Race: Law Embodiment
Weight: 72lb (normal), 12lb (Light flare), 432lb (Dark flare)
Appearance: (enjoy my fail-art of Argon's 'dark' form D: )
Argon is a six-foot-tall humanoid with an average build. Pale gray complexion, rounded face, short blue hair, gaping circular eyes, small pointed nose, no visible ears or mouth.
Argon can be seen wearing a navy eyepatch over either of his eyes at any time. His left eye, when shown, appears as an empty spherical void - while his right eye blazes with bright white light.
Argon wears a sky blue jacket with orange and navy linear decals, over a thin long-sleeved blue-gray jumper. His navy flared trousers, decaled similarly to his jacket, appear to ripple behind him with even the slightest of movements. He appears to have no literal hands or feet, but his motions are not effected regardless.
Equipment: Argon wields an oversized hammer, cast from an unrecognisable metal. The head of the hammer is shaped as a conical drill, 15 inches in length and 10 in diameter, with its incomparably sharp tip pointing perpendicular to the neck. It is laced with cyan supports and locks, and a pointed arrow design is incorporated between the drill's grooves.
Bio: Argon is believed to be the face of neutrality itself. Originally existing as a spiritual entity, he realigned the world by manipulating thoughts and karma to his will; but as time passed, the line separating good and evil became as distorted as ever, and Argon was granted a physical form to actively enforce balance upon the lesser life-forms.
Led by instinctual judgement, Argon was little more than a machine - a slave to his own law. His actions were influenced only by his sight, and his undeveloped consciousness held no morals for those he was to cater for. The only method he could understand, was that both good and evil were to be eliminated.
In the following years, Argon single-handedly tore the world into a bloodbath. Nations, empires and religions disappeared without trace; no terrorist organisations nor crusaders held any chance of survival, as all were crushed in the name of balance.
Before long, the world population was only a fraction of what it had once been - but Argon had indeed achieved his purpose. The world and its people had been turned grey, with no entities of imbalance remaining on the earth's surface., No longer having a duty to enforce, Argon ceased to exist.
His resurrection occurred an unknown number of years later; as history began to repeat, the world's former imbalance was restored, and so Argon returned to being. And as he awoke, he came to understand his visions of law and injustice, and how it compelled him to erase what he saw without question... Not desiring to experience death again, both for the world's sake and his own, a solution was in order.
By tunneling his vision on the outside world, Argon found he was able to retain his sentience, albeit at the cost of his previously-unparalleled strength. Now able to place his personality alongside his duties, he has permitted himself to enjoy his existence, allying and conflicting with various gifted individuals and organisations spawned before his second age.
-Kinetic: basic wind magic, which can manipulate objects and form gales or vacuums.
-Light: Argon's 'Light' attacks inflict high knockback and minor burns on anything it is in contact with. If unprepared, a Light attack can also blind a foe.
-Darkness: Argon's Darkness attacks are designed to lacerate into enemies - similar to common Ice or Earth abilities - except the knockback they inflict is dealt in reverse.
•Immortal: Argon cannot be slain. Physical and magical force can still weaken him like other mortals, and he will be incapacitated if impaled through the heart or either of his eyes.
•Avatar: Argon's body is not conventional, and he depends on no other organs besides the ones aforementioned. His 'blood' cannot be related to any biological creature, and his structure lacks a skeleton, despite his movements suggesting otherwise. He is completely immune to chemical poisons and suffocation, and changes in climate have little effect (although direct contact with ice, fire etc can harm him 'normally'). He flinches less than a Human and can withstand more damage, having a sturdy interior which is difficult to fully penetrate.
•Regeneration: Argon can recover from any physical injury, up to decapitation, within thirty-six hours. Magical injuries can take weeks or years to reform.
•Order Flare: Argon covers his left eye, and shifts to his 'Light' form.
-Angelic Keeper: In this form, Argon can manipulate two blazing-white, eagle-shaped wings which both extend six feet from his upper back. While they in fact do not aid his flight, they are extremely resilient (almost to the point of being impenetrable) to virtually all magical or elemental objects. All physical objects, however, will merely pass through the wings, with neither being affected.
-Flight: Argon remains in constant flight. He hovers slowly (12 mph normally, 6 mph when far above ground), and can travel without the aid of his limbs.
-Weightless: In Light Form, Argon's density is incredibly light - an effect which adds resistance to incoming attacks.
-Gear Negative: In Light Form, the head of Argon's hammer is constantly spinning in reverse, at seemingly impossible speed. All which collides with it will be repelled into the distance.
•Chaos Flare: Argon covers his right eye, and shifts to his 'Dark' form.
-Demonic Breaker: In this form, Argon can manipulate two pitch-black, arrow-tipped tendrils which both extend six feet from his lower back. They possess extreme physical strength, and can counteract virtually all physical forces acting against them while taking minimal damage. Their surface is sharp enough to pass through concrete with ease, but they are unable to interfere with non-physical objects.
-Physical Prowess: In Dark form, Argon possesses notable speed, high agility, incredible jumping and fair aerial movement. He can run up, climb or jump off any (physical) wall with little difficulty.
-Dense: In Dark form, Argon's density is notably heavy. When travelling at high speeds, the weight of his melee attacks are commonly enough to overpower all in his path.
-Gear Positive: In Dark form, the head of Argon's hammer is constantly spinning forwards, at seemingly impossible speed. Any object which collides with it will be affixed to its tip as if through magnetism, usually until the hammer has lacerated said object.
•Acromic Resolution: Argon will not use this ability willfully. You can guess what it involves from the two abilities above.
•Seek: Effectively a teleport spell. Takes around half a minute of preparation to use, making it impractical for combat, but can cover a vast area.
•Kinetic Sphere: Argon summons a harmless 6-inch sphere, matching the colour of his visible eye, which is kept in immediate range and used as a substitute for a hand.
•Light Bend / Shadow Bend: Argon can bend light waves or shadows to render three-dimensional line-illustrations and writing.
•Telepathy: Argon can communicate with other lifeforms either via a mental link, and may hear another person's thoughts if they will for it.
Order Flare Abilities:
•Order Drill: A basic Light projectile. Argon casts a cone-shaped spiral from his hammer, which expands whilst travelling at high speed. Inflicts high knockback and minor burning, and can be charged to be made more potent.
•Wind Helix: Argon summons a twelve-foot tunnel of spiralling wind, which forces anything in its path to distort and retreat. Although straining, Argon can use Wind Helices as a method of fast travel.
•Heavens' Rejection: Summons a soundless, 12-foot cone of light to fall from the sky, which detonates on impact with the ground.
•Order Suppression: Argon suspends an Order Drill upon his weapon, amplifying its melee damage. Takes a little preparation, and difficult to maintain.
•Fallen Resort: Argon exerts an extreme amount of kinetic force from his body to his immediate surroundings. His wings shatter (returning him to neutral form), and he is rendered unable to use a Flare for half a minute.
•Release Bolt: Argon focuses his energy into a 6-foot lance of light and kinetic energy, and launches it with honed accuracy. On contact, the bolt applies a hex which makes the opponent weigh a third of their own body weight for thirty seconds - or smaller if the Bolt was charged beforehand. An attack of this nature can potentially launch an opponent outside a planet's atmosphere.
•Reflected Lure: Argon bends light to form and animate an replicated illusion of himself. The replica cannot shield damage - but acts as a light projectile would on contact with an opponent. The illusion can also cast any one of Argon's weaker spells, but will dissipate the moment after doing so.
•Justice Star: An immensely concentrated ball of light forms from the atmosphere above Argon, and slowly slants to the ground in his opponent's direction. At any moment, Argon may will for the sphere to detonate, releasing an overwhelming shower of Order Drills. An opponent being struck with a single drill will in most cases launch them towards another drill, resulting in a painful chain reaction. Requires lengthy preparation.
Chaos Flare Abilities:
•Chaos Drill: Argon casts a cone-shaped spiral of darkness, 60 yards in front of his position - which then travels backwards towards his hammer's tip. Its angle can be altered if Argon travels after casting a Chaos Drill. Can be charged to be made more potent.
•Vacuum Helix: Wind Helix: Argon summons a twelve-foot tunnel of spiralling wind, which pulls anything in its path towards him.
•Hells' Embrace: Summons a 12-foot magical eruption of dark energy, preceded by a minor earthquake.
•Chaos Suppression: Suspends a Chaos Drill six yards away from the tip of his hammer. He can then release it at any time (as long as he has the stamina to hold it), or can use it as an extension of his weapon.
•Burden: A hex which makes the opponent weigh three times their own body weight for thirty seconds. Requires physical contact, excluding Argon's hammer.
•Chaos Guard: Argon catches a magical projectile (with a power of up to one charge) in front of his tails, and reflects it towards the opponent. His tails then shatter (returning him to neutral form), and he is rendered unable to use a Flare for half a minute.
•Shaded Lure: A magical trap, which can be set on any solid surface, and appears only as a ring of translucent black smoke. Triggered by an opponent moving over or past it, a spontaneous, conical spike of darkness thrusts twelve feet from the surface, usually at an angle, to impale the victim. Argon can maintain up to three traps at any one time.
•Corrupt Moon: Argon summons a mass of Chaos Drills from every conceivable direction, forming a black 120-yard sphere around himself and the opponent. The Drills then cut to the center, lacerating all except its summoner. Requires lengthly preparation.