The Character
Maxwell Rydell • 3rd of Spades • Peacekeepers"Knowledge keeps the world in order."
♠ ♠ ♠
20 • Male
Appearance: Maxwell is a fairly plain individual, nothing about him is particularly striking. His average build and height allow him to blend into the crowd, far better than most would expect. It is when he is forced into family hosted parties or events that ‘require’ his presence that this has been the most useful. Stuffy suits, choking collars, tight ties, cologne… if not for being nobility and keeping up appearances, he’d have no part of it. He prefers loose, comfortable clothing which gives him room to breathe.
For those like him with a penchant for numbers, Maxwell stands at 5'10" (~178cm) tall and weighs 160lbs (~73kg). On a typical day, his matted brown hair isn't styled and falls into his face, in front of his grey-blue eyes. He would rather be comfortable than look the part of a Spade... which gets him some grief from his peers.
Personality: Maxwell fulfills his role, an intellectual individual with a penchant for the arcane. He genuinely enjoys the pursuit of knowledge and magic, but a piece of it is an obligation. It is this obligation that is seen in his actions, leading many to believe him cold and distant. However, a conversation or interaction shows Maxwell’s kind-hearted nature.
Maxwell has very little in terms of goals, and because of that, has a fairly bland outlook on life. This makes him very easy-going, but not naïve or agreeing to everything. Live and let live, a motto he lives by.
Biography:Peacekeepers. Not a name you would typically associate with a noble house of Spades. The family that began, at least to the furthest records, as an Ace of Clubs. The lineage is named as such because of the far spread ‘law enforcers’ that maintain order within Wormwold. Most of them are now vigilantes allowed to enforce the laws they please, protected by their high status.
Maxwell was born as a four of Spades and, in his 20 years of life, the family has garnered enough renown to climb up one rank. Eldest brother to three siblings, life was fairly lackluster… for a Spade. A social event every so often, gossip thrown about to garner interest in or undermine other houses. Many things that Maxwell found rather boring. Truth and honesty allow logic to function far better than lies and propaganda. He still found himself picking up bits of frivolous information.
Maxwell had a cushy life compared to most, able to get most anything he wanted. His pursuit of knowledge is the reason he travels to the spire, to learn and grow without the class system’s influence… or at least without it as much.
Stats
Health: 10
Sanity: 10
Willpower: 10
Stamina: 10
Strength: 10
Dexterity: 12
Stealth: 15
Magic: 15
Vigilance: 12
Luck: 1
Loadout
Comatose: A mystic energy exhausts the target for a while, eventually causing them to pass out after 3 turns (saving throws included). Higher levels may put them directly to sleep.
Overgrowth: Vines grow from nearby earth or plants, entangling targets – both foe and ally – restricting movement for 2 turns. Higher levels exclude allies from being hit, increase duration, and Restrain targets instead of Ensnaring. Restrain = Paralysis effect w/ saving throw at beginning of turn.
Shockwave: An electric spark extends from the caster’s fingertips in a cone shaped area in front of them, dazing targets. Higher levels refine the targeting from AoE to single target and change the daze to a stun, even potentially paralyzing them.
Frozen Gale: An icy wind begins to bluster around the caster, dealing 3 damage every turn for 5 turns. Higher levels increase the duration, damage, and add a chance to slow when hit by Frozen Gale. Recasting refreshes the duration instead of stacking.
Shadowstep: The user seemingly moves through the shadows, maneuvering to avoid physical attacks. Can only be used once every 5 turns. Higher ranks allow more frequent use.
Skills
Fade Away: Maxwell finds it easier than most to hide in plain sight in certain environments.
Peacekeeper Presence: As a member of the Peacekeepers, Maxwell gains the admiration and fear of the people. It also allows him some leeway with rules and regulations, at least more than others.
Fates & Destinies:- To witness a miracle, an illogical event.
- To learn of the true nature of the Peacekeepers.
- To befriend a member of each Suit.
Madnesses:Corruptions:Area Unlocks:Gold: 29gEquipment & Items:- Dagger - 4 Damage - 10% chance to cause 4 damage Bleed for two rounds. Dex: 12 DW: 12
- 2 Empty Books
- Writing Tools
- Compass
- Cloak