Tarolina Malcruz

"I wouldn't say I'm everyone's friend... I'd just say I know a lot of people."

- Tara, to Xeno about how he's apparently everyone's friend

Tarolina Malcruz (or just "Tara") is a phantom thief that used to be separated from his old troup. While he left for personal reasons, he has since returned as the second leader of the Tarot Deck alongside his brother, Carden. When he's not wandering the streets or fixing the issues Carden created within the group, he's busy stealing back artifacts from those who stole them.

(Author's Note: Okay look, the trans reveal was going to happen and I don't regret it, but do I really have to go through the whole page and correct all instances of Tara's gender? Some help would be appreciated 'cause I'm not doing all of this at once.)

Statistics
Proficiency: Deception, Insight | Expertise: Acrobatics, Investigation, Sleight of Hand, Stealth

Appearance
Tara is only memorable if you’ve dedicated his face to memory. Despite being more on the feminine side than his brother, he has a relatively sweet mix of toned and slender, lending his body type more towards a boyish look. However, if you try to recognize him by anything besides her hairstyle and face, you’ll find a lot of people with the same descriptors in both genders, and Tara happily exploits this to make himself seem androgynous. He's learned to brush off the label of "female" relatively well from other people, despite his distaste for it, so his bold and expressive personality shines through even if he's wearing more feminine clothing.

Sharing his brother's hazel eye color and almost-orange hair, he styles his longer than his better half. His hair is quite lengthy, reaching down to the nape of his back, but he does it up in a ponytail behind him most of the time, allowing two bangs to frame the sides of his face. He takes incredible pride in this iconic hairstyle, and manages to make it work with his androgynous and universal style. He’s even known to be able to accent it with a hat or hide it all inside his hood, which doesn’t frizz it up due to careful TLC. His face is the type that isn't distinctive enough to describe meaningfully, but one would likely recognize it easily if seen again. He plays at wearing his heart on his sleeve, but is a master of wearing expressions he does not feel, and so if you’ve been deceived by his facial expressions before, it may be hard to read his true intents.

Attire
Despite Tara’s fantastical imagination, he prefers to avoid formal wear if he can help it. Boy’s clothes are more comfortable for him for practicality rather than style, but this won’t stop her from changing things up every once in a while. The absolute limit on this is when it comes to dresses, which he outright refuses to wear because they’re just so damn hard to get on and off, and move about in. Casually speaking, however, his outfit doesn’t go much further than a blue jacket and a green undershirt if he’s in no particular mood.

When wearing his Phantom Thief's Costume, Tara's look doesn't change all that much. The blue undershirt replaces the green, but worn over it is now a green, hooded overcoat with shortened, golden yellow sleeves that don't get in the way of dexterous work. He also wears a pair of leggings that are far more form-fitting than his other attire, meant to provide maximum flexibility without sacrificing (much) comfort. Deceivingly, their brown color almost matches his fair skin, but is quite obviously darker than it if one were to compare them side-by-side in clear light. When wearing this costume, Tara’s Whip is kept coiled on a belt, hidden by the overcoat in most situations to catch people by surprise.

Details
When using Persona-styled abilities, Tara tends to flourish as if he’s crushing something in her hand. His dominant imagination allows his vision to manifest within Time Rifts, conjuring a Tarot Card bearing the Magician upon it only to crush it in his hand a moment later, activating the ability.

Personality
Tara’s personality is generally easy enough to get a grasp on. He always likes showing off for the crowd, even if there is none, and never hesitates to flex his skills in a subject. He knows what he can do, but not exactly how well, and ends up overestimating himself from time to time. This part of him has since been subdued a little since being Rifted, but it still exists.

However, underneath his prideful facade is a bit of an inferiority complex. Tara takes great pleasure in being able to use his abilities and tools effectively, but even he knows that sometimes they won’t always be able to do the job, and often seeks companions to be by his side. Even if it’s only to demonstrate how well he can hold his own next to them, he thrives most when he’s directing or discussing things with another individual, and gladly accepts any challenge thrown his way so long as people are backing him up. His strong sense of justice and fierce determination are also helpful to make up for such things if he’s on her own as well, and he will take any success he can get, especially when he’s on a roll.

Drives and Obstacles
Goal(s): Bring justice and hope to those who need it, and discover the perpetrator of the Time Rift plot.

Motivations: Becoming a beacon of hope to everyone who needs it

Obstacles: Occasional impulsive actions

Affiliations

 * The Tarot Deck of Peregrine (Magician Arcana): The leader when Carden is not present, and something of a figurehead. Pretty much deals with every little thing that isn't delegated to the other Major Arcana, and also is in charge of delegating these tasks.

Romance

 * Single, but not seeking.

Family

 * Parents: Ryder and Whyte Malcruz (deceased)
 * Brother: Carden Malcruz (Fool)
 * Note: With the loss of his parents, Tara is very protective of his brother, as he’s the only family he has left. He takes it upon herself to succeed for the sake of his dead family, and ensure that Carden does the same.

Friends and Foes
Friends:
 * Nigel "Lyken" Lykenthro (Hermit): Tara’s tutor in all things combat and stealth. The two have something of a minor friendship, but Lyken’s stalker tendencies are not lost on him, and he doesn’t quite return his greater feelings for him. Regardless, Lyken continues to watch over and protect him, like a true stalker would.
 * Sonielle "Sonny" Davilla (Star): Though she’s Carden’s tutor and not Tara’s, she still has a good rapport with the Magician, and cares for him like a second mom. Which sounds creepy, but she’s a very good advisor, and invaluable for emotional conflicts.
 * Anoresha "Anore" Emisrit (Sun): A general aide when it comes to mechanical stuff, and probably someone Tara wouldn’t mind waging a prank war with. He buys anything he needs legitimately, which just ends up leading Anore to give a discount that’s basically a steal. The two have fun when they’re together.
 * Dimitri Barronmore: On top of being one of his saviors, Dimitri is also just kinda nice to be around. The one conversation he’s had with him ended rather well, and he trusts him with her life for obvious reasons.
 * Kel and Xav: Also saviors, and allies in Phox’s Rift. He finds it a shame that they don’t get into contact more often, because the two are pretty fun to watch interact with each other and Kel is a good conversation partner besides. Xav’s kinda hotheaded tho.
 * Asphoxia Titaneron: A fellow Rift victim, but he totally got kindness walled.

Allies:
 * Zephyr Sekery: Supposedly, he shares some cosmic destiny with him. If it didn’t have any ground, he’d call it a failed attempt at a flirt.

Frenemies:
 * None.

Enemies:
 * Crimson: Tested his patience. A lot. Like, a lot a lot. Without intending to, mind, but he still hates him. Secretly wishes he could play himself up to that level and sees his showboating as a challenge he can't exactly accept because he's trying his best to be humble when he has nothing to boast over. Wants to punch him, but it won't make him feel better, even if he doesn't quite understand that yet.

Knows:
 * Xano: A rift ally.
 * Jacob Satomi: Another rift ally.
 * Lumi Satomi: Tara does remember her being there following Asphoxia’s rift, but that aside all he has is what Kim’s told him.
 * Trace: Also a rift ally.
 * Roselle Fogue: Oh yeah, I guess she also has one of those god rocks.

Others:
 * Jimmy (Other Side Contact): Will likely get in contact with him to keep him up to date on the Other Side. He doesn't particularly have a rapport for the guy, but he was a former Minor Arcana, so he still commands some respect.

Favors Owed

 * Kind of an edge case. He owes Kel, Xav and Dimitri for saving his hide, but they’re all his friends anyway.

Acquired/Learned Abilities

 * Flash: Cantrip-like. Creates a magical flash of light, blinding targets.
 * Choose a point within 30ft. All enemies that are within 5ft of that point must roll a CON save (DC 14). On failure, they are Blind until their next turn.
 * Thieves' Cant: a secret mix of dialect, jargon, and code unique to thieves and criminals.
 * Allows messages to be hidden in seemingly normal conversation.

Thieving Arts
Abilities learned through continued work in the field of thievery. While many of these can be learned by normal thieves, Steal Breath/Mind/Mana are usually Malcruz-exclusive.


 * Steal: Grabs something off of the enemy and steals it.
 * Contrary to popular belief, you don't need to be in stealth to pull this off.
 * Contest Sleight of Hand. Steals the item on success.
 * Steal Breath: Pulls a non-lethal portion of the target's life energy from them.
 * Tara must land an Unarmed Strike or hit with the Longsword of the Shadow.
 * Leaves the target breathless for a moment (makes them temporarily Exhausted)
 * Restores the user's HP by the amount that was stolen, up to Tara's max HP.
 * Tara can use Steal Breath if his HP is full, but if he does the exhaustive effects are dampened.
 * D20 mechanics:
 * Roll to hit and deal damage as you would normally, using CHA instead of STR / DEX for damage rolls and replace the damage type with Necrotic
 * If used during a Grapple, double damage dealt by an Unarmed Strike
 * On success, a target is also Exhausted (up to 3) until their next turn.
 * If Tara is at full HP, this instead inflicts up to Exhaust 2.
 * Other "systems":
 * The idea is straightforward: damage dealt is restored to Tara. An unarmed attack is generally meant to grab and hold, which replaces Tara's weak-ass hitting strength with magic for damage purposes.
 * Won't incapacitate a target right away, but depending on how much focus is put in and how long contact is maintained, it's possible to drain their HP to zero.
 * Steal Mind (Psychic): Pulls a non-lethal portion of a target's mental energy from them.
 * Tara must land an Unarmed Strike or hit with the Longsword of the Shadow.
 * Scrambles the target's spellcasting for a moment on a hit (breaks Concentration).
 * Inflicts Stunned and reduces INT to -1 until the target’s next turn.
 * Ends mental afflictions on success.
 * D20 mechanics:
 * Use INT instead of STR / DEX for damage rolls and replace the damage type with Psychic.
 * Target makes an INT save to avoid Stunned and INT drain
 * DC = Tara’s INT + Proficiency + Damage (Max 10)
 * On a failed save, the target’s INT modifier becomes -1, and they are Stunned until their next turn.
 * If successful, Tara must wait a number of rounds equal to damage dealt before using Steal Mind again, to a maximum of 5.
 * If used during a Grapple, target has Disadvantage.
 * On a failed save, Charmed, Frightened, and Short-Term Madness end on Tara. The effects of Long-Term and Indefinite Madness are also abated for 1 minute.
 * Other "systems":
 * The target loses concentration-based effects and is unable to use reactions. Also temporarily disables mental abilities.
 * Much like Steal Breath, this won't exhaust on its own without time or focus
 * If Tara is not afflicted with a mental effect, this skill also causes automatic failure on INT saving throws until it wears off.
 * Quickfoot (passive): Allows the bearer to perform two consecutive attacks.
 * Attacks, not actions—replaces normal rogues' Cunning Action and Sneak Attack
 * Third Eye (passive): Helps the bearer identify traps and triggers for mechanisms
 * ...as well as opportunities for sick freerunning/parkour tricks. Dawg.
 * Escape Artist (passive): Allows the bearer to easily escape grapples, binds, and traps.
 * Grants advantage on grapple and restrain escapes.
 * Thieves' Tools (expertise): Double proficiency bonus when picking locks.

Psychomancy/Sapphire Arts
Abilities learned through continued exposure to the Sapphire Ice, and training from other Psychomancers (in Tara's case, Lyken and Sonny). Tara's actual aptitude for psychic powers is rather low, meaning it would take him a long time to learn these powers normally, if he did at all. However, thanks to the mind-amplifying powers of the Sapphire Ice, Tara is essentially multiclassing.


 * Bufula: By all rights, this is just Ray of Frost at second stage. Tara just refuses to call it that. Bufula is a cooler name anyway. It's casted purely through Shiva's efforts; a testament to Shiva's own control despite their situation but ultimately weaker for this independence.
 * Magical. Casts Ray of Frost, using CHA as the spellcasting modifier. Cannot be affected by Momentum or Momentum-based abilities. Requires possession of the Sapphire Ice.
 * A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
 * Psio: A blast of psychic energy. Can be groupcasted, but loses power if targeting more than one enemy. Attacks an enemy's mind directly, but doesn't leave lasting effects like Steal Mind.
 * Psychic. All targets roll an INT Save (14) and take 2d6+INT psychic damage on failure. 60 ft range. Can strike as many targets as his INT modifier, reducing damage dealt by 1 for every target selected.
 * Tether Control: Allows perfect control over tethered weapons and tools.
 * Passive. Psychic. Allows Tara to use his spellcasting modifier to perform grapples using his whip, Restraining the target instead of Grappling them within the whip's reach. However, contesting escape will still require him to use Athletics.
 * Also allows Tara to knock enemies prone within his whip's reach. He can use his accuracy modifier instead of Athletics to make the contest as well.
 * Tarunda: Weakens a single target's attacks by stealing away some aspect of their strength with Psychomancy. Be it motor skill or pure mental prowess, this ability temporarily debilitates the target’s attack potency universally.
 * Psychic. 30ft range, done as an Action. One target rolls a STR or INT Save (DC 14). On a failure, their damage rolls are reduced by 1d6 for 3 turns. The reduction increases to 2d8 at Total Level 16. The effect can be re-saved against at the end of the target's turns to end the effect early on success.
 * Rakunda: Weakens a single target's defenses by stealing away some aspect of their fortitude with Psychomancy. This can mean anything from weakening armor, reducing the potency of magical shields, or reducing situational awareness, but this ability universally debilitates the target’s defenses temporarily.
 * Psychic. 30ft range, done as an Action. One target rolls a CON or WIS Save (DC 14). On a failure, the target's AC is reduced by 1d4 for 3 turns. The duration becomes extended by Momentum at Total Level 18.
 * Telekinesis Alpha: Pretty much every budding psychic has this ability and it's a wonder Tara took so long to learn it. At its weakest, it allows the user to pick up and move items that weigh less than a certain amount of pounds. With Tara's current mastery this only works on one target at a time, but given time...
 * Psychic. Allows Tara to use the Arcane Trickster's Mage Hand as a Bonus Action, with a carrying capacity of 65 lbs and a speed of 60 ft. It can also be used to pick up creatures within these same limitations; a CON Save (14) is necessary to resist being picked up.
 * Theoretically, Tara can pick up and throw things with this ability. Thrown objects have a range of 20/60 from their current position when thrown and deal 1d6+INT damage (unless the original damage dice for thrown weapons and the like is higher), the type of which varies with the situation. Tara cannot maneuver items with enough psychic finesse to effectively use weapons without throwing them, but he can use this to draw or stow two weapons in a single turn by dropping his currently equipped weapon and immediately picking it up with Telekinesis as he draws the new weapon.
 * Cold Clarity: A sudden burst of mental energy manifested from a flawed and unsustainable Trance state. Grants Truesight 60ft and cures Stunned, Charmed, and other enchantments once per long rest granted the ability procs, but subsequently disables mental abilities and Sapphire Arts. Requires direct possession of the Sapphire Ice.
 * D20 mechanics:
 * Whenever Tara makes a spell save against an enchantment or attempts to see through an illusion or other magical obscuration and fails, roll 1d20 against 20 - INT - WIS.
 * On success, Tara is cured of Stunned, Charmed, and any other enchantments afflicting him. He gains Truesight 60ft until the end of his turn.
 * On failure, nothing happens and the use of this ability is not consumed.
 * At the end of the turn, Tara makes an INT save (DC 15).
 * On success, Tara is Poisoned for 1 round.
 * On failure, Tara is Poisoned for 2 rounds and suffers 1d8 Psychic damage.
 * While Poisoned from Cold Clarity, Tara cannot speak in more than faltering phrases, and cannot use or maintain any other mental abilities.
 * Using Steal Mind successfully while Cold Clarity is active will not subvert the saving throw or the Poisoned condition.
 * Can be used once per long rest.

Momentum
Tara's momentum-based confidence has found a foothold in his awakened psychic capacity. It has begun to show itself in certain aspects of his powers and capabilities, and as such now affects his prowess directly.

Current Momentum Limits: -25 -- 50
 * Tara starts battle with 0 Momentum. If he is surprised, he starts with -10 Momentum, and if he surprises the enemy, he starts with Momentum equal to his Initiative roll for the subsequent encounter.
 * His Momentum normally cannot go under 0 unless he is surprised, or he fails a saving throw. Tara can go up to 35 - (5 * CHA) Momentum below 0 at any given time, and it resets upon KO or the end of initiative, regardless of whether it is positive or negative.
 * Tara gains Momentum by succeeding at things that require d20 rolls. For accuracy and ability checks, he gains Momentum based on the number rolled on the dice, without any of his modifiers added to the result. For saving throws, he gains Momentum based on how far above the DC he was to resist the effects, to a minimum of equal to his CHA, in addition to gaining the difference between his DC and an opponent's failed save whenever he is the one imposing the saving throw. Momentum is applied after the result of the action that generates it.
 * Tara loses Momentum by taking damage or failing saving throws. Whenever he takes damage, he loses Momentum equal to the damage he took (which can send him into the negatives if he was weak to it or it deals critical damage). When he fails a saving throw, he loses Momentum equal to the difference between his roll and the DC. If his Momentum is 0 when he would lose it, either through damage or some other source, then this difference sends him into the negatives.
 * Tara can spend Momentum to perform special feats.
 * Uncanny Agility: Spend 25 Momentum to Dash or Dodge as a bonus action. You still generate Momentum from Dexterity Saves when you Dodge in this manner.
 * Confident Strike: Spend 50 Momentum to gain advantage on a physical attack. No Momentum is gained on this attack.
 * Unstoppable Thrall: Spend 50 Momentum to impose disadvantage on a single target that is being afflicted with a saving throw caused by you. No Momentum is gained from the throw, and this only affects the initial save, not any subsequent saves.
 * Tara's maximum capacity for Momentum is 25 * CHA. Every 25 Momentum, he gains certain benefits:
 * His physical attack accuracy, spell save DC, and damage go up by 1 for every 25 Momentum he has.
 * He gains +1 to saving throws to resist mental effects for every 25 Momentum he has.
 * Having less than or equal to -25 Momentum does not incur penalties to Tara.

Skills

 * Mental Acclimation: Due to extensive training with psychics, Tara can sense any attempts to look into his mind and send clear, complete sentences to whoever is doing so. Resisting it is another matter entirely, but given Tara’s natural proficiency for psionics, don’t count on him failing that save.
 * Weapons Training: He's learned a variety of weapon styles from Lyken, most of which are melee-oriented. He specializes in one-handed finesse weapons, though he's been taking up a finesse-styled approach to longswords as well. He likes sticking to light, one-handed weapons so he can use them in tandem with his whip, but he does well enough two-handed too.

Weaknesses

 * Overspecialized: While Tara has many skills that can be useful for turning the tides and keeping the advantage, his actual damage output is rather low compared to most magic-users and psychics, even taking Quickfoot into account. He relies heavily on being able to disable or debilitate his target in order to deal any real damage, so if he can't use them or they're rendered ineffective, he's forced to fall back on his allies.
 * Fragile Speedster: Tara has a hard time taking direct hits, even moreso than Carden due to his physical stat layout. If you manage to score a hit on him, he's going to scramble to retake the advantage, especially because his Momentum mechanic relies on consistently succeeding.
 * Momentum Mori: Tara's overconfidence stems from his ability to consistently succeed at whatever it is he's doing. It's easy for him to get into a flow state and begin soaring past his obstacles, but if you shut him down early or deny him at a critical moment, it is very easy to bring his Momentum to 0 and even send it into the negatives.
 * Lightning: Despite lightning being the element of justice in Esper logic, the Sapphire Ice, Shiva, and consequently Tara all share a weakness to it. It's enough to knock him off his feet if he's hit by it, or even take him out altogether if it's powerful enough.

Key Items

 * Magician Card: Drawn upon initiation in the Deck; works as an access key for the Hideout. A reminder of Tara’s virtues, vices, and destiny.
 * Sapphire Ice: One of the six pendants housing the great Espers. This one houses Shiva, who is attributed to ice and the mind.
 * +10 Ice Affinity, +5 Magic
 * Esper: Shiva
 * Domain: Mind
 * Resists Fire/Cold, Weak to Lightning

Weapons

 * Tara’s Whip: Tara’s trademark leather whip. Given to him as a gift by Carden, and is among one of Tara’s most reliable weapons. A hook is fixed to the end of it, giving it use as a slashing weapon as well as a makeshift grappling hook.
 * An ordinary whip by D20 standards. (1d4 slash, finesse, reach)
 * +2 Atk
 * Back Row OK, Tether Control OK
 * Longsword of the Shadow: A longsword dropped from Carden's Shadow. Another gift from Carden, though this is technically a regift from his Shadow. Rude.
 * In D&D systems, it is a +1 Longsword with Finesse.
 * +3 Atk
 * Steal Breath/Mind/Mana OK
 * Dagger: A dagger. It’s really normal. You might be able to use it like a main gauche if you try hard and believe in yourself, but don’t count on it.
 * A dagger by D20 standards. (1d4 pierce, finesse)
 * +1 Atk (Offhand)
 * Back Row OK

Other Equipment

 * Phantom Thief's Costume
 * 11 + Dex AC under D&D rules
 * +1 Def
 * Stealth Boots
 * Boots made by the High Priestess. Has surprisingly quiet footfalls.
 * Grants Advantage on audible Stealth checks
 * Thieves' Tools: Used to pick locks. Double proficiency bonus due to expertise.
 * Smoke Bombs: Can you really call yourself a thief without these?

Inventory

 * Dessicate Salt: Salt intended for Dessicate use. Can be consumed at Obelisques to perform various services that the Dessicates mastered while residing under Peregrine.

Tarolina Malcruz, the Snowbound Thief of Heart
The story of Tarolina Malcruz begins intertwined with that of his brother, Carden.

Born three years apart, the two grew up well together, and developed a particularly close bond. Always together no matter what, they shared dreams, aspirations, and feelings. As the more outgoing and confident sibling, Tara brought much excitement to their lives. He took the lead on many endeavors, making more than a few mistakes. However, Tara managed to pass through most of his trials with flying colors, proving himself a prodigy. Because he knew he had incredible potential but others did not, he aspired to become a hero to inspire and protect the people around him.

Their parents were involved in one of the gangs in Peregrine City: the Tarot Deck, a syndicate group working in the shadows to ensure the safety and order of the masses within the city. Assigned titles named after the various Arcana, each member had a specific place in the hierarchy according to the tarot cards they drew upon initiation, both Major and Minor. Tara and Carden's parents, Whyte and Ryder Malcruz, were the leaders of this group, alongside a mysterious enchantress known as the High Priestess. Whyte, the Empress, was a natural leader and a great magician, seasoned by three years on the battlefield as an arcane spy and assassin and even more experienced with subterfuge behind enemy lines. Ryder, the Emperor, was similarly gifted, but focused more on the ways of trailblazing and skilled fighting without relying on magical tricks. They left the siblings to fend for themselves when they were out on operations, but still managed to juggle the household responsibilities that the two weren't old enough to handle yet. One parent generally watched over them when absolutely necessary while the other did their business. Seeing the entire family in the same room together was rare, but Tara and Carden got used to it with time, and eventually learned to be independent when both parents had to be away.

Tired of being home alone with Carden and wanting to further his dream of becoming a hero, he asked his parents if he could join this mysterious and benevolent gang. His lofty dreams grounded only by his steadfast brother, he asked him to join him in this quest, seeing him as his essential partner in crime. Where Carden failed, he would often succeed, and in return he was always keeping his confidence in check, letting him know when he might be pushing it. They were a dynamic duo, truly—all the more fitting and fortunate that when Tara turned 18 and was considered old enough for the Deck, Carden was also considered worthy to take up an Arcana. Unfortunately for both of them, however, there was no preparing for the Arcana they drew: Tara had drawn the Magician, and as such was destined to become one of the driving leaders of the gang.

Upon joining the Deck, Tara's personalized training was taken to the next level under the guidance of the Hermit Arcana, Nigel Lykenthro. His mother and father continued to take up most of the slack of leading the deck, allowing the two siblings to live in relative ease while their parents developed a way to induct their children as equals. The two quickly found their niche in the gang as vigilante rogues or, as Tara called them, Phantom Thieves, thanks to the release of Persona 5. To him, this was the best way Tara could fulfill his role in the Deck; not only was it the occupation of his dreams given his recent obsession, but this was also an opportunity to do good in the world while also playing into his charm. On several occasions, Carden would pull off the heist from the shadows as Tara distracted the masses with his excellent showmanship. Using his androgynous build and anonymity to stoke rumors bordering on legend in the public imagination, the two gave hope to Peregrine's suffering—one of the few moments of spotlight the Tarot Deck had ever experienced. For a time, the two found great enjoyment and contentment in their lives.

However, one day, their parents vanished while on an operation. It was said the Empress and Emperor were going to investigate a mysterious rumor about a cult brewing underneath the city. They departed in the dead of night one day, without saying proper goodbyes—a few days later, their dead bodies were found by the police, and the two siblings were stricken with grief.

Tara didn't take very well to this. As The Magician, total leadership of the Tarot Deck was passed almost entirely to him. He and Carden ended up splitting their responsibilities rather quickly—however, it was clear before long that Tara had no way of keeping his feelings in check, and was more often than not too overcome with sadness to handle anything for his brother. He saw the grief brewing in him as well; he knew how much he was bearing, and yet he was powerless to help. His optimism was, for a time, shattered, and with it his drive to do much of anything. Depressed in all senses of the word, he could only allow Carden to take the reins, as the High Priestess refused to take control, insisting that the siblings handle things themselves. It was terrible; Tara almost hated her for it, but he knew deep down that the Priestess was right. Dwelling on this couldn't be healthy.

He returned to the field, hoping that by continuing to push onwards, he could recover. However, it didn't take long before he realized that, in his own sadness, Carden was leading the Deck down a path of greed. He quickly connected the dots, realizing there was no real reason that they were stealing from certain people over others; they were completely indiscriminate. Tara withdrew his efforts from the Phantom Thieves for the time being, unable to perform his work in good conscience. However, Carden continued on, without him, and he could only watch as things got worse and worse. Sensing the twisted desires in his brother's heart, he resolved to change it, one way or another.

One fateful night, Tara confronted him in secret during an operation. Pleading with him to see the error of his ways, tears rolling down his face, he desperately tried to convince him to turn back to the side of good, to no avail. Blinded by his greed, his brother could only deny his truths, insisting that this was the only way to make things "fair" for them. Holding back tears in his heart, he turned his back on his brother, who fell to his knees and cried. He continued that operation as planned, albeit with a minor delay—but when he returned to the hideout that night, he found his brother gone and his quarters empty. The bond between them had been broken in the span of one night, and with it, Tara's fragile hope.

It was a poorly thought-out plan, but it was a plan. By leaving the Deck and going out into the city on his own, he would find proof; undeniable, irrefutable proof of what Carden was doing, and with it he was going to force him to own up. That's all he wanted; it was enough if he would only admit to his crimes, so he could help him atone. However, cut off from all of his companions in the Deck itself, with not an ally to his name nor a direction to start in, he quickly ran into a dead end. And then, once in a blue moon when she found a lead, another one. The Deck's activities were far and few between, and for two years he found such an absolute lack of anything that he fell into a state of hopelessness. He harbored a secret, yet burning hatred for Carden, for this man who was his brother yet also so twisted. Knowing that he couldn't bring himself to make him an enemy, however, he constantly beat those thoughts back with delusions. He wasn't hopeless, he told himself. He could still be saved, he reminded himself. Eventually, it was just subconscious for him to banish those thoughts.

Somewhere along the line, he was approached by the High Priestess, who lamented about Tara's current condition. Lost on his own with nary a direction or a plan, he was a prisoner to two of the Magician's vices. The first, of course, was poor planning; a fact he knew from the very beginning. However, the Priestess revealed that his second was not manipulation, but instead latent power. True to his prodigal nature, Tara had great potential within him, and with it the power to take control of his errant fate. However, it was untapped—unused. Partially as a gift and partially out of a desire to draw out that power, the Priestess gave him the Sapphire Ice, a gemstone containing one of six godlike Espers, Shiva. Tara found himself synchronizing with Shiva quite well with absolutely no trouble, and once it was revealed that he was worthy of becoming her next bearer, the Priestess left, leaving only a hint of where the Magician's future would go and a promise not to reveal him to the Deck, who at this point he could consider an opposing force.

Aged 23 by the events of PlayDis, Tara faced the core of his hateful thoughts towards Carden, his Shadow, within a demiplane made after his own mindscape. With this mental roadblock removed, he has unlocked within himself a new resolve, and with it a newfound prowess with his already existing skills. Ultimately deciding that, useless or not, he would lead the Deck alongside his brother, he has since returned to the gang, and now fulfills that promise to himself as best he can. Simultaneously, he is working to investigate the Time Rift menace within Peregrine, and hopes to bring the culprit(s) to justice. He realizes there's a lot on his plate, but that's fine; so long as he can make up for the two years he lost and live up to her parents' legacy, he doesn't care what it takes.

After all, this is his story. And as long as he's alive, he'll keep fighting for his happy ending.

Former Homes: None; hasn't lived anywhere besides Peregrine.

Former Jobs: Left the Tarot Deck for a while, but he's back now.

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