A Midnight Masquerade — OOC

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Fialova
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A Midnight Masquerade — OOC

Post by Fialova »

Image

Ah, it is that time of year again. The masquerade! Paper faces on parade. Hide your face so the world will never find you. Every face a different shade. Look around, there's another mask behind you.

Once more, the glorious twins, Marcel and Marcella Dupuis, promise to throw a party their honored guests will never forget. If it is anything like last year's, the promise is sure to be fulfilled. In only a few short years, the duo have established themselves as the preeminent providers of daring dances, beautiful balls, and festive fun. Anyone who's anyone will be in attendance, so look out for your invitations in the mail. Don't see yours? Well, better luck next year.

[sblock=An Innocuous Invitation]

Code: Select all

。・:*:・゚★,。・:*:・゚☆ Salutations! 。・:*:・゚★,。・:*:・゚☆

To our most esteemed and honored guests.
        The Madame and Monsieur,
       Marcel and Marcella Dupuis
   Would like to cordially invite you
   To an evening of masqued merriment

    This year's Midnight Masquerade,
   Sure to be the event of the years,
  Will begin at the strike of midnight
     On the evening of 23rd Leone,
      This the 82nd year, 6th era.

      Invitees may bring one guest,
           Or may come alone.

    Dress your best, and don't forget
      You're naked if not in a mask!

      RSVP by the 1st Leone, by mail.

 。・:*:・゚★,。・:*:・゚☆ Au revoir! 。・:*:・゚★,。・:*:・゚☆

[/sblock]

Hook

Congratulations! You are one of the lucky few to be invited to this year's Midnight Masquerade. The party of parties, full of fine foods, exotic wines, and the most elite of Ellisport's aristocracy. It promises to be a lovely affair, and not one you - or anyone - would be fool enough to pass up.

You are someone of renown, but that does not necessarily mean you were born into your station. You could be an aristocrat, a famed naval officer, a clergy member, or anyone else to have earned the favor of those who seek to better the world. However you gained your fame or fortune, it is enough to place you at the pinnacle of society - at least as far as the Dupuis' are concerned. And their concern is all that matters these days, so some would have you believe.

Given your current status amongst the Imardanian high society, it is likely you will know some of the party's attendees already, perhaps even some of the other player characters. You need not be well connected, however, so long as your backstory lends itself to being viewed as important enough for an invitation.

No matter how well connected you are, however, none of you are close with the Dupuis twins. You may have attended an event they've hosted in the past, or donated to one of their causes, but you've no personal relationship with either Marcel or Marcella, nor have you ever met them in person. The invitation should come as a surprise, even if you may feel deserving of one.

Setting and Lore

This game will take place in the Archbishopric of Imardin, specifically in the nation's largest city of Ellisport. In terms of population it is arguably the largest city in the world, only rivaled by Talguta and Groznid Bay. Culturally, however, it has no rivals. People far and wide, and even outside of Imardin, regard the city as a center of arts and music, of fashion and industry. If Aerlynn is the mind of the nation, Ellisport is its beating heart.

The city is sprawling, and depending on where things go you may be exploring much of the city and some of its outskirts. You will begin, however, in the Chateau Dupuis. Home to the famed twins, Marcel and Marcella, the Dupuis family estate has only relatively recently come to prominence.

While the family itself has long existed, they had always been just barely a part of the aristocracy at best, their wealth more akin to that of an artisan than a true aristocrat. The tragic death of the twins' parents, only a decade prior, caused most to think the family no better than dead. But the twins thought otherwise, and began to make their mark by hosting gatherings and fund raisers. Not fundraisers for themselves, but for the poor and infirm of the city. They gained a reputation both as great hosts as well as great philanthropists, enough so that their actions caught the eye of the Church.

With official support, their fundraisers became more frequent and more effective, and those who sought to garner favor with the rising star siblings would donate to their private estate as well. Instead of lavish spending, they began to invest in local businesses - typically of the smaller variety - and their support tended to bring more customers to their chosen establishments. This in turn led to their own profit, and now - years later - their vast fortune.

Though not the richest of the many aristocratic families in the city, the Dupuis Twins are certainly the most well-known and, to many, the most admired. Their yearly masquerade ball is held both in celebration of the efforts of their many friends, but also as a way to honor those of merit in Imardanian society who may not necessarily be particularly wealthy or well-known. An invitation to their ball - the Midnight Masquerade - is one of the highest honors one can receive, and to receive one is certain to grant the envy of many.

Character Creation Rules

System: 4e
Level: 5
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: Any, even the weird ones that do more than grant a skill or a language. Go bonkers.
Equipment: Free basic shit items within reason (most Adeventuring Gear section stuff, barring things like homes and ships), then 6000gp to spend on magic items/boons/rituals/etc of your choice. This is a bit more than would normally be available to a level 5 character, to represent that your characters are generally people of means.

** Important note on equipment: this game will be fairly urban and center around people who have stable living arrangements. Whether that means your family owns a home, or you yourself have a small one, or whether you have long term lodgings at an inn or have membership in some organization that you are part of, that is all up to you. But things like a bedroll/etc will not be important for this game, at least at the start. **

Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Imardanian as the default language for this setting (as opposed to common), and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
Hybrids: In any game I run, you will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. I feel like this helps make up for the fact that most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.

[sblock=Languages]Common - Common is the term used to refer to a trade-based lingua franca of Voreld. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation or set of peoples. Those who only know Common are typically sailors, or others who have spent most of their lives traveling rather than in one place. No society holds it in high regard, though most recognize its utility in facilitating trade with foreigners.

Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom. It has many regional dialects, but the nobility all speak a common variant that is viewed as its 'true' form.

Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.

Modern Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consists mostly of humans and orcs. It evolved from the language of the region's once-great Kingdom, which is still highly regarded if rarely spoken.

Imardanian – The official language of the Church of the Goddess and, by extension, the Arch-Bishopric of Imardin. Like Modern Serran, it developed from the Old Serran language, though with more outside influence than its sister tongue. It is spoken by most in the region, and many abroad have learned it for the cultural benefits as well.

Kurnish – The language of the orc tribes of Kurnhuelde, a region primarily consisting of snowy hills on the Kurn Peninsula. Like Tulrissian it has many regional dialects, often one per clan, though there is a common version for communicating between clans.

Grystok - This language, the most widespread in the Gryst region, developed over time as a trade language between the Grystbehn member states. It formed as a mix of the various common native languages, primarily Modern Serran, Kurnish, and Elvish, though there are influences from Dwarven and a variety of smaller local dialects as well.

Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.

Native Andorian - The language spoken by the tribes native to Andor, who are often seen as bandits and outlaws by the northerners who have since settled the region. Each tribe has its own variant on the tongue, though they are, for the most part, mutually intelligible.

Kandorasian - An ancient, dead language once spoken by the natives of Kandoras, an island southeast of Andor. Though no one knows how it is spoken, the written version can be found scattered throughout ruins on the island and on mainland Andor. Most who know how to translate it are part of the Explorer's Guild, based in Fort Sakura.

Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld. The dwarves view their language as sacred, and so there is very little variation between the kingdoms. Andor was the great outlier, which eventually developed its own language through outside influence.

Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east. There were once many more than there are now, due to the elven population mostly assimilating into the other cultures of Voreld. Few still speak Elven outside of the few, small elf villages in the Serranak.

Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences. It and Brennisian have influenced one another over the years, the two nations often at war with one another. It also has some loanwords from Akiran, due to the nations' historically close bond.

Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.

Cru'unish - Cru'un has always had its own native language, though it's been conquered so many times that it has only recently been the island's official language. The language has evolved greatly over time as a result, having strong influence from both Brennisian and Gleiosian, its most common occupiers.

Gerrikan - Historically the island of Gerrik has spent much of its time under Gleiosian control. Before that, its people often traded with its larger neighbor, so they shared a language. However, an influx in orcs from Kurnhuelde caused a shift in both society and language, eventually leading to a Gerrikan language influenced by both Gleiosian and Kurnish.

Old Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands. In modern times it is not even spoken on Ghia, except by scholars and some members of the nobility. It has since given way to two child languages, the result of the great cultural and political schism that resulted after the Civil War.

Amkharan - After the Civil War, Amkhara began to distance itself from its neighbors in Ya-Jarang. They began to speak with new slang and picked up words from its neighbors in Visha, causing the speech of those in the east and west to begin to drift apart. Over time the differences became enough for the two to be considered two different, if superficially similar, languages.

Jarangi - While Amkhara was influenced by its neighbors to the south, Ya-Jarang began to pick up words and syntax changes from Akiro once it was finally conquered. The assimilation of the two societies caused the shift in language that finally pushed the two halves of Ghian language apart.

Akiran - Akiro has always had its own language, which has changed very little over the centuries. It is kept this way on purpose, as it has always been the script used in the writings of Akiran monks, and others who follow the religious spiritualism that has been adopted by Ghia and its surrounding territories.

Chathran - A language spoken primarily on Chathra and Cianthum. The originating on Chathra, as the name suggests, the people of their neighboring island have adopted it as their own for many centuries now. There are some regional variations, but for the most part the two islands speak identically.

Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence. The people of Mai'kawa and Mai'okon once spoke the same language (now known as Kawani), but that language is all but dead in modern times. Okani continued to evolve over time, and though the two are similar they are no longer mutually intelligible.

Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.

Vishan - The Vishan peoples once had many local dialects, and some speakers in some villages still speak these ultimately-unimportant languages. However, as the nation of Visha become a united and worldly place, the influences of more widely-spoken languages (such as Old Ghian and Chathran) have all-but erased the native aspects.[/sblock]

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Fialova
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Re: A Midnight Masquerade

Post by Fialova »

Ten-Minute Background

Shamelessly stolen from here.

Since this game is more of a traditional campaign, where the characters guide the game and there is no real over-arching plot (unlike the Tulrisse game, where ultimately everything is moving toward the unification and repelling the invasion), I would like you all to complete the following either in place of a standard background write-up, or in addition to one; it is up to you which you go with. The purpose of this is to get some specific info to work with, as well as some meta-goals that you all as players would like to accomplish. Having them all here, rather than me asking you at various times, makes it easier for me to reference them and plan for future activities in-game.

(All examples are taken from my own post for the game linked above, and are using an entirely different setting than the one we will be in.)

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged but not required. Don't feel pressured or at a loss due to unfamliarity with the Ganoltir campaign world! I'm more than happy to provide elements and more to assist in the process.

[sblock=Example]1) Birth - Karth was born as the offspring of Queen Gwarta of Bridged City and one of her many guards. During her pregnancy it was assumed she would be giving birth to another of her husband's children, but when the child turned out to be a half-elf this was quickly proven to be false. The king consort, enraged by the discovery, demanded his wife reveal who the father was. Not wishing for controversy, she quickly revealed who the information and Karth and his father were banished and sent away in secret. The royal family told the public that the pregnancy resulted in a miscarriage and held a grand funeral for the supposed deceased prince. Meanwhile, Karth's father travelled with his newborn son to the city of Mithril to start a new life.

2) Early Life - Karth's father settled in the Harbor City section of Mithril and began taking whatever odd jobs he could find. As Karth got older he would sometimes help, but he usually caused more harm than good and was sent away. It was these times that he first began following the other boys around town, participating in various acts of thievery and creating bonds of friendship.

3) Later Life - As he got older, Karth began to grow bored with petty thievery. After all, it was his destiny to become king of Bridged City and he wasn't going to do that by pickpocketing the various merchants who came to Harbor City. He wanted more, but he didn't exactly know how to get it. Lucky for him his old friend Faust was an ambitious one, and when he stole a ship from the harbor he invited Karth and the other thieves who grew up together to join as his crew. Karth saw this as an opportunity, not only to relieve his boredom but also to gain more riches than he'd ever be able to scrounge alone.

4) The Magnificent Manslayer - As is custom among the Conspicuous Oils, Karth has a nickname that he goes by. When thinking up the names with the others he initially came up with such ideas as "Karth the Glorious", "The Radiant Ruffian", and "The Most Gorgeous Pirate Known to Man." These were all quickly shot down by the others, who said the point of the nicknames were to strike fear. Faust suggested he go by "The Manslayer" since he was always a ruthless fighter when the need arose, and reluctantly Karth accepted. However, it quickly came to everyone's attention that he was reffering to himself as "Karth the Magnificent" outside of their presence. They tried to get him to follow the captain's suggestion, only to be told that "the title simply does not express my greatness as well as it should." After some discussion they finally all came to a compromise, and Karth's nickname was officially made to be "The Magnificent Manslayer."

5) Appearance - Karth is somewhat tall, standing 6'3", with a fairly slender build. He has long, silver hair due to his elven heritage and he is very protective of it - many men have scars (or worse) to show as a result of touching Karth's hair. His manner of dress is never very fancy as he has always been of the lower class, but whatever the clothing he always wears it in a way that gives off an air of nobility. Even while at sea he makes a point to look his best, and can often be found tending to his precious hair. On his belt hangs a mirror that, while useful for some raids, spends most of its time reflecting Karth's face back at him.

6) Personality Traits - As a narcissist Karth tends to be very confident in his abilites, and his self-esteem is never low. He goes into every battle without fear, completely assured of his victory from the start. He is always looking to make friends with new people (no one should miss the opportunity to gaze upon his gorgeous face, after all), though this is often made difficult due to the arrogance that often manifests in social situations due to his narcissism. He is extremely loyal to the few people he truly respects, and despite his overconfidence he is still a formidable opponent on the battlefield, so to some it might be worth earning that respect.[/sblock]

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[sblock=Example]1) Karth ultimately desires to become the king of Bridged City. He feels he was wrongly banished, and that as retribution he deserves to gain the throne in place of his half-sister Hannatha.

2) I'd like Karth to get a chance to return to Bridged City so that I can develop that part of his story. He need not actually ever gain the throne as he wants, but I'd at least like to have him come to terms with royalty who are against him in some way, and perhaps meet his mother for the first time.[/sblock]

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I may also be creating a third secret which you as a player will not be aware of, so expect the unexpected.

[sblock=Example]1) Karth is actually the son of Queen Gwatra of Bridged City, making him royalty in the city-state. He ultimately plans to use this to become king and rule the city-state as he feels he deserves.

2) Karth was made a divine champion of Enkili without his knowledge, and most of his success and combat skill is a result of this. Enkili chose him for his personality, and as such the divine powers he possesses are triggered by him acting in line with his natural narcissism. Acting against this can sometimes have negative effects.[/sblock]

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

[sblock=Example]1) Karth's father is his only real family, and he cares deeply about his only son. He is the one who filled Karth's head with the idea of becoming king, and thus is directly responsible for Karth's narcissism.

2) Captain Faust is an old friend and Karth has a great deal of respect for the quirky man. He is one of the few people Karth views as an equal.

3) Queen Gwatra, Karth's mother, has a somewhat neutral opinion of him. As her own child she cannot hate him, but she was not sad when he was banished from Bridge City with his father. She wants to avoid a succession dispute just as much as the other royals who know of his existence, but would be torn somewhat if that were ever to happen.

4) The king consort of Bridged City was furious when he learned that Karth was not his son, and when he found out he immediately had the boy and his father banished from the city. He loved his wife enough to forgive her for her affair, but he hates Karth and his father and would likely go to any means to keep them from returning or gaining any sort of prominince in Bridged City.[/sblock]

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[sblock=Example]1) Karth is very much a narcissist, and can sometimes be quite arrogant due to his self-absorption. Ironically, these personality traits are the direct cause of his successes in life, as well as his skills in combat, due to them triggering his divinely-granted abilities.

2) He has a very fuzzy memory of the palace interior from the time he was born. Occasionally it is the setting of his dreams, where he is revered by the citizens of Bridge City as a great leader.

3) He absolutely hates for anyone to touch his hair unless they are a very close friend, and even then he is not completely comfortable with it. Touching Karth's hair is one of the few ways to anger him (and the quickest), and has occasionally resulted in the injury or death of the unfortante offender.[/sblock]

Background - Family/Class/Profession/Institutions

Who raised you and how did they shape your life? What social class do you belong to, and how did that change your opportunities and your outlook? What do you do for a living, and have you changed careers in the past? What social institutions (religions, governments, civil society, businesses) are you a part of or interact with? Do you have a spouse? Children? Did you at one time?

I add this last bit because I like to tie characters into the world around them. Often, people go for very individual or personal stories - long-lost love, bad guy killed my parents, mysterious birth, etc. But I find that this can make characters somewhat disconnected from the world around them, and the world becomes rather too much of a two-dimensional backdrop. Both in reality, you'd expect people to be profoundly shaped by their society and the institutions around them.

[sblock=Example]Family - Karth's only real family is his father, and older elven man who was once a guard at the Queen's palace in Bridged City. While he is related by blood to the Bridged City royalty, most of them are unaware of his existence. The ones who do know of him want him kept a secret, so as not to cause a succession dispute.

Class - On his mother's side he is a member of the Bridged City royalty, on his father's side he is a common peasant. He was raised by his father in Mithril as a simple commoner, but his royal blood cannot be denied.

Profession - Karth is a pirate and he is good at it. He has been First Mate of the Quina Vjeta for a long time under Captain Faust, and not without reason. He was one of the few to survive the fateful encounter with the guarded merchant ship, and one of the even fewer to survive who was also a companion of Faust in his youth.

Institutions - he is a member of Faust's Crew, the Conspicuous Oils.[/sblock]

Drives - Primary/Secondary/Tertiary

Here's where I like to get a bit more personality than backstory, because an overly historical concept only really gives you a good grounding in what your character did, what happened to them, rather than what they'll do in the future. So I generally try to ask what motivates a character at any given moment: Revenge? Wealth? Fame? Personal Excellence? Curiosity? Survival? Instinct? Reason? Power? Emotions? Loyalty? Etc.

[sblock=Example]Primary - Karth's feeling of entitelement towards the throne of Bridged City is his primary motivating factor. He deserves to rule the city as he sees it, and he will do everything in his power to obtain the position he views as rightfully his.

Secondary - His years as a pirate have also fostered in him a desire for wealth. He has incorporated this lesser desire into his ultimate goal of becoming King of Bridged city by deciding that he will not yet return to the city-state until he has first amassed considerable wealth. This amassing of wealth will surely make it easier for him to obtain the influence he needs gain the throne, but he also wants it for the luxury as well.

Tertiary - Karth is always looking to make new friends, having grown up with very few. His personality tends to hinder him in his pursuit for companions, so one could say it is a never-ending search for those patient and accepting enough to handle his presence on a regular basis.[/sblock]

Goals - Short-Term/Medium-Term/Long-Term

Similar to your Step 2, I think that goals give a character a higher order of drive, and can make for a nice character arc that gives level progression some meaning beyond mechanics. In addition, as you point out, it can also be a good hook for DMs.

[sblock=Example]Short Term - Meet and befriend the new crewmembers. More friends are always nice.

Medium Term - Continue earning coin with Faust, until Karth as enough to return to Bridged City in style and live there comfortably.

Long Term - Win the hearts of the people of Bridged City and take over as monach instead of his half-sister Hannatha.[/sblock]

Social Relations - Important NPCs and other PCs

This section will be very similar to the Crew Relations section we've had before. The main caveat, however, will be that you do not necessarily need to know all of the other PCs, or any important NPCs. If you or another player has made an NPC (in their related characters, or NPC wishlist), and you think your person would know that person, feel free to add your relations here. So long as it seems reasonable, do as many as you like. No one may know the Dupuis twins, however.

[sblock=Example]Captain Blackwood - Karth has never met Blackwood, but has heard tales of the man's deeds. He respects and admires the man he imagines accomplishes those deeds, and would one day like to meet him (under peaceful terms, of course).

Mad Marian - Karth knows nothing but rumors of the buccaneer known as the 'Mad' Marian, but if the rumors are true then he would probably prefer to keep his distance.

etc...[/sblock]

Wishlist - NPCs and Magic Items

Here you should make two lists in the same block: 1) a list of NPCs you'd like to exist in the world that are not directly related to your character. This could be other important figures, potential future crew members, or anyone else not covered in the section for related NPCs and Crew Relations. 2) a list of magic items you'd like to obtain at some point in the future. They will be common in this game, unlike Tulrisse and others, so just put whatever it is you like and I will see if I can work it in at some point.

[sblock=Example]NPCs
Raoul - a hair stylist of some renown who Karth would like to visit sometime.

Paul Bumble - a man adept at feigning incompetence, who has amassed a large fortune by preying on the gullible in this manner.

Items
Ice Dagger +1
Boots of Bounding[/sblock]

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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade

Post by Fialova »

Notable Expected Attendees to the Midnight Masquerade

[sblock=The Dupuis Twins (Hosts)]

Appearance
[SHOW]

Image

Marcel and Marcella Dupuis are technically orphans, though their parents died late in their teenage years. By that time, the two had already learned much, certainly enough to set them on their path of success that leads to their current status in society. Their parents died in a fire that engulfed the entirety of their family's original home, slightly over a decade before the party you've been invited to attend. They were 15 years old at the time.

The few who knew them assumed that the loss of their parents would spell the end of their family's fortune, a fortune that had already been dwindling for generations. Once, in the distant past, the Dupuis name had been a major name in the city, but by the time of the fire they had been all but forgotten. Their parents, Miriam and Esteban, had focused more on philanthropic affairs than those of their own estate, leaving their home a slowly deteriorating structure that was likely to collapse in time if it had not been burned down first.

After the fire, the children took up their parents' roles as givers, using what little they had to help those less fortunate than themselves instead of trying to rebuild what they had lost. They began to host fundraising dinners at the homes of family friends, seeking to garner support for the causes their parents once championed. This shocked many of the wealthy of the city. While many of them squabbled and squandered their wealth, here two orphans, who had never even had wealth like their own, and who had lost most of what they did have, were dedicating what little they had to helping others.

Many of the less cold-hearted among the aristocracy were truly inspired by this show of humility and generosity. The charities supported by the Dupuis' began receiving donations like they'd never had before, things such as hospitals and homeless shelters, orphanages and street urchins. Other families began donating their wealth towards helping fund the events themselves, though all felt it best that the siblings remained the gracious hosts.

After a time their activities gained the attention of the Ellisport Cathedral. The bishop, so inspired by their deeds, declared them honorary clergy and granted official support to their gatherings and fundraising. With support from the church the events could now be bigger and better than ever, drawing benefactors from all over Imardin, instead of just within the city. People came far and wide to meet with these young and pious siblings, to drink with them, and to donate to their causes. Despite their protests, some even donated directly towards their estate as well.

The money they did receive was immediately invested in many of the same business the twins funneled donations towards. With funds of their own they could finally directly contribute, and they contributed as much as they could. As the local business began to grow and flourish, they began to gain returns on their investments, which they continued to invest into other worthy ventures. The business owners were always happy to give them their share of profits when profits finally came, and after a few years the twins were starting to receive more in income than they could ever hope to spend.

After much convincing, both from friend and clergy alike, the twins did eventually, reluctantly begin to spend some of their hard-earned wealth on themselves. They purchased a large, old estate that had been left derelict, and had it remodeled and restored to its former glory. That year, in honor of their new home, they announced the first Midnight Masquerade. It would be an event like no other, one of celebration rather than direct charity. They would gather together all they thought worthy: the most giving, the most caring, the most noble of society. There the guests could mingle, relax, and take pride in their accomplishments. And, there they could make plans with one another for future charitable endeavors, often merging efforts with one another to greater effect.

Since this first gathering, the Midnight Masquerade has become an annual tradition in Ellisport. Every year, the twins choose who they think most deserving of their praise and the praise of others for their efforts, and gather them together for an evening of merriment and socialization. It is the one event they hold each year that is not solely about giving one's money away, but rather about enjoying ones time regardless of wealth, and all hope to one day receive their invitations.[/sblock]
[sblock=Prince Damius Fulsen]

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Prince Damius is an interesting and polarizing figure in Tulrissian society. The 5th of 7 children, and only the 3rd male, he is not likely to succeed his father to the throne. To many this is a blessing, and many others a great tragedy.

Damius, known to some as the Pious (primarily foreigners in Imardin), is the first member of Tulrissian royalty to ever openly join the Church of the Goddess, forsaking the beliefs of his ancestors. Though the church has a number of followers in Tulrissian society, most keep to themselves and try to avoid notice. Though centuries past, the failed Imardanian invasion still holds a special place in Tulrissian history, and many view this heresy as an affront not just to their gods, but to all of Tulrissian society.

Despite this, Damius has served the kingdom well as a diplomat and philanthropist. His faith draws him towards charitable endeavors, and he has spent much time traveling the countryside of Tulrisse with his bride-to-be, giving what he can and improving infrastructure where possible. Many a bridge has been built, many a cart repaired, many a home re-shingled at his expense. The common folk mostly ignore the drama surrounding his religious beliefs, holding him in high regard despite the scorn of much of nobility.[/sblock]
[sblock=Katarina Darcangeli]

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Katarina is many things to many people. Beloved daughter and sister, great beauty, future princess of Tulrisse. However, despite all of the above, her greatest claim to fame is as a healer.

From a young age, Katarina showed a prodigious talent in the arcane arts, and was always most drawn to healing magic. Her father sent her to train at the Tower in Menora, where she learned to hone her talents. She was always popular for both her beauty and wealth, though she never cared for the suitors her sought her only for such superficial traits. It was not until she met Prince Damius, on a routine visit to Menora by the royal family, that she found love in someone her shared her passion for the betterment of society.

Now, with her betrothed, Katarina travels the countryside of Tulrisse. While her prince funds bridges, roads, and other improvements, she tends to the sick and injured of the villages they pass through. By her hands countless peasants have been given another chance at life, or had their chronic illnesses washed away. When at court, she is also the charismatic socialite that tends to soothe the ire of those who disagree with Damius' faith, and in so doing has begun to sway some of the nobility to his side despite his heresies.[/sblock]
[sblock=Ser Clarissa Marcheford]

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Though not an invitee herself, Ser Clarissa Emanuelle Lyssandra Marcheford accompanies Prince Damius and Lady Katarina as their personal bodyguard. The daughter of Alexandre Marchford, current Count of the Spear, she was raised to be a fighter with her friend Lorelai d'Arcangeli - Katarina's older sister - since a very young age.

Clarissa is a serious woman of honor, who has proven her skills and loyalty by being appointed one of the personal guards to King Amerik Fulsen and his family of Tulrisse. She is an exotic beauty to many in the region, her mother's dark skin and her father's blond hair and blue eyes combining in the most unusual of ways.

In combat she prefers polearms, though she has training in swords and other weapons as well, if needed. She is most often seen in her armor, as she only rarely frequents social gatherings. She spends much of her time turning away suitors, too concerned is she with her duty to try to make a relationship work with someone only interested in her for her looks, wealth, and connections.[/sblock]
[sblock=Admiral Felipe Depardieu]

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Given their nature, it is uncommon for any member of the navy to receive an invitation to the Masquerade. Felipe, however, is a notable exception. As admiral he has personally overseen many changes in the navy's policies and activities that have bettered the lives of seamen and laymen alike.

Felipe served for years as a ship's captain, where his reforms began. He implemented a system of foraging and rationing that simultaneously saved the navy time and money, while improving the health and morale of his sailors. This gained him great popularity among the members of his crew, and with their support he was eventually promoted.

As a commodore he applied these techniques to his new fleet, improving the lives of now more men and women serving the Church. However, his changes did not stop there. He also began a policy of mercy and rehabilitation for sailors shirking their duties or attempting to desert, something directly in contrast with the navy's standard strict, zero-tolerance policies for poor conduct. This did even more to improve the morale of those under his command, and led to an overall reduction in crime or desertion amongst the ranks. In addition, it led to another promotion.

Now, as admiral, Felipe continues to instill those he oversees with the same compassion and patience he has always shown his crews. He currently serves as chief of disciplinary training at the Fort Ellis Naval Academy, where he seeks to undo decades of harsh training in favor of his own, more merciful policies, one future captain at a time.[/sblock]
[sblock=Sister Emeline]

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Unlike many of the invitees to the Masquerade, Emeline is of humble birth. She is not a philanthropist or a healer or anything so outwardly impressive, but a simple Sister in the church. Nonetheless, her deeds are quite admirable.

Emeline was born to unknown parents and raised on the streets before eventually being taken in by the local clergy of L'arteign. There she went through the standard education that all future Brothers and Sisters go through, and was by all accounts a relatively unremarkable student. She then led a simple life in the clergy. Her claim to fame comes later.

As an adult, traveling via ship to Chevalle to take over some administrative duties for a recently-deceased brother, her ship was set upon by orcish slavers out of Shivan. Many were killed, but she and a few others (mostly women) were spared to be sold into slavery. The ship never made it to Shivan, however. Along the journey, through sheer charisma and personal piety, Emeline managed to convince the orcs of the error of their ways, and within days of her capture she was being returned to her home with new converts.

When she arrived, she announced that she had found her true calling, and left once more on foot, this time heading directly for Shivan. Few know the exact details of her journey, but what is known is that along the way she encountered many small villages of native inhabitants, and many that she came across left her company with a newfound worldview, more converts for the Church. She was eventually able to reach the dreaded slave city and, though she was not there long before needing to be rescued, her short time did earn her numerous new allies and converts to the Church, and most hope that her actions have sewn the seeds of change in Shivan. Rumor has it she plans to travel next to Visha with the same goals in mind.[/sblock]
[sblock=Kaijun Heiwa]

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Heiwa is the current Kaijun, leader of the Akiran Spiritualists and believed by such people to be the immortal spirit that provides the means by which humans are capable of interacting with spirits and receiving their blessing. One has existed for as long as anyone can remember, so - while special among spiritualists - one is typically not more important than any other.

Where Heiwa differs is in what he has done during his short stint as the Kaijun so far. Despite many years of Akiro being under the rule of Ya-jarang, and serving as vassals to the Tenjun, Heiwa is the first in generations to speak out against this state of affairs. Caring nothing for his own personal safety, he spoke out from a young age against the imbalance this state causes between humans and spirits, and specifically against the warlike tendencies of his homeland's current occupiers.

Not content to be lectured by a child, the Tenjun sought to have the Kaijun slain so that hopefully his next incarnation would be more passive. The plot failed, however, and Heiwa was forced to flee south. He eventually found passage on an Imardanian vessel, landing on the island of D'armon. There he sought to learn about the locals and their society, and, when offered shelter or lodging, always passed it up in favor of it going towards someone more in need.

Still a teenager, Heiwa would move from village to village, listen to peasants, sharing a meal, teaching what little wisdom he had to offer, then moving on. His presence was soothing to others, something he would learn later was one of the benefits of his spiritual connection. When this became known to him he began to seek out those in need, who were grieving or suffering an ailment of the mind, and where possible he soothed their pain, eased their worries, and removed the ailment.

When it became know he was a heretic, the navy sought to capture and banish him from their land, but the locals refused to let it happen. Not wanting his friends to be harmed at his expense, he willingly chose to leave D'armon and instead began to travel throughout Forelle, using his abilities to ease the suffering of any he has come across. Now, at the insistence of the Dupuis twins, he has been granted limited permission to enter the country to attend the Masquerade, though the siblings are unsure if he will accept their invitation.[/sblock]
[sblock=Princess Amrita]

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Amrita is princess of Cianthum, here father the reigning Raja of the island. She was, at one time, betrothed to the newly-crowned king of Chathra, a marriage that was meant to solidify the centuries-long alliance between the two islands. Her future husband was killed along with the rest of his family when Admiral Desrochers took the capital city during its ongoing conquest of the nation.

One would expect Amrita to be violently opposed to the invaders of her future homeland, but she has instead shown much more restraint and diplomacy about the situation. When Constance Desrochers, now Bishop, called the Raja of Cianthum to her new city to offer terms, she went in his place. She brokered a deal that would spare her homeland from harm, and also promised to do what she could to allow the rest of the island to be occupied with as little bloodshed as possible.

With naval escorts for safety, Amrita made her way to as many cities as she could, meeting with local leaders who knew her and of her planned marriage. They did not trust the invading Imardanians, but they trusted her, and with her promises of peaceful transition many chose to lay down their arms. Her abandonment of personal pride and position, in favor of the lives of many she'd never met before, and at great risk to her own personal safety, earned her the admiration of many in Chathra, Cianthum, and Imardin alike, including that of the Dupuis twins.[/sblock]
[sblock=Commodore Candice Rosso]

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Candice is an extremely ambitious young woman, who has made a name for herself as the Imardin Navy's foremost pirate hunter. Her skill at command and in the hunting of pirate ships allowed her to swiftly rise through the ranks, but it is not enough - she wishes to make admiral. She believes that taking down the Salacious Saint, and Captain Blackwood with it, will be enough to convince her superiors to make her their peer, and so has made hunting the Dogs her primary objective in the past year or so.

Her fleet is made up of somewhere between 5 and 7 frigates, at any given time, and she leads it from her flagship, Temperance. The captains under her command are all highly skilled sailors, and just as devoted towards ridding Forelle of its pirate menace as she is.

Though it is admittedly uncommon for naval officers to receive the attention of the Dupuis twins, Candice's extreme devotion to her goal of a safe sea, free of the thieves and rapists who plague all honest travelers, as well as her skill in doing so, is something to be admired. It is the hope of both, though Marcel in particular, that her serious demeanor will be lightened up a bit with good food and wine.[/sblock]
[sblock=Mistress Farida]

Appaearance
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One of the more controversial invitees to this year's Masquerade is the Mistress Farida. Rumors abound about her past, most true, though it is impossible to verify them all. What is known, however, is that for much of her early life, Farida was one of the many women of the Harem in crescent bluff, a prostitute of the highest order.

Farida was born into the life, raised in it, and never knew anything else until her 22nd year. One cannot truly blame her for her time spent in such a debaucherous place, though many still do. It was not until she met a missionary of the Goddess, passing through on a routine visit to save the souls of these women, that she decided to leave her lucrative career behind. Taking all of the gold and gifts she could carry, she moved to Ellisport and sought to open her own brothel in a place devoted to the goddess. It was a small step, but a step forward nonetheless.

Once in the city, however, she began to learn that ladies of the night in a large city are much worse off than the women of the Harem. They are not regarded as mortal goddess to be worshiped and obeyed, but as disposable harlots and heretics, to be used and abused until there is nothing left. She was appalled to learn what life was like for these women, especially at the less reputable establishments in the South Ward.

With her substantial wealth, she decided she would do something about this state of affairs. In the center of the city, in a wealthy district, she opened a hospice and began to spread word around town. Women of these brothels who needed help with illness or childbirth could come, and be assisted free of charge. Any woman who sought such aid, however, was also met with an unexpected proposition: any who should want to leave the life behind entirely would also be granted safe passage to a safe house outside town, where, once their ails had been cured, they could leave to start a new life with fresh clothes, a full belly, and small coinpurse to start on. Better still, those who sought it could also be taken directly to one of the churches to be inducted into a sisterhood, where the'y be provided for while serving the Goddess.

Farida's efforts to give these exploited and abused women better lives made her one of the first operations the Dupuis twins pledged support for, and as a result she now runs many such safe houses throughout mainland Imardin and abroad. As a reminder of her previous life, as well as an attempt to change public perception, she's adopted the brothel title of Mistress as her personal title for formal arrangements. The decision is a controversial one, but it is one she stands by.[/sblock]
[sblock=Milford Gagnon]

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Milford is a businessman and has always devoted his life chiefly towards business pursuits. He owns many artisanal workshops around Ashat and Dromissa, mostly focused on the production of wooden furniture and high quality wooden architectural elements.

One might think this is hardly deserving of invitation to the Midnight Masquerade, and one would be correct in saying so. For all his business pursuits, he is still just a businessman. At least, that is the facade he wants people to know of. In reality, a large proportion of his income - that which is not devoted towards maintaining his stern, profit-driven facade - is funneled to the east, to Vyridis.

Milford grew up in the Grystbehn, and knows all too well the crimes the local members inflict on their less desirable citizens. One wrong move, and you're locked in chains and thrown in the Hole. Especially strong, and you're sold into slavery. In Vyridis, the city founded by elven refugees of early orcish persecution, there is a strong and ever-growing resistance movement to the slavers that plague Serra and the Serranak. Many in the region know of it, but none but a select few know that it was formed by Milford and is now chiefly funded by his business interests in Imardin. The Dupuis twins are some of the few he's confided in and they've agreed to keep his secret. They will not, however, go without honoring his good deeds with an invitation to their ball.[/sblock]
[sblock=Mardul the Many-colored]

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Though all races are welcome within Imardin and the church, it is still - to this day - quite rare to find orcs who are devout followers of the goddess. Mardul is no exception, for he is not devout, though he is a follower.

Mardul's past is apparently unremarkable, and he speaks little about it to those who meet him. What he does speak about is flowers, trees, and the other plants that fill the world with life. He is chief botanist the Bishop of Ellisport, and his concern lies in the flora of the city and its surroundings. In his observations at his post, it was discovered that, while beautiful to look at, trees and flowers have much more to offer the city than aesthetics.

One thing Mardul discovered is that streets tended to be quieter when lined with trees, leading to the planting of many in areas separating residential areas from industrial ones. Many civilians have reported great improvements in their sleep, and overall quality of life, from the reduction of noise the added trees provide.

Another discovery is that the less desirable areas of town, often prone disease and thick air, are aided by the planting of more trees and flowers in locations otherwise left untended and ignored by the locals. By paying the local urchins to water and tend to weeds, these slums have become more vibrant and attractive to their inhabitants, providing them both with joy and improved air quality.

The list of improvements are numerous, and botanists from other cities have begun to seek him out for advice. It is the hope of the Dupuis twins that his continued work will bring a new era of urban planning that will result in better, healthier populations in addition to the added beauty the introduction of more plants will provide.[/sblock]

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Fialova
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Re: A Midnight Masquerade

Post by Fialova »

The City of Ellisport

[sblock=Map][/sblock]

stuff

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ratwizard
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Re: A Midnight Masquerade

Post by ratwizard »

Renault St. Claire, the Cursed Clergyman

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[sblock=On the Hunt]Image[/sblock]

[sblock=Beast Form]Image[/sblock]

[sblock=Background]

Background and Concept Elements
[SHOW]

Appearance: Renault is a tall, and rail-thin man with gaunt, darkened features. His eyes are a deep brown that leave the edges of his pupils ill-defined. With umber hair and olive skin, Renault could not be further from his younger brother's looks -- except for their facial structures.

While among the rest of the church, Renault typically dresses in long coats, bundling up despite the season.

Personality: Renault is a stern, quiet, and sometimes paranoid individual. Seeking solace more often than not, he has taken to living a modest life and is not easily excitable. He is observant, always watching those around him with veiled interest.

Early Life: Growing up, Renault favored his younger brother and his father, becoming close to each of them. In time, his father grew sick and passed and Renault grew distant to his entire family.

The Path to Priesthood: From a young age, Renault felt a calling to become a clergyman. He joined their ranks as soon as he was of age and served in the Church most of his time. With few friends and few interests, Renault placed his faith and his devotion into his studies and his training.

Brotherhood: Once a Brother of the Church, Renault lived with a handful of other Brothers and Sisters, becoming part of a small community. He met a few friends during this time, but unfortunately without many outside interests shared, he quickly grew apart from them once he moved forward in his career with the Church.

Fatherhood: As a Father, Renault purchased his own, modest home in a quiet district of the city. His days were rigid and expectable, his life quite consumed by the constant needs of the Church and the community around him.

The Umbral Pact: Renault's devotion and service caught the eye of Giraldus Fippe, a senior-ranking member of the Church and the leader of the Umbral Pact, a group of wolf-walkers who sought to cull the vampire population that plagued Imardin's major cities. Giraldus offered Renault a test — prove his bravery by witnessing Giraldus' wolf-walking form. Though Renault was terrified and had never seen anything like it, he stood his ground with a clenched jaw. Giraldus offered him entry to the Pact, and Renault accepted.

Transformation: Renault's first night as a wolf-walker was miserable. He could not control himself, and the others had to beat him to submission over and over until he found his humanity and his control. It took several months of weekly transformations before Renault could harness his wolf-walking form comfortably, but the strain of transforming never got easier. He would spend a night or two every couple weeks shadowing his pact-brothers as they investigated, stalked, and captured a few known vampires. Over the course of two years, he finally was allowed his own investigation and freedom, so long as he report to Fippe.

Solitude: Once cleared to hunt on his own, Renault's life become once again solitary. He hardly sees his pact-brothers except for once a month or two, when they meet to discuss their motives and current investigations. Recently, Renault was placed on the hunt for the Moon Prince, and has been following the vampire's trail for the last month.

Goals
[SHOW]

1) Renault wants to find the Moon Prince and bring him to holy justice. He currently believes that it is Monsieur Ludovic Durand — but Renault needs hard proof for Giraldus Fippe to make the final call on Durand.

2) I want Renault to find out that is brother is a vampire in one way or another.

Secrets
[SHOW]

1) Renault is a werewolf, and hunts vampires fortnightly. The only ones that know this are the other members in the Ellisport branch of the Umbral Pact.

2) Renault's brother Jacques is a vampire, but the former has no idea. He subconsciously dismisses any of his brother's behaviors that would normally bring suspicion to Renault's mind.

People Tied to Character
[SHOW]

1) Giraldus Fippe -- The leader of the Ellisport branch of the Umbral Pact. A severe, devoted man, he has dedicated himself to the the order, handling the recruitment, the high-profile investigations, and documenting everything. Giraldus is extremely competent at his work, but also has no life outside of it. Without him, the Pact would simply cease to exist. Renault has never felt close to the man, nor comfortable around him, but respects his piety. However, Renault sees some of himself in Giraldus. Due to Renault's few ties socially, he may end up becoming a mirror of Giraldus, which is something that scares him.

2) Cambrensis Claudo -- Renault's initial mentor upon joining the Pact. While Cambrensis was once considered the right-hand of Giraldus Fippe, it is no secret to the other members that he has fallen prey to the addictions of the wolf-walking. A calm, friendly, but depressive individual, Cambrensis has been the source of many cover-ups that Giraldus has to fix on a monthly basis. There has been talk of banishing him, but without a clear, easy way of doing so, he has been simply tolerated to stay.

3) Adrienne St. Claire -- See Scratch's blurb. A good amount older than Adrienne, Renault felt he never became too close to her. However, their difference in age has lessened in significance and he felt a bit closer to her than before. However, she is the one to usually call on him, whereas he would never think to.

4) Jacques St. Claire -- Growing up, Renault was quickly attached to his younger brother. They played a lot together, serving as friendly rivals for a while. In their teens, Renault became a bit distant from his brother, preferring the company of a solitary group of friends with different interests. When Jacques went away for military training, Renault always felt like he came back a different man. Despite operating in the same town, they rarely see each other.

5) Estelle St. Claire -- Ever since Renault's older sister died at a young age, he couldn't help but feel his mother's scorn. When Jacques and eventually Adrienne were born, Estelle preferred them over Renault, so he favored his father, naturally. After their father's death, Renault had little reason to be around his mother and avoided her -- especially due to her vulgarity and alcoholism. He considers her a draining experience to be around.

6) Monsieur Ludovic Durand -- A local bourgeois who has a huge stake in the popular fashion of Ellisport. Along with his sister Angelique, Ludovic runs Durand, Durand where they ships thousands of high-quality dresses each year. Charismatic, and always smiling, Ludovic commonly gains entry to many balls and events monthly.

Ludovic Durand is indeed the Moon Prince, a vampire who has taken to murdering victims on a regular basis. The Moon Prince leaves his victims face up in the moonlight, their eyes distant and foggy. The Umbral Pact has been hunting him for over seven months now, just recently putting the dots together on Durand.

Memories, Mannerisms, and Quirks
[SHOW]

1) When Renault is in his pact form, he has his own thoughts and his own mind. However, he feels much more instinctual in his actions, taking no time to act, which can lead to damaging results in complex situations. To combat this, he has taken to practicing willpower exercises to maintain a hold on his humanity and conscious thought while transformed.

2) Renault's transformations into and out of his pact form are very demanding. He often feels weakened for days afterwards, sleeping for almost 11-12 hours to recover each night. During this time, he is often physically sick.

3) Renault has taken to wearing darker clothing, especially wide-brimmed hats and cloaks to disguise himself the best he can -- especially when doing some investigatory work before a hunt. Because of his absent social life, he only has to hide his weakness from those who recognize him from church or through his connections as a St. Claire.

4) Renault is aromantic. While he has had minor relationships before, he feels little urge to continue them or seek them out. Despite his family and peers suggesting that he hasn't found 'the one' yet, he simply believes that he is better off by himself.

5) Renault holds a certain memory close to his heart, one of his older sister Madeleine. They were playing in the rain, making a game of jumping in puddles, his idea. His sister slipped, hitting her head on the stones beneath with force. She suffered a brain bleed, and eventually passed after a week-long coma where she was in bed-rest at the St. Claire manse. His mother never forgave him.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Estelle, Jacques, and Adrienne -- Renault's mother, younger brother & sister. Renault has grown distant with them, except for Adrienne to some extent. (Dead: Gaspard, Claude, Madeleine -- Renault's father, brother, and sister.)

Class: As a Father of the church and part of a well-known family, Renault is regarded well by others in Imardanian society.

Profession: Father in the Church of the Goddess in Ellisport.

Institutions: The Church of the Goddess
The Brotherhood Bearing Elys' Divine Light against the Unholy Eclipse, or the Umbral Pact

Drives - Primary/Secondary/Tertiary
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Primary: Self-survival. Because Renault is a solitary person, combined with his bestial instincts bleeding into his human form, he places his own survival above most else. He isn't a coward or greedy when it comes to self-sacrifice, but he weighs his options carefully.

Secondary: Finality. Renault desires to close the books on problems he encounters. Whether it is a feud with an enemy or fallout with a friend, he does not let issues linger long before he takes action.

Tertiary: Piety. As a man of the clergy, Renault is a firm believer in Elys' glory and spends much of his time following the path of the Church.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Find hard evidence on Monsieur Ludovic Durand being the Moon Prince, and bring him to justice — or execution.

Medium-Term: Become right-hand-man of Giraldus Fippe.

Long-Term: Remove the Umbral Pact curse and put the life of wolf-walking behind him.

[/sblock]

Equipped Items
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Code: Select all

Main Hand: Ki Club +2
Offhand:   Monk Unarmed Strike
Body:      Magic Cloth Armor +2

Head:      ---
Neck:      Talon Amulet +1
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

[sblock=Character Sheet]Renault St. Claire, level 5
Hengeyokai, Monk
Monastic Tradition: Centered Breath
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Ki Focuses)
Select Animal Form: Dog (Insight)
Background: Birth - Blessed (+2 to Insight)
Theme: Mercenary

FINAL ABILITY SCORES
Str 8, Con 11, Dex 20, Int 10, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 11, Dex 17, Int 10, Wis 17, Cha 10.

AC: 23 Fort: 15 Reflex: 19 Will: 19
HP: 43 Surges: 7 Surge Value: 10

TRAINED SKILLS
Religion +7, Bluff +9, Insight +16, Stealth +12

UNTRAINED SKILLS
Acrobatics +7, Arcana +2, Diplomacy +2, Dungeoneering +7, Endurance +2, Heal +7, History +2, Intimidate +4, Nature +7, Perception +7, Streetwise +4, Thievery +7, Athletics +1

FEATS
Level 1: Crashing Tempest Style
Level 2: Deadly Draw
Level 4: Unarmored Agility
Feat User Choice: Versatile Expertise

POWERS
Monk at-will 1: Dragon's Tail
Monk at-will 1: Five Storms
Monk encounter 1: Drunken Monkey
Monk daily 1: Stunning Palm
Monk utility 2: Swift Flight
Monk encounter 3: Fallen Hammer in Repose
Monk daily 5: Supreme Avalanche Combination

ITEMS
Monk Unarmed Strike, Camouflaged Clothing, Holy Symbol, Identification Papers with Portrait, Writing case, Ki Club +2, Talon Amulet +1, Magic Cloth Armor (Basic Clothing) +2, Doctrinal book[/sblock]
[sblock=Combat Block Format]Renault St. Claire

Male Hengeyokai Monk 5
Languages: Imardanian, Old Serran
Age: 31
Height: 6'2"
Weight: 165 lbs.

Speed: 7
Initiative: +7
Passive Perception: 17
Passive Insight: 26
Senses: Low-light Vision

AC: 23
Fort: 15
Reflex: 19
Will: 19
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 7/7
Action Points: 1

MBA: +6 vs AC, 1d6+1
RBA: +7 vs AC, 1d4+5

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 against immobilizing, straining, or slowing effects. (Elusive)

Active Effects:
None.

Powers:

Nature's Mask
Centered Flurry of Blows
Dragon's Tail
Five Storms


Second Wind []
Takedown Strike []
Drunken Monkey []
Swift Flight []
Fallen Hammer in Repose []
Item Encounter []


Stunning Palm []
Stunning Palm Attack []
Supreme Avalanche Combination []
Talon Amulet []

Consumables:

None.

Important Features:
[SHOW]

Beast Nature/Fey Origin/Shapechanger: Renault is considered a magical beast, a fey creature, a shapechanger, and a humanoid.

Elusive: +2 racial bonus to checks made to escape a grab, and to saves versus immobilize, restrain, or slowing effects.

Language of Beasts: While in animal or hybrid form, Renault can communicate with natural or fey beasts that share his animal form (dog). See builder for precise mechanics.

Deadly Draw: CA TEONT versus targets when pulling or sliding them to a square adjacent to me.

Talon Amulet +1 +1 item bonus to damage rolls with CA.

[/sblock]

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: A Midnight Masquerade OOC

Post by Scratcherclaw »

Jacques St. Claire, the Bloodsucking Benefactor

Image

[sblock=Ten-Minute Background]

Background and Concept Elements
[SHOW]

Appearance: Jacques is a fairly tall man, standing at about 6'1 with a lean-muscled body. He has medium-length wavy blonde hair, usually kept under a feathered hat he's had since his naval days. Baby blue eyes mark his sharp gaze, as do his striking eyebrows. Much of his facial features are gifts from his father, particularly the dimpled chin. In contrast to his siblings who have their father's dark hair and eyes, however, Jacques takes after his mother with hair and eye hue. Given his affliction, his skin tone is extraordinarily pale. However, he's unable to spend much time in the sun these days, so he makes do. With his comfort in the aristocracy, he dons a new and ornate outfit each day, always keeping up to date on Imardanian fashion.

Personality: Much like many of the social elites in Ellisport, Jacques has a hint of arrogance, although much more subdued than his counterparts due to his upbringing. His upbringing has fostered a charitable heart within him, particularly with the city's orphans and underprivileged children. He has a high degree of confidence, and enjoys having a good time at parties or other social functions. Being born into such a world, he is highly aware of how his actions and words may be perceived and chooses them carefully, having become skilled in all forms of speechcraft. He is especially fond of seduction, whether he needs a quick meal or another's company for the night.

Through his father, he has also developed a strong business acumen, required to run the family's affairs effectively. He had been raised to take up the mantle, and such pressure forced himself to live up to it. Since he has contracted his affliction, he has grown highly secretive, even among those he has known all his life like family. Stories from fellow vampires have made him more distrustful of everyone, as who knows how they may react. Nevertheless, he attempts to mostly act as he did before he became a vampire.

Early Life: Jacques was born into luxury to Gaspard and Estelle of the illustrious St. Claire family. The first two years of his life, he simply had his older brother Renault, seven years his senior. Three years later, his family welcomed another child: a baby girl named Adrienne. Though the middle child, Jacques never felt himself particularly strapped for attention, receiving plenty from both family and house staff. Growing up, he was extraordinarily close with his mother, living up to the expectation of a momma's boy. He was still close to his father, however, always fascinated about his daring tales from his days in the navy.

Given their proximity in age, Jacques grew close with his younger sister, and the two spent much of their youth playing together around the estate. In contrast, he was fairly distant with his older brother due to the age difference, especially during Renault's teenage years. Despite this, he still loved his older brother and wished they could spend more time together. He had always wondered why his parents waited so long to have another child, but was grateful to have his sister to keep him company. To him, family was the most important thing. As a result, he wanted to make his parents proud.

Father's Footsteps: Naval tradition had strong roots within the St. Claire family, with every man in the family joining the navy dating back to the clan's founder, Edgar. The family belief has been that it builds character within an individual that would not be present without such service. Jacques was raised with this expectation, as was his older brother. When Renault rejected this proposal, it bolstered Jacques' willingness to undertake it. After all, he knew his father would never pass the family business onto Renault after such a brazen rejection of tradition. Eager to prove his parents proud, he readily accepted his planned future and, once of age, became enrolled in the Fort Ellis Naval Academy.

Once in the academy, it immediately became clear to Jacques what a stark contrast there was in how he and his peers were raised. While his parents had an expectation of humility and charity, many of the other elite classmates were haughty and greedy. Such a crowd began to rub off on the boy, though his roots would never truly dissipate. Despite the arrogance of his classmates, naval instruction in the early years focused upon core principles of duty, honor, and piety. Though never immensely religious as a child, barring reverence to his clan namesake Saint Claire, he developed a deeper appreciation for the Goddess and her ideals.

The many years spent in the academy quickly shaped himself as a person, both mentally and physically. In particular, he became combat-trained and much more physically apt than he had been in his youth. Mentally, he became sharper and much more capable of quick and rational decisions, a skill he knew would be useful at the reins of his family business. Though many of his fellow peers used money, influence, and general nepotism to advance in their schooling quicker, Jacques' parents forbade such dishonest behavior. After all, his ancestor Edgar did everything on his own, so it was only fair his descendants do the same. Eventually, graduation day came, and with it crying and joyous parents. After much celebration, the boy-turned-man was ready to join the navy as an officer.

For the Goddess! For Imardin!: Like many other academy-attendees, Jacques began his service as an officer. Though there was not an active war ongoing, the seas beyond the barrier islands still proved treacherous, with pirates and smugglers abound. If the academy taught him the foundations of duty and honor, the navy itself put them into practice and tested him nearly every day. However, it also proved exhilarating in a way he'd never experienced on land. In particular, it gave Jacques his first taste of the piracy known to plague the Forelle Sea. Though uncommon, he still experienced his fair share of skirmishes with pirate vessels, few as well-trained as his own ship. Such experiences forced the man to make quick decisions using his best judgment, as there is little time for well-defined plans while under cannonfire. Through his, he received accolades from his commanding officer.

Prior to his naval service, the man had never left Imardin, having never had a reason to. With his entry into the service, he became much more worldly, as the navy routinely patrolled important shipping routes between the many Forellian nations and his homeland. His ship in particular spent much time in the seas between Imardin and Brennis. As a result, his ship stopped on the island frequently, and he became quite familiar with the island. It was on stops in Teiros that the man developed a love for booze as well as the more carnal pleasures, though he strayed from the gambling that made the city famous. With his tenure halfway through, however, Jacques was soon transferred to administrative duties and returned home.

Although he enjoyed the adventures out at sea, he had missed the comforts of land and readily accepted his administrative positions. With his duties, he largely found himself moving between Fort Ellis and Fort Victoire. He visited his family often while stationed at Fort Ellis, having missed them dearly while abroad, though most of his days were still spent within the naval facilities. Much of his days were spent training recruits, going over documentation, and generally helping to make sure the organization ran smoothly. Six months before his tenure was up, however, his whole world was thrown for a loop.

Dark Tides Home: While performing administrative duties at Fort Victoire, Jacques received the news that changed the course of his life forever: his father had become gravely ill and the doctors feared he didn't have long to live. The news took the man by surprise. After all, he had just seen his father a few months prior and he seemed completely healthy. His commanding officer, understanding the situation, allowed him to take leave to be with family during such a dire time. He returned to Ellisport immediately, having been allowed a ride on a hospital ship bound for the city.

The seas on the journey home were eerily still, an ominous sign of what was to come. With the Goddess willing, his father was still alive when we finally arrived home, albeit lying on his deathbed. As he stepped into the room, a weak smile spread across the dying father's face, glad to have seen his son one last time. Though weak, he asked for time alone with his youngest son. Through harsh breaths and bolts of pain, Gaspard managed to confess just how proud he was of the man his son turned out to be and how he wished he could stick around longer to show him the ropes of the family business. Fighting back dying tears, he informed his son that the orphanage and other financial dealings were his to lead now. Looking at his son sorrowfully, he asked his boy to take care of his mother.

The rest of the family returned to his bedside, and shortly after, Gaspard St. Claire had passed into the embrace of the Goddess herself. Having been a paragon of charity, Gaspard's memorial service was held in Ellisport's most prestigious cathedral and was attended by many of the city's most influential. A shadow hung upon the family afterwards. One of mourning, yet for Jacques, one to live up to. With a family estate to now manage, he was released from his naval service. Despite the premature termination, he knew he was ready to undergo whatever challenges awaited.

Taking Up the Mantle: Though he had been groomed nearly his whole life for it, becoming the head of the family affairs still came as a sudden shock to the young man. He had expected to spend years working under his father until he was ready to take up the mantle, but life's events through him for a loop. With his mother and sister to support still, however, he accepted the responsibilities before him. Though the family possessed many real estate holdings throughout the city, his father had had hired landlords maintain them, making for a steady income and allowing Jacques to focus his attention of the core of the St. Claire empire: his family's orphanage.

With his father's close friends acting as advisers, the man began to get the knack of operations, from supply management to quality of life within the orphanage. While many businessmen in the city cared solely for the bottom line, Jacques was raised to understand that there were lives involved, and they were much more important than stretching a dollar. As a result, Jacques put improvements to quality of life at the forefront of his work. After all, the resident orphans had been through enough and deserved a chance at a good life, whether ultimately adopted or not. Not only did Jacques begin improving the physical portions of the orphanage, but he also began hiring private tutors so the children may have an education.

However, such lavish and charitable spending began to cut into the family's pocketbook, and Jacques knew he could no longer sustain these activities without a change. Not wanting to bankrupt the family, or cut back on quality, however, Jacques decided to open the doors to charitable donations. In the past, the orphanage allowed charitable donations, but his father had refused, having a distrust of individuals with all-too-loose coinpurses. Jacques harbored no such mistrust, though. Such a move necessitated a new business strategy: mingling with the wealthy and notable around the city. And in doing so, Jacques caught the attention of a very charitable group of people.

Sanguine Hearts: Shortly after reopening the doors to wealthy donors, Jacques came into contact with a group known as the Sanguine Hearts Society. They explained that they were a large group of wealthy individuals who particularly loved donating to orphanages, hospitals, and homeless shelters throughout the city. After all, they posited, they had bleeding hearts. Jacques became eager to know them, especially as many in the Society had taken interest in his family's orphanage. Hoping to secure a steady stream of donations, he began regularly attending society functions. With his new friend Thomas Laurent, an existing member of the organization, he built up new connections and became a regular feature at the events the Society held.

After just over a year of intermingling with the Society and its members, he received a strange correspondence instructing him to meet with the Society's board members, the most influential who ran the organization as a whole. When Jacques arrived, he found Thomas waiting for him outside the boards' chambers. After a brief introduction on what to expect, Thomas led him inside where he was presented before the board members. They explained they wished him to join the board, but in doing so, he must pass through a series of tests before the full offer is given. Recognizing the opportunity of a lifetime, he agreed. Though each test proved strange and unimportant to him, he passed with flying colors. What he did not know, however, is that his trust was being tested.

Upon completion, the board confided with him their true nature: that they were vampires. They invited him to join them, explaining the benefits it would grant. Though astonished with his information, the man eventually made his decision. Never one to pass up the opportunity of a lifetime, and an immortal lifetime at that, Jacques readily agreed and walked into the threshold between life and death. With the bloodbonding ritual complete, Jacques had become a vampire.

A Dark Curse: In the first few days after becoming a creature of the night, Jacques learned how to adapt without raising too much suspicion. He readily employed his skills in deceit and honed them even more, knowing fully well the consequences of his discovery. With his new sensitivity to sunlight, he began to embrace the nighttime atmosphere, all while taking precautions in the daytime. Soon after his transformation, he came into contact with a local sect of the Cult of Three Eyes, who seemed bound to protect and aid vampires. Although they initially frightened the man, he formed a quick friendship with a cultist named Dominique. Early on, he came to rely on this group for his meals, with blood not easy to come by. As time went on, however, Jacques embraced a more debaucherous means to gain a meal, with a new lover nearly every night.

Though it was viewed by some as a curse, Jacques came to view his vampirism as a blessing, granting him the greatest gift of all: eternal life. Additionally, he began much more involved in the Sanguine Hearts Society as a full-fledged board member. Through this position, as well as his family's own notability, he began to make a name for himself. After all, renown can achieve much more than money alone. Eventually, Jacques caught the attention of a pair that was known across the city. Reading his extravagant invitation, a grin formed across his face.

Goals
[SHOW]

1) Jacques would like to meet many new connections at the Masquerade so that he may build his personal renown and his family's renown even more. Additionally, he'd love to secure donations from these individuals.

2) I'd like for Jacques to struggle with keeping his secret a secret, and perhaps find individuals he can truly trust with such a secret.

Secrets
[SHOW]

1) Jacques is a vampire, an undead creature that preys on the blood of the living. Given what would happen if he was discovered, Jacques has guarded this secret particularly well. He is not alone, however, being a member of a secret society of other vampires in the aristocracy.

2) A rival society of morally corrupt vampires known as the Circle of Thorns plans to raid many of the institutions that fall under the Sanguine Heart Society. Among the targets for the raid is the St. Claire Orphanage. This organization hopes to stick it to so-called "good" vampires and slaughter many mortals along the way to sate their bloodlust.

3) Jacques' brother Renault is a member of a secret group of vampire hunters within the clergy, unbeknownst to him. Even more unknown is the fact that Renault is secretly a werewolf, seen as the mortal enemy of vampires.

People Tied to Jacques
[SHOW]

1) Dominique Fosse is a member of the Cult of Three Eyes in Ellisport, a sect dedicated to worshipping the so-called Three-Eyed One. Jacques first came into contact with her shortly after becoming a vampire. He had received a mysterious note stating "We know what you are" along with an address. Upon arriving, Jacques was greeted by Dominique, who explained the nature of the cult and its connection to vampirism. Although slightly weirded out by her and her fellow cultists, he eventually got to know them more and struck a friendship with her. Given her own dire secret and her cult's dedication towards vampires, she is one of the few people Jacques trusts with his secret. Additionally, he takes advantage of the dedication often, as the cultists willingly let vampires feed from them. Though the worship of the wizard makes him slightly uneasy, Jacques nevertheless stays in the good graces of the cult.
[sblock3=Appearance]Image[/sblock3]

2) Thomas Laurent is a close friend of Jacques and a fellow vampire. Though he appears to be in his twenties, he is actually much older. Jacques met Thomas shortly after he assumed leadership of the family orphanage. He claimed to have once been an orphan at said orphanage and wanted to visit and thank the family for what they did. The two got to talking and became quick friends. Unbeknownst to Jacques, Thomas was simply trying to see how trustworthy he was. Through Thomas, Jacques joined the Sanguine Heart Society, a noble charity with connections to multiple hospitals, hospices, orphanages, and homeless shelters in the city. Through Thomas, Jacques was given a good word for the society's board and inner circle. This connection is ultimately what led to Jacques joining the board and becoming a vampire himself.
[sblock3=Appearance]Image[/sblock3]

3) Adrienne St. Claire is Jacques' younger sister, 21 to his 24. Giving their proximity in age, the two were extraordinarily close while growing up, with Adrienne especially looking up to him as a role model. Growing up, she was especially attached to their mother, as all youngest children tend to be. Upon entering the Navy, the siblings grew more distant as it was much rarer that they'd see each other. With few to keep her company besides her parents, she immersed herself into the Academie in Ellisport, with studies focused upon the sciences as the magicks were never quite her affinity. Following her father's passing, her mother's descent into depression, and her brother's return home, the pair have been working to rekindle their relationship to what it was as children. Even through the distance, Jacques has always considered her one of his closest friends and would tell her almost anything. However, some secrets are better left as secrets, he figures.
[sblock3=Appearance]Image[/sblock3]

4) Annabelle Babineaux is a fellow member of the Sanguine Hearts Society's board and a rival of sorts to Jacques. A socialite who has never had to work a day in her life, Annabelle is an example of the worst vampires have to offer. She has gone through three wealthy husbands, all found dead in a bloody mess in the outskirts of town. Though she was has managed to avoid suspicion from investigators, it's clear to Jacques that she was responsible for their deaths. She also has a penchant for attacking the city's vulnerable and drinking the dry, a practice frowned upon by many of the city's elite vampires. Jacques thinks her sadistic and selfish, as well as overly pretentious. When Jacques first joined the Society, Annabelle attempted to visit the orphanage, likely to procure a meal. He had her thrown out, however, due to unacceptable behavior towards the children. When it was suggested he join the board, she had lobbied against it, harboring a petty hatred towards the man. Since then, the two continuously butt heads at Society functions and even when they cross paths in town.
[sblock3=Appearance]Image[/sblock3]

5) Giovanni Acardi is a young and successful merchant originally from Vizidel. Having struck it rich in his homeland, he hoped to increases his own riches with an import business in one of the world's most prominent cities: Ellisport. Jacques first met him when he decided to visit the orphanage with a proposition; Giovanni wanted to buy the building and turn it into a warehouse for his goods. Not taking no for an answer or having a care for the orphans housed within, the man continually pressed Jacques on the issue. Eventually he got the message and purchased a warehouse elsewhere. Due to this, however, Giovanni has decided to be as obnoxious to Jacques as possible whenever they run into one another, prompting eye rolling from the Imardanian. Jacques dreads the day he may actually have to do business with the importer.
[sblock3=Appearance]Image[/sblock3]

Memories, Mannerisms, and Quirks
[SHOW]

1) Jacques, always one for pleasures of the flesh, makes a habit of bringing a man or woman home each night for an evening of vices and an easy meal. This behavior stems from his own fear of commitment, as he fears growing attached to someone he may lose.

2) Jacques will never forget the heartbreak of his father's death. He was overseas for his naval service when he received the correspondence of his father's unexpected illness. His commanding officer, ever understanding, allowed him to take leave immediately to see his father before the inevitable and be with family in such a dire time. Though it was such a time of grief, he was grateful of his superior's greatest sympathies.

3) Owing to his affliction's sensitivity to sunlight, Jacques has made a habit of almost religiously applying sun balm where going out and about during the daytime. He also tends to wear a hat for added protection, lest the sun sear his flesh. When asked about this, he simply claims he developed skin sensitivity during his time in the navy. This has worked to avoid any suspicion or too much curiosity.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Jacques is part of the St. Claire family, a clan first founded by his great-great grandfather Edgar St. Claire, an orphan-turned-entrepreneur. He was born to Gaspard and Estelle St. Claire, with an older brother Renault and younger sister Adrienne. He is not particularly close with his brother, though still cares for him to some extent. As children, he was close to his sister, although they became more distant with his entry into the navy. Following their father's death and mother's spiral into depression, the pair have grown closer, however.

Class: Jacques is an aristocrat in Imardin, part of the illustrious and renowned St. Claire family. As a result, he's afforded a significantly better lifestyle than many in the nation and city. However, he uses this excess wealth to give back to those less fortunate. Despite his charitable givings, though, Jacques still indulges in the finer things of life, enjoying silk over cotton and a mansion over a hovel.

Profession: Taking the reigns from his father after his untimely death, Jacques oversees the St. Claire Orphanage in Ellisport. With his eldest brother busy with the clergy and his mother indisposed in varieties of wine, it has fallen on Jacques' shoulders to be the businessman and mogul that his father was. Beyond this, he has taken to managing the family's many real estate investments in the city, which provide a steady stream of new wealth to the estate.

Institutions: From the ages of 16 to 22, Jacques was a member of the Imardanian Navy, following in his father's own footsteps of naval tradition. Upon his return home, he became involved in the Sanguine Heart Society, hoping to bring more exposure to his family's orphanage and thus more donations. Once renowned enough in the organization, he became a member of the Society's board.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Debauchery: Life is full of a wide variety of pleasures, and Jacques is intent on sampling all of them and quite often. He's not getting any younger (or older for that matter), so there's no time like the present. Many people are on Ganoltir for a good time, not a long time; Jacques is here for both.

Secondary: Renown: With his father now deceased, Jacques' livelihood stems from him continuing to fuel his family's prestige. As a result, he will take whatever opportunity necessary to increase his family's notability within the city. This also affects what he won't do, as he can't risk creating a major scandal that tarnishes his reputation.

Tertiary: Charity: Owing to his parents, Jacques was born with a charitable bone in his body. As he's gotten older and been more keenly aware of the poor conditions the city's impoverished dwell in, it has driven him further. With his family's orphanage under his wing, Jacques is face-to-face with some of the city's most vulnerable and he's doing what it takes to improve their conditions.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Jacques wants to make connections with other people of renown at the party, both to bolster his own renown and his family's.

Medium-Term: He would like to gain more donations for the Sanguine Hearts Society and the St. Claire Orphanage to improve its quality and expand its reach across the city.

Long-Term: Though he ultimately fears commitment, he would eventually like to find someone he loves, preferably another vampire, that he may spend eternity with. Until the time comes he yearns for that, though, he'll stick with less-committed ordeals.

Social Relations
[SHOW]

Renault St. Claire: who?

Wishlist
[SHOW]

[/sblock]
[sblock=Character Sheet]Jacques St. Claire, level 5
Vryloka, Blackguard
Background: Birth - Cursed (+2 to Bluff)
Theme: Disgraced Noble

FINAL ABILITY SCORES
Str 20, Con 13, Dex 13, Int 8, Wis 10, Cha 18.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 13, Int 8, Wis 10, Cha 15.

AC: 21 Fort: 19 Reflex: 15 Will: 18
HP: 52 Surges: 11 Surge Value: 14

TRAINED SKILLS
Athletics +10, Intimidate +11, Bluff +16, Diplomacy +12

UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Dungeoneering +2, Endurance +1, Heal +2, History +1, Insight +2, Nature +2, Perception +4, Religion +1, Stealth +3, Streetwise +8, Thievery +1

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Cunning Stalker
Level 4: Heavy Armor Agility
Feat User Choice: Two-Handed Weapon Expertise

POWERS
Blackguard daily 5: Blood of the Mighty

ITEMS

Equipped Items
[SHOW]

Code: Select all

Main Hand: Lifestealer Fullblade +1
Offhand:   Lifestealer Fullblade +1
Body:      Reinforcing Plate Armor +1; Fine Clothing

Head:      Gem of Colloquy (heroic tier)
Neck:      Badge of the Berserker +1
Arms:      ---
Hands:     Gauntlets of Blood (heroic tier)
Waist:     Belt of Vigor (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      Ring of St. Claire (Arcane Signet Ring)
Ring:      ---
Tattoo:    ---

Boon:      Avandra's Blessing of Confidence (heroic tier)
Boon:      Mercurial Mind (heroic tier)
Belt Pouch
[SHOW]

Identification Papers with Portrait, Mirror, Sun blam (2), Bottle of Wine (2), Coinpurse of 40 gold

All Items
[SHOW]

Belt of Vigor (heroic tier), Reinforcing Plate Armor +1, Acrobat Boots (heroic tier), Gauntlets of Blood (heroic tier), Badge of the Berserker +1, Avandra's Blessing of Confidence (heroic tier), Gem of Colloquy (heroic tier), Mercurial Mind (heroic tier), Arcane Signet Ring, Bottle of Wine (2), Fine Clothing, Identification Papers with Portrait, Mirror, Sun balm (2), Belt Pouch (empty), Lifestealer Fullblade +1, Coinpurse of 40 gold

[/sblock]
[sblock=Combat Block]Jacques St. Claire

Male Vryloka Blackguard 5
Languages: Imardanian, Common, Brennisian
Age: 24
Height: 6'1"
Weight: 180 lbs.

Speed: 8 (7 when bloodied)
Initiative: +3
Passive Perception: 14
Passive Insight: 12
Senses: Low-light Vision

AC: 21
Fort: 19
Reflex: 15
Will: 18
HP: 52/52
Bloodied: 26
Surge Value: 14 (12 when bloodied)
Surges left: 11/11
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage (+1 dmg on charge, +4 dmg w/ CA, +2 dmg against bloodied)
RBA: +3 vs AC, 1d4+1 damage (+4 dmg w/ CA, +2 dmg against bloodied)

Resistances:
Necrotic 7
Opportunity Attack 5

Vulnerabilities: None

Saves:
+1 vs Dazed, Dominated, Immobilized, Restrained, Slowed, & Stunned

Active Effects:
+5 to bluff to say I'm human

Powers:

Vengeance Strike
Dominator's Strike
Acrobat Boots


Second Wind []
Dirty Deed []
Lifeblood []
Dread Smite [][]
Shroud of Shadow []
Vice's Reward []
Mercurial Mind []


Servant of Vice []
Blood of the Mighty []
Lifestealer Fullblade +1 [_]

Consumables:

None.

Important Features:
[SHOW]

Class Features
Dark Menace: Whenever you make a weapon attack against an enemy granting combat advantage to you, that enemy takes extra damage equal to your Charisma modifier (+4).

Spirit of Vice (Domination): Once per round while you have temporary hit points, you can take a free action to deal damage to yourself right before making an attack roll against a target. The damage equals your Charisma modifier (+4). You then gain a bonus to the damage roll against the target equal to the damage you took.

Racial Features
Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

Theme Features
Level 5 Disgraced Noble Feature: You gain a +2 power bonus to Bluff checks and Streetwise checks.

Feats
Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Heavy Armor Agility: You ignore the speed penalty for wearing heavy armor.

Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Item Features
Belt of Vigor: You gain a +1 item bonus to your healing surge value.

Reinforcing Armor +1: If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.

Gauntlets of Blood: You gain a +2 bonus to damage rolls against bloodied targets.

Badge of the Berserker +1: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Avandra's Blessing of Confidence: You gain resist 5 to all damage against opportunity attacks. You gain a +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.

Gem of Colloquy: You gain a +1 bonus to Bluff and Diplomacy checks.

Mercurial Mind: While you are not bloodied, you gain a +1 item bonus to speed.

Lifestealer Fullblade +1: When you kill an enemy with this weapon, you gain temporary hit points equal to 5 + the weapon's enhancement bonus.

[/sblock]

Last edited by Scratcherclaw on Wed Nov 07, 2018 11:54 pm, edited 17 times in total.
User avatar
Neovenator
Posts: 48
Registered for: 7 years 1 month
Location: Edinburgh, UK

Re: A Midnight Masquerade OOC

Post by Neovenator »

Wizard?

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: A Midnight Masquerade OOC

Post by Namelessjake »

Captain Évrard Desrochers, the Prodigious Son

Image

[sblock=Background]

Background and Concept Elements
[SHOW]

Personality - Évrard is outwardly a confident person and can come across as cocky and arrogant, however behind his arrogance he is intelligent and calculating. He is a competent fighter however his real strength lies in his abilities which make him an excellent strategist and commander.

Childhood - Évrard is the eldest child of Bishop Desrochers. He has three younger sisters. With her role in the Navy, their Mother wasn’t often around and as a result the children developed a close bond. Despite this, Évrard always looked up to his Mother and from an early age he showed an interest in the sea, combat and strategy games.

Naval Academy and Early Career - At 12 years of age Évrard convinced his parents to send him to a prestigious Naval academy. He was a studious and dedicated student and showed great promise, with an aptitude for the tactics and strategy behind modern naval warfare. At 16 he graduated and was accepted into the Navy proper receiving a commission as an officer. Over the next few years he worked his way up the ranks serving on several different vessels.

Conquest of Cianthum - During the Conquest of Cianthum, Évrard was serving as a Lieutenant on the “Diligence”, a ship in his Mother’s fleet. Altohugh the island’s capital city had fallen long ago, the islanders were still fighting hard to retake the island. In one defence of the new city of Desrochers, the Diligence’s deck was raked with grape shot by a Cianthum ship incapacitating many of the crew, including the Captain and other officers, leaving Évrard in command.

Évrard captained the Diligence over the next couple of hours as it traded blows with the Cianthum ship, before the Cianthum ship was demasted and then sunk. Évrard then led the wounded Diligence to rejoin the main defence, and while the ship was too crippled and too undercrewed to partake in the main battle he successful helped defend the more vulnerable support ships in the fleet against a secondary fleet of smaller vessels trying to harry and disrupt the fleet while the main warships were engaged in combat.

Following the battle, Évrard was promoted and received commendations for his actions, although the he was not awarded the Diligence as the admiralty decided he was still too inexperienced to Captain his own ship permanently. He was however tipped by many to be a rising star in the Navy.

Swords of Elys - With his increase in renown and reputation Évrard was targeted for recruitment by a secret order within the ranks of the Navy, known as the Swords of Elys, a group of officers who believed that the Church could be working harder in spreading Elys across Voreld. The goal of the Swords of Elys being the unseating the clergy as the main ruling body in Imardin and turning the country into a theocratic military dictatorship, which could then spread worship of Elys across Voreld unrestricted in a grand crusade, before handing control back to the Church to guide the new united Voreld.

Évrard was sympathetic to their views and became a member, seeing the group as a way to potentially surpass his Mother’s achievements and step out from her shadow, if he could work his way up the ranks of both the Navy and the Swords of Elys.

Captaincy - Three years ago Évrard was promoted to Captain and put in command of a newly built ship, the Fortuitous Encounter, a 32 gun frigate with a crew of around 200. Since then he has captained the ship through both fleet engagements and solo assignments, earning the trust of his crew and subordinate officers.

He has gained a reputation as an innovative tactician and also as a strong commander who can be relied upon to execute important and difficult orders. Orders which have seen a few apostles spend time aboard the Encounter, and the ship fly under colours other than those of the Imardanian Navy.

Masquerade Ball - Évrard is attending the Masquerade Ball as the plus one of his younger sister, Alicia, who is heavily involved in charitable Veteran programs. Both of Évrard’s other sisters are married, however both Évrard and Alicia have been too busy with their work to focus on romantic interests, something they have bonded over, making them the closed of the four siblings. As a result they often attend charity and naval events together, as each other's escort.

Goals
[SHOW]

1) Évrard would like to meet new influential people at the ball who could one day be useful to him.

2)

Secrets
[SHOW]

1) Évrard is a member of the Swords of Elys, a secret military order with the goal of replacing the clergy as the main ruling body in Imardin.

2)

People Tied to Évrard
[SHOW]

1) Constance Desrochers - Évrard’s mother, Bishop of the Church, and Admiral of the Navy. The two have a good relationship, particularly with Évrard following his mother’s footsteps into the navy, however Évrard feels that no matter what he achieves he will never be free from the shadow of his Mother’s legacy.

2) Alicia Desrochers - Évrard’s youngest sister. Alicia is heavily involved in charitable Veteran programs. Both of their other sisters are married, however both Évrard and Alicia have been too busy with their work to focus on romantic interests, something they have bonded over, making them the closed of the four siblings

3) Candice Russo - Another one of the Navy’s rising stars, Candice is the closest thing Évrard has to a rival. He is jealous of her rank as Commodore, especially as he sees her pirate hunting efforts as unimportant compared to the Navy’s wider goal of spreading peace through spreading worship of Elys. He believes it would be better to tackle the causes of piracy rather than Russo’s reactionary measures, which is not the only thing the two disagree on.

Memories, Mannerisms, and Quirks
[SHOW]

1) Évrard will always remember the day he took command of the Fortuitous Encounter on its maiden voyage. His Mother came to see him off and presented him with the Desrochers ancestral family sword, with her own duties meaning she will be unlikely to see battle again.

2) Évrard carries himself with an air of authority at all times, including when not actively in command. This often means people will listen to what he has to say and follow his orders even if they have no obligation to.

3)

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Évrard is a member of the Desrochers family, a prominent and important family in Imardin, most notably due to his Mother, Admiral Constance Desrochers. He is the eldest child, with three younger sisters.

Class: The Desrochers family is a family of wealth and influence, as such Évrard hails from the upper echelons of Imardanian society.

Profession: Évrard is an officer in the Imardanian Navy and Captain of the frigate “Fortuitous Encounter”

Institutions: Desrochers Family, Imardanian Navy, The Crew of the Fortuitous Encounter, The Swords of Elys

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Ambition - Évrard is an ambitious man and he is driven by the want to be regarded as a great man, particularly in light of the achievements of his Mother.

Secondary: Religion - A true believer in Elys, Évrard is committed to the Church’s teachings, and believes in Elys as the one true god, however he does have misgivings when it comes to the Church’s methods.

Tertiary: Victory - Évrard is driven by a need to win, this manifests itself in his career ambitions but also extends to his life as a whole.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Increase his renown and influence while continuing to serve Elys.

Medium-Term: Rise up the ranks of the Navy and become an Admiral

Long-Term: Assist the Swords of Elys in their take over of Imardin and become the leader of both the organisation and the order.

Social Relations
[SHOW]
Wishlist
[SHOW]

[/sblock]
[sblock=Character Sheet]Évrard Desrochers, level 5
Dragonborn, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Combat Leader
Commanding Presence: Tactical Presence
Dragonborn Subrace: Standard Dragonborn Racial Traits
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Background: Birth - Omen (+2 to History)
Theme: Noble

FINAL ABILITY SCORES
Str 20, Con 11, Dex 12, Int 16, Wis 8, Cha 12.

STARTING ABILITY SCORES
Str 18, Con 10, Dex 12, Int 15, Wis 8, Cha 10.

AC: 20 Fort: 19 Reflex: 17 Will: 15
HP: 43 Surges: 7 Surge Value: 11

TRAINED SKILLS
History +14, Diplomacy +8, Perception +6, Religion +10

UNTRAINED SKILLS
Acrobatics +3, Arcana +5, Bluff +3, Dungeoneering +1, Endurance +1, Heal +1, Insight +1, Intimidate +5, Nature +1, Stealth +2, Streetwise +3, Thievery +2, Athletics +6

FEATS
Level 1: Tactical Assault
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Expert Combat Leader
Feat User Choice: Heavy Blade Expertise

POWERS
Warlord at-will 1: Inevitable Wave
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Devastating Offensive
Warlord daily 5: Stand the Fallen

ITEMS

Equipped Items
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Code: Select all

Main Hand: Desrochers Ancestral Sword (Luckblade Bastard sword +1)
Offhand:   Shield of Protection Light Shield (heroic tier)
Body:      Tactician's Chainmail +1; Fine Clothing

Head:      Casque of Tactics (heroic tier)
Neck:      Healer's Brooch +1
Arms:      Iron Armbands of Power (heroic tier)
Hands:     ---
Waist:     Belt of Vigor (heroic tier)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      Desrochers Family Signet Ring (Arcane Signet Ring)
Ring:      ---
Tattoo:    ---

Boon:      ---
Boon:      ---
Belt Pouch
[SHOW]

Identification Papers with Portrait, Holy Symbol, Navy Issue Officer's Pistol (Hand Crossbow), Coinpurse of 120 gold

All Items
[SHOW]

Luckblade Bastard sword +1, Shield of Protection Light Shield (heroic tier), Tactician's Chainmail +1, Acrobat Boots (heroic tier), Iron Armbands of Power (heroic tier), Belt of Vigor (heroic tier), Casque of Tactics (heroic tier), Healer's Brooch +1, Belt Pouch (empty), Fine Clothing, Holy Symbol, Identification Papers with Portrait, Arcane Signet Ring, Coinpurse of 120 gold

[/sblock]
[sblock=Combat Block]Captain Évrard Desrochers

Male Dragonborn Warlord 5
Languages: Imardanian, Common
Age: 27
Height: 5'11"
Weight: 180 lbs.

Speed: 5
Initiative: +7
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 19
Reflex: 17
Will: 15
HP: 43/43
Bloodied: 21
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA: +12 vs AC, 1d10+8 damage
RBA: +3 vs AC, 1d4+1

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Inevitable Wave
Commander's Strike
Acrobat Boots


Second Wind []
Dragon Breath []
Inspiring Word []
Warlord's Favour []
Devastating Offensive []
Noble Presence []
Adaptive Strategem [_]


Lead the Attack []
Stand the Fallen []
Luckblade Bastard Sword +1 []
Shield of Protection Light Shield []
Casque of Tactics [_]

Consumables:

None

Important Features:
[SHOW]

Dragonborn Fury: +1 to attacks while bloodied.

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.

Tactical Presence: When an ally I can see spends an action point to make an attack, they gain a +2 bonus to their 1st attack roll.

Tactical Assault: In addition to the Tactical Presence attack roll bonus the ally also gains +4 to the attack's damage roll.

Heavy Blade Expertise: +2 bonus to defences against opportunity attacks.

Acrobat Boots: Gain +1 to acrobatics checks.

Tactician's Chainmail +1: When a power or class feature calls on your intelligence modifier to determine a value other than your attack attack bonus, add 1 to that value.

Casque of Tactics: Gain +1 to Initiative.

Belt of Vigor: Gain +1 to healing surge value.

Iron Armbands of Power: Gain +2 to melee damage rolls.

Healer's Broach: When you use a power that enables you or an ally to regain hit points add +1 to the hit points gained.

[/sblock]

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade OOC

Post by Fialova »

Father Noel

Image

[sblock=Armored]Image[/sblock]
[sblock=Bio]Noel is a father of the Church of the Goddess, serving at Ellisport's Cathedral of Elys under the region's Bishop. Though he is most often seen performing standard clerical duties, such as keeping the cathedral in order, meeting with visitors, and performing sermons during certain church services, his real talent lies in his combat prowess. He'd previously been a gladiatorial combatant in the Tjordek arena before converting to the Church of the Goddess and finding his way to Imardin, and rumors of his life prior to the ring range from that of a run of the mill highwayman to being a leader of a powerful bandit group. His past behind him, though, he now serves as chief protector to the current Bishop of Imardin.

Noel is a quiet and contemplative man. He often keeps to himself, performing his duties efficiently and without need for oversight. He most commonly speaks to those seeking to repent at the Goddess' altars, which many speculate represents a feeling of fellowship with the downtrodden and lost, born of his own past redemption. Regardless, he is not known to be a conversationalist or to have many friends, within the clergy or elsewhere.

Despite this, he is known to be quite devout and incredibly loyal to his charge. Since gaining his position, he has protected the Bishop from numerous attempted assaults - mostly from outlaws on the roads, when traveling to smaller villages in his diocese - though one such assault was that of a renegade naval officer who felt the Bishop had insulted him.

Many who encounter the Father are often left slightly unnerved by his presence. In addition to his generally quiet demeanor, his appearance contributes to this effect. While often wearing a smile, it comes across as disingenuous, given that his eyes never seem to show the same joy that his mouth seems to suggest. His gaze always seems somewhat cold and vacant, something that often puts more jittery folk at ease when meeting him for the first time. Those who've known him awhile know that it is simply the way he appears, though those who speculate about his past often seek to associate their speculations with his odd facial features. His pale skin and hair do nothing to help his case, being so alien to most natives to the region.[/sblock]
[sblock=Character Sheet]Father Noel, level 5
Githzerai, Ranger|Cleric
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Cleric: Battle Cleric's Lore
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Two-Blade Fighting Style (Hybrid)
Background: Traveling Missionary (Traveling Missionary Benefit)
Theme: Elemental Initiate

FINAL ABILITY SCORES
Str 18, Con 15, Dex 15, Int 10, Wis 16, Cha 8.

STARTING ABILITY SCORES
Str 17, Con 15, Dex 13, Int 10, Wis 13, Cha 8.

AC: 25 Fort: 17 Reflex: 16 Will: 17
HP: 52 Surges: 8 Surge Value: 13

TRAINED SKILLS
Heal +10, Perception +10, Endurance +7, Athletics +11, Religion +9

UNTRAINED SKILLS
Acrobatics +4, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +5, History +2, Insight +5, Intimidate +1, Nature +5, Stealth +2, Streetwise +1, Thievery +2

FEATS
Feat User Choice: Master at Arms
Level 1: Githzerai Blade Master
Level 2: Armor Proficiency: Plate
Level 4: Hybrid Talent

POWERS
Hybrid at-will 1: Righteous Brand
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Mighty Hew
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Ruffling Sting
Hybrid daily 5: Frenzied Skirmish

Equipped Items Format
[SHOW]

Delete the dashes and replace with item names. Do not apply colors or other formatting, as they will not show up in code format. Do not delete any of the spaces, or else the alignment of the rows will be off. Add more boon rows as necessary, if you have more than one.

Code: Select all

Main Hand: ---
Offhand:   ---
Body:      ---

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

ITEMS
Bastard sword (2), Iron Armbands of Power (heroic tier), Sustaining Cloak +1, Summoned Plate Armor +2, Devastating Ki Focus +1, Hand Crossbow, Dagger, Warding Mind (heroic tier), Blessed Soil (5), Candle (10), Chirurgeon's tools, Doctrinal book, Holy Symbol, Regalia, Writing case, Holy Water (level 1) (2)[/sblock]
[sblock=Combat Block]Father Noel

Male Githzerai Ranger|Cleric 5
Languages: Imardanian, Kurnish, Grystok
Age: 30s?
Height: 5' 8"
Weight: 160 lbs.

Speed: 5
Initiative: +6
Passive Perception: 20
Passive Insight: 15
Senses: Normal Vision

AC: 25
Fort: 17
Reflex: 16
Will: 17
HP: 52/52
Bloodied: 26
Surge Value: 13
Surges left: 8/8
Action Points: 1

MBA (Bastard Sword): +11 vs AC, 1d10+9 damage
MBA (Dagger): +11 vs AC, 1d4+7 damage
MBA (Unarmed): +9 vs AC, 1d6+6 damage
RBA (Hand Crossbow): +8 vs AC, 1d6+3 damage
RBA (Dagger): +9 vs AC, 1d4+3 damage

Resistances: None

Vulnerabilities: None

Saves:
+2 vs daze, dominate, stun

Active Effects:
can sheathe and draw a weapon with a single minor action
damage rolls of 1 or 2 are treated as a 3
+4 to acrobatics checks when not bloodied

Powers:

Hunter's Quarry
Twin Strike
Righteous Brand
Summoned Plate Armor +2


Second Wind []*
Disciplined Counter []
Iron Mind []
Healing Word []*
Mighty Hew []
Invigorating Stride []
Ruffling Sting []
Sustaining Cloak +1 []
Warding Mind (heroic tier) [_]


Moment of Glory []
Frenzied Skirmish []

*see Important Features for details

Consumables:

Holy Water (level 1) x2

Important Features:
[SHOW]

Class Features
Hunter's Quarry (hybrid): functions like normal, but can only be applied to Ranger powers, not Cleric ones or other class powers.

Battle Cleric Lore: gain +2 shield bonus to AC and have scale proficiency. When using a Cleric healing power to allow a target to spend a healing surge, target gains +2 to attack until the end of my next turn.

Healing Word (hybrid): can only use power once per encounter.

Two-blade Fighting Style (hybrid): can wield one-handed melee weapons as off-hand weapon. Gain Toughness feat.

Racial Features
Danger Sense: +2 racial bonus to initiative

Defend Mind: +2 racial bonus to saving throws vs effects that daze, dominate, or stun

Shifting Fortunes: can shift 3 squares when using Second Wind

Theme Features
Elemental Initiate Level 1 Feature: gain +2 proficiency with unarmed attacks, and damage die is 1d6 instead of 1d4. Gain ki focus proficiency.

Elemental Initiate Level 5 Feature: gain Religion training.

uures[/u]
Master at Arms: can use a minor action to sheathe and draw a weapon

Toughness: +5/tier hp

Githzerai Blade Master: gain proficiency in all military heavy blades, bastard sword, and fullblade. +2 feat bonus to damage with these weapons.

Armor Proficiency: Plate: self-explanatory

Hybrid Talent: gain Two-blade Fighting Style (hybrid), as seen above.

Item Features
Iron Armbands of Power (heroic tier): +2 item bonus to melee damage rolls

Devastating Ki Focus +1: damage rolls with this implement or a weapon using this implement count as rolling 3 on a roll of 1 or 2

Warding Mind (heroic tier): +4 to acrobatics checks when not bloodied

[/sblock]

User avatar
FinalTemplar
Omae Wa Mou Shindeiru
Posts: 1925
Registered for: 6 years 8 months

Re: A Midnight Masquerade OOC

Post by FinalTemplar »

Gareth Paxton, the Eldritch Blade (#404080)

Portrait
[SHOW]

Image

Combat look - armor
[SHOW]

Image

Casual Look - clothes
[SHOW]

Image

Combat Block
[SHOW]

Gareth Paxton

Male Tiefling Warlock 5
Languages: Imardanian, Tulrissian, Common
Age: 25
Height: 6'2"
Weight: 195 lbs.

Speed: 5 (6 when using Imposter Armor's at-will)
Initiative: +1
Passive Perception: 12
Passive Insight: 12
Senses: Low-Light Vision

AC: 21
Fort: 17
Reflex: 16
Will: 18
HP: 51/51
Bloodied: 25
Surge Value: 12
Surges left: 10/10
Action Points: 1

MBA: +9 vs AC, 1d12+5
MBA (Eldritch Strike): +12 vs AC, 1d12+8
MBA (Unarmed): +3 vs AC, 1d4+3
RBA: +1 vs AC, 1d4-1

Resistances:
Resist Fire 7.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

At-Will
Eldritch Strike
Hellish Rebuke
Dark One's Blessing
Warlock's Curse
Item At-Will
Acrobat Boots
Imposter's Armor


Encounter []
Second Wind
Excise from Sight
Chains of Levistus
Cloud of Flies
Warlock's Wrath
Item Encounter []
Mage's Fullblade


Daily []
Ashen Scourge
Tyrannical Threat
Item Daily []

Consumables:

None.

Class Features
[SHOW]

Prime Shot - Gain +1 to Hit when no allied character is closer to the target than Me.

Shadow Walk - If I move 3+ squares, gain concealment until EoNT.

Eldritch Strike - Standard Action - One Creature - Melee - +12 (Con Mod+Misc) vs AC - Hit: 1[W] + 8 (Constitution Mod + misc) damage, and slide the target one square.

Hellish Rebuke - Standard Action - One Creature - Ranged 10 - +9 vs Reflex - Hit: 1d6+6 (Con + 2) Fire damage. The first time I take damage before the end of my next turn, the target takes an additional 1d6+4 damage.

Dark One's Blessing - Free Action - Personal - Trigger: An enemy under my Warlock's Curse is reduced to 0 HP or fewer. Effect: Immediately gain Temp HP equal to my level.

Warlock's Curse - Once per turn as a minor action, I can place a Warlock's Curse on an enemy I can see. One attack per turn on an enemy I have cursed may take an additional 1d8 damage if I choose. The curse ends if the target dies or the encounter ends. My Warlock's curse can be applied to any number of targets during an encounter, but any given target may only have a single application of Warlock's Curse at one time.

Excise from Sight - Standard Action - Ranged 10 - One Creature - +9 vs Will - Hit: 1d10+6 damage. Special: Choose to spend a minor action on cast, which empowers this power. If I do, the target also slides 1 square on a hit.

Chains of Levistus - Standard Action - Ranged 10 - One Creature - +9 vs Fort - 2d6+6 Cold damage. If the target moves before the end of my next turn, it takes 2d6 extra cold damage. Infernal Pact: Additionally, if the target moves, I also gain a +2 power bonus to my next attack roll against the target before the end of my next turn.
Cloud of Flies - Standard Action - Ranged 10 - One Creature - +9 vs Fort. 2d6+6 acid damage, and the target grants CA until the end of my next turn. Infernal Pact: On a miss, the target grants CA to me until the end of my next turn.

Warlock's Wrath - Minor Action - Personal - Effect: I fill up my space and the squares around it with whirling fire. Until the end of my next turn, I gain a bonus to all defenses equal to my Charisma mod (+4), and each enemy that attacks me takes 4 fire damage (Damage equal to half my level + Int mod).

Ethereal Stride - Move action - Personal - Effect: Teleport 3 squares and gain +2 power bonus to all defenses until EoNT.
Ashen Scourge - Standard Action - Melee Touch or Ranged 5 - One Creature - +9 vs Fort - 2d8+6 Fire damage. The target grants CA and takes ongoing 5 Necrotic damage (save ends both). Miss: Half damage. Effect: I pull the target 2 squares.

Tyrannical Threat - Standard Action - Close Burst 3 - Each enemy in burst - +9 vs Will - Hiy: 1d10+6 Psychic damage, and place my Warlock's Curse on the target. Miss: Half damage. Infernal Pact: Place my Warlock's Curse on all targets even if I miss. Effect: Until the EoE, whenever a creature cursed by me attacks me, it takes psychic damage equal to my Intelligence mod (+2).

Race Features
[SHOW]

Infernal Wrath - I have the Infernal Wrath power.
Fire Resistance - I have resist fire 5 + 1/2 level.
Bloodhunt - +1 to Attacks vs Bloodied enemies.

Feat(ures)
[SHOW]

Armor Proficiency: Chainmail - Proficiency with Chainmail armor.

Deadly Draw - Until EoNT, gain CA against enemy I pull or slide adjacent.

Warlock's Wrath - Use D8's for Warlock's Curse damage; replace Infernal Wrath with Warlock's Wrath.

War Wizard's Expertise - Gain +1 feat bonus per tier to the attack rolls of arcane attack powers and basic attacks made with a light or heavy blade, and take a -5 penalty to hit my allies.

Important Features:
[SHOW]

Mage's Fullblade +2: - Proficient as: Dagger. High Crit (+1[W] on crit). Power (Encounter) Minor action to expend an arcane encounter attack power to regain the use of a martial encounter attack power I know up to the same level.

Imposter's Finemail +2 - At-Will (Polymorph): Minor action to transform this armor into a normal-looking set of clothes. While in clothes form, I gain no armor bonus, but also don't take the normal negatives for wearing the armor (including armor check penalty or speed reductions). However, I can add this armor's enhancement bonus to any Bluff check made to attempt to disguise my appearance. Minor action to return this armor to it's true form.

Bracers of Mighty Striking - When I hit with an MBA, gain a +2 item bonus to the damage roll.

Acrobat Boots - Gain a +1 item bonus to Acrobatics checks. Power (At-Will), minor action. Stand up from prone.

Badge of the Berserker - When I charge, my movement made as part of the charge doesn't provoke opportunity attacks.

Character Sheet
[SHOW]

Gareth Paxton, level 5
Tiefling, Warlock (Reflavored to Human)
Build: Scourge Warlock
Eldritch Pact: Infernal Pact
Eldritch Strike: Eldritch Strike Constitution
Background: Street Urchin (Street Urchin Benefit)
Theme: Veiled Alliance

FINAL ABILITY SCORES
Str 13, Con 19, Dex 8, Int 14, Wis 11, Cha 18.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 8, Int 13, Wis 11, Cha 16.

AC: 21 Fort: 17 Reflex: 16 Will: 18
HP: 51 Surges: 10 Surge Value: 12

TRAINED SKILLS
Bluff +13, Diplomacy +13, Arcana +9, Acrobatics +6.

UNTRAINED SKILLS
Streetwise +6, Intimidate +6, Endurance +5, History +4, Religion +4, Insight +2, Nature +2, Perception +2, Stealth +2, Dungeoneering +2, Athletics +2, Heal +2, Thievery.

FEATS
Level 1: Armor Proficiency: Chainmail
Level 2: Deadly Draw
Level 4: Warlock's Wrath
Feat User Choice: War Wizard's Expertise

POWERS
Eldritch Blast: Eldritch Strike
Infernal Pact: Hellish Rebuke
Warlock encounter 1: Chains of Levistus
Warlock daily 1: Ashen Scourge
Warlock utility 2: Ethereal Stride
Warlock encounter 3: Cloud of Flies
Warlock daily 5: Tyrannical Threat

ITEMS
Mage's Fullblade +2, Imposter's Finemail +2, Bracers of Mighty Striking (heroic tier), Acrobat Boots (heroic tier), Badge of the Berserker +1, Grappling Hook, Waterskin, Backpack (empty), Woodwind, Silk Rope (50 ft.), Candle (5)

10 Minute Background
[SHOW]
Background and Concept Elements
[SHOW]

1) Appearance: Tall with dark, messy hair. He has blue eyes like his mother and is fairly toned from working on the docks.

2) Personality: While on the surface he appears to be calm and ready to face any situation, chaos and fear bubbles under the surface almost constantly. Fear of losing his mother, fear of being caught by the Navy, fear of being attacked. Excess stress, in this case, causes him to break down rather quickly, though he's been trying to work on it.

3) Childhood and Teens (23-9 years ago): Born to Renée while his father was out at sea, Gareth didn't meet his father properly until a few years later. Between visits from his father, Gareth spent his days down at the docks, either unwilling or unable to make friends with the local children, though he never really tried, though his first friend was Isaac. Isaac, claiming to know Gareth's father from his earlier visits in Ellisport. Renée informed Gareth that his father died out at sea when he (Gareth) was 14. Nicolo never came to see him again, so he takes this as absolute fact.

4) Early Adulthood (9-5 years ago): In the years since Nicolo's supposed death, Gareth has taken a liking to spending much of his free gold on magical items and artifacts from the black market, trying to self-teach magic. It is a very slow process, he finds, but is making some breakthroughs. During this time, his anxiety about being caught by the navy began to grow, and as such he made the hasty, fear-fueled decision to begin reporting non-believers of the south district to the Navy, in the hopes that they would keep their eyes off of him in the meantime.

5) Recent Years (5 - Present Day): As time passed, Gareth continued his process of working at the docks to buy more magical artifacts from the black market, at this point spending what he wasn't chipping in for rent on these items. His mother grew incredibly worried as this wore on, understanding deep down that this wasn't just a collector's habit, but something more. Eventually, after several years of fervent reporting, Gareth came face to face with a member of the Ellisport navy, requesting that he should in future report directly, this soldier seemingly respected his rather zealous dedication to ratting out the "Heretic Scum in the slums," as the soldier described them in hushed tones. Unable to deny him, Gareth agreed, and has spent the last three years acting dedicated to the cause and reporting directly to a liaison of the Navy every couple weeks, trying to keep up appearances.

Goals
[SHOW]

1) Gareth wants to unlock the secrets of the arcane (even if that isn't possible).
2) I would like Gareth to eventually raise a family.

Secrets
[SHOW]

1) Gareth's Magical Ability.
2) Gareth's lack of faith in the Goddess, instead choosing a more focused approach on the Cru'un people's devotion to magic.

People Tied To Character
[SHOW]

1) Nicolo Paxton - Father, Pirate, 49 - Nicolo was born in Brennis, and spent much of his childhood there. Around the age of fifteen, feeling the call to adventure, he snuck aboard a random ship and hid until it departed from the docks. To his fortune, the crew decided not to throw the poor child overboard once they realized that he was on board, but knew that they couldn't turn back to bring him to port again as they were on a rather tight schedule. He, over time, proved himself a worthwhile addition to their pirate crew and they went on many adventures. In his mid 20s, Nicolo and his crew docked in Ellisport, in which he and Renée who worked at the tavern, hooked up. He promised her he would return, and while at first he didn't know why, he did. It wasn't very often, but he tried to write back to her when he could and made sure to visit when he could. He was there shortly after Gareth was born, and while Renée never approved of his pirating lifestyle, or having it be brought around their child, he still managed to sneak in some of the magical items he found on his travels, and taught him life lessons and bits of languages he learned from around the world. As far as Gareth knows (according to Renée) Nicolo died around the time Gareth turned 14, though whether or not this is true is unknown, and his current whereabouts are also unknown.

2) Renée Blanchette - Mother, Tavern Maid, 43 - Born and raised in Ellisport, the slums have been her home for most of her life. Her parents never amounted to much, being drunkards who fought constantly about financial issues. They died just before Renée turned of age, by which time she worked at one of the taverns near the docks. Not long after, the young woman was easily woo'ed by Martin's charms, and she became pregnant with their child. They tried several times for a second, but never managed to make it work for various reasons. Renée, as a mother, was very loving and kind, but was unable to directly raise her son much due to the fact she worked almost constantly. She continues to work there to this day, though she takes a much more passive role at the bar mostly working behind the counter rather than being an active server.

3) Isaac Delamare - Friend, Docks Mentor, 55 - Claims to have known Nicolo when he was younger, and took a liking to Gareth. Isaac was Nicolo's primary mentor and father figure growing up, and as such Gareth grew a fondness for him. Isaac taught Gareth most of what he knows and is part of the reason he took up a part-time job at the docks when he was old enough. Isaac, as well as instilling in him a love of people and respect for his fellows, he also instilled a deep fear of the Imardanian Navy in Gareth from a very young age.

4) Isara - Female Elf - An early adopter of the Aspirants, she was the first to join Gareth's group. She's done most of the 'recruiting' for the Aspirants, while Gareth has kept a fairly hands off approach. Isara seems to take this whole thing fairly seriously, which puts Gareth off a little bit.

5) Taran - Male Human - Taran is a relatively recent addition to the Aetherial Aspirants. He is fairly lax about it and thinks he doesn't have to practice very much, but shows very little actual talent. Gareth doesn't like him very much.

6) Jaron - Male Elf - Being close with Isara, he joined the Aspirants shortly after her. Gareth never figured out if they were siblings or not, but they seem to go everywhere together. Gareth doesn't mind talking to Jaron, when he's not spending all his time focusing on Isara's well being. He provides interesting conversation about magic and magical theory.

7) Valerie - Female Human - Valerie has been a member of the Aspirants for a few months now and Gareth has developed a rather intense infatuation of her. He hasn't mentioned it yet if only to retain some sense of professionalism, but the fact she seems to very quickly grasp magical concepts is intriguing to him, and he wants to see how far she can progress.

8) Margaux - Margaux and Gareth have been friends for a very long time, meeting when they were both very young. They were born only a few days apart and met through their mutual interest in the southern dock area, though for mildly different reasons.

Memories, Mannerisms, and Quirks
[SHOW]

1) Memory: One of Gareth' early memories is of his father showing him a fancy jeweled dagger he found on an island in one of his recent trips.
2) Mannerism: Gareth often runs his hands through his hair as if feebly trying to push it back, especially when he's deep in thought.
3) Quirk: Gareth has become incredibly stubborn over the years, being able to firmly convince himself of the rightness of his own actions and is then many times unable to back down.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: His father is presumed dead, but his mother is alive and well as she can be for being in her fourties and working nearly seven days a week.
Class: Lower-class
Profession: Dock worker
Institutions: Not affiliated with any proper institution, learned most of what he knows from Isaac.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Gain more Knowledge.
Secondary: Gain more Wealth.
Tertiary: Find a way to help him and his mother get out of the poor district.

Goals - Short/Medium/Long-Term
[SHOW]

Short: Find a better source of income than just the docks.
Medium: Obtain more magical artifacts.
Long: Obtain enough wealth to

Active PCs
Caedus (#4080FF)  
Dessarius (#8e44ad)
Eridas (#4040FF)
Narciso (#FFBF00) 
Taliesin (#4040BF)
Tristan (#2980b9)
Velasco (#800000)
Deimos (#f39c12)
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