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Played Character Rayne Lupescu

This character is actively played.

nearmyth

polite leech
Joined
May 20, 2023
Messages
10
Reaction score
40
Points
33
Location
the depths
ZMG1uHS.jpeg

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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; has no serious attachment to gender identity here nor there. (demigirl, she/they)
Age » 22.
Race » Ailor.
Culture » Wirtem-Întuneric.
Occult » Void mage. Vampire
Brood. (When infected, she is a Vampire of the Aullavientos bloodline.)
Religion
» Rayne is a syncretic worshiper; she is an Evolist first and a Nilthist secondly, holding the self-imposed responsibilities of either faith quietly and distantly.
Languages »
∙ Înnora (In)
[Native]
∙ Common [Fluent]
∙ Calem (Cal) [Fluent]
∙ Katharic/Pannarokh (K) [Fluent]
∙ Natl (Natl) [Conversational]
∙ Shalota (Sha) [Elementary]

∙ Kriv (Kri)[Elementary]
∙ Lëtz (Letz) [Elementary]

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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 what is an overall unimposing stature with violent battle tactics, kinships with beasts, and an uncanny tolerance towards pain.
---

[Many traits that Rayne possesses can be traced back to previous mutations acquired during her time as a Vampire. They are now technically exorcised of their malignant properties but still willingly displayed as body modifications; ritualistic proof of entities and beasts she has defeated and subsequently consumed. With an almost-random assortment of subtle and incohesive details, Rayne is walking, talking proof of hunger for an identity that is seemingly not yet sated.

The collection and "adoption" of physical remnants of her prey is an obsessive fixation. This can be asked about in-character, and is considered a major character trait / plot hook.]


» Rayne's eyes are a warm amber color with vertically slitted pupils, comparable to that of a fox. These eyes are, perhaps, the only mutation she was truly born with. Her stare maintains a constant and unnerving sort of lightlessness. Long, reddish-brown waves of hair are 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. The surfaces of her hands and forearms are a gently dusky ombre in color and scaled with a texture reminiscent of avian scutes. Rayne also possesses subtle disruptive coloration on her hips, thighs and forearms much like a tiger's stripes. A wiry, sooty-brown tail that ends with a tassel of black fur, comparable to a cow's or lion's tail (and yet still uniquely unidentifiable in species), flicks agitatedly behind her more often than not.


» By means of flesh that has been harvested, digested and synthesized from a combination of monsters that truly shan't be consumed, Rayne's chimeric body has taken on more toxic qualities. Her combined biology renders the Brood's blood vitriolic and near-acidic to any it touches upon -- a double-negative, considering the way it already sizzles in direct sunlight. Beware the ichor.

[Mark of Murkensayth]: Proof of being bonded with something greater. Rayne possesses two small tattoos near her throat that are dark, perfectly symmetrical, and oval; designed as minimalistic imitations of arachnid eyespots, but deliberately easy to mistake as beauty marks.

» 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-leaning 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 vulpine tail that is mostly bare of fur and flesh. What appears to be russet fur at first glance consists partially of swathes of red and brown quills similar to 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. What scarce organs seem to exist in this form appear desiccated and near-mummified within the confines of its ribcage. The yak horns that sprout from its skull are blackened and bark-like, with a texture akin to charred, misshapen fir trunks.

» Reflective golden-yellow eyes and an occasional 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 northeastern 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. To play god in this world was fundamentally foolish, yet so very tempting -- and to conquer one's own nature all the while? Even more so.

» 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 and young age. 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
- Cutthroat | Backstab
- Cutthroat | Target
- Cutthroat | Dodge
- Cutthroat | Reversal
- Roguery | Improvised Attack
- Roguery | Sharp Reflexes
- Roguery | Theft
- Roguery | Disguise
(Free - Gloomfolk)

Wisdom » 1
- Chem | Bloodboil
- Chem | Mend
(Free - Ailor)

Magic » 5

- Magic | Resist
- Magic | Isolate
- Magic | Snare
- Magic | Warp
- Magic | Cleanse
(Free - Mazatlias)
- Invoke | Duelist Invocation
- Invoke | Monster Invocation
(Free - Mazatlias)
- Adapt | Wardrobe Pack [Magical Variant] (Free - Mazatlias)
- Adapt | Shapeshift Pack [Magical Variant] (Free - Mazatlias)

Strength » 1
- Melee | Technique Parry

Constitution » 0
- Training | Iron Will
(Free - Ailor)
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Hobbies/Talents:
- Alchemy. (An apothecary for toxins and poisons. Well-versed in transmutations.)
- Medical. (Alarmingly good at taking someone apart. For surgery, of course.)
- Athletic. (Hunter, trapper, and war veteran. Never truly resting.)
- Magic. (Rayne is most adept at blood magic and body modifications. 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 Mechanics:
  • Ailor can choose 1 Pack from any Category for free. If any magic is chosen, the player may choose Alignment between God Magic, Exist, Ordial, Void, and Dragon Magic.
  • Ailor can choose 1 Pack from Mounted Point Buy or Training Point Buy Categories for free.
  • If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
  • Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
  • Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
  • Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
  • Ailor when using Syncretism can worship up to 3 Gods of their sub-dominant Religion, instead of just 1 or 2. Additionally, when Syncretizing, they gain the Mechanic of the sub-dominant Religion (except for Evolism, where only one of the Mechanics can be chosen). If your Character does not Syncretize, they gain +1 Attack Stat (Breaking Cap up to 11) against Characters that have Syncretized their mono-faith.
Vampire Brood Mechanics:
  • 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.
Mazatlias Mechanics:
  • Allar bodyparts regrow over the timespan of 24 hours when lost, though scars can be left behind if desired.
  • Urlan gain +2 Defense Stat (break cap up to 9) while either in Gloomrot Forest, or while outside of the city boundaries, such as the Hunting Trails, the Forests, and roads leading out of Regalia.
  • Urlan have superior metabolism, need to eat less to survive, do not feel cold temperatures or suffer hypothermia, have night-vision in the dark, and can eat spoiled/raw/poisoned food without issue.
 
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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
 
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