[hider=Agris Felron] [center]"Quote" Basic Info Name:: Agris Felron Nickname/Alias:: The Savage Hunter Gender:: Male Age and date of birth:: 30, August 14th Guild:: Golems Hand Rank:: Rank B Personal Information Personality:: Agris is very stoic and patient individual, he always seems to be looking for, well, something. He is slow to anger, or any other emotion really, but can be quite easily exited by his challenge of choice, a hunt. Agris views himself as almost an animal, and seeks to become an apex predator if you will. To him authority only comes from ability, and ability must be demonstrated. He doesn't like to boast, and dislikes others who do. He refuses to be ordered about by individuals who have not demonstrated ability, though will quite happily listen to polite requests. That behavior is however reciprocated, whereas he is polite, courteous, and in general tries to stay out of the way of his betters, but expects those of lesser ability to obey without question. History:: Agris grew up in circumstances that weren't bad, but were, peculiar. His parents were separated, though not by lack of love, but rather by profession. Agris' mother was a wizard, a practitioner of Teleportation magic. She worked with a guild that is gone now, the name lost to Agris' memories ferrying individuals vast distances quickly and safely for a living. Meanwhile his father was a fur trapper living by himself in the woods. Agris spent his first 12 years of life going between the care of the two, they wanted to ensure he knew he did in fact have two loving parents after all. While with his father, Agris helped him with hunting and trapping, learning feild craft and wilderness survival as well as earing a respect and appreciation of nature. While with his mother, he was educated and learned about all kinds of varying magics. Early on he took a liking to reequip magic, as it had obvious implementation in hunting, the ability to not have to carry all his tools and equipment made his life with his father much easier. However, but a few months after his 12 birthday, his mother vanished without a trace. His father, certain it was related to her profession, and not wanting his son to go off and get hurt himself kept Agris with him out in the woods to keep an eye on him and to finish raising him. He did not however have any qualms about Agris' study of magic, as so far it had proved quite useful. Agris however, would grow bored of nothing but hunting and reading magical books and tomes, and without the travel to the city he began to grow bored and restless, his fathers answer to this was simple, whittling. He knew it, enjoyed it, it took time, and if you got good enough at it, you could make money with it, not a bad skill to have and, after all, it is a fathers place to pass his knowledge and wisdom on to his son. At first, it didn't go so well. But fast forward a few months and several scars, and he was whittling away his days, carving icons of various animals he had seen in the woods. After roughly 8 years with just himself and his father, he had grown into a rugged and powerfully built young man, able to navigate the woods as naturally as walking down a road, and able to use reequip magic at dizzying speeds, much thanks to some of the more dangerous game his father liked to hunt occasionally. It was at this time he found something peculiar. In his room, on his bookshelf, their was a book, while he did have a great many books, he was certain he had at least opened and skimmed all of them. But not this one, or at least, not enough to remember anything about it. That night after dinner by candle light, he read the book. It was old and musty, not unusual to him, he had more than a handful of books that fit that description, this book however described a very, very old kind of magic. Totem Magic. In it, it describes the detail of performing this magic, what make an unbound totem viable, how to bind the animal spirit to a totem, and how to use the totems. It warned of danger to the user, not from the magic, but from his peers, after all, as he further studied the book, Totemic Magic where was the first legend of lycanthropes originated. He practiced the magic, quietly, secluded and away from prying eyes. He learned over time, a good three years, that the magic did have an adverse side affect on the user, though it was gradual, it was truly damning. The magic was not only physical, but mental, though it was minute, it was basically irreversible. Slowly but surely, you took on more and more animal instincts. The legends of lycanthropy then, must surely come from Totem wizard who had well and truly lost their minds, and given in fully to the animal instincts. Agris didn't know what to do with newfound information, surely yes this magic could be dangerous, but it was also.... peaceful, it brought him that much closer to nature. He decided then that the only responsible thing to do would be to find some way of hardening his resolve, of strengthening his mind against the magics he was himself subjecting it to. And so, without much discussion and more assertion, he informed his father he was leaving. he was 23 years old now, and he had decided he wanted to do more with his life. He went in seclusion to study various martial arts, which he thought would harden his body and mind, and make him a far more effective, not to mention safe, wizard. Over the coarse of 6 years he studied, trained, and meditated under various teachers and schools of thought. At the end of this session, he felt well and truly ready to take on the mantle of wizard. However, much to his surprise, the guild his mother had been a part of had gone, where it had once stood was now a little magic shop for various odds and ends. Questioning around town yielded no results, and he found while he could remember it existing, he couldn't remember the name to search more thoroughly. Alas, with much reluctance, as he was already 27 and not getting any younger, he decided to join the Golem's Hand, to turn the page onto the next chapter of his life. Three years later he has established himself as a premiere tracker, hunter and spy within the Golem's Hand. Magic Magic Name:: Totemic Transformation Description:: Using totems crafted by himself to represent an animal spirit and imbued with that animals life force, Agris is able to adopt bestial qualities. Known Spells:: Wolf Form: Agris takes on a hybrid form of both man and wolf, growing a snout, elongated canines, thick fur over his body, and lupine ears. The most distinctive advantage of this form, besides increases speed strength and agility, it that it grants him a lupine sense of smell. Eagle Form: Agris takes on a hybrid form between eagle and man, with wings sprouting from his shoulders, scaly revearse jointed legs, an avian head complete with beak. His arms and torso, while remaining anatomically the same, sprout feathers. This form reduces his durability, as avians have much more fragile bines to decrease weight. This is offset by the ability to fly as well as an eagles tremendous eyesight. Viper Form: Agris takes on a hybrid form between viper and man, his legs disappear into a long serpentine body. His torso remains the same, though covered in scales and his head becomes that of a viper's. This form grants him a venomous bite, allowing him to paralize prey with a quick strike from his fangs, as well as a viper's incredible sense of perceiving heat grating him essentially a second form of sight. Magic Name:: Reequip Description:: [url]http://fairytail.wikia.com/wiki/Requip[/url] Style: The Hunter: The weapons and equipment Agris stores are typical of a hunters.-See possessions. Other (Add anything else you'd like to this section as it's all optional) Relatives:: Father-Garret Felron Mother- Margaret Felron Possessions:: Light's Reach: Light's Reach is a bow, in appearance it is fairly simple, though the fine craftsmanship is readily appearant. It's enchantment is a simple one, rather than firing plain arrows, it can on command, and using the user reserve of magical energy, imbue the arrow with light magic, causing two effects. The first is that the arrow will fly faster, while the second is that much like a ray of light, it will fly straight as true. The downside of this Bow is that it's magic will not work in darkness, and even if the arrow is fired in the light, it will come to a dead stop and fall harmlessly to the ground if it touches a shadow or other ill illuminated area of space. Earth's Point: Earth's Point is a spear that is very primitive in appearance. It is a well treated wooden pole with a jagged tip of what appears to be obsidian lashed to the end. Beyond being a rather vicious weapon to be hit with it has a light magical enchantment upon it. If willed to, upon stabbing into the ground, rather than burying it's end there, it will merge into the ground. A point of the weilders choosing within 50 ft. will erupt with a stalagmite, angled to the wielder wishes, and approximately 10 ft. long. Wind's Edge: Wind's Edge is a hunting knife, approximately 8 inches long, and a single edged blade a a strange steel with swirls laced into it, if one were to look closely they resemble a depiction of blowing wing in an endless unobstructed expanse. The blade has been inbued with wind magic, allow it to transfer the users own magical energy into wind, the more energy offered, the stronger, farther reaching and/or more focused the wind can be. Utilizing almost all of his strength Agris is able cut down a full grown tree from a distance of approximately 30ft. Blizzard's Bite: Blizzard's bite is a hatchet, the handle of which is normal in all regards, but he hatchets head seems formed out of solid, semi-translucent blue ice. This hatchet has of coarse been imbued with ice magic, and can utilize the wielder magic to fuel it's own. The hatchets ability is to sap the heat out of a target struck by, dropping their core temperature. The longer the head stays imbedded in the target, the more body heat the Hatchet will sap. Having the hatchet imbedded in you for only a single minute can see you succumb to hypothermia, and in 5 minutes the body will begin to coat over with a coat of frost. The weapons biggest drawback is when thrown, the user must pour as much magic energy as they wish in order for the hatchet to use, if they miss, the hatchet still expends the magic energy causing this weapon o be very high risk/high reward. Theme Song:: [/center] [/hider] This is still a work in progress, but please feel free to take a look at the magics and possessions and tell me if anything is over the top. Edit: Okay basically done, need some finishing touches for pretty points, but that's about it, the core of the character is laid out, feel free to rip it to shreds if not up to your standard.