Ludo (The Hermit)
Name:
Ludo (The Hermit)
Age:
602
Magic:
The Spear of Infinity – a holder-type magic centered around Ludo's spear. He can empower it to use whatever magic it comes in contact with. For instance, if a fire wizard throws fire at Ludo, he can catch it with his spear to make its spearhead burst into flame. Ludo's spear can also be summoned instantly back to his hand.
The Hermit – a caster-type magic with unique attributes. Ludo is sensitive to the souls of living things, and can vaguely sense them in an area around him. By 'pinging' his own soul off of others', he can create a mental image of his entire surrounding area, effectively giving him a limited-range omniscience. Ludo can also project himself into someone else's soul provided he can make eye contact, which basically amounts to turning himself into a spirit and getting into a target's mind. While in someone's mind, he can speak to them, influence them, or examine their memories. While looking at a memory, the target is forced to relive that memory, whether they are aware of Ludo's presence or not.
Magic Level:
S
History:
The Sun, the Moon, Strength, Temperance, the Emperor, the Empress, Wheel of Fortune, Judgment, The Lovers, the Hierophant, the Star, the World, the Hanged Man, the Tower, Justice, Death, the Chariot, the Magician, the Devil, the Tower, the Jester, the Fool, Aeon, Hunger, the Universe, the High Priestess, and, of course, the Hermit. These are Tarot, the Cards of Fate, created by the beings unknown to direct the lives of Earthland's people. Just as Celestial Spirits embody constellations, however, the Mystic Beasts embody the Tarot cards, and can be summoned by special version of the cards to fight by their users, the Mystic Fate wizards, on the world. Ludo the Hermit was one such.
However, there are no such things as contracts between wizards and Mystic Beasts. Instead, the Beast, once summoned by its card, engages the wizard in battle. Should the wizard prevail, using only their innate abilities or other magics, the Beast concedes to serve. Ludo was summoned for the third time ever, two years before the events of Zeref, by the Mystic Fate wizard and Marrow Smith mage Savor. Being a reclusive and introspective Beast, one of the weaker ones in fact, Ludo could not combat Savor's bone constructs, and was forced into service. However, Ludo also had the instincts of a protector of mankind, and after witnessing the depths of evil of the warlock that had summoned him, Ludo turned on Savor in a sneak attack and killed him. Unable to return to the dappled forest of the Mystic Beasts, Ludo turned his attention elsewhere. He weathered the events of Zeref as best he could and predictably went into hiding, living a solitary but contented life on a lost, forested island until he felt that souls with magic were beginning to return to the world en masse. Flying from his island, Ludo sought a guild that he could take under his wing, so to speak, and help groom them into the powerful heroes the world would need to prevent the likes of Zeref from ever being able to threaten the world again.
Personality:
Quiet and reclusive best describe Ludo. It's rare that he appears around the Frenzy Fort in situations less than catastrophic, and even then he's reluctant to interact with others. Should he take a liking to someone, though, he is a very surprisingly jolly individual. Above all else, he wants Frenzy Plant soldiers to get stronger, so he's not completely opposed to sparring individual members to improve their proficiency. More than that, however, he helps people get over mental issues by getting into their heads and understanding their memories, so that he can figure out what therapeutic treatment he can give to them. Should he be forced to fight, he fights with furious tranquility, completely silent and without emotion but with enough strength and brutality to do whatever needs to be done.
Team Members:
None among Frenzy Plant, though he works with Chester Graham somewhat frequently due to their shared ability to fly.
Three Strengths:
1. Ludo's magic as The Hermit permits him a very fast and accurate reconnaissance of the area surrounding him. When he shares this knowledge with allies, enemies' attempts at stealth, trickery, escape, and ambush are useless against him.
2. A mere memory – the vast majority of people, even within Frenzy Plant, are ignorant of the depth of Ludo's abilities. His ability to project himself into peoples' souls means that he can traverse the world just as easily by traveling between people as between places. When inside someone's head, he can choose to be very subtle in his dealings.
3. In darkest hour – when the guild is in trouble, Ludo will appear to join his substantial strength to its own. Since both the Frenzy Plant members and its foes are usually weakened by this time, Ludo is the star of the show.
Three Weaknesses:
1. Presence – Ludo seldom involves himself in the guild's affairs. He only really intervenes in situations of dire importance, which would spell the guild's doom if not for his assistance.
2. Status – though his power is indeed great, Ludo's dissociation with the guild means that he hasn't gone through the proper promotion system, so while he's been given the S-rank he is probably the least powerful out of he, Indigo, and Zander.
3. Lightning – electricity is the most harmful to Ludo out of the elemental magics.
Greatest Love:
Fat, juicy rodents to eat
Motivation:
To make sure that Frenzy Plant continues to exist and grow stronger, so that when the world needs it most, it will have a protector.
Ludo (The Hermit)
Age:
602
Magic:
The Spear of Infinity – a holder-type magic centered around Ludo's spear. He can empower it to use whatever magic it comes in contact with. For instance, if a fire wizard throws fire at Ludo, he can catch it with his spear to make its spearhead burst into flame. Ludo's spear can also be summoned instantly back to his hand.
The Hermit – a caster-type magic with unique attributes. Ludo is sensitive to the souls of living things, and can vaguely sense them in an area around him. By 'pinging' his own soul off of others', he can create a mental image of his entire surrounding area, effectively giving him a limited-range omniscience. Ludo can also project himself into someone else's soul provided he can make eye contact, which basically amounts to turning himself into a spirit and getting into a target's mind. While in someone's mind, he can speak to them, influence them, or examine their memories. While looking at a memory, the target is forced to relive that memory, whether they are aware of Ludo's presence or not.
Magic Level:
S
History:
The Sun, the Moon, Strength, Temperance, the Emperor, the Empress, Wheel of Fortune, Judgment, The Lovers, the Hierophant, the Star, the World, the Hanged Man, the Tower, Justice, Death, the Chariot, the Magician, the Devil, the Tower, the Jester, the Fool, Aeon, Hunger, the Universe, the High Priestess, and, of course, the Hermit. These are Tarot, the Cards of Fate, created by the beings unknown to direct the lives of Earthland's people. Just as Celestial Spirits embody constellations, however, the Mystic Beasts embody the Tarot cards, and can be summoned by special version of the cards to fight by their users, the Mystic Fate wizards, on the world. Ludo the Hermit was one such.
However, there are no such things as contracts between wizards and Mystic Beasts. Instead, the Beast, once summoned by its card, engages the wizard in battle. Should the wizard prevail, using only their innate abilities or other magics, the Beast concedes to serve. Ludo was summoned for the third time ever, two years before the events of Zeref, by the Mystic Fate wizard and Marrow Smith mage Savor. Being a reclusive and introspective Beast, one of the weaker ones in fact, Ludo could not combat Savor's bone constructs, and was forced into service. However, Ludo also had the instincts of a protector of mankind, and after witnessing the depths of evil of the warlock that had summoned him, Ludo turned on Savor in a sneak attack and killed him. Unable to return to the dappled forest of the Mystic Beasts, Ludo turned his attention elsewhere. He weathered the events of Zeref as best he could and predictably went into hiding, living a solitary but contented life on a lost, forested island until he felt that souls with magic were beginning to return to the world en masse. Flying from his island, Ludo sought a guild that he could take under his wing, so to speak, and help groom them into the powerful heroes the world would need to prevent the likes of Zeref from ever being able to threaten the world again.
Personality:
Quiet and reclusive best describe Ludo. It's rare that he appears around the Frenzy Fort in situations less than catastrophic, and even then he's reluctant to interact with others. Should he take a liking to someone, though, he is a very surprisingly jolly individual. Above all else, he wants Frenzy Plant soldiers to get stronger, so he's not completely opposed to sparring individual members to improve their proficiency. More than that, however, he helps people get over mental issues by getting into their heads and understanding their memories, so that he can figure out what therapeutic treatment he can give to them. Should he be forced to fight, he fights with furious tranquility, completely silent and without emotion but with enough strength and brutality to do whatever needs to be done.
Team Members:
None among Frenzy Plant, though he works with Chester Graham somewhat frequently due to their shared ability to fly.
Three Strengths:
1. Ludo's magic as The Hermit permits him a very fast and accurate reconnaissance of the area surrounding him. When he shares this knowledge with allies, enemies' attempts at stealth, trickery, escape, and ambush are useless against him.
2. A mere memory – the vast majority of people, even within Frenzy Plant, are ignorant of the depth of Ludo's abilities. His ability to project himself into peoples' souls means that he can traverse the world just as easily by traveling between people as between places. When inside someone's head, he can choose to be very subtle in his dealings.
3. In darkest hour – when the guild is in trouble, Ludo will appear to join his substantial strength to its own. Since both the Frenzy Plant members and its foes are usually weakened by this time, Ludo is the star of the show.
Three Weaknesses:
1. Presence – Ludo seldom involves himself in the guild's affairs. He only really intervenes in situations of dire importance, which would spell the guild's doom if not for his assistance.
2. Status – though his power is indeed great, Ludo's dissociation with the guild means that he hasn't gone through the proper promotion system, so while he's been given the S-rank he is probably the least powerful out of he, Indigo, and Zander.
3. Lightning – electricity is the most harmful to Ludo out of the elemental magics.
Greatest Love:
Fat, juicy rodents to eat
Motivation:
To make sure that Frenzy Plant continues to exist and grow stronger, so that when the world needs it most, it will have a protector.