Age: 18
Gender: Male
Race: Human
Alignment: True Neutral
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Extensive Magic Knowledge- Having studied the arcane his whole life Erik has encountered texts about pretty much every kind of magecraft known to man. Meaning he has at least some idea on how a spell works after seeing it in action.
High Intellect- Erik is a borderline genius letting his brain shore up his lack of brawn. He has gained a knack for battlefield analysis and tactics to give him as much of an edge on his opponents as possible.
Weak presence- for as long as he remembered he was uncannily sneaky, able to fly below even veteran warriors’ radars. He can remain hidden for a long amount of time and if there is a large enough distraction move around virtually unnoticed.
Also, carries a military grade combat knife.
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While he may have information about other arts of magic, Erik is rather specialized in his studies focusing on Alchemy, Golemancy, Necromancy, Enchanting and Summoning. If he tries to use spells outside of his specialty without preparation there is a near guarantee that it will backfire on him spectacularly.
He may be really smart but he often gets a case of tunnel vision when thinking things over too much. He can only process a lot of information at any one time but it takes much of his concentration.
While Erik is inherently stealthy he has not formally had stealth training, relying on other things being more interesting than him. If an opponent focuses they can find Erik with moderate ease, and his physical stats are at best slightly above average.
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Erik never knew his parents; they never visited or even seemed to exist past references in books that the young Erik read. Of what little he knew they were mages, ones skilled in making objects move as they so desired, A few scattered letters he found led him to discover that his parents were employed by an energy corporation called M.A.C. where they likely spent all their time doing research. Later he was encouraged by the house staff he began to quickly learn and practice the arcane heritage of his family, at that point he learned that he had been surrounded by Familiars all the while, each and every single servant was a Familiar created and tasked with the maintenance of the mansion and to care for its inhabitants.
His world was flipped at the age of eight when an unknown group of assailants arrived intent on razing everything on the estate. Erik had just finished transferring the spell circle of his family’s three best familiar thus nowhere near a state ready to defend the mansion so two of the servants took several tomes and their master to safety while the others delayed the aggressors as long as possible. Here started the next phase of Erik’s life, living the next ten years away from the comforts of home that he knew.
The three sought asylum with a mercenary group called the Menagerie, a group of oddballs and outcasts that owed Erik’s parents favors. They took him in and lived the next ten years under them, refining his control and occasionally going on jobs with them. Bringing us to the present where he stands as a full member of the Menagerie, and one of their best.
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Tends to keep to himself and is actually rather lazy most of the time but when he does get fired up there is little that can dissuade him from doing a task. Has a habit of teasing those he feels close to. Loves to eat meat and chocolate. Seriously dislikes repeating tasks or statements.
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A Familiar when they look human is far from it. They feel no pain and are merely inconvenienced when an appendage or even their head is removed, instead of blood they emit what looks like steam from their wounds, this is mana. Because of this all Familiars have a healing factor innate in all of them, though not exactly effective in battle, at most they should be able to heal a medium sized cut or similar injury but anything larger will need to be treated outside of battle.
On the question of Sentience and Autonomy, all the Familiars are fully sentient. During battle Erik’s Familiars are near indistinguishable from humans, capable of forethought and adapting to opponent’s strategy, outside of battle is where their nature as Familiars shows, much of what they do revolves around fulfilling the role that which they were assigned, reason why Erik rarely summons Gris outside of fights. They can defy Erik’s orders but he gives them a long leash, so to speak.
When not summoned they are pretty much disembodied voices in Erik’s head. They can only view the world through Erik’s senses when not summoned. Also to clarify he can have more than one Familiar summoned at a time but can only access less than a fourth of their full potential when so. Basically many Familiars out for story, Yes. Many out for battle, No.
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Inexhaustible Energy- Her main weapon as a Familiar she inherited the trait of mana absorption from her core turning her into a type-two perpetual motion machine letting her fight tirelessly for hours on end.
Enchanted Blades- She has not one, not two, not even three but eight enchanted longswords around her waist when summoned. She is very experienced with both single and dual wielding with them, not a master but close to it. The blades themselves are made of a durable metal and have been enhanced further by strengthening charms and a time-reversal charm that gradually returns the blades to their prime state.
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There is a reason she has eight blades on her person, she has a tendency to break them, hence the need for so many back-ups, the swords regeneration itself is not very fast, in intense battles she will often have to use her mediocre hand to hand capabilities or improvise a weapon.
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Energy Sensitive Sight- From her high affinity with the energy, she can see the flow around her and even through other beings. This allows her to see energy structures and with enough time produce a rough duplicate, as well as “Spellbreak” via attacking weak points on the structure. Energy Structures can be described as electrical circuits where disrupting enough connections shuts the system down A.K.A Spellbreaking.
Energy in this sense can basically be called traces of the preternatural or supernatural, meaning pretty much all Gladiators are subject to it. When viewing a specific person, the energy appears around the person like an aura, or the thing from which energy originates, thus an eye specific powers mean energy gathers around the eyes. The brightness of the energy depends on how bad it defies the laws of physics.
Assorted Items- She carries with her an arsenal of auxiliary items to augment her abilities. Flasks filled with alchemical explosives, paper charms with eastern characters on them for barrier creation and various four staves for elemental attacks (Fire, Water, Earth, Air) all used by injecting energy into them, most of all several dummy tomes to confuse attackers going for her core.
She has expanded her magical armory in light of recent battles to include, glowing angel feathers which function as flashbangs.
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Vertigo- This allows Gris to spread a fog over a large area around him. This fog not only impedes sight but all the other senses as well, also having a Bermuda Triangle effect on any kind of navigation system, technological or magical.
Bladed Appendages- His main weapon are two retractable blades from his sleeves but he has more weapons at his disposal. From his back come forth two scythe tipped mechanical arms and his “ribs” are actually similar smaller mechanical arms sporting all manner of small blades, daggers, kitchen knives, serrated hunting knives and even small lateral saws. [/Spoiler]
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His Upper body is actually a steampunk-style machine shaped like a human. He cannot actually talk but releases wheezing sounds when keeping up the human guise, screeching like metal on metal otherwise. [/Spoiler]
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