Slipped away during orientation after forging elective paperwork.

Opening the archive

Opening the archive
Victor Shaw
Simon Baker, better known by the hexname Victor Shaw, is a human maskweaver from Rifleton whose life has been defined by deception, disguise, and the refusal to let the powerful go unpunished. After turning against the nobleman who exploited his mother, Simon fled into the Fey Realm and learned to survive through false faces, poison, humor, and misdirection. As a member of My Alchemical Romance, partner to Exaba, and companion to the dragon Walter, he hides vulnerability behind jokes and insists he would never lie even when deception is his sharpest tool. Simon looks out for himself first, but his hatred of exploitation keeps pulling him toward peasants, street kids, and anyone crushed under wealth or power.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Simon Baker, better known by the hexname Victor Shaw, is a human maskweaver from Rifleton whose life has been defined by deception, disguise, and the refusal to let the powerful go unpunished. After turning against the nobleman who exploited his mother, Simon fled into the Fey Realm and learned to survive through false faces, poison, humor, and misdirection. As a member of My Alchemical Romance, partner to Exaba, and companion to the dragon Walter, he hides vulnerability behind jokes and insists he would never lie even when deception is his sharpest tool. Simon looks out for himself first, but his hatred of exploitation keeps pulling him toward peasants, street kids, and anyone crushed under wealth or power.
Slipped away during orientation after forging elective paperwork.
Was assigned to room with Exaba on Floor 3.
Received Walter's egg from Exaba during the late-night Floor 3 crisis.
Dove first into Ash's cracked
liquid-dark mirror portal.
Found and activated the Portkey embedded in Orlandus's corrupted remnant
opening the route to the Void Realm.
Entered the Githyanki/Castro fortress with Walter
making his dragon connection immediately dangerous.
Set the code word “abacus” as a signal for help before the Githyanki split the party inside the fortress.
Tried to negotiate over Walter but was exposed by the Githyanki captain and forced the prison-break fight with Fog Cloud and “abacus.”
Discovered the party’s locked Githyanki prison room had a blocked high window leading to a snowy mountain exterior.
Won leverage in captivity by demanding the party’s belongings and release before any Githyanki discussion.
Was brought before Keredeth
lost Walter’s bracer
and had his right arm severed.
Learned the Githyanki portal command word “Kethil” and that the party’s gear was stored nearby before his mutilation.
Was thrown back into the cell bleeding from his severed arm before the party stabilized him and left Smiteclaw Village.
Found the correct blocked entrance to the Rat King-side sewer network beneath the Glow Pools.
Returned to Gravenhurst with Nick while the reduced party continued the sewer stash mission.
Appeared as an active name on the updated Graven Scourge hit list found in the sewer camp.
Carved a slot into his wooden stump so the party could bypass the stash door’s Mage Hand protection and physically turn the key.
Claimed the Pipes of the Sewers from the Thieves Guild stash.
Was directly targeted by a portal lure marked “Victor Shaw
you’re up” after the Graven Scourge hit-list threat became active.
Was the named target of the game portal set up in Astrid’s shop.
Had a thinner
terrified Exaba revealed as his prisoner
creating a mystery against the host Exaba.
Was eliminated from active play and strapped into machinery in a void viewing room with his eyes forced open.
Chose to stay with Exaba instead of returning to Jericha with the rest of the party.
Remained in the background with Exaba while the campaign shifted into New VQU’s mission-based Ex Force era.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Maskweaving is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Level
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectMaskwright's Thread
Choose three other aspects when you gain this power. These are your Mask Sources. You can craft simple masks based on those aspects. A mask can hold one Tier 0 power from one Mask Source that does not require a special body form, permanent companion, pact, deity, or unique story permission. A creature wearing one of your masks can use the stored power using your Maskweaving save DC and WIS modifier unless the GM rules the source aspect uses another modifier. You can have one active mask at a time.
Don Mask
Touch a mask you created and place it on a willing creature. The mask occupies the creature’s face slot and grants its stored power while worn. Removing a mask requires an action by the wearer or by a creature within reach. If a mask is destroyed, its stored power ends immediately.
Apprentice Mask
Create or remake one mask from a Mask Source. The mask can store one Tier 1 or lower power from that source. Powers that summon permanent allies, create permanent structures, grant permanent transformations, or consume story-limited resources cannot be stored unless the GM allows it. You can have up to two active masks at a time.
Mask Familiarity
You always know the direction and distance to your active masks while they are on the same plane. You also know whether each active mask is worn, unworn, broken, or suppressed.
Quick Donning
Place one of your masks on yourself or a willing creature within reach, or remove one of your masks from yourself. If the target already wears one of your masks, you may swap it for another mask you are holding.
Plain Face
Touch one of your masks. Its magical aura and source aspect become hidden from ordinary senses. A creature studying the mask must succeed on an INT check against your power save DC to identify the source aspect or stored power.
Adept Mask
Your masks can store one Tier 3 or lower power from a Mask Source. You can have up to four active masks at a time. When you craft a mask, choose whether its stored power uses the wearer’s action economy or requires your verbal command while within 60 ft. to activate.
Reservoir Mask
Create a mask that stores one Tier 2 or lower power from a Mask Source and one minor passive or utility trait from the same source. The utility trait cannot grant a second attack, a permanent companion, a separate spellcasting list, or a resource pool. Only one Reservoir Mask can be active at a time.
Mask Relay
When a willing creature wearing one of your masks uses the mask’s stored power, choose another willing creature wearing one of your masks within range. The second creature gains temporary hit points equal to 3d8 + your WIS modifier, or may move 10 ft. without provoking opportunity attacks.
Mask Inventory
You can maintain twice as many inactive crafted masks as active masks without degradation. Inactive masks retain their stored powers but grant nothing until activated and worn. Replacing a stored power in an inactive mask takes 1 hour.
Masterwork Mask
Your masks can store one Tier 5 or lower power from a Mask Source. You can have up to six active masks at a time. A creature wearing one of your masks can use its stored power even if the source aspect normally requires proficiency, a minor focus object, or a specific implement, unless the requirement is story-bound.
Twin-Face Mask
Create a mask with two faces from two different Mask Sources. It stores one Tier 4 or lower power from one source and one Tier 2 or lower power from the other. When worn, the wearer chooses one face as a bonus action; only that face grants its power until the wearer switches faces. Only one Twin-Face Mask can be active at a time.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images
Aspect
Maskweaving
Location
Old Rifleton
Institution / Faction
My Alchemical Romance
Institution / Faction
Von Queef University
family
Shaw
partner
Whisperstep - Exaba
animal companion (Dragon)
Walter
Session Appearance
Act 5 Episode 11 Scene 5
2026-06-11 / Historical sacrifice / escape enabler
Session Appearance
Act 2 Episode 7 Session Notes
2025-03-27 / Backgrounded party member / prisoner-continuity link
Session Appearance
Act 2 Episode 6 Scene 7
2025-03-13 / Eliminated contestant / forced viewer
Session Appearance
Act 2 Episode 6 Scene 6
2025-03-13 / Contestant / alternate-Exaba prisoner holder
Session Appearance
Act 2 Episode 6 Scene 5
2025-03-13 / Contestant / mobility challenge participant
Session Appearance
Act 2 Episode 6 Scene 4
2025-03-13 / Contestant / voter
Session Appearance
Act 2 Episode 6 Scene 3
2025-03-13 / Contestant / goblin looter
Session Appearance
Act 2 Episode 6 Scene 2
2025-03-13 / Unwilling contestant / named target
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
GP0
Crystals0
Dust0
Tokens0On this page
This is the public profile. Private play tools stay behind character access.
Play-ready, unassigned
2/3 play gates ready. Play data is ready, but no approved player connection is attached.
Read profile
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready, but no approved player connection is attached.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readinessPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
No player access path is attached yet.
Power readiness42 sheet-ready
Maskweaving has 42 sheet-ready powers; the character sheet has 14 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Play-ready, unassigned. Table tools are tools partial. Wiki state is wiki in review.
Historical sacrifice / escape enabler
Is discussed as one of the reasons the previous Trixie-game escape worked, including his behind-the-scenes time-stream clues with Exaba.
Status: Backstory relevance renewed
Knowledge: Players know Victor’s past sacrifice/time-work matters to understanding Trixie-game survival.
Backgrounded party member / prisoner-continuity link
Remains in the background with Exaba while a new PC is introduced.
Status: Victor shifts offscreen/background
Knowledge: Players know Victor’s continuity remains active but not central.
Eliminated contestant / forced viewer
Is voted out and finds himself strapped into machinery in a void viewing room, forced to watch the game continue.
Status: Removed from active play but not freed
Knowledge: Players know elimination is another form of captivity.
Contestant / alternate-Exaba prisoner holder
Has the alternate Exaba revealed as his prisoner.
Status: Exaba-host mystery tied directly to Victor
Knowledge: Players know Victor’s prisoner is part of the game’s deeper mystery.
Contestant / mobility challenge participant
Runs the obstacle course and banks prizes.
Status: Competes in second round
Knowledge: Players know Victor remains active before elimination.
Contestant / voter
Participates in the first elimination vote and hostage-stakes reveal.
Status: No direct status change
Knowledge: Players know Victor now understands prisoner stakes.
Contestant / goblin looter
Participates in killing goblins and searching bodies for prizes.
Status: Engages with game mechanics
Knowledge: Players know Victor takes part in the first game round.
Unwilling contestant / named target
Enters the portal and lands in the game arena despite being the marked target.
Status: Becomes game contestant under targeted conditions
Knowledge: Players know Victor is still the focus of the trap.
Removed contestant / background contract participant
Is included in the rescue/return framework despite being eliminated into the void viewing room.
Status: Transitions into background/offscreen continuity
Knowledge: Players know Victor remains part of the broader outcome but will move offscreen.
Named portal target
Is the explicit named target of the game portal set up in Astrid’s shop.
Status: Victor-targeted portal arc begins
Knowledge: Players know Victor is singled out by the challenge.
Investigator / correct entrance finder
Finds the correct blocked entrance after the failed first attempt.
Status: Identifies true sewer-stash access
Knowledge: Players know Victor’s investigation gets the mission back on track.
Party combatant
Helps handle the giant crocodile hazard.
Status: No direct status change
Knowledge: Players know Victor continues through sewer-entry danger.
Relationships
No public inventory items yet.
Aliases
Tags
Received Walter’s egg from Exaba during Act 1 at VQU. During Act 2 captivity in Smiteclaw Village, Keredeth took Walter and had Victor’s right arm severed. During Trixie’s Game Master Spectacle, captive Exaba was Victor’s prisoner and Victor was eliminated into a forced viewing room. When Djeebus returned the party, Victor chose to stay with Exaba rather than return immediately with the group.
Inside the damaged Guild refuge, Arthur/Authur explained why he was there: fighting Castro incursions one battle at a time will keep losing ground because the real problem is the wound between worlds. He identified Ash/Foulcrum and Hollow/Alfred/Kuzon as rare void manipulators whose power could heal the Void rather than weaponize it. He proposed using Trixie’s drifting game realm as a staging ground close enough to the deepest void fractures to seal them.
storyAfter using an illegal void dungeon scroll, the party arrives at an abandoned seaside cathedral rising above violent surf.
storyBack at VQU, homecoming preparations fill campus while Oskar remains gone and Ash processes that his supposed Aboleth purpose was false.
storyVictor impersonates Victor Calloway and doses Glimmer's drink, but her fairy powers turn the gag poison into fairy-fire euphoria.
storyThe party finds a magically protected chest left by Victor Shaw, with TSUNAMI as the password and graffiti pointing to Maine's old disaster.
storyThe party recovers Victor's cache, Gumbo claims dragon materials, and Jonah carries Herman Winger's body back toward the inn.
storyThis session resolves the Aleklot’s Rest master path: the party survives two phases of dragon combat, Herman Winger dies, Jeremiah revivifies Morgan, Oskar and Jeremiah vanish through a void path, Ash is blocked by a mind-flayer-like figure, Ash kills the young green dragon, and Victor Shaw’s time-cache rewards the group.
storyThis session was reconstructed from the Craig transcript, including table talk, recap material, and the full dragon-lair resolution.
storyJebus rescues the party into his lamp studio, explains Victor stayed behind, and turns their return to Jericha into a contract with the new QII.
storyPost-session clarifications established each prisoner: Victor had Exaba, Ash had Eveline, Maine had Jeff, Dhaz Pelosh had Emmy, Nick had I.J., Jonah had Podon, Araspinn had an unmet NPC, and Rifleton Rob had Orenthal James. Victor remains in the background with Exaba while a new PC is introduced.
storyAstrid explains that imps and a horned woman destroyed her formula for severing Witchborn-Void corruption before using the shop portal to lure Victor.
storyThe party enters Trixie's game arena, meets Rifleton Rob and Araspinn, and watches Exaba announce the Game Master Spectacle.
storyRound one forces contestants to kill goblins and search their trapped stomachs for gold, scrolls, rings, and other Game Master prizes.
storyExaba reveals the prisoners above the arena, exposing I.J. and Emmy as captives before the first vote removes Rifleton Rob from active play.
storyRound two sends the contestants through a prize-filled obstacle course where speed, sabotage, and magical hands reshape the elimination standings.
storyMaine confirms Jeff is alive, Victor's prisoner is revealed as a terrified Exaba, and Nick's question to I.J. leaves their relationship unresolved before Victor is voted out.
storyVictor's elimination sends him to a void viewing room, proving that being voted out means becoming another captive part of the show.
storyThe party entered this session at level five after their first long rest in several sessions. Key mechanical discussion included Revivify diamond costs, level-five features, Haste, Fireball, Extra Attack, Pass without Trace, attunement limits, and magic item tracking.
storyThe party debates CC's warning, refuses to hand Blastbelle the stash key, and learns the Thieves Guild may be infiltrated before CC vanishes in smoke.
storyThe false Blastbelle collapses into red caps, Jonah is dropped immediately, and Ash revives him just in time for Jonah to drink the Potion of Ice Golem and turn the battle.
storyAfter Jonah destroys the final red cap, the party finds sickles, gold, and a Fey-language note they cannot read before returning to the stash door.
storyThe party opens the warded Thieves Guild stash by using the Rat King key physically, with Victor slotting it into his wooden stump before the earlier iron key opens the inner gate.
storyInside the stash, the party finds gold, magic items, and the Bloodstone Void Diamond, which appears to be the true prize the false Blastbelle wanted.
storyAsh uses the Rat King Crown to ask a rat for the way out, then the party finds Podon at a hidden wall door leading toward dead or dying Graven Scourge men.
storyPodon rushes deeper into the hidden sewer passage searching for C-Ment, but the exhausted party chooses to retreat and rest instead of following.
storyThe party returns to Astrid's shop to find it broken into, Astrid tied unconscious, and a portal upstairs marked with a direct message for Victor Shaw.
storyBefore entering the portal, the party frees Astrid, takes a long rest, reaches level five, and begins processing the Power Nine book and new magic-item limits.
storyAfter Nick and Victor return to Gravenhurst, the reduced party searches the furnished sewer room, finding signs of recent use, 20 gold, a +1 handaxe, and a locked chest.
storyThe party finds a recent side camp containing Redwave Vaughn's engraved dagger, a red cloak, and an updated Graven Scourge hit list naming I.J. and Victor Shaw.
storyAfter dinner at Astrid's shop, Astrid thanks the party, praises Jonah's presence in Gravenhurst, confirms she is returning to VQU, and names the unresolved fronts now facing the level-four group.
storyOutside Astrid's shop, the party inspects a Lodge-provided Mystery Machine, recovers a jammed token, and receives Kingston's Hand as the first proof of Gravenhurst's new magical vending economy.
storyBlastbelle pulls the party to the Bitter Remedy, admits the failed farm job has put her Guild standing at risk, and asks them to recover an old Thieves Guild stash near Rat King territory.
storyBrasco the Red confronts the party at the Bitter Remedy, and Ash wins a shot-for-shot punching contest before leaving drunk for the Glow Pools.
storyAt the Glow Pools entrance, a fake Lawful guard blocks the party with a bogus sewer-pass story until Jonah spots the bad disguise and Blastbelle blasts the trap open.
storyThe party survives the Graven Scourge ambush at the Glow Pools, Ash helps finish the fight after nearly dying, and Dhaz secures a vial of Boost from a fleeing thug.
storyBlastbelle blasts open a likely sewer entrance, but the wrong rubble pile releases a giant crocodile that nearly kills Maine and Jonah before Dhaz drops it with an eye shot.
storyVictor finds the correct blocked sewer entrance beneath the Glow Pools, Blastbelle opens it, and the party reaches a recently used furnished room where Jonah leads a healing rest.
storyThe party returns through Cynthia's circle to Astrid's garden and learns Gravenhurst has changed: Baron's masquerade is coming, strange vending machines have appeared, and faction trouble is waiting.
storyNick is pulled from a Gravenhurst coffee walk with I.J. through a Creator-made portal and rejoins the party outside Cynthia's cave.
storyThe party climbs the wind-blasted mountain above Cynthia's cave, follows bear tracks to a den entrance, and prepares to enter after hearing a roar.
storyThe party enters the polar bear den, finds Virgil unconscious and badly hurt on an upper ledge, and triggers a fight when a Yeti storms in.
storyNick and Ash bring down the Yeti, the party survives the remaining bears, and Nick discovers the surviving cub who becomes PBJ.
storyMaine cuts the swallowed key from the dead Yeti and opens the locked chest, recovering a Potion of Heroism and a Frost Brand longsword.
storyThe party returns Virgil to Cynthia, who places him in a hemp cocoon, opens the teleportation circle, and sends Ash home first after he offends her.
storyNick arrives through a portal, the party rescues Virgil, and the aftermath of a polar bear fight gives Nick a new responsibility.
storyThe party follows Mary Jane's southern trail, avoids a protective polar bear, and reaches the warm cave camp below Smiteclaw Village.
storyThe party reaches Cynthia's cave, learns the Githyanki are using Smiteclaw Village to hunt dragon power, and accepts the mission to find Virgil.
storyVictor learns the portal word Kethil and the gear location before Keredeth takes Walter's bracer and severs his right arm.
storyVictor returns bleeding from the throne room, the party recovers most of their gear, and the Githyanki escort them out of Smiteclaw Village.
storyThe party escapes Githyanki captivity, Victor pays a brutal price, and Cynthia reveals the stakes of the Lonely Islands.
storyJeff's farm job reveals controlled cultists, a Githyanki ambush, and the basement portal that pulls Maine into the Void Realm.
storyMaine lands in a Githyanki/Castro portal chamber, gets questioned about dragons, and the party's rescue attempt turns into combat.
storyWalter draws Githyanki attention, Victor turns the fight into a negotiation, and the party is split between escort and hostage watch.
storyVictor's armory negotiation fails when the Githyanki captain sees through his disguise and decides Walter should be taken for the Lich Queen.
storyAsh kills the gazer, Maine and Ash rush toward the armory, Darius kills one Githyanki, and the fortress overwhelms the entire party.
storyThe party wakes stripped of gear in a dragon-marked prison room, opens a blocked high window, and discovers the fortress is built into a snowy mountain.
storyVictor is summoned from the prison room and turns the dragon interrogation into a demand for the party's belongings and release.
storyA farm investigation pulls My Alchemical Romance into the Void Realm, Githyanki captivity, and a dangerous choice about escape.
storyVictor Shaw landed in something the color of bruised roses and the texture of wet parchment. The floor flexed. The walls throbbed. And overhead, nerves of black wire coiled like arteries caught in a lie.
storyThe group climbed the ruined elevator shaft into an unnaturally silent upper hall, entered the library, and were ambushed by Voidforged before Maine unleashed a conjured tsunami that swept through the shelves and out the windows.
storyThe incoming students arrived for orientation: Nick recorded his first impressions, Ash meditated beneath a petrified tree, Jonah greeted him repeatedly, Maine studied cantrip motions, Darius helped with luggage, and Victor slipped away after forging elective paperwork.
storyThe group entered the devastated courtyard, where Voidforged hunted students; Ash was pinned by a Forged, but Eveline intervened in werewolf form and tore it apart.
storyThe first lane split left and right, and the right-hand tunnel ended almost immediately—a short stretch of brick, a wall, and the quiet disappointment of wasted steps. The lesson was simple and quickly learned. They turned back, went left, and followed the pat
storyDorm assignments placed Nick with Orlandus, Ash with Eveline, Maine with Fang, Victor with Exaba, Jonah with Tintoretto, and Darius with I.J. Floor 3 became the first shared student hub.
storyThe brainspace beneath their feat felt like walking through a desolate farm field that should be thriving. Every inch of Ash’s mind was collapsing in on itself like a guilty secret held one second too long.
storyA larger Voidforged emerged containing what remained of Orlandus; it tempted Nick with power and the old promise of running the floor together, but Nick executed it with his chained scythes.
storyIronhoof — Astrid Ironhoof introduced Alchemy 201 and assigned the students fieldwork to collect Impweed and Nightcabbage, establishing their first practical VQU quest.
storySomewhere, in the deepest recess of Ash Stonefist’s mind, the logic of architecture had given up.
storyThe silence after Orlandus’s fall was not peace — it was the silence of an open grave.
storyThe group completed Astrid’s gathering assignment, collecting Impweed from spider-guarded woods and Nightcabbage from a graveyard before returning alive by sunset.
storyLate-night dorm scenes show Nick grieving Orlandus, Eveline making Balance flyers, Ash confessing Aboleth whispers, Exaba giving Victor Walter’s egg, and Darius facing a shadow reflection.
storyThree wires—wet, twitching, glittering with void-filament—now arced from the side chambers and hovered in midair like serpents waiting to strike.
storyCrossing the threshold was like stepping through the surface of an empty ocean — no splash, no resistance, only the cold press of endless depth.
storyThe group returned from the gathering quest alive, found Astrid’s dismissive congratulations note, and watched the official VQU banner unfurl with “WELCOME TO VQU Try Not To Die.” Orlandus revealed he had arranged a date with the Martinique sisters.
storyAsh woke in Room 3B surrounded by shattered mirror-glass, but Darius was missing; Maine discovered the elevator shaft ruined, Ash asked for Eveline, and Nick climbed into the broken dark with his scythe.
storyThe world reassembled around them in pieces — smell first, then heat, then light.
storyThe egg was restless again. Every eighteen minutes, it shivered inside its disguise — just enough to remind Victor that whatever was inside it was not interested in patience.
aspectMaskweaving is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupThe primary adventuring orbit of the current campaign. My Alchemical Romance is the adventuring name people use for the party; officially, the team operates as Q.U.E.S.T. under Von Queef University.
groupVon Queef University currently has 76 linked character entries in the World of Jericha archive.
locationOld Rifleton is the older settlement layer attached to Rifleton, preserving ruins, memory, and local history still being pieced together inside the West Rekhyov route network.