Name: Cormac Almister
Gender: Male
Age: 22
Alignment: True Neutral
Rank: --
Objective for the Grail: To cleanse the world of it's current pollution by personal methods.
Character Objectives: ~PMing to the GM.~
Personality: Cormac is an exhaustive youth, used to the long-night studies that pass through the daily grind being a student brings. His attendance at the Clock Tower is kept by record marks, always passing his classes but sleeping any time he can get the moment to rest. He's seen as bright but unmotivated and this is supported by his outlook on expending energy. Why should he have to do something that he's uninterested in if it won't benefit him down the line?
Cormac retains a cynical outlook on the world currently, men and women, old and young will do what they need to in order to survive above everything else. Though, to Cormac those actions are usually seen as far too small-scale. Time has progressed and new sciences are killing off the mystery of magic, it's distorting the fine line of what it meant to be a Mage in these modern times and he hates it.
While on the outside, Cormac comes off as a quiet, well-mannered boy - at the same time he is critical of others and quick to judge them. He dislikes those that push their ideals onto others without giving a reason why it's necessary and has had altercations in the past on his records of getting into verbal and sometimes physical fights with said individuals. He's since adapted the mind-set that it's better to hide one's true thoughts and intentions until they can be put into action, rather than voice them just out of concern or hope.
Hope doesn't get results.
Biography: Cormac belongs to the Almister family, a family of mages whom pride themselves on the pedigree of their house's generations through selective marriage between their heirs and other esteemed mage families to help bring about a high likelihood of aptitude to both bloodlines. They have survived through this method for many years and retained their high standing among other english magi as a result.
Rather than stay with his family and be used as another potential match for another family's heir like his relatives before him, Cormac left to pursue a career at the age of 18 as an established Magus of his own volition in the Clock Tower after passing their requested entrance exams and giving an extensive interview to ascertain his reasons for joining the Mage's Association. He glazed his words to only speak on what would be considered the truth while holding back any prejudices or irritations with those that conducted the interview. He was given a probationary contract under the agreement that he keep his grades above a certain standard for three years.
He was given his full license as a member of the Clock Tower when he was 21 after keeping to his end of the agreement of the contract. While he still attends the Clock Tower, it's been more recent that Cormac has been going to and from his workshop, more than he used to. It was in preparation for the fight to come that he planned on attending, a once in a lifetime opportunity - The Holy Grail War.
---Magic Circuit Switch: The mental image of being pierced through the head by a beam of light.
Number of Magic Circuits: B
Quality of Magic Circuits: A
---Elemental Affinity: Water & Wind (Origin: Reflection)
Magecraft: General Magecraft: Cormac is above average in his studies of general magecraft, while it can be said he understands the acts that go into the fundamentals it's more of a personal choice if he decides to use them, lacking motivation in some cases to practice anything outside of his immediate interests. He's capable of performing the acts to a moderate degree but not spectacular in any regard.
Elemental Magecraft (Water & Wind): Cormac's specialty, his personal favorite form of magecraft in which he has learned to manipulate and control liquids through the application of both water and wind elements. He could be considered a potential master of this magecraft if he had more practice with it's usage. It's not due to any lack of power, but rather skill through years of application. He is skilled enough with the elements individually and together to hold up a decent fight against those that have practiced only one element, but would fall short unless he could tip the balance into his favor with quick thinking.
His uses of water magecraft vary from simple acts of changing the flow of water, redirecting moving liquids toward alternate paths or created temporary constructs out of the liquid. While with air he can create condensed pockets and fire them off as bullets, create gusts to lift himself up or to blow obstacles down. Together though he can finely manipulate forms of liquids into complex maneuvers and shapes. These are just some of the many applications.
Familiar Creation (Birds): Cormac spent some time while at the Clock Tower learning the act of creating and manipulating creatures into servants to suit his needs, but he found no better connection with creatures like rats, spiders or dogs like most. He fell in love with the art of flying and how birds could do so freely, thus he limited himself to the sole usage of birds as his familiars, giving them purposes such as information gatherers or the transport of notes of importance. Cormac takes time to not only groom his birds to specific functions but also to create a mental link with them to allow him to see through their eyes and observe the world from the skies, a dream of many but a reality for Cormac. He's left stationary while performing this though, so he often holes himself up somewhere safe while his consciousness is linked.
Puppetry: The Magecraft of designing, creating and manipulating self-crafted dolls and other creations to serve various purposes. This form of magecraft came from his family's magic crest and was trained to a refined degree so that Cormac would be able to craft his own puppets and use them as minor familiars or helpers around his workshop. As it was engraved inside of his magic crest it's not hard for him to access and learn techniques from the previous generations to enhance the final products or utilize puppets in a manner that would have normally taken someone else more time, to do such actions though it requires flowing mana into the magic crest. Cormac can be considered adept in understanding the magecraft itself but advanced when it comes to practical usage.
Mental Compartmentalization: Rather than a form of magecraft, this is a form of mental skill towards the subconscious psychological defense mechanism of avoiding cognitive dissonance, or the mental discomfort and anxiety caused by a person's having conflicting values, cognitions, emotions, beliefs, etc. within themselves. It allows for conflicting ideas to co-exist by inhibiting direct or explicit acknowledgement and interaction between separate compartmentalized self-states.
Cormac has through years of practice, programmed his brain to compartmentalize feelings, thoughts and ideas into different recesses of his mind. This acts as both a method to remember crucial details and obtain them when necessary through associated smells, sights, touches and feelings so as to not forget them but also so that they cannot be readily accessed by others. To Cormac it is a form of mental protection against the invasion of thoughts in his mind and allows him to say and feel one way while also feeling another towards the same thing without betraying either as being considered false. It can be said that Cormac is a magus with many intentions and opinions.
Magic Crest: The Almister family has existed for 1200 years but their crest has only existed for 500 with a specialty in puppetry and elemental magecraft.
Equipment: "Seal of Arawn" - A long black roll of tattered cloth strip which holds the capability of concealing an object or person wrapped up in them from normal senses of sight by turning the object or person in question invisible it does not seal the object or person's magical presence though.
"Scales of Abandinus" - A pair of boots that manipulate liquids they come into contact with to allow the act of walking or running across liquid surfaces. When submerged they gain scales and fins at their sides which increases the speed or swimming.
"Lock" - A nine by nine square cube which when activated by saying it's name creates a sixty feet radius bounded field around itself which serves to keep those inside of it from leaving and those outside of it from entering by non-magical methods though capable magi will find it relatively easy to escape through magical means as it's a non-combat oriented mystic code. The cube acts as the core of the magecraft and changes colors based on the "truth" and "false" statements stated by those inside of the bounded field. The method of it's lie detection is by previewing associated memories connected to the statements said within it's presence and giving the truth via it's assessed insight. Once activated by it's user, it floats on it's own and works autonomously until deactivated by the word 'Confirm'. Due to it's functions being simplistic in nature it's mana cost is relatively low but requires a constant flow from it's user to keep active and will shut off prematurely if that flow stops.
Cage of Birds - A bird cage full of specially trained pigeons, doves and crows all under the care of Cormac. They must be fed at least once every day.
Bird seed - Self explanatory, birds have to eat too!
Wallet, ID, Credit Card - The essentials to a good living!
Reinforced Backpack with clip strap - A backpack with belt like straps to allow for easy donning and removal, capable of carrying mixed items of a generous size and weight without difficulty.
Exceptional Benefit: Superior Mystic Code - ??? (GM Only)