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Hidden 6 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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Hat obtained on arriving in the modern day. She's got to look the part of Caster.

  • Class: "Caster" (Foreigner)
  • Identity: Kezia Mason
  • Alignment: Chaotic Evil
  • Stats:

    • Strength: E
    • Agility: C++
    • Endurance: E-
    • Mana: A+
    • Luck: EX (E)
    • Noble Phantasm: -
  • Class Skills
    • Transcendental Existence: EX. What does it do? Nobody knows for certain, but it probably acts as a form of magic and curse resistance by rejection of the same laws of reality as even servants run on.
    • Independent Manifestation:† A. A skill gained through the dual influence of Nyarlathotep and the World itself--although Kezia must undoubtedly die to become a Heroic Spirit in her future (the past), she is very much alive at this point in time. Though her existence here is possible via magic, her death would not--and this paradox gives her immunity to both instant death effects and those that would attempt to use time manipulation against her.
      And, of course, she's manifested as herself--though acting as a Servant is far more convenient.
    • Item Construction: B. She's a witch, it's to be expected.
    • Territory Creation: B.
  • Personal Skills:
    • Divinity: B
    • Servant of Crawling Chaos: A+. Basically selling yourself to an Outer God has its perks, even if it's a malicious one. The abilities are far more useful against Servants than her normal witchcraft would be: the ability to create portals of almost any size or dimension, as long as she knows the destination properly, including to somewhere... else to allow the tentacles of some being to come through. It also allows for small scale manipulation of time: massively accelerating herself for a brief period or even, if "Caster" can react quickly enough, rewinding a second to try and fix something.
      Heavy use of these abilities in an area starts to distort the geometry of the place entirely.
    • Witchcraft: A
  • Noble Phantasm(s):

      • Name: Hounds of Tindalos - Temporal Stalkers
      • Rank: -
      • Type: Anti-Unit
      • Appearance: Despite the name, calling them hounds is a misnomer... although they have all the persistent hunting ability that would imply, they are not, in fact, canine except maybe in general outline--nor consistent between them. Some might more closely resemble their namesake, whilst others...
      • Effects: Not really a Noble Phantasm at Kezia's call, merely a class of phantasmal species that caught wind of her movements through time. Though threatening to a magus and even capable of harming Servants if they get a hit in, she can cow them quite thoroughly into not attacking--fortunately. Where they come in useful is that they will never give up on stalking their prey, and if they catch wind of anyone or anything not in its proper time period... like, say, a Servant, they will continue to pursue them of their own accord. Seeing as they can materialise from any reasonably sharp corner, this makes them a useful autonomous defence.
        She could call them off entirely, but that would neat some setup.
      • Name: Stalker Among the Stars - Endless Recursion of Time
      • Rank: EX
      • Type: Anti-Failure
      • Effects: The greatest benefit of her arrangements with the Outer Gods is this protection--one she can invoke either manually or automatically upon death. In doing so, it will reset her to some prior time point, by default the last point that she actually travelled through time, with all her knowledge of the preceding events intact. In this case, it defaults to her summoning.
        Even with all of her advantages over a normal Caster, she's still a fragile, human magic user, and the Grail War is extremely dangerous. Kezia has fully lost count over the times she's had to go through it all, and is intimately familiar with the people involved, their capabilities, and their identities--even if she's keeping them well under her hat; revealing paradoxical knowledge just makes it harder.
        Practically, her foreknowledge gives her unmatched luck (though if things do deviate from her expectations that will revert to its baseline value) along with simulating the effects of Clairvoyance, Instinct, and Eye of the Mind (True): when you repeat things until you can survive, it's quite hard to be surprised or NOT come up with a new plan.
      • Name: Dreams of the Witch House - Sleeping Portals
      • Rank: -
      • Type: Anti-Unit
      • Effects: By appropriately marking a locale, or cursing a person, Kezia can forcibly teleport them to herself whilst they sleep--wherever or whenever it might be that she actually is. Upon awaking, the target will be exactly where they fell asleep, as if nothing had happened at all--possibly not even physically moving, due to the witch's knowledge of places not quite in step with normal time.
        Quite useless against Servants, due to their not sleeping, but it's a good way to get a Master alone for a chat.
  • Changes: She is not, quite noticeably, a decrepit child-sacrificing old hag yet. She DID come here straight from the Salem Witch Trials, though.


† DO NOT LOOK THIS UP. All the info about it (except Saber Ryougi) is in spoilers. Oh, and Merlin haxxed it to show up.
Hidden 6 yrs ago 6 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Estelle Varianbec
  • Age: 4. Physically she can be said to look around nine or ten, and mentally she is roughly in her late teens or early twenties.
  • Gender: Female
  • Appearance: "You lost this fight the moment you doubted me."
  • 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 in spite of the situation her life has been spent preparing her for. 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.
  • Skills:
  • 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, a tool created specifically for the Grail War in order to best assure her own survival and defeat of the other Masters if she must. If required, she can unite the independent points to create a single, more dangerous blast of prana. 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.
  • Brief Backstory: 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. However, one of their key purposes was in grooming Estelle for participation in a future Grail War. The Varianbec family participated in the conception and creation of the Redrock Grail prior to their sudden disappearance, and as a result, Estelle was groomed to be their entry into the Redrock Grail War.
  • Assets: In addition to having a vast amount of money and living in one of the largest homes in Redrock, Estelle is accompanied by an assortment of homunculus maids. These maids may be converted into a set of Mystic Codes if absolutely necessary, a defensive dress and a wand for channeling prana.
Hidden 6 yrs ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

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  • Name: James Moriarty
  • Class: Archer
  • Appearance: "Leave everything to this old dandy, Master."
  • Personality: Moriarty is, at first glance, an eccentric old man with a habit of self-deprecating jokes and a penchant for causing mischief. After all, while every other Servant around him is young and spry, here he is as an old man of around fifty! That being said though, Moriarty goes have a bit of a soft spot when it comes to dughter figures, and it has been proven that a little girl referring to him as 'papa' can change him from 'old man with a love for trouble' to 'doting father'.
    Or so one would believe. While that is as much a part of his personality as anything else, a Moriarty who is wholly focused on his hobby of evil is cold, calculating, and willing to sacrifice any and all things to achieve his goals. He loves evil in all forms, and will not hesitate to lead his Master down the same path should they catch his fancy.
    Which aspect he ends up gravitating more towards, of course, depends wholly on his Master.
  • Stats:
    • Strength: C
    • Endurance: D
    • Agility: A
    • Mana: B
    • Luck: A
    • Noble Phantasm: C
  • Class Skills:
    • Magic Resistance: D
    • Independent Action: A+
  • Personal Skills:
    • Magic Bullet Shooter: EX
      A skill originating from the phantom Moriarty was fused with, "The Freeshooter". Moriarty's bullets, shot out from the massive coffin-gun that he uses, can not only fire the magical bullets that always hit their mark, but also a variety of missiles (which are distinctly not bullets) and other such projectiles.
    • End of the Spider's Thread: A++
      Moriarty's own knowledge of criminal underbellies and his control thereof extends itself to the manifestation of this Skill. Plans of evil, that he may or may not have involvement in, will eventually reach his ears, and he can, in turn, manipulate them in subtle ways to bring about larger, long-standing effects.
      To smear good and defile law while remaining perfectly unknown but to a select few—that is this old dandy's modus operandi.
    • Evil Charisma: A
      Having been acknowledged by the esteemed Sherlock Holmes as having connections to every criminal underbelly, this skill manifests as the ability to weave people with evil in their hearts to do as he wishes. From robbery to murder to conspiracy, all is within the realm of possiblity for the Napoleon of Crime.
  • Noble Phantasm(s):
    • Name: The Dynamics of an Asteroid—The Ultimate Crime
    • Rank: A+
    • Type: Anti-Army, but can become Anti-City or Anti-Country if strengthened
    • Appearance: Under ordinary circumstances, this is assumed to be the coffin-gun that he uses to fight with.
    • Effects: The True Name and power of this Noble Phantasm embodies Moriarty's desire to commit the ultimate crime—so perfect in execution that nobody, not even his nemesis Sherlock Holmes, could find out the cause. While under standard restrictions, Moriarty gains the ability to fire out a massive barrage of bullets and missiles at his targets before finishing them off with a massive laser fired from the tip of his weapon.
  • Alignment: Chaotic Evil
  • Changes: N/A
Hidden 6 yrs ago 6 yrs ago Post by Anza
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Anza

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Name: Minamoto no Raikou (AKA Minamoto no Yorimitsu, Ushi Gozen)
Class: Berserker
Appearance: Ara ara ma ma...
Personality:
Raikou is a diligent career soldier, but she becomes a doting crybaby prone to worrying when dealing with those close to her. As a matter of fact, she is passive and introverted. Although she is seen as a person with a good sense to make peace pleasant for everyone, because her true nature (a nature mixed with Divinity) is inhuman, she grasps everything in an overlooking manner, as well as in a big-picture perspective. On the other hand, her affection towards those she came to like is strong, becoming the embodiment of maternal love that “makes the world her enemy if it is for the sake of her child.”

Raikou, since birth, has continually suffered for she had thought of herself as something “close to a demon”, even if she has the blood of a god. Below her devotions, such as responding to the expectations of her father, and defending the Imperial Capital, she is constantly bearing a viewpoint that “I am not a human being.” She cannot live as a human being, and she also cannot live as a demonic being.

As far as Raikou is concerned, the Master who became her contractor is an earnest salvation that had appeared in the darkness. Continuing from Kintoki, she sees the Master as a person she was fated to meet, who accepted and contracted with her as a demonic being. Speaking of that doting, it is as fierce as it can be. However, given that she has a strong desire to monopolize him or her, she will press a question with a sick look as if she had suffered from one being unfaithful to her, and she will cry immediately if she sees the Master averting his or her gaze. Speaking of her maternal love, it gives off an impression of thoughtfulness, but her maternal love goes way too far, becoming “a conversion of the child into her own possession, and snatching away all of his or her freedom and future.” Although Raikou’s affections are at the stage of insanity, Raikou’s own high intelligence and strong sense of reason does not make this aspect be noticed as such (even to the people in the vicinity, as well as to Raikou herself).

Stats:
Strength: A
Endurance: B
Agility: D
Mana: A
Luck: C
Noble Phantasm: A+

Class Skills:
- Magic Resistance D: Cancels Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy.
- Riding A+: All vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts.
- Divinity C: Raikou was born as the heaven-sent child of Gozu Tennou, so she possesses the Divinity Skill.
- Madness Enhancement EX: She does not lose her reason and remains as her original intellectual self. However, she manifests a fanatic maternal love, to the point she monopolize the one who she feel motherly love for, losing sights of all social morals and eliminating anything for him/her. Boosts all parameters when she is fighting to protect her 'child.'

Personal Skills:
- Eternal Arms Mastership A+: The dexterity of combat arts performed to the extremes. Prevents the degradation of fighting skills no matter the kind of circumstances, even if she loses her armaments, etc.
- Mana Burst (Lightning) A: Mana Burst is the increase in performance caused by infusing one's weapons and body with Magical Energy and instantly expelling it. Because Gozu Tennou is the incarnation of Śakra (the god Indra), Minamoto no Raikou possesses the power of Kitano Tenjin (Raijin) over thunder and lightning. As a Servant, it is expressed as a Mana Burst Skill.
- Mystery Slayer A: The declaration that she was the strongest Mystery Slayer of the Heian period becoming a Skill. Increases her offensive and defensive parameters against beings and abilities based on 'mystery,' such as magical weapons, divine power, and nonhuman physiology.

Noble Phantasm:
Name: Goō Shōrai - Tenmōkaikai (Vengeful Lightning of the Ox-King)
Rank: B++
Type: Anti-Army
Appearance: Oni Slayer
Effects: Gozu Tennou, who is the source of Raikou's demonic nature, has his divine messenger, the ox, temporarily summoned by her, and she eradicates the enemy camp together with this being. The armaments that materializes by means of thunder are the weapons that symbolizes the souls of her subordinates, the Four Heavenly Kings. By taking in the sublimation of Raikou’s episode where she exterminated the Ushi-Oni, the destructive power of the divine messenger also rises above its original strength.

Alignment: Chaotic Good
Changes: N/A
Hidden 6 yrs ago 6 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Okita Souji
  • Class: Saber
  • Appearance: "In battle, there is no good or evil... only killing."
  • Personality: Saber possesses something of a contradictory nature. In battle, she is a very serious combatant, completely focused on the fight, determined to win. She does not consider battle in terms of good or evil, rather in terms of winning and losing. That being said, this does not mean she does not approach battle totally without moral concerns. Rather, she will attempt to win regardless of her enemy's cause. That being said, Saber is not tolerant of truly evil actions, such as the harming of innocent people without cause or especially the intent to harm children. Indeed, Saber has an affinity for children, enjoying spending time around them and making them happy. In spite of her conduct in battle, Saber is revealed to be a very different person outside of combat. Lighthearted, optimistic, and even somewhat ditzy, Saber is a remarkably cheerful and friendly girl who shows almost no signs of the determined and skilled fighter who focuses utterly on her victory. However, no matter what, she is always very proud of her skills in combat, referring to her ultimate technique as 'perfect' and often complimenting herself on a job well done, after a fight. While she will refer to herself as a Manslayer, and express surprise at someone being open and friendly towards her, that does not prevent her from being open and friendly towards others. Saber deeply enjoys sweets, especially dango. In spite of her cheerful and energetic personality, she is deeply regretful over the circumstances of her death, wishing she had the chance to fight to the end with her compatriots. Finally, she is quite dismayed at being summoned as Assassin rather then Saber, even though nothing has really changed.
  • Stats:
    • Strength: C
    • Endurance: E
    • Agility: A+
    • Mana: E
    • Luck: D
    • Noble Phantasm: C
  • Class Skills:
    • Riding: E
    • Magic Resistance: E
  • Personal Skills:
    • Eye of the Mind(False): A. An innate, instinctive sixth sense, allowing Saber to sense both weaknesses in the opponent's defense and incoming attack. It almost appears to be a form of prescience, but it is in fact a natural instinct. At this rank, it is possible to 'see' beyond visual obstruction.
    • Weak Constitution: A. A skill inherently similar to Innocent Monster. Due to the modern perception of Saber's death by tuberculosis, it is possible that Saber may suffer from a sudden drop in status, accompanied by coughing fits, fever, and weakness. While it may occur at any time, the risk of its occurrence is very low.
    • Reduced Earth: B. A technique Saber honed to near-mastery in life, through a combination of breathing and bodily motion she is capable of cutting the distance between herself and her target in an instant, seemingly as if she has teleported from one location to the other. Further advancement of this technique would become dimensional transition.
  • Noble Phantasm(s):
    • Name: Mumyou Sandanzuki: A Sword Absolute
    • Rank: N/A
    • Type: Anti-Unit
    • Appearance: N/A
    • Effects: Technically a skill rather than a Noble Phantasm, Mumyou Sandanzuki is a transcendent sword technique unique to Saber. It is the pinnacle of her capabilities as a samurai, an attack that is composed of three simultaneous thrusts. This is not to say that the thrusts occur so quickly that they appear simultaneous. Rather, it is three individual thrusts that occur, fundamentally, at the same time, at the same position. Even if it were possible to block an individual strike, the other two would still pierce their target. This contradiction causes reality itself to shatter at the tip of the sword, the relationships between cause and effect breaking down entirely. This technique surpasses virtually any known defense, and even the mere destruction of material objects, allowing it to destroy objects that the sword normally would not be capable of piercing. When the attack has been completed, Saber comes to a halt behind her target, the point of impact having become a perfectly circular hole. While blocking is impossible, defenses that rely on preventing the tip of the sword from reaching its target are the best measure against it.

    • Name: Chikai no Haori ~ The Colors of the Shinsengumi
    • Rank: C
    • Type: Anti-Unit
    • Appearance: The haori worn by Saber
    • Effects: The distinctive haori worn by officials that were part of the Shinsengumi in Kyoto during the Bakumatsu period. When clad in this garment, Saber's very mentality causes her capabilities to be ranked up, both in terms of her parameters and the weapon that she wields. Her physical parameters are ranked up, and she receives her beloved katana, Kiku-Ichimonji Norimune to replace Kojiki Kiyomitsu, her usual weapon. As this Noble Phantasm instantly reveals her identity, she is unlikely to use it unless she absolutely requires the enhancements that it provides.
  • Alignment: True Neutral
  • Changes: N/A
Hidden 6 yrs ago 6 yrs ago Post by King Cosmos
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King Cosmos

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Hidden 6 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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Masters:
  • Name: Honda Ami
  • Age: 17
  • Gender: Female
  • Appearance: She's a long way from home.
  • Personality: "Too serious" might be a good way to start describing her. Approaching things carefully and with due consideration, not making lots of jokes or goofing around... it's no surprise that until recently, Ami was the sort of person that had absolutely no belief in the supernatural, trusting only the things that she could directly measure. It's a worldview that has taken something of a dent for obvious reasons.
  • Skills: Being a Japanese schoolgirl, Ami doesn't bring much in the way of useful skills to a Grail War--she's sort of okay at taking care of herself and not starving to death, and she's okay at schoolwork, but in a battle to the death...? Well, she could be more helpless--she knows how to swing a sword perfectly adequately--but having practised for the purpose of sports (and particularly demonstrations) is quite a far cry from cutting through a person.
  • Abilities: For a start, Ami isn't a magus. This isn't to say that she doesn't have magic circuits, it's quite likely that she does, but they've never been used and she doesn't know the first thing about magecraft. Instead, what gives her the ability to compete within a Grail War is being a once-in-a-lifetime prodigy born with the correct manner of breathing--her very physical existence connecting herself with the world. Harnessed, it would give her some immensely powerful abilities...
    But paired with someone unaware of said talent and previously sceptical of the very existence of the supernatural?
    There isn't all that much that she can do with it, though the situation that Ami has found herself forced into has lead to some hasty interest. It's forced her to push her physical limits--at her peak, she can keep up with the church's murderers despite having no training for such, being just a schoolgirl from a normal life. Almost everything else Ami can do is linked to her prior refutation of the supernatural: she can cut spirits as easily as if they're flesh ("it's just someone dressing up"), is extremely resistant to magic or enchantment herself ("it's just a trick of the light"), and cut through or disable magical barriers the same, ("why has someone scratched nonsense onto this rock?"). Though with her mind opening to the concept, it's tempting to try and see if some techniques that she thought only existed in anime are possible...
    Amusingly, her greatest achievement, in entering into the war, was entirely by taking part in a game to "summon" something as a joke. Already selected by the Grail--and unaware of the command seals--she instead called a Servant to her... one that, due to the strange nature of the summoning, doesn't take mana to remain summoned, as Ami is instead the interference keeping the Servant in place. The downside is that she has no ability to supply mana for the use of Noble Phantasms...
  • Brief Backstory: Apart from her colouration, there is nothing interesting to say about Ami's early life except that she grew up in a town that had quite recently had a massive conflagration occur--though she wasn't from the same area at all, so it never really factored into things. She grew up, went to school, started doing mostly iaido... her talents slipping completely under the radar of any magus that might take an interest--though, to be fair, there weren't many around and they were preoccupied with something completely different.
    Yet just two months earlier, Ami relented and agreed to try some mass-market occult nonsense with her friends. Normally, there was no way that this would have done anything, even with her talents. Yet the light bruising on her back showed that the Grail had already picked her as a candidate--and when she put the effort in to try and summon, something answered--which quite probably would also have not happened were she not in Fuyuki at the time, even with the grail elsewhere.
    This, naturally, caused problems. Summoning a Servant of any description, especially with witnesses, is hard enough to keep under wraps. But learning how dangerous it is and the associated risks... that people might come to somewhere as unremarkable as Fuyuki from America just to kill her off--and possibly her family--meant that staying here and trying to find someone that could help just wasn't an option. Ami would have to go and take part for her parents' and siblings' sake.
    They probably aren't too happy about her running away from home that way, though. At least the Servant part helped with getting the sword along to the USA with her.
  • Assets: None. Finding somewhere to stay is actually her first priority.
Hidden 6 yrs ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

Member Seen 7 hrs ago

  • Name: Astrid Kim
  • Age: 28
  • Gender: Female
  • Appearance: "I'm aware that I look a little young, but that does not change much of anything. I would recommend you not underestimate me."
  • Personality: Given her lineage, one might expect Astrid to be constantly seeking for battle, but that is far from the case; while she is somewhat quiet around strangers, her job as a translator has given her reason to be more curious and adventurous, often taking chances to explore the world and travel abroad whenever she is able. She is polite and professional, even outside of her job, but her guise slackens when among friends and allies, and she becomes a bit more playful (though still somewhat stoic) when around them.
    To enemies, though, Astrid shows no hesitation nor remorse in cutting someone down, be it verbally or physically. As she does have the morals of a modern era human, the latter is less oft used, but a few altercations in the past with less savory folks have led to more than a few broken bones in self-defense.
  • Skills: Astrid is well-versed in the nuances of spearplay and taekwondo, having been instructed in both from a young age by both of her parents, and even without the influence of any sort of magecraft, she is able to strike, defend, and counterattack far faster than the average human is able to. Aside from combat, though, Astrid is versed in multiple languages (English, Danish, Hangul, Mandarin, and Japanese) and is fluent in each of them. Besides that, though, she can sing—quite well, in fact, though that is something more reserved for the karaoke room.
  • Abilities: As the child of a Valkyrie and a human, Astrid has inherited qualities from the former that would make even some modern magi balk and hunt her down, should they be known. First among them, of course, are the wings—while they do not appear on her person on a day to day basis, Astrid can summon her own at will and use them to fly about. These may only last a limited amount of time per day (an hour or two on average), but consume no mana to use and may regenerate when not in use. While they are active, Astrid's eyes turn red to signal their activation.
    Beyond that, though, Astrid has knowledge of primeval runes and how to activate them. The runes themselves are rather multipurpose, able to stun, disarm, defend, or attack depending on the situation; the downside, of course, is that she must prepare any that she wishes to use well in advance of any fights.
  • Brief Backstory: The child of a Korean soldier and a Valkyrie that wandered the Earth long past the Age of Gods, Astrid was brought up in a very militant household. Though not as warlike as her mother might have hoped, the half-valkyrie still showed considerable physical prowess, likely in part due to her own heritage, and thus was put through a rigorous training regimen from a young age. Despite her own quiet personality, though, Astrid never shirked from either classes or training, and eventually the young woman ended up with a job as a translator at a major Korean firm. Even with the blood of a Valkyrie running through her veins, though, Astrid herself never sought out brave warriors as her mother once did?the pursuit of an energetic life in an era of (relative) peace was enough for her. All that was thrown out the window, though, once the Command Seals she now bore appeared on the back of her left hand.
    The summary from her mother, once she had passed on the information, was brief: this was a ritual to grant a wish, and thus would be the perfect place to find warriors worthy of entering Valhalla. The Command Seals were a sign that she, too, was a participant in this grand battle, and she would have no right to refuse.
    With no room to argue (unless she wanted to fight her mother, which in and of itself was a disaster waiting to happen), Astrid took a temporary leave of absence from her job to travel to Redrock, in hopes of at least coming out alive so she could return to a life where she didn't have to worry about blades coming at her throat like her mother had so oft sung of when she was a child.
  • Assets:
    • Declaration of the Great God (False): A degraded copy of a degraded copy, this is a replica of Gungnir based on the weapon that her mother owns. That being said, it does not have the same functions as the copy; rather, it functions as a weapon able to smite Demonic and Undead enemies with a much higher efficacy than other ones might, as well as being able to withstand a much higher strain from combat than what might otherwise be expected from combat; in theory, it is usable in combat as a Servant, but Astrid would never be able to do more than fight defensively against an enemy in that scenario.
Hidden 6 yrs ago Post by Anza
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Anza

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Name: Kazamyr Silvestrov
Age: 36
Gender: Male
Appearance: There are no miracles in magic.
Personality:
A trickster by nature, Kazamyr is notorious for being dangerous and untrustworthy, a man to be avoided at all costs. The problem is not that he is evil, for he is generally no crueler than most modern mages, but rather that he is unpredictable: Kazamyr is a man 'without pride' who is liable to throw away anything and everything on a whim. Some call him insane, others theorize that he simply does not care about small things like magic or wealth or honor, instead seeking something others cannot see. Whatever the reason, he's quick to antagonize, mocking his friends and enemies alike at every turn, which makes him difficult to get along with. However, he also has a strong sense of fun, being a person able to smile and laugh in even the most deadly of situations. It's impossible to make him get serious about anything, but at the same time he's at his most dangerous when he's not being serious at all.
Skills:
Kazamyr is a skilled user of Systema, trained in hand-to-hand, grappling, knife fighting, and firearms. He's well traveled and knows several common languages at a conversational level (English, Spanish, Russian, Mandarin, Japanese), and has a talent for mimicking local dialects and accents. Unlike many mages, he's decently versed in modern technology and culture, and knows how to blend in among mundane humans to some degree. Very sneaky and agile, also a decently good pianist.
Abilities:
Equipped with above-average magical circuits and an affinity for the element of fire, Kazamyr is a mage specialized in combat and reconnaissance. In addition to offensive and defensive heat and light-based magecraft, he's able to create small familiars from animal corpses, which he can temporarily infuse with his mana while close by.
Most powerful of all, however, are his Mystic Eyes of Illusion. Each time he makes eye contact with a target Kazamyr can imprint an 'image,' an illusion that distorts their perceptions around a key falsehood. These images can deal no actual physical harm, and will fade after a few minutes of being imprinted, though repeated eye contact with Kazamyr will allow him to renew an illusion or replace it with something new.
Brief Backstory:
Born into a noble magus family based in Russia, Kazamyr was raised to be a traditional mage from the very beginning. His education began early on, and though he was treated well, his parents held high expectations and pushed him hard to develop his talents. However, both he and his younger brother had been born with sub-par magical circuits, though Kazamyr's were slightly better, and though they sought to make up for their lack of natural ability through hard work and ingenuity, their efforts were not enough to satisfy their family. Eventually, the two brothers were forced into a ritual that aimed to essentially cannibalize the younger brother's circuits to improve Kazamyr's own, a process that succeeded but resulted in the death of the donor. Because of this, Kazamyr became extremely resentful towards his family and towards traditional mages in general, not to mention more than a little crazy.
As he grew older Kazamyr was sent to study at the Mage's Association headquarters in the Clock Tower, where he performed well in his studies but was repeatedly chastised for violent confrontations with other students, theft of Association property, and distribution of forbidden substances. After one particular incident effectively triggered an inter-college war between several major faculties, he was expelled from the Clock Tower for good, and disbarred from the Association as a whole.
Rather than returning to his home country, however, Kazamyr instead stuck out and became a freelancer, an occupation that suited him well and quickly led him to success. Though difficult to work with, his unpredictable methods and general lack of honor made him ideal for dirty or difficult jobs that more rigid methods would be less suited for. In the end, even the Mage's Association began recruiting him for certain operations, and over time he became known and hated as 'Kazamyr of the flickering flame.'
A few weeks ago, however, the well-known freelancer simply disappeared off the face of the planet. All attempts to contact him since have failed, and the general consensus is that he's either retired or dead. Yet some in the Association wonder if there might not be connection between Kazamyr's vanishing and the recent recreation of a legendary wish-granting artifact. If he does become involved, it's sure to be bad news...
Assets:
Mystic Code - Line of Fire: An amplifier-type Mystic Code in the shape of a black cane. Increases the range, speed, and penetrating power of offensive fire-element spells.
SIG Sauer P226: A handgun designed for concealed carrying.
KM2000: A military combat knife.
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KoL Knight of Lorelei

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Name: Kirsi Eirisphere
Age: 17
Gender: Female
Personality: Kirsi could be considered a bit eccentric if it wasn’t for the fact that all mages are eccentric in their own ways already. She’s energetic and happy-go-lucky, almost a goofball when it comes to her outward personality. However, her values are warped to the point that she’s completely ok with cursing people in horrible ways and literally grafting their souls to the dolls that she uses her familiars. That said, Kirsi isn’t an evil person, she won’t go out of her way to hurt others unless it’s absolutely necessary.
Appearance:
Skills: Aside from magecraft related stuff, Kirsi's only noteworthy skill is sewing which she does not only because her magic demands it but hobby that she caught over the years.
Abilities: As a traditionally schooled magus, Kirsi has all of the basics covered, with a knowledge of general magecraft, with an expertise in curses (especially the ever-popular Gandr) and bounded fields.

Her family's signature magecraft is soul transference and spirit binding. Kirsi employs it in an unorthodox manner; binding wraiths to mystic codes shaped like plush dolls (particularly damaged-looking teddy bears) that she carries around as key chains. With a minimal infusion of magical energy, the dolls are turned back to their normal size and do Kirsi's bidding. They attack with vicious claws and fangs that carry curses from the vengeful spirits.

In addition to her plushies, Kirsi has a sewing kit mystic code that has been passed down her family for generations, which she carries around in a pouch the whole time. It's collection a tools specialized for the creation of other mystic codes, but since they also carries a considerable number of curses of their own, they can be to fight other magi if need be. The most important items in the kit are a bundle of thread made from an ancient witch's hair, a set of needles made from narwhal tusks, and a pair of scissors whose blades are rumored to made from the shards of a demonic sword.

Lastly, as per the Eirisphere family tradition, Kirsi doesn’t have a proper Crest like most orthodox magi. Instead she carries the whole history of her family’s magecraft in a special, partially-autonomous puppet that contains not only their accumulated knowledge but also the very spirits of her ancestors. Originally, this special variation of a Family Crest used to take the form of a throne, but Kirsi used her weird genius to turn it into its current form. Any magus other than the chosen heir of their bloodline that tries to use the knowledge embedded in the Eirisphere’s crest will end up experiencing the worst curses that they have at their disposal.
Brief Backstory: Kirsi is the latest heiress of the Eirisphere family; a not particularly ancient magus bloodline, having between two and three hundred years of magecraft practice. Their household is located in the lands under the jurisdiction of the Edelfelts, even though they remain mostly independent as long as they can keep honoring their leasing contract.

While Kirsi is the most brilliant individual to be born in her family to this day, her quirkiness was a massive source of worries for her father. It was in fact one big surprise for everyone, including Kirisi, when she received the command seals that meant that she would have a chance to participate at the infamous ritual known as the Holy Grail War.

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KoL Knight of Lorelei

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• Name: Brynhildr
• Class: Lancer
• Alignment: Neutral Good

• Personality: Lancer is a calm and collected being. As beautiful and silent as the clear nights of her ancient homeland. Despite not being a very talkative person, she carries herself with enough grace and propriety that it would be hard for most to understand her standing as warrior queen even if they fail to recognize her true identity. However, all of her actions and words inevitably give away the terrible sadness that permeates every fiber Lancer’s being. Simply looking at her eyes is enough to tug the strings of the heart of even the most battle hardened Heroic Spirit; any normal humans caught in their wake risk completely losing themselves to the sight of Lancer’s tragedy.

Stats


• Strength: B+
• Endurance:A
• Agility: A
• Mana: C
• Luck: E
• Noble Phantasm: A

Class Skills


• Magic Resistance B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
• Riding A: All vehicles and all creatures but those of Phantasmal Beast and Divine Beast ranks can be used as mounts. This rank is high enough to have aptitude for the Rider Class.
Brynhildr was given the Riding Skill due to the anecdote that Valkyries rode on horseback. While the fame of her anecdote would have given her the Skill Rank of A+, her Riding has declined due to being summoned as a Lancer. It would become A+ if she was summoned as a Rider.

Personal Skills


• Divinity E: Although there is once a high aptitude as a Divine Spirit, it is currently quite low. She was once a member of the shieldmaiden group, the Valkyries, and the daughter of the Great God Odin, but the latter has deprived her of most of her Divinity.
• Mana Burst (Flames) B: A Skill that came from the anecdote where she fell asleep, surrounded by a ring of flames in a fire-packed pavilion. As her passion gets deeper, the flame becomes stronger, burning on the basis of her magical energy.
• Primordial Rune ---: She has Runes hailing from Scandinavia, almost known as Scandinavian Magic Crests. It is said that she, a first-rate magus, has taught Rune Magic to her beloved Sigurd. Originally, it was a Skill that shows the power of the 'Primal Runes' granted to her by her father Odin, but her power is being suppressed. If she demonstrates the true power of this Skill without possessing a Divinity Rank of A or higher, in addition to receiving restrictions on the use of her Noble Phantasm, severe damage enters her spiritual core and Brynhildr will soon disappear.
Her runes are said to be a million times more powerful than what modern mages use. Referred to as the Rune of Origin, when activated, it strengthens her Rune Magic, allows her to fly, temporarily amplifies her parameters, and even enables her to attain demi-god status. Though its use requires sealing her second Noble Phantasm, Brynhildr Komédia, the Runes itself are so potent that it could be classified as her third Noble Phantasm, and it could destroy Tokyo when fully powered. However, providing enough mana for a complete activation may be troublesome even to the most talented Masters. She can freeze objects and summon gigantic boulders with these Runes, including a great, majestic lump of rock clad in flames that is large enough to conceal the moon, referred to as Freyja: Venus.
• Hero’s Bridesmaid: A Skill that represents the nature of a Valkyrie that leads a hero to victory. It allows her to synchronize magical energy and give a plus modifier to every successful check made by the target of her choice.

Noble Phantasms


• Name: Brynhildr Romantia “Until Death Divide the Two Apart”
• Rank: B
• Type: Anti-Unit
• Appearance: A long, gigantic, and heavy spear with a large blade vaguely shaped to be reminiscent of a heart. The more Lancerloves her foe, the larger and more massive will be her spear.
• Effects: A passive Noble Phantasm that has molded the deep feelings of love towards the fated person as the spear of magic silver that she employed while alive. The deeper her love towards the target becomes, the more the weight and size of this spear will change. It displays a especially tremendous efficacy in regards to her beloved Sigurd.
At maximum love, the spear can weight more 5000 kilograms (approximately 11100 pounds), more than enough to slay even the goddess Hel. No matter the size and mass of her spear, Brynhildr can still swing it with the same ease and speed.

• Name: Brynhildr Komédia “A Trip to Hel Just for Me”
• Rank: ???
• Type: ???
• Appearance: ???
• Effects: A powerful Noble Phantasm carried with a strike of Lancer’s spear. It’s said to be able to cause widespread destruction, however, it has been sealed in order to power her Primordial Rune leaving many of the details regarding its specific workings unknown.
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