_____________[│║║█║▌][ρ є я ѕ σ η α ℓ - ∂ α т α]
Full Name: Ryan Nicholas Grayson
Nickname: Ry, Hotshot (usually mocking or in a derogatory manner)
Age: 21
Guild: Blue Pegasus
Rank: S-Rank
Gender: Male
Sexual Orientation: Straight
Height: 5' 10"
Weight: 156 lbs
Guild Mark Location: Back of Right Hand
Guild Mark Color: Green
Tattoos/scars/birthmarks:
Appearance: Ryan is a rather gruff looking individual, always seeming to sport a 5 O-clock shadow. His short blonde hair is usually messy and he's always bearing a cocky smile. He's never seen without his trademark black leather jacket, even when it's too hot for one, and dresses rather plainly with a white undershirt, blue jeans with a belt, and black boots.
Personality: While Ryan dresses rather plainly, he acts rather outlandishly at times. He's always the first to jump into action, and rally the troops if anyone needs a kickstart. He hates seeing others in pain, whether it be emotionally or physically, and immediately does what he can to help, even if it's not asked for, and sometimes when it's downright refused, he'll argue until he gets to help. He's brash and always forces his way when there's a block in his path. Some would say he's a man on a mission. Others would say he's just nuts.
Personal Skill: Wilderness Survival, Magical Vehilcle Maintenance
Favorite Food: Pizza, Pasta
Favorite Drink: Juice, Various Liquors
Least Favorite Food: Anything Bitter
Likes: Warm Weather, Clear Skies, Open Roads
Dislikes: Difficult Individuals, Inclement Weather, Unridable Terrain
Hates: Those who Force Their Beliefs on Others, Inexplicable Evil
_____________[│║║█║▌][¢ σ м в α т - ∂ α т α]
Magic
Primary Magic: Spiral Magic
Magic Type: Caster
Spells:
1. Spell Name: Spiral Aura
Spell Rank: D
Magic Type: Caster
Spell Description: The most basic type of Spiral Magic, Spiral Aura is a sensory magic, used to enhance one's five (six if the user has it) senses. Lower ranked mages can only enhance one sense at a time through Aura's use, but of course, higher ranked mages can utilize multiple, or even all senses at once. Activation is indicated by a spiral pattern appearing on whichever body part is being used for the sense. A spiral pattern on the eye for sight, on the ear for hearing, around the nostrils for smell, around a finger for touch, and around the tongue for taste, just to name some examples. (One sense per rank, such as 1 at E Rank, or 5 at A Rank. Lasts one turn per Rank. Can activate a combination, such as 3 Senses for 2 turns at B Rank, or 1 Sense for 5 turns at A Rank.)
2. Spell Name: Spiral Power
Spell Rank: C
Magic Type: Caster
Spell Description: A lesser form of Spiral Wave. While it doesn't have as great of an effect, it is easier to use, therefore younger and less experienced mages can use it. Most Spiral Magic users forsake this spell when they have a greater control and mastery of Spiral Wave. (When augmenting abilities, augments last for 3 turns, and are for 5 points.)
3. Spell Name: Spiral Torrent
Spell Rank: C
Magic Type: Caster
Spell Description: The user calls upon the Earth's natural Spiral Force to create a sandstorm-like anomaly of pure Spiral Energy to buffet and disorient the target. Moreso used to throw the target off their game than to do any real damage.
4. Spell Name: Spiral Wave
Spell Rank: B
Magic Type: Caster
Spell Description: The 'Bread and Butter' of Spiral Magic, Spiral Wave is as versatile a spell as they come. Spiral Wave is the physical manifestation of Spiral Magic, and is normally used to augment physical abilities, such as when fighting hand to hand, with a weapon, or using the Wave as a weapon itself. Some mages like to use this spell to trick others into thinking they are holder types by channeling the magic through guns or along blades. Lower Ranked mages can only augment one aspect at a time, such as striking ability, speed, or channeling to name a few, but stronger mages can combine them all to become a fearsome opponent. (When augmenting abilities, augments last for 3 turns, and are based at 5 points per rank, starting at D-Rank. )
5. Spell Name: Spiral Force
Spell Rank: B
Magic Type: Caster
Spell Description: Spiral Force is used as a defensive or a support magic, depending on how it is directed. If directed outwardly, it can be formed into a spiraling shield of magic, which can further be manipulated to cover a greater area, if the mage is powerful enough. If directed inwardly, it can enhance the natural healing processes of the body, acting as a boost. This can also be directed towards others as well. Overall, as a healing magic, it is not as powerful as sky magic, and will not outright remove stronger ailments, but can boost the immune system enough to 'bleed' them out.
6. Spell Name: Spiral Regeneration
Spell Rank: A
Magic Type: Caster
Spell Description: In times of need, Spiral Magic, through the unyielding will of a mage, can heal wounds and even replace lost extremities. Very rarely is this healing permanent, as it uses up a great amount of magic energy and is normally called upon by sheer power of will. This allows the mage to finish the fight to the bitter end. It is unknown if this can affect anyone other than the user. (Regeneration can only last for about 5 minutes, and can only be used again after 8 hours of rest. After the 5 minutes, all wounds return, unless there is enough magic and time remaining to utilize the Spiral Force to heal only the most serious of wounds, such as limb loss. All minor wounds at that point would return.)
7. Spell Name: Spiral Shift
Spell Rank: A
Magic Type: Caster
Spell Description: Spiral Shift utilizes the naturally occuring Spiral Force of the Earth and allows the user to create Teleportation Spirals using the Spiral Force as a triangulation plane. While people and objects can be moved through the portals, this can be used during battle to re-direct attacks at opponents by way of cloaking their attack in Spiral Magic and sending it back from another angle. Cooldown: 3 Turns
8. Spell Name: Spiral Geyser
Spell Rank: A
Magic Type: Caster
Spell Description: The user calls upon the natural Spiral Force of the Earth to come gushing forth from the ground itself like a geyser of pure Spiral Energy. Unlike forms of Spiral Energy that can be channeled and called forth from the casters themselves, this energy is the most pure and raw, concentrated that Spiral Energy can get. Just being near is a danger, as the explosion from the energy erupting through the ground can cause shrapnel damage.
9. Spiral Vortex
Spell Rank: S (Can be downgraded to A for power/less mana usage)
Magic Type: Caster
Spell Description: Spiral Vortex creates a swirling energy mass that sucks in anything in the immediate area, except for the user (and those held down by the Spiral Force of the user, but Spiral Force must be used along with this Spell for that effect.) Once inside, Spiral Magic buffets the target(s) before finally exploding and expelling those inside, if they are not crushed first. Cooldown: 3 Turns
10. Spell Name: Spiral Nemesis
Spell Rank: S+
Magic Type: Caster
Spell Description: The 'End All, Be All' of Spiral Magic. The spell itself is not harmful, only connecting the user to the Earth's spiral essence, but it's what the mage does with it that could be downright deadly. Spiral Nemesis allows the user to draw on the very force that drives everything, the evolutionary engine of the spiral itself, and create a massive power influx of pure magical energy that is then directed as the user sees fit. It draws on the mage's experiences, emotions, their very DNA, and spirals them out of control, adding the energy they make into the spiral power. It connects the user to everything around him. Anything that can be constituted as a spiral, down to the very DNA of another living being. Someone with a tendancy to defend, instead of kill, would use this attack to save an entire region from a destructive force. Someone with a deadly wish, would use it to decimate anything in their path. The spell itself takes time to charge, and is only usable by a skilled mage. The more skill, the quicker the spell can be used. (This spell can stop an S+ Rank tech or lower if used defensively, and can be an S+ strength technique if used offensively. Spiral Nemesis originally takes 4 turns to cast, but that can be shortened to 3 turns if the mage becomes an Ace or Master, and 2 turns if he/she is one of the 10 Wizard Saints.)
1. Spell Name: Spiral Aura
Spell Rank: D
Magic Type: Caster
Spell Description: The most basic type of Spiral Magic, Spiral Aura is a sensory magic, used to enhance one's five (six if the user has it) senses. Lower ranked mages can only enhance one sense at a time through Aura's use, but of course, higher ranked mages can utilize multiple, or even all senses at once. Activation is indicated by a spiral pattern appearing on whichever body part is being used for the sense. A spiral pattern on the eye for sight, on the ear for hearing, around the nostrils for smell, around a finger for touch, and around the tongue for taste, just to name some examples. (One sense per rank, such as 1 at E Rank, or 5 at A Rank. Lasts one turn per Rank. Can activate a combination, such as 3 Senses for 2 turns at B Rank, or 1 Sense for 5 turns at A Rank.)
2. Spell Name: Spiral Power
Spell Rank: C
Magic Type: Caster
Spell Description: A lesser form of Spiral Wave. While it doesn't have as great of an effect, it is easier to use, therefore younger and less experienced mages can use it. Most Spiral Magic users forsake this spell when they have a greater control and mastery of Spiral Wave. (When augmenting abilities, augments last for 3 turns, and are for 5 points.)
3. Spell Name: Spiral Torrent
Spell Rank: C
Magic Type: Caster
Spell Description: The user calls upon the Earth's natural Spiral Force to create a sandstorm-like anomaly of pure Spiral Energy to buffet and disorient the target. Moreso used to throw the target off their game than to do any real damage.
4. Spell Name: Spiral Wave
Spell Rank: B
Magic Type: Caster
Spell Description: The 'Bread and Butter' of Spiral Magic, Spiral Wave is as versatile a spell as they come. Spiral Wave is the physical manifestation of Spiral Magic, and is normally used to augment physical abilities, such as when fighting hand to hand, with a weapon, or using the Wave as a weapon itself. Some mages like to use this spell to trick others into thinking they are holder types by channeling the magic through guns or along blades. Lower Ranked mages can only augment one aspect at a time, such as striking ability, speed, or channeling to name a few, but stronger mages can combine them all to become a fearsome opponent. (When augmenting abilities, augments last for 3 turns, and are based at 5 points per rank, starting at D-Rank. )
5. Spell Name: Spiral Force
Spell Rank: B
Magic Type: Caster
Spell Description: Spiral Force is used as a defensive or a support magic, depending on how it is directed. If directed outwardly, it can be formed into a spiraling shield of magic, which can further be manipulated to cover a greater area, if the mage is powerful enough. If directed inwardly, it can enhance the natural healing processes of the body, acting as a boost. This can also be directed towards others as well. Overall, as a healing magic, it is not as powerful as sky magic, and will not outright remove stronger ailments, but can boost the immune system enough to 'bleed' them out.
-Shield Coverage by Caster Rank
-D: Front (Half)
-C: Front (Full)
-B: Full Body
-A: Small Group (Three Individuals)
-S: Large Group (Seven Individuals)
-S+: Large Building/Small Town (Small Town after a one turn charge)
-D: Front (Half)
-C: Front (Full)
-B: Full Body
-A: Small Group (Three Individuals)
-S: Large Group (Seven Individuals)
-S+: Large Building/Small Town (Small Town after a one turn charge)
-Healing by Caster Rank
-D: Minor Wounds (Immediate Round)
-C: Moderate Wounds and Diseases/Poisons (Two Rounds Total)
-B: Major Non-Fatal Wounds and Diseases/Poisons (Three Rounds Total)
-A: Fatal Wounds and Diseases/Poisons (Four Rounds Total)
-S: Fatal Wounds and Diseases/Poisons (Three Rounds Total)
-S+: Fatal Wounds and Diseases/Poisons (Two Rounds Total)
-D: Minor Wounds (Immediate Round)
-C: Moderate Wounds and Diseases/Poisons (Two Rounds Total)
-B: Major Non-Fatal Wounds and Diseases/Poisons (Three Rounds Total)
-A: Fatal Wounds and Diseases/Poisons (Four Rounds Total)
-S: Fatal Wounds and Diseases/Poisons (Three Rounds Total)
-S+: Fatal Wounds and Diseases/Poisons (Two Rounds Total)
6. Spell Name: Spiral Regeneration
Spell Rank: A
Magic Type: Caster
Spell Description: In times of need, Spiral Magic, through the unyielding will of a mage, can heal wounds and even replace lost extremities. Very rarely is this healing permanent, as it uses up a great amount of magic energy and is normally called upon by sheer power of will. This allows the mage to finish the fight to the bitter end. It is unknown if this can affect anyone other than the user. (Regeneration can only last for about 5 minutes, and can only be used again after 8 hours of rest. After the 5 minutes, all wounds return, unless there is enough magic and time remaining to utilize the Spiral Force to heal only the most serious of wounds, such as limb loss. All minor wounds at that point would return.)
7. Spell Name: Spiral Shift
Spell Rank: A
Magic Type: Caster
Spell Description: Spiral Shift utilizes the naturally occuring Spiral Force of the Earth and allows the user to create Teleportation Spirals using the Spiral Force as a triangulation plane. While people and objects can be moved through the portals, this can be used during battle to re-direct attacks at opponents by way of cloaking their attack in Spiral Magic and sending it back from another angle. Cooldown: 3 Turns
8. Spell Name: Spiral Geyser
Spell Rank: A
Magic Type: Caster
Spell Description: The user calls upon the natural Spiral Force of the Earth to come gushing forth from the ground itself like a geyser of pure Spiral Energy. Unlike forms of Spiral Energy that can be channeled and called forth from the casters themselves, this energy is the most pure and raw, concentrated that Spiral Energy can get. Just being near is a danger, as the explosion from the energy erupting through the ground can cause shrapnel damage.
9. Spiral Vortex
Spell Rank: S (Can be downgraded to A for power/less mana usage)
Magic Type: Caster
Spell Description: Spiral Vortex creates a swirling energy mass that sucks in anything in the immediate area, except for the user (and those held down by the Spiral Force of the user, but Spiral Force must be used along with this Spell for that effect.) Once inside, Spiral Magic buffets the target(s) before finally exploding and expelling those inside, if they are not crushed first. Cooldown: 3 Turns
10. Spell Name: Spiral Nemesis
Spell Rank: S+
Magic Type: Caster
Spell Description: The 'End All, Be All' of Spiral Magic. The spell itself is not harmful, only connecting the user to the Earth's spiral essence, but it's what the mage does with it that could be downright deadly. Spiral Nemesis allows the user to draw on the very force that drives everything, the evolutionary engine of the spiral itself, and create a massive power influx of pure magical energy that is then directed as the user sees fit. It draws on the mage's experiences, emotions, their very DNA, and spirals them out of control, adding the energy they make into the spiral power. It connects the user to everything around him. Anything that can be constituted as a spiral, down to the very DNA of another living being. Someone with a tendancy to defend, instead of kill, would use this attack to save an entire region from a destructive force. Someone with a deadly wish, would use it to decimate anything in their path. The spell itself takes time to charge, and is only usable by a skilled mage. The more skill, the quicker the spell can be used. (This spell can stop an S+ Rank tech or lower if used defensively, and can be an S+ strength technique if used offensively. Spiral Nemesis originally takes 4 turns to cast, but that can be shortened to 3 turns if the mage becomes an Ace or Master, and 2 turns if he/she is one of the 10 Wizard Saints.)
Secondary Magic: Lightning Magic
Magic Type: Caster
Spells:
1. Spell Name: Lightning Dash
Spell Rank: C
Magic Type: Caster
Spell Description: The user cloaks themselves in electricity before dashing forward to strike the opponent with a lightning charge melee strike. Supplements Mobility by 10 for the round.
2. Spell Name: Stun Strikes
Spell Rank: C
Magic Type: Caster
Spell Description: More a Fighting Stance and less a spell, Stun Strikes encases the hands and feet of the user in electricity, allowing each physical attack to shock and stun the opponent, to lead into further attacks. (Opponents that are hit by Stun Strikes become increasingly numb/stunned depending on the amount of consecutive hits. One hit causes numbness. Two is a limb stun, Three causes half body stun. Four is full body.)
3. Spell Name: Lightning Bullet
Spell Rank: B (Can be used as a C for less power/mana usage.)
Magic Type: Caster
Spell Description: Lightning Bullet fires off like a Bullet spell, or channeled through a firearm.
4. Spell Name: Lightning Strike
Spell Rank: B (A During Thunderstorms)
Magic Type: Caster
Spell Description: The user fires off bolts of lightning from his hands, or calls down bolts from the sky. The magic is more powerful during storms.
5. Spell Name: Polarity Shield
Spell Rank: B
Magic Type: Caster
Spell Description: The user utilizes his magic to charge the atoms in front of him to form a shield. At first glance, it is hard to see, as it doesn't ripple, but the more it is struck, the ripples become more apparent until it either settles back down or is broken through. (5 mana per turn to maintain, can be used to deflect/reflect/attract magnetic-prone objects)
6. Spell Name: Lightning Storm Barrage
Spell Rank: A
Magic Type: Caster
Spell Description: The user emanates multiple lightning strikes from their body while rushing in for lightning charged physical attacks. The maneuver leaves little room for error, and results in a zap or two, if not the full brunt of the assault. Cooldown: 2 Posts
7. Spell Name: Lightning Bomber
Spell Rank: S
Magic Type: Caster
Spell Description: A powerful Lightning Strike attack that calls down multiple bolts of lightning from the sky as if a plane were dropping bombs in an area. The user lifts one or both hands to the sky to concentrate their eternano before bringing down the bombs. Charge: 1 Turn. Cooldown: 2 Turns
1. Spell Name: Lightning Dash
Spell Rank: C
Magic Type: Caster
Spell Description: The user cloaks themselves in electricity before dashing forward to strike the opponent with a lightning charge melee strike. Supplements Mobility by 10 for the round.
2. Spell Name: Stun Strikes
Spell Rank: C
Magic Type: Caster
Spell Description: More a Fighting Stance and less a spell, Stun Strikes encases the hands and feet of the user in electricity, allowing each physical attack to shock and stun the opponent, to lead into further attacks. (Opponents that are hit by Stun Strikes become increasingly numb/stunned depending on the amount of consecutive hits. One hit causes numbness. Two is a limb stun, Three causes half body stun. Four is full body.)
3. Spell Name: Lightning Bullet
Spell Rank: B (Can be used as a C for less power/mana usage.)
Magic Type: Caster
Spell Description: Lightning Bullet fires off like a Bullet spell, or channeled through a firearm.
4. Spell Name: Lightning Strike
Spell Rank: B (A During Thunderstorms)
Magic Type: Caster
Spell Description: The user fires off bolts of lightning from his hands, or calls down bolts from the sky. The magic is more powerful during storms.
5. Spell Name: Polarity Shield
Spell Rank: B
Magic Type: Caster
Spell Description: The user utilizes his magic to charge the atoms in front of him to form a shield. At first glance, it is hard to see, as it doesn't ripple, but the more it is struck, the ripples become more apparent until it either settles back down or is broken through. (5 mana per turn to maintain, can be used to deflect/reflect/attract magnetic-prone objects)
6. Spell Name: Lightning Storm Barrage
Spell Rank: A
Magic Type: Caster
Spell Description: The user emanates multiple lightning strikes from their body while rushing in for lightning charged physical attacks. The maneuver leaves little room for error, and results in a zap or two, if not the full brunt of the assault. Cooldown: 2 Posts
7. Spell Name: Lightning Bomber
Spell Rank: S
Magic Type: Caster
Spell Description: A powerful Lightning Strike attack that calls down multiple bolts of lightning from the sky as if a plane were dropping bombs in an area. The user lifts one or both hands to the sky to concentrate their eternano before bringing down the bombs. Charge: 1 Turn. Cooldown: 2 Turns
Motto: Carve your own path, through whatever may lie before you!
Battle Strength:
Being able to fight Multiple People at Once
Battle Weakness:
Stubbornness and Overreaching his Ability
_____________[│║║█║▌][ѕ т α т ι ѕ т ι ¢ α ℓ - ∂ α т α]
ƒ ι g н т ѕ - ω σ η : 0
ƒ ι g н т ѕ - ℓ σ ѕ т : 0
Mana: 750
Physical Offense: 100
Magical Offense: 150
Physical Defense: 75
Magical Defense: 100
Mobility: 100
Intelligence: 75
Missions Attempted:
Missions Successful:
Missions Failed:
_____________[│║║█║▌][є q υ ι ρ - ∂ α т α ]
Magic Equipment List
Head:
•
Arms:
•
Hands:
•
Fingers:
•
•
•
•
•
Chest:
•
Waist:
•
Legs:
•
Feet:
•
Eyes:
•
Ears:
•
•
Jewels: 000
Extra Magic Equipment:
• Magi-Cycle
• Dual Handguns (Used for Channeling his Magic, not actually magical themselves.)
•
•
•
_____________[│║║█║▌][H ι s т σ я y - ∂ α т α]
Family:
• Nicholas Grayson (Father)
• Joanna Grayson (Mother)
• Serah Grayson (Sister/Missing/Presumed Deceased)
Background History:
• Ryan was born in Magnolia, his father a Gunsmith, and his mother a member of the Merchant Guild, Love & Lucky, the family was well off in life. Of course, with the birth of a sickly daughter, times became rough for the family. As soon as he was old enough, Ryan would help his father in the shop to help the family with everything. In school, Ryan would protect his sister from bullies, often receiving beatings in the process.
At the age of 10, Ryan's magical abilities manifested when he read an old book on Spiral Magic. Where the book had come from, he can't quite recall, but he remembers having it in his bedroom at home, and reading it at school. Ryan had gotten in trouble when he used the Spiral Power spell to defend his sister from one of the usual bullies. This, however, caused quite a stir, as magic practicing children were not allowed at the school for that very reason. Ryan's mother had scolded him, as did his father, but the gunsmith was also overjoyed that his son was such a unique child. Seeing it as an opportunity to help out his family even more, Ryan sought to enlist with a guild, and eventually joined up with Blue Pegasus, through one of his father's old contacts. Ryan rose through the ranks at a steady pace, opting to learn all he could rather than rise as fast as possible. He had multiple chances to flourish within Blue Pegasus, but always took the steady and sure route.
Of course, that was before Ryan's first great moment. When he was 14, his father and sister had been out visiting with Ryan when some Dark Mages had surrounded the family, wanting to get at one of the Blue Pegasus mages that had been causing them trouble. Ryan, being only a B-Class Mage at this point, had not mastered his magics as much as he had wanted, and became overwhelmed. His sister was grabbed, and his father was knocked unconscious, Ryan had no choice but to utilize some of his higher ranked spells to deal with the Dark Mages. Fending them off, Ryan quickly went to check on his father. Being told to run after his sister, Ryan left his handguns with his father, and then rushed off towards where the Dark Mages had ran off to. Unfortunately, no traces of them were found. No footprints, nothing. This, naturally, led to Ryan's mother blaming his father for taking her along, even though she wanted to go, and the two eventually divorced. Devastated, the young mage would go about the next few months in a funk.
It wasn't until Ryan saw another couple arguing over something trivial, and getting so worked up it looked like they were about to split things off. Ryan, without even thinking a second thought about it, walked up and told them to live each day as if it were their last together, because they never knew when the other would be gone. It was the way Ryan looked like he had lost someone dear to him, that actually made them listen. And it was then that Ryan knew he had to follow his own advice. He quickly got his spirits back and rocketed up to Blue Pegasus' S-Rank. There, he would stay, not looking to go any higher, as deep down, he still had unfinished business left, and didn't want to leave anyone that needed him behind. Ryan would continue his search, hoping that somewhere, his sister would still be alive.
Theme Song:Satellite - Rise Against

