Name: Gerald Holtz
Age: 18
Gender: Male
Faction: Unaffiliated, previously Goetia.
Appearance: Slightly above average in height at 5'11, Gerald is more often than not described as androgynous thanks to his attire, hair, and fair features. His clothes are generally befitting of one from the Goetia faction, dark robes and long coats that leave little uncovered. Blonde hair spills down to his upper back and it's not unusual for one of his heterochromatic eyes to end up covered. While not muscular, Gerald has a slim build and moves fairly well on his feet.
Personality
Studious by nature, expanding his knowledge of magic one of Gerald's main drives in life. It's one of the few things that can hold his attention lest he idle about and simply waste his time away.
Feels a strong need for independence based on personal freedoms. As long as they aren't interfered with disproportionately, he doesn't have much issues with working under others.
Soft spoken, but talkative when he gets on a roll. Not very secretive and doesn't mind revealing personal details if asked about them.
Maintains a cordial and rather polite disposition to others for the most part, often choosing to simply leave a situation if his emotions threaten to get the better of him.
Doesn't really enjoy combat and will try to avoid it, but if a situation proves dangerous expect quick and lethal retaliation.
Short Biography: One of the Goetia's champions from prior to the First Sentence, Gerald grew up in a relatively lax environment for someone that held the possibility of becoming a herald for the faction. It wasn't until he showed an affinity for magic that his training began, but then again that potential showed rather early on in his life. From then on it was a rather strict regime to groom the newest champion for the Goetia; one that Gerald didn't shy away from. Bless children and their easily influenced nature.
Yet somewhere along the way little Gerald developed a personality of his own and it was somewhat... rebellious. Oh, he still attended his daily training and lessons given they were of interest to him, but he also began to do things of his own accord. Leave the compound and wander the city, talk with all manners of folk, and generally be his own person rather than just a herald for his faction.
When the First Sentence occurred Gerald stayed with his faction out of a sense of responsibility. He was one of their champions and in the times of turmoil that followed the elder's disappearance, the champions' presence were all the more important. Yet when Kaileb assumed control over the faction, Gerald quickly cut his ties, feeling little loyalty to the younger boy. Now he wanders where he pleases, practicing and experimenting with his magic.
Stats
Might - 1
Finesse - 4
Fortitude - 2
Health - 2
Speed - 4
Perception - 10
Abilities
Telekinesis: The ability to manipulate the kinetic forces within a certain range of the user. While bringing the entirety of this power to bear can allow him to flatten a decently sized house, Gerald prefers more efficient uses of his power; and for good reason. While he's capable of interacting with his own telekinetic constructs, they rapidly disappear upon contact with other living creatures. Allowing them to do so causes him no problems whatsoever, and if need be he can counter the effects at great strain. Simply keeping an individual contained would tax Gerald enough that he'd be incapable of performing any other action.
To deal with this, he prefers to utilize incredibly dense projectiles when attacking directly with the ability. By the time they dissipate from contact with creatures, a hole has already been punched clean through. Given how small they are, Gerald's able to generate quite a number at a time while retaining lethality thanks to their penetrative power.
Decay follows closely: A more sinister ability developed when Gerald was younger at the behest of others, it certainly exemplifies the sinister reputation his former faction holds. Able to produce a dark fog and cause it to linger within the immediate area, the affected area's max size is a few dozen meters from Gerald.
Within this contaminated area life begins to wither and die away, although the effect is not very pronounced when allowed to spread. Smaller creatures and beings perish quickly enough, but anything around a human in terms of size and hardiness won't have much trouble resisting its effects. Flesh may sting, breaths come harder, and sight is impaired, but it's about as bad as being in a cloud of smoke. Eventually dangerous, but more of an annoyance to begin with.
As one might expect then, the ability's effects are intensified when the fog is focused onto a smaller area. When used to envelop targets, the ability can quickly strip the life away from targets; skin and flesh stripped away before even the bone is turned to dust in minutes at most. The fog does not impede movement nor move particularly fast though, meaning those that are nimble footed should have little trouble in dealing with this ability. However vision is completely impaired given its density and natural light is useless in trying to pierce the fog.
True Sight: The ability to see the life force and magical energy that exists in the world around him, unimpeded by the environment. His eyes gain a subtle glow when the ability is in use and he loses sight of the physical world, but reveals any gathering of either types of energy. While a large number of sources isn't particularly harmful, simply annoying to try and sort through, enough energy from a single source can actually blind and force Gerald's sight back to normal. Unlike his actual sight, True Sight has a range of about 100m or so after which only large sources, those that would be harmful within the ability's range, are vaguely visible.
Equipment
Nightsilk Skinweave: One of Gerald's older pieces of equipment, the suit of Nightsilk is basically a second skin for him at this point. Not only is it quite comfortable, maintaining a steady temperature at all times, but the material is also most durable. While it won't protect him from any blunt force trauma, it is exceptional at protecting against slashes or stabs and turns aside the mundane blade quite easily. When it is pierced, the material will begin to regenerate when soaked in blood, actively reforming over the wound and applying pressure as the damage is repaired.
Ring of Drifting: A double-band of silver that he acquired shortly before he left Goetia. Engraved with runes, the ring isn't quite a necessity though it serves as an extra layer of protection. Should its wearer fall the ring's enhancement kicks in and slows their descent to an easily survivable rate. Worn on Gerald's left hand at the moment.
Ring of Sustenance: A relatively important artifact in Gerald's possession. The golden engraved band naturally sustains the wearer and allows them to function perfectly fine without food or drink and a modicum of sleep compared to normal. However the ring can only maintain one's current state of health, thus upon injury external sources of nourishment must be sought out to aid in one's recovery. It is worn on Gerald's right hand.
Hunter's Blunderbuss: A more mundane, but masterly crafted weapon for situations that his magic has trouble with. Fires a spray of projectiles that are quite lethal up to several dozen meters, and is a good deal louder than a regular firearm. While Gerald has gotten used to the weapon's deafening discharge, it can be quite stunning to those unused to it. For pesky Guardians that are capable of dodging firearm projectiles, Gerald can accelerate them with his Telekinesis to reach speeds normally impossible. Generally slung onto his back for easy access while an ammunition pouch sits on his waist.