Okay, finally I came out with a Master. Hopefully what I did with his magecraft was okay, since not everything fits with the "x per day" format even if it's usually a pretty simple and clean way to do things.
Age: 31
Gender: Male
Master of: Lancer
Command Seal Location: Back of his right hand.
Origin: Accumulate
Personality: Idiosyncratic and full of curiosity. Decival's manner could be referred to as "inhuman," but this is not so shocking among magi. He could be called cold or aloof, but this would be inaccurate. He cares too much for everything he sets eyes on to express it. His own magecraft cannot elicit a reaction from him, but he seems to be amazed with the feats of others. Once again, it is simply because his self-respect is high. Since the art of curses is highly neglected in Western Europe, he finds a Grail War to be a fine opportunity to prove its usefulness.
He is unable to look down on anyone, and his extensive time in the bunker means he is excited to meet the people of the world, mages or otherwise. In regards to the Grail, he sees it as something which should be desired by anyone, whether they have a wish or not, purely for utility.
Biography: Multiple families of magi find that their recorded history contains an ancestor creating an artificial life form that could have gone on to be the first Tetraleonid. In any case, Decival and his predecessors have are distinctly unnatural, not entirely unlike alchemical homunculi. While generally known to be pseudo-nomads in and around Finland, the Tetraleonids created a sealed underground complex in Iceland three generations ago and are rarely seen outside of it. In fact, it is believed that Decival's mother has never left the complex, and his father, an unwanted second child from a smalltime lineage, has not left it since marrying her.
Decival's training in magecraft was fairly light at first, with his mother being almost completely focused on "raising him right" and exposing him to art and mental challenges. With his father's assistance, he was able to keep up an effective understanding of magecraft until age 8 when his mother completely switched gears. He proved to have quite a knack for alchemy, and brought the minor curse-based elements of the Tetraleonid arts to a much more prominent level. He showed a high interest in the outside world and made several forays out for the sake of obtaining materials. Decival began making advances on the Clock Tower at age twenty, boasting a comprehensive knowledge of his craft and offering various things from teaching services to item crafting. Although he had some odd practices and was never ever allowed to teach, he managed to build up a sufficient relationship that he was called upon for the sake of supporting Association magi in the Holy Grail War.
School of Magecraft: The Tetraleonid style of alchemy is greatly lacking in regards to the transmutation of materials, particularly in an "active" sense that could be used in combat. Rather, Decival uses alchemy largely in a slow and preparatory manner, focusing on gathering, storing, and manipulating various energies and forces. His secondary art, brought into focus largely by him and used in conjunction with alchemy, is curses. While he has some proficiency in fast-activation offensive curses, his expertise is in using his two crafts together, gathering grudges and storing them or giving them form.
Amount of Magecraft Mana: A-
Other: Decival has a knack for painting. While not at all a fighter, he is somewhat durable and resistant to physical trauma and conditions. Also, he has brought along a number of minor things from the family complex.
Decival Court Tetraleonid
Age: 31
Gender: Male
Master of: Lancer
Command Seal Location: Back of his right hand.
Origin: Accumulate
Personality: Idiosyncratic and full of curiosity. Decival's manner could be referred to as "inhuman," but this is not so shocking among magi. He could be called cold or aloof, but this would be inaccurate. He cares too much for everything he sets eyes on to express it. His own magecraft cannot elicit a reaction from him, but he seems to be amazed with the feats of others. Once again, it is simply because his self-respect is high. Since the art of curses is highly neglected in Western Europe, he finds a Grail War to be a fine opportunity to prove its usefulness.
He is unable to look down on anyone, and his extensive time in the bunker means he is excited to meet the people of the world, mages or otherwise. In regards to the Grail, he sees it as something which should be desired by anyone, whether they have a wish or not, purely for utility.
Biography: Multiple families of magi find that their recorded history contains an ancestor creating an artificial life form that could have gone on to be the first Tetraleonid. In any case, Decival and his predecessors have are distinctly unnatural, not entirely unlike alchemical homunculi. While generally known to be pseudo-nomads in and around Finland, the Tetraleonids created a sealed underground complex in Iceland three generations ago and are rarely seen outside of it. In fact, it is believed that Decival's mother has never left the complex, and his father, an unwanted second child from a smalltime lineage, has not left it since marrying her.
Decival's training in magecraft was fairly light at first, with his mother being almost completely focused on "raising him right" and exposing him to art and mental challenges. With his father's assistance, he was able to keep up an effective understanding of magecraft until age 8 when his mother completely switched gears. He proved to have quite a knack for alchemy, and brought the minor curse-based elements of the Tetraleonid arts to a much more prominent level. He showed a high interest in the outside world and made several forays out for the sake of obtaining materials. Decival began making advances on the Clock Tower at age twenty, boasting a comprehensive knowledge of his craft and offering various things from teaching services to item crafting. Although he had some odd practices and was never ever allowed to teach, he managed to build up a sufficient relationship that he was called upon for the sake of supporting Association magi in the Holy Grail War.
School of Magecraft: The Tetraleonid style of alchemy is greatly lacking in regards to the transmutation of materials, particularly in an "active" sense that could be used in combat. Rather, Decival uses alchemy largely in a slow and preparatory manner, focusing on gathering, storing, and manipulating various energies and forces. His secondary art, brought into focus largely by him and used in conjunction with alchemy, is curses. While he has some proficiency in fast-activation offensive curses, his expertise is in using his two crafts together, gathering grudges and storing them or giving them form.
Amount of Magecraft Mana: A-
Gandr Shot (13/day): A simple and quick to use curse that functions as a projectile, reducing a struck target's physical health. Rather that following the path of raising a Gandr to dealing real direct damage, Decival instead boosts it to inflict nausea, pain, and sickness.
Disperse (7/day): With hasty useage of Tetraleonid alchemy, "energy" attacks like fire, lightning, and pure mana can be countered and negated.
Coercion (4/day): A curse that can be washed away with magical energy during casting. In other words, something only useful on normal humans or weak/subdued magi. Once in place, it is much harder to shake off, and allows for control of a target's body and even magic circuits. Rather than mind control, it is physical in nature.
High Disperse (2/day): Similar to Disperse, but on a larger scale. A barrage of "energy" magecraft or a single massive spell could be defended against. With a dash of curse, it can be used to meddle with the power inside a foe's body, momentarily preventing their use of magecraft as well as causing a severe chill and general loss of energy.
Decival's alchemy is applied with prep time using special materials and mana from the environment, and as such cannot be properly defined by instant activation and daily uses. He can hastily put together various kinds of items depending on how long he has. Most notable are curses given form as "imaginary demons." A demon's capabilities vary wildly based on the effort of its construction and additional things infused into it. However, the grandiose name should not mislead one into thinking these are anything more than high-end familiars along the lines of golems.
Disperse (7/day): With hasty useage of Tetraleonid alchemy, "energy" attacks like fire, lightning, and pure mana can be countered and negated.
Coercion (4/day): A curse that can be washed away with magical energy during casting. In other words, something only useful on normal humans or weak/subdued magi. Once in place, it is much harder to shake off, and allows for control of a target's body and even magic circuits. Rather than mind control, it is physical in nature.
High Disperse (2/day): Similar to Disperse, but on a larger scale. A barrage of "energy" magecraft or a single massive spell could be defended against. With a dash of curse, it can be used to meddle with the power inside a foe's body, momentarily preventing their use of magecraft as well as causing a severe chill and general loss of energy.
Decival's alchemy is applied with prep time using special materials and mana from the environment, and as such cannot be properly defined by instant activation and daily uses. He can hastily put together various kinds of items depending on how long he has. Most notable are curses given form as "imaginary demons." A demon's capabilities vary wildly based on the effort of its construction and additional things infused into it. However, the grandiose name should not mislead one into thinking these are anything more than high-end familiars along the lines of golems.
Other: Decival has a knack for painting. While not at all a fighter, he is somewhat durable and resistant to physical trauma and conditions. Also, he has brought along a number of minor things from the family complex.
Raw Metals: Decival's skill with material alchemy is still enough that he can transmute these metals into components for the physical portion of a mystic item he crafts. Enough for about five handheld constructs, or something bigger.
Curse Grenades: The most basic combination of curses and alchemy, medium-power thrown explosives that scatter a damaging curse over the area. They are useful as a method of repeatable attack that do not rely on daily castings, but Decival only has fifteen of them unless he actively takes the time and energy to craft more.
Specialized Canister: A handheld tool for more easily containing things for later use in alchemy. A versatile tube that can hold objects or energy in a safe and stable way.
Curse Grenades: The most basic combination of curses and alchemy, medium-power thrown explosives that scatter a damaging curse over the area. They are useful as a method of repeatable attack that do not rely on daily castings, but Decival only has fifteen of them unless he actively takes the time and energy to craft more.
Specialized Canister: A handheld tool for more easily containing things for later use in alchemy. A versatile tube that can hold objects or energy in a safe and stable way.