@ADamnFiddle: Cool, cool. (Form in Chars tab btw).
I didn't expect for this RP to blow up as big as it did, so I'm going to be splitting the cast up into two groups. For the sake of getting things rolling, I've already picked said groups for this round, but in future arcs people can pick. Usually. I might pick specific pairs for certain arcs, so keep that in mind.
I put one in the chars tab since I'm not gonna keep digging.
Anyone who hasn't put their character in the chars tab isn't there, so if you haven't done so already, please do so. With such a huge cast, I need a way to keep track.
@Nanashi Ninanai Someone needs to put these bloody Irish in their place, reclaim the Lancer class! Someone roll Nuada, the Silver Lance. Oh wait... hes Irish to... What is it with the Irish having so many good lancers?!?!
Personality: Amedea is someone who cares not for the life of a magus. Her goals are simple: to grow up, get married, maybe have a kid and live out a normal life in normal comfort. Her immediate priorities were equally simple: Attend training, go out and drink on Friday nights, sleep until noon on the weekends, rinse and repeat until graduation. To see such a nice, normal life interrupted with no guarantee of being able to return to it irritates her to no end.
Despite all of this, Amedea is known for keeping a cool head at all times - staying in the background and rarely speaking unless spoken to due to hesitating to begin conversations, Amedea never lets her irritation get in the way of achieving whatever goal is necessary. She maintains an aloofness due to a desire not to get too involved in "magic business". If one gets past that, however, they would find a snarky, sarcastic, joking girl who will be with them until the end, magic or not.
Abilities:
Origin: Logic Quantity of Magic Circuits: C Quality of Magic Circuits: B Od: C
Mystic Code: Kawasaki Ninja-ZX - Amedea's beloved motorcycle; the top of the line vehicle was reinforced and infused with various magical defenses and modifications which allow it to run above its already impressive specifications. Magical defenses and qualities protect it from being tampered with or sabotaged by mundane or magical means, increase its durability in the face of combat and, ultimately and most importantly, protect its paint job from being scratched. Furthermore, her beloved motorcycle seems to always be nearby "whenever she needs" it, capable of driving itself to her in her times of need. Having this motorcycle, combined with her mundane combat abilities make her akin to a "modern knight".
As someone who had shunned the magical side of the world for a good portion of her life, Amedea has very little ability as a Magus to the point it would not be wrong to say she might as well not be one. This is, however, counterbalanced by a wide host of "mundane" activities she had the chance to partake in during her life, fully integrating herself into the 21st century successfully. She is skilled in motorcycle riding, is generally athletic and participated in street races with her motorcycle during the nights, raising her reaction times to really high levels for someone who has not seen life or death combat.
As a result of her life in non-magus society, she is far more familiar with the inner workings and mechanisms of a lot more non-magus "crude tools" than most other conservative magus are. Therefore, while reinforcement, a rather basic skill for a proper magus is about the extent of Amedea's abilities she has above average knowledge of the "inner structure" of tools she is attempting to reinforce.
She is also skilled in pistol shooting and knows a variety of basic close combat techniques.
History: Amedea cursed her lot in life. Born to a magus family of moderate reputation, Amedea decided she want none of the paranoid, deadly life of a magus and watched forlornly from her window at the lives of the "muggles" she was supposed to hold in contempt for their ignorance. Soon after, she ran away from home and blended herself in the world of 21st century Britain.
Living a normal, happy life with minimal need for her skills as a magus, Amedea enrolled in the police academy after graduating school. Receiving her beloved motorcycle from her friends as a present, she began street racing during her free time to keep herself occupied. She was on track to join the police force, she had a nice past time and she was devoted to her motorcycle. All was well.
Then her life as a magus came calling in the form of Zeltrech inviting her to be a master - with the not so subtle "insinuation" of terrible things happening behind the scenes. Frustrated beyond belief, she managed to wrangle a year of leave from the Academy "in order to sort some issues in her personal life out" while she went off to deal with this - hopefully temporary - interruption to her life.
I'm super excited for this to start! I'm really interested in seeing the groups and the kind of interactions that brings.
Anyways, on an unrelated note, what's everyone's favorite and least favorite classes?
Personally for me, I really like the Assassin class with Jack and Jekyll being high quality Servants, but I think Archer is my favourite. Not only is the class itself something I like (only behind Assassin), but it has a lot of Servants that I love.
As for least favourite, easily Rider. I dunno why, it just seems so bland compared to the rest.
Well... My favorite Servant is Okita, but my favorite class is probably Caster because MAGIC. Also Casko is bae. Shakespeare's also cool and Semiramis (who's part Sin part Caster) is an interesting character. Andersen's also one of the few with the balls to have a sharp tongue towards Gil so yeah lol.
Least favorite? I can't quite say... Assassin, maybe? Jack and Semiramis and THE SAVIOR OF FRANCE are cool and all, but... Yeah, 's about it.
We ARE starting tomorrow, by the way. @LancerOfBlue, I recommend you fix up that Master asap.
Like so Ruben is a tall Englishman with foggy gray eyes and a weathered mien. Out of hand he looks to be in his mid 60's, yet somehow gives the impression of being even older, to the point of infirmity. His face is framed with harsh frown lines and a scraggly brown beard framing his hollowing cheeks. His thinning hair is a dingy brown heavily streaked with grey and lies at shoulder length over a thick collared brown coat with tarnished silver buttons. He wears a faded top hat with a wide brim. He wears faded olive green pants and brown leather boots.
Ruben seems to scrutinize the world around him with a permanent and vaguely melancholy frown. On his right ring finger he wears a heavy silver ring set with a large square garnet. To casual observation he seems frail, his arms and legs frequently trembling.
Personality: Ruben Walgrave is a singularly melancholy man who regards the world around him with a slow remote gaze that matches his mindset. Staunchly traditional in his thinking he views the world through the eyes of a magus; coldly, meticulously and with the sort of inhuman non passion that drives the Clocktower to value magical theory over human life. His years weigh very heavily on him and he often seems vacant, not noticing those around him unless they are of immediate importance.
Abilities:
Walgrave is highly infirm, lacking immensely in physical capabilities he struggles to perform simple tasks, move with speed or physicaly defend himself. Despite this he has not yet lost the ability to make the subtle hand gestures or body motions required to enact his Magecraft.
Quantity of Magic Circuits: C Quality of Magic Circuits: B Od: B
Due to his long experience and skill with manipulating Prana, Walgrave is able to enact Magecraft with highly efficient prana expenditure allowing him to function at a much greater capacity than his raw Circuit count would typically indicate.
Mystic Code: Walgraves clothing from his hat to his boots have been reinforced heavily and altered to function as armor. They are as hard as steel, yet still flexible as natural cloth while being altered to absorb impact as an object much heavier would. They are roughly equivalent of 20 lb of modern body armor and are sufficient to protect things such as small arms fire and minor spells that deliver impact damage. They are also heavily warded granting limited protection from electricity and spells that launch pure prana as their means of destruction, such as a Galdr curse. They are also highly fireproof.
Magecraft:
Ruben Walgrave is an exceedingly powerful mage, having devoted huge amounts of time to magical study. He possesses an elemental affiliation for Fire, but has explored many other magic pathes in his long life. Familiar Creation, Alchemy and most simple Magecraft practices are known to him, though not specialized in.
Niter Fulminate Blast
A burning spray of white hot sulfurous shrapnel and noxious gasses that streaks from the caster's fingers and hurtles towards its target like gunshot. It strikes with enough force to send its target flying head over heels while piercing it through with dozens of burning projectiles. An excellent but expensive heavy assault spell it was meant primarily to dispatch the undead, but works well against most other targets. It is wide range making it tricky to evade while still being strong enough to penetrate most defenses. The Prana Cost is high for this spell, and he can typically only cast it around three times a day.
Sulphuric Fog
The conjuration of a cloud of choking sulfur. This generates an orange cloud that behaves like fog gradually choking and blinding those caught in it, irritating the eyes and throat. In addition to this visibility is halved while inside the fog.
The cloud lingers for roughly 4 posts before it either disperses or the caster must renew it with additional prana. This cloud is naturally highly susceptible to wind, either ordinary or magical. Walgrave is immune to the effect of this spell and can remain inside the cloud for as long as he pleases, though his visibility is also reduced inside it. Size of the cloud depends on prann invested.
Flame Manipulation
Creation and control exerted over flames. With a simple application of prana flames can be shaped, projected, increased or diminished and generally manipulated in whatever way the caster wishes, either as a barrier or an offensive blast or gout. This is effective only up to 60 yards away.
Flame Consciousness Projection By entering a trance and staring into a specially prepared fire Walgrave can project his mind's eye outward to view far distant events in a manner similar to a seeing stone. He is limited in this, in that he is unable to see through the bounded fields of other Magi.
Walgraves Bounded Field
A powerful bounded field capable of covering a large mansion, it alerts the caster to trespassers and identifies their magical signature allowing him to differentiate between magi, familiars, undead, Servants or unenchanted humans/ animals. At this point the caster can trigger its inborn security spell unleashing flames onto the intruder. The barrier counts as an A rank shield to anyone incapable of simply shrugging off the flames and would require powerful magecraft to disrupt.
For those versed in bypassing bounded fields undetected Walgraves Bounded Field represents a significant challenge. Assassin Servants with high Presence Concealment may bypass it with much greater ease through some time and effort would still be required.
Construction of bounded field requires a full day of crafting, as well as significant Prana comparable to the cost of supporting a Servant for a full day.
Shared Perception A spell that allows a Magus to share the sensorial inputs (sight, hearing, etc.) of a creature that he has a pass of Magical Energy with (such as the one established in a contract between Master and Servant). Approval from the other party is a requirement.
Thaumaturgic Healing
A simple healing spell refined and perfected over many years. Sufficient to heal major lacerations, restore blood, mend broken bones and resolve 3rd degree burns. Severe damage that has rendered a target close to death, unconscious or immobile will require the patient sleep overnight to regain their strength, possibly with repeated castings depending on the damage. It cannot cure fatal wounds or restore lost limbs, and it has a greatly reduced effect on wounds caused by curses. Ruben must have physical contact with his target unless a shared Perspective Spell is in place on his target, in which case he is capable of rendering aid from up to several blocks away.
Reinforcement Walgrave is capable of briefly reinforcing his own body, however due to his great physical fragility, he can only use this in small bursts, reinforcing to gain the physical competence comparable to an ordinary human for short bursts. Afterwards it often becomes necessary for him to use Magecraft to heal himself of internal damage caused by this exertion.
Ruben Walgrave was born to the Walgrave mage line in 1868 during the height of the British Empire. Of minimal involvement in the Clock Tower and Magi politics they were a studious family and very slow to act, shunning the advancements of technology as many magi do. Brought up in the traditional manner of his peers Ruben was instructed in magecraft from a very young age but demonstrated no great genius in the arts and received no special tutoring. Third in line of succession he had little chance of inheriting the family crest and so set out on his own.
He quickly attached himself as a vassal to a prominent Lord becoming a crony for the various greater powers that dominate the association. Plunged into a life of rivalry and suspicion Ruben quickly developed a deep sense of cautious cynicism that has defined his way of thinking ever since. After completing his education at the Clock Tower he moved from place to place within the organization's lower tiers taking what opportunities emerged until, inevitably, he found himself caught up in one of the Clock Towers many wars against the living dead.
Over time his capacity for destruction grew and he became capable of quickly dispatching the lower forms of the living dead, and eventually Vampires and rival Church Agents as well. Hardened by the trials of combat over many years Ruben eventually emerged as a veteran in the Enforcers constant battle against the spawn of Type Moon.
For 20 years Ruben served as a vassal at arms for the Tarleton Noble family, paying for his grant of independent research with military service. Eventually, having accrued decades of service Ruben established his own workshop and secluded himself, seeking immortality via alchemy and innumerable other mysteries, he joined the quiet ranks of the hermit magi who honeycomb the association. Watching and waiting he became sedimentary, reporting to his sponsors infrequently while pursuing his own agendas and keeping a suspicious eye on the comings and goings of the Association, ever wary for new assets that might be turned to his cause.
As is only to common for magi in this state Ruben became insensitive to the passage of time and stagnate in nearly all his endeavors apart from his private research and the continued extension of his own lifespan. Slowly, without ever having lived or payed a thought to anything beyond the narrow view a magus takes of the world, Ruben's mortal life slipped away, given over to dark studies and dusty books.
Content in his own way, Ruben was never able to fully throw off the growing sense of despair that loomed on him over the years. Though he had beaten the odds of the magi's world and achieved respectability and relative security the true goals that would bring distinction were out of his reach.
Akasha was as far from him as could be.
Ruben was woken from his slow decay when word reached him of the Grail War, and the rumored prize involved. At first highly skeptical, after deep investigation he found himself deeply torn. Having advanced his entire life through slowness and caution an all or nothing duel to the death revolted him to his core, yet, at the same time a part of him realized that he could not continue as he had done for any longer. All the life extending magecraft in the world would not be sufficient to grant him the insight to reach the Root of Existence.
Against all reason and instinct, Ruben Walgrave found himself flipping through his old tomes of death and fire. He found himself dreaming up preparations to summon a hero.
Other: Walgrave extends his lifespan and keeps himself alive by drinking an alchemic mixture of Turpentine, Bitumen and Aqua Regia, along with other, less savory ingredients.
@Beloss: I mean... The character works. I assume the bounded field requires a good amount of setup and resources to execute, so that's fine. He good. Minus history, though, as usual. The minor thing at the end there about Grail Wars and it being rumored for a decade doesn't fly, given how it was quite soon after the project was up and running. So... As before, fix that and he's accepted.
@PKMNB0Y Making an eastern mage has its complication with most of what I know is the normal stuff. Ignoring the fact that I was trying to use Buddhist incantation as the basis for the majority of that character was too much of a mess... So here's my second serving of a master that I cooked up!
Name: Klaus Frankenstein
Age: 34
Personality: Klaus has a very jolly, outgoing and sarcastic personality that always seems to have a mocking tone to it, speaking to most people informally as if they were close friends. Being normally nonchalant about himself and floaty tends to enjoy conflict wherever there is the potential for one. Usually, preferring to stay out of the fray and instead observe the fight rather than partaking in it. However, when provoked, he quickly proves his superiority and puts his opponent in their place when needed in more ways than one. Preferring to be the one starting fights but hiding in the shadows instead of directly taking part. Having a sort of playful attitude about him that knows how to fun which may be unsuited for the upcoming Grail War.
Abilities: The Frankenstein's magic crest which has been passed on from the small family to whoever who inherit it even if from the outside. Containing a repertoire of healing magic to be accessed from within it, originally belonging to Victor Frankenstein. A large portion of the knowledge dedicating to the engineering of magical circuits and to change them, originally used in the building of a homunculus with mage parts. Klaus received it when he was found out to be a suitable host for the crest and 'adopted' into the family to be trained. However, due to entering this Grail War required the crest to be moved onto another member of the family which has been done.
From his teaching, he acquired the family's aptitude for healing magecraft that could rival the Einzbern own impressive talent for it. While not in the business of making homunculi like them, he is more specialized in the art of exchanging of limbs and organs. Modifying his body with the spare materials of subjects who he harvested from, with everything coming from a variety of mages that he's taken from. The exchange of limbs and organs are not only what he can do, as his healing magecraft can heal the most fatal of wounds given the time to set up. However, he is also capable of inflicting harm with the same magecraft by surgically cutting skin with ease or manipulating the body.
With the body parts that he has exchanged, he has an above average body in every aspect and even has a second heart place within his body. His muscles reinforced with extra tissue that allow him to also exert much more force than normal, especially in the area around his legs. Allowing him to run faster, jump higher and even fall farther up to three stories high. That is not even including his skill with reinforcement which push these physical limits even further than what's possible. Moving to the point of inhuman abilities combined with both magic and organic improvements on his body. He can comfortable stop a speeding car with most of his effort put into it and even then face some recoil.
While he is technically capable of making homunculi, he lacks the experience for that particular set of skills which are not his. Some of his family are more specialized in creating homunculus than him which would be worth the effort placed into them.
History: The Frankenstein family has always been a small one that has endured through the test of time, handing down their knowledge by those capable of using it. Most of the family are blood-related to the beginning with Victor Frankenstein except for a few that are adopted. It was a family that was plagued for its moments in history by enforcers who thinned the family dangerously. Klaus is one of those who were adopted into the family and seen promising enough that his magic circuits were rearranged to place the family's magic crest on him.
He was taught the family's focus of healing magecraft and eventually once he learned enough, he was able branched off into something that would be his focus. Making his form of trade dealing with limbs and organs which he could implant on himself and others. Learning more and more as he steeped himself more into the art that he was putting on his own body. His reputation as a mage was taken noticed of and received an invitation, however, before accepting such an offer that would risk the magic crest of his family. He transferred it over to another promising member of his family, with the magic inside the crest facilitating the process to do so. After the transfer ritual was finished, he packed his bags and left...