@Kol I've interest but first, Two questions: Can I make an extra Beast Class, as I have two servants for that already from previous RP's and both of then died before I got any real mileage out of em. Main reason I want to do beast class is because I find the monsters of mythologies to be more interesting and varied. Next, if no beast class, can I go with Lancelot Berserker?
Edit:Or Caster, if possible. Been dying to use this Solomon servant, but never had the chance.
If your beasts were once human (i.e. Scylla, Kiyohime, IRL Medusa, etc), they can qualify for one of the standard classes.
Probably Berserker, and that's open so you ought to be fine in that regard.
Not bad at all, in fact, I've been wondering for quite a time why Mr. McCool hsn't been used in any official works, given how much Typemoon loves their Irish Servants. That said, I have a few points to make.
- His parameters are good, for the most part, but with an E rank Prana stat, his NPs would be very hard to use, unless he has a master with a very huge reserve, or is willing to dwell in soul eating. I advise to either raise this and lower one of the others, or increase the cost if his NPs.
- Given that his first NP isn't something meant to be able to fight or have any other special characteristics I think that it should better left as a kind of summon spell that he's able to do (like Medea's skeletons).
- The shield is ok, but a NP (just give me a range and targets) like that should have a High cost, since it's a wide area effect that can tip the scales of any fight.
- The Spear is good the way it's.
- The last NP is actually more complex, since it dabbles in Rider class expertise (summoning Heroic/Mystic beings), but since I've already seen official things like that on a Saber servant (Sakura Saber) and it's not particularly OP, I'll allow it as is. Though, here's a catch, you have to chose between either the shield or the horn, both would be overkill, IMO.
-Noted, I readjusted his parameters.
-Valid point, I'll just move the dogs to the Skills section.
-(Addressing the third and last points) I think I may have done a poor job of explaining how the shield works. Essentially, it's just an extremely loud noise, akin to a thunderclap. It would temporarily disorient anyone close to the origin of it (unless they have very good hearing protection, or they're deaf), creating an immediate, but brief, opening. Since Fionn is comparatively slow by Servant standards, he wouldn't be able to use this to dispatch multiple people effectively (unless they're all standing right next to each other, which is highly unlikely), limiting how effective it is offensively against more than one bloke.
Also, since it's just sound, the effect would drop significantly with distance, so while it can be heard from incredibly far away, it wouldn't help all that much against someone attacking at a distance. As for range, I'm not 100% sure on how it's quantified in Nasu terms (do the numbers represents metres, feet, yards, the length of Hulk Hogan's moustache, ect.), but I'm guessing the maximum effective range would be much smaller than how far the sound can travel. As for targets, I guess 17?
But if that's still too much, I suppose I'll drop the shield and keep the horn.
I'll add the prana costs at a later date, but tell me what you think so far.
Name: King Solomon The Wise Master: Class: Caster Alignment: Mixture of Lawful and Chaotic Good Height:6'3 Weight:around 170 pounds Armament:Magic and any enchanted items he may make Likes:Women, Sex, that's about it Dislikes:Evil and dishonest peoples, those who take advantage of others, injustice, fools, and ignorance Wish: None Stats: Strength:E Endurance:E Agility:C Mana:A Luck:B Noble Phantasms: A
Class abilities: Item Construction: Rank A, He can make powerful magic items that can have a myraid of abilities, if given the proper material to make such an object. Focuses mostly on making jewelry and such, but can make a decent weapon as well.
Territory Creation: See Noble Phantasm Skills: Charisma: Rank B,the natural talent to command an army. Increases the ability of allies during group battles. The rank he has is suitable for the king of any country.
Revelation: Rank A, is a Skill equivalent to Instinct, a sixth sense regarding battles; however, "Revelation" accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling).
High speed Divine Word: Rank B the power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. At Rank A, Caster is able to use High-Thaumaturgy at the speed of a single action spell.
Appearance:
Personality: Solomon's personality is completely dependent on the situation. When it comes to combat or important decisions, he'll hardly allow himself to be distracted and will put his all into completing the goal and defeating the enemy. On his downtime, however . . . the only thing that will motivate him to do much of anything is the promise of a good time and indulgence in vice. As a king, he has very expensive taste, and the need to see them met, making him a bit annoying when they aren't met. Despite these faults, he still hate to see harm come to those he sees as his subjects, and will be quick to bring down his fiery wrath on those who dared to do so.
Noble Phantasms: typemoon.wikia.com/wiki/Noble_Phantasm Name:Seal of Solomon Quote:? Rank:A Type:Anti-Army/Anti-Unit Range: Maximum target: Description: A ring which can be used to summon/create imaginary demons to act as both his spies, familiars, and soldiers if need be. He can also summon 7 powerful demons that operate similarly to some classes, the strength of each depending on Solomon's vices. Lust:The strongest and works like the Saber class Pride:Second strongest and hates it, he is like the Archer Class Sloth:The Slowest of them, he is like the Caster class Wrath: The strongest in a physical sense, he's like the berzerker class Greed: The fastest and most agile, he is like the Lancer class Gluttony: The second weakest, he is like the Rider class Envy: The weakest of them all, he's used for reconnaissance more than anything else, he is like the Assassin Class. Solomon can have only one of the big seven out at any given time. They can also be turned into items, in which about 3 of them can be out at anytime, and give it to allies, giving them a boost to the corresponding demon's highest stat(class base stat) and one of the class skills at Rank C. This requires the Demon to be sacrificed, however, and while they can be resummoned, it will cost more prana than before, and the drain on solomon will be greater. Either way, doing this leaves Solomon weakened, as he has to put a great deal of focus on maintaining the greater summons. Prana Usage: Depends on the demon summoned. There'd hardly any cost for scouts and collection familiars, a small, but noticeable, amount for cannon fodder combat minions, and the big seven are rather Prana intensive to summon, limiting them to just once a day summons.
Name:Throne of Solomon Quote:? Rank:A Type:Support Range:~ Maximum target:~ Description: Allow him to mark a building as his throne. This building is then guarded against attack by several golden statues that come to life whenever someone with hostile intent is near. Gives him +1 to his parameter's that are under rank A. He can also take a small portion of a person's Prana upon entering the building as tribute, which he can either use, or store inside of one of the rings he wears. Prana Usage: None
Name: Solomon's Judgement Quote:? Type:Anti-Unit Range:~ Maximum Target: 1 Description: As a reflection of Solomon's great wisdom, as well as his most famous verdict, this Noble Phantasm allows Caster to do two things. 1)He can half the attack power of any single offensive NP aimed at him. 2)He lowers the ranks of an opponents stats and skills by 1 if they try to fight him while he is in his throne. Prana Usage: The first abilities is costly enough that he could only use it about 3 times in any battle before it starts to become a drain on his resources. The second one is a constant effect cast upon all who enter his throne, and thus, has no cost on his Prana.
-Valid point, I'll just move the dogs to the Skills section.
-(Addressing the third and last points) I think I may have done a poor job of explaining how the shield works. Essentially, it's just an extremely loud noise, akin to a thunderclap. It would temporarily disorient anyone close to the origin of it (unless they have very good hearing protection, or they're deaf), creating an immediate, but brief, opening. Since Fionn is comparatively slow by Servant standards, he wouldn't be able to use this to dispatch multiple people effectively (unless they're all standing right next to each other, which is highly unlikely), limiting how effective it is offensively against more than one bloke.
Also, since it's just sound, the effect would drop significantly with distance, so while it can be heard from incredibly far away, it wouldn't help all that much against someone attacking at a distance. As for range, I'm not 100% sure on how it's quantified in Nasu terms (do the numbers represents metres, feet, yards, the length of Hulk Hogan's moustache, ect.), but I'm guessing the maximum effective range would be much smaller than how far the sound can travel. As for targets, I guess 17?
But if that's still too much, I suppose I'll drop the shield and keep the horn.
- The first two are ok now, I think.
- Range is measured in abstract units, as far as I know, I always think of it as "squares" like in tabletop RP and strategy games (like Final Fantasy Tactics). I get how the shield effects should work, so it could stay like it. Since the horn is a summoning tool, it should have a range of "-", unless there's some restriction on the distance that the spirits can be from Lancer, like the Ionian Heitaroi.
Abilities: Culero Grande: Joaquin is an ingenious fellow, and has managed to perfect the art of creating fantastic elixirs and potions using his vast library of chemical and arcane knowledge. Using a potion lasts for about half an hour, and makes its user feel very good. Joaquin's potions inflict their full effects on humans and Mages, but have a significantly reduced effect on Servants and other magical constructs. A brief list of Joaquin's favorite potions follows.
Despertadore: A stimulant of inhuman proportions, Despertadore is capable of wiping away someone's fatigue and giving them a hefty boost to their speed and reflexes on top. Curiously enough, Despertadore has no withdrawal symptoms or detrimental effects, beyond the abnormal habitual changes incurred by regular caffeine usage.
Murietta: A very useful but bitter potion, Murietta grants impeccable accuracy and strangely-focused intelligence. Nearly all of its users brainpower will be dedicated solely to target trajectories, ballistic calculations, and tactical simulations. A marksman hopped up on Murietta is nearly impossible to outshoot.
Cucuy: Named after the infamous folkloric ghost monster, Cucuy transforms its user into a beast of a man. Like PCP, Cucuy grants a phenomenal boost to strength and endurance, allowing normal men to lift cars bare-handed and shrug off bullets. Unlike PCP, Cucuy does this through magical enhancement, rather than numbing their perceptions. Recovering from a dose of Cucuy takes some time, as it severely strains its user's muscles.
Debilitante: A potent, pungent poison that causes immediate sluggishness, followed by unconsciousness for between five minutes to an hour. Debilitante is relatively safe to use, and cannot cause lasting nerve damage.
Diablos: A peculiar brew, Diablos gives its user a belly full of fire and a head full of the unknown. Diablos grants a small amount of pertinent knowledge as soon as it is used, with subsequent dosages delivering more and more information. The major downside to using Diablos is the intense stomach pain and maddening anger also granted by it.
Señor Huesos: If ever there was an official drug for mystics and shamans, Señor Huesos would be it. Sharing many traits with peyote and nutmeg, Señor Huesos temporarily sends its user into a coma, where they will undergo a quest for enlightenment. Unlike Debilitante, Señor Huesos needs a willing participant for it to take effect. For some reason, every user shares the same "spirit guide": a skeletal farmworker wearing clothing approximately similar to the fashion from the user's home country and time period.
La Llorona: A dark, inky potion that smells and tastes like motor oil, La Llorona is a terrorist's wet dream. A dose of La Llorona immediately plunges its user into a waking nightmare, filled with vivid hallucinations. La Llorona is mostly harmless, outside of the damage it causes to one's heart and sanity.
Envicia: Through the use of advanced magic, Joaquin can telekinetically replace up to eight grams of any liquid with an equal amount of any other liquid. For the most part, Joaquin can use this to dope someone up from afar and little. Unfortunately, Envicia requires a significant amount of concentration to work, and the slightest mix-up will result in the spell having no effect whatsoever.
Skills: Gavillero: Joaquin is a dab hand with both handguns and rifles, but prefers big, loud, flashy guns. At all times, Joaquin carries a carefully-concealed .38 revolver, with four clips of spare ammunition.
Genuino Jíbaro: Joaquin has a master's degree in chemistry, and so knows quite a bit about
Appearance: Joaquin exemplifies the stereotypical image of a Mexican drug lord. With a white-and-blue leisure suit, plenty of gold jewelry, fancy black dress shoes, and a gorgeous hard-won tan, Joaquin considers himself very handsome. Joaquin's face is surprisingly unscarred, with a wispy gray goatee and a slightly too-big nose. Joaquin's hair is kept short, straight, and well-kept at all times. Joaquin's hair color is charcoal rapidly fading into gray.
Personality: Joaquin does his damnedest to seem as pleasant and affable as possible, and often succeeds. Though he has quite a sadistic streak and treats his closest allies with casual scorn, Joaquin is genuinely friendly to his business partners and strangers. When Joaquin is driven to full-blown anger, however, he lashes out extraordinarily violently and, for lack of a better word, flips his lid. All in all, Joaquin is a thick layer of hideous anger tightly wrapped in a veil of casualness.
History: Born in a lower-class neighborhood in Guadalajara, Joaquin saw the effects of urbanization and mass-migration firsthand. Joaquin's family had, through several phenomenally bad decisions, gone from a once-prestigious family of Mages to a barely-marked shadow of its former glory, with only Joaquin's grandmother and a collection of dusty tomes of lore to mark their footnote in history. Through the unending insistence of his grandmother and a strange fixation on the family's history, Joaquin learned of his lineage and of magic. Every summer, Joaquin would return to his grandmother's side, and every summer, Joaquin would spend all his free time learning and practising magic. Though his friends considered his strange fixation on such ridiculous things as magic to be unusual, they opted not to make note of it.
Thanks to a very well-written essay on the economic fluctuations in low-income neighborhoods, Joaquin earned a free-ride scholarship at the University of Guadalajara. Joaquin quickly went for a degree in biochemistry, and awed his professors with his phenomenal dedication to his work. His master's thesis, "Observing The Correlations Between Natural Coca Outcrops and Worker Migration Patterns", was seen as quite controversial but unusually insightful. Joaquin graduated with flying colors and a fresh head full of chemical knowledge... and a number of unscrupulous peers who knew a guy who was hiring some cooks for some natural remedies. It need not be said that Joaquin found himself wrapped up in the business of making and selling hard drugs in a notorious cartel known only as Los Cráneos.
Joaquin took to his new calling with Los Cráneos surprisingly well, and earned the respect of el jefe in short order. Over the years, Joaquin rose through their ranks, learning far too much about human nature, chemical dependency, and cartel protocol for one man to take. Indeed, when Joaquin found himself as one of el jefe's most trusted officers, he realized he had changed. Unfortunately, a raid by Mexican government operatives had successfully managed to eliminate el jefe, along with a good portion of Los Cráneos' personnel and product. In the ensuing chaos, Joaquin snatched the reins of Los Cráneos, and forced himself into a position as their newel jefe. As a final act of control over his comrades, Joaquin expunged all memory of the previous jefe's name and history from the gang's records, and set them on a much more profitable path... creating and selling magical drugs, and spreading the knowledge of magic to those who are willing to pay for it.
Currently, Joaquin is on a "business trip" to Japan. Supposedly, there's a certain group of community leaders who are interested in Joaquin's fantastic products and numerous secrets, and are willing to pay out the nose for it. What Joaquin doesn't expect is that he will become part of one of the most prestigious, deadly, and important events in the world, and that the prize these community leaders are offering may not be in cash.
Mystic Code: Joaquin's mystic code is an exquisitely-crafted gold ring that he wears at all times. There are no outstanding engravings on the outside of the ring, but the inset is a single nugget of bismuth
Other: Joaquin is el jefe del combo, and has a sizeable gang back in Central America. For his time in Japan, however, he only has his two best friends, Pepe and Jorge.
@ScrapulaThis guy could be a good idea for a berzerker I'm working in if Caster doesn't get chosen. I'm thinking of going with the horseman of War.
I dunno, something as powerful and apocryphal as one of the Four Horsemen would probably fit better as Avenger rather than any mundane Class. You could probably hunt down some other famously strong hero, like John Henry, Ajax, Brock Lesnar, the Biblical Samson, or Paul Bunyan instead of going straight for the endgame ultramonster nobody knows anything at all about.
Name: Erasmus Tormod Gender: Male Age: 55 Height: 5'10" Weight: 180 lbs Blood Type: AB Birthday: 12/6 Nationality: Norwegian
Magecraft: Rune Magic (Viking Tradition)
Abilities: Erasmus's family has been practicing Rune Magic since the days of the Vikings. He has a large number of mid-level magic circuits, meaning he can cast spells in rapid succession. As such, he knows how to draw the runes from memory and is capable of doing so in the heat of battle. Of course, one of the main issues with using Rune Magic in combat is finding a way around the range problem... which he claims to have done with help from his grandkids.
The effect of a rune used in magic is not always directly related to what the rune represents. Context and metaphor can play a role in the magic a rune performs. For example, using the rune for "Hail" rarely creates a weather phenomenon- usually, it creates many copies of something. Engraving Fehu-Hagalaz-Gebo creates a "Hail of Coins" for example. By using runes in conjunction, he is able to create more varied effects. It's also worth noting that runes must be engraved on their subject to take effect, a rather time-consuming process- it's not something that should be relied on in combat.
ᚠ Fehu- Wealth, Cattle.
ᚢ Uruz- Aurochs, Water, Slag.
ᚦ Thurs- Thor, Giant.
ᚨ Ansuz- The Aesir, Divinity.
ᚱ- Ride, Journey.
ᚲ Kaunan- Fire
X Gebo- Gift
ᚹ Wunjo- Joy
ᚻ Hagalaz- Hail (the frozen ice from the sky)
ᚾ Naudiz- Need
ᛁ Isaz- Ice
ᛃ Jera- Year, harvest (the event)
ᛇ Eiwaz- Yew Tree
ᛉ Algiz- Elk
ᛊ Sowilo- Sun
ᛏ Tiwaz- The god of the same name.
ᛒ Berkanan- Birch
ᛖ Ehwaz- Horse
ᛗ Mannaz- Man
ᛚ Laguz- Water, Lake
ᛝ Ingwaz- The god Ingwaz.
ᛟ Odala- Heritage, Estate, Possession
ᛞ Dagaz- Day
Skills: While Erasmus is in far better shape than he has any right to be at his age, he's still a 55 year old man and tires out quickly. However, he's also a SCA enthusiast, wielding swords and bows with ease as part of his regular Renaissance Fair attendance. He's handled his own finances for nearly 30 years, cooks and cleans his own place, and is a skinflint beyond compare.
Personality: Erasmus is a (formerly) traditionalist mage who's coming to terms with the idea of his own mortality after the death of his wife of thirty years in a car accident. As such, he's decided to make the best of the time he has left, spending as much of it as he can with his grandkids and trying new things. He's gotten a crash course in the modern world, always trying to get more time for his grandkids and hobbies. As he likes to say: "50 is the new 30."
History: Again, born to a long line of Runic mages dating back to the Vikings, Erasmus was raised in the traditions of magecraft. Eventually, he married, had kids, and then they had grandkids. His wife was killed returning from the airport to drop the children off for summer camp, which lead Erasmus to worry about what would happen to his grandchildren when he was gone. His plan is to use the Grail for something most Mages would find insultingly mundane- to ensure his grandchildren will be secure long after he passes.
He has journeyed from his hometown in Norway to participate in the war, though he was unable to acquire any of the catalysts he desired- the coin from Beowulf's horde was lost in the basement, the scales he'd acquired from the lair of Jormangundr got swept up by the maid, the Ring of the Rheingold forged by the dwarf Alberich was lost to history, the temple of Hercules the Olive Seller was closed during his layover in Greece, and he doesn't have time to plot a daring theft of Oda Nobunaga's armor before the war begins. Thus, he's stuck with whatever Servant comes up.
Mystic Code: A hammer and chisel covered in runes. These tools date back to the time before the fall of Yggdrasil and birth of the modern world. Indestructible themselves, they are able to carve runes into any substance- from paper to steel, from diamond to water, nothing is beyond these mighty implements.
Class: Caster Master: True Name: Adam Smith Gender: Male Height: 170 cm Weight: 70 Kg Alignment: Lawful Neutral
Strength: E Endurance: E Agility: E Prana: C Luck: A Noble Phantasm: A
Class Skills: Item Creation: D Creation of items inherent to an average magus is possible.
Territory Creation: B Creation of a "Workshop" becomes possible.
Skills: Human Observation(A) Capable of discerning the true natures of all he perceives as long as they are not an inhuman existence. He can also tell the veracity behind words that others utter. As one who managed to devise an economic system taking into account the grand panorama of human nature, Adam Smith has an exceptional perception in discerning others.
Magecraft(C) Capable of orthodox magecraft. Granted from being involved in the Masons, an occultist group that held magecraft in their knowledge base and whose ranks also included the magus and musician Mozart.
Pioneer of the Stars(EX) An unique skill given to heroes that became turning points in the human history. All difficult voyages and challenges which are considered "impossible" turn into "events that can be realized".
Appearance:
Personality: Adam Smith is an astute and observant individual who holds himself with highly refined mannerisms. His actions are concise while his diction is succinct, a far cry from the eloquent locutions that many of high educational standard in his time spouted. He is a rather impatient man, and somewhat irascible, but holds a calm poise about him regardless. Smith is an utterly utilitarian being who thinks in terms more affable with numbers than actual human interaction. His detached efficiency is such that many wonder how he even has the knowledge to observe other human beings, as his aloof mindset seems utterly removed from any understanding of humans. Smith considers himself a neutral arbiter of human nature, an outside independent variable by which the interactions of mankind can be measured and valued, and this trait especially manifested in his greatest accomplishment of establishing an economic system that is now championed throughout most of the world.
Noble Phantasms: - The Wealth of Nations, The Invisible Hand:
* Rank: A+ * Type: Anti-World * Range: - * Maximum number of Targets: - * Prana Cost[1]: Low
For heroic spirits whose single defining characteristic elevated them to the status of heroes, that single characteristic may become the basis of their heroic existence as is the case for Li Shuwen and his martial arts. It is such in the case of Adam Smith, who, after seventeen years, produced his magnum opus: The Wealth of Nations. It was a treatise that catalyzed the onset of capitalism, and also heralded an impetus for European imperialism throughout the world. Comparable to the Origin of Species or the Principia Mathematica, it was a revolutionary text that held worldwide repercussions that can still be felt today.
The name Adam Smith is not prevalent. However, the term capitalism is a global phenomenon. As such, the heroic spirit Adam Smith and the concept of Capitalism have merged to become an existence one and the same. Just by existing, Adam Smith alters the laws of the World. As such, this noble phantasm can be classified as Anti-World. However, this does not entail that the noble phantasm can alter the world at a planetary scale, merely that it can modify inherent laws within the world regardless of scale. A truly planetary alteration would be an anti-planet noble phantasm.
When Adam Smith is summoned, his very existence acts as a keystone by which the concept of the "Invisible Hand of the Market" may be summoned. The invisible hand was Smith's term for the pushes and pulls of the market by which humans naturally assumed certain economic tendencies, and that observation crystallizes fantastically into a literal force that shapes the world. In essence, the Hand causes the world around Smith to operate as a "Market", and the range of this "Market" expands endlessly but slowly independent of whatever prana Smith himself possesses. Rather, the invisible hand draws from the recognition of "capitalism." Similar to magical foundations that are tied into the lands they originate from, "capitalism" becomes a concept that the invisible hand searches out for. Should the hand be within an area that has been influenced by "capitalism", then the hand's effects will work. Only when a land devoid of "capitalism" is encountered can this noble phantasm be halted.
Areas of the World that are under the influence of the "market" are subject to the economic vicissitudes of capitalism. Basically, the "market" recreates the standing of Smith when he analyzed human nature from an objective standpoint and devised an economic system to encompass all of mankind's fickle nuances. It creates a stimulation of a free market where miracles are possible as long as one has the capital to sustain them. In this "market", units of prana are considered to be capital. By utilizing the currency of prana, anyone in the "market" may deal with the World or other beings with prana and produce resources and items that normally could not be acquired. However, the competitive systems and checks of capitalism shall also be present, meaning that one must always be wary of the guidelines of economics. For example, should one manage to give away a gift without any conceivable cost to anyone other than oneself, then that defies the rule that "there is no such thing as a free lunch" and thus causes the World to reject the being that performed such an act.
Name: Takeda Ishimura Gender: M Age: 17 Height: 1.76m Weight: 62 kg Blood Type: B+ Birthday: Jan 3 Nationality: Japanese
Magecraft: Tem Spark: This magecraft grants one the power to generate an incredible form of energy known as Tem Rays. This form of radiation is unique in that it is not bound by the laws of physics as we know them, and, in fact, all instances of Tem Rays across time and space are in fact the same power, meaning the energy is effectively indefinite as it draws upon the energy of potential past and future timelines. In essence, it is a self-perpetuating and ever-expanding energy source, as every instance of Tem Rays in the timeline sustains every other instance simultaneously and without cease. There are drawbacks to this, of course: Tem Rays, while powerful, destabilize and corrode most modern alloys, so the energy must be contained and converted to usable power using specially-formulated alloys and circuits. Furthermore, prolonged exposure to raw Tem Rays cuts the lifespan of living creatures in a manner not entirely unlike low-level radiation poisoning. The holder of Tem Spark is not excluded from this.
Abilities: Above-average physical fitness and coordination. Ability to produce Tem Rays from his body. Ability to release Tem Rays upwards into the atmosphere to create a beacon. Ability to power properly-adapted technology with Tem Rays. Prana reserve equivalent to that of a novice magus.
Skills: Expert motorcyclist and brawler, and he makes a mean omelet, too.
Appearance:
Personality: Hot-blooded to a fault, Takeda carries within his chest a heart of burning justice that belies his interests and rough exterior. He gets angry easily, and is often frustrated about how the restrictions and responsibilities of G Lab can hold him back, but he understands that it's his duty to protect the weak and powerless from the likes that would enter the Grail War and takes his position seriously.
History: The only child of a moderately well-off family, Takeda' father, Gou Ishimura, left Takeda at an early age to work on a secretive alternative energy project. As such, Takeda never truly knew his father outside of the most minimal contact, and eventually grew to resent his father for abandoning Takeda's family. Frustrated, Takeda adopted a delinquent lifestyle at a fairly early age, preferring motorcycles and back-alley brawls to schoolwork and exams. As hard as he tried to take his mind off it, though, Takeda could never stop wondering what would drive his father to abandon his own family. Until the letter arrived, that is. Addressed to Takeda from his father, it asked- demanded- that he come to a large, dingy-looking laboratory on the far side of town. Takeda didn't believe it- surely it was a rival looking to ambush him- but Takeda couldn't help but wonder if it was true. For days Takeda deliberated on the subject, until finally he decided that the chance, no matter how small, of meeting his father and bashing his smug face in was easily worth the risk. When he entered the lab, he was surprised to find it not only perfectly operable, but fully-staffed as well. Confused, Takeda showed them the letter and demanded to see his father. He was rushed to a back room to find his father, weak and bedridden from his research into the Tem Spark. Takeda's father explained. For 17 generations, the Ishimura family had attempted to perfect the Tem Spark, seeking to tap into powers beyond the ken of mankind. Knowing the next Grail War was drawing close, Takeda's great-grandfather came together with a number of low-ranking practitioners of magecraft, eventually founding what would come to be known as G Lab, a think-tank of minor magi founded to prevent the major magus families or the church from amassing yet more power. In the end, it was decided that the power of the Tem Spark was G Lab's best bet for a victory. Takeda, the eighteenth scion of the Ishimura bloodline, was to take the Tem Spark's crest, summon a servant with the aid of G Lab, and take to the battlefield in the Grail War as their champion.
Mystic Code: Starvenger 18, an alchemically-treated suit of armor able to utilize and contain Tem Rays. It is the conceptual weapon of "hard work and guts", and grows larger and more complex the more honest faith the user carries in their own strength. Of course, it requires an extremely large intake of energy to work, and thus can only be efficiently powered by Tem Rays.
Other: As he is affiliated with G Lab, Takeda is forbidden from performing magecraft, taking part in magus-related activities, or making use of magus-related paraphernalia ithout his commanding officer's permission. Takeda's servant is also bound by said rules.
I dunno, something as powerful and apocryphal as one of the Four Horsemen would probably fit better as Avenger rather than any mundane Class. You could probably hunt down some other famously strong hero, like John Henry, Ajax, Brock Lesnar, the Biblical Samson, or Paul Bunyan instead of going straight for the endgame ultramonster nobody knows anything at all about.
man oh man either ajax or samson would be something to see
Noble Phantasm: Jaw of an Ass
Then Samson said, "With a donkey's jawbone I have made donkeys of them. With a donkey's jawbone I have killed a thousand men."
I'm definitely interested in this. I do have a question, though. Berserker class servants are required to have Mad Enhancement, right? If that's the case, is partial enhancement (i.e. the servant is still somewhat able to communicate, at least at times) an option? I know some of the Berserkers outside of mainline Fate had differing degrees of madness. If not, that's fine, I was just curious as I think it'd be more fun to roleplay a character with at least some sort of coherent thought.
Raijin is right on the lesser bonuses for more mind, but I think a lot of roleplays allow you to have a coherent Servent who can turn the madness on or off to a lesser degree.
Strength: E Endurance: E Agility: D Prana: C Luck: A Noble Phantasm: EX
Class Skills:
- Magic Resistance B
- Presence Concealment A+: It is possible to disappear completely and become almost impossible to be detected. However, efficiency will decrease once preparations to attack are taken
Skills:
- 1001 Stories of old A: Scheher once told tales for 1001 nights, and her stories have not yet run out. By speaking aloud a series of events, Scheher changes the course of events by weaving a narrative. Scheher can outright control entire groups of people, to make them fight, or run as needed. This uses a surprisingly small amount of Prana, as those controlled will act as spies, or even assassins. Though these stories have no outright control of the Masters and Servants of others.
- Charisma B: Scheher's ability to weave stories is the same as her ability to enchant and control.
- Librarian of Stored Knowledge C: Having spent her life reading many tomes, and with a kingdom to supply her with information, Scheher has almost complete knowledge of events.
Appearance:
Personality: Scheher is cunning, clever, and one of the most beautiful woman you shall ever meet. But these hide what makes Scheher so dangerous. She is more than cunning. More than clever. More than just beauty. She knows how to use them. That knowledge alone means more than you may think, because when Scheher starts to weave a story, it ends only when she says so. Her life is one of dedication, and willing sacrifice. Ready to put herself into the path of risk if it means to give her eventual victory.
History: The story goes that the king Shahryar was betrayed by his wife. His heart shattered, and in his rage, he called for an execution. His wife cut down before him, but his hatred still bubbled and boiled. Churning and refusing to settle inside him. So he made a new decree. Every night, he would marry a new virgin. Then, on every morning, his new queen would be put to death.
To do this, King Shahryar turned to his loyal Viziar. The Viziar was tasked with finding a new Queen from the daughters of the people. But the Viziar had two beautiful daughters of his own, which he would never sacrifice. But over time, the peasents came to realize this, and went to King Shahryar. "Our fair and just king... We know you take our daughters, but we have suffered so much. But the Viziar had lost nothing." the peasents pleaded, and the King heard. Shahryar turned to his Viziar and demanded that the Viziar offer one of his own daughters to be the bride of the King, for that was only fair. The Viziar panicked and pleaded. Begging the king to reconsider. But Shahryar would not be changed from his course.
Until Scheherazade stood out. She was the eldest daughter of the Viziar, and offered herself up. Her father pleaded her to change her mind, but like the King, she too would not change her course. That night, she wed the King, and made one request. "Every night I tell my little sister a story. I request that I be allowed to tell her one last story." She requested, and the fair King let her. Scheherazade went to her sister's room, and began to tell her story. Shahryar sat by, listening to his wife's story. On that night, Scheherazade weaved the first of 1000 stories. Shahryar listened, enchanted by each story and the paths they crossed. As he listened he could not bare to not know the ending. So when the morning came, he called off the execution.
This continued for 1001 nights. Until by then, the fair king Shahryar had fallen in love with the cunning Scheherazade. The cunning weaver of stories became Queen, and was revered by many.
Noble Phantasms:
- The Lamp of the Djinn * Rank: B * Type: Summon * Range: NA * Maximum number of Targets: NA * Prana Cost: None to summon, High to maintain for long.
Stories of the Djinn are many. Powerful mystical creatures who fight and battle on the whims of whoever holds their lamp. The Djinn of Schere's lamp is a powerful creature who can toss stones as big as men with ease. His body as hard as a mountain, or as tangible as smoke. The Djinn is a tool used to distract, or even guard. The Djinn grows stronger the longer it is out of it's lamp, with the cost to maintain increasing just as well.
- The Seven Voyages of Sinbad - * Rank: C * Type: Anti-Vehicle * Range: NA * Maximum number of Targets: NA * Prana Cost: High
Seven stories of Sinbad the sailor echo through the world. Fantastic and marvelous in scope and scale. A sea encompasses the world, and all craft, sea, land, or air, are tossed aside in the storm. The sea reclining and all vessels and weapons are lost. Much like Sinbad, all claimed by the sea are lost.
- Morgiana's Dagger - * Rank: D * Type: Anti- Personal * Range: NA * Maximum number of Targets: NA * Prana Cost: None
A dance is wonderful, but a knife to the chest is not. Scheher carries the dagger of Morgiana, a character from her tales who killed a bandit with a dance and her blade. The dagger is nothing special, but shall always be hidden just out of sight until Scheher needs it.
- 1001 Arabian Nights - * Rank: EX * Type: Anti-Personal * Range: NA * Maximum number of Targets: NA * Prana Cost: High
The worlds of Arabian Stories come to life. A new reality forcing itself over the old and the tales of Arabia taking over. Scheher becomes hidden in this world of stories, striking from the hidden alleys. Sneaking of the crowds. Scheher can be anywhere in her stories.
Alright, I've got a Character Sheet for my Berserker. If anything in it seems sketchy let me know.
Class: Berserker Master: True Name:Cain Gender: Male Height: 160cm Weight: 68kg Alignment: Chaotic Evil (I'm not sure if this is entirely accurate 'Mad' might be a more apt description)
Strength: A(after mad enhancement) Endurance: B+ (after mad enhancement) Agility: A+ Prana: D Luck: E Noble Phantasm: EX
Class Skills:
Mad Enhancement:EX As a Berserker, Cain carries the trait of Mad Enhancement, however, due to his nature and background, the effects have been somewhat altered. His strength and endurance are enhanced by the skill, and his mental faculties suffer, however, he retains the ability to communicate roughly so long as he is in a calm, controlled environment. Once he enters combat, and specifically at the sight of blood, Cain is overcome by a true 'berserk' state, losing his ability to speak or reason coherently. After combat this rage gradually subsides, though regaining control of him may prove difficult.
Skills:
Fugitive and Wanderer:A A skill derived from Cain's punishment. According to the Biblical story, Cain was forced to wander the land as a fugitive, despised by all for the murder of his brother. This skill accounts for Cain's rather high agility stat, and ordinarily gives an even larger burst of speed when fleeing from danger. Mad enhancement, however, makes it impossible for Cain to flee of his own free will. Thus, a Command Seal would likely be necessary to force a retreat.
Scorn of the Father:C Cain's anger at the rejection of his offering gives him special attributes in certain situations. When facing an opponent with any level of divinity, Cain deals and takes increased damage.
The First Murderer:D
Cain's identity as the first murderer ties the mere act of killing to his legend. If someone is killed near him, whether by his own hand or that of another, he becomes slightly stronger. While each kill makes Cain more fearsome, it also shakes his sanity even further, making him more difficult to control. Essentially, killing serves as a sort of secondary (and much weaker) Mad Enhancement.
Appearance: Cain is a thin man, most of his body consisting of twisted, sinewy muscle. He has light brown skin and long, unkempt hair bordering between black and brown. He has a slight beard and light grey eyes that always carry a sense of nervousness. A black mark, some cryptic symbol of times long past, is branded on his left cheek. His clothing in life was the typical ragged gear of a traveler. He nearly always wears a hood, mask, or some other sort of covering to hide the mark on his face.
Personality: Even without Mad Enhancement, Cain is far from mentally stable. His heart is a twisted storm of rage, jealousy, self-loathing, and guilt. The tumultuous state of Cain's mind finds it's roots in the most important act of his mortal life: the murder of his brother. He seems to harbor some sort of regret, but at the same time regularly bemoans his punishment. This mix of feelings extends beyond his story, however. He has little hesitation in taking the life of another for any reason, though he may question his own reasoning after the fact. For such a conflicted man, Mad Enhancement is more a blessing than a curse, alleviating the constant turmoil within him.
History: Cain's legend stems from the Bible. It was said that he and his brother Abel were the first children born to Adam and Eve. Jealous of his brother, he slew him, and was punished by God to wander the world. The infamy of his crime followed him for the rest of his abnormally long life. Though not heroic in any sense, the story of the first murderer spread throughout the world, allowing his summoning in the Holy Grail War.
Noble Phantasms:
Name: The Stone/Tools of the Murderer Rank: C Range: - Type: Anti-Unit # of Targets: 1 Prana Cost: Low
Description:
The weapon that Cain used to murder Abel was never explicitly stated in his legend. In truth, the weapon was a jagged piece of stone. Because he used such a mundane object, and since the actual identity of the murder weapon has been disputed throughout history, Cain is capable of turning anything he can use as a weapon into a C rank Noble Phantasm. Though he carries no legendary weapon, The Stone functions as a Conceptual Weapon, making whatever items he has at hand into fairly* powerful tools.
* Because The Stone is only C-Rank, the objects Cain wields can be broken by more powerful abilities.
Name: Mark of Cain Rank: EX Range: - Type: Anti Unit # of Targets: Varying* Prana Cost: None
Description:
Upon being doomed to wander the Earth, Cain protested his fate, claiming others would harm him in the name of justice. To prevent this, he was branded with a mark of protection by God. It was said the mark would avenge him seven times over. This Noble Phantasm serves as a powerful defense against most attackers. Any damage dealt to Cain is amplified and mirrored onto the opponent that dealt it. Though the reflection cannot be avoided in a traditional sense, it can be nullified or reduced by exceptional defensive abilities.** The Mark also bears the misfortune of giving away the identity of its wearer should it be clearly seen.
* The Mark directs damage back to an attacker. Though it could theoretically avenge strikes from multiple foes at once, the Mark can only repay each instance of damage back to its original dealer.
** The Mark of Cain does not account for any kind of armor or resistance. Powerful resistance skills or Noble Phantasms that protect a Servant could easily reduce its effectiveness. Additionally, the power of Cain's NP is mostly determined by the damage dealt to Cain. It should be noted that even in the event of a fatal blow, the Mark of Cain will trigger. The blow, however, would not necessarily kill the attacker, assuming they had strong enough defenses to endure it.