@Remon We currently have three Riders (the same for Sabers and Casters), so we're asking people refrain from applying to them for now. You can see the current status of the classes in the Servant Slots collapse in the OP!
Objective for the Grail: Rather than a wish he’s interested in the Grail itself and all the energy contained within it.
Personality: A cautious young man, a life spent fighting and trying to survive assassinations and attacks by rival families has left him distrustful of other mages and somewhat cynical. Despite this the sudden end to the shadow war he’d been taking part in has lit in him a spark of hope for a more peaceful future for him and his family.
Biography: The Dimani family’s history can be traced back to around 600 years ago, it was originally part of another even older lineage but due to internal strife and dissent it ended up splintering into a myriad of smaller families, waging a shadow war for survival and supremacy since it’s conception. It is only recently that the Dimani family was finally able to crush their cousin families and in doing so come in possession of all of their treasures. Among the treasures they acquired the greatest was certainly a stock of extremely rare preserved seeds of various magical plants, some of which dated back as far as to the Age of Gods and were now either extinct or completely changed by natural selection. Unfortunately the Dimani family lacked the resources to safely grow and harvest them. When they heard about the HGW and the Grail itself they decided to send one of their own to participate, thinking that they’d finally found the answer to their needs.
And this is where Francesco came in. A ‘veteran’ you could say of his family’s war, he fought, ran and killed to protect himself and his own, all the while pushing his mastery of his magecraft with an almost crazed effort, becoming able to stand eye to eye with practitioners many times older than him. The leaders of his family all agreed that sending him would be an excellent choice.
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Magic Circuit Switch: A smoke ring floating in a void.
Number of Magic Circuits: B
Quality of Magic Circuits: B
---
Elemental Affinity: Water and Earth
Magecraft:
General Magecraft: The fundamentals that anyone that graduated at the Clock Tower knows. From building boundaries, to making familiars, magical shielding, reinforcement and other useful spells.
Botany: All the spells and knowledge needed to identify, grow, harvest, interbreed and use magical plants effectively in any situation. Being a central component of the Dimani magecraft he could be considered an expert in this field.
Spiritual Invocation: A brand of magecraft focused on the interaction and use of Spiritual Beings such as Wraiths and Natural Spirits. Thanks to the Dimani's magecraft Francesco is quite knowledgable in this discipline.
Greco-Roman Shamanism: The core of the Dimani Family Magecraft. The reaching of the state of "Enkoimesis" in which one may access healing powers, visions and commune with the divine and other spiritual beings trough the inhalation of magical fumes.
Magic Crest: Technically a 600 year old crest, it started as a splinter from an older Magic Crest and has recently been restored through the acquisition of the other splinters from the Dimani’s cousin families, unfortunately parts of the older Crest have been lost to time and thus while more advanced than its age would imply it is still not the equal of it’s far older parent.
Equipment:
Kapnistís: The Mystic Code through which Francesco uses his family's magecraft the most. An intricately carved pipe with various enchantements, designed to use magical plants in the most efficent way possible, getting the most bang for their buck.
Asclepieia: A wooden rod with a carved snake coiling through its length. A Mystic Code that mymics the first Physician's, Asclepius, own staff, constructed to better use the healing powers gained trough Enkoimesis.
Ypno Ypnou: A set of ten carved wooden eggs enchanted to bring a target into a state of pseudo Enkoimesis, rendering an experienced Shaman virtually impervious to mental effects and instead putting inexperienced or mentally weak beings into a magical trance.
Other Equipment: Money, various preserved magical and non magical plants, various magical and non magical plant seeds, magical-plant gardening tools, magical-plant gardening supplies, cigarettes, cigarette roller.
Seeds -Generic poisonus, hallucinogenic and medicinal magical plants -Vampire vine (carnivorous blood-drinking vine) -Lotus tree (fruits caused a pleasant drowsiness, amnesia and loss of will) -mariowiki.com/Piranha_Plant (fire spitting carnivorous plant)(tmdict.com/en/sa.psycho-garden) -Aglaophotis -Hungry Grass (cursed plant) -Moly (D rank Magic Resistance amulet) -apples/lemons/peach
Preserved -Generic poisonus, hallucinogenic and medicinal magical plants -Fern flower (1 use)(Luck booster) -tobacco (believed to bring good health, used in many religious cerimonies) -Aglaophotis (wards off curses) -Mandrake (hallucinogenic, poisonus, powerful magical receptacle)
Exceptional Benefit: (pending)
Hippomenes
Title(s): Calydonian Hunter, Beast of Cybele
Class: Rider
Gender: Male
Attribute: Earth
Alignment: Neutral Evil
Personality: A cunning and driven man that hides his intellect behind an easy smile and laid back demeanor. A passionate man who fell in love at first sight and did everything in his power to make that love bear fruit, going as far as asking a goddess for a boon. While smart, his passion and tendency to focus on his ultimate goal tend to cause him problems, something that his old teacher Chiron often chided him for.
Objective for the Grail: Changing his past and undoing Cybele’s curse.
Biography: The son of Merope and Megareus of Onchestus, he was trained since a young age by the centaur Chiron alongside many others, during his training he distinguished himself among the many disciples for his bravery and eagerness to take on particularly difficult tasks.
During his time as a Calydonian Hunter he witnessed up close Atalanta’s hunting prowess and was left hopelessly smitten. When the huntress announced that she would only marry the man who could beat her in a foot race he decided that he would be that man no matter what. Knowing well that he could not best her in pure speed he instead decided to rely on his cunning.
He asked the Goddess of Love Aphrodite for a boon who happily gifted him with three Golden Apples from the Garden of the Hesperides. Once the time for the contest came he put his plan to work and won Atalanta’s hand in marriage. Overjoyed, he wasted no time in showing the huntress his love and soon they were blessed with a son. Unfortunately for them in his eagerness Hippomenes forgot to pay tribute to Aphrodite for her help and while they resided in a temple of Cybele the Goddess of Love cursed them with insatiable lust. Cybele found them in the throes of passion and enraged transformed them in lions and chained them to her Chariot.
Weapons: Bow, Spear and Sword.
Parameters:
STR: C.
END: D.
AGI: B.
MGI: C.
LCK: D.
Class Skills:
Riding: A+ - The ability for riding. Capable of managing even beast with the rank of Phantasmal Beast and Divine Beast. However, this doesn't apply to dragon kin.
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:
Blessing of Aphrodite: B - A blessing granted to one who fights for love and passion by the Goddess of Love. The hallmark of a Warrior of Love. As long as the recipient is fighting for Love they will receive a boost to their physical Stats and Bravery.
Bravery: C+ - The ability to invalidate mental interferences such as coercion, confusion, and fascination. It also has the effect of increasing melee damage. Hippomenes distinguished himself before Chiron and his companions for his bravery and willingness to take on any task, no matter how dangerous.
Feral Instincts: C++ - The ability to tap into heightened animal instincts and senses. Hippomenes possesses this skill due to his curse and it appropriately becomes stronger the stronger his curse gets.
Monstrous Strength: A - A skill bestowed upon Hippomenes by the curse that the goddess Cybele cast on him and his wife Atalanta. A particular brand of body modification that brings Hippomenes closer to the state of a Divine Beast when used, massively rising his phyisical stats. Due to being summoned as a Rider Servant he cannot express the full might of this skill.
Noble Phantasms:
Name: Pomum Aurantium
Title: The Enchanting Fruits of Discord
Rank: C+
NP Type: Anti-Unit
Range: 1-20
Maximum Number of Targets: 1-100
Description: A golden branch from which hang three Golden Apples of the Hesperides blessed by the Goddess of Love, gifted to Hippomenes as aid in his quest to marry the huntress Atalanta.
Due to the numerous anecdotes regarding Golden Apples present in Greek Mythology these fruits have gained a somewhat contrasting set of effects. First of all the Golden Apples keep the body of whoever eats them in stasys rendering them ageless, this effect further renders things like death by bloodloss and the like virtually impossible, this is due to what the apples actually are, clumps of magical nanomachines who's original purpose was keeping the machine-like Greek gods in peak condition at all times, second due to the blessing Aphrodite gave them upon invoking this NP’s name everyone who sees them bar Hippomenes and those under his protection becomes mindlessly attracted to the Apples, lastly due to the strong connection to the Apple of Discord of the Hesperides whoever comes in possession of these Apples is subject to Bad Luck, getting worse the higher the afflicted person’s Luck stat. When one of the Apples is taken a new one will start to grow in its place, growing faster the more Magical Energy is available.
Name: Árma Kyvelé
Title: The Chariot of Mother Nature
Rank: A
NP Type: Anti-Army
Range: 1-20
Maximum Number of Targets: 1-20
Description: The divine chariot of the goddess Cybele, goddess of nature, animals and cities. Carried along by the beautiful Atalanta now transformed into a great lioness.
Being a construct belonging to the Magna Mater it would normally hold complete dominion over everything that is born of nature, but as Hippomenes isn't the original owner its power is therefore diminished. As it is now Hippomenes can use it to create and control magical plants and animals.
A recreation of Hippomenes fall, able to be used only when his curse has progressed past a certain point. Furthermore since this NP isn't exactly owned by Hippomenes its use may attract the attention of its real owner...
He's the Not-Kirschtaria dude, incidentally the hair is blond, his eyes are brown, and his suit is a muted tan-brownish color
Gender: Male
Age: Let's say 24
Alignment: Chaotic Good
Rank:
Objective for the Grail: (Pending Approval)
Character Objectives: What your character wants to accomplish here besides their wish/winning the war, and what you as a player would like to do with your character. PM this to me, rather than including it in the public sheet!
Personality: Vineas is an atypical aristocrat, driven not so much by the an average sense of entitlement carried by those born with a silver spoon in their mouths. Rather, he is driven by a desire to progress, to test himself. In this regard, he is a terrible magus, as he sees his Magecraft as a means to an end, in the sense of gluttonously pursuing new and exciting thrills and obstacles to overcome. A well-bred hedonist, Vineas endlessly seeks the memorable. The novel. A new mountain to climb.
In that sense, he is far better suited to be a Spellcaster than a Magus of the Clock Tower, but in that obsessive pursuit he is still in fine company within those hidden halls. As said previously; he is atypical in a realm of the incongruent. Where all is unique, different, and eclectic, he stands as a walking paradox in bearing and pride. One who takes pride in going to any lengths to satisfy his baser urges, who takes no shortcuts in finding the path of least resistance; that is Vineas Vine.
Biography: In the time before the founding of the Clock Tower, there were two figures that lead the world of Mystics. Those who researched it. Those who pursued it, ever looking backward as time marched onward. Heedless of their efforts. In the first, there were those who sought a return to the Beginning, the time and form when True Ether filled the land. These monsters hid themselves within an Underworld of their own devising; the moving Texture, Sea of Estray. There were those who sought to gazed at the future, eschewing the development of the Inner Source in favor of studying phenomena and creating tools with which to avert Apocalypse. The ever calculating, locked within the Titan's Pit; Academy of Atlas. But there were those who were not in line with either of these, who sought to walk bestride the changing world and turn to the Root of all things for the answer to life's mysteries. Lead by the Headmaster, these clans wandered the land, eventually congregating upon the continent of Brittania in force. But of these, several recognized that the ebb of True Ether was slowed in this island, and so arrived upon the shores of newly settled Londinium. These would be the source of the Founders of the Clock Tower nearly five centuries later.
However, in that time the Vine distanced themselves from Londinium. In the aftermath of the Hadrianic Fire that torched Londinium, the Roman Empire sought those who would help alleviate the Empire's burden in raising a great fortification, the isolate Roman Britain from the hordes of Barbarians who still remained unconquered. Sensing opportunity, the Vine took this burden, for they were originally those who were skilled in the layers which divided the world, and in the Hadrianic Wall saw an opportunity for both profit and a peerless project with which to advance their craft.
Settling at the mouth of the Tyne at Arbeia, they would ply their craft faithfully for generations. Yet, in the eyes of history two centuries passes all too quickly. At the height of the Mage's Associations weakness, in the fallout of the Crimson Moon's defeat, many were those who found themselves isolated and destroyed by the ascendant forces across Europe, hostile to those who pursued Mystics. And as Roma too was wracked by the first signs of its collapse, and their hold on Brittannia wavered, the Vine saw opportunity. In exchange for concessions from the barbarians in the days of waning True Ether, they and those Roman forces over whom they still held sway shared the secrets of the fortifications which they had built with their own two hands. The project had fulfilled its purpose, and as the winds changed the Vine would buy their own ascendance with it.
This, naturally, did not go over well with those who survived the barbarica conspiratio.
Thus did the Vine cement themselves as an outcast among those who were once their peers, but though the price of enmity was steep, the bounty of this betrayal was unquestionable. In obtaining those Mystics, and marrying the Barbarians knowledge of the many Fairylands which populated Brittania in those times, the Vine's understanding of Textures ascended to a level unrivaled outside of those dwelling within the Wandering Tomb. At the mouth of the Tyrne, in the chaos of Roman Britannia's Fall, they reached out their hands Eastwards, their newfound strength gripping deeply into the lands of Vercingtorix and Beowulf and Wodir and Rod and so many others. Forever a port of entry for those who sought the islands bounty. Even when in the waning light of Camelot, vengeance was attempted by the survivors of Camlann for assistance rendered to traitors and invaders many times over, the Vine simply remained undaunted in their deep places. Isolated.
And so they began to fall behind, for as ever many are stronger together than one who stands alone, no matter how strong. Finally, in 1000 AD, for five hundred years did the Vine languish, as their Circuits and Crest stagnated in the face of the Clock Tower which now thrived within Londinium, fat upon the corpse of a Dragon. A quirk of fate which rendered all the Vine's sacrifices and betrayals worthless. But a chance arrived. A singular occurrence, with which they could welcome in one last invader, and in so doing buy their way back into the community which they had long ago shunned.
In introducing the Barthomelloi to the Clock Tower, the Vine sought to rejoin their estranged fellows. With wealth and backing to support the geniuses that flocked to that unique prodigy, the Clan jockeyed to be positioned among the new Aristocracy to come. But in this, there was a price to be paid; for though the Vine would be recognized among their peers once more, they would forever be the leper of the Monarch system. The stain of betrayal never forgotten, never to be allowed to benefit from the eugenics with which the Clock Tower forever refined and developed Magic Crests, thickening bloodlines to produce ever more prodigious Magic Circuits.
Now at the brink of ruin, with the limit of extending the bloodline reached, and the decline into irrelevance all but inevitable, comes Vineas Vine. A trueborn scion of his house, with above average circuits in quantity and quality, but a mind all too suited to the task at hand.
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Magic Circuit Switch: A pure white flame within a pitch emptiness, to which he feeds his very self.
Number of Magic Circuits: B
Quality of Magic Circuits: B
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Elemental Affinity: Wind and Water
Magecraft:
General Magecraft- As a Lord of the Clock Tower, Vineas' education in the fundamentals is an inevitability rather than anything to be remarked upon. Bolstered by the thousands of years in the Vine Family Crest, he has both depth and breadth in the creation of Bounded Fields, knowledge of curses, the usage of sympathetic magecraft, along with leyline and energy studies.
Spiritual Evocation- More in the lines of contracting Fae and nature spirits, this is an extension of certain traditions bargained for nearly two centuries ago. Though Vineas has no uses for embodying mightier entities or calling them from the Reverse outright, this is still a necessary element of what he considers to be his true specialty.
Mineralogy- A necessary education, as new materials are ever discovered and manufactured, as the light of progress is ever shown on the possibilities of manufacturing, Vineas Vine studied the possibilities of the building blocks of his projects with a passion, ever seeking new and grander designs made possible by these insights.
Creation- Vineas Vine's true specialization; the construction and development of tools to broaden his Magecraft. Indeed, though the quality of the Vine's magic circuits may have begun the process of falling in obsolescence their knowledge of craftsmanship remains matched only by the Valueleta. However, where they are masters of artifice in the traditional sense, the Vine have always applied their talents and research to the creation of Textures. Otherworlds isolated from the broader reality. However, Vineas in his lifetime pursued the secrets of creating tools to supplement and enhance the wavering spellcraft of the world. A method to surpass the limits he could not overcome with his body. At steep cost, Lord Valueleta was happy to tolerate his entreaties. After all, as the ostensible head of the Democratic Faction, Inorai Valualeta Atroholm could appreciate the idea of discarding old prejudices in the face of talent.
Magic Crest: The Vine Family Crest is over two thousand years old, predating even the establishment of the Clock Tower, inherited from a forgotten time when the Grand Order was cursed upon certain bloodlines in the wake of Solomon's death. Thanks to the Vine's own developments, rather than a singular Occidental flavor, the Vine family Crest is one which absorbed many techniques and spells offered as payment for services rendered, resulting in an eclectic base incorporated over centuries. Caledonian druidic knowledge, spells which the Vikings used to sail the North Sea safely even under the most inhospitable weather, cantrips to battle the Black Death, and of course, the crystallization of studies into pursuing and perfecting the exploitation of the barrier between the Outer and Inner that is the Bounded Field.
Equipment:
Dant Cwn- A series of disposable inscribed bone knives, intricately carved with runes in the language of druids, serving as two contracts with wind spirits to invest their power to guide them with the bones of their construction as the sacrifice. The glows of material being sacrificed enables the two primary functions as a Mystic Code: The faint crimson light is used to evoke the Foundation of the many traditions surrounding "Will o' Wisps" and other eponymous lights found throughout the forests of the world, strengthening the contract with wind spirits and enabling true airborne maneuverability, while also enhancing the knifes use as a cutting tool through the Will O' Wisps legends of being a harbinger of death. The Luminescent moss lining the carved characters opposite the first contract let out a blueish hue, reminiscent of St. Elmo's Fire, enabling Vineas to apply his Wind and Water elements to the Wind spirits for a weak atmospheric altering effect.
However, these tools are not meant to be used alone. When several of these knives fly through the air under Vineas' control, their ghostly blueish lights enable greater works of weather manipulation. These disposable knives are held in a inscribed leather bandolier wrapped on Vineas' back, directly over the Vine Magic Crest to mainline their control and power through it's prodigious capability.
Pure Eye Spectacles- The Vine Clan have spent thousands of years poring over and experimenting with the creation of 'Layers', with some heads focusing on the artifice and nature of Otherworlds, others pursuing the possibilities of Innate Bounded Fields, and others looking back upon the Clan's name being associated with a particularly famous tool in the Roman Legion's siegecraft arsenal. It was perhaps inevitable that over the course of this history, one such scion would be born with Pure Eyes capable of deciphering the world's many separations and partitions. Though born too late for the Magic Crest, this distant ancestor advanced the Vine's knowledge of Bounded Fields considerably in his lifetime, and left behind his most potent tool for future generations; turned into a Mystic Code enabling them to study and analyze those very forces with a fraction of his natural capability.
Bhuail an Dreige- There are many legends of comets streaking through the sky being omens, both for good and ill. But inevitably, they are their arrival onto the land is an impact of destruction, a calamity for those who are unfortunate enough to fall beneath them. And a new opportunity for whomever can grasp this celestial bounty for themselves in the aftermath. No matter what may change, those rocks which survive their calamitous passage through the heavens are visitors from beyond the reach of man. Their composition and source, though diminished with the light of progress shining into the Dark Beyond, remains no small amount of Mystic even in the modern era. Though appended with affectations to enable locomotion to recreate the free movement which defined them, and imbued with spells to retain and enhance its nature as a "fragment of the Outside", this Mystic Code is finally layered with a curse that forever seeks the greatest source of energy, to draw itself in to with a great impact of force in a mirror of its arrival upon this world.
Exceptional Benefit: (Approval Pending)
Name: Mehdi Al-Beliya'al
Title(s): Gardener of Eden, Allure of Hesperides
Appearance:
Gender: Male
Age: Oh, baby, you're only as old as you feel (He's actually in his 30's but looking great)
Alignment: Chaotic Evil
Rank: Pride
Objective for the Grail: A path to the Root is known. The method is prepared, and the site made ready. All that is necessary are the materials. The raw ingredients to piece together into that Tree of First Sin
Character Objectives: Have fun, meet new people, and get a chance to test out some new mixes and smoothies. He's all about having a good time, why not join him?
Personality: An ever shifting creature, charming, cunning, deceptive. Someone who sees himself as the top of the food chain, not through raw force, but as the one who stands at the Apex, with all others around him as prey. Mehdi can shift to fit any role; the wise mentor, the flirty friend, the one night stand, a charming confidante. A stark contrast to a certain Eight-Forked Snake, this man is known in the Association as everyone's friend. Perhaps this stark contrast is what lead to the two interacting so often. A snake who wielded words as a weapons to advance even just one more step further to stave off destruction, versus the charming serpent who whispered temptation into the ears of all those around him.
Biography: The Al-Beliya'al are an ancient clan, dating back to before the AD era, however their history as magi is less than a millennium. Obsessed with the pursuit of the form of the "Tree of Knowledge", they have endlessly dedicated themselves to its recreation. That is why, upon identifying an ideal Spiritual Land, the family's original magic crest was decided to be offered up as sacrifice. A discarding of history dating back to the time of Solomon, for the sake of recreating Eden on Earth.
Mehdi is the inheritor of that tradition, having spent his early years in the family's ancestral land hidden in the Atlas Mountains. From birth, he displayed a cunning wit and able green thumb, a perfect vessel to take on the Al-Beliya'al's great work. At first, he was earnest, hardworking, a pure and gifted child pursuing the greater good of his family with earnest.
Perhaps it was inevitable that once he experienced the outside world, that once he left the garden of his fathers, that he would be stained in the colors of sin and the pursuit of pleasure. In the Clock Tower Mehdi was exposed to the absurdities of Mystics. As a child, he had been told constantly of the need to experiment. To look for new ideas, as the Tree of Knowledge is the accumulation of all earthly things, so how could he pursue the family's grand design if he were to be unwilling to accept even a single part of the world around him? And so Mehdi studied earnestly. The ways of politics. The many different traditions that seeded the world. He became accepting of all things and became dyed in their colors. A mixture of different hues so thoroughly mixed as to appear black.
Who is the true Mehdi, behind all those masks, all those reflections? He himself may not know anymore, for his current self is as much a chimera as those plants which are expressions of his many experiments. Endlessly grafting new aspects and desirable traits onto himself to achieve a more perfect form with which to face the world.
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Magic Circuit Switch: The sensation of a breeze carrying the fresh scent of spring, filled with life and vitality.
Number of Magic Circuits: A
Quality of Magic Circuits: A
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Elemental Affinity: Wood and Wind
Magecraft: General Fundamentals: The basics of the basics. The result of seeking an eclectic base in line with his own prolicivities, seeking an ever greater amount of material to synthesize into a better whole.
Modern Magecraft: While he doesn't rely upon it overmuch, the hybridization of methods upon which it is based is something that appeals far too strongly to Mehdi's sensibilities. He possesses a surface level understanding of the concepts involved, and is able to recognize and adapt to their usage from others who utilize such methods.
Botany: Having studied in the department of the same name, Mehdi's skills in this are one half of the foundation of his general craft. A knowledge of plantlife and the care for it are a deadly necessity for his approach to Magecraft. His skill in this is exemplary, as befitting a man who has spent his life cultivating a green thumb.
Chimera: The second half of Mehdi's magecraft, is the practice of creating true graft-chimeras, through the use of any number of constituent parts to breed their traits together. Though in nature these attempts do not result in the creation of new species, Behdi's magecraft enables his work to overcome that obstacle and thus enable that his works are able to reproduce. Where once this was limited strictly to plant life, Mehdi's great breakthrough has been to incorporate knowledge derived from studying in the Zoology department to adapt a huge number of techniques and materials into his grafting practices.
Magic Crest: The Al-Beliya'al Magic Crest is over 800 years old, but it is really the second such magecraft of its name. The original work, the culmination of over a thousand years of Mystic history, was transformed into the family's Great Atelier; The Hesperide Garden. Since then, the Al-Beliya'al have spent centuries using it's ideal nature as a Spiritual Land to master supernatural Horticulture, endlessly raising and creating new plantlife in an attempt to reclaim species that had been lost due to the recession of Mystic from the World. That they have seen any success at all in this is an accomplishment so absurd as to be monstrous.
Equipment:
Miniature Garden: An inheritance from his forebears, this is a large briefcase that is enchanted with several bounded fields to serve as ideal storage conditions for numerous successful examples of the Al-Beliya'al's work in grafting. While they still need to have proper conditions prepared for growth, the nature of their work enables Mehdi to take these masterpieces anywhere he may need them for experimentation and usage as the situation demands. While it can't be compared to his family's Spiritual Land, it would not be inaccurate to consider this Mystic Code to be more akin to a mobile Atelier than anything else.
Katseer: An elegantly designed and stylishblack scythe, this weapon is as the name implies, intended to assist the harvesting of plant life. Specifically optimized for grafting, objects which are cut by this sickle are imparted with a concept of "worthlesslessness" on the point where the edge touches. This divorces the matter cut in this way a distinct entity from the rest of the body, to the point where the force of the swing behind that edge is what serves to truly separate the two portions divided by the path of this Mystic Code's swing. As these two parts are considered distinct objects by this point, this scythe has the peculiar nature of not actually inflicting damage to its potential victims. After all, it defeats the point of inosculation if the constituent parts consider themselves to be damaged.
Grafting Tools: A set of minor Mystic Codes designed to assist in the process of combining parts for the sake of Mehdi's magecraft. Personally created to assist in the more exotic techniques he had developed over the course of his life, they are a mix of mundane gardening implements and ritual tools that excel at binding together disparate parts regardless of origin.
Exceptional Benefit: Superior Mystic Code (Pending)
Name: Douglas J. MacArthur
Title(s): Supreme Commander of the Pacific Theater, Gaijin Shogun, Hero of Bataan, Dugout Doug, Big Chief, Bruce Willis (Assumed)
Class: Strategist
Gender: Male
Attribute: Just leave this blank during application!
Alignment: Chaotic Good
Personality: A man of contradictions. Hated by his contemporaries and his enemies as proud, high-handed, ceaselessly arrogant, and a man far too obsessed with theatrics. To his subordinates and those who gazed from afar, he was a hero. A larger than life personality, one who respected the input and wisdom of his subordinates, humble enough to accept input from others, and a man who took every step to save just one more life where it could be afforded. One thing remains true, regardless of which is correct: The man who could be seen as these things would be one who was possessed of a supreme self confidence, and a knowledge that no matter what else, he would inevitably succeed. But even though his final work was ruined through the sabotage of cowards back home, his legacy eclipses all efforts of his detractors to toss mud upon his name.
Objective for the Grail: One final threat to the glorious homeland. One final mission to undergo. Across the Sino-Japanese Strait is the very thing he saw in his last war, proving himself right and Truman not merely a coward. But probably a seditious, Communist sympathizer as well. With this last, God-given opportunity, he will finish the job he started half a century ago.
Character Objectives: Strategist has that rarest of opportunities; for a conqueror of a land to return and see the fruits of his work. With the chance to continue his last, unfinished mission, he's in the need for recruits to take the fight to the Last Communists, and see what this new generation of Japanese boys and girls is made of.
Weapon: His signature corncob pipe, and whatever ordinance he might have handy on him.
Parameters:
STR: E
END: D
AGI: E
MGI: D
LCK: A
Class Skills:
Advice of the Strategist: C
The result of a high level of strategic capability and understanding of geopolitics. Strategist's eye was always cast towards the future, and moved with that in mind. He more than anyone else in US Command predicted the shift of the communist threat to the Asian sphere, and the leaden weight that America's European allies would prove as they sought to use his homeland as their personal attack dog for their petty games.
Were Strategist summoned in a more traditional class, this ability would manifest as low-level Clairvoyance.
Command of the Strategist: A+
A modern hero, able to win over even the conquered. A mutation of the Charisma skill, Douglas J. MacArthur was able to inspire immense levels of respect and morale among his troops and people, even having suffered defeats in Bataan in the early stages of Americas involvement in World War II and the numerous reversals he experienced in the Korean War. However, even with those flaws, the only ones who truly struck against him were a certain traitorous snake, and the act left him bared naked as the snake he was. Even in disadvantageous circumstances, those who follow Strategists commands experience a full rank up to relevant parameters. In conditions where "the future is at stake" there is an additional boost. Duty. Honor. Country.
Personal Skills:
Incitement: B
A skill that functions as the acquisition of the words and gestures needed to lead the masses. Though divisive, there is little doubt that Douglas MacArthur in life was a man who knew how to leverage this technique and skill at the level of leading nations. A matter of historical record, this level of success in bowling over nearly all opposition and converting them to his cause can be classified as a mental attack.
Procurement: D+
The acquisition of armaments and supplies with which to wage war. As skillful a general as MacArthur was, throughout his many campaigns he was plagued by an uncommon number of supply issues that notably held up or delayed his planned strategies. As such, he is capable of acquiring mundane arms through means both legitimate and to take advantage of illegitimate supply lines should they exist within his vicinity. As his successes grow, however, the opportunity for more potent equipment to fall into his hands will present itself. As a skill, this is more a matter of "luck" than anything consciously controlled.
Divinity : E
Despite lacking in any evidence of Divinity, as a result of his successes there is a lasting cult to him amongst Koreans as "General Megado". Given the weight of this title as one that appears in Strategist's own Christian faith, and its status as "The Final Fortress", this enables him to qualify for the barest rank. Further empowered by Strategist's second Noble Phantasm.
Ceremonial Reformation: B
The result of the miracle of Douglas MacArthur rebuilding and transforming Japan utterly within a mere five years. Though a lack of scale and the modern day bars this skill from obtaining the highest rank, it remains a legendary feat all the same. Enables the restructuring and reformation of territory to better suit Strategists needs.
Noble Phantasm:
Name: I Shall Return
Title: One Who's Back Carries Inevitable Victory
Rank: C
NP Type: Anti-Army (Self)
Range: 1-99
Maximum Number of Targets: 50
Description: Upon the shores of Bataan, as he fled in the face of the Imperial Japanese, Douglas J MacArthur vowed to the Philippines that he would return as a liberator, to throw off the yoke of the Empire of the Rising Sun. Many scoffed at this. Considered it impossible, as the Japanese were ascendant, ever coming closer to ruling the Pacific and Asia as well.
But that man did not wait. He plotted. He schemed. He won alliances and convinced politicians. Raised troops, and piled on glory and success and accomplishments. Though MacArthur had experienced defeat once, he did return, and in his coming Japan's dream of conquest was shattered.
This is the crystallization of a promise which changed the fate of the World in the modern era, but it is something so simple. A promise. An inevitable fate. Mechanically similar to the Disengage Skill at the greatest possible rank, Strategist and those who are subordinate to him are able to flee any disadvantageous battle and reset the conditions of it to zero,. Immediately afterwards, Strategist is able to acquire information as to the nature of the adversary that defeated him, and make preparations to succeed in their next encounter.
This Noble Phantasm does not need Strategist's physical presence to be activated.
Name: Gaijin Shogun
Title: One Who Stands Above Tenno
Rank: A
NP Type: Anti-Country (Self)
Range: 1
Maximum Number of Targets: 1-1000
Description: The Conquest of Japan.
It sounds simple, but it is an accumulation of millions of souls worth of loss, of anguish, of grief. So much death, in the name of the arahitogami Emperor Hirohito, the living God of Japan. As MacArthur fulfilled his great promise, and as the time for the invasion of Japan neared, MacArthur looked into the future and realized what no one else did.
Operation Blacklist, the alternative to Operation Overlord, was prepared in the event that Japan was not able to fight to the death for some hitherto unforseen reasons. Reasons such as the sun being wielded against the Land of the Rising Sun itself. Douglas MacArthur saw this once in history opportunity, for a conquered land to be reforged into something new, and remake a deadly foe into an ally. Not a vassal or resentful foe.
He pressed for the preservation of the Emperor, over the objections of many world powers who sought the humiliation of Hirohito. In thanks, the demands of the Potsdam Declaration were met. Fearless towards the conquered Japanese, when the time came for MacArthur to take up his post he strode in not at the head of an army, but as a man coming to take his rightful station and met Hirohito not as an equal, but as the man who stood above him.
Within five years he irrevocably shaped Japan into a new nation entirely, to the point where he could depart back to his homeland, his job finally done. What else could you call such a feat, other than that of a god walking astride the earth? The God that was Emperor, had been humbled and supplanted by the Divine Gaijin.
When this Noble Phantasm is in effect, Douglas MacArthur is able to, upon successfully engaging against an opponent with Divinity, steal the Divinity within their Saint Graph and implement it into himself dependent upon a MGI Check. This manifests as a permanent rank down to the relevant skill, and a Rank up to Strategist's own Divinity. This does not need to be a victory he is present for, nor is it required that it be a direct martial defeat. As a Strategist, the advancement of other objectives also qualifies for the activation of this Noble Phantasm.
Moreover, in reflection of MacArthur having taken the Divine Authority which he had acquired and returned it to the people of Japan in their new constitution, reducing the Emperor once more to merely a mortal authority rather than a divine made manifest, Strategist is able to distribute this Divinity to chosen allies as a "Divinity" temporary skill, much in the way that certain Greek Centaur's are able to also confer skills to Servants of their own choosing.
Those who are robbed of their Divinity do not reclaim it. Once a God has been brought down to earth, they do not rise back up again. Though upon the death of those subordinates, the assigned Divinity returns to Strategist as well
At higher levels of Divinity, Strategists Saint Graph mutates. Becoming less the flawed form of who he was in reality, and approaching more towards the myth of "General Megado". Less a man and more a God of War, Strategists abilities pertaining towards strengthening and leading his troops undergo a Rank Up, though if Strategist acquires too much Divinity, his Saint Graph will ascend. As a Divine Spirit, he will be unable to remain in this world, falling to the Reverse of the World to join his fellows.
Personality: As a divine superhuman, Remus is a prideful man, believing that it is his birthright to reign over humans rather than pave the way for human history like his brother. Unlike his brother, who suppresses his divinity because of his love for humans, Remus instead chooses to reject his humanity, basking in the full glory that is his divine heritage. Because of this, he acts with a sense of entitlement, believing that the world is his to rule. Basically, his personality is incompatible with most humans. However, simpler life forms such as plants and animals get along with Remus strangely well.
A man who was destined to rule, but was never given the opportunity to truly live up to his birthright, Remus is still bitter about his death from his brother's hands. Despite this, however, he understands that his death was necessary in order for Rome to become a reality, and is secretly proud of the impact that he and his brother have made on the world. Still, Remus believes that if he were the Divine Ancestor, Rome would be better off, and blames all the problems he sees in the modern world on his brother's own shortcomings. To be human is to have limits, and Remus knows that his brother's empire was truly held back by his own humanity. To create a utopia borne from his own godly ichor... to lead the flawed humans of this imperfect age... All Remus desires is for his own empire, where he can rule over man and create a new Age of Gods...
No. An Age of Reme.
Objective for the Grail: The fuck's a grail? I just want to plant a tree.
Appearance: The spitting image of his brother, although with a more youthful visage, his flowing crimson hair glowing vibrantly. His perfect, bronzed skin shines as if it was truly forged by the greatest of smiths, his muscles bulging and bristling with every movement. Truly a body of the divine, Remus refuses to wear anything more than a black pair of bodybuilder's briefs so that all may witness Roma, and know of the perfection that they are not permitted to obtain. The only other thing that Remus wears on occasion is a nice cape dad gave him.
Weapon: Remus's summoned weapon as a Gatekeeper is an impressive blade only befitting of a god and wielded with proficiency. What once belonged to his father, Remus had customized it further so that the hilt has been made bronzed and its blade scarlet. Because Remus has never owned it in person and his class isn't Saber, he is incapable of manifesting this sword as a Noble Phantasm. It is only due to his existence as being "Roma" as well as the sword itself being "official property of the Empire" that it appears in Remus's hands.
However, he mostly uses it as a cool laser pointer. Remus prefers to fight with his fists for similar reasons that he wears no clothes.
Parameters:
STR: B
END: A
AGI: C
MGI: C
LCK: D
Class Skills:
Fortress Creation: EX
The Skill to build a special terrain that is advantageous to oneself in combat. At this rank, the creation of an “Empire” superior to a “Fortress” is possible, boosting Remus’s fighting capabilities as well as the power of the blessings created by his Septem Colles (Body). Furthermore, rather than building his Empire using both time and resources, Remus can simply grow his own territory through the use of Ficus Ruminalis, using his blood to spring up defenses from shields and walls to even entire castles at an instant. That is to say, while further preparation is needed to completely construct an Empire, Remus’s spilled blood is more than enough to lay its foundation.
Personal Skills:
Divinity: B
The measure of whether one has Divine Spirit aptitude or not. It also has an effect which reduces special defensive values called “purge defense” in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig. As the son of the God of War, Mars, as well as the twin brother of the Divine Ancestor, Romulus, Remus's Divinity is ranked highly.
Natural Body: C+
The possession of a perfect body as a living being since birth. Along with his twin brother, Remus was born naturally superhuman. Even without training, he's still beyond brawny. No matter how many calories he ingests, his body shape will not change. Remus can temporarily rank up his STR modifier, the weight of an entire empire following his every strike. Plus modifiers are granted on checks based on jumping, although misuse of this ability will lead to Remus's spiritual core becoming unstable.
Septem Colles (Body): A
A Skill based on the hills of Rome where the city was founded near. A skill that allows the Divine Ancestor to grant blessings to his children. However, because Remus's only legacy is his own spilled blood, he can only grant such blessings to different parts of his body which are able to carry on even after being separated from his own spiritual body even after the destruction of his original spiritual core.
Animal Communication: B+
The capability to reach a mutual understanding with animals, beings that do not possess a language. However, because the intellect of the animal does not improve, complex nuances cannot be conveyed. In Remus’s case, clear communication and establishing proper rapport with animals is within the realm of possibility. Wolves- and to a certain extent, other canines- are especially easy to communicate with as Remus was raised amongst them as siblings.
Imperial Privilege: -
"To learn skills through your own stubborn insistence rather than take full advantage of your own divine gifts for yourself? How mortal of you, brother..."
Noble Phantasm:
Name: Ficus Ruminalis
Title: With My Blood, My Legacy Flows
Rank: D
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
As Remus's blood was spilled on the hills of Rome, Romulus had thrust the spear that had slain him into the Palatium, marking the birth of a nation. It is with his blood, which seeped with the roots of the first tree of Rome, that he is able to draw upon the legend of his death. While his body encompasses Rome itself, his very blood has the concept of “nation-building”. With his own blood, Remus is able to create trees similar in nature to the tree birthed by his brother's spear. Using this Noble Phantasm along with his class skill as a Gatekeeper allows Remus to craft defenses at an instant. Walls, buildings, and even citizens are all borne from Remus’s blood, created in a more abridged matter than a Caster's Item Construction skill.
Because the foundation of Rome flows through his veins, his body is also capable of healing itself in reaction to the damage it receives, his wounds being pulled back together by vines and his severed limbs sprouting out of its bloody sockets. If given time, Remus is capable of healing himself completely depending on the amount of damage he has taken during rest. The more damage he receives in battle, however, the more his body gets closer to the existence that is the Tree of Imperial Foundation. Vines and roots pour out of him at an exceedingly rapid pace under his control while stitching his wounds and pulling his body back together until he truly becomes an existence that is the Creation of Rome, allowing him to fight to the bitter end, no matter how severe the damage he takes is. Furthermore, the healing from Ficus Ruminalis is increased at a much faster rate when Remus is within the territory designated by the Fortress Creation skill. Remus loathes using this Noble Phantasm in this matter, however, as he believes it sullies his otherwise perfect body.
-
Name: Moles Necessrie
Title: With My Death, An Empire Springs Forth
Rank: A+
NP Type: Anti-Unit (Self) (Anti-Country)
Range: 1 ~ 99
Maximum Number of Targets: 1,229
The reenactment of Remus’s greatest accomplishment; dying. It is the death of Remus that truly brought forth the advent of Roma, the greatest civilization known to the greater history of Man. However, due to the insistence of Remus, the “Roma” that is created upon his death has been heavily mutated to match his image. The “Trees of Nation-Building” that sprout from the spilled blood of Remus also take the form of “Trees of Domination” as his dream begins to truly manifest.
A Noble Phantasm that automatically takes effect upon the destruction of Remus’s spiritual core while within the territory designated by his Fortress Creation, countless trees sprout forth from Remus’s dying vessel, vines and roots spreading throughout his claimed territory. All unwelcomed interlopers around Remus are struck by a wide-range attack bearing the properties of “Nation-Building”. At first glance, a last-resort suicidal attack. While one would first assume that this is likely just the death throes of the sore loser that is Remus, they would soon find out that the grove that has been brought forth from his death is more than just his bloodied legacy. Of course, to those within the vicinity who even managed to survive the attack, they would find out far too late. One must keep note that the range of this Noble Phantasm does not designate the size of the initial attack, but instead what comes after.
Rather than truly dying, Remus’s body has truly ascended to that of an Empire, truly becoming Roma incarnate. While the Emperor's ability of individual thought has dissipated, his empire remains to autonomously fulfill the emperor's wishes, acting on their own to accomplish the will of Remus. As the Trees of Nation-Building spread throughout his territory, the land and is leylines shift and change to truly become his own, creating forest that would be formally known as “Rema”. Becoming something similar to the Disemboweling Sea of Trees, Remus has the true absolute authority of an “emperor” within Rema. Within his empire, Remus’s word is law, and any who oppose it shall be brought low. The trees and roots that make up Rema all still bend to the emperor’s very will, as if they still are a part of Remus’s body, and resources can be expended so that new trees may be sprouted, extending Rema’s territory further. Those designated by Remus as his favored citizens are now fully able to receive his blessings while within his territory, while unwelcome guest would find their mere existence to be rejected within the walls (trees) of Rema, their magical energy sapped before them. Of course, to enemy Servants, this would mean a gradual drainage of their magical energy and eventual death.
Of course, the creation of an empire as great as Roma is not a simple one. While one would assume that simply spending the first day of the Holy Grail War making a moderately sized territory before having Remus activate this Noble Phantasm is a wise decision, one must keep note that an empire is only as strong as the resources it has. The more resources that are under Rema’s control, the faster it could expand further. To truly succeed in utilizing Moles Necessrie, Remus must create a proper foundation for his empire in order for it to truly shine. Proper measures should be taken to ensure its survival after its creation as the activation of Moles Necessrie removes all notion of subtlety from Remus’s strategy, and the empire itself may be destroyed before it could truly reach greater heights. Furthermore, should Remus happen to unfortunately die outside of his controlled territory, this Noble Phantasm would come forth as a pitiful, short-ranged explosive attack. A pathetic end for one who had died taunting his brother's city instead of building his own.
Name: Manfred von Richthofen “Success flourishes only in perseverance — ceaseless, restless perseverance.”
Title(s): The Red Baron, Ace-of-Aces
Class: Gunner
Gender: Male
Attribute: Just leave this blank during application!
Alignment: Neutral Good
Personality: Formerly a brash man who took risks ever since his childhood, a man who commissioned a silver cup for every plane he downed before he was stopped by a silver shortage in his home country and made an effort to collect souvenirs from those he defeated in aerial combat. A poster boy for Germany, real life Hero out in the Skies and defending the Fatherland. However War dragged on for Manfred, he took it more seriously and after every Dog Fight he went by himself to a room to think. It became less of a daring adventure and joyful thing to fly above the clouds but now rather the best means he had to defend his country from those who would seek to do it harm
He was given chances to step away from it, his accolades allowed him to take a safer position near the end of the war, people warned that if he did not step away from flying he would die. He would not however stop just for safety, for those down in the trenches who were doing just as an important job did not have a choice like that. Honor compelled him to keep fighting to the best of his ability.
Objective for the Grail: To Fly Under Those Sky’s Once Again.
Character Objectives: What your character wants to accomplish here besides their wish/winning the war, and what you as a player would like to do with your character. PM this to me, rather than including it in the public sheet!
Biography: Forced into Cadet service from a young age due to his father he only did enough to pass, seeing to do more as a waste of effort. Even young as 11 he was a known risk taker and climbed a chapel tower, something that would be helpful later in life. He joined the Army as part of the Calvary but after seeing what WW1 changed in warfare, he decided to stick to relaying supplies before writing a letter to join the Aerial Unit.
Accepted, he learned how to fly and on his first solo flight crashed on the landing. Manfred would swiftly get past it and become known as a cocky pilot, flying straight through a thunderstorm against his superiors orders. This caught the attention of Germany’s then top Ace Pilot Oswald Boelcke who asked him to join his fighter squadron Jasta 2.
When Oswald had an accident that took his life, Manfred became in charge of the squad and lead it straight into infamy. He took to coloring his Bi-plane red and his squad did the same, the practice spreading to other squads using different colors. This caused later when Manfred recruited Elite Pilots and other Aces to a new unit that became known as the “Flying Circus” for its brightly colored planes, movement back and forth across battle lines and its camp making use of tents.
After securing 80 confirmed kills and another 20 unconfirmed, Manfred von Richthofen died chasing a plane that had injured his brother, seemingly from a stray bullet that destroyed his heart and lungs. He still had enough to him to smoothly land the plan and laid there for Allied Soldiers to come upon.
Weapon: Luger P08: A sidearm if Manfred was ever forced to fight on the ground. While having received training to use it well, it was sparingly used in his life.
Parameters:
STR: E
END: E
AGI: C+
MGI: E
LCK: B
Class Skills: Marksmanship: Skill at shooting techniques. C+
Trained in using basic firearms of his time allow him have a basic understanding of shooting the enemy. When fighting other pilots in his Plane is when he shined as he spent more time up in the air than on the ground.
Independent Action: Ability to survive for a time even without a Master (Servants without this can only last for a matter of moments if their Master dies). B
Manfred was used to hours of a time by himself in the clouds patrolling. While eventually becoming a Leader in his own right, to his core he was still used to doing things at his own tune at times and going against others instructions.
Personal Skills: Disengage A- As one of the first Dog Fighters in history and Ace among his time, Manfred has learned how to pick and choose his fights, able to get away from bad situations and turn it to a more even playing field.
Eye of the Mind (True) B - Developed over his training and refined over the war, Manfred is able to pick up the smallest detail to his advantage to turn it around on his enemies and bring them down from the sky.
Dog Fighting EX - The first to truly master Fighting in the Skies, you paved a whole new way of fighting in war. None were ever your best while you lived and never did you lose a duel up there among the Clouds. Up in the Air you were near invincible and those who tried to challenge that always failed. This allows Manfred access to parts of the Riding skill as to benefit from his experience in the war on his plane and his uncanny ability to turn the most dire situations into a great benefit.
Noble Phantasm: Your trump card and the symbol of your legend as a whole. The limit for these is generally going to be two, unless you're using a canon Servant who has more.
Name: An Ace among Aces
“Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart.”
Title: Those Who Reigned Supreme Up There
Rank: B
NP Type: Anti-Unit
Range: 1-50
Maximum Number of Targets: 1-15
Description: His most famous image of his Legend, the very thing that gave him the title “Red Baron”. This Tri-Plane terrorized the skies of WW1 and Allied Forces grew weary spotting this particular red blot in the sky. A Symbol of Air Dominance wherever it was.
Here the Red Baron pulls on those that used to fly with him, the Flying Circus and performs a devastating Aerial Combo on the enemy. Passes from every direction and hails of fire, distracting the enemy with his comrades first and then giving the Baron time to line up the perfect pass and unleash onto them as he had done so many times before.
Name: The Red Baron
Title: That Red Devil in the Sky
Rank: C
NP Type: Anti-Unit
Range: 1-5
Maximum Number of Targets: 1
Description: His Fokker Dr1 Dreidecker, a core part of his Legend as without it he would not be known as the "Red Baron" and as such he is able to summon the Tri-Plane wherever he is and take flight upon it once more. Without need for refueling or restocking on ammunition allows Manfred to stay in the Air much longer than normal and is only dependent on his Master's ability.
Name: Rapheal Dumind
Title(s): Indiana
Gender: Male
Age: 28
Alignment: Chaotic Neutral
Rank: How the Mage's Association would rank you. Leave this blank during application!
Objective for the Grail: The Locations of remaining Artifacts from the Era of the Gods.
Character Objectives: To survive and maybe loot whatever bodies become of this War.
Personality: Raised to take risks and to not flinch in the face of the extreme were the only options given to one who was raised to raid ruins, mystical or otherwise around the world. While always making sure to do good by himself first, Rapheal can at times lend a helping hand if he finds the sight pitible enough. He's seen some of the worst the world has through exploring old sites and selling it on the Black Market has made him much more agreeable to odd personalities than most would.
A usually calm man, not much can set him off.
Biography: The Dimunds are an odd family, tomb divers since the 1800's they were up in their neck's of anything someone would consider old or precious. Thieves of the Past, they decided that rather get caught in the middle of a city they had a better chance out in the world. Around the 1900's however something happened, a desperate Magus in need of help in cracking a tomb with a powerful artifact that would save his reputation at the Tower, and the Dimunds had made enough of a name for themselves at that point for him to seek them out. Not enough time to teach them, the Magus instead made them aware of Magecraft so they could serve as better minefield trippers as it were. As luck would have it, they actually had some circuits in them and when the Magus tried to kill them off with the Artifact in sight, they surprised him with low level magecraft that activated a trap and brought the whole ruin on their heads. Able to escape and armed with new knowledge, the Family was never the same.
---
Magic Circuit Switch: Breaking a Robins neck.
Number of Magic Circuits: D
Quality of Magic Circuits: C
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Elemental Affinity: Earth
Magecraft: Bare Basics of Foundations: General Craft is learned and is able to use, specialized in Bounded Fields, specifically in breaking into them.
Spirit Evocation: Useful to have when raiding tombs, an evocation everybody learned in the Family. Just need a small piece of them to commune.
Magic Crest: Dimunds didn't have the resources or time to develop a crest with how they lived and were introduced to Magecraft
Equipment: A pair of enchanted moccasins, helpful in speeding up in short bursts it sacrificed constant advance speed for key bursts needed to avoid sudden traps or other dangers. Needed 30 seconds to recharge for the next boost.
Some little gold earrings, they buzz slightly against negative thoughts directed within a 20 meter area in the direction they are.
A good ole smoke pipe from Great Grandpap, enchanted to instantly smoke up an area of 10 meters that would be difficult to disperse normally. Needs to be actually smoked with beforehand to have a good effect.
A sucker for the classics, a revolver for each hip fully loaded and ammo to spare for the upcoming War in a back pouch. Simple but effective even against Magi if used right.
A tent kit and survival supplies. Able to survive out in the woods for a few days off it alone.
Name: Hou Yi Title: Marquis Pacifier of the Country Class: Archer Gender: Female Alignment: Neutral Good Attribute: -
Personality:
A bright and vibrant girl, this version of Hou Yi was summoned as a young adult, just after she had performed her feat of the nine suns. Despite her outward appearance and personality, Hou Yi still remembers the pain of the loss of her beloved along with the burn of her feelings of betrayal, causing her to resemble more of a tyrant than the hero she was once regarded as. She believes in protecting the people, no matter how that may be interpreted in her warped view of the world. Despite this preconception about her behavior, she still believes that all of her actions are justified as they are the actions of a ‘hero’ who wishes to act ‘for good’ with little to no disregard to how exactly she goes about to achieve that ‘good.’ Also because of her memories of her departed lover, she has an almost solemn approach to anything she must do after the sun has set. That being said, at nighttime, Yi’s personality seems to dampen, her actions becoming more crude and brash whenever the moon shines bright in the sky. This does not apply on evenings of new moons and is worst on evenings of full moons. She claims to have forgiven her lover for the betrayal regarding the elixir of immortality, making a point to set out some form of sweet or offering to her past lover every night, but in truth she still harbors feelings of anger and desires some form of closure over the whole situation. Due to the nature of her death, Hou Yi also has a bit of irrational fear of peaches. Simply put – she hates them. Don’t mention them, don’t offer them to her, don’t anything. She hates peaches. Lastly, Hou Yi seems to have an innate fascination with tigers of the modern age and any historical mention of dragons. In her legends she used a bow made of tiger’s bones and arrows made of dragon’s ligaments, hence her complete obsession with the two.
Objective for the Grail:
To regain her divinity. Due to the changes in her behavior after being betrayed by her lover, the world came to see her as a heartless tyrant. Hou Yi desires to regain the adoration and the trust people had in her previously by proving her ‘goodness’ via the approval and actions of a divinity.
Hou Yi prefers to use her bow from the legends in normal combat.
Parameters:
Strength: C Endurance: D Agility: B Magic: C Luck: E
Class Skills (Archer):
Independent Action B: Ability to survive for a time even without a Master (Servants without this can only last for a matter of moments if their Master dies). Hou Yi, haven single-handedly taken out many threats to China was also only able to do all of these because he was commanded to do so by the emperor of the time, restricting her from being a high level in this skill.
Magic Resistance C: Immunity/resistance to a certain level of spells. Hou Yi, despite her history of accomplishments and feats, was also struck with a rather unlucky life, including dying by a strike to the head by a mortal's club. Because of this she has a lower magic resistance than would initially be assumed for her.
Personal Skills:
Affection of the Moon Goddess EX: Similar to a blessing of protection granted by the moon. Chang’e, Hou Yi’s spouse, is a divinity representative of the moon. In the same sense, it could be considered that Hou Yi is one who would be called the beloved of the moon, and thus offered it’s blessing and protection. The moon’s blessing for a beloved could take the form of a pressure that tempers their bodies like steel. However, for Hou Yi, the moon’s blessing takes the form of a pressure that weighs down on her opponent’s, resembling the influence that the moon could have on the tides.
Clairvoyance A: The visual ability that is also called “Eagle Eye”. This is a must-have ability of the Archer Class. It is also frequently used during scouting. Simply looking from a high location is sufficient to fully survey the town and search for enemies. In addition, Clairvoyance will affect the accuracy of bows. At rank A, Hou Yi has a limited form of future sight and is not affected by visual impairments.
Palace of the Sun B: Similar to the Caster class’s “Territory Creation,” but as opposed to building a special terrain that is advantageous to oneself as a magus, such as for the purpose of collecting mana, Hou Yi’s skill enables her to fortify or strengthen a previously built structure into one that is advantageous for her to fight from. Hou Yi, who was requested by the Queen Mother of the West Xi Wang Mu, had once built a palace on the Sun, expressing her architectural prowess. At rank B, Hou Yi is able to enforce any previously existing structure into one that could be considered a “god-forged fortress”, however such a fortress could only be achieved after months of preparation.
Lord Yi EX: The skill that is Hou Yi’s ability with a bow. As the legends tell, Hou Yi was a mortal who was able to slay, maim and imprison several other mythical beasts such as Yayu, Zaochi, Jiuying, Dafeng, Fengxi and Xiushporn without ever missing a single one of her shots. For Hou Yi, her skill with a bow never faltered, she always managed to hit the target she desired. Along with this, she was also able to be in complete control of how the arrow caused damage, whether she was aiming to kill, or just to damage. It would not be incorrect to say that Hou Yi had perfected control of her bow and arrows. For some servants, this could be considered alike to a noble phantasm, but for Hou Yi this is simply a matter of her own abilities with a bow. At which point, it would be suffice to say that due to Hou Yi’s precision and control, whenever she attacks by firing an arrow, parameters become meaningless.
Noble Phantasm:
Marquis Pacifier of the Sun Rank: C Type: Anti-Sun Range: - Maximum number of targets: 1
As the destroyer of the other nine suns, Hou Yi has decided to take it upon herself to befriend [be feared by] the last surviving sun. Due to her honest desire to mend the relationship between her and the last sun, she is completely ignorant of the fact that this sun is completely terrified of her. With this misunderstanding between them, Hou Yi has been under the impression that the relationship between them has been one of friendship, where they both are in contact with one another and act in ways that could benefit the other, whereas the last sun is convinced that this small girl is a horrifying tyrant who bosses it around at all times.
Essentially, this Noble Phantasm is both a line of connection (communication) with the sun, and a status of being befriended [feared] by it. The sun in this sense refers to the divinity, rather than Hou Yi being in contact and having control of the physical sun. Through this shared relationship and contact, Hou Yi is freely able to manage and manipulate the level of influence that the Sun conceptually has in a range of one kilometer, such as intensifying it’s rays or making it retreat from the sky. However, the larger her range of influence, the larger the stain on Hou Yi will be to use it. This also affects such things as blessings or abilities which are based in the sun and daytime, like a certain Knight of the Round’s power which makes him peerless at noon.
And my Master~!
Name: Kuristine Marie-Louise Bradbury (But you can just call me “Chris!”) Gender: Female Age: 22 Alignment: Lawful Good Rank: -
Objective for the Grail:
To prove I’m, like, the best witch of the modern age!
Character Objectives:
I need to show-off my strength, of course! Going on month-long trips to Asia is like suuuper in these days! A couple of my gal pals went to Thailand last year and they LOVED it so I figured, why don’t I kill two losers with one burn! Ehh? That’s not how the line goes..? Well, whatever! So I’m here to be super strong and take a teeny tiny vacay~!
Personality:
A very spunky and self-driven kind of girl, Chris herself is...a bit different from the rest of her family, electing to move to large cities to learn more about ‘American culture’ and do a bit more ‘self-study.’ Truthfully, she’s exactly what you would expect from a slightly airheaded, young girl who is up to date with social trends and was raised in big city America without being under the guidance of a parental figure to control her behavior.
Biography:
Chris comes from a family of witches in America. Once persecuted in witch trials, the Bradbury ancestors were able to hide themselves from the public hunt and protect their lineage to the modern age. They eventually became quite the prominent family, rising in the ranks of magi and also rising as a corporate powerhouse amongst the competitive business world of the United states. The Bradbury name became a household name, as easily recognizable as any brand name as a family who had exorbitant amounts of money and who seemed to have some form of a hand in most businesses throughout the country. Their family has approached upon the common title of ‘New England Old Money.’
Chris was predestined to be a witch before she was even born due to inherited Karma. As mentioned above, Chris decided to move amongst the major cities of the United States of America, namely cities such as New York, Los Angeles and Miami in the pursuit of ‘self-study’ (see: partying and traveling with friends). Despite being a bit more loose with her self-control than her parents would like to admit, Chris still managed to study in her off-time from socialite events and shopping sprees with her friends; eventually discovering she had a surprising affinity for magecraft considering how little she actually managed to practice it or study further into it. She has a rather lacking background in research, but somehow seems to have managed to stumble her way into learning her basics.
On a recent trip to New York to visit an old friend of the family, who was also a Magus, Chris learned of quite the intriguing rumor. Her friend had just returned from a eurotrip, visiting her brother who was studying in the Clock Tower. Apparently, her brother had heard from a friend, who studied under someone important, whose sister was involved in a certain study, and-...well, you get the point. Along the grapevine a rumor had found it’s way to Chris’s ears about some sort of magical ‘battle royale’ (as described by her excited friend) that was bound to take place in Japan. Thrilled by such an idea and completely ignorant of what such an event would be, Chris booked a one-way ticket to Japan for the next day, where she found herself aimlessly wandering through the country in search for any further rumors about this supposed war.
---
Magic Circuit Switch:
The sound of a new notification on her phone.
Number of Magic Circuits:
C
Quality of Magic Circuits:
C
---
Elemental Affinity:
Fire.
Magecraft:
General Magecraft: Having been the only thing Chris had taken the time to properly research and study, she could be assumed to be as cognizant and practiced in the practice of the basics as any other average magus.
Witchcraft: Given her family’s history, Chris had essentially used tales passed along by the women of the family to lead her towards what research she needed to conduct and who she needed to meet with to learn more about this practice. For American Witchcraft, the belief held is that "all events are interconnected and do not result solely from chance. The mind or individual will, when properly directed is posited to affect the workings of the world." While she is not a woman who has studied much (if at all) regarding the multitudes of options available for her use through the practice of witchcraft, Chris does have quite the compiled source over her years of travel. Everywhere she went, everyone she met - Chris managed to wiggle her way into stealing a little bit of information from every interaction, storing all that she had found in a hidden offline source stored in her iPad. Comparable to a grimoire, Chris has thus decided to name this her ”GriPad.” A lot of witchcraft in American practice includes the use of blood (be it from the user or an outside source) for their rituals. Another part of the rituals is to pay homage to all four elements, though the only element that will respond is that which the caster has an affinity with. One of Chris' particular areas of specialty is in the reconstitution of her body, namely her blood, into fire.
Potions: Stored within her GriPad are a couple of what could be considered more basic and high-yield formulas. However, most of these require an ingredients list that is mostly common except for one or two items which, if not equipped by Chris, could be terribly difficult to come across. Potions also take over 24 hours to complete.
Familiar: Well, what would a witch be without a black cat by her side?! “Sinclair.” He was once a butler for the Bradbury family and the man who helped raise Chris. With his life nearing the end, Chris had proposed to him the idea of becoming her familiar when the family’s pet had passed.
Magic Crest:
With her family dating back to and preceding the Salem Witch Trials, it can be assumed that their crest is at least 450 years old, though how much older than that it may be is lost to history.
Equipment:
Witch's Broom - a much more technologically advanced piece of equipment than one would imagine. Utilizing modern technology and a crisp check from the Bradbury funds, Chris was able to get her hands on the most updated of brooms.
Witch's Ointment - useful for reducing gravity for ease of flying. Can be stored in the broom.
Witch’s Magic Wand - half for show, half as a focus for Chris when casting magecraft.
Cauldron - Chris requires a cauldron for creating her potions, and thus must travel with one secured in a reinforced suitcase unless she has somewhere she can store it safely. The cauldron, once filled with the proper ingredients and the ritual prepared, can run on it’s own to create the potions whether Chris is present in the immediate vicinity or not.
GriPad - Chris’s entire source for all information necessary for all of her witchcraft.
Black Cat - Sinclair, or “Sin” for short.
Poppets - Chris has come with a bag full of ten prepared poppets for the use of absorbing any backlash from curses.
Portfolio of fake documents - What, you thought a girl fresh out of college doesn’t have a fake ID or two? Eh? You didn’t think she’d open up a bank account or two linked to those fake names too?
Toiletries - daily use toiletries including shampoo, conditioner, body wash, facial cleanser, moisturizer, lotion, and Chris’s make-up kit.
Mundane suitcase - of course she brought plenty of outfits to be prepared for any kind of event she may need to dress appropriately for!
Exceptional Benefit:
Supply Line - Through her family’s connections throughout the states, Chris is able to get her hands on just about any magical items she may need...after 1-2 days of first-class shipping.
We're chugging along at a pretty good pace, I think, but since we have a lot of people now and I haven't heard from a couple of you in a bit, I'm just posting the current Servant roster list to ping everyone. If anything on this list is incorrect, and you've changed who you want to make, please let me know!
For Extra classes, I'll be putting a soft limit of one Servant per class, but if we get a good rounded amount of Servants across the standard classes then this will rise. This is basically because I don't want a ton of Extra class Servants while the standard ones fall by the wayside.
Class: Saber Gender: Le Secret ♪ Attribute: Earth Alignment: Chaotic Good
Personality: An optimistic and curious adventurer lacking in what most humans would consider 'common sense'. A person who arbitrarily follows whatever his heart desires without caution or regret.
A blabbermouth who talks without thinking as much as he acts without thinking, speaking from the heart no matter the circumstances.
He's proud to be summoned as the strongest class of Saber, and as such attempts to act more 'knightly', though he's easily distracted from this, and his understanding of what a knight is in the first place is pretty flawed.
Objective for the Grail: There is no particular wish, but he desires to continue the grand adventure of life for as long as possible.
Biography: One of the knights of Charlemagne who went on various adventures, both as part of the group and as a lone chivalrous wanderer.
He was briefly a tree for a while before being rescued, once captured a giant and paraded him around to show off, and met Prester John in Ethiopia and saved him from harpies. Interacting with many of the other paladins, he loaned them equipment and was loaned in turn, including Ruggiero's hippogriff.
His greatest accomplishment was visiting the moon to recover Roland's lost sanity, before returning to Earth to help the armies of Charlemagne against the Saracen invaders.
Weapon: A net sword.
Parameters
STR: C+ ||| END: C ||| AGI: A ||| MAN: B ||| LCK: A++
Class Skills
Magic Resistance: A
Grants protection against magical effects, cancelling them entirely. Cancels spells of A-rank or below, leaving one practically untouchable to modern magi. The rank is passively heightened due to the possession of his book Noble Phantasm.
Riding: A
The class skill of both Saber and Rider, denoting the capacity to ride mounts and vehicles. A rank that gives aptitude for the Rider class, allowing all vehicles as well all creatures except those of Phantasmal Beast and Divine Beast rank.
Personal Skills
Evaporation of Sanity: D
The dissolution of reason to the point that keeping secrets is impossible. One who carelessly blabbers about the abilities and secrets of allies, making an alliance a difficult prospect.
It also serves as a minor form of instinct; feeling the correct course of action during battle.
Independent Action: B
Derived from Astolfo's solo adventures across the world and beyond. Arbitrarily ranging away from one's Master for various reasons is naturally something Astolfo excels at. At this rank, it's even possible to remain in the world without a Master for a maximum of two days, achieved by conserving mana by avoiding fighting or use of one's Noble Phantasms.
Vulcano Caligorante: Capturing Net of Good Fortune
Rank B Anti-Unit Range: 1-5 Maximum Targets: 1
A net that can capture gods, owned originally by the giant Caligorante. Unfortunately, he got tangled in his own net due to panic at Astolfo's horn.
Upon becoming a Saber, this Noble Phantasm was turned into a sword, since its the most sword-like of Astolfo's Noble Phantasms. It retains its flexibility as a whip sword or galient sword.
La Black Luna: Magic Flute that Calls Panic
Rank C Anti-Army Range: 1-50 Maximum Targets: 100
A magic flute that makes a sound similar to the roar of a dragon and the cry of a divine horse. A mass auditory attack that slams into everything in the area with an explosion. Since its power is weak, it can destroy small fry but won't do much damage to Servants. However, it does have the additional effect of possibly deafening those who hear it. A mild disadvantage to a Servant, but a disadvantage nontheless.
Normally takes the form of a small horn at Astolfo's hip, but when the time comes to blow it, it grows to encircle him.
Casa di Logistilla: Destruction Declaration
Rank C Anti-Unit (Self) Range: - Maximum Targets: 1
A magic tome given to Astolfo by the witch Logistilla. It contains the means to shatter any magecraft, and passively grants A-rank Magic Resistance due to possession alone.
If the true name is invoked by reading the book, one can discover the possibility of destroying any spell. A true cheat ability that makes one an undeniable Magus killer, if only Astolfo had the mentality to use it efficiently.
Crazy Trip Drive Idol: Senseless Berserk Idol
Rank B+ Anti-Unit (Self) Range: 0-99 Maximum Targets: 1
A Noble Phantasm that invokes the power of the Hippogriff that Astolfo would have as a Rider. An imaginary numbers-like existence that is everywhere and nowhere at the same time, throwing the enemy camp into disorder.
Turning into multiple illusory copies, and further multiplying after a certain amount of time has passed, it is the worst nightmare for a specific group of Servants.
Objective for the Grail: Completion of his magecraft.
Personality: A quirky, overly-touchy buffoon, an idiot savant who stumbles into personal breakthrough after personal breakthrough. Someone who large has the mind of a child, but whose intuition is second-to-none. Prefers plants to people, but thinks people are pretty neat too.
Biography: A first-generation magus and former insane child. As a youth, he was incapable of properly controlling his psychic ability, trapped either on one channel of his brain or the other, and so was designated as an insane individual. With his own maturation, however, came control, with control came understanding, and with understanding came the awakening of his own ability as a magus.
After being declared of sound mind, Jack began exploring the world, a backpacker who largely ignored his family, dismissing them as trivial for their inability to hear the voices that he heard. Over this time, he gradually learned something halfway resembling magecraft through trial and error, learning from what the plants told him of what they themselves had seen, speaking to great trees that had existed for centuries and seen much in their time. He continued his travels, a childlike curiosity driving him to see as much of the world as he could.
It was not until he encountered another wandering magus who chastised him for such open practice that he learned of magecraft theory, though, learning the 'basics' several decades into his life, before dismissing them as trivial and focusing on his own true passions. At this point, Jack could be said to have become a magus at last.
The months became years, and the years became decades, but still this went on. His harshness towards humanity softened, but his love for the plants remained. And so he still traveled, roaming the world with what funds he could scrounge up, never staying in a single place for much longer than a year.
At this point, his travels have found him in Fuyuki. A place where the plants whisper of a great ritual taking form, a place that might hold the key to his ideals.
---
Magic Circuit Switch: The sensation of biting a tree.
Number of Magic Circuits: E
Quality of Magic Circuits: D
---
Elemental Affinity: Earth, Wind
Magecraft:
General Magecraft: Actually somewhat below-average at this, due to considering it inane and boring.
Druidcraft: A western European foundation covering such things as plant growth, the acceleration of life, the encouragement of growth, and divination. Jack's ability here is frankly mediocre. While capable of the basics with an average level of skill, his focus is undeniably on the aspects of Druidcraft that benefit his specialty.
Conversion: Jack's chosen Attribute. Strictly speaking, the name covers the concept itself, but it is best known for its conduciveness to Jewel Magecraft. The capability that allows for one to place such things as magical energy into other substances, enduring outside of the body.
Conversion (Beans): Jack's personal specialty and application of the Conversion attribute. A synthesis of Conversion and Druidcraft, while also pulling on the folklore notion of such things as 'magic beans'. A jewel is optimal as a storage medium because it is a prison that stops flow. It’s excellent as a storage compartment in that way. However, rather than storage, Jack’s magecraft is based around using the vessel not as a container, but as an incubator. A bean is a seed that will germinate and grow, strengthening and expanding its contents and making them evolve past what they were. Instead of a prison that stops flow, it’s a hatchery that permits flow. The difficulty of this magecraft, then, is keeping things aligned. The vessel and the contents must be synchronized to the finest level during the incubation process, otherwise failure is guaranteed. It is for this reason that Jack's particular psychic ability has been indisposable to the honing of his craft.
Plant Speech: Not magecraft, but rather a psychic ability. An abnormal channel in the brain in which the common sense needed to live in the current world does not exist. Put simply, this channel receives and transmits the words of plants instead of people.
Magic Crest: N/A
Equipment:
Magic Beans: Jack's primary Mystic Code, beans which contain things. To Fuyuki, he has brought ten beans which contain sufficient magical energy to be called "D-rank", two beans for external circuitry, two beans which contain human minds, one bean which contains a form of each of the five Western elements, and two beans each which contain the concepts of acceleration and deceleration.
Greenhouse Panels: Glass panels which Jack uses for the establishment of his workshop. Essentially, ensorcelled items which function as a layered bounded field when appropriately arranged. The interior space they form acts as a 'greenhouse', predisposed to the benefit of plant-life.
Fertilizer: Essentially, magic fertilizer which is used to enrich plants. Rather simple in design, being magus body parts that are ground up and processed appropriately. A results-focused approach.
Mundane: Bean plants, canned beans, dried beans, a can opener, toiletries, a knife, some chalk, and changes of clothes.
Title(s): The Sarcophagus Princess, the Albino Shaman
Gender: Female
Age: 28
Alignment: Lawful Good
Rank:
Objective for the Grail: It just seemed like fun!
Personality: Tabethya is a rather kind, often to a fault. She often puts the wills of others above her own, leading to her getting dragged around by those in a position of authority over her. She has a timid voice, often others having an issue understanding her, and stammers her words rather often. A girl who's been known to fire off a fierce glare every now and then, yet there is always kindness behind her eyes. When she's in a really, truly bad mood, her glare can melt glaciers.
A bit of a perfectionist when it comes to things going her way, and often gets depressed when she is unable to fulfill her goals to the utmost. This tends to cause her to retreat into herself both physically and emotionally. Because of this, she tends to have a rather self-defeating thought process regarding herself and the actions she takes, doubting her judgment and introspectively analyzing why she was wrong in that situation. Superficially, Tabethya is able to contain these emotions and push past them if resolved to do so, though even through that she can find herself stumbling.
However, if there is something that Tabethya wants, she is the sort to take an initiative towards obtaining said goal, even to contradict her normal passivity and kindness. To be a magus is to sacrifice one's own existence for the “family”. To take with oneself the “world” and ingrain their existence upon it.
Biography: Tabethya was born to the Vanamkrues-Ordelai family --- a family of magi. This was a fact that she likely would have never known. No, it was likely that she would have never seen past the veil of the moonlit world. There would have been no point. Only one family member is to inherit, while the rest are free to live their lives never to have known the “truth” of this world.
However, fate is not something one can escape from.
The girl had lost everything. She did not have the first idea what to do with herself. She had lost her way. Her father, mother, brother, and sister were all gone. Sitting in her huge estate, walking through her empty home; the girl believed she was all alone in the world.
The girl had nothing. Absolutely nothing - or so she believed.
“There will be someone to save you. Without fail, I shall save you --- even if no one else, I....”
The voice of her late sister rang through her ears. It was a simple mistake; something that should not have occurred. Something that could not have occurred.
And yet it occurred.
Tabethya had to accept that. Tabethya had to move past the death of her family. After all, if she could not move past the death of her family she could not move forward. Ever so forward. She had to continue to move forward.
Even now, even now. She had to become a proper heir to the Vanamkrues-Ordelai family. Were she to fail, the vestige of her clan would be lost to the annals of history. Therefore, Tabethya could not fail. She had to continue forward.
Past the emptiness to the radiance of dawn.
---
Magic Circuit Switch: Imagining Decay
Number of Magic Circuits: C
Quality of Magic Circuits: B
---
Elemental Affinity: Fire, Water
Magecraft:
General Magecraft: The commonly understood metrics of what constitutes the bare basics of magecraft. One could hardly be considered a mage without at least an understanding of these basic principles.
Voodoo & Hoodoo: An Afro-Caribbean form of thaumaturgy often conflated with one another.
A form of evocation, sympathetic in nature. To “serve the spirits”, to attend to the dead, and to perform rites. To appeal to the greater and lesser spirits in communion and form a “contract”. To direct the sympathetic souls of the fallen so they may pass. In addition to these practices, these also cover African and Afro-Caribbean mysticism and witchcraft rituals and other such arts.
If Voodoo handles the matters of “heaven”, then hoodoo handles the matters of “earth”. While they are similar in nature, their processing is different. Voodoo utilizes an “outer force”, whereas Hoodoo is an “Internal force”. To appeal compared to attract.
Alchemy: The general theories and principles of western alchemy and transmutation. Something the Vanamkrues-Ordelai family considers themselves to be adept in.
Spiritual Surgery: A complete novice due to incompatibility with the foundation.
Magic Crest: The Vanamkrues-Ordelai family is 6 generations old.
It should be noted that the Vanamkrues-Ordelai’s are matriarchal; males are not permitted to learn magic, and only the most qualified daughter may the crest. Therefore, Tabethya is currently the only person, even in the extended family, that has the right to wield the crest. In addition to this, all members of the Vanamkrues-Ordelai family have albinoism
Equipment:
Transisted Fate of the Ill-Starred: To depart from the world those have passed. However, the Vanamkrues-Ordelai family specializes in preventing those who had passed from exiting through preserving them in liquid form. Aside from its rather dark appearance, the "water" is very viscous.
Makes for bad drinking water.
Some money to pay for housing, food, and necessities for at least a month.
Dolls made of hair and twine. Five-in-all.
A Tree with Bottles able to redirect ill-fortune to the bottles instead of the user. The bottles shatter upon being “saturated”.
A survival kit. Included in this kit are hempen rope, a canteen, some rations, and a tent.
"For the sins you've committed before me eyes, perish."
Talia Heigen-Schwertz
Heaven Personified
Gender: Female Age: 126
Alignment: Chaotic Neutral Rank:
Command Seal: A stylized Lunar Calender
Personality: A traditionalist of the highest order. To her the most important thing there is to life is the advancement of her magecraft, as such she usually avoids any troublesome thing that may take her away from her station.
Bio: A family who wishes to embody the heavens above in their pursuit of [ ]. A family that has recently matured with the birth of Talia.
In their pursuit of this goal, Talia has inherited the karma of the Schwertz, being born with a body that embodied their goal. Like a family of witches destined to always birth a witch, the Schwertz will always gain a body suitable for embodying the heavens.
Their pursuit has taken them many a generation, each member adding their own significant contributions generation after the next. From aligning their own circuits to the heavens rather than the crust of the earth, to even the lowly action of dying with regret within their hearts, Talia herself is the product of hundreds of years of yearning.
Her own youth is something of a symbol of that dedication, a sign that their family has matured. It is only time now for the Schwertz to break past this comfortable post. While she has not yet raised a successor, the thought of doing so now plagues her as she approaches her limits.
But still, once cannot be faulted for indulging themselves just a bit, can they? Just this once, Talia will risk both life and legacy, to show the world that the Heigen-Schwertz are ready to step out onto the worlds stage. Magic Circuit Switch:Imagining Shooting Stars
Number of Magic Circuits:A Quality of Magic Circuits:A
Magic Circuit Composition: Spiral Magic circuits that act as a place where power gathers and flows, a composition especially fitting for those who seek to emulate the stars due to its own similarities to that of constellations. A Noble Color Talia proudly carries as her heritage.
Elemental Affinity: Wind
Magecraft: Attribute: Movement: The basis for which her magecraft works. An attribute based around ‘change’ and ‘development’. General Fundamentals: The basics anyone who calls themselves a magus would know. Concerns things such as fixing glass and a basic curse of self-healing. Basically anything someone who took five years of entry-level courses at the Clock Tower. Astrology: Magecraft concerned with the movement of celestial bodies and their relation with the world. The Schwertz turn their bodies into the “Heavens”. It is said that the microcosm reflects the macrocosm, and by utilizing this principle they are able to enact mysteries with their own bodies. The most central idea in astrology is that the movements of the celestial bodies above dictated the happenings of the world and its inhabitants, as such by creating a heavenly microcosm within themselves they affect the greater world. In addition to mystical theory, certain techniques have been developed to aid the family in utilizing their bodies to the highest standard. Angels (False): In the modern era the mystery of angels is one of great stability. Spread worldwide it is a popular choice for magi to stabilize and hide their own magecraft. However, Schwertz choose to instead utilize Roman gods as a way to strengthen and stabilize their own foundation as the planets themselves carry the name, and thus the concepts, of the gods. Familiars: Utilizing their understanding of Greco-Roman mysteries, they use the idea of planting objects for the creation of “soldiers”. A way to quickly create and deploy familiars of varying quality. Wind Magecraft: Magecraft that utilize the Schwertz’s understanding of the gods. By borrowing the concepts of the four cardinal winds and their associated gods, further combinations of movements and meaning can be added to their own magecraft.
Crest: 873 Years Old.
Weapon:
Sparagmos: A set of 11 mystic codes composed from the skeletons of animals associated under the jurisdiction of planets plus two more for the Sun and the Moon. Something that embodies Talia’s mastery over the attribute of Movement while being the perfect spellcasting tool. While they may act like familiars, they are devoid of crucial mechanisms that define such. They follow Talia not as a result of a karmic bond, but because ingrained within them is something like a burden of existence that ties them to her. Polaris Launcher: Formalwear that functions as a 'reference point'. Nothing more then a tool that helps in tasks that require either alignment or as an extension of the body. Azoth Blade: A common mystic code that aids in spellcasting.
Exceptional Benefit: Finality
Σ( ̄。 ̄ノ)ノ
Finally got everything all done. Sorry for taking for so long. Sorry if this took time away from your own sheets @Aoko Aozaki.
Here is my servant. Planned to get my master draft up too tonight but ended up falling asleep, well hopefully after a good nights rest I can try and get that done in the morning... fingers crossed.
Name: Siegfried
Title(s): Dragon-Slaying Knight
Class: Saber
Gender: Male
Attribute: Earth
Alignment: Chaotic Good
Personality: A hero with an overwhelmingly reserved attitude, Siegfried is of a silent and modest nature. He will normally listen to quietly to anything that is said to him without much of a response and will follow his master's orders to the utmost of his ability. However when it comes to a situation that threatens to compromise his own principles then he will not move even a single step towards achieving said goal, nor will he back down even by the power of a command seal. This unexpectedly stubborn side of Siegfried often leads him to being quite misunderstood unfortunately.
In terms of self-esteem Siegfried tends to have quite the negative outlook. This is largely due to the curse of the Das Rhinegold that buried the desire and drive that he once had, in the end all he found himself doing was granting the wishes of those lives who happened to crossover with his own.
Objective for the Grail: Siegfried does not have any particular wish, except perhaps to see justice fulfilled in the conflict he finds himself in.
Class Skills: Magic Resistance - Null: This skill has been lost in return for Siegfried’s Noble Phantasm ‘Blood Armor of the Evil Dragon.’
Riding - B The ability for riding. At this rank one can manage most vehicles and beasts with above-average skill, even if they were not present in their own time period. However they are unable to ride the likes of Phantasmal Species such as Monstrous Beasts.
Personal Skills: Golden Rule - C- A skill that is representative of one’s fortunes in acquiring wealth.
For Siegfried, due to the cursed Nibelung treasure promising him a lifetime untroubled by money, he has this Skill, but at the cost of his Luck being Ranked-Down.
Disengage - A The ability to withdraw from the battlefield in the midst of combat or reset the battle conditions.
At rank A it has the effect of returning battle conditions to what they were at the beginning of the match (1st turn) and restores the condition of this Skill to the initial value. At the same time, it forcibly releases some of the bad status ailments inflicted on the user of this Skill.
Dragon Slayer - A One of the special Skills possessed by those who brought down a member of the Dragon Kind. Drastically improves one’s offensive power and defensive power against Dragon Kinds. It can be said that this is not a talent given from heaven, but the very anecdote of killing a dragon having been changed into this Skill.
Noble Phantasms: Name: Balmung
Title: Phantasmal Greatsword – Felling the Heavenly Demon
Rank: A+
NP Type: Anti-Army.
Range: 1~50
Maximum Number of Targets: 500
Description: A cursed sacred sword that achieved the feat of dragon slaying. Being that it also has the attribute of the Demonic Sword “Gram”, its origin, its attribute will change between sacred sword and demonic sword depending on who wields it. The blue jewel of its hilt is preserving/storing magical energy from the Age of Gods (True Ether), and when this is unleashed, it emits the appearance of a sword with a twilight colour. The sword inflicts additional damage on those who draw the blood of a Dragon Kind.
Name: Armor of Fafnir
Title: Blood Armor of the Evil Dragon
Rank: B+
NP Type: Anti-Personnel
Range: Null
Maximum Number of Targets: Null
Description: The Noble Phantasm that embodied the anecdote of Siegfried bathing in the blood of an evil dragon. Nullifies physical attacks as well as spells equivalent to B-rank. In addition, attacks of A-rank and above register as damage after defensive values in proportion to B-rank are deducted from the attack’s value. In the case where a Noble Phantasm from a proper hero is employed against him, it gains defensive values equivalent to B+. However, his back, which has not been bathed in the dragon’s blood, does not gain the defensive values, and he is also not able to conceal it.
Objective for the Grail: Pass college. Pay off debts.
Character Objectives: Pass college. Pay off debts.
Personality: Tom is a bright, cheery, outgoing person who isn’t hesitant to help others. Some would call his nature kind, helpful, and compassionate. A smarter person would call him naive, gullible, and a pushover. His personality does not win him friends, rather, it has caused many a parasite and conman to latch onto him, smelling blood in the water.
However, only the well-off can afford to be charitable. Tom has grown desensitized to the things he has had to do to stay alive and ahead of his debtors, many of which would normally be entirely unthinkable for him. He cares for his ultimate well-being very much, and despite the fact that this is not the route he wishes he was forced upon, it is the one he must walk.
Due to how he has lived so far he would be described as eccentric, with a skillset and common sense slightly removed from the norm. He failed calculus, but could quite easily tell you whether or not the money you had was counterfeit.
Biography: When a child is born, the situation is usually one that is to be celebrated. The birth of a new life, bringing forth a new soul into the world, and more.
Tom Fruz began life with a debt of $30,000. The total debt he owes has never gone below that amount in his life. Indeed, the day of his birth was the day where Tom had the least money to pay back in his life. Due to extremely poor financial decisions and general decisions on the part of his parents, Tom was saddled with ever more debts and with little way out. As soon as he was capable, he began searching for any way to scrimp money, find illegal work, and generally make a positive return on money from his efforts. Due to this he gained a great capability for performing menial labor and extreme efficiency at all his tasks in order to jump from one child sweatshop to the next.
It was during one stint as a ghostwriter that Tom was introduced to the moonlit world. A desperate student of the Clocktower with an essay due fast and more money than sense, came looking for a quick-fix solution to his problems and stumbled upon the services Tom was working for. In order to properly understand a large amount of the concepts that was being written about, Tom had his circuits properly opened and taught a small amount of simple magecraft. Unfortunately due to a lack of proper papers to cite and being forced to rely on some other papers the Clocktower student had gotten their own hands on by digging through the trash, the essay he wrote inevitably failed and the angry student ended up resulting in him losing more money than he was paid for the commission and kicked out from the agency.
After his induction into the supernatural, Tom himself did not experience any great change- though now, the scammers of the moonlit world found themselves a new target. He fell for more tricks, amassed greater debt, and slipped further and further down in academics as he spent most of his days perfecting ways to avoid and hide from debt collectors and unable to properly study or attend classes to hand in homework and take exams.
Upon becoming of age, his parents dumped all of their outstanding debts onto him and vanished, leaving him alone and incapable of properly holding off all the hounds baying for his blood. Left with no options, he decided to have his organs sold on the black market, returning a nice amount of money and nearly dying from the successive operations, able to pay off some debts a decent amount in order to prevent everything from crashing down on his head.
However, due to being unable to find a well-paying job, in order to survive from month to month he has found himself paying off debts owed to some by creating new debts with others, fueling an endless, terrifying cycle that has culminated in him hearing about the Holy Grail War and deciding if there was anything that could solve his debts, it would be a literal wish-granter. He dreams of being able to finish college and land a comfortable, honest job to live the rest of his days out in peace.
One Liver lobe One Kidney One part of lung Lots of blood Pancreas Part of intestines One eye
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Magic Circuit Switch: Money burning.
Number of Magic Circuits: D
Quality of Magic Circuits: E
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Elemental Affinity: Fire
Magecraft: General Magecraft: Passes the bare minimum standard for competence. He can activate his circuits I guess?
Magic Crest: Magic Crest? Is that something you have to pay hidden subscriber fees for?
Equipment: -A large amount of hard cash. They are all clearly loans. -A knife, pickpocketed from a yakuza he had a run-in with at the airport.
Mystic Codes:
Glove of Midas: A questionable mystic code sold to Tom by an exiled American magus. It performs a transmutation of the touched object into gold, however, the formula used for the transmutation was one that had stringent copyrights attached to it. As such, no matter how much gold Tom makes with this, he would legally be unable to sell it off.
Exceptional Benefit: Contacts: A very very persistent caller is ignored once again. The phone number now takes up space as the only number listed on his recent calls list. He’ll pay them back. Probably. But in the meantime he could totally ask for more money because he paid off his loans on that one bank with the loans from this bank!
By reaching out to a quite a few loaners, including quite shady ones that definitely do not operate legally, Tom has amassed a network of people within numerous industries- all revolving around him, and more specifically, the debts he owes them. Sometimes he can purchase a difficult to obtain item for them, but mostly he finds this large network allows him to sell things that he otherwise wouldn’t normally be able to.