Offline Identity: Marty Peterson

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Quigley
GUN90/SGL71
HP
xxxx/xxxx
MP
xxxx/xxxx
Guild/None
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Apparent Age: In his late 20s, maybe early 30s?
Gender: Androgynous male
Height: 7'6"
Weight: 215 lbs.
Hair: Golden blond, styled as a shoulder-length ponytail
Eyes: Solid black, with green irises and slit-pupils
Clothes: A rich blue long-sleeved shirt under a thick brown leather vest; khaki jodhpurs; knee-high leather boots
Description: Quigley is an excessively tall and slim human with pale-verging-on-albino complexion, an Elvish air about him, and a number of Renamon bits. His ears are perhaps 6" long, pointed, and are tipped with white fur. He keeps his inhuman eyes (solid black, with green irises and slit-pupils) concealed beneath wrap-around mirrorshades, but the claws on his hands and feet are quite obvious; his gloves and boots adjust themselves to accommodate his claws, as his pants do for his tail. He's got a Renamon's white chest-ruff. He also has a golden Renanomic tuft on his left shoulder, white fur on the back of his right hand and top of his right foot, and various other fur-patches normally hidden under his clothes. His rich blue long-sleeved shirt mostly conceals his purple ‘bracers’, which he never takes off. His fangs are not visible unless he actively reveals his teeth. He has two pistols holstered at his hips, and a third in a concealed holster at the small of his back.
Background
Quigley likes to experiment with sigils. Once in a while, these experiments have yielded results that ought to be impossible; on one memorable occasion, ‘impossible’ sigils allowed Quigley to completely clean out one of the smallest Megadungeons as a solo run. The fact that Marty submits ‘bug reports’ on his impossible sigils as soon as he realizes they are impossible, may explain why Uldrich hasn’t banned him from the game.
A couple of weeks before the Digi Horizon RPoL campaign opened, Quigley got rid of all the high-end gear he'd accumulated over the course of his 90 levels in Gunslinger. Feeling that his collection of 'toys' was making the game entirely too easy, he decided to see what he could do with just himself, his skills, and a minimalist set of gear such as any freshly-made character might have access to.
Notable Skills
Dum-Dum
Each shot does five times its normal amount of damage.
Crowd Kill
This skill family allows the Gunslinger to hit multiple targets of the same type, with one shot. The higher the Gunslinger's level, the more targets Crowd Kill lets them hit at once. All targets must be part of the same crowd/swarm/mob.
Crowd Kill I
Hits each target with one shot, no matter what.
Crowd Kill II
Can hit each target with more than one shot.  If Crowd Kill allows the Gunslinger more shots than there are targets in the swarm, the "excess" shots are distributed evenly among all the targets in the swarm.
Bullet Hell
This skill family hits every target (except the Gunslinger themself!) within their weapon's Mid range.
Bullet Hell I
The Gunslinger can avoid hitting specific targets (like their allies…) by making a to-hit roll for each individual target they want to avoid.
Bullet Hell II
The Gunslinger chooses which specific targets to hit or not hit. No to-hit roll needed in order to avoid hitting them.
Autofire
Allows the Gunslinger to fire a burst of shots at one target.
Gun Fu
This skill family allows a Gunslinger to 'stack' skills, so that more than one skill at a time is active. Without Gun Fu, only one skill at a time can be used.
Gun Fu I
Allows the Gunslinger to 'stack' two skills at once.
Gun Fu II
Allows the Gunslinger to 'stack' three skills at once.
Shellstorm
This skill family allows the Gunslinger to literally shoot incoming attacks out of the air. The number of attacks which the Gunslinger can shoot out of the air at one time, is dependent on the Gunslinger's level.
Shellstorm I
Only works on physical missile attacks which the Gunslinger can actually perceive.
Shellstorm II
Works on all physical missile attacks, period.
Shellstorm III
Allows the Gunslinger to shoot all attack-forms out of the air, including magical and spiritual.
Shellstorm IV
Allows the Gunslinger to 'parry' all attack-forms, including magical and spiritual, regardless of whether they're missile or melee or what.
Sigil of Hunter's Might
Created by Quigley on the first game-time day of the RPoL campaign. The Sigil of Hunter's Might lasts for 24 hours, during which time it has these beneficial effects:

The first time Quigley used this Sigil, it supplied the beneficial effects listed above; it also put a number of new Renamon traits on him, and gave him a "semi-feral" mind, such that he cannot use any of the skills of his Class and Subclass. It is not clear whether or not the Sigil would have these side-effects on someone who wasn't already the victim of a Renamon-TF curse.
Notable Equipment
'Bracers': Quigley has purple silk 'arm-guards' like those of a Renamon, including the yin/yang markings. They grant him enhanced speed and agility. They also carry the curse which has given him various Renamon traits, and in the end will presumably make him a complete Renamon.
'Mundane' Equipment
The clothes he's wearing
Two-man tent in which Quigley (being 7'6") takes up the space of one-and-a-half men
Set of three magic pens
Set of seven vials of magic ink (two black, one green, one blue, one red, one yellow, one purple)
Sheaf of magic paper suitable for drawing sigils on
Flint and steel (or whatever equivalent fire-making kit)
A week's worth of MREs ("Iron Rations", as D&D called 'em)
5-gallon jug of water (it's in a Bag of Holding, there's room to spare!)
Hammer
10 pitons
150' of silk rope, enchanted so that it doesn't unravel or cut