Fairy Tail: Wings and Tails (Rebooted)
Marcus "Limbo" Clementine
The Riftwalker
Character Theme Break a Mirror
"I prefer to fight on my own terms."
Marcus stands at about 5'8" and weighs 146 lbs. He has somewhat of a lean build, suggesting that he is quite active. He has soft facial features complemented by a smooth complexion, with a birthmark on the side of his neck which looks a claw. His messy black hair frames his face and is rather soft to the touch, implying that Marcus does look after his hair and is just trying to make it appear messy. Marcus usually wears a gray, long-sleeved button up shirt with the top few buttons left undone. A tie is loosely wrapped under the collar and tucked into a black vest with a silver chained pocket watch in the chest pocket. He doesn't tuck his shirt into his black trousers, nor does he wear his suspenders; preferring to just let them dangle at his sides. He wears a pair of neatly polished black dress shoes, as well as a set of finger less leather gloves to protect his fists in combat.
Family Name Clementine
Given Name(s) Marcus Joseph
Alias/Nickname Limbo, the Riftwalker
Gender Male
Age 19
Birthday 9th of October, Libra
Marital Status Single
Sexuality Bisexual
Known Family
- Jonathan Clementine, Father 53
- Mary Clementine, Mother 43
- Stanley Clementine, Brother 12
Alignment Chaotic Neutral
Likes Relaxing, Drawing, Sweet things
Dislikes Leaders, Responsibilities, Show offs
Personality Marcus is an ambitious young man with a creative streak that suggests a much deeper side to him than what meets the eye. What people usually associate Marcus with is laziness, since he has been known to spend hours relaxing up in a tree somewhere. Those people clearly don't know Marcus at all. Whenever Marcus seems like he's slacking off is actually when he's most deep in thought. As an artist, Marcus is used to accepting criticism against his work and his character, and is usually a good sport about it unless it isn't constructive. Marcus enjoys challenging authority, and questioning those in leadership positions. He can be quite judgmental at times, but only ever when he's calling someone out for acting out of line. As a friend, Marcus can be quite playful and fun; but he's a bit of an introvert and isn't always in the mood to talk to others.
Guild Allegiance Wizards of Fiore
Guild Mark Location Middle of chest
Mage Rank B Rank
Magic Type Caster
Specialisation Rift Magic
Category Defensive, Offensive. Short - Mid Ranged
Description Sometimes referred to as Dimensional Magic, Rift Magic is a rare but not lost form of Magic that allows the wielder complete control over their own personal pocket dimension. Mages who utilize Rift Magic are able to freely enter and exist in their own dimension, leaving their current plane of existence and becoming impervious to attacks on the outside but cannot interfere with anything happening outside of the rift.
The rift is not a never ending space and is a dimension that is defined by physical boundaries. Think of the rift space that the user has control over as a large sphere with the Rift Mage at the center of it. The size and shape of the rift can be altered at the user’s whim to various effects. When outside of the rift, the physical boundaries of the rift have no effect on you. Inside, however, the boundaries are impassable. Additionally, the rift can be weaponized to be used offensively even if the user isn’t inside the rift, although such spells are only a fraction of their power whilst used outside of the rift.
Dimensional Awareness Passive ability that grants the user complete knowledge of whatever is happening inside of the rift. This is only to the extent of sensory awareness.
Riftwalk The user enters the rift for a moderate duration. The user moves significantly faster whilst inside the rift.
Banish Banishes a target to the rift. Can only be used when the caster is inside the rift themselves and has to be standing within arm’s reach of their target. Banished targets only remain inside the rift for a short duration and Marcus can banish up to 3 people overall.
Banished Prison The user emits a small orb of Rift Magic that travels at a moderate speed and expands to swallow a single person and place them inside the rift. The prison’s boundaries are impassable once inside, successfully trapping someone inside the rift for a longer period of time than Banish. If Banished Prison is cast within the rift, the velocity of the spell is vastly increased. This spell is one of the few instances where the user is able to place someone in the rift without being in it themselves.
Rift Extraction Violently rips all Banished targets from the rift, damaging them and causing an explosion of Rift Magic upon their exit.
Rift Polarity The user is able to alter the dimensional boundaries of the rift in one direction momentarily, pushing or pulling all banished targets in any direction they desire for a brief moment.
Dimensional Blade Shaping the physical boundaries of the rift, the user is able to create an ornately crafted blade of rift magic that they can fire at their target to impale them. When cast within the rift, Dimension Blade can be cast multiple times in quick succession from any angle within the rift.
Dimensional Skewer Creates thin tendrils made from the physical boundaries of the rift, appearing from underneath the caster. These tendrils have a short range but can pierce and slash anything that comes near the caster. The tendrils can be shattered by a strong enough attack. When cast from within the rift plane, Dimensional Skewer can be cast from any surface on the Rift Plane and have significantly increased range and durability.
Dimensional Hammer Creates a large geometric shape from the physical boundaries of the rift with the intent of using it to smash something. The construct shatters after one attack. Inside the rift, Dimensional Hammer is much sturdier and is capable of remaining intact even after several attacks with it.
Invisible Floor The user brings part of the rift plane into their current plane of existence, creating a solid floor for allies to stand on. Can be used to break falls but the floor isn’t quite as sturdy as solid ground and is capable of shattering.
Dimensional Force By altering the size of the rift, the user shrinks the space that encompasses the rift to create a small orb of condensed rift energy around them. Bringing this orb into the user’s current plane creates a temporary barrier around the caster and pushes everything away from them. When cast inside the rift, Dimensional Force pulls all banished targets inside the rift towards the caster, placing them in melee range as the physical boundaries of the rift are decreased. This spell is great for separating targets from their allies or deflecting an attack. Be wary of powerful attacks, as the physical boundaries of the rift are much weaker when brought into another plane of existence and are capable of crumbling: rendering the rift unusable for a brief period of time so it may repair itself.
Worm Hole The user reshapes the rift plane, tightening it and creating a harmless worm hole in which anyone can use for quick travel. Once they enter the event horizon, they travel through the rift instantaneously and appear out at the desired location. This spell can be used to quickly travel through an obstacle or sneak by enemies undetected. The distance travelled by the Worm Hole is significant, but not absurd. As a rule of thumb, it can’t be any longer than the radius of the Rift Plane (about 15 meters at best).
Secret Art of the Rift: Cataclysm One of the powerful Rift Magic’s created by Henryk the Magnificent: Master of the Rift. Cataclysm creates multiple tears in the boundaries of the Rift Plane, causing the rift to lose its form and become raw dimensional energy. A large dome of this energy surrounds the caster, placing any who are near them inside the rift plane temporarily. The boundaries of the rift swirl around uncontrollably, the rift energy desperately trying to reform its shape. This creates razor sharps strands of rift energy that completely surround the dome, eviscerating anything that comes into contact with it. After a few moments, the rift stabilizes and the dome collapses upon itself, violently pushing everyone inside the rift out of it. This is a great defensive spell but comes at the price of a great deal of Magic Power as well as overworking the physical boundaries of the rift. After the spell is over, the Rift Space is significantly smaller than usual and will take a few days to retain its original shape and size.
Riftwalk The user enters the rift for a moderate duration. The user moves significantly faster whilst inside the rift.
Banish Banishes a target to the rift. Can only be used when the caster is inside the rift themselves and has to be standing within arm’s reach of their target. Banished targets only remain inside the rift for a short duration and Marcus can banish up to 3 people overall.
Banished Prison The user emits a small orb of Rift Magic that travels at a moderate speed and expands to swallow a single person and place them inside the rift. The prison’s boundaries are impassable once inside, successfully trapping someone inside the rift for a longer period of time than Banish. If Banished Prison is cast within the rift, the velocity of the spell is vastly increased. This spell is one of the few instances where the user is able to place someone in the rift without being in it themselves.
Rift Extraction Violently rips all Banished targets from the rift, damaging them and causing an explosion of Rift Magic upon their exit.
Rift Polarity The user is able to alter the dimensional boundaries of the rift in one direction momentarily, pushing or pulling all banished targets in any direction they desire for a brief moment.
Dimensional Blade Shaping the physical boundaries of the rift, the user is able to create an ornately crafted blade of rift magic that they can fire at their target to impale them. When cast within the rift, Dimension Blade can be cast multiple times in quick succession from any angle within the rift.
Dimensional Skewer Creates thin tendrils made from the physical boundaries of the rift, appearing from underneath the caster. These tendrils have a short range but can pierce and slash anything that comes near the caster. The tendrils can be shattered by a strong enough attack. When cast from within the rift plane, Dimensional Skewer can be cast from any surface on the Rift Plane and have significantly increased range and durability.
Dimensional Hammer Creates a large geometric shape from the physical boundaries of the rift with the intent of using it to smash something. The construct shatters after one attack. Inside the rift, Dimensional Hammer is much sturdier and is capable of remaining intact even after several attacks with it.
Invisible Floor The user brings part of the rift plane into their current plane of existence, creating a solid floor for allies to stand on. Can be used to break falls but the floor isn’t quite as sturdy as solid ground and is capable of shattering.
Dimensional Force By altering the size of the rift, the user shrinks the space that encompasses the rift to create a small orb of condensed rift energy around them. Bringing this orb into the user’s current plane creates a temporary barrier around the caster and pushes everything away from them. When cast inside the rift, Dimensional Force pulls all banished targets inside the rift towards the caster, placing them in melee range as the physical boundaries of the rift are decreased. This spell is great for separating targets from their allies or deflecting an attack. Be wary of powerful attacks, as the physical boundaries of the rift are much weaker when brought into another plane of existence and are capable of crumbling: rendering the rift unusable for a brief period of time so it may repair itself.
Worm Hole The user reshapes the rift plane, tightening it and creating a harmless worm hole in which anyone can use for quick travel. Once they enter the event horizon, they travel through the rift instantaneously and appear out at the desired location. This spell can be used to quickly travel through an obstacle or sneak by enemies undetected. The distance travelled by the Worm Hole is significant, but not absurd. As a rule of thumb, it can’t be any longer than the radius of the Rift Plane (about 15 meters at best).
Secret Art of the Rift: Cataclysm One of the powerful Rift Magic’s created by Henryk the Magnificent: Master of the Rift. Cataclysm creates multiple tears in the boundaries of the Rift Plane, causing the rift to lose its form and become raw dimensional energy. A large dome of this energy surrounds the caster, placing any who are near them inside the rift plane temporarily. The boundaries of the rift swirl around uncontrollably, the rift energy desperately trying to reform its shape. This creates razor sharps strands of rift energy that completely surround the dome, eviscerating anything that comes into contact with it. After a few moments, the rift stabilizes and the dome collapses upon itself, violently pushing everyone inside the rift out of it. This is a great defensive spell but comes at the price of a great deal of Magic Power as well as overworking the physical boundaries of the rift. After the spell is over, the Rift Space is significantly smaller than usual and will take a few days to retain its original shape and size.
Non-magic Skills Adept user of hand to hand combat, using it to complement his rift abilities.
Equipment A drawing notebook, a set of graphite pencils and a sharpener.
Miscellaneous Information Marcus has dust allergies.
Biography Marcus' mother is his hero. She had a kind heart and saw beauty in everything around her, even in places one might not expect to see beauty. As an artist, she had a motto; "People are works of art. There is more to us than just the brush strokes we're made of, or the colours we're painted in. Everyone is unique". As a child, Marcus never really understood what his mother meant by that, but over time he grew to appreciate the finer beauties of life that most overlooked. One of these was the miracle of birth. Marcus couldn't wait to have a younger brother, and when Stanley was born he couldn't have been more excited. A father with a prestigious political job, a free spirited mother, and two beautiful children. To everyone else, it seemed like the perfect family. However, as Marcus' mother would say; "Things aren't always as they seem". It was around Spring, Marcus was 11 and Stanley was just having his first birthday. Marcus noticed his mother crying in the kitchen while she thought all the guests were outside. When she noticed, she quickly diverted the subject and told Marcus not to speak of it again. Suspicious, Marcus began to keep a closer eye on the woman he thought he knew, but he wasn't expecting to find what he did. The man who he called his father and everyone knew as a typical family man, was incredibly abusive towards his wife. The little boy asked his mother about what he'd seen, but she just smiled and told him that even if his father made mistakes, he was still a beautiful man who she loved. Unwilling to stand up for herself, and with Marcus being too young and scared to do it for her, Mary Clementine put up with the abuse until she could no more. One year later, Marcus' father found his mother in their shed; hung up from the ceiling by a rope.
The weeks to come were painful. So painful that Marcus refuses to speak about the incident at all, even today. Everyone coming by with their words of sympathy. "She always seemed so full of life", "I don't know why someone who had everything would do such a thing" and worst of all; "How could she be so selfish, leaving the father to look after two kids on his own". All of them made Marcus sick. They had no idea what was going on, but he did and he was too scared to stop it. His father was never the same after that. He spent most of his days wallowing in his grief and guild. Marcus was glad that he finally felt as awful as he should, but that wasn't enough. He hated the man for what he did, and he couldn't stand to be near him anymore. After he said goodbye to his younger brother, he confronted his father and told him how much he despised him. At the age of 13, Marcus left home and decided to try and make it on his own.
Being homeless at 13 was definitely a struggle, but Marcus considers himself lucky. After two months of living on park benches and going to soup kitchens in a strange city, a travelling circus came into town. Marcus snuck into the tent, figuring he'd try to have a little fun. He was caught by the Circus' strongman, who threatened to call the police on him. However, the ringleader took an interest in the boy and offered him a job as his personal assistant. Marcus accepted the strangers offer and began travelling with the circus. The man, who went by the name of Henryk the Magnificent, was a powerful mage who specialised in Rift Magic. He used the pocket dimensions to create spectacular magic shows for his audiences that befuddled the mind in a spectacle of style and power. Henryk taught this magic to Marcus, in the hopes that by having the two of them perform it would attract more customers. And boy was he right. The talented duo took the country by storm with their impressive display of magic. It was around the time the war had ended and people everywhere learnt to appreciate a good show now that all the fighting had subsided. In his spare time, Marcus liked to draw and train martial arts with the strongman. He really grew to love the circus as his own family, but it wouldn't last. People stopped coming to see the show after a while and Henryk had no choice but to shut his business down.
With nowhere left to go, Marcus was more scared than ever. Henryk didn't have a place for him to stay anymore, and in the last six years the two of them had grown really close. However, it was time for them to part ways. Henryk decided to return to his hometown and visit his own family, suggesting that Marcus do the same. Still bearing a grudge against his father, Marcus wasn't ready to return home. Instead he headed to Magnolia, using the money he'd saved from the circus to get there. Things are uncertain for him right now, but Marcus believes that the Wizards of Fiore could use someone with his talents.
Alice Vetrov
The Hands of Aceso
Character Theme Siberia
"Never let your creativity be stifled by those who are afraid of change."
Alice Vetrov is 5'11" tall and weighs about 138Lbs with a slim body with slight muscle tone. Her pale skin suggests that she spends most of her time indoors, usually working, and she sports many deformities along her skin. These include scarring from cuts and burns, stitches from extensive surgeries around her stomach and chest as well as stretch marks and cellulite from a recent childbirth. Despite these, Alice is not ashamed to walk around wearing her black midriff blouse and skirt coupled with a pair of thigh high leather boots. Usually she is seen wearing a dark red trench coat with only the middle buttons done up, but when she is working she prefers to wear her white lab coat. Her hair is kept short for the sake of simpleness and is usually kept into a neat bun while she works. Alice wears an eyepatch over her right eye which was permanently damaged in her past.
Family Name Kisaragi
Maiden Name Vetrov (Alice uses her maiden name mostly, but officially she is listed as having taken her spouse's name)
Given Name(s) Alice
Alias/Nickname Provost Alice, The Hands of Aceso
Gender Female
Age 34
Birthday 11th of July, Cancer
Marital Status Married
Sexuality Heterosexual
Known Family
- Maurice Vetrov, Father 76
- Anastasia Vetrov, Mother 75
- James Vetrov, Brother 17
- Ebisu Kisaragi, Husband 38
- James Kisaragi, Son 4
Alignment Neutral Good
Likes Reading, Helping others, Family outings
Dislikes Stubborn people, violence and books with small font
Personality Alice Vetrov at first glance appears to be quite an intimidating figure. Riddled with scars and deformities, she isn't the easiest person to approach. In actuality, Alice is an incredibly selfless person who has devoted her life to the purpose of helping others. She is a great supporter of any who are trying to reach their potential and encourages innovative and creative minds to always pursue their passions. Education is something that Alice values greatly, and she is known to be quite defensive against people who cling to their ignorance and sneer at those looking to better themselves through knowledge or any means for that matter. When you get down to it, Alice is the type of person who will always preach about the importance of the self, and how the kindness of others greatly influences what we are capable of. She stands up for the underdog and fights for their right to believe in what they want. Alice is an incredibly accepting person who sees the good in everyone, but refuses to tolerate those who would shut down another's right to express themselves.
Even despite all of this, her wild and unpredictable nature from her early childhood still shines through. Alice enjoys having a laugh as much as the next person and to the surprise of others, her jokes can often boarder on inappropriate sometimes. She absolutely loves her work and has a very strange habit of tying her hair back into a bun when she's intently focused on something. During this period, Alice shuts everything else out and focuses on the task at hand. In recent years, a lot of Alice's friendly personality was taken from her during the war. She is known to be silent and relapse quite often back into a state of depression. After the birth of her child however, these episodes have started to subside and Alice is beginning to return to the person she was before the war began.
Guild Allegiance Wizards of Fiore
Guild Mark Location Right Shoulder
Mage Rank A Rank
Magic Type Caster
Specialisation
- Requip Magic Basic Requip Magic used for storing Healing Lacrima and Apothecary supplies.
- Healing Magic A rare form of magic that allows the user to use their Magic Power to heal the wounds of their allies and themselves. Alice is known for her mastery over Healing and Medicine and has revolutionised the way Healing Magic is used; incorporating many aspects of non-magical healing for stronger benefits. Alice's branch of Healing Magic is complex and more akin to the likes of a delicate surgery, making it of very little use out in the actual battlefield.
- Take Over: Angel Soul A form of Take Over magic passed down by Wizard Clerics who worship Divine Entities and share in their power. The Angels were once summoned by ancient clerics who learnt their ways and allowed their souls to take over their bodies momentarily, and this art was passed down for generations and taught to Alice during her years studying the many variations of Healing Magic. The Angel Soul's are versatile and have many uses, but Alice mostly uses her Take Over magic to augment her Healing Abilities in the midst of combat.
- Thought Projection Magic
- Mystical Sight Creates a magical link between the senses of the caster and their target, allowing them to analyse their body for any ailments or injuries that are not obvious.
- Mending Palm Warm, Magical Energies coat the casters hands in white light. By holding their hand over the afflicted area, the caster is able to heal a wide variety of mild injuries. This has many uses but is most effective for healing minor cuts and bruises, relieving pain and stopping blood from major injuries to render them less urgent.
- Tranquil Touch of Peace The caster channels healing magic through their target which adds temporary pain relief. This spell is useful as an anesthetic for when much more painful treatments are required to heal someone. Against those who are weak in mind and body, Tranquil Touch of Peace can even put them to sleep.
- Ebb and Flow The caster imbues their Healing Magic within a body of water, adding special healing properties to the water that help to treat serious burns and prevent scarring.
- Deep Heat The caster creates a warm, magical gel that they can apply to afflicted areas experiencing pain. Most notably neck, ankle or any other sprained joints. Deep Heat adds constant relief for up to half a day, slowly mending the damaged area.
- Expunge The caster weaves Healing Magic into the cells of their target's afflicted area and slowly begins to forcefully remove poisonous substances from their body. The process is incredibly painful and is mostly used as as a last resort when there isn't enough time to prepare an antidote. The technique isn't perfect, and there still will be traces of the the harmful substance inside the targets body. However, Expunge removes any urgent threats and allows for a proper antidote to be created.
- Sensory Control The caster uses their healing magic power to directly tap into the sensory nerves of a person. This is an incredibly delicate procedure requiring the utmost control and patience as the sensory nerves are very easily damaged by magical intervention. When done correctly, the caster can temporarily stop the sensory nerves in certain body parts from functioning, effectively stopping blood from pumping to certain parts of the body. This is useful for the removal of poison and other harmful substances as they will be unable to spread through the rest of the body. This spell can't be used near any vital organs, as they require blood to be pumped through them to function. The patient is usually given a special pill after the treatment to help get the blood pumping back into the desired body part quickly.
- Mending Gel The caster creates an extremely sticky gel imbued with healing magic. The Gel can be applied over broken bones and acts as a cast and splint to keep the bone in place while it slowly mends over time. It can take up to one week to heal a broken bone with this method, with the spell being reapplied daily. However, this is considered much faster than regular methods.
- Earth Lacrima : Mending Palm Imbued with the power of Alice's Healing Lacrima "Earth", Alice is able to use Mending Palm to treat serious injuries such as internal ruptures or concussions. The Earth Lacrima demands an intense amount of Magic Power but greatly increases the effectiveness of Alice's Healing Magic in more urgent surgeries.
- Heaven Lacrima : Expunge Imbued with the power of Alice's Healing Lacrima "Heaven", Alice is able to use Expunge to forcefully remove magical ailments from her patients body. This include curses inflicted by Dark Magic as well as exorcising Evil Spirits from a possessed body. The dangers of tampering with Dark Magics are quite extreme, as essentially Alice pits her own will against the darkness in the hopes of subduing it. Once removed, the magical ailment is sealed away inside the Heaven Lacrima. The Heaven Lacrima demands an incredible amount of Magic Power.
Uriel, Angel of Flame
Uriel, one of the Ancient Angels, was said to possess a lost form of Fire Magic known as the Divine Ember. The Divine Ember purified the sins of the faithful and scared away the forces of darkness that sought to torment humanity. Whilst the full power of the Divine Ember can only be used by Uriel himself, those who allow him to take over their soul are granted a taste of his cleansing fire. Physically, the Uriel Take Over is rather weak yet he makes up for his frailty with powerful magic that augments the abilities of his allies and heals them.
Uriel's Spells
- Trial by Fire Uriel bathes the battlefield in the Divine Ember, granting all allies who stand within the flames increased stamina and relieving fatigue.
- Purifying Flame Uriel ignites all his allies in a holy flame, sending a brief wave of intense, searing pain through their bodies before a gentle warmth begins to rapidly heal them of mild ailments.
- Consecration Uriel creates a large ring of flame that encompasses the battlefield. The fire has no effect on Uriel's allies, but those with impure intentions towards Uriel and his allies experience great discomfort as the intense heat beats down on them whilst they stand within the ring of flame.
- Molten Steel Uriel imbues the Divine Ember within the weapon of a single person, granting their weapons the properties of fire.
- Reborn in Ashes Uriel sacrifices a tremendous amount of Alice's magic power to create a powerful, intense Flame of the Divine Ember that spreads out and consumes all of his allies. Uriel's allies feel intense pain, unlike anything ever felt. For a few moments, they feel as if they are going to burn away into nothing. When the pain ceases, an incredible feeling of power overcomes everyone touched by the flame. For a short amount of time, all the physical and magical attributes of those effected are tremendously increased. The added boosts allows Uriel's allies to achieve feats that would not normally be possible without his influence. Casting Reborn in Ashes drains Alice of her magic power entirely, effectively ending her Take Over magic and putting her in a critical state where she is severely weakened and drained.
Non-magic Skills
- Apothecary Alice is very well known for her knowledge of medicine and alchemy.
- Acupuncture While Alice mostly uses acupuncture for medicinal purposes, she can also use her knowledge of the human body as a weapon to strike pressure points to impair her opponents.
Equipment First Aid kit, Acupuncture needles, Heaven and Earth Healing Lacrima (Requip).
Miscellaneous Information Ebisu, Alice's husband, was actually her psychologist which she spent a long time with after the war while she was recovering.
Biography Alice Vetrov is acknowledged across Fiore as one of the most innovative wizards of her generation. At the age of 28 she was awarded a medal of heroism for her revolutionary strides in the field of Magical Medicine and Healing, her service and sacrifice during the war and for embodying that which all Wizards should strive to be: courageous, selfless and ambitious. With her entire life ahead of her, Alice has achieved more than most do in their lifetimes. If you were to ask her about her accomplishments, she would tell you that she owes everything to her parents, her mentor Provost Nicolas and her late brother James whose tragic death at a young age inspired Alice to begin her journey of self-discovery and is the reason she devoted her life to helping others.
The Vetrov family, having no wealth or reputation their name, lived in a simple farming village where only a handful of families resided. There was a wizarding guild there by the name of the Fair Traders, but they weren’t a traditional guild and their wizards mostly dealt with protecting the farmer’s produce from town to town to ensure the economy of the small town remained stable. Alice’s father was a local farmer who made his wages by selling his produce to major towns. Her mother was the town’s doctor and pharmacist, who provided what little help she could whenever the townsfolk became ill. Alice’s hometown was small, and there were no magical healers at the local guild. The town had to get by with Alice’s mothers more traditional, yet still effective, healing.
Whilst one would think that Alice’s mother was a major influence in her decision to become a healer, it was not always this way. In her younger, pre-teen years, Alice was a brash delinquent who caused nothing but trouble for her parents. It was her older brother James who held the desire to follow in his mother’s footsteps and become a doctor. Alice’s parents always hoped that their youngest daughter would buckle down and devote herself to something as her brother had. She didn’t think much of it, deciding that there was plenty of time in the world for her to choose a path. One harsh winter, Alice discovered that we don’t always have enough time to live our lives.
The winter brought with it a deadly illness that ravaged the small town, leaving many in pain for days with a few unfortunate souls succumbing to the disease. Alice’s brother was one of the people who didn’t beat the illness. His mother had tried everything, but there just wasn’t enough medical resources in the town for her to do anything; especially without a magical healer anywhere close. Alice and her family weren’t the same after James’ death; Alice in particular had a very rough time. It became painfully aware to her just how little time there is. James was full of ambition. He was going to make something with his life. What about Alice? She was nearly 17 at the time and had no idea where she wanted to go with her life. She wanted to make her mark on the world, thinking that to sit and do nothing would be an insult to her brother’s memory. With newfound resolve, Alice began studying from the complicated medical textbooks kept by her brother and her mother; intent on finishing her brother’s dream of helping others for him.
After a year, Alice decided that she had learnt all she could from books and informed her parents of her intention to set off across the country to further educate herself in medicine and healing. Her travels brought her to the Fiore Institute of Medicine, a prestigious university run by Provost Nicolas; considered to be the best healer in Fiore. Alice aced the entrance exam to the school and took on two jobs to help pay for board and tuition. Provost Nicolas took special interest in the young girl’s ambition to study under him and took her under his wing as his protégé. Under him, not only did Alice learn about human biology and medicine, but she also began to study Healing Magic. In the years Alice spent at the university, she quickly became Provost Nicolas’ top pupil and even graduated a year earlier than expected.
After she graduated, Provost Nicolas insisted that Alice stay at the institute and teach the next generation of doctors with him. She was flattered by the offer, but staying at the university was never Alice’s plan when she decided to learn medicine. With her newfound magic, Alice wanted to test the boundaries of what was possible as a Healer. Healing Magic is rare and incredibly hard to master; just what were its limits? It was a question that Alice had been asking for a long time. So she left the university, and despite Provost Nicolas labelling her as an ungrateful traitor, Alice was determined to master the healing arts by travelling all over Fiore.
By the time she was 22, Alice had travelled the country and met with many different Healers to enquire about their abilities. She took what she learnt from them with her own knowledge and began to achieve feats with Healing Magic that the field had not considered possible. Over time, Alice revolutionised the art of healing and drew the attention of the Magic Council. She presented the evidence of her findings, and they were all eating out of the palm of her hand. While she had them, Alice insisted that each Wizard Guild in Fiore have a properly trained Healer present. Impressed by the young woman’s dedication to others, the Council allowed her request and placed Alice in charge with teaching her improved healing magic to a new wave of Healers to be stationed across the country.
Alice’s training program turned out to be a huge success, and suddenly the country was entering into a new era of medicine where every citizen had easy access to a Healer. Alice was even able to leave her academy, named the Vetrov Institute of Magical Healing, and become a member of the wizarding guild Fairy Tail. Years passed and Alice had become an A Class Wizard of Fairy Tail, all while continuing to educate herself on new and innovative ways to use her magic to help others. It was during these years that Alice became a skilled user of the Take Over Magic: Angel Soul, which significantly augmented her healing abilities and allowed her to be of more use out on the field. She never dreamed that she’d have to use these powers in dire situations. Then the war started.
When the war began, Alice was the head of the infirmary that dealt with wounded soldiers and focused on getting them back into the field. Many lives were miraculously spared thanks to the innovations Alice had come across in the last few years of her life and she proved herself to be an invaluable asset to the Wizarding Guilds during the war. The council was falling fast, and in a desperate attempt to stop the wizards from beating them they sent skilled spies into Alice’s base and had her kidnapped as a prisoner of war. In the prison where she was held, deep underground, Alice was subject to weeks of physical and mental torture by none other than her old mentor Provost Nicolas. Nicolas had joined the council’s side on this matter and insisted that he be the one to deal with Alice. Still bitter and fueled by jealousy of all Alice had accomplished without him, Nicolas held no punches as he tormented his former student for information. He wanted the secrets of her craft, believing her to be hiding her true powers away from the world. Alice kept silent. She had nothing to hide, but she refused to give him the satisfaction.
The longest of time passed, and Alice could feel herself slipping away inside Nicolas’ torture chambers. As he was about to begin another session, the walls of the chamber were broken down and in flooded a group of Alice’s Fairy Tail comrades to rescue her. The war was over, and the Guilds had finally won. Fiore was safe, but Alice was too broken down to celebrate. Later Alice appeared at the Victory Parade, bruised and beaten with her right eye permanently damaged beyond repair. Her parents were there as well, to help her use the wheelchair she was temporarily bound to and wheel her up to the stage. The new Chairwoman of the Council, Erza Scarlet, awarded her a Medal of Heroism and Servitude in front of the entirety of Fiore. Unfortunately, Alice had no victory speech, no words of passion and inspiration to impart. She sat there, crying in front of millions, her mind and body shattered by the cruelty inflicted upon her. She was wheeled off by her parents, who decided it would be best to take her home for a while to recover. It’s been 6 years and no one has heard from Alice, but today she returns to Magnolia with many stories to share about her life in the past few years.
April Quartz
The Rainbow Mage
Character Theme Kandeko
"Have no fear! The super awesome Rainbow Mage has arrived!"
April has a very childish stature, standing no taller than 5' and being incredibly light. She has a very light complexion with incredibly soft and delicate features. Physically, she gives off the impression of innocence with her wide, green doe eyed expression and cheerful demeanor. Her long hair is tied into four pig tails; two large ones that fall all the way down to her ankles, and two small ones that sit atop of her hair. Her hair has an odd, pastel pink color to it; fitting almost too well with the rest of her attire. April favors very light, pastel colors for her little sailor suit that she wears. She sports a brass cowbell on her chest instead of bow and a pair of white wing accessories sit along her hips. One should pay close attention to her outfit, as it has a tendency to change color thanks to her magic.
Family Name Quartz
Given Name(s) April
Alias/Nickname The Rainbow Mage
Gender Female
Age 13
Birthday December 23rd, Capricorn
Marital Status Single
Sexuality Unclear
Known Family
- Walter Quartz, Father 42
- Rose Quartz, Mother 39
Alignment Chaotic Neutral
Likes Pink, Sweet Things, Risks
Dislikes Cowards, Vegetables, People who underestimate her.
Personality When one first looks at April, people expect to see a very sweet young girl; the pinnacle of innocence. April Quartz will shock those people with her excessive personality traits and desire to have her presence known wherever she goes. April can be rude, brash, obnoxious and sometimes just downright violent for a girl her age. She talks a lot of smack and has the guts to stand up to those who exceed her strength. Her wild and unpredictable nature can make her quite exhausting to be around. She enjoys testing her strength, considering it as a form of playful banter between friends. Yet most kids her age just aren't down to get rough like she is, making a wizards guild the perfect playground for a girl like her.
While most would think that she has no particular goal, April has her own reasons to pursue power. She has a very strict code of honor if you can believe it, and she desires power to prove to those who would look down on her because of her lineage that she is nothing like her parents. One of her most defining characteristics is her inability to detect when she's gone too far, in both conversation and battle. This can be quite disastrous for her but also beneficial as she is always constantly pushing her limits.
Guild Allegiance None so far
Guild Mark Location N/A
Mage Rank C Rank
Magic Type Caster and Holder
Specialisation Color Change Magic and Rainbow Weapon Magic
Category Offensive, Various Ranges
Description Color Change Magic A very basic magic that allows the user to change the color of their outfit, hair, weapon to anything they desire. While this isn't a primary magic for April, it is her favorite and requires practically no magic power to use constantly. It is not unheard of her to be constantly swapping the color of her outfit during combat. This magic is quite fitting due to the unpredictable nature of how she fights.
Rainbow Weapon Magic A holder magic utilised by the wielder of the legendary magical artifact: Iris. The Staff of Iris has the ability to change its form into practically anything the wielder desires, with limits based on size and functionality. Essentially this allows April to call upon many different variations of weapons through battle; anything from frying pans and hammers to bombs, bullets and even a giant bubble blower. The greatest advantage this magic has is how unpredictable it is. Defending against a weapon that can change its form with mere willpower can prove to be quite difficult to those who are not accustomed to fighting April. Some weapons can even have their own unique magical properties.
- Color Switch! A spell that adds extra magic power to the next weapon April switches to, adding additional power. Additionally, causes April's outfit to change color every time it is cast.
- Rainbow Hopper! Switches Iris to the form of a Pogo Stick, allowing April to jump great distances to escape or close the distance after an attack. Color Switch! - Greatly increases the jump distance and even allows for Rainbow Hopper to stomp enemies with incredible force.
- Magic Carpet! Switches Iris to the form of a heart shaped carpet, allowing brief hovering. Can be used to crash directly into opponents. Color Switch! - Increases travel speed of Magic Carpet, also leaves a trail of sparkles that blinds enemies.
- Sky Hammer! Switches Iris to the form of a large hammer, giving April the ability to use heavy, impact strikes perfect for dealing with a heavy defense. Color Switch! - Increases the size of Sky Hammer, additionally adding the ability to create seismic shocks with each swing of the hammer that disturb the footing of everyone nearby.
- Heaven Swinger! Switches Iris to the form of a large baseball bat. Can be used to knock away adversaries or projectiles. Color Switch! - Heaven Swinger! increases in size and gains the ability to deflect one magical attack back at its caster.
- Rainbow Bubble! Switches Iris to the form of a large bubble blower. Can be used to create a slow moving, magical bubble that momentarily traps whatever it touches inside of it before bursting. Color Switch! - Increases the velocity of the bubbles, as well as granting the ability to create multiple bubbles at one time.
- Dream Fan! Switches Iris to the form of a large steel fan. Can be used for slashing attacks as well as defensively as an adequate shield. Color Switch! - Dream Fan gains the ability to release cutting slashes of wind that can knock her opponent airborne.
- Rainbow Excalibur! Switches Iris to the form of a great sword, allowing for great offensive capabilities. Color Switch! - Increases the size of Rainbow Excalibur while simultaneously decreasing its weight, allowing for April to be surprisingly nimble and quick with such a massive weapon.
- Bullet Time! Switches Iris to the form of a large sunflower, capable of firing comically large bullets that deal heavy, impactful blows to her opponent over a great distance. Color Switch! - Allows for Bullet Time! to create three massive bullets that home in on their target at an alarming speed.
- Rainbow Boom! Switches Iris to the form of a large rose, capable of firing comically large bombs that have a short travel distance, but erupt on impact. Color Switch! - The bombs created by Rainbow Boom come equipped with legs, running forward a short distance after landing before erupting. Their explosion is larger.
- Meow Meow Mace! Switches Iris to the form of a large flail in the shape of a cat's head. Can deal heavy, striking attacks over a moderate distance. Color Switch! - Meow Meow Mace! doubles in size and releases an empowering roar with every strike, increasing the speed and strength of nearby allies momentarily.
- Ultimate Color Switch! April's ultimate spell, sacrificing a large amount of Magic Power to add incredible power to the next form Iris takes. This form has all the abilities of it's regular form, but grants April an immense amount of speed, strength and Stamina to unleash an onslaught of attacks in one form.
Non-magic Skills Surprising strength and stamina for her age, able to wield various weapons effectively. Her fighting style can only be described as unpredictable. This is her greatest strength, as she has yet to learn any particular style of combat but mostly relies on catching opponents off guard with an onslaught of various weapons that they must learn to deal with within a moments notice.
Equipment Staff of Iris A legendary magical artifact that once belonged to April's mother before she was arrested for her crimes in the civil war. Now it belongs to April, who makes use of its great power. The Staff of Iris is able to take many forms based on the will of the wielder. Some have compared the likeness of this weapon's magic to the Arc of Embodiment, but the weapons limits seem to be more narrow than the Lost Magic. It can only create other forms of weapons or objects, and can only maintain one form at a time. Maintaining a form doesn't cost magic power, but swapping to it does. It may not cost a lot of power to switch forms, but each form has their own way of consuming power and the wielder must be careful with excessively switching forms lest their Magic Power be drained too quickly. See the above image on the sheet for the appearance of the staff.
Miscellaneous Information April calls herself an orphan, even though both of her parents are still alive in jail.
Biography April Quartz is forced to bear the mark of traitor for the actions of her parents during the Civil War. Despite this, she is a determined young girl who wants nothing more than to grow in power to prove to Fiore that she is more than just her parents child. It is her desire to become known as one of the strongest wizards in Fiore, but she still has a long way to go. With the help of her legendary staff, Isis, she intends to complete her goal.
The Quartz family were an elite group of mages that represented the Magic Council before the war. They held great emphasis on power and bringing pride to the family name. April's father, Walter, was obsessed by this desire. He wanted the Quartz family to become renowned as the strongest magical family in the world. It was this desire that he passed onto April from a young age, training her viciously to use magic. Yet April wasn't originally very keen on magic. She mostly learnt Color Change magic to give herself a variety of different outfit combinations to wear when she went out. She called herself the Rainbow Mage as somewhat of a joke. Her reluctance to learn had always frustrated her father, who eventually labelled her as a lost cause and began focusing on improving his own power. Being shunned by her own parents proved to be quite relaxing, as April was able to do whatever she wanted whenever. She spent most of her days running a much around the family mansion, playing with the servants and inviting the neighborhood children to come and join her.
It was a very peaceful life; one that she was content with. She had no desire to become a mage and was just happy for her Color Change magic. When the war broke out, April had never expected that it would involve her family. Yet their lust for power had lead her parents to fighting against the Wizard Guilds. April was forced to listen to their tales of carnage day after day, growing more and more disgusted with them. One day she even spoke out against them, calling them out as the evil people they were. April's mother didn't take too kindly to the insult and banished her from the family. Being only a young child, April was frightened. She had nowhere to go and couldn't take care of herself. Thankfully, her mother was generous enough to organise for her to be taken to an orphanage. She spent the next few months there, listening to whatever news about the war she could.
When the war finally ended, April was thankful to find that her parents had not been executed for their crimes; but rather just imprisoned. With things returning back to normal, April was happier than ever. That was until she began to notice how different people were treating her. She was no longer the poor, abandoned child of the Quartz family; but rather looked upon with distrust. People wanted April to be locked away with her parents, a mere child who hadn't done anything to harm anyone. Their attitude caused April to grow quite the temper, refusing to take any lip from anyone. She hated her parents for putting her through all of this.
To make matters worse, the new Magic Council came and visited April at the orphanage to present her with Iris, the staff that belonged to her mother. At first she was disgusted. How could they give her the weapon that her mother had ended so many lives with? They refused to accept no as an answer, so April was stuck with the cursed object.
One day, a few boys at the orphanage pushed April too far. They tripped her over, kicked mud in her face, and yelled horrible slurs at her about how she and her family were dirty traitors to Fiore. April was angry; not at the boys, but at her parents for tainting her name. Reluctantly, she began training with Iris; learning to use its powers over the years. She became quite an adequate young mage, with a new found desire to grow stronger. She would follow her parents pursuit of power; but not for any malicious gain as they had. She would grow stronger and become a renowned Wizard of Fiore; demanding the respect as a person that was denied to her by her parents.
Concepts - Not in roleplay
Iris, Warrior of Love
The above image is the appearance the wielders outfit takes under the effects of the Iris Phantasm.
”I am your sword, your shield! Let’s make memories together!”
The Legend of Iris is one that has failed to stand the tests of times, and in the modern world he is almost completely forgotten. There are records of him recorded in the archives of history, but they are few and far between; most believing that they are not enough to prove he existed. Iris did exist, centuries ago when the land known as Fiore was a war torn country where Lords fought for supremacy over each other.
A particularly powerful retainer for his Lord, Iris became a general whose presence brought with it death and disaster. He and his men would lay waste to any village they came across and they quickly became feared across the country. However, Iris committed these heinous acts not of his own volition, but out of necessity. His lord had taken his beloved from him, using her life as incentive for Iris to put his skills as warrior to good use for his lord.
After another successful battle, just like all the rest, Iris and his men returned to the encampment only to find that Iris’ beloved had taken her own life. Even though his lord had agreed to keep her safe from harm, he had still used her to fulfill his own twisted desires.
Distraught with grief, Iris abandoned his lord and became a rogue entity; a man who swore to no lord. Any reason he had to stay with his Lord and commit more atrocities had disappeared. Despite his loss, his new freedom felt amazing. He vowed to never take the life of another and to only raise his blade to protect.
As he travelled, Iris encountered many refugees of war; some of which had lost their family to him. While they were fearful at first, Iris eventually convinced them to join his pilgrimage across the land. When one group followed, many more found their way to Iris. He and his people traveled across the country and wherever they found conflict, Iris was quick to put a stop to it. He did so without taking a single life.
Many of the soldiers abandoned their lords to join Iris, and he became known as a Warrior of Love. The Lords mocked him and his dream to bring peace to the nation, and they were insulted that this lowly man felt he could just take their retainers. One night, Iris' encampment was invaded by multiple lords who were once enemies, now united for the sole purpose of ridding the country of his ridiculous idealism. The bloodshed and carnage was brutal, and Iris was beaten to near death by over thirty men. With his last breath, Iris cast the legendary sealing magic, created by his love, Fantasia; sealing his spirit within his staff so that another may continue on his work to bring peace to the world.
Centuries have passed, and no one remembers the legend of Iris, Warrior of Love, but he lives on as a tool to be used in the hopes that one day a wielder will be worthy enough to access his true powers and continue to spread his message of love and peace throughout the world. April is unable to speak to Iris yet, and he remains dormant until the day she is ready.
Staff of Iris Abilities The Staff of Iris grants the user the ability to use Rainbow Weapon Magic. This magic is reminiscent of the martial prowess and skill that Iris had with a variety of different weapons during his life. It grants the user the ability to shift the Staff of Iris into various magical forms; each with their own properties, strengths and weaknesses.
There is an ultimate form of Iris that few have been worthy enough to use, known as the Iris Phantasm. The Iris Phantasm transforms the Staff of Iris into magical energy that engulfs the user in a warm embrace. This drastically changes the physical appearance of the wielder, giving them new clothes that Iris himself once wore as well as making them quite tall whilst giving off a very powerful presence. The Iris Phantasm binds Iris' spirit to the mortal world via a catalyst; in this case being his wielders body. This grants immense power and strength as well as the ability to use Iris' own magic and skills in exchange for the immense amount of Magic Power needed to sustain the form.
Iris is a very overbearing entity, and even the strongest of mages are incapable of maintaining the Iris Phantasm for long. A young mage like April would not only be incapable of sustaining it for more than a few minutes, but the incredible power that Iris presents her would cause a heavy physical toll on her body which is not used to being a container for such magic. To put it simply, the Iris Phantasm's risks greatly outweigh any possible gain that can be achieved from using it in battle at April's current state. She would truly have to be desperate to call upon the power of Iris.
Master of Arms Magic Master of Arms is a magic that alters the physical capabilities of its caster to be able to wield any weapon they touch with impressive skill; even if they have never used that type of weapon before in their life. This refers to all weapons, including ones of magical origin. This magic shares ties with Rainbow Weapon magic, as it is a testament to Iris' skill as a warrior in his lifetime.
This isn't the only effect of the Magic. A special skill of Iris is that he is able to turn his own clothes into various weapons and forms to be used for offense or defense. Weapons created out of his clothes can be mastered with Master of Arms.
Fantasia Magic that is created from Iris' love, Fantasia is a powerful sealing spell that Iris himself used to forever bind his soul to his staff; entrusting all of his powers and psyche to a physical object. Fantasia is a magic that chooses its wielder, and only presents itself in times where the bonds between the wielder and their loved ones is greatly tested. These bonds power the spell, making Fantasia what some call the ultimate Unison Raid.
This isn't the only effect of the Magic. A special skill of Iris is that he is able to turn his own clothes into various weapons and forms to be used for offense or defense. Weapons created out of his clothes can be mastered with Master of Arms.
Fantasia Magic that is created from Iris' love, Fantasia is a powerful sealing spell that Iris himself used to forever bind his soul to his staff; entrusting all of his powers and psyche to a physical object. Fantasia is a magic that chooses its wielder, and only presents itself in times where the bonds between the wielder and their loved ones is greatly tested. These bonds power the spell, making Fantasia what some call the ultimate Unison Raid.