly blackjack and poker.
Knowledge (Bounty Hunting) Rank 10
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.
Social (Intimidation) Rank 10 (500E)
Total Cost: 500E
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.
Social (Rugged Uncomplicated Manly Appeal) Rank 10
Arthur’s the pinnacle of a cowboy, there is something uniquely satisfying about his looks and manner. He’s handsome in a way that is unobtrusively rugged and makes those around him feel warm and comfortable when he puts on the charm.
Social (Body Language) Rank 10
Arthur can read the intentions of others fairly well based on body language, human or not. Helps when playing cards, handling beasts or trying to determine if a job is about to turn sour.
Social (Criminal Origin) Rank 10
An outlaw by trade, Arthur can seamlessly blend in with the rough sorts that tend to hang out on the outskirts of a settlement, rubbing shoulders with liars, killers and thieves alike.
Social (Antagonizer) Rank 10
"Good evenin'. That's a mighty faine hoss you got there. How long you been married?"
Arthur can be a real bastard when he wants to be, and is an expert at coming up with sarcastic quips on the fly. Comes in useful when trying to make an opponent fumble.
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.
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.
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.
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)
Effects:
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.
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.
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.
--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.
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.
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, Unmaking Quest(s), Complete.
Thread Title: Subversion of a Savage Cohort
Location: Inverxe
Thread Status: Group thread, Unmaking Quest, Complete.
Thread Title: The Phantom Stranger
Location: The Medium
Thread Status: Closed, In-Progress.
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, Unmaking Quest(s), Complete.
Thread Title: Subversion of a Savage Cohort
Location: Inverxe
Thread Status: Group thread, Unmaking Quest, Complete.
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!