Post by Alphonse on Feb 29, 2012 22:11:01 GMT -5
Player: Josiah
Contact: Player account
Intentions: Hero
Background
Name: Alphonse Eckhardt
Race: Were
Species: Lion
Age: 38
Tier: 4
Social
Place of Birth: Greenston, Great Plains, Alexandria
Allegiances: The Dragon Knights
Aspirations: To defend the innocent and help those who can't help themselves
Nicknames: Al
Titles: Knight General, The Lion of Winter
Relatives: Parents, Aunt Deceased.
Significant Other: None
Mental
Personality: A smile goes along way, and on the surface, Alphonse has smiles to spare. Al is a bit of the strong-silent type. Indeed, talking itself is a difficult action for him, psychologically. If he has to get his point across, he may use simple gestures or small phrases but don't ever expect a rousing speech to come out of his lips. By himself, he's rather serious and subdued, weighed down by the experiences in his life so far. He prefers to stay active and stay helpful, doing things without being asked - and when he is asked, he makes a point of seeing it through to completion. This willingness to help borders on an attitude of submission and servitude at times. Beyond that, he can also be very protective and can't abide by those who mistreat others. This is due in no small part because he has a very pronounced sense of justice and honor.
Likes: Farmwork, open fields, growing things, being useful,
Dislikes: His were body, being alone, thinking on the past
Strengths: Al's simple, quiet force of personality has a way of appealing to people. Many see something intrinsically innocent and trustworthy about him, and they'd be right on both accounts. Years of dangerous situations and training for dangerous situations have enabled him to work well under pressure. He rarely loses his cool or is genuinely afraid of a life-or-death threat.
Weaknesses: Al had the education of a farmer before everything else happened to him, and it would show, if only he talked more. While there's no biological reason for it, Alphonse has trouble talking more than a few words. Most of the time, he's practically mute. He relies heavily on Wick to speak for him when necessary. Despite the great utility of his transformed state, Al is also still uncomfortable with using it around other people - even others who know what he is.
Physical
Major Details: blue eyes, dark blond hair, light tan skin, 6'4" in human form - golden mane, tan fur, 8'10" in were form.
Appearance: Relatively tall for a human, Alphonse is a striking male figure with a northern look about him. Broad-shouldered and admittedly a bit hairy, with dark blond hair kept at shoulder length and a short, trimmed beard - these features would almost make him seem too woodsy if he didn't keep himself so clean and well-groomed. In full armor, however, he seems every bit a knight. His body is powerfully built from his many years as a warrior and a Physical mage, and he looks a good decade younger than his actual age or more. He still bears the scars that made him a Werelion on his neck, with others elsewhere on his arms and torso.
Natural Abilities: Alphonse has the abilities of a well-built man of his size, capable of lifting several hundred pounds without factoring in his Enhanced Strength. His speed is no better or worse than an average athletic human normally. His Enhanced Speed pushes him beyond normalcy, and his were form likewise increases his speed and strength appropriately.
Natural Traits: Alphonse has the usual human traits untransformed. As a Werelion, he gains retractable claws on his hands and feet, and powerful jaws to go with all his sharp feline fangs. His roar in this form is extremely loud and can be heard miles away - something he uses even less frequently than his normal speaking voice.
Strengths: A seasoned warrior, years of physical training have made him a person of the body. He has more than enough raw strength to spare, and the armor he wears may as well be paper for all it weighs him down. At the same time, frequent heart-pounding situations have kept him on his toes and ready for battle at almost all times.
Weaknesses: Acrobatics don't go over as well with his large size - as a human, or as a Werelion. While he can still move in ways the sedentary can only imagine, his agility is still a distant second to his raw strength, and he just makes a big target. The size and strength in his large hands means he's also not as good at fine manipulation with them. He's much more likely to break a pencil then write with it.
Magical
Specializations:
- Tier 1: Physical (Ice), Proficiency 5. Al can create, manipulate, and alter ice with his physical movements.
- Tier 2: Mental (Healing), Proficiency 5.
- Tier 3: Mental (Blizzard), Proficiency 5. Al can create, manipulate and alter the aspects of a blizzard, including the cold, the cloud, the wind, snow, hail and the like with his thoughts.
- Tier 4: Physical (Blizzard), Proficiency 5.
Visual Display: When charging or casting cold spells, the air around him shimmers with frost particles and his breath exhales in white mist. When using his Healing magic, his hands glow white and causes healing wounds to glow white as well.
Special Abilities: Immune to Cold, Enhanced Strength, Enhanced Speed, Familiar (Partial, Fairy: "Wick"), Levitation
Bonus Special Abilities: Enhanced Toughness, Enhanced Recovery - Enhanced Strength 2, Enhanced Toughness 2
Unique Abilities: None
Strengths: Alphonse has had two decades to work on his preferred uses of magic, and is a veritable master of the freezing styles. As a Tier 4 mage, his strength is such that even small motions are able to create large ice constructs and throw miniature blizzards with each attack. He capitalizes on the raw power he's cultivated over the years, using his great physical abilities to their fullest with that form of magic.
Weaknesses: Because Alphonse's offensive specializations are all elemental in nature, he has little in the way of supplementary magic or "surprises" for an enemy. His effects are also ultimately focused in the present moment, with ice melting over time and blizzards eventually winding themselves away. Most of his magic is not suited for anything except straight forward attacks and defenses, and so while he may be strong, there are many mages who regard his combat style just like himself: simple.
Inventory
Mundane: A wallet for his personal things, a badge displaying his membership in the Dragon Knights, a large cellphone with keyboard. He also wears a dark blue scarf with silver dragons embroidered at the ends quite frequently, to hide the scars on his neck.
Magical:
Wereknight's Armor - Written (Activated). A thick, heavy suit of bright steel armor, worn over similarly thick dark blue clothes as padding. A dragon's face is designed in the chest piece, and the fingers of the gauntlets are all oversized and steel-clawed. The armor responds to a werecreature's transformation and adapts to their new size and shape without breaking or causing discomfort in the process.
Ring of Arming - Written (Activated). A silver ring on the middle finger of his left hand, with runes on the edges. The ring can "absorb" one set of attire (even magical items) when twisted, and can later exchange what the user wears with what it has absorbed if twisted again.
History
Born to a family of Alexandrian farmers, Alphonse grew up a few miles out from Greenston, a small town in the Great Plains surrounded by a swath of farmland. He had a largely uneventful childhood living with his parents, aunt and the other farmhands. He made the normal friendships a boy of his age would, male and female, and it seemed an idyllic time in his life. School was attended with only a passing interest in learning anything. He thought himself destined for his family's farm, and he enjoyed the freedom and self-reliance it represented.
It wasn't until he was around fourteen that he first started to manifest any magical ability. He'd been riding with their farmhands at the time, herding the family's cattle when a group of goblins thought all that meat wasn't worth passing up. In the skirmish that followed, amid the gunshots and war cries, he'd been thrown off his horse. A goblin attacked him on the ground, and it was then, panicked as he was, that his latent magical ability flared to his defense. When the other farmhands arrived to help, the goblin he'd been wrestling was rigid with ice and Alphonse was shaking - distinctly not from the cold.
The farmhands, trying to consider Al's best interests, chose not to inform his parents of his sudden outburst of magic - something for which he was extremely thankful, as he was terrified of having to go away from his family - or worse, be sent away. He approached his powers with nervousness and fear, and it took him another year before he was mentally ready to start training his power on his own. Once he found the "on switch," it really wasn't that hard for him to get into a practice routine. His powers were simple and intuitive and were founded in how he moved his body.
It was still "their little secret" for several years more, but by the time he was 19, his powers had grown even further. He was effectively a Tier 2 mage - though he knew so little of magic, he didn't know what that even meant yet. What he did know was that when disaster struck him or his family again, he felt he'd be ready to fight it.
He was wrong.
It was the time of the Were War, and Alexandria had seen a rash of attacks from numerous Werecreatures throughout the land. The Great Plains were no different. Alphonse's home was no different. A pack of Weres raced through the town and left more than a little havoc in their wake. His family's homestead was in their path. The first few farmhands were killed before they could mount a defense.
Goblins were one thing. A pack of Weres was a whole other order of death. He was terrified. He didn't have time to worry about using his magic in front of the rest of them. His ice was able to hold off some of them better than bullets, but one young mage and a few guns was no match for their strength, their speed or their numbers. They broke into their house. A turn too late saw a werecougar jumping at him from behind, fangs and claws bared for the kill. In the explosion of pain that followed, he managed to lash out and kill the werecreature - but it had already done enough damage.
His throat had been ripped apart. His skin had been clawed deep in multiple places through his shirt. He was bleeding profusely and he couldn't breathe. His head was light. He didn't have the strength to even lift the dead, mostly-frozen werecougar off of him. Unchecked, the weres slaughtered everyone else on the farm. The last sounds he heard from his family were their cries of pain before the end.
His magical ability responded to necessity, instinctively bringing out a form of Healing magic he could use in his injured state. That's the only reason he survived - though more than a few times, he would come to wish he hadn't. Bloodied and traumatized, he struggled to extricate himself from the dead werecougar. He hesitantly tried to search for any other survivors, knowing full well there wouldn't be any.
Finding the broken, half-eaten remnants of one's family is never an easy thing to deal with. Alphonse took it as well as could be hoped for.
It was then that he lost his voice.
A group of the Dragon Knights arrived some time later, detecting his presence while they worked to hunt down the Weres. The same pack that had attacked his family's farmstead had attacked others as well. Some fared better than he did, thanks to their arrival. Other homes didn't have any survivors at all. It wasn't hard for them to piece together what had happened, even if they couldn't get him to talk.
As the Knights continued to search through the night, they took him with them - for multiple reasons. They knew he'd been bitten, and that he had the curse now, but they also knew he had a sizable amount of magical strength under his belt already. How well he could control himself would be a matter for another month. There was also the fact that, after everything he just went through, they didn't think it wise to leave him alone, lest their be one more casualty that night. Alphonse, broken and angry, went along with them for the chance to fight back.
It was long night. He lacked finesse, but his power was uncommon enough for his age that he peaked the personal interest of one of the mages. Her name was Sakuya. The lack-of-language barrier wasn't so hard to bridge; she was a telepath. She offered to do more than just train his magical abilities though. She offered control. She offered purpose. He was desperately in need of both. Over the course of the next few years, she guided him in both, teaching him more about magic and more about his own abilities. She trained him, physically and mentally, to get stronger - even after the Were War had ended.
It was under her guidance that he transformed into a Werelion, and found the "cursed" body to be both terrible and powerful. Her powers enabled her to keep him under control: helping him to resist the moon's sway and pacifying him when he couldn't. Several years with the powerful mage eventually saw Alphonse becoming even more powerful, with enough strength of will and magic that he was able to completely subdue his animalistic side - but more than that, several years with her also slowly weathered away his anger and depression.
And then, finally in control, she took him to be formally inducted into the Dragon Knights. His powers made him a prime candidate for their Fire Rescue division, where his Healing and Ice magic could do the most good. A precocious young fairy named Wick paired up with him to be his familiar - and more helpfully, his voice. They pair well together when rescuing people. His natural predisposition for cold magic then went even further under the guidance of other Knights, picking up Blizzard magic as well.
However, while other mages would have plateaued, Alphonse seemed to be getting even stronger under the pressure. A decade of fighting forest fires, saving people from burning buildings, and even fighting a few dark mages saw Alphonse rising to a level of power few reach. Because of his years of service and status as a Tier 4 mage, Alphonse was inducted into the upper echelons of the Knights as a general. By no means a leader, or even one of its strongest mages, Alphonse considers the title more of a formality than anything.
Yet there, among the Knights, Alphonse has found a new home ... a new family ... a new life. He tries to be the best knight he can be: honorable, just and compassionate, fulfilling what people think a knight should be.
It's a smokescreen.
Familiar
Name: Wick
Race: Noble Fey
Species: Fairy
Tier: 1
Appearance: From more than a few feet away, Wick looks more like a glowing green ball of light with wings. Close up, his body resembles a miniature yet winged elf a few inches tall, clad in sewn leaves.
Natural Abilities: Despite having the proportional strength of something a few inches tall, Wick can fly as fast as a hummingbird for extensive periods of time.
Natural Traits: Wick's eyes and ears are much more acute compared to a human's, and he has four dragonfly-like wings on his back.
Specializations:
- Tier 1: Mental (Teleportation), Proficiency 2. Wick can teleport small groups of people, things or areas with his mind, provided he knows the destination.
Special Abilities: Telekinesis, Familiar (Partial, Alphonse)
Bonus Special Abilities: Empathy, Healing, Phasing
Unique Abilities: Wick's body shines with green light most of the time, but he can actively suppress this when not flying. Fairy dust allows him to defy gravity and help others do likewise.
Strengths: Wick is good at getting people out of danger, finding and teleporting them to safety or giving them the magical equivalent of emergency first aid. He can also be quite sneaky as such a small creature, though not to magical senses.
Weaknesses: Wick has little in the way of magical attacks or defenses, and while his healing can save a person's life in a pinch, a real healer like Alphonse can do vastly more than him. He prefers flight over fight any day.
Magical Items:
-
Contact: Player account
Intentions: Hero
Background
Name: Alphonse Eckhardt
Race: Were
Species: Lion
Age: 38
Tier: 4
Social
Place of Birth: Greenston, Great Plains, Alexandria
Allegiances: The Dragon Knights
Aspirations: To defend the innocent and help those who can't help themselves
Nicknames: Al
Titles: Knight General, The Lion of Winter
Relatives: Parents, Aunt Deceased.
Significant Other: None
Mental
Personality: A smile goes along way, and on the surface, Alphonse has smiles to spare. Al is a bit of the strong-silent type. Indeed, talking itself is a difficult action for him, psychologically. If he has to get his point across, he may use simple gestures or small phrases but don't ever expect a rousing speech to come out of his lips. By himself, he's rather serious and subdued, weighed down by the experiences in his life so far. He prefers to stay active and stay helpful, doing things without being asked - and when he is asked, he makes a point of seeing it through to completion. This willingness to help borders on an attitude of submission and servitude at times. Beyond that, he can also be very protective and can't abide by those who mistreat others. This is due in no small part because he has a very pronounced sense of justice and honor.
Likes: Farmwork, open fields, growing things, being useful,
Dislikes: His were body, being alone, thinking on the past
Strengths: Al's simple, quiet force of personality has a way of appealing to people. Many see something intrinsically innocent and trustworthy about him, and they'd be right on both accounts. Years of dangerous situations and training for dangerous situations have enabled him to work well under pressure. He rarely loses his cool or is genuinely afraid of a life-or-death threat.
Weaknesses: Al had the education of a farmer before everything else happened to him, and it would show, if only he talked more. While there's no biological reason for it, Alphonse has trouble talking more than a few words. Most of the time, he's practically mute. He relies heavily on Wick to speak for him when necessary. Despite the great utility of his transformed state, Al is also still uncomfortable with using it around other people - even others who know what he is.
Physical
Major Details: blue eyes, dark blond hair, light tan skin, 6'4" in human form - golden mane, tan fur, 8'10" in were form.
Appearance: Relatively tall for a human, Alphonse is a striking male figure with a northern look about him. Broad-shouldered and admittedly a bit hairy, with dark blond hair kept at shoulder length and a short, trimmed beard - these features would almost make him seem too woodsy if he didn't keep himself so clean and well-groomed. In full armor, however, he seems every bit a knight. His body is powerfully built from his many years as a warrior and a Physical mage, and he looks a good decade younger than his actual age or more. He still bears the scars that made him a Werelion on his neck, with others elsewhere on his arms and torso.
Natural Abilities: Alphonse has the abilities of a well-built man of his size, capable of lifting several hundred pounds without factoring in his Enhanced Strength. His speed is no better or worse than an average athletic human normally. His Enhanced Speed pushes him beyond normalcy, and his were form likewise increases his speed and strength appropriately.
Natural Traits: Alphonse has the usual human traits untransformed. As a Werelion, he gains retractable claws on his hands and feet, and powerful jaws to go with all his sharp feline fangs. His roar in this form is extremely loud and can be heard miles away - something he uses even less frequently than his normal speaking voice.
Strengths: A seasoned warrior, years of physical training have made him a person of the body. He has more than enough raw strength to spare, and the armor he wears may as well be paper for all it weighs him down. At the same time, frequent heart-pounding situations have kept him on his toes and ready for battle at almost all times.
Weaknesses: Acrobatics don't go over as well with his large size - as a human, or as a Werelion. While he can still move in ways the sedentary can only imagine, his agility is still a distant second to his raw strength, and he just makes a big target. The size and strength in his large hands means he's also not as good at fine manipulation with them. He's much more likely to break a pencil then write with it.
Magical
Specializations:
- Tier 1: Physical (Ice), Proficiency 5. Al can create, manipulate, and alter ice with his physical movements.
- Tier 2: Mental (Healing), Proficiency 5.
- Tier 3: Mental (Blizzard), Proficiency 5. Al can create, manipulate and alter the aspects of a blizzard, including the cold, the cloud, the wind, snow, hail and the like with his thoughts.
- Tier 4: Physical (Blizzard), Proficiency 5.
Visual Display: When charging or casting cold spells, the air around him shimmers with frost particles and his breath exhales in white mist. When using his Healing magic, his hands glow white and causes healing wounds to glow white as well.
Special Abilities: Immune to Cold, Enhanced Strength, Enhanced Speed, Familiar (Partial, Fairy: "Wick"), Levitation
Bonus Special Abilities: Enhanced Toughness, Enhanced Recovery - Enhanced Strength 2, Enhanced Toughness 2
Unique Abilities: None
Strengths: Alphonse has had two decades to work on his preferred uses of magic, and is a veritable master of the freezing styles. As a Tier 4 mage, his strength is such that even small motions are able to create large ice constructs and throw miniature blizzards with each attack. He capitalizes on the raw power he's cultivated over the years, using his great physical abilities to their fullest with that form of magic.
Weaknesses: Because Alphonse's offensive specializations are all elemental in nature, he has little in the way of supplementary magic or "surprises" for an enemy. His effects are also ultimately focused in the present moment, with ice melting over time and blizzards eventually winding themselves away. Most of his magic is not suited for anything except straight forward attacks and defenses, and so while he may be strong, there are many mages who regard his combat style just like himself: simple.
Inventory
Mundane: A wallet for his personal things, a badge displaying his membership in the Dragon Knights, a large cellphone with keyboard. He also wears a dark blue scarf with silver dragons embroidered at the ends quite frequently, to hide the scars on his neck.
Magical:
Wereknight's Armor - Written (Activated). A thick, heavy suit of bright steel armor, worn over similarly thick dark blue clothes as padding. A dragon's face is designed in the chest piece, and the fingers of the gauntlets are all oversized and steel-clawed. The armor responds to a werecreature's transformation and adapts to their new size and shape without breaking or causing discomfort in the process.
Ring of Arming - Written (Activated). A silver ring on the middle finger of his left hand, with runes on the edges. The ring can "absorb" one set of attire (even magical items) when twisted, and can later exchange what the user wears with what it has absorbed if twisted again.
History
Born to a family of Alexandrian farmers, Alphonse grew up a few miles out from Greenston, a small town in the Great Plains surrounded by a swath of farmland. He had a largely uneventful childhood living with his parents, aunt and the other farmhands. He made the normal friendships a boy of his age would, male and female, and it seemed an idyllic time in his life. School was attended with only a passing interest in learning anything. He thought himself destined for his family's farm, and he enjoyed the freedom and self-reliance it represented.
It wasn't until he was around fourteen that he first started to manifest any magical ability. He'd been riding with their farmhands at the time, herding the family's cattle when a group of goblins thought all that meat wasn't worth passing up. In the skirmish that followed, amid the gunshots and war cries, he'd been thrown off his horse. A goblin attacked him on the ground, and it was then, panicked as he was, that his latent magical ability flared to his defense. When the other farmhands arrived to help, the goblin he'd been wrestling was rigid with ice and Alphonse was shaking - distinctly not from the cold.
The farmhands, trying to consider Al's best interests, chose not to inform his parents of his sudden outburst of magic - something for which he was extremely thankful, as he was terrified of having to go away from his family - or worse, be sent away. He approached his powers with nervousness and fear, and it took him another year before he was mentally ready to start training his power on his own. Once he found the "on switch," it really wasn't that hard for him to get into a practice routine. His powers were simple and intuitive and were founded in how he moved his body.
It was still "their little secret" for several years more, but by the time he was 19, his powers had grown even further. He was effectively a Tier 2 mage - though he knew so little of magic, he didn't know what that even meant yet. What he did know was that when disaster struck him or his family again, he felt he'd be ready to fight it.
He was wrong.
It was the time of the Were War, and Alexandria had seen a rash of attacks from numerous Werecreatures throughout the land. The Great Plains were no different. Alphonse's home was no different. A pack of Weres raced through the town and left more than a little havoc in their wake. His family's homestead was in their path. The first few farmhands were killed before they could mount a defense.
Goblins were one thing. A pack of Weres was a whole other order of death. He was terrified. He didn't have time to worry about using his magic in front of the rest of them. His ice was able to hold off some of them better than bullets, but one young mage and a few guns was no match for their strength, their speed or their numbers. They broke into their house. A turn too late saw a werecougar jumping at him from behind, fangs and claws bared for the kill. In the explosion of pain that followed, he managed to lash out and kill the werecreature - but it had already done enough damage.
His throat had been ripped apart. His skin had been clawed deep in multiple places through his shirt. He was bleeding profusely and he couldn't breathe. His head was light. He didn't have the strength to even lift the dead, mostly-frozen werecougar off of him. Unchecked, the weres slaughtered everyone else on the farm. The last sounds he heard from his family were their cries of pain before the end.
His magical ability responded to necessity, instinctively bringing out a form of Healing magic he could use in his injured state. That's the only reason he survived - though more than a few times, he would come to wish he hadn't. Bloodied and traumatized, he struggled to extricate himself from the dead werecougar. He hesitantly tried to search for any other survivors, knowing full well there wouldn't be any.
Finding the broken, half-eaten remnants of one's family is never an easy thing to deal with. Alphonse took it as well as could be hoped for.
It was then that he lost his voice.
A group of the Dragon Knights arrived some time later, detecting his presence while they worked to hunt down the Weres. The same pack that had attacked his family's farmstead had attacked others as well. Some fared better than he did, thanks to their arrival. Other homes didn't have any survivors at all. It wasn't hard for them to piece together what had happened, even if they couldn't get him to talk.
As the Knights continued to search through the night, they took him with them - for multiple reasons. They knew he'd been bitten, and that he had the curse now, but they also knew he had a sizable amount of magical strength under his belt already. How well he could control himself would be a matter for another month. There was also the fact that, after everything he just went through, they didn't think it wise to leave him alone, lest their be one more casualty that night. Alphonse, broken and angry, went along with them for the chance to fight back.
It was long night. He lacked finesse, but his power was uncommon enough for his age that he peaked the personal interest of one of the mages. Her name was Sakuya. The lack-of-language barrier wasn't so hard to bridge; she was a telepath. She offered to do more than just train his magical abilities though. She offered control. She offered purpose. He was desperately in need of both. Over the course of the next few years, she guided him in both, teaching him more about magic and more about his own abilities. She trained him, physically and mentally, to get stronger - even after the Were War had ended.
It was under her guidance that he transformed into a Werelion, and found the "cursed" body to be both terrible and powerful. Her powers enabled her to keep him under control: helping him to resist the moon's sway and pacifying him when he couldn't. Several years with the powerful mage eventually saw Alphonse becoming even more powerful, with enough strength of will and magic that he was able to completely subdue his animalistic side - but more than that, several years with her also slowly weathered away his anger and depression.
And then, finally in control, she took him to be formally inducted into the Dragon Knights. His powers made him a prime candidate for their Fire Rescue division, where his Healing and Ice magic could do the most good. A precocious young fairy named Wick paired up with him to be his familiar - and more helpfully, his voice. They pair well together when rescuing people. His natural predisposition for cold magic then went even further under the guidance of other Knights, picking up Blizzard magic as well.
However, while other mages would have plateaued, Alphonse seemed to be getting even stronger under the pressure. A decade of fighting forest fires, saving people from burning buildings, and even fighting a few dark mages saw Alphonse rising to a level of power few reach. Because of his years of service and status as a Tier 4 mage, Alphonse was inducted into the upper echelons of the Knights as a general. By no means a leader, or even one of its strongest mages, Alphonse considers the title more of a formality than anything.
Yet there, among the Knights, Alphonse has found a new home ... a new family ... a new life. He tries to be the best knight he can be: honorable, just and compassionate, fulfilling what people think a knight should be.
It's a smokescreen.
Familiar
Name: Wick
Race: Noble Fey
Species: Fairy
Tier: 1
Appearance: From more than a few feet away, Wick looks more like a glowing green ball of light with wings. Close up, his body resembles a miniature yet winged elf a few inches tall, clad in sewn leaves.
Natural Abilities: Despite having the proportional strength of something a few inches tall, Wick can fly as fast as a hummingbird for extensive periods of time.
Natural Traits: Wick's eyes and ears are much more acute compared to a human's, and he has four dragonfly-like wings on his back.
Specializations:
- Tier 1: Mental (Teleportation), Proficiency 2. Wick can teleport small groups of people, things or areas with his mind, provided he knows the destination.
Special Abilities: Telekinesis, Familiar (Partial, Alphonse)
Bonus Special Abilities: Empathy, Healing, Phasing
Unique Abilities: Wick's body shines with green light most of the time, but he can actively suppress this when not flying. Fairy dust allows him to defy gravity and help others do likewise.
Strengths: Wick is good at getting people out of danger, finding and teleporting them to safety or giving them the magical equivalent of emergency first aid. He can also be quite sneaky as such a small creature, though not to magical senses.
Weaknesses: Wick has little in the way of magical attacks or defenses, and while his healing can save a person's life in a pinch, a real healer like Alphonse can do vastly more than him. He prefers flight over fight any day.
Magical Items:
-