The Deathslinger

==Summary==
Born in the dust-ridden badlands of the American Midwest, Caleb Quinn was son to struggling Irish immigrants. On the edge of the frontier, sickness, famine, and death were common sights, and pioneers contended for whatever scraps they could claim while tycoons feasted. Caleb's father, once an engineer, had few options to ply his trade as businesses posted a common sign: No Irish Need Apply. His antiquated tools laid untouched for years until Caleb uncovered them. Noticing his son's interest in the trade, he gifted him his old wrench.
The devices Caleb made under his father's guidance had quaint applications, but when his father was away, they took a grim turn. He hid plans for a mask that would gouge barbed needles into a human's eyes and rip them from their sockets, complete with sketches of it fitted on boys who bullied him.
With age, Caleb's engineering abilities became marketable and employers put their discrimination aside. Henry Bayshore, the owner of United West Rail, hired him.
Caleb first invented a gun that shot railroad spikes into the ground. Next, he made a steam-powered tunnelling drill. But as Bayshore feigned indifference, the devices began turning up at other companies, the patents stolen from Caleb and sold.
A familiar sensation coursed through Caleb's blood, feeding the sharp pain in his heart. Rage overwhelming him, he burst into Bayshore's office and smashed his face into a bloody stew. As he was pulled away, he pushed his specialised gun to his boss' gut and squeezed the trigger. A railroad spike plowed through skin and viscera, nailing Bayshore to his desk.
The only thing that saved Caleb from hanging was Bayshore's unlikely survival. For fifteen years, Caleb was confined to Hellshire Penitentiary, the nation's first private prison. In a fortress of illiterate convicts, he found an unlikely friend in the educated prison warden. He designed torture devices for him and in return received extra meals. After a time, the warden offered to commute his sentence. He spoke of something greater than monetary wealth — political capital — and that his connections could have Bayshore framed and rotting behind bars for life. He had only one request: make him rich. Fill the prison. Use ingenuity to bring outlaws in alive.
Caleb returned to his workshop, and with a few modifications emerged with something new — the speargun. The first trial occurred when a thief robbed a Chinese laundry. Seizing on the opportunity, Caleb unleashed his prototype. Metal joints screeched as the spike shot forward, gouging into the target's abdomen. But as the spear tugged, it caught the thief's intestines, and, with an ungodly sound, yanked them onto the dusty road. After several iterations, the disembowelments dwindled, but Caleb had already earned his new nickname: The Deathslinger.
Looking to protect his asset, the prison warden pulled strings and released Irish inmates to form Caleb's posse. The Hellshire Gang was born. For six years, they roamed the country collecting wanted outlaws for the prison, fulfilling their end of the bargain. After a bloody battle at Glenvale, Caleb caught notice of a newspaper headline: Henry Bayshore Purchases Hellshire Penitentiary. In the picture, a disfigured Bayshore proudly shook the warden's hand. Caleb's heart pounded with rage, blood swelling as if it would burst from his veins. He'd been sold out, a pawn in a rich man's game.
The Hellshire Gang pledged their loyalty to Caleb and called for the warden's head. In a thundering gallop, they smashed through the prison entrance, shrieking like bloodthirsty marauders. A guard raised his pistol, but hesitated. A spear punctured his chest. Caleb grabbed the man's head and slammed it against a prison cell until it spilled through the bars.
Reaching the warden's office, Caleb kicked the door and was met with a fortunate sight — it wasn't only the prison warden who cowered in a corner, but Henry Bayshore. Overpowered with rage, Caleb rushed to Bayshore, beating, bludgeoning, tearing at his flesh. The man's blood dripped from his face, crimson pooling at his feet. The Hellshire Gang swarmed the warden, snapping bones with each kick.
With the two men broken and begging for death, the posse dragged them to the commons, where they were left to the growing crowd of prisoners.
Soaked in blood and sweat, Caleb hobbled to his old cell, hardly paying notice to Bayshore's screams. He sat on the bed's edge as drops of blood ran from his fingertips. A thick, unnatural fog streamed through the barred window. He pulled out his old wrench, cracked and rusted, and ran a thumb along the metal, regarding it with faded eyes. He couldn't remember when it came into his possession. He didn't care to remember. At his feet, he saw a dusty path, and, at its end, silhouettes of all who had done him wrong: the boys who bullied him, the executives who took advantage of him, and, again... Henry Bayshore. Emerging from a fog were the tools to dispose of them — unforgiving steel hooks, brilliant and beautiful in their simplicity. Pain tore through his leg as he stood, but he endured, pushing onwards, walking the dusty path, leaving a trail of blood flowing behind him.
==Powers and Stats==
Tier: 
Name: The Deathslinger, Caleb Quinn
Origin: Dead By Daylight
Gender: Male
Age: Unknown
Classification: Killer
Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery (Of Death to Bayshore; a heavily modified, hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain), passive Fear Aura via The Heartbeat (The very presence of a killer is enough to incite panic, severe anxiety, and terror. Amplified through proximity.), Stealth Mastery (The Killers possess natural stalking ability and can mask The Heartbeat), Enhanced Senses (A Killer's senses are so acute that they can detect minor disturbances in terrain as a trail to their target alongside their ability to detect the smell of blood and sound of breathing from great distances), Extrasensory Perception (Killers are able to see the auras of those bleeding out or attempting to heal their wounds), Immortality (Types 1 & 8; Killers have an importance of collecting food for The Entity, and will be resurrected by it should they be killed), Berserk Mode and Speed Boost (should the lust for the kill become too great, the Entity's connection to the Killer will be cut off, making them unpredictable), Blessed (The Entity favors the Killer's and will aid through indirect means should it be beneficial), Empowerment (via No One Escapes Death; the attacks motivated through this hex are more lethal, making strikes that would only injure become critically lethal), Summoning (via Hooking; exists as a sacrificial ritual to The Entity, awakening it to take the soul of the victim. As well, Cruel Limits, Thrilling Tremors, and Corrupt Intervention among others all summon the spikes and arms of the entity to meddle with generators and block off escapes), Status Effect Inducement (Hemorrhage and Mangled; provokes intense bleeding and slows down the process of healing respectively), Technology Manipulation (Surge, among other perks meddle with nearby technology. Surge, specifically, is said to charge the air and mess with tech), Statistics Reduction (Mindbreaker claims that “your distressing presence drains and weakens your prey” and “can evoke feelings of dread and fatigue in nearby individuals,” alongside causing exhaustion in-game), minor Perception Manipulation (via Huntress Lullaby; those who are hooked find their perceptions muddled), Power Nullification (via The Third Seal; negates Extrasensory Perception through the Blindness effect), Resistance to Pain (Enduring) and Blinding (Lightborn)
Attack Potency: Wall level (Comparable to The Nurse, who could casually destroy barricades by poking them; His weapon, Death to Bayshore's spear is strong enough to pierce right through a person's chest, as seen here. Comparable to The Oni, who can fragment a small portion of wall, comparable to a door, in two punches which would be 516,644.24 joules divided by 2, or 258,322.12 joules)
Speed: Superhuman (Killers possess the speed to outpace trained athletes in a fearful run by simply walking after them), Subsonic with The Redeemer
Lifting Strength: At least Class K (Philip Ojomo, before his transformation, was able to completely rip the spine of his employer out of his body, which would require roughly 101-102 tons of force)
Striking Strength: Wall level
Durability: Wall level
Stamina: Unknown, likely High
Range: Standard melee range, 18 metres with a projectile speed of 40 m/s with The Redeemer
Standard Equipment: Death to Bayshore, (For a full Perk list, see here)
Intelligence: Gifted (Was a former Engineer, who created his weapon)
Standard Tactics: Is naturally bloodlusted
Weaknesses: Killers are servants of the Entity, making them more prone to preserve their prey first in an attempt to sacrifice them. The Stain is an indication of where killers are looking, making their line of sight more exploitable. Survivors have a chance to escape The Deathslinger's spear's grasp if they struggle hard enough.
Notable Attacks/Techniques:
*The Redeemer: The Deathslinger shoots a spear that can lodge itself in a Survivor, allowing them to be reeled in towards The Deathslinger against their will. While a Survivor is speared by The Redeemer, The Deathslinger reels them in towards himself. Survivors may struggle against the chain or use the environment to pressure the chain to break. Doing so will result in briefly stunning The Deathslinger as well as putting the Survivor in the Injured State and applying the Deep Wound Status Effect.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
Category:Dead By Daylight
Category:Male Characters
Category:Game Characters
Category:Evil Characters
Category:Engineers
Category:Cowboys
Category:Serial Killers
Category:Antagonists
Category:Murderers
Category:Gun Users
Category:Weapon Masters
Category:Fear Users
Category:Aura Users
Category:Extrasensory Perception Users
Category:Enhanced Senses Users
Category:Stealth Masters
Category:Immortals
Category:Berserkers
Category:Statistics Amplification Users
Category:Status Effect Users
Category:Summoners
Category:Empowerment Users
Category:Blessing Users
Category:Power Nullification Users
Category:Perception Users