Name: Unknown
Age: Unknown
Alias: Drake, Trickster, Nobody
Affiliation: Himself
Height: 6'2"
Weight: 182 pounds
Species: Artificial human
The True Trickster:
Physical capabilities:
Designed from scratch to be the ultimate weapon against all that was supernatural, Drake was gifted abilities far greater than those of humans. His senses are sharp, his strength could rival those of beasts, he had stamina to go on for days and enviable reflexes. Not the apex of manhood, something far greater than that, however still not enough to rank among the behemoths flying throughout the world.
His most peculiar ability is dubbed "draining touch", it may only be activated whenever he makes skin-on-skin contact with the target. What it does is basically drain any source of magical energy usually present on creatures unbeknownst to men. Devils, angels, cursed human, mythical beasts, all those who had, some way or another, mythical forces imbued into them or are mythical by nature may succumb to Drake's absorbing capabilities, which heighten his magical prowess further.
Another add-on is some sort of sixth sense regarding magical beings, as the Trickster can swimmingly tell whenever someone is or isn't magical simply by standing close to them. Different beings pass on different signals, and thus his judgement is well-nigh always correct.
Magical capabilities:
What is magic?
Drake learnt it by himself and, to him, it is but the power of words allied with belief and a person's own magical essence. Despite being originally a rather disappointin mage, his inherent ability to drain magical creatures and implement their essence to his own molded him into an excellent magic user. He is quite resourceful and knowledgeable in many areas, such as:
The most common usage for magic are destruction spells. They range from razor-sharp wind-blades to ridiculously oversized spheres of blazing fire, these are mostly used for offense and are the most hazardous kind of magic. Naturally, the stronger the spell, the more energy it drains. These are also mostly instantaneous, in other words, their effects happen the moment they're cast so if you don't watch out, it's possible you may end up tiring yourself to defeat or even death.
Not usually a perilous sort of magic, rituals require symbols and a lot more time to take effect. They can be used for a plethora of purposes, such as finding a missing person you branded beforehand or enchanting an item of your choosing. They're very powerful and so are rarely used, they're mostly the last resort and/or preparations for a future fight.
A mid-term between Ritual and Destruction, Illusion can be instantaneous or take longer, it all depends on how much of a difference you want to cause. You can shift imagery to your liking, modifying a whole room would naturally cost more energy than changing a person's position and definitely would take more time to be fully in effect. The longer you need to sustain an illusion, the more energy you spend, as well.
This kind of magic is often portrayed as the opposite of Destruction, which isn't actually correct if you're analyzing anything other than results. Many times a great offensive mage will also possess an outstanding arsenal of defensive spells under his sleeve, after all, sometimes the best attack is a good defense. This path of magic will center on casting protections that last a determined amount of time and/or can withstand a certain amount of damage, be it physical, magical or merely environmental. It's also known to have the least demanding spells.
Conjuration is a treacherous kind of magic, it possesses many uses, raising the dead, creating weapons with a mere thought, summoning spirits to guide you. It's adaptability makes it very dependable for its users. This also is one of the hardest paths to fully master, as not all have an affinity with most its uses, for instance, not all are comfortable with necromancy and, therefore, they wouldn't firmly believe they could possibly raise the dead. That is Trickster's case, he doesn't seem to have a flawless mastery of every minor branch of the Conjuration art.
Psyche manifestation:
It is quite unclear what has led to this, yet Drake was bestowed an extremely quaint skill eventually. The ability to summon some sort of manifestation of his psyche, containing great powers. It usually burns his mana to an extent where he cannot sustain it for more than mere minutes at its full power. It cannot be interacted with, its presence its pretty ghostly on its own, and it does not quite respond to Drake's commands as it seems to have its own will. However, it stands for an innermost desire of his own: rebellion.
It's power revolves around reality bending, it can be focused onto something and, therefore, spend less of Drake's magical vitality or simply be scattered throughout an area, burning through the boy's reserves promptly. Contrary to what others could believe, the kid cannot choose how it affects things, the effects are always random, distorting reality around people and perhaps even people themselves, it doesn't seem to ever affect its wielder though.
Equipment:
Drake's somewhat distinguished arsenal of abilities are complemented by gear made specifically for him. Inspired by a magician's attire, Trickster's charcoal-hued attire consists of a few pieces, each serving its own purpose.
- Red contact lenses: Not just for show, these lenses adapt to the quantity of light present in a room and allow Drake to keep his vision intact regardless of abundance or lack of luminosity.
- Taser gloves: His carmine gloves can absorb and discharge electricity to some extent, making them extremely qualified to knock out enemies that get too distracted.
- Bulletproof vest: Underneath his trenchcoat lies a rather thick bulletproof vest, given he can swimmingly dodge bullets, it's mostly there just to assure protection.
- Thermal trenchcoat: Trickster's trenchcoat has high resistance to heat and cold, and usually sustains his body temperature so he can survive pretty much anywhere. It can also resist fire to some extent. Another minor addition to its long collar is some sort of recorder/comm-link device.
- Magnetic boots: Crafted to ease infiltration at certain locations, Drake's boots can produce a rather strong magnetic force for infiltration purposes or simply to prevent him from being moved.
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