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FujiwaraPhoenix Archer Inferno

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Master

Name: Kumozaki Keisuke
Age: 27
Appearance: I'll give you five seconds to calm down. Clock's ticking.
Personality: Keisuke is the quintessential straight-man: serious and quick to point out inconsistencies while also playing along every so often for the sake of it. The life of an Enforcer, after all, is one where a balance of cold-heartedness and sanity is necessary. Nevertheless, he has emotions and can laugh, cry, and scream just as well as anyone else; it just so happens that he ends up hiding most of those emotions during missions. When relaxing, Keisuke is fine simply reading stories or talking with others (and with things as they are now, listening to Servants and talking to them). He is usually neither humble nor arrogant, preferring to speak with people as if they are equals if he can help it.
Abilities: Keisuke's magic circuits are slightly above average when compared to an average Magus, but his tendency to hide his magecraft away until it is absolutely necessary means that he doesn't have as much practice casting anything that isn't good ol' reinforcement magic. His affinity is towards wind, with a subaffinity towards fire; in many ways, this has come in quite handy with his upbringing overall.
  • Lightning Infusion: With a small bit of preparation, Keisuke can electrify an object, be it a knife, bullet, his Mystic Code, or even himself. Of course, if left uncontrolled it's effectively a bolt that travels through and fries people, so it has some offensive capability. Not much, but it exists.
  • Mystic Code: Blade of the Half-Moon; It is a katana enchanted with heavy offensive and defensive safeguards, putting it on par with an E-rank Anti-Unit Noble Phantasm. Normally, the blade takes the form of a ring with the symbol of a half-moon emblazoned on it, but once activated, the blade returns to its original size and can be used for active combat. Because of its various enchantments, it cannot be easily destroyed by most normal weapons and moves incredibly rapidly for its weight and size. The movements are nowhere near on par with, say, Sasaki Kojirou's Tsubame Gaeshi, but they are fairly rapid.

History: The Kumozaki clan's history is shrouded in mystery, even to Keisuke, who grew up for a decent chunk of his life not realizing that his parents that were supposedly off handling business affairs were instead hopping around the globe to fulfill age-old favors that just so happened to be called in right after he was born. Raised instead by his sole living grandfather, Keisuke was made to learn the way of the sword due to the insistence thereof. He was 8 when he learned about the world of magi when his grandfather (after a night of drinking with his acquaintances while he was supposed to be asleep) began to ramble about how "magi these days don't understand the importance of keeping balance! They're all either complete brickheads like my son-in-law or wimps like my daughter! In my prime, I could punch a mage in the face with one hand and blast five with the other, no problem!"
Intrigued, Keisuke began to probe around the house, occasionally asking his grandfather a few questions about what was lying in those strange unopened corners of the house (which were often met with a secretive laugh and a "you'll find out eventually) until he finally found the location of the workshop there. Seeing that he was no longer able to keep this sort of thing hidden, Keisuke's grandfather ceded on the topic and let him into the world of magecraft.
The thing was, though, that the Kumozaki clan didn't seek the Root as fervently as every other family did, but instead used it for more practical applications... Such as self-defense. Or, well, being hired as Enforcers.
It took a while for the curious magi-to-be to pick up a few rudimentary spells, but by the time he had graduated high school, people were already pressuring his family to cede him for more focused anti-magus training. Unable to gather enough influence to withstand it, Keisuke was soon sent off to the Clock Tower for some more training. Of course, given the general outlook of magi towards Enforcers, his time there was far from pleasing. This time was, of course, the first time he was sent out to kill a magi.
The job was simple--kill a magus that was experimenting with chimeras and transmutation far too openly, clean up shop, then return with the Crest. He was to go alone, since that was what was expected of him, and Keisuke broke through by the skin of his teeth. Even so, killing the magus felt inherently revolting to the young man; to take the life of an animal to eat was something, but to kill another person was another thing entirely. Expecting a long fight after horde after horde of chimera, Keisuke was instead met with a man far too close to the brink of death anyways, desperately trying to finish one last bit of work before he passed on.
There was a moment of pity towards the magus, but it was one that didn't last for long. Without any ceremony or any fanfare, he completed his job, took the crest, and returned to the Clock Tower.
Life continued like that for a while, with each successive job more difficult than the last. Sometimes he would go alone; others, he would travel and work with others. Most jobs gave him enough to live well enough anyhow, so he only killed when he had to, or when others requested it of him, depending on the payout or if he owed the one requesting a favor or not. Eventually, though, a strange request came in--from his parents, no less. Apparently, this wasn't a quest to kill any magus in particular, but just to 'handle a few problems that popped up one day'; they hadn't the energy nor the time to handle the request at the time, and instead sent for their (somewhat estranged) son to handle it instead. As usual, he accepted; it didn't seem that worrisome, but something about the meeting place being in the middle of the Pacific caused him to be a tad on guard...
Other: No guns, no problem. It's been unnecessary until now, and probably (hopefully) will stay as such. Also knows enough about modern science and stuff, because sometimes that stuff can be handy. Emphasis on sometimes.


Servant

Name: Sakata Kintoki
Class: Berserker
Appearance: Let's make this flashy.
Abilities:
  • Strength: A+
  • Endurance: B
  • Agility: B
  • Mana: C
  • Luck: C
  • Noble Phantasm: C
  • Mad Enhancement: E
  • Animal Dialogue: C
  • Natural Body: A
  • Divinity: D
  • Monstrous Strength: C

Noble Phantasms:
  • Golden Eater: Anti-Unit; Rank B
    It's the giant axe he carries around... More or less. It's incredibly heavy (too much so for most people to carry around) and is loaded with 15 cartridges, each full of electricity. If he so chooses, Kintoki can detonate a cartridge to do more damage, either by increasing the force behind it or flooding the weapon itself with electricity. He can recharge the cartridges in a few ways (they recharge naturally anyways), but he can also use some of his Master's mana to refill them. The consumption rate is pretty bad, though, so this is usually a last resort.
  • Golden Spark; Anti-Unit/Anti-Army; Rank C
    By burning through three cartridges at once, Kintoki can create a giant explosion of electricity to either wipe out a wave of enemies in front of him or do massive damage to a single one. Either way, it's pretty golden.

Personality: To put it simply, Kintoki has the mind of a grade schooler (which may or may not be a byproduct of his legend). He likes cool stuff, he likes shiny stuff, and he REALLY likes stuff that's both cool AND shiny. He is thoroughly invested in the ideas of justice and righteousness, and though he does act a bit bullheaded at times, he is ultimately on the side of children and parents. To that end, he gets along REALLY well with children, regardless of the yakuza-esque vibes he gives off.
So long as they're not jerks.
Oh, and he sucks at dealing with love-related issues.
Other: Likes golden stuff. REALLY likes golden stuff. Shiny is cool.
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VitaVitaAR King of Knights

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  • Name: Arturia Pendragon
  • Class: Saber
  • Appearance: "Ex..."
  • Abilities:
    • Strength: A
    • Endurance: B
    • Agility: B
    • Mana: A
    • Luck: A+
    • Noble Phantasm: A++
    • Magic Resistance: A
    • Riding: B
    • Charisma: B
    • Instinct: A
    • Prana Burst: A
  • Noble Phantasms:
    • Excalibur - Sword of Promised Victory: An incredibly powerful and holy weapon, a sword that is impossible to break(though this is because it's a Noble Phantasm as well as... being Excalibur). Its most powerful ability is to unleash an immense blast of prana which is capable of killing an immense amount of targets or destroying an entire fortress. She cannot simply repeatedly fire off this this ability, as she lacks Avalon, which gives her a vast amount of prana with which to use for Excalibur. She is also unlikely to use it if there's a risk of collateral damage or killing allies. At most, she could manage one shot per day if there's no risk of collateral damage or killing allies.
      Invisible Air: Invisible Air, which is capable of becoming a sheath that renders her second Noble Phantasm invisible. It can also be used as a projectile.
  • Personality: Saber is strong-willed and stubborn, as well as very brave and utterly determined. She suppresses her emotions in most situations, though social situations often bring out her insecurities. She considers herself as a knight first, before anything else. Saber holds little mercy towards opponents. As the king of knights, she has a strong sense of honor. In spite of this strong personality, Saber can become shy and withdrawn in regular social situations due to the previously mentioned insecurities, and it is not too difficult to fluster her. She has a deep sense of justice, fitting the legendary King of Knights, and acts respectful to honorable and just opponents. Saber has a deep adoration of good food, very eager to eat any that is given to her. For all her regrets, Saber still possesses a strong sense of pride in her kingship and her knighthood, proudly bearing the title of the King of Knights. Even in all her regret, she will never give in on her ideals and never sink below her morals. She is a knight, through and through. ... That being said, regardless of her insistence that she is a knight before anything else, Saber is often a rather silly girl, easily embarrassed by some situations and naturally drawn to depictions of lions.
  • Other: N/A
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VitaVitaAR King of Knights

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  • Name: Althienna Ly Van Del Vanten
  • Age: 23
  • Appearance: "Oh, such a surprise seeing you here..."
  • Personality: At first glance, Althienna appears to be a polite and sweet girl with a friendly disposition. This isn't exactly a lie, she is really quite friendly towards others and endeavors for politeness at all times. However, alongside this demeanor is a magus of brutal and terrifying efficiency. Just as she is sweet and approachable to friends, Althienna is merciless towards enemies. Her demeanor is one of pleasant mocking even when she is about to kill an enemy. Althienna is also difficult to anger, but when truly angry can be an absolute terror in a fight, with a single-minded desire to absolutely destroy her enemies. Althienna can be somewhat easily flustered, which is surprising given her very, very long list of not-exactly-hidden-at-all perversions.
  • Abilities: Althienna's affinity as a magus is air. She is also a star magus of the Van Del Vanten family, possessing a high degree of magic circuits of quite excellent quality. As a result, her capabilities as a combatant are high, though she is rather useless when forced into a physical confrontation. She possesses a fair number of different spells, what many would expect from an accomplished magus, such as defensive bounded fields and the like, as well as many basics such as reinforcement. Some notable spells include:
    • Cannon Air: A spell refined throughout the Van Del Vanten's family, Cannon Air is a high-power spell requiring several actions in order to properly cast. However, due to her high degree of skill, she is capable of rapidly performing these actions in order to more quickly cast the spell. In terms of power, an unprotected human is likely to be completely torn apart by the sudden high-pressure blast of wind, rendered an unrecognizable bloody mess. A modification of the spell can produce a much more concentrated blast that is capable of punching a hole through mundane barriers.
    • Wind Razor: A quicker spell that fires a hail of razor-sharp, visible waves of wind. Any magus can relatively easily counter the spell, but more inept targets will be forced to dodge or die.
    • Bounded Fields: Althienna has knowledge of a fair number of bounded fields, which she can use to force undesirables out of a location, or conceal it from view. One in particular utilizes wind-based attacks to assault invaders, but takes a long time to be constructed.
    • Mystic Code-Endless Glutton: Althienna's suitcase is capable of taking in any single amount of a substance and engulfing it entirely, as well as being used for simple storage. It has a maximum capacity of one ton. Althienna can also entirely hide herself in it, though this rarely seems necessary.
  • History: Born into the affluent Van Del Vanten family, Althienna was brought up with a great deal of wealth and education in magecraft. She quickly became known as an excellent student and highly efficient magus, and naturally there was no real question of her obtaining rank in the Clock Tower. Indeed, she eventually came to work directly under El-Melloi II. As a result, her presence in this new venture was requested, in order to operate as a Master for one of the Servants.
  • Other: N/A
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chukklehed Sorcerer Supreme with a medium rootbeer

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Name: Amari Vale
Age:
17
Appearance:

Personality:
A bit odd, Amari tends to either hyper-focus on one thing, working it over in her head until she's solved it, or let her attention drift from one subject to another without settling. This makes it interesting, if not difficult, to hold a conversation with her, and most people tend to keep their distance. Though she's a subpar magus, she has pride in her mother's training and likes to show off.
Abilities:
Thought Acceleration
Memory Partition - Amari has achieved three partitions.
Earth Magecraft [Barrier] - A branch of Earth Magecraft focused on creating solid barriers of mana. These barriers can be modified to react differently to being struck.
Earth Magecraft [Mana Storage] - Amari can crystallize mana using a ritual her mother taught her, which she then uses to make special candies that she eats to give her a boost of power, offsetting her normally subpar mana production. Making the candies requires time and ritual supplies, so she limits herself to carrying around twenty candies of various power at a time.
History:
Amari is the daughter of a mage from the Clock Tower and an alchemist from Atlas. Even so, her parents don't live together, instead sharing joint custody until she was sixteen, each offering her a glimpse into their lives. From her mother, she learned Earth Magecraft, spent time learning at the Tower, and eventually inherited her Magic Crest. With her father, she delved deep into calculations and research, learning how to perceive the undercurrents of the world in order to predict the future. When she turned sixteen, she was given a choice: Join the Clock Tower and study magic under her mother, or join Atlas and continue working with her father. The decision was a dificult one, but Amari had a natural talent for the techniques Atlas taught, and the relatively low quality of her magic circuits ensured she could only climb so high as a magus. She made the choice to stay at Atlas with her father, but still visits her mother whenever she gets the chance, occasionally learning a bit more about magecraft.
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  • Name: Medea
  • Class: Caster
  • Appearance: Enough lasers for a magical girl show.
  • Abilities:
    • Attributes:
      • Strength: E
      • Endurance: D
      • Agility: C
      • Mana: A+
      • Luck: B
      • Noble Phantasm: C
    • Class Skills:
      • Item Construction: A
      • Territory Creation: A
    • Personal Skills:
      • High-Speed Divine Words: A
      • Golden Fleece: EX
    • Noble Phantasms:
      • Rule Breaker--All Spells Must be Broken. C-Rank, Anti-Thaumaturgy. Strangely shaped dagger with the ability to nullify any thaumaturgy, including a contract with a Servant--though in that case, it requires shanking the Servant instead. Not very useful for killing people with.
      • Argon Coin--The Golden Fleece. Could be used to summon a dragon, but it seems to be the one magical thing that Caster doesn't know how to do.
  • Personality: Fundamentally extremely misanthropic and determined to seek revenge on everyone else for having to be and act as a witch, despite having no real desire to do this herself. As someone who's never been free to make her own decisions nor shown anything except the expectation that she be an evil witch, kindness earns a much less vicious response. She also likes girls in cute clothes, sincere men that don't talk much, and dislikes muscles--a combination of likes and dislikes obviously not suited to ancient Greece.
    Without as much of a desire to keep up with other Servants and 'win', her spellcasting is most likely to be far more subdued, even where it touches on high speed divine words--forbidden magic and laser bombing runs are forbidden for a reason.
  • Other: Seems to want to learn to cook.
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VitaVitaAR King of Knights

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  • Name: Amalie Georg Faust
  • Class: Caster
  • Appearance: Caster has platinum blonde hair, pale skin, and blue eyes. Her dress is red and black. The doll's colors are below.
  • Abilities:
    • Strength: E
    • Endurance: E
    • Agility: C
    • Mana: A
    • Luck: B
    • Noble Phantasm: C
    • Territory Creation: B - The skill to build a special terrain that is advantageous to oneself as a magus.
    • Magecraft: C - Knowledge about Modern Mageraft.
    • Demon Summoning: A+++ - Capable of summoning any kind of demon aside from True Devils, and harnessing them to do the Servant's bidding. Given that summoned demons are not magic, this allows the Servant to bypass magic resistance. Demons operate more competently and more powerfully based on their complexity. The longer it takes for the Servant to summon a demon, the more powerful and complex they will be. This is because the Servant "designs" the form of a demon as she summons them, as demons are naturally formless creatures. At maximum complexity, a demon summoned by the Servant is quite capable of harming Servants. However, it is far more easy to kill then a Servant. Lower levels of complexity, while dangerous, are little more then cannon fodder for most Servants even if they are capable of dealing damage.
  • Noble Phantasms:
    • Mephistopheles - The Night of Wallachia: The fabled presence that Caster summoned in life, Mephistopheles is a dark, formless entity. By invoking its name, Caster can summon Mephistopheles to materialize the fears of her opponent. While she believes it to be a demon(and holds no love for it, unlike other entities she summons), Mephistopheles is actually the 13th Dead Apostle Ancestor, the Night of Wallachia. The fears it materializes will attack those who they were materialized from relentlessly, until they are killed or they kill their target. However, they are not extraordinarily powerful, and are very capable of being killed. Mephistopheles is capable of targeting hundreds at once. Caster deeply dislikes the idea of summoning Mephistopheles, and would restrict his abilities to only a few targets if summoned. Of course, even if it is TATARI, it is only a replication.
      Gretchen, the Pure Maiden: Gretchen was Caster's closest friend in life. The Noble Phantasm transforms Caster's Gretchen doll into the real girl as Caster herself views her. An angelic existence, Gretchen possesses a personality of pure innocence. Her very presence and touch is damaging; While she can only exist for a few minutes at a time, she merely needs to touch a servant to do damage. However, to servants of good or neutral alignments, this damage is not severe unless contact is prolonged. However, when a servant of an evil alignment is touched by Gretchen, they will be burnt as if by intensely hot flames. This touch is lethal to evil-aligned servants if prolonged for ten seconds or more.
  • Personality: Caster is someone who has no difficulty talking with others. However, her thoughts are likely to be expressed in a long stream of consciousness, a jumble of ideas that often make little sense. Caster has a highly cheerful disposition can can be described as something of a blabbermouth. She is even more willing to converse with the demonic entities she summons. Caster adores milk, cake, and other sweets, and can easily be manipulated with the use of these items. She is also very fond of the legends of knights, having entertained herself with their tales, and has a fairly expansive knowledge of legendary knights. She is heavily attached to a doll she refers to as Gretchen and will be upset by any attempts to take it away. Caster enjoys collecting stuffed animals, the weirder the better. But still huggable. Caster cares a great deal about her summoned demons, and is likely to summon and design a specific one when she is first summoned herself. However, she is less attached to the simpler ones she summons on the fly.
  • Other: I do have an explanation for all this, if you want.
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  • Name: Svetleaze von Einzbern
  • Age: 10, for all that means to her.
  • Personality: If you wanted to pick a single word to describe Svetleaze, it would be vanity. Being an exact physical copy of Justeaze does invite a good perception of your body--if anything, it's too perfect to be human, after all--but she takes it to an unhealthy degree. For a homunculus born to fight, her anger at damage to her clothing or body is simply unreasonable, as is how fastidiously she is about her appearance.
    Despite the vanity, and even despite the whole-hearted belief in her own superiority over normal magi or lesser families, the homunculus is unfailingly polite. Even in the event of beating someone in a fight and indulging her inner sadist, there's no reason to start being rude.
  • Abilities: As a top-class Einzbern homunculus, it is completely unsurprising that Svetleaze is an unfairly good magus, made to a standard that all the careful breeding and good genes might produce once in five hundred years. Of course, being an Einzbern means that the majority of her magecraft has nothing to do with combat: whilst certainly incredibly knowledgeable about creating homunculi and magical vessels, as well as far simpler acts of material alteration, she has little magecraft fit for direct combat. Aside, that is, from something learned from one of her predecessors: the ability to shape wires with a thought. Useful for restraining, and possibly impaling, but Svetleaze has had little chance to try it out.
    If things go south and she finds herself in danger, the homunculus instead has truly fearsome strength to draw upon. Having been made with combat in mind, the unsummoned Berserker's axe-sword, reinforced to not break under its own weight, is an object that she considers tiring to swing around constantly, yet not particularly heavy. Its weight also distracts from the truly precious item she carries: over five years of work have gone into layering bounded fields into the coat to absorb and distribute force regardless of where it strikes her. Practically, she might as well be wearing a suit of armour.
  • History: The Fourth Holy Grail War went terribly but it did offer some useful lessons, even for the Einzbern. One insight was that having a decoy Master was actually a remarkably effective tactic. Before they discarded it in favour of just setting up the biggest, most unstoppable Servant they could, another homunculus was created to take the role of the 'apparent' Master and divert attention away from the vessel.
    Zelretch's project was a rather large distraction and, seeing as it was based around the summoning of Servants, something that they couldn't avoid getting themselves involved in and definitely a scenario where their particular skills and specialities were useful simply in the construction phase. In a hunt for countless grails, the chance of finding a completed one to obtain the Third Magic is surely better than none at all.
    As a result, the fake Master has found herself serving as a real Master, taking the weapon fashioned from their catalyst for the disrupted Fifth Grail War along for the ride. With so many potential enemies in one place and to face, there's something intimately reassuring about a huge weapon that alchemy can't quite emulate.
  • Other: Svetleaze made her own maids. It's a shame they can't come with her.
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