The Hangman

(Generated 42 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes The Hangman is a towering figure, standing at an imposing 6’8” with a gaunt, wiry frame draped in a tattered, rain-soaked cloak. His face is obscured by a sackcloth hood, crudely fashioned to mimic an executioner’s hood. The hood is stained and frayed, offering glimpses of his eyes which gleam with a sickly yellowish light. His mouth, when visible, twists into a grimace of sadistic glee, and around his neck are grotesque scars, hinting at past torments. His hands are skeletal and gnarled, with filthy, broken nails. He wields a length of rope, twisted and slick, which he uses both as a weapon and a symbol of his dark authority. Special Abilities: Terrifying Presence: The Hangman exudes an aura of fear. Any creature within 10 meters must make a Willpower roll or be shaken, suffering a -20% penalty to all actions for 1d3 rounds. Strangling Grip: When using his rope in combat, the Hangman can attempt to grapple and strangle a target. On a successful grapple check, the target takes 1d4 damage per round and must make a successful Endurance roll each round or begin suffocating. Insane Resilience: Due to his madness, the Hangman has an unnatural resistance to mental effects. He gains a +20% bonus to resist all mind control, or illusion effects. Dark Vision: The Hangman can see in low-light conditions as if it were daylight, making him especially dangerous during nighttime or in dark environments. Lightning Reflexes: In response to a lightning strike, the Hangman can make an immediate attack action or movement action once per combat. Twisted Justice: The Hangman thrives on the execution of justice. For every enemy he executes, he gains a +10% bonus to his next attack or skill check, stacking up to three times. Weathered Executioner: During stormy or inclement weather, the Hangman gains a +10% bonus to all actions due to his familiarity and comfort with the chaos. Dark Blessing: Once per day, the Hangman can call upon his dark powers to heal himself for 2D6 hit points. Immunity to Fear: The Hangman is immune to fear effects, whether mundane or magical. Tactics: The Hangman prefers to use his intimidating presence and fear-inducing aura to control the battlefield. He will target the most vulnerable or fearsome opponent first, aiming to demoralize and break the will of the others. Using his noose, he attempts to isolate and choke out key targets, while his Executioner's Axe delivers powerful, decisive blows to anyone who dares challenge him. Background: Once a simple executioner, the Hangman was twisted by the horrors he witnessed and the atrocities he committed. Scarred physically and mentally, he took on a role within Ashenhold Asylum, dispensing his twisted form of justice upon guards and inmates alike. His mind fractured, he now believes himself the ultimate arbiter of life and death within the asylum, relishing the terror he inspires and the suffering he inflicts. Luck:6
STR 15
CON 14
SIZ 16
DEX 13
INT 12
POW 17
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right arm 1
16-18 Left arm 1
19-20 Head 2
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+45 Endurance CON+CON+40
Evade DEX+DEX+20 Influence CHA+CHA+45 Insight INT+POW+35
Perception INT+POW+40 Stealth DEX+INT+20 Unarmed STR+DEX+40
Willpower POW+POW+40

Professional skills

Bureaucracy INT+INT+35

Combat styles

The long drop (mancatcher and Grapling transition)STR+DEX+45

Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 1
Noose (1)

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Noose 2h-melee 1d4 S VL 3/5/10 Choke, Entangle Y N 6 3