Magri was born in Mouldtown, the third-eldest of brothel-owner Iasmin el Sabine's thirteen children and one of only three of them to survive into adulthood (his surviving siblings being bar owner and retired adventurer Ashraiah and priestess Nenet.) Upon his mother's death when he was seventeen, she was handed over to Crocodilid mob boss Hayk-ebasa-ged'wen in order to upkeep a deal about drug debt, and was forced to work as a legbreaker, a situation which left an already psychologically scarred Magri with severe trust issues and sociopathic tendencies. 

During his time, Magri was partnered with Kadar Rachid, who at the time also worked for Hayk. While they originally were at loggerheads with each other, culminating in a fistfight in the street between the two following an assignment that ended with Magri burning down a house with innocent children inside out of pure spite (the house was the home of Ash's biological father and Magri was enraged that his legitimate children were living a happy life of relative comfort while Ash was not), Kadar helped Magri to see that Hayk might own his body but didn't own his spirit, giving Magri the resolve to push back against him. Together they helped Nenet out from Hayk's control, though Magri was discovered before they could rescue Ash. Kadar fled, with Magri taking the blame; his punishment was having his cheeks split with a shovel blade and then being beaten to a pulp by Hayk's goons. The now characteristic scars and resulting unnaturally wide grin added something of a lupine element to his appearance, only making him more terrifying to those he goes after.

Further disillusioned by this, Magri deliberately botched his next assignment for Hayk and allowed himself to get arrested, giving the Person Removal Union everything he knew about Hayk's operation in exchange for being put under their protection. After having evidence of his skills, Magri was rehabilitated and put to work as a field agent and assassin for the Union partnered with Kor-au-k'onijo-tenagarī, a role in which he has proven to excel despite his unorthodox methods, loudmouthed and violent demeanour and distrust for others regularly getting in the way. In civilian attire, he acts to be Kor-au's bodyguard as she travels playing music as a concert violinist. The two are also in the habit of regularly having sex with each other, though there is no actual romantic interest between the two of them, at least on the surface.

Between 3A 206 and 3A 209, he was placed on suspension from the PRU following a severe breach of protocol and mostly subsisted on his long-time side gig as a bare-knuckle boxer and pit fighter. He has since returned to the PRU, but is kept on a much shorter leash and made to attend mandatory anger management classes and Alcoholics Anonymous meetings.

Title
PRU Agent "End"

Type
NPC

Race
Expansion Lesser Catfolk

Age
32

Gender
Male

Pronouns
He/Him

Appearance

Age
27

Fur
Black

Eyes
Blue

Scars
Glasgow smile scars on both cheeks, fur missing from parts of forearms, half of tail is missing, numerous cut and stab wounds scattered across torso arms and legs, large rectangular scar on right shoulder blade where removed chunk of flesh with knife to remove slave brand

Personality
Magri seems to have had impulse control issues from a very young age according to his siblings, but these combined with decades of psychological trauma, physical abuse and exposure to extreme violence from a young age have left the young Catfolk as a sociopathic, arrogant, rather sadistic young individual filled with barely contained rage and self-hatred. While not evil by any means, he views death and violence as normal, which while helpful in his current role as a PRU assassin, is extremely dangerous when combined with his love of fighting, his skill and his extremely high tolerance for pain. He also has a flagrant disregard for his own safety and for PRU protocol, and a sense of showmanship which permeates every fight he is in (notably using multiple short swords at once in impractical ways they are not designed for, but with the same skill and dexterity he uses with any other weapon.)
On the other hand, Magri does have capacity for caring about others, though has issues with showing it. For example, he expresses deep remorse that Kadar died instead of him, and is extremely protective of his siblings, stating that as the eldest son he had to "get tough" to guard them from their mother's anger; he also states that he works for the PRU despite his thoughts on authority because he wants to make sure nobody else has to go through what he and his siblings did at Hayk's fans.
Since the death of Hayk at the hands of Qau, Magri has been dealing with something of an existential dilemma (having promised himself that he would be the one to kill his family's tormentor) which has left him even more unstable than ever as he tries to find meaning in continuing to live.

Unorganised

Rogue - Class

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

 

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

 

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities.

Subclass - Arcane Trickster

Subclass - Assassin

Subclass - Inquisitor

Subclass - Investigator

Subclass - Mastermind

Subclass - Phantom

Subclass - Scout

Subclass - Swashbuckler

Subclass - Thief

Subclass - Wild Card

 

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

 

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

 

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

 

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

 

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.