S Rank Crimson Blade Member
Murmur Burns is a slender young man with a pale complexion and facial features that are much more soft and delicate than anything. His hair is thick and blue in color, with the tips of his hair fading. His eyes are red, contrasting with his hair and are surrounded by long eyelashes. His fringe if kept long to help hide the color of his eyes, or of anything, to draw focus away from them. Murmur is rather tall, standing at 179cm, or roughly 5'10". His limbs and fingers are long, and while his body isn't very muscular, he isn't skeletal either. On his hand is a strange marking, reminiscent of a tattoo. He isn't one to turn heads easily, and tends to simply blend into the background.
The center of his chest.
~ Mentality ~
{Personality}
This Crimson Blade member isn't much of a socialite, nor does he come off as inherently evil to begin with. He isn't one for worthless small talk, in fact, he will rarely talk without a motive behind it. Murmur is the type that always plans ahead, and is always working towards a certain outcome. He prefers to stick to the background, using a facade of being quiet and polite, even kind. He uses a variety of manipulation methods to achieve his goals. He can play the powerful dependent, acting weak and dependent to send messages of “you must not let me down.” to others. He will promise things that he cannot, and will not, grant to others. The use of threats is also a common leverage, but above all he uses his false kindness and concern to get people to trust him.
Even to the rest of the people in Crimson Blade his true intentions are unknown, but his actions display that he has an agenda of his own. While he is useful to the guild, he seems withdrawn among the members, and doesn't typically approach others. He often doesn't make himself seen, leaving newer members ignorant to his very existence in the guild. However, major occurrences seems to be connected to him in some way, causing a few members of the guild to be suspicious of his involvement.
Murmur is both obsessive and possessive. He isn't against taking control of other people, and uses them without guilt. The people he has 'claimed as his own' have been manipulated into being under his control in one way or another. The man monitors them and will go to extreme lengths to keep them in check. Along with this he keeps track of all their information using Archive magic, and with that being said, he knows a lot. When acted against or betrayed he can become violent. He hates it when people he possess act on their own, or to hide things from him. He's sure to remind them of where they stand, and his power over them. When they act in a way that pleases him, they are often treated gently, more like pets than anything. Along with this, he loathes people trying to meddle with what is 'his', and is protective of them in his own insane, psychopathic way.
While for the most part he is calm and collected, he is essentially a paranoid person. He thirsts for power due his fundamental fear of not being in control. He doesn't like being in the dark about thing, and the idea of not knowing something can upset the balance. Certain actions and words can trigger certain emotions, most commonly, anger and rage. If you can one-up him, causing him to feel helpless can help cloud his judgement. Murmur lacks morals, and finds that the end justifies the means. He isn't bothered by sacrifice, and doesn't dwell on preserving life of others. However, he isn't quick to discard people, even if they start to lose their usefulness.
On the outside, he seems like the last person who would be in a dark guild. He'll treat people kindly and act friendly, considerate and merciful. He's the type of person that would help someone get back on their feet, only to trap them in a situation where they cannot escape him. He seems to have a light sense of humor in this state, though it turns into something dark when his true personality is shown. Regardless if he's under the facade of being kind or not, he's a person who's rather superstitious, and believes in luck. Depending on how lucky he feels can fuel his actions, be it more arrogant or cautious. In which, knowing his 'unlucky days' can give an opponent an advantage, as he is not beyond being manipulated himself.
{Magic-Types}
Etteilla's Tarot ~ Archive ~ Concealment
{Signature Spell}
N/A
{Spell List}
Etteilla's Tarot : A deck of 78 cards, made up of the major arcana and the minor arcana suits; swords, wands, cups and pentacles. The deck was created by a powerful, dark mage known as Etteilla. As it's wielders die, the deck seeks out a master on it's own. To be frank, the owners of the deck don't seem to live very long, and often vanish after a few years. It's been said that the magic deck is a separate entity of it's own, having only chosen to be used by a select few mages over several years, for it's own purposes. The cards take up a separate space, and the cards have to be summoned one at a time, a process akin to drawing. The effects of the cards vary, depending on the arcana drawn. The more powerful the mage, the more cards they can draw. Along with this, the more powerful the card, the more energy it takes out of the wielder. In addition, prolonged usage of the deck effects the user, which also depends on the types of cards that are drawn. For example, multiple draws of the arcana The Moon can drive the wielder to madness, while draws of The Wheel of Fortune will affect the severity of their luck. Because his force of offensive magic is random, relying on chance, every card he draws during the roleplay will be decided via random generator, while keeping the current situation in mind. (As, it wouldn't be very fun if he managed to draw The Fool or The World first thing.) Along with this, currently he can only draw three cards per fight. Because of the nature of this magic, it is impossible to completely copy it using copy magic. However, effects and abilities given by the the Minor Arcana can be mimicked to so point.
Wands: The arcana of fire, peasantry, creativity and will. The drawing of even numbers these cards bring physical fire type spells, their power depending on their number. The drawing of odd numbers of these cards decreases the opponents willpower, their power depending on their number. The Page of Wands allows for the combination of Earth and Fire. The Knight of Wands allows for the combination of Air and Fire. The Queen of Wands allows the combination of Water and Fire. The strongest card of this arcana is the King of Wands, as a Fire-Fire draw, allows for the element to be used to it's full power. Constant drawing of the wand arcana increases the user's intelligence, ex, quick mindedness.
Pentacles: The arcana of earth, merchants, the material body and possessions. The drawing of even numbers these cards bring physical earth type spells, their power depending on their number. The drawing of odd numbers of these cards weakens the opponents defense and overall health status, their power depending on their number. The Knight of Pentacles allows for the combination of Air and Earth. The Queen of Pentacles allows for the combination of Water and Earth. The King of Pentacles allows the combination of Fire and Earth. The strongest card of this arcana is the Page of Pentacles, as an Earth-Earth draw, allows for the element to be used to it's full power. Constant drawing of the pentacle arcana increases the user's defense.
Cups: The arcana of water, clergy, emotions and love. The drawing of even numbers of these cards bring physical water type spells, their power depending on their number. The drawing of odd numbers of these cards effects the opponents emotions, the emotion depending on the number drawn. One corresponds with sadness, three is fear, five is rage, seven is joy, and nine is infatuation. The Page of Cups allows the combination of Earth and Water. The Knight of Cups allows the combination of Air and Water. The King of Cups allows for the combination of Fire and Water. The strongest card of this arcana is the Queen of Cups, as a Water-Water draw, allows for the element to be used to it's full power. Constant drawing of the cup arcana increases the users agility.
Swords: The arcana of air, nobility, military and reason. The drawing of even numbers these cards bring physical air type spells, their power depending on their number. The drawing of odd numbers of these cards decreases the power of the opponents physical attacks, their power depending on their number. The Page of Swords allows for the combination of Earth and Air. The Queen of Swords allows for the combination of Water and Air. The King of Swords allows the combination of Fire and Air. The strongest card of this arcana is the Knight of Swords, as an Air-Air draw, allows for the element to be used to it's full power. Constant drawing of the sword arcana increases the user's attack power.
The Fool: The Fool arcana allows the user to use powerful telekinetic magic. When this card is drawn no other arcana cards can be drawn afterwards. Drawing this card installs an arrogant nature into the user.
The Magician: The Magician arcana allows the user to copy the magic of their opponent, but can only copy one form of their magic, and may be unable to mimick certain types of magic; mostly being extremely rare or lost magic. Multiple draws of this card decreases the stability of the users own magic.
The High Priestess: The High Priestess arcana not only heals the user, but grants them accelerated healing throughout its duration. Multiple draws of this card decreases the users self awareness.
The Empress: The Empress arcana summons Isis, a celestial being to fight on behave of the user. Isis' attacks using long range light and shadow based spells. Her agility and the strength of her spells are powerful, but she lacks defense and is weak against physical attacks. Drawings of this arcana lowers the users resistance to temptation.
The Emperor: The Emperor arcana summons Minos, a celestial being to fight on behave of the user. Minos' is a close range fighter, using physical attacks using a sword. His strength and defense is high, but he is weak to elemental based magic. Drawings of this arcana lowers the users moral.
The Hierophant: The Hierophant arcana allows the user insight into the moves of their opponent. The power of this card allows them to read their movements and in turn, gives them more time to react to their actions. Draws of this card decreases the users magic power.
The Lovers: The Lovers arcana allows the user to control an opponent for a brief period of time. Under this effect the opponent is aware of their actions, but is unable to act or speak out of their own free will. Physically, it makes them appear as if they are in a trance. While using the spell, the user must concentrate and channel the magic to control their opponent, and can be interrupted. If the interruption is long or great enough, the spell can be broken early. Draws of this arcana decreases their magical resistance, making them more vulnerable to attacks.
The Chariot: The Chariot arcana summons the Sword of Krishna, a powerful magic broad sword that bestows great physical power to the user. Multiple draws of this card upsets the users emotional balance.
Strength: The Strength arcana summons Zeus' Armor. The magic armor has moderate defense, but relies on the agility and high evasion it bestows on to the user. It increases magic type attacks and is weaker against physical blows. Multiple draws of this card drains the users stamina.
The Hermit: The Hermit arcana essentially 'blinds' the opponents. It's effect makes the opponents view the world as if it's been drenched in darkness, without light, and makes their surroundings appear as if it's 'pitch black'. Draws of this card damages the users senses.
Wheel of Fortune: The Wheel of Fortune can effect both the opponent and user positively or negatively. The card summons a wheel which has engravings of the roman numerals one through eight. I allows the user to escape through teleport, but the corresponding numeral VIII allows the opponent to escape through teleport. II breaks a random limb of the opponent, while VII breaks a random limb of the user. III heals the opponent, and VI heals the user. IV drains a large amount of magical energy in the opponent, and V drains a large amount of magical energy in the user. The result of effects that help the user increases the severity of their good luck, while the result of effects that help their opponent increases the severity of their bad luck.
Justice: The Justice arcana allows the user control of magic barriers, which can be used as a type of shield or a cage to contain an opponent. Multiple draws of this card weakens the users general defense and durability.
The Hanged Man: The Hanged man arcana paralyzes the opponent, but drains the rest of the users magic power. Draws of this card weakens the users physical power.
Death: The Death arcana drains all life around it. While it kills simple life forms such as plant life and insects, prolonged exposure drains both the opponent and user of their energy, and can ultimately lead in blacking out. Draws of this card lessens the users life span.
Temperance: The Temperance arcana grants the user healing magic, to heal both themselves and others around them. Though, it cannot completely heal major wounds. Multiple draws of this card decreases the users rationality.
The Devil: The Devil arcana summons a large wolf-like beast known as Beelzebub, who attacks using fire based magic and physical attacks. Though, the beast lacks both intelligence and defense. Multiple draws of this card decreases the users humanity.
The Tower: The Tower arcana summons the bow The Querent, which uses magical arrows. The arrows induce poison effects, and in addition, can be fired to shoot several arrows at one time. Multiple draws of this card increases rage and loathing in the user.
The Star: The Star arcana summons Thoth's Armor. This magical armor is highly resistant and defensive, and increases physical strength. It however sacrifices agility, evasion and stamina. Multiple draws of this card weakens the users agility.
The Moon: The Moon arcana allows the deck holder to use illusion magic. Simple enough, this card can bring forth anything from an illusionary castle, or cause the opponent to see things that aren't there. This can range from seeing their allies as aggressive monsters, to seeing themselves as perfectly healthy when they are very much battered and bruised. Drawing of this card causes the user to lose sanity.
The Sun: The Sun arcana allows the user to exploit their opponents emotional weakness by giving them empathetic awareness and insight into their opponents past and psyche. Multiple draws of this card lessens the users empathy and understanding.
Judgement: The Judgement arcana allows the user to unleash great magic and physical power, but in doing so sacrifices stamina and defense. It's more of a finishing blow, as the user cannot do much of anything afterwards. Draws of this card increases the users paranoia.
The World: The World arcana allows the user to use all types of elemental magic, in more of a moderate or basic manner. When this card if drawn no other arcana cards can be drawn afterwards. Drawing this card installs a chaotic nature into the user.
Archive : Murmur uses archive as a way to store vast amounts of information, mostly on people. He often spends a lot of time digging around to learn more about people, to the point where he's obsessive about it. Along with this he uses archive as a way to communicate with people, usually those he has working for him as he often won't use it during battle. He can use it to transfer data to others, though the ability isn't used very often. However, archive is his most stable skill. It is the first type of magic he had tried to learn, as it's ability to keep information appealed to him.
Concealment : This is usually used as a way to hide objects and such, opposed to trapping people, though the action isn't exactly rare. Murmur is also able to use the ability on himself, to conceal his presence from others. When it is used in battle, it is either used in a way to trap people in a different dimension to prevent them from escaping, or as a way to allow him to escape.
# High Intelligence
# Manipulation
# Perceptive
# Acrobatic Skill
# Agile
~ Personal Background ~
{Biography}
The sense of not being in control filled him at an early age. He was abandoned by his parents and grew up at a large orphanage. From early on he discovered ways to give him a feeling of being in control, be it learning more than the other children, or stealing, or tricking others into doing things he wanted them to do. He often obsessed over little things and couldn't let anything go unanswered. It didn't take long for him to try picking up magic in an attempt to become superior to others. Be it teaching himself, or having others teach him, he learned at a steady pace and showed potential in his magic abilities. When he was nine years of age he was adopted by a couple, with his new mother being apart of the magic council, and both talented mages.
From there his magic ability grew as they taught him, and he started to learn about the ruling body in their world. He started to become consumed with an obsession for such power, sparking ideas of ways he could change the system for him to be the absolute power in the world. In early adolescence he began worming his way into the lives of others, and manipulating them, weakening the structure of the magic council. At age sixteen he discovered that he could use Etteilla's Tarot deck, bringing major suspicion to himself by his parents. The two forbid him from using it, and often attempted to bring him into situations where the ability could be studied. Their relationship soon became strained, and Murmur learned that he couldn't continue living with his parents. From there he staged a kidnapping situation, and vanished from their lives.
It was then where he started trying to develop his ability to use Etteilla's Tarot, which proved to be more difficult than first perceived. The deck was temperamental, refused to be controlled, but Murmur continued his practice, wrongfully convinced that one day he could obtain control over the arcana. As he used the deck more, he started to change more and more. For one, his appearance changed as he started to be able to use the cards. His eyes turned red, and a symbol appeared on his right hand. Along with this, paranoia started to set in, and he became more chaotic, arrogant. His morals plummeted, and his empathy towards other people started to shrink. His power fluctuated, depending on what he drew, and his personality suffered.
Murmur was eventually brought to a state where he needed everything to be in his control. He wedged his way into Crimson Blade, and as he grew stronger, moved up in ranks steadily. During his first six months of being in the guild, Freya was still apart of Crimson Blade. The two weren't close, but have sparred once before. Murmur was able to defeat her celestial spirit, Taurus, in which the spirit became more or less infatuated with him, but Freya was able to defeat him in the end. Beyond then he started working towards becoming stronger, and spent more time out on missions moving up ranks. The previous head took a liking to him which made climbing ranks a bit more easier, and now along with K'brak he works as an advisories for the guild. While K'Brak and Ravenna don't trust him, and Ravenna especially disliking him, he has formed something of a friendship with Kiev.
Today he currently works towards reaching his goal of complete control. He plans on using his knowledge and abilities to slowly weaken the council, along with the more powerful guilds. He has people that work under him in places of power, in the military, and in both legal and dark guilds. Ultimately, he plans on changing the magical council within, with as little attention being drawn to the action as possible. From there he plans on using the magic council to turn against legal guilds and their guild masters, until there isn't anyone strong enough to oppose him. There's not a clear idea of what's he's going to do with the power, usually he'll claim it'll 'Change in everyone's best interests'. Though, it'll certainly resemble a system of strict regulation, and in our own world he'd be called a communist.