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About Constance De MorganDescription:
GUARD DOSSIER: DE MORGAN, CONSTANCE
OTHER NOTES:
Since then, De Morgan has made over 800 arrests and nearly as many convictions. Several of her failed convictions were fairly grievous, despite this impressive record. Including the recent case involving Lord Eddard Smith, in which De Morgan wrongfully accused Smith of conspiracy and embezzlement. This resulted in De Morgan's transfer to Guard Lieutenant Spooky's platoon and a demotion to Junior Guard. During her time as Lieutenant in Mid-town ward, De Morgan spent most of her time in the field. Because of this, her platoon and leadership over them is currently under investigation. There are also disturbing rumors of unwarranted violence and coercion against citizens to De Morgan's name. These allegations have also moved most of her old cases to be re-opened for investigation. We have been advised to note, however, that public support for De Morgan is noticeable. De Morgan is also one of several Guards to carry experimental “Firearms”. While not against regulation, the weapons are considered highly dangerous and unpredictable. Guard De Morgan is also prone to fits of anger which may have been exacerbated by her divorce from her husband several years ago. We are recommending she be given probationary status on Spooky's squad until the physician deems her mind to be sound. This does not supersede previous recommendations to terminate Guard De Morgan's employment. Personality:
Constance De Morgan prefers to be called by her last name in most cases. The professionalism of it keeps her petite height less of an issue as the weight of being a Guard comes into the conversation. Being small and a woman meant that De Morgan's dreams of being a Guard Captain would be dubious at best. Because of that, she has fought extra hard to distinguish herself as the best guard in the City. She does have a temper problem, however, for the most part she keeps her emotions in check while on the clock. Which nowadays, is most of the time. Or was before she got transferred. It may be worse to be on call 24/7. It may not be, but Spooky's squad seems like it might be the most challenging thing she's ever faced.
Prologue/backstory:
”Quantium is not a place for the faint of heart. Sure, the city is beautiful, filled with cathedrals, temples, statues, and great manors for the wealthy. But underneath all the glitter, the darkest corners of the city will readily eat you alive. Vampires, black wizards and other monsters rule the city beneath the shining council. The monsters and other unsavories have footholds even in the council, even here, in the guard. Quantium is a city under siege, but its a siege that no one knows about. No one but a few of us guards. “ ------- I pulled the trigger and a deafening CRACKOOM echoed throughout the building. The noise was oddly comforting to me. It meant that I was still standing and the bad guys were either running or dead. Or cowering in a corner like a small rodent. Smith squealed indignantly, ”Oh Gods you're insane! Get out of my house! Get away from me you barbaric imbecile, I have rights! I'm a citizen!” He shook and babbled some more as I stalked toward him. I stowed my pistol and reached for the manacles on the back of my belt. ”Lord Eddard Smith, you're under arrest for conspiracy, and embezzlement of public funds. As I began to read him his rights, Lieutenant Randal Grint, from the Uptown Ward entered the room and interrupted, ”Actually, he isn't, Connie dear,” I flinched angrily at the over-familiar use of my name, The good Lord Smith is a philanthropist and an asset to the community. He doesn't need something like this on his record. He was just in the wrong place at the wrong time. Give the man a chance.” He flashed a brilliant white grin my way as I dragged “the good” Lord Smith to his feet in chains. It was a difficult feat to be sure. I'm almost a head shorter than Smith, luckily, like most rotten scum, he was shaking like a leaf. That damn snake, I thought to myself. I kept that to myself and instead grunted, the way that men think is only theirs to grunt, ”Get out of here Grint, this is out of your jurisdiction.” Grint only slithered closer at that and smiled, ”Come now Connie dear-” I interrupted him mid-sentence, ”It's De Morgan to you. My friends call me Connie.” He continued, confidence not to be bristled, ”De Morgan, then. If you won't listen to reason, then perhaps you'd like to know that Guard Captain Hall is on a first name basis with Lord Smith and would kindly appreciate it if you let him go.” I faltered a bit. Hell... I've wanted to be Senior Captain since I was nine years old, and I've been chasing that dream ever since. If I screwed this up with Captain Hall, I'd be stuck in Central the rest of my life. Or on some God-forsaken night-post. It wasn't technically a direct order from a superior officer, though, Grint was the same rank as me, and his Captain wasn't actually here. If I made that point crystal with the brass, I might be in the clear. Yeah, and one of these days I might settle down and run a small business. Potential Carreer Limiting Move or not, I had a job to do and the law to uphold. No one was above the law, not even –No, especially not –snobby rich kids. I growled back at Grint, ”If Captain Hall wants to make bail on my perp, he can come to Mid-town ward and do it himself.” ------ “I read your file, Lieutenant Guard Morgan. Although we soon won't be calling you that anymore,” Senior Captain Regnal intoned, “I'm sorry about what happened, but your career isn't totally dead in Spook.” I shifted in my seat, still trying to sit straight, despite how low I was feeling. I inquired curtly, ”Sir?” He smiled back, ”You may have heard things Lieutenant Spooky's platoon, some of them are true. It's probably why Randal and Hall got you assigned here and why you were slouching in your chair.” I opened my mouth in protest, ”I was not slouch- but he raised his hand and I stopped. He wasn't wrong that I was a worried though. Spooky has the highest death rate of any squad in the city. It's a literal suicide squad. But its either that or quitting my job. And I'll be damned before I let that slippery bastard Grint get the best of me. The Captain continued, ”While it's true that Spooky handles some of the most lethal assignments, I have confidence in your ability to defy death. Your work might not be recognized as publicly as your previous post, but be certain that if you do well in this squad, your dreams of becoming Captain will come to fruition.“ He smiled at me and then at the door. I look back in time to see Grint passing by giving me a sneer through the door. I raised an eyebrow, ”Are you a- ”Precog? No, just familiar with the building De Morgan.“ he interjected and passed me a wink. I grinned widely in understanding. Maybe too widely, I couldn't tell. ”Of course, Captain.”
Friends and Foes:
Friends!
Foes!
Social Classes and opinions!:
Comfortable Classes
Uncomfortable Classes
The Odd Ones Out
The Block of Stats!:
Constance De Morgan
LG Medium Humanoid (Human) Init +8; Senses Perception +11 ===== Defense ===== AC 23, touch 16, flat-footed 15; (armor +5, Dex +6, Dodge +1, shield +1) hp 39 (5d10+5); Fort +5, Ref +10, Will +4 ===== Offense ===== Spd 30 ft. Melee Cestus +3 (1d3-1) Ranged +1 Pistol +10/+10 (1d8+12/x4) [Assuming Point-blank Range, Deadly Aim, and Rapid Shot] Special Attacks Up Close And Deadly: Spend 1 grit point to deal 2d6 bonus precision damage on a hit with a one-handed firearm that is not making a scatter shot. ===== Statistics ===== Str 8 (-1), Dex 22 (+6), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 10 (+0) Base Atk +5; CMB +4 Feats Gunsmith, Rapid Reload (Pistol), Point-blank Shot, Rapid Shot, Precise Shot, Weapon Focus (Pistol) Traits Influence (Sense Motive), Larger than Life Skills Acrobatics +13 [4 ranks], Craft (Alchemy) +2 [1], Knowledge (Local) +9 [5], Intimidate +8 [5], Perception +11 [5], Sense Motive +12 [5], Stealth +11 [5], Languages Taldane (Common), Kellish Combat Gear +1 Mithral Chain Shirt (2100 GP), +1 Pistol (2300 GP), Belt of Incredible Dexterity +2 (4000 GP), Masterwork Buckler (155 GP), Alchemical Cartridges, Paper x50 (50 GP), Bullet, Silver x4 (10 GP), Bullet, Adamantine x4 (24.4 GP), +1 Merciful Alchemical Cartridge, Paper x10 (1610 GP), Gunsmith's Kit (15 GP), Alchemical Cartridge, Flare x2 (2 GP), Ioun Torch (75 GP), Blue Book (5 GP), Portraits Book (10 GP), Weapon Blanch, Ghost Salts (20 GP), Weapon Blanch, Cold Iron (20 GP) 234.6 GP Remaining
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds (ex):
This deed replaces the deadeye deed.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check. Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
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