Scales ripple with energy siphoned from a sealed spirit's coffin. Bargains carve into your flesh as souls twist in your wake. Doubt in your renown twists the hex against you.
Once the dashing pirate captain Briggsy Kratch, the crocodile-folk now known as the Grinning Sinner made a bargain for power with a spirit known as Snake Eye Jack. The sinner grew discontent with the power he was gifted and tricked Jack into a coffin before sealing him inside. Now the Grinning Sinner siphons his trapped patron’s cursed power and makes bargains of his own to snare the souls of the desperate and foolish.
The Grinning Sinner holds his prowess and reputation as a fearsome and successful pirate captain above all; causing him to doubt his renown can turn his hexed magic against him.
Environments:
Beastlings are animalistic creatures that walk upright but are typically more intelligent than their Beast counterpart.
They could have come from a cruel joke by a God, or a terrible Wizard experiment gone wrong. Whole communities, or cities of Beastlings could exist in campaign.
They do not look Humanoid, and look like a large animal which walks upright. This could mean that other creatures of the campaign world treat them as a Beast, the GM could decide to have DIS on Influence Skill Rolls vs a non-Beastling.
These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).