[center][img]https://i.imgur.com/e1Nsi44.jpeg[/img][/center] [b]Name:[/b] Grae Starling | [b]Age:[/b] 18| [b]Race:[/b] Human | [b]Rank:[/b] Second Class Mage | [b]Height[/b] 4 feet 10 inches | [b][sub]Personality[/sub][/b] Energetic. Bubbly. And a little smug, that bright smile and fluffy air to him that most could only assume him a coddled rich mage, staying far from the sparks of blades and fists in lax. And while there is plenty truth to that, a rich background rarely comes with comfort. So when Gray comes in with a smile and a snack in hand, do keep in mind that he's still keeping an eye out for trouble. And an edge ready to surge. [sub][sup][sub][h3][b][color=black] Fairytale [/color] [color=gainsboro]Fairytale[/color][/b][/h3][/sub][/sup][/sub][hider=]In any city, one has to expect trade to bring in fresh faces and fresher produce. From fresh reagents for expecting alchemists to new tools for wielders to seek, all is a roiling tide of interests. Something that everyone with a hint of political hunger would seek to grab, even a shred of. It is in that view that the Starlings roost. Merchants at their core, they’ve reached into many businesses and have their roots in many corners. Officially, it's peacekeeping and mediating. To anyone who looks closer, they're a family in the backstreet sense. On the surface, one might know them by brand, guaranteeing the quality of their associates in sharing their name. But any old folk with blood on their hands knows they make that guarantee with more than just their own blood…emphasis on old folk, however. In recent times, many find an odd absence in the Starlings' usual presence in their quiet deals and heavy-handed promises. Those outside might be in the dark, but anyone familiar with them knows the only reason it could be: the absence of their heir. For every generation, it is their leader/head that sets the stage for what the Sterlings are set to do. From tying knots with alchemists and building up their wares, to expecting war on the horizon and gathering weapons for a tidy harvest, all of it is led by their whim. And more importantly, tied to their campaign when they remain a prince, as opposed to their rule as king. So when that heir leaves them in silence, no one was prepared for the silence that came with it. But make no mistake, the role is not empty. All others who are qualified can attest to this with the dismembered hands of those who lost said qualifications, thinking otherwise. It is in the silent waves and caution when they have unexpected encounters with him where one may see the true figure of Gray Starling. Even if it is a scenario made, in truth, by a boy intending to spoil himself while he’s still young. [/hider] [sub][sup][sub][h3][b][color=black] Artisery [/color] [color=gainsboro]Artisery[/color][/b][/h3][/sub][/sup][/sub][hider=]For some, one might expect a keen wit and sharp reputation to be the best tools in a merchant's repertoire. But that is for small-scale trade, where deals are done in person and set in paper. And in the big leagues, where Gray walks, something becomes far more important: Nobility. Do not mistake this for a vague concept of highbrow attitude; this is [i]intentional[/i] highbrow attitude. This is the grease in the gears of socializing and the evolution of reputation, where you no longer have to worry about finding new products; you now sink or swim according to your ability to out-flirt your way against every group. And it is without doubt that Gray is noble...Maybe a little too noble in all honesty, judging by him having more dresses than a lady and his ever-expanding social contacts. Some of which are too personal to discuss at that. [i]"Hey, I can't help it if I'm prettier than a princess! Every handsome or beauty has to start cute, and I'd much rather it be on my terms."[/i] [/hider] [sub][sup][sub][h3][b][color=black] Magecraft [/color] [color=gainsboro]Magecraft[/color][/b][/h3][/sub][/sup][/sub][hider=] Alchemy, Enchantment, Farmagia, Requiper- All public magic is refined and best in the hands of their specialists, but nobody can deny the artistry in knowing who’s the best at what. With a keen mind and wide connections, Gray is usually one of the first within the guild to hear news, whether within or outside. And with that, parsing knowledge of an absolutely monstrous repertoire of knowledge of every step of life. This isn’t a specialty at everything, though, make no mistake. This is a specialty in understanding anything thrown his way and, in turn, in notifying the better hitters where they’re needed [s]and poke them especially where it stings when they flop[/s]. After all, it's easier to get people to trust him when they know he's on the same vibe~. [hider=Eyes of Sterling] An acquired set of eyes, granted via ethernano-alchemy surgery, these grant Grae enhanced vision naturally, seeing far, in the dark, and even in slow-motion down to a subatomic fineness. Always active, but the boy can choose to perceive those details rather than simply let them pass. They also grant the boy resistance to illusions as well as perception over the flow of Ether. Ignoring C-class illusions entirely, reversing B-rank back at its user with minimal choice, while A and S-class illusions are possible, albeit with great focus required. These are the Sterlings' pride and joy, the prize the boy took as his with his dominion over his generation. [/hider] [center][h2]Magnesis Magics [/h2] Spells themed around the attribute of [s]Lightning[/s] Magnesis, an attribute comparable to Gravity in effects.[/center] Polaris: His signature spell that, for most, will be understood as a simple enchantment of applying magnetism to a target, allowing Gray to manipulate its strength in pushing/pulling things around. And while that's a simple way of understanding it, it is a much scarier spell to experience when he applies it aggressively and, more importantly, silently, as he doesn't need a chant for it, just contact. Even if one is strong enough to resist being tossed around, fighting against attacks being accelerated and homed in on you while your own end up twisting him away is a nightmarish scenario. And in large part, how Gray's managed to avoid needing to learn personal combat skills, as his win condition is the moment contact is made. Surge: What people assume his signature spell is, this is a modification of Polaris that effectively sets two lines of magnetism along the ground to railgun things forward. Projectiles, allies, anything that he taps to apply Polaris to, or just straight up metal, gets launched. Simple, efficient, and flexible to apply at any moment. [hider=Requip: Overskelter] For many Holders, one would tend to rely on a brief of requips to cover all angles and many counters. Inevitable, as due to the nature of their magic, it would normally require one to find and acquire those tools to do so. The exception is for those with access to alchemy and, more importantly, the background to forge their own path. Overskelter is one of the Sterlings' magnum opus, a Cursed Tool potent not in its nature or by how much power it can summon, but in how it's able to take it. Made to take in other Cursed Tools, the weapon has gained many tools sealed within it over his youth and was the main key to how he established such early tyranny over his family. [hider=Overskelter- 10 Calamities] [center][b][h2]First Seal[/h2][/b][/center] [center][b][i]Dojigiri/The Butcher[/i][/b][/center] [center][i]Incantation: "Ezel"[/i][/center] A short, thick-bladed cleaver attuned especially to Grae, this is one of his earliest acquisitions and is especially used due to its size allowed it to be wielded simply by its pure Ethernano handle, attached to a limb for grappling purposes or attached to another of his tools to enhance them with a brutal blade. [center][b][i]Falcon Slaver[/i][/b][/center] [center][i]Incantation: "Kyouka[/i][/center] A clawed gauntlet and paired boots, sharp and resembling claws from a bird of prey, Salcon Slaver grants Grae a burst of speed and frenzy to move in for close-ranged blitzes. A natural favorite given his nature. [center][b][i]Soul Shield[/i][/b][/center] [center][i]Incantation: "Franmalth"[/i][/center] A rare defensive equipment, not just among his tools, but in general, given Cursed Tools' negative dispositions granting them a natural ferocity typically ill-suited for defense. But make no mistakes, Soul Shield can hardly be considered defensive as the cyclops-like shield serves as his Spiritia counter, absorbing them naturally and occasionally firing them right back if he gets lucky. [center][b][h2]Second Seal[/h2][/b][/center] [center][b][i]Macro[/i][/b][/center] [center][i]Incantation: "Seilah"[/i][/center] Another rarity, not being a weapon or seemingly fitting on any battlefield. Macro is a pen, capable of rewriting solidscripts and runes, allowing the boy to interfere with magic and curses that most others would simply have to brace and attempt to contain. [center][b][i]Hotblood[/i][/b][/center] [center][i]Incantation: "Jackal"[/i][/center] A conceptual Darkbring, Hotblood grants its effect directly to Grae and its nature by its name: The more hotblooded Grae becomes, the more he's able to bring forth the Explosion Curse and apply it to anything he touches. And when paired with his natural magnesis magic, it becomes that much more deadly...It also gives him wolf ears and sharp teeth, although few will notice either. [center][b][i]Darksea[/i][/b][/center] [center][i]Incantation: "Torafuzer"[/i][/center] Grae's only other defensive cursed tool, Darksea is an armor set that binds itself to him, allowing him to breathe and fight freely underwater. [center][b][h2]Third Seal[/h2][/b][/center] [center][b][i]Lullaby[/i][/b][/center] [center][i]Incantation: "Lullaby"[/i][/center] One of his strongest tools and most favored in its potency, Lullaby is a Scythe that attunes itself similarly to Hotblood, but not to Grae's nature, but to his opponent. Where Hotblood grows its power by excitement, Lullaby enhances its nature as a Cursed Tool as the enemy wishes to kill Grae more. To clarify on what its nature is...that is, on what it is made of: Antimagic, Bane Particles. Normally seen in demons, this nature grants it antimagic properties, and due to how inherent ether is to many things, including armor, this grants it not only a dispelling effect against attacks but also gives it a high chance of penetrating straight through any defense one might try to raise against it. And even its gashes grant little mercy, as the lingering particles render not just the body with unhealing wounds, but also the soul. That also means methods like intangibility or lacking a physical form are pointless in trying to avoid it.[/hider] [/hider] [hider=Cursed Series: Sin Inversion] For most mages, basic elemental spells are something akin to uniforms. Loose-fitted for anyone to wear, but soon enough leave behind once one has grown and adapted to their own style, bending the greater ether within to fit their magic around them once they've established their roles. However, there is an occasion where one must rely on those basics: When one is operating on themselves as a patient. Cursed Series: Sin Inversion is a simple spell that relies on fundamental Emotional Magic theorums to convert Ethernano in one's body into Cursia. While that is normally doable without a spell, it typically requires one to reach an extreme in negative emotions to do so, an act that only demons, dark wizards, and exceptions of exceptions can do, as even a hotheaded wizard would find it difficult to reach a level of rage needed without extreme circumstances to push them. Sin Inversion is intended to bypass the necessary instability and instead catalyze a surge of emotion well past safe boundaries to cascade, turning its user into effectively a dark wizard at the peak of their emotions. It doesn't grant any boost in power inherently, but no wizard would underestimate a dark wizard on a rampage. Within Sin Inversion, however, there are certain caveats in place that hold it back, as there would be little point in converting oneself into a dark wizard with no means of restraint, let alone making it permanent. Those being tied to the Sins that are focused upon work as both directing the wizard's madness as well as criteria that both restrain and contain said madness. The Sins can be divided into two categories: those that must not be distracted, and those that must not be sated. Why the differentiation is simple: the latter are those most known to spiral and make the inversion permanent, while the former is most known to burn the user out if they lose their focus. But so long as their focus remains firm, the red eyes of a Sterling stained with Cursia are to be feared by all on the battlefield. [b]Fury[/b] - Simplest of emotions, this requires one to focus its fury towards a target, never letting its flames surge towards those unrelated, lest it be snuffed out. Easiest to manifest and strongest flame due to anger's nature of burning other emotions as fuel. And that fire will burn the enemy down, as this is the greatest offensive option he has in great volume of Ether turned Cursia to press the aggression with little stopping them. [b]Vexing[/b] - The desire of one's idol, Vexing used to be a difficult emotion to handle until one realization came to light: It must not reach for said idol. Every attempt to alter the external inevitably either cascades into rampant inferiority or ruins the illusion it manifests. For it to remain stable, it must keep its ideals internal and aim to realize them instead. In that line, it grants Grae a level of awareness in combination with his eyes to mimic the flow of a chosen image. It won't grant him their abilities or tools, but in terms of learning from another, this is the best mode to engage and is one he uses often in his dreams. [b]Bum[/b] - Desire to be unchanging. Steady and murky, one might think it the simplest to utilize, but those fools would find themselves comatose as it spirals into laziness. No, one must never let their guard down with it, never lax, but unchanging all the same. For Grae, this is his strongest affinity, and so he cannot ever use it. In return for its slow nature, it is the greatest defensive option he has in the form of a small pool of ethernano that is effectively endless, which makes attacking nearly impossible, but defense unbreakable. [b]Lust[/b] - A desire to no longer need. Lust is endlessly ravenous; thus, it is most important to starve the user if they wish to use it properly. Keep their bite one step away and let them tear their morsel to shreds before they feast. For Lust, always recognize the softest place to gnaw into. [b]Delusion[/b] - The want of something is a simple sin, but one most known to spiral as Lust can. Delusion must not be spoken; they must always be moving, always busy. Otherwise, it will begin to raise its head and desire even the stars. Control that need to claim well, and it will guide its user to what will aid them. [b]Sodomy[/b] - Do not mistake this for simple carnal want. Sodomy is similar to Lust, but where Lust wants what is physically there, Sodomy wants to taint the unseen. Power, violence, the romance of another, Sodomy is always wanting something invisible, and because of that, it is impossible to check its spiral. Instead, one must check it at its collapse/climax. Do not let it finish; never let it reach that final act. Edge the line as fine as you must, and one will find an endless spring of cursia at their hands, refueling rapidly to spend in wild fervor towards the enemy. [b]Ego[/b] - Placed last, not because it is exceptional, but because it is [i]the[/i] exception. Not a desire but an existence of superiority. Power granted by believing oneself to be powerful, Pride is a mighty glass castle, as doubt can cause a crack to shatter it in one swoop. Many try to use it, but few can have absolute faith in their ability, and even fewer can take pride in restraining said ability. But for those few, all of them hold the greatest ability possible: Pure dominance. Authority above all others, Priority beyond claim, Ego grants Grae the capability to take what he wishes and forces all to focus on him. It is the mark of a true tyrant to use it properly, a feat that Grae managed in his youth to lay claim over Overskelter. [/hider] [/hider] [sub][sup][sub][h3][b][color=black] Parameters [/color] [color=gainsboro]Parameters[/color][/b][/h3][/sub][/sup][/sub][hider=]Second Class Mage | Second Origin[/hider] [hider=Changelog] Moved original artistry stuff into Magecraft and added new artistry capabilities (It's nobility, he is the Noble). Added ranking and Parameters Added a spell hider to Magecraft, listing some signature spells he's gonna be spamming Added his requip, Butcher Fixed several typos Name changed from Gray to Grae cuz he keeps getting called Grey Reworked the magic section -Added in Overskelter and most of its Demons as well, as the Eyes of the Sterling. -Added in Sin Inversion, as well as explanations over the Sins in question [/hider]