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Hidden 8 yrs ago 8 yrs ago Post by KoL
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KoL Knight of Lorelei

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Hidden 8 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Ghyslaine Vinla-Meir
  • Age: 38
  • Personality: Unusually for a mage, Ghyslaine is warm-hearted and never got the memo to view everyone else with suspicion, envy, or disgust. In a normal Grail War, every Master would mark her out as the first to go down from sheer unwillingness to hurt someone herself but in this instance a friendly and thick-skinned Master has a far greater chance of surviving. Due to her past, she has an extreme weak spot for children (or anyone childish) and a subsequent desire to keep them away from danger... even if they're Servants far stronger than she is.
  • Abilities: Superficially, Ghyslaine is an average magus. Even with dual affinities for fire and water, her thaumaturgy is nothing to write home about and she tends to display nothing above the very basics. Most of her magecraft relies on her family's Sorcery Trait, Sanguinus Mystica: she effectively has an entire secondary set of magic circuits that concentrate their output in her blood and concentrate her blood itself, over time. This has obvious implications--she can write entire ritual circles with her own blood and not bleed to death, then need provide no more mana to complete the ritual.
    Aggressively, she can control her blood even after it leaves her body, allowing for it to write the small collection of runes she knows and form an imprisoning circle around someone that wasn't quite watching where they're going. Or, more violently, turn it into a directed wave of liquid fire. Her stamina in combat is tied entirely to how much blood remains.
    She's also particularly good at first aid, due to both her often she needs to bandage her own injuries and to make sure that nobody she cares for bleeds to death on her again, if she can help it. She's even taken steps to get certified by mundane authorities.
  • History: As a young woman, Ghyslaine was your typical unremarkable magus: learning from her family, woefully behind the times when it comes to understanding technology, and not keen to attract attention to herself. She didn't have the means nor the sheer talent needed to gain tutelage with the Mage's Association. She married, had a child--aside from the whole tinkering with the world's unexplained mysteries thing, it was a perfectly normal family.
    But a sorcery trait that relies on the user bleeding is a dangerous thing for a child without supervision to have. Even more so around an unprepared father that tries to stop it only to get burnt. One accident and no more normal family. Ghyslaine did the obvious thing--search for more magical knowledge to try and find some way to undo it. Even working to gain admittance to the Mage's Association felt worth it.
    But more knowledge only cemented the obvious: you can't bring back the dead. Not with magecraft anyway, in this world. But when the Wizard-Marshall started looking for Masters to gather grails from other worlds, Ghyslaine signed right up. If there's the slightest chance that she could have a family left at the end of things, she'll take it.
  • Other: Likes hugging.
Hidden 8 yrs ago 8 yrs ago Post by Cojemo
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Hidden 8 yrs ago Post by Rin
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Hidden 8 yrs ago 8 yrs ago Post by ShadowKingman
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ShadowKingman Wandering Sushi Seeker

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Hidden 8 yrs ago 8 yrs ago Post by Beloss
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Hidden 8 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Kobayakawa Yumi
  • Age: 17
  • Appearance: "I don't appreciate being snuck up on. Hmph." Yumi's pretty short.
  • Personality: Yumi is a surly and aggressive girl. Irritable and with a mind directed at success, Yumi is quick to criticize and deride others for their perceived failings. She has a domineering attitude and dislikes those who try and disobey her when she feels she as a better handle on the situation then everyone else(which is always), but can easily become flustered or embarrassed if she finds herself in any remotely awkward situation. This includes things like simply being approached too closely, which can result in a a sudden flustered, defensive switch. Yumi is extremely proud of her capabilities as a magus, her pride second only to her tempermental nature. However, she is not completely heartless even if she is a rather abrasive person. Beneath her outer shell of insults and complaints, there can be found a girl who cares deeply for those who could be considered her allies, and who detests backstabbing wholeheartedly. A magus can succeed upon their own merits, without betraying others, in her mind. A magus who feels the need to backstab others in order to find their way to success is simply a failure as a magus who cannot stand upon their own two feet.
  • Abilities: Yumi's affinity is air. As a result, she has several spells relating to this affinity. One particular nasty one can cause the explosion of an undefended target's lungs, but she's reluctant to use this spell and rarely is a target in such pressing need of death undefended from such interference. Aside from a basic ability to construct bounded fields and other such utility and offense spells, Yumi uses two chief items in the course of practicing her magecraft.
    • Familiars: Yumi utilizes a variety of familiars. Chief among these is Ichineko, the unimaginatively-named cat familiar whom she first created as a test of her usage of the Kobayakawa family's knowledge. Seemingly lazy and somewhat playful, Ichineko is swift to jump to her creator's aid whenever it is required. Ichineko is quite fast, and in either form can produce extremely sharp claws as well as eject a burst of prana from the center of her body, targeted at enemies. She has a high level of regenerative capabilities, but is easily disabled and injured. Other familiars include butterflies as scouts and a snail that has 'No practical use'.
    • Mystic Code-Hundred Lance: A set of one hundred razor sharp needles that can easily, and deeply, pierce soft targets, Yumi can control and fire these needles utilizing her affinity for air. After piercing a target, or missing, Yumi can also retrieve these needles. However, barriers and armor can easily deflect this mystic code. Still, it can function as a distraction, seeming like a hundred tiny lances suddenly homing in on a target.
  • History: Yumi was born to the Kobayakawa magus family, a family skilled in a number of different magecraft techniques, including the manufacturing and deployment of familiars. Yumi was, of course, an only child, and therefore inherited her family's crest without difficulty. She was trained in her family's arts religiously, and an early test was the creation of a familiar. Using the body of a recently deceased cat, a family pet who had died, and the soul of a young girl who had suffered from illness and death. By uniting these, Yumi produced her first personal familiar. Since then she has created several others for utility purposes, such as a set of butterflies used as scouts, but her cat has remained her chief familiar. When her family was contacted, they elected to send Yumi as a test of her capabilities as a magus.
  • Other: N/A
Hidden 8 yrs ago Post by Raineh Daze
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Raineh Daze

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Need more music:

  • Name: Honoria Sigurddottir
  • Age: 28
  • Appearance: Not your average magus.
  • Personality: "Unable to settle down" is the most accurate description you could give Honoria: any sort of consistent existence grates against her on a fundamental level and even at the calmest, she keeps rearranging things. The word "focus" is also just a word as far as she's concerned. "Tact" is another thing that seems to exist in her vocabulary only to ask what it is, as she's a pretty damn blunt person in general.
    Despite the callousness her lifestyle engenders, she can be noble enough when someone's in trouble, and charming enough if she finds someone worth the time.
  • Abilities: On the surface of things, Honoria is a pretty average magus: average circuits, average quality, and her sole affinity is for fire. Whilst her method of actually putting spells into practice is esoteric, choosing musical notes or progressions over words or runes, it's simply unusual in the grand scheme of how magecraft varies. What makes her abilities actually unusual is that she's fully aware of her origin: disruption.
    Her ability to establish bounded fields or a workshop is nil and any projection she might try may as well be a way to intentionally exhaust herself: it will barely last a second. Any spell meant to create or endure either doesn't work or fails almost immediately. The converse is that she finds it a lot easier to use magecraft to break, to confuse, to change. The mental confusion that can be caused through music is even more noticeable but this isn't her party piece.
    Honoria's biggest trick, though limited by her relative inexperience and lack of magical potency, is the ability to dismantle spells used by another magus', completed or not. Reinforcements, bounded fields, and runes all have the possibility to be torn apart with the right spell or washed away entirely, if they're weak enough. The ability to eventually conquer most defences with one skill makes her a magus killer of sorts, though her defensive abilities are lacking.
  • History: Though a long-lived family, Honoria's ancestors never rose above mediocrity and came to the startling, to them, realisation that they had as much chance of reaching the Root as they did of spontaneously turning into peacocks. One man realised that if they couldn't attain such a goal by raw talent or brute force, then each child should learn what they can be good at and strive down that path.
    This lead to a family tradition of making each and every heir aware of their origin, disposing of them if it would be inconveniently troublesome. Fortunately for Honoria, disruption isn't as negative as being worthless from the get-go and she got to live.
    Her adulthood has been marked by an inability to settle down in any way, taking the long path between places and acting as much as a musician as a magus when passing through, and visiting Japan regularly after a magus there caught her interest. Despite Honoria's regular contact with the Association, she has no official rank or position within it, simply offering her services as a freelancer should there be someone they want removed in her current destination... or if an Enforcer wants some sort of backup.
    Naturally, when she heard about something as strange as this ritual, Honoria couldn't help but join.
  • Other: Though the guitar is a Mystic Code and works perfectly fine without any actual power source, she doesn't really need it to use magic--she just prefers it. Whistling works just as well.


Need more chivalry:

  • Name: Lancelot du Lac
  • Class: Saber
  • Abilities:
    • Strength: B (A)
    • Endurance: B (A)
    • Agility: A (A+)
    • Mana: C (B)
    • Luck: B (A+)
    • N.Phantasm: A++
  • Class Skills:
    • Magic Resistance: B
    • Riding: B
  • Personal Skills:
    • Eternal Arms Mastership: A+
    • Protection of the Fairies: A
  • Noble Phantasms:
    • Arondight, Unfading Light of the Lake. A++, Anti-Unit/Anti-Army. A sword forged by the fairies and a counterpart to Excalibur, it is a holy weapon that can take any attack without receiving the slightest bit of damage and shines like the lake constantly, to boot. It's also longer than King Arthur is tall, so it's a pretty damn huge sword.
      When wielded, it increases all parameters by one rank and doubles the effectiveness of saving throws (whatever that might possibly mean), whilst being extra effective against anything with some sort of draconic attributes. Or it can just be pumped full of mana to the point a normal weapon might as well break and achieve the same effect as Caliburn. Though the weapon does have one downside: its enormous mana cost, therefore...
    • Knight of Honour, A Knight Does not Die With Empty Hands. A++, Anti-Unit. Because Lancelot once beat someone with a tree branch, he has the ability to wield anything that he can conceive as a weapon as if he'd trained with it for his entire life... and make it a D-Rank Noble Phantasm to boot. Of course, if he has someone else's weapon, he can use that just as well. Whilst constantly changing weapons is quite mana-intensive, at least it isn't Arondight.
  • Personality: As someone formerly regarded as the perfect knight, it should come as no surprise that Lancelot is actually a pretty nice, polite guy. His loyalty is without question, faithfully serving the king and keeping her secret even after being forced to leave her side, then trying to return for the final battle regardless, and still seeking penance even in death. Having finally managed to get the punishment he felt was deserved in the first place, at least some of the self loathing is gone... though for a just knight, he still has an extremely low opinion of himself.
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