Team Three
Player Five

Fikel generally wears a long (he's a bit tall by human standards, but only a bit), green pair of silken pants (as well as a similar shirt in more polite company if he wants to stick around) with two belt loops and large pockets when he's not expecting combat. When he is, he exchanges it for a pair of earth-toned canvas pants. In any case, he usually wears simple pointed shoes, if any.
N a m e
Fikel the Laughing One
(pronounced "fyke-ul")
N i c k n a m e
Ol' Fik
A g e
192
G e n d e r
Male
R a c e
Djinn
T e a m
Team Three
P e r s o n a l i t y
He is quite mischievous, and is seen by many as quite ridiculous. Indeed, he could even be seen as mad by some, but he is quite sane- And cunning. He frequently makes fun of his teammates and messes with them, and doesn't seem to take them (or much else, frankly) seriously. When someone threatens him, he just laughs at them. If someone gets his Possession, he tells them how hopelessly cliché they are- Surely, he says in those cases, they could find a more original way to get servants.
He has been known to complain loudly when things don't go his way, and laugh somewhat annoyingly when they do ("Gyahaha!"). He laughs at the misfortune of others at times, especially if caused by one of his own tricks, but he loves a happy ending, like the one he caused in the tale of "The Laughing One's Fortunate Duel". He thinks very highly of himself and his tricks, and doesn't always take kindly to being insulted. He usually gets back at the offender at a later date with a trick, preferably when they least expect it. If someone turns the tables and tricks him, he might get back at them, but he usually laughs with them- He can actually be a "good sport"- And compliments the skill or luck of the person who tricked him. If cornered in a fight, he may let his captors go by with sincere words of congratulations. He enjoys a good game, whether it be one of chance or of skill. Indeed, he seems to view life as one.
While some may think of him as such, he is not a truly malevolent being. Nearly everything he does for the fun of it. If he can cause other good things to come of what he does, he likes it even better. He enjoys trickery (sometimes clever, often just silly, though the latter kind doesn't spawn as many tales) and, strangely, rock collecting, knitting, and tailoring (he somehow uses even this to mess with people).
B i o
Born into a small group of traveling djinni performers, tricksters, and thieves (not unlike our own stereotype of "gypsies"), Fikel has always loved trickery and silliness. His group was a known band of miscreants and tricksters, but he wasn't in it for the money. He just had a love of trickery and having fun, so he was glad to help out his friends and family (his major "schticks" were vocal performance [imitation and such], ridiculous comedy [he was most definitely not the "straight man" of the comic duo "Fikel and Flim"- he was a bit of a fan of slapstick], and magic taught to him in his early days by his dear mother- Magic which he would later vastly improve upon. Eventually, he found that limiting himself to traveling with the troupe was a limitation that he didn't care for and that being in the spotlight didn't allow him to pull off as many good tricks, so he left when he was at the relatively young age of 24. He would never become famous for that. For all the years since then, he has traveled the world as "The Laughing One", an annoying yet oddly charming stranger to all. A few of his escapades have become legendary- He is actually the subject of a few tall tales (see the "Other" section), though few could recognize him through oral description alone. In fact, his appearance has been so masked by the many retellings of these tales that few suspect him until he's already pulled off a trick (and probably flew or ran away, laughing. He often obtains his sanguine sustenance in this way, so he often leaves well-fed.).
However, one day, a wise old man residing in Zeladis fooled Fikel into using his kinetic magic to move a stone, releasing a trip wire that released a bundle of chains, causing them to fall on Fikel. The wise man, Mel, had suspected Fikel's identity as the Laughing One, and had done much research on him. He managed to find Fikel's Possession, but didn't behave as a cruel slavemaster, instead choosing to exchange amusing tales. They became friends fairly quickly. Mel, after returning Fikel's Possession, mentioned that he wished he could participate in the Games. Fikel, having nothing better to do, offered to do so- He liked games, why not try a Game? A capitalized Game sounded interesting. Since he didn't really care about any kingdom in particular, he went for the team that would be the most convenient to join: Zeladis' team. He felt that the people of Zeladis could use some more "fun" and unpredictability in their lives, so it seemed a fine choice. He approached a prospective member of the team, a young druid, and challenged her to a duel over the position. She accepted, but she turned out to be a weak combatant who was only going to participate because her family did some noble a favor. The duel would be retold later in a tall tale known simply as "The Laughing One's Fortunate Duel". She attempted to strike him with her staff a few times (he dodged and blocked the thrusts, of course), but tripped over a tripwire which he had placed between two trees when she returned to her mansion to fetch her weapon. Defeated, she signed her spot on the team over to Fikel. Hearing the noise of the duel, a nearby earth nymph arrived after she signed over her spot on the team to Fikel. As it turns out, it was her long-lost love. Fikel, having heard the story of the nymph and druid (as in many classic tales, they were separated by their families.) in a local inn. Unable to resist assisting in the conclusion of such a classic sort of tale, he hired an illusionist who knew the pair to conjure an illusion of the druid to lead the nymph to the small clearing in which the duel would occur. Of course, by the time the nymph arrived, Fikel had shrunken to a small size and flown away into the trees.
Fikel arrived in time to participate in the second round of the Games. Already he has gone to work on trying to mess with everybody- A task that is easier said than done, given the extraordinary nature of many of his allies and opponents.
A b i l i t i e s
Legendary Trickster: He is very tricky and can be quite deceptive. He is talented in playing pranks, ventriloquism, sound and voice replication (if he's heard it, he can probably replicate it with his voice), usage of disguises, setting of booby traps, and general annoyance. He is also good at sneaking and deception. He often uses his skills to get assailants to give up, since many people in the Games are more skilled in combat than he.
Djinn Poison: With a touch of his hand he can use his poison to induce a hallucinogenic stupor. Due to his poisonous nature, he is heavily resistant to most poisons, and immune to the poison of any djinn.
Djinn Mind Reading: As a djinn, he is able to read minds, but only enough to sense the target's desires. Some are able to resist this more effectively than others.
Illusions: In addition to his poison, he can use magic to produce illusions. This helps him disguise or cloak himself, others, and objects. He often uses this to conceal his traps and attacks. He could throw a rock, for example, but make it invisible. He could fool an opponent into thinking that he was shooting lightning at them, causing them to leap out of the way and closer to one of his traps.
Tricky Flyer: Using his djinn powers, he can hover/"fly" around quickly and adroitly, dodging attacks, befuddling his targets, and possibly absconding. This makes him an evasive target if he can move around effectively in midair. He flies around as if repelled from the ground, causing him to move up and down while hovering. This flight cannot reliably take him any higher than thirty feet.
Djinn In Miniature: He has the ability to shrink and regrow up to his maximum size, easily halving his size in seconds. Assuming smaller sizes (such as that of a small mouse) or reverting to his normal size from such sizes takes longer (about fifteen seconds) and is impractical for combat. If he's flying around someone's head and annoying them (which he likes to do), it would be a bad idea for him to fight them, for his strength scales with his size, and changing back takes time. This ability is, however, excellent for espionage and trickery. This power also makes size-changing magic much less useful against him- If an external force changes his size, he can easily change back to his normal size. Other than this, however, the ability is almost useless in combat. Like many of his powers, it is hindered by metals. If he is trapped in a something metallic or impaled with metal, he has great difficulty changing size to escape it- It could take him hours of great effort to do so.
O t h e r
As a djinn, he cannot die, but his body parts can be immobilized by being stabbed with metal (a knife could pin his hand to a table, an iron arrow could pin him to a tree, etc.). Removing such metal proves difficult to him, as he cannot use his kinetic powers to remove it, and grasping such an object is difficult for him. Due to this aversion to metal, he is terrible at using metallic weapons of any kind, and his lack of physical might makes martial arts inviable for melee combat, so he is forced to use weapons of wood, bone, or stone when his kinetic magic and poison don't work. In addition, he is bound to anyone in possession of his "possession": >A small, seemingly worthless, piece of quartz. He generally keeps it on his person so that it isn't picked up by treasure hunters or fellow rock collectors.<
He stars in many a tall tale, such as "The Laughing One and the Three Knights", "The Laughing One Crosses the Sea", "The Necromancer and the Laughing One", and "The Laughing One Courts the Duchess". The last one is a complete work of fiction. He would never dream of tying himself to one person like that. In addition, the duchess in the tale is actually an old platonic friend of his. They often trade stories as Fikel and Mel did. They're both annoyed by the tale, and both seek the person who first told it. Fikel dreams of one day pulling off a great prank on this person.
T r a i t s
₪ Mischievous ₪ Cunning ₪ Tricky ₪
Player Five

Fikel generally wears a long (he's a bit tall by human standards, but only a bit), green pair of silken pants (as well as a similar shirt in more polite company if he wants to stick around) with two belt loops and large pockets when he's not expecting combat. When he is, he exchanges it for a pair of earth-toned canvas pants. In any case, he usually wears simple pointed shoes, if any.
N a m e
Fikel the Laughing One
(pronounced "fyke-ul")
N i c k n a m e
Ol' Fik
A g e
192
G e n d e r
Male
R a c e
Djinn
T e a m
Team Three
P e r s o n a l i t y
He is quite mischievous, and is seen by many as quite ridiculous. Indeed, he could even be seen as mad by some, but he is quite sane- And cunning. He frequently makes fun of his teammates and messes with them, and doesn't seem to take them (or much else, frankly) seriously. When someone threatens him, he just laughs at them. If someone gets his Possession, he tells them how hopelessly cliché they are- Surely, he says in those cases, they could find a more original way to get servants.
He has been known to complain loudly when things don't go his way, and laugh somewhat annoyingly when they do ("Gyahaha!"). He laughs at the misfortune of others at times, especially if caused by one of his own tricks, but he loves a happy ending, like the one he caused in the tale of "The Laughing One's Fortunate Duel". He thinks very highly of himself and his tricks, and doesn't always take kindly to being insulted. He usually gets back at the offender at a later date with a trick, preferably when they least expect it. If someone turns the tables and tricks him, he might get back at them, but he usually laughs with them- He can actually be a "good sport"- And compliments the skill or luck of the person who tricked him. If cornered in a fight, he may let his captors go by with sincere words of congratulations. He enjoys a good game, whether it be one of chance or of skill. Indeed, he seems to view life as one.
While some may think of him as such, he is not a truly malevolent being. Nearly everything he does for the fun of it. If he can cause other good things to come of what he does, he likes it even better. He enjoys trickery (sometimes clever, often just silly, though the latter kind doesn't spawn as many tales) and, strangely, rock collecting, knitting, and tailoring (he somehow uses even this to mess with people).
B i o
Born into a small group of traveling djinni performers, tricksters, and thieves (not unlike our own stereotype of "gypsies"), Fikel has always loved trickery and silliness. His group was a known band of miscreants and tricksters, but he wasn't in it for the money. He just had a love of trickery and having fun, so he was glad to help out his friends and family (his major "schticks" were vocal performance [imitation and such], ridiculous comedy [he was most definitely not the "straight man" of the comic duo "Fikel and Flim"- he was a bit of a fan of slapstick], and magic taught to him in his early days by his dear mother- Magic which he would later vastly improve upon. Eventually, he found that limiting himself to traveling with the troupe was a limitation that he didn't care for and that being in the spotlight didn't allow him to pull off as many good tricks, so he left when he was at the relatively young age of 24. He would never become famous for that. For all the years since then, he has traveled the world as "The Laughing One", an annoying yet oddly charming stranger to all. A few of his escapades have become legendary- He is actually the subject of a few tall tales (see the "Other" section), though few could recognize him through oral description alone. In fact, his appearance has been so masked by the many retellings of these tales that few suspect him until he's already pulled off a trick (and probably flew or ran away, laughing. He often obtains his sanguine sustenance in this way, so he often leaves well-fed.).
However, one day, a wise old man residing in Zeladis fooled Fikel into using his kinetic magic to move a stone, releasing a trip wire that released a bundle of chains, causing them to fall on Fikel. The wise man, Mel, had suspected Fikel's identity as the Laughing One, and had done much research on him. He managed to find Fikel's Possession, but didn't behave as a cruel slavemaster, instead choosing to exchange amusing tales. They became friends fairly quickly. Mel, after returning Fikel's Possession, mentioned that he wished he could participate in the Games. Fikel, having nothing better to do, offered to do so- He liked games, why not try a Game? A capitalized Game sounded interesting. Since he didn't really care about any kingdom in particular, he went for the team that would be the most convenient to join: Zeladis' team. He felt that the people of Zeladis could use some more "fun" and unpredictability in their lives, so it seemed a fine choice. He approached a prospective member of the team, a young druid, and challenged her to a duel over the position. She accepted, but she turned out to be a weak combatant who was only going to participate because her family did some noble a favor. The duel would be retold later in a tall tale known simply as "The Laughing One's Fortunate Duel". She attempted to strike him with her staff a few times (he dodged and blocked the thrusts, of course), but tripped over a tripwire which he had placed between two trees when she returned to her mansion to fetch her weapon. Defeated, she signed her spot on the team over to Fikel. Hearing the noise of the duel, a nearby earth nymph arrived after she signed over her spot on the team to Fikel. As it turns out, it was her long-lost love. Fikel, having heard the story of the nymph and druid (as in many classic tales, they were separated by their families.) in a local inn. Unable to resist assisting in the conclusion of such a classic sort of tale, he hired an illusionist who knew the pair to conjure an illusion of the druid to lead the nymph to the small clearing in which the duel would occur. Of course, by the time the nymph arrived, Fikel had shrunken to a small size and flown away into the trees.
Fikel arrived in time to participate in the second round of the Games. Already he has gone to work on trying to mess with everybody- A task that is easier said than done, given the extraordinary nature of many of his allies and opponents.
A b i l i t i e s
Legendary Trickster: He is very tricky and can be quite deceptive. He is talented in playing pranks, ventriloquism, sound and voice replication (if he's heard it, he can probably replicate it with his voice), usage of disguises, setting of booby traps, and general annoyance. He is also good at sneaking and deception. He often uses his skills to get assailants to give up, since many people in the Games are more skilled in combat than he.
Djinn Poison: With a touch of his hand he can use his poison to induce a hallucinogenic stupor. Due to his poisonous nature, he is heavily resistant to most poisons, and immune to the poison of any djinn.
Djinn Mind Reading: As a djinn, he is able to read minds, but only enough to sense the target's desires. Some are able to resist this more effectively than others.
Illusions: In addition to his poison, he can use magic to produce illusions. This helps him disguise or cloak himself, others, and objects. He often uses this to conceal his traps and attacks. He could throw a rock, for example, but make it invisible. He could fool an opponent into thinking that he was shooting lightning at them, causing them to leap out of the way and closer to one of his traps.
Tricky Flyer: Using his djinn powers, he can hover/"fly" around quickly and adroitly, dodging attacks, befuddling his targets, and possibly absconding. This makes him an evasive target if he can move around effectively in midair. He flies around as if repelled from the ground, causing him to move up and down while hovering. This flight cannot reliably take him any higher than thirty feet.
Djinn In Miniature: He has the ability to shrink and regrow up to his maximum size, easily halving his size in seconds. Assuming smaller sizes (such as that of a small mouse) or reverting to his normal size from such sizes takes longer (about fifteen seconds) and is impractical for combat. If he's flying around someone's head and annoying them (which he likes to do), it would be a bad idea for him to fight them, for his strength scales with his size, and changing back takes time. This ability is, however, excellent for espionage and trickery. This power also makes size-changing magic much less useful against him- If an external force changes his size, he can easily change back to his normal size. Other than this, however, the ability is almost useless in combat. Like many of his powers, it is hindered by metals. If he is trapped in a something metallic or impaled with metal, he has great difficulty changing size to escape it- It could take him hours of great effort to do so.
O t h e r
As a djinn, he cannot die, but his body parts can be immobilized by being stabbed with metal (a knife could pin his hand to a table, an iron arrow could pin him to a tree, etc.). Removing such metal proves difficult to him, as he cannot use his kinetic powers to remove it, and grasping such an object is difficult for him. Due to this aversion to metal, he is terrible at using metallic weapons of any kind, and his lack of physical might makes martial arts inviable for melee combat, so he is forced to use weapons of wood, bone, or stone when his kinetic magic and poison don't work. In addition, he is bound to anyone in possession of his "possession": >A small, seemingly worthless, piece of quartz. He generally keeps it on his person so that it isn't picked up by treasure hunters or fellow rock collectors.<
He stars in many a tall tale, such as "The Laughing One and the Three Knights", "The Laughing One Crosses the Sea", "The Necromancer and the Laughing One", and "The Laughing One Courts the Duchess". The last one is a complete work of fiction. He would never dream of tying himself to one person like that. In addition, the duchess in the tale is actually an old platonic friend of his. They often trade stories as Fikel and Mel did. They're both annoyed by the tale, and both seek the person who first told it. Fikel dreams of one day pulling off a great prank on this person.

₪ Mischievous ₪ Cunning ₪ Tricky ₪