Almandine (Mind Player)

"I will follow you to learn some things about my magic powers. But keep in mind I ain't on no one's side here."

Almandine is a Gem on the Kindergarten Roleplay series. He is calm and ignorant to the problems around him and prefers to remain neutral.

Relationships
He always was the chill gem out of the second group of kindergartners, as he took the "just being created" quite lightly, even after experiencing a flood caused by the melting of the North Pole. He even joked about just being born through the group's journey through the newly made sea.

He always had a sort of "crush", or idolization for Aquamarine, a stable cluster created some time before him. He wanted to have an experienced control over his fire abilities just like Aquamarine had over its water abilities.

Personality
He is really calm and ignorant about anything, He prefers to just relax and think rather than plan and attack. Even thought he is such a calm and ignorant gem, he is really wise and knows what to do to make someone feel better or fix a problem like a fight between friends. His personality leaves him a neutral point between rebels and Homeworld, preferring to keep himself out of any trouble. He tends to be selfish in certain cases putting his life over others.

Abilities
Like all Gems, Almandine can shape-shift, summon a weapon, and retreat to his gemstone to regenerate.

Skill set

 * Agility: Almandine is really agile and fast, even do most of the time he just sits down and does nothing.
 * Camouflage Expertise: Almandine is a born-to-be expert on camouflage. He can build full-body camouflage-suits in a matter of minutes. Though he still can get to a limit in which he takes longer in making camouflage.

Unique Abilities

 * Psychokinesis: Almandine possesses 2 different kinds of psychokinesis, those being:
 * Telekinesis: Almandine can move objects and matter using his mind (In this case gem) and manipulate it at will. The extent of his power depends mostly on his concentration and his health.
 * Pyrokinesis/Plasmakinesis: Almandine can manipulate any form of fire that is presented to him. No matter it being a common flame or plasma, he can manipulate it.
 * Heat/Fire Immunity: Due to Almandine's Pyrokinesis he is immune to fire and heat.
 * High Intellect: Almandine has been shown to have a great intellect to receive information, process it, and give a response in no time. This great intellect gives him a great curiosity, that also gives him a downside which is that he can not feel fear but rather amazed of something, and not being able to distinguish danger.

Trivia
Navigational Item by Aaron Soul