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"I'll find you when you're sleeping;
when the daylight fades.
You know not my true name;
Only that I, am Jack of Blades."
Name(s): Jacqlyn Toulmin
Nickname(s): Jack, Jack of Blades
Age: 19
Sex: Female
Birthday: May 5, X761
Sexuality: Straight
Class: Cleric
Alignment: Neutral Evil
Rank: D
Guild: Crime Sorcière
Guild Tattoo: Left arm, Superficially also on her breastplate
Face Claim: Jack of Blades, Fable Series | Saeko Busujima, Highschool of the Dead
II. APPEARANCE
Height: 5'6
Weight: 130lbs
Hair: Purple
Eyes: Blue (Yellow when Masked)
General Appearance: Outwardly, Jacqlyn shows a very intimidating appearance. The mask she wears is a cursed and extremely powerful magic artifact, going so far as to alter her voice to the deep baritone of a man's--contorted by the same evil magic, as well. The evil energies of the mask further corrupt her appearance when worn, giving her blue eyes a yellow hue. Over this, she wears a hood, hiding her purple hair. She wears an ebon hued set of leather and platemail that is both durable and light weight--though offers no protection against magical attacks. The hood leads to a tattered cloak, crimson in color, and is destroyed to the point of only falling just off her shoulders and the back hanging just above her waist. It is wrapped in the front, so as to not hinder movement and display the guild symbol. The cloak is pinned at the left shoulder, with a broach that bears her family insignia. Oddly enough, the most notable piece of this is the way her eyes seem to glow from within the mask.
- Beneath the Mask:
Able to remove the cursed object for short periods of time--no more than a day--Jacqlyn usually chooses to do so for bathing purposes, as well as sleeping. Beneath the mask she is a rather curvacious, well endowed woman thankfully wrapping her breasts combined with the bulky armor--and the near demonic voice--hides her true gender. Her skin is light color, and her muscles are well toned from years of wearing some sort of armor--the malicious looking plate the latest incarnation. Her purple hair is long enough to hang down to her waist, so it is kept in a pony tail--which is then wrapped into a bun--while wearing her armor. Naturally, when the mask and armor are off, she prefers to 'let her hair down', and chooses more comfortable clothes.
Extra: Bright, amber eyes.
III. PERSONALITY
Personality: If there is one thing Jacqlyn has learned throughout life, it's that self preservation is the greatest thing of all. She will stop at nothing to ensure that she survives, even if it means turning on allies to forge a new alliance with stronger forces. The only sense of allegiance she feels is to the mask she wears, and the dark sentient force behind it. She has no qualms following rules, so long as they benefit her or protect her in some way. On the same respect, she will break them should that benefit her as well. She tends to think long term about these kinds of things. While breaking a rule, or killing someone, might benefit her in the right now...how will she benefit, and profit, months or even years from now.
As such, she is a calculating woman. She doesn't take needless risks, and even the risks she does take are measured to the point that one couldn't really call them risks. Every plan must have a contingent, and every contingent must have a fail safe. Naturally, though, she spends more time plotting and scheming, evolving with those actions around her, than taking action.
Her opinion of others, men particularly, is low. That isn't to say she doesn't like them, or isn't attracted to them, it's rather she believes them inferior brutes. Even other women, those too weak to make something of themselves, as simple minded wastes of space and are nothing more than pawns to be used towards a larger goal. But, as stated, she particuarly hates men having no personal experience with them.
Jacqlyn doesn't hate light guilds, nor does she like them. They exist, like other things, simply because they have to. She'd rather twist and use them to her own ends, than eradicate them completely. They wouldn't have survived in Earthland, this long, if they weren't strong. Such things shouldn't be underestimated, as even the simplest being can be used at the right moment to achieve a goal.
She has never been in love, and believes the concept to be rather farfetched and a form of insanity at best. To sacrifice yourself, your desires, and your everything for one person is a ludicrous idea. If you are dead, then you're useless. If someone else dies, at least you can still carry on. The strong survive, and the weak are cast by the wayside.
Physical desires are also foreign to her, as she has never indulged in such things. When she is out and about, she is armored and her face protected, only moving when necessary and only to achieve some end.
Likes:
- Darkness
- Asserting her dominance
- Seeing the weak put in their place
- Getting Paid
- Sweets
Dislikes:
- Daylight
- Being subjugated
- Salads
- Being without her mask
Motivations: Jacqlyn is motivated strictly by the desire to advance herself. It can be with money, power--but hopefully both. The dark essence of the mask pushes her to kill, maim, and destroy to any means to achieve either of these--not like she needed much goading to begin with.
Fears:
- Losing the Mask: With the mask removed, the woman has a 24 hour time limit before her life essence and soul is drained and contained within the mask, like so many others. That feeling of trapped helplessness isn't what she wants to experience again. It is also the conduit for her magic.
- Being exposed as a Woman: She has built the persona 'Jack' around the belief in her homeland that only men can have power. Where she is from women are two things: Housewives, and whores. She wants to be neither of those.
Positive Traits:
- Zealot (+4) (Throwing Knives [Contained in a vambrace]): This person has trained themselves to wield a specific type of weapon. This weapon can be mentioned behind the Zealot feat within brackets to claim it upon approval.
- Zealot (+4) (Katana): This person has trained themselves to wield a specific type of weapon. This weapon can be mentioned behind the Zealot feat within brackets to claim it upon approval.
- Stealthy (+3): You are particularly good at avoiding notice. You could be sitting somewhere in a thread at a bar and people wouldn't even notice that you were there.
- Swift (+3): You are fleet of foot. When running, you move three times your normal speed.
- Nimble Fingers (+2): You are adept at manipulating small, delicate objects. This involves things such as a small mechanics and locks.
- Deceitful (+2): You have a knack for disguising the truth. Your lies are difficult to distinguish from the truth.
- Diligent (+2): Your meticulousness allows you to analyze minute details that others miss.
- Daunting Presence (+2): You are skilled at inducing fear in your opponents.
- Blind-Fight (+4): You know how to fight in melee without being able to see your foes.
- Athletic (+3): You have a knack for athletic endeavors.
- Agile (+3): You are particularly flexible and poised.
- Acrobatic (+3): You have excellent body awareness and coordination.
(+35)
Negative Traits:
- Ambitious (-1): You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing. Even when deals are risky you will give in and agree most of times.
- Arrogant (-1): You firmly believe that you are better than anyone else is. Your ideas are the best, your clothes are the most stylish, and you have to let everyone else know how much better you are. Once in a while you openly show contempt or disdain for someone else.
- Bad Reputation (-1): You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The rep may or may not be accurate, but in either case, word travels faster than you do.
- Cautious (-1): You are uneasy engaging in behavior that carries a chance of failure. You must spend twice as long performing any skill that requires an action. For example, deciphering a page of text would take 2 minutes for you instead of 1.
- Cowardly (-2): You have a strong sense of self-preservation. You often hesitate to put yourself at risk, even if there's a good reason to do so. In dangerous circumstances, you are likely to run away. Even if there is a slight chance that you might be able to save your friends, you cower and run away.
- Cruel (-1): You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
- Curiosity (-1): You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. This forces you to investigate something unusual, even if it looks like it might be dangerous.
- Dark Secret (-1) (Is Actually a Woman): You have some sort of secret that, if revealed, would make you an outcast amongst your society and companions. While this secret is on your mind at all times, it will come up in topics only once in a while, but when it does, watch out!
- Dark Secret (-1)(The Secret of the Mask): You have some sort of secret that, if revealed, would make you an outcast amongst your society and companions. While this secret is on your mind at all times, it will come up in topics only once in a while, but when it does, watch out!
- Derangement/Insanity (-3): Generalized Anxiety Disorder: The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories (select a single category).
- Derangement/Insanity (-3): Vigilance: Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma suffer a -4 penalty.
- Derangement/Insanity (-3): Compulsions(Playing with a Throwing Dagger): The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering.
- Derangement/Insanity (-3): Phobia (Athazagoraphobia [Fear of forgetting her mask]): A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
- Derangement/Insanity (-3): Bipolar Mood Disorder: The character oscillates between the mood states mentioned above, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.
- Extravagant (-1): You enjoy living in the lap of luxury. Ale is never good enough if you can get fine wine instead. You aren't happy with anything less than the finest room in the inn. In addition, any equipment or services you purchase cost 10% more than the standard rate for the locale you are currently in. The best of the best always costs more, after all.
- Envious (-1): Everyone else seems to have it better than you do. They have more money, better toys, and a prettier wife. You tend to get envious over the smallest things. You're often dislikes due to the constant mutterings and complaints you utter, along with the dirty stares you offer those you deem as better off than yourself.
- Greedy (-1): Money makes your eyes light up with joy. The more, the merrier, as long as it spends. Once in a while, whenever you're divvying up shares of the loot, being offered a hefty bribe, or catching wind of some fabulous treasure, the flaw can to convince you to grab for as much money as possible.
- Hedonistic (-1): You love a good time. You party too much, drink too much, and eat too much. You have trouble resisting an invitation to join someone in a drink and sometimes shirk your duty if offered a more enjoyable time elsewhere. Whenever a good time is presented you let your guard. You're also not capable to resist seduction of any sort. It's just not in your nature to resist such opportunities.
- Indecisive (-1): You have been known to hesitate when faced with difficult choices or split-second decisions. If forced to choose between letting a villain escape and rescuing a loved one from being lowered into a snake pit, you're likely to agonize over the situation until something--perhaps a cry for help from your sweetheart--forces your hand.
- Intolerance (-1)(Damsels in distress): You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, or just about anything at all. Note that some dislikes may be too trivial or ridiculous to count--a dislike of Bavarian-crème-filled donuts or mechanical pencils, for example, has no real dramatic value and will not be allowed.
- Judgmental (-1): You form opinions quickly and change them very slowly. You also have a tendency to judge people on their appearance. A man dressed as a pirate, no matter how gentlemanly, is a scoundrel and a dog as far as you is concerned. A man covered in mud is a peasant, and a woman wearing revealing clothing is a prostitute.
- Overzealous (-1): You are incapable of having a weak opinion. Everything you believe, you believe as if your life depended on it. Everything you don't believe in, you hate with a passion.
Once in a while your flaw gets you to strongly defend one of your opinions, no matter how inappropriate the time and place, nor what the circumstances of such an outburst may be. - Proud (-1): You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
- Righteous (-1): The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn't use such heavy-handed methods.
(-35)
IV. MAGIC
Magic: Night Stalker
Caster or Holder: Holder
Description: Night Stalker is a Holder magic that utilizes the element of shadow to achieve various feats while in combat. It is well rounded, capable enough to do all aspects of magic in a manner that is viable. This Holder Magic is unique in that the actual Holder item doesn't have direct combat purpose. The mask worn by Jacqlyn is an ancient, evil artifact that (like all Holder Items) is indestructible by mortal means. It's sole purpose is to act as a conduit, granting her the ability to cast magic with never having trained for it--despite being capable of learning it. It uses Shadow Element to imbue attacks with Zealot weapons, and can also allow minor control of Shadows themselves, such as cloaking one self in darkness to avoid detection. At stronger levels, with more mana output, one can even become merge with a shadow to allow greater stealth.
Strengths: Shadow Stalker's greatest strength is that it has a very wide variety of skills. It can cloak the caster in shadow, distorting their visage from view to decrease the accuracy of attacks, create tendrils of shadow magic to help defend, and even coat zealot weapons in a film like substance to add elemental damage to them. It cannot heal, however, and cannot be used to actually 'stop' spells, only deflect them provided the right trajectory. It's best described as a 'trickster' in term of use, giving the user much needed time to close a gap and deal damage with other weapons.
Weaknesses: Sadly, Shadow Stalker's greatest strength is also it's weakness. Because it doesn't excel at any particular area, it does a mediocre job at best. Those with magic that focuses more on offense, defense, or support can outclass this magic's capabilities. Zealot weapons imbued with elements from this magic, cannot travel farther than the max distance of the spell they are imbued with, without losing it's benefits. An example being a throwing dagger imbued with a D rank spell couldn't travel farther than 5 meters before losing the benefit of the spell.
V. HISTORY
- History:
- History: Jacqlyn was born, though not raised, in a pauper family as their sole child. She learned quickly, however, that personal preservation is the root of all motivations. Upon the age of 5, she was sold into slavery by her parents so that they could obtain the money to better their living conditions—and Jacqlyn had learned that apparently she wasn't the first child they had raised for this purpose. The family would bear a child, raise it to 5 and sell it again, using their earnings to go on a spending spree. Then do it all over again, being poor within a year. Her mother, who had already had another child who was already 2, merely parted with a smile and a wave. Jacqlyn would come to not fault them for this: after all, it was the basis of supply and demand.
As a slave child, Jacqlyn—still much too young to satisfy those with less than pure urges—was then sold to an archeology camp which employed child labor. Once there, she was placed into a camp with other children, being forced to work for twenty hours a day, eating only twice a day, and sleep for four. It was miserable, of course, with conditions that weren't sanitary. This caused a constant supply of children being dragged out in burlap bags, and replaced with fresher, healthier children. Self preservation was obviously reinforced here, and Jacqlyn found out quickly the only way to do that: Steal. She stole food and water from her fellow children, even going so far as violence should she have to, to get what she wanted.
This lasted until a boy, almost into his teens and obviously larger and stronger caught her trying to steal from him. When it came to blows, the young girl didn't pull through a victory. She decided that if she was going to be the dominant one, like the men running the camp—she needed a weapon. She found a rock suitable enough, and during her many days excavating took time to chip it down to a sharp surface. When she returned after a fortnight for the larger boys food, she was the only one who walked away from the skirmish—his blood on her hands, and food in hand. Terrified of this young girl, dubbed 'Jack the Slasher' from her fellow children, they said nothing to the guards who questioned and brutalized them. They knew the guards wouldn't kill them—they were needed for work. Jack, on the other hand, didn't care.
Six years went by, with her stealing and murdering to have enough food to stay strong. The artifact that they had been bought to find was unearthed, her own pick the one piercing the stone case that held it. The case, which was wrapped in chains and secured with a lock that only opened with magic, wasn't impervious—an obvious design flaw, or perhaps the work of something more. Pulling the mask from the shattered box, she looked it over. It was smooth, though not of a material she could place. It' designs were intricate and rather malicious looking, but it must have certainly been valuable—else it wouldn't have been locked in such a manner. As she held it she felt a compulsion, an urge...and then a voice speaking to her, barely above a whisper. It promised her power, glory, and obedience from those who had enslaved her. It promised that she would become one of the most powerful beings on the planet, if she would just offer her being and place the mask on.
It seemed such an inconsequential decision to place the mask on, she was after all, a slave girl. She had no offerings to give—wearing the same tattered slip of a dress she had when she first arrived-though it barely covered her thighs now. What could a mystical mask take from her, if she had nothing to give? She placed the mask on, of course. By the time dusk fell that day, she was the only person to walk out of the camp—which was as silent as a graveyard, for that is what it had become for every inhabitant save her.
Many years passed, with her traveling wearing that mask. Slowly, it's price became clear as the being spoke within her mind. It was an artifact used by Wizards from a time long past, it's original creator unknown to even him (at least, she believes it is a he.) The being had no name, and so she had decided—if she was to spend her life with this mask, never parting for more than a day—that he would be called Jack as well, as she had become known as. Her legacy grew as she traveled across her homeland. At first, it was difficult, as nobody took a young girl in a scary mask seriously. She, however, quickly adapted. She hid her long hair, and developing body beneath wraps, leather, and plate armor. By the time she reached adult hood, leaving her homeland behind, she was a thing of children's bed time stories: Jack of Blades, the red robed terror that killed bad children with a variety of bladed weapons. The children part wasn't true, of course, but sometimes things like that are just lost in translation.
She had entered Fiore a fugitive from her land, and began work anew. As a 'Wizard', as they were called here, she decided to seek work in the many guilds throughout the land. This was difficult at first. With her intimidating appearance, and knack for striking from the shadows, there weren't many 'legal guilds' that would accept her. She stumbled upon Phantom Lord Wizards while working a job as a mercenary, however. Not one to turn down the potential allies—no matter if she would have to betray them in the end or not—she followed them to their base of operations and joined.
Last edited by Jacqlyn Toulmin on Sun Apr 20, 2014 4:50 pm; edited 1 time in total