Reposting from the back-up guild.
CHARACTER SHEETName: Fisk Velox (Yup I'm doing it. 4th wall broken.)
Title: The Changeling
Age: 22
Gender: Male
Appearance: (minus the gun)
He also has a human form that’s more or less the same, except without the animal traits and the insect claws. His disguise has lightly tanned skin and slightly darker hair, meaning if you’re familiar with one form, it’s really easy to call him out in the other. Fisk usually lounges around in his human disguise when he’s not in combat, but the illusion breaks easily when he’s surprised, or using magic. The guild mark is branded on the side of his tail, meaning it's hidden until his illusion breaks.
Personality: Fisk is an open, lax person. Although he seems easy enough to approach, he usually goes out of his way to introduce himself to people he hasn’t met already. As a very social person, he’s also got a terrible habit of being too curious for his own good. He’s very good at picking out small details, and he blindly asks about things with no regard for sensitivity. His sociable personality shrivels when his disguise breaks unintentionally, however. Even if just his tail shows up, he makes an attempt to hide it, even if everyone involved already knows about him. Fisk has a wonderful bass singing voice, but insists that he only sings in his true form. Coupled with the fact that he's not comfortable being furred in public means that nobody really gets to hear him. He has massive identity issues, and takes most comments about his appearance as personal attacks, but he cools down quickly after this kind of aggravation. Fisk will always make time for a friend, and often joins teams benefit-free if they're in a tight spot. Not one to show off, he'll often only intervene if need be, and takes most of the time to get to know the guild members better. If he's not in the guild and not doing a job, he'll be found down by the docks, usually pacing back and forth, gazing off into the distance. Despite his trips to the harbor, he's never once boarded a boat while off-the-job. Because he’s so active with the members of the guild, he’s deeply attached to it, and would easily give his life for the guild if need be.
In combat, Fisk's abilities and demeanor agree on wearing down the opponent. He understands that the difference between him and most enemies is that he has near limitless magic resources, and they do not. His lax attitude comes in handy here, because when mixed with focus, it becomes patience with which to gauge the enemy's limits and weaknesses. He isn't too big on lethality, and he respects the sanctity of a duel. As such, his specialty is one (and a half) on one combat, and is most adept at live captures. Although his supply of magic is nearly limitless so long as he is unrestrained, the toll on his body is the only part he can't regenerate.
Predictably, Fisk can almost never turn down seafood.
Ironically, he can't swim by himself, and gets Armin to help him out when push comes to shove.
History: Much like the Demons of Galuna Island, there is a community of Anima, Fisk’s kind, that live dual lives. Their natural appearances range more commonly with felines, canids, mustelids and marsupials. Their island has some contact with the Fiore continent, but they mostly live out their lives in their human forms for fear of marginalization. It was on this island that Fisk was born…
...And where he was accused of murder a short few moments later.
An anomaly amongst anomalies, Fisk was born with insectoid appendages that seemed to appear and disappear at will. His eyes were half green and half orange, but both of his parents had green eyes. His delivery was so difficult that his mother had died upon giving birth, and while they could not condemn a newborn on its own for a crime, they could reasonably blame it on whatever parasite had claimed him at conception. His own father, the chief, couldn’t bear to have his own son killed, and pleaded the justice system to rethink their decision. Mercy won the day, and the newborn child was instead exiled, and to never return.
Fisk’s father took his son out to the Fiore continent and raised him for half a decade, until Fisk could hold his own disguise. They lived a few leagues away from Magnolia, and lived a secluded, happy few years. After Fisk’s father found that he could return to the island, confident his son could live a happy life, he carried him to the front of the nearest guild, and by dawn, he was gone.
Fisk was confused and heart-broken, with nothing more than a letter promising that his father would visit, and the chief’s scarf left as souvenirs. The letter explained that the guild was to be his new home, and that he’d already spoken to the guild master about Fisk’s arrival. Disoriented and disheartened, he wandered into the building. The sun had just barely begun to rise, and the place was empty; save for the guild master. He was raised like family to each of the guild members, and as the years went, he grew as a wizard and a person. On one of his jobs, he learned that his insect appendages were from a parasite, who, with its own personality, lives inside of him. Fisk also learned that his name is Armin. How he came to be, even before Fisk was born is still unanswered, but as the two came to learn to communicate with each other, together, they reached heights that Fisk could never have reached on his own. With nothing but his lineage and a scarf as clues, Fisk lives on to find answers to his past. A return trip home may not be what he'll really want, though...
Magic Type: Caster Type
Magic: Static Electricity – Static works for both senses of the word. Fisk can recharge his magic through static and friction, and the lightning he generates is stationary, much like make magic—just with a strange element. He's very adept with his magic, and can superheat materials with his lightning to turn them into weapons, which he can then overcharge with static. His favorite weapon, notably his signature weapon to make is turning rock or sand into glass daggers.
Bonus character sheet:
Name: Armin
Gender: Male (assumed)
Appearance: Armin can manifest himself outside of Fisk’s body as he pleases. Neither of them have access to their Parasite Soul magic while separated.
Armin can technically take any form he wants, but he always manifests himself as an anthropomorphic deer with a suit and tie. The one thing he can’t manipulate is that, besides his clothes, he’s colored a pale green. The guild mark is branded on his back.
Personality: Armin is snarky and straight-to-the-point, and claims to be the only reason Fisk ever makes any good decisions. As a parasite, although he never skips a beat to insult him, he’s very loyal to his host, and will do anything to protect him. He's a stickler for rules, and since the two separate while they're relaxing in the guild, Armin usually takes the place of the 'anchor of sanity'. In perspective, a green-colored humanoid deer with orange eyes would be pretty scary if he were threatening you. Because Fisk is so casual about his demeanor, Armin takes it unto himself to set Fisk straight. Armin’s analytical and decisive, and so long as the two aren’t arguing, Fisk and Armin both cover for each other’s weaknesses. When he's far away from his host, Armin becomes insecure and unnerved, and although it doesn't happen often, he loses his calm and insightful thoughts if they separate for long enough. He teases Fisk a lot about not knowing how to swim.
Magic Type: Caster Type
Magic: Earth Make Magic – Armin is a novice wizard at best, and could never beat anyone on his own. As such, if he IS using magic, it’s usually to support Fisk, or if the situation calls for it, his allies. He runs out of magic very quickly, and if he uses too much, will need to return to Fisk to rest.
Aside from magic, while Armin is fused with Fisk, he can mutate extra limbs such as the well-known claws out of Fisk's back, as well as insect wings used to give him a speed boost. Armin can also drain his stamina to help Fisk regenerate faster, but the more tired he is, the less mutations he can maintain, on top of being unable to separate from Fisk. When exhausted, his only way to regain his stamina is to recover naturally with his host.
Miscellaneous:
Parasite Soul: A take-over magic that is unique to the pair, the parasite-host combination allows them to adapt to situations by switching limbs with eachother, creating new ones, and even switching host and parasite as main bodies. All of this is only possible when they are inhabiting the same body. When they're together, both of their magical limits are combined, but damage to physical parts are done to whichever body those parts belong to. (i.e. If Fisk is the main body but has Armin's arm to use for Earth magic, and that arm is damaged, only Armin gets hurt)
Fisk:Static Remnants: Probably Fisk's most commonly used spell, as he moves around the battlefield, the amount of magic he regenerates through static constantly exceeds his limits. At any point in time, he can decide to leave behind an electrical remnant, frozen in whatever position he was in when he discharged. This remnant is volatile, and will explode if an entity enters their proximity.
Overcharge: In the same theme as his Static Remnants, the weapons crafted through Fisk's magic are excellent conductors of electricity. As such, when they are filled with enough magic, any forceful impact with these weapons will cause them to discharge. This depletes the magic stored in them, which allows them to be recharged, and will discharge in the form of a single bolt, as if lightning had struck the weapon.
Feather Feet: Fisk's affinity with the lightning element permits him to embody it, allowing him to move at incredible speeds. The return on distance vs magic use on this spell is so beneficial, his magic recharges in mere seconds while moving at this spell's lowest speed.
Helios' Spear: An enormous spear of lightning is generated, reaching incredible lengths. This is one of the few spells Fisk has that has the intent to kill, and is used in one of two ways: The primary usage is a long-distance javelin, creating an immense explosion at the impact point. This is the Wide version. The Focus variant of this attack is used in close-range, and is used as an execution move. Instead of exploding, the entire spear is turned vertical, and is thrusted downward. It imbeds itself into the earth (or whatever he's striking at). It's filled with so much electrical magic that it doesn't disperse for days, even.
Armin: As Make Magic is almost never the same across users, as it takes the form of the wielder, Armin's Earth Make Magic is appropriately themed after imitating life. Naturally, he has normal mastery over his element, but these are the more advanced spells that he often uses.
Earth Make: Bonsai: Armin crafts a solid-rock bonsai tree. He can manipulate the form and shape freely. This spell is used primarily to create platforms with which to jump on and pursue, as well as to break barriers while simultaneously creating stairs.
Earth Make: Roots: Imitating the roots of a tree, the spell is always cast from the ground. The most common uses of this spell is to quickly dispatch of mooks, in an offensive manner, and the formation of a cage, for defensive purposes.
Earth Make: Dragon: Armin's favorite spell is to mold a serpent dragon, which he can control freely. While out on the job (and outside Fisk, for that matter), Armin is usually spending his time amusing himself with a miniature version of this spell, coiling the small serpent dragon and pretending to 'charm' it when the group is idle. If they get into a tight spot, he can enlarge the dragon to a more useable size.
Free Unison Raid ahoy!Unison Magic: Although Unison Raid is meant for magics of similar nature, the elements of lightning and earth don't quite come to mind. The bond between Fisk and Armin allows them to overcome that wall, however, and thus they are capable of harmonizing their magic at will. As such, although they have no mastery over eachother's magic, the glass they create can be manipulated by the both of them. All of Armin's constructs are easily turned to glass by Fisk's lightning. The following are their strongest known Unison Spells. Glass created this way is reinforced by their magic, and is very difficult to break.
Glass Requiem: Preferrably cast while airborne, the two perfectly harmonize their magic, turning all earth within an incredible radius into liquid glass. A mass imprisoning spell, the glass begins to solidify only when the spell is stopped. Any friendly fire can be absolved by removing them afterward by manipulating the glass.
Moldavite Comet: Earth and lightning are condensed then expanded rapidly, and then sent forward with amazing forth. The reaction creates a massive boulder of
Moldavite, which then explodes at the end of its trajectory. Each piece produced from this explosion is overcharged, and will discharge upon impact.
The use of Unison Spells drains almost all of Fisk and Armin's magic and energy. Even if Fisk can recover his magic, his body will likely be too fatigued to accomplish much afterward.]Spells
Still hoping to get into S-Class.
Man, I can just
taste it... *salivates*