Hidden 7 yrs ago Post by FujiwaraPhoenix
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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: Ozymandias (Ramesses II)
Class: Rider
Appearance: I shall allow you to witness the strength of the pharaoh!
Abilities:
  • Parameters
    • Strength: C
    • Endurance: C
    • Agility: B
    • Mana: A
    • Luck: A+
    • Noble Phantasm: A++ (ranked down from EX)
  • Skills:

    • Riding: A+
    • Magic Resistance: B
    • Divinity: B
    • Charisma: B
    • Imperial Privilege: A; the skill itself is limited to give access to extensive knowledge of the fine arts and some degree of Military Tactics. In times of need, it can be activated to allow Ozymandias to defend himself at a short range with his staff (since he has no way of fighting head-on otherwise, this is essentially his only means of close-range self-defense).
    • Protection from the Sun God: A+; by utilizing this skill, Ozymandias can utilize the mana from his surroundings (if it exists) to fuel his Noble Phantasms or to funnel it towards other people or places. The prerequisite, though, is that he must be able to see the sun directly during activation and usage, and that the skill's strength, in turn, scales with the strength of the sun at that given moment (and so it is strongest at high noon and weakest at sunrise or sunset, and cannot be used at night). To give a sense of scale, an hour of using this skill at noon is able to fuel the full usage of Ramesseum Tentyris for 5 minutes at a location in modern-day Earth that is not near a leyline (where the mana of the Earth is, by nature, more plentiful).

Noble Phantasms:
  • Ramesseum Tentyris: Anti-Fortress, EX; A Reality Marble that Ozymandias controls, Ramesseum Tentyris is a manifestation of the Egyptian Gods believed to have been manifest within the pharaoh's body. That is, in essence, the Ramesseum Temple Complex and a giant pyramid, which acts as the throne room from which Ozymandias controls the area outside. From within this Reality Marble, Ozymandias is able to manifest magical creatures from Egyptian lore (primarily sphinxes, though those also consume the most mana to manifest) and seals the Noble Phantasms of any Servants that are not either closely related to (or are) Divine Spirits or do not have countermeasures devised. For the purposes of this RP, the following limitations are imposed on this Noble Phantasm:
    • No curse that acts like poison. The Divine Spirit that causes this is instead one that guards the main temple, cannot leave the Reality Marble, and can only debilitate enemies that draw near (aka weakening resistances).
    • No immortality of any sort to Ozymandias or his creations. This one's self-explanatory.
    • Dendera Electric Bulb no longer has the power to annihilate a city in a single shot; instead, it can only be fired twice daily and has roughly a third of the power of Excalibur (or once for 2/3 the power and size). Of course, this lapse in power is not without merit; if a Servant is struck by the attack, the effect of being within his Reality Marble will take hold (depending on the severity of the shot and proximity to the attack). This attack can manifest and be fired outside of his Reality Marble, but the same limitations still apply.
    • Magical beasts require Ozymandias' mana to manifest, and their strength is relative to the amount of mana he adds in (the cost of which scales linearly higher). They're self-sufficient otherwise (so yes, in theory, he could make little sphinx cubs that act like pets or something but have no practical combat use whatsoever).
  • Meseket: Ozymandias' flying ship (and the reason he qualifies as a Rider). Meseket can be partially manifested in order to fire out beams of light (or to just crash into stuff for the sake of it). Of course, KEEPING it manifested for too long is such a heavy drain on his mana supply that it becomes entirely too burdensome for him to keep up, even with the usage of Protection of the Sun God. The same goes for causing any major section of the ship to appear aside from the cannons (where, again, he shoots the lasers from). In theory, if he had the mana to manifest it, he could, but that sort of luxury isn't ordinarily available in the modern era. Of course, things are a different story the farther back in time that we go, but a giant ship is still a giant ship.

Personality: A man with an ego as large as the kingdom he led to wealth and glory, Ozymandias is a man who regards himself to be a "King among Kings" and the living incarnation of the Egyptian gods (which, as things turn out, are fairly true given the nature of pharaohs). As such, he often sees himself as far above those not on the level of 'gods', though he does respect them in his prideful arrogance. Even so, in all his grand demeanor he judges things as a fair ruler would, and is neither inherently greedy nor tyrannical—though he is a pharaoh, he is also the ruler of his people and a 'god', and thus keeps himself in order to maintain such appearances. The exception, of course, is when matters regarding his beloved Nefertari come into play, for that is the only time his godlike facade may cease, if only for a moment. Placing that aside, Ozymandias is a Servant who would announce his return given the chance (not unlike another charismatic Rider), and the whole 'saving the world' matters aren't helping sate his ego all that much.
Other: As an incarnation of Horus and Ra, Ozymandias has a somewhat amusing worldview regarding other Servants affiliated with the sun. As to what that is, well... You'll see. Also prefers the name Ozymandias than the title 'Rider' or being referred to as a 'Servant' (he is a king, after all).
Hidden 7 yrs ago 7 yrs ago Post by KoL
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KoL Knight of Lorelei

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Height: 170 cm | Weight: 59kg

Name

Ascelia Vizwhurz

Age

24 years

Personality & History

Ascelia is the no nonsense head of the Vizwhurz household, a long lineage of Germanic magus hunters from Central and Northern Europe. At first they used to serve as mercenaries in employment of the Church, in an analogous manner to the famous Swiss Guard. However, once opportunities dwindled, they joined the Association, most exclusively to work as Enforcers.

As is expected of the heirs most magus families, Ascelia didn't have that much of a carefree childhood. Because of that her mindset is pretty much a heavy militaristic one. She's someone that probably wouldn't know how to behave very well outside of her usual environment. As a consequence of this Ascelia didn't even put much mind into passing on her bloodline for the time being.

Abilities

Most of Ascelia training consisted of reinforcing her body to develop enormous amounts of strength, agility and toughness (for a human). Most of her family's magic methods focus on old Runic Magic, which Ascelia uses for further reinforcement, applying them to her clothes and throwing dagger-like Mystic Codes.

When in a pinch, Ascelia can make use of self-inflicted healing and berserk curses. They can cure all but a instantly fatal blow and allow her to keep on fighting at the expense of later damage to her body and magic circuits. Adding to her abilities, Ascelia possesses a couple of notable family heirlooms. The first is a magic ring craft as a anti-magecraft talisman which provides her with the equivalent of Magic Resistance D. The second is Tyr's Hand, a Conceptual Weapon embodying the sacrifice of the old god Tyr's hand to the fearsome beast Fenrir. Due to this, Ascelia's right hand has the power to slay any Magical Beasts of Phantasmal Rank and below, as well as similar creatures like most familiars. Theoretically this allows Ascelia to harm Beasts of superior rank as well, but she's unlikely to ever survive such a fight.

Other




Name: Atalanta
Class: Archer
Abilities:
  • Strength: D
  • Endurance: E
  • Agility: A
  • Mana: B
  • Luck: C
  • Noble Phantasm: C
Class Skills:
Personal Skills:
Noble Phantasms:
Personality:
Atalanta is has a very peculiar personality, fruit of her life experience in the Age of Gods. She can be, and most of the time is, very closed toward most people thanks to her being raised by animals, with little to no contact with humans. Acid remarks are not above her either and she could give you a chewing if need be.

She can, mellow out considerably in face of children and when enjoying herself on the wilderness, in fact, Atalanta would do do almost anything for the sake of children and the wilds.

Don't mistake her kindness for weakness. Atalanta is one of the most dangerous Hunters of the Age of the Gods, blessed by the Sibling Deities Apollo and Artemis, she can hit you with pinpoint accuracy A rank attacks in a starless night across an entire valley and her animal instincts and agility make her all but impossible to catch unguarded or keep up with on a skirmish over difficult terrain. With all these traits together, Atalanta is as good as one can expect that the Archer class can get.
Other: N/A
Hidden 7 yrs ago 7 yrs ago Post by VitaVitaAR
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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: Excalibur is the peerless holy sword forged by the planet. Unmatched by anything but the Sword of Rupture used to split heaven and earth, it is an incredible destructive weapon, a perfect sword created with the purpose of defending the planet. It is considered beyond any other sword in existence, even those that may have technically been crafted with more skill then it is. Its edge is perfectly sharp and it is an excellent tool for piercing and cutting a target, and even firing a beam of prana, but its true power is unleashed when it is invoked as a Noble Phantasm. When its name is invoked, Excalibur unleashes a massive wave of destructive prana that utterly annihilates everything it passes over, atomizing every single thing it comes in contact with. While this is certainly an incredibly destructive weapon, Saber is unable to use it very often due to its high potential for collateral damage and strain on her mana supply.
      Invisible Air: Invisible Air is a sheath of wind that distorts and refracts light around whatever it encases. It is a simple form of magecraft that allows for the protection and obfuscation of anything it surrounds. Saber utilizes it to disguise the form of her sword, rendering it impossible to recognize the weapon she is using as anything other then something she wields with two hands. However, it can also be used as a form of projectile as well as a defense that can be applied to other objects. Saber may also utilize it in order to give herself a burst of speed. When released to expose her sword's true appearance, it unleashes a shockwave that can damage opponents and knock them back.
  • Personality: A strong-willed, stubborn girl who is nevertheless extremely brave and filled with determination, Saber can be said to be one of the pinnacles of knightliness. Truly, she is the King of Knights. So dedicated is she to her knighthood that she considers herself to be a knight before she is anything else. While she is honorable and dedicated, she will not show mercy to her foes if they do not show honor and dignity themselves. A monster, it seems, will be treated as one. Saber has a strong sense of justice, and in all likelihood would first seek to eliminate any foes who choose to harm innocents or plan to do other actions that could be considered evil. Opponents who behave in an honorable fashion are treated with honor and respect, but Saber is not above concealing her weapon to gain an advantage in that regard. In spite of being a proud knight, Saber is riddled with regret and guilt for what she believes were her failures in ruling as King. While she adheres to a philosophy of a king ruling for their people, she still believes that it is her fault that Britain fell. Still, while she has these regrets, there is nothing that will stop her from her dedication to her knighthood nor her pride. In addition, Saber is also capable of being a kind and caring girl who shows concern for others. While she is proud and brave, she is also easily embarrassed and flustered.
  • Other: N/A
Hidden 7 yrs ago 7 yrs ago Post by Riegal
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Riegal

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Hidden 7 yrs ago 7 yrs ago Post by Rin
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Hidden 7 yrs ago 7 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Nero Claudius Caesar Augustus Germanicus, proud owner of a stupidly long name.
  • Class: Saber
  • Appearance: Still just letting you see.
  • Abilities:
    • Strength: D
    • Endurance: B
    • Agility: A
    • Mana: B
    • Luck: B
    • Noble Phantasm: -
  • Class Skills:
    • Magic Resistance: C. Despite being a Saber, Nero boast a pitifully low magic resistance due to her own lack of interaction with the art.
  • Personal Skills:
    • Divinity: A++ (D). With the family descent from Mars, and holding a direct descent back to the founding of the family tree through her mother, Nero holds a natural level of Divinity. However, through Imperial Privilege--and specifically the Imperial Cult, which holds the dead Emperors as deities and in places and parts held select Emperors as living gods, including Nero--she has achieved the highest possible level of Divinity. Not that this does terribly much, but it's good for her ego.
    • Imperial Privilege: EX. A function of Aestus Domus Aurea, Nero's insistence that a certain ability should be the providence of the Emperor can make this a reality for a period. Such insistence is the entire basis for her class, granting the Emperor a truly impressive grasp of swordsmanship for one that would never have needed to use it, and skills in the various fields of athletics the Romans entertained (including wrestling, even if you're a lion). Such insistence gives her a truly diverse skill set despite her lack of direct combat power, from Riding through to all aspects of leading, arranging, and planning a military campaign from the tactical to the strategic level. These skills also work on the less relevant civic level--legal matters, politics, architecture and city planning; the role of an Emperor is vast. Finally, Nero's belief in her own artistic talent can be fully vindicated through the expression of this skill, whether or not it is required.
      Only in two regards does this give Nero an ability that could be considered 'supernatural': augmenting the Divinity so attributed to the Emperor, and a link to the Emperor's role as Pontifex Maximus in the guise of casting and reading various auguries. Why would an Emperor possess some power not of this world, save for the gods' favour?
    • Migraine: B. The greatest limitation on Nero's exercise of her considerable talents is, of course, the frequent recurring migraines. At least her ability to swing a sword is undiminished.
    • Thrice-Setting Sun: A. Perhaps a true sign of the divinity of the Julio-Claudian Emperors, magnified further by the ascension to godhood (or at least being a Servant) is this seeming ability to defy death itself three times over, should it be prepared for, and even if not find time for a last speech long past the point of death, as Nero once did.
  • Noble Phantasms:
    • Aestus Domus Aurea. Type: Reality Marble. The manifestation of the Emperor's unyielding belief in her own abilities and ego, even in the face of an uncooperative Senate, a coup, and even her own madness. It takes the form of the theatre that at once expresses the combination of her civic abilities in rebuilding from the fire, architectural skill, and a venue for her artistic ambitions. Passively, it grants her the ability to access skills she never learned or at a level superior to her life (see above) and justifies her position as the strongest class of Servant.
      Activated, the world created is a perfect venue for whatever the Emperor might desire--cooking or arts, gladiatorial combat or simply fighting. In the face of the Emperor's magnificence, enemies' statistics are ranked down, progressively getting more severe if the theatre is maintained for long enough, such that none may outshine the theatre's star. And of course, Nero herself is strengthened--the environment of her theatre is always going to match her desires, and within its confines the truly theatrical like a flaming sword and roses are all but guaranteed.
  • Personality: There are several words that can be used to describe Nero's attitude, but inevitably it all comes round to the obvious: if there's anyone in the world that can possibly compete with her by ego alone, then it's the King of Heroes, followed shortly thereafter by the King of Conquerors. She assumes, from the start, that she is the greatest of artists, able to rival the very gods themselves, and that everything she does must be perfect. To that end, she puts a truly vast amount of passion into everything that she does--a passion that she expects to be reciprocated, even if her subjects cannot possibly match it or understand the art produced.
    Her driving desire, besides art, is beauty (and for some reason, competing with Heracles. Given that she's a short girl, wrestling a lion might be impressive but it's a long way off), and it doesn't matter if you're male or female to that end in getting her interest. Because of this, she has little direct interest in wealth or treasure--but the trappings of it greatly appeal to her interests.
    Despite her general attitude being upbeat, she's quite easily angered by criticising her art or refusing to experience it, believing that it is something to be admired and praised even if beyond your comprehension. On the flip side, flattering her is an easy way to get into Nero's good graces and manipulate her.
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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
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Grey Star

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Name: Oda Nobunaga (Demon Archer)
Class: Archer
Appearance: "I am the Demon King of the Sixth Heaven!"
Abilities:





Noble Phantasms:


Personality: Haughty and self-confident, she possesses a flexible way of thinking that loves new things and is not bound by conservatism and common sense. Nobunaga had worked vigorously towards the unification of the country, but her end came from the insurrection of a vassal. She shows no regret about that in itself, saying it was "something that couldn't be helped". Does not particularly have a wish for the Holy Grail, but it is very likely that, due her tendency for unusual ideas, she may use the Holy Grail itself to make some sort of mess.
Other: She hates tradition and loves cutting edge technology and shaking up the status quo. Also guns and 'works of arts'.
Hidden 7 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Abe Ai
  • Age: 22
  • Appearance: She doesn't look like you'd EXPECT a magus to look.
  • Personality: Despite her long and illustrious family history and the pressures bought about by magecraft in any form, Ai has retained a sunny and flirtatious disposition. Yet it's not wise to write her off as a magus--like any other, she has pride in her abilities, and her ego regarding her family line can be quite overbearing when it's challenged. She also has no compunctions against resorting to the violent approach if that should simplify things--truly at odds with her attitude.
  • Abilities: Naturally, as an innately talented mage, Ai has a grasp of the 'universal' basics including Reinforcement, but her focuses aside from that veer sharply away from Western forms of magic from that point. Naturally, given her famous ancestor, Ai focuses on onmyoudo, assuming an extremely orthodox approach to the discipline but also a wide depth of knowledge. She's capable of establishing bounded fields, using divination mechanisms to gather information, and exorcise spirits. The abilities she has a far deeper interest in are those related to curses and shikigami--to the extent that, were one to approach her at home, she has dozens of the latter around.
    Only two accompany her at this particular juncture, made from a pair of songbirds and treated like disposable tools. One is nothing more than a means to accomplish reconnaissance and relay its findings back to Ai. The other has the ability to manifest a "Curse of Nature". Simply, the curse forces that in contact with to be forced back towards a state governed only by the World and not magecraft. Therefore, the bird can weaken stronger spells in sacrificing itself, or outright nullify weak ones.
    The curse itself, as Ai is aware, is derived from an alternative attempt to allow omnyoudo to work against those things that normal exorcisms cannot, yet is generally considered a failure because of the difficulty of setting it up with sufficient power to counter older mysteries or more powerful spells--and woven through a bounded field, it would nullify the caster as well.
  • History: Ai is descended from the famed Abe no Seimei, though the true line of descent has been lost to the public after the influence of Onmyodo on the Imperial Court waned, though her family still found itself involved in common politics up until the end of the Shogunate. A consequence is having a still-considerable amount of wealth and minimal desire to hide away in secret, with her father and younger brother both publicly working in shrines... though of course using no true magecraft in a way that would be detected. With Ai herself devoted to the study of magecraft, it was natural that she would be the one free to answer the Wizard-Marshall's summons.
    Fortunate, too, as she is far better than her sibling.
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VitaVitaAR King of Knights

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  • Name: Estelle Varianbec
  • Age: 21. Physically she can be said to look around nine or ten.
  • Appearance: "Doubting me means you'll lose before the fight even starts."
  • Personality: Estelle is seemingly a cocky, arrogant girl who flaunts her inherent aptitude with magecraft. She is a well-read and knowledgeable girl on top of this, quick to use all forms of research to support her perceived superiority. She has very little patience for others as well, and is prone to begin mocking and taunting those she believes deserve it without hesitation. Estelle is also liable to flaunt what she believes is a cute and endearing appearance granted to her by the Varianbec family. Beneath all of this is a childish wonder at the world, and a desire to experience as much as she can due to the chance that becoming a Master has granted her. She feels some level of resentment towards her family, in a way, due to tight control that is normally kept on her movements. Estelle is determined to do whatever it is she can to enjoy herself in whatever amount of time she has. While she is not without compassion, she is still a very haughty and bossy girl with a mild sadistic streak.
  • Abilities: As Estelle is a homunculus, it is more accurate to describe her as a human created to be a magic circuit rather then a human created to be a magus. Her body contains an enormous amount of high-quality circuits, making her an incredibly potent wielder of magecraft. Her body is frail, but her magecraft carries an intense potency most exemplified in her choices made when in battle. She can construct a localized bounded field to defend herself from damage, and produce multiple points from which to fire beams of intensely destructive prana. A high-grade mystery in terms of modern magecraft, these beams are devised from numerous formulas from the Varianbec family's past in order to create a potent offensive weapon. If required, she can unite the independent points to create a single, more dangerous blast of prana. Finally, as a homunculus, she is capable in all areas that her family excels in, such as the direction and flow of prana and the reconstruction of damaged familiars.
  • History: Estelle was created as a receptacle for all of the Varianbec family's artifice. A sole individual who could continue the family's work even after the rest of them were gone. And, indeed, the rest of the Varianbec family no longer exists. All that remains is Estelle and the series of lesser homunculi they created for her care and upkeep. These homunculi were left with a strict series of orders ensuring that Estelle is not permitted to wander freely due to the importance of her existence, but even they could not deny the need for Masters. As a result, Estelle was accompanied by a small number of these homunculi on her arrival.
  • Other: Estelle is accompanied by a small number of homunculi serving as maids.
Hidden 7 yrs ago 7 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Meran Briefort Marzikek
  • Age: 19
  • Appearance: For her, this is unusually and unexpectedly expressive.
  • Personality: The first and foremost thing noticed about Meran's personality is that it appears to... not exist. To complete strangers, she comes across as alien, coldly logical and robotic without the slightest hint of emoting. This is only partially true--to the extent that she is seemingly incapable of showing strong emotion or inflecting, which is most likely an error stemming from self-modification of the soul. There's also an element of truth to calling her logical: as her abilities would indicate, she likes to gather information and think things through before arriving at a plan of action, but whilst impressive that doesn't mean that her every action is dictated by logic.
    Her actual feelings are almost the reverse of her apparent attitude: she's cheerful, enthusiastic, and incorrigibly optimistic. Meran is confident that any problem can be overcome once you have enough information to work out the means to bypass it and new experiences should be embraced to learn as much as possible. It's pretty hard to make her angry, but treating her like she doesn't have feelings is a good way to do it.
  • Abilities: Meran has a pitifully small number of Magic Circuits--just enough to start the ritual to summon a Servant and far from enough to use magecraft that would interfere with the world beyond her own body. Consequently, although she has a Water affinity, none of her abilities utilise it beyond the assistance it provided with altering the rest of her circuits.
    This alteration was to use the 'something unnatural' of the circuits and use it as a basis for turning herself into the incomplete expression of a mystery--in this case, "unforeseen deviation from the course", to allow the possibility of redirecting the effects of any one of Atlas's weapons without damage. By mentally calculating the missing component and utilising the remaining circuits as a bridge to complete it, Meran can redirect both mystical and physical effects on the slightest notice, including reversing them entirely, for practically no effort. Its limitations stem from being a mystery of human origin and the mental work needed; it grows more difficult to actualise the further the effect is from human understanding and the mental work (and consequently time) needed increases along with the difficulty and scale of the effect to be redirected. Both are flaws Meran is seeking to overcome--by improving her own mental capabilities and becoming more involved with the very mysteries she wishes to alter.
    A normal person with this ability would be unable to put it to any use due to the on-the-fly completion needed. However, as an alchemist of Atlas, Meran has both Thought Acceleration and Memory Partition on her side, and a level of skill that, though genius, she feels falls far short of where she needs to aim for in order to use this properly. Whilst she also possesses a fitting ability to create a large range of mystical tools, the equipment needed isn't here and neither is she willing to produce anything like that outside of where it can be properly disposed of.
    Purely in the interests of self-defence in an environment fraught with magi, Meran carries a silver athame, a conceptual weapon of "rupturing on fault lines". Against a truly flawless object it cannot cut, the blade is useless, but on a sufficiently flawed and unresisting target, it sets off a cascade ripping through whatever is pierced. When tested on an animal, a deep enough cut allowed it to tear open a large part of the circulatory system. Despite the potency of the knife, its use is limited by its bearer's relative lack of combat potential or potent reinforcement.
  • History: From a young age, Meran was destined to enter into the Mage's Association and follow her family's interest in alchemy; the only way that she could have avoided Atlas would have been to run from home as a child. Oddly, for a magus in Atlas and as an oddity in her own family, Meran had a plentiful supply of Magic Circuits. Seeing no need for these once her skills began to progress to a 'competent' (in her own mind) level, the girl took it upon herself to utilise the majority as fuel for a far more helpful ability, incomplete as it is, and focusing her efforts in general on trying to create purely reactive devices capable of averting disaster should any of the great weapons ever make their way from the Institute's safekeeping.
    When the Wizard-Marshall sent out for help, one of the seven contracts obliging Atlas to offer assistance was produced and Meran pushed to be the one to answer the call. Her abilities were not the type of weapon that would court disaster and the experience would further her research. Naturally, her role was to aid in preparing the ritual and systems needed to progress with the summoning and to observe the proceedings, helping the Masters and Servants in the field.
  • Other: As a representative of the branch of the Mage's Association that creates and buries highly destructive Mystic Codes on a regular basis, she certainly has access to even more potent weaponry but a disinclination to acquire any.
Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Jack the Ripper
  • Class: Assassin
  • Appearance: "Mother, we will kill anyone for you."
  • Abilities:
    • Strength: C
    • Endurance: C
    • Agility: A
    • Mana: C
    • Luck: E
    • Noble Phantasm: C
    • Presence Concealment: A+
    • Murderer of the Misty Night: A
    • Mental Pollution: C
    • Information Erasure: B
    • Surgical Procedure: E
  • Noble Phantasms:
      Maria the Ripper: The Holy Mother of Dismemberment: Physically embodied as a set of oddly-shaped knives, Maria the Ripper is in fact a curse. Fueled by the hatred of 80,000 abandoned and deceased children, its effects are enhanced depending on certain conditions. If the target is female, if it is night, and if it is misty, Maria the Ripper is an embodiment of death, a curse that utterly slaughters the target by manifesting each of the four knives inside the body of the target. From there, they carve apart the victim's insides and then erupt from within, spilling internal organs and butchering the target in an instant. When the four conditions are fulfilled, it can be said that this Noble Phantasm is comparable to even the most powerful of techniques employed by the legendary Hassans. Even if these four conditions are not met, the target will not escape unharmed unless they exhibit a high degree of Magic Resistance. Still, while Maria the Ripper can cause horrible injury when even one condition is met, it will not kill unless all three have been fulfilled.
    • The Mist: Darkened Misty Metropolis: A bounded field generated from an antique lantern. By opening the lantern and gently touching the candle, the Mist is swiftly materialized. Assassin is able to target or avoid anyone she pleases with this bounded field, as well. The effects are more pronounced on normal people, who quickly begin to suffocate, suffer, and die while trapped within it. They cannot see and they cannot escape. Magi, too, find it difficult to breath and struggle within the Mist, slowly weakening. Servants will not take any damage, but will find their Agility suffering a rank down. From within the Mist, it is nearly impossible to escape, and tracking Assassin herself is beyond most individuals, both human and Servant. However, Magecraft of sufficient power, or a rank of B or higher in Instinct, can allow those trapped within the Mist to escape.
  • Personality: It can be said that, in some ways, Assassin is somewhat contradictory. She appears pure and innocent, desiring simply to feel the love of a Mother. And yet she is a remorseless killer who does not hesitate to strike. She appears naive and childish, but is quick-thinking and remarkably intelligent. Regardless, it is immediately obvious on her summoning that Assassin attaches herself to her Master, especially if they are female, like glue. She desires to be praised, to be treated with affection by her Master. Indeed, female Masters are referred to exclusively as Mother by the young girl. When she is treated kindly, her behavior will reflect this treatment and she will happily return kindness both to her Master and to others. Cruel treatment will slowly damage her psyche. Beyond these traits, Assassin is almost desperate when it comes to food, and while she is incredibly affectionate towards her Master she will be nervous and uncertain about being touched to begin with. Additionally, while she can show cheerful behavior, she is prone to depressive moments, as well as a shyer side. Loud or overly crowded situations will leave her likely to attempt to conceal herself behind her Master. Still, while one side of her appears to be an innocent girl, the other side of her is hardly hidden. Assassin will spill blood, ask to kill her enemies, and treat killing as something as normal as breathing.
  • Other: Jack is illiterate. As her body is inhabited by the mindless, vengeful ghosts of 80,000 deceased children, she refers to herself with plural pronouns.
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RolePlayerRoxas The Thirteenth Something Or Other

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Hidden 7 yrs ago 7 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Nero Claudius Caesar Augustus Germanicus
  • Class: Caster
  • Personality: UMU
  • Stats:
    • Strength: E
    • Endurance: E
    • Agility B
    • Mana: A+
    • Luck: A
    • Noble Phantasm: A
  • Class Skills:
    • Item Construction: A. Though possessing this skill in a normal fashion as a magus, and to a high rank, if left alone to create what takes her fancy, Nero is liable to start making quite strange constructions--or planning grand architecture, which her Master is unlikely to want.
    • Territory Creation: A.
  • Personal Skills:
    • High-Speed Divine Words: B-. Gained from a certain magus claiming himself to be the son of god reborn or some similar nonsense, his knowledge of lost magic was certainly remarkable--and with Nero's own grecophilia, she has learned an astonishing amount (no doubt helped by her other abilities). Though able to cast High Thaumaturgy at the speed of a Single Action spell, she often has to stop and remember exactly what it is that she wants to cast--though in a drawn out battle, repeatedly using the same spells would be no slower than comparable Casters. A magecraft highly suited to offense.
    • Imperial Privilege: EX. Imperial Privilege is an ability that, due to the insistence of the owner, Skills that are essentially impossible to possess can be obtained for a short period of time. In cases when the Rank is А or above, even the "burden to the body" can be acquired (such as Divinity). For Nero, the relevant Skills are Riding, swordsmanship, fine arts, Charisma, Military Tactics, wrestling, pankration and other skills as a military ruler that she never had the time to learn. As her migraines are suppressed, the skills are only lost when they return--thus, most of the time, she will retain whatever skill it is until the next morning.
    • Migraine: B-. Though not able to make an antidote to the poisons ultimately responsible, she is able to make an alchemical remedy that prevents them. Her efficacy as a Caster would drop drastically if they were to resume as normal.
    • Pontifex Maximus: B. A more familiar but more limited form of Magecraft, having a surprising amount in common with some of the Church's later sacraments. Allows invocation of the gods as a medium for spellcasting, with a rank of B sufficient to call on most for minor spells, and for greater efforts the gods that one has familiarity with. In Nero's case, this is Jupiter, Venus, and Mars.
    • Seven Crowns: C.
  • Noble Phantasm:
    • Name: Aestus Domus Aurea
    • Rank: - (A-B when used for attacking)
    • Type: Magecraft
    • Effects: Traps, weakens, and sets up an environment more suited to whatever the Emperor wants it for. Good for everything from pinning enemies to weaken them and win a fight up to forcing a cookery contest and providing the necessary utensils. In this manifestation as a Caster, the line between intentional magecraft, accidental magecraft, and a Reality Marble is even more blurred.
  • Alignment: Chaotic Good
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