[hider=Markovis Penderghast, "The Void"][center][img]https://static.miraheze.org/mrlovewiki/2/2f/61010_full.png[/img][/center] [color=cadetblue][b][u]Name:[/u][/b][/color] Markovis Penderghast [color=cadetblue][b][u]Age:[/u][/b][/color] 19 [color=cadetblue][b][u]Birthday:[/u][/b][/color] August 6th [color=cadetblue][b][u]Magic:[/u][/b][/color] Thermodynamic Conversion & Abyssal Body [color=cadetblue][b][u]Magic Level:[/u][/b][/color] A+ [hider=Spells] [hider=Thermodynamic Conversion] A magic that is designed to affect the temperature of targeted things - be it an area, a person, or an object. Because of this, there’s a neutral balance in the air directly around those that are skilled users and makes them immune to hot and cold weather. Those that use this magic tend to make do using only a handful of spells with varying degrees of precise applications to utilize it to its highest degree. [color=cadetblue][u]Chilling Touch:[/u][/color] This spell removes all heat from the area around the caster’s hand. When the caster touches an object, this spell acts as a vacuum for the heat in that object, pulling it into the space around the caster’s hand to instill a “chilling” factor. When used on an item, it runs the risk of freezing the object. When used on a living being, it lowers the body temperature to potentially dangerous levels; living beings tend to reach with much the same way as being out in freezing temperatures - feeling sluggish, sleepy, with reduction in strength and mobility from muscles condensing from the cold. This feeling will last until the body is brought back up to proper temperature, either by the addition of heat or over the course of time in a warmer environment. [color=cadetblue][u]Encompassing Freeze:[/u][/color] Caster extends their hand toward a target, and encompasses them in a nearly invisible sphere of air in which all heat has been removed. Those that do become trapped in it will instantly experience a reaction to the extreme cold environment and suffer from the usual effects of the lack of heat the longer they are in there, ultimately putting the target into a stasis like state that can be reversed by warming the target back up to standard temperature. This spell has a natural limit of a few minutes when cast, but can last longer if the caster maintains concentration on it. [color=cadetblue][u]Burning Touch:[/u][/color] The opposite of Chilling Touch, this spell increases the amount of heat in the area around the caster’s hand. When the caster touches an object, this spell causes the object to act as the vacuum for the heat, pulling the heat from around the caster’s hand to cause a “super heated” factor. When used on an item, it will leave a burn mark and runs the risk of setting the object on fire. When used on a living being, it raises the body temperature to dangerous levels; living beings tend to react with much the same way as if they had spiked a fever - sweating, potential delirium, and trouble concentrating. This feeling will last until the body is brought back down to proper temperature, either by the removal of heat or over the course of time in a cooler environment. [color=cadetblue][u]Encompassing Heat:[/u][/color] Caster extends their hand toward a target, and encompasses them in a nearly invisible sphere of air in which heat has been increased drastically. Those that do become trapped in it will instantly experience a reaction to the extremely hot environment and suffer from the usual effects of being in excessive heat the longer they are in there, ultimately causing the target’s organs to start shutting down. This is a far deadlier version of Encompassing Freeze as the actual effects can only truly be reversed with healing magic, though can be lessened by removing the target(s) from the extreme heat. This spell has a natural limit of a few minutes when cast, which will not inherently do much more damage than making someone experience heat exhaustion, but can last longer if the caster maintains concentration on it and thus will cause worse effects. [color=cadetblue][u]Thermal Blast:[/u][/color] The caster increases the heat around one hand, and decreases the heat around their other hand. After they’ve reached a proper imbalance between the two temperatures, they slam their hands together to create a sudden vacuum of negative pressure that ultimately will create a shockwave out away from the caster. Shockwave will travel for up to 20 feet before fully dissipating, getting weaker the further from the caster it travels; within a foot or two it is strong enough to send someone flying back away from him. [color=cadetblue][u]Thermal Shift:[/u][/color] This spell allows the caster to either increase or decrease the temperature of the area surrounding them, up to a 100’ radius from the caster. How hot or cold depends on the caster’s target, but is generally used as a utility spell to help negate negative effects from being stranded in extreme conditions. [color=cadetblue][u]Thermal Reaction:[/u][/color] The caster reactively adjusts the how much heat, or the lack thereof, is in a 5’ radius of them in order to stave off an attack. The heat increase is generally done to an extreme, which is likely to cause 3rd degree burns if the attacker tries to get closer; conversely the heat decrease is generally to an extreme, making the attacker feel sluggish and start to freeze up to not be able to press the attack further. It’s an innate defense practitioners of Thermodynamic Conversion have, as this magic doesn’t lend itself to defense very well. [color=cadetblue][u]Thermal Activation:[/u][/color] Supercharging the heat property of the air around an object will drive the heat into the object, thus causing it to glow - or, in the case of flammable objects, catch fire - from the thermal radiation. [/hider] [hider=Abyssal Body] Abyssal Body draws on the properties of Dark Matter, a corrosive substance that is visible to the naked eye as a mass of swirling black and indigo, as well as powers from an extradimensional realm known as the Abyss. This magic is not just an unnatural magic, drawing on dark powers thought to be beyond the reach of Earthland - or it’s sister dimensions - reach, but is one that is thought to be a lost magic forgotten for its potentially dangerous and uncontrollable properties. [color=cadetblue][u]Abyssal Sight:[/u][/color] A body enchantment, this allows the caster to allow others to see in pitch darkness. It can be cast on multiple people at once, with each additional person costing more energy to cast. Requires the caster to physically touch the target’s forehead. Enchantment lasts for an hour, unless dedicated focus is to holding it longer. Exposure to bright light while this enchantment is in place will temporarily blind the users. [color=cadetblue][u]Consuming Abyss:[/u][/color] Caster raises a hand - palm flat - toward a target, and summons up a sphere of total dark matter, snuffing out all light and holding the target immobile. The air within the sphere gains weight, to feel a bit oppressive and give a sense of claustrophobia, dread, and abandonment to the target by shutting out all ability to sense the world outside the sphere. This spell can be held for longer than the normal end time, which can cause the corrosive nature of the dark matter to start eating away at clothing and organic matter within the sphere. Will last for up to 5 minutes (unless held longer by the caster), though it can be dismissed by the caster, or overpowered either from the target trapped within the sphere (via magically attacking the sphere) or a magical light strike against the sphere from an exterior source. (An exterior force attacking the sphere will not damage the target trapped within. Simply dissipate the sphere itself.) [color=cadetblue][u]Abyssal Reach:[/u][/color] Caster thrusts a hand toward the target. Tendrils of dark matter shoot out at the target, and despite their apparent weightlessness and translucency they are quite tangible; these tendrils can be cut and otherwise blocked by solid objects. They can be used to attack a target, striking an opponent with fast and powerful strikes over the course of several minutes - or for however long the spell is concentrated on - and delivering painful caustic burns in addition to any blunt damage when they come into contact with bare skin. These tendrils can also be manipulated to be used to pick up and move objects out of reach. They can squeeze into small spaces and be used to manipulate objects - such as slipping under a door and disengaging a lock - so long as the user knows where the tendrils are moving unseen. The tendrils can only lift and move things that the caster would be able to move - so objects the caster could not lift cannot be lifted, but could be pushed - similar to other forms of interaction with objects. In any capacity, the tendrils have a maximum distance they can reach, which is roughly 100 feet. [color=darkslategray][u]Abyssal Imprisonment:[/u][/color] Caster summons up several tendrils of dark matter, shooting up from the ground - or from behind - to wrap around the target (depending on if they are standing on the ground or flying). These tendrils shoot up and latch around the limbs and body of the target, restricting movement and restraining the target. They can be cut, or destroyed with the application of magic. They also will cause caustic burns that will slowly start to eat away at the person should any of the tendrils touch bare skin. [color=cadetblue][u]Leeching Abyss:[/u][/color] Caster extends their hand toward the target. A multitude of dark matter tentacles race forth, forming hands that attempt to grasp the intended target. These tentacles will attempt to restrain the target, and should any make a solid grasp against the target’s bare skin or a source of magic (lacrima infused item and/or holder item) will slowly drain the ethernano from the target and transfer to the caster. While they may seem intangible due to the translucent nature, much like other Abyssal Body spells they can be deflected with weapons and other solid objects, as well as destroyed. The more skill the user has, the faster the tentacles move and respond to adjustments in target’s position, as well as the more tentacles are summoned. [color=darkslategray][u]Abyssal Destruction:[/u][/color] Caster forms a sphere of dark matter in their hand that is then released at the target in the form of a large beam, or thrown as a destructive orb that explodes upon contact. The destructive capability depends on how long it is charged up for - a few seconds is weak compared to ten minutes which could level a mountain - and the longer it charges, the larger the diameter of the attack (beam or sphere) is. [color=cadetblue][u]Into the Void:[/u][/color] Caster becomes intangible to magical and physical attacks, disappearing from sight and able to reappear at a different location, or in the same location after the attack being avoided is finished. Unable to spam this attack, as it wears on the caster the more it is used. [color=cadetblue][u]Fury of the Abyss:[/u][/color] Caster gains a swirling haze of a black and indigo glow. While using this spell, caster is able to move at incredible speeds that allow the user to land powerful melee attacks. The speeds are generally fast enough that it can be difficult to trace his trajectory and thus difficult to defend against. There are traces of heat left in the wake of the caster’s movements, heating up the area more and more. User cannot cast other spells while this is enabled. [color=cadetblue][u]Hex of the Abyss:[/u][/color] Caster thrusts a hand out toward a magical source. An invisible force pulses out from the thrust hand forward toward the source, dispelling any spells that may be in effect by the target. This attack is typically used to target an opponent in battle, and can dispel magically equipped armor/weapons that are summoned up from Requip, or temporarily nullify the magical properties of holder items; when dispelling caster magic it is instantaneous, but items unequipped in this manner - as well as holder items that are nullified - cannot be reequipped or have that magical property reactivated again for a few minutes. This spell can also be used against static magical effects, such as magical barriers or traps, to dispel the magic in place. Against sentient magical items, it acts more or less like a stun attack, temporarily causing the item to be in a semi-conscious state and partially unresponsive. [color=f6989d]**Special Notes: this is going to be the next spell he learns, not one already in his kit. He'll be actively working on getting the functions of it proper at the start of the RP but not actually be able to utilize it in any capacity.**[/color][/hider][/hider] [color=cadetblue][b][u]History:[/u][/b][/color] One would expect someone like Markovis to have some isolated and gloomy upbringing to create such an emotionally void individual. That was not the case. While, yes, he was an only child, his parents were neither too busy to bother with him nor overbearing. They supported him in whatever interests he wanted to pursue when younger, gave him his freedom to pursue them at his own pace, and even never pushed him to do better than he wished. But he wasn’t happy with just being mediocre when it bored him. He skipped grades and was seen as a bit of a prodigy in his youth - gaining a great understanding of Thermodynamic Conversion magic quicker than many believe would be possible to match his intelligence - and graduated at a young age. The drive for it was all his own. It wasn’t exactly an external force from his parents, but the accolades of the achievements from those around him - relatives, teachers, the ire of fellow students that were older and placing lower in the class than him. He pushed himself to keep achieving bigger and better, looking into various other magics that eventually led to finding an ancient tomb from which he learned Abyssal Body, as a way of distracting from others around himself. This led to him also entering university on full scholarship at age 14. But upon completing his first year, he found he was losing his drive, despite focusing on theoretical magics and magical applications. He was very capable of exploring the new magic and still making time for his studies, but ultimately found he had no clue what he wanted to do with himself, and professions that require a degree were starting to seem more and more like just attempts to continue receiving accolades instead of something that interested him. Halfway through his second year, he finally decided it wasn’t worth it. The only thing he did enjoy in all of it was magic and figured that was the better pursuit. He dropped out and decided to focus entirely on developing his magic. Neil helped support him for this year he took off, far more kind and understanding than Markovis actually understood and felt incapable of expressing his gratitude properly for doing such, the younger mage decided joining a guild would help him best - both to find a purpose in life and to put the only thing he considers a passion (magic) to use in being able to start repaying his friend for supporting him the past year. While choosing wasn’t easy, he figured going with the well rounded Phoenix Wing guild would give him a chance at taking a wide range of jobs and he could decide what to do from there. [color=cadetblue][b][u]Personality:[/u][/b][/color] Generally stoic and impassive, Markovis doesn’t generally rise to the occasion for most things. It’s not an easy task to incite anger or sadness, or even a smile, out of the man. He prefers being task oriented, focusing on work and keeping to himself when there isn’t a job of interest on the board. While he may not train to become stronger, he does enjoy challenges and often takes jobs that can be difficult for a single person to do by himself. Deep within this mask of impassiveness is someone that does care. But he doesn’t quite understand how to show it. So, he doesn’t bother. It’s far easier to work if you don’t have the bothersome voice of compassion whispering in your ear. This causes him to not try to pursue close connections with anyone, and generally views anyone as an associate or an acquaintance with no real feelings of familiarity toward any one individual beyond that. [color=cadetblue][b][u]Guild and guild mark location:[/u][/b][/color] Phoenix Wing, Right pectoral - dark gray [color=cadetblue][b][u]Team Members:[/u][/b][/color] Smokin’ Bottle: Neil Yoska & Trinity Stratos [color=cadetblue][b][u]Three Strengths:[/u][/b][/color][list] [*][color=cadetblue][u] Large Magical Reserves:[/u][/color] Markovis started training his magic young, and has learned to build up even larger reserves for his magic to cast more spells or continue casting after using a high consumption spell. He tends to recover his energy faster being in darkened conditions, and benefits from the fact that he acts with restraint that prevents him from expending power he doesn’t need to. [*][color=cadetblue][u] Fearless:[/u][/color] That’s not to say he doesn’t have anything he’s afraid of, but when faced with death or torture, or even the same of his allies, he is unyielding and unblinking in his position. He’s not looking to sacrifice himself or others, but he will not bend his position or even break just to see no suffering befalls anyone. The same is said for his pursuit to complete a job, willing to push himself past the limit and risk his very life to ensure the task is completed. [*][color=cadetblue][u] Intelligent:[/u][/color] Let it not be said that one who holds their tongue be proven ignorant. It is clear from the look in his eyes and the words he chooses when he speaks that he is far more intelligent than many give him credit for. He understands finer nuances of conversations even if he lacks the emotional wisdom to feel their impact, and can be quite manipulative if he desires; it usually isn’t the case as he sees most interactions with others as a means to an end. Most jobs end up as simple games of chess to him, mapping out the moves of himself (and often able to predict the moves of partners he chooses to accept) and the opposition before the job is even underway.[/list] [color=cadetblue][b][u]Three Weaknesses:[/u][/b][/color] [list] [*][color=cadetblue][u] Dispassionate / Emotionally Inept:[/u][/color] While there is a part of Markovis that does care about others, he has difficulty not only showing it but also acknowledging it in himself. This especially is seen in the middle of dangerous jobs, should someone get hurt - they should have thought better about what to do to prevent it, or not come on the job to begin with, because an injured partner isn’t something he can allow to interfere with completing a job. He also appears a bit listless and with no true preference over what job type he takes. Though he can be found reading and fond of it, it’s not like there’s a particular focus to anything he does and it shows through with generally a very vacant expression and distant tone. This all mostly comes from a fact he doesn’t quite grasp emotions. Either his own or others. They aren’t tools, they aren’t generally helpful, and - more specifically - they generally get in the way. He often doesn’t understand humor of others, which generally either kills the joke or fails to deliver on the perceived outcome (not to say humor being made at his expense to laugh at how he failed to grasp it is not the desired outcome) which ultimately will result in him disengaging from the conversation in lue of better prospects. [*][color=cadetblue][u] Task Oriented:[/u][/color] When it comes to taking a job or doing work, he doesn’t allow himself to get distracted. It also tends to mean he has trouble switching gears if necessary. The job comes first, and he will see it through whether it means his partner is injured and he must continue on alone or not. While he does take in information from his surroundings, and will weigh someone’s advice or thoughts on a topic, he generally will demand they follow the most efficient means of completion rather than let the job potentially get botched because of using a plan that may reduce risk of injury. [*][color=cadetblue][u] Poor People Skills:[/u][/color] While self-evident, despite an intelligence to help him get through difficult tasks, the one thing he cannot always work out is how to be delicate about someone’s feelings. He prefers succinct conversations that end quickly to be able to continue on his day, and can oftentimes curt to ensure the interaction ends if necessary. [/list] [color=cadetblue][b][u]Greatest Love:[/u][/b][/color] His grey tabby cat, Penelope [color=cadetblue][b][u]Motivation:[/u][/b][/color] To find an actual passion in life. [color=cadetblue][b][u]Additional Details:[/u][/b][/color] He dislikes nicknames, but not enough to complain should someone insist on using one for him. He will correct once and then just ignore any future improprieties should they arise. He prefers his personal space, and has issues with people being within arm’s reach. He gets very defensive about being touched, and is only comfortable being by Neil, or when he is injured. Markovis is quite fond of animals and plants. He has led him to foster several stray cats and even nurse a pigeon back to health, though he only kept the one cat. He also has several houseplants - all of which are pet safe should his cat decides to eat them - which he tends to as well. He can name many plants without more than a single glance, and is quite content for long strolls in the park to see the flowers cultivated in the gardens. Theoretical magic and magical theory, as well as other intellectual ventures of all kinds spark an interest even if he may not seem like it does. Even in college, he enjoyed his classes regarding magical research and theoretical application of lost or ancient magics. While he isn’t exactly going to always accept a drink, Markovis is also rarely seen without something alcoholic nearby to sip on when in the guildhall. He doesn’t usually pound drinks, or even drink enough there is a notable change in his personality or perception, so he would argue against being called an alcoholic per say. That doesn’t mean it isn’t apparent there may be a problem there or developing; he just doesn’t see it. Markovis’s love of consumables isn’t just limited to liquor, and is quite fond of cooking as well. While it is easier to simply use the appliances provided to cook, there are times he uses his Thermodynamic Conversion magic to cook. While he may not look like much, or even really rise to the occasion often, Markovis is a skilled fighter both with weapons and without. He doesn’t “fist fight” per say but does have a great deal of skill in countering opponents attacks by using their momentum and strength against them. He is a talented swordsman, knowing how to utilize multiple different sized blades from daggers to long swords and even glaives in various sword fighting styles; it seems his most comfortable form is a glaive fighting which he uses both at full length and choked up to utilize as a sword. All his movements tend to be much more fluid than strength based with a focus on dodges, counterstrikes, and feints that have him moving like a dancer. Markovis lives with Neil in a townhouse Neil owns in Magnolia Town. He hasn't seen much point to moving out and pays his share of the utilities, food, etc. - at least ever since joining Phoenix Wing and generating his own income.[/hider]