Played Character Rayne Lupescu

Discussion in 'Character Sheets' started by nearmyth, May 26, 2023.

  1. nearmyth

    nearmyth polite leech Supremium

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    [​IMG]
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    "Gotta stay awake, gotta try and shake off this creeping malaise --
    If I don't stand my own ground,
    how can I find my way out of this maze?"

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    Character Information
    Full Name » Rayne Lupescu.
    Nicknames/Titles » Butcher of Crookback, Bloodhound, Fox, Spider, Leech, Witch, Beast-thing, Red.
    Gender / Pronouns » Feminine-presenting, but has no serious attachment to gender identity here nor there. (Nonbinary, she/they)
    Age » 21.
    Race » Ailor.
    Culture » Wirtem-Întuneric.
    Occult » Vampire Brood. (When infected, she is a Vampire of the Aullavientos bloodline.)
    Religion » Outwardly, Rayne takes care to display herself as non-religious. Preferring to subtly prove so rather than say outright, she is an Evolist. Rayne is particularly attentive to Ventra's teachings and virtues.
    Languages »
    ∙ Înnora (In) [Native]
    ∙ Common [Fluent]
    ∙ Calem (Cal) [Fluent]
    ∙ Katharic/Pannarokh (K) [Fluent]
    ∙ Shalota (Sha) [Conversational]
    ∙ Natl (Natl) [Conversational]
    ∙ Aontaithe (Aon) [Conversational]
    ∙ Kriv (Kri) [Novice]
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    Core Concept

    » Rayne is a dhampiric huntswoman with a penchant for natural sciences and alchemy. Though she can be found anywhere in almost any crowd of the city, she finds her home to lie in the marshes and forests of Gloomrot. In equal parts, Rayne is a guildmember of the Gloomfolk Order. Despite a sheltered village upbringing and introverted tendencies, Rayne can dig up charisma when she wishes, or the closest thing she has to it. She prefers solving problems with pragmatic reasoning first, and conniving brutality second. Her smile does not always last long, though, as she tends to tire quickly in social contexts, better suited for isolation and wilderness. More often than not, Rayne wears a blank expression. It is never quite clear if she is in on some sort of joke or means anything she says until it is too late. When in a good mood, she'll be caught spouting puns or disturbing, playful remarks. One would find she can be anything, and appeal to anyone - to a certain point.

    » Rayne has an acute fascination for hunting, butchery, taxidermy, and the macabre. She is a very curious individual, masked as it may be - and in many ways, brave to a fault. She is constantly asking questions to herself about the circumstances she may find herself in. She has a vast appreciation for experimentation and field study. Rayne loosely follows the philosophy of stoicism, believing that progress is constant, pain is temporary, and that one should not over-appreciate material goods. Sometimes, though, she can be overzealous with her morbid scientific practices (dissections and mutant studies, especially), and tends to favor satisfying her curiosity over ethics or safety. Nonetheless, Rayne's questionable experiences result in her being skilled in several niches, some more unusual than others.

    » Because of her unconventional interests, Rayne often keeps the truest version of her personality (and a majority of her life history) disguised, but one cannot deny she knows her way around a knife and her prey's physiology. A dichotomy arises between her earnest love for wildlife and her clinical, obsessive pursuit of knowledge, especially when she must choose between the two.

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    Appearance & Mannerisms

    » Rayne stands at 5’4” and weighs around 120 lbs. Lithe yet durable, Rayne generally favors haste, stealth, and long-range executions over direct confrontations -- skilled with both bows and firearms alike. This preferred philosophy of hunting and combat is reflected in her physique, though she holds no qualms against engaging in close combat with her knife when necessary. One will notice that Rayne's footsteps are almost always eerily silent, a peculiar product of her experience as a tracker and hunter. Rayne makes up for her overall unimposing size with violent battle tactics, allyships with beasts, and uncanny tolerance towards pain.

    ---

    [Many traits that Rayne possesses can be traced back to previous mutations addictively acquired during her time as a Vampire. They are now technically exorcised of their malignant properties but still willingly displayed; ritualistic proof of entities and beasts she has defeated and consumed. The collection and "adoption" of physical remnants of her prey is an obsessive fixation.

    With an almost-random assortment of subtle and incohesive details, Rayne is walking, talking proof of hunger for an identity that seemingly will never be sated.]


    » Rayne's eyes are a warm amber color in their natural state, with slitted pupils. Her stare maintains a constant and unnerving sort of lightlessness. Long, reddish-brown hair is most often styled into a semi-neat bun. Rayne maintains an unreadable and stern expression when at rest. Beyond faint ruddiness from cold or sun, color rarely graces her pale skin. Perhaps the most obvious indicator of her Brood identity would be the beastly-sharp canine teeth that appear as fangs in her mouth.

    » Rayne's hands sport dark, sharp claws like that of a bird's. The surfaces of her hands and forearms are gently dusky and scaled, a texture reminiscent of avian scutes. Rayne also possesses subtle striping on her thighs and forearms. A wiry, sooty-brown tail that ends with a tassel of black fur, comparable to a cattle or lion's tail (and yet still uniquely unidentifiable in species), flicks behind her at all times.

    [Mark of Murkensayth]: Proof of being bonded with something greater. Rayne possesses two small tattoos just under each eye that at first glance appear like beauty marks. Upon closer inspection, they are dark, perfectly symmetrical, and oval; designed as minimalistic imitations of arachnid eyespots.

    [Scolopendra's Fealty]: A brand granted in the name of loyalty. On the back of Rayne's right hand lies a crimson, tattooed visual of a carnivorous centipede eating its own tail in a permanent loop.

    » Rayne is often found wearing her favorite military-grade scarlet coat over whatever neat and casual underclothes she finds suitable for the day. She almost never removes her hunting gloves. Beyond that, Rayne prefers to dress practically, with a generally masculine and dark-colored fashion sense. Rayne enjoys creating and wearing baubles and charms made from the game she hunts, believing the remnants of her past successes to be good luck and aides in future hunts. Teeth, carved bone, fur tufts and feathers alike can be found hanging off the loops of her holsters and belts.

    MONSTER FORM:
    » When magically triggered, Rayne transforms into Criptapaznic, a lanky, emaciated beast that looks more like the remnants of a burnt forest than a living creature. It has vulpine ears and a scraggly fox's tail that is mostly bare of fur and flesh. What appears to be russet fur at first glance consists most-prominently of swathes of red and brown pine needles all across its skeletal body. A closer look would have one notice that thorny brambles sprawl out from Criptapaznic's limbs and core. The yak horns that sprout from its skull are blackened and bark-like, with a texture akin to charred, misshapen fir trunks.

    » Reflective yellow eyes and a flash of large, sharp teeth peek through an otherwise shadowy visage. A majority of its face (or lack thereof) is consistently and perfectly hidden from view beneath a mop of hair and fur/forest detritus, no matter the time of day nor lighting, as though it is kept hidden on purpose.

    » This form looms at 8'7" when standing at its truest full height, but it most often stays very hunched or in an all-fours position, its weight supported by large, overgrown claws. Though capable of rapid chase, Criptapaznic usually stays slow-moving or entirely still as it stalks, blending in with whatever trees or darkness it watches from. It often sways slightly in an instinctive mockery of tree branches in the wind, not dissimilar to a stick bug - though far less benign.

    » Criptapaznic's voice is distinctly difficult to listen to, like an animal attempting to replicate human speech. Its quiet vocal patterns are rickety, hissing, and twinged with a heavy Intuneric accent - though perhaps even more disturbingly, Criptapaznic is sometimes capable of typical intelligent conversation and to some degree, mimicry of others. There is a person in there, after all. Mercifully, it does not speak often. Perhaps seeing the creature at all is a bad enough omen on its own.

    » From a distance, perhaps the smell of freshly lit firewood or slow-charred meat would serve to comfort. If one were to stand too close to its source, the almost-choking stench of pine smoke and copper would emanate from Criptapaznic's form, despite not visibly being on fire, bleeding nor rotting. For those who can detect such, the beast is most notably kept together with hemomancy and Void magic. Perhaps by means of some twisted metabolism, Criptapaznic is insatiably hungry. Its transformation seems to only be able to last as long as it is energized by flesh and blood - or until its physical integrity gives out.

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    Background & History

    » Rayne grew up as an only child beneath the unlikely union of a survivalist Wirtem soldier and a vampiric scholar. Her father and mother, respectively. Living her early life in an isolated village amidst the tundras and forests of north-eastern Baldmark, Rayne developed an obsession with fire and hunting. As she grew, she rapidly lost connection with familial ties due to her father's abrupt death and her mother's participation in dark alchemy and necromancy in a deluded effort to revive her late husband. This, along with a list of some particularly changing experiences thereafter, led Rayne to quietly abandoning home out of equal parts fear and ambition.

    » Perhaps as a subconscious attempt to better connect to her mother's desperation that she remembered so vividly, Rayne developed a notable fixation for alchemy as an adolescent and later, science as a whole, intrigued by the ability to manipulate the natural world as a result. In Rayne's eyes, things in nature happened for a reason and to play god in this world was fundamentally foolish, yet so very tempting.

    » As Rayne grew into a young adult, she began experiencing strange cravings for hunted game that progressively had to be fresher and fresher, until she came upon the realization she had inherited a degree of the same vampiric affliction her mother had -- she was a Brood. Having received little to no education on the matter due to its taboo nature, she was left disgruntled and naive, pressing on in her isolation. The ample survival experience and practical knowledge under her belt would serve her well. Rayne understood she had no choice but to proceed on her own, and hopefully avoid becoming a public enemy along the way.

    » Humbled by the new way of life she was forced to adopt, Rayne began to daydream of a better existence. One filled with knowledge and purpose -- and perhaps a bit of power and control. These were all things that Rayne felt she lacked, confined in the dark reaches of the cold northern town. Perhaps she could find work at a lab or library, where she could read to her heart's content about the intricacies of gunmanship and zoology. Or, maybe she could wedge herself into a community in need of a hunter…

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    Proficiencies & Abilities
    (14/14)
    Dexterity » 7
    - Ranger | Tag
    - Ranger | Trap
    - Ranger | Blur
    - Ranger | Wallop
    - Ranger | Cut
    - Ranger | Hook Shot
    - Roguery | Soft Landing
    - Roguery | Disguise Pack (Free - Gloomfolk Mechanic III)

    Wisdom » 5
    - Chem | Hyperfocus
    - Chem | Bloodboil
    - Chem | Cleanse
    - Chem | Mend
    - Chem | Technique Parry

    Magic » 2
    - Adapt | Wardrobe Pack [Magical Variant]
    - Adapt | Shapeshift Pack [Magical Variant]

    Constitution » 0
    - Athletic | Steady Body (Free - Ailor)
    - Mounted | Familiar Disrupt (Free - Ailor)

    Dexterity » 7
    - Ranger | Tag
    - Ranger | Trap
    - Ranger | Blur
    - Ranger | Wallop
    - Ranger | Hook Shot
    - Roguery | Soft Landing
    - Roguery | Disguise Pack

    Wisdom » 5
    - Chem | Hyperfocus
    - Chem | Bloodboil
    - Chem | Cleanse
    - Chem | Mend
    - Chem | Technique Parry

    Magic » 2
    - Adapt | Wardrobe Pack [Magical Variant]
    - Adapt | Shapeshift Pack [Magical Variant]

    Constitution » 0
    - Athletic | Steady Body (Free - Ailor)
    - Mounted | Familiar Disrupt (Free - Ailor)
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    Combat Style: Scout. (Ranged - Rifle; Melee - Hunting knife)
    Hobbies:
    - Alchemy. (A practiced apothecary - especially in toxicology.)
    - Medical. (Previous field surgeon. Alarmingly good at taking someone apart. To help them, of course.)
    - Athletic. (Hunter and survivalist. Never truly resting.)
    - Magic. (Level 4 mage. Rayne is most adept at blood magic and transmutations. Under worse yet circumstances, an unfettered connection to the Void can transform Rayne into something terrible - sometimes unwillingly.)
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    Relevant Mechanic References

    Ailor Heritage Traits:
    • Ailor are masters of many languages. Even for languages they do not speak, if someone insults them in a their native tongue, they will know what was said.
    • Ailor are the preferential lords of the Regalian Empire, Ailor are by nature always considered more seriously for job applications and positions of authority.
    • Ailor have preferential treatment by the Knight Orders (excepting Argentum/Senleya), giving them more leeway to break their Code (within reason).
    • Ailor may spontaneously generate Divinium (either alone or shared with other Ailor) during Staff Events if they act within the ideology of their faith.
    • Ailor willingly can close their heart and mind to certain emotions or their conscience, allowing them to commit acts of great evil without feeling bad.
    Brood Traits:
    • Vampire Broods always have a strong connection to Void Magic but aren't Occult by default unless they invest in Magic.
    • Vampire Broods count as Vampires when it concerns being able to see through Court Glamor of other Vampire Bloodlines, but even if they are aware of these hidden Vampires, they are still magically compelled not to reveal their identity to anyone but a fellow Vampire or Brood.
    • Curing a Brood of Vampirism through Purging applied by Divinium is considerably faster, costing only a single Divinium to cleanse Mind, Body, and Soul all at once, and having no further waiting period.
    • If a Brood becomes infected with Vampirism, they are never affected by the mental changes of Vampirism and are able to retain their conscience and normal personality.
    • Vampire Brood blood, when exposed to sunlight, will sizzle and may even spark with a low flame, which infected Vampire blood does not.
    Gloomfolk Order Mechanics:
    • Gloomfolk Order Members gain +2 Main Combat Stat while they are on Gloomrot's roads. This becomes +1 when they are in any other Gloomrot area that is not strictly a road or pathway.
    • Gloomfolk Order Members gain +2 Main Defense Stat while they are inside the Repose's walls. This becomes +1 when they are in the Morgenwend area Both also count as Roads for Mechanic above.
    • Gloomfolk Order Members gain access to the Disguise Skill Pack, but only while inside Gloomrot, and their Disguise must be mossy/swampy/Gloomrot-like with bark and twine.
    • Gloomfolk Order Members may sometimes appeal to Roadwatcher Erlend for Library information on a threat that is terrorizing Gloomrot, and to aid in the vanquishing of it through means.
     
    • Winner Winner x 10
    • Cuddles! Cuddles! x 1
    #1 nearmyth, May 26, 2023
    Last edited: Apr 23, 2024 at 8:55 AM
  2. nearmyth

    nearmyth polite leech Supremium

    Joined:
    May 20, 2023
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    sheet has been updated to reflect rayne's new afflicted state; she has been graduated from brood to vampire
    edit: back to brood, cured as of 12/26/2023
     
    #2 nearmyth, Jun 25, 2023
    Last edited: Jan 1, 2024

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