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Daud ([personal profile] forswore) wrote2018-11-27 11:32 pm

Character Information for [community profile] breathofusir

Daud
Information Sheet for Breath of Usir
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ABOUT

NAME: Daud
RACE: Tiefling
AGE: 40
IDENTITY: M
EYES: Silver
HAIR: Black
SKIN: Dark, almost black purple

DETAILS

ALLEGIANCE: Yearning
LIVING: ?????
PROFESSION(S): Mercenary/Ex-Assassin
RACIAL TRAIT: Fortune's Favor

ANIMAS

NAME: Mercy
SPECIES: Osprey
IDENTITY: F
EYES: Gold
BODY: Typical markings for her species
SIZE: ~22" length, ~6' wingspan
FEATURES:
ALTERATION(S):Pyrrhic Heroism;

APPEARANCE

Daud is a dark, almost black purple with silver eyes, and an average-length, prehensile tail that ends in a spaded tip. His horns are short and curve back from his head; one has a broken-off tip and both are heavily chipped, as though they might have caught blades at one point or another. Daud's face certainly has -- a long, vertical scar carves over the right forehead and cheek, narrowly avoiding putting out an eye. He keeps himself clean and well-groomed, and his clothing tends to favor dark colors, practical styles, and heavier, weatherproof materials.

SKILLS

As the former leader of a troop of assassins and mercenaries, Daud is adept at combat and all the practical skills one might imagine such a position would require (in addition to basic accounting and papers, which wetwork has a surprising amount to keep track of). A childhood in Thalassa and years of operating out of a barge also make him a capable sailor.

ABILITIES

Arcane Magic:
- Blink: teleports the caster some fifty feet in nearly any direction, provided there's a moderately clear line of sight to the destination (so no teleporting through walls, or ledges directly above).
- Pull: in some ways, the reverse of blink. Concentrating on specific objects or beings and brings them to the user, limited by line of sight and weight (about an average, adult human male). Only a single object can be focused on at a time; when a living being is in its grasp, they are temporarily bound and unable to move against it.
- Summons: the caster can use this ability to call upon someone they have previously given an arcane mark. While it won't teleport them to their location immediately (as it does in canon), it can give the recipient a compulsion to go to the caster (and an idea of the direction they're in).

Fortune Magic
- Void Gaze: Attunes the user to their environment, allowing them (for the spell's duration) to identify the presence of living beings, machinery, and magical items of significant power. They cannot move while this spell is active, but it works through walls.
- Accelerate Time: For a brief duration of time, the user can speed up their movements and reflexes to the point where it gives the illusion time has been slowed or stopped. This allows them to take more action than they normally could and seeming to move supernaturally fast to their opponents. If they are aware of another magic user attempting to use a similar spell, they can counter it, but not if they are caught off guard.
- Bone Charm Crafting: The crafting of small trinkets enchanted to lend some minor strength or enhancement. More complex, powerful charms can be created with the right materials, but they carry a greater risk of being corrupted and carrying a penalty (losing teeth, more prone to injury, etc).

Forbidden Magic
- Shadow Kill: When invoked, this turns opponents to ash when killed, leaving no trace of their remains.


PERSONALITY

Stoic
The initial impression that most have of Daud, and likely the only one they'll ever have, unless they should happen to engage his services or ally with him. Daud tends to have very little visible reaction to anything, positive or negative, preferring to keep his own counsel. It works well in his favor for cultivating the image of an unfeeling killer, so he does little to discourage it.

Calculating
Detail-oriented, efficient, and preferring to do things to his own standards, Daud's mind is always working, and he is rarely one to leave things to chance. His own grasp of fortune-based magic is rooted in a desire to have fewer unpredictable variables in his own life and be that unpredictable variable himself. Even thrust into circumstances outside his control, it doesn't take long for the man to already begin trying to break it down and try to understand what's going on and what the forces acting upon the situation are.

Ruthless
One doesn't spend the better part of three decades a professional assassin without a stomach for violence. Daud takes little pleasure in hurting others save for the satisfaction of a job well-done, but he doesn't shy away from it if necessary, either -- fatal or otherwise. While he may have lost his appetite for wholesale murder in the wake of the war, habits of the mind aren't so easily broken. When he has a clear goal in mind, he won't hesitate to use any means at his disposal to achieve it: hence his personal motto, 'I am Wolf to Man.'

Fatalistic
Once, Daud believed he had the power to shape the world with his actions. Now, he better understands, all he can shape is himself. With the certainty that nothing is certain in the world, Daud makes his choices and takes what comes, with a resignation that however he strives, the outcome and consequences may be entirely out of his hands.

Repentant
Daud was never much motivated by anything except the desire to impose his will on the world and shape it to his liking. In the wake of his realizations and his own mistakes, he's animated by a different spirit: to atone for the mistakes he's made, if only in a small way. While he's hardly a changed man, he is, if nothing else, a regretful one -- one determined not to repeat the mistakes of the past and do what he can with this unexpected second chance granted to him.

KEY EVENTS IN GAME HISTORY


Marked by the Outsider
Raised single-handedly by his mother, a petty herbalist and hedge witch, it wasn't long before a young Daud's clever hands caught the attention of those who believed they could be put to better work than sorting alchemical components. Daud was pitched into an underbelly of criminal work for some time before he struck out on his own, quickly making a name for himself as an assassin and mercenary of some skill, with an interest in the the occult. He possessed no magical ability or skill of his own -- until he caught the attention of the mysterious Outsider. Rumors held it to be a being of the shadow realm, or even the outer one, a patron of necromancers and heretics who look beyond the gods, but Daud himself doesn't know for certain. All he knows is that after the Outsider appeared to him in his dreams and placed a mark on his hand, he found certain magics easier, maybe even more instinctive to grasp.

Death of Billie Lurk
When the fighting began to break out, a mercenary company was never short on work to do, and the Sea Wolves served every side as convenience and the willingness of their potential customers to pay their prices dictated, killing or stealing or destroying to fulfil strategic goals that were important to someone, somewhere, but were merely another day in the life for Daud and his company. But Daud wasn't immune to the creeping madness of dragon blood. The Wolves get steadily sloppier, as sloppy as the fighting going on, and Daud accepts a job to take out a Dragonborn general. Before that can happen, Daud's second in command, Billie Lurk, challenges him over what she perceives to be his failing judgement. Here, Daud is forced to kill her to assert his leadership, unlike in canon where Lurk's death takes place after this last job.

Assassination of the Empress
Daud isn't in the business of assassinating empresses in this world, but assassinating a Dragonborn general seems perfectly feasible enough, as does abducting her child to deliver to his client and wash his hands of the job. With Lurk gone, though, the Wolves are crippled -- the mission succeeds, but not without nearly half whole company lost in the effort, due to the unforeseen presence of the general's personal bodyguard, who was meant to be away attempting to broker aid. Daud gets away and the child is delivered, leaving him with nothing but ash and his own bitter regrets.

Seeking Redemption
Forced to linger longer than usual as the Wolves recover from their losses, Daud watches the general's death spiral into hundreds of lives lost and a formerly secure homestead disintegrate into chaos before his eyes, madness taking further hold of the desperate. It's a slow-motion horror that he realizes is a microcosm of everything they've done thus far, the senselessness of the actions they've taken -- and the regret is crushing, sinking him into a deep depression that renders him incapable of leading. The Wolves are scattered, aimless, and a vengeful ghost seems to haunt their steps, killing more of their diminished number at every turn. Though he knows it will do little to make up for what he's done, Daud rouses himself enough to throw himself into one last job: this time, to defend life instead of taking it, finding and protecting the general's child from the shadows.

Whether he succeeds or not, even Daud couldn't really say. The child lives, and perhaps that's enough. Later Daud returns to the battlefield to visit the shallow grave Billie Lurk was buried in, to pay his last respects. He never makes it there. For it is the end of the war, the dragons are fighting in the sky, and Daud dies just as his past catches up to him and the flames scorch the battlefield.




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