Angus Bullhorn

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Full Name:
Angus Bullhorn
AKA:
The Shadow
Position:
Shadowdancer, Rogue
Age:
Ageless
Species:
Type:
OC (None)
World:
Music:
The Shadow by Jerry Goldsmith
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What evil lurks in the hearts of men? the shadow knows...
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— Himself

Angus is a shadow dancer. He is a rogue, trickster and bravado. He is likes acrobatics, juggling and is prone to mischievousness. While he is physical, he has a sharp mind and is good at trap finding, trap avoidance, and espionage, scouting and spy work.

Background

Angus is a curious halfling. He fell into a pool of youth and it has halted his physical aging process but he still continues to grow, adventure, and explore. He was trained a halfling slingmaster and later as a shadowdancer and rogue. He has no notion of personal space or property, but he does have some favorite equipment items that he tends to keep about him. He is quick to make friends, and very loyal to them when he makes them. He is fond of fruit tarts and pies.

SKILLS

ATHLETICS: Expert - ACROBATICS: Angus is a skilled acrobatic. He is able to keep his balance while traversing narrow or treacherous surfaces. He is also good at dives, flips, jumps and rolls to avoid attacks and overcome obstacles.

CLIMBER: Angus is skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.

CHARISMA: Expert - Angus is a skilled storyteller. He is quick on his feet and able to lie with the best of them. He is also skilled in detecting falsehoods and true intentions.

DISGUISE: Angus is skilled at changing his appearance to look like someone else. He is not able to impersonate others, but can look like a generic person, teen or child with enough time and materials.

SLINGING: Competent - A halfling slingmaster undergoes extensive training with slings after showing great skill with weapons from an early age. These brave warriors use stealth and ambush tactics to great effect. A halfling slingmaster is a master with his sling, able to create a variety of effects.

BLINDING BLOW: The slingmaster can strike the foe in the eyes, blinding it for up to a minute. The foe must have functional eyes for this ability to work.

DEAFINING STRIKE: The slingmaster can strike her foe's ears or temple to cause the foe to be deafened for up to a minute. The target must have functional ears for this ability to work.

OPPORTUNIST: A slingmaster can coordinate his attack to strike an opponent who has just been struck for damage in melee by another character.

PAINFUL SHOT: The slingmaster is capable of causing great pain with his shots. This pain may weaken the struck target for up to a minute.

TWO FOR ONE: The slingmaster can fire his sling bullets in such a way to cause them to ricochet off one target and strike another. The tow targets can be no farther than 10 feet from each other.

PRECISION DAMAGE: The slingmaster is able to target vital spots on his foe to create extra damage. He must study his target before attacking in order to learn and evaluate where his strikes will do the most damage.

SLINGSTAFF: Competent - The halfling slingmaster is able to use the staff component of his sling staff to make sneak attacks. This weapon is known for causing disorientation and tripping up or slowing down foes, which can put them momentarily at a disadvantage.

Sneak Attack: The halfling is able to do extra damage with his staff when he is flanking, ambushing or anytime his foe is not aware or able to evade him.

THIEF: Expert - Theif, sneak, charmer and bravado--all of these and more.

ESCAPE ARTIST: Angus is trained to slip out of bonds and escape from grapples.

SLIEGHT OF HAND: Angus is a trained pickpocket. He can draw hidden weapons and take a variety of actions without being noticed, like hiding small objects, entertaining audiences with legerdemain, juggling and the like.

STEALTH: Angus is skilled at avoiding detection, allowing him to slip past foes, strike from an unseen position, or snipe. He is adept at hiding and moving silently.

DISABLE DEVICE: Angus is skilled at disarming traps and opening locks. In addition, Angus can sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.

TRAPFINDING: Being very observant, the halfling is often able to spot traps, deadfalls, or magic traps merely by passing within 10 feet of them. (This is an instinctive skill, but that does not grant automatic success.)

APPRAISE: Angus is skilled at quickly appraising the monetary value of objects in order to make off with only the best and most valuable items.

ABILITIES

HALFLING - Halflings are optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for for their short stature with an abundance of bravado and curiosity. Halflings tend to pride themselves on their ability to go unnoticed by other races.

DARKVISION: Halflings can see in total darkness, usually to a range of 60 feet.

HALFLING LUCK: Halflings are innately lucky which may manifest in a variety of forms, events, or effects.

KEEN SENSES: Halflings are very observant and pick up on many things that others may overlook or not notice.

SUREFOOTED: Halflings are sure footed with a natural balance and skill in acrobatics.

UNAGING - While adventuring, Angus fell into an enchanted pool, which halted his physical aging, leaving him physically young and healthy just as he was as a young adult.

ARMOR OF THE SHADOW LORD: Enhanced-level Gear - This suit of leather armor fits snugly as a tight suit of silk against its wearer's skin and harbors an amoral and bloodthirsty intelligence. Via the telepathy it shares with its wielder, the armor gives constant advice on how to be stealthy, reach out of the way spots and get the drop on foes.

AVALANCHE SLINGSTAFF: Enhanced-level Gear - This is an enchanted slingstaff. Three times per day, a slingmaster may use it to launch a stone that explodes in mid-flight to rain dirt, gravel and small pebbles on a 40 foot area dealing bludgeoning damage to every creature in the area. The debris covers the ground making the entire area difficult terrain. The debris disappears in 10 minutes.

SHADOWDANCING: Enhanced-level Magic - Shadow dancers exist in the boundary between light and darkness, where they weave light together the shadows to become half-seen artists of deception.

UNDETECTABLE SABOTAGE: This enchantment attempts to deceive anyone who inspects a device that Angus has disabled or sabotaged, such that if it succeeds they would believe the object works normally unless they physically attempt to use it or interact with it.

SHADOW PHASING: Angus can phase into a shadow state, allowing him to slide under doors, slip through key holes, or avoid attacks. He needs to be in dim light or shadow to use this ability.

EVASION: The halfling is often able to avoid or reduce damage by quick evasion techniques.

UNCANNY DODGE: The rogue is able to react to danger before his senses would normally allow him to do so.

STEALTH MASTER: In dim light, the rogue is able to increase his physical resistance to damage.

HIDE IN PLAIN SIGHT: The halfling is able to hide in plain sight even while observed.

SHADOW JUMP: Enhanced-level Magic - Angus can travel between shadows as if by means of a teleport. He may jump 320 feet at a time. He can travel quickly with this ability, and if he is holding onto someone can take up to two people with him. He can use this to help evacuate buildings, to reposition in combat, or for traveling.

CLOYING SHADES: When Angus Shadow Jumps, he can cause all creatures adjacent to the start and end of his teleportation to be entangled by grasping shadows for one minute, which may slow them down or hinder them.

SHADOW SORCERY: Enhanced-level Magic - A shadowdancer can use raw shadow to damage his foes. He can tap into the Shadow planes to cast a quasi-real, illusiory version of any force, magical, or power effect. The damage has normal effect unless an affected creature can see through his illusion or disbelieves the effect. Each person that disbelieves only takes partial damage from the attack. This is a mental, illusionary and/or psychic attack. Non-sentient objects never take actual damage but can be overlayed with illusion to look scorched or otherwise appropriately damaged. He can use this power two times per day.

SHADOW CALL: Angus can create creatures and effects out of raw shadow. Shadow conjurations are only 1/5 as strong as the real things. He may use this ability four times a day.

SHADOW ILLUSION: Angus can create visual illusions. The illusion is of an object, creature or force as visualized by Angus. It does not create sound, smell, texture, or temperature. He may use this ability five times a day.

UMBRAL ENCHANTMENT: It is Angus' nature to gather darkness into himself.

CLOAK OF SHADOWS: You can grant one target a cloak of shadows, giving him a bonus to stealth, sneak, or scouting abilities. The cloak lasts for 10 minutes. He can use this ability seven times a day.

SHADOW WELL:When in dim light or darkness, Angus may switch places with a willing ally within 60 feet who must also be in darkness or dim light. He may use this ability three times a day.

ENVELOPING DARKNESS: Angus can create a 60 foot sphere of total darkness that he can see through without penalty. All other creatures are entangled. The sphere lasts for 10 minutes. He may use this ability one time a day.

MENTAL RESISTANCE: Enhanced-level Power - FEARLESS: Halflings are unusually resistant to fear and fear effects.

SLIPPERY MIND: A shadowdancer is resilient to enchantments, charm and emotional based attacks.

ADVANTAGES

MAGICAL EQUIPMENT - As a successful thief, rogue and adventurer Angus has managed to gather a few unique weapons and armors.

BURGLAR'S BUCKLE: This unassuming buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moments notice to attack, defend or accomplish roguish tasks. Once per day, the burglar's buckler can be transformed into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, grappling hook, artisan's tools, or thieves' tools. It can be converted back to its shield form on command.

POUCH OF ENDLESS AMMUNITION: This magical pouch always holds sling bullets for a sling or slingstaff. It holds 50 stones at all times, magically replenishing missing bullets every minute.

WEAKNESSES

BORROWING - Angus has a penchant for "borrowing" items and giving them personal histories. A spoon picked up may be his great aunt Mabel's favorite spoon that she only used to stir tea in a counter clockwise direction. He quickly grows bored of the items though and tends to set them down at random locations and not always returning them to where he "borrowed" them.

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