snarley: (Danger: Ramps)
Ward, the Black Dog ([personal profile] snarley) wrote2017-05-22 02:00 pm

(no subject)




  • Observant, typically a quiet watcher. This silence can be uncomfortably static when the cards hold murder.

  • Blunt with only a stubbornly vague understanding of common courtesy or etiquette, and a complete disregard for property rights. If you need something then you should have that thing. Exception: Someone is literally using it. The second you put it down, it's not yours anymore.

  • A sort of very dry anti-humour has simmered from his initial struggle with verbal communication. Cursing was good for that too, but if he's really pissed it'll degenerate into growls. You know that dog shock collar scene in Cranked 2?

  • Quickly frustrated by technology, preferring simpler interfaces and text-to-speech, which is almost entirely responsible for modernizing his old timey accent to be interpretable (many phones were broken, all of those phones were stolen). However, enjoys the radio and would love an iPod. Everything should be knobs.

  • Solitary but kinda lonely, misses having a pack but is wary of his ability to lead longterm anymore. The prospect of outliving potential loved ones does not bother him. Camaraderie is a blessing and he considers there no safer place to be than in his good books.

  • Low energy with reserves for hunting and generally exciting stuff. Like seasonal flavours of beef jerky.

  • Untroubled by personal hypocrisy. Evacuating the soul from his human vessel might as well be murder but he can't get it back, so what're you gonna do. He also might be slightly afraid that, because of that, he'll be sent to Hell upon physical death instead of sheer atheistic nonexistence where he was before.

  • Has he helped your character out or perhaps given them a fright along their way? Assumed CR is fine! Trusted acquaintances, fair-weather friends and any other stripe of difficult or negative CR is welcome. Sometimes he might even visit his pals, AKA he was sleeping under their porch because he loves them. Gen interactions only.


  • Character Insight: Put most simply, a flawless judge of character. He isn't privy to the details of someone's sins. His sense is broader and hits him like the smell of a stain on the traveler's soul. He might know that someone has committed manslaughter, but not the circumstances around the event, and different evils possess different profiles. Whether or not he inquires (for example, if he suspected it was in self-defence) depends on the situation. Communication and immersion in modern capitalism have crossed "theft" off the list of punishable offences for him.

  • Weapon Nullification: Ward is only able to kill using his teeth and barehands. Likewise, this is also the only way to kill him. He can both harm and be harmed with weapons but wounds will barely exceed surface, at worst. Just punch him, save everyone some time.

  • Vanishing: Ward can remove all evidence of his physical presence when completing an escort or giving up a pursuit, including his vehicle. It's more energy consuming than it was in his previous lifetime and wherever he reappears, the vehicle does not accompany him. Maybe it goes back to where he found it. All he knows is it's a pain in the ass these days.

  • Communicative Canine Intuition: He doesn't talk to or control dogs as such, but any he meets along his way (barring exceptional circumstances) will respect and defer to him over their masters without need of spoken demands by Ward. He only alphas up in situations requiring intimidation or backup, and for the most part wouldn't encourage them to act against their own self-interest. In the event that he kills its owner, he'll take the dog along with him until they part ways. These dogs tend to form better relationships with humans after traveling with him, especially dogs with distrustful and violent dispositions.