STATUS:
Sometimes you spend so long looking for peace in someone else, you loose sight of that peace you can give yourself. Don't forget that guys.
2 yrs ago
Hitting up the bookstores had crossed the swordsman's mind a couple of days prior, see if there was any record of other mages suffering similar penalties or even some kind of blow back like he did from over using their magic or anything like what was going on for himself, but had dismissed the idea initially. After all, what kind of famous mage would own up and admit that for years at a time they couldn't handle the full power of their own magic? The kind that doesn't want fame or fortune, but never met a mage that didn't want at least a little confirmation in their lives...
As he opened his mouth to reply to Ria, the sound of a nearby scuffle caught his attention and his two companions perked their ears up as well before growling softly. "Odd, why would there be a street fight before the drunks come out for the night?" Following Carmilla and Jaëger around the corner and towards the sound, he finds three men, clearly two on one, fighting. Steel Hydras marks, even though one was harder to see with it being on his fist. The other Damian had seen in the guildhall in passing, and was pretty sure that he was in Fenixtear as well. "Sorry, Miss Ria, but two on one doesn't quite sit right with me, so if you'll excuse me. Carmilla, Jaëger, stay put." The two wolves sit down next to Ria and watch as Damian intercepted the mage with the mark on his neck, catching the blow while it was pulled back and pinning his right arm firmly behind his back. "Now, now, boys, I'm sure there was no need to get rowdy with my guildmate here. I imagine we all have better things to do today."
She couldn't believe what had just happened, as she sat in the back of the ship bound for Coruscant's moon resort. Despite all their precautions, all their care and caution, that they would have been caught...Everything had been going well enough considering their order had been all but exterminated in its entirety, with the Council members all having likely fallen to their clones in battles across the galaxy, and so far, their small group of survivors had avoided drawing any unnecessary attention to itself as they moved from the apartment that they'd been hiding out in. Even before that, they had avoided unnecessary attention, moving as a group through the crowded lower levels and only speaking to those they had to. Fortunately for the group of Jedi, it would take time for the Clones to do a complete sweep of the Jedi Temple and even with that done, they may never find the secret exit. No one's noticed us, which is good. Probably think we're a gang hitsquad or something, which works even better for us. If we can just get to the rendezvous...
But they didn't make it before trouble found them. Riven must have missed a tail or not noticed some being taking interest in her dealings with the gangsters earlier, because as soon as they got within four hundred yards of the ship that would deliver them to safety, the boarding ramp in sight with a pair of nervous looking gang members aiming blaster rifles at the alleys and playing guard, the Jedi Master got only a moments warning, and it wasn't enough. A flurry of blaster fire came from behind the group, the blue bolts crashing into the backs of the Jedi Knights and Padawans even as Riven's lightsaber flew to her hand and ignited, the twin orange blades snapping to life too late to save anyone but their owner. "No!" The gang members flew into action, as their source of payment was at risk as they took cover and returned fire on the clones as they moved forwards. Riven, grief gripping her heart, lashed out with the Force, locking the squad of six clones in a Stasis Field that held them in place as the two gang members put blaster bolts in their heads.
Stumbling over to the bodies of her fallen charges, she removed each of their lightsabers form their hiding places, clipping each one to her belt and swearing to keep their memories alive. However, when she reached Knight Rolan, he was still breathing raggedly, and struggled to offer her his own lightsaber, a sad smile on his face. "Guess it was *cough* too good to be true." Riven hurried over to him, struggling to stop the bleeding.
"No, Rolan, no, don't talk. I can stop this, we can both get out of here alive, and find other survivors. I won't have lost all of you." The Nautolan gently stopped her panicked fawning and put his crossguard saber in her hands, still smiling softly.
"No, Master. We were outplayed here, but the fact you're alive, and that other Jedi have likely survived, means there's hope. Go, before more clones come to investigate. The *cough cough* Force will be with you," the light began to fade form his eyes as he finished speaking, the last word say with his last breath, "alwayssssss...." And with that Jedi Knight Rolan passed on to become one with the Force, and leaving a Jedi Master who felt like she had failed those under her protection alone in the alley way.
"Lady, we need to move. Lookout says three more patrols are zeroing in on our little shootout here." Riven forced herself to her feet and past the gangsters, boarding her lift to Coruscant's moon and taking a seat after giving the person she'd made the deal with, Joseph Caronat, a Corellian with a big head, twenty thousand credits. He gave the word and the craft lifted off. Silence reigned as she grieved in silence for her lost fellows, but eventually, the Corellian spoke and revealed he not only had a big head, but a big heart as he also handed back the credits.
"Look, Master Riven. I know what the Empire is saying about the Jedi, about the war that just ended. Me and the boys, after you left, did some talking and something doesn't add up. We've all, at some point, had dealings with Jedi. They were the last to get violent and the first to try and talk things out. So this whole conspiracy that the new Emperor cooked up..." Riven looked at him with hard eyes.
"Get to the point please, Joseph." The man nodded.
"He's runnin' the biggest scam this side of the Maw and we can see it a mile away. Consider me and the boys at your service. Your eyes and ears on Coruscant and your personal tools for getting wetwork done. The Ravagers will answer to you." Riven took a moment to think, closing her eyes and focusing on her breathing to help. Having a source of information on Coruscant even after she fled it would be a great way to determine courses of action in the future and would also potentially allow her to return after the heat had died down and investigate on her own terms. Over all, she could find no down side, or at least, not yet.
"Very well, Joseph, I'll take you up on that. Having eyes and ears on the planet would certainly not hurt."
As the ship took off to return to Coruscant, Jedi Master Riven Je'and felt a small glimmer of hope as she made her way through the back alleys of the resort to her secret safe house and the ship she had stashed at it. The Ravagers would be able to reach her anywhere on the encoded channel she'd provided and she'd made it to safety, at least for the time being. The door to her safe house came into view and she approached quickly, entering the keycode she had custom made to beat burglars and entering. In the span of two hours, she had resealed the safe house, secured the provisions she'd need to get to the Outer Rim, and had taken off in her modified XS Freighter, the Yggdrasil. She set a course for the Outer Rim and jumped to light speed.
In the captain's quarters hung the lightsabers of the Padawans and Knights she had failed to get to safety, with Knight Rolan's saber hung one row above the others. I will do what I can for the galaxy, I will try and save the other survivors, I swear it.
As the mounted machinegun opened fire towards Ryker, he was already diving with a startled curse. If he was honest, as he rolled part way down the ramp, the SPARTAN IV had hoped that the rebels wouldn't have bothered setting up any kind of defense on the walk way since they had seemed confident they'd control the doorway. Turning off the active camouflage system, he tucks into the wall of the ramp and swaps the SMG for his DMR before, risking a quick peak at the far end before ducking after a couple of the larger caliber rounds rebounded off his shielding. Hearing that Grikgar was on his way, however, gave the Spartan an idea and he waited for the Grunt to arrive.
The little guy has a fuel rod launcher and lots of explosives. I'm a decent shot and brought a few frag grenades. The problem is obscuring smoke wouldn't do us any good up here...but a series of progressive explosions could force the men behind that barricade in to cover long enough for me to rush them.
Water Make Magic-Magic that allows the user to form constructs, both static and moving, from water from either a nearby source or the molecules in the air. Most notable spell is Water Make Ninja, a powerful locomotive water-make spell. The ninja can move and make decisions of its own volition as well as using watery shuriken and a water ninjato to fight along with martial arts.
Water Warrior-Learned over the course of the last two years, this magic allows Joslyn to wield her water magic in the form of armor, weapons, and shields, effectively becoming a knight in watery armor. However, due to her light frame, she prefers armor as tough as leather and weapons that hit from afar, usually a pair of water-forged* hand crossbows while a shield is temporary, appearing as fast as she can summon it.
With that said, the main purpose of the magic is to use the water-forged weapons as conduits for more powerful water magic, usually in the forms of geyser strikes and rain-based attacks along with longer ranged stream-based spells Due to her preference for ranged weaponry, most of her spells are contained to 100 meters or less, with the bare minimum range they can be without her hurting herself is 10 meters. After that, she will swap back to her Water-Make magic for melee defense.
Magic Level: A
History: Joslyn Veran is the disowned daughter of a wealthy weapons smith. Her mother was a descendant of a powerful water mage, though magic hadn't manifested itself in one of her family in three generations. So imagine the surprise when their daughter blasted a forceful suitor with a water made fist that sent the man flying. Her mother was amazed and then ecstatic, as it meant their daughter could make a name outside of, "The daughter of Jonah Veran who married Joe Hannigan from Crocus." Her father, however, had a different opinion.
"She's an abomination!" He yelled so loud the neighbors could hear him. Seventeen year old Joslyn was too busy trying to figure out how she'd done that to pay attention to the argument going on between her father and mother. She vaguly registered that her mother shot back that he just didn't want to be shown up, but didn't care. While they bickered, she went back into their yard and breathed slowly before trying again. Nothing happened, so she kept saying things until she remembered the maker magic she'd read about. So she tried it.
"Water Make: Aqua Fist!" Once more the giant fist flew forward, shattering a vase that was in front of the spell. Excited, she rushed back in to her parents to find her mother in tears and her father holding a battle axe, an evil glare in his eye.
"Get out. You are not my daughter, you are a blight upon this family." The young Joslyn looked to her mother for help, but all she saw was a woman who had been broken despite her best efforts to convince her husband otherwise. Tears in her eyes, she grabbed the bear essentials, some clothes and money and left, not looking back for her mother's sake, afraid of what her father might do to her if she did.
For two years Joslyn wandered Fiore, looking for someone to help her learn new maker spells to augment her abilities, but with magic frowned upon so much, there weren't any obvious teachers to find. So she started doing odd jobs that would force her to figure it out on her own, eventually realizing that the only thing that kept her magic from shining was her imagination. So her available spells grew and eventually she joined with Dragon Fang, to finally get a steady paycheck and make new friends among her fellow wizards.
Personality: Joslyn is loud and energetic and full of positive energy despite her disowning by her parents. She loves her guildmates and has accepted them for who they are.
Team Members: Zen Trentus
Three Strengths: (Not just combat) 1. Great entertainer, keeps guests from getting bored on busy days for client arrivals. 2. Trusting, is willing to give others the benefit of the doubt. 3. Has a great imagination, which lends its help to her magic. Three Weaknesses: (Make them Applicable) 1. She's TOO trusting and is easily fooled sometimes. 2. She can be over eager and rush into things. 3. She has a hard time being sneaky if she gets excited.
Greatest Love: Swimming
Motivation: To see the world once more accept magic and not fear it.
Appearance:
Additional Details: Member of Team High Tempest
Water-Forged-Weapon forged directly from the element, making it susceptible to lightning based attacks. This is considered the highest form of water make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and it can be stored like a real pair of hand crossbows.
Name: Zenron "Zen" Trentus
Age: 28
Wind Make Magic- A maker magic that uses the wind and air around the caster to create both static and locomotive constructs. The most powerful spell Zen has for this spell is the Wind-Make Knight, a locomotive construct that appears like a heavily armored knight. Much like the Water-Make Ninja, can act independently and carries a kite shield and broad sword for attacking, though it can move with the swiftness inherent to the wind.
Wind Fighter- Learned over the course of the last two years, this magic allows Zen to create weapons out of the wind while also moving his body with the swiftness inherent to the wind. Due to the nature of the fighting magic, he often uses either a pair of wind-forged* knuckle dusters or a pair of wind-forged gladius’.
That said, these wind-forged weapons, while serving practical uses, are meant primarily as focuses for more powerful wind magic, such as cutting gales and armor-shattering blunt blows. Due to Zen’s preference for close combat with this magic, most of his spells are contained to ten meters or less.
Magic Level: A
History: Zenron "Zen'' Trentus, until he joined Dragon Fang, was an orphan, and a bad tempered one at that. His magic manifested at a very young age, getting the young five year old thrown onto the streets without a second thought from his drug addict parents. They both died with in the year, his father of an overdose and his mother of a severe illness that needed treatment but they'd never had the money for. Growing up, the young ne'er-do-well grew quite talented at using his wind make magic to steal what he needed, never needing to be where he'd be noticed immediately to swipe an apple or two and escape.
This trend continued for years until he met Guild Master Jack Goran shortly after turning eighteen. The guild was still fairly new and he was scouting for both members and trouble makers. As it happened, Zen had crossed the same merchant one too many times in recent years so he put out a job with the guilds to catch him. Zen wasn't concerned when the Guild Master confronted him and scoffed at his flames. He used Wind Make: Vacuum Shot to try and put them out but the black flames persisted to Zen's astonishment. In a single blow, it was over and a choice was offered. He could go to prison and sit in a specially designed cell for wizards and rot there for the rest of his life, or he could join Dragon Fang and find a home that accepted him.
The young man, not wanting to sit in a cell, took the offered position in the guild and met Joslyn shortly after. The pair found their magic complemented each other well and became Team High Tempest.
Personality: At one point, Zen was mean and angry, and didn't care about anyone but himself. Now, while he's still prone to outbursts of anger on occasion, he's the one to have a guild mate's back in a pinch.
Team Members: Joslyn Veran
Three Strengths: (Not just combat) 1. Street smart, well versed in surviving alone and in unfamiliar territory 2. Self taught in a basic education 3. Survivalist Three Weaknesses: (Make them Applicable) 1. Has a bad temper, making him unpredictable when he could snap 2. He's not too great with a compass or maps, just trusts his instincts 3. His imagination is somewhat limited, so he has a set number of spells he uses
Greatest Love: Books
Motivation: To keep orphans from following the path of his childhood.
Appearance:
Additional Details: Team Member of Team High Tempest. Likes reading because it gives him ideas for new spells.
Wind-Forged-Weapon forged directly from the element, making it extra susceptible to earth based attacks as well as reducing the effectiveness of the weapon against certain elements and armors. This is considered the highest form of wind make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and can be sheathed like a real weapon.
And here are the ones who need CS's that I have finished.
Name: Damian Gerard
Age: 26
Arsenal Magic is, in and of itself, interesting in that those who use it are contained to one form of weaponry. For example, the Ax Man uses axes and only axes, but they allow the wielder to also affect certain elements as well as boosting natural abilities of the wielder. The Wolfen Blade Master grants the use of swords that boost specific natural abilities depending on the weapon. Alongside this, the wielder is in command of a pack of magically summoned wolves. Damian can command these wolves with little more than a quick thought and he can only summon two at max right now, though as he grows stronger, he’ll be able to summon up to eight.
The key point of Arsenal Magic is that it allows summoning specific blades, or swords in this case, that offer boosts and similar effects. However, Damian has also learned to project hiltless blades for ranged spells.
Blade Rain-Summons a series of sword blades to fall upon a target area. Usually summons twenty blades and can chase a fleeing target a limited distance from the summon location. Gains additional effects based on the level of Power Lock released, such as the release of the Omega Lock causes a wave of swords to rise five feet straight forward after impact while the first lock’s release, Alpha, simply increases the number of blades from twenty to thirty-five.
Three Point Strike-Summons three sword blades that strike in a triangle formation with their tips meeting in the middle.
Striker Blade-A single large blade that Damian typically uses for fast and aerial transport when he needs to move fast. Often uses it for fast slash strikes as well as avoiding having to pay for a train ticket.
Six Point Strike- Usually used on an airborne enemy, four sword blades strike in a square and one strikes from the bottom and the last one strikes from the bottom, all six points meeting in the middle.
Sonic Thrust-Unleashes magical energy straight back, allowing a powerful and speedy thrust over a five meter distance that can impale the target against whatever’s behind it but also allow Damian to speedily reposition himself on the other side of the opponent. More powerful versions add a pair of blades that follow behind at a slight delay. Locked behind Power Lock Alpha.
Ragnarok Blade- Summons a magical extension on the currently wielded sword that gives a longer reach and wider strike range. Locked behind Power Lock Alpha.
Bladed Whirlwind- This spell summons a tornado of ethereal blades that can shred a person in seconds if they don’t dodge or counter the spell and break it. Locked behind Power Lock Alpha.
Judgement Strike-Delivering a stunning blow to a single enemy, Damian unleashes a powerful magically enhanced slice to finish the fight. Locked behind Power Lock Omega.
Shatter: Ten Thousand Blades-Damian’s ultimate spell, locked away behind the overcharged power of the Delta Breaker Power Lock, this spell turns a single blade into ten thousand more after the initial slash, which Damian uses at blinding speeds to deliver ten thousand more attacks on the affected foe, culminating in an explosive final slash.
More to come as I remember/make them.
Ares Blade- A katana that looks like this. Grants boost to survivability in the form of increased durability and grants the ability to project strikes further with fire.
Hermes Blades- Twin short swords that look like this. Grants boost to speed and agility.
Hercules Blade-Glaive that looks like this. Boosts to strength and gives the ability to enhance attacks with wind power.
Armageddon Blade- A greatsword that looks like this. Boost effect to all "stats" but more refined. Also grants the ability to distort gravity around ONLY the target, or in rare cases, targets, making it heavier or lighter as needed.
Power Lock Alpha- The first of three skill locks, Damian begins below this, as he can’t handle his full magic power at once yet. His magic and magic circle are orange while this lock is active, and releasing them with the code “Release Power Lock Alpha. Confirmation Ceta-Zulu-Foxtrot-Bravo” turns the magic energy green as more of it is allowed to flow. Eventually, Alpha is the standard level that Damian operates at as steady training allows his body to handle the power. Allows the use of several more powerful variations of his spells as well as Sonic Thrust and Ragnarok Blade.
Power lock Omega- The second of three skill locks, this is Damian’s full power without overcharging his body with it, but it also leaves much more wear and tear the longer he uses it. Upon release with the phrase "Release Power Lock Alpha. Confirmation Beta-Delta-Epsilon-Ceta,” The full power he carries is unleashed as his magic energy and circle turn from green to black. Operating at full power like this seems unattainable at his current limit, but he may eventually be able to work without the Power Locks in place. Allows the use of many more of his more powerful spells, both new spells, such as Judgement Strike, and variations of existing spells.
Hidden Power Lock Delta Breaker- The final of the three power locks, this overclocks Damian’s magic power, turning him into a powerhouse, but burning him out and turning his black magic circle into one of white with a red undertone. It is released almost instinctively, in moments of great need and danger. It also allows the use of Shatter: Ten Thousand Blades.
A Holder type magic that requires a weapon or shield forged from a body part, typically the fangs, claws, or scales, of a dragon. Due to the lingering power within the body part, any attacks made are augmented by phantom dragon attacks of the matching element, as well as each weapon having unique spells based on the weapon it is forged into. Damian wields Andor, Hemlock’s Memory, a katana made and forged from one of the poison dragon’s teeth. Before he passed, Hemlock described it as one of his more powerful fangs, containing immense power.
Dragon Beats, Poison Style- Briefly imbues the wielder with immense speed that allows for three quick and shallow cuts across exposed skin on an enemy. The damage comes from the poison that lines the edge of the katana’s blade, which can paralyze those affected in a matter of minutes and proves fatal if an anti-venom of any kind is not used within six hours.
Dragon Beats- Imbues the wielder with increased speed for a short time as well as manifesting spectral wings that grant limited flight.
Poisonous Flair- The blade is enveloped in a purple and red flame, allowing for ranged slicing attacks that getting even nicked by can prove dangerous.
Crescent Cleave: Toxic Hell-The strongest unique spell Damian has found, this turns a fifty foot area around the wielder into a poison filled hell for ten seconds which is then cleaved in two by a powerful crescent cleave from Andor, dispersing the poison and finishing any foes not yet defeated by the toxins in the air.
Dragon’s Maw: Typically a thrusting attack that summons a Spectral Dragon mouth full of fangs matching the element of the dragon the fang or claw was taken from.
Claw Rake: A horizontal slash summoning dragon claws that rend whatever is in front of them into pieces.
Wind Blast: A horizontal slash that sends out gusts of the dragon’s element, sent out by the spectral dragon wings flapping down and forwards.
Magic Level: S
History: Damian was born to parents who were both enlisted in the Fiore Royal Army. His father was a Captain with a brilliant tactical mind and his mother a compassionate sergeant serving in another regiment until the two were combined to help patrol the border. The bulk of his childhood consisted of sticking close to his mother and spending time with his father when they were on leave as a family, with weapons and hand-to-hand training filling much of the family's time. When he turned eight, the unit was posted in an official fort near the border with Bosco and what was only spare time training became full time training. At the age of thirteen, he was considered a part of the 42nd Border Control Unit of the Royal Army of Fiore.
Two years later, after he’d turned fifteen, tragedy struck. During a battle with some monsters that the unit had been tracking for months, his father was killed and his mother fatally wounded. In the stress of the moment, Damian’s pain and grief caused his magic to manifest in full and mostly uncontrolled and he unleashed a hailstorm of ethereal sword blades that laid waste to the monsters and gave the Royal Army the time it needed to gather up the dead and wounded and fall back. As they returned to the fort, many of the soldiers could hardly blame Damian as he rode on horseback with the Unit’s second in command, his mother being carried in a stretcher as they rushed back.
Hours were poured into trying to save her as medics both magical and mundane tried to stabilize the young woman that the youngest member of the unit would have at least one parent, but to no avail as his mother lay dying, the blood loss too great and the injury, a gash across her chest, too grievous. Damian was finally allowed in to see her as she took her final breaths on a bed in the medical wing of the fort, she held his cheek in her hand and said, "My son, your father and I love you very much and we’re both so proud of you. You stood your ground and fought valiantly against foes more numerous and easily stronger than you. You protected your home and there’s nothing else to be said for that. Please, turn your strength towards helping others. I love you, my baby boy..." The light faded from her eyes and the arm fell limp. It was a week after his mother died that Damian resigned from the unit and set off into Fiore with the goal of finding a mages guild to join and hone his magical skill in. During the interim years before he joined up with Phoenix Wing, Damian trained with his magic, but found that because he’d never known he had it and so didn’t learn to focus and regulate his magical strength, his full strength would cause his body to burn up and leave him exhausted and unable to do anything for up to weeks at a time. Coming across a mage who specialised in a form of locking magic, the mage identified two locking ‘mechanisms’ in him that helped regulate his power until his body was prepared for it and initiated them. The wolf pack first appeared during a job in which he and Penny were at great risk of being overwhelmed, evening the odds after splitting from the Ares Blade. They are now always around him.
Personality: While still a very tactically minded person and also stern as all get out for those that need it, Damian has also softened up somewhat over the years, due in large part to his relationship with Penny. However, smiling is still a semi-rare occurrence, likened to his caring deeply for the guild now.
Team Members: Penny
Three Strengths: 1. Tactically Inclined
2. Agile
3. Combat skills that don't require magic
Three Weaknesses: 1. Quick temper
2. Too focused
3. Tendency to overthink
Greatest Love: Music
Motivation: Wants to protect those he cares about from any and all harm. Oh, and pie.
Appearance: Damian stands at six feet tall with platinum blonde hair and azure colored eyes. His hair is cut short, though he no longer worries as much about keeping away the bangs. He has a square jaw with a sort of narrow face, but is overall a handsome young man. He wears leather armor to allow for maximum range of movement and speed while still providing some kind of protection, which has further been augmented by adding metal bits and scale mail pieces, such as gauntlets and boots, to his armored attire. His build is lithe and strong, but he's not hugely built. He's more lean and muscular.
Image:
Additional Details: His guild mark is black on his right shoulder
Equipment: Andor, Hemlock’s Memory: Formerly a great sword, Damian had it reforged into the katana it is now after it became apparent that he could by no means draw out its hidden power in a different form.
What started as little more than the holy magic wielded by those of the most devout of faith in both the Light and the Kingdom of Fiore has since evolved to become more and been defined by the first Paladin of the Avelane family in over six generations. The end result of these experiences was the magic became that of an Avenger, especially after he met another of his Order, a wielder of the Paladin Magic, who’d become an Oathbreaker. While he retains many of his support spells, his list of offensive magic is much larger.
Healing Touch: A simple healing spell for light to moderate wounds. It can reduce a severe wound to something more survivable, but not heal it completely.
Shield of Faith: Projects an energy shield around an ally that can absorb the impact of several standard spells or one powerful spell before vanishing. Can also be used on the caster.
Divine Protection: A powerful defensive spell, this protects the caster from most magic based attacks, though without the full incantation, it’s not very strong. Incantation- “By thy guiding hand and blessed light, I ask thy protection from the energies the heretics will cast my way. Divine Protection!”
Light’s Bulwark: A powerful defensive spell for a small group or single person that erects three walls of protective Holy magic that are transparent in the middle but can be seen via their glowing around the edges. Requires a full incantation to be at full power. Incantation- “A barrier to stop His enemies, Light’s Bulwark!”
Healing Light: A more powerful healing spell, able to heal all but the most grievous of wounds in just a few seconds. More draining based on the severity of the injury.
Cleansing Light: Cleanses non-demonic curses, dark magic, and toxins from a person or area.
Shield Wall: A defensive spell that throws up a series of shield panels composed of light and holy magic. Is five across and about ten feet tall. Anyone behind it is shielded, including the caster.
Blessed Ground: Consecrates a twenty foot area around the caster with holy magic, making all dark magic and poison magic worthless, as well as reducing the power of necromantic spells and cleansing undead of their corruption. Requires an incantation to use. Incantation- “Blessed by His hand and consecrated by His hand, Blessed Ground!”
Blood of the Lamb: This is one of James’ most dangerous spells, not because of the physical harm it can cause, but because of the psychological damage it causes. Powered by a God of Justice, this spell forces the target to relive all their sins and transgressions in an instant, forcing the feelings of those affected by them upon the target. If one is not intent on truly redeeming themselves, they are forced to relive everything until they ask for redemption and absolvement.
Holy Smite: A truly basic Paladin Spell, it summons a falling hammer of light and holy magic to fall on a target and explode. Can also be used to cause concussions if the explosion is unneeded. It can also be used to augment a melee strike with Holy and Light magic.
Judgement: Fires a disc of light energy from the caster’s shield.
Shield of Judgement: Charging his shield with light and holy magic, James throws it. After one direct blow against the opponent and around six ricochets which can include additional strikes, the shield returns to the owner.
Holy Might: This spell charges both the user’s weapon and body with holy magic before increasing the size of both, allowing for a powerful overhead strike before both return to normal size. The raw power comes from the size gained and so the elemental damage is secondary with this attack.
Holy Spear- A simple spell that has James launch or throw a spear of pure Holy magic at an enemy.
Exploding Light: With the addition of a revolver to James armament, his magic can be used through its rounds. Exploding Light is a spell that causes any bullets fired from it recently to explode in holy magic.
Holy Flame: A pure white flame of Holy magic is expelled from either the top of the shield or the tip on the bottom of his new shield.
Holy Wave: Unleashes a wave of holy energy in the direction slashed.
Wrath of the Light: Sacrificing his shield to wield his sword and revolver in tandem, he briefly channels the pure power of the Light to unleash a barrage of bullets and slash attacks on the intended target that ends in a pillar of holy magic surging up beneath the target and wiping them from existence if they’re weak enough, otherwise wounding them severely.
Magic Level: A
History: James is the son of two Knights of Fiore who disappeared from the capital city of Crocus when it was discovered their only son could use magic and use it well. He discovered this extraordinary ability at the age of 10, when he was defending a friend from some bullies that had taken to singling her out and picking on her because she wasn't as good at swordplay as some others. In fact, she was among those who preferred to be at a distance with a bow or crossbow, something which many of the other kids found to be worth making fun of someone over due to the seemingly cowardly nature of ranged fighting, though thinning enemy numbers before a melee was tactically sound and incredibly important. Most only did it in passing and in good fun, their parents had honor, why couldn't their children, but this particular boy, his name Dean Trenan, though he was often called Ratfink due to his detestable nature, made a vicious sport of it and had already forced six other children to find other places to learn their family profession due to failure by both instructors and parents to catch him in the act and properly discipline him.
The day James discovered his magic abilities, Ratfink had led the girl, her name Lianna, off to a corner of the sparring field out of the instructor's sight. Besides that, the instructor, an older knight who had retired after taking an arrow to the knee, though more like six, was busy breaking up a far more noticeable fight between two other students who’d started just trying to give each other bruises. Ratfink had already disarmed and knocked Lianna to the ground and was now hitting her mercilessly with his wooden practice sword, calling her a cowardly knight for wanting to use a bow over the sword and that she should leave the training and never come back. James, who had just finished his match, had seen this and, after quietly approaching to avoid warning the bully, intercepted one of the swings with his own practice sword, pushing the despicable boy back and stepping between her and him, his wooden practice shield held up high.
James interceding drew a laugh from Ratfink, who thought that James was a fool for protecting a ‘coward’ and attacked. The two exchanged a series of blows and blocks, with taunts from Ratfink thrown in occasionally, when the bully got lucky and knocked James’ shield open and to his left. Aiming to deliver a painful blow to James's face, the bully swung his sword with all his might, only for the wood to break on impact. Upon the young ten year old's head and body was a suit of magic armor that shimmered with holy light. Stunned, the distasteful young man attempted to flee back to the instructor, who was critiquing another match, but was tripped by a thrown shield from James and fell sprawling to the ground. The ten year old then proceeded to disarm him of the hilt of his wooden sword and knock unconscious Ratfink. He returned home after informing the instructor of the incident, unaware that mentioning his magic was a bad idea, told his parents upon returning home. They left that night after questioning James thoroughly, before the Rune Knights of the Magic Council could arrive and take their son away for a crime he’d had no part in and fled to a mountain home they’d maintained secretly near Mount Hakobe. He spent ten years training with his parents in the mountains of Fiore, growing stronger in both magic and weapon skill.
After the events of Tenrou Island, James returned home to train further under his father and mother’s guidance once more. His armor and sword and shield changed over the six month time of that first year and he gained a revolver as well, which his father taught him how to wield with dangerous effectiveness. It was in the seventh month that he eventually found out that, despite his family’s name being Hunt in the royal records, he was actually a member of the Avelane family, once a family of powerful Paladins that had lost their magic six generations prior due to an Oathbreaker forsaking everything for her own goals.
As he mulled over these implications and various reasons for hiding their names, the young man couldn't help but wonder if the Dark Paladin he’d crossed blades with before was that same ancestor who’d become an Oathbreaker..
Personality: James remains very much a straight shooter, but his sense of humor has improved and he doesn’t always look at people like he’s judging them intently. In fact, one could say he’s only truly hard on those he doesn’t trust or know and unforgiving with his enemies.
Team Members:
Three Strengths: (Not just combat)
1. Steadfast, won't give up on his beliefs or others
2. Thinks clearly in any situation
3. Reliable, will be there when you need him
Three Weaknesses: (Make them Applicable)
1. Can be too stubborn sometimes.
2. Has very few applicable skills besides his magic
3. Habit of using sarcasm at the worst time Greatest Love: Sword play
Motivation: Protecting those who can't protect themselves.
Appearance:
Additional Details: When he summons his armor, he also summons his sword and shield. Commonly seen in armor though, so his sword and shield are on his back. Guild Mark is golden on the back of his left hand.
There is a silver cross embossed on the grip and on the top of the barrel, which isn’t shown in the picture.
Art of the Gunslinger focuses less on fancy and overt shows of magic power and more on transforming that magic power to turn already lethal enchanted bullets into an inescapable force of deadly justice through various trickshots using magical and enchanted bullets and attacks. It achieves this through well trained magic control, physical shape and mental strength. As a result, many have claimed it combines other magics to gain the required effect, but it is simply the effect of training non-stop for years on end. A user of Art of the Gunslinger can perceive even a target using High Speed magic at higher levels than the average user can. This high perception allows them to use their trickshot attacks, such as the Blinding Binder, a trick shot that combines the Blinding Shot with the Binding Shot to capture a room full of mages while simultaneously blinding them so they can’t launch an accurate counter attack. Likewise, this high level perception allows them to use their magic attacks from their pistols while constantly moving themselves and accurately hit targets.
Charged Shot-Charges an unenchanted bullet with either ice or fire magic depending on if the round is fired from Feuer or Eis. Typically, if fired from Feuer, a large fireball is fired that explodes in a 10 meter radius on impact while charged shots from Eis tend to freeze multiple targets.
Burst Beams-When there is no rounds in the revolvers, Arthas can focus his magic energy to fire shotgun like blasts of magic energy in beams a short range. No element to them unless he chooses to.
Lancer- A beam of magic energy with a range of 20 meters. Not particularly powerful, but still has a punch to it if unprotected.
Enchanted Slice- Focusing some magic energy into the built in blades on the revolvers, one melee attack gains an extended elemental range. Feuer: Fire elemental slash, sends a fire wave thirty meters after initial slash. Eis: Ice elemental slash, sends frozen spikes 30 meters forward along the ground from point of impact or in aimed direction.
Most people think magical traps within clothing or even on rocks when they hear enchantment. This magic gives the bullets it’s inscribed upon varying effects, ranging from disabling a mage’s magic to freezing them in place, along with countless others. However, the enchantments must be inscribed into the bullets in order for them to work well.
Blinding Shot- A two part shot, the first round is fired in the direction of the target and the second at the first bullet, which triggers the blinding effect, similar to a flashbang, but without the bang. Radius is about the size of a small room, and the effect can be lessened or prevented by closing your eyes, taking cover or not looking at it in general.
Binding Shot- Perhaps the only truly non-lethal shot in a Mage Hunter’s arsenal, this bullet turns into a magic nullifying binding on impact, enabling targets to be brought in alive, though not necessarily unharmed.
Explosive Round- A simple enchantment powered bullet, explodes on impact, often destroying whatever it impacts with. Powerful mages can shrug off its effects for a short time, but eventually, they’re gonna lose a limb or two, best case.
Barrier Bullet- This bullet creates a barrier wherever it impacts. While technically a defensive measure, a wise Mage Hunter can use it to...remove a Holder Mage’s source of magic from their grip, as well as deal a finishing blow to a Dark Mage who won’t back down.
Freeze Shot- Fires a bullet with a freezing enchantment that usually freezes the target on impact. Can be a full body freeze if the chest is impacted or a partial freeze, such as the legs or feet, if shot at the feet.
Feuer and Eis-Twin pistols used for close range engagements, chambered in .45 caliber for both stopping power and knockdown potential. Named Feuer and Eis due to each having been enchanted to give standard rounds burning and freezing effects respectively.
Hunter’s Edge-A knife used by all mage hunters, it’s blade is forged from a special metal that makes it hard for a mage to focus and use magic if cut by it. Used when Arthas needs to be within kissing distance of a target and needs to slow down their casting rate.
Magic Level: A
History: The name Drenmur was, for many years, relatively unknown. They all had their quirks and differences, but nothing about them stood out. That changed just over a hundred years ago, when Argon Drenmur, son of Drake and Amanda Drenmur, freed the Darkheart Blade from its resting place sealed inside a cave. Local Rune Knights were told by the lone survivor from his home village who had done it and the name Drenmur went down in history as a name belonging to an evil and vile person who’s only interests in life were personal entertainment at any cost and women.
Arthas’ direct ancestor was the sister to the father of Argon, who kept tabs on him and his family even though she lived miles away in Crocus, and in journals passed down through the family, noted with concern Argon’s darker tendencies. While she wrote that he should be getting help for them, her brother insisted on dealing with it at home. It had worked eventually, but in the end, nothing could stop fate from running it’s course. Skip forwards a few years, and magic’s reputation is in the mud, torn asunder by an attack by Zeref, with good mages on the run while those with less wholesome intentions ran rampant, despite the best efforts of the Royal Army and Magic Council to keep them in check. With their options running out, they turned to the populace for a solution. In an effort to repair the family reputation, destroyed by Argon and his actions, Arthas’s great-great-great grandfather stepped forward with the proposition for Mage Hunters, mages who would use their skills to bring in or put down those who’d chosen the path of darkness. The order used to stand over two hundred strong, bringing down dark mages across Fiore and other countries, but not anymore.
Arthas is last of the order, who had been hunted down by powerful dark mages with grudges, dark guilds looking to take out some of those who would police them and other such foes, though most fell to the man who had tarnished his family name to begin with, Argon Drenmur, and a Dark Mage who had made a pact with a demon after the order had wiped out his guild. Arthas is still haunted by the screams of his family as Argon caught up with them after thirty years of cat and mouse. His father and brother had put up a valiant fight, Arthas too young and wounded from an earlier attack to be of help, but they eventually fell, leaving his mother and younger sister at Argon’s mercy as she pushed Arthas down the coal slide. He was 12 at the time and already well versed in the order’s arts; though it did him little good when the demon possessed dark mage attacked him and his family just days earlier. Searching for revenge, he knew, was a waste of time. The last of his father’s teachings now rested in him and he would honor his father’s legacy.
Since then, he’s grown to be strong both physically and mentally, while his magic has become stronger the longer he’s practiced alongside it all. He’s also become a nightmare for dark mages and assassins everywhere, hunting them to the point of exhaustion before bringing them down. He’s crossed paths with Argon twice since his family was killed and both encounters ended in draws, both men incredibly wounded. For now, however, he continues his hunt while hoping to find a worthy successor to the Mage Hunter legacy.
Personality: Hard and seemingly cold, a lifetime, short as it is, spent hunting the dark mages of Fiore has made him unconcerned with much anymore. If it hasn’t got to do with the Hunt or him personally, leave him out of it.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat) Survivalist- Spending as much time on the hunt as he does, knowing one’s way around the wilderness is crucial. Burger Connoisseur- Knows a lot of things about burgers and can make the best Burger you’ll ever eat. Skilled Fighter- Be it with his rifle, his pistols, or his knife, it’s hard to find a flaw in his technique, since he’s been training since he was young.
Three Weaknesses: (Make them Applicable) Last of the Hunters- Mage Hunters were high value targets to Dark Mages and as a result, their order has dwindled to him alone, so he can call on no help. Marked- Being the last of the Mage Hunters, Dark Mages everywhere want him gone and will pay good money to see it happen. Distrustful of mages- While not all mages seek to do harm, those few who do have sullied his ability to trust Light Guilds and their mages.
Greatest Love: Duty
Motivation: The Safety of Non-mages
Appearance: Stands at an intimidating 6’5” with sweeping black hair and piercing blue eyes set in a face bearing a faint five o’clock shadow and medium high cheekbones to frame a handsome face. Only wears light armor underneath a brown leather duster with his pistols holstered on each thigh.
Additional Details: He knows the location of a cache of Mage Hunter weaponry, as every Hunter was good at something different, but will not disclose it unless he trusts a person explicitly.
Name: Jack Goran
Age: 39
Birthday: January 17, X856
Magic: Fire God Slayer
Magic Level: Wizard Saint
History: Jack Goran's history is spotty at best, and he isn't known to like talking about it. What little he does share is incredibly sad. When he was 10, his father passed on the legacy of their family, Fire God Slaying magic. However, he was much stronger than any previous member of his family and the flames he unleashed quickly consumed everything in sight. Not even his father could stop the unintentional attack and his family was killed that day. He lived in fear of his abilities for years, living as a beggar while training in secret and far from anyone who could get hurt. Eventually, he learned to control them and he moved into his rightful place as a Wizard in a new world. However, that's all you'll ever get from Jack. He won't share more.
Personality: Jack is kind, caring and protective. With the loss of his own family, the guild he's spent the last ten years building is his new one and he refuses to lose it.
Team Members: His whole guild
Three Strengths:
1. Most powerful user of his magic in 100 years
2. Strong conviction and moral compass
3. Skilled martial artist and tactician
Three Weaknesses:
1. Wary of his own magic, won't always go all out.
2. Has trouble seeing a moral grey line sometimes, likes to think in terms of black and white.
3. Has an odd fear of cats.
Greatest Love: His guild
Motivation: To keep the world safe from the events of 100 years prior.
Appearance:
Additional Details:
Name: Ammy Silver
Age: 29
Birthday: May 30, X865
Reaper magic is one of the rarest magics ever seen, and perhaps that is for the best, as those who wield it are often considered reapers of the living with no concern for anything else. This magic is normally lethal on impact with any living being, but the caster can make it less lethal if they wish. Can assume the full form of the Grim Reaper if they wish, though the spell to do so is incredibly taxing after resuming one’s true appearance, so it is often a trump card. Most wielders also have a pair of scythes that can be conjoined into one double-bladed scythe for increased lethality. The energy involved with this magic is known to vary from wielder to wielder and Ammy’s is cyan.
Scythe appearance: x2
Magic Level: S (actually X, but this is a secret)
History: No one knows much about Ammy Silver, and when questioned, she's quite adept at turning the conversation on the questioner and their past. She turned up on the guild's front door one day, with nothing but her separated scythes and the clothes on her back. She asked to speak with Master Jack and emerged a member of the guild a couple hours later. She quickly proved her magic was above the A-Class ranking she'd been given and was made the second of Dragon's Fang's S-Class wizards. The one question she'll answer about her past is her magic. She'll always reply with, "It's all I've ever known to be true."
Personality: Ammy is quiet and reserved, even around her guildmates. She is similarly quiet and reserved in combat.
Team Members: Jake Ronan
Three Strengths: (Not just combat) 1. Because of her constant silent surveillance of a person or group, she's good at reading others. 2. Clever tactician 3. Quick Learner
Three Weaknesses: (Make them Applicable) 1. Slow to trust or open up to others 2. Often knows things she shouldn’t due to her good reading of people. 3. Doesn't make friends easily
Greatest Love: The little things in life
Motivation: To open the world's eyes to it's own evils
Appearance:
Additional Details:
Name: Jake Ronan
Age: 26
Birthday: July 1, X868
Arsenal Magic is a far more specialized form of another magic whose name has been lost to time. Everything about his magic focuses on the use of Axes, even the elemental aspects of certain axes. Hand axes, poleaxes, all kinds of axes. He has four axes he uses most often, each of which also has special properties. He is also able to summon a bear companion, who has been by Jake’s side since his original summoning a year and a half before.
Gorma's Halberd: This halberd is imbued with the power of fire and increases his toughness, making it so he can shrug off normally dangerous blows.
Alexander's Battle Axe: This ax is imbued with the power of ice and increases his speed, allowing him to dodge incredibly fast attacks with relative ease.
Shatterer's Hand Axes: These are the only axes that Jack duel wields. Imbued with the power of Earth and increases his strength, allowing him to even cleave through certain spells.
Doombringer Axe: This is Jake's most powerful ax, increasing all his natural abilities ten fold. Allows use of his Ultimate Spell Ragnarok. Is incredibly taxing on Jack's body so there's a limited time frame of use.
Magic Level: S
History: Jake was born to a pair of woodcutters who lived in Shirotsume Town and worked in a forest just south of it. From the time he could walk, his parents taught him how to use the woodcutting axes they used to make their living, from the proper way to swing it to how to keep others safe around it to maintaining it. When he turned six, he joined his parents in the woods on occasion, doing his best to contribute. As he got older, he went out more often and contributed more and more. By the time he was sixteen, he joined his parents on a daily basis and was known to take down entire trees on his own in just a few hours. He was happy and content, spending all the time he could ask for with his family and contributing to his family's lifestyle. However, this happiness would not last.
On his eighteenth birthday, a Dark Guild rolled into Shirotsume Town and started demanding protection money, killing the people who outright refused to pay. His parents were among those who refused and he watched in horror as their lives were taken by a man wielding many different kinds of knives. However, as this man moved to kill him, he found his own magic. He threw his hands up in pointless self defense and felt something form in his hands, stopping the descending knife. When he looked up, he found he was holding a halberd, and that suddenly he felt empowered. Surging forward, he let his rage at the wrong doings of the men before him guide him. The man with the knives escaped, but he managed to wound or incapacitate most of the others for the Rune Knights to arrest. It was then that he met the guild master of the ever growing Dragon's Fang and he joined in an instant, with little convincing needed on the part of Jack Goran. In two years time, he'd mastered his magic and discovered it's true name and abilities and become one of the guild's S Rank wizards.
During the course of the first Grand Magic Games in over a hundred years, Jake met Pyrrha, a beautiful member of Ryder’s Blade and began a relationship with her. The last two years the pair have been together every chance they’ve gotten, with Pyrrha eventually joining Dragon Fang at her former guild master’s suggestion and after much discussion. Jake has only grown stronger himself and more capable, though his arsenal remains largely unchanged.
Personality: Silent and reserved, he really only gets loud around his friends and guildmates. In battle, he doesn't speak, he lets his skills do the talking.
Team Members: Ammy Silver
Three Strengths: (Not just combat)
1. Physically strong and a good work ethic
2. Knows his way around familiar areas, especially forests
3. Is handy for making quick camps
Three Weaknesses: (Make them Applicable)
1. Lacks proper education from so much time in the woods. Can read at a basic level, though time in Dragon Fang has improved this.
2. Claustrophobic
3. Distrusting of anyone who won't at least put their shoulder to the metaphorical wheel
Greatest Love: Pyrrha
Motivation: To keep the events of his youth from repeating themselves and protect others.
Appearance:
Additional Details:
Name: Hunter Jorgenson
Age: 27
Birthday: July 2, X865
This magic allows Hunter to take on the aspects of a Jade Dragon and attack with it. Meant to slay Jade Dragons, this magic effectively makes him human to Jade Stone attacks and magic as well as highly resistant to entombing magics and effects.
Dual Element Mode, Flaming Jade Dragon Mode-Obtained as a gift from Natsu Dragneel after he gave some of his magic to Hunter in thanks for his part in freeing him from Zeref, this mode changes his usual attacks and spells to also use Fire as well as Jade, leading to new spells as well, even some that could be called Magma or Lava.
Magic Level: S
History: Listen now, as the tale of the Jade Dragon is told and how he came upon his young protege. Carnaphros was the only dragon of his time to avoid the wrath of Acnologia completely, and he only managed to do so because his magic allowed him to blend in perfectly to his surroundings, in this case a cave of jade he called home. When the black dragon came to reap Carnaphros's soul, he couldn't find anything but a false skeleton, which was convincing enough in the dark to warrant the black dragon leaving disappointed but unsurprised. The Jade Dragon was known to be reclusive, even with its own kind, so his unreported death was believable.
For nearly 100 years the Jade Dragon slept, waking only when he had to feed and even then, he lived in fear that Acnologia would find him and finish the job he started, but he was always able to return home without incident. Then, twenty-two years ago, he found a young boy, no older than four or five, in the ruins of a camp that looked like it had been attacked by monsters. Judging from the lack of any kind of defensive weapons around the camp or anything resembling defenses against the monsters, Carnaphros deduced that they hadn't been expecting an attack. As he looked at the boy, he thought back to the war between the two factions of dragons, one for living with humans and one against it. The Jade Dragon, or rather, as one of the Jade Dragons, he'd remained aloof and continued his normal life, regardless of how that horrible war ended. And now, nearly five hundred years later, that war was brought back to his mind and to save himself the trouble, he almost ate the lad.
However, when the boy approached him and hugged his leg, fear on his face of what had happened, something in Carnaphros changed and he decided to instead take in the boy and teach him how to defend himself through the use of Dragon Slayer Magic. However, he was fully aware of the inherent danger in this magic and so he also put a part of his soul inside the young man to provide a safeguard against it. As the young man grew, he gave the dragon, his father by the time the boy was ten, his name as he could remember it, which was Hunter Jorgenson. It was the only thing that had stayed with him in the years after the attack. However, as time went on, Carnaphros could feel his time finally coming, as Dragons, while long lived, did not live forever, and on July 7th, of the year 883, just five days after Hunter's eighteenth birthday, he sealed his entire soul inside the young man and left him two things, vanishing without a trace. A note with the location of a guild named after dragons, and a book containing three Secret Dragon Slayer Arts he hadn't had the time to teach Hunter. Distraught, the young man took both and headed out, making a solemn vow to find his father some day and if he couldn’t do that, do everything he could to make Carnaphros proud.
Since that day, Hunter has lived in the guild hall of Dragon Fang, growing both as a mage and as a person, making friends and finding that even though they aren’t in the same guild, he isn’t the lone Dragon Slayer in the world that he thought he was. He has only grown stronger as time has gone on and, as Dragon Fang is Fiore’s premiere Monster Hunting guild, often leads the charge on more dangerous hunts, if not soloing them. He also takes jobs catching Dark Mages frequently after his encounter with a woman who was obsessed with killing all the Slayers she could, hoping to find her and convince her to change her ways. He was also recently promoted to S-Class within Dragon Fang after spending years trying to advance.
Personality: Hunter is hot-headed and always ready for a fight, but he's also extremely loyal to his guild and guild mates as well as his friends.
Team Members: None consistently, but he's formed temporary teams before.
Three Strengths: (Not just combat) 1. Heightened Senses-Sight, smelling, hearing. Typical Dragon Slayer 2. Is quite the dancer even if he tries to hide it. 3. Loyalty comparable to Natsu of Fairy Tail with a sense of right and wrong to match. Three Weaknesses: (Make them Applicable) 1. Motion Sickness in vehicles. 2. His sense of right and wrong can skew his judgement on occasion. 3. His loyalty is perhaps a little too strong. In the defense of his comrades, he's gotten in deep trouble.
Greatest Love: Fighting, maybe too much.
Motivation: To make Dragon Fang the best there is and show the world Dragon Slayers aren't evil.
Appearance:
Additional Details:
Name: Argon “Hellion” Drenmur
Age: 133
Birthday: No Longer Relevant
Darkheart Blade Magic (X-Class)- This magic is a Holder class, granted to Argon due to his wielding of the evil blade Darkheart. It allows him to use a number of fire and shadow based spells, but it’s most potent ability is it’s Soul Devour Spell.
Shadowflame Burst-Combining the two elements the blade controls, at range he can shoot three fireballs laced with shadow magic per slash. In melee combat, he can cause an explosion of the dual element fire, knocking an opponent back or stunning them.
Shadow Lance-Combined with thrusting attacks, a lance of Shadow magic extends from the tip of the sword to give the attack an extra three feet of range.
Flame Charge-Wrapping his body in fire magic, Argon charges at his opponent at high speeds, impacting them or, in some cases, impacting them with the blade them before hurling the flames enveloping his body forwards in a wave, damaging both the target and everything behind them severely and then knocking them away.
Soul Devour- The most powerful spell the blade can be used for, this spell allows the sword to absorb the magical energy and life force of the target, killing them in moments. A side effect of this spell is this life force and energy are transferred to the user, essentially keeping them young and alive so long as they wield the Darkheart. Requires that the blade be piercing some part of the body to use.
List will gain more spells as I think of them.
Magic used for creating and breaking down Seals of varying purpose and use. Argon primarily uses this to breaking down seals designed to imprison or trap someone or something and is incredibly skilled at it. He can also seal things away, but these seals last only a few hours at most and are never very strong nor powerful.
Magic Level: X-Class
History: One hundred years ago, a young man witnessed the rise, and fall, of one of the most prominent Magic Guilds in all of Fiore, a guild known as Fairy Tail. However, by the time this young man had heard of Fairy Tail, he already had an impressive bounty on his head. Argon Drenmur was born 33 years prior to the fall of Magic, and by the time he was six, showed strong signs of socio and psychopathy, with a strong sadistic streak.
When he was bored, he would torment the other kids, going out of his way to make them cry and playing with him was dangerous, as someone always ended up with a broken bone. Eventually, the other kids refused to let him near them, and several parents warned his he needed straightened out or they would involve the Rune Knights. Argon’s parents were always confused by his behavior and had, on many occasions, disciplined the boy severely. However, he always continued to act as he had. When the kids quit playing with him, he turned his attention to the animals in the local area, from the neighbors pets, though he was careful to leave them as unharmed as possible to avoid raising suspicion, to the wild animals in the nearby fields. The authorities would find a body of one of them every couple of weeks, but they had no proof that Argon was responsible.
However, eventually he grew more curious about what lay in the woods and fields around his home, deciding that he’d gotten all the fun he could out of torturing the locals and the animals. His parents, who had run out of disciplinary ideas, encouraged him to investigate them, hoping he’d mellow out from it. He was 12 when he started exploring, and for a long time, he found little treasures and, it would seem, became more mellow indeed, even apologizing to the children he had tormented, who were teenagers at his side by then. However, it all fell apart the day after his sixteenth birthday.
He was out exploring the forests when he came across a cave with a powerful magic seal on it. He himself had been learning Sealing Magic since he was fourteen. While he was already quite proficient, it was another three months before he was able to figure out the intricacies of the seal and disassemble it, and even that process took three hours in and of itself. Inside was numerous skeletons in rusted armor and with old and broken weapons near them. He figured it was an old battlefield, but the presence of the seal prompted him to go deeper. After all, no one placed such a powerful seal just to keep people out of an old cave.
He walked for half an hour, past the remains of fallen warriors and their broken weapons. Finally, he reached a chamber where a single black bladed greatsword rested on a flat rock. He’d found it odd that it was the only blade in perfect condition before drawing the connection. This must have been the reason for the seal. Approaching it, he grabbed the hilt to take it home and show his parents when three things happened. The first was the blade imparted all the martial prowess of its previous owners to the young man, turning him into one of the greatest swordsman known in the land in mere moments, along with all the magical spells that went with this blade of fire and shadow. The second was it increased his strength and durability far beyond normal human limits, turning him into a force of nature second to none. And finally, it brought his dark tendencies and personality traits to the surface and amplified them, obliterating the seed of good that had been growing for the last four years and erasing every shred of decency from the young man.
The process was over in minutes, but the changes were something that would last for years to come. He left the cave in silence, but with dark intentions as he returned home. The first person he came across, one of the town watch out looking for the young man after he was late returning home from his exploration, never saw him coming. The blade erupted from the man’s chest, surprise painting his face as the sword absorbed his lifeforce. By the time he had reached the edge of his village, the entirety of the town watch lay dead in the forest, their lives claimed by the Darkheart, an ancient evil blade that turned whoever wielded it into a force of malice and evil. The village fell not long after his arrival, no one left who knew how to fight left to stop him. All that remained of Norgren Village, home to over six hundred souls as the sun rose, was smoking ruins and the bodies of the villagers strewn about them. No one had been spared, no one left alive except for a little boy who’d run when his mother realized what was happening and forced him out the window moments before Argon brought the house down on top of her.
He ran to the authorities as fast as he could, reaching Shirotsume Town in a few days, and after being nursed back to health, told the Rune Knight Commander there what had happened. The commander mobilized his unit and set out to intercept the rogue mage after sending word to the Council. The bounty, worth over 600 million jewel, was up the next day. Mages and mercenaries from all across the country went after the wayward dark mage, and very few of them came out of the encounter alive. He watched as they came, enjoyed the fight as they struggled to win against someone who’d had their latent magical talent released all in one go that fateful night.
He’d even been in Crocus the day that Fairy Tail won the Grand Magic Games, trying to cure his boredom with, surprisingly, a card game. He watched as Zeref attacked, watched as Magic’s reputation was torn apart by his actions, and thrived during the hundred years of fear that flourished in the aftermath. People fought him harder because they were scared of his magic, of what he could do, but they ultimately fell all the same. And now, as magic is coming back as a force for good, he sees the chance to have some real fun as mages begin chasing him down once more.
Personality: Argon is a sadistic, vile, and evil human being, not to mention vulgar. He has no issues with killing people, whether it be because he’s bored and watching them try to survive is entertaining or because they’re between him and something he wants, be it an item or a woman.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat)
1. Knowledgeable- Having lived for over 100 years, he knows more than a few things.
2. Inhuman Strength and Durability- Due to what happened in the cave Darkheart had been sealed in, he’s super strong and super tough, able to tank through powerful spells and knock opponents through walls with little more than a punch.
3. Food Connoisseur- As much as he enjoys playing people against each other and making other struggle to beat him, he also enjoys good food, and gives food critique through the alias “Hellion.” As a result, he knows a lot about what goes into most types of food.
Three Weaknesses: (Make them Applicable)
1. Easily Bored- If you don’t make it interesting, he moves on. You want a cheap shot? Don’t put up much fight.
2. Holder Magic- All his offensive magic comes from Darkheart. Disarm him and he’s less of a threat to you.
3. Picky Eater- Because he’s been around so long, he’s real choosy about what he eats. Tends to happen when you watch the recipes you love change over the course of a hundred years.
Greatest Love: Mayhem and Murder Motivation: Self Entertainment
Arsenal Magic is, in and of itself, interesting in that those who use it are contained to one form of weaponry. For example, the Ax Man uses axes and only axes, but they allow the wielder to also affect certain elements as well as boosting natural abilities of the wielder. The Wolfen Blade Master grants the use of swords that boost specific natural abilities depending on the weapon. Alongside this, the wielder is in command of a pack of magically summoned wolves. Damian can command these wolves with little more than a quick thought and he can only summon two at max right now, though as he grows stronger, he’ll be able to summon up to eight.
The key point of Arsenal Magic is that it allows summoning specific blades, or swords in this case, that offer boosts and similar effects. However, Damian has also learned to project hiltless blades for ranged spells.
Blade Rain-Summons a series of sword blades to fall upon a target area. Usually summons twenty blades and can chase a fleeing target a limited distance from the summon location. Gains additional effects based on the level of Power Lock released, such as the release of the Omega Lock causes a wave of swords to rise five feet straight forward after impact while the first lock’s release, Alpha, simply increases the number of blades from twenty to thirty-five.
Three Point Strike-Summons three sword blades that strike in a triangle formation with their tips meeting in the middle.
Striker Blade-A single large blade that Damian typically uses for fast and aerial transport when he needs to move fast. Often uses it for fast slash strikes as well as avoiding having to pay for a train ticket.
Six Point Strike- Usually used on an airborne enemy, four sword blades strike in a square and one strikes from the bottom and the last one strikes from the bottom, all six points meeting in the middle.
Pinwheel Strike-Summons a series of blades in a pinwheel formation that Damian throws at his opponent. The size of the spell can vary, but it strikes for several seconds, spinning like a saw blade.
Shield Blade-A defensive spell that summons an ethereal blade to act as a shield on Damian's arm. Typically able to weather a few blows before breaking, higher power locks have more powerful versions. If summoned quickly just before an attack lands, the blade will shatter on impact, sending Damian sliding back.
Sonic Thrust-Unleashes magical energy straight back, allowing a powerful and speedy thrust over a five meter distance that can impale the target against whatever’s behind it but also allow Damian to speedily reposition himself on the other side of the opponent. More powerful versions add a pair of blades that follow behind at a slight delay. Locked behind Power Lock Alpha.
Ragnar Blade- Summons a magical extension on the currently wielded sword that gives a longer reach and wider strike range. Locked behind Power Lock Alpha.
Bladed Whirlwind- This spell summons a tornado of ethereal blades that can shred a person in seconds if they don’t dodge or counter the spell and break it. Locked behind Power Lock Alpha.
Judgement Strike-Delivering a stunning blow to a single enemy, Damian unleashes a powerful magically enhanced slice to finish the fight. Locked behind Power Lock Omega.
Shatter: Ten Thousand Blades-Damian’s ultimate spell, locked away behind the overcharged power of the Delta Breaker Power Lock, this spell turns a single blade into ten thousand more after the initial slash, which Damian uses at blinding speeds to deliver ten thousand more attacks on the affected foe, culminating in an explosive final slash.
More to come as I remember/make them.
Ares Blade- A katana that looks like this. Grants boost to survivability in the form of increased durability and grants the ability to project strikes further with fire.
Hermes Blades- Twin short swords that look like this. Grants boost to speed and agility.
Hercules Blade-Glaive that looks like this. Boosts to strength and gives the ability to enhance attacks with wind power.
Armageddon Blade- A greatsword that looks like this. Boost effect to all "stats" but more refined. Also grants the ability to distort gravity around ONLY the target, or in rare cases, targets, making it heavier or lighter as needed.
Power Lock Alpha- The first of three skill locks, Damian begins below this, as he can’t handle his full magic power at once yet. His magic and magic circle are orange while this lock is active, and releasing them with the code “Release Power Lock Alpha. Confirmation Ceta-Zulu-Foxtrot-Bravo” turns the magic energy green as more of it is allowed to flow. Eventually, Alpha is the standard level that Damian operates at as steady training allows his body to handle the power. Allows the use of several more powerful variations of his spells as well as Sonic Thrust and Ragnarok Blade.
Power lock Omega- The second of three skill locks, this is Damian’s full power without overcharging his body with it, but it also leaves much more wear and tear the longer he uses it. Upon release with the phrase "Release Power Lock Alpha. Confirmation Beta-Delta-Epsilon-Ceta,” The full power he carries is unleashed as his magic energy and circle turn from green to black. Operating at full power like this seems unattainable at his current limit, but he may eventually be able to work without the Power Locks in place. Allows the use of many more of his more powerful spells, both new spells, such as Judgement Strike, and variations of existing spells.
Hidden Power Lock Delta Breaker- The final of the three power locks, this overclocks Damian’s magic power, turning him into a powerhouse, but burning him out and turning his black magic circle into one of white with a red undertone. It is released almost instinctively, in moments of great need and danger. It also allows the use of Shatter: Ten Thousand Blades.
A Holder type magic that requires a weapon or shield forged from a body part, typically the fangs, claws, or scales, of a dragon. Due to the lingering power within the body part, any attacks made are augmented by phantom dragon attacks of the matching element, as well as each weapon having unique spells based on the weapon it is forged into. Damian wields Andor, Hemlock’s Memory, a katana made and forged from one of the poison dragon’s teeth. Before he passed, Hemlock described it as one of his more powerful fangs, containing immense power.
Dragon Beats, Poison Style- Briefly imbues the wielder with immense speed that allows for three quick and shallow cuts across exposed skin on an enemy. The damage comes from the poison that lines the edge of the katana’s blade, which can paralyze those affected in a matter of minutes and proves fatal if an anti-venom of any kind is not used within six hours.
Dragon Beats- Imbues the wielder with increased speed for a short time as well as manifesting spectral wings that grant limited flight.
Poisonous Flair- The blade is enveloped in a purple and red flame, allowing for ranged slicing attacks that getting even nicked by can prove dangerous.
Crescent Cleave: Toxic Hell-The strongest unique spell Damian has found, this turns a fifty foot area around the wielder into a poison filled hell for ten seconds which is then cleaved in two by a powerful crescent cleave from Andor, dispersing the poison and finishing any foes not yet defeated by the toxins in the air.
Dragon’s Maw: Typically a thrusting attack that summons a Spectral Dragon mouth full of fangs matching the element of the dragon the fang or claw was taken from.
Claw Rake: A horizontal slash summoning dragon claws that rend whatever is in front of them into pieces.
Wind Blast: A horizontal slash that sends out gusts of the dragon’s element, sent out by the spectral dragon wings flapping down and forwards.
Magic Level: S
History: Damian was born to parents who were both enlisted in the Fiore Royal Army. His father was a Captain with a brilliant tactical mind and his mother a compassionate sergeant serving in another regiment until the two were combined to help patrol the border. The bulk of his childhood consisted of sticking close to his mother and spending time with his father when they were on leave as a family, with weapons and hand-to-hand training filling much of the family's time. When he turned eight, the unit was posted in an official fort near the border with Bosco and what was only spare time training became full time training. At the age of thirteen, he was considered a part of the 42nd Border Control Unit of the Royal Army of Fiore.
Two years later, after he’d turned fifteen, tragedy struck. During a battle with some monsters that the unit had been tracking for months, his father was killed and his mother fatally wounded. In the stress of the moment, Damian’s pain and grief caused his magic to manifest in full and mostly uncontrolled and he unleashed a hailstorm of ethereal sword blades that laid waste to the monsters and gave the Royal Army the time it needed to gather up the dead and wounded and fall back. As they returned to the fort, many of the soldiers could hardly blame Damian as he rode on horseback with the Unit’s second in command, his mother being carried in a stretcher as they rushed back.
Hours were poured into trying to save her as medics both magical and mundane tried to stabilize the young woman that the youngest member of the unit would have at least one parent, but to no avail as his mother lay dying, the blood loss too great and the injury, a gash across her chest, too grievous. Damian was finally allowed in to see her as she took her final breaths on a bed in the medical wing of the fort, she held his cheek in her hand and said, "My son, your father and I love you very much and we’re both so proud of you. You stood your ground and fought valiantly against foes more numerous and easily stronger than you. You protected your home and there’s nothing else to be said for that. Please, turn your strength towards helping others. I love you, my baby boy..." The light faded from her eyes and the arm fell limp. It was a week after his mother died that Damian resigned from the unit and set off into Fiore with the goal of finding a mages guild to join and hone his magical skill in. During the interim years before he joined up with Phoenix Wing, Damian trained with his magic, but found that because he’d never known he had it and so didn’t learn to focus and regulate his magical strength, his full strength would cause his body to burn up and leave him exhausted and unable to do anything for up to weeks at a time. Coming across a mage who specialised in a form of locking magic, the mage identified two locking ‘mechanisms’ in him that helped regulate his power until his body was prepared for it and initiated them. The wolf pack first appeared during a job in which he and Penny were at great risk of being overwhelmed, evening the odds after splitting from the Ares Blade. They are now always around him.
Personality: While still a very tactically minded person and also stern as all get out for those that need it, Damian has also softened up somewhat over the years, due in large part to his relationship with Penny. However, smiling is still a semi-rare occurrence, likened to his caring deeply for the guild now.
Team Members: Penny
Three Strengths: 1. Tactically Inclined
2. Agile
3. Combat skills that don't require magic
Three Weaknesses: 1. Quick temper
2. Too focused
3. Tendency to overthink
Greatest Love: Music
Motivation: Wants to protect those he cares about from any and all harm. Oh, and pie.
Appearance: Damian stands at six feet tall with platinum blonde hair and azure colored eyes. His hair is cut short, though he no longer worries as much about keeping away the bangs. He has a square jaw with a sort of narrow face, but is overall a handsome young man. He wears leather armor to allow for maximum range of movement and speed while still providing some kind of protection, which has further been augmented by adding metal bits and scale mail pieces, such as gauntlets and boots, to his armored attire. His build is lithe and strong, but he's not hugely built. He's more lean and muscular.
Image:
Additional Details: His guild mark is black on his right shoulder and two cats, a Maine Coon named Tigger and a Serval named Alessa.
Equipment: Andor, Hemlock’s Memory: Formerly a great sword, Damian had it reforged into the katana it is now after it became apparent that he could by no means draw out its hidden power in a different form.
What started as little more than the holy magic wielded by those of the most devout of faith in both the Light and the Kingdom of Fiore has since evolved to become more and been defined by the first Paladin of the Avelane family in over six generations. The end result of these experiences was the magic became that of an Avenger, especially after he met another of his Order, a wielder of the Paladin Magic, who’d become an Oathbreaker. While he retains many of his support spells, the trade off is that he is now more focused on the attack, pushing his foes defenses and punishing their weaknesses with power and finesse.
Healing Touch: A simple healing spell for light to moderate wounds. It can reduce a severe wound to something more survivable, but not heal it completely.
Shield of Faith: Projects an energy shield around an ally that can absorb the impact of several standard spells or one powerful spell before vanishing. Can also be used on the caster.
Divine Protection: A powerful defensive spell, this protects the caster from most magic based attacks, though without the full incantation, it’s not very strong. Incantation- “By thy guiding hand and blessed light, I ask thy protection from the energies the heretics will cast my way. Divine Protection!”
Light’s Bulwark: A powerful defensive spell for a small group or single person that erects three walls of protective Holy magic that are transparent in the middle but can be seen via their glowing around the edges. Requires a full incantation to be at full power. Incantation- “A barrier to stop His enemies, Light’s Bulwark!”
Healing Light: A more powerful healing spell, able to heal all but the most grievous of wounds in just a few seconds. More draining based on the severity of the injury.
Cleansing Light: Cleanses non-demonic curses, dark magic, and toxins from a person or area.
Shield Wall: A defensive spell that throws up a series of shield panels composed of light and holy magic. Is five across and about ten feet tall. Anyone behind it is shielded, including the caster.
Blessed Ground: Consecrates a twenty foot area around the caster with holy magic, making all dark magic and poison magic worthless, as well as reducing the power of necromantic spells and cleansing undead of their corruption. Requires an incantation to use. Incantation- “Blessed by His hand and consecrated by His hand, Blessed Ground!”
Blood of the Lamb: This is one of James’ most dangerous spells, not because of the physical harm it can cause, but because of the psychological damage it causes. Powered by a God of Justice, this spell forces the target to relive all their sins and transgressions in an instant, forcing the feelings of those affected by them upon the target. If one is not intent on truly redeeming themselves, they are forced to relive everything until they ask for redemption and absolvement.
Holy Smite: A truly basic Paladin Spell, it summons a falling hammer of light and holy magic to fall on a target and explode. Can also be used to cause concussions if the explosion is unneeded. It can also be used to augment a melee strike with Holy and Light magic.
Judgement: Fires a disc of light energy from the caster’s shield.
Shield of Judgement: Charging his shield with light and holy magic, James throws it. After one direct blow against the opponent and around six ricochets which can include additional strikes, the shield returns to the owner.
Holy Might: This spell charges both the user’s weapon and body with holy magic before increasing the size of both, allowing for a powerful overhead strike before both return to normal size. The raw power comes from the size gained and so the elemental damage is secondary with this attack.
Holy Spear- A simple spell that has James launch or throw a spear of pure Holy magic at an enemy.
Exploding Light: With the addition of a revolver to James armament, his magic can be used through its rounds. Exploding Light is a spell that causes any bullets fired from it recently to explode in holy magic.
Holy Flame: A pure white flame of Holy magic is expelled from either the top of the shield or the tip on the bottom of his new shield.
Holy Wave: Unleashes a wave of holy energy in the direction slashed.
Wrath of the Light: Sacrificing his shield to wield his sword and revolver in tandem, he briefly channels the pure power of the Light to unleash a barrage of bullets and slash attacks on the intended target that ends in a pillar of holy magic surging up beneath the target and wiping them from existence if they’re weak enough, otherwise wounding them severely.
Magic Level: A
History: James is the son of two Knights of Fiore who disappeared from the capital city of Crocus when it was discovered their only son could use magic and use it well. He discovered this extraordinary ability at the age of 10, when he was defending a friend from some bullies that had taken to singling her out and picking on her because she wasn't as good at swordplay as some others. In fact, she was among those who preferred to be at a distance with a bow or crossbow, something which many of the other kids found to be worth making fun of someone over due to the seemingly cowardly nature of ranged fighting, though thinning enemy numbers before a melee was tactically sound and incredibly important. Most only did it in passing and in good fun, their parents had honor, why couldn't their children, but this particular boy, his name Dean Trenan, though he was often called Ratfink due to his detestable nature, made a vicious sport of it and had already forced six other children to find other places to learn their family profession due to failure by both instructors and parents to catch him in the act and properly discipline him.
The day James discovered his magic abilities, Ratfink had led the girl, her name Lianna, off to a corner of the sparring field out of the instructor's sight. Besides that, the instructor, an older knight who had retired after taking an arrow to the knee, though more like six, was busy breaking up a far more noticeable fight between two other students who’d started just trying to give each other bruises. Ratfink had already disarmed and knocked Lianna to the ground and was now hitting her mercilessly with his wooden practice sword, calling her a cowardly knight for wanting to use a bow over the sword and that she should leave the training and never come back. James, who had just finished his match, had seen this and, after quietly approaching to avoid warning the bully, intercepted one of the swings with his own practice sword, pushing the despicable boy back and stepping between her and him, his wooden practice shield held up high.
James interceding drew a laugh from Ratfink, who thought that James was a fool for protecting a ‘coward’ and attacked. The two exchanged a series of blows and blocks, with taunts from Ratfink thrown in occasionally, when the bully got lucky and knocked James’ shield open and to his left. Aiming to deliver a painful blow to James's face, the bully swung his sword with all his might, only for the wood to break on impact. Upon the young ten year old's head and body was a suit of magic armor that shimmered with holy light. Stunned, the distasteful young man attempted to flee back to the instructor, who was critiquing another match, but was tripped by a thrown shield from James and fell sprawling to the ground. The ten year old then proceeded to disarm him of the hilt of his wooden sword and knock unconscious Ratfink. He returned home after informing the instructor of the incident, unaware that mentioning his magic was a bad idea, told his parents upon returning home. They left that night after questioning James thoroughly, before the Rune Knights of the Magic Council could arrive and take their son away for a crime he’d had no part in and fled to a mountain home they’d maintained secretly near Mount Hakobe. He spent ten years training with his parents in the mountains of Fiore, growing stronger in both magic and weapon skill.
After the events of Tenrou Island, James returned home to train further under his father and mother’s guidance once more. His armor and sword and shield changed over the six month time of that first year and he gained a revolver as well, which his father taught him how to wield with dangerous effectiveness. It was in the seventh month that he eventually found out that, despite his family’s name being Hunt in the royal records, he was actually a member of the Avelane family, once a family of powerful Paladins that had lost their magic six generations prior due to an Oathbreaker forsaking everything for her own goals.
As he mulled over these implications and various reasons for hiding their names, the young man couldn't help but wonder if the Dark Paladin he’d crossed blades with before was that same ancestor who’d become an Oathbreaker..
Personality: James remains very much a straight shooter, but his sense of humor has improved and he doesn’t always look at people like he’s judging them intently. In fact, one could say he’s only truly hard on those he doesn’t trust or know and unforgiving with his enemies.
Team Members: Cody Bloodstein
Three Strengths: (Not just combat)
1. Steadfast, won't give up on his beliefs or others
2. Thinks clearly in any situation
3. Reliable, will be there when you need him
Three Weaknesses: (Make them Applicable)
1. Can be too stubborn sometimes.
2. Has very few applicable skills besides his magic
3. Habit of using sarcasm at the worst time Greatest Love: Sword play
Motivation: Protecting those who can't protect themselves.
Appearance:
Additional Details: When he summons his armor, he also summons his sword and shield. Commonly seen in armor though, so his sword and shield are on his back. Guild Mark is golden on the back of his left hand.
There is a silver cross embossed on the grip and on the top of the barrel, which isn’t shown in the picture.
Energy Blade is both a Holder and a Caster magic. The user can only create two energy blades at anyone time and can generate them from anywhere on their body, making it the caster type. However, if the blade is produced from a specially designed hilt, the user can use ranged attacks in the form of energy throwing knives, stars, and other thrown weapons. Jane's energy is silver.
Over the course of the last two years, Jane has learned other means to use ranged attacks, increasing her versatility while carrying the hilt and has managed a limited number of ranged spells without the hilt, though they are far weaker and more of an annoyance than those she casts with the hilt.
Requip: Stores her armor
Magic Level: B
Requip: C
History: Jane Addeson is the child of two on the run mages who were branded Dark Wizards because they were in the wrong place at the wrong time. Her father was a lightning mage named Hank and her mother a Requip mage by the name Jenna, who had lived peacefully with the people of the small hamlet they called home for years, protecting it from dark guild attacks and monster attacks in that time.
However, five years after the birth of their daughter, it was all taken from them when a true dark guild attacked on a day the two had taken their daughter out to test her for magic. The survivors blamed the two wizards upon their return, accusing them of knowing the attack was coming and that was why they'd left that day. No matter what her parents said though, they weren't believed. The villagers chased the pair away, who were unwilling to hurt those they still considered their friends, and then reported them to the Magic Management Council, who investigated any and all sightings of the pair.
Jane's magic awoke when she was ten and had come under attack from a wild boar while exploring near the camp her parents had set up in the woods near Magnolia. She had been sniffing some flowers that smelled really pretty when it charged, knocking her down and goring her leg open. She screamed for help, but her parents had gone to sleep, unaware that their daughter had not and wandered off without permission. When it charged a second time, the girl, remembering her father had taught her to fear only that which cannot be touched, threw out her hands to bravely try and catch the animal. Instead, two silver blades made of energy sprang out from her wrists and sliced off the tusks, sending the boar squealing into the underbrush.
She quickly ran back to her parents and woke them, showing them her magic. She spent the next ten years learning how to use it and what it's limitations are. By the fifth year, she'd designed and commissioned the building of a special hilt that allowed her to channel her magic. It was finished after several months and she uses it all the time, though disarming her of it does not make her helpless. When she turned 20, she left her parents and set out to make a name of her own and find a way to redeem the names of her parents so they could finally go home. When she heard of the games, she determined the best way to make a name was to either join a guild or best their strongest.
However, while she was away, the guild that had attacked the Hamlet finally located her parents and, without second thoughts, executed them after torturing them. Jane later avenged them, but the girl hasn’t quite been the same since she found out while confronting the dark guild and its master two year prior during the Grand Magic Games.
Personality: Jane is serious when needed but usually carefree and honest. She's also an unconscious flirt, meaning she will flirt with someone without realizing it. It's gotten her in trouble numerous times.
Guild and guild mark location: Phoenix Wing, Purple on her left breast
Team Members: Formerly Bullet and Isabella
Three Strengths: (Not just combat) 1. Knows the wilderness of Fiore well after spending most of her life in it 2. Is incredibly honest, so she'll never steal from you 3. Knows when to get serious, but also when to lighten up
Three Weaknesses: (Make them Applicable) 1. Semi-poor social skills, not having had an over abundance of exposure to others, though improved with joining Phoenix Wing 2. She can be TOO honest sometimes and get herself in hot water 3. She'll flirt with anyone, intentionally or not
Greatest Love: Music
Motivation: To right all the wrongs inflicted upon wizards by fear
Appearance: No armor:
Additional Details:
Hilt is in the energy blade picture.
Theme Song:
Name: Arthas Drenmur, Last of the Mage Hunters
Age: 30
Birthday: December 24, X866
Magic:
Art of the Gunslinger focuses less on fancy and overt shows of magic power and more on transforming that magic power to turn already lethal enchanted bullets into an inescapable force of deadly justice through various trickshots using magical and enchanted bullets and attacks. It achieves this through well trained magic control, physical shape and mental strength. As a result, many have claimed it combines other magics to gain the required effect, but it is simply the effect of training non-stop for years on end. A user of Art of the Gunslinger can perceive even a target using High Speed magic at higher levels than the average user can. This high perception allows them to use their trickshot attacks, such as the Blinding Binder, a trick shot that combines the Blinding Shot with the Binding Shot to capture a room full of mages while simultaneously blinding them so they can’t launch an accurate counter attack. Likewise, this high level perception allows them to use their magic attacks from their pistols while constantly moving themselves and accurately hit targets.
Charged Shot-Charges an unenchanted bullet with either ice or fire magic depending on if the round is fired from Feuer or Eis. Typically, if fired from Feuer, a large fireball is fired that explodes in a 10 meter radius on impact while charged shots from Eis tend to freeze multiple targets.
Burst Beams-When there are no rounds in the revolvers, Arthas can focus his magic energy to fire shotgun like blasts of magic energy in beams a short range. No element to them unless he chooses to.
Lancer- A beam of magic energy with a range of 20 meters. Not particularly powerful, but still has a punch to it if unprotected.
Enchanted Slice- Focusing some magic energy into the built in blades on the revolvers, one melee attack gains an extended elemental range. Feuer: Fire elemental slash, sends a fire wave thirty meters after initial slash. Eis: Ice elemental slash, sends frozen spikes 30 meters forward along the ground from point of impact or in aimed direction.
Most people think magical traps within clothing or even on rocks when they hear enchantment. This magic gives the bullets it’s inscribed upon varying effects, ranging from disabling a mage’s magic to freezing them in place, along with countless others. However, the enchantments must be inscribed into the bullets in order for them to work well.
Blinding Shot- A two part shot, the first round is fired in the direction of the target and the second at the first bullet, which triggers the blinding effect, similar to a flashbang, but without the bang. Radius is about the size of a small room, and the effect can be lessened or prevented by closing your eyes, taking cover or not looking at it in general.
Binding Shot- Perhaps the only truly non-lethal shot in a Mage Hunter’s arsenal, this bullet turns into a magic nullifying binding on impact, enabling targets to be brought in alive, though not necessarily unharmed.
Explosive Round- A simple enchantment powered bullet, explodes on impact, often destroying whatever it impacts with. Powerful mages can shrug off its effects for a short time, but eventually, they’re gonna lose a limb or two, best case.
Barrier Bullet- This bullet creates a barrier wherever it impacts. While technically a defensive measure, a wise Mage Hunter can use it to...remove a Holder Mage’s source of magic from their grip, as well as deal a finishing blow to a Dark Mage who won’t back down.
Freeze Shot- Fires a bullet with a freezing enchantment that usually freezes the target on impact. Can be a full body freeze if the chest is impacted or a partial freeze, such as the legs or feet, if shot at the feet.
Feuer and Eis-Twin pistols used for close range engagements, chambered in .45 caliber for both stopping power and knockdown potential. Named Feuer and Eis due to each having been enchanted to give standard rounds burning and freezing effects respectively.
Hunter’s Edge-A knife used by all mage hunters, it’s blade is forged from a special metal that makes it hard for a mage to focus and use magic if cut by it. Used when Arthas needs to be within kissing distance of a target and needs to slow down their casting rate.
Magic Level: A
History: The name Drenmur was, for many years, relatively unknown. They all had their quirks and differences, but nothing about them stood out. That changed just over a hundred years ago, when Argon Drenmur, son of Drake and Amanda Drenmur, freed the Darkheart Blade from its resting place sealed inside a cave. Local Rune Knights were told by the lone survivor from his home village who had done it and the name Drenmur went down in history as a name belonging to an evil and vile person who’s only interests in life were personal entertainment at any cost and women.
Arthas’ direct ancestor was the sister to the father of Argon, who kept tabs on him and his family even though she lived miles away in Crocus, and in journals passed down through the family, noted with concern Argon’s darker tendencies. While she wrote that he should be getting help for them, her brother insisted on dealing with it at home. It had worked eventually, but in the end, nothing could stop fate from running it’s course. Skip forwards a few years, and magic’s reputation is in the mud, torn asunder by an attack by Zeref, with good mages on the run while those with less wholesome intentions ran rampant, despite the best efforts of the Royal Army and Magic Council to keep them in check. With their options running out, they turned to the populace for a solution. In an effort to repair the family reputation, destroyed by Argon and his actions, Arthas’s great-great-great grandfather stepped forward with the proposition for Mage Hunters, mages who would use their skills to bring in or put down those who’d chosen the path of darkness. The order used to stand over two hundred strong, bringing down dark mages across Fiore and other countries, but not anymore.
Arthas is last of the order, who had been hunted down by powerful dark mages with grudges, dark guilds looking to take out some of those who would police them and other such foes, though most fell to the man who had tarnished his family name to begin with, Argon Drenmur, and a Dark Mage who had made a pact with a demon after the order had wiped out his guild. Arthas is still haunted by the screams of his family as Argon caught up with them after thirty years of cat and mouse. His father and brother had put up a valiant fight, Arthas too young and wounded from an earlier attack to be of help, but they eventually fell, leaving his mother and younger sister at Argon’s mercy as she pushed Arthas down the coal slide. He was 12 at the time and already well versed in the order’s arts; though it did him little good when the demon possessed dark mage attacked him and his family just days earlier. Searching for revenge, he knew, was a waste of time. The last of his father’s teachings now rested in him and he would honor his father’s legacy.
Since then, he’s grown to be strong both physically and mentally, while his magic has become stronger the longer he’s practiced alongside it all. He’s also become a nightmare for dark mages and assassins everywhere, hunting them to the point of exhaustion before bringing them down. He’s crossed paths with Argon twice since his family was killed and both encounters ended in draws, both men incredibly wounded. For now, however, he continues his hunt while hoping to find a worthy successor to the Mage Hunter legacy.
Personality: Hard and seemingly cold, a lifetime, short as it is, spent hunting the dark mages of Fiore has made him unconcerned with much anymore. If it hasn’t got to do with the Hunt or him personally, leave him out of it.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat) Survivalist- Spending as much time on the hunt as he does, knowing one’s way around the wilderness is crucial. Burger Connoisseur- Knows a lot of things about burgers and can make the best Burger you’ll ever eat. Skilled Fighter- Be it with his pistols or his knife, it’s hard to find a flaw in his technique, since he’s been training since he was young.
Three Weaknesses: (Make them Applicable) Last of the Hunters- Mage Hunters were high value targets to Dark Mages and as a result, their order has dwindled to him alone, so he can call on no help. Marked- Being the last of the Mage Hunters, Dark Mages everywhere want him gone and will pay good money to see it happen. Distrustful of mages- While not all mages seek to do harm, those few who do have sullied his ability to trust Light Guilds and their mages.
Greatest Love: Duty
Motivation: The Safety of Non-mages
Appearance: Stands at an intimidating 6’5” with sweeping black hair and piercing blue eyes set in a face bearing a faint five o’clock shadow and medium high cheekbones to frame a handsome face. Only wears light armor underneath a brown leather duster with his pistols holstered on each thigh.
Additional Details: He knows the location of a cache of Mage Hunter weaponry, as every Hunter was good at something different, but will not disclose it unless he trusts a person explicitly.
History: Jack Goran's history is spotty at best, and he isn't known to like talking about it. What little he does share is incredibly sad. When he was 10, his father passed on the legacy of their family, Fire God Slaying magic. However, he was much stronger than any previous member of his family and the flames he unleashed quickly consumed everything in sight. Not even his father could stop the unintentional attack and his family was killed that day. He lived in fear of his abilities for years, living as a beggar while training in secret and far from anyone who could get hurt. Eventually, he learned to control them and he moved into his rightful place as a Wizard in a new world. However, that's all you'll ever get from Jack. He won't share more.
Personality: Jack is kind, caring and protective. With the loss of his own family, the guild he's spent the last ten years building is his new one and he refuses to lose it.
Team Members: His whole guild
Three Strengths:
1. Most powerful user of his magic in 100 years
2. Strong conviction and moral compass
3. Skilled martial artist and tactician
Three Weaknesses:
1. Wary of his own magic, won't always go all out.
2. Has trouble seeing a moral grey line sometimes, likes to think in terms of black and white.
3. Has an odd fear of cats.
Greatest Love: His guild
Motivation: To keep the world safe from the events of 100 years prior.
Appearance:
Additional Details:
Name: Ammy Silver
Age: 29
Birthday: May 30, X865
Reaper magic is one of the rarest magics ever seen, and perhaps that is for the best, as those who wield it are often considered reapers of the living with no concern for anything else. This magic is normally lethal on impact with any living being, but the caster can make it less lethal if they wish. Can assume the full form of the Grim Reaper if they wish, though the spell to do so is incredibly taxing after resuming one’s true appearance, so it is often a trump card. Most wielders also have a pair of scythes that can be conjoined into one double-bladed scythe for increased lethality. The energy involved with this magic is known to vary from wielder to wielder and Ammy’s is cyan.
Scythe appearance: x2
Magic Level: S (actually X, but this is a secret)
History: No one knows much about Ammy Silver, and when questioned, she's quite adept at turning the conversation on the questioner and their past. She turned up on the guild's front door one day, with nothing but her separated scythes and the clothes on her back. She asked to speak with Master Jack and emerged a member of the guild a couple hours later. She quickly proved her magic was above the A-Class ranking she'd been given and was made the second of Dragon's Fang's S-Class wizards. The one question she'll answer about her past is her magic. She'll always reply with, "It's all I've ever known to be true."
Personality: Ammy is quiet and reserved, even around her guildmates. She is similarly quiet and reserved in combat.
Team Members: Jake Ronan
Three Strengths: (Not just combat) 1. Because of her constant silent surveillance of a person or group, she's good at reading others. 2. Clever tactician 3. Quick Learner
Three Weaknesses: (Make them Applicable) 1. Slow to trust or open up to others 2. Often knows things she shouldn’t due to her good reading of people. 3. Doesn't make friends easily
Greatest Love: The little things in life
Motivation: To open the world's eyes to it's own evils
Appearance:
Additional Details:
Name: Jake Ronan
Age: 26
Birthday: July 1, X868
Arsenal Magic is a far more specialized form of another magic whose name has been lost to time. Everything about his magic focuses on the use of Axes, even the elemental aspects of certain axes. Hand axes, poleaxes, all kinds of axes. He has four axes he uses most often, each of which also has special properties. He is also able to summon a bear companion, who has been by Jake’s side since his original summoning a year and a half before.
Gorma's Halberd: This halberd is imbued with the power of fire and increases his toughness, making it so he can shrug off normally dangerous blows.
Alexander's Battle Axe: This ax is imbued with the power of ice and increases his speed, allowing him to dodge incredibly fast attacks with relative ease.
Shatterer's Hand Axes: These are the only axes that Jake duel wields. Imbued with the power of Earth and increases his strength, allowing him to even cleave through certain spells.
Doombringer Axe: This is Jake's most powerful ax, increasing all his natural abilities ten fold. Allows use of his Ultimate Spell Ragnarok. Is incredibly taxing on Jake's body so there's a limited time frame of use.
Magic Level: S
History: Jake was born to a pair of woodcutters who lived in Shirotsume Town and worked in a forest just south of it. From the time he could walk, his parents taught him how to use the woodcutting axes they used to make their living, from the proper way to swing it to how to keep others safe around it to maintaining it. When he turned six, he joined his parents in the woods on occasion, doing his best to contribute. As he got older, he went out more often and contributed more and more. By the time he was sixteen, he joined his parents on a daily basis and was known to take down entire trees on his own in just a few hours. He was happy and content, spending all the time he could ask for with his family and contributing to his family's lifestyle. However, this happiness would not last.
On his eighteenth birthday, a Dark Guild rolled into Shirotsume Town and started demanding protection money, killing the people who outright refused to pay. His parents were among those who refused and he watched in horror as their lives were taken by a man wielding many different kinds of knives. However, as this man moved to kill him, he found his own magic. He threw his hands up in pointless self defense and felt something form in his hands, stopping the descending knife. When he looked up, he found he was holding a halberd, and that suddenly he felt empowered. Surging forward, he let his rage at the wrong doings of the men before him guide him. The man with the knives escaped, but he managed to wound or incapacitate most of the others for the Rune Knights to arrest. It was then that he met the guild master of the ever growing Dragon's Fang and he joined in an instant, with little convincing needed on the part of Jack Goran. In two years time, he'd mastered his magic and discovered it's true name and abilities and become one of the guild's S Rank wizards.
During the course of the first Grand Magic Games in over a hundred years, Jake met Pyrrha, a beautiful member of Ryder’s Blade and began a relationship with her. The last two years the pair have been together every chance they’ve gotten, with Pyrrha eventually joining Dragon Fang at her former guild master’s suggestion and after much discussion. Jake has only grown stronger himself and more capable, though his arsenal remains largely unchanged.
Personality: Silent and reserved, he really only gets loud around his friends and guildmates. In battle, he doesn't speak, he lets his skills do the talking.
Team Members: Ammy Silver, Pyrrha Arvanitis
Three Strengths: (Not just combat)
1. Physically strong and a good work ethic
2. Knows his way around familiar areas, especially forests
3. Is handy for making quick camps
Three Weaknesses: (Make them Applicable)
1. Lacks proper education from so much time in the woods. Can read at a basic level, though time in Dragon Fang has improved this.
2. Claustrophobic
3. Distrusting of anyone who won't at least put their shoulder to the metaphorical wheel
Greatest Love: Pyrrha
Motivation: To keep the events of his youth from repeating themselves and protect others.
Appearance:
Additional Details:
Name: Hunter Jorgenson
Age: 27
Birthday: July 2, X865
This magic allows Hunter to take on the aspects of a Jade Dragon and attack with it. Meant to slay Jade Dragons, this magic effectively makes him immune to Jade Stone attacks and magic as well as highly resistant to entombing magics and effects.
Dual Element Mode, Flaming Jade Dragon Mode-Obtained as a gift from Natsu Dragneel after he gave some of his magic to Hunter in thanks for his part in freeing him from Zeref, this mode changes his usual attacks and spells to also use Fire as well as Jade, leading to new spells as well, even some that could be called Magma or Lava.
Magic Level: S
History: Listen now, as the tale of the Jade Dragon is told and how he came upon his young protege. Carnaphros was the only dragon of his time to avoid the wrath of Acnologia completely, and he only managed to do so because his magic allowed him to blend in perfectly to his surroundings, in this case a cave of jade he called home. When the black dragon came to reap Carnaphros's soul, he couldn't find anything but a false skeleton, which was convincing enough in the dark to warrant the black dragon leaving disappointed but unsurprised. The Jade Dragon was known to be reclusive, even with its own kind, so his unreported death was believable.
For nearly 100 years the Jade Dragon slept, waking only when he had to feed and even then, he lived in fear that Acnologia would find him and finish the job he started, but he was always able to return home without incident. Then, twenty-two years ago, he found a young boy, no older than four or five, in the ruins of a camp that looked like it had been attacked by monsters. Judging from the lack of any kind of defensive weapons around the camp or anything resembling defenses against the monsters, Carnaphros deduced that they hadn't been expecting an attack. As he looked at the boy, he thought back to the war between the two factions of dragons, one for living with humans and one against it. The Jade Dragon, or rather, as one of the Jade Dragons, he'd remained aloof and continued his normal life, regardless of how that horrible war ended. And now, nearly five hundred years later, that war was brought back to his mind and to save himself the trouble, he almost ate the lad.
However, when the boy approached him and hugged his leg, fear on his face of what had happened, something in Carnaphros changed and he decided to instead take in the boy and teach him how to defend himself through the use of Dragon Slayer Magic. However, he was fully aware of the inherent danger in this magic and so he also put a part of his soul inside the young man to provide a safeguard against it. As the young man grew, he gave the dragon, his father by the time the boy was ten, his name as he could remember it, which was Hunter Jorgenson. It was the only thing that had stayed with him in the years after the attack. However, as time went on, Carnaphros could feel his time finally coming, as Dragons, while long lived, did not live forever, and on July 7th, of the year 883, just five days after Hunter's eighteenth birthday, he sealed his entire soul inside the young man and left him two things, vanishing without a trace. A note with the location of a guild named after dragons, and a book containing three Secret Dragon Slayer Arts he hadn't had the time to teach Hunter. Distraught, the young man took both and headed out, making a solemn vow to find his father some day and if he couldn’t do that, do everything he could to make Carnaphros proud.
Since that day, Hunter has lived in the guild hall of Dragon Fang, growing both as a mage and as a person, making friends and finding that even though they aren’t in the same guild, he isn’t the lone Dragon Slayer in the world that he thought he was. He has only grown stronger as time has gone on and, as Dragon Fang is Fiore’s premiere Monster Hunting guild, often leads the charge on more dangerous hunts, if not soloing them. He also takes jobs catching Dark Mages frequently after his encounter with a woman who was obsessed with killing all the Slayers she could, hoping to find her and convince her to change her ways. He was also recently promoted to S-Class within Dragon Fang after spending years trying to advance.
Personality: Hunter is hot-headed and always ready for a fight, but he's also extremely loyal to his guild and guild mates as well as his friends.
Team Members: None consistently, but he's formed temporary teams before.
Three Strengths: (Not just combat) 1. Heightened Senses-Sight, smelling, hearing. Typical Dragon Slayer 2. Is quite the dancer even if he tries to hide it. 3. Loyalty comparable to Natsu of Fairy Tail with a sense of right and wrong to match. Three Weaknesses: (Make them Applicable) 1. Motion Sickness in vehicles. 2. His sense of right and wrong can skew his judgement on occasion. 3. His loyalty is perhaps a little too strong. In the defense of his comrades, he's gotten in deep trouble.
Greatest Love: Fighting, maybe too much.
Motivation: To make Dragon Fang the best there is and show the world Dragon Slayers aren't evil.
Appearance:
Additional Details:
Name: Joslyn Veran
Age: 27
Water Make Magic-Magic that allows the user to form constructs, both static and moving, from water from either a nearby source or the molecules in the air. Most notable spell is Water Make Ninja, a powerful locomotive water-make spell. The ninja can move and make decisions of its own volition as well as using watery shuriken and a water ninjato to fight along with martial arts.
Water Warrior-Learned over the course of the last two years, this magic allows Joslyn to wield her water magic in the form of armor, weapons, and shields, effectively becoming a knight in watery armor. However, due to her light frame, she prefers armor as tough as leather and weapons that hit from afar, usually a pair of water-forged* hand crossbows while a shield is temporary, appearing as fast as she can summon it.
With that said, the main purpose of the magic is to use the water-forged weapons as conduits for more powerful water magic, usually in the forms of geyser strikes and rain-based attacks along with longer ranged stream-based spells Due to her preference for ranged weaponry, most of her spells are contained to 100 meters or less, with the bare minimum range they can be without her hurting herself is 10 meters. After that, she will swap back to her Water-Make magic for melee defense.
Magic Level: A
History: Joslyn Veran is the disowned daughter of a wealthy weapons smith. Her mother was a descendant of a powerful water mage, though magic hadn't manifested itself in one of her family in three generations. So imagine the surprise when their daughter blasted a forceful suitor with a water made fist that sent the man flying. Her mother was amazed and then ecstatic, as it meant their daughter could make a name outside of, "The daughter of Jonah Veran who married Joe Hannigan from Crocus." Her father, however, had a different opinion.
"She's an abomination!" He yelled so loud the neighbors could hear him. Seventeen year old Joslyn was too busy trying to figure out how she'd done that to pay attention to the argument going on between her father and mother. She vaguly registered that her mother shot back that he just didn't want to be shown up, but didn't care. While they bickered, she went back into their yard and breathed slowly before trying again. Nothing happened, so she kept saying things until she remembered the maker magic she'd read about. So she tried it.
"Water Make: Aqua Fist!" Once more the giant fist flew forward, shattering a vase that was in front of the spell. Excited, she rushed back in to her parents to find her mother in tears and her father holding a battle axe, an evil glare in his eye.
"Get out. You are not my daughter, you are a blight upon this family." The young Joslyn looked to her mother for help, but all she saw was a woman who had been broken despite her best efforts to convince her husband otherwise. Tears in her eyes, she grabbed the bear essentials, some clothes and money and left, not looking back for her mother's sake, afraid of what her father might do to her if she did.
For two years Joslyn wandered Fiore, looking for someone to help her learn new maker spells to augment her abilities, but with magic frowned upon so much, there weren't any obvious teachers to find. So she started doing odd jobs that would force her to figure it out on her own, eventually realizing that the only thing that kept her magic from shining was her imagination. So her available spells grew and eventually she joined with Dragon Fang, to finally get a steady paycheck and make new friends among her fellow wizards.
Personality: Joslyn is loud and energetic and full of positive energy despite her disowning by her parents. She loves her guildmates and has accepted them for who they are.
Team Members: Zen Trentus
Three Strengths: (Not just combat) 1. Great entertainer, keeps guests from getting bored on busy days for client arrivals. 2. Trusting, is willing to give others the benefit of the doubt. 3. Has a great imagination, which lends its help to her magic. Three Weaknesses: (Make them Applicable) 1. She's TOO trusting and is easily fooled sometimes. 2. She can be over eager and rush into things. 3. She has a hard time being sneaky if she gets excited.
Greatest Love: Swimming
Motivation: To see the world once more accept magic and not fear it.
Appearance:
Additional Details: Member of Team High Tempest
Water-Forged-Weapon forged directly from the element, making it susceptible to lightning based attacks. This is considered the highest form of water make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and it can be stored like a real pair of hand crossbows.
Name: Zenron "Zen" Trentus
Age: 28
Wind Make Magic- A maker magic that uses the wind and air around the caster to create both static and locomotive constructs. The most powerful spell Zen has for this spell is the Wind-Make Knight, a locomotive construct that appears like a heavily armored knight. Much like the Water-Make Ninja, can act independently and carries a kite shield and broad sword for attacking, though it can move with the swiftness inherent to the wind.
Wind Fighter- Learned over the course of the last two years, this magic allows Zen to create weapons out of the wind while also moving his body with the swiftness inherent to the wind. Due to the nature of the fighting magic, he often uses either a pair of wind-forged* knuckle dusters or a pair of wind-forged gladius’.
That said, these wind-forged weapons, while serving practical uses, are meant primarily as focuses for more powerful wind magic, such as cutting gales and armor-shattering blunt blows. Due to Zen’s preference for close combat with this magic, most of his spells are contained to ten meters or less.
Magic Level: A
History: Zenron "Zen'' Trentus, until he joined Dragon Fang, was an orphan, and a bad tempered one at that. His magic manifested at a very young age, getting the young five year old thrown onto the streets without a second thought from his drug addict parents. They both died with in the year, his father of an overdose and his mother of a severe illness that needed treatment but they'd never had the money for. Growing up, the young ne'er-do-well grew quite talented at using his wind make magic to steal what he needed, never needing to be where he'd be noticed immediately to swipe an apple or two and escape.
This trend continued for years until he met Guild Master Jack Goran shortly after turning eighteen. The guild was still fairly new and he was scouting for both members and trouble makers. As it happened, Zen had crossed the same merchant one too many times in recent years so he put out a job with the guilds to catch him. Zen wasn't concerned when the Guild Master confronted him and scoffed at his flames. He used Wind Make: Vacuum Shot to try and put them out but the black flames persisted to Zen's astonishment. In a single blow, it was over and a choice was offered. He could go to prison and sit in a specially designed cell for wizards and rot there for the rest of his life, or he could join Dragon Fang and find a home that accepted him.
The young man, not wanting to sit in a cell, took the offered position in the guild and met Joslyn shortly after. The pair found their magic complemented each other well and became Team High Tempest.
Personality: At one point, Zen was mean and angry, and didn't care about anyone but himself. Now, while he's still prone to outbursts of anger on occasion, he's the one to have a guild mate's back in a pinch.
Team Members: Joslyn Veran
Three Strengths: (Not just combat) 1. Street smart, well versed in surviving alone and in unfamiliar territory 2. Self taught in a basic education 3. Survivalist Three Weaknesses: (Make them Applicable) 1. Has a bad temper, making him unpredictable when he could snap 2. He's not too great with a compass or maps, just trusts his instincts 3. His imagination is somewhat limited, so he has a set number of spells he uses
Greatest Love: Books
Motivation: To keep orphans from following the path of his childhood.
Appearance:
Additional Details: Team Member of Team High Tempest. Likes reading because it gives him ideas for new spells.
Wind-Forged-Weapon forged directly from the element, making it extra susceptible to earth based attacks as well as reducing the effectiveness of the weapon against certain elements and armors. This is considered the highest form of wind make, as once the weapon is “forged,” the wielder can safely cut the flow of magic to it and it will retain shape and form and can be sheathed like a real weapon.
Name: Argon “Hellion” Drenmur
Age: 133
Birthday: No Longer Relevant
Darkheart Blade Magic (X-Class)- This magic is a Holder class, granted to Argon due to his wielding of the evil blade Darkheart. It allows him to use a number of fire and shadow based spells, but it’s most potent ability is it’s Soul Devour Spell.
Shadowflame Burst-Combining the two elements the blade controls, at range he can shoot three fireballs laced with shadow magic per slash. In melee combat, he can cause an explosion of the dual element fire, knocking an opponent back or stunning them.
Shadow Lance-Combined with thrusting attacks, a lance of Shadow magic extends from the tip of the sword to give the attack an extra three feet of range.
Flame Charge-Wrapping his body in fire magic, Argon charges at his opponent at high speeds, impacting them or, in some cases, impacting them with the blade them before hurling the flames enveloping his body forwards in a wave, damaging both the target and everything behind them severely and then knocking them away.
Soul Devour- The most powerful spell the blade can be used for, this spell allows the sword to absorb the magical energy and life force of the target, killing them in moments. A side effect of this spell is this life force and energy are transferred to the user, essentially keeping them young and alive so long as they wield the Darkheart. Requires that the blade be piercing some part of the body to use.
List will gain more spells as I think of them.
Magic used for creating and breaking down Seals of varying purpose and use. Argon primarily uses this to breaking down seals designed to imprison or trap someone or something and is incredibly skilled at it. He can also seal things away, but these seals last only a few hours at most and are never very strong nor powerful.
Magic Level: X-Class
History: One hundred years ago, a young man witnessed the rise, and fall, of one of the most prominent Magic Guilds in all of Fiore, a guild known as Fairy Tail. However, by the time this young man had heard of Fairy Tail, he already had an impressive bounty on his head. Argon Drenmur was born 33 years prior to the fall of Magic, and by the time he was six, showed strong signs of socio and psychopathy, with a strong sadistic streak.
When he was bored, he would torment the other kids, going out of his way to make them cry and playing with him was dangerous, as someone always ended up with a broken bone. Eventually, the other kids refused to let him near them, and several parents warned his he needed straightened out or they would involve the Rune Knights. Argon’s parents were always confused by his behavior and had, on many occasions, disciplined the boy severely. However, he always continued to act as he had. When the kids quit playing with him, he turned his attention to the animals in the local area, from the neighbors pets, though he was careful to leave them as unharmed as possible to avoid raising suspicion, to the wild animals in the nearby fields. The authorities would find a body of one of them every couple of weeks, but they had no proof that Argon was responsible.
However, eventually he grew more curious about what lay in the woods and fields around his home, deciding that he’d gotten all the fun he could out of torturing the locals and the animals. His parents, who had run out of disciplinary ideas, encouraged him to investigate them, hoping he’d mellow out from it. He was 12 when he started exploring, and for a long time, he found little treasures and, it would seem, became more mellow indeed, even apologizing to the children he had tormented, who were teenagers at his side by then. However, it all fell apart the day after his sixteenth birthday.
He was out exploring the forests when he came across a cave with a powerful magic seal on it. He himself had been learning Sealing Magic since he was fourteen. While he was already quite proficient, it was another three months before he was able to figure out the intricacies of the seal and disassemble it, and even that process took three hours in and of itself. Inside was numerous skeletons in rusted armor and with old and broken weapons near them. He figured it was an old battlefield, but the presence of the seal prompted him to go deeper. After all, no one placed such a powerful seal just to keep people out of an old cave.
He walked for half an hour, past the remains of fallen warriors and their broken weapons. Finally, he reached a chamber where a single black bladed greatsword rested on a flat rock. He’d found it odd that it was the only blade in perfect condition before drawing the connection. This must have been the reason for the seal. Approaching it, he grabbed the hilt to take it home and show his parents when three things happened. The first was the blade imparted all the martial prowess of its previous owners to the young man, turning him into one of the greatest swordsman known in the land in mere moments, along with all the magical spells that went with this blade of fire and shadow. The second was it increased his strength and durability far beyond normal human limits, turning him into a force of nature second to none. And finally, it brought his dark tendencies and personality traits to the surface and amplified them, obliterating the seed of good that had been growing for the last four years and erasing every shred of decency from the young man.
The process was over in minutes, but the changes were something that would last for years to come. He left the cave in silence, but with dark intentions as he returned home. The first person he came across, one of the town watch out looking for the young man after he was late returning home from his exploration, never saw him coming. The blade erupted from the man’s chest, surprise painting his face as the sword absorbed his lifeforce. By the time he had reached the edge of his village, the entirety of the town watch lay dead in the forest, their lives claimed by the Darkheart, an ancient evil blade that turned whoever wielded it into a force of malice and evil. The village fell not long after his arrival, no one left who knew how to fight left to stop him. All that remained of Norgren Village, home to over six hundred souls as the sun rose, was smoking ruins and the bodies of the villagers strewn about them. No one had been spared, no one left alive except for a little boy who’d run when his mother realized what was happening and forced him out the window moments before Argon brought the house down on top of her.
He ran to the authorities as fast as he could, reaching Shirotsume Town in a few days, and after being nursed back to health, told the Rune Knight Commander there what had happened. The commander mobilized his unit and set out to intercept the rogue mage after sending word to the Council. The bounty, worth over 600 million jewel, was up the next day. Mages and mercenaries from all across the country went after the wayward dark mage, and very few of them came out of the encounter alive. He watched as they came, enjoyed the fight as they struggled to win against someone who’d had their latent magical talent released all in one go that fateful night.
He’d even been in Crocus the day that Fairy Tail won the Grand Magic Games, trying to cure his boredom with, surprisingly, a card game. He watched as Zeref attacked, watched as Magic’s reputation was torn apart by his actions, and thrived during the hundred years of fear that flourished in the aftermath. People fought him harder because they were scared of his magic, of what he could do, but they ultimately fell all the same. And now, as magic is coming back as a force for good, he sees the chance to have some real fun as mages begin chasing him down once more.
Personality: Argon is a sadistic, vile, and evil human being, not to mention vulgar. He has no issues with killing people, whether it be because he’s bored and watching them try to survive is entertaining or because they’re between him and something he wants, be it an item or a woman.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat)
1. Knowledgeable- Having lived for over 100 years, he knows more than a few things.
2. Inhuman Strength and Durability- Due to what happened in the cave Darkheart had been sealed in, he’s super strong and super tough, able to tank through powerful spells and knock opponents through walls with little more than a punch.
3. Food Connoisseur- As much as he enjoys playing people against each other and making other struggle to beat him, he also enjoys good food, and gives food critique through the alias “Hellion.” As a result, he knows a lot about what goes into most types of food.
Three Weaknesses: (Make them Applicable)
1. Easily Bored- If you don’t make it interesting, he moves on. You want a cheap shot? Don’t put up much fight.
2. Holder Magic- All his offensive magic comes from Darkheart. Disarm him and he’s less of a threat to you.
3. Picky Eater- Because he’s been around so long, he’s real choosy about what he eats. Tends to happen when you watch the recipes you love change over the course of a hundred years.
Greatest Love: Mayhem and Murder Motivation: Self Entertainment
A cloaked and hooded figure hurried through the crowds as the rain began to fall on the lower levels of the new capitol of the Galactic Empire. The broadcast of the Sith Lord turned Emperor Palpatine had just finished and there were people in the streets celebrating the end of a horrible war. But the end of that war came at the cost, one that no one was going to see coming until it was too late. The form stopped outside a doorway and knocked six times, paused and the knocked three more. The door slid open and they ducked inside quickly before it slid closed and locked again. The figure took off her hood, revealing the dyed purple locks of Jedi Master Riven Je'and. The Nautolan Jedi Knight who'd let her in watched outside the door as a clone patrol passed by. "What's happening? Suddenly the streets came alive." That's right, she made them keep all the holoterminals in this apartment off until she had made sure they weren't being traced by their holoaccess terminals.
"Former Supreme Chancellor Palpatine is now Emperor Palpatine, and the Republic has officially fallen. We are now on the capitol planet of a Galactic Empire. We must get off world before the Clones realize that there was another way out of the temple they didn't know about and begin searching places like this." Riven looked around the corner to check on the Padawans, who were busy distracting themselves with a board game while the Kel Dor knight meditated in a corner, floating slightly off the ground. "I see everyone is trying to remain calm. This is good." The Nautolan shrugged.
"There isn't much else to do. How'd the meeting go?" Riven grimaced.
"They've agreed to do it if we can get them fifty thousand credits. Then the announcement came about the Jedi being 'traitors' and the price climbed to one-hundred thousand. So I mind tricked them. I'm not proud of it, but-" The Nautolan knight cut her off.
"You what?! That's not how we-" Riven's look practically froze him in place.
"We are fighting to survive, Knight Rolan. The laws and rules of the Order no longer apply to the situation. It isn't as though I strung them up with the Force and beat them with metal rods." The Nautolan nodded, his face one of apology and the Jedi Master sighed. "I apologize Rolan. I did not mean to be so harsh, but we cannot adhere so strictly to the Code, not while we're surrounded by enemies. I promise, this will not become a regular thing. Now gather the others and get them to the back door," replaces the hood on her head, shaking the water from it, "we need to move as they will only wait so long. Once we're on the moon resort, I have a ship we can take to the Outer Rim. We'll wait for word from Masters Yoda or Kenobi until then."
"Well hello to you too, assholes!" Lucas's shout was really more reflex as he dove into a nearby piece of cover alongside Vael. Of course they would walk into a nearly literal wall of bullets as they entered their half of the two paths and now found themselves pinned by heavy fire. However, be it fortunate or unfortunate, the SPARTAN-IV still had a pair of frag grenades, and those two fully automatic, lead spitting death machines would drown out the sounds of a grenade bouncing behind the gunners. Turning off his external speakers, he speaks into the internal comms channel for their small team. "Grenade out."
Throwing it over, the idea was for the arc of the grenade to put it just between the two machine gunners and in the laps of whoever was posted up between them and send them all flying in pieces ideally. Though he would also accept just sending them scrambling away from the grenade, since that would still mean that the mounted guns would stop firing and the team could move up. "I'm moving for the high ground, camo should keep me out of sight. I hope."