Name: Jean-Philippe ‘The Awakened’ Boucher
- Friends call him JP.
Nationality: Quebecer, with a mix of French, Native American, German, and, most probably, Viking ancestors.
- Quite the tall guy, but rather frail with large shoulders and 'stick-like' limbs. Has brown hair arranged into a messy ponytail. His appearance otherwise fluctuate between completely uncared and handsome, depending on mood and occasions. Has a thing for coats of all kind, as they fit naturally well and improve his charisma. When not wearing a greatcoat (mostly when it’s burning hot outside) he tend to wear tightly fitting jacket and combat boots, or just a nice shirt. Most of his attire is black and white, and he seems to care little for fashion or wearing clothing appropriate to the current temperature. Also has some 'Lennon-style' sunglasses (worn by a celebrity from the Earth he hails from) and mad scientist goggles.
- He talks about himself a lot, and it doesn’t take long to understand that his life was easy, with no calamity and tragedy happening to him in the past. Sure, sad events have occurred, but nothing that could cause a trauma or the like.
- Always dreamed of conquest when he was young, and went past the dream stage a couple of time, even massing an army and taking control of the primary school yard once, before quitting dictatorship and entering high school.
- Instead of playing with kids or going to the pool, he would read encyclopaedia, think, and daydream. He still managed to get a lot of friends of similar interest and never had problem with bullies for being a total nerd/geek/oddball.
- He’s social, friendly, full of humor, and all those nice shiny qualities, but only half of the time, otherwise he is reserved and solitary. If that balance gets forced on one side or another, he become irritable, and loses all energy.
- He’s also quite an oddball, being himself as much as possible and not caring much about others perception of him. Some call him mad, but he believes that if madness is wakefulness in a world of sleepers, then madness is the only reasonable behavior.
- JP has claimed to have an intriguing outlook on life. Recently, more specifically, in the past two years, he broke the veil of lie that was reality, having begun to delve into the esoteric art of philosophy. For most, those nice-sounding citations about 'happiness' and 'causality' are not impressive; for them, reading about the true nature of the universe is annoying, or at best, quite funny or uninteresting. But in JP's opinion, those folk are ignorant fools, for they might 'comprehend' things, but never 'realize' them. He believes them to be 'asleep', not even trying to understand their surroundings. It’s about at this point that he began using his nickname, 'The Awakened' as he feels he’s one of a few to actually be conscious of the true nature of things.
- Ignorance is bliss, he knows that. Being 'permanently being aware' and always deconstructing everything to its 'source' or 'true nature' is quite hard on one's innocence.
- As a consequence of his philosophy, he see’s reality (at any level) as nothing but a big game to be enjoyed while it lasts, as there is no real goal anyway. To JP, the true purpose of existence being self-contained and ephemeral; nothing is more important than one's happiness, may it be justice, greater good, wealth, success or whatever. Those are means, not ends.
- JP Despises nothing more than NPC's, or non-playing characters, which is the term he uses to qualify all species of 'fools' and 'sheep', that is, those who dismiss philosophy as trivial; they don’t even understand the goal of the game.
- He sometime takes nihilism to the max and becomes nauseated by the truth. He feels that everyone in every world is only playing a role, and that if you caused them to be utterly alone, they would be afraid of the realization that they but are a vulgar colony of cells striving to survive by means of some hive mind, or unconsciousness, reacting chemically to the outside world in a pre-programmed way and using the illusion of consciousness to further it’s need, and then drugging itself to associate success and failure to create needs and repulsions as a mean of getting better chances of survival for the colony. That being said, the cells themselves are ephemeral purposeless organisms created by causality and evolution and are not even aware of their own strive for survival. JP says that staring into that bottomless void of meaning and fully realizing what it implies is enough to drive a man sick.
- Sometimes, he can’t help but reveal a small sample of mind-crushing, paradigm-shattering thoughts on someone, just to see if they will react, and to see if they are awake as well, or just sleeping within the matrix of ignorance like the rest.
- Even if he believes existence to be purposeless, he also knows that inexistence is also purposeless, and therefore, he enjoys the ride while it lasts.
- Regardless, JP is not depressed with all those dark subjects in mind, but cheerfully accepts them as a cosmic joke. No big deal.
Grim Artist Class: Dilettante; much more powerful than an Apprentice. Can exhibit more advanced Grim Techniques and has refined the basics ones to the point where they can be used for more complex and potent moves. Is outclassed by a Savant Class Artist and definitely no match for a Virtuoso Class Artist.
- He is a High-Rank Dilettante, meaning that he is ready to graduate into the Savant Class. Really, he's practically a Savant already. The designation just needs to be made official by the institution he has been training at.
Grim Art Type:
- Fate Art. His Expenses affect his Cosmic Self. Causality becomes a pain when JP tries too much.
- Drawings, Combat and Gaming are his primary fields.
- However, he has dabbled in a lot of others, and sometimes knows a lot about Aesthetics that he doesn’t directly practice. When it comes to serious competition however, he won’t trust his Cooking skills, but will probably return to his best attributes.
- When it comes to Gaming, as much as he can design and create basic video games, he’s much more potent when it comes to creating rules and designs for tabletop gaming, like Role-Playing Games and War Games, and he use that peculiar knowledge as his primary strength, using Drawing to consolidate and Illustrate his game designs and make the rules clearer and deadlier.
- His Combat Aesthetics are centered on the uses of Swords, mainly the two-handed ones, and he uses his comprehension of gaming rules to exploit weakness in the 'gaming system' that is reality into getting extra attack when it’s not his turn or moving faster than normally allowed. In the meagerly-designed universes out of the Renaissance, he has been known to effortlessly, conceptually and literally get infinite amounts of actions into a single Cosmic Planck Time, being able to manually break the neck of virtually every god and demon before any of their 'quantum' particles have had the time to even move the tiniest distance conceivable; note that a Cosmic Planck Time to a Higher Entity is not the same as a Planck Time to Regular Entities. That being said, doing that within the Renaissance would screw him big time, the rules turning against him and nothing pertinent being accomplished.
- The Gamemaster: JP's personal computer, bought partially for him by his family. Tower style complete with multiple screens, tablet and all. Big and clumsy, this equipment is his strongest tool, where he writes all his gaming rules and does all his digital drawings. The raw power of this Grim Device his impressive, and the 'official' versions of his rules that stem from it are his most potent and dangerous ones. However, it is mainly stationary and not well adapted to transport, and therefore, will rarely see the battlefield directly. However, versions of his rules are stored online, and he can access them from any computer or well-made cell phone and apply corrections or correct anomalies. However, doing so require much more energy than working directly from the Gamemaster, and therefore he tries to have his work need as little modifications as possible, to avoid changing rules on the fly too much. He also posts his Drawings so that he can access them from anywhere, signing them for added Prerogatives and protections. If those drawings fit his rules, then their existence become much more rigid, as they becomes the incarnations of premade statistics, and they also cost much less. However, they are in the end controlled by the obscured Judging Ones, and must act according to the rules JP as set for them.
- The Judging Ones: Rare are the tabletops games that doesn’t need dice, and JP's set of dice are the ultimate 'judges' to the results of his actions. No matter where or how he throw the dices, they give a result, and that result is interpreted by his Gaming Rules and then the dices reappear instantly in his pouch.
As an Artist:
- Deep within, Jean-Philippe feels that he is nothing but a megalomaniac trying to play 'God' by recreating universes that work according to his own principles, his own aesthetic tastes, his own rules. He’s a demiurge more than an Artist.
As a Grim Artist:
- JP fights by first encompassing the whole playing field and flow of combat into his rules, and then defeating his opponent by them. The more 'fair' and random the rule, the less costly they are. Abusive or outright ludicrous rulings cost a lot more, so he uses this kind of unfairness only in situations that call for it. Imprisoning his opponent in a turn-by-turn reality, or having him/her/it stunned and losing his/her/its action, or incapable of using skill from lack of 'mana' is all within his capability.
- However, the true caveat is that, having played his own game a lot, JP 'Character Level' his usually much greater than the challenger, turning him from a fair match in close combat into a unstoppable juggernaut with an enormous amount of magic items providing bonuses of all kind, from life-steal to attack speed and armor, that is, if the Prerogative of his opponent doesn’t simply allow his opponent to minimize the effect or simply break the rules altogether and bring the castle of cards down. If not, when fighting JP within his gaming realm, opponents could swear that they are fighting a High-Rank Savant instead of someone one Class lower.
- When not in combat, he loves using a version of rules that are extremely well-balanced, just to play around with friends, which require little expense and isn’t dangerous for the participant, who loses only their Characters' health from fighting, and are not truly harmed during or after in the process.
- Jean-Philippe doesn’t believe in destiny. He doesn’t care about fate. For him, there is only causality at work. However, sometimes anomalies he calls 'deterministic ironies' happen, times when events kind of conspire to bring him down, often in a way so ironic that it looks like it’s nothing but a big joke, and a cruel one at that. Using his Art tends to produces these phenomenon, and when in combat there’s only so much you can do when the whole concept of interaction between causes and effect seem to be clamoring for your downfall in the most merciless and malicious ways. It’s like fighting against odds that always on the opponent's favor, always having to climb increasing difficulties as the fight goes on, and if he stops squirming and giving it all he can, he quickly get consumed by the invincible wall of impossibility. Examples of these glitches in his fortune would be his Prerogative inexplicably failing him at a critical moment, his Creativity leaking, his Device breaking, or his opponent gaining unbearable amount of advantages.
- That his, of course, only when he uses too much power. Normal uses only have minor payback, like having some of his Techniques appearing within someone else’s mind before he can make it happen, and losing chucks of Prerogatives associated with it.
- To the mundane or inexperienced, this may appear as simple bad luck.
Favored Moves: There exists a lot of documentation on JP’s moves, for he publishes his system for free. However, he most probably keeps secret other versions of it that he never used publicly, and those must contain his most abusive Techniques.
Gaming-Drawing Aesthetics Collaboration, The Dungeon of The Awakened: JP summons the map of a lair and traps his opponent within it. Safely outside of the prison, Jean-Philippe then unleashes waves after waves of monsters, traps and enigma. However, The Dungeon must always include an exit or an objective that is clearly stated, and the more difficult it is to achieve, the most costly this Technique will be. If the objective is attained, an extremely heavy price proportional to the difficulty is then applied to JP’s causality.
- Being created from the Gamemaster, The Dungeon's Prerogative his much higher than what one might expect for JP's power level, though not nearly enough to capture a Virtuoso for more than a minute or so before being cleared, and then again, the difficulty needed against a Virtuoso would be so high that it would drain JP way too much, and with lasting effects to boot.
- If he modifies his dungeon on the fly, for example by altering the spawning point of monsters, or their number, it costs him much more than if he had it prepared from the start.
- For revenge against a brat who tough himself mighty, he once designed a labyrinth so deep and complex and deadly that he had to cheat his own ruling to avoid the poor lad from staining the catacomb floors. The price was high, but it was all worth it, so he says.
- Many Dungeon-Crawler Gamers find that collaborating with a Construction Artist makes their Dungeons much more impossible to break out of, leaving them time and energy to concentrate on making sure the objectives are harder.
Gaming-Combat-Prerogative Aesthetics Collaboration, Le Gros-Bill: French term for Power-Playing in Gaming. A Rare and dangerous Technique. By backing his own Combat prowess with stats, JP gives himself extra powers and stats when within his own rules, and the more abusive the bonuses, the more costly the Technique is.
- Several Aesthetics have their own variants and versions of taboo God-modding Techniques. The Mary Sue Mode and Gary Stu Gear can be unleashed by Writers and Sketchers, for example.
- This Technique of JP's is rarer than usual, since it is hinges upon more rules than most others.
- Josh and JP are both learning the counter to this Technique.
Gaming Aesthetics, Fumble and Critical: An Uncommon Technique. By throwing dices, and interpreting the result, he assures a probability of doing 'critical hit' and 'fumble', or critical failure, to him and his opponent. Naturally, he keeps the odds of making a Critical Hit higher for him by tweaking the rules and giving himself specials boons and effect. Drastic alterations of probabilities quickly can turn a fair fight into something aberrant, but the price for that is high, and the chance of his opponent making a Critical, or giving himself a fumble, is never truly nullified.
- Normally, Gamers are content to invoke a Critical or Fumble effect separately, but JP is comfortable with pulling both off at the same time.
Gaming Aesthetics, Personnage Joueur: French for Playing Character; this Technique also goes by many other names like Character Mode and Gaming Avatar. This common Technique can be pulled off with Drawing or Theater Aesthetics as well. JP can choose to play one of his pre-made Characters, using said Character's own set of abilities while losing the possibility to alter the rules in real time, but becoming protected for the duration of his manifestation. He can go 'Out-of-Character' at will, and the Character will stand still until further control. While In-Character, references to him have no effect, since he doesn’t really exist anymore. A Writing technique dictating his horrible death will stay ineffective while in-game, but effects targeting the character will take place. If the character dies, JP gets ejected instantly, but suffers no direct harm, except a cost and the fact that the resurrection of the Character will probably take some energy afterward.
- Other variants of this Technique can function on the First Person or Third Person modes.
- Many other variants, sometimes including Theater Aesthetics, will cause the Gamer to use a Character like armor, wearing it from the inside, or merging with it. They will take damage if their Character does, but they are able to more effectively infuse their Prerogative into their forms, or channel other Techniques not usable by their Character.
- Often talks, or even nearly screams, when alone. It kind of liberates his expression, and thus his inspiration.
- He tends to insert part of his philosophy into his dungeons and quest, making it harder for 'sheep' to get out, but easier for those who are awake.
- When out of inspiration, he will sometime venture out of the Renaissance to fix a universe or two, and experiment on ideas and monsters concepts. Being a good guy, he sometime reverses the damage done if the change brings total doomsday.
- He doesn’t trust his dice, always plagued by bad luck, and curses a lot while rolling them if the result is unpleasant. GRIM RENAISSANCE ROSTERS:
A Glance at the Renaissance: rafael-domination.deviantart.c…
The Grim Aesthetics of Renaissance 'Forgewater': rafael-domination.deviantart.c…
Main Roster 01: rafael-domination.deviantart.c…
Main Roster 02: rafael-domination.deviantart.c…
Main Roster 03: rafael-domination.deviantart.c…
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Main Roster 07: rafael-domination.deviantart.c…
Main Roster 08: rafael-domination.deviantart.c…
Main Roster 09: rafael-domination.deviantart.c…
Main Roster 10: YOU ARE HERE
Main Roster 11: rafael-domination.deviantart.c…
Main Roster 12: rafael-domination.deviantart.c…
Main Roster 13: rafael-domination.deviantart.c…
Main Roster 14: rafael-domination.deviantart.c…
Main Roster 15: rafael-domination.deviantart.c…
Main Roster 16: rafael-domination.deviantart.c…
Side Roster 01: rafael-domination.deviantart.c…
Side Roster 02: rafael-domination.deviantart.c…
Side Roster 03: rafael-domination.deviantart.c…
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Side Roster 05: rafael-domination.deviantart.c…
THE DEVIANT FEATURED IN THIS ROSTER IS:
MINOR EDITS HAVE BEEN MADE TO MAKE IT LOOK LIKE A GENUINE ROSTER.