Name
Grief Sorrow
Nickname
Sharp-Face The Jester
Title
Puppet Master
Race
Half Breed: 1/2 Troll, 1/2 Goblin
Visual Age
20's
Factual Age
33
Gender
Male
Sexual Orientation
Hetero
Alchemist Ranking
Master
Class
Mage
Specialization
Wizard
Specialization
Enchantment
Appearance
Hair: Short, Black, Cropped
Facial Hair: None; Clean, Smooth
Ears: Knife Shaped, Big
Eyes: Crimson
Nose: Large, Long
Lips: Thin, Almost non-existent
Build: Tall, Lean, Lanky
Skin Tone: White, Pale
Height: 6'4" ft
Weight: 180 lbs
Voice: Shrill, Loud
Handed: Ambidextrous
Body Markings: None
Description
A freak among freaks, this... thing, is an abomination in a world of unearthly creatures. Grief Sorrow was thrust into this world, born from the ungodly combination of a troll and goblin; a mug so ugly, not even his parents could stand his sight (but, who were they to talk?). From his eyes to his grin, they were as sharp as a rogue's dagger. Standing at an astonishing six foot four, it was always obvious from what side of the family he got his height from.
His skin is unusually pale, which is abnormal among his race, even for half breeds. This was a source of childhood torment for him, but it didn't affect Grief in the slightest. It made him unique, he saw it as a way to separate himself from the savage idiots of his kind. With crimson, soul penetrating stares, he would look down his elongated nose at others, knowing he was better than them and it was why they disliked him. As of today, his skin has a much different hue to it. Though still white, there is a faint red glow about it; a consequence of blood baths he has delighted himself in over the years.
Grief has always managed to stay in shape, his muscles are well defined and always on display; it wouldn't matter if he was incredibly large, with a glutenous belly or fit, with muscle upon muscle. He constantly wreaks of blood and death, and the air around gives off pain and suffering. It is all a natural debuff to demoralize enemies and show prowess as they understand the man before them is no stranger to battle or death.
Overall, Grief is a child's nightmare given form.
Scar Tissue: A few battle scars and healed wounds, but nothing worthy of note.
Unique Body Features: His face is made entirely of sharp, pointy features; both literally and figuratively. He has a pair elongated ears on the side of his head, which he gets from his goblin heritage. Then there is his crooked smile, full of sharp teeth. Next, is his large, pointed nose. Finally, his eyes; small and beaded, that look to stare daggers at any in his sight.
PersonalityInsane-psychotic-crazed-killer-clown or more appropriately titled,
jester. This would probably be the most accurate word used to describe Grief's complex personality if limited to only one word. Though with a family like his, you could chalk his personality up to natural selection. Its not like goblins or trolls are known to be civilized members of society. But, he wasn't always like this, he once sophisticated and articulated, it all changed after he cast his first spell.
Grief has and still does suffer from many effects of Magical Addiction, he was a slave to its call. Though his mind is now stronger than when he started casting, he was once feeble minded and fell easily before magic's might. Once he achieved the rank of Master, however, he not only had a new understanding of magic but regained control. He is still prone to relapses in moments of weakness, but those are rare and few in occurrence. Most of the effects he suffers from, tamper with personality or his physical being, others mess with th environment around him.
For instance, Grief's body is always unnaturally warm. Intimate contact with him for extended periods of time can be unconformable. Objects in his possession or held against him will return hot and must be allowed to cool before holding. But, this doesn't seem to affect him, as in making him hot or perspire; his temperature doesn't even rise. Which is the telltale clue that it is magical in nature. No pun intended, but he also hot-headed. As if paranoid, he will randomly become extremely defensive and hostile. Often having trouble to distinguish friend from foe or joke from threat. Moments like these or overuse of magic, have been known to cause him to enter a trance like state where he succumbs to will of magic and cast spells recklessly.
As for the world around him, this also is effected by Grief's personality and mood. Seldom, is the weather sunny and cheerful around him. In thunderstorms, lightning will repeatedly strike nearby places; windstorms will intensify; bad weather has become an omen of his presence. As a result, he enjoys stormy weather and dislikes calm and peaceful conditions. It has also been noted that he is more prone to commit acts of violence during stormy weather. But, then again, it doesn't take much to set him off. Just seeing a candle will make him want to spread it around. Grief doesn't even feel remorse or makes no effort to rectify or atone for causing collateral damage to allies.
Whether Grief's mental condition developed from his addiction or if he suffered a breakdown prior, no one is sure; it could even be a combination of both. One thing for sure is that he is off his fucking rocker. He finds humor in situations that have none, even the sick and twisted find it hard to chuckle. Suffering from mood swings doesn't seem to help things either. One moment, he will be a laughing fool, the next he will be dead serious. His laugh is one you won't forget either, it has bloodcurdling effect like no other. Deep down though Grief is a joker, maybe a bit deranged, malicious, and twisted, but a joker none-the-less.
QuirksGrief is most noted for twisted sense of humor. He has a ability to find the unfunny, hilarious. What is more peculiar about this, is his unique laugh. Which is really more of cackle that grows in volume the longer he laughs. He also suffers from many well known traits of Magical Addiction of which the most notable affect his personality causing severe mood switches and irritability. This causes him to become extremely hostile and defensive at random; simply put, he is insane.
Moral AlignmentNeutral Evil
Virtue/Creed"Knock 'em dead."
MotivationGrief's motivation in life is simple and pure, possibly stemming back to childhood: to have fun. But, what is fun to Grief? Causing mayhem and destruction of course, and don;t forget death. As long as he is doing on or the other, he is quite happy.
FearsGrief has been on Death's stairs, knocked on his door, laid on his couch and stayed for dinner. So he has nothing to fear, not even fear itself. Besides, he finds too many things amusing, there is no room to be scared.
GoalGrief doesn't have any major overarching goal nor does he want to accomplish or achieve anything. But, if he had to choose just one thing, it would be to die with a smile on his face.
Likes- Fun. Grief's love for humor, funny antics, and laughter runs deep. He loves nothing more, than to tell a good joke or pull a prank. It is the reason he dresses as a court jester, along with his great admiration of them. However, he could never be one himself, since his jokes tend to not go so well with the crowd and come off as dark and twisted.
- Murder. There are so many ways to kill someone, how can you not be a fan of it? Instead of counting sheep, Grief counts the number of ways you can kill someone, when he is trying to rest. His preferred method is what he refers to as the Melon Smasher. This is where he takes a large hammer and introduces it to your melon.
- Games. Being a person who loves to have fun, a love of games comes hand-in-hand with that. Often referred to as "playtime" is where Grief finds a few willing participants to play in a game he likes to call, The Show. Other than that, there are many others he enjoys, but that is his favorite.
Dislikes- Ridicule. Grief may be able to dish out insults, but taking them is a different story. He can laugh off a few, but when you start cutting deep and hurting feelings, that is usually when he gets the urge to kill.
- Boredom. The opposite of having fun and playing games, its not surprising that Grief does not like to be bored. He is not one to suffer for long either, five minutes of stillness and he is ready to break something. Letting Grief become is exactly what you do not want. The longer he is bored, the more chaos he will eventually cause.
- Restraint. Is that another language you are speaking? Because that word has no meaning to Grief. Its like telling a child no, except he is more like a teenager since he will do it anyway.
StrengthsIt is Grief's unpredictability that makes him such an intimidating opponent. Will he pull out a large hammer and begin swinging it wildly or will he seize control over your body? You never know what this abomination is capable of, and that is his strength.
WeaknessesGrief is not a formidable foe, he isn't considered a real physical threat. Overwhelming him is the key to defeating him. You can accomplish this physically or mentally, since neither is specifically his field of expertise. He is also extremely proficient at ranged combat, meaning his other areas suffer and are glaring weaknesses to those who excel in that area.
[Above Average] Fool's Disguise: When it comes to his clothes, Grief focus is to keep mobility modified to offer more protection. He isn't the fastest person, so he doesn't care about sacrificing it, but doesn't want to encumbered either. So his custom tailored fool's clothing is made of simple fabrics, hardened leathers, all reinforced by a light chain-mail. There are also numerous hidden pouches and pockets, used to store his tools and hide weapons.
[Below Average] Wanderer's Cloak: Although Grief dislikes it, sometimes he must lay low and go unseen. Being a murderer he often a face on wanted posters and his mug is not one often mistaken. So for the times he wants to go unnoticed and undiscovered, he where this cloak. It is large and black, covering everything from head to toe. It is also works nicely to provide protection against the elements, but not so much against attacks.
HeadJester Hat: A unique Jester's hat, which only has two points with bells attached on the end. However, the bells do not ring, as Grief finds this sound annoying.
NeckLeather Jester Chest Piece Armor: A very unique armor piece designed for combat, but updated with modifications to appear as less traditional jester's uniform. It covers everything from his shoulders, back, and waist, except for his chest. Which due to the design appears as a target.
ChestLeather Jester Chest Piece Armor: A very unique armor piece designed for combat, but updated with modifications to appear as less traditional jester's uniform. It covers everything from his shoulders, back, and waist, except for his chest. Which due to the design appears as a target.
BackLeather Jester Chest Piece Armor: A very unique armor piece designed for combat, but updated with modifications to appear as less traditional jester's uniform. It covers everything from his shoulders, back, and waist, except for his chest. Which due to the design appears as a target.
Arm/ShoulderLeather Jester Chest Piece Armor: A very unique armor piece designed for combat, but updated with modifications to appear as less traditional jester's uniform. It covers everything from his shoulders, back, and waist, except for his chest. Which due to the design appears as a target.
Studded Arm Band: Simple leather, metal studded arm bands. He has two of them, one on each upper arm.
Right HandLeather Gloves: A Simple leather glove, that extends a few inches past his wrist.
Left HandLeather Gloves: A Simple leather glove, that extends a few inches past his wrist.
Right AccessoryNothing.Left AccessoryNothing.WaistLeather Jester Chest Piece Armor: A very unique armor piece designed for combat, but updated with modifications to appear as less traditional jester's uniform. It covers everything from his shoulders, back, and waist, except for his chest. Which due to the design appears as a target.
LegsJester Pants: A jester's trousers, with stripes going down them. They are baggy, but fit well at the waist and ankles.
FeetLeather Boots: Long leather boots, which reach to just below Grief's knees.
Rating System
[Perfect] - [Excellent] - [Good] - [Above Average] - [Average] - [Below Average] - [Poor] - [Very Poor]
Combativeness[Below Average] Hand-to-Hand Combat: Because of his savage heritage, Grief is a naturally gifted fighter, but not a skilled one. He has brute strength and killer instincts, which will aid him in a fight. But, in a fight against someone who has been throughly trained, it wouldn't be wise to bet on a Grief.
[Above Average] Melee Combat: Put a weapon in his hand, and this savage brawler becomes all the more deadly. Any fool wildly swinging a weapon can take out even the most experienced warrior. Because of that and his insane, unrelenting, random attack patterns, make him seem like a formidable opponent.
[Average] Armed Combat: When it comes to bows and guns, Grief is horribly untalented in their use. But, give him a throwing knife or potion-bomb, and he'll wreak havoc. While he doesn't have pin-point accuracy or the ability to throw it great lengths, he can generally hit what he is aiming at.
[Excellent] Magic Combat: This is where Grief shines at, magical combat. He has perfected the art of casting spells using a combination of somatics and incantations.
[Poor] Mounted Combat: He may be able to cast a spell while mounted, but other than that he is poor in this form of combat.
Racial Abilities[Average] Savage Heritage: Grief's heritage is the reason behind a lot of his excellent physical traits. The most obvious is his height, which he obviously got from the troll side of his family. His enhanced senses, survival instincts, killer instincts, brute strength, improved agility and reflexes; all other gifts he received hereditarily. But, due to his raising, most of this is dormant and only surfaces in heated combat.
[Perfect] Murderous Intent: Despite what you may think, a killer and a murderer is not the same thing. Anyone can be a killer, but being a murderer is not in the soul of all men. Few men and women can continuously kill and hurt others. It is a skill like any other, one you must train and hone daily. Furthermore, it is a hunger that is never satisfied.
Natural Talent[Perfect] Psychotic Mind: The mind of a mad man is a intricate one. When used correctly, it can be quite useful, for instance: Grief is immune to torture and pain. It isn't a thing of mind over matter or having great endurance. To his damaged mind it all appears a game to him. Another benefit is his carelessness. Grief can murder women, kids, the elderly, and not think twice about it; it means nothing to him.
[Good] Arcane Rage: Grief can enter fits of rage where he blacks out and starts killing and destroying things at random. The difference between his rage and others, is that he has a large, permanent grin and is laughing loudly, the entire time. He also begins casting spells randomly and recklessly.
Friend or foe, neither matters to him while in this state. He won't stop until his body can no longer move him foreword. He can manually trigger this ability or it will activate on its own. While useful in times of need, it has major side-effects: minor-major injuries, extreme exhaustion, head-splitting pains, and possible death from the stress and/or sustained injuries.
[Poor] Performing Arts: Though not a true performer, Greif can perform some basic tricks which are enough to get him past guards.
Class Skills[Good] Corrupt Charm: evil version of charm, more like intimidation.
[Good] Hero of Horror: instill fear and terror.
[Poor] Death Override: Spells have the power to affect the dead.
[Perfect] Enchantment Mastery: complete mastery over the school of enchantment.
[Above Average] Dream Weaver: Manifest Nightmare, Dreaming Puppet
SpellsTrances - Spells that make controlling easier
Charm Person: This is the stereotypical enchantment spell, it also for Grief to make someone his friend therefore enabling all the benefits of a friendship with said person.
Hypnotism: Grief's gestures and droning incantation fascinate nearby creatures and humanoids , causing them to stop and stare blankly at him. He can use their rapt attention to make suggestions and requests seem more plausible to them.
Deep Slumber: Causes the chosen target to enter a magically induced sleep. Normal noise or other methods cannot wake the character, only physical harm or dispelling.
Hold Person: The subject becomes paralyzed and freezes in place. They are aware and breathe normally, but cannot take any actions, even speech.
Dominate Person: Grief can control the actions of any humanoid creature through a telepathic link that he establishes with the subject’s mind. If he and the subject have a common language, he can generally force the subject to perform as he desires, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” At all times, he will know what the subject is experiencing, but does not receive direct sensory input from it, nor can it communicate with him telepathically. Once control is established, the range at which it can be exercised is unlimited, as long as he and the subject are on the same plane. He needs not to see the subject to control it.
Mind Fog: Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.
Black Karma Curse: Grief can make the chosen target attack itself.
Stay the Hand: This is interesting spell, makes an opponent redirect their attack away from Grief.
Suggestions - Things Grief can make the person do.
Suggestion: Grief's can influence the actions of the target by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the target to perform harmful acts will automatically negate the effect spell. But, knowledge of the forbidden Power Words allow Grief to negate that rule. As of now, he knows three.
Power Word Erase: Uttering this single word of power will instantly erase any memories the subject of Grief's choice who is under his Suggestion Spell. Whether they can hear the word or not, is not taken into account.
Power Word Blind: Uttering this single word of power will cause the subject of Grief's choice who is under his Suggestion Spell to become blind. Whether they can hear the word or not, is not taken into account.
Power Word Kill: Uttering this single word of power will instantly kill the subject of Grief's choice who is under his Suggestion Spell. Whether they can hear the word or not, is not taken into account.
Rage: Send the chosen target into an uncontrollable rage.
Confusion: Makes the chosen target attack their allies. This will most likely devolve into your opponents killing each other.
Crushing Despair: Causes great sadness in the subject, which can then cause the target to become suicidal, incite confusion, or other harmful effects.
Insanity: The affected creature suffers from a continuous confusion effect, but may attack itself as well.
Incite Riot: This spell can be great when facing a large group, it can force the group to turn on each other or a chosen target.

Items- Simple Dagger, hidden in boot.
- Pouch of gold.
- Party Favors.
- Melvin.
- Grimoire.
MemorabiliaNothing.
AccessoriesHe wears the accessories seen in the picture above.WeaponWeapon Name:Weapon Type: Grimoire
Material: Arcane Materials
Length: 1ft x 1ft
Weight: Weightless
Weapon Description/Info:Weapon Name: Melvin the Melon Crusher
Weapon Type: Maul/War Mallet
Material: Varying
Length: Varying
Weight: Varying
Weapon Description/Info: Weapon Name: Party Favors
Weapon Type: Array of Potions, Throwing Knives, and other small weapons
Material: Varying
Length: Varying
Weight: Varying
Weapon Description/Info:
Group Affiliation
Carnival of Evil
Faction
Grand Union of YOU
Marital Status
Single
Relatives
Partner in Crime - Cirrus Scarlueit: Alive, imprisoned together.
Partner in Crime - Kaelyn Vetr: Alive, imprisoned together.
Origin
Wralandir Lowlands
Social Rank
Criminal
Occupation
Murderer
Blood Pact
None.
Bio/History
Will be fleshed out throughout character sheet and roleplay.