The HorsemanName: Mahir
Nicknames: N/A
Gender: Male
Age: Irrelevant (appears on the younger side?)
Original Clan: Famine
Job Role: Sage - an elevated class: they have evolved themselves over time, their abilities, and their Fear, and can perform now all of the colony requests. Instead of strict timetables like the other Clans members, sages are allowed to work at their own pace, and often are given special duties and jobs to complete.
Personality: Mahir has an insatiable curiosity. He doesn't just want to know what it is, but how it works, and of course, how to make it stop working. Being part of a clan with little in the way of individual belongings and quarters, he tends to get a little too close and touchy with people, and a little too at home in the homes of others. The phrase 'personal information' doesn't seem to exist in his mind, or the many many questions he will ask. On the flipside, he is somewhat of an open book, a little too trusting and friendly with anyone who can identify themselves as a horseman, sheltered from the concept of secrecy. He has a tendency to 'borrow' anything not bolted down, in a quest to discover its purpose or find it a new one. More often, though, he manages to break them beyond repair. Every horseman of famine has probably had an IOU from Mahir at one point or another, in addition to their new paperweight.
But these trinkets and machines are toys in comparison to living creatures, and Mahir wants to understand how they work the most of all. Most of Mahir's true purpose has been devoting himself to the dual art of healing and harming, potions and poisons. Since he can't dissect everyone he comes across, he has had to settle for studying others by playing doctor. While he is primarily a field medic of sorts for his clan, traveling wherever the queen required, his interests have extended to the biology of humans. His role as a sage has allowed him to take his ideas and hypotheses to the next level, especially with the 'leftovers' in the lairs. However, his dabbling is always a bit risky and reckless, and he never seems to learn. He bears little warning signs from various failed experiments, from vine scars under the skin to his fading hands.
Mahir has a very practical, almost mechanical view of the world thanks to his upbringing in a hive society. In his eyes, the world is supposed to be orderly and functional, a well-oiled machine, with a purpose to every piece. And every piece is supposed to work for the machine, not for themselves. Mahir will find selfish, lazy, romantic, and secretive behavior in others to be both confusing and frustrating to understand.
Mahir's Insanity has amplified Mahir's feelings about the loss of the clans. He has become if anything much needier about attention and being around others, especially those of his clan, and unconsciously gravitates toward others or places others already are. His emotions can fluctuate wildly and quickly, making him seem childish. But aside from that, he is not taking the destruction as badly as some. He has tended to the sick, injured, and dying, and is infected himself. All he wants is to rebuild the colony and return to his old way of life, as if nothing had ever happened.
Mount Form: A slightly stunted and impossibly emaciated horse-shaped void, with bright yellow eyes. It has a long scraggly black mane and tail, the ends of which sometimes seem to be moving and crawling like shadows only out of the corner of one's eye. legs and face of horse degrade into skeletal, with the jaw and lower leg bones completely exposed.
"Weapon"/Natural Ability: Mahir possesses several shadow arms that come out of his back, the result of a slow adaptation of his former weapon's FEAR to suit his current needs. Mahir's shadowy appendages, despite being thin and two dimensional, can move and interact with objects just like regular ones. They
are his regular ones now, for all intents and purposes. Useful considering Mahir's real hands are disintegrating slowly from Insanity right down to the bone, making them fragile and difficult to work with. These shadow arms can stretch a surprising distance, giving them just as much reach as any Famine weapon, with sharp claws as well.
(Approved by Zoo - they are an extension of his FEAR, to be used for his 2d8-8 rolls as well as everyday stuff. For an idea of how they work, think
Pride from FMA Brotherhood.)
FEAR ATTACK: LAY ON (MANY) HANDS: Mahir's shadowy hands reach out to cover or wrap around injuries on the target. FEAR is channeled to heal the injuries, providing emergency stabilization on the battlefield. Places the hands grabbed and healed through will very very briefly appear grey and colorless before fading back to normal colors. (The Chill)
Physical Description:Eye Colour: Yellow
Hair Colour/Style: Matted black
Skin Colour: Tan
Clothing Style/Colours: Brown robe and wrap, yellow decorated sash that drags along the ground, bangles on legs, sandals.
Extra: Wings made of shadows and light, shadowy arms that originate from the same place. Hands show signs of insanity and are disintegrated down to the bone, with wrists and arms greying out a little. Red vine scars on legs.
References: Official art above.