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Quincy "Slide" Blackfoot - AI-generated fantasy Character

Quincy "Slide" Blackfoot

Human · Rogue · Level 2 · Urchin

Quincy "Slide" Blackfoot

Quincy is practical, observant, and quick with a dry joke, especially when the situation is frightening.
AC14
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 17 · 30 ft.
AlignmentChaotic GoodGenderMaleAge27 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit

Languages

Common,
Dwarvish,
Thieves' Cant

Features

10 features

Bonus action

  • Cunning ActionLevel 2

    When On Quincy’s turn

    As a bonus action, Quincy can Dash, Disengage, or Hide.

Always on

  • Sneak AttackLevel 1

    When When Quincy hits with a finesse or ranged weapon attack under the feature's conditions

    Once per turn, Quincy deals an extra 1d6 damage when the attack qualifies for Sneak Attack.

  • ExpertiseLevel 1

    Quincy can add his proficiency bonus twice to ability checks using Sleight of Hand and Stealth. He cannot choose another skill or tool proficiency for this benefit at this level.

  • Thieves' CantLevel 1

    Quincy knows the secret language of thieves and can recognize hidden messages and communicate simple ideas with other creatures that know Thieves' Cant.

  • Ability Score IncreaseHumanAll ability scores increase by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • Extra LanguageHumanQuincy speaks Dwarvish in addition to Common.
  • Human VersatilityHumanThe 2014 human gains +1 to each ability score.
  • City SecretsUrchin

    Quincy knows the secret patterns and passageways of cities, allowing him to find routes through urban areas that others would miss. He can move twice as fast through a city when traveling alone or with companions who can keep up.

Gear

11 items

Weapons

  • Shortsword
    A short, balanced blade suited to quick attacks and close quarters.
  • 2×
    Dagger
    Slim blades concealed in Quincy’s coat and boot.

Armor

  • Leather armor
    A dark leather jerkin and coat, repaired many times but still flexible enough for quiet movement.

Tools

  • Thieves' tools
    A set of picks, tension tools, and small probes for opening locks and disabling traps.

Gear

  • Small knife
    A simple, sturdy knife useful for eating, cutting cord, and defending himself.
  • Burglar's pack
    A pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
  • Map of the city where Quincy grew up
    A rough city map drawn from memory and observation, with routes marked through alleys, drains, and ruined districts.
  • Pet mouse
    A tiny gray mouse that lives in a pocket cage and has learned to react to unfamiliar footsteps.
  • Token from his parents
    A brass button salvaged from a ruined military coat, kept as a reminder of the war's forgotten dead.
  • Common clothes
    Several oversized, patched garments suitable for blending into crowds or sleeping rough.

Purse

  • 10×
    Gold pieces
    Loose coins saved from scavenging, odd jobs, and careful theft.

Appearance

Quincy is a lean, wiry human man with sun-browned skin, close-cropped black hair, and alert gray-brown eyes that constantly measure exits, loose stones, and unattended pockets. He wears a patched leather jerkin beneath a faded brown coat, with several hidden pockets sewn into the lining. He smells faintly of lamp oil, rain-damp canvas, and the sharp soap he uses to scrub dust from his hands. He walks with a slight forward lean and favors his left foot on uncertain ground, moving in quick, economical steps that can become unnervingly still when he is watching someone. A narrow red cord is tied around his right wrist, holding a small brass button from a ruined military coat.

Mannerisms

Quincy checks the nearest exit whenever he enters a room, rolls a coin across his knuckles when thinking, and pauses before stepping on unfamiliar flooring. When suspicious, he tilts his head slightly and goes completely still, like a stray cat deciding whether to bolt.

Personality

Quincy is practical, observant, and quick with a dry joke, especially when the situation is frightening. He treats hunger, shelter, and escape routes as serious matters, but he refuses to let hardship turn him cruel. He is suspicious of grand speeches and polished uniforms, yet he is fiercely gentle toward children, the displaced, and anyone who reminds him of the people lost in the war.

Ideals

Survival is not a privilege reserved for the strong. If I find something that can keep another person alive, it belongs to the person who needs it most.

Bonds

Quincy keeps the brass button from a dead soldier's coat as a promise to remember the people buried beneath the ruins. He sends a portion of every windfall to a loose network of war orphans, street children, and displaced families who still survive in the cities he visits.

Flaws

Quincy cannot leave useful supplies behind, even when taking them creates danger. He also assumes that anyone offering effortless kindness is either lying, planning to collect a debt, or both.

Quirks

He names every stray animal he feeds after a type of battlefield debris.
He counts steps between doors without realizing he is doing it.
He sleeps with one hand touching his packed gear.
He collects buttons from abandoned uniforms but refuses to collect weapons.
He leaves a single copper coin in places where another desperate person might find it.

Background

Quincy Blackfoot was born in a town that became a battlefield before he was old enough to understand which army was supposed to be winning. The war left behind collapsed walls, burned storehouses, and enough abandoned belongings to keep a clever child alive. He learned to pick through rubble without bringing down a roof, to sleep beneath wagons, and to tell the difference between a locked chest and a trapped one. His nickname came from the soot-black footprints he left while slipping through ruined kitchens and supply tents, always carrying something useful away for another hungry child.

“The war left behind collapsed walls, burned storehouses, and enough abandoned belongings to keep a clever child alive.”
From their backstory
Background
Urchin

Connections

Species

Human

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