Don't see too much of an issue with the app. I would complain about the origin, but honestly it is more of a semantic thing. Also you don't need to write all your spells. It is mostly just "systems of magic" rather than individual spells. Individual spells are apped when you don't really have extensive knowledge of the system of magic, or if you are applying a finality or something.
So is it an okay? Or do I need to change the Frost Magecraft thing? I just feel like it's necessary to write them to me.
Well so far only Saber has been accepted as a Servant, being Mordred. But there are two sets of possible servants right now.
So we’re going for 7 v 7 PvP with Black and Red teams? It’s actually been a while since I’ve seen that attempted. Last few I’ve been in have tackled that in a PvE manner.
Buuuut basically what I’m hearing you say is I can go nuts, right? Eheheh... EHEHEH... AHAHAHA! BWAHAHAHAHA! (i really need sleep pls help)
So we’re going for 7 v 7 PvP with Black and Red teams? It’s actually been a while since I’ve seen that attempted. Last few I’ve been in have tackled that in a PvE manner.
Buuuut basically what I’m hearing you say is I can go nuts, right? Eheheh... EHEHEH... AHAHAHA! BWAHAHAHAHA! (i really need sleep pls help)
No it is a free-for-all. There are just multiple classes in this war.
Can I ask if there is going to be a lesser grail? It is set in Fuyuki so I'd expect an Einzbern humonculus and was wondering if it was going to be an NPC / GM PC. Just curious on the status of that
Can I ask if there is going to be a lesser grail? It is set in Fuyuki so I'd expect an Einzbern humonculus and was wondering if it was going to be an NPC / GM PC. Just curious on the status of that
Personality: A man who loves war, only for the benefit of his people and for the glory ahead. Ragnar Lothbrok is the King of Vikings, he has lead them to countless, merciless raids to the West and no death has ever fazed him. He is ruthless, and will do anything to protect him, his allies and his Master without question.
He is a known expert of war, and will apply Guerrilla tactics almost all the time or perhaps something more bizarre entirely. However, despite being summoned as a Berserker, he does not show signs of insanity and can hold a conversation with basic to intermediate level of speaking.
History: Ragnar was born and raised in the lands near Kattegat, in southern Norway, and earned a reputation as a clever boy. When Ragnar was 15, King Froh of Svealand invaded Norway and killed the Norweigan King Siward. Ragnar joined with Siward-loyalists to drive out Froh. King Froh was famous for carrying tame serpents around his neck in battle whom would bite his enemies while he fought them. For the purpose of fighting Froh, Ragnar fashioned a coat and breeches from a hairy animalhide. In the battle that followed, Ragnar faced off with Froh and the serpents could not bite through the hide for all the hair. Because of his unusual way of defeating the king at such an early age, Ragnar earned his name "Lothbrok", the hairybreeches. At one point, Ragnar went to Lagertha's home to confess his love to her, but he was set upon by a bear and an enormous hound who guarded her home. Ragnar killed the bear with his spear and strangled the hound with his bare hands, thus gaining Lagertha's hand in marriage.
Ragnar is believed to have been the scourge of both early medieval England and France, raiding the Anglian kingdoms of Northumbria and Wessex on many occasions, along with the Kingdom of West Francia, concluding in the siege of Paris in 845. Furthermore, he is also thought to have been married three times: first to shield-maiden Lagertha, second to the noblewoman Þóra Borgarhjǫrtr, and last but not least to Princess Aslaug.
Ragnar’s existence can also be proved through his many sons (all historical figures); Ivar the Boneless, Björn Ironside, Halfdan Ragnarsson, Sigurd Snake-in-the-Eye, and Ubba; the Norse chieftains who would eventually lead the Great Heathen Army that would invade England, controlling and constituting it as a unified medieval state from 865 to 878, after which the Danelaw was created (a territory under Danish influence and rule in early medieval Britain).
Ragnar’s sons invaded England to avenge their father’s murder at the hands of King Ælla of Northumbria, who, according to legend, seized Ragnar at some point and decided to sentence him to death by casting him into a pit full of snakes.
Weapon: One-handed axes, two-handed axe, greatsword, large spear, buckler, armor, a warhorn and a Viking's banner.
Parameters:
STR: A
CON: A
AGI: C
MGI: E
LCK: D
Class Skills:
Mad Enhancement (-) - Ragnar has a different substitute for Mad Enhancement and is therefore sealed away.
Personal Skills:
Charisma (Rank B) - Being the leader of an entire Viking invasion force. Ragnar's command of his military is extremely high. Giving off a modifier boost to any who aspires him a leader.
Military Tactics (Rank B) - Ragnar was known to cause confusion on the battlefield with his blitzkreig tactics when attacking the French and British Lands a long time ago. He also once attacked a town off their guard while praying in their churches.
Battle Continuation (Rank B) - His past battles gained him a skill that allows him to continue fighting on. However major injuries tend to slow him down and hasten his time of death.
Nordic Rage (Rank B) - A substitute for Ragnar's Madness Enhancement. Ragnar is known to be enraged when found in a dangerous situation. This allows him to gain a temporary plus modifier to his endurance and strength and would lose most of his sanity trying to kill people who he thinks is a danger to him and his Master's survival.
Noble Phantasm(s)
Name: The Great Heathen Army - Total Invasion
Rank: C
NP Type: Anti-Army
Range: 50
Maximum Number of Targets: 1~1000
Description: Ragnar blows his warhorn and plants the banner on the ground, creating a misty gateway that calls his once great army that invaded the West in the 9th Century. Each and everyone of his Vikings are lesser spirits that fought under his command and all they think about is following their bannerlord and causing havoc for their faction.
I added Mordred to the CS tab. Now, all that's left is to crack the toughest nut.
PS: Excuse me if I don't come appear on Discord. Chats are not really my thing, for a number of reasons. If you want it, I'd take a dip every now and then but, other than that, I'd be glad to keep doing things the old way.
Sometimes there are enemies beyond mankind’s ability to fend off and defeat.
Sometimes there are heroes that rise to come forth and bring salvation against those who are beyond humanity.
Sometimes humanity must craft their weapons themselves and reject those who are outsiders. The tale of the British Isles is one seeped in blood, death and glory. Fighting among themselves, man against man, neighbor against neighbor. Yet ultimately the tale that resonates the most in the isles is the struggle against those who are alien and those who are foreign. The Picts, the Romans, the Saxons, the French, the World.
There are times when people pray for a hero.
There are times when people pray to the gods.
And there are times when people create their own salvation.
Just as a certain king created a perfect ruler beyond humanity, a dragon in the form of a king to protect and rule a Utopia, so too did a clan of druids craft themselves into weapons. The blood of a sea beast, the blood of a monster. To protect people they made a terrible pact and transformed themselves into beings that were different and beyond. The blood of the Curruid runs in the veins of the Murchadha, just like how a certain eastern family holds the blood of Oni in their lineage. The Curruid was chosen due to the circumstances of its death, fighting against another monster, the Curruid. They fought for their lords, they fought against vikings, they fought against the alien Picts, they fought against the monsters that lurked within the lands. Mysteries to kill mysteries, monsters to kill monsters, men to kill men.
Yet such blood held a price and sometimes those who were meant to protect were driven mad by their blood and became the enemies of man to replace those they slew. Despite such tragedies and madness inherit to those humans who take on the blood of monsters the Murchadha survived as a clan into the modern day. A naturally secluded clan, they have taken to living separate from modern society and now live both as monster hunters, and druids.
Biography:
Wiros grew up, the Murchadha blood strong in him due to his origin. In his youth the struggle against his inversion impulse was painful, but the discipline, knowledge and stories of old his family taught him gave him the will and desire to hold onto himself. Being a child who should not have to struggle to maintain his own will and self he found himself having to develop a foundation of steel to cling to.
For him it was admiration, for him it was desire. Ah how wonderful the tales of old were, how wonderful his elders were. How beautiful they were in their abilities, how beautiful the stories of heroes were… How thrilling the idea of conquering enemies. The dream of the deathbattle against the Coinchenn that haunts all Murchadhas were especially vivid in him, driving him to hunger for strife. Much of his early life was spent under watch and developing a self that could restrain himself and keep reason.
As he grew he felt restless, for reasons more than simply his mixed blood. He wished to live a life beyond the clan enclave. Recognition, distinction. He wished to live in the world where not everyone was the same as him. So heeventually left his clan to see the rest of the world. What was first wandering and exploring like a freshly uncaged bird, or a graduating college student who wished to explore themselves further became an eventual engaging in the business of the Mage Association. He took up work as a Freelancer initially, finding that the work and bounties that he could get provided him with goals and direction instead of an aimless wandering across the world. As he grew more experienced and made more of a name for himself he eventually became an Enforcer, joining the ranks of the rare few who are counted as the arms of the Clock Tower.
Fighting against heretical magi, fighting against monsters, traveling the world. He found himself i a life he enjoyed, a life that tested him. A life that rewarded him and took care of his needs, a special sort of reputation.
Yet he could not find sight of his purpose.
Eventually he heard of a far off ritual in the east.
A battle where one could summon a star of man for a wish.
For one who fought monsters to prove himself, to overcome them. For one who left his home to see the world. For one weaned off the temptation for madness through admiration and desire it was a striking possibility.
This was the path to his purpose.
Procuring a catalyst and finding himself with the Mark of the Chosen he journeyed to Fuyuki City.
He wishes to see himself become a coral that the moon reflects. If the heroes of old propelled his family and guided his own growth, then coming to this conflict known as the Grail War he wishes to become the anchor and strength of a hero.
Together they will win.
He will use a hero who slays monsters to slay the monster within him and stay human.
Together he will become a coral that becomes a second moon.
Yes, he will become a hero.
Personality:
A person who wishes to see the world. A person who wishes to live. A person who wishes to chase after all the things that exist. A person who wishes to stay himself. A person who wishes to grasp at the stars that shine down upon the coral in the ocean.
The Murchadha exist for heroes are not always there.
The shine of the Coral under the moon, a bright light that illuminates the darkness is nothing compared to the stars that illuminate the dark of the vast void in the sky. What is heaven but a vaster ocean filled with lights that shine brighter than the sun?
Yes, in a sense the monstrous Murchadha are but a pale imitation on earth compared to the heroes in the sky.
But it is okay to reach anyway, isn’t it? The moon in the night sky is mirrored in the surface of the lake. They push forth because they know that monsters can be defeated. If not by ordinary men then by those who exceed humanity. Heroes are those who break their limits to reach such heights, and the Murchadha were those who embraced a power inhuman to reach such heights. Because heroes defeated monsters it showed that humanity can overcome monsters, even if in contradiction they are no longer humans to do so.
Guided by the stories of heroes and his ancestors. He wishes to carve his own path in life, and remain as a person. Despite his strong blood he has remained sane with the help of his clan’s druidic teachings, supplements and his own force of will due to his admiration of the human condition and those who have broke their limits.
If he cannot do something as simple as remain himself, then how can he ever challenge his limits, let alone break through them?
A person who enjoys fighting, a person who enjoys the frivolous things in life. A person who wishes to become an echo as loud as the past it traces.
In a way he seems like a lackdaisy person who’ll accept any results, but secretly he is pretty competitive and a sore loser who’ll try to find a way to even the scales and pull a victory somehow if someone pulls ahead.
He is a coral, built on longing for the moon.
Origin: Echo
Elemental Affinity: Water.
Number of Magic Circuits: D Quality of Magic Circuits : A Od: A
General Magecraft: As one who received an education that befits a druid and magus, Wiros is capable of the usual and basic magecraft of a modern magus.
Druidic Teachings: The wisdom of the Druids. This includes medicine, and the ability to utilize the magic crest-type spellcasting of nordic origins, runes.
However his talents are primarily that of a warrior, so his Druidic talents are mainly in terms of that which helps him track prey, that which helps him hide from prey, and that which helps him sustain himself. The greatest arts of Druids are beyond him. Water Magecraft: Both because of his affinity and because of the blood of the Curruid Wiros is able to exhibit magecraft of physical interference with water as a medwhium with talent. However as it is not his focus he cannot exhibit the levels of a genius in it.
Indeed what makes him special is not his magecraft, but rather that which flows from his blood and manifests as an ability beyond mankind.
Feincuan Craiceann Corail: (Skeletal Coral Growth That Rises From The Ocean)
The ability that manifests from his mixed blood.
The ability to manipulate and induce growth of his skeletal structure. His skeletal structure itself holds the properties of the Curruid, becoming a powerful defense that makes his body much more robust than most modern men could dream of. In his hands it is a powerful blade and armor. However it is difficult to manipulate something that is more than 30% of his total skeletal mass with high precision and adaptability. So it is often that he will set the growth and manipulation of his skeletal system beforehand, relegating his usage of this ability as smaller scale responses as needed. If he pushes himself he can go as far as covering most of his body in an armor of bone like an exoskeleton.
It can be compared to the ability of manipulating the body that a certain rabid beast who was once the heir to an Eastern Family has.
His bones are armor that repel blows and can even repel magic like a mystery, although it would only help to truly repel E rank spells, and defend with any significance against D rank spells. There is defense against C rank and higher spells, but it is at a point that is not exceptional. However no matter how you look at it he is a person with a monstrous defense.
But his flesh is still vulnerable, and so blows that manage to pierce through his exceptional defense will still harm him. No matter how hard the shell his flesh is that of a man.
Thanks to the power of this ability, and his own innate power due to his blood he is a combatant who has managed to defeat Dead Apostles before.
Equipment: Blossoming Purity of Yew: Special drugs derived from the fruit of the Yew Tree made by the Murchadha As medicine it is a "death' to ones plagues, purifying the body by surging out the impurities in one's body. It can alternatively be used as a poison that amplifies impurities. Another use for it by the Murchadha is to either stifle their raging blood, or to amplify and tap into the power of their inhuman blood even further for a temporary amount of time. However this second function comes with stress and if taken too far will indeed cause an inversion impulse that will turn one completely into an insane beast. Yew Spear: Following the principles of the Yew Medicine, the weapon of choice for the Murchadha is a Yew Spear. A spear that acts also as a staff. It is an amplifier for those whose abilities are able to enact outside interference, and otherwise serves as a focus for their magecraft like a staff. Being a base which causes the impure monster blood of Wiros to be amplified, it forms the powerful base of a bone-blade with his own talent. The yew is a tree that guides one to the underworld, the yew is a tree of death. What better wood to craft into a weapon?
In a way this holds some relations with the Touzaki Clan’s creation of weapons through their own bodies and talents. However in this case the Yew Spear is the foundation upon one’s self is laid upon.
Martial Training: Skilled with a blade and spear. As a warrior Wiros is well trained, tested and talented.
While he is not a monster who can be called a master of masters, he is without a doubt a fine combatant.
Murder Impulse:
When faced with non-human foes, the Murchadha’s instinctive drive to kill them kicks in. While Wirosis a deadly combatant as it is, once the instinctive drive is active, he is drawn more into the blood of the Curruid within him as it boils to exert dominance upon other beasts. The beast who fought the Coinchenn, the beast who killed the Coinchenn, the beast who died to the Coinchenn. It must win, it must not die.
So it will kill its own kind.
A monster will kill a monster.
Cooking: Slice of Life Cooking Scenes are important. Otherwise derived from his druidic training and his own life of travel. He’s learned to cook for his own tastes, and to cook in ways that invigorate him after using lots of energy in his adventures and battles.
It’s very important to have one’s diet reflect one’s life and needs!
I added Mordred to the CS tab. Now, all that's left is to crack the toughest nut.
PS: Excuse me if I don't come appear on Discord. Chats are not really my thing, for a number of reasons. If you want it, I'd take a dip every now and then but, other than that, I'd be glad to keep doing things the old way.
*is incredibly tempted to app a Master for Mordred but can’t decide if he should wait to see if any other quality waifus appear*
Personality: Eira Lednik almost always keeps to herself, it's not that she dislikes talking to people out in the open, it's the fact that she's shy to do so considering her foreign ethnicity. While she does appreciate some sort of conversation, she will try and find an excuse to cover her shyness with anything plausible. This gives everyone the impression that she might be bipolar but Eira denies it very well.
Of course, if there is an enemy in the war, Eira will try to keep them out of it... and that would mean relying on imprisonment by ice until her summoned Servant kills their Servant. If worse comes to worst, she may have to end it all and withdraw to regain her consciousness and drive out the guilt.
She's a good person, please try not to kill her and/or push her to kill you.
Biography: Born in a small town in Russia, Eira Lednik is the fifth generation of the Lednik Clan that still follow the tribal ways, or rather... their whole town does. This town solely focuses on the survival instinct of children that have reached the age of twelve. These children were to be known as "scouts" for their tests to truly become part of the tribe as well as contribute it. Every year, they drop a good number of children in a nearby section of the forest and gave each of them essential needs kits to survive in the frozen wild for a week. The forests were relatively safe and the wolves weren't aggressive where they are. Eira had to go through this as she reached twelve and survived it.
She was later taught by her father, who at the time was part of the Association and graduated. He taught her all he knew about his Earth Magecraft but all she could replicate were ice versions of it. This came off as a surprise to the man but nonetheless thought of it as an improvement to his own. He would later pass the crest to her as she reached eighteen.
She enrolled in the Clocktower by recommendation of her father and also for the sake in learning different defense and essential spells taught by the very teachers of the Association. Eira is currently in her graduating year and thought that a good thesis project was finding the Root (courtesy of some clumsy teacher who decided to spill some stuff about a Holy Grail War).
She ventured to Fuyuki to make that happen.
Family History: The Lednik Clan is only five generations, Eira's father and her forefathers were tribal magi (shamans, as the locals call them) capable of unleashing deadly Earth magic while in the cold snow. Some of them were adepts at Reinforcement magic and the creation of simple Mystic Codes that resist the cold snow in their home country.
They aren't popular enough to receive formal recognition from the other families in the Association. However, they are aware of their unique, freeform Earth Magecraft. They're not quite sure of Eira's yet.
Origin: Frost
Elemental Affinity: Frost
Number of Magic Circuits: B
Quality of Magic Circuits: B
Od: A
Magecraft:
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something. Including "General Magecraft" in the magecraft section means they get all of this. If not, they don't.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, and control of the mana in its area.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, and control of the mana in its area.
Locking Doors: Self-explanatory.
Threads of Consciousness: Using one’s consciousness for scouting. Basic magus detection magecraft.
Floating: Basic manipulation of mass and air currents.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Basic Clairvoyance: "X-Ray" vision and operation of a crystal ball.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory.
Contracting: Making a contract with something.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
Magecraft that allows the instant materialization without the need of water and wind. It does not do well against Fire.
Frost Shot (замороженный выстрел) (Rank D - One Count) - A low-level spell that moves slower than an average projectile being thrown. This is most effective at close range, without any sort of magical defense, the target is frozen in ice that can be easily broken if they are strong enough physically.
Freeze Bomb (ледяной взрыв) (Rank D - One Count) - Another low-level spell that freezes a small area and anyone caught in it gets frozen in the same kind of breakable ice. (one to two meter radius)
Icicle Barrage (ледяной шквал) (Rank C - Three to Five Count) - Eira can materialize icicles of a decent size with the number depending on the count (Three Count = Three Icicles floating around her to Five Count = Five Icicles floating around her).
Frozen Wall (замороженная стена) (Rank C - Four Count) - An intermediate-level spell that allows Eira to create a wall of hardened ice, strong enough to defend against iron at best.
Cubic Prison (ящик тюрьмы) (Rank B - Eight Count) - Eira draws a magic circle, that when stepped on by intruders encases them in an ice cube. The low temperature within said cube is low enough for them to feel the hypothermia set in less than eight minutes.
Glacial Burst (ледниковый взрыв) (Rank A - Ten Count) - A high level spell that encases the user in a large ice prism, before exploding into several large fragments of icicles capable of piercing through iron, if that wasn't enough... the surrounding area (five meter radius) might freeze any bystanders and encase them in the same prism as she was.
Equipment: Mystic Code - Coat of the Northern Winds - This Mystic Code does not do much other than to amplify her Frost Magecraft and gain full resistance against Ice.
Skills: Eira is good at surviving out in the wilds, as is her "childhood test". She knows how to make a campfire, pitch a tent and cook in the most primitive manner. Of course, she knows how to cook with a stove of course.
Eira is also accurate. It doesn't necessarily mean she hits everything 100% of the time, she knows exactly where to hit if the enemy moves or stays still.
While I'm not a GM a concern I need to address is that barring very special circumstances you'd have to be much younger than 18 years old when you inherit the crest. Generally unless you have someone on the level of Chiron helping you out you aren't able to transfer the crest to someone who has already grown up. The chances of rejection/death/insanity are there even with a long-running family, medicine and other preparations when you receive it as a child.
So, I have a good grasp of what I want to do, but before I continue, I guess that I'll need some me information. Before I make any questions here's what I have up to now:
Personality: Backstory: Family History: If the character comes from a magus family with a notable history, jot it down here.
MAGECRAFT
Origin: Vanishment/Extinction. Considering how Origins —and the Japanese language— work it's hard to pin a single precise meaning for them, so here's the kanji, in case you want the broader picture: 消滅; read: Shoumetsu. Elemental Affinity: Average One Number of Magic Circuits: B Quality of Magic Circuits: A Od: B Magecraft:
• Familiars: Various minor fairies/spirits of Celtic traditions, especially black dogs. • : • : • : • :
Skills:
• : • : • : • : • :
These are just a few notes and ideas, but the principle is to have a very traditional type of Magus inheriting the powers/skills of old. The kind of magecraft that is sometimes scoffed at in the Clock Tower for being too basic. The main inspirations for this character (I won't lie here) are Ancient Magus Bride and the general "feel" of the upcoming London chapter of Grand Order. I think that a very light version of Caster Cu Chulainn is very close to what I envision for this character.
Either way, aside from a few tips on how to properly compliment her, given that magecraft systems and all that comes with them are a labyrinth to navigate through (even when you are as used to Nasuverse lore as I'm), the one thing I'm thinking about now is more or less how many generations are ok for a character's family and more or less how far back that goes in time? Since traditional magecraft isn't exactly family business and more like a clan activity (she's unlikely to have a Crest because of this), I'm even wondering if that bit is relevant at all?
Any insight would be appreciated.
PS: Apologies for the convoluted post. I'm a bit of a hurry, so I couldn't stop to think on proper grammar at the moment.
Achilles can cancel spells targeting him with a chant below two verses. This skill cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals.
Achilles can use vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast as mounts. However, he cannot ride members of the Dragon Kind.
~
Personal Skills
Achilles is the child of Sea Goddess Thetis and human hero Peleus, granting him medium Divine Spirit aptitude. This skill also has an effect which reduces special defensive values called 'purge defense' of the enemy in proportion to the Divinity's Rank. Achilles can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Due to affection from his mother, Thetis, Achilles' Strength, Endurance, and Agility parameters are ranked-up. These improved ranks are displayed in parentheses next to Achilles’ parameters.
It is possible for Achilles to continue fighting even with mortal wounds so long as he does not receive a decisive killing blow. Also, once combat ends, it is nearly impossible for him to succumb to his wounds afterwards.
Achilles is immune to mental interference such as pressure, confusion and fascination. This skill also has the bonus effect of increasing his melee damage.
~
Noble Phantasms
Name: Andreias Amarantos
Title: Amaranth of the Brave
Rank: B
NP Type: Anti-Self
Range: 0
Maximum Number of Targets: 1 person
Description: The Noble Phantasm maintaining Achilles' gift of immortality from having been blessed and exalted by the Olympian Gods. Any attack against him is nullified, including physical damage, the "normal attacks" of Servants, and even Noble Phantasms, regardless of rank. It cannot be pierced by power alone, but it does have three weaknesses. The first is that those who possess the Divinity skill are able to harm him. One with Divinity of Achilles' rank or greater can deal full damage to him, and for every rank below Achilles' Divinity the damage is reduced by 25%. Those without Divinity but in possession of Divine Constructs can deal damage so long as the Divine Construct is being used to attack, and the damage will be based upon the weapon's rank in the same way as Divinity. The second weakness is that Achilles is only protected from actions which can be considered "attacks", so something like a vampire's bite meant to display friendship would affect him as normal. The third weakness is that his left heel is not protected by this Noble Phantasm, and wounding it will permanently negate this blessing.
Name: Diatrekhōn Astēr Lonkhē
Title: Spear-tip of the Star Traversing the Skies
Rank: B+ (temporary rank-up to attack power)
NP Type: Anti-Unit
Range: 2~10
Maximum Number of Targets: 1 person
Description: Achilles's Hero-killing spear given to him by his father, Peleus. It is a simple spear with sturdy workmanship, able to pierce hearts and penetrate defences with every strike it makes. When its true name is called, it creates a "Duel Field" for Achilles and his opponent where no luck, outside help, or even gods can intervene, and the combatants can only leave when one of them has been defeated. Various rules of the duel can be agreed upon by both participants before hand, and this effect cannot be used on an unwilling opponent or one who is much weaker than Achilles. Due to immense regret for killing the Amazonian Queen, Achilles will not call its true name against a female opponent.
Name: Troias Tragoidia
Title: Tempestuous Immortal Chariot
Rank: A
Type: Anti-Army
Range: 2~60
Maximum Number of Targets: 50 people
Description: Achilles' three-horsed chariot. Two of the horses are nigh-immortal while the third is simply quite strong. It boasts extraordinary power, "riding like lightning", and is very difficult for enemies to stop. Increasing its speed also increases the damage it deals. At its highest speed it is just like a giant galloping lawnmower, but consumes a harsh amount of mana.
Name: Dromeus Komētēs
Title: Comet Form
Rank: A+ (raw power)
NP Type: Anti-Self
Range: 0
Maximum Number of Targets: 1
Description: The embodiment of Achilles' legend that he is the fastest among all the heroes of all eras. Far beyond his Agility parameter, he can almost instantly close the distance between himself and anything in his field of vision, and his spear thrusts are rapid enough to be likened to a storm. Rather than calling its true name, this Noble Phantasm is activated by Achilles stepping out of his chariot. If his left heel is damaged, the speed this Noble Phantasm grants will be reduced by about 70%.
Name: Akhilleus Kosmos
Title: The Miniature World Enclosed by the Azure Sky
Rank: A+ (raw power)
NP Type: Barrier
Range: 0
Maximum Number of Targets: 1 person
Description: The shield of Achilles, a Divine Construct forged by the Greek smithing god, Hephaestus. It is a defensive Bounded Field Noble Phantasm that can stand against nearly any attack when its true name is called by deploying a miniature world, allowing it to protect against Anti-Unit, Anti-Army, Anti-Fortress, Anti-Country, and Anti-Divine Noble Phantasms. With the shield's nature comes its sole weakness to Anti-World Noble Phantasms. Also, although Hephaestus likely never intended it, the shield can be used to "attack", by aiming to crush the opponent with the miniature world and continuously pushing forward after its deployment.
Are we going to choose the pairings beforehand or be assigned at random?
I mean you may choose your pairs as you desire~.
Name/Title: Wiros Murchadha
Gender: Male
Age: 28
Family History:
Sometimes there are enemies beyond mankind’s ability to fend off and defeat.
Sometimes there are heroes that rise to come forth and bring salvation against those who are beyond humanity.
Sometimes humanity must craft their weapons themselves and reject those who are outsiders. The tale of the British Isles is one seeped in blood, death and glory. Fighting among themselves, man against man, neighbor against neighbor. Yet ultimately the tale that resonates the most in the isles is the struggle against those who are alien and those who are foreign. The Picts, the Romans, the Saxons, the French, the World.
There are times when people pray for a hero.
There are times when people pray to the gods.
And there are times when people create their own salvation.
Just as a certain king created a perfect ruler beyond humanity, a dragon in the form of a king to protect and rule a Utopia, so too did a clan of druids craft themselves into weapons. The blood of a sea beast, the blood of a monster. To protect people they made a terrible pact and transformed themselves into beings that were different and beyond. The blood of the Curruid runs in the veins of the Murchadha, just like how a certain eastern family holds the blood of Oni in their lineage. The Curruid was chosen due to the circumstances of its death, fighting against another monster, the Curruid. They fought for their lords, they fought against vikings, they fought against the alien Picts, they fought against the monsters that lurked within the lands. Mysteries to kill mysteries, monsters to kill monsters, men to kill men.
Yet such blood held a price and sometimes those who were meant to protect were driven mad by their blood and became the enemies of man to replace those they slew. Despite such tragedies and madness inherit to those humans who take on the blood of monsters the Murchadha survived as a clan into the modern day. A naturally secluded clan, they have taken to living separate from modern society and now live both as monster hunters, and druids.
Biography:
Wiros grew up, the Murchadha blood strong in him due to his origin. In his youth the struggle against his inversion impulse was painful, but the discipline, knowledge and stories of old his family taught him gave him the will and desire to hold onto himself. Being a child who should not have to struggle to maintain his own will and self he found himself having to develop a foundation of steel to cling to.
For him it was admiration, for him it was desire. Ah how wonderful the tales of old were, how wonderful his elders were. How beautiful they were in their abilities, how beautiful the stories of heroes were… How thrilling the idea of conquering enemies. The dream of the deathbattle against the Coinchenn that haunts all Murchadhas were especially vivid in him, driving him to hunger for strife. Much of his early life was spent under watch and developing a self that could restrain himself and keep reason.
As he grew he felt restless, for reasons more than simply his mixed blood. He wished to live a life beyond the clan enclave. Recognition, distinction. He wished to live in the world where not everyone was the same as him. So heeventually left his clan to see the rest of the world. What was first wandering and exploring like a freshly uncaged bird, or a graduating college student who wished to explore themselves further became an eventual engaging in the business of the Mage Association. He took up work as a Freelancer initially, finding that the work and bounties that he could get provided him with goals and direction instead of an aimless wandering across the world. As he grew more experienced and made more of a name for himself he eventually became an Enforcer, joining the ranks of the rare few who are counted as the arms of the Clock Tower.
Fighting against heretical magi, fighting against monsters, traveling the world. He found himself i a life he enjoyed, a life that tested him. A life that rewarded him and took care of his needs, a special sort of reputation.
Yet he could not find sight of his purpose.
Eventually he heard of a far off ritual in the east.
A battle where one could summon a star of man for a wish.
For one who fought monsters to prove himself, to overcome them. For one who left his home to see the world. For one weaned off the temptation for madness through admiration and desire it was a striking possibility.
This was the path to his purpose.
Procuring a catalyst and finding himself with the Mark of the Chosen he journeyed to Fuyuki City.
He wishes to see himself become a coral that the moon reflects. If the heroes of old propelled his family and guided his own growth, then coming to this conflict known as the Grail War he wishes to become the anchor and strength of a hero.
Together they will win.
He will use a hero who slays monsters to slay the monster within him and stay human.
Together he will become a coral that becomes a second moon.
Yes, he will become a hero.
Personality:
A person who wishes to see the world. A person who wishes to live. A person who wishes to chase after all the things that exist. A person who wishes to stay himself. A person who wishes to grasp at the stars that shine down upon the coral in the ocean.
The Murchadha exist for heroes are not always there.
The shine of the Coral under the moon, a bright light that illuminates the darkness is nothing compared to the stars that illuminate the dark of the vast void in the sky. What is heaven but a vaster ocean filled with lights that shine brighter than the sun?
Yes, in a sense the monstrous Murchadha are but a pale imitation on earth compared to the heroes in the sky.
But it is okay to reach anyway, isn’t it? The moon in the night sky is mirrored in the surface of the lake. They push forth because they know that monsters can be defeated. If not by ordinary men then by those who exceed humanity. Heroes are those who break their limits to reach such heights, and the Murchadha were those who embraced a power inhuman to reach such heights. Because heroes defeated monsters it showed that humanity can overcome monsters, even if in contradiction they are no longer humans to do so.
Guided by the stories of heroes and his ancestors. He wishes to carve his own path in life, and remain as a person. Despite his strong blood he has remained sane with the help of his clan’s druidic teachings, supplements and his own force of will due to his admiration of the human condition and those who have broke their limits.
If he cannot do something as simple as remain himself, then how can he ever challenge his limits, let alone break through them?
A person who enjoys fighting, a person who enjoys the frivolous things in life. A person who wishes to become an echo as loud as the past it traces.
In a way he seems like a lackdaisy person who’ll accept any results, but secretly he is pretty competitive and a sore loser who’ll try to find a way to even the scales and pull a victory somehow if someone pulls ahead.
He is a coral, built on longing for the moon.
Origin: Echo
Elemental Affinity: Water.
Number of Magic Circuits: D Quality of Magic Circuits : A Od: A
General Magecraft: As one who received an education that befits a druid and magus, Wiros is capable of the usual and basic magecraft of a modern magus.
Druidic Teachings: The wisdom of the Druids. This includes medicine, and the ability to utilize the magic crest-type spellcasting of nordic origins, runes.
However his talents are primarily that of a warrior, so his Druidic talents are mainly in terms of that which helps him track prey, that which helps him hide from prey, and that which helps him sustain himself. The greatest arts of Druids are beyond him. Water Magecraft: Both because of his affinity and because of the blood of the Curruid Wiros is able to exhibit magecraft of physical interference with water as a medwhium with talent. However as it is not his focus he cannot exhibit the levels of a genius in it.
Indeed what makes him special is not his magecraft, but rather that which flows from his blood and manifests as an ability beyond mankind.
Feincuan Craiceann Corail: (Skeletal Coral Growth That Rises From The Ocean)
The ability that manifests from his mixed blood.
The ability to manipulate and induce growth of his skeletal structure. His skeletal structure itself holds the properties of the Curruid, becoming a powerful defense that makes his body much more robust than most modern men could dream of. In his hands it is a powerful blade and armor. However it is difficult to manipulate something that is more than 30% of his total skeletal mass with high precision and adaptability. So it is often that he will set the growth and manipulation of his skeletal system beforehand, relegating his usage of this ability as smaller scale responses as needed. If he pushes himself he can go as far as covering most of his body in an armor of bone like an exoskeleton.
It can be compared to the ability of manipulating the body that a certain rabid beast who was once the heir to an Eastern Family has.
His bones are armor that repel blows and can even repel magic like a mystery, although it would only help to truly repel E rank spells, and defend with any significance against D rank spells. There is defense against C rank and higher spells, but it is at a point that is not exceptional. However no matter how you look at it he is a person with a monstrous defense.
But his flesh is still vulnerable, and so blows that manage to pierce through his exceptional defense will still harm him. No matter how hard the shell his flesh is that of a man.
Thanks to the power of this ability, and his own innate power due to his blood he is a combatant who has managed to defeat Dead Apostles before.
Equipment: Blossoming Purity of Yew: Special drugs derived from the fruit of the Yew Tree made by the Murchadha As medicine it is a "death' to ones plagues, purifying the body by surging out the impurities in one's body. It can alternatively be used as a poison that amplifies impurities. Another use for it by the Murchadha is to either stifle their raging blood, or to amplify and tap into the power of their inhuman blood even further for a temporary amount of time. However this second function comes with stress and if taken too far will indeed cause an inversion impulse that will turn one completely into an insane beast. Yew Spear: Following the principles of the Yew Medicine, the weapon of choice for the Murchadha is a Yew Spear. A spear that acts also as a staff. It is an amplifier for those whose abilities are able to enact outside interference, and otherwise serves as a focus for their magecraft like a staff. Being a base which causes the impure monster blood of Wiros to be amplified, it forms the powerful base of a bone-blade with his own talent. The yew is a tree that guides one to the underworld, the yew is a tree of death. What better wood to craft into a weapon?
In a way this holds some relations with the Touzaki Clan’s creation of weapons through their own bodies and talents. However in this case the Yew Spear is the foundation upon one’s self is laid upon.
Martial Training: Skilled with a blade and spear. As a warrior Wiros is well trained, tested and talented.
While he is not a monster who can be called a master of masters, he is without a doubt a fine combatant.
Murder Impulse:
When faced with non-human foes, the Murchadha’s instinctive drive to kill them kicks in. While Wirosis a deadly combatant as it is, once the instinctive drive is active, he is drawn more into the blood of the Curruid within him as it boils to exert dominance upon other beasts. The beast who fought the Coinchenn, the beast who killed the Coinchenn, the beast who died to the Coinchenn. It must win, it must not die.
So it will kill its own kind.
A monster will kill a monster.
Cooking: Slice of Life Cooking Scenes are important. Otherwise derived from his druidic training and his own life of travel. He’s learned to cook for his own tastes, and to cook in ways that invigorate him after using lots of energy in his adventures and battles.
It’s very important to have one’s diet reflect one’s life and needs!
His bones are armor that repel blows and can even repel magic like a mystery, although it would only help to truly repel E rank spells, and defend with any significance against D rank spells. There is defense against C rank and higher spells, but it is at a point that is not exceptional.
Change this to something more along the lines of "Functional E magic resist" and I would be alright with it. Other than that it is a really well made app; I made something similar to it a long time ago~.
So, I have a good grasp of what I want to do, but before I continue, I guess that I'll need some me information. Before I make any questions here's what I have up to now:
Personality: Backstory: Family History: If the character comes from a magus family with a notable history, jot it down here.
MAGECRAFT
Origin: Vanishment/Extinction. Considering how Origins —and the Japanese language— work it's hard to pin a single precise meaning for them, so here's the kanji, in case you want the broader picture: 消滅; read: Shoumetsu. Elemental Affinity: Average One Number of Magic Circuits: B Quality of Magic Circuits: A Od: B Magecraft:
• Familiars: Various minor fairies/spirits of Celtic traditions, especially black dogs. • : • : • : • :
Skills:
• : • : • : • : • :
These are just a few notes and ideas, but the principle is to have a very traditional type of Magus inheriting the powers/skills of old. The kind of magecraft that is sometimes scoffed at in the Clock Tower for being too basic. The main inspirations for this character (I won't lie here) are Ancient Magus Bride and the general "feel" of the upcoming London chapter of Grand Order. I think that a very light version of Caster Cu Chulainn is very close to what I envision for this character.
Either way, aside from a few tips on how to properly compliment her, given that magecraft systems and all that comes with them are a labyrinth to navigate through (even when you are as used to Nasuverse lore as I'm), the one thing I'm thinking about now is more or less how many generations are ok for a character's family and more or less how far back that goes in time? Since traditional magecraft isn't exactly family business and more like a clan activity (she's unlikely to have a Crest because of this), I'm even wondering if that bit is relevant at all?
Any insight would be appreciated.
PS: Apologies for the convoluted post. I'm a bit of a hurry, so I couldn't stop to think on proper grammar at the moment.
Sounds neat. I'd have to see the whole application to properly give my opinion, but note that as someone who reads that manga for Mahou Tsukai no Yome, and a huge fan of the series since prior to the adaptation, some of the situations could be considered "true magic" within the later sections of the series. So as long as you aren't going for that I would be alright with it~.