Post by Midnight on May 25, 2006 0:44:03 GMT -5
Name: Joseph Midnight
Occupation: Spell Caster
Nationality: United States
Height: 5' 10"
Weight: 190 lbs
Age: 19
Hair Color: Black
Eye Color: Blue
Appearance:
(Note: Has emblem representing his bonded weapon tattooed between his shoulder blades.)
Personality: As his father described him, Joseph is a bit of a "road philosopher". He's a calm, well thought out individually who is not quick to anger. This is largly attributed to his curse of empathy. He can feel any pain he causes another which has caused him to value the seriousness of combat. To draw a weapon is either a means to train one's own skills, or a means to pain. Joseph dislikes unjust or pointless battles. Yet should he deem it worthy to enter into combat, he will do so with all of his being.
Post Time Skip: Having seen and committed many a dark things on his travels under the influence of the Madman Gene, Joseph has returned to the Arcane Academy a changed man. No longer are the times he can casually enjoy anything. The phsycotic demands of the madman gene when compounded with his already existing curse of feeling the pain of his victums twisted him. He's returned much quieter; much darker. He can no longer enjoy people for what they are as he used to. Now when he see them, he sees only flesh and bone.
History: Joseph's lineage dates back to the old west, when gunmen roamed the west, as outlaws, hired guns, and soldiers. It is back in those times that his ancestor learned the ways of magic from a Sioux mystic woman. That ancestor would apply what he learned into his sharpshooting, for he had a bit of a reputations as a quickdraw gun for hire.
Unlike many Josephs ancestor survived his dangerous life to settle into old age. He ended up eloping with a salon mistress which would begin a long line of sharp shooters which would later come to dub themselves Gunmages as later generations would found a school to teach the art.
Having been born in the art's founding family, Joseph quickly discovered that there were hated rivalries between several Gunmage houses. He learned this when he shot his first living target and felt an unimaginable wrenching in his own body. Long ago his bloodline was cursed by a rival house with empathy. Whatever damage they would cause another living creature, they would then feel themselves.
Though this scarred Joseph, he did not give up his discipline. He merely placed more value into life. If he was every forced to wound or kill someone he knew it must be for a just reason. This lead to a birth of what his father referred to as a "road philosopher".
In recent years Joseph Midnight has decided to enroll into the legendary Arcane Academy. Having learned the basics of his discipline he believes that it may be possible to bring new innovations to his art through the learning of other magical skills. He has a lot to prove back home, to a family who looks upon him as a bit of a black sheep, since he did not become subservient to D-13 like many of his brethren had done.
Post Time Skip: Imeediately prior to his departure from the Academy Joseph had allowed himself to become infected with Talbot Linsorims genetic curse. Because of his unrequenting love he accepted the Madman gene from her and followed her out into the world under it's command. After this point his memory sinks into a horrid orgy of bloodfilled nightmares. Most damaging of which being seeing himself fighting mercilously to kill the woman he loved for reasons that shook him to his core. These horrors combined with his already existing genetic curse of empathy. Throughout the horrors he could feel the pain and anguish of each victum.
How it taxes him to this day. In fact once the madman gene had been sealed (an event he doesn't even remember) he could not bear the acts of bloodletting he had commited, and took his own life...or rather that's how it seemed to him. Joseph had placed a bullet into his temple, falling to a rocky doom from a cliff, only to awaken laying perfectly fine in an alleyway of Babylos. As to how he "survived" or even arrived there are beyond him. Yet, he feels that perhaps whoever accomplished that task would see his return to the Arcane Academy. The only (and most troubling) question is why?
Style
Gunmagery - The art of applying one's magical energies into and through a bonded firearm. Can be used to strengthen a bullet, increase it's maximum range, controlling it's trajectory, placing an ammunition attracting target, creating unlimited ammunition etc.
(Note: Accompanies previously learned marksmanship skills.)
Strengths: Is a sharpshooter who's second to none. He is capable of sniping a target with his colt .45 from 200 meters without even employing his magic. Also has developed the skill of drawing his revolver and getting off his shot in the blink of an eye.
Weaknesses: Midnight's family is genetically cursed with empathy. Though generally he can only feel other's pains when he is the cause, sometimes the curse has been known to act up enveloping him in a wave of emotions or sensations of those around him.
Spell List:
Soul Bullet- Envelopes his ammunition in his body's own energy, making it far stronger than any normal bullet. Side effects of the enveloping energy is an increase in range, and the ability to manipulate a round trajectory by use of the mind.
(Note: Trained to fire every round in this manner)
Extended Sight- For the times he can't pin point a target on his own, he extends his vision along the weapon's sight in a manner similar to a scope.
Gun Mark- A target is magically marked with an emblem corresponding to his weapon which draws any round fired from it to that emblem.
Replenish- He focuses his energy into empty chambers in his weapon and magically constructs new ammunition.
Probability Sight- In the times when his senses can't be trusted he shuts them down and draws energy from his bonded tech spirit through the emblem on his back. This allows him to see the world in the long mathmatical equations that are the lines of probability. Though mainly used as an alternative to his bodily senses, if he can focus it is possible for him to divine the immediate future.
Ice Bullet- By compiling water molecules into his rounds and focusing cold energy into them, each bullet on impact will cover the target in a large portion of ice. When using sub-sequent rounds, can serve to freeze an opponent solid, rendering them motionless.
Virus Bullet- Specifically created for the idea of torture, the darkness from within is drawn into the bullet and left festering. Once this round then digs into the body of the enemy, the darkness surges outward, clawing at the soul. Since it is only a fraction of the gunmage's darkness, it will fade after a limited amount of time, but up until that moment the victum's inner being shall be wracked with unspeakable pain and visions of horror.
Call- By channeling energy through the tattooed emblam that connects the gunmage to his weapon, the gun, if seperated, can be summoned (pulled) back to the hand, even from great distances.
Weapons/Gear:
Carry's around a colt .45 as his only weapon. Always worn on his belt unless disrobed. It's a fine weapon and he has learned to maintain it to the point that he could make one from scratch, though he cherishes the revolver as if it were a pet.
Items:
Amulet of Steel - +5 Energy when using Dousing (Gun Magic Counts) Art Attacks
W/- L/- D/1
Occupation: Spell Caster
Nationality: United States
Height: 5' 10"
Weight: 190 lbs
Age: 19
Hair Color: Black
Eye Color: Blue
Appearance:
(Note: Has emblem representing his bonded weapon tattooed between his shoulder blades.)
Personality: As his father described him, Joseph is a bit of a "road philosopher". He's a calm, well thought out individually who is not quick to anger. This is largly attributed to his curse of empathy. He can feel any pain he causes another which has caused him to value the seriousness of combat. To draw a weapon is either a means to train one's own skills, or a means to pain. Joseph dislikes unjust or pointless battles. Yet should he deem it worthy to enter into combat, he will do so with all of his being.
Post Time Skip: Having seen and committed many a dark things on his travels under the influence of the Madman Gene, Joseph has returned to the Arcane Academy a changed man. No longer are the times he can casually enjoy anything. The phsycotic demands of the madman gene when compounded with his already existing curse of feeling the pain of his victums twisted him. He's returned much quieter; much darker. He can no longer enjoy people for what they are as he used to. Now when he see them, he sees only flesh and bone.
History: Joseph's lineage dates back to the old west, when gunmen roamed the west, as outlaws, hired guns, and soldiers. It is back in those times that his ancestor learned the ways of magic from a Sioux mystic woman. That ancestor would apply what he learned into his sharpshooting, for he had a bit of a reputations as a quickdraw gun for hire.
Unlike many Josephs ancestor survived his dangerous life to settle into old age. He ended up eloping with a salon mistress which would begin a long line of sharp shooters which would later come to dub themselves Gunmages as later generations would found a school to teach the art.
Having been born in the art's founding family, Joseph quickly discovered that there were hated rivalries between several Gunmage houses. He learned this when he shot his first living target and felt an unimaginable wrenching in his own body. Long ago his bloodline was cursed by a rival house with empathy. Whatever damage they would cause another living creature, they would then feel themselves.
Though this scarred Joseph, he did not give up his discipline. He merely placed more value into life. If he was every forced to wound or kill someone he knew it must be for a just reason. This lead to a birth of what his father referred to as a "road philosopher".
In recent years Joseph Midnight has decided to enroll into the legendary Arcane Academy. Having learned the basics of his discipline he believes that it may be possible to bring new innovations to his art through the learning of other magical skills. He has a lot to prove back home, to a family who looks upon him as a bit of a black sheep, since he did not become subservient to D-13 like many of his brethren had done.
Post Time Skip: Imeediately prior to his departure from the Academy Joseph had allowed himself to become infected with Talbot Linsorims genetic curse. Because of his unrequenting love he accepted the Madman gene from her and followed her out into the world under it's command. After this point his memory sinks into a horrid orgy of bloodfilled nightmares. Most damaging of which being seeing himself fighting mercilously to kill the woman he loved for reasons that shook him to his core. These horrors combined with his already existing genetic curse of empathy. Throughout the horrors he could feel the pain and anguish of each victum.
How it taxes him to this day. In fact once the madman gene had been sealed (an event he doesn't even remember) he could not bear the acts of bloodletting he had commited, and took his own life...or rather that's how it seemed to him. Joseph had placed a bullet into his temple, falling to a rocky doom from a cliff, only to awaken laying perfectly fine in an alleyway of Babylos. As to how he "survived" or even arrived there are beyond him. Yet, he feels that perhaps whoever accomplished that task would see his return to the Arcane Academy. The only (and most troubling) question is why?
Style
Gunmagery - The art of applying one's magical energies into and through a bonded firearm. Can be used to strengthen a bullet, increase it's maximum range, controlling it's trajectory, placing an ammunition attracting target, creating unlimited ammunition etc.
(Note: Accompanies previously learned marksmanship skills.)
Strengths: Is a sharpshooter who's second to none. He is capable of sniping a target with his colt .45 from 200 meters without even employing his magic. Also has developed the skill of drawing his revolver and getting off his shot in the blink of an eye.
Weaknesses: Midnight's family is genetically cursed with empathy. Though generally he can only feel other's pains when he is the cause, sometimes the curse has been known to act up enveloping him in a wave of emotions or sensations of those around him.
Spell List:
Soul Bullet- Envelopes his ammunition in his body's own energy, making it far stronger than any normal bullet. Side effects of the enveloping energy is an increase in range, and the ability to manipulate a round trajectory by use of the mind.
(Note: Trained to fire every round in this manner)
Extended Sight- For the times he can't pin point a target on his own, he extends his vision along the weapon's sight in a manner similar to a scope.
Gun Mark- A target is magically marked with an emblem corresponding to his weapon which draws any round fired from it to that emblem.
Replenish- He focuses his energy into empty chambers in his weapon and magically constructs new ammunition.
Probability Sight- In the times when his senses can't be trusted he shuts them down and draws energy from his bonded tech spirit through the emblem on his back. This allows him to see the world in the long mathmatical equations that are the lines of probability. Though mainly used as an alternative to his bodily senses, if he can focus it is possible for him to divine the immediate future.
Ice Bullet- By compiling water molecules into his rounds and focusing cold energy into them, each bullet on impact will cover the target in a large portion of ice. When using sub-sequent rounds, can serve to freeze an opponent solid, rendering them motionless.
Virus Bullet- Specifically created for the idea of torture, the darkness from within is drawn into the bullet and left festering. Once this round then digs into the body of the enemy, the darkness surges outward, clawing at the soul. Since it is only a fraction of the gunmage's darkness, it will fade after a limited amount of time, but up until that moment the victum's inner being shall be wracked with unspeakable pain and visions of horror.
Call- By channeling energy through the tattooed emblam that connects the gunmage to his weapon, the gun, if seperated, can be summoned (pulled) back to the hand, even from great distances.
Weapons/Gear:
Carry's around a colt .45 as his only weapon. Always worn on his belt unless disrobed. It's a fine weapon and he has learned to maintain it to the point that he could make one from scratch, though he cherishes the revolver as if it were a pet.
Items:
Amulet of Steel - +5 Energy when using Dousing (Gun Magic Counts) Art Attacks
W/- L/- D/1