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Mahdi Dawud, Human Rogue


Chaz Hoosier

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S9DYqqCcopy.jpg.b98e3397951486c643bb8eabef6039af.jpgMahdi Dawud, Human Rogue

Background: Mahdi grew up believing his father was an important nobleman with business all over the realm. He just thought it was good fun when his father taught him things like fighting and picking pockets. He learned the truth at the age of 16 when his father vanished one night leaving behind a letter. His mother and father were both flat out thugs and creatures of the underworld. They crossed the wrong crime boss—it was too late for his mother, but his father smuggled him out of the city just in time. He managed to stay a step ahead of his enemies for years, but he has reason to believe they are catching up to him. He had to leave Mahdi behind for his own safety. Since then Mahdi has carried on the family trade of thieving and burgling, often on contract from shadowy figures. He’s recently heard rumors of his father again in a place called Skullport…

Appearance: Mahdi is a human in his mid-20's. he is tall and thin as a rail, with a pale complexion and prematurely grey hair. He usually wears dark clothing that emphasizes his trim figure. He is wearing leather armor, with a shortsword at a waist and a shortbow across his back.

Personality: Mahdi possesses that sort of cynicism about other people that is always certain it will be vindicated in the end. He's suspicious and jittery, always glancing at doorways for threats or squinting at people to discern their tricks. His main motivation in life is having lots of money, though he prefers not hurting people who don't have it coming. Overall he gives the impression of an ill-tempered little dog.

 

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Edited by Chaz Hoosier (see edit history)
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Experience

Start: 1,000 XP
420 XP
Singed Encounter: 180 XP

Total: 1600
Experience to Level 3: 3,000

Accounting

Starting Funds: 10gp 9sp 8cp
10/23/23: 253gp 13sp 9cp
02/18/24: 8gp 4sp 9cp
Bag of Dates: 2 GP 9 SP

Balance: 27PP 0 GP 9SP 6CP

 

Edited by Chaz Hoosier (see edit history)
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Notes:

Rampona Shipping: They are a moderately successful name in the business of moving things between two points and they do their work through intermediaries to allow for a large degree of deniability. They don't do too illegal because smuggling undeclared goods is profitable whereas covering up for straight murder is not. You happen to know from prior contact with Rampona Shipping they have a full business venture in just running warehousing and storage businesses. You know a few people in the grey market business and black market business, a few even in this city of Sandpyke no less. Mahdi has done certain missions for them.

Fifty-Three Fates: Gambling your own mind, luck, or even your soul away. You mentioned someone lost their soul in a game of cards? Its something an outsider, like a Devil would love to obtain. Get their quarry to bet their own. The game of chance already probably rigged from the start. Easy prey. The Deck, by the way, not only allows you to gamble away anything, it allows you shuffle around your fate as well. Altering your past so that you can become a completely different person. Many of us would turn out completely differently if our past circumstances were altered in this way. Tragedy changed to victory. A decision made to take a path previously untaken. Such a power would be very tempting, and very dangerous."

The Crown Of The Gateless Gate: The Crown of Madness, which is the name I will use from now on so as to not draw it's attention, is an extremely chaotic item. It is pure madness from the Far Realm forged into physical form. Even the presence of a piece of this item radiates chaos and madness to everything around it. Thankfully only pieces have been found. If it was ever re-assembled, it would likely create a permanent gateway to the madness of the Far Realm, undoubtedly from which unspeakable horrors would emerge. And that would likely only be the start."

Halaster The Black's apprentice: Malefica the Mindbender, of House DeJoule.

an older fence by the name Zaid Al-Massrani

Sunny: Lizardfolk cook with a green coloration. Assistants Lupina and Lupino.

Ratface: Bandit that has taken up residence near the elevator room. "You'll find Ratface down the corridor. Stick to the left side wall and dont wander through any doors. That one magic guy we brought in said something about illusions but didn't deign to actually say what they're actually about. Mandy lost an arm with one of the doors so Hells if I know." Other names: Crow, "Tailor Guy," Ratface has a big bag of gems, including a big purple one. "Weaver," a fence they work with.

Knocking cue is: [knock-knock-knock - pause - knock-knock-knock - pause - knock-knock-knock]

Edited by Chaz Hoosier (see edit history)
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