Name: Allen Varritan
Age (Must be older than 18 to join BKS): 28
Personality: A lovable rogue would be the best way to describe Allen. He is just as likely to cheat you out of money, as he is to treat you to lunch, however, after their consecutive losses, everyone refuses to play cards with him when something is on the line. If you took once glance at him, you would never believe him to be a leader of one of Black Knight Mercenary Services' most prominent teams, nor would you think him any threat as he shuffles his cards, a roguish smile on his face. While he is unpredictable, his most defining feature is his charisma, to both his enemies and allies. Even when in combat, Allen displays his poker face, a constant smile displayed on his lips as he looks at them from underneath his hat, however, his is calm and composed, ignoring everything around him.
Specialisation (E.G Technician, Medic): Ranged Magus/ Leader
Abilities: Allen makes use of several cards. While that may not sound threatening, it will when I mention that they are made out of razor sharp metal. He is incredibly skilled at hurling them at an incredibly quick speed, using them to slice up his enemies at a distance. These cards range from regular playing cards, to tarot cards. However, Allen holds a deck that can be found nowhere else, a mystical deck of cards that he keeps in his right breast pocket. These cards contain potent magics, each card containing a different spell that he can cast. Ones taht his teammates aleready know are spells like fireball, avalanche and concussive force, but he holds a much more sinister card in his deck...one he hopes he will never have to use.
Weapons: Many, many decks of different cards.
Bio: Little is known about Allen's past, but suffice to say that whatever is known is less than savoury. Born in Dawair, a large port-city of Blagotha, Allen was left in a tough neighbourhood in the collective arms of a popular little tavern located in the backalleys of Dawair. The tavern raised the child best they could, providing what little education they had, and feeding him waht bland food they could make. Travellers passing by told Allen stories of their adventures, speaking of sailing in the high seas, the killing of ferocious beasts, and the fighting in war. Soon, Allen became almost infatuated with the idea of adventuring. He would go on for hours and hours, annoying the workers there, however, as they all saw him as a son, they bore with it.
As Allen grew up, the idea of adventuring never parted with him. He held it dear to his heart. However, he was forced to face the grim reality when he realised one thing. To go adventuring, one needed supplies, and when one needed supplies, one needed money. In his position, it would be near impossible to borrow from those he knew, so he started to work, slowly gaining money. However, he wasn't gaining it quick enough, and young Allen was an impatient teenager. He resorted to...other methods. During his lifelong stay at the tavern/inn, a travelling entertainer had taught him some tricks as he stayed for a week. Even after he left, he left Allen an old deck of cards, telling him to hold onto them. Allen did. He started to do, flipping, shuffling, and performing tricks the stranger had taught him. Going out into the city, Allen started to perform tricks, wowing the crowds with his mastery of card techniques, however, even that didn't bring in enough income to satisfy his needs. He resorted to more blackhanded techniques. He started to enter gambling dens, using his card techniques to switch his hand and win the competition. Even when he was accused of cheating, no-one could prove it. It was as if he had changed the cards into the deck without anyone looking. Truth be told, it was a sleight of hand technique that the entertainer had taught him. That man hadn't been just a simple entertainer after all...he had also taught some other things to Allen.
One day, after a particularly high-stakes game of poker, Allen was ambushed outside by a group of thugs, their patron demanding his money back. Refusing, Allen brought himself into a fighting stance that the entertainer had taught him. It was then that his cards showed their true nature. The 'entertainer' had been a Magus, one of those rare individuals who possessed control over the magic hereditarily flowing through their veins. He had recognised Allen's potential as a Magus after walking through the door, seeing the magic circuits within his body burning intensely. It matched the magus' own in all but size. The Magus was getting on in life, and not even magic could make him immortal. And so he gave the young prodigy, then unaware of his potential, his deck of magical cards. These cards, unlike normal magic, had already had the sacrifice made in order to create them, thus eliminating the need for constant sacrifice and equal exchange. Disguising the cards as an old, musty deck of playing cards, he gave them to the child, and gave him rudimentary training in the unknown techniques, disguising them as parlour tricks. Then he left, leaving the young man to flourish on his own. Allen, unaware of why the cards had suddenly shifted, threw the card as the man had describe, the thin sheet of metal slicing through the air and impacting on the man's arm, before suddenly detonating, but there was no explosion, just a sudden burst of force. 'Concussion wave'. The man's limb was blown off, and the thugs, suddenly cowed by this unknown power, ran for their lives, their master trailing after them, a ragged stump being the only remainder of his arm. Still stunned at what just happened, Allen stared at the card which fell to the ground, covered in blood. It bore the symbol of a fractured skill.
After that incident, Allen was constantly in danger. Apparently, the man he had wounded was quite powerful in the underworld, and he wanted this brat dead. Time after time, he would defend himself with that deck, and he would win. That was, until he was attacked en masse and stuck in the inn. A team of Black Knights who happened to be in town rushed to the scene, and eliminated the thugs, essentially saving the young Allen. When their assigned Magus saw Allen, his eyes widened, and he coerced his team to get the child. Paying off Allen's debt to the tavern, they led him back to the Black Knight HQ, where he was inducted into the Arcanus Majorum. There, he was trained, although the Magi there couldn't do much, as his form of magic was very unique. It was virtually unheard of. His training was a lot more limited, and he himself was forced to learn on his own, training in the nuances of his art, and discovering it step-by-step, and piece-by-piece. Although the Arcanus constituted for most of his lessons, he was also taught how to handle projectile weapons properly, and it expanded on his already progidous throwing skills. It taught him about aerodynamics, and how to use them to his advantage.
Eventually, he was sent on his first mission with Team 17, on a simple task of clearing a bandit camp as their attached Magus. From there, he was switched from team to team, as most Magi are. Magi are treated as a type of auxiliary. They were sent where they were needed, but some teams just took a magus, and signed him onto the team, with the permission of the Arcanus Majorum, after large reams of paperwork. Team one, needing someone to attend a high-stakes card game to maintain their cover, hired Allen to be their bait. They made him the bait of their operation. After luring out the main target with promises of a dive if they shared profits, Team once pounced on him, capturing him, however, the man's security detail was not far behind, along with several other security details who wanted to silence the intruders. For an hour, the 6 members of Team 1, including Allen, held out in a chokepoint, until the relief Teams 5 and 9 broke through to provide an escape. From then on, Team one started to favour Allen when they needed a Magus from the Arcanus Majorum. Eventually, the then leader of Team 1 decided to finally make it official. Allen would finally become a permanent addition to the team.
After wading through all the paperwork, Allen was formally inducted into the team, and it raised several cheers. After a year of working with them, things turned sour. An informant gave them false information, and led them into a Monarchy trap. Despte the large amount of soldiers they killed, they were overwhelmed, and when the relief Teams 21, 17, 8 and 4 finally broke through the wall of soldiers, they found Allen amidst the carnage, his hands gripping metal playing cards and his eyes and hands glowing with baelfire as he flung the cards around, ribbons of blood flashing through the air. Tearing him from the fight, the Black Knights retreated from the fight, bringing along the only survivor.
After being passed around once more as an Auxiliary, Allen was finally sick of it. He set up a meeting with the Master of the Company and requested that they rebuild Team one, with him at its head. The Master, aware that a large gap was left when Team one died, decided to approve of the idea, granting Allen permission to recreate Team one and uphold its legacy, provided he inducted willing members. And so, Allen did just that, asking those he trusted from barious teams to come join him. Some did, others were too bonded with their team and refused to leave. Nevertheless, Allen gathered a mighty number of warriors, more than enough to revive Team one, and so, it began once more.
Other (Any quirks, or anything I may have missed): When left with nothing else to do, Allen takes out one of his many packs of cards, and starts to shuffle them. This helps him to think, as he takes comfort in the familiar action. Almost never takes off his hat.