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Sheriff Dust
The SuperHero RPG :: Applications :: Character, Minion, and NPC Applications :: Character and NPC Applications :: Character Archives :: Hero Archives
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Sheriff Dust
Sheriff Dust
"Draw."
The Bio
Real Name: Marshall McKenzie
Hero Name:Sheriff Dust
Title: The Last Sheriff
Alignment: Lawful Good
Age: 187
Gender: Male
Race: Immortal Human
Hair: Black
Eyes: Glowing blue
Height: 6’4
Weight: 160lbs
Blood type: A+
The Looks
Marshall once would’ve been considered the talk of the town, catching the eye of all the ma’ams and misses. What many would consider a handsome man, Marshall has short black hair, and a fine scruff. He’s got grittier sort of look, a face that is never fully shaven, and a look of seriousness about him. He’s got a fairly strong build as well, a man who has taken good and proper care of himself, well-muscled and by modern standards someone who takes care of himself. His skin, since the…conversion, has become paler, almost having a tone of green to it. His eyes are glowing with an unearthly, ethereal blue color. Notably, his fingers, especially around the knuckles, are just bone held together with the same ethereal blue light that colors his eyes.
When it comes to attire, he wears a dark brown vest made of a thick leather and a long black button up with the sleeves rolled up. He wears dark brown pants and boots, held up by, not one, but two belts. He wears a bandoleer, several bullets holstered away in it. Speaking of holsters, his holster wrapped around his waist. No cowboy could be complete without the hat, darkly brimmed, and without the golden badge which has been dented.
The Personality
Marshall is an upstanding individual, always the gentleman, and above all…someone who upholds the law. He’s a defending and upholder of justice, someone who will always go out of his way to do what’s right and just, never standing for anyone who goes against the law, even if they mean well. He’s got a serious demeanor, not really taking time to joke and taunt during tense situations. He only seems to have a jovial attitude when he’s relaxing, lounging really, or when dealing, talking with someone he utterly dislikes or is annoyed by. All around, most folk can get along with him so long as they ain’t causing problems and are generally respectful.
The Story
Sheriff Marshall McKenzie was once the head sheriff of a small town in western Mexico known as Lil’Dust. He wasn’t a native-born resident of Lil’Dust, though. He wandered in from the North, and never once did he ever say where he rightly came from. He never intended to stay, only to pass through, but after meandering into the bar he found himself entering right into a shootout. Two local gangs were hashing it out. Fists were flying, and guns were about to be drawn. As he entered though, everything had stopped, eyes on him.
The accounts of what happened are a bit…vague and no one quite knows who fired first. At the end of it, however, Marshall was the only gunslinger in that bar to walk out alive. Injured, of course, but alive. The two gangs which had been fighting all had been felled by the lone wanderer’s shift hand. He had gotten his drink and had no reason to stay, but before he could even walk out of the town the bartender, a lovely woman, a bit on the plump side, ran to him and begged for his help. Her son, her beloved son, had fallen into one of several gangs which had been plaguing the area.
He learned that a native wiseman had foretold that there were great riches somewhere around the area of Lil’Dust. While at first this rumor was thought to be hogwash, it soon gained speed as a gold coin of some old civilization was found in the pond. In the days that followed every drifter, treasure hunter, gold miner, ruffian, and all around no good son of a gun came to Lil’Dust in search of the treasure and not giving two damns about the residents of the small town.
Marshall didn’t need to help, hell, he didn’t want to help, but there was something in that woman’s eyes that urged him to. He couldn’t leave this situation alone, there was something just…not right about leaving someone who was begging for help. So, taking his gun he wandered into the hills and searched for the gang which the woman’s son had joined. Such a task wouldn’t come easy though and weeks passed. As the days went by Lil’Dust found itself living more…comfortably? Raids and fights were at an all-time low (though not completely gone). It wouldn’t be until the end of the first week that the town learned that Marshall had been busy, going from camp to camp of bandits, downing them one by one, sparring those who begged and ending those who fought.
After the end of the first month Marshall had returned to the town, the woman’s sun in town. At the end of the month he had felled seven of the nine gangs that dominated the area. In his time gone he had learned a lot, he had dug up enough rumors from each of the camp to learn that the rumors of the town weren’t going to go away and that the attacks would never really stop until the mystery was solved. He decided he would stay and watch over the town, ensuring that it was safe.
In the months to follow he managed to keep a steady peace in the area, but through a quick hand, not a silver tongue. He would also devote his free time to solving the mystery of the town, trying to find the treasure that the wiseman had told of. If he could find evidence of it or even the treasure itself then the town would be left alone for good, that it would be safe. Years would pass of him sheriffing the town, duels at dawn, long drawn out shoot outs, and endlessly searching for clues to the mystery.
It wouldn’t be until his sixth year as sheriff until he found what he was looking for. During one shootout with a new gang who had wandered through one of the local barns had burned down after a lantern was shot and a nearby haybale was ignited. In the ruins and ashes of the barn Marshall found an old abandoned staircase leading downward. He had high hopes that this was what he had been searching for, the way to the treasure which had cursed the town to its constant fight. He followed the stairs down into an old cobblestone tunnel. He descended it all, going down further than he ever thought he could ever go.
At the end of it he had found…something he hadn’t expected. A large open space, filled with trees and flowers, the likes of which he had never seen. In the middle of this strange, foliage filled room there was a stone fountain, and at the base of it there were countless gold coins. It was wealth beyond what he had ever seen before. It was…amazing. A tinge of greed touched his spirit and nearly reached into the depths to grab it, but before he could a voice called to him. An older man, wrinkled and covered in strange painted on tattoos. The wiseman, the one had heard of, was there. He shook his head and warned Marshall that touching the water would curse the sheriff and make his life filled with the strife that he had known. Only the cursed may take the coins, but the cursed would be doomed to tread the earth until they turn hollow.
Marshall, staring at the water, decided that he would take on the curse, but not for the treasure, not really. He would make a sacrifice and delved his hand downward. He felt the curse set in, a pain like no other coursing through him, but through it…he took the coins, stealing them away into his bag. Coins would not find ownership with him though. Instead, the government would receive a new donation and the news of the town’s treasure being found would spread. The town he had worked so hard to protect would now be safe. In the end, however, he wouldn’t leave the town. He would remain there and watch over it until the day he died, peacefully, of old age.
At least, that was what happened at first. After he was long buried deep into the ground he would find that once more consciousness would return to him. He awoke from his dark sleep and clawed his way up through the ground. His skin had turned, his eyes shifted in color. An undead…destined to continue on until he was honorably defeated. Fearing what was to happen he had found the wiseman and sought what to do next. The wiseman told him that without a goal, with a duty, he would hollow, become a husk of himself, only barely conscious and just wander, aimlessly. So, with that, Marshall decided to solider on and uphold the goal he had always stood for. Justice. He would fight and defend justice until the world was a just place. It was a ceaseless, endless goal, one that would let the sheriff hollow out.
The Powers
Ceaseless Curse: The curse that afflicts Marshall gives him many unique traits and abilities that put him above a normal person:
-Firstly, Marshall is much stronger and durable compared to a normal human, about twice as strong and twice as durable, able to take harder hits and exert himself even harder.
-Marshall also doesn’t feel pain in the same way, it is thoroughly reduced (though not absent). Further, when not in combat (100 feet away from people he was fighting or if they’re downed) his wounds heal at a much faster rate, broken bones only needing a few hours, lost limbs only needing a day or so.
-Speaking of wounds, he is immune to poisons and illness, pretty much unable to be afflicted like a normal person.
-Finally, the curse doesn’t allow him to take his own life. The only way he can rightly die is through honorable combat, which means that he can’t let someone kill him he has to meaningful fight them back and they must fully mean to kill him. If they don’t mean to kill him, any wounds he receives will heal when they’re done fighting or when they leave.
Sin Seeker: Marshall can use his ghostly sight to read people’s past sins. Depending on the aura they protrude, green (they’re a good person), yellow (they’re an okay person with some problems), red (they are a villain and need justice dealt), or black (the worst imaginable person). He can tell exactly what sins and crimes they have committed and whether they have been atoned for (player permission). He can also see these auras through walls, which by extension gives him some sight through physical barriers to tell where people are (though not their form, just their aura).
Loyal: With a sharp whistle Marshall can summon forth his best companion, Loyal, a skeletal force with glowing blue eyes and hooves. The skeletal horse essentially has the same traits and qualities as a stallion, as strong and as fast as one, but will listen to Marshall’s every command. Uniquely, Loyal can actually walk on walls and across water, and doesn’t feel hot or cold, able to handle any terrain.
Final Showdown: Marshall can change one of his bullets to hold a different effect. Someone shot with this bullet won’t be injured, and a zone will form around them. The zone covers a 45 foot range radius around them, with them in the center of it. A person cannot leave this zone until they either defeat Marshall, until they are defeated, until Marshall allows them to run, or if they surrender and at which point they will lose consciousness for eight hours. Marshall’s bullets, while they still can be dodged, will curve towards the person first afflicted and deal double the damage. (Permission Based)
The Weaknesses
Lawmaker’s Pain: Being able to not die to people who don’t want to kill him is both good and bad. If someone intends to torture Marshall and not actually kill, torture can go on forever, endlessly. Further, he always returns to his prior state after taking damage. This means that he can’t any stronger than he currently is, at least physically (because muscle growth happens via torn muscles).
Ceaseless Sleep: Like everyone else, Marshall needs sleep much like someone who was alive (Same with food and water). However, when Marshall sleeps he must sleep six hours before waking. During these six hours Marshall cannot be awoken by anything. After those six hours he will awaken feeling up to snuff, but sleeping allows allows those hunting him to do as they please within that time (though that does not count as honorable combat as he cannot fight back).
Burning the Body: Marshall, being an undead, is weak to fire based damage. When he is burn by flames the pain is not nulled and will persist. Further, even after he heals the pain will persist for a few days, making fire based damage one is most dangerous weaknesses.
Price of Greed: Since the curse worked based off of the desire of money (or at least that’s how it was intended) touching any form of established currency burns and hurts Marshall, causing him great pain similar to when he first received the curse (he can use debit cards, only hard currency, dollars and coins).
Meeting of Minds: Marshall’s Sin Seeking struggles against those of a physic nature. When he tries to do so on a physic target he lets his mind open, as well as his intentions, allowing physics to easily read him and understand his motives and plans.
Loyalty’s End: Loyal is rather easily subdued, especially to blunt force based attacks (he is just made of bones after all). If Loyal is broken or shattered he cannot be summoned again for an entire week, leaving Marshall mountless if Loyal goes down.
A Dance for Two: During the final showdown, other sources of damage can’t afflict the person Marshall is dueling, only Marshall can damage that person. Further, he can only make a final showdown shot three times per day, so he’s got three chances to enter a showdown, but he can only enter a showdown once per day (so, three shots, only one showdown).
Hollowing: Should Marshall ever decided to give up on his goals or desires for justice he will begin to hollow out. Hollowing out means he will slowly forget his past life, memories, and lose emotions. He will begin to wander aimlessly and eventually, he will still hold his consciousness but be unable to control himself, he’d just be trapped in his own body. Eventually, he would just begin to attack people at random, just out of old habit until someone could finally put him down.
The Items
Just’s End: A revolver, made from an ethereal blue light that Marshall can summon at any point (though it must be drawn from his holster). The gun is capable of firing glowing blue shots that magical damage to the targets they hit. The shots, while the force is still comparable to that of a regular bullet, can also flicker. A flicker shot fired by the revolver can phase through any material and then harden again at Marshall’s will.
Weakness: The gun only holds six shots and after the six are fired require ten seconds for them to “reload” (though no motion is needed). Further, the bullets can’t phase through physic barriers.
Serpent’s Bite: A knife made from the same ethereal blue light that Just’s End holds. The blade, like the revolver, can deal magical damage to the target it strikes. Further, it can be thrown, but upon demand will fly back into Marshall’s possession.
Weakness: Unlike the bullets, he can’t make his blade flicker and pass-through things. The combat knife struggles to strike against those physically protected. When the dagger is afflicted by physic energy it loses the ability to inflict magic damage.
Other items include: normal lasso, handcuffs, cigarettes, a lighter, and a lantern.
The Fluff
Smoking as an undead doesn’t actually give him any sort of feeling because his body is immune to toxins. However, he does think it looks cool and does it anyways.
Despite having his duty, Marshall has been known to take a day or two himself to lounge and enjoy life in the modern world, doing his best to learn whatever comes out next.
Loyal is a very loving animal and seems to have a very positive bond with Marshall.
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Re: Sheriff Dust
This was a beautiful read and I now am considering making fanart, approved.
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The SuperHero RPG :: Applications :: Character, Minion, and NPC Applications :: Character and NPC Applications :: Character Archives :: Hero Archives
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