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"Most men would rather deny a hard truth than face it."
Name(s): Taro
Nickname(s): Pepaw(Daughter)
Age: 34
Sex: Male.
Birthday: August 5th, X745
Sexuality: Heterosexual
Class: Cleric
Alignment: Neutral Good
Rank: D-Class
Guild: Fairy Tail
Guild Tattoo: Lower back, white in similarity to the markings on his face.
Face Claim: Taunes, Mabinogi
II. APPEARANCE
Height: 6'9" or 206 cm
Weight: 290 lbs or 132 kg (15% Body Fat)
Hair: Grayed Blonde
Eyes: Gold
General Appearance:
- General Appearance :
- Taro was a rather large man, mostly from his stern northern heritage which was relinquished upon him via his Mother and Father. His shoulders and chest were broad and muscular, covered with a pelt of calloused, swarthy skin. Underneath his eyes laid four markings that denote his ascension into manhood from a young age in his family. His entire body was situated with a mound of healthy fat and strong, functionally minded musculature. His eyebrows are a tad darker than his head of hair, which over the years has prematurely grayed. He normally ornaments himself with beads, feathers, and teeth. He never allows an animal to go to waste when he needs it, so he walks about in furs and leather that either himself or his daughter have fashioned. This is dyed with what little means they have available, but such is mostly added decoration on his Daughter's part.
150/75
Extra: N/A
III. PERSONALITY
Personality:
- Personality :
- To the people of Magnolia, Taro must seem almost alienating in appearance and personality. He is a man whom is noted upon his own stoic nature and unapproachable attitude. This by no means is intended on his part, unfortunately. His upbringing had just offered such a blatant differentiation to normality that it has molded him into such. An aloof, driven man whose only concern seems to be the safety and well being of those close to him.
He is incapable of distrust or lying, as he was taken in to a home that was without boundary or secrets. It was a tradition for them, and he passes it upon his only daughter to this day. This makes him come off as either extremely blunt or annoyingly naive to a great deal of people. Taro is a very rustic man, he believes in functionality and deep bonds between those he cares for. Respect is earned for him, so he attempts to be both amicable and confident wherever he goes.
Unfortunately, he doesn't go much of anywhere- which offers quite a large fault on his part. A solitary life in the mountains hasn't done well for his ability to connect with people or deal with large amounts of them. He is exceedingly shy, especially to those whom offer him an unwarranted kindness. Easily pleased and entertained, but by no measure slow or dim. Taro is a humble, strong individual whom expects the worse and is not afraid to take action when things get rough.
A particular weak spot is Taro's distinct and utter love for animals of all shapes and sizes. Living in Mount Hakobe means that he was constantly surrounded by the scarce and hearty wildlife that covers it's ranging. Taro, in particular has a penance for dogs. At his home, back on the mountain. He has gone as far as to offer a home to most of the more winter-oriented breeds. Taro both respects and fears nature as a whole, and such has partially earned him his cautious nature. He is, oddly enough, on rather good terms with the main inhabitant of the mountains; the Vulcans. This was, of course, feated after extensive time with their species and gaining knowledge of their ways.
Taro can be pragmatic or downright cruel to those whom he believes has harmed either a member of his close circle of friends and family, or has harmed his way of providing or caring for them. His daughter, in particular, receives the largest heft of this. A normally imperturbably calm or kind man turns into a variable monster if the slightest harm is threatened to his child. Even his normal, merciful approach is thrown to the wind if she is in harms way. Fiercely loyal, protective, and providing are three words that best describe this gentle giant.
475/200
Likes:
- Spending time with his daughter
- Animal Husbandry
- Chicken flavored anything
- Hiking
- Exploration
- Eating & Drinking
- Stargazing
Dislikes:
- Small, confined spaces
- Large crowds
- Surprises
- Anything that is a vegetable
- Pests and varmints
- Unnecessary cruelty
- Cruelty towards animals.
- Killing, even if it's necessary.
Motivations:
Most of Taro's motivations rely upon his innate desire of providing for his Daughter, and the sense of exploration that he was unable to truly experience when he was young. Being a Mage means you receive both of such benefits, as well as being able to grow in talent and power in the same bane. He wishes to find purpose in what seemed prior to be a begrudgingly mundane, if not somewhat enjoyable and simple life.
Fears:
- As with any Father, his greatest fear is not for the loss of his own life, but the life or well being of his child. It is what is getting him to make that extra push forward to this lifestyle. If something were to ever happen to her, his entire world would be wrought with nothingness. The thought itself makes him sick and enraged.
- Another reason he is taking himself upon his journey is loneliness, ever since he had lost his wife has there been a hole in his heart that he has had trouble to fill. With his Daughter beginning to grow up, and likely going to be garnering her independence, Taro is afraid that he will be left with no one. A secret hope of his is to find some well rounded woman outside of his cold mountain. For to die lonely is to die encumbered with only sadness.
- Being forced into do some sort of terrible action whilst he employs himself into Fairy Tail also remains a prominent fear. His entire life, he has been a regularly reliable and virtuous fellow. For that to be tainted would definitely sour his experience.
Positive Traits:
- Positive Traits (+12) :
- Enhanced Strength (+3): Your character is slightly stronger than other characters when it comes to physical strength.
- Fortitude (+3): You are tougher than normal. You can take more hits than the regular Joe.
- Persuasive (+2): You have a way with words and body language. Somehow you manage to persuade weaker minded people easily.
- Diehard (+2): You can remain conscious after attacks that would fell others.
- Animal Affinity (+2): You are good with animals.
- Enhanced Strength (+3): Your character is slightly stronger than other characters when it comes to physical strength.
Negative Traits:
- Negative Traits (-12) :
- Dependent (-3): You have a ward or charge that depends on you, usually a young child or elderly relative that needs you to provide for them and devote at least part of your time to them. In money terms, this will cost you five percent of your jewels a month. You may also be required to stay near home often in case you are needed.
- Cautious (-1): You are uneasy engaging in behavior that carries a chance of failure. You must spend twice as long performing any skill that requires an action. For example, deciphering a page of text would take 2 minutes for you instead of 1.
- Clumsiness (-1): You have the unfortunate habit of dropping things, knocking things over, or tripping. Once per battle the opponent can call upon your clumsiness and easily dodge one of your attacks.
- Compulsive Honesty (-2): You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
- Inattentive (-1): Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings.
- Merciful (-1): For a villain, you have a terrible weakness--you don't like to hurt people. Given the choice, you'd rather exile your deposed brother to another country than do him in. Whether this is because you want him to live knowing that you beat him, or whether you just have a small soft spot down in your heart somewhere, the result is the same: your enemies keep coming back again and again.
- Trusting (-2): You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?
- Shy (-1): You are distinctly ill at ease when dealing with people, and you try to avoid social situations whenever possible. When you become the center of attention you freeze. Don't expect to make any public speeches.
- Dependent (-3): You have a ward or charge that depends on you, usually a young child or elderly relative that needs you to provide for them and devote at least part of your time to them. In money terms, this will cost you five percent of your jewels a month. You may also be required to stay near home often in case you are needed.
IV. MAGIC
- Magic:
Magic: Plasma Magic
Caster or Holder: Caster
Description:
Plasma magic essentially allows the user utter control of the fourth state of matter: Plasma. Ionized, gaseous matter that is known for it's extreme heat. This is achieved by sparking energy throughout the oxygen(or other gases) in the air to control and form this matter.
Strengths: The primary strength of this magic is it's innate destructive ability. Plasma reaches horrid temperatures, and at higher practices of this magic; can be VERY deadly. (Think Lightsaber i.e Star Wars). If there are any of the gases acetylene, ammonia, hydrogen, propane, propylene or methane in the area; the destructive power of this magic takes a powerful boost. The downfall to this, unfortunately, is that it becomes unstable. Self harm is highly probable to be afflicted. Oh, by the way. Explosions. Explosions everywhere.
Weaknesses: Plasma, despite being extremely hot and lethal, is highly unstable and renders a stronger cost on the Mage using it. All spells cost an addition +(D:5/C:7/B:10/A:15/S:20) MP to use. In addition, the Plasma does not actually reach it's full capability past B-rank or higher spells. Instead, prior to that, the Mage is essentially controlling heavily heated gas. Plasma Magic cannot take on complex forms in similarity to other magics, so no dragon shaped Plasma bombs. This is simply because the magic already requires a majority of concentration to form.
V. HISTORY
History:
- History:
- Taro has, and always will be a native to Mount Hakobe. His parents, refugees of their tribe's dispersal had moved there when they were young in hopes of detaching themselves from the rest of the world to live an laborious, but modest life in the cold where they had normally prospered. Of course, initial trepidation had happened once they noticed the plethora of wildlife that had resided in those Mountains. They had it hard for the first few years, but eventually had built themselves a cozy settlement in the higher parts of the mountain that now enacts as the resident for their only son: Taro.
Taro had a sheltered childhood with his parents, no friends aside from the few he would get to contact in Magnolia for supply runs that his Father took. They, in majority, had to live off the land to survive. The scarce wildlife became their feasting hall, and the difficult-to-harvest herbs had often filled his belly on the frosty winter nights. They did have one export that had kept them afloat throughout the entirety of Taro's life, however; furs. Taro's family had always loved to skin and create luscious furs. He learned such ways when he was a boy, and still passes them on to this day. Magnolia often lays in wait for his family's new array of fur coats for the rough winter season.
Indeed, a fulfilling life he had gained as he grew into adulthood. A wholesome, patient, and well behaved man whom didn't bother much of anybody. Taro had taken over the supply runs once his parents had grown old of age, with his Mother still making the coats with his much needed help. They, unfortunately, eventually succumbed to a peaceful death via natural causes in their respective riper ages. It took less of a toll on Taro than much else had, mostly because it was suspected, and he had a loving, long life with them.
By this time, Taro had married a very pretty green-haired woman whom he met from Magnolia named Mari. Mari was practical, strong, and independent. Something Taro had grew to admire quite a lot in his few and far visitations to the area. Ended up falling in love with her, seemed his feelings were reciprocated too! They hadn't spent much time dating, mostly because Taro was a busy man whose days mostly comprised of labor. The two found time when there was it, and after a good amount of it she had cracked and moved up into his cozy little cabin that his parents had made so long ago.
They loved the girl to death, and all four of them lived in that snug space for quite a while! Eventually, a fifth and joyous little member was added to the crew! Why, it was the realization of the strong bond that Mari had made with Taro, Atrata. She took after her Mom, stark and odd green hair with a mammoth build that she obtained from her Father. So they lived, teaching the child that he could call his own all off the things his parents had taught him. His parents had passed and it became a home for their family now.
Taro and Mari were utterly delighted at the progress Atrata had shown as she grew, she was far more curious about the world than either of them were at such an age. Bubbly, a constant flow of energy that seemed to subside small or petty arguments that Taro and Mari inevitably had over the course of their marriage. Mostly from stress of money or food, but never venomous or spiteful.
In the midst of such prosperity and peace, though, had chaos shown its ugly head. A premature death, brought on by a fevered sickness that had stricken the young Mari. A thing that to this day Taro wishes to deny, to black out from his memory. Such is simply too painful to recollect. Instead, he stayed strong for the last woman he had in his life: Atrata. She was.. utterly destroyed by her Mother's untimely death. It had taken away the youthful joy that she had. It left a hollow point in her chest ever since, but time heals all wounds. Memories of fondness shine through brightly.
All that matters now is that Taro has a duty, a duty to his daughter. The mountains are running dry, their scarce resources are nearly barren. Taro can't sustain their livelihood simply upon the coats and leathers they are so used to, a new change must be made; a drastic one. So he leaves his cozy settlement, letting his Daughter behind so he can do what he has always done for her: provide. It is the least he can do for the girl moving so closely to adolescence. Unfortunately, it means leaving her. Huh.. A Mage's guild.. Fairy Tail. Let's try it out. Magic can't be that difficult to use, right? Can he even use it? Dad had always spoke about his Uncle, a mage in his own right. Too bad the two were on some nasty terms.
862/400