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RESIDENCE ✦ TBD
GEMBOND ✦ RUBY
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INFO ✧ PERMISSIONS ✧ KINKLIST ✧ PLAYLIST
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gunslinger
1 raising hands raising hell raise 'em high — the wind and the wave
2 foe — leprous
3 new invention — i don't know how but they found me
4 skeleton key — mark lanegan
5 how not to drown (robert smith remix) — chvrches feat. robert smith
6 floor — them are us too
7 glitter & gold — barns courtney
8 scavengers — thrice
9 the past and the pending — the shins
10 i appear missing — queens of the stone age
11 complicated end times — o'brother
12 faith in love — css
13 another one down — trocadero
14 shotgun — earl greyhound
15 easier to run — linkin park
16 pray — the amazing devil
17 no one will save you — aviators
18 dark in here — the mountain goats
19 he's my demon — head smashed
20 i would never have to know — samurai drive
21 dangerous — big data feat. joywave
22 in bad dreams — crippled black phoenix
23 kill the past — dead soul
24 bad dreams — joywave
25 battlecry — jordan mackampa
26 the madness — foreign air
27 goodbye — apparat (feat. soap&skin)
28 sleepwalker — battle tapes
29 the horror and the wild — the amazing devil
30 volatile reaction — kevil macleod
31 amber — koethe
32 someday — ramin djawadi
33 broke up the family — the milk
34 horizons into battlegrounds — woodkid
35 bfg division (medieval hardcore party mix) — heytan music
36 harlots — revin goff
37 warm sound — zero 7 (feat. mozez)
38 make my story — natewantstobattle
39 burden in my hand — soundgarden
40 comfortably numb — pink floyd
41 title — artist
2 foe — leprous
3 new invention — i don't know how but they found me
4 skeleton key — mark lanegan
5 how not to drown (robert smith remix) — chvrches feat. robert smith
6 floor — them are us too
7 glitter & gold — barns courtney
8 scavengers — thrice
9 the past and the pending — the shins
10 i appear missing — queens of the stone age
11 complicated end times — o'brother
12 faith in love — css
13 another one down — trocadero
14 shotgun — earl greyhound
15 easier to run — linkin park
16 pray — the amazing devil
17 no one will save you — aviators
18 dark in here — the mountain goats
19 he's my demon — head smashed
20 i would never have to know — samurai drive
21 dangerous — big data feat. joywave
22 in bad dreams — crippled black phoenix
23 kill the past — dead soul
24 bad dreams — joywave
25 battlecry — jordan mackampa
26 the madness — foreign air
27 goodbye — apparat (feat. soap&skin)
28 sleepwalker — battle tapes
29 the horror and the wild — the amazing devil
30 volatile reaction — kevil macleod
31 amber — koethe
32 someday — ramin djawadi
33 broke up the family — the milk
34 horizons into battlegrounds — woodkid
35 bfg division (medieval hardcore party mix) — heytan music
36 harlots — revin goff
37 warm sound — zero 7 (feat. mozez)
38 make my story — natewantstobattle
39 burden in my hand — soundgarden
40 comfortably numb — pink floyd
41 title — artist

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- « PLAYER INFORMATION »
Name: Artemis
Are you over 18?: Yes
Contact:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Other characters, if any: N/A
« CHARACTER INFORMATION »
Character: Percy de Rolo
Canon: Critical Role (Campaign 1)
Canon point: End of campaign, after the Dalen's Closet one-shot
OU or AU?: OU
Age: 25
Species: Human
« RECORD »
Disposition:
REPENTANT: After the murder of his family at the hands of the Briarwoods, Percy went on a path of vengeance. He was offered a deal by a demon in a dream to be given the chance for revenge in exchange for the souls of those he killed. This led him down an extremely dark path, and Percy once even admitted that he was well aware of the consequences of building his first gun and the possibility that it might never end even after he killed all the people on his list. Although Percy initially insisted that he joined Vox Machina in hopes that he might complete his own mission, it was his friendships and his relationship with the last surviving member of his family Cassandra that ultimately saved him, and drove him on a much different path.
Once freed from the demonic entity, Percy was driven to make up for the darkness he brought into this world. Although the temptation still remained, especially as Dr. Ripley still remained on his list, he need only look to his friends to be reminded that he is not alone and that he can be a better person. In the end, he ended up forgiving Dr. Ripley, even giving up his life so that his friends might survive. Following Pike's Resurrection spell, Percy wrestled with whether he would suffer damnation or if he could do enough good in the world and redeem his soul.
PERSUASIVE: While he may be one of the quieter members of Vox Machina at times, Percy possesses a knack for persuasion. Thanks to his noble upbringing, he knows the way the world works and how to exploit logic in order to benefit his company. When other members of Vox Machina get themselves into trouble and land themselves in jail, it is usually Percy who rushes in with a quick, flourishing argument to convince the ones who hold the key to set them free.
Although this can sometimes get him into trouble as well. As it turns out, that same noble upbringing can make Percy come across as pompous with his fancy words and often overly confident attitude.
SELF-DEPRECATING: After the separation from Orthax, Percy has to deal with processing the dark path he had just taken. Along with the trauma that he endured that led him on this path in the first place, Percy struggled with accepting everything and moving forward. This has led him to have a very low opinion of his own self worth, and he often does not believe he is deserving of the same respect and love as the rest of his team.
It is through his relationships with other members of Vox Machina that he slowly relearns how to love himself. He draws his strengths from those around him, though it does often mean relying on others to remind him that he has a lot to offer beyond just the destruction he leaves in his wake.
INTELLIGENT: Even before Orthax, Percy possessed an intellect that drove him to tinkering. Thanks in part to the education he received as a nobleman, he always had a fascination with the way things worked, and how to build things with his hands. He enjoys problem solving and has a creative knack for brainstorming new inventions, which has led him to not only build firearms, but also different types of arrows - some normal and some with their own unique qualities.
As a result of his intelligence, he can come across as a bit full of himself. He is often convinced that he is the smartest person in the room and dismissive of other people's contributions to discussions.
Suitability:
Although Percy is not a magic user himself, he has seen it be wielded enough times that he knows what it looks like. The main roadblock will be his initial distrust of magic, as he still struggles with the events that took place when he was under the influence of Orthax and especially hates being under the influence of charming effects. However, he knows his friends who use magic are good people and he might be more inclined to utilize his new abilities once he has a better understanding of how they work and reassurances that they do not come with a price.
The transformations will likely cause some trauma to resurface for Percy as he feels that his possession by Orthax had turned him into a monster, so naturally becoming one physically will just be a painful reminder of the terror he had caused. He will likely retreat at first and wallow in his own self pity unless someone can help him find the positives to this situation and remind him that despite his monstrous appearance, that does not mean he has to succumb to darkness once again.
Percy would still be reluctant to be physically intimate at first. He is usually one to develop an emotional attachment first before indulging in anything physical, and would be most comfortable with those he already considers his friends and (found) family. Once he has had a chance to adjust to the new world around him, his outlook may very well change, as Percy can be quite adaptable to new situations. He would find it easier to engage in small acts of synchrony, at least until he grows more and more comfortable with the idea.
Condition upon arrival: Percy is in good health.
Abilities:
Percy is a gunslinger which means that he is best with ranged weapons, although he is also proficient with melee weapons such as a sword. He has a few minor spells as a result of his connection with the demon Orthax, most notably Hex, which manifests as smoke which encircles his enemy (he is limited to one use per day and would require a "long rest" in order to use this again). He can also cast Minor Illusion, which allows him to create a sound or image of an object and has a range of 30 feet.
As a gunslinger, he can utilize "grit" to complete a number of trick shots:
Bullying Shot - Gain advantage on an Intimidation check
Dazing Shot - Enemy must make a constitution saving throw or disadvantage on attacks until end of next turn
Deadeye Shot - Gain advantage on the attack roll
Disarming Shot - Enemy must make a strength saving throw or drop held item, which is pushed ten feet
Forceful Shot - Enemy must make a strength saving throw or be pushed 15 feet
Piercing Shot - (+1 misfire) On a hit, make an additional attack roll with disadvantage against each creature behind target in a line within the weapon's first range increment
Violent Shot - For each grit point expended: +2 misfire and one additional damage die
Winging Shot - Strength saving throw or be knocked prone
He regains grit with "short rests" as well as through critical hits or delivering the killing blow to an enemy. This allows him to do massive amounts of damage in a single turn. He can also use Action Surge to gain one additional action on top of his regular and bonus actions. The drawback is that his guns have a very high change of misfiring. Once they misfire, Percy must try to repair the gun before it can be used again. The gun he took from his former nemesis Dr. Ripley, Animus, is capable of dealing psychic damage. He also is capable of utilizing Second Wind to regain health in exchange for using a Bonus Action, and must take a "long rest" to replenish this ability.
Finally, he is proficient at tinkering and has invented a number of items, including his guns and the gauntlet he wears on his left hand named Diplomacy. While not every attempt is a success, if he has the proper materials and the right amount of inspiration, he is very capable of creating some interesting gadgets.
Inventory:
Animus (pepperbox)
Boots of Spider Climbing
Cabal's Ruin (cloak)
Cincture of the Stone King (belt)
Diplomacy (gauntlet enchanted with electricity, similar to a taser)
Dragon Slayer Longsword
Earring of Whisper
Gloves of Missile Snaring
Manners (restraining device)
Rapier
Retort (pistol)
Bad News (sniper musket)
Mask (resembles a bird)
Ammunition (50 bullets)
Gembond: Ruby
Gem Location: Just under his right shoulder, where one of Ripley's shots hit.
« MISCELLANEOUS »
Sample: TDM Sample
Notes:
"Gunslinger" is a homebrew dungeons & dragons class created by Matt Mercer that uses the "fighter" class as a base, and was tested at length in the first campaign of Critical Role and continuously modified in order to facilitate fairness so that he doesn't become too overpowered. In the unlikely event that he runs into enough danger that might call for the use of his guns, they will be misfiring most of the time. Until he knows he can replenish his ammunition supply, he will be saving them as a last resort and utilizing his melee weapons instead.