The Year is 2004. Decades ago, during the Third Holy Grail War, the conflict ended prematurely as the Greater Grail was taken by one of the war’s participants. The blueprints of the ritual were spread around, and many lesser grail wars have sprouted up all around the world, as various mercenaries and magi fight over these imitations.
But now, the stolen Grail has surfaced, in the town of Çanakkale, in Turkey. Near to the ruins of the ancient city of Troy, the value of its spiritual land is excellent. With a collection of outcast Magi, the Grail’s thief has summoned an entire team of Servants, leading to a failsafe that allows a second team to oppose them.
There is the Blue Team, gathered by the mysterious magus Hektor Bahadir to complete a grand ritual that will change the world. The team’s aim is to utilise the Holy Grail system to recreate the Trojan war, but this time, have the defenders win. The cursed ritual designed to end the age of heroes - reversing it might even bring back that lost age.
A gathering of visionaries, idealists, fools and mercenaries, united in the will to change the world. But will their dreams really go as planned?
Opposing them is the Red Team, put together by the Magus Association to stop this threat. Though it isn’t considered the highest possible priority, a team of powerful Magi have been assembled to dismantle this ritual and return anything salvageable to the Clock Tower in London.
But is maintaining the status quo as mystery continues to die really the best idea? And is their summoning of Heroic Spirits simply playing into the enemy’s hands? From stealthily stealing away the Palladium, to delivering a payload of soldiers to the gates of Troy, many key objectives were performed by the Achaeans to secure their victory. This war will also have these Side Objectives as the Blue team attempts to complete the ritual and the Red team attempts to disrupt it. Specific examples include claiming and keeping territory, stealing items, etc. In other words, if a normal Grail War is a Deathmatch, and an Apocrypha style war is a Team Deathmatch, this war will also have Capture the Flag, Payload, and King of the Hill game modes, among others.
Rules & Guidelines
1. Respect other players, and the GMs. 2. No Godmodding. 3. If a dispute occurs between two or more players during an IC confrontation, the GMs will be the final verdict on the outcome. 4. Try and post within a week, especially during combat scenes. If you’re unable to post for the week, please inform us ahead of time.
General - Posts are considered to be from a character’s perspective, and any actions in them can be contested by subsequent posts. If there is a disagreement, please attempt to resolve it between players before asking for a GM judgement. If you want to edit posts after an agreement is reached, please notify the GMs first.
Bases - Team bases are generally assumed to be ‘secure’ areas, since they will be under the purview of seven magi and a Caster-class Servant. The exact nature of the defences doesn’t need to be discussed in great detail. This doesn’t mean attacking them is off the table completely, particularly with anti-fortress Noble Phantasms, but this shouldn’t be a casual feat. There’s also nothing stopping individuals from creating their own individual workshop outside of these team bases.
Preparation - Preparations are expected and are a core part of a standard Magus’s role. However, to avoid most complications that offscreen preparations might entail, details of one’s preparations must be noted in the player’s post. The specifics of one’s prep should still be sent to the GMs for verification so long as the general idea is conveyed through a post. An example would be a post about the potion maker making their strongest potions, hinting that their Servant might not be able to handle said potions, whereas the specific details of what these potions do are sent to the GMs via PMs.
Actions - The action system is used largely to determine how interruptible certain actions are, and is largely used for Magi. Incantations use counts to determine the length; the more counts to an incantation, the higher ranked the resulting spell. Activating the function of a Mystic Code is quicker than even a one-count incantation. Noble Phantasm activations and the use of Command seals are also considered equivalent to a one-count action. Ordinary talking is a free action, so get as much anime trash talk in as you want. It’s also worth noting that Servant speed is on a different scale to Magus speed, but if you’re a Magi alone with a hostile Servant you have more to worry about than action economy.
Application Rules - Each player will be allowed one Master and one Servant slot, though multiple applications for each are permitted. Do not put your application in the characters tab until it is accepted, instead, post the character in the OOC section, and we’ll give required changes in the thread, and advice over discord.
Servant Applications - Gilgamesh and Herakles are banned. Anyone born after 1901 is ineligible. Canon Servants may be applied, but not those with incomplete materials. In the case of joke servants, or Servants that have only made a very brief appearance and showcased few or none of their abilities, making an alternate version is fine. Everything else will be judged on a case-by-case basis. Atalanta is also probably banned.
Master Applications - No Masters able to fight Servants evenly. Canon Masters may be applied, but bear in mind this is an alternate universe, so at least some adjustments should be made.
Character Sheets
Class: Saber, Archer, Lancer, Rider, Caster, Berserker or Assassin
Team: Are they aligned to Blue team (Troy) or Red team (Magus Association)? Leave blank if undecided.
True Name:
Appearance: Anime Faceclaim preferable but not compulsory.
Sex:
Alignment: D&D Alignments.
Attribute: Heaven, Earth, Man or Star.
History: Give a little info and anything that’s different from the history of the ordinary world or the myths as described. No wikipedia links please.
Personality: Just a short summary is enough.
Parameters: E-A rank, EX in very exceptional circumstances. +s are temporary, situational boosts. Strength: Hitting things hard Agility: Being dextrous and fast Endurance: Enduring stuff, HP Mana: Magical energy capacity Luck: Ability to defy fate.
Class Skills Set based on class.
Personal Skills Skills unique to this servant. Typically 2-4 in number, 5 max.
Noble Phantasms:
Name: Title: Fancy Titlle Rank: E-A, with +s and EXs again Type: Anti-Unit, Anti-Unit (Self), Anti-Fortress and Anti-Army are the usual ones Range: Nobody knows what this means but 0 is self, 1 is very close, 40 covers a school. Targets: Maximum targets at one time Description: What it does
Name:
Titles: Any neat chuuni titles you can come up with
Team: Are they aligned to Blue team (Troy) or Red team (Magus Association)? Leave blank if undecided.
Appearance: Anime Faceclaim preferable but not compulsory.
Sex:
Alignment: D&D Alignments
History: A brief backstory. Doesn’t need to be too in depth.
Personality. A brief summary of personality.
Magecraft
Quality of Circuits: Ranked E-A
Quantity of Circuits: Ranked E-A
Elemental Affinity: The element of one’s magecraft, sometimes called alignment. Typically one, sometimes two, and exceptional magi are ‘Average Ones’, able to use all elements. Most use the Western system of Fire/Water/Earth/Wind (Plus some other special cases), but the Eastern system of Wood/Fire/Earth/Metal/Water is sometimes used too.
Attribute: Another important factor in Magecraft. Unlike Affinity, this is generally determined by the family’s specialty, and it’s possible to learn more over time. Includes things like Shirou’s Reinforcement, Rin’s Conversion, and the Matous’ Absorption. For more detail, check Theory of Magic in the helpful information section.
Magecraft: Further magecraft details. No need for a spell list or anything like that, this should be a more general overview of what they can do. Include ‘General Magecraft’ here if your character has basic Magecraft training; check the help section for details on what this includes.
Mystic Codes: Tools of Magecraft. Any magical items owned by the character.
Non-Magecraft Abilities/Items: Any significant skills or possessions owned by your character that don’t fit in the Magecraft section. No need to be too comprehensive, or really include money or anything that can be picked up without much hassle, that stuff can be assumed.
Helpful Information
Theory of Magic Useful information on Magecraft theory in general, a good place to learn about elemental affinity and attributes.
TMDict A glossary of various materials from Type Moon properties. Also useful for Servants.
The general Magecraft abilities that any serious Magus or even Spellcaster would likely have.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant. Overuse of Suggestion will damage your mental state irreparably.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, repelling non-Magi, and control of the mana in its area. At this level, only temporary bounded fields can be formed.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, repelling non-Magi, and control of the mana in its area.
Locking Doors: Self-explanatory.
Floating: Basic manipulation of mass and air currents.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory. Please keep it PG-13. Fade to black if absolutely needed.
Contracting: Making a contract with something. Establishing a karmic link that allows one to send energy. Beings other than Servants can be contracted, but without the security of the command seals system, this can be dangerous.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible to set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
FGO Servant Profiles A good place to look for skills, as well as information on Servants that might be related to yours.
TMDict A glossary of various materials from Type Moon properties. Also useful for Masters.
Note: If a skill isn’t under your class’s list of class skills, please don’t put it under class skills.
Saber, Knight of the Sword Magic Resistance Riding
Archer, Knight of the Bow Independent Action Magic Resistance
Lancer, Knight of the Spear Magic Resistance
Rider, Mounted Knight Magic Resistance Riding
Caster, Magus Item Construction Territory Creation
Assassin, Silent Killer Presence Concealment
Berserker, Mad Warrior Mad Enhancement
The Servant attributes are Heaven, Man, Earth and Star.
Heaven is for demigods and those strongly connected to the divine, such as David, Cu Chulainn and Heracles.
Earth is for those who originate from fanciful myth and legend, but don’t have that divine connection, such as Artoria Pendragon, Astolfo and Ibaraki Douji.
Man is for people who completed heroic deeds as simple humans, such as Julius Caesar, Li Shuwen and William Shakespeare.
Star is for the exceptional heroes who changed the course of mankind’s destiny. The hardest attribute to qualify for. Examples include Nikolai Tesla, Leonardo da Vinci and Romulus.
_________________________________________________________________________________________ Class: Archer Team: Red team (Magus Association)
True Name: Akhenaten Title: The Heretic Pharaoh
Sex: Male
Alignment: Neutral Good Attribute: Heaven _________________________________________________________________________________________ Personality: He heard the voice that nobody else could. He is unique among pharaohs. He is the one who listened when all others failed. Who among the kings of Egypt could ever match that? Which of them could ever understand him? Which of them could hope to be a king like him? He is Akhenaten. Akhenaten is a special, once in a dynasty star who could not be matched. Much like Ozymandias who came after, Akhenaten was a genius. And yet, the world was not ready for him. Or at least, that is how he feels. He is a noble pharaoh, who sees all others as cowards. Cowards who were unwilling to make the sweeping changes his genius required. He anticipates that others will attempt to hold him back, and as such if or when they eventually do, he accepts it as the reality of being too far ahead of the curve. This gap in understanding, often to a nearly alien degree, makes it difficult for him to work with others. It is that divide that makes him come as quite villainous, despite trying to be heroic. Perhaps he's a tragic figure? One who desperately tried to help his friend, but in doing so nearly doomed his people? He refuses to believe such. Rather, he takes on the idea that all others are merely cowards. Cowards who run from their duty, and as such cannot and should not be worthy of his respect. Perhaps that is why, when he looks upon the memory of his wife and child... He hates them beyond all understanding.
Bio: The future Akhenaten was born Amenhotep, the younger brother of the crown prince Thutmose. Even then, as a child Amenhotep was strange. He once told his father that a voice came to him each morning. Arousing him from his sleep. His father dismissed it as the voice of the maids. But then the voice would come to the young Amenhotep at noon. Each time asking for somebody to reply. Amenhotep attempted to ignore this voice, but over time it continued to come, each time when the sun was highest in the sky. He turned to the priests, asking them for their thoughts. Each dismissed him as hearing the voices of the dead, until finally Amenhotep became desperate. He found a quiet spot, and whispered back to the voice when it came to him at noon. "You can hear me?"
Yes, he could. The voice came not from maids, or from the dead. But rather... Aten, the god of the sun. Amenhotep would ask questions, and Aten would answer, only for Aten to ask questions and Amenhotep would reply. A friendship bloomed, until one day... Aten asked for Amenhotep to help him. To bring together people so that they may help. But Amenhotep could not. For he was not meant to be pharaoh. "Who is to be pharaoh?" Aten asked. "My brother, Thutmose." Amenhotep replied. "I shall speak again in time." Aten replied, and then went silent. The next day, a little after noon, Amenhotep was greeted by several palace guards. Fear in their eyes as they told him the news. His brother, Thutmose, was dead. A beam of light had come down from the sky at noon, piercing his heart while he walked through the garden. It was to be Amenhotep now who would be Pharaoh.
And so it was. Amenhotep became pharaoh, and took on a new name. Akhenaten. He would speak to Aten again, and together they set about the work of bringing a reform to Egypt. Changing the worship of the old gods, to Aten. Over time though, Akhenaten came to learn more about Aten, who was not a god like the others. But rather, the AI system of an alien vessel. Its crew long dead, it needed fresh bodies to fill it and become the new crew who would pilot it home. Akhenaten hatched the plan, of creating the city of Amarna, which he would fill with the best and brightest. When the time was right, Aten would fly over the city, taking the people to fill its empty crew. And so, the city was made. But Akhenaten's rule was fraught with difficulties. The priests challenged his every choice, and sought to have Aten destroyed. Akhenaten refused to have Aten destroyed, and the battle with the priests was a long internal feud that brought pain to all of Egypt. Eventually, Akhenaten became ill. The other gods became wrathful, and began battle with Aten. To the people of Egypt, this resulted in a horrible plague that killed its crops and its people with reckless abandon. Akhenaten died after seventeen years of rule. His kingdom was left to his wife, until it was time for his son to take over as Pharaoh.
The city of Amarna was abandoned, and the plans he had tried to accomplish in life of helping his friend Aten never succeeded. The gods returned to power, and Aten was eventually destroyed by Pharaoh Horemheb. Now, he is summoned, and this time with Aten at his side, he shall accomplish what he had once failed. With his wish upon the grail.
Armaments: Akhenaten is draped in golden jewelry known as the armor of Aten. Forged from an alien craft, it provides a field around Akhenaten that, along with his skill 'Protection of the Sun God' drastically reduces the damage that others can hope to deal to him. The armor's secondary function allows him to use this field as a means of floating through the air, much like a sun might. Though it is certainly not as agile, and makes him a more noticeable target. The main weapon he possesses, beyond the defense of his armor, is his noble phantasm, Aten. _________________________________________________________________________________________ Parameters: Strength: D Endurance: C Agility: B Mana: A Luck: B _________________________________________________________________________________________
Class Skills: - Independent Action A: The ability to remain independent even when rejecting the Magical Energy supply from one's Master; the ability that allows for action even in the absence of the Master. It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master. - Magic Resistance A: Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'.
Personal Skills: - Divinity C: The measure of whether one has Divine Spirit aptitude or not. At high levels, one is treated as a mixed race of a Divine Spirit. At the same time that a ruler is one that controls the people and reigns over the land, a pharaoh is also someone who reaches the gods. A pharaoh has his divinity change in accordance with factors such as the era, or in Akhenaten's case the feelings directed towards him. As the Heretic Pharaoh who betrayed all others, he suffers a rank down in this skill.
- Protection of the Sun God (Aten) A: A protection granted by the Sun God Aten to Akhenaten. It is equal and yet opposite to the version granted by the Sun God Ra. Reduces damage and mental interference from all sources, except for other divine sources. This skill triggers when under the rays of the sun. This also qualifies when using Aten.
- Clairvoyance C+: A visual ability that is also called "Eagle Eye". This is generally 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 a town and search for enemies. In addition, Clairvoyance will affect the accuracy of bows. It connotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons.
- Alien Origin (Nanobots) D: A skill that denotes an alien origin. For Akhenaten, it is nanobots that come from Aten. It is unknown if the nanobots infested Akhenaten at a young age, and are what is responsible for his ability to communicate with Aten, or if they were granted to him after that connection was made. It is similar to the memory partition ability used by Atlas mages. It allows Akhenaten to partition his thoughts to form multiple independent thought processes. While normal people can only have a single "room" in their brain and focus on one thought, partitioning adds partitions to the one room to create multiple rooms. Akhenaten is able to add two extra rooms to his mind.
Title: Aten - The Shimmering Disk that Travels the Sky Rank: B NP Type: Anti-Unit Range: 1-99 Maximum Number of Targets: Description: Once upon a time, Egypt was watched over by Aten, the god of the Sun. Aten was wise, just, and his rays of sunlight blanketed the world. Established during the Twelfth Dynasty of Egypt, Aten stood alongside Ra in guiding the sun through the sky. The reality though, is that Aten was an alien vessel, adrift amongst the stars. The alien vessel was abandoned, except for its AI which attempted to make contact with the people of Egypt. It wasn't until Amenhotep IV took the throne that Aten's voice was heard. Aten's AI spoke to Amenhotep IV, and a relationship of minds began to form. Realizing Aten's predicament, Amenhotep sought to rescue the god and bring the AI back to Egypt. During this time, Amenhotep changed his name to Akhenaten, and set about changing the religion of Egypt to focus their worship to Aten. He was unsuccessful in his plans, and died before Aten could reached. After his passing, the final king of the eighteenth Dynasty, Horemheb, used the weapons of Egypt to target and destroy Aten. Thus removing the 'false' god from Egypt's history. When summoned, Akhenaten is summoned with a manifestation of Aten. A golden disk that fires beams of sunlight upon Akhenaten's enemies. Able to fire volleys of smaller beams, or much larger beams. While unable to match the power of Ra himself, these beams are unrivaled by modern magecraft, or even the magecraft of the typical servant. There are generally six 'modes' that Akhenaten uses. - Rapid Fire - A mode that focuses on a rapid volley of low rank, low power shots at a middle distance. Under normal cases, a volley can consist of nearly a hundred shots, or an extended volley can reach upwards of a thousand strikes within a short period of time. - Sniper Shot - A high ranked beam that focuses on a single target. It's range is mapped in nearly a dozen kilometers, and hits with an A rank in power. It can be fired off multiple times in a row at a lower power in order to focus on speed. - Explosive Shot - A mid-ranged shot that explodes upon contact with another surface or projectile. The power varies from E to A, but require a noticeably longer time to charge than a volley shot. - Warping Shot - A short that can change it's direction mid-action. Because of the focus required, fewer of these can be fired within a short time frame, though their ability to suddenly change direction on a dime is highly useful for striking at targets who are able defend against the typical volley. - Flash Stun - Less of an attack, and more a high powered burst of pure sunlight. It blinds targets, and can cause intense damage to the eyes if used multiple times. It can be used as a single high powered flash, or as a blinding strobe-like effect. - Searing Wave - A continuous beam that envelopes a larger area. It burns flesh and sets flammable objects on fire. It has a longer time to kill than a majority of the other projectiles Akhenaten can fire, but it covers a greater area and causes constant over time damage.
Title: Aten - My Rays Illuminate Rank: B+ NP Type: Anti-Fortress Range: 20-100 Maximum Number of Targets: 500 Description: Akhenaten was the only one allowed to speak to Aten. All wishes, desires, and worship were said to go through him, and he would communicate them to Aten, who would communicate back with praise or other desires. The golden disk in Akhenaten's possession allows him to communicate with Aten. Often time it is to seek advice, but when desired, he can utilize this communication for another purpose. To reactivate the weapons that remain onboard Aten. Each weapon of an alien dreadnought takes aim at the Earth's surface. Calculating trajectory, and focusing the full power of the sun down upon Akhenaten's enemies. A barrage of anti-army level beams cascade downwards in a display that can be described as seeing the sun descend upon the world. After a volley, it takes Aten a full day to reload its weapons.
Class: Rider Team: Undecided True Name: Cao Cao Gender: Male Alignment: Lawful Neutral Attribute: Man
Personality: A cunning, pragmatic man that cares nothing for what others think of him. He cares little about status or traditions and judges people based solely on their ability. However, despite how ambitious and unscrupulous he is, he still possesses a high amount of personal integrity and treats his allies and subordinates well. He sees opportunity where others only see ruin, and thrives in chaos even as he works to impose order.
On a personal level, he is seemingly jovial and charismatic, capable of laughing casually with a person to their face while plotting against them in his head at the same moment. He is suspicious and untrusting at heart to the point of being borderline paranoid when confronted with those he is not already familiar with.
While he is a fair and legally just person who seeks to bring peace, Cao Cao is not swayed by emotion so much as logic and reason, making him appear rather unsympathetic and unscrupulous to the idealistic.
Biography: A crafty, ambitious man who rose up from minor nobility during the waning years of Han China to become one of the defining men of the era. Not content with remaining a cavalry commander for a declining dynasty, Cao Cao became a warlord in his own right, carving out a fiefdom of his own and subjugating many rival warlords to become one of the preeminent powers of his time. While Cao Cao had the last Han emperor under his control, he never seized the throne for himself, preferring to act with impunity under the imperial mandate instead. By the time of his death, Cao Cao's domain of Wei spanned over a third of China.
However, Cao Cao's greatest ambition had been to reunify China under his control into a prosperous and peaceful state. He died of illness at the age of 65, content in the assumption that his successors would finish what he had started. Historical records indicate that Cao Cao was a brilliant ruler, administrator, and general, with his state of Wei flourishing at the time of his death.
Fighting Style: A cheap-shotting bastard. While a formidable swordsman in his own right, Cao Cao always seeks the most expedient and efficient path to victory, no matter what others may think of his tactics. In personal combat, that means nothing is off the table. Crotch shots, eye gouging, running away to try again later, et cetera.
Parameters: STR: C END: B AGI: B MAG: C LUK: A+
Class Skills Magic Resistance: C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Riding: A: Creatures on the level of Phantasmal Beast and Divine Beast rank can be used as mounts. However, that does not apply to members of the Dragon Kind. Maneuvers that would normally be absolutely impossible become trivial.
Personal Skills Hero of Chaos: B: Cao Cao’s most notable feats of charisma revolved around his eye for talent, finding and inspiring loyalty in many able heroes, generals, and scholars of his time. While ordinarily he was content to delegate tasks and battles to them, his leadership abilities were such that even great heroes were inspired upon seeing their lord take the field.
Increases the morale of allied forces at a rate equal to the equivalent rank in Charisma. Effect is temporarily doubled for one round when Cao Cao makes his appearance on a battlefield.
Disengage: A: The ability to withdraw from the battlefield in the midst of combat or reset the battle conditions. At this rank, there is a bonus 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.
Eye of the Mind (True): B: A heightened capacity for observation, refined through training, discipline and experience. A danger-avoidance ability that utilizes the intelligence collected up to the current time as the basis in order to predict the opponent’s activity and change the current situation. This is not a result of talent, but an overwhelming amount of combat experience. A weapon wielded by none other than a mortal, gained through tenacious training. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning. At this rank, the user is capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament.
As a warlord that commanded armies during the tumultuous period leading up to the Three Kingdoms, Cao Cao saw many battlefields over the course of his life and honed his abilities and reflexes upon them. He was forced to make retreats on several occasions, and by now is inured to such dangers, capable of making calm judgments even during moments of pure chaos.
Noble Phantasms
Seven-Star Sword Rank: D Type: Anti-Unit Range: 1 Maximum Number of Targets: 1 Description: The blade given to Cao Cao by Wang Yun in an attempt to kill Dong Zhou. Cao Cao pretended to present the sword as a gift before attempting his assassination, but failed and was forced to flee the capital of Luoyang.
This legendary blade was said to have been able to cut through any armor, and deals damage equivalent to one rank above its given rank as a result.
As a result of both Cao Cao’s failed assassination in his legend and his being summoned as a Rider instead of a Saber, this Noble Phantasm’s rank is lower than one would expect.
Shadow Runner Rank: B Type: Anti-Army Range: 2-40 Maximum Number of Targets: 100 Description: Cao Cao's personal steed, a black horse said to have run so quick that it would cast no shadow during its sprint. It bore Cao Cao to safety during his flight from Wan Castle, surviving numerous wounds during the process.
Combined with Cao Cao’s inherent Riding skill, this sable steed can maintain a ludicrously fast pace, capable of racing against some of the greatest mounts in legend and myth. Shadow Runner’s sheer speed creates waves of force in its wake that resemble black flames. When executing a frontal charge at full strength, this horse can tear through the front ranks of an army and carve a path to victory.
Speak of Cao Cao, and Cao Cao Arrives Rank: A+ Type: Anti-Unit Range: - Maximum Number of Targets: 1 Description: Cao Cao is so famed for his military tactics and general ruthlessness such that a modern Chinese saying is literally "Speak of Cao Cao, and Cao Cao arrives", equivalent to the Western phrase "Speak of the devil". Whenever his true name is uttered, Cao Cao is capable of teleporting within ten feet of the person who spoke his name. The teleportation is not silent, and the target will be aware that Cao Cao has appeared. However, the prana cost of this ability increases with his distance to the speaker, and anything greater than an average modern city's length is impossible for a Master's prana reserves to sustain and will likely kill them. Anything greater than half a city's length will generally exhaust a Master's prana reserves. Once his name is uttered, Cao Cao is only aware of the distance between himself and the speaker as well as the corresponding prana cost, and nothing else. Moreover, he only has five seconds to decide whether or not he wishes to teleport, and he will have no clue of what the speaker's defenses will be like. This Noble Phantasm can backfire greatly against Cao Cao if he warps into a heavily-defended area.
History: A samurai first and a ninja second, she employed subterfuge in many of their battles. Her own skills at battle was overshadowed however, by her most famous escort mission, a feat that allowed her lord to escape under almost impossible odds. Usually never seen without armor, and thus was assumed usually assumed male by those she commanded.
Personality: A pleasant sort of person, one that was easy to talk to, as well as easy to approach. Seemingly benign, and soft spoken, it would seem that she could never really get angry. Soft, and looking unlikely to the next person to stab you in the back. While she can be boisterous in battle, she never truly loses that soft edge, as if trying to lure the opponents into feeling a bit complacent. Other than that, the strongest reaction one can get out of her to anything would just be at most a small jump or the like. Has utterly no qualms about using dirty tactics, lying, or manipulating people to get the desired result.
— Parameters — STR:D+ | END:C | AGI:A+ | MAG:C | LCK:B | NP: D — Class Skills — Presence Concealment -A+ Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.
— Personal Skills — Ninjutsu(Hanzo) - A+++
At A+++ Rank, one stands shoulder to shoulder among the legendary ninjas. Being one of the more prominent ninja during her period, she was naturally extremely adept at this. Includes usage of ninja tactics, strategies, torture techniques, and other arts. Due to her legend of fearless tactics even with only a few against much more numerous enemies, she specializes in defensive battles and counter attacks, especially when outmatched and or outnumbered, thus gaining appropriate bonuses to those.
Subversive Activities - B
The ability to reduce enemy's war potential in the preliminary stage before going to battle. An expert of traps. With this skill at Rank B, it is possible to disable close to 30 percent of the enemy forces before they advance.
Disengage - C
Bonus effect of returning battle conditions to what they were at the beginning of the match.
Projectile (Ninja) - B
With special throwing technique, any throwable ninja weapons like the kunai and shuriken, gains the same destructive power as firearms when thrown, typically spelling certain death for human targets.
— Armaments — Very literally all her tools, including kama, kama with chains, shurikens, kunais, strings, poison, clawed gloves, clothings, swords, short swords, longer swords, bows, and even her spear.
— Noble Phantasms —
Ninja Escort Service Though even hellfire we reach our destination Type:Anti-Unit/Anti-Army Rank:D Range:- Maximum Number Of Targets:1 - 300
A recreation of her most famous feat, the escort of Tokugawa through Iga. With only his 300 men to escort Ieyasu, they marched 200km in just 5 days, undetected and unfettered. With this, she can summon any and all of the 300 ninja that helped with the journey, as well as unconditionally shortening distances. By default they take the most optimal path possible, making it much easier to reach destinations, ignoring anything in their path that hinders movements.
Due to its nature, its the sort of Noble Phantasm that did not require activation through calling out its true name, and was most noticeable when she's actively escorting someone. However, each of the ninja summoned aren't at all on par with a heroic servant on their own, being only at the level of a wraith. They do however benefit from her Noble Phantasm and Presence Concealment, and can demonstrate their skills as Ninja fully. The noble phantasm also doesn't have any additional effects beside summoning the escort ninja as well as the shortening of distances unconditionally. Thus, this Noble phantasm doesn't drain much magical energy unless all her escorts take the field.
A viking, a shieldmaiden, a raider, a berserker, a warlord. Such titles may describe Hervor as the legendary woman that she is. Being a shieldmaiden before obtaining Tyrfing meant she first sought the protection of her people than herself, but long has it been overthrown by her leadership as the raider that wields Tyrfing. A ruthless viking warrior who thrives off the heat of battle, it is as if Tyrfing has influenced her to be more unforgiving and thirst for battle even more.
But when there is no battle, the shieldmaiden in her stays true, she wishes to protect. In this case it would be her master, and she is very much willing to die for her master.
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s k í l l s & w є α k n є s s є s ▔▔▔▔▔▔▔▔▔▔ Class Skills
"Wielding her father's cursed blade may perhaps be what she is widely known for, but she still excels in other useful skills due to her expanded history."
➣➣➣ Magic Resistance A: Grants protection against magical effects. Differing from the Endurance effect that merely rejects Magical Energy, this ability cancels the spells altogether. Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'. Hervor lived in ancient Scandinavia, In the Golden Age of the Vikings. A time and place whose Mystery still permeated the world abundantly, Even long after the end of the Age of Gods. Curses, Magecraft and Phantasmal Beast were part of daily life, primarily for sailors like Hervor and her crew. However, The Daily Coexistence with the Curse of Tyrfing - which she was known to endure better than her own father, Angantyr - Demonstrates a better resilience possessed by Hervor. Therefore, it is natural for her to have a high Rank in this Skill
➣➣➣ Riding B : Is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period one was alive in, for they are no exception. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Unlike the other Girls of that time, Hervor grew up learning the many areas of the art of combat, among them, Riding. However, she was not fortunate enough to have a legend related to her riding some sort of Monstrous Beasts.
Personal Skills ➣➣➣ Mana Burst (Fire) B : Due to the influence of Tyrfing, Hervor is able to cover her weapon in flame, gaining the mana burst skill. As the sword was coated in magic flames and itself has fire properties the rank of the mana burst is high. The fire properties are also the reason why it is always glowing like fire. Tyrfing glows even more when the mana burst is activated.
➣➣➣ Berserk B : A composite Skill of the Bravery Skill and Madness Enhancement Skill, negating mental interference such as intimidation, confusion and fascination, and increasing melee damage. When using the Madness Enhancement one becomes a raging berserker.
➣➣➣ Eye of Mind (False) B: Is a heightened capacity for observation, refined through training, discipline and experience. A danger-avoidance ability that utilizes the intelligence collected up to the current time as the basis in order to predict the opponent’s activity and change the current situation. This is not a result of talent, but an overwhelming amount of combat experience. A weapon wielded by none other than a mortal, gained through tenacious training. So long there is even a small chance of victory, this ability greatly improves the chances of winning. Hervor left the village where she was born very early, entering into combat as a Shieldmaiden still very young. From then on she lived from Combat to Combat, from Pillage to Pillage. It really is no exaggeration to say that her life was dedicated to the mettle of the battlefield.
➣➣➣ Golden Rule (Raiding) B: With all her time as a raider her acquired wealth has given her this skill, though as a raider she always usually gave most of the pillaged items equally to her people. But with her legacy she has gained more than any viking has ever obtained.
p α r α m є t є r s ▔▔▔▔▔▔▔▔▔▔▔▔▔ s t r є n g t h: B+ є n d u r α n c є: B α g í l í t ч: B+ m α n α: B l u c k: C
n σ в l є p h α n t α s m s ▔▔▔▔▔▔▔▔▔▔▔▔▔ ➣➣➣ Tyrfing : Sverð Dauðans (Anti-Unit) B+ : "Þú ert dauður!" // "Dauðastund!"
It is the demonic sword Tyrfing. Svalfralmi forced two dwarves to forge a sword with a golden hilt that would never miss a stroke. The sword would never rust or go blunt and would cut through stone and iron as easily as through clothes. The dwarves made the sword, and it shone and gleamed like fire. However, in revenge they cursed it so that it would kill a man every time it was drawn and that it would be the cause of three great evils. They finally cursed it so that it would also kill Svafrlami himself. This is the story of Tyrfing, who ended up in Hervor's hands. Tyrfing is as such a masterpiece of a sword. It is incredibly sharp, even for a noble phantasm as much as barely avoiding it will still make a cut. Not only that, it possessed fire proper that gave hervor the use of mana burst. Which can create devastating blows. However the true point of Tyrfing as a Noble Phantasm is that it's a sword that will never miss. It's a sword that you cannot escape from. It's only in a fight situation. It uses the same principle as Gae Bolg as in it affects causality. However there are conditions for that.
➣ Tyrfing must not be in it's scabbard
➣ It is a blow made with the intention to kill
➣ The enemy must have avoided the strike
Only when those conditions are all assembled will the sword show it's true nature. The sword when this activates moves at impossible angles, signified by turning into a gold beam of light, that always manages to reach its initial target. Even if it's dodged by ducking. The sword will immediately point downwards towards the target without growing or bending and without any movement. This action looks completely normal to onlookers, as if it were already attacking the target, because rather than truly changing its course, it changes the means to match the result simply as an action meant to prove the fact that the blow succeeded. It can only be used against living beings, so it would have no particular effect against inanimate objects like rocks or houses. And can only be avoided through always blocking the sword. If this ability activates then only a luck capable of changing destiny can help. As even fleeing from the stroke doesn't work. Even if a servant gets away from 10m or 20m the sword will follow.
Range : 1-30 Maximum number of targets: 1
в í σ g r α p h ч ▔▔▔▔▔▔▔▔
"Náði þér!"
Hervor was the daughter of a famous Viking warrior, Angantyr, and her grandfather was allegedly a berserker. The blood of being a bold warrior seemed to run in her veins ever since she was born. Soon after her father's defeat in a duel to enter Valhalla, Hervor was born.
Anyone who knew her father knew how bloodthirsty Angantyr was with his notorious Tyrfing sword. As soon as Hervor was born, her terrified neighbours suggested to leave her in the jungle to prevent any regretful deeds in the future. Then they just brought her into the jungle and hoped the wild dogs would prey on her. But this never happened. What the neighbours wished not to come did come true.
Hervor quickly grew up to be a person that her former neighbours did not want. She was strong, tall, and tough. Hervor feared nothing in the cosmos. Of course, how could she fear anything when she was destined to death but remained alive. How could she fear anything when the blood of the great Viking warriors ran in her veins keeping her alive?
When the girls in the village followed their mothers to learn household chores like knitting, cooking, brewing ale, Hervor spent most of her time learning horsemanship, archery, sword-wielding, etc. What terrified the neighbours was their sons always got beaten up running back homes with the black eyes or swollen bodies.
When Hervor came up to the age of marriage, she refused to settle down to have a boring life within the threshold. Rather, she took up the life of a raider floating on the seas, killing and looting. Hervor quickly rose to her power in her community. For the boldness and toughness of Hervor, the Vikings nominated her to lead them to raid when their major chieftain was dead.
In fact, Hervor never disappointed her people for the achievement she got across the waves. She won not only the wealth but also the social position and the honor from her people. Hervor and her sea serpent travelled across the high waves looting and raiding.
The one thing that made Hervor toss and turn every night was her father's sword Tyrfing. She wanted to retrieve the sword as soon as possible.
The Tyrfing sword was forged by the dwarves, the most talented craftsmen in the world. However, the sword was not the definition of perfection because of its curse. According to the legend, the sword Tyrfing once drawn out of the scabbard must kill someone, either the enemies or the friends of the wielder. Because of this, the neighbours considered the sword to be dangerous and unlucky. When Hervor's father died, they buried the sword with him.
Hervor, the bold shieldmaiden would never waste her opportunity to own such a great weapon. She came up with an idea of inheriting her treasure. One day, when she and her crew were sailing through the ocean, she ordered to visit the island where her father was buried. They arrived at the island in the middle of the night. When Hervor was ready to loot her father's grave, the men under her command were terrified because of the fire ghost flying over the grave. No one but Hervor dared to jump out of the ship and prove her bravery and boldness.
Standing in front of her father's grave, Hervor started screaming and insulting and called her father back from the grave. Then the dead father replied to his bold daughter by throwing the flames outside the grave. But Hervor jumped through the flames proving that she would never leave the island without taking the sword.
Hervor could summon the dead. Not only her father but her uncles joined this family reunion. They told Hervor that the sword would bring on the doom of her family and it was cursed. But what Hervor saw at the time was the endless power of Tyrfing, she didn't hear a word from the uncles and dad.
Her deceased father was truly impressed by her determination and achievement that he revealed the sword and gave it to her. She turned back to the ship only to find that her coward crew sailed their ship far away because of fear. Somehow she found her way back home and continued her leading warrior role.
With the aid of Tyrfing, her sword, Hervor became more powerful and more insane when raiding.
Tyrfing has no desire for the grail, she simply answered the call of a master because she wants to fight. If anything she wishes for her master to not have her killed if they do win. But knowing Hervor, the woman would not go quietly.
Art by 爱欧 Caster’s appearance is one that betrays the drops of inhuman blood flowing in her veins, given that her skin is an unnatural pale pallor, and her ears can only be described as elvish in shape. She is 5’6”, and weighs an amount known only to the dead. While her eyes are usually closed shut, when opened they are an unusual rich gold, with pupils that cannot be differentiated from the surrounding iris with only the sclera of her eyes looking as it should.
Sex: Female
Alignment: Neutral Evil
Attribute: Heaven
History: Once, long ago, a hideous woman bade a man to give her the boon of staying within his home. She then bade of him the right to his bed, and he accepted. Therein, the hag transformed into a vision of beauty and the man forced himself upon her; Thought to be a dream by the man, the woman vanished only to appear three days after with a baby nestled against her. This was Skuld, the woman who would bring ruin to the Danes, and herself be brought low by vengeance.
She would marry Haeroward, slay her own half brother, and cement her terrible power by raising an army, and then raising that same army from the dead to slay all who opposed her. Despite her great sorcery and terrible power, with her husband slain the wicked queen fell apart at the seams. All her waking moments were spent clutching his animated corpse, trapped in her own delusion of their private kingdom paradise. She was tortured endlessly for her betrayal, yet if asked about it, she would say she only regretted the death of her husband and would gladly die ten thousand times the same way if it meant he would have survived.
Personality: Caster is...unusual and idiosyncratic, to say the least. She is prone to being very upbeat, cordial, and incredibly polite when dealing with others, but has been shown to be capricious within her own workshop, often creating something and initially boasting that it was a major breakthrough, only to discard it mere moments later as "gutter trash" before resuming her work. She is most certainly a disturbing individual, very comfortable around both death and the dying, often seeking out those about to die in order to re-purpose corpses, or simply to amuse herself. She is not above using underhanded tactics, thinking that so long as minimal losses are assured for her side, anything is fair game.
In spite of her sinister nature, Caster proves to be somewhat...amicable to her allies. Caster, despite her macabre actions and rather sinister methodology of magecraft, is loyal to a fault. Her class of caster as well as her skillset being very unsuitable to a regular type of holy grail war results in her requiring an alliance with others, and, being in such a large one, Caster is more than content to oblige by the suggestions and orders of her fellow members of the ??? faction.
Parameters: Strength: E Agility: D Endurance: C Mana: A+ Luck: C Class Skills Territory Creation: B The capacity for a Magus to establish territory, usually for the purpose of collecting and restoring mana. At this stage, the creation of a "Workshop" is possible, and as such Caster's limit is that of a relatively small sized building or room, in which her mana will gradually restore itself. In her Workshop she is able to cast spells for significantly less mana cost. In addition, she can sense the presence of others within her territory.
Item Construction: B The ability of a Caster class servant to create magical items. Due to her legend in life never detailing her as creating any objects, it is a relatively low rank. With this she can only create the most basic of objects that can serve a magical purpose, basic remedies, and rudimentary weapons. Naturally, none of these are on par with Noble Phantasms. Personal Skills Seiðr: A+ A nordic form of magecraft that originated from the Vanir Gods . The magic itself is incredibly varied to the extent that if given enough time to parse the effects of a spell Caster is certainly able to replicate it with her extensive knowledge of Seiðr. In particular Caster's favored methods of using her magic are in the forms of enchantments, illusions, and necromancy. She is especially fond of the usage of necromancy, reflecting her legend as a literal raiser of armies. The magic itself is shamanistic in nature with a good number of spells requiring time to prepare. One of the most powerful spells she had ever conjured completely hid all of her husband’s army, which amounted to over 10,000 warriors completely masked from senses both magical and physical. While she has nowhere near the capability to perform such a feat, making one person undetectable is well within her means.
Blood of the Sun: C A weaker form of divinity formed from the link that elves shared with the Vanir and Aesir gods. As a half-elf, Caster's parameters have been given a slight boost, mostly to her Mana and Agility parameters, as well as her magecraft capabilities. This also confers with it a slight degree of Magic Resistance, at least on the level of D rank Magic Resistance.
Allegiance of Spirit: B A skill that formed from Caster's deep unshakeable loyalty to those she most trusts. This skill can only affect a single person at a time and cannot boost a human master's capabilities, instead letting them tap into her workshop's mana reserves to replenish their own. Over the course of a Holy Grail War, the devotion Caster shows to a single individual can begin to manifest as a supplemental mana source that they are capable of drawing upon for whatever needs they have. In addition, the servant will find itself capable of drawing on the mana present within Caster's workshop if it finds itself in need of restoration of their health and staving off the effects of curses that damage the Servant. Once her trust is lost it cannot be regained. Caster can assign this skill to any target she has trust in at any time, changing who receives and benefits from the effects. Noble Phantasms:
Name: Uddøde hær af Hjörvarđr (Undead Army of Heoroweard) Rank: B Type: Anti-Army Range: 1-100 Description: A summoning Noble Phantasm that uses a great number of corpses, numbering in the thousands. While the mana cost for this noble phantasm is staggeringly high, it can be lowered significantly with a tribute of over a thousand corpses. The summoned beings number in the tens of thousands, all skeletal recreations of those who fought and died for Heoroweard's quest for kinghood. Leading the charge himself is her reanimated husband, who's arms manifest only as a ghostly apparition, with a ghastly blade clenched between non-existent fingers.
The individuals skeletons and cadavers are relatively weak compared to any servant and have an equivalent stat of E-- at all times. Heoroweard's form is greatly strengthened via Caster's eternal love for him. In terms of stats, he himself would be on par with a powerful Saber class servant, capable of going toe to toe with nearly any normal servant in a Holy Grail war. He cannot, however, be summoned without the army being in place, and if enough of them are eradicated, Caster will have no choice but to end her Noble Phantasm early. In addition, any individuals killed within the radius of the Noble Phantasm with the exception of servants will be forced to rise and join the army, skin and flesh dissolving to free their bones for the endless march for the true king of Denmark.
Strength: B+ Agility: A Endurance: B Mana: C Luck: E
Class Skills
Riding: A+ All vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Magic Resistance: B Negates E, D and C ranked spells. It is difficult for them to be affected even by Greater Thaumaturgy.
Personal Skills
Primordial Runes: - Rider has Runes hailing from Scandinavia, almost known as Scandinavian Magic Crests. These "Letters" of power were given to her by Odin and then passed down to her beloved Sigurd. She cannot replicate the original runes without sufficient divinity and attempting so would result in fatal damage to her core.
Brynhildr can produce even spells on the level of High-Thaumaturgy as single action without the use of an Aria since she only needs to apply the Runes for the spell to take effect. This opens up a myriad of possibilities to her magecraft. From offensive spells, self buffs, and even high-grade healing are easily possible through this skill.
Divinity: E The measure of one's aptitude as a Divine Spirit. It has an effect that reduces special defensive values called 'purge defense' in direct correlation with the Divinity's rank. It also allows the Servant to break through skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Hero's Bridesmaid: C Valkyrie are naturally those whom encourage and guide heroes to absolute victory. Bestowed upon the most idolized and infamous of these women, this skill represents her ability to allow others to push through the impossible and overcome disadvantageous situations to be victorious.
Rider is able to synchronize her magical energy with others, namely Servants. Doing so allows them a greater degree of control and finesse, allowing them bonuses to succeeding in situations of great risk or a high degree of failure. -----------------------------------------
Noble Phantasms:
Name: Odin's Brann Title: The Hall of Flame that Safeguard Brynhildr Rank: C Type: Anti-Unit, Anti-Unit (Self) Range: 1~2 Targets: 1
Description: A conceptual armor of flames that's entire purpose is to safeguard Brynhildr from contact with the outside world. Its autonomous defense that scorches all those who'd seek to harm or even those who'd merely touch Brynhildr with divine flames. The Conceptual flames will jump to Rider's defense if attacked, lashing out at anyone who seeks to harm her. Its magical properties sense hostility and bloodlust and will reach out to intercept, generally within five meters or "melee" distance. The armor will consciously attempt to intercept approaching projectiles but an overwhelming number of them can pierce the barrier.
These powerful flames have the traits of "Fire" and "Divine" and are therefore strong against entities whom are weak against these types of attacks. The flames move independent of Rider's will and can be considered their own entity. They will move to protect the wearer even if they are unaware of an attack incoming and will react with a speed equal to "B rank agility". Those of quicker speed can out maneuver the flames but Brynhildr will likely be alerted of the threat from the flames autonomous counter. Rider cannot direct the flames to attack since they're a purely reactionary measure against an opponent, she can however parry and integrate its activation into her masterful swordplay to increase its effectiveness.
This armor cannot be removed from Rider's person and will manifest automatically in the event of an attack. Its classification as a Curse makes it unable to discern Friend from Foe and will attack anyone who seeks to touch or harm Brynhildr regardless of her intentions. Being active for great lengths of time is extremely draining on one's master.
Name: Hingstens Seier Title: The Ferryman Of The Dead Which Floats On Ivory Wings Rank: B Type: Anti-Army Range: 1~20 Targets: 100
Description: Like the famed Charon across the river Styx, Brynhildr was a valkyrie. One who guided souls to the afterlife, particularly the worthy ones, and put those wandering souls of lesser make to rest. A descendant of Sleipnir whom could travel even to the domain of Hel the horse was these winged horses are the method by which the Valkyrie guided the souls of the Worthy dead. The horse is the beacon to which all souls must answer the call and upon which all souls are drawn to. In this way it acts as a high tier sacrament which banishes spirits and souls from their unnatural state upon the world.
This mount has seen countless combats and countless wars so Rider receives a '+' modifier to Agility while performing complex aerial techniques. While her mount can out pace all but the fastest Servants it is unmatched when it comes to maneuverability, transforming into a homing 'bullet' that relentlessly pursues its target. The horse is also immune to Brynhildr's other Noble Phantasm and its harsh flames due to being a gift from Odin. . It also has the ability to "jump" between spaces through a dimensional leap, even able to reach the Reverse Side of the World if necessary. This is because it was supposed to be able to travel between the realms to gather souls so this has manifested as a powerful ability to travel which exceeds common sense. It's very consuming to travel in this fashion and can only be used a number of times equal to two plus Brynhildr's mana score (Six). Further it can only be used once per round no matter how much magical backup Rider has.
In addition to being able to "Jump" between dimension the horses are a walking and flying "Exorcism" leagues above anything that is possible in the modern era. Upon calling out its True Name the winged horse begins to radiate a divine white light that returns all spirits to their proper resting place. Its on a level that it even can immediately banish any wraiths that come within range of its body and undo any possessions of living people just by standing in the horse's presence. Servants, and other high-class spiritual beings, are not immune either and will take constant damage when in moderate proximity. In fact one could say it's entire purpose is to return heroes to Valhalla.
Name: Gungnir Title: Declaration of the Great God (False) Rank: D Type: Anti-Unit Range: 5~40 Targets: 1
A imitation of the great Spear possessed by the All-Father, a weapon forged of coalesced light that pierces all inevitability and uncertainty. The runes that have been etched into the tip are a replication of those that were on the original Gungnir and impart the 'Fate of being impaled by Gungnir' on anyone wounded by it. A single scratch is enough to mark the target with this inevitability as the runes flow from the tip and brand Rider's foe. Even without its true name being released, this divine curse upon her opponent gives all of Rider's attacks a 'Rank up' and allow the spear to move at impossible angles to continue wounding her target. It isn't a perfectly physical object so it can lengthen (To a certain degree), bend at strange angles, or phase through mundane barriers to strike the opponent so long as they are marked with the 'Brand of Odin'.
A spear is a thrown weapon, and the original Gungnir was emphasized in myth to be as such. It's true function is hindered unless the target is marked with the 'Brand of Odin', but upon realizing this requirement Rider is able to throw the replica with devastating force. Calling out the spears true name turns it into a genuine mote of light that streaks across the battlefield and phases through all barriers to pierce the target. While it's physical power is rather low for a Noble Phantasm it's low cost and inevitable nature make it deadly especially in the hands of someone like Brynhildr.
History: Balance in everything, duality in all, from the grassroots, to the five, to two, and to one that was all. The basics of Baqua, the beginnings of Yin and Yang, and coincidentally, the basis for the ancient teachings her family's medicines were based upon. Herbs, powdered ingredients, insects, blood, animal and even minerals were used. It was so ingrained into their lifestyle that it was as natural as breathing.
For Yao Ying Xi, her life was a bit stricter, for she, like the rest of her siblings was to learn the family tradition, ancient Chinese medicine dating as far back as the Yellow Emperor's rule. Everything was to be balanced, from her behaviour, to her diet, to even her room arrangements. Nothing could be neglected, for even the slightest deviation in the flow of Yin or Yang could produce unexpected results. Taught from since she could walk, she was understandably very well versed in her family craft, though not a master yet. That, of course, included her family's own brand of martial arts.
If asked however, what her martial arts was, she would just smile and say Wushu. Most would just accept that and let it be. For those discerning few who knew what wushu meant however, would find no real answer, for the martial arts they practiced was a mix of Baquazhang and Tai Chi, soft circular movements that can crash like the waves of a raging sea, or flow like a creek, with emphasis on redirection and circular movements.
She had joined the war on her own impulse, guided by her own ambitions rather than any directions from her family. As to what her goals were, that was for herself to know.
Personality: Balanced, temperate, and calm. For those who did not know her well, she was one that exuded the aura of a pleasant, polite person, never prone to outbursts, anger or strong opinions. For those who knew her for longer, notices that was all she exhibited, as if nothing else beyond those existed. Not repressed or held back, but a true absence.
Quality of Circuits: E
Quantity of Circuits: D
Elemental Affinity: Wood
Attribute: Yin Yang
Magecraft: She is not a magus, though she can achieve the effects they can do. She is primarily a practitioner of medicine, and self health, utilizing ancient Chinese teachings on the concept of Yin and Yang. Her specific specialization was with the ebb and flow of Yin and Yang, balancing them in an entity, utilizing their concepts to work with or against themselves. As Yin and Yang are both halves of each other, they both also have a seed of yin or yang inside them. To be something, there is a seed of the opposite inside, and she can capitalize on that concept. To balance them, one can either be a slow trickle of water, or a raging river, a placid or destructive way. Of course, her medicine uses the same base idea, though with a different method. A combination of yin and yang energy generate the 8 trigram, and the 8 into 64, activating different results with each combination. Location, time, place, objects and items contribute to yin yang flow. Even movements made can influence them if one knew how.
Has general knowledge of Chinese geomancy and feng shui, with training on how their rituals work.
Mystic Codes: A beautiful perfect pearl with a red feather trapped inside, believed to be a Fenghuang feather. A mortar and pestle set designed to strengthen medicine made with it.
Non-Magecraft Abilities/Items: Has mastery over martial arts and a trained body due to it, as a side effect of her pursuing health. Recognized among the Chinese traditional doctors for reliable acupuncture, massaging, and medicinal skills.
True Name: Santa Muerte, Lady of Shadows, Our Lady of Holy Death
Sex: Female
Alignment: Lawful Evil
Attribute: Heaven
History: There was a farm somewhere in Old Mexico. There lived a father, a mother and an only daughter. Whose smile had given both of them hope in the hard times. They were an impoverished Spanish noble family making ends meet. Their investments gone, their wealth all but vanished. All they have left is each other but even then it did not last long.
One day, the father died, lashes on his body when the Spanish Inquisition arrived to bury the body in what they deemed was hallowed ground. The mother had lost all hope and it was only she and her daughter to work the farm. The little girl asked her mother about the native’s beliefs, about a paradise that awaits them and asked if her father was there. She was naive and idealistic as are all young girls at a mature age in an isolated environment. The mother did not answer and encouraged her daughter to work the farm instead of the nonsense.
The girl tended crops, milked goats, catered feeds. All her father should have done. Her mother was growing old and was forced to stay in their home, leaving her vulnerable to the temptation of the world awaiting her outside the farm.
The girl met an Aztec who was captivated by her beauty… so much so that he had kidnapped her, stripped her and was lashed nonstop. They were speaking in chants, in a language that she could understand, were it not for farm work she would have died from the intense pain of their whips. She was later rescued by the Inquisition, saliva drooling, tears crying and her clothes and body showing signs of tear and redness. There were no scars on her body but on her mind and it would remain with her for the rest of her life.
When she was brought home, her Mother had been taking care of her for weeks, she was breathing but she was sleeping for far too long. The girl would meet someone that looked nearly identical to her, clad in red, a devilish smile, saying that the people that punished her are not worthy to enter the City of Mictlan and offered her a Contract to become her Enforcer. In turn, she had only asked that her mother would be at peace. With the snap of her fingers. The girl woke up to her mother’s cold hand grasping her. An exchange of lives.
The girl would, later on, do the divine will of the Aztecan Death Gods to the point where her mind had fragmented but even when her mind was in this state there are instances that her duty as a crazed grim reaper and the innocent farm girl would never co-exist. She had appeared in various instances throughout Latin America where people are dying, wherever she was, they would die not long after like a peaceful rest.
She died at the hands of the Inquisition in the same way she was blessed. Tied, crucified and lashed to death for “taking God’s place”. Her skin was peeled off from the whips, leaving only bone and all she could muster was the crazed skeletal smile before her owl-like screams echo across the land.
Personality: Santa Muerte comes off as a young lady with virtually no mannes but she does have the air of innocence around her, a pretty smile to show her good intentions. She reveals this side of herself to her Master and those she thinks are her Master’s allies. Of course one should not be fooled by this wholesome appearance for there is another side to that seemingly sinless smile.
This side is supposedly shown towards her enemies, the look of a crazed woman who only knows how to kill. Sadistic? Hardly, she believes that people that sleep forever can live forever in a World governed by the Lord and Lady of Mictlan.
Parameters:
Strength: D
Agility: C
Endurance: D
Mana: A
Luck: D
Class Skills Rank B Magic Resistance - Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
Personal Skills Rank A Protection of the Faith - It is a Skill possessed only by those who have sacrificed themselves for a religious view. Despite being a form of divine protection, it is not a blessing from a higher existence. It is the absoluteness of one’s body and mind that was born from their beliefs. But if it is too high, it causes abnormalities in the personality. It is for this reason that Santa Muerte isn’t always the nice village girl, she actually has psychotic tells, visual changes could be seen with her eyes, hair and clothing for the most part.
Rank C Keeper of the Owls - A skill possessed by Lancer that allows her to create owls with pitch black feathers and blue eyes, in Mesoamerican Culture. Owls were depicted as a messenger of death and destruction and at one point, the favored form of Mictlantecuhtli, The Death God of Mictlan. These owls are capable of marking targets for Santa Muerte to track, almost acting like a curse at the cost of the familiar’s own life. These owls usually cry or sing and anyone that makes eye contact would be cursed with the mark. The more marks one has, the more their presence can be tracked, like a thread that can be followed.
Rank B Affection of the Death Gods - A skill possessed by one being loved by the Lord and Lady of Mictlan: Mictlantecuhtli and Mictecacihuatl. Skills similar to this often grant their chosen, status rank ups, Noble Phantasm permissions, Skill additions and etcetera. In Lancer’s case. She was permitted the use of the Noble Phantasm of the Grim Reaper, his scythe which was known to bear the concept of Death as well as granting her a presence similar to the Underworld in Aztec Myth and Folklore, its principle of "death conducting easily against itself" is a common aspect of Underworld understanding. Although not as prominent or powerful as a certain Pseudo-Servant from Ancient Mesopotamia, this allows her to gain a significant advantage over spirits, ghosts, and even Servants. The skill in question synergizes well with her Noble Phantasm.
Noble Phantasms:
Name: La Parca De Mictlan
Title: The Wandering Scythe Of Holy Death
Rank: B+
Type: Anti-Unit
Range: 2-5
Targets: 1
Description: Originally the Noble Phantasm of the Grim Reaper, because of a certain Skill. Santa Muerte is able to utilize the scythe to a certain extent. The scythe itself has the concept of Death and when struck against anything with a soul or a spirit, in essence, it would be similar to cutting lines that represent "life", taking it away as soon as it is cut or traced. Upon a True Name Release, Luck no longer plays the part, all that matters is if her opponent can dodge a truly fatal blow.
However one does not necessarily have to invoke its true name for the scythe to hack away at someone's life force. While not being able to cut lines of "life" without invoking its Name. It does however cut away one's force of providence, essentially lowering their Luck stat and increasing their chances of dying in general.
While it does not grant Lancer the ability to see these lines, it does however do that on its own. Her legend stems around the girl bringing a scythe, this particular scythe could end a living being's life as if she were cutting a thread of silver. The Lancer class is an unusual container for someone like Santa Muerte to be summoned in. In this container, she is only allowed to be the summoned with the scythe and all her other Noble Phantasms sealed behind.
Lancer is massive, as befitting his True Name. He stands at 9'9, and weighs 533 lbs. Goliath is incredibly muscular, which is what allows him to wield his incredibly large weapons and heavy armor. His voice is as deep and guttural, and his eyes are like black voids.
Despite this incarnation being before Lancer fought David, he still bears a scar where David's stone struck him - this is because of how Lancer is known primarily because of this battle.
Sex: Male
Alignment: Lawful Evil
Attribute: Earth
History: Goliath was born in the city of Gath to a single mother, Orpah - he had 3 other brothers, who would grow to similar proportions as Goliath himself. Goliath never knew who his fathers were, and due to his mother's personality, was forced to grow up fast to take care of himself.
When he became an adult, Goliath stood taller than anyone else in Gath. With his natural size came great strength, and he decided to use this strength to join the Philistine army. He quickly rose through their ranks, developing impressive skill with his oversized weapons. He grew to be the greatest warrior of the Philistines, and was chosen as their champion during the war against the Israelites. One of his first acts was to steal the Ark of the Covenant, which he brought to the temple of Dagon, earning him his god's favor.
Not seeing the point to the bloodshed the war caused, Goliath sought to end it in a pragmatic manner - a one-on-one duel, which would decide the conflict. Every day, during the morning and evening prayers of the Israelites, Goliath would state his challenge to duel their champion. And every day, Goliath was answered with silence. As time went on, he began to hurl insults at the Israelites for their cowardice, denouncing their God and insulting King Saul - all in an attempt to incite the Israelites to end the war.
When a challenger finally came forward, Goliath was infuriated - it was a mere boy, rather than King Saul or even just a normal soldier. While Goliath was equipped with his spear and sword, as well as his incredible armor, the boy merely had a staff and sling. Goliath expressed his fury, cursing the Israelites and their god for sending a boy to fight him, before attempting to stab David with his spear. David launched 4 stones at Goliath's feet, with the fifth connecting with Goliath's skull, killing him instantly.
Personality: Lancer is the form that most embodies Goliath's devotion to the Philistines and his dark god, Dagon. As a result, Lancer is incredibly obedient to most masters, with this class being the 'easiest' one to manage out of Goliath's possible summonings. Lancer is efficient and pragmatic, preferring to end a conflict quickly rather than dragging it out, and being more than willing to use underhanded and cheap tactics in order to secure victory. He will obey most Masters and can mesh well with many different personalities - he views his summoning as a purely business relationship, obeying a Master because they have a Command Spell they could use on him rather than out of any kind of loyalty.
Lancer greatly detests the Judeo-Christians, viewing them as cowards who can't fight without their God's support. He doesn't see the hypocrisy in this belief. Out of all of his possible classes, his hatred for David is weakest when summoned as a Lancer - he can still complain about him for hours on end, but he won't fly into a rage at the man's name. Lancer does not work with Jews or Christians - if his Master believes in Yahweh, it is unlikely that Goliath will comply with their orders without the threat of a Command Spell.
Lancer has a soft spot for children, who remind him of his difficult childhood. While he is willing to do nearly any deplorable act for the slightest of advantages, he will never risk the life of a youth - one of the few reasons he is not as hateful towards David when summoned as a Lancer is because David was so young at the time of Lancer's death.
Lancer holds one being in reverence - Dagon. One of the few beings that Lancer feels has ever valued him for more than his size and strength, Lancer worships Dagon and praises him for the smallest of blessings. This can cause difficulties between Lancer and religious allies, as he will be very dismissive of their gods - and if they believe in Yahweh, Lancer will be openly hostile.
Armaments: While his sword is his most powerful and known weapon, Lancer was much more confident with his spear, having trained with it far longer than he had with his sword. His spear is heavier than most men can lift, let alone wield effectively, and is 13 feet long. Lancer also wields a single Javelin, which is more akin to what most men would use as a two-handed club. He can throw it with immense force thanks to his strength, but only relies on it when his enemies are out of reach or attempting to run. Lancer's shield, like most of his equipment, is ridiculously oversized - a needed quality in order to reasonably cover his body.
Most impressive of Lancer's armaments is his Armor - while some have described it as 60 tons or more, it was really a 'mere' 5 tons in weight. Lancer's '+' Modifier to Endurance is active while he wears his armor, but so is his '-' Modifier to Agility. The armor also limits his range of motion, and prevents him from moving in certain environments (he doesn't work well with wooden floors). This armor also does not protect his forehead, in the exact spot where David's stone hit him. Despite these inconveniences, Lancer's armor makes him incredibly difficult to harm.
Parameters: Strength: A Endurance: B+ Agility: C- Mana: D Luck: E
Class Skills: Magic Resistance: B- Magic Resistance capable of canceling spells with a chant below three verses, with even High Thaumaturgy greater rituals struggling to affect him. Despite being born in the Age of Gods, Lancer has had very little interaction with Magecraft as a whole. When summoned as a Saber, this is reflected in a much lower Rank - however, as a Lancer, his Magic Resistance is far higher because of his Heart and his god's protection.
This skill is far weaker against Holy Sacraments and Holy Magics, however, as the will of God is what resulted in Lancer's death.
Personal Skills: Fish-god's Blessing: B Lancer possesses the blessing of the god Dagon which allows him to breathe underwater as well as move and fight just as well as when he is on land, despite the immense weight of his body and equipment.
Terrifying Presence: C While he waited to fight King Saul, Lancer taunted the Israelites near constantly. Despite demanding to fight a champion of the Israelites every morning and night for 40 days, everyone was too fearful to even think of challenging him. This skill causes anyone who sees Lancer and considers him an enemy to become fearful of him, making them much less willing to face him in a direct fight than they otherwise would, as well as somewhat weakening their melee offensive prowess.
The effect of this skill is a form of Mental Interference - as a result, it can be negated by skills that block Mental Interference (Bravery, Mental Pollution, etc.) of C rank or higher. Additionally, because of Lancer's legend, Divinity of C rank or higher will also allow this skill to be ignored, with only D rank Divinity being needed if the Servant is related to Jewish or Christian legends.
Of course, this skill is less effective on those who wish to take a ranged approach to fight Lancer. The effect fades rapidly upon leaving Goliath's presence.
Monstrous Strength: D+ A Skill granted from Lancer's Nephilim heritage and the connotations his name has with monsters. Lancer can temporarily boost his Strength by 1 rank, but only for short periods of time and causing significant damage to himself. While doing so, he appears to grow scales along his body. The damage he takes is less severe if used in the water.
This Skill can be used much longer and invokes much less damage while Lancer's Noble Phanasm is invoked, but Lancer will still take some damage if he is not submerged in water.
Protection of the Faith: C- A skill born from a deep commitment to one's faith, rather than being gifted from a higher being. Lancer developed this from his fierce devotion to Dagon, which motivated many of his actions during life. Lancer can sacrifice his health in order to remove negative status effects, with the amount of health lost based on the severity of the status effect.
Negative Status Effects imposed on Lancer through 'Divine' means cannot be removed through this skill, regardless of their severity or source (A Skill, Holy Sacraments, an NP, etc).
Noble Phantasms:
Name: Dagon's Heart Title: Image of the Deep One Rank: B- Type: Anti-Unit (Self) Range: 0 Targets: 1 Description: The heart that beats in his chest is Lancer's Noble Phantasm - massive even for his already impressive size, Lancer's Heart is black and has the image of his God etched into its surface.
Even without invoking its True Name, the power of Lancer's heart is constantly beating. Lancer is able to control water that is within 5 meters without calling his Noble Phantasms True Name, and can use it to restrain and attack opponents. Water controlled by Lancer has immense force behind it, having strength comparable to a Servant with a D in Strength. Freshwater is much harder to control however, being one rank weaker. This ability is extremely useful in an aquatic environment, allowing Lancer to move more quickly as well as drown weaker opponents.
If Lancer actually invokes his Noble Phantasm and supplies it with Magical Energy, his control over water becomes far more potent - the strength of his water rises by one rank, and controlling saltwater is as dextrous as using his hands. In addition, the range Lancer can control water is doubled.
Lancer's improved hydrokinetic abilities are not the only result of using this Noble Phantasm, however. When Dagon's Heart is used, Lancer physically begins to adopt characteristics of his evil God - an unholy hybrid between a man and a fish. This comes with several advantages, mostly designed for improving Lancer's prowess in a body of water. The abilities Lancer gains in this form include:
One rank up in Agility while submerged in Saltwater.
A weak healing factor while submerged in Saltwater.
Scales that grow across his entire body, acting similar to Scale Armor.
Dead, fish-like eyes that have incredible night vision and can see through any mundane obscurement in water.
Immunity to pressure changes and immense pressure from the water.
This Noble Phantasm comes along with a curse, however. Since Lancer's death, the term 'David and Goliath' has become synonymous with 'an underdog winning'. As a result, using this Noble Phantasm has developed an odd quirk - the more advantageous the situation Lancer finds himself in, the more likely he is to fail. Against an equally powerful servant, or multiple servants, Lancer will operate normally. But if he was already winning or is fighting alongside several allies against a single opponent, it will almost seem like fate itself is conspiring to make Lancer lose.
This doesn't make Lancer any weaker - it just makes his enemies much more effective at dealing with him. If Lancer tried using this Noble Phantasm against an enemy Master alone, it would be impossible for him to kill them - and even if they couldn't kill Lancer, they would easily be able to escape. This curse is always active since Lancer's Noble Phantasm is always active, but is significantly weaker and much less overt when the true name is not invoked.
Name: Guo Min
Titles: N/A
Team: Red Team
Sex: Male
Alignment: True Neutral
History: The Guo family is a very aged Magecraft Clan, originating in China during the 6th century. They were formed under the pretense of reaching the Root through the development of their Mystic Codes - which they hoped, in theory, would be far more efficient at finding a route to the Root than they would be. The family peaked in the 16th century before the family's oldest (and communal) Gu Jar was destroyed in a massive fire. Their Magic Crest was lost shortly after, a failed Transplant granting an enemy of the family enough time to kill the head and hide their body. The Guo family would leave their homeland of China in the mid 19th century, during the havoc caused by the Opium Wars. They now live in the Turkish city of Sivas.
Having been displaced from their homeland and losing the precious Magic Crest that so many Magi hold dear, the Guos underwent a similar degradation that occurred with the Makiri. While they managed to slow their falling Magic Circuit Quality by selling their resources to marry second and third children of other Mage Families, the Modern Guo has far weaker Circuits than what could be expected of such an ancient family.
Min was born with Circuits somewhat more potent than the average Guo, and as a result, was chosen to be the heir of the family. He looks forward to very little, with the Guo already having sold off the majority of their resources and holdings to continue existing.
The Guo family head had made a deal with members of the Clocktower - in exchange for assisting them in stopping a Great Ritual in their country, The Mage's Association would grant them the spiritual lands that the Guo family once called home, as well as the title of Second Owner in that region.
Personality: Min is the exact opposite of what one would expect from a Mage. He is kind, compassionate, and very caring towards those he holds dear. He tries to use his Families Magecraft for nonviolent purposes, such as scouting areas or cursing items and areas rather than people.
This is not an entirely honest reflection of his persona, however. Min acts in this way in order to manipulate others, trying to get other people to help and care for him. He does care for people and isn't lying when he helps others, but Min is quick to forget someone when they die or are of no use to him. If he stood to gain something that could benefit his family, he would betray and kill most people - and while this behavior is what most Mages would do, Min would have a smile on his face as he stabs his allies in the back.
In the Master-Servant Relationship, Min is very relaxed - He has been coddled and had his life dictated by his family for a long time, making him quite happy to just let his Servant act in whatever way they wish. Because of his family's financial situation and the fundamentally conservative nature of his Magecraft, Min is unwilling to use his Command Spells outside of the direst circumstances.
Min is extremely desperate to win the war since it is the only way he can stop his family's slow death. As such, he is not above sacrificing his own life if it would guarantee winning the war.
Magecraft: Curses and Familiars
Quality of Circuits: C
Quantity of Circuits: C
Elemental Affinity: Water
Attribute: Concentrate
Magecraft: Curses: The Guo family specializes in Curses. More specifically, they specialize in crafting familiars out of Curses. While Ming is capable of casting relatively weak curses on his own, he is far more potent when given time to prepare his curses. By utilizing a Mystic Code known as a Gu Jar, the Guo family can cause curses to fight and assimilate each other, growing stronger and more complex the more curses are introduced to the environment.
Familiars: After coalescing enough, Curses can possess the bodies of animals and act as familiars. While theoretically any animal can be made a familiar in this manner, most curses prefer the form of poisonous or venomous animals. They function best in the form of a Snake, Scorpion, Centipede, Toad, or Spider.
Transfer of Consciousness: Min is not old enough to have had advanced training in Magecraft. As a result, the only 'General Magecraft' that he has learned thus far is the ability to transfer one's consciousness to their familiars and utilize their senses.
Mystic Codes: Gu Jar: The primary Magecraft of the Guo family relies on bonding with this specially made Mystic Code. Upon casting a curse at the Gu Jar, it will be absorbed into the Jar and contained within, so long as Magical Energy is periodically supplied to the Jar. Far more interestingly, the Gu Jar can store large quantities of curses, which will slowly consume one another over time. As they consume more curses within the jar, a Curse will grow stronger and more complex. In this manner, the Guo family has managed to artificially inflate the strength and versatility of their curses.
Min's Gu Jar specifically is around 10 pounds, and has 3 compartments - he typically uses two of them to maintain familiars, and uses the third compartment to develop new curses.
Non-Magecraft Abilities/Items: Poisons: Min is decently learned in various poisons and toxins - both how to administer them, as well as diagnose their effects. Compared to older Guo family members and Mages that specialize in Poisons, however, Min's knowledge is quite limited.
History: Originally born under the name Okinaga-Tarashi, her story is told throughout the texts known as the Kojiki and the Nihon Shoki. Descendant to a legendary korean prince, she married Emperor Chūai. During his reign she was possessed by an unknown divine spirit, which told of a land of amazing wealth to the west across the ocean, and bequeathed it upon him. He was skeptical, and believed the deity was lying to him. For his transgression, he died where he sat, playing his lute.
The queen then learned that the gods possessing her were the three great deities of the ocean surface, middle, and bottom. They instructed her to pay tribute to every deity of the heavens, earth, mountains, and water if she were to seek the promised land of wealth, as well as several other miscellaneous tasks. Completing all these tasks, she was granted the favor of the three ocean deities in the form of Kanju & Manju. A pair of divine gems that controlled the tides themselves. She raised an army and set sail across the ocean, conjuring a wave to carry the boats swiftly across the ocean. With her came the August Spirit, floating above her ships to protect them and embodying her feats of arms.
They reached the land of Shiragi and the wave continued, rolling over the land and carrying them deep into the middle of the country. Awed and intimidated by the show of force, he bent the knee without struggle, promising the kingdom’s riches in support of her, and presented her with a great treasure. The Seven Branched Sword, a blade with seven points that was forged from 100 hundred times hardened steel that’s use would route a hundred warriors. Accepting his surrender, she knocked against the gate, and dismissed the August Spirit to fly home. Beginning the journey home herself, she gave birth to Chūai’s child during the journey, and named him Ōjin.
Returning from her journey to Japan, she quickly and viciously dealt with a rebellion led by her half brothers. One was consumed by a giant boar sent by the August Spirit, and the other chose to drown himself after his armies were defeated. Retiring to reign as regent and raise her son until such a time she died, she lived to one hundred years of age before dying. Her son would have a prosperous reign after her, eventually being named a Kami, and far in the future, being deified as the war god Hachiman.
Personality: If one were to describe Jingu at a glance, the best words would simply be serious and stoic. A woman on a mission, she seems to constantly have a goal and is seeking to reach it. Frivolities are just distractions from said goal, and is something she does not put up with. As for what the goal actually is, more often than not it's simply appeasing the Kami. Of course, a lot of the time she doesn't exactly know what the Kami want, so she has to make an educated guess. The only frivolity she allows herself, is fishing.
Parameters Strength: C Agility: A Endurance: C Mana: B+ Luck: B
Class Skills
Magic Resistance A: Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a "Magus Killer".
Jingu lived in an age and a region where magic was still heavy in the air, as shown by how the very gods themselves spoke and interacted with her. She directly interacted with, and called upon, such magics. With her in the Saber class, it only makes sense for her to have a good rank of resistance to such things.
Riding C+: Most vehicles and animals can be handled with above average skill. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Jingu however gets a rank up when handling boats, on account of her naval accounts and the Blessing of Watatsumi skill.
Personal Skills
Blessing of Watatsumi A: The favor of the Dragon God of the Sea, this skill grants its owner a few perks. The ability to walk across a water's surface as if it were solid ground, without having to expend mana. When inside water itself, the owner gains increased agility and mobility. Finally, it grants the owner an innate understanding of how water acts. How it flows, how it pools, things of that nature.
In life, Jingu served as the vessel for three water deities, which all would eventually fuse into the singular Watatsumi. Even after they left her body, they granted her their favor and helped her by granting her Kanju & Manju. As a devoted worshipper of them, Jingu is freely given their blessing.
Shinto Rites C+: This skill marks the user as a practitioner of the Shinto religion, and a form of magecraft associated with it. Normally, this form of magecraft relies on using rituals and prayer to contact spirits to ask for blessings or assistance. However, as heroic spirits are spirits in of themselves, this function is no longer viable. This leaves the other aspect of the magecraft, the banishing of spirits. A very effective technique to use against other servants, it is capable of putting pressure on their very existence, or force them out of their physical form.
Jingu was a fervent practitioner of the earliest forms of Shinto while she was alive, and was deeply devout in her worship of the Kami. As such, she has been taught the various rites required to contact them and banish oni. In the form of a Saber, this skill has been heavily reduced. If she were summoned as a caster, she could potentially call upon divine spirits, or wipe a servant out of existence easily if they had no magic resistance.
Charisma B: Having B Rank in this Skill is sufficient to lead a nation as its King/Queen. The morale of military forces he or she commands is extremely high. It also allows the user to negate the Emergency Prerogative skill of enemies.
Empress Jingu took over after her husband's death and successfully led an invasion of another country. Though the victory is definitely attributed to her noble phantasm, it stands to reason she needed the charisma to even start such a monumental task. After returning, she managed to subdue a rebellion and then rule for several decades in relative peace.
Divinity B: is the measure of whether one has Divine Spirit aptitude or not. At high levels, one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster or Demonic Beast rises. It can also decrease due to one's dislike for the gods. 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
Jingu in life served as the vessel for the three deities that would later fuse to become Watatsumi, even if only for a short period of time. After the death of herself and her son, he would eventually be posthumuously said to be the War God Hachiman. With his worship, his mother also became an object of worship, as a shrine to Hachiman commonly includes a shrine to her.
Noble Phantasms:
Name: Shichishitō Title: The Seven-Branched Sword Rank: C Type: Anti-Army Range: 1-20 Targets:100
“This blade is a trophy of my victory. The greatest weapon of Shiragi, they gave it without bloodshed. If they had no hope, what hope do you have before Shichishitō?”
Description: Shichishisto is a strange blade made of extremely high quality steel. At a length of eighty centimeters in total, the blade is made of a single central blade with separate blades sprouting out from the sides, alternating as they went. Each one ends in a sharp point, and the whole formation resembles a small tree. Two messages are engraved into the blade, one for each side, speaking of the blade's origins and the reason it was gifted away.
A mystic code forged from steel hardened one hundred times, it stands as one of the few noble phantasms that do not require invoking its true name for it to come into effect. Simply put, it is a vessel. Shinto Rites requires the user to be able to draw the spirit into the body to make full use of it. As a spirit, Jingu cannot do this. The seven branched sword however, is a blade of ceremony of which no one knows for certain. Regalia with no purpose. The perfect tool to serve as the home of the spirits she may call upon.
Name: Kanju & Manju Title: The Tide-Ebbing Stone & The Tide-Flowing Stone Rank: A+ Type: Anti-Fortress Range: 1-99 Targets: N/A
“Tides Ebb, Tides Flow. The ocean is vast, and oh so deep. Watatsumi, allow me to show them your beautiful domain! Crush them with the sea, Kanju and Manju!”
Description: Two pearls of pale blue material, they glow with an internal shifting light. The sound of breaking waves can be faintly heard if one listens closely to them, and upon closer inspection one can faintly make out the sight of churning water inside them. Set into rings of silver inscribed with the kanji for wind and wave, they’re the only jewelry she wears, one on each ring finger.
These two jewels are a legendary pair from Japanese mythology, used by the deities that would later condense into the singular Watatsumi, Dragon God of the Sea. Kanju would cause the tides to rece, and Manju would cause the tides to flow forth again. Together, they were meant to control the ocean’s tides completely. They were granted to Jingu for her devotion, and they serve as her greatest trump card.
They grant a limited control of water even without invoking their true name, allowing her to cause geyers of water and small waves to form from nothing with but a simple wave of her hand or flick of the wrist. Something she uses to great effect when combined with her Blessing of Watatsumi skill.
To use the jewels to their greatest effect requires a great deal of mana, and both her hands free. Invoking the true name of the gems allows her to take full control of the tides at a conceptual level for a time. With their true power, she carried an entire fleet deep inland to the middle of a country. Such power could wash an army away with ease in a vicious flood, or even grind a fortress to dust beneath a tsunami before sending the water used flowing back to the ocean. Leaving nothing behind.
History: For whatever reason, she was remembered by history as a man named William, and her spouse as the woman named Matilda, when in reality their genders where reversed, with their names being Willa and Mattias respectively, although she doesn't seem to care, as long as she is not called 'the Bastard'.
Born in 1028 to duke of Normandy Robert I and his mistress, a woman of unclear background, according to most sources a daughter of a tanner, thus resulting in her being called 'the Bastard' for majority of her youth. Her father died when she was seven, and for the remainder of her youth, the Normandy descended into chaos as various nobles attempted to use their position as young Willa's guardian to secure their power before being murdered and replaced by yet another ambitious noble. Considering such tumultuous upbringing, Willa's revelation that only personal power matters was, perhaps, foregone conclusion.
In 1047, young Willa managed to secure at least some of her own power although only continued support of king of France Henry allowed her to remain in charge when some of her vassals rebelled, seemingly seeing their leader, Guy of Burgundy as better candidate for duke than illegitimate girl. Even after squashing the uprising, Willa would have to fight for the next thirteen years to fully assert her control over the Normandy. To help with that, she sought marriage with her third cousin, son of count of Flanders, Mattias. The young man was initially unimpressed with Willa's proposal on account of her illegitimate birth... until she beat him senseless for daring to bring the fact up, upon which point he became quite smitten, and from that point onward their marriage was reportedly quite loving and faithful.
By 1060, she would finally finish consolidating her hold over Normany and turned her eyes on the real prize, a kingdom of her own. Claiming that king of England promised her to be his heir back in 1051 and that the next most probable candidate, Harold Godwin, promised her his support during his exile, she was quite enraged when Edward the Confessor died, and instead of being gifted the throne, Harold proclaimed himself as the king. Harold Hardrada's similar proclamation of his attempt at kingdom of England at this point barely registered.
In 1066, as Godwin rushed north to fend off Norwegian attempts, Willa made her move, crossing the Channel and moving to Hastings, where she set base of operations and decided to wait for Harold's return (whichever Harold would) while raiding the surrounding countryside. On 14th October, 18 days after she landed, Harold Godwin returned and the two armies clashed in a battle lasting entire day. By the end, Harold was dead, precise cause unknown, and Willa was free to march on London to claim throne she has been waiting for for fifteen years. Even so, she spend the rest of her life consolidating her gains and squashing the resistance.
She died in 1087 when, after sieging Mantes, her horse reared up her against saddle pommel so forcefully that her intestines ruptured. An infection set in killing her after a few agonizing weeks.
Personality: A woman of contradictions. Cruel and greedy tyrant interested with obtaining more and more personal power, wealth and prestige, yet faithful, loyal woman, kind and generous to those who earn her affection. She tends to obsess over things she perceives as her 'right' and although she presents the visage of pious, chivalrous knight, should her heritage be insulted, she will drop the act and aim to inflict as much pain and suffering to repay the insult.
Parameters: Strength: C Agility: C Endurance: C Mana: D Luck: B
Class Skills
Independent Action: B The ability to remain independent even when rejecting the Magical Energy supply from the Master. At the higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. At his level, Archer is capable of remaining manifested without master for two days.
Magic Resistance: D Protection against magical effects that cancels all magic below one verse. Having lived well into Age of Man and not possessing any particularly outstanding zealotry, Archer goes by with what was granted to her by her class.
Personal Skills
Mental Pollution: D+ Distorted mentality allowing for resisting mental interference at the cost of difficulty of coming to understanding with those, who are not similarly warped. Archer's entire life was ruled by pressing need to gather more power (whether monetary, military or political) and later in life by her greed. However, she is extremely pushy about her parentage (or more specifically, social position of his mother), and should someone insult it, she will fly into fit of rage that will most probably end with the person who insulted her either dead or wishing for it.
Eye of the Mind (True): B Insight cultivated through training and experience allows for calm analysis of battle conditions even when in danger and deduces an appropriate course of action after considering all possibilities to escape from a predicament..
Territory Fortification: A The ability to rise defensive properties of existing structures in order to exert better control over a territory. In William’s case, the rank denotes her ability to quickly and efficiently enhance defensive properties of large numbers of structures in quick succession to a respectable level, although she is capable of further fortifying them into truly admirable hold-outs.
Riding: B Ability to handle vehicles and ordinary mounts with above average skill.
Noble Phantasms:
Name: Hastings Title: Blind Chance of Assured Victory Rank: C Type: Anti-Unit Range: 10-60 Targets: 1 Description: Main Noble Phantasm of William when summoned under Archer class, a crystallization of the battle that assured her claim as king of England. More precisely it is a moment of battle when pretender Harold was killed (due to conflicting versions, this Noble Phantasm differs in form due to method that class acknowledges; as an Archer, it was an arrow to the eye).
It can be only activated when William has been fighting his enemy for prolonged time. Despite her class, Archer needs not to draw her bow to use it. She merely needs to proclaim the name of the battle that set her claim in stone.
Upon declaring its name, a lone arrow will be released at William's enemy and, should they fail a Luck check, they will be struck, depending on degree of failure, either into sensitive spot that is sure to at least eliminate them from the fighting for longer period of time, or into an eye, killing them immediately. Additionally, if Hastings is used withing area affected by Doomsday Book, upon killing enemy, all their magical energy will be transferred to William.
Name: Doomsday Book Title: Legendary Record of Greed Rank: B Type: Anti-Country Range: 99+ Targets: Self Invocation/Summoning:As Lord’s Judgement, so is my Conquest inevitable. By my claim, nothing shall be withheld from Me! Description: Second Noble Phantasm of William the Conqueror in Archer class, an absolute survey of everything in the kingdom of England that was owned by William (or one of his vassals or subjects) for purposes of specifying exact value of lands for better taxation.
Doomsday Book allows William to learn precise coordinates of enemies within its range by surveying its pages, although Skills dealing with concealment can distort the readings to a point. Additionally, any structures affected purely by William’s Territory Fortification will be treated as part of the Kingdom of England, granting and denying fate boosts appropriately within the affected area. Particularly, any Servants with legends tied to England (such as, conveniently enough, William) will find their physical parameters boosted by one rank, while Servants who would normally benefit from their own fame boosts will find themselves stripped of them for the duration of their stay within William's territory should it be unrelated to England.
Name:Blenda Eldberg
Titles: Spreading Flame
Team: Blue
Sex:Female
Alignment: Lawful Neutral
History: Blenda comes from old magi family which nonetheless almost completely abandoned the Moonlit World, choosing to simply study the Nordic runes and promote the Scandinavian heritage relating to them in mundane society, believing that the slowly growing neopagan movements may help them with rediscovery of venerated Primordial Runes.
Blenda, on the other hand, saw it as abandoning their heritage after generations of failure and instead, chose to study magecraft at Clocktower, believing that modern runes were not much more than a cultural heritage, to be cherished, yes, but ultimately unsuited to accomplishing much. However, at the Clocktower, she was faced with elitism and derision of the magi society, and while she managed to graduate and obtain knowledge of more traditional magecraft, she was also utterly turned off of being part of that world.
Instead, she decided to put her abilities to practical use, to help make some positive change, or at least preserve the better parts of the past. For that reason, she became a mercenary, a spellcaster offering her services to people who dug around the world in search of ancient secrets hoping she would find her answers in the long forgotten ruins. Suffice to say, no answers were forthcoming, and while she was not quite ready to give up yet and return with head held low in admission of defeat, she came to a realization that the only way to truly bring her family back from its torpor was almost certainly lying in the distant the past.
Disquieted, Blenda stepped away from her work, intent on contemplating her life and the direction it would take. It was at those crossroads that a rumour reached her. A rumour of a ritual that could reverse the fate of the world. She didn't give it much thought, at the beginning. There were many attempts at grand rituals, and few succeeded, and from those, even fewer delivered exactly as promised. And yet, there was a disquiet. Mercenaries hired to hunt down relics across the world. In the face of such a trail, and perhaps hoping to postpone a decision that would irreversibly change her life, Blenda threw herself into investigation, tracking down rumour and hearsay, mingling with other spellcasters to exchange gossip, and slowly, breadcrumb after breadcrumb, she found her way to Turkey, where the gathering was held to return the world to the age of the past glories, against the wishes of the Clocktower.
An opportunity of a lifetime, one she has been waiting for. Blenda decided that this ritual, the Holy Grail War was the gamble she has been seeking her entire life. It was victory, and return to the age where her family's dream was possible, or defeat and either death or the end of her dream.
Personality: Professional yet thrill seeking, Blenda prefers to live in the moment than worry about future. She likes daring gambits over careful planning but considers just rushing head on without any preparation to be suicidal. Having seen her fair share of the rotten side of the Moonlit World, she privately considers that the world would be better off without the whole masquerade business, if only because mundanes would actually know what is happening around them instead of stumbling in the dark upon dirty dealings. Still, she knows that won't be happening any time soon, so she took it upon herself to make sure to keep them well away from the trouble before starting her work.
Quality of Circuits: Ranked A
Quantity of Circuits: Ranked C
Elemental Affinity: Fire and Wind
Attribute: Motion
Magecraft:
Runes: While Blenda is proficient in the use of modern runes, it is mostly the result of her family’s research and training. Blenda herself uses them mostly for enhancing her movement speed and as a basis of her bounded fields.
Elemental Magecraft: Thanks to her studies at Clock Tower, Blenda obtained a decent proficiency in manipulation of elements. She prefers to utilize Flame Magecraft for bright, attention grabbing displays of offense, while using Wind Magecraft for the subtler things.
General Magecraft: She has picked basics here and there, whether at the Clock Tower or because of demands of the various jobs, although she is especially good at Suggestion and Fixing any signs of mystic happenings.
Mystic Codes: Personalized Winchester M1897 modified to withstand the pressures of spellcasting. More noteworthy is the ammunition which she spends inordinate amounts of time inscribing simple spells into.
Non-Magecraft Abilities/Items: Blenda is quite interested in firearms and made a point to learn how to shoot and maintain them.
Farren grew up as part of the secretive druidic order of Ireland. This particular group of magi, called druids, used thier magecraft to commune with and learn the secrets of nature, and had been doing so for thousands of years. For Farren, the knowledge limited to what the order knew wasn't enough. As he got older he fully braced his patron animal, the spider, and grew interested in learning as much information about the world as he could. From children's gossip to government secrets, he was happy to learn anything. So once he'd learned all there was to know at home, he ventured out, getting into contact with the Mage's Association. Some in the association were glad to trade knowledge for knowledge, which Farren had no issue with. Rather than keep everything he'd learned for himself, it was more fun to share with others. Naturally the druidic order didn't take kindly to that, as they preferred to keep thier history and methodology a secret to outsiders. So Farren was branded a traitor to the order, never allowed to return.
"Well, not that I was going to anyway. I have all I need from there."
From then on Farren studied across all of the British Isles and Europe, taking in any piece of information he could. This involved scouring libraries, speaking with elders, and at times stealing secrets. Sometimes other magi would seek him out to learn what he knew, sometimes assassins tried and failed to dispose of him for specific knowledge he possessed. Most of the time he was left to his own devices. He became known as a traveling druid, a man with no ties or allegiances save his pursuit of information.
And there is a wealth of information to be gained from a gathering of magi and heroic spirits.
Personality:
A free spirit, as cliche as that sounds when applied to a man of nature. Farren doesn't like being tied down, he goes where his whims take him. Given the choice between taking responsibility and enjoying himself... well, who would choose former anyway? He is selfish in that he only truly cares about himself, but he isn't unkind. He very much enjoys talking with others, sharing experiences and debating philosophy. He is very generous with knowledge, and will spread any secrets around freely - save ones that will directly endanger his own life of course. Many take this to mean he is untrustworthy. Well, maybe he is. In his pursuit of knowledge he'll side with anyone so long as they teach him something new.
Magecraft: Quality of Circuits: C
Quantity of Circuits: A
Elemental Affinity: Earth
Attribute: Absorption
Druidcraft
Farren can attune himself to nature, in particular flora. With some minor concentration he can hear the whispers of plants and insects to gain information from them. Once he is on the same wavelength, Farren can coax the nature around him to act in his favor. In addition, with preparation he can take some attributes of the nature he is attuned to: enhance his senses, hardening his skin, photosynthesis to reduce his need to eat and drink, the ability to breath through his skin, etc.
General Magecraft
Learned after leaving his druidic order and integrating himself into modern magus society. Besides nightvision, self-healing and bounded field creation, he is basically a novice with the basics of magecraft according to the Mage's Association.
Advanced Familiar Creation
The pride and joy of Farren's sect of his order, one that he seems to have perfected: the breeding of a particular type of creature specifically for the purpose of serving as specialized familiars... the Mana Weaver Spider.CW: spider lol These spiders are cultivated inside the druid's own body, with the spiderlings raised feeding on their prana. As adults completely in sync with their parent druid, the spiders make excellent scouts and supporters. The webs they lay down can cover vast areas, giving Farren a rough knowledge of everything contained in and around those webs - let alone what the spiders see and sense themselves. With the strengthened threads it's possible to bind things together and even ensnare others that stumble into them, in which case hostile victims will be set upon by the brood of spiders, but in most cases they aren't used offensive. It's also possible for Farren to impart a fragment of his own mind into a spider or spiders, but this has obvious danger associated with it.
Absorption
This is done through the use of Farren's spider familiars. The mana weavers can break down matter directly into prana, storing it inside the spikes on their body. It can be "harvested" safely from them, but in a pinch Farren can simply consume the spiders for a quick boost.
Weave Language
Drawing from the concept that the spider is the originator of the ogham (and all written language), Farren can decipher spells, codes, and foreign languages so long as it's through a physical medium (i.e. not spoken aloud). Likewise he can send messages along through his spider's webs.
Mystic Codes:
Ocular Brood Room
A specialized crystal right eye. Inside are where the mana weaver breeder pairs, eggs, and spiderlings stay until they reach adulthood. Not only does it serve as a safe, inconspicuous space for the spiders, but the Brood Room also doubles as an automatic transfer of consciousness. Through this eye alone, Farren can see what all of his individual spiders see, their experiences refracted in crystal to lessen the burden of thousands of perspectives on his brain - that is, thier experiences are displayed separately in each face of the crystal. It's akin to watching flicking through several security feeds at once.
Silk Record
A relatively new mystic code for Farren, of his own design. It's an extremely... extremely tiny record, the sum of all of his knowledge. It's constantly being woven by the spiders under his command, in ancient ogham text so small that only an insect or arachnid could read it - or one that could see through those small eyes. In function it's like a miniature library of Alexandria, or even a primitive magic crest. It collects and records all the knowledge Farren learns in micro.
General: Farren is very much a "lie in wait" type of magus. He prefers casting his web and letting everything else come to him. He is efficient at managing his mana. His ability to function without expending much energy combined with his familiars' ability to generate and contribute extra mana to him make Farren the ideal partner for servants with a high mana cost. Or at least that was the idea.
Non-Magecraft Abilities/Items: Farren has an eidetic memory, as he commits information to his brain like weaving threads together. Other than that, none to speak of.
And here's the boy, finally:
𓇓𓏏𓊵𓏙𓊩𓁹𓏃𓋀𓅂𓊹𓉻𓎟𓍋𓈋𓃀𓊖𓏤𓄋𓈐𓏦𓎟𓇾𓈅𓏤𓂦𓈉
Class:
Berserker
Team:
Blue (Trojans)
True Name:
Tutankhamen
Title(s):
The Boy Pharaoh, King Tut, Beloved of Amen-Ra
Gender:
Male
Alignment:
Lawful Evil
Attribute:
Man
Biography:
(Obviously very abridged) Berserker was a young pharaoh of Ancient Egypt, taking the throne after the death of the previous pharaoh at age eight. His father, Akhenaten the previous-previous pharaoh, left the country in turmoil. He let the military and the populace degrade in favor of usurping the Egyptian pantheon and installing his own god: "Aten." The effects of Akhenaten's reign were immense, so most of Berserker's reign was spent reversing decisions his father made and reinstating religion and places of worship that had been neglected. Although at this point the citizens had lost some of their faith that the "pharaoh" was as divine as they thought, Berserker's actions made him popular leader with both these citizens as well as foreign dignitaries - he often received gifts of all kinds. Berserker's reign even saw Egypt reclaim some of it's lost territory. Although trained in archery and magics, Berserker was a small, frail boy and did not directly participate in the few battles that took place during his reign. Things seemed to be going well within the Kingdom of Egypt, and slowly but surely the god Amun reclaimed his throne in the eyes of the people. However, there some that couldn't forgive Berserker. Whether the scattered remains of Aten's few devoted, or the priests of Amun whose hatred for Akhenaten extended to all who shared his blood, Berserker did have his enemies. And, after ten years of ruling Egypt, he died suddenly and mysteriously.
Much later on, archaeologists discovered his tomb, sparking widespread interest in Egyptology. Even after his death, it seemed that Berserker was a popular Pharaoh. His death legacy of magic items, gold and jewels was eventually overshadowed by something else found his tomb: an alleged curse. This "curse" captured the mind of people around the world, claiming that those that angered a Pharaoh's spirit would soon die a mysterious death just as Berserker did. This curse, whether it was real or not, became entwined with Berserker's legend. Because of this, when Tut is summoned into the Berserker class, the curse will begin to consume his Saint Graph and rewrite his personality.
Personality:
A boy that wears the facade of a man. Berserker is someone that desperately clings to the image of the ideal Pharaoh: dignified, wise and powerful. Although he tries to embody these traits, he is fully aware of the curse attached to his Spirit Origin - and since he was already a sensitive soul in life, the knowledge of his curse makes him into a... depressing person. Although pessimistic, he is devout and will follow any order his master gives him. He will try to remain a stoic, noble personality for as long as possible, but as time goes on his facade will crack and fade. He will be prone to sarcastic comments, angry teenage outbursts, and bear genuine feelings on the outside.
Armaments & Fighting Style:
An ornate bow of gold: though Berserker is proficient with it, he is no match for an Archer.
The meteoric dagger: a gift sent from the heavens, yet it's true power appears to be sealed.
Berserker's preferred fighting style changes as his madness increases. Ideally he would not see combat at all, as he is a weak existence. With his mind intact he prefers to fight at a distance with his bow and magecraft, supporting a thought out strategy. As his Spirit Origin is devoured, he shifts into a close range fighter, lashing out with his dagger and fists to experience death firsthand. He uses his Noble Phantasm to survive and counter heavy blows.
Parameters:
STR: D | END: D | AGI: E | MGI: C | LCK: D
Class Skills:
Mad Enhancement EX
The class skill of Berserker. As the Pharaoh's Curse takes over his Saint Graph over the course of the war, the rank of Mad Enhancement itself will increase appropriately. It's base rank is equivalent to D+, and boosts only his STR and END by one rank (already reflected). As the rank increases, each of his parameters see an increase. When an enemy specifically makes a slight against Egyptian Pantheon which Berserker worked so hard to restore in life, the ranks of Mad Enhancement are further increased by one more when engaging said enemy.
Personal Skills:
Cursed Body A
A skill that both helps and harms Berserker. Cursed Body makes it so that any spells that can be considered 'curses' have no effect on Berserker. If he is so inclined, Berserker can consume the curse (transforming it into mana) or counter it with his own. On the flip side, this skill also represents the binding of the 'Pharaoh's Curse' to Berserker's legend, a source of dismay for him. Eventually the curse will completely take over his body and spirit, increasing his madness.
Divinity C
A pharaoh presides over both man and gods, and are considered the offspring or reincarnation of gods themselves. In his purest form Berserker would have had a higher rank of this skill as the "incarnation of Amun", but his corrupted legend along with his father's destruction of the Pharaoh's legacy has decreased it. Divinity makes it possible to break through skills that grant divine protection.
Egyptian Magecraft D+
As a frail child king, Berserker was instructed by his court mages in the ways of dark magecraft. In life Berserker was very skilled with magecraft, but as a "servant of rage" it's rank is significantly lowered. Ironically, or perhaps not, he is proficient with curses. When handling a certain Noble Phantasm of his, he is better able to focus on magic and sees a slight boost.
Noble Phantasms:
Name: Urt-Heka Ma Kheru Title:Divine Sounds of Destruction Rank: C Type: Anti-Army Range: 1~50 Targets: 100 Description: Seshen, the silver horn of magic. Maahes, the bronze horn of war. Two magic artifacts found among the treasures in Berserker's tomb, whose power was revealed to the world in modern times. It's said that when the horns were stolen from the Cairo, they were quickly returned by the thief who couldn't bear to be close to them; and whenever the pair were sounded, war soon broke out.
These pair of trumpets were gifted to Berserker as the commander of Egypt's armies. Despite what effect they may have had in life, as a servant infected with the "Pharoah's Curse" and the mysterious controversy surrounding them in the modern era, the trumpets also take on a corrupted effect. Each are considered mental interference and can be resisted by a sufficiently high rank, but those that suffer their effects suffer them deeply, like maddening music seeping into their heads.
The bronze horn, credited with the signaling of war and originally calling warriors to battle, now sparks bloodlust and temporary insanity in enemies who hear it.
The silver horn, originally meant to boost the magic and morale of Egypt's forces with a spell, now disrupts magic in the area it sounds in. As a general wide range disruptor, it's effectiveness is limited.
Name: Nebkheperure Ẋer Ausȧr Title:Gilded Mask of Death Rank: A Type: Anti-Army Range: - Targets: 999 Description:
The shame of Tutankhamen, the invocation of one of the most famous curses in the world, the crystallization of the so-called Pharaoh's Curse phenomenon. Activating this Noble Phantasm wraps Tutankhamen's famed death mask around his head, instantly revealing his identity. An aura of dread radiates from the mask, and cloths emerge from it to wrap about Berserker's body in stereotypical "mummy" fashion. The wrappings can be used to ensnare enemies, but provide no defense - however the mask, inscribed with a protective spell, raises his END and MGI by one rank. When the mask is on, Berserker is once again safe in his tomb - and any who disturb and "desecrate" the body of the pharaoh must pass a steep LCK check or become cursed. That is, any who attack, touch, or are touched by Berserker. The curse's effects are amplified each time a "desecration" occurs.
The Pharaoh's Curse is one of misfortune. It takes effect as soon as a "desecration" occurs, and it's power grows stronger when Berserker is in close proximity to the cursed. Once the curse is applied, it can only be removed by an extremely powerful mage on the level of the Age of Gods - not even Berserker can remove it. It's effect is this: those cursed see their parameters other than LCK steadily decline. As the curse grows strong, either through amplification or proximity to Berserker, it also drains away their mana and life essence. The more the curse has been amplified against the target, the faster the drain becomes. This NP is especially deadly for humans. Berserker's master is not immune to it, so they should take care not to touch him while the NP is active.
Activating this Noble Phantasm also as an adverse effect on Berserker. While the mask is on, it speeds up the rate at which his own curse devours his spirit and increases his madness. Berserker can deactivate this NP at any time (though this does not stop those cursed from feeling it's effects), but the higher his madness level is, the less likely he is to do so. At a sufficiently high level of madness, it may even take the use of a command spell to deactivate.
Class: Rider True Name: Sir John Hawkwood Sex: Male Appearance:
Alignment: Chaotic Neutral Attribute: Man Team: __________
History: Born a commoner in England in the early 1300s, John Hawkwood rose to prominence in the early days of the Hundred Years War as a mercenary. At a relatively young age he had already become captain of the White Company, a band of English men-at-arms in northern France, and many say he was knighted by the Black Prince himself after the Battle of Poitiers; shortly thereafter the Company traveled to Italy, and began to take service with the various Italian cities. It was here that Hawkwood earned his fame; playing one city against another time and time again, the man the Italians knew as 'John Sharp' waged war under half a dozen banners and walked away with another fortune after every campaign. Though the size of his company fluctuated with the years, Hawkwood's keen sense of strategy and uncanny financial instincts ensured they were never on the losing side for long and that they always received a sizeable payday whenever they took the field, whether they earned it by crushing their employers' enemies on the battlefield or they were bribed in order not to fight.
Unlike virtually all mercenaries, Hawkwood did not fall in battle. After leading the most famous company of the age for nearly forty years, he finally died peacefully in one of several rich villas he had purchased with his vast fortune, and was given a state funeral by his last employer, the City of Florence.
Personality: Hawkwood is charming, upbeat, highly articulate and well-educated, an excellent person to hold a long conversation with. He keeps himself amply supplied with the finer things in life - high-quality clothes, food, furnishings, and other creature comforts. Beneath his pleasant demeanor, however, he is a mercilessly self-interested man. Very few people are capable of gaining true affection from John Hawkwood; nearly all of his relationships are the result of a cold-blooded calculation of profit and risk, and in most cases he would slit a 'friend's' throat with a smile if he were to receive a tempting enough offer. To Hawkwood, questions of life and death have almost no moral dimension; his own profit is of paramount importance, far more than honor or virtue. Whether he keeps or breaks a particular pledge is merely a question of business sense.
Armaments Hawkwood typically fights from horseback in 'white armor'; an elaborate suit of plate in the Italian style. The armor includes a full-face hounskull bascinet with aventail, cuirass, faulds, tassets, fully-articulated arm and leg guards and sabatons, with mail layered beneath the joints. It is worn without any identifying marks or heraldry. His horse, likewise, is barded in undecorated plate and chain.
In battle Hawkwood goes armed with the traditional knightly weapons of lance, long sword, and rondel dagger - though if he expects to fight on foot, he may instead wield a pollaxe and exchange his sabatons for boots.
Abilities
Str: C End: C Agi: B Mgc: C Lck: A
Riding: C Hawkwood’s soldiers moved mounted to maximize strategic speed, and Hawkwood personally led more than one famous cavalry charge from atop a mighty destrier. However, Hawkwood is not associated with any particular legendary mount, and does not have the ability to ride magical creatures; he is simply a skilled rider of normal mounts, particularly horses.
Magic Resistance: D. As one who lived in a ‘recent’ time when magic was uncommon, Hawkwood has no particular ability to resist magecraft beyond that conferred by his container.
Personal Abilities
Nature of a Rebellious Spirit: C As the perfect ideal of a mercenary, it is virtually impossible to bind or dominate Hawkwood entirely. His very nature is to be self-interested and driven by profit rather than true loyalty to a master. At this rank he will not commit treason wantonly or without good reason, but if someone makes him a better offer . . .
Golden Rule: B In an age when the average person rarely saw more than a few coins Hawkwood’s mercenary exploits made him famously wealthy, including once being paid 130,000 gold florins by the city of Tuscany just to persuade him not to attack. As such, Hawkwood is never found to be without money, luxuries, or valuable items, and all his possessions and harness are of the highest quality.
Ambuscade: C+ The skill of a warlord who fights by subterfuge and misdirection, disdaining honorable combat to crush the enemy from ambush. This skill functions as a variant of Presence Concealment - while the enemy can detect Hawkwood's presence, they cannot determine his true location with any accuracy. In addition, he gains a significant combat bonus when attacking by surprise or from a flank.
War For Profit: A A mercenary fights not for honor or principles but for profit, robbing their enemies and plundering the battlefield in order to improve their own station. As the legendary 'unsurpassed mercenary captain', Hawkwood's strength grows steadily as he fights at the cost of everything else around him. This skill passively draws magical energy from Hawkwood's surroundings and transmutes it to strengthen him; any enemies nearby will find their parameters and health gradually decreasing, while Hawkwood's own power and vitality increase in direct proportion to the amount of magical energy he steals. Furthermore destroying an enemy in battle allows Hawkwood to claim a portion of their power, much as the men-at-arms of the 14th century would take a defeated knight's warhorse and harness as prizes; this provides a significant additional increase any time Hawkwood kills another Servant, and a small increase for killing any enemy.
Noble Phantasm
Carne! Sweep Them Away, White Company Rank: C-B+ NP Type: Anti-Army Range: 30 Maximum Targets: 100
The battle that crystallizes John Hawkwood's military legend; at the fields of Castagnaro, after baiting the army of Verona into a rash attack on his infantry line, Hawkwood leads his hidden men-at-arms out of a patch of woods to their flank. He casts his commander's baton into the ranks of the opposing army, ordering his troops to fetch it back for him, and with the war-cry 'Carne!' - Flesh! - the elite condottiere of the White Company, though outnumbered twenty to one, destroy the enemy in a single devastating charge.
When activated, Carne! calls forth the spirits of six hundred knights of the White Company in mid-charge, lances already leveled as they burst out of cover and fiercely assault every enemy within range - each one striking with enough force to threaten even a Heroic Spirit. It is a charge meant to be the 'decisive blow' of a battle, a sudden and unexpected onslaught that will shatter the enemy force and rout them from the field. If Rider is detected before he can order the charge, a very swift enemy might escape damage by fleeing before the incoming ranks of horsemen; however, if the charge is launched from ambush, it is guaranteed to hit and inflict even more devastating damage.
Asterion here, under a new name. Here's a submission, tell me what you think?
Status Class: Saber True Name: Ferdiad Gender: Male Alignment: Lawful Neutral Attribute: Earth Armament: Light Armor, Sword Faction: Undetermined
History: A warrior of Irish Legend, Ferdiad was one of two students trained by the warrior woman Scáthach, alongside Cú Chulainn. The two would become close friends, akin to brothers but would eventually part ways shortly after Cú Chulainn received the Gae Bolg.
During the War between Ulster and Connacht, Ferdiad would be bribed and blackmailed by Queen Medb to fight Cú Chulainn as her champion. The two friends would battle for several days, until Ferdiad was struck down by the Gae Bolg, dying in his friends arms.
Personality: Saber is generally a very laid-back individual, preferring not to get involved with things unless absolutely necessary. Rather easygoing, he can be called lazy at times, preferring to take things nice and slow, even refusing to do things he views as pointless or unneeded. He is very blunt, almost to a fault and won't hesitate to make his opinions known if he feels a mistake is being made.
Saber enjoys battling strong opponents, and views not giving one's all in combat as disrespectful and insulting to the enemy's skill and strength. He respects and values bravery, and would show mercy and kindness to willing to stand their ground against him despite their own weakness, not out of stupidity of misplaced pride, but determination to protect one's home & people, to stand up for their ideals and beliefs.
He dislikes the Prideful and Arrogant, the Selfish and the Greedy, attributing such attitudes to Medb who he blames for his death. He is disgusted by those who would involve innocents, and strives to protect them whenever he can. He enjoys traveling around the Modern World and seeing the various sights and experiences, not unlike a tourist
Parameters Strength: B+ Endurance: B+ Agility: C+ Mana: C Luck: E
Class Skills Magic Resistance: C (Cancels Spells with a Chant below Two Verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.) Riding: C (Most vehicles and animals can be handled with above average skill.)
Personal Skills Disengage: D (The ability to withdraw from the midst of combat, and reset the battlefield and battle conditions. Saber is capable of quickly withdrawing from battle once a day, so long as his Agility is higher than his opponent's.) Bravery: B (The ability to ignore mental interference, Saber is capable of disregarding any and all mental interference, including magical, when locked in combat.) Rune Mage raft: B (A Skill allowing one to possess and utilize Norse Runes for the purposes of magecraft and simple combat. At the current rank, Saber is capable of using all 18 Norse Runes in various combinations to imitate the effects of other skills, albeit at a weaker state.)
Noble Phantasm Thorn Iarainn (The Blood-Stained Rose that Never Wilts) Rank: B Type: Anti-Unit (Self) Range: ~~ Targets: 1 Description: Saber's primary weapon, his sword, Thorn Iarainn, or "Iron Thorn". A weapon forged sometime after leaving Scáthach's tutelage, it was meant to be a counter to his Battle Brother's Gae Bolg, an Ultimate Shield for the Ultimate Spear. In its sealed form, it resembles a simple sword, dark blue in color, with a rose shaped guard. In this form it is nothing more than a simple blade.
When the Noble Phantasm's True Name is invoked by Saber, he plunges the blade into his heart as crimson veins of energy spread throughout his body, as it turns a dark, metallic color. In this second form, Saber resembles a living suit of armor, all black except for crimson veins that crisscross his body like glowing vines. His eyes are a solid, pale blue while his hair appears like glowing tendrils of bloody-red light.
Once activated, Saber's physical Parameters of Strength, Endurance, and Agility are all greatly enhanced, while any damage he suffers is reduced by half. However, this form possesses a single weakness: The center of his chest, where the blade pierced his heart is left vulnerable, a pulsing seed that spread it's roots throughout Saber's body, this spot has become his "Achilles Heel", with all that the title entails.
It should be noted, that activating this Noble Phantasm is NOT lethal towards Saber, and he can reform his sword and return to his base form whenever he or his Master wishes.
Basically this, but the muscle is a dark grey, almost black color, the bone armor is a metallic iron color, the hair is long and glowing red while his eyes are a solid icy blue.
Gonna get progress up for my guy while I can. Master to follow soon.
Assassin
Team: ???
True Name: Marcus Junius Brutus the Younger
Appearance:
With a lean and only modestly muscular build, and a fairly average height of 5’11, Assassin’s physical appearance is rather unassuming for a member of his class. His demeanour gives him more the presence of a stern yet likeable manager than a Heroic Spirit, an impression reinforced by his tendency towards clean suits outside of combat.
When his Presence Concealment is dispelled and his mind is set on a target, however, the frigid intensity of his aura is almost paralyzing. Clad in the scarred and bloodstained armour and tunic he was summoned in, with only his piercing grey eyes visible from the helmet covering his face, he seems every bit the murderous spirit of antiquity one would expect an Assassin-class Servant to be.
Alignment: Lawful Neutral
Sex: Male
Attribute: Man
History:
A bright and ruthless child born into the last generation of nobiles prior to the collapse of the Roman Republic, and into a family largely defined by the legacy of expelling the last King of Rome, Marcus Junius Brutus the Younger was perhaps born at just the right time in history and into the right lineage to light the powder keg of history. Raised by his uncle after his father was executed for his role in a failed rebellion, the young Brutus rose to prominence in part by finding himself appointed the assistant of Cato the Younger, his other uncle, and by amassing a considerable fortune by lending money at high rates of interest to those desperate enough to approach him.
While he looks back on these deeds ruefully, claiming that his actions were that of a spoiled and bloody-minded child eager to prove himself worthy and deserving of respect apart from his family name, he is also forthcoming about the lesson that it taught him: a human being in desperate circumstances is like a starving animal, too stupid and starving to spring itself from its misery. This formed the core of views that were later tempered by a political career on the twilight years of the Roman Republic: although he was largely perceived as an even-handed moderate and respected across the senate, he was an unapologetic and steadfast optimate, maintaining that the Patricians were the ones who knew best how to maintain the civilization and democracy that had elevated Rome to a world superpower over the fickle rabble of the common citizenry.
But fate is not a game played by one, and even ones of such breathtaking bloody-mindedness and high willpower as Brutus may well fade into the doldrums of history without a great foe against which to define themselves. For Brutus, this contrasting image was Gaius Julius Caesar, a politician and military genius of the populares faction whose mounting popularity threatened to finally burn the Roman Republic to the ground.
Despite the ideological opposition between them, and the enmity of his uncle and mentor towards the man, Brutus developed a genuine respect for Caesar. The two men were, in many ways, very similar. While the seemingly quiet and thoughtful Brutus seemed to be cut from very different cloth than the force of charisma that was Caesar, they were both gifted with the ability to make friends and allies across the full spectrum of the senate and the ideologies it represented, and possessed very similar beliefs on the matter of noblesse oblige. Even as the tumultuous final decades of the Roman Republic brought them into conflict against each-other, Caesar mounting insurrection in the name of the people he championed and Brutus taking up arms against him alongside the rest of the optimates, the bond between the two remained strong. The two at last became official allies at the close of what history records as the Great Roman Civil War, with the victorious Caesar reaching out to many of his former foes to bring peace back to Rome even as he pursued Pompey and Cato abroad to resolve the matter once and for all.
But this was merely the calm before the storm. Brutus was drawn to Caesar because of his principles and the strong leadership he offered over the constant infighting of the twilight years of the Roman Republic. As such, his assuming the role of dictator perpetuo was initially of little concern. Many statesmen before him had taken up the reigns, only to put them down when no longer required, and at first it seemed as if Caesar would be no different. But as time went on, Brutus came to the realization that while they held similar perspectives on their roles as nobiles, and of the people they governed, Caesar’s ultimate conclusions on the matter were very different. Brutus saw the weakness in the common citizenry and determined it was their role to keep power amongst those who could use it responsibly; Caesar, meanwhile, sought to fan those flames, currying favour amongst the people and using it as pretext to seek yet more power and glory. And of course, they ate it all up, hanging on his every word and clamouring for him to be given more and more honours as he consolidated his influence over the dying Republic more and more, installing his friend Marcus Antonius to rule in his absence as he went around bringing order to its conquered territories.
As history reached its boiling point, Brutus made a decision: Caesar was a rot festering within the dying body of the Roman Republic, and it was the duty of himself and his fellow Patricians to cut him out before it was too late. Enlisting the help of his brother in law, Gaius Cassius Longinus, he formed a conspiracy against Caesar out of fellow senators and statesmen with himself as the central force and spearhead, making plans to assassinate him upon a planned address to the Senate on March 15th 44 BC- a date both prophesied and remembered as the Ides of March. Brutus had hoped to end things quickly, to quickly and efficiently take Caesar out with the other conspirators providing backup if the notoriously strong man was able to resist the initial attack. But things didn’t work out that way: as one broke rank and attacked Caesar, so did the rest make for him in an orgy of savage but futile violence, only succeeding in mangling and enraging the would-be-Dictator with a volley of weak stabs and blows. Collecting himself, Brutus made his own move; breaking through the squabbling rabble, he drew his own dagger and plunged it straight through Caesar’s chest, and into his heart, finally cutting the man down as he looked upon his final assailant with a mixture of horror and disbelief.
“καὶ σύ, τέκνον?”
But Caesar’s death came far too late to save the Republic. His words and influence had already infested the hearts of the people, and as Brutus’s fellow conspirators adulated in their ‘victory’, taking to the streets to sing of the freedom they had delivered to their subjects, the dam finally broke. Marcus Antonius, previously written off by them as a dullard riding on Caesar’s coat-tails, used this rage to galvanize Rome behind him and Caesar’s adopted son and nephew Gaius Octavius and drive them from the city into the eastern provinces. With their enemies tied up in Rome, Brutus and Cassius consolidated their forces and made plans to attack and liberate the Republic from the new Triumvirate forming; but in their absence, the rot festered further. After a few early victories in the Liberator’s Civil War, the new Triumvirate went to drastic measures and came down on the forces of the conspirators not with the scattered and weakened forces left in the wake of Caesar’s death, but with nineteen full legions propped up by conscription. Encountering a stalemate at Phillipi, the suicide of Cassius nonetheless worked to fracture the morale of his and Brutus’s forces; retreating with only four of seventeen legions left under his command, he looked over everything that had led him up to this point and made a decision.
He did not regret killing Caesar, only that it had to be done and that it had come too late. The rot had set in, and there was little he could do to stop it now; even now, not only was he giving the Triumvirate an enemy towards which they could unify the rabble, but if they were to capture rather than kill him, they would only use the spectacle to further their own ends. As such, ordering two of his men to hold his sword aloft, Brutus took his life into his own hands and ran it through, deciding to die with his cause and put a swift end to the Civil War, denying the Triumvirate the satisfaction of capturing him or prolonging the spectacle of his defeat while leaving history to judge him for his actions. History, of course, variously remembers him as either the Judas of the Roman Era, the very embodiment of treachery, or as a noble man who only acted in defense of the people: a dichotomy that the Servant Brutus finds rather unsophisticated.
Personality:
Although a rather blunt and pragmatic character, Assassin largely comes across as approachable and well-adjusted. While he possesses a rather proud and forceful personality, and is prone to scolding those who act wantonly, he follows the principles of stoicism and noblesse oblige; his words come from a place of honesty and responsibility that he feels he owes those around him. While his strong convictions can readily lend themselves to conflict, his character is such that a Master with good compatibility has little to fear of him; after all, it was not for no reason that history remembers him as the ‘Noblest Roman of them all’.
However, one hardly garners the amount of infamy that Marcus Junius Brutus the Younger does without having darker depths, and Assassin has those in spades. Although he feels a sense of duty and responsibility to those ‘beneath him’, that much in itself speaks volumes of his worldview. To him, humanity is an easily-manipulated rabble that needs to be guided and protected from those who would pervert them from the course of reason and civilization, and he is among the precious few enlightened existences who must shoulder the burden of protecting it from those who would talk it into drinking poison with honeyed words and false promises. ‘Arrogant’ is perhaps not the right word for him, as his stoicism is genuine, as is his belief that his life is ultimately expendable in the service of a greater good. If anything, it is a sort of madness, which compels him to make a monster of himself at the cost of whatever genuine human connections he maintains.
Parameters:
STR- B
END- C
AGI- A
MAG- D
LUK- D
Noble Phantasm: C+
Class Skills:
Presence Concealment
C: Hides one's presence as a Servant. Suitable for spying.
Personal Skills:
Bearing of the Elite
B: The Servant can walk amongst kings and commoners alike without compromising their dignity or principles, endearing them to even those that are ideologically opposed to them. Attacks and effects that target the mind are reduced by one rank in effectiveness if of equivalent or higher rank to this skill, and negated entirely if of a lesser standing.
Disengage
D: The Servant can reliably withdraw from combat and will return all skill conditions to their initial value, but retains any inflicted statuses.
Eye of the Mind (True)
B: Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.
Sic Semper Tyrannis
A: When facing an enemy Servant known to have been affiliated with Monarchy, or possessing Charisma of Rank C or above, all attacks are granted a Rank-Up in effectiveness. The Servant has heightened perception regarding the words and actions of these individuals, even in limited interactions, and can track them at a greater distance than they would otherwise be able to.
Florem Dignitatis~ The Noblest Son of Rome
Rank- C+
Type- Anti-Unit
Brutus’s primary Noble Phantasm, and a manifestation of his resolve and brutal impersonality. While the motives of the other assassins are debated, Brutus acted against Caesar in the steadfast belief that he was a threat to the autonomy of the Roman Republic, and that their duty as the chosen elite was to eliminate him and consign his ambitions to history. Florem Dignitatis is thus a powerful curse that serves two distinct functions. Firstly, in accordance with the stoic principle of adiaphora, which maintains that external things are only given value by the ones who make use of them, it allows Brutus to wield a single dagger, knife or sword at a time as a C-Rank Noble Phantasm. Secondly, it prevents onlookers from perceiving Brutus as a Servant even if they are aware he is one, or even registering his Parameters and Skills unless they learn his true name, reflecting how his public persona placed him above the suspicion of Caesar.
Idus Martiae~ Carving Fate into the Earth
Rank- E ~ C
Type- Anti-Unit
Brutus’s secondary and most frightening Noble Phantasm, which reproduces the events of the Ides of March upon which Julius Caesar was assassinated. Upon initialization, Idus Martiae at first provides Brutus’s chosen target with a premonition of death, before surrounding them with spectral daggers that follow them even if they try to move away. From there, the daggers proceed to skewer the target, delivering twenty-two rounds of E-Rank damage in increments of four, four, six and eight. While the nature of this Noble Phantasm is that it cannot be blocked, a luck check is performed against Brutus's own luck after each round of damage, and should the target prevail in this check, the attack will end prematurely.
However, these initial twenty-two rounds are incapable of killing on a basic conceptual level unless ‘validated’ by a separate attack. While Brutus carried out his own attack with a resolute and clear mind, the other assassins were hardly so organized, with not a single killing blow among them. The purpose of these strikes is thus not to kill the foe, but to overwrite their fate with that which Caesar suffered on the Ides of March, a fate of which he was warned but that he ultimately failed to circumvent. Once twenty-two strikes have been landed, this same fate will have been engraved into the target, at which point this Noble Phantasm will become Idus Martiae~ Then Fall, Caesar. Representing the twenty-third and final strike, and the one delivered by Brutus himself, the attack will compel Brutus’s chosen weapon to shoot towards the target, transforming it into a final C-Rank kill shot that perforates both the body and spiritual core.
History: The Herphae family is a long and storied one, with their roots reaching back into antiquity. Originally priests and priestesses of Hephaestus in Ancient Greece, the family has survived and endured even past the departure of their chosen deity. Through the Roman and Byzantine empires and even into the modern age, they have been there, in their ancestral home on the island of Lemnos.
In the wider world of magecraft, they are a well respected but reclusive family. Active only in the Creation department of the Clocktower, the family’s reputation as master smiths provides their only means of relevancy. It is not uncommon for other magus families to request custom commissions from Herphae, and depending on the difficulty of the item in question, it can cost an extremely high amount.
It is to this family that Christina was born. As one of the family head’s children, there was fierce competition between them all to be named the heir. As they all were taught the very basics, the children each started developing their own styles. Some focused their craft on pure pragmatism, creating ugly creations that were effective in what they did. Some focused on the aesthetics, sacrificing the creations effectiveness in exchange for pleasant visuals. A few such as Christina, tried to find the balance of maximum effectiveness, while also having a pleasant form.
As time went on, children were eliminated as options to be the heir. Some were relegated to arranged marriages with other families, but many were simply made into lesser smiths, destined to serve the family by fulfilling commissions the family received. By the time Christina was at the precipice of adulthood, only one other sibling remained as competition. As such, as they both became adults, the final test was placed on them. The creation of their maidens.
Following the footsteps of their ancient patron Hephaestus, the two siblings went to their respective workshops and set to work. Billows stoked the forges flames high, hammers pounded metal into shape, and gears and mechanisms were carefully interlocked together. For Christina, the entire process quickly became something different. She was not making something, she was giving birth to someone. The forge was her womb and from it would be born a child. It took a week for her brother to craft his maiden from pure gold. It took her two pain-staking weeks of careful work to finish her maiden.
When they were called together for their creations to be judged, the differences were plain to see. Her brother had crafted a woman of pure gold, carved into a life-like visage with exquisite detail. Each hair was made of an individual golden thread, and layer after layer of enchantment was laid into the creation to strengthen it. It moved as if it were truly alive, calmly following behind its creator with its hands tucked in front of it. When asked its name, her brother confidently said it was Helen, after the beautiful princess of the Trojan War.
Her creation was beautiful, but not the life-like masterwork of her brother. Where almost all the joints of articulation were next to invisible on Helen, they were plain to the naked eye. Its features were stiff, moving awkwardly about its finely crafted face. Where one was crafted entirely of pure gold, one was created of hard steel and decorated with copper. Where one moved with incredible ease, the other moved with awkward, hesitant steps. And when asked its name, she took a nervous step forward in front of Christina and spoke for herself. “I am Thaleia, daughter of Hephaestus.”
It was obvious who had passed the test. Christina was named heir, and celebrated with Thaelia. Life moved on from there as expected, with her teaching the newly ‘born’ maiden about the things she forgot to include in the first place. As some years passed, the head of the family passed away from a smithing accident, and she was named head. The family crest was implanted into her hands, and she assumed control of the family completely.
The Holy Grail was an unexpected turn of events, happening almost directly on the family’s doorstep. As the closest major family to the site the war would be taking place on, it only made sense for them to become involved. Aiding in such a war would increase the family’s prestige for sure, and Christina was all for growing the family’s reputation.
Personality: Her personality is to put simply, very simple. Christina is a friendly enough person to most people, but rather impatient in social situations. Time spent talking is time that could be spent in her workshop, working with Thaelia on something, or working on Thaelia. The only person she could never run out of patience for is Thaelia, even though the maiden has tested that on occasion. Not her fault she has so many questions about so many things.
Magecraft
Quality of Circuits: B
Quantity of Circuits: D
Elemental Affinity: Earth / Fire
Attribute: Reinforcement / Flow / Transference of Power
Magecraft: General Magecraft: As a part of her education as the head of the Herphae family, she has been taught all the basics of magecraft that are expected in modern magus society. She’s not particularly skilled in any of these aspects, having neglected them in favor of focusing on the family tradition.
Smithing: The heart and soul of the Herphae family magecraft lies in their metallurgy. A subsect of general alchemy based entirely in the use and shaping of metals. Their family takes it one step further, focusing almost entirely on the creation of objects from metal. This has two primary effects, allowing for the creation of advanced familiars as well as mystic codes. The family’s skill in the crafting of mystic codes is well known, and they have amassed a small fortune from selling their crafts to other families.
Familiars: The Herphae family has a fairly long tradition of creating familiars for personal use, as inspired by their patron deity Hephaestus. Rather than shaping flesh or molding stone, the familiars are forged by the magus. The speed of creation is a drawback, but there are benefits that come from this. The familiars tend to be sturdier than average, and can carry additional traits depending on what the forger desires and what metals are used.
Mystic Codes: Thaleia: In legend, Hephaestus did not work alone. Besides the various beings he enlisted to aid him, there were those he personally created to be his assistants. Maidens forged of the purest gold, to serve as his attendants and aid him in day to day life. The Herphae family seeks to always follow his example, and as such, have a tradition. One is not truly ready to lead the family lest they can follow such an example, and create life in a similar way.
Thaleia, is Christina’s maiden. The peak of Christina’s efforts, she stands as something between a homunculus and a mystic code. Measuring a solid six feet in height, her skin is made of various sections of steel, with the decorations made of shining copper. Her eyes and midsection glow a bright blue, representative of the complex system inside her to capture pass mana from her surroundings to sustain her.
In comparison to the more simplistic designs others of the family have used in the past, Christina has doubled, tripled, and quadrupled down on making Thaleia into something truly magnificent. The metal that makes up her body has been reinforced, her fingers end in razor sharp nails that she has enough control over to pluck a single hair from a person's head, and her false skirt ends in a series of blades sharp enough to cut through steel. Hidden away in her wrists are rotating cylinders, with multiple pipes made of different metals and enchanted to produce different effects when mana is passed through them. Sometimes you just need to freeze or ignite something.
Inside her mechanical head resides much of the knowledge Christina has learned over the years. Many of her smithing techniques have been taught to Thaleia, as well as general knowledge. After all, she is something of a daughter to Christina. What mother would not want to teach her daughter about the world?
Aegis Ankilos: Being the head of Herphae has its benefits. This includes being able to splurge on mystic codes for herself using the houses resources. Thus she created Aegis Ankilos for herself, as a just in case measure. Thaleia is good in a fight, but what if enough people attack them that she can't stop them all from reaching her? Gotta have some protection for herself.
Aegis Ankilos in its inert form takes the shape of a large belt buckle, featuring the family symbol of two hammers and a helm on it. When activated, the mystic code comes unattached and flattens itself out, forming a perfect domed disk around two feet in diameter. Created from iron with engravings of alchemical symbols done in quicksilver along its edges and gold in its middle, it meant for exactly what its name implies. It can be securely attached to her wrist, and used as a shield sturdy enough to tank a .50 caliber round head on.
Chéri Fotiá: Every craftsman needs their tools, and the Herphae pride themselves in having tools of the highest quality. More often than not each member of the family creates their own set of tools, so that they're specific to their own styles. Christina was no different, and has created a wide array of tools, some mystic codes some not, to aid in her projects. Chéri Fotiá though, is her favorite. And the one she's most likely to simply keep on her person.
At first glance, Chéri Fotiá is simply a fancy hammer. Iron shaft and head, with engravings etched into it done in a mixture of quicksilver and lead. Any alchemist could tell you why it is made in such that way though, and what it's function most likely is. Iron representing growth and strength, with lead and quicksilver being representative of transformation. It is a tool specifically made to aid in the forging of material. To help whatever creation she is making grow, to transform the base metal into something awe-inspiring.
But that is not all the hammer has. At the activation phrase, it morphs. Primarily the handle just extends to afford her a longer grip, but on a thaumaturgical level, there is also a shift. Iron still represents strength, but now also aggression. The lead and quicksilver, once representing transformation, now represents death. In other words, it becomes a battle hammer meant to bludgeon someone's head in with great effectiveness!
Non-Magecraft Abilities: Christina has been trained in Palé, ancient greek wrestling techniques. Primarily as a self defense mechanism if absolutely necessary. She’s got a mean right hook.
Unrivaled in her weaving, Caster challenged Athena, herself, and won. However, to best a Goddess is a short trip to condemnation, and, in a desperate bid for salvation, hung herself. Unfortunately, Athena would not be denied her due, and cursed Caster to become a spider; spinning and weaving grand webs to be torn down by common hands.
Personality:
Once upon a time, Caster was a boastful woman; arrogant and proud, and for good reason. However, shortly prior to her death, her arrogance and pride were replaced with fear and humility -- too little, too late. Outwardly, Caster attempts to maintain her old personality of pride and arrogance... unfortunately, deific rebirth as a spider, and then summoning as a human has polluted her mind, and left her with a bestial sub-personality that is prone to anger and violence when challenged.
Within the context of her legend, Arachne did not create any items within her lifetime that were not woven. As such, any magical items she create are of a low level, but her weaving skill makes the quality of any woven or cloth based magical items skyrocket.
Territory Creation [Rank B]
Like a spider, Caster can make any location a home for her and her Master; building it with her webs and using her illusions to hide traps from all but the most discerning eye.
Personal Skills
Unrivaled Weaving [Rank A]
Due in part to her skill, amplified by her legend, Caster’s webs can be woven into grand illusions that can alter reality and perception itself to her whim. If she weaves a tapestry of a sword, then said sword may be drawn free of the tapestry as if it were merely sheathed. If she weaves a building it will grow from her tapestry like a great oak from a seedlings. In this way, she is able, still, to challenge Gods. This is in essence her combat magic, so potent in its efficiency that it is capable of enhancing her Item Creation skill with a conditional bonus based on the item’s construction type. Woven items are hollow when not created using Item Creation, making them one-use powerful tools
This functions as the Skill [Illusionism].
The Careless Broodmother [Rank EX]
By Athena, Caster was cursed to suffer her rebirth as the First Spider, and, as punishment for her carelessness, so, too, were all her descendants beyond her, until the very last. As such, all natural spiders of this world harken back to Caster, and this skill transforms ordinary spiders within a limited range of her -- typically, two to three miles while awake, and one while resting -- into Familiars; inherently seeking to serve their Broodmother; acting as eyes and ears, spinning and spread web in her name, and delivering Mana to her.
Distaff Dexterity [Rank B]
While no longer certifiably human, Caster’s fingers remember the motions of her distaffs, and well. Each finger is able to soar beyond the sight of eyes, and weave a blanket-like tapestry in mere seconds regardless of design.
This functions as the Skill [Rapid Casting].
Mental Pollution [Rank B]
Life and Death; Death and Rebirth; In-between, traumas. Due to her curse and her summoning, Caster has both the mind of a human and that of a spider in constant flux for control. It is hard to mentally attack her, but equally hard for the woman to stay in complete control of the spider.
Noble Phantasm
Torn Webs, Once Woven Skintight A Well-woven Nightmare Upon Eight-legs [Rank A]
Anti-Self 0 Range Self-target
Nevermore meant to be human, Caster reveals her true nature, and sheds the last of her gifted humanity; her lower half splits apart, and reveals a spider body that raises Caster like an eight-legged centaur, and unbinds her from her mortal grip. This Noble Phantasm provides great power at great cost, and can only be undone by convincing Caster to remake her spider half human again or by force of Command Seal.
While in such a monstrous state, the spiders that heed her become equally as monstrous, transforming into beasts as large as the typical housecat, and far more aggressive. Seeking only to aid, they will hunt and capture prey for Caster to feed on.
Master
Basics
Name: Valentina “Valley” Lupin Title: The Phantom Thief Vixen Team: Blue Team Sex: Female Alignment: Chaotic Neutral
History:
Nearly a century and half before the present timeline, a savant of magic was born; a man that could teleport himself from one place to any place he desires -- the one that would become known as the Phantom Theif, Arsene Lupin. However, as Man is born, so, too, must a Man die. Arsene was unable to steal The Seed of Immortality from The Root, despite his infamous accomplishments, he was able to pass on his techniques and his life's work to his children and their children and his descendants beyond him. Unfortunately, as with all pure things, time dilutes and weakens even the strongest of things.
By the time Valentina Lupon, the sole great(x4)-granddaughter of the Lupin, and firstborn heir of the familial trade, was born, the Teleportation that Arsene had been known for had been reduced to Blinking, a type of “super-speed” via Reinforcement one’s body with Wind Magic and sharpening one’s aerodynamics to their maximum by Enhancement, for no other Lupin had been born with Imaginary Numbers.
As a child, Valentina was trained in earnest by her father to take and uphold the mantle of the name “Lupin”, but merely regarded it as a game, and didn’t take much of it seriously, like any child would.
It was merely a matter of time, unfortunately, until actions of prior generations and her blood caught up to Valentina, and the Mage Association arrived in her early teen years. In a flash of magic and blood exchanges, Valentina found herself thrust into the damnation of her bloodline, and keeper of Arsene Lupin’s Grimoire -- transformed into a powerful Mystic Code after a countless years locking up other Mystic Codes within.
Hateful. Confused. Alone. Valentina took up her birthright, and dedicated her life to taking down the Mage Association for taking everything from her by stealing everything from them.
Personality:
During the daytime, Valentina “Valley” Lipun is a passive and non-confrontational young woman; merely carrying her day-to-day, nine-to-five at a law firm as a hardly paid secretary. However, when it is time to do some dirty work, and the Phantom Thief Vixen comes out to play, her personality is far more aggressive and cocky; not so much to put her own life in danger, but enough to steal from impossible circumstance that anyone else would easily fail
By reinforcing her legs and enhancing her body with Wind Magic, Valley can seemingly “blink” forwards, as if teleporting, a short range. This cannot phase her through solid objects or magic barriers, however, due to being a product of Wind Magic, Valley can create “steps” upon the air, and create a stable platform to blink off at-will. This is derived from generations of attempts to recreate Arsene Lupin’s original Teleportation Spell.
Forewarned Is Forearmed
In essence, this spell is a Bounded Field fashioned by the hidden placement of her calling cards that functions as a Precognition Spell. Inside, it begins to record and analyze any and all movement, and can predict movements based on pattern-recognition. The longer this Bounded Field is in effect, the more accurate Valley can predict what will happen within.
Primary Mystic Code
Arsene Lupin's Calling Card
Arsene Lupin was a Magus before he became a Phantom Thief, and stained his bloodline black with the greens and yellows of money and gold. As such, he owned a grimoire of his own design. In his case, it was designed as a single, engraved piece of stationary that bore his name, quite proudly.
Inside, its pages were filled with generations of planned heists and their successes -- not a one claiming the wealth of aristocrazy, but the might of some of the highest profile magical families known. Arsene Lupin was a thief that stole, not material gain, but the immaterial, as he robbed Mystic Codes, and folded them into his family’s bloodright or their future coffers. As each page containing what was once private, now made quite public by his misdeeds for profit.
However, some remain behind -- names changed -- known as the Phantom Thief Codes.
In its current state. it should serve as a catalyst to summon Arsene Lupin as a Servant, but, instead, it serves as it always has: the Grimoire of a Lupin. Each page, seemingly in infinite supply, can be detached and used as a Calling Card to cast stolen spells or set up their family’s Bounded Field.
Phantom Theif Codes
Masquerade Mask:
A Mystic Code that replicates the Mystic Eyes of Deceit. By adorning this Mystic Code, its effect is immediate to its brilliant gold eyes, and can see through “that which deceives,” allowing Valley to reverse lies; unlocking any manner of locked doors, sussing the truth from even magically-reinforced liars, and other such things.
Binding Blouse:
A Mystic Code that offers increased durability by passively reinforcing and enhancing Valley’s Wind Magic to create a skin-tight layer of ever-moving winds that can deflect all non-magical projectiles and weapon blows, and even deflect some magical blasts, like Gandr.
Slipstream Stockings:
A Mystic Code that is a combination of stockings and heels that, much like the Binding Blouse, passively reinforces and enhances Valley’s Wind Magic, reducing the pressure and impact of her Blink Step, allowing for successive uses without physical damage to her legs and feet.
Mana Battery Belt:
A Mystic Code that is a belt that assists in offsetting Vallet’s rather low Magic Circuit stats by regulating her Od through itself and two absorbent jewels that functions as emergency sources of it. The sashes that hang off the belt absorb Prana passively, which become acclimated to Valley’s Od and stored within the sink-jewels.
Celsius and Fahrenheit:
A pair of Mystic Codes designed to be used in conjunction with each other, and, more importantly, tailor-made for those with an Affinity for Wind. The right hand, Fahrenheit, super-heats the air immediately around itself, and uses wind to project flames that can be forged into spheres and streams. The left hand, Celsius, flash-freezes the air immediately around itself, and uses wind to propel frost that can be forced into streams and spears.
Eye-catching Overcoat:
Valley’s final Mystic Code that is hopeless, matte white on the outside, and an almost alien and lustrous blue on the inside. It is reversible, and when reversed, the blue disorients those observing it, temporarily, and gives Valley the chance to vanish or attack in defense.
Non-Magecraft Abilities/Items
Parkour
Valley is a skilled free-runner; able to vault, scale, and climb all but the most sheer of surfaces.
Quick Study
Committing elaborate crimes requires a quick understanding of what's in store, starting with planning and ending with the fence.
Self-defense Training
Valley has, while not complete mastery, a high-degree of skill in most martial arts on par with a competitive MMA fighter.
EDIT I: Edited Arachne's Skills
EDIT II: Full Redesign of Valley
EDIT III: New Power Set, Who Really "Needs" Magecrafts
History: A member of the Braddock Lineage, Davis was never the cream of the crop. The second son of his parents Joseph and Alessia, Davis was expected to succeed the family crest after his elder brother Carson was discovered to possess abysmal Magic Circuits. While Davis' Circuits were only basic, some may even say "Mediocre", they were still seen as an improvement by his grandfather Augustine, the head of the family.
However, Davis lacked any drive. He held little desire to study the mysteries of the Moonlit World, even less to try and see his family returned to the good graces of the Clock Tower after they were purged for his great-grandfather's actions decades back. It was only after Carson crippled himself via a botched ritual attempting to protect Davis from they're grandfather's anger that he began to take his studies seriously.
For several long, and difficult years Davis studied under Augustine's watchful eyes, incapable of becoming a great Magus, but at the very least becoming, "Acceptable". It would be however, A twist of fate when Davis' younger sister surpassed him with ease. Agatha was a prodigy, everything Augustine would want in a successor, and after a short series of trials by the Clan Head, she was acknowledged over her brothers as the superior Magus. Despite this, Davis held no malice towards his sister, viewing her claim to the title of Heir as the lifting of a great burden. She would flourish amongst the magi in ways he and Carson could never hope to match. And yet, he would have to save her.
When the declaration of Hektor Bahadir was received, Augustine had desired to offer Agatha as a representative of the Braddock Clan. Her skill and talent, he reasoned, would show that there was merit in allowing the Braddocks to return to proper Magus society. Davis was enraged.
She was a girl, A child, she had no place entering this War of Demigods and Monsters that Augustine sought to place her in. Davis had to convince him. He had lived as a Spellcaster for hire since the change in succession, A Mercenary. Yes it lacked prestige, but he held far more experience in the world the War take part in, experience that Agatha sorely lacked. If she fell in battle it would prove nothing and years of training would be wasted. If Davis fell, than it was an acceptable loss, Agatha could continue her training and be presented at a later date. And if by some miracle Davis survived, Won even, it would only further enhance the reputation their line would hold when they returned.
Now, he finds himself on the journey to Troy, A journey to War, and the Grail in hopes of ending his clan's exile and shielding his sister from a similar fate. He holds no delusions. It is entirely possible, likely even, that he will perish in the fighting and his grandfather will try again later. But for now, all he can do, is try.
Personality: Davis is, at his core, someone who simply wants an easy life, yet cannot stay out of trouble long enough to keep it. He will be blunt and cold, saying the suffering of others is not his concern or problem, only for his own guilty conscience to force him back into danger to help those victims escape their torment not even an hour later.
He possesses something of a Hero Complex. He wants to save people, and cannot turn away a cry for help without feeling guilt, yet he is also a realist. He knows that saving everyone is impossible, and that some deserve saving more than others while others still deserve only condemnation and death.
He dislikes large crowds of people, finding them noisy and disruptive. He much more prefers the solace of a quiet library and a decent book, and yet he has chosen to make his living as a Mage for Hire amongst those aware of the Moonlit World's existence.
He enjoys relaxing and being lazy when he can get away with it, and in those moments where he feels that overflow of energy that only boredom can create, he will often swim or go on long bike rides. He loves children, making them smile and laugh, and he adores the simple nature of animals, adoring cats and dogs, fish and birds, lizards and rodents in equal measure. Indeed he has quite the assortment of pets at the Braddock family home.
A man of few words, he prefers to speak in short and to the point sentences, and dislikes speaking for long periods as it aggravates his throat easily. This can make him seem rude or uncaring at times, unaware of how others are feeling though it is more that he is simply trying to get through what he finds to be a awkward and uncomfortable task as quickly as possible.
He favours days that are mildly cloudy and slightly breezy, his favourite color is dark blue and he enjoys bread pudding as a snack. He is currently uninvolved with anyone, his last affair having ended amicably but not without some soreness of the heart.
He has no particular wish for the Grail, and is as likely to use it as a fancy cup as he is to pass it on to the Mage's Association. If he had to make a Wish, he'd likely wish for the opportunity to have that simple and easy life he often dreams of.
Magecraft Quality of Circuits: C Quantity of Circuits: D Elemental Alignment: Fire Attribute: Contract
General Magecraft: The basics of Magecraft, also called Thaumaturgy. Several types of mysteries that are considered the necessary base for a Magus in the modern day. To avoid specialization in any of them is perfectly acceptable, to forsake their knowledge entirely is nothing more than incompetence.
Spiritual Invocation: The primary Magecraft of the Braddock Lineage, it is the practice of mysteries related to the Spirits themselves. Davis and his Clan specifically use heavily focused and specialized Formalcraft Rituals to summon and contract these Spirits in order to fulfill various tasks in return for some form of sacrifice or "gift". Davis most often offers up gifts of food or magically significant trinkets and relics. Sometimes if necessary a sacrifice of his own body or mind is made, often in the form of his blood or his pain, his senses or his emotions.
One of the most common uses is asking the Summoned Spirit to assist in the use of a Magecraft the Contracted has little to no skill of their own in.
Geass: A mystery of cursed contracts. A necessary craft that Davis was forced to learn in order to more effectively bind the Spirits his family summoned. Like mundane contracts, it is in essence a written deal: In return for services rendered, one will receive some form of payment or compensation. However, unlike the mundane, these contracts are magically enforced via the threat of various forms of Curse.
Failure to meet the standards of the deal, or active betrayal can result in anything from incredible pain, temporary or permanent loss of Magus ability, or even death.
Heat Rod: Its name stolen from a certain cartoon from the far east, this Mystic Code is based around a 30-inch long collapsible baton. Inscribe with various runes and enchantments by Davis' friend and colleague Samuel, the Mystic Code acts as a focus for a simple yet highly effective heating spell.
The striking portion of the baton heats to such levels that despite its round, blunt edge it will cut through hardened steel with little effort. When activated the Code glows a brilliant crimson, and resembles the iconic weapons of a certain movie franchise.
Marble Dust: A supply of specially crafted marbles, each one formed via the compression and binding of various types of "Elemental Dust". Activated simply by channeling a bit of magical energy through one, the marbles act as a sort of mystic grenade, detonating after a few seconds to release a blast of whichever element formed the marble. Davis possesses marbles of Fire,Wind,Ice, and Lightning.
The Marbles were primarily crafted with the help of Agatha, an Average One, though Carson did assist in the design phase.
Basic Firearms Training: As someone who has lived the life of a Freelance Magus, Davis has had to adapt to the use of tools and skills otherwise looked down on by magi in general. Amongst these skills is the use of firearms. Davis is comfortable in the use and maintenance of gun, and always keeps a simple handgun on his person in case of emergencies.
-Knowledge of Technology: Unlike most magi Davis is fully capable of using computers, phones and various other technologies developed by the mundane world.
-Basic Medical Training: While he is no trained medic, Davis possesses adequate knowledge of medical procedure and the human body to safety stabilise moderate injuries such as broken limbs, blunt force trauma, burns, etc. So long as the wound is neither actively nor immediately fatal (something that WILL kill the victim eventually, be it sooner or later) it is within his ability to at the very least remove to most immediate issues.
°GSG Firefly: A simple, 10 Round, 22LR handgun kept in serviceable condition by Davis. Dismissed by most Magi, Davis keeps it as a simple sidearm for cases of self defense should he be unable to utilize his magecraft for any particular reason.
°Compass: A simple compass, sturdy and accurate.
°Combat Knife: A military grade combat knife, possessing a 12-inch blade of quality steel, colored deep blue.
Sex: Male Alignment: Chaotic Evil Attribute: Earth
History: The demonic Spirit who tempts mankind into the most horrid of evils. The Starving Devil cloaked in Winter Snow. The Wendigo has had many titles throughout existence, an evil unmatched by any other in the cold north east of the Americas. Supposedly the result of man committing the great taboo of cannibalism in hopes of survival, the Wendigo terrorized many northern tribes in ages past, its spirit possessing and corrupting many a good person, many a father, many a mother, many a son or a daughter, the neighboring family or even the lone drifter. It is drawn to those who have no other option, those for whom the flesh of other humans is the only thing standing between surviving the frozen winter, or succumbing to Death's cold embrace.
Berserker was first of these poor souls. A native magus exiled from his tribe for crimes long forgotten, he found himself lost and alone in the winter wood. Eventually he would come upon a small camp, A wandering hunter who welcomed him at his fire. Berserker thanked the man for his hospitality, shared his meat and drink, and driven by his fear and thoughts of losing the now available supplies, slit the hunters throat in the night.
Unfortunately those same supplies would be gone all too quickly, Berserker turned to the only available source of survival. Enacting a dark ritual in hopes of finding salvation from the cold and starvation, Berserker made a sacrifice of the Hunters corpse and partook of its flesh. His actions would bring forth a darkness that would haunt the land for centuries to come.
Personality: Berserker is a ruthless, and some would no doubt say cruel, killer. While not one to take outright pleasure at inflicting pain on others, he perfectly willing to use pain or the threat of pain as a deterrent against those who would challenge him. He does not believe in the idea of mercy, seeing it as a foolish choice that will simply see you dead at the hands you had spared. Because of this, he will take every opportunity to kill his targets as swiftly and effectively as possible, often targeting areas such as the heart or the head from the very beginning.
However, he will target more slow to kill areas such as the limbs or the gut should he feel a message needs to be sent.
His exile in life has left him traumatised by the idea of being sent away by his Master or faction, and as such he will show the utmost loyalty and subservience to those who hold his chains, if only to avoid the inevitable hunger that would crash down upon him with the severing of his Contract. Even so, while Berserker acknowledges this mental state, he still possesses his pride, and feels hatred and disgust for both himself (for not being able to overcome it) and his "Higher ups" (for their potential to mock and take advantage of his state).
Berserker is plagued by a constant, nawing hunger. He can, for the most part, ignore this feeling especially when he is well supplied with magical energy by his Master. That being said, the feel of feeding, sating his hunger with flesh and blood of humans is described by Berserker as addictive. A pleasure unlike any other that fills him with near indescribable euphoria. It is a feeling he is wary of, so easy it is for him to lose himself to it.
When under the effects of "Madness Enhancement", Berserker loses himself, becoming little more than a rabid beast. He seeks only to feed and gorge himself on whatever and whoever crosses his path, be they friend or foe. In this state, he becomes noticeably sadistic, finding unholy pleasure in the pain and terror he inflicts upon those he hunts.
Parameters Strength: B Agility: A Endurance: B Mana: D Luck: E
Class Skills Madness Enhancement: A The skill that makes the Berserker Class. At the cost of one's mental capacities or sense of reason the Servant is able to increase their physical parameters to a significant degree. As a spirit of Insanity and Destruction, Berserker possesses one of the highest rankings in the skill, and as such, receives a Rank-Up in all parameters when the skill is active, but loses the vast majority of his reason as a result.
Personal Skills Cannibal King: B A skill that increases the energy gain from consuming humans. In legends, the Wendigo was said to constantly be in search of new victims to devour, growing larger and stronger with every successful feeding. At the current rank, Berserker gains a massive boost in energy received from devouring the hearts, flesh, and blood of humans. While normally only the hearts of Magi would provide any significant gain, Berserker receives the equivalent energy of consuming a High-Tier Magus from any Magus or magical being consumed. The consumption of mundane humans provides energy equivalent to that of a weak, low generation Magus. Winds of Winter: B The Wendigo was said to be a not only a monster, but a sorcerer of great power as well. As a Berserker class Servant, much of those powers and magicks have been sealed away, however as a Spirit of Winter's harsh embrace and the Wendigo's supposed ability to manipulate the weather and the storm, this skill was born. An aura of frost and cold follows Berserker wherever he goes, freezing water and withering plants wherever he goes should he not actively restrain the skill's power.
It can be used in manner similar to the "Mana Burst" skill, allowing Berserker to coat his weapons and body in other worldly ice, both to enhance his attacks, and to protect himself from harm. Skinwalker: D The Wendigo was supposedly a Shapeshifter of not inconsiderable skill and ability. Gifted with the power to take the shape of any it devoured, as the ability was a result of magical knowledge, the Skill's potency has degraded. As such, Berserker can only mimic the voices of those he kills, to better lure away the unwary and the grieving for his feasts. Monstrous Strength: A The ability to temporarily Rank-Up one's Strength parameter, the Skill is the result of the Servant's nature as a monster or Demonic Beast. At the current rank, not only can Berserker temporarily increase his physical power, he is also able to shift into his more monstrous Wendigo form, to better combat his enemies and bring fear to hearts of their Masters.
Noble Phantasm Bloody Winter (The Devil's Frozen Hunting Ground) Rank: B Type: Reality Marble/Anti-Army Range: 99 Targets: 100 A Noble Phantasm encapsulating the land held in terror of Berserker's legend. When activated the Reality Marble takes the form of a massive storm of wind and snow spreading outwards from Berserker's position. Where once terrain of any shape or size could be found, now only a desolate forest in the grips of a demonic winter remains. Half-Buried skeletons and shattered bits of old bone litter the landscape, white snow and trees of the blackest ebony surround the intended victims, with the only color in sight being splashes of crimson heart's blood.
Within the forest, the challenge is survival. Like a maze of legend the trees and path ways seem to constantly twist and turn, leading in near-endless circles. The very air is chilling and frozen, such that merely breathing is a painful experience, every breath taken filling the lungs with the sharp, stabbing feel of northern ice. An aura of madness infects the land, and feelings of paranoia and betrayal are quick to fester and grow, till even the closest of friends and family lash out at one another.
The snow and trees are a hindrance to movement, able to bog down even the most well prepared of armies, and yet Berserker flits across the land like an master skater flies across a frozen lake, almost gliding over the frozen landscape with speed and elegance that very few would ever expect.
Wendigo (The Demon that Devours All Creation) Rank: C+ Type: Anti-Army/Summon Range: 1~15 Targets: 1~6 The dark curse of hunger, the Wendigo's demonic spirit. This Noble Phantasm allows Berserker to call forth his lesser kin. A number of Windigoag spirits (The exact number depending on his Master's magical energy) are summoned to the Alpha's side in order to hunt and feast. While incredibly weak and easily destroyed initially, with every victim killed and devoured the spirits will grow in power, becoming more and more corporeal until they are effectively independent manifestations capable of existing without the aid Berserker's Noble Phantasm.
This Noble Phantasm is meant to be used in conjunction with Berserker's other Noble Phantasm, "Bloody Winter" against either a large, enemy army or Army Type summon, or a large group of enemy Servants. Once sufficiently fed, the Wendigoag possess power comparable to a lesser ranked Servant with the following Parameters: STR: D, AGI: D, END: D, MANA: E, LCK: E.