Character Profile: Marmel

Story by Madam Poodle on SoFurry

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Name: Marmel The MagicianAge: 27Gender: MaleHeight/Weight: 6' @ 171 lbs.Species: HumanDate of Birth: August 14, 2169Residence: Maiden Academy of Magic ArtsOverview:Marmel is a world-traveling magician who is known for his incredible knowledge, and ability to create eye-catching illusions. His shows are often crowded full of spectators, and attract much attention around the world because of the incredible feats he's able to pull off. Along with his child-protégé companion: Sam, he walks the world, hosting magic shows, seeing the sights, and teaching valuable knowledge and life lessons to Sam as they journey.Aptly shown, Marmel appears as taller, human gentleman bearing black, mild-length hair, and a long, very thin and styled mustache. His hair is usually seen pushed into a backward-facing direction, often to better putting on his hat. His eyes are black, and his skin lightly tanned. His body type is that of a tall, but rather lean, thin man.For his attire, Marmel sports a white dress shirt with barreled cuffs and a matching white sash to which is followed by contrasting black dress trousers, and similarly figured shoes. His overclothing layer consists of white leather gloves, a fashionable, wear-length black cape with a red inside, and a long, black magician's hat with a white stripe around it. Finishing off his look is a monocle slated to the left eye.

 Personality wise, Marmel is often proper, neat, and quite conducted to his routines and daily activities. Like his travels, he's constantly moving along, no matter the pace. He seems to have globes of knowledge that almost never ceased to be shared to those who can take in such information; and in Marmel's case, such person is more often times than not, Sam: his child companion. Because of this, he's said to be a righteous teacher, and good around children.He seemingly has a sound soft spot for both Sam, and even Panic!. Despite Panic!'s crude, and often spiteful mannerisms and actions around him, Marmel carries no personal grudge for him, and usually is not a person for making enemies. For Sam and their relationship, it exists more as something like a father-daughter type relation, Marmel having found Sam when she was young, and seemingly abandoned.History:Marmel has been resident to the Maiden Academy of Magic Arts since a young age. His knowledge founding upon the core concepts and utter basics of magic, his career was bound to that of one of magic, thus, he started his academy discipline early, coming to eventually learn in the art of spellcasting, and illusion. He'd acquainted with Panic! during his time, though he'd lost much contact with him after his graduation when both were 18; at that, he'd notice Panic! never attended the graduation ceremony as he did.

 After graduating, Marmel left to travel the world, expand his knowledge, and put up shows, involving

trickery to confuse the eyes of the people: what most play off as "magic". With his travels enough funded, and his ideas and intellect fresh and plentiful, Marmel was practically a walking spout verbal information, and often tough as he went. Although he scrapes by at times in terms of funds and food, he makes it out alive and well.One day while traveling, he'd notice a young girl with no parents or siblings around. Claiming to have been abandoned, he took this girl, who's name turned up to be Sam, under his wing. She has ever since stuck by him through his travels, having privilege of taking in the magician's knowledge and travels, as well as a partaking role in his magic shows. Weapon: Magic WandWeapon Type: WandDiscipline: Illusion Magic, Advanced SpellcastingBattle and Abilities:Marmel's arsenal of magic and strategy points help instigate his favor in battle without ever having to physically mend his foe unless necessary. A very technical person in battle, he emphasizes strategy over force and tactics. He is often capable of causing foes to blunder under their own mistakes because of his unique way of performing battle.

 Marmel specializes in the arts of illusion, and spellcasting in pair. By simply forming a phrase or series of words, Marmel is able to cast whatever said spell grants him use, manipulation, or formation to of which to use. Although some come in spell form, he is also able to cast illusions magic with no words or gestures required. This creates numerous possibilities for set-ups in battle for which to use and apply against foe for possible advantage.Among one of Marmel's most famous battle strategies is the trapping method, in which he replicates a position on the opponent in which if the wrong move is made, or unless the opponent manages to exploit a weak link in the strategy, they are caught in a position they cannot escape, or succeed past. With more advanced placements of spells and illusions, the more advanced and solid the trap or other strategy. Common elements of his assaults include placement of various magics and casted objects, casting illusions to trick foes, and using unexpected reveals to punish foes unexpectedly. Other strategies and set-ups are viably possible as well.

 While it is established that Marmel knows not every spell there is to know, spells have a near boundless amount of ability potential. Spells and illusions paired in tandem create a style of battle that would seem the most controlled way to do so, considering his fight style requires optionally little physical exertion. It's also quite elegant to look at too sometimes. Spells often times have fixed effects and potencies, so casting spells can yield fixed measures of power, so the magic is not reliant upon biological condition that could hinder the power exerted in many other forms of magic.However... when one really looks at this style, it comes

with some major weaknesses. Each strategy requires a different placement of certain things, and thus the effort has to be made to place and prop every object in there proper position. As well, each spell has a different potency level, and thus at times, he must different spell, even if it's the same spell, only a set amount more powerful than the last. Each spell also has a fixed potency level, and thus cannot be altered, changed, or effected by the caster's input; however much power, or whatever effects a spell packs is what it has... period.

 As well, Marmel is not the most physical fighter around, and thus may seem to lack in vital areas in close-range or hand-to-hand combat situations. His wand aside, he is unarmed, and does not carry any other weapons on him. He also his not well-equipped in the area of close-range fighting, and often has to rely on his magic to ward off foes. However, these weaknesses aren't wide-opened completely. Marmel possesses knowledge of spells that can alter the shapes of his wand, cloths, or other objects on him to mitigate his close-range weakness. As well... beware that hat of his...