Hidden 7 yrs ago Post by Raineh Daze
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Raineh Daze

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Magic gambler, psychic (is a thing in the Nasuverse! Mostly involving mystic eyes), or Executor with oni heritage?
Hidden 7 yrs ago Post by Drifting Pollen
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Drifting Pollen Lady of War

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Magic gambler, psychic (is a thing in the Nasuverse! Mostly involving mystic eyes), or Executor with oni heritage?


Gambler sounds fun.

Or you could roll with all three: a psychic gambling Executor with oni heritage!
Hidden 7 yrs ago Post by Raineh Daze
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Hidden 7 yrs ago 6 yrs ago Post by tanderbolt
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tanderbolt Time is the substance I am made of

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I realize it's too late join this (and that's probably for the best because I don't have a PhD. in Nasuverse), but I'll have fun reading along and seeing what happens.
Hidden 7 yrs ago Post by Drifting Pollen
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Drifting Pollen Lady of War

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Putting this here because apparently I was supposed to put this here and not in the other tab:



Also, is anyone in the market for a badass Rider? Because I may or may not have a badass Rider in need of a master.
Hidden 7 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Isabelle d'Antibes
  • Age: 20
  • Gender: Female
  • Appearance: Small, delicate, capable of ripping your heart out of your chest.
  • Personality: Due to her circumstances, Isabelle maintains a stoic demeanour in the face of anything that the world might choose to throw at her. Anything, without qualification; despite her age, she has already faced vampires, demons, and rogue mages without baulking. Isabelle is more scared of losing control like that than she is of anything that the world might choose to throw at her and for good reason: her ancestry, at best, gives her an extremely high propensity towards madness if she remains human. As one of mixed-blood, the idea of losing control over herself and succumbing to the Inversion Impulse is the one fate that actually troubles Isabelle.
    Raised by the Church, her devotion and faith is night unshakeable. Perhaps it would be better for her to doubt more--her view on that which threatens humanity extends to herself as well. Embodying that which exists to destroy humans makes merely existing a sin in her mind, one that no amount of devotion will ever wipe clean--at best, she can balance the scales through the Church's work, eliminating that even more corrupted than herself. It is this view that convinces her to stray beyond the purest course of action as an Executor and utilise heretical abilities such as magecraft or her innate powers, even though to use those extensively risks her very mind.
    For all her involvement in the violent side of humanity, Isabelle has no experience with relationships or erotic acts, viewing them with confusion when her duties would lead them to cross her path. On a personal level, she is simultaneously easily manipulated and unpredictable; having neither desires of her own or understanding those of others yet her lack of desire providing little resistance to anything that she would consider to not be sinful.
  • Skills: Isabelle is a trained Executor and, as such, highly proficient in fighting entities beyond a human level though to her, the difference between her and them can lead to either party having an advantage. Primarily, she prefers to use the Black Keys, seeing them as something intrinsically human and superior to the corrupt abilities that she otherwise holds. As normal, they are primarily useful for throwing--though she doesn't know the Burial Agency's techniques to multiply the force they hit with, she achieves much the same thing with only her body--and using them as swords is a poor decision, though with her small hands they can be used as such as well as wielded in their more exotic manner.
    Her true fighting potential can only be realised when using her bare hands, a style created from a combination of instinct and some basic attempts to teach her self defence. Defence becomes a lower priority with her abilities and as such it favours an aggressive approach intended to defeat all enemies by inflicting unavoidably fatal wounds. The results of the grisly style leave the environment and Isabelle coated in crimson, a scene every bit as bad as that created by a ravenous vampire.
  • Abilities: Though blessed with the ability to be a magus, Isabelle has no real training in mystical arts--it would be another heresy atop the heresy of her existence and, coming from a family with no standing in the world of magecraft, it can be said that her ability to support a Servant on her own is on the low end. The only spells she has learned are those related to modifications on the Black Keys, rites to cause their targets to burst into flame and other such things including being swarmed by crows. Yet as a pious member of the Church, her reluctance to put these spells to use is readily apparent.
    The true breadth of her abilities is apparent in her body. Though physically small of frame and possessing a harmless air when relaxed, Isabelle possesses the strength to bend steel with her bare hands and rip through bone to get at hearts without difficult. Her physical capabilities are above the level of a human, yet below that of the vast majority of Servants, and as such she needs little else to equalise the playing field with the monsters that the Church hunts. Even serious injuries can heal in just a night--though with everything, she worries that use of such inhuman attributes could too easily tip her over the edge into being a monster in mind as well as body.
    Her blood's strength is evidenced in her personal ability, Binding Steel--an ability that allows her body to be a suit of armour, hold itself together after debilitating attacks, and strengthen her offence. All parts of her body can be painfully turned to metal at will, blocking an attack, and even forced into a new shape--her hand itself can be a lance. More useful, with this, she can force the two ends of a severed body part to reconnect and then allow the wound to heal itself. Naturally, the intrusion of cold metal into flesh is painful as long as it is maintained, with the metal being oddly numb.
  • Brief Backstory: Isabelle's heritage is as obvious as her family isn't. Her appearance and the presence of Oni blood clearly mark at least one of her parents as hailing from Japan, yet all the Church can say for certain is that her father is unknown and her mother succumbed to their own impulses and had to be killed--leaving them with an orphan born in France and no obvious family to seek out. Yet to the more pragmatic elements of the hierarchy, this was the perfect opportunity: an unshaped existence, certain to become a first-rate Executor should her inhuman blood turn out to be strong.
    The mere possibility guaranteed that she would never have a normal childhood and when her blood surfaced, steps were taken to prevent it from going completely beyond control and her fate was determined. With her trained skills and natural abilities, she would become a target of her own agency in the event that she ever left the Church's guidance--and thus, the choice was made. She would become an Executor despite her age, sacraments and rites would be used to destroy her heart and head should her baser impulses take over, though her own defences make it doubtful that they could be activated in time to put her down immediately.
    Her current charge is to represent the Assembly of the Eighth Sacrament. By partaking in this war, her instructions are to determine if this is the Fuyuki Grail or the true grail, and in the eventuality it isn't to limit the inter-magus war if this is to turn out the same way the Fuyuki Grail did. Not having been sent on her own, an older and more orthodox nun with a talent useful for containing the Inversion Impulse has been sent with her as well. Of course, her role is also to make sure that Isabelle dies if the stresses demanded by the War cause her to give in.
Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Drifting Pollen: Accepted.

@Raineh Daze: Accepted.
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Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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List is updated once again!
Hidden 7 yrs ago 7 yrs ago Post by Cu Chulainn
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Cu Chulainn nuts

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Archer is complete!

Unrelated Archer trope.
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VitaVitaAR King of Knights

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Aside from Assassin, all Servants are complete. Now we just need more Masters and Assassin!
Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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ALL SERVANTS ARE COMPLETE

We're just waiting on Masters now!
Hidden 7 yrs ago 7 yrs ago Post by Cu Chulainn
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Cu Chulainn nuts

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Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Get him done already! D:<
Hidden 7 yrs ago Post by RolePlayerRoxas
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RolePlayerRoxas The Thirteenth Something Or Other

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  • Name: Kishinami Hakuno
  • Age: 17
  • Gender: Female
  • Appearance: Totally Formal Wear
  • Personality: One who, at first, seems a tad bland and aimless; she claims to have no hobbies or interests, appears to have no interest in the arts, and is even rather uncreative when it comes to spell applications. A lot of this stems from poor social skills: Unused to speaking with strangers for a prolonged period of time, Hakuno generally interacts as 'safely' as possible, carefully choosing her responses to cause the least amount of trouble possible. Though if she's given a chance to warm to someone, she unintentionally begins to show a sillier side to her thought processes. She's a fair bit more cheerful and air-headed than she appears.

    Hakuno is unfortunately lacking in self-esteem, however. Given her relatively underwhelming potential as a magus, and her current situation, she can have a tough time keeping herself upbeat. This is another aspect she tries to keep hidden, yet lets slip amongst... whoever could count as a friend during a grail war. She also lacks what most may consider vital: Ruthlessness. As tactically-unsound as it may be, Hakuno would very much prefer to avoid killing her opponents, or at least fellow Masters. Because what are the odds a defeated, living opponent could come back to bite her?

    One of Hakuno's strongest traits is probably her stubbornness. No matter how discouraged or ill-advised her action, if Hakuno has decided on a course of action, she'll stick to it. This tends to lead her into trouble more often than not, but hey, she hasn't died yet!


  • Skills:
  • Hakuno has a surprising knack for using and deciphering Mystic Codes. A mere glance at one in action is enough for her to deduce many of its' properties, and has little trouble in figuring out how to use them, or at least the intended function if it's somehow too unwieldly for her.


  • Abilities:
  • Element: Air - Like most of her family, Hakuno has an affinity for the Air element. Unlike most of her family, she isn't too well-versed in anything but the most basic of spells. Fortunately(-ish), her family's true specialisation hasn't escaped her grasp.
  • Invoked Censor - This ability is a masking spell, of sorts. It doesn't make her invisible, just so thoroughly unremarkable and forgettable that you subconsciously erase her face from memory immediately after seeing her. This effect only strengthens in larger crowds, though Hakuno lacks the skill and expertise to properly combat any spying tactics that could see through her spell. Stronger magi could also potentially see through the trickery in a short amount of time, as well.


  • Brief Backstory: The latest in line of a relatively young magus family, and... decidedly one of their weakest, Hakuno has spent a lot of her childhood studying for the sake of her lineage. Unfortunately, her parents always saw her as lacking direly, and more likely to bring their line to a dead end. As much as Hakuno disliked the immense expectation and pressure placed upon her, she saw it as her duty to do whatever she could to continue the bloodline, if only at least until she could produce a suitable heir.

    Her mother passed away when she was still a child, and her father died in a traffic accident only a few years ago. Despite her disdain for the life she'd lead to that point, she kept to her studies and training in a desperate effort to uphold the family name. Perhaps the pressure did get to her after all, as she turned to the power of miracles to grant her a wish: With the holy grail, surely she could become a powerful magus and secure her family's lineage, right? Maybe her descendants could be happier, or become a prestigious magus family, if all she had to do was win this conflict...
Hidden 7 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Accepted.
Hidden 7 yrs ago Post by KoL
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KoL Knight of Lorelei

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@VitaVitaAR

Ok, I have finished my character's ideas. I hope they are ok:

• Name: Emilia Warov
• Age: Unknown
• Gender: Female?
• Appearance: Who's the puppet and who's the puppeteer?
• Personality: Creepy would be the first word to come to the mind of almost anyone who meets Emilia at first. She's fond of riddles and words with dark meanings and seems have little in the way of empathy, almost as if she took fun in others reaction to her behavior. Whether she's teasing or not is, is up to her interlocutors to decide.
• Abilities & Skills: Emilia is a very skilled magus with a focus on Kabbalah traditions and golemancy. Animating temporary golems using Jewish scriptures, in a manner similar to Nordic Runes, is one of her biggest specialties. She can also create more elaborate dolls if she has the time to prepare them.

Emilia's magecraft is naturally inclined to deal with soul manipulation, including emotional states and draining the prana from living beings. She can manipulate others emotions and even summon wraiths, however, this requires a special, hard to produce mystic code in the form of a whole pipe organ which can only work when installed in a synagogue or similarly hallowed grounds. She can convert a church's organ into this type of mystic code, but it's usually harder because they tend to have their own enchantments which. Nevertheless, the older the instrument, the better the effects will be.

As a side effect of her skill at playing with others' shapes, Emilia is well-acquainted with physical alteration magic. She can easily change her own form but tends to use this skill only to change between different version of 'herself', making things such as guessing her age all but impossible.

Lastly, Emilia has a second mystic worthy of note: Ain Soph Aur, a set of ten wrought silver rings, each representing one of the ten Sephiroth of the Tree of Life. The abilities of this mystic code depend on which combination of rings are active at any given time. However, all of them can be spawn reinforced silver wires, which are Emilia's primary means of offense and defense when she cannot count with golems.

• Brief Backstory: Emilia is a genius belonging to the Prague branch of the Mage's Association, said to be a descendant of the legendary Rabbi Judah Loew ben Bezalel, more commonly known as the Maharal of Prague. As is expected of one of Judah's descendants, Emilia has an astounding knowledge of the Kabbalah traditions especially golem construction and Jewish magecraft and philosophy.

Emila's immediate family and upbringing are mysterious. She grew up in a haunted house surrounded by nothing but dolls and other automata servants, which were crafted and repaired by her most of the time. Her parents were largely absent and there's no shortage of rumors about their fate, including Emilia turning them into dolls for reasons that generally boil down to insanity or loneliness. The truth may as well never be known since few who ever stepped into the Warov's state bounded field returned.

Nevertheless, the Prague Association decided to send her to this Holy Grail War that's going to take place into the USA, not only because Emilia is their most promising prodigy or because the United States has historically been a place of interest for them, but because the Einsbern are not directly involved this time. Maybe taking the Holy Grail from the Clock Tower's hands will allow them to search for more important relics, like the Arc of the Covenant. At least that's what the heads of the Prague Association seem to think.




  • Name: Euryale
  • Class: Archer
  • Appearance: A true literal goddess.
  • Personality: Euryale is a vain and cruel goddess that delights in the worship of others. While she isn't incapable of conceptualizing love, her idea of it is completely different than that of mortals. To be loved by one of the Gorgon sisters is at the same time both a great blessing and an even greater curse.

    Since she and 'herself' were never able to experience life to its fullest in the Age of the Gods (thanks to their self-imposed confinement along their youngest sister), Euryale has plans to take this summoning more as a chance of having unrestrained fun away from the dull world she knew in life.

    A true literal goddess that's completely independent of her Master, not even Command Spells can sway her opinion if she doesn't want them to. However, as long as you adore her and ask nicely, Euryale will lend her divine talents. Just be sure to not think about putting her into a hopeless fight, right?
  • Stats:
    • Strength: E
    • Endurance: E
    • Agility: C
    • Mana: EX
    • Luck: EX
    • Noble Phantasm: C
  • Class Skills:
    Magic Resistance: A
    Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'.

    Independent Action: A+
    Euryale has a high ranked Independent Action Skill; the goddess is essentially free.

    Goddess' Divine Core: EX
    A Skill that expresses one being a perfected goddess from birth. A composite Skill that comprises the Skill Divinity, preserves the absoluteness of the mind and the body, repels all mental interference, prevents the body from growth and prevents the figure from change no matter how much calories are absorbed.
  • Personal Skills:
    Vampirism: C
    For Euryale and Stheno, sucking blood will recover one's own magical energy. While this recovery will happen with anyone's blood because the blood of their sister Medusa is the one they like the most, Euryale and Stheno recover greatly when sucking Medusa's blood.

    Alluring Nightingale: A
    A mesmerizing-kind of Skill possessed by those with a beautiful natural voice; it is also a declaration of the exercise of power by the royalty. It works as a charm magecraft-like effect towards those of the user's opposite sex, but evasion is possible by means of a Magic Resistance Skill. Even without Magic Resistance, one can abate it to some extent so long he or she maintains a will to resist.

    Goddess' Whim: A
    It bestows several varied effects, but they are not necessarily limited to beneficial things. The set of varied effects differs between Euryale and Stheno.
  • Noble Phantasm:
    • Name: Eye of the Euryale, Goddess' Gaze
    • Rank: B
    • Type: Anti-Unit
    • Range: 1 ~ 99
    • Maximum number of targets: 1
    • Effects: The charm of the goddess, that captivated braves with a single attack, made form as a Noble Phantasm. The bow, her bewitching charm; the arrowheads, her sweet, sweet whispers. An arrow that will pierce the heart of any male, be they a human or a god. The external appearance is extremely sublime, and also cute. It is a golden bow patterned with multiple heart shapes.

      "Isn't that Cupid's..." is what her little sister started to say before meeting a terrible fate.
  • Alignment: Chaotic Good
  • Changes: -
Hidden 7 yrs ago Post by VitaVitaAR
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@KoL: Both accepted. People might as well post their Servant bios in the thread now, since the secret thing has been called off. ^^;

Now we only need @Rin's Master finished and we can start!
1x Thank Thank
Hidden 7 yrs ago 7 yrs ago Post by VitaVitaAR
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So do to a little bit of a shift we have a spot for one more Servant and Master reopened!
Hidden 7 yrs ago Post by PaulHaynek
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PaulHaynek The Roleplayer Nobody Likes

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So do to a little bit of a shift we have a sport for one more Servant and Master reopened!


Oooh, what kind of sport will they be playing?

-----

Let me see what I can do for a Master.
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VitaVitaAR King of Knights

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@PaulHaynek: If you sign up a Master, you need to sign up a Caster as well.
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