Post by Hypergraphia on Nov 18, 2008 9:15:22 GMT
Name: Argo Forma
Race: Human, possibly descended from Frost Giants
Class: Bombmaker/Alchemist
Gender: Male
Age:39
Realm: Somewhere Outside of Mirivar
Nature:
[Neutral-Evil to Chaotic Evil] Oftentimes, Argo's nature can change several times in as many minutes. In his most relaxed phase, Argo tends to be very quiet and withdrawn. Even in a tight-knit group or even an army, Argo would stray from the path to pick up a sprig or a few leaves for yet another elixir. However within the convolutions of his mind, the gears of paranoia and fear envelops the alchemist, filling him with a sudden distrust or hatred for his fellow man. Only after a few poisonings and a half-dozen sudden attacks will Argo begin to have the slightest inkling of trust for a partner.
Physical:
The best words one can use to describe Argo Forma would be an emancipated puppet. Weighing in at a mere 179 pounds and standing at an impressive eight feet, two inches, the previous statement is well warranted. Given the somewhat awkward proportions, it is safe to assume that this man would stand out in a crowd. The only real reason for Argo's strange thinness is his near-starvation after twenty years in prison which results in immensely thin limbs and an equally proportioned chest. Since heads rarely shrink under duress, his head is just slightly out of proportion with the rest of his body, although not enough to make the passer-by notice, and completely unnoticeable with any sort of baggy clothing. As one could probably guess, Argo lacks any impressive strength and his fighting style mostly relies on a berserker rage and well-placed grenades. Surprisingly however, Argo does have a near-infinite endurance which results in intensive fights.
Moving up a bit, one will notice that his scrawniness does not only apply to his body. Thin-cheeked and long-chinned creates a caprine appearance. Indeed the addition of a pair of horns and a bit of facial hair would make most confuse Argo for some sort of goat-creature. Possibly the most significant feature of Argo's is albinism. Since birth, the giant's skin has been a bleached white and after half of his life in a prison cell, the condition hasn't changed. Although he can go out in sunlight without major issues, he prefers to stay covered in whatever cloth he could find, lest he come down with a nasty sunburn. Under a pair of nearly-absent white eyebrows are his eyes, a harsh frost blue in hue, which are often hard to focus on without a sudden chill, although this is more likely associated to his seething hatred and fear. Under his focused eyes is a long aquiline nose which would be perfect for a pair of crooked glasses if Argo's eyesight wasn't adequate and his situation less dire. A pair of thin lips are often set in a slight frown if not a chilly grimace often accompanied by a roar of hatred in his less-than-sane phase. Atop his silly-looking head is a mop of long bone-white hair, often tied up into a ponytail by any old piece of string.
Because of his most recent escape from incarceration, Argo's clothing is rather scarce but by robbing a passing traveler, he has found a suitable outfit which he bolsters with scraps of dark clothing wherever he goes. Over a dark green tunic and equally dark brown pants is a black cloak which normally covers
him halfway to his calves. Oftentimes in the distance all one would see is the black cloak and a wash of white hair before getting gouged by a knife or blown up in some way or another. The only piece of apparel with some significance is a pair of bangles which hang loosely from his wrists... Fusion and Forge, gold and silver bangles respectively, are the only magical artifacts he possesses. Stolen from a betrayed mentor, these bangles can organize organic or inorganic matter to protect him or help harm others. Unfortunately, these devices can only be used once a day and are a dangerous thing to rely on.
For the observant of mind, one will notice a wisp of darkness floating around Argo's head or over his shoulder. This wisp is Leroy, the spirit of an overambitious warrior who made the mistake of going against a god. When he wishes his presence to be known, Leroy would appear as a tall (although not as tall as the albino wonder) and well sculpted warrior whose rugged handsomeness could only be described by the most skilled of classical poets. With flowing brown hair and a haughty smirk, there is little of this warrior that is not admirable. Roughly said, everything that Argo isn't, Leroy is.
Personality:
History:
Thirty-nine years ago, in the early evening, a young man was panicking, for his wife was in labor. Leonardo Forma, a ranger and olden environmentalist had met, just over one year ago, a fair snowy lass who had traveled to the village of Waterton with her foster father. Through a whirlwind courtship, she conceived and was thusly disgraced by her father, who expected a hefty dowry marriage. Leonardo gave all that he could and the two of them retreated to the woods, in his small abode... Now Lucille Forma, as she was now named, was in the throes of labor and though Leonardo had husbanded animals a few times for the local farmers, a human child was something completely different! Panicking just a bit, the soon-to-be father ran about to gather all that he could: Curative herbs, hot water and the local friar to make sure the birthing was perfect. After twelve hours of intense labor, a scrawny pale child lay silent... It was first assumed that the child was a stillborn, then it started to breathe, weakly at first, but breathed all the same. In a grim voice, the friar muttered a premonition that Leonardo Forma would never forget...
Albino... I feared this... This child is cursed to live in misfortune... Every blessing will befall a heavier curse until... until he is driven to madness... Then... Destruction...
As Argo (as his parents decided to name him) began to live, he was always a scrawny and sickly boy. Every disease that could happen to him seemed to happen... Although he was in pain or discomfort or sickness, he never seemed to die. His ability to endure such difficulty seemed unfathomable. From the age he could walk, which because of his illnesses and misfortune was three, the young Argo would accompany his father in walks in the forest where Leonardo would teach the young boy about herbs and natural remedies to the maladies of life. Nearly instantly, Argo began to take an interest in natural healing, but every other attempt at an elixir to heal resulted in a poison, some malign and some deadly. As he grew, the walks became more and more dangerous as the forest noticed the danger of this young pale boy. On his last walk, the two of them encountered a rabies-ridden wolf which struck out against them and was only thwarted when Argo threw his newest concoction in his hand, which turned out to be a crude form of natural nitroglycerine, much to the woe of the blood-splattered four year old.
After that problematic walk, Leonardo decided that the young boy should stay with his mother at home and for the next two years he did just that; helping with the cleaning and cooking while secretly working on his potions. As he grew, his albinism never cleared and the children from the neighboring town already noticed, throwing rocks at the house when they felt bored and malicious. Argo soon grew to fear normal people and connect himself more with nature. One early evening, the young alchemist sat in his little alcove with a window working on yet another concoction with the hopes of its success when from the corner of his eye flitted a little light. Upon further examination it appeared to be a will-o-wisp, a supposedly ancient spiritual force. Like any six year old child, Argo chased after it, determined to catch it. In his running, he stumbled across a clearing with dozens of will-o-wisps. What resulted was several hours of sheer fun. Indeed in his dull life, these new friends were a blessing! That was... until Argo smelled smoke. Immediately alerted, he ran in the direction to find his home which he spent all his life ablaze with will-o-wisps flying about. A minute later, Leonardo strode in on his horse in a rush of fear and panic. Upon examination of the ash, they learned that Lucile, wife and mother of six years had burned to a crisp, much to the dismay of the young Argo Forma... From that moment two things came to be certain. Argo grew more and more distrustful of nature, for it was the will-o-wisps who caused such mischief and malevolence... The second was that Leonardo would never smile again... Somehow, he grew convinced that Argo was the cause of this tragedy... Somehow...
The next three years were difficult and long, for there seemed little to lighten the mood... Argo's father moved into the town of Waterton proper and made a small hovel which, although sheltered them well enough, lacked the love that their last house possessed... It seemed the love had gone from his childhood as well as Leonardo grew to drink more and more as the years passed. Argo spent his days learning all that he could from the squalor of this medieval village. The study was not merely for the love of learning, but to escape from the local children who chided the strange albino child, calling him names and throwing rocks. This time however, he didn't have the comforting words of his mother and fought back, lashing with maddened rage, often cutting at the children with sharp rocks. That evening, his father would punish Argo for more than his violent behavior. It seemed that everything came down to him being the cause of his mother's death. As a result, Argo now feared everything: Family, Humanity, and Nature and could not walk down the street without a burdening sense of paranoia... Finally at age ten, he ran away dashing through the forest and throwing firebombs of his own creation with a frantic urge to burn it all down...
Several weeks later, Argo was destitute, panhandling for money on the streets of Dainbraig with little success. Things seemed to be going nowhere for the young alchemist until one day when a strange looking man walked down the streets doing fantastic illusions who introduced himself as the Grand Alchemist Holden. Finding an opportunity, Argo approached the man after a show, trying to wow the “Grand Alchemist” with his potions and bombs. Begrudgingly, Holden accepted the young alchemist as his assistant, for such an oddity would surely bring in customers. Holden and Argo traveled throughout the cities of Garm, distinctly avoiding Waterton (at Argo's request) and the Capital of Mirivar, which Holden had gathered some dangerous enemies. Argo quickly learned the secret of Holden's magical powers; A pair of bangles of gold and silver which could perform great feats of magic. Holden himself was an amateur alchemist, barely superior to Argo himself and knew more about showmanship than magic itself. As the years passed, Argo took more control of the show as Holden slipped quickly into senility.
Finally, their big break showed itself with the Princess of Nimian, who became so entranced with the show that she gave a considerable amount of gold to stay with the court and serve as entertainers. Holden agreed immediately, but Argo soon grew fearful, thinking that Holden was going to grasp at the fortune (in his eyes at least) for himself, butting Argo out... In his maddened mind, he concocted a dastardly deed to rid himself of this hack forever. While preparing his mentor's soup, he “spilt” a vial of quick-acting poison. Within three minutes, Holden sat, dead with his face in soup. Acting in a rush, Argo grabbed at the deceased alchemist's wrists to find the bangles gone and only twin ringed tattoos. With serendipitous luck, Argo took a guess and began to saw away at the wrists with a knife and as the severed appendage dropped to the ground, a clatter of metal fell with it... The bangles... Sawing off the other hand, the crazed apprentice seized the artifacts and ran into the night with gold, power, and free of commitment.
Seventeen and fairly rich, Argo was now at the top of the world. Retreating to Mirivar, the only place that Holden would never go, Argo settled himself in a store and began selling potions and other sundry needs to the people, who liked the idea of a resident alchemist. As a result, Argo made a good living, despite his strange tallness, which at seventeen was a towering seven feet. As the months passed, he began to notice women, which he was unable to when he was traveling with Holden... A particularly interesting one was the daughter of the bookkeeper, Taylor... Something about her raven hair and adorable smile filled the albino with an intense warmth... However an immense shyness enveloped Argo... Every time he tried to talk, something happened which made him balk, leading to a rather platonic romance... Finally it was Taylor who approached him, something unthought of in these times. With slight hesitation, Argo slowly slipped into romance, the happiest year he would ever have...
Indeed, love was a wonderful thing and although he never told Taylor of his murder or how he acquired so much money, he was never burdened by his guilt, or racked with paranoia when she was around... It was heaven at last... It was a much longer courtship than his fathers' for Taylor's father had a natural distrust of the alchemist, wondering if it was right to give his daughter for marriage to this... abomination... Argo did not care, for love did not need to include marriage, and the two of them spent the best of times. Argo's business improved as well as he invented better potions, poisons and bombs, the latter being secret. Using the high technology of Mirivar, he created a metallic bomb that relied only on a touch to activate. Soon, he began carrying these bombs, well protected of course. On his nineteenth birthday, the sky was blue and the sun was shining, indeed a fairy-tale perfect day. Walking about the marketplace, Argo's life could not have gotten better... That was when Taylor snuck up behind him and gave him a hug from behind... This activated the grenades which exploded, engulfing the immediate five yards with flames. Argo got flung as he stripped off his jacket and all of his protection, watching it explode in flames as dozens of grenades exploded in the busy marketplace. Shaking in fear, Argo realized then that he had hurt Taylor and killed four people... As the soldiers took him away, the tears of the albino made a trail towards the castle.
Brought before the king, Argo knelt as his punishment was decided... Argo would have loved then to be hung, but instead he was sentenced to solitary confinement in a hole deep within the castle. This hole was ten feet in height and five feet in diameter, which seemed to get smaller as Argo grew to his final height of eight feet two inches. Food was dropped twice a day, some sort of slop, rancid meat, water, or whatever the cruel guards wished to feed the “Albino freak” As the years passed, Argo's fear multiplied exponentially... His fear of everything came back in full force, creating fears he never would experience in that hole... He began to hear voices from nowhere, talking to invisible spirits as his willpower cracked. From the shadows, a new voice appeared... a strong and confident voice who spoke of war and fighting a god and losing... Argo began to trust the spirit, who called himself Leroy. One day, Leroy muttered that he could get the alchemist out of this hole on one condition; he would forever possess Argo and help Leroy in his tasks. Argo agreed immediately and the soul entered his body, filling him with an inner strength. With a flash of light, he appeared a mile from the dreaded castle of Mirivar... He realized then that he was nearly forty... He had spent twenty years in that prison.
Current Possessions
Knife: After a bit of forceful convincing, Argo received a small knife from an all too combustible merchant. Curiously enough, the blade is not the standard stiletto, but instead boasts one serrated side which works well for cutting through fibres. However the other edge is perfect as a small slashing weapon which tends to work well for intimidation coupled with Argo's oft-fanatic personality.
Fusion and Forge: Twin bangles of gold and silver created through currently unknown means and held by an amateur alchemist by the name of Holden. After taking Argo Forma as his apprentice, Holden became more and more senile and Argo's paranoia led him to a silent murder. The properties of these bangles are not fully known but they are able to take the base matter of various inanimate or animate objects and fuse them together. This power can only be used once per day. In addition, curiously enough, when in danger, the bands shrink into the body, becoming tattoos, which could only be stolen by removing the hands.
Bombs: After the past week, Argo has crafted a small number of homemade bombs of the fuse variety. With the acquisition of new chemicals reagents, he will be able to create more bombs.
Talents:
-Argo's main talent is his incredible mind, which always seems to be thinking about some sort of concoction or combination of herbs and chemicals. In addition to this, his intelligence allows him to crack mysteries much quicker than the average layman
-In addition, Argo possesses a very high endurance. Although he is susceptible to magic and illness and other such nonsuch, he can survive things that most people would die from.
-Combining his artifacts with a quick mind, Argo is able to craft things on the fly, whether it be a crude bomb or a macgyver-esque contraption.
Weakness:
-Argo's mind is also his greatest weakness... Intense paranoia combined with his inclination towards violence results in a very unreliable person
-Also, despite his endurance, Argo is susceptible to mind control, magic, illness, and even the faintest chill... Although he will never die, such things tend to pain him greatly.
[Always a work-in-process]
Race: Human, possibly descended from Frost Giants
Class: Bombmaker/Alchemist
Gender: Male
Age:39
Realm: Somewhere Outside of Mirivar
Nature:
[Neutral-Evil to Chaotic Evil] Oftentimes, Argo's nature can change several times in as many minutes. In his most relaxed phase, Argo tends to be very quiet and withdrawn. Even in a tight-knit group or even an army, Argo would stray from the path to pick up a sprig or a few leaves for yet another elixir. However within the convolutions of his mind, the gears of paranoia and fear envelops the alchemist, filling him with a sudden distrust or hatred for his fellow man. Only after a few poisonings and a half-dozen sudden attacks will Argo begin to have the slightest inkling of trust for a partner.
Physical:
The best words one can use to describe Argo Forma would be an emancipated puppet. Weighing in at a mere 179 pounds and standing at an impressive eight feet, two inches, the previous statement is well warranted. Given the somewhat awkward proportions, it is safe to assume that this man would stand out in a crowd. The only real reason for Argo's strange thinness is his near-starvation after twenty years in prison which results in immensely thin limbs and an equally proportioned chest. Since heads rarely shrink under duress, his head is just slightly out of proportion with the rest of his body, although not enough to make the passer-by notice, and completely unnoticeable with any sort of baggy clothing. As one could probably guess, Argo lacks any impressive strength and his fighting style mostly relies on a berserker rage and well-placed grenades. Surprisingly however, Argo does have a near-infinite endurance which results in intensive fights.
Moving up a bit, one will notice that his scrawniness does not only apply to his body. Thin-cheeked and long-chinned creates a caprine appearance. Indeed the addition of a pair of horns and a bit of facial hair would make most confuse Argo for some sort of goat-creature. Possibly the most significant feature of Argo's is albinism. Since birth, the giant's skin has been a bleached white and after half of his life in a prison cell, the condition hasn't changed. Although he can go out in sunlight without major issues, he prefers to stay covered in whatever cloth he could find, lest he come down with a nasty sunburn. Under a pair of nearly-absent white eyebrows are his eyes, a harsh frost blue in hue, which are often hard to focus on without a sudden chill, although this is more likely associated to his seething hatred and fear. Under his focused eyes is a long aquiline nose which would be perfect for a pair of crooked glasses if Argo's eyesight wasn't adequate and his situation less dire. A pair of thin lips are often set in a slight frown if not a chilly grimace often accompanied by a roar of hatred in his less-than-sane phase. Atop his silly-looking head is a mop of long bone-white hair, often tied up into a ponytail by any old piece of string.
Because of his most recent escape from incarceration, Argo's clothing is rather scarce but by robbing a passing traveler, he has found a suitable outfit which he bolsters with scraps of dark clothing wherever he goes. Over a dark green tunic and equally dark brown pants is a black cloak which normally covers
him halfway to his calves. Oftentimes in the distance all one would see is the black cloak and a wash of white hair before getting gouged by a knife or blown up in some way or another. The only piece of apparel with some significance is a pair of bangles which hang loosely from his wrists... Fusion and Forge, gold and silver bangles respectively, are the only magical artifacts he possesses. Stolen from a betrayed mentor, these bangles can organize organic or inorganic matter to protect him or help harm others. Unfortunately, these devices can only be used once a day and are a dangerous thing to rely on.
For the observant of mind, one will notice a wisp of darkness floating around Argo's head or over his shoulder. This wisp is Leroy, the spirit of an overambitious warrior who made the mistake of going against a god. When he wishes his presence to be known, Leroy would appear as a tall (although not as tall as the albino wonder) and well sculpted warrior whose rugged handsomeness could only be described by the most skilled of classical poets. With flowing brown hair and a haughty smirk, there is little of this warrior that is not admirable. Roughly said, everything that Argo isn't, Leroy is.
Personality:
History:
Thirty-nine years ago, in the early evening, a young man was panicking, for his wife was in labor. Leonardo Forma, a ranger and olden environmentalist had met, just over one year ago, a fair snowy lass who had traveled to the village of Waterton with her foster father. Through a whirlwind courtship, she conceived and was thusly disgraced by her father, who expected a hefty dowry marriage. Leonardo gave all that he could and the two of them retreated to the woods, in his small abode... Now Lucille Forma, as she was now named, was in the throes of labor and though Leonardo had husbanded animals a few times for the local farmers, a human child was something completely different! Panicking just a bit, the soon-to-be father ran about to gather all that he could: Curative herbs, hot water and the local friar to make sure the birthing was perfect. After twelve hours of intense labor, a scrawny pale child lay silent... It was first assumed that the child was a stillborn, then it started to breathe, weakly at first, but breathed all the same. In a grim voice, the friar muttered a premonition that Leonardo Forma would never forget...
Albino... I feared this... This child is cursed to live in misfortune... Every blessing will befall a heavier curse until... until he is driven to madness... Then... Destruction...
As Argo (as his parents decided to name him) began to live, he was always a scrawny and sickly boy. Every disease that could happen to him seemed to happen... Although he was in pain or discomfort or sickness, he never seemed to die. His ability to endure such difficulty seemed unfathomable. From the age he could walk, which because of his illnesses and misfortune was three, the young Argo would accompany his father in walks in the forest where Leonardo would teach the young boy about herbs and natural remedies to the maladies of life. Nearly instantly, Argo began to take an interest in natural healing, but every other attempt at an elixir to heal resulted in a poison, some malign and some deadly. As he grew, the walks became more and more dangerous as the forest noticed the danger of this young pale boy. On his last walk, the two of them encountered a rabies-ridden wolf which struck out against them and was only thwarted when Argo threw his newest concoction in his hand, which turned out to be a crude form of natural nitroglycerine, much to the woe of the blood-splattered four year old.
After that problematic walk, Leonardo decided that the young boy should stay with his mother at home and for the next two years he did just that; helping with the cleaning and cooking while secretly working on his potions. As he grew, his albinism never cleared and the children from the neighboring town already noticed, throwing rocks at the house when they felt bored and malicious. Argo soon grew to fear normal people and connect himself more with nature. One early evening, the young alchemist sat in his little alcove with a window working on yet another concoction with the hopes of its success when from the corner of his eye flitted a little light. Upon further examination it appeared to be a will-o-wisp, a supposedly ancient spiritual force. Like any six year old child, Argo chased after it, determined to catch it. In his running, he stumbled across a clearing with dozens of will-o-wisps. What resulted was several hours of sheer fun. Indeed in his dull life, these new friends were a blessing! That was... until Argo smelled smoke. Immediately alerted, he ran in the direction to find his home which he spent all his life ablaze with will-o-wisps flying about. A minute later, Leonardo strode in on his horse in a rush of fear and panic. Upon examination of the ash, they learned that Lucile, wife and mother of six years had burned to a crisp, much to the dismay of the young Argo Forma... From that moment two things came to be certain. Argo grew more and more distrustful of nature, for it was the will-o-wisps who caused such mischief and malevolence... The second was that Leonardo would never smile again... Somehow, he grew convinced that Argo was the cause of this tragedy... Somehow...
The next three years were difficult and long, for there seemed little to lighten the mood... Argo's father moved into the town of Waterton proper and made a small hovel which, although sheltered them well enough, lacked the love that their last house possessed... It seemed the love had gone from his childhood as well as Leonardo grew to drink more and more as the years passed. Argo spent his days learning all that he could from the squalor of this medieval village. The study was not merely for the love of learning, but to escape from the local children who chided the strange albino child, calling him names and throwing rocks. This time however, he didn't have the comforting words of his mother and fought back, lashing with maddened rage, often cutting at the children with sharp rocks. That evening, his father would punish Argo for more than his violent behavior. It seemed that everything came down to him being the cause of his mother's death. As a result, Argo now feared everything: Family, Humanity, and Nature and could not walk down the street without a burdening sense of paranoia... Finally at age ten, he ran away dashing through the forest and throwing firebombs of his own creation with a frantic urge to burn it all down...
Several weeks later, Argo was destitute, panhandling for money on the streets of Dainbraig with little success. Things seemed to be going nowhere for the young alchemist until one day when a strange looking man walked down the streets doing fantastic illusions who introduced himself as the Grand Alchemist Holden. Finding an opportunity, Argo approached the man after a show, trying to wow the “Grand Alchemist” with his potions and bombs. Begrudgingly, Holden accepted the young alchemist as his assistant, for such an oddity would surely bring in customers. Holden and Argo traveled throughout the cities of Garm, distinctly avoiding Waterton (at Argo's request) and the Capital of Mirivar, which Holden had gathered some dangerous enemies. Argo quickly learned the secret of Holden's magical powers; A pair of bangles of gold and silver which could perform great feats of magic. Holden himself was an amateur alchemist, barely superior to Argo himself and knew more about showmanship than magic itself. As the years passed, Argo took more control of the show as Holden slipped quickly into senility.
Finally, their big break showed itself with the Princess of Nimian, who became so entranced with the show that she gave a considerable amount of gold to stay with the court and serve as entertainers. Holden agreed immediately, but Argo soon grew fearful, thinking that Holden was going to grasp at the fortune (in his eyes at least) for himself, butting Argo out... In his maddened mind, he concocted a dastardly deed to rid himself of this hack forever. While preparing his mentor's soup, he “spilt” a vial of quick-acting poison. Within three minutes, Holden sat, dead with his face in soup. Acting in a rush, Argo grabbed at the deceased alchemist's wrists to find the bangles gone and only twin ringed tattoos. With serendipitous luck, Argo took a guess and began to saw away at the wrists with a knife and as the severed appendage dropped to the ground, a clatter of metal fell with it... The bangles... Sawing off the other hand, the crazed apprentice seized the artifacts and ran into the night with gold, power, and free of commitment.
Seventeen and fairly rich, Argo was now at the top of the world. Retreating to Mirivar, the only place that Holden would never go, Argo settled himself in a store and began selling potions and other sundry needs to the people, who liked the idea of a resident alchemist. As a result, Argo made a good living, despite his strange tallness, which at seventeen was a towering seven feet. As the months passed, he began to notice women, which he was unable to when he was traveling with Holden... A particularly interesting one was the daughter of the bookkeeper, Taylor... Something about her raven hair and adorable smile filled the albino with an intense warmth... However an immense shyness enveloped Argo... Every time he tried to talk, something happened which made him balk, leading to a rather platonic romance... Finally it was Taylor who approached him, something unthought of in these times. With slight hesitation, Argo slowly slipped into romance, the happiest year he would ever have...
Indeed, love was a wonderful thing and although he never told Taylor of his murder or how he acquired so much money, he was never burdened by his guilt, or racked with paranoia when she was around... It was heaven at last... It was a much longer courtship than his fathers' for Taylor's father had a natural distrust of the alchemist, wondering if it was right to give his daughter for marriage to this... abomination... Argo did not care, for love did not need to include marriage, and the two of them spent the best of times. Argo's business improved as well as he invented better potions, poisons and bombs, the latter being secret. Using the high technology of Mirivar, he created a metallic bomb that relied only on a touch to activate. Soon, he began carrying these bombs, well protected of course. On his nineteenth birthday, the sky was blue and the sun was shining, indeed a fairy-tale perfect day. Walking about the marketplace, Argo's life could not have gotten better... That was when Taylor snuck up behind him and gave him a hug from behind... This activated the grenades which exploded, engulfing the immediate five yards with flames. Argo got flung as he stripped off his jacket and all of his protection, watching it explode in flames as dozens of grenades exploded in the busy marketplace. Shaking in fear, Argo realized then that he had hurt Taylor and killed four people... As the soldiers took him away, the tears of the albino made a trail towards the castle.
Brought before the king, Argo knelt as his punishment was decided... Argo would have loved then to be hung, but instead he was sentenced to solitary confinement in a hole deep within the castle. This hole was ten feet in height and five feet in diameter, which seemed to get smaller as Argo grew to his final height of eight feet two inches. Food was dropped twice a day, some sort of slop, rancid meat, water, or whatever the cruel guards wished to feed the “Albino freak” As the years passed, Argo's fear multiplied exponentially... His fear of everything came back in full force, creating fears he never would experience in that hole... He began to hear voices from nowhere, talking to invisible spirits as his willpower cracked. From the shadows, a new voice appeared... a strong and confident voice who spoke of war and fighting a god and losing... Argo began to trust the spirit, who called himself Leroy. One day, Leroy muttered that he could get the alchemist out of this hole on one condition; he would forever possess Argo and help Leroy in his tasks. Argo agreed immediately and the soul entered his body, filling him with an inner strength. With a flash of light, he appeared a mile from the dreaded castle of Mirivar... He realized then that he was nearly forty... He had spent twenty years in that prison.
Current Possessions
Knife: After a bit of forceful convincing, Argo received a small knife from an all too combustible merchant. Curiously enough, the blade is not the standard stiletto, but instead boasts one serrated side which works well for cutting through fibres. However the other edge is perfect as a small slashing weapon which tends to work well for intimidation coupled with Argo's oft-fanatic personality.
Fusion and Forge: Twin bangles of gold and silver created through currently unknown means and held by an amateur alchemist by the name of Holden. After taking Argo Forma as his apprentice, Holden became more and more senile and Argo's paranoia led him to a silent murder. The properties of these bangles are not fully known but they are able to take the base matter of various inanimate or animate objects and fuse them together. This power can only be used once per day. In addition, curiously enough, when in danger, the bands shrink into the body, becoming tattoos, which could only be stolen by removing the hands.
Bombs: After the past week, Argo has crafted a small number of homemade bombs of the fuse variety. With the acquisition of new chemicals reagents, he will be able to create more bombs.
Talents:
-Argo's main talent is his incredible mind, which always seems to be thinking about some sort of concoction or combination of herbs and chemicals. In addition to this, his intelligence allows him to crack mysteries much quicker than the average layman
-In addition, Argo possesses a very high endurance. Although he is susceptible to magic and illness and other such nonsuch, he can survive things that most people would die from.
-Combining his artifacts with a quick mind, Argo is able to craft things on the fly, whether it be a crude bomb or a macgyver-esque contraption.
Weakness:
-Argo's mind is also his greatest weakness... Intense paranoia combined with his inclination towards violence results in a very unreliable person
-Also, despite his endurance, Argo is susceptible to mind control, magic, illness, and even the faintest chill... Although he will never die, such things tend to pain him greatly.
[Always a work-in-process]