[hider=Arthas Review in Blue]Name: Arthas Drenmur, Last of the Mage Hunters Age:28 [color=cyan]Over the hill.[/color] Birthday: January 14, X872 [color=cyan]I suppose this would belong in the extra section.[/color] [hider=Magic:Art of the Gunslinger] 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 [color=cyan]that literally sounds like fancy and overt shows of magic power[/color]. 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. [color=cyan]Gun-fu[/color] [hider=Spells] 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. [color=cyan]Can this be spammed? How long does a charge take? A second, couple seconds?[/color] 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. [color=cyan]To my understanding of his magic, if he's just expelling his energy I wouldn't think he could make this spell have elemental effects because he himself doesn't exactly have elemental magic. The obvious answer would be "he enchants it" but based on a previous conversation we had I was under the impression that his enchantments were typically done in preparation for combat rather than during. Also: I think you forgot to switch out "revolvers" because Eis and Feuer aren't revolvers lol.[/color] 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 Scattershot- Focusing some magic energy into the empty ammo clips in the two pistols, Arthas can fire a short range scatter shot attack to try and buy him space. If the shots come from Feur, you get set on fire. If from Eis, you get frozen and frostbite. [color=cyan]This just sounds like a more concise version of the Burst Beams spell. I like this one more.[/color][/hider][/hider] [hider=Enchantment Magic] 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. [hider=Primary Enchantments] Blinding Shot- A timed shot, the enchantment on the bullet detonates into a blinding flash at a certain range from the end of the barrel after fired. 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. 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.[/hider][/hider] [hider=Mage Hunter’s Weapons] [url=https://img.roleplayerguild.com/prod/users/fe9a877f-155a-4884-b36e-c3175c9c9e81.jpg]Feuer and Eis[/url]-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. [url=https://img.roleplayerguild.com/prod/users/c8f22812-fcd2-4bac-826f-edcbbde6391b.jpg]Hunter’s Edge[/url]-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 [color=cyan]gross[/color] distance of a target and needs to slow down their casting rate.[/hider] Magic Level: A History: The name Drenmur was, for many years, relatively [color=cyan]similar to Dreemurr, from popular game Undertale[/color] 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 [color=cyan]ominous[/color] 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 [color=cyan]we call those "aunts"[/color], 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 Joya [color=cyan]now that's a name I haven't heard in a very long time[/color] and other countries, but not anymore. Arthas is last of the order and his family, 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 seemingly 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 [color=cyan]now THAT is a plot twist[/color]. 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. [color=cyan]This section is a lot shorter than I remembered it being in the earlier draft I saw. Gonna need a bit deeper of a dive into his character here.[/color] 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. [color=cyan]Based and Burger-pilled?[/color] 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. [color=cyan]Make some friends then.[/color] 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” [color=cyan]that is intimidating[/color] 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: Theme Song-[url=https://www.youtube.com/watch?v=0uhEictEW_c]Champion, Fall Out Boy[/url] [color=cyan]So I've gathered he will be in the class of "joining the guild in IC" as opposed to "already joined the guild"? Anyways, I don't have any dealbreaking issues with Arthas but I would like some clarifications that I mentioned in his magic as well as some more explanation to his personality. Once you do that, unless Rose gives you any objections from her perspective, you'll be good to post him in the characters tab.[/color][/hider] [hider=Trinity Algretto] [center][color=aa44ff][h3]Trinity Algretto[/h3][/color][/center] [img]https://i.imgur.com/UN28mqT.jpg[/img] [b][u][i]Age[/i][/u][/b] 19 [b][u][i]Guild Mark Location[/i][/u][/b] Left clavicle [b][u][i]Magic Type[/i][/u][/b] Energy Make - Trinity can form her magic into solidified kinetic energy and mold it. She can manipulate her Make by using magic power within 5 feet of her, including moving and molding it. The properties of the Make can be altered, from stiff to flexible to fluid, a property she uses to make many of her Make designs more compact. Things like heat "excite" the Make, causing it to get brighter and stronger, but also harder to control. Things like cold and earth cause it to darken and become brittle. [color=cyan]Fairly standard Maker Magic stuff.[/color] [b][u][i]Spells[/i][/u][/b] Emergency Shield - She can quickly form a personal-sized barrier to intercept attacks. [color=cyan]But how good is the shield?[/color] Tools - Trinity uses Energy Make instead of carrying tools around. By expending magic power, she can add torque [color=cyan]can't wait until she figures out she can probably do that with weapons[/color]. She can even make power tools, though those tend to be power hungry. Roller Boots - She forms boots with low-profile wheels in the bottom. The design allows her to roll even on dirt. [color=cyan]Hell yeah.[/color] Energy Arrows - Not normally too special, but her mother's quiver allows her to make certain elemental arrows. [color=cyan]I'd normally gripe about the lack of description on exactly what elements, but I already read ahead and know it's fire and wind. Still might want to add them here too for clarity's sake.[/color] Amplifier - She spent a few sleepless nights feeling this one out. She's managed to form her Make into a small amp she can plug an instrument into. [b][u][i]Magic Rank[/i][/u][/b] B [color=cyan]Honestly, she might even be C rank. Her resume here, combined with her aversion to combat, puts her on the weaker side. But I suppose if the "quality" of her energy make constructs is high then that would make her about B rank.[/color] [b][u][i]Equipment[/i][/u][/b] Her mother's quiver. Normally used with Arrows Magic, which she cannot use, it can be set with lacrima to increase its capabilities with a wider variety of arrows. Trinity can similarly use those lacrima with her Energy Make to alter its properties. She had to sell some of the lacrima [color=cyan]RIP[/color], leaving her with wind and fire. She cannot use Requip, and must plan to use it and bring it with her. [b][u][i]Strengths[/i][/u][/b] Intelligent - Trinity has a very sharp mind. Her analytical abilities had served her well in her years of repair servicing. She remembers how the machines work, as well, keeping a vague blueprint in her mind to try it out with her Make later and see what corners her Make lets her cut. [color=cyan]In a world of magic and monsters, where do patents and copyright laws fit in?[/color] Magical Intuition - Trinity is very in tune with her magic, able to feel out how to get things to work. Dextrous - Trinity is very good with her hands [color=cyan]ha[/color], able to hold many small things in separate groups in one hand. She can manipulate tools and other objects held in her hands with ease, and is also adept at applying her body in unorthodox ways [color=cyan]ha[/color]. [b][u][i]Weaknesses[/i][/u][/b] Reckless Outburst - Though normally cautious, to avoid situations where she might need to fight, Trinity just can't stand to see her friends taken advantage of. Animals are included. Weak - Physically meager, Trinity frequently needs to apply a bit of power for that extra torque she needs when she's working. Battle-Shy - Trinity fears combat, and dislikes adrenaline. First, she'll avoid conflict. She won't ditch her friends, but if she's alone, she might just run away instead. Second, there are definitely some of the guild that seem like they get in more fights. She avoids them. [color=cyan]Just axed like a third of the guild RIP[/color] [b][u][i]Personality[/i][/u][/b] She's a smart girl who likes to show off a little when she can. She's the diligent sort who prefers to do the job right. She does her best to remain cheerful, and can't help but worry if she's seen a friend upset. Normally calm and sweet, the temper that overpowers her fear of combat gets her real mean. [b][u][i]History/Bio[/i][/u][/b] Trinity had a happy life as a young child [color=cyan]big mistake[/color]. She lived with her mother and father, experiencing the childhood of a normal little girl in a small village. Her father was a farmer, her mother a musician. She spent a lot of time with her mother, learning to play music with her, and learning the history of her mother's family. Her mother's family was originally from Minstrel, and there were a number of traditions her mother wanted to pass down to her. Unfortunately, she wouldn't be able to teach her everything. When Trinity was 14, her village was attacked in the night by what appeared to be a man shrouded in writhing shadows. Much of her village was destroyed. A path of destruction was cut into the village, stopping abruptly at her room, in her home. Her parents' room had been in the path. She awoke to crashing in her home, before the wall to her room was shredded to bits, and there he… it... stood [color=cyan]menacingly[/color]. She can't remember what happened next, but she awoke the next day perfectly fine. She found herself unable to use the magic her mother taught her, Bard's Legerdemain [color=cyan]legit though, I can only guess at what that magic is by the name but it has a dope name[/color], which she had previously enjoyed, but instead discovered a new magic in its place. Energy Make. She spent time, after that, living with the remainder of the village. She'd stay with one family or another, but she always felt poorly about it. She felt like she caused the strife in hey community, and eventually, this stress caused her to leave at the age of 16. She struck out by enlisting in a guild of repairmen, using the flexibility of her Make to her advantage in the wide variety of tools she could produce. After three years of bouncing around between various technical guilds in several locations, she eventually grew tired of the lack of appreciation she felt for her useful magic and sharp mind. She decided to try something different when she heard about a guild that was different. An old school, traditional guild. Maybe things would be better there? It was worth a shot, so she found her way to Crocus to join. That was the day they left, she just missed them. she's been taking repair jobs and other technical work since, spending most of her time working. [color=cyan]So she missed them the day they all went out for a few hours and its been weeks without her checking back? She didn't just check back the next day or even later that night? Torys would love to have someone around with infinite tools.[/color] [b][u][i]Extra[/i][/u][/b] She collects instruments and records [color=cyan]I didn't think about it until now but magical music players makes perfect sense[/color], and enjoys using her magic in her everyday life. She has the instruments that survived from her village that were her mother's, as well as her mother's quiver. [color=cyan]I've got very little to complain about here. Just address the couple things I pointed out and she'll be good. I'm still a bit confused on how you plan to introduce her to the IC because of how the end of her bio is written. Will she be joining in the IC or did she already join?[/color][/hider] [@CitrusArms][@Zarkun] I lied, reviews are here in this post.