Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: Eichhörnchen needs a lot of money for his research and projects. He also realizes that he can turn Paris into another steady source of income and would be pretty excited about that.
Command Seal: Three stylized eyes.
Personality: A rather taciturn individual who has a strong sense of urgency and a skewed sense of risk assessment. When engrossed in something he tends to lose track of time and as a result still believes himself to still be 48 years old. Due to his supreme confidence in himself, however, if you were to tell him that he is in fact 38 years off the mark then he would look at you like an idiot and start using smaller words in his conversations in an honest attempt to help you out.
Bio: Across the breadth of the world there exists a multitude of beliefs that attest to the wisdom granting property of alcohol and water. The maddening visions gained from the drunkenness that resulted were treated as prophecy.
It is this path that the Zwanzig-Brotchen choose to follow. Beginning as a family of Germanic magi who sought knowledge through the recreation of Mimir's well and Odin’s sacrifice, they eventually expanded to become a family of Astrologers after securing a marriage from an established family in the Department of Astronomy. By incorporating their newfound knowledge into their foundations they began to slowly work out a path to the Root that did not consist of the naive belief that the recreation of Mimir’s well would be enough.
Over time they became more and more established and gathered underneath themselves a larger base of knowledge, eventually incorporating Christian iconography to stabilize and hide their mysteries before stumbling across the concept of Da’ath within Kabbalah. Linking it to the proposed location of Mimir’s well under the roots of Yggdrasil in the realm of Jotunheim, they utilized the mysteries of the moon and came up with a more feasible plan of actions towards their long-held family goals. How they fare remains to be seen, but they seem fairly confident in themselves.
As such the birth of Eichhörnchen Zwanzig-Brotchen was met with both celebration and apprehension. The continuation of any magi’s work is something to be happy about indeed, yet, with their goals seemingly within grasp, even if there exists that gap between practical and theoretical knowledge, one could imagine the hesitation the then head faced.
Regardless, he was unwilling to give up his humanity to continue the research of his family. And like the heads before him, seceded his position willingly to the young heir.
Currently, Zwanzig-Brotchen is known as a hermit family, having slowly withdrawn themselves from the politics of the Clock Tower, though they were once an active member of the Barthemelloi faction. Having grown frustrated with the lack of progress, and running low on funds (through his complete lack of financial literacy and skill) , Eichhörnchen has decided to join the Holy Grail War in hopes of attaining both a massive influx of capital and a steady revenue source through, respectively, the Holy Grail and the Second Ownership of Paris.
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Magic Circuit Switch: The bright luster of moonlight.
Number of Magic Circuits: C
Quality of Magic Circuits: A
Elemental Affinity: Water
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Magecraft:
- Astrology: Divination through the plotting of the path of celestial bodies above. Astrologers also frequently utilize the celestial bodies as a means to influence happenings and in the creation of talismans. In particular, the mystery and meaning behind the moon are the focus of the Zwanzig-Brotchen, which they utilize in conjunction with their other studies to great effect.
- Attribute - Flow/Cycles: The foundations of the Zwanzig-Brotchen magecraft. Fundamentally the action and ability of movement between form or the cycle of ‘creation’ and ‘destruction’.
- Divine Eye of Providence: Not much of an actual field of study, but instead an ‘angel’ that the Zwanzig-Brotchen attaches to their magecraft.
- Elemental Magecraft - Water: Mastery over the element of water. Manipulation of the element itself is a trivial task but is something rightfully looked down upon as something crude and unsightly. The Zwanzig-Brotchen prefer instead to utilize it in conjunction with their magecraft and understanding of flow as a means for information retention.
- General Magecraft: Basic magical instruction on practices all magi worthy of the name should know.
- Kabbalah: A somewhat recent addition to the libraries of Zwanzig-Brotchen. A broad magical foundation with many different schools of thoughts on it, the Zwanzig-Brotchen primarily study and specialize in the study of the ambigious Da'ath as an abyss, a definition that fits and benefits their own magecraft.
- Mystic Eye - Godsend (L): A major component in the work of Zwanzig-Brotchen magecraft. It is said the Moon receives the virtues of the celestial spheres and pours it out into the world, and is as such the source of natural virtue in the material world. Just as an image receives power from the original, Eichhörnchen receives the future via his right eye and then creates a distortion within the image he receives.
- Pure Eye - Runni Vagna (R): The act of sacrificing Odin’s eye to drink from the Mímisbrunnr was an act of giving up gross material vision for a superior perception. By having given up his physical sight he had gained supernatural insight. Like the All-Father they so fervently seek to emulate, the Zwanzig-Brotchen had induced a mutation unto themselves to create a Mystic Eye capable of providing an innate understanding of the astrological signs, producing a unique form of future sight based upon the calculations of the stars.
- Norse Mythology: The cultural trappings and beliefs of the Germanic people with special consideration towards Odin, as their studies in Astrology help bolster and hide the mystery of their subject.
Crest: 7 Generations
Weapon:
- Mystic Eye Killers: A pair of aviator shades that function as Mystic Eye Killers. It’s been tinted so darkly that it’s physically impossible to see through with the normal eye. How he manages to get around anywhere without bumping into anything or tripping is a mystery…
- Gungnir Image re;Charge: A finely crafted cane made of high-quality White Oak. While the principle behind its construction lied with the famed spear of Odin, it is further enhanced with Kabbalistic knowledge and Astrological treatment. It is no more than a tool which reinforces the connection that the Zwanzig-Brotchen have created through emulation with the All-Father. Upon the ‘tip’ of the replica are a series of runes, from which it is said Odin’s powers derive from. Furthermore, by tying the path one takes when discovering the aspects of the Sefirot with the meaning of the Oak as a tree of Kings then reinforcing that once more with the Moon’s image being that of a man riding a rabbit, then associating Frigg as Freyja, the meaning of Gungnir as a symbol of Odin’s Ability is preserved.
Exceptional Benefit:
- Superior Mystic Code
"I reject my paganism, Odin!"
Örvar-Oddr
The Arrow’s Point
Class: Archer Gender: M Attribute: This will be given to you upon approval.
Era: Viking Age Alignment: Chaotic Evil
Personality: An immature person who could easily be called spoiled and childish. Spitefully asking for riches in return for a reasonable request while mocking the dead. Yet, to those he considers as brothers, he is just as big-hearted as he is immature. Respectful of their wishes even if he himself does not agree, he sincerely wishes for a ‘happy end’ to those he cares about.
While he may outwardly espouse his desire to have finally defied his fate and instead died an honorable death, if he is able to gain a hold of the grail he would without hesitation wish for his blood brother Hjalmar to have survived his battle against Angantyr so that he may return to his beloved.
Weapon: A bow and magical arrows. His hands. Rocks. Boat rudders. Anything he can get his hands on.
Parameters:
Strength:B Endurance:B Agility:C Mana:D Luck:E
Class Skills:
Independent Action:B Archer is able to act without the support of a master for up to two days, however, this is the ideal value achieved by conserving mana and avoiding battle and Noble Phantasm usage. A ferociously independent man who went and traveled the world in the pursuit of glory and riches. While he left his homeland for his own selfishness he was often accompanied by companions and often made comrade on his journey.
Magic Resistance:C Different from the rejection of magical energy, this skill cancels spells altogether. Cancels spells of two verses. However, it cannot defend against magecraft on the level of High-Thaumaturgy and of Greater Rituals
Personal Skills:
Proof of Friendship:C The ability to suppress an enemy’s fighting spirit to a certain extent where dialogue becomes possible. The only exception to this would be servants possessing a Mental Pollution skill. In regard to a Holy Grail War, an advantageous check can be obtained when constructing temporary alliances. Someone who had traveled and pillaged many lands yet made blood brothers of many champions of kingdoms. Perhaps most famously would be his cherished friend Hjalmar.
Bloodstained Demon:A Archer boasts a great martial history aside from the feats attained by his archery. From using boulders, axes, and even the rudder of a boat, he had waded into the tides of chaos with anything he could find and conquered his opponents in his search for glory and riches. Provides a bonus to close range combat power. From his homeland of Iceland to the birthplace of Christianity, he had pillaged and fought his entire journey, spreading his name far and wide across the earth.
Golden Rule (Glory):A A skill that denotes the ability to acquire glory. For Örvar, who had left his own homeland for over three hundred years in the search of glory and riches, the glory he had himself attained soon became synonymous with his own existence. No longer did he go out and seek famed champions and fighters to defeat, instead, young glory seekers came to him in the hopes of attaining great fame.
Noble Phantasm:
Name: Gusisnautar Title:Home Is Never Too Far Away Rank: C
NP Type: Anti-Unit Range: 1 - 100 Maximum Number of Targets: 1
Description: A quiver of six arrows gifted to him by his father. Enchanted to never miss and to always return, they also carry with them the concept of ‘piercing’. While not strong enough to contest with defensive armaments of Noble Phantasm tier, they are able to go through any meager protection offered by magecraft and other lesser protective measures.
Somewhat disappointing for an Archer, it’s true value lies with the passive nature of this Noble Phantasm. Invoking its True Name will unleash a flurry of arrows, an unceasing barrage directed at a single target, taking advantage of the returning nature of the arrows and the piercing effect to chip away at any obstacle in his way.
Name: Olvorsbolwerk Title:Dave Rank: A+
NP Type: Anti Unit Range: 0 Maximum Number of Targets: 1
Description: A continuously active conceptual formalwear given to Örvar in return for his mercy. A silk shirt that fixes an image based upon the ‘glory’ attained by Archer and forcibly maintains it while upon him. However, similar to projection magecraft the more strain that image of glory is under the harder it is to maintain, and once that glory has been broken, the image itself is lost.
Much like a certain other heroic spirit, all attacks of its rank or below will be ineffective, while any attack above its rank will have its attack value cut from the defensive value of Olvorsbolwerk. Truly a monstrous defensive armament, fitting for Noble Phantasm the legendary sword Tyrfing likely wouldn’t have been able to cut through. Yet, just because wounds would not appear on his skin does not mean he is totally invincible.
Name: Watanya Cicillia Title(s): Miss Annie Oakley, the Peerless Lady Wing-Shot(and many others)
Class: Archer Gender: Female Attribute: Human Era: Age of Man Alignment: Runaway Good
Personality: A woman with various names who always despised her origins. Normally, she would be a virtuous 'Princess of the West' of upstanding moral(Victorian) value and practicality. However, something is definitely wrong.
Her personality has become frankly put, 'unsightly'. It seems to be a form of Mental Pollution. This is a product of some sort of foreign corruption, but. . .?
Absolutely insists on being called her 'Indian name'.
Bio: The woman who brought the West to a wider world, Phoebe Ann Mosey. She spent her earliest years floating between poverty and an abusive household, considering her caretakers nothing more than 'Wolves'. Archer had a rocky life, and trained her sharpshooting skills from the age of seven to survive. In no time at all, she had completely reversed her families financial issues with her capacity to hunt big game for food and profit. By the age of 15 she defeated a famous sharpshooter, making him her husband shortly after.
From that point, her life as a performer took off, and she eventually became the star attraction of Buffalo Bill’s Wild West Show. Performing in the courts of Europe along with the Paris Exposition, she took the aristocracy of the continent by storm. Popularizing the concept of the ‘Frontier Lands’(Wild West), Archers name and deeds had spread far enough for even the King of Sengal to request her help in hunting wild beasts.
Though she came close to death with a train accident, she was one of the miraculous survivors and managed to lead a normal life after. In the end, she passed away peacefully to old age late into her life, after having trained countless others in Sharpshooting and firearms.
However, it would seem that this version of Archer is closer to her various anecdotes and legends than normal.
Weapon: Two S&W Model 3 Revolvers, Model 1886 Repeater Rifle, and a Cashmore Double-Barrel Shotgun. In practice the quality of weapon she uses isn't relevant thanks to Showmanship.
Parameters: Strength: E Endurance: E Agility: B+ Mana: E Luck: B
Independent Action: A Can act in the absence of a Master. It’s possible to stay materialized for around a full week at most. However to use Noble Phantasms of great magical energy consumption, back up from the Master may be necessary. There is no doubt she was a woman who asserted her own independence even at the age of eight, but there is more to it than just that.
No matter how she may seem, Archer is a 'Star' that shines on stage all by her lonesome. That is the very essence of Archers Beauty.
Riding: C Because she is a modern Heroic Spirit, she has no resistance to magic. Instead, the Riding skill has been granted as compensation.
She exhibits above average skill with vehicles and animals comparable to her time. Especially in relation to trick shots, Archer skillfully used mounts and vehicles in many of her performances. However, she cannot ride the likes of Phantasmal Beasts. There seems to be a greater potential hiding within this skill, however. . .?
Showmanship: EX Mutation of the skill Marksmanship. A Performance-style skill gone deadly. Archer is the one who firmly established the notion of 'impossible gun accuracy' in the eyes of both her countrymen and the world. Marksmanship normally covers 'all-around shooting techniques', but here these have become synonymous with dazzling trick techniques.
A skill that has broken through to a genuine miracle in the same sense as the greatest Martial Arts masters. In comparison to Marksmanship, it has been twisted toward a 'mind boggling performance'. The likes of bullets bouncing off walls, ignoring the normal rules of firearms, 'impossible' hyper long distance shots- all are the norm. Her regular self has a questionable viewpoint of, 'they're pretty mundane and speaking honestly here a bit boring'. At this rank, it has defied physics and gone into the realm of something utterly obscene. She is a oddity with an atmosphere similar to a Sword Saint from the Orient. Though her form may be a bit unsightly now, there is no doubt Archer is a monster among monsters within this singular expertise.
Performance Continuation: C+ An altered form of Battle Continuation. The strength of one’s life force during predicament, normally. In her case it especially governs continuing as the Leading Actor. Regardless of being pushed back, defeated, or ran off she will just continually show up once again.
No matter how great the injury, circumstance, or distance- the show must absolutely go on.
Eye of the Mind (True): C A danger-avoidance ability that utilises the intelligence collected up to the current time as the basis, in order to predict the opponent’s activity and change the current situation. This is not a result of talent, but an overwhelming amount of experience. A weapon wielded by none other than a mortal, gained through tenacious training. Archers capacity for observation is deeply related to her aptitude as a Sniper, a capacity she would've retained in some form even if she never picked up a gun.
Especially in relation to her trick-shot abilities, this skill shows extreme worth.
Innocent Monster: E An incomplete skill for an incompetent Servant. The influence of perception has transformed her abilities, demeanor, and appearance(apparently). It would seem she is closer to the Oakley of various tall tales and anecdotes- but there is definitely more going on than just that. Also, this seems to function similar to Mental Pollution. Much to Archers chagrin, her height has not increased in the slightest.
Coincidentally, this skill may not be removed.
Name: Phoebe Iluminatus Title: Scorching Shot That Burns Through Legacy Rank: D NP Type: Anti-Unit Range: Unknown Maximum Number of Targets: - Description:
The crystallization of the performance known as 'Annie Oakley", a sublimation of her way of life. The very phrase 'Wild West' was something popularized by Buffalo Bill's Rough Riders. The star performer of that show which spread the Wests folklore and tales was Annie herself.
The fictionalized 'Wild West' that inspired hopes and dreams across the world were the heart of her performances, the heart of Archers existence. It would be no joke to say that she had a key part in the 'Wild Frontiers' establishment in the worlds consciousness.
The Wild West itself is a place that exists under the sight(observation) of humans. Yet at the same time 'the Frontier' also intrinsically lacks any imposition of Mankinds Civilization(Order). Reflecting the nature of the Wild West itself, this Noble Phantasm enacts a type of illusion degradation through Mankinds Observation. Illusions that find strength in concealment will doubtlessly have their meaning drained.
The Noble Phantasm has crystallized its form as a bullet, reflecting the law of that Frontier. It is not enacted by a specific gun- but rather "Annie Oakley firing the gun" instead. Being the purest expression of her performance(life), it always ends up being a twenty-five hits to twenty-five targets style of bullseye trick-shot. That being said it's still just a normal shot, and in fact doesn't even deal damage to living targets.
A Noble Phantasm very similar in atmosphere to one owned by a certain Inventor. Since he failed to produce a lightning gun like she asked, Archer doesn't feel guilty.
Alignment: Chaotic Evil Objective for the Grail: Steal the grail and then throw it into space, because that sounds like the rudest thing she could possibly do. Command Seal: An eye glaring, surrounded by a halo. Personality: A human that has yet to experience despair, for one reason or another. A strange girl that carries with her an undeniable sort of charm, although childish and erratic in its nature. A part of this charm is the fact that Ahez thinks in extremes, believing that something like ‘moderation is, obviously, something for babies and web forums, and as such leads to her radical position on the Clock Tower and how things ought be, and she has little hesitation in following her unreasonably direct principles.
But it does create a question; did she become the sort of maniacal cartoon mastermind as a result of this thought process, or was she born with a destiny to become one? For despite her youth and childishness, she nonetheless has the wit and intelligence to remain at the head of a deeply rooted underworld organization filled with much less cartoonish characters, who follow her willingly.
Biography: A girl who has been Zeroed. Through some means or another, the history of Ahez prior to her emergence into the midnight world is nonexistent, beginning when she was actually much younger. It has created an odd experience for those around her, watching a literal child grow into something slightly less of a child, yet nonetheless commanding an almost kingly presence, albeit largely absent of the regality expected.
The girl was a child when she embraced her role as one who enacts change. And now the name ‘Ahez’ is one of repute among the bickering factions of the Clocktower, one which most can agree is far too radical to allow into the discourse, even if she should be the unrequited ally of some. While her exact lineage is unknown, it is suspected she is from a family at least four centuries old.
Thief, terrorist, tormentor. Fool, false, fanged -- she has been described in many ways by her ‘peers’, known for leading spellcasters and more chaotically aligned magus into her way of thinking, be it through monetary bribes or simple conversation.
“Nyahahaha! Elrod, you silly old man! You can’t honestly expect such gentle ways to bring the change you want, can you?! Just leave it to me, and my Garuda Canticle!”
Magic Circuit Count: C
Magic Circuit Quality: B
Affinity: Wind
Magecraft
Taught in the fundamentals of Magecraft and beyond, although her education has always been less specific to herself, due to the types of people she has surrounded herself with for her education. Instead she has a very ‘practical’ sense towards Magecraft, effectively a Spellcaster more so than a researcher, but she nonetheless retains the designation of ‘Magus’. She is interested in the Truth, although her route is radical and hardly guaranteed to provide results in her lifetime, but that is linked to her Mystic Eyes.
Lair Creation
Certainly different from a Workshop, a Lair is where true masterminds plot their nefarious plots. Wait, that’s repetition. What’s so different from a Workshop you say? Well, they’re Evil aligned. Trust me.
Wind Magecraft - Tarkshya & Vynateya, the Gale Yaksha Dance
The oldest artistic expression. The movement of the body to convey meaning. The oldest ritual. To dance.
The Yaksha Dance is hardly the only form of Magecraft which uses dance as an associative medium to enact rituals. The Yaksha Dance is a performance to which entertainment is merely considered an ideal, rather than the intended effect. A Magecraft based on an older method recorded by Bharata Muni, an ancient practitioner and theatraologist, it was actually developed in the past three centuries by someone linked to Ahez after residing in India.
The movements and spells of the Yaksha Dance are divided into two distinct schools: the Tarkshya Steps and the Vynateya Acts. The Tarkshya aspect can be seen as individual movements that are enhanced, parts of a performance that are in and of themselves enhanced through the gesture of the enaction, the movement acting as a ‘trigger’ for her Magecraft. Visually, it is none too dissimilar from the Sensou style of Demon Killing techniques, even allowing one to step through the air.
The Vynateya Acts are more visually recognizable as Magecraft, clear cut rituals and spells done through the body. It is a craft that resonates with the idea of combat based magecraft, effectively turning the likes of utilizing Magecraft in such a manner into a Martial Art. The intent is to weave together different Acts into strings of coherent dance, creating a dynamo-like effect when utilized alongside Wind Magecraft that only empowers each subsequent Act. The further the Act, the more fervent and energetic the movement, the stronger the Magecraft becomes.
There is a hidden school of techniques within the Yaksha dance revolving around illusionism and entrapping the mind within ‘alternate worlds’, although this is a form of Magecraft reserved for those who resonate deeply not just with the Magecraft, but the art of it too.
Chimerology
The study of chimeras. Naturally, this study also implies the creation of them. This can be anything from the iconic, multi-beast fused monsters, or humans with various animal traits meshed into their blood to give them an enhanced condition. A practitioner of Chimerology can effectively make their own familiars from the ground up, as opposed to converting a corpse.
Mystic Eyes Variant: Disaster
Actually Pure Eyes. A symbol of her pedigree as an Ideal King, although a twisted one. Her Mystic Eyes grant her the ability to see potential futures, but only those that could otherwise be described as a ‘dead end’, or ‘disasters’. The causes and effects of those realities are known to her, although she can only see so many. She keeps a record of each future perceived, and considers how they may possibly be averted. Visions of such futures can occur at convenient times, such as when the ‘dead end’ relates to herself, and allows her to then move away from that ending. A contributing factor in her skill as an escape artist.
Ideal King Phenomenon (Hell):
King of the Lost Ones. To be born an Ideal King is a terrifying burden.
Crest: 4th Generation Weapons: Unukalhai: Gripped Neck of the Serpent Seeking out the most immediate doom, and strangling it. A Mystic Code born from Ahez initial struggles with her clairvoyant eyes, Unukalhai filters out her 'vision' of Disaster into her other senses, effectively diffusing the 'medium' of the Mystic Eyes into a sort of acute sixth danger sense, instilling her with the awareness of imminent and potential harm without inflicting the 'vision' of it, allowing her to react faster than she otherwise would. While it does nothing for far-flung visions, the futures 'born within the moment' become more tangible than ever.
It is also on some level a filter through which she views the world. In that way, she does not share the same vision of the world to everyone else. How Cartisian.
Mutagenesis Injector The creation of a chimera is busy work, so the Mutagenesis Injector is a blessing. A large needle which takes the ‘reagents’ of a chimera, and injects them directly into the subject while accelerating the alchemical and thaumaturgical processes into a matter of moments as opposed to weeks. When done in an improper environment, it creates the real risk of a rogue chimera, a creature which is not bound to any one Magus and develops chaotically until its eventual self-termination by energy expenditure.
Dancing Queen: Gloves Movement Direction Units, Dancing Queen. A Mystic Code that comes in two shapes, the first of which is as a pair of gloves. Synergizing with her dancing and the movements of her arms and hands, Dancing Queen enables the creation of ‘cutting air’ with Ahez’s dance, and even without. In essence a means of greater control, shaping and empowering of her wind magecraft. A supporting crutch for Ahez’s natural abilities more so than a deadly weapon in its own right.
Dancing Queen: Boots The deadly evolution of Dancing Queen. Ahez’s speed increases by an order of magnitudes, dangerously so even, and actions undertaken with Dancing Queen are blindingly quick. This form of Dancing Queen enables Ahez’ most violent dances, although at the cost of exceeding the limits of what even an enhanced body can endure, quickly burning her out.
Just Here For Cereal In A Cup Abe no Seimei
STR: D | END: D | AGI: A | MAN: A | LCK: A | NP: B
Class: Caster Alignment: Lawful Neutral Attribute: - Place of Origin: Japan, Heian period Armaments: Ofuda, jian, a book
Class Skills
Item Construction A+
The ability to manufacture magical items. It is expressed at what is arguably the highest level for an Onmyodo, resulting in the creation magical items and relics that would be coveted the world over. The act of Shikigami creation is encompassed in this iteration of Item Construction, which is the conjuration of a spiritual entity to act as the familiar of the conjurer, usually bound to folded paper often representing a ‘body’.
A Shikigami is a familiar, albeit one which is in and of itself a member of a phantasmal species, although reduced and contained within a weaker body. Their being is then used to power some other purpose, be it something as simple as tracking someone, unleashing a curse upon them, or acting as a guardian spirit. Their purpose is wide and varied, and Abe no Seimei is at the peak of such a delicate craft, but he cannot recreate his greatest sorts -- the Heavenly Commanders -- as a Servant in his current state. To do so would be akin to summoning a whole living, sentient magecraft system into the world.
Territory Creation C
Although capable of building a workshop, his personality is not cut out for it. In life he often wandered off for weeks at a time, seeking out a threat to the throne to neutralize. On top of his natural constitution and ability to ‘work on the fly’, he usually needs to put his mind to making an effective workshop. Besides, the Emperor usually deals with all that busy work!
Personal Skills
Way of Ying & Yang EX
The system of Magecraft known as ‘Onmyodo’, the synthesis of astrology, shamanism, geomancy, wu xing and alchemy. An omnipotent art which defined the Magecraft of a Culture Sphere. It may be called a contrast to the Divine Words, a Magecraft almost seemingly designed to reject the mischievous supernatural and empower man.
Such is by the design of Abe no Seimei. By his hand, the pillars of Onmyodo were solidified. His Shikigami, the Heavenly Commanders, themselves act as the ‘living Magecraft system’ of Onmyodo, although unrepresented as a Servant due to the restraints of his Saint Graph.
It is reasonable to assume he commands Onmyodo at a level beyond all others.
All fields contained within Onmyodo are expressed at their highest level. Rituals have their execution time reduced significantly, the creation of Onmyodo related magical items has an increased success rate and overall improvement in quality, a reduction in necessary resources and increase in speed of production. Ten-Count incantations can be executed in a single action.
Mystery Killer B
The aptitude towards the slaughter of entities of Mystery; creatures of myth, people of legend, faeries and their favoured, and those that would otherwise chafe under the Common Sense of Man.
Abe no Seimei is responsible for many, many dead phantasmal species, either directly or indirectly (largely the latter), his actions thought out and intentional. His ideal was in fact a land which did not have to worry about such things, where Man could indulge in their entertaining conflicts without worry of the judgement of any god or demon.
He is not the greatest killer of his time. That belongs to the one he enabled -- his only equal in all lands, the other Perfect One who also excelled to an inhuman degree, much as he had. It was their odd ability to relate to one another which drew them together, and their none too dissimilar goals which saw a transformation in the land.
To this day, the techniques of Abe no Seimei are used to kill demonic entities and monstrous beast alike. The Magecraft of killing Mystery is a contradiction if there ever was one.
Mixed Blood EX
The blood of an inhuman being is mixed in with the blood of the holder, granting them traits of both man and the respective inhuman.
Abe no Seimei is a hybrid of a human and the partition of Inari [Kitsune], granting him the constitution and abilities of the latter and distancing him from the ‘human’ mindset and rendering the state of empathy for both sides of his lineage null to a certain extent, due to being unable to relate to either.
That is not to say that he does not feel for them. No, his feelings for humanity and phantasmal alike nothing short of incredible. It is an overwhelming love which can never be understood by anything short of a fellow hybrid standing between two worlds. Humanity must thrive, but people must die. Monsters and gods must be banished, but the spirituality of the world must survive. Such it is, an incomprehensible and destructively constructive love.
Seimei himself has an inherent understanding of the act of ‘loving’, be it as a husband or wife, fling or friend -- he can perfectly fit that role for whomever he chooses, while he himself may feel absolutely nothing for the one he acts towards. It is a sort of subtle charisma that relies not on the presence of the self overwhelming others, but the meaningfulness of personal and private interaction. One could call it the ‘charisma of a serpent’, or the ‘charisma of the common man’. It is even the ability to understand even the insane and mad and their pivots, forming reason for the unreasonable, yet remain completely unable to understand them as human beings -- so it is said, at least.
It is also the lineage that explains his inherent talent in Magecraft, being born as a split between a practitioner and a creature of mystery. With this lineage comes a naturally deep pool of efficiently regulated magical energy. His blood also enabled him to control the likes of weaker examples of phantasmal species.
Frankly, his motivations are batshit, and this is likely due to his state as a hybrid too, so it’s not all sunshine and good times. Although he tends to think it is.
Youkai Watch A++
The eyes of one who perceives truth. A cousin to the Clairvoyance skill Abe would otherwise carry in differing circumstances, it is the manifestation of his ability to perceive past the deception of his enemies and rivals and the tricks and ambushes of youkai. The appraisal of things, the conduct of enemies during battle -- all perceived through a lens of filtering truth. The effectiveness of his eyes is only improved further through creative application of his Magecraft.
Noble Phantasm
Hoki Naiden Seiman Sealed Pages of Untold Purity Type: Anti-Unit Rank: D Range: 1~30 Targets: 1
A book containing the secrets of Onmyodo, drafted and completed by Abe no Seimei. Coveted and desired by practitioners across the land, it is the ultimate collection of knowledge relating to all matters of the system of Magecraft Abe no Seimei revolutionized. If it is within Onmyodo, then it is also within the Hoki Naiden.
This Noble Phantasm can turn even the most average of men into an outstanding Onmyoji, a credit to Abe no Seimei’s draftsmanship more so than the power of the Noble Phantasm itself. But his handwriting is also garbage to the point of ineligibility, which is a strange contradiction given his clean execution of ofuda and calligraphy.
Naturally, it is also completely useless to Abe no Seimei, as he has everything he needs to know in his head. So instead it becomes a bludgeon and sometimes a thrown weapon, and conveniently also acts as a sort of mana furnace, producing enough of its own ambient magical energy to halve the cost of all acts of Magecraft enacted by Abe no Seimei by half. More importantly, it can leave a nasty bruise on an oni.
Shin Taizan Fuku no Sai Five-Cardinal Barrier Court: Yama Kings Inverted Salvation Type: Anti-Unit Rank: B+ Range: 1~30 Targets: 1
The ritual known as the ‘Taizan Fuku no Sai’ is the highest secret of the Abe clan, containing within it the Mystery of True Resurrection, although unmastered. Instead, it was used to extend the lifespan of the Abe clan and their lords, adapting into whatever form was required in order to prolong the ‘fate’ of the target. Such a use was easier and less convoluted than waiting for them to die, and then bringing them back to life.
This Noble Phantasm is not that Taizan Fuku no Sai. It is the mark of Abe no Seimei’s supremacy, turning a miracle of restoring life into one of banishing life. Rather than a request to the kings Enma and Taizan and their infernal judges to protect and restore someone, it becomes condemnation to their judgemental deliberation. It remains the same act, only having undergone the process of altering through raw intent and control over the elements at play.
A cage of heavenly cherry blossom trees, winding out from the ground and trapping within their serpentine trunks spiritual bodies, monstrous entities and divinities -- the enemies of Abe no Seimei’s ambition. The trees themselves are an extension of the domain of Taizan, and his fellow Yama Kings, a literal breach of the ‘underworld’ beyond the Underside. Those things trapped within have their force of providence progressively reduced and their state weakened, brought closer and closer to the state of ‘judgement’.
The arboreal chains which forge the cage shoot forth as lighting bolts, winding through the air in odd angles and twists, until they converge and strangle the corpus of their target, eventually forming a complete cherry blossom, surrounded by the spider lily.
A Noble Phantasm that is just a weird flex on his part.
Objective for the Grail: To rid his lineage of the degenerative madness which has long afflicted them.
Character Objectives: -Reestablishing his family in the magickal community by winning the war and taking Paris. (primary) -Continue his line and traditions of his family by marriage into another magus family. (Secondary) -Add to the family grimoire. (Secondary)
Command Seal: A jagged crown with five points.
Personality: A grim gentleman, with the air of authority expected from one who has raised to head both family and estate. Maurice de Sauvage was once a bright and gentle mannered child, who has since become victim to the decay of his line. Black thoughts and darker moods typically wash over him in waves, wherein he feels the voices of the spirits speak their loudest. Often he will isolate himself when these fits become particularly intense, spending hours or even days locked away in bouts of shouting mania. Little brings the bitter magus joy as his family's 'curse' tightens its grip on Maurice.
Bio: A native of Louisiana, Maurice de Sauvage was an only child, and most recent heir to the Sauvage traditions of magecraft. Tracing their lineage back to France, for roughly five-hundred years they have practiced their craft in pursuit of knowledge and prestige. From an early age he was groomed to take on the mantel of heir and head of the family, being the only child his parents would ever have. As such, his was a lonely and regimented childhood, being schooled privately by his relatives and various hired tutors. Eventually the time came for him to inherit the family's crest, and with it a piece of the Libre de Sauvage: a grimoire of the collected magickal research and writings of the Sauvage family over the past five-hundred years. At that tender age, Maurice was also put into contract with a patron spirit (as is tradition for magi of the Sauvage household). A spiritual tutor and guide whom the initiate might learn and profit from, in exchange for sacrifice and adulation by the mage. Maurice's own patron spirit is Baal'Berith, Lord of the Covenant and an ancient spirit of death and sorcery. Since inheriting the crest, he has worked closely with the spirit, waiting for the visions, whispers, and omens to present themselves in the midst of his studies. To this day he praises Baal'Berith, reaping the benefits of such devotion as the spirit aides him in the pursuit of occult knowledge and power over the spirits of the dead. The young magus soon began to keep a meticulous and well organized tally of those spirits and specters with whom he trafficked, and those which owed him service.
As he grew, so did the rot and foulness of his line within him, his kin, and their very dwelling. His mother passed of a wasting fever, his father finally succumbed to madness, and the already bleak plantation house had grown even more dilapidated. Still, as his forbears had for so many years, Maurice de Sauvage pressed on in his studies. Soon, with the passing of all other relations and the resignation of all but those most essential and loyal of staff, the magus was alone in his ancestral home. Gone were the small yet comforting gatherings of family and acquaintance of his boyhood years, replaced now with grim silence and the whispers of the spirits. This lonely existence only seemed to exasperate the sensitivity and black moods which plagued Maurice, bringing him to volatile and often violent outbursts over seemingly imaginary slights and unheard arguments. In time Maurice would himself come to realize that staying in his beloved home in such isolation would only destroy him. He would not be the one to finally destroy his line, no matter how far it might have fallen. The name of Sauvage would again instill respect and a healthy fear into those who had reason to know it. After some weeks of meditation, divination, and communion with his patron and the spirits the opportunity he sought had presented itself. The Grail war, an event he'd only read of in passing during his schooling, but a chance to cure himself of the ailments which afflicted him and to restore his family to their former glory! Preparing himself and with the guidance of Baal'Berith, Maurice de Sauvage now makes his way to Paris, with grim determination on his face and a dark ambition in his heart.
---
Magic Circuit Switch: Mental focus on the sigil of Maurice's patron spirit.
Number of Magic Circuits: C
Quality of Magic Circuits: B
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Elemental Affinity: Ether and Earth
Magecraft:
General Magecraft: The fundamentals of magickal theory and practice known by any student of the arts, including formal craft.
Astrology: Study of the heavens and their motion, years of stargazing and practice have given Maurice a firm command of western astrology as a tool for divination, self assessment, and its use in empowering other forms of magecraft and rituals. By aligning ritual objects and diagrams to mirror the proper astrological conditions, conducting rites while the heavens are within certain positions, or using materials which better conduct the power of individual bodies, Maurice can use the power of the stars to sometimes horrifying effect.
Black Magick: A remnant of the folk magick with which the Sauvage family began their studies into occult, blended with their newer forays into the local traditions in the southern United States. This can pertain to various spells with the power to blight, harm, and otherwise endanger or inconvenience a target individual or location. However, it can also be used more in utility, creating strange and foul items of power that might confer invisibility, grant strength, or gain one the love of another. Often involves crude and rather macabre ingredients, such as sacrificing small animals, ingesting blood and liquor, or making use of human remains.
Demonolatric Voodoo: The expertise of the Sauvage family, a strange melding of European folk magick, renaissance demonology, and the voodoo practices of the South. Much like traditional voodoo, the magician invokes the power of spirits, through which he can command great power. However, rather than the traditional Loa, or even Christian angels or saints, the Sauvage tradition invokes the power of demonic entities summoned in the classical tradition of magickal circles. Regardless of the distinction, the effects are roughly the same given that the widespread belief in angelic and daemonic entities helps to stabilize the magick itself. Maurice traffics with these entities, who (as per popular belief) were lords of the low places and masters of the secrets within them. Praising and giving homage to such entities grants Maurice a portion of their power and influence over the material and spiritual planes. They may even assist him when channeling otherworldly energies and gaining the service of departed spirits. The construction of idols and talismans to these spirits, and sufficient sacrifice will often please the demons enough to bestow greater favor upon the magician.
Crest: Twelve Generations old
Weapon:
Ritual Knife: A curved blade which was fashioned by his great grandfather, cooled in sacrificial blood and inscribed with all manner of ancient and occult symbols. This item has been in use by the Sauvage family as a ritual component for roughly a century, and has become a powerful heirloom in Maurice's hands. With it his power can be focused and amplified to a greater degree. To him, it is as though the veil becomes thinner and the spirits more familiar with its bite, the blade's keen edge drawing back slick with their essence.
Idol of Baal'Berith: A two foot tall statuette of a crowned skull atop a ziggurat. Painstakingly carved from solid oak, and treated with all manner of sacred oils, Maurice has used this small idol as the center of his shrine to the demon in question. Countless animals and men have had their blood and other fluids spilled onto the statuette, which has stained the object a dark, reddish-brown. Maurice himself has offered his own blood in devotion to his patron rather frequently. Now that he is in a new land and left his home behind, it will act as a fairly mobile shrine for the magus, empowering his magecraft and rituals. In time he hopes to have it once again sit center within a proper shrine and alter to his patron.
Talisman of Minor Luck: A talisman crafted by Maurice to protect himself from curses and predatory powers that might wish to target him. In truth its blessing from his demonic patron has helped to increase his luck in day to day life and in dire circumstances.
.38 snub nosed revolver, switchblade, chalk, candles, cigarettes and case, matchbook, incense, brandy, one hundred euros (cash), suitcase filled with spare formal and leisure wear.
Exceptional Benefit: Libre de Sauvage- The heirloom Grimoire of the de Sauvage family, handed down from heir to heir since the day their distant ancestor began his studies into the occult. Contains the total sum of the combined knowledge and experiments of each member of the de Sauvage family who became a practitioner of the Art. Rituals, formulae, incantations, a list of the various pacts made by the family, and other such secrets fill its ancient pages. So integral has it become to the identity and traditions of the Sauvage family, that a small portion of the tome has become the foundation to the crest implanted into the family heirs, tying the two together. The age and use of this book has slowly transformed it into a powerful item, through which powerful magicks can be worked in ritual fashion. Also provides further elucidation on the family tradition in the form of footnotes and other such helpful inserts by later family members.
Personality: Ushiwakamaru is a genius swordsman that wholeheartedly adores her older brother, Minamoto no Yoritomo. She respected him as a samurai and loved him for being her brother. Although she tries not to be boastful, she says that he was the most exemplary older brother in the world.
Ushiwakamaru likes to have fun. When she was a child, she was rather mischievous since she spent her days playing pranks on adults as a hobby and causing trouble for the monks, all while laughing out loud. Though she is not like that any more as she conducts herself properly to the best of her ability.
For some reason, Ushiwakamaru has some level of acrophobia as she hates high places and never wants to be anywhere high.
She was constantly persecuted by those around her in life due to her exceedingly great talent. While there is no doubt that she was an excellent tactician, Yoshitsune lacked something vital. That is fear towards the battlefield; she never thought battles were frightening. All throughout life, she was incompatible with the other military commanders. That Yorimoto even held killing intent towards Yoshitsune was probably something that she never came to understand in her entire life. For, since she was a genius, having concern towards abilities was something that did not exist in her. But no matter how many times she is betrayed, she still wants to fight for someone's sake.
A beautiful swordsman who is disciplined, scolding even her Master for any sloppy habits.[1][4] Despite her beautiful figure, showing an appearance like a flower blooming in the midnight, Ushiwakamaru is without self-assertion. She sometimes speaks as necessary, but she does not have a talkative disposition that can express a beautiful voice that would draw 10,000 people in to listen to it in ecstasy. Also, she does not boast her outstanding arts of war, instead proving it with nothing but results and at the scene of battle. It is possible to say that this person is a paragon of knighthood that discerns propriety and speaks with actions before words... and, someone simply seen as a genuine fighting machine.
Because her character is straightforward and not a falsehood, all the established things Ushiwakamaru undertakes completely becomes the "shortest, fastest straight line" towards the goal. When ordinary people do this, they usually fail and reflect on their failure, and subsequently from that, they consider... and polish a variety of plans... The problem is, Ushiwakamaru is a super genius. Because she does not fail at these things, she has grown to as she is now with this unmanageable nature.
In battle, Ushiwakamaru is cold-hearted, cool-headed and the personification of the most suitable hand, but ordinarily, she is a young girl who earnestly wishes "to become her older brother's power, to become the head's strength, and to want to help this splendid figure." To address this in a few words, "a faithful dog with a broken brake." She is faithful, bright and friendly, but somewhere, she is missing a screw... no, it becomes unclear of its whereabouts.
Her talents sublimated up to its utmost limits and her extraordinary loyalty becomes intertwined, and a person (Master) that notices "this unthinkable genius who, without thinking, is just unreasonably becoming emotionally attached to me for no real reason" won't understand why and might harbor fear at that characteristic. On the other hand, how Ushiwakamaru treats her subordinates is surely demonic. "Die so you can make an easy place for me to fight. That is your role."
Ushiwakamaru is a girl who really loves her brother and is making great efforts as a girl who really loves her Master. That cool behavior that does not get agitated by anything... from there is a ferocity one step short of an unleashed Berserker's, and anyone would be bewildered at that.
If the Master is vexed about "If that enemy's ship is usable...", Ushiwakamaru will head towards the ship visibly like a gale while saying "Master, please leave the decisions to me!" A few minutes later, she would inform the Master about the ship and say "Master, this way to the ship!" However, except for the sailors operating the ship, everybody will be completely dealing with the scene of carnage called "being bound for the netherworld."
Ushiwakamaru is a cool-headed subordinate, but she too is a person that draws from the blood of the Minamoto clan, a clan of which has the origin of the word "ruler" in the past. She is only a faithful dog towards the Master, and will display a sadistic and cold-hearted side to anyone except the Master.
Naturally, much like with her brother, Ushiwakamaru will serve her Master with all her heart, fighting until her's or her Master's final moments.
Ushiwakamaru's wish for the Holy Grail is to be with her older brother. It would truly make her happy.
Bio: Perhaps this ill-fated commander is probably a being so famous, there is no one in Japan who does not know her name. That recognition is also frequently apparent in the proverb called the "Sympathy for a Tragic Hero." Namely, a tragic military commander who, while was overflowing with charisma and holds an innate disposition of a genius, was driven off in defeat at the end of a confrontation with Yoritomo, her older brother who was jealous of this prominent figure's nature————apart from that matter of whether it was distinctly right or wrong... This Ushiwakamaru is unmistakably a monster.
In any case, Ushiwakamaru cannot read the hearts of men. She cannot understand this matter, perplexed at her own human being.
"Love, what is it?" Ushiwakamaru inquires. She was left under the care of a temple when she was very young, and she was raised up while as someone unaware of a father's love, a mother's love, a proper parents' love, as well as a love spun from a significant other. If there is only one fact, Ushiwakamaru was a samurai. A samurai serves the lord and swears allegiance to the lord. Concerning her, that was the only truth, and with the exception of that, everything else didn't matter. Separated from her parents when she was very young, she was disciplined by a Tengu deep in the mountains; subsequently, she was not able to nurture her "humanity". That is the way of a faithful dog... Close to a pure beast, she fights for the sake of her master instead of herself. For the cause of being praised, Ushiwakamaru triumphed. She won thoroughly. That is, she removed all ostentation from herself because that is none other than a choice for a way to slaughter her enemies quite efficiently. Yoritomo was afraid of that, and Ushiwakamaru's circumstances did not make her popularity rise. It may not be discovered that her fangs could turn towards her allies to tear off their attractive yet deceptive outward appearances... They were afraid of her inhuman nature that did not truly fit in with the relationship of gaining profit by having power.
After he destroyed the Taira clan, Yoritomo immediately began to obliterate Ushiwakamaru. Her social position has not yet settled within their clan, and if he does not destroy her, he will always become anxious about the future. At any rate, Yoshitsune doesn't understand politics. She doesn't understand the hearts of men. If that kin, similar to an antiquated beast, exists, then Yoritomo cannot make the era he is aiming for. It was rumored in the public streets that Yoritomo killed his younger brother at the end of a power struggle. Ushiwakamaru consented. That synposis is correct. Regardless of what intentions Yoritomo had, and regardless of what Ushiwakamaru was feeling, with this state of affairs around her, it was reasonable for Ushiwakamaru to dispose herself, and...
Since the Taira no longer existed, Ushiwakamaru was Yoritomo's next political opponent. Also, as far as Hojo Masako, her older brother's wife, is concerned, the likes of Minamoto no Yoshitsune is probably unneeded. Thus, she will behave as if she was her older brother's enemy, doing nothing but fight and die in battle, all in accordance with what her older brother desires. Although Ushiwakamaru thought as such, her subordinates persuaded her, and she decided to escape to Oshu. And yet, Yoritomo persistently chased her. He saw her not as family, but as an inhuman monster, and chased after her.
————"That's strange. This is somewhat unreasonable."
————"Though, it was human beings that preferred emotions rather than gains and losses."
————"I only wanted my older brother to praise me, but I was lacking something."
————"I am sorry, I could not change up to my last moments————"
Although Ushiwakamaru was defeated at Oshu, her name was carved into the history of Japan. Without understanding the essence of anyone.
Weapon: Rider's Sword, Usumidori and her mount, Tayuuguro
Parameters:
Strength: D
Endurance: C
Agility: A+
Mana: B
Luck: A
Class Skills:
Riding: A+
All vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Magic Resistance: C
Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal Skills:
Tengu's Art of War: A
Provides bonuses to close-combat power such as swordsmanship, archery and spearmanship, as well as Skills such as Military Tactics and Magic Resistance.
Charisma: C+
Although she is in a form that not everyone likes, there is a strange charm to her that attracts people the closer they get to her.
Quick-Witted Swallow: B
With her body as light as a swallow, at the Gojo-ohashi bridge, she has dodged Benkei's terrifying slashes not once but twice.
Noble Phantasm:
Name: Shana-oh's Wandering Tales
Rank: A++
NP Type: Anti-Unit (Self)
Range: 1
Maximum Number of Targets: 1 person
Description: The embodiment of numerous legends that were born after Ushiwakamaru became Minamoto no Yoshitsune and travelled to Oshu. This Noble Phantasm comprises five secret techniques.
Eye of Shiva - Detecting the Six Secret Teachings
Rank: A
Type: Anti-Army Secrect Technique
Forcibly relocates everyone on the field. It creates an overwhelming advantage for allies, and puts enemies at a staggering disadvantage.
Usumidori - Short Steps With The Heavenly Blade
Rank: C
Type: Anti-Unit Secret Technique
A brilliant slash using Usumidori. This attack, delivered after a Shukuchi footwork of the Tengu's, is difficult to avoid.
Benkei - Steadfast Position
Rank: B
Type: Anti-Unit Secret Technique
An imitation of Musashibou Benkei's body alone. The more faith Ushiwakamaru has in Benkei, the stronger the body is, making it a sturdy shield. It can block up to B-rank Anti-Army Noble Phantasms.
Jumping the Eight Ships at Dan-no-ura
Rank: C
Type: Anti-Unit Secrect Technique
The manifestation of the feat of leaping eight boats that Yoshitsune displayed at Dan-no-ura. No matter how difficult the terrain, leaping movements are possible as long as there is even the slightest foothold. This technique also enhances Ushiwakamaru's jumping power.
Hoemaru - Spider Slayer
Rank: D
Type: Anti-Army Secrect Technique
It unleashes Usumidori's true power. It repels demons in the area, and deals additional sonic damage.
Kikenjō - Icicle Cutting
Rank: D
A secret technique part of Shana-oh's Wandering Tales despite not being included in her status sheet. It allows Ushiwakamaru to cut through an incoming attack after jumping from atop Benkei and spinning extremely fast like a spinning top.
Objective for the Grail: Sent on a mission by the lord he serves to claim the position of victor in the Grail War, and of course, the land of Paris, in his lord’s name.
Personality: An unbending, unrelenting man who walks a proper path. Propelled by his environment, the expectations of his family and the crest engraved into his body
His conduct and self is that which would be called pure. An ideal who manages to struggle without faltering.
Polite, well-mannered. Yet there’s a touch of well-meaning self-centeredness in his view. His instinct and his manner of thinking is that that flows from himself and what he could do. A person who would beat himself up that he himself did not prevent a tragedy, a person who would think of all problems in the lens of how he could solve it first and foremost.
A person who expects the world to be something to be solved by him, and a person who expects highly of himself. An extension into self-sacrifice which one must question the roots of whether it is truly a matter of goodness, or some touch of narcissism. Without thinking on that he continues to walk his path, conquering what lies ahead.
Bio (Family): A family said to hold a legendary lineage, although its start was not all that connected to the path of a magus. The progenitor of the Triswich is believed, by the family to be none other than the Knight of the Round Table of the Sun, Gawain. While it lies as an unconfirmed fact, it is not something that others find all too much a thing to dispute, and some even see it as plausible. The beginnings of the Triswich either way hold a peculiar direction. Taking the symbol of the knight's failure, the Sash given by Lady Bertilak, and making it their magic crest. While not holding the powers she had claimed, it was nonetheless a icon with mystery that served them as the base of their crest. A mystery to hold their knowledge, and a perfect means to pass down their drive for their ideals and the adherence to the path passed down.
While at first a family of druids and magi that could be called to be more along the line of hermits that lived in the forests after the ebbing of civilization and the tragedy of their progenitor. The history and legacy of the knights has become more of a guiding aspect in their direction in the last number of centuries with the progression of civilization and modernity.
Falling under the banner of the Barthomeloi Faction and tying themselves to one of the lords of the Clocktower to establish their position in exchange for serving the lord. The Triswich have, with their legacy, age and current standing become a respectable and known family. A standing that they live up to with talent, expertise and knowledge. In their eyes what they recieve by serving their lord is more than worth the time and risk involved.
However despite that, while some may call them knights of the Aristocratic faction. Others call them tree-planters who decided to try and brush up and present themselves nice to play at being lapdogs.
Bio (Noon): One day a Triswich visited the land of the sun. There he met a shaman girl at a shrine dedicated to a sun god, found her bewitching, and fell in love. Together the two had a child of mixed blood and mixed suns.
Living his early years in Japan, when the Triswich family moved back to their ancestral lands in Britain, young Akira, then dubbed Noon found himself in a foreign strange land so different from what he thought of as home. A foreigner, and seen as a strange oddity, or even a blight upon an ancient family by bringing in outside blood and being seen as the folly and whim of his father, the Clock Tower and English lands looked upon him unkindly as it did with any regarding those who came from what was considered a backwater savage land.
Yet despite his part Japanese blood, and his unfamiliarity he endured. Following in his father’s footsteps, delving into the path of a Triswich and soon becoming more English and western than someone who was pure in the words of some. Dissent and opposition was silenced by his conduct as he proved himself a worthy heir twice over to make up for the prejudice he faced.
While he holds enemies, both as a result of his lord and the position of his family, along with his blood. He now pursues the advancement of the Triswich while serving his lord dutifully as his personal knight, distinguishing himself enough to be accepted as a respectable heir to his father.
Now he is sent to Paris to claim the land for his lord.
Ah? The wish? He hasn’t thought about what it’d be used for. His lord didn’t seem to have that much interest and said he could have it but…
Really, what is such a thing good for?
--- Magic Circuit Switch: The sensation of flames bathing his hands.
Number of Magic Circuits: C
Quality of Magic Circuits: A
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Elemental Affinity: Fire and Earth
Magecraft:
General Magecraft: As a magus his knowledge covers what is expected and basic as par for course.
Fire and Earth Magic: The abilities of Noon when it comes to elemental magic are rather standard. However the power behind his flames are quite notable.
His earth magic is more well suited for out of combat applications.
Sorcery Trait: Stardawn Glow
For most mages their circuits rotate and mimic the flow of the earth leylines and tectonic movements. However the magic circuits of the Triswich are instead aligned to the sun.
At the eponymous time when the sun is at its zenith, Noon’s circuits glow as a mirror to the sun.
Druidism: Walking among the forest, utilizing the bounty of nature, sacrificing to the gods and communing with the land. It is the famed art and discipline passed down from the gaelic cultures and covers most of the magecraft based in those traditions. However the focus is especially on the manipulation of the environment and nature.
Working with materials to create various medicines, poisons and even items. Both of natural properties resulting from the ingredients, and items and medicines based off celtic legend and traditions, is possible.
Allows also to a degree of working with spiritual matters and healing. Something helps for the creation of his familiars.
The ability to work with trees includes growing, manipulating, utilizing the meaning of trees and wood, and establishing a forest as a fairy forest.
Fairy (False): Familiars: The creation and utilization of familiars that take upon the shape, and to an extent, the powers and nature of faeries. Replicating a fairy is impossible, but using the familiars, certain spells and tricks that invoke and use the idea of faeries become possible.
And of course what is a knight without faeries? Or a druid without a relation to the touch of the land? Combining those two facets, it then is no surprise that the Triswich embarked on the path of creating a stand-in for such companions and benefactors.
The make-up of these familiars are that of suitable spirits given a surface layer and shape of a fairy. The spirits at times color, yet give power to the resulting fairy. Those faeries are then given more specialized roles.
Bounded Fields/Territory Creation: The arts of druidism, the establishment of a “castle” or study as a knight.
The Triswich, and Noon by extension are experts at bounded fields. Both in the creation of false faerie forests that confuse and reject trespassers and hide things. Sanctifying places as lakes and dealing with atmosphere, and of course, establishing a “fairy-made home”. The idea of the chalky white walls of Camelot is something that is a dream, but that dream holds power when used as an concept by the Triswich.
Self-Suggestion: While not exactly magecraft, the base and origins of the Triswich is shame, and of a resolution brought by it. The moment they chose the Sash as their magic crest they have decided to live and embody the meaning of the story of the Sun Knight and his humbling.
They must excel, they must live up to, and exceed the perfect knight. A mystic code dyed in the sun and in the promise over generations. Just as the Triswich shaped what became of the sash, so did it shape them.
Noon, along with the other heirs of the Triswich has in his very blood a strong conditioning and ability for self-hypnosis. To live up to the standards they set to themselves, to live properly. It is something that they use to keep themselves on a rightful path, and also to exceed their limits when that path brings them into hardship.
The true Noon could be said to only come forth when he becomes a focused existence that dedicates his breath and life to a important task.
Contracts and Hospitality: Geases, magecraft that have to do with oaths, deals and contracts are another talent of Noon due to the base of his magic crest. This also extends to an extent magecraft that deals with the idea of hospitality which exists plenty in the magic of his homeland.
Crest: 12 generations
Weapon/Mystic Codes:
Sunsworn Green:
If the Sash of Bertilak is a false protection, then the conceptual formalwear worn as Noon’s garments for battle and formal occasions as a modern knight and magus are a mystic code passed down through the family line that is their armor to make up for that lie.
A protective wear that extends its protection beyond the skin it covers. In a sense a conceptual formalwear rather than something that relies primarily on its physical attributes to block against physical attacks. It's protection is at the level of E rank.
Other than being a defense it also has float spell functions and the ability to give Noon a sudden burst in speed. Often he combines these for sudden swift acceleration with a jump, to surprise his foes, or add more power to a big blow.
L{ogres}.ayer.D{olorous} Restrict: Glorypledge
A massive blade that is in truth a collection of arms designed to be put together as one blade passed down the Triswich line To prevent it from being too unwieldy a weight-reduction enchantment is part of it.
While each one is a high quality magical weapon the mystic code as a whole is considered to be the collection rather than the individual pieces.
Containing magical energy, holding supernatural sharpness, flexibility and hardness, from the point of having a blade the weapons within them are top of the line.
However their true use is in syncing with the family speciality of self-suggestion and oaths.
Each arm named after a knight of the round, they are sealed for normal use, only allowed and utilized when the condition attached to that weapon are met. A one-sided self made promise with the knight the arm represents. To use it is to hold one’s conduct and circumstances and think of how that knight may judge them.
The moment he takes it in hand all doubts melt away.
Bedivere: (A broadsword) Palamedes: (A swordstaff that can switch between spear and sword) Lancelot: (A arming sword) Mordred: (A silver axe) Galahad: (A lance) Gaheris: (A pair of gauntles) Gareth: (A shield) Agravain: (A mace) Kay: (A scythe) Ywain: (A spear) Gawain: (A massive longsword) Arthur : (A even more massive sword)
The oaths are omitted for narrative purposes from the public sheet.
As a side note the sheath (named Logres) is a conceptual round table, a place where knights gather. Other than being a good sheath and that it doesn't have too much an effect, other than preserving the blade.
Extra Sword: STAIN
A rusted sword that is technically part of the collection. However in it's current state it's nothing more than a stain. The name it has was engraved but it's covered up. ***ST*IN is all that's legible.
Familiar Creation Reagents: Various reagents and ingredients, including contained wraiths and grudges for the purpose of familiar creation. Noon has enough for 30 faeries brought with him to France.
Druidic Ingredients and Medicines: Tree seeds, adder stones, resins, sidhe dirt, mushrooms, leaves, mistletoe, and all the sort of things a druid needs is required.
Also includes some already complete antidotes, healing potions and other medicine.
Some of it even is good for cooking.
Other Skills:
Cooking: EX Ability to cook on a level unmatched by any other. No matter what he makes it will always be at that impossible to achieve level, every dish reaching the same zenith possible to Noon. There is no better or worse examples. Every dish he makes is of the same quality as the last.
Martial Ability: Best with swords and spears (along with staves.) However Noon is adept at all sorts of combat with weapons. However when it comes to unarmed combat he is not as much of an expert as a focused practitioner. That said his brawling and completeness as a fighter is without question. His kicks are also quite dangerous and he's notable at being overbearing with strength and speed. An aggressive fighter all in all.
His level of swordsmanship is something that approaches the skill of a knight captain.
He also has been dabbling in, and can execute moves based on Iaijutsu. The pursuit is less about the philosophical zen, but instead due to a personal fancy. However the art syncs up very well with his family's practices and his own nature.
Riding: As a knight and sometimes Chauffer, Noon is a talented and experienced rider of horses, bikes and cars. Has entered a few races before. However his raw ability as a driver is not enough to overcome professionals through technique alone.
Exceptional Benefit: Superior Mystic Code
Name: Billy the Kid
Title: The Kid/Romance of the West
Class: Archer
Gender: Male
Attribute: Man
Era: 1859-1881
Alignment: Chaotic Neutral
Personality: Someone who lives for freedom. Tactful, and someone who knows how to avoid trouble after a rocky beginning. Living outside of the law, skirting the boundaries between the frontier wilds and man who was settling it. The symbol who embodied the wild west.
Independent Action: A It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master
Magic Resistance: N/A As a modern hero with no real ability to defend against magic, his skill in this is essentially nonexistent even with his class container.
Personal Skills:
Riding C+: The ability to ride horses with exceptional ability. However he is unable to ride other living beings.
Marksmanship A++: The ability and talent with firearms that marks him as a once a century genius. Includes things such as trickshots. Quick Draw A+: A specialized/expanded upon technique. The ability of Billy to see his enemy draw, draw in response and have time to spare. Similar to the Boar Huntress's ability to check others and act in response to them. Eye of the Mind (False) C: A natural talent to sense danger through intuitionand a sixth sense. Seeing through motions of the enemy, analyzing the battle and forging a way to victory. Whether that be escape or killing the enemy are all enhanced so long as it's possible.
Noble Phantasm:
Name: Thunderer Title: Thunderclap of Breaking Sound Rank: C++ NP Type: Anti-Unit Range: 1-100 Maximum Number of Targets: 1
Description: A counter-like three-burst shot by means of a Colt M1877 double-action revolver (nicknamed "Thunderer"), whose use Billy the Kid is said to have favored. The anecdotes associated with him turned into a Noble Phantasm. To be exact, it is not like the revolver is a Noble Phantasm, and if you comprehensively look at the whole of "Billy the Kid's marksmanship when he holds this revolver", it seems more of a Personal Skill than a Noble Phantasm. The most devious aspect of this Noble Phantasm is its low prana consumption, derived from the fact that the concept of Noble Phantasm is incorporated into the greater section called "technique". In specific terms, it is no more than the same extent of consumption of employing a E Rank Noble Phantasm.
In function the perception of time slows for Archer. Grasping the location of his enemies and awareness of his surroundings, he dodges and fires three shots aiming for the vitals as a counter attack. However in the end even with this Noble Phantasm something that is impossible to dodge for Archer cannot be turned into something that is avoided.
Name: Elaine
Species: Fairy (False)/Familiar.
Appearance: A fairy that at times masquerades as a rather short and young girl. Taking to modern wear and sensibilities quite easily despite what she is and her age (old enough to have been with Noon Triswich for all his life, and his father in a similar fashion.) Not extremely flashy. She often sports a simple cap, overalls, a shirt and sneakers with heel wheels that she enjoys skating around with.
In her fairy form she normally is around 3.5 feet tall. However she can change her shape to be around the size of a 15 year old girl, or shrink to 2 feet at most.
Even then she could be said to be a big fairy. One that helps with ruling over and standing over the others as the one to enforce order and rules.
Personality: Her flighty childhood days are over, replaced with years of war. However, a child of a tengu will always be a tengu, and thus she remains a playful and friendly individual to those she calls comrade. In war, however, the darker side of her becomes immediately apparent, as she becomes cold and calculating, thinking of her opponents not of “people” but more akin to “numbers she must deal with to achieve her objectives.” Inhuman to the very end of her life, but she still loves just like anyone else. In essence, a nice big sister who’s a bit off.
Weapon: Yoshitsune was proficient with all the expected weapons of a samurai, from the bow to the staff to the blade. Thus, she has access to them, but prefers the blade to attack, as befitting of her class.
Parameters:
Strength: D
Endurance: C
Agility: A
Mana: B
Luck: B
Class Skills:
Magic Resistance: B Yoshitsune’s resistance to magecraft and other such miracle working has increased more to more than usual due to her existence as a Saber. As she is at rank B, high thaumaturgy, rituals, and other such advanced magecraft have difficulty affecting her.
Riding: A+ Yoshitsune’s ability to ride was quite advanced, due to needing to play the games that tengu children did, and she was quite skilled in riding her own personal mount, Tayuguro. Her personal ability with animals gives her quite the advantage, although dragonkind remains beyond her reach. She is capable of using even Divine Beasts as her mount.
Personal Skills:
War Arts of the Minamoto Tengu: A The sum tutelage of the highest of the Tengu to Ushiwakamaru, from kyudo to kendo. It served her well throughout all her years, from slaying the demonic spider to defeating the bandit lord when she was but fifteen. However, when she matured and served under her brother Yoritomo, she needed more than just skills for heroic combat. As Yoshitsune, she learned how to properly be a leader of men, to know how wars were waged and not just duels. Together, these skills made her one of, if not the most acclaimed samurai in the Heian period, as they were forged under years of combat experience into something almost beyond humans.
Provides bonus to close-combat power such as swordsmanship, archery and spearmanship, as well as Skills such as Military Tactics and Magic Resistance. It is possible to demonstrate skill at arms that chafes against the Class container system.
Heavenly Child of the Tengu: A
Protection from “something” on Mt. Kurama. A gift from learning under the greatest of the Tengu, honed under years of combat into something more than the sum of its parts. While in any other person, their minds would be twisted by such knowledge, what could such things do to a girl with a mind who was never shaped properly by humanity as a child?
An abnormal channel in the brain that aligns one to an aspect of a war god, a boon (Crest) descending from that principle. Drawing upon this gift, she becomes more “War” than “human,” or even “tengu.” Perhaps it tapped into her family’s patronage of Hachiman, but nevertheless, her skill in war was proven over and over in the breaking of the Taira.
Use of this skill consumes mental energy, rather than magical energy. If it is overused, the qualification of Heroic Spirit may be lost.
Flight of the Swallow: A
Hearkening back into the days when she dueled Benkei and evaded his blows twice, Yoshitsune was always surefooted and quick to move. Her age has not decreased her ability in this, but rather, advanced it beyond measure. Refining her naturally light and swift body with a lifetime of training and experience, she has achieved a level of movement equivalent to the deepest secrets of Shugendou’s Tengu Flight. With just the legs of a human, she has achieved the wings of a bird. Put into practice against her older brother’s foes, she has leapt from the level of ability achievable from a prodigal warrior into something utterly supernatural.
Noble Phantasms:
Usumidori
Heavenly Blade of the Minamoto
Rank: D NP Type: Anti-Human (Or so she says)
Range: 1-30
Maximum Number of Targets: 100
Naturally, as a Saber, Yoshitsune has a blade befitting of a legendary samurai of her era. A blade passed down the Minamoto clan for ages, it holds anti-Demonic properties, hearkening back to the days when demons were commonplace throughout the land of the rising sun, when Minamoto-no-Raikou and her legendary four retainers did combat against the monsters of the age such as the oni on Mount Ooe.
While retaining its anti-Demonic properties, as the giant spider learned unfortunately, Yoshitsune wished to be ever swifter, ever stronger, ever more skilled, so that she could server her older brother even better. One by one was ever-so inefficient, so she sought to be able to slay a hundred men in but one slash.
And so, she did. Bringing forth Usumidori’s inherent abilities as a demon slaying blade, she releases a sonic attack unconsciously drawing upon her memories of the Tengu fan techniques she witnessed in childhood. In adulthood she has finally achieved her ambition of being able to cut down a hundred men in but one blow. When Yoshitsune fully draws upon her skill to cut, the resulting sword technique produces a spider-slaying vibration that can utterly break down anything it comes into contact with.