[hider=Argus Leandros] [center][u][h1]Guild Membership Card[/h1] [/u][img]https://i.pinimg.com/564x/e8/4e/80/e84e803d30ee3b2595f7f1dbd9a6749a.jpg[/img] [h3]Personality[/h3] [sub]Protector. Beyond anything else, Argus fashion himself as a protector of those who can't protect themselves, whether that be through a sharp turn of phrase to keep the heat off a friend's rear or taking to the streets to dust knuckles with anyone threatening his friends and family. Often to a fault, he puts the needs of others over his own and often finds himself neck-deep in trouble because of it. However, he has yet to fall into a hole he couldn't dig himself out of, and the devil's own luck seems to follow him, leading the young man to approach situations with a devil-may-care attitude. However, in quieter moments where he need not keep the bravado and bluster up, Argus is a lot more vulnerable and desperate than he initially appears. Lacking in a strong sense of self-identity without others to rely on or that rely on him and plagued with strange nightmares that he can't even remember. the young man has taken to staying on the move when strange occurrences that happen near him get too much to bear. He lives in fear of loneliness, yet finds himself incapable of ever staying in one place for too long before his condition starts to cause issues for those around him. Perhaps it is this contradiction that leads to such reckless and near-suicidal behavior in how he helps others.[/sub] [h3]Appearance[/h3] [sub]"Clothes make the man" is a phrase which the young mage has taken to heart in his wandering years, always dressed in a rather tidy and semi-formal fashion to make for his own rather middling looks. His hair is a perfectly maintained mess of auburn tangles and curls that takes about 30 minutes out of his morning to get ready(an hour if he's got a girl he wants to impress). While he isn't that tall of a fellow, he isn't particularly short either and considers the surprisingly fit physique he hides beneath his suits to make up for any verticality-based short-comings he may or may not have.[/sub] [center][i]“Some say a magician never reveals his secrets. I say a good one reveals as much as is needed to make his tricks all the more fantastical.”[/i][/center] [indent]| N a m e: | [indent][i]Argus Leandros[/i][/indent] | Alias|Nickames|Titles: | [indent][i]N/A[/i][/indent] | G e n d e r: | [indent][i]Male[/i][/indent] | A g e: | [indent][i]21(?)[/i][/indent] | R a n k: | [indent][i]B(?)[/i][/indent] | Guild Membership Status: | [indent][i]Wolven Pyre, but only for a bout a month or two[/i][/indent] | Guild Seal Location: | [indent][i]Back of his left shoulder[/i][/indent] | History: | [indent][i]A boy abandoned. That is what Argus considers himself ever since the day his father left him with a curse that controls his life to this very day. He was the son of a dark mage, inducted into the dark side of magic before he could even talk and bearing witness to many terrible deeds in his youth. To even call him the 'son' of the man who he called father was a misnomer, for this man had stolen Argus away from his family shortly after his birth, seeing something valuable in the young child and desiring it for his own purposes. His father was a researcher of ancient demonology, seeking to discover the source of demonic beings and the twisted powers they wielded with terrible efficacy. To this end, many living subjects were captured and experimented, their forms and minds twisted by what they underwent though never to any degree that his father felt constituted a success. For Argus, however, the experimentation was much more gradual and seemingly benign. as he learned to harness his latent magical skills, he was exposed to a number of strange bones and ritualistic artifacts, his father gently asking which ones seemed to resonate with his Origin. For years this continued, with his father growing increasingly frustrated by the lack of results in either his trials or the lack of a reaction in the child he had risked much to acquire. Argus, for his part, tried his hardest to please his father, to prove that he wasn't a failure like the rest. Like always, he desired to be useful, so that he wouldn't be tossed aside like the others his father had brought. . . or worse. And then the day came, when a strange crystallized mass was set before him, that he felt a stirring in his chest. First came pain, then roiling emotions that filled the very depths of his DNA, his blood calling out to something it had long forgotten. . . and then nothing. When he awoke, his father looked down on him with that same disappointed glare that always came from a failed experiment. There was no anger. No rage. Just cold, calculated apathy. And then he left. He was only about 15 when the incident occurred, left in that weakened unstable state. it was likely that the man thought he'd die from exposure or succumb to whatever was done to him. if left on his own, he likely would have.. but Argus was not fully alone in those early days. As he left the secret lair where his father conducted his trials, traveling the wilderness in search of any kind of purpose, something coursed through him. When he wanted to just lay down and give up, convinced that he was unwanted, that he had no worth to anyone, thoughts not wholly his own forced him into a state of survival. And so, he survived. . . and so he wandered.[/i][/indent] | Magic: | [indent][i]Re-quip: The Trickster Argus' main magic(and the only one he knows as far as most of the guild is aware), is a form of Requip magic that specializes in trickier tools instead of weapons and armors. While he does have a few knives and swords within his repertoire, the crux of the magic is summoning a number of magical items that serve to distract, detain, deceive, and otherwise annoy the crap out of one's opponent. While not inherently that dangerous and seems more like a bunch of party gags and cheap tricks at first, Argus has proven to be quite the slippery combatant with the vast array of items he has stored within this magic and can be quite unpredictable and clever when using it. This is made especially true because Argus is also deceptively good at Re-quip magic, able to summon forth any of his items almost instantaneously and from nearly anywhere on his person as well. Amongst the items listed in spells, Argus also carries around an uncountable number of more mundane party tricks and novelties that he often uses to entertain others or himself when out on a job. In fact, Argus can oftentimes be seen putting on little magic shows for the kids of the town, and even the adults at times(for a price) Spells Ventriloquist's Ring: A nifty little item that Argus bought on a whim, it allows him to 'throw' his voice, making it sound like it's coming to a direction and a distance of his choosing. He does this by speaking into the hand with the ring on it. He can even change the voice a little bit by shifting the timbre up or down a tad, but unfortunately, he can't use it to mimic others . . . unless he learns how to do it himself. Magician's Chains: An enchanted chain that grows in length and durability in proportion to the amount of magical energy pumped into it, making it handy as a rope, a means of odd defense, even a whip if Argus is feeling frisky or needs to keep his distance. Bag O' bombs: Argus has Smoke Bombs, he has sticky bombs, he's got grease bombs, oil bombs, flash bombs, nail bombs, itching bombs, pepper bombs, bomb-bombs, and possibly a few more that he has yet to find or think of. Needless to say, the boy knows his way around explosives better than most Knives: Throwing knives, Cooking knives, whittling Knives, Carving Knives. . . . Argus has tons of knives for any and every occasion and no, you can't know where he got them. De-obfuscator Goggles: A fancy pair of goggles that Argus managed to win in a game of cards during one of his jobs, these goggles allow the wearer to not only see in the blackest of nights but also lets them see through most kinds of particulate-based obfuscations of sight like smoke, dust, fire, etc. It also automatically adjusts the lens to deal with sudden flashes of intense light, allowing the user to view them without any risk to themselves and only some minimal discomfort. Puppeteer's gloves: Knifty black gloves that allow one to telekinetically puppet small inanimate objects at will via the attachments of tiny strings of magical energy. Max range of about 5 meters. Rope: Because you can never have too much rope. Deck of Cards: A suit of playing cards that explode into a dazzling display of lights with the slightest application of magical energy. Chameleon Cloak: Provides Argus with the ability to blend into his surroundings to nearly vanishing from sight, though a keen eye could possibly perceive him due to the slight imperfections within the illusion. [ ]: This is an ancient curse, burn from the Resonance between Argus' Origin and the lingering soul of the Ancient Demon known only as Asura. To put it simply, this Curse is less magic in its own right, instead of acting as more of a conceptual rejection of magic itself. While under the effect of this Curse, Argus' body is surrounded by a field of this Curse energy that repels magical energies and influences from him. This gives him a heightened resilience to direct assault by magical energy attacks as the Curse seeks to negate the incoming attack entirely though at his current level of ability, complete negation is not possible. This negation often has immense destructive potential as the combined energy produced by this reaction explodes outward. Offensively, the Nameless Curse can be infused into objects and structures, oftentimes creating a delayed explosion of sizeable force due to the nature of the world being soaked in even minute magical energies. While inert objects like rocks, trees, and dirt explode, items with a more active magical current(magical items, mages, living creatures) will experience a much more controlled but painful sensation of corrosion upon the area of infusion. This corrosion will continue to burn away at the area affected and while not too serious at first, leaving such wounds untreated will lead to loss of feeling, greying of the skin, weakening of magical ability, loss of muscle control, and eventually, acute necrosis as the area becomes slowly devoid of magical energy. For most mages, treating this in the early stages is easy enough to do by simply focusing their magic into the area and essentially forcing the curse out through force of will. If allowed to progress to the state of greying skin, however, then treatment becomes a lot more difficult and requires the attendance of a trained professional. [/i][/indent] | Strengths and Weakness: | [indent][i][list][*]Has a knack for street performance [*]Is pretty quick on his feet and sharp with his tongue [*]Pretty good with kids [*]Surprsingly well-versed in ancient text, languages, and knowledge of ancient artifacts. Enough to rival practiced scholars in the field [*]Has no sense of self preservation when people are in trouble [*]Can't say no, especially to a pretty face [*]A bit of a wannabe cassanova [*]Can be rather single minded and stubborn when he puts his mind to something[/list][/i][/indent] | Miscs : | [indent][i]Anything else you might wanna add to flesh out the details a bit[/i][/indent] [/indent] Sheet credited to Buddha(slight edits taken from Sanguine rose).[/center] [/hider]