Post by Ginta Toramizu on Jun 25, 2012 18:52:20 GMT -5
Name: Ginta Toramizu
Age: 16
Gender: Male
Race: Human
Alignment: Neutral (for now)
Backstory: Ginta, at the age of fourteen, was transported to a land called MÄR Heaven to help stop a great evil called The Chess Pieces from taking over the land (for more information, go here mar.wikia.com/wiki/M%C3%84R-Heaven/original) After coming home from MÄR Heaven, Ginta resumed his life as usual, developing a strong relationship with Koyuki along the way. Two years later, Koyuki moved on, leaving Ginta feeling alone and depressed. Ginta was on his way to deliver a letter he had written to her, when he spaced out and was lost in thought. He kept walking, until finally he realized that he did not recognize his surroundings. Looking around, he realized he was in another town completely (he somehow wandered into Urbadelphia). Excited that it may lead to a new adventure, Ginta located a nearby store, barged inside, and marched straight up to the counter in an attempt to find out where he now was.
Personality: A fun-loving day dreamer with a very heroic mindset. He is very kind, and will stop at nothing to help someone in need or to protect his friends.
Powers/Abilities: After his travels in MÄR Heaven, Ginta is very physically powerful (strong enough to take on many opponents many times his size) and is very combat savvy. He also consistently bears a certain magical presence that influences the world around him. His new environments have a way of magnifying this presence, to a point where treasure chests may randomly spawn, and enemies may drop "loot". This "loot" may come in two forms:
A magical stone that can turn any accesory or jewelry into an ÄRM
(more info here: mar.wikia.com/wiki/%C3%84RM)
OR an actual accessory or piece of jewelry.
Ginta is the only one capable of wielding these ÄRM, as only he has the right type of magical energy to use them.
Any accessory/jewelry that he obtains as a gift from someone that he has a strong connection to (be it positive or negative) will never break, and will often have much stronger and unique powers in comparison to those he just finds. Otherwise, most common ÄRM will break after around 10 uses, with the exception of certain one-time-use ÄRM and Guardians who will break automatically if the Guardian they summon is killed/defeated.
Age: 16
Gender: Male
Race: Human
Alignment: Neutral (for now)
Backstory: Ginta, at the age of fourteen, was transported to a land called MÄR Heaven to help stop a great evil called The Chess Pieces from taking over the land (for more information, go here mar.wikia.com/wiki/M%C3%84R-Heaven/original) After coming home from MÄR Heaven, Ginta resumed his life as usual, developing a strong relationship with Koyuki along the way. Two years later, Koyuki moved on, leaving Ginta feeling alone and depressed. Ginta was on his way to deliver a letter he had written to her, when he spaced out and was lost in thought. He kept walking, until finally he realized that he did not recognize his surroundings. Looking around, he realized he was in another town completely (he somehow wandered into Urbadelphia). Excited that it may lead to a new adventure, Ginta located a nearby store, barged inside, and marched straight up to the counter in an attempt to find out where he now was.
Personality: A fun-loving day dreamer with a very heroic mindset. He is very kind, and will stop at nothing to help someone in need or to protect his friends.
Powers/Abilities: After his travels in MÄR Heaven, Ginta is very physically powerful (strong enough to take on many opponents many times his size) and is very combat savvy. He also consistently bears a certain magical presence that influences the world around him. His new environments have a way of magnifying this presence, to a point where treasure chests may randomly spawn, and enemies may drop "loot". This "loot" may come in two forms:
A magical stone that can turn any accesory or jewelry into an ÄRM
(more info here: mar.wikia.com/wiki/%C3%84RM)
OR an actual accessory or piece of jewelry.
Ginta is the only one capable of wielding these ÄRM, as only he has the right type of magical energy to use them.
Any accessory/jewelry that he obtains as a gift from someone that he has a strong connection to (be it positive or negative) will never break, and will often have much stronger and unique powers in comparison to those he just finds. Otherwise, most common ÄRM will break after around 10 uses, with the exception of certain one-time-use ÄRM and Guardians who will break automatically if the Guardian they summon is killed/defeated.