As stated in the title, only a basic understanding of Nasu's settings is suggested. This RP will take place in my own heavily bastardizedadjusted alternate universe, where no canon characters exist (though alternate universe versions of canon characters are fine). It will be more permissive than canon in a lot of ways, but also more restrictive in some ways. The wiki is not the best for canon accuracy, but it's perfectly fine for giving you enough of a basic idea to participate in this RP. This RP is supposed to be for fun and to tell a good collaborative story, not for rigorous canon accuracy. If you're not okay with considerable liberties being taken with canon, then this RP is not for you, and you should look elsewhere.
A Discord server for my RPs can be found here. You can also DM me on Discord at JohnSolaris#5728 for questions.
Introduction
The world is full of mysteries beyond human understanding. Yet in the past millennia, humanity has persevered and prospered, engraving their nature upon the surface of the planet as its most dominant species. The Age of Man seemed secure for the foreseeable future, the Counter Force born of the collective human subconsciousness subtly intervening behind the scenes to eliminate any potential major threats to human order. With the majority of humans being unaware of the existence of the supernatural, it seemed that mystery itself would eventually become obsolete and give way entirely to technology and reason.
But due to unknown factors, the Counter Force has been weakening in the past century. In some places, previously robust thaumaturgical foundations have been losing strength or swaying out of control. In others, it has been becoming easier than ever to impose one's will upon the world, creating zones of grossly nature-defying magecraft that normally would have been swiftly snuffed out by Alaya's corrective impulses. A group of audacious, talented modern magi discovered how to trigger and exploit these anomalies at will, and taught the art to their associates, allowing their organization Aethra Aeternum to rapidly become the dominant faction in the Mage's Association and disseminate magecraft at unprecedented scales. Perhaps the more recent events are the consequences of this hubris.
It is the year 2021. Abnormal weather patterns and natural disasters have been escalating in the past months, beyond the scope of any climate change theory. Depression, psychosis, and many other mental disorders are on a sharp rise among the common folk. Talks of nightmares abound, intensely realistic visions of a dark, ruined reflection of the world humans are so familiar with. It does not take an astute magus to see that the world's leylines have suddenly been put into complete disarray, and when the Aethra Aeternum peered into Imaginary Space to investigate, what they found was unlike anything they could have imagined. Fragments of dead worlds that should not exist, slowly encroaching upon reality.
Nehemoth - Nahui Tlayualli: When the Moon and Stars Are Right.
Samael - Chaos Labyrinthos: Machinations in the Transgressor's World-Maze.
Harab Serapel - Huaguo Shan: Blighted Mausoleum of the Monkey King.
Thagirion - Amarna: Sands Under an Ineffable Sun.
Golachab - Fimbulvetr: Lament of the Unslain, Unsung Twilight.
Gamchicoth - Abzu Nibiru: The First and Last God-King's Oceanic Throne.
To investigate these realms that should not be, now dubbed the Nullity Marbles, the Aethra Aeternum begins recruiting the strongest, most skilled individuals among the magi, inquisitors of the Holy Church, and even Dead Apostles and other supernatural beings. They unveil their latest and greatest magecraft, the Eudaemonia system, which extracts data from the exalted Throne of Heroes and infuses it into the bodies of these recruited individuals to allow them to take on the powers of Heroic Spirits in a manner not unlike demonic possession. Armed with the world's legacies, these Hero Candidates are sent into where no man has gone before, for a chance to make everything right again.
You are one such Hero Candidate. Whether you like to or not, you are aware of what is at stake, and what must be done. Will you bring about the world's salvation, or its ruin?
Setting Information
This is an alternate timeline located on an entirely different trunk of the tree of time compared to any canon timelines. Therefore, no canon timeline will be accessible here, and this timeline's Throne of Heroes and similar extra-temporal spaces are separate from the corresponding spaces in canon timelines. No canon character will appear in this timeline. On the other hand, it's completely fine to have an alternate universe counterpart of a canon character, which may be a canon character with different life circumstances, or a different character that has strong thematic similarities to a canon character. For example, instead of Emiya Shirou, this timeline has Emiya Kurou, who uses guns and has a Reality Marble named Unlimited Bullet Works. Many such AU counterparts of canon characters can be assumed to exist in the background as NPCs, but they do not need to be named unless the story needs to bring them to our attention.
The history of this timeline is something like a mixture of the histories of Fate/stay night and Tsukihime, where the Mage's Association, the Holy Church, and the Dead Apostle Ancestors are the dominant powers. However, as far as public knowledge in the supernatural circles go, the Holy Grail War as we know it in canon never existed. There is no such thing as a "Servant", and the Holy Grail is only known as the Einzbern family's centuries-long pipe dream.
The major divergence occurred in the early 1900s, when the Counter Force mysteriously began losing power and stability, creating the "wild magecraft" zones mentioned in the introduction. The ambitious, talented leaders of the Zolgen family from Russia (remember that Matou Zouken in canon was originally called Makiri Zolgen), the Einzbern family from Germany, and the Tohsaka family from Japan came together to study this instability. They eventually discovered how to invoke and manipulate it at will, leading to the invention of New Age magecraft. Unlike normal thaumaturgical foundations that rely heavily on greater magical formulae engraved upon the World through centuries of tradition, which greatly suffer from the Counter Force's instability, New Age magecraft is a paradigm shift that essentially allow the user to construct his own personal thaumaturgical theory by combining personal insight with scientific principles and occult knowledge from a variety of sources. This led to the learning of magecraft and production of Mystic Codes at unprecedented scales, while avoiding the problem of traditional magecraft waning as common scientific knowledge grew. The three families formed their own organization, the Aethra Aeternum ("Eternal Sky"), which rapidly became the dominant faction in the Mage's Association. Under their tutelage, even magi from weak or obscure lineages could attain knowledge and power much more quickly than otherwise.
As stated in the introduction, the Counter Force instabilities suddenly and drastically intensified a few months ago in the late 2020s, putting the leylines into disarray and causing abnormal weather and psychic distortions in the common folk. The upper echelons of the Aethra Aeternum were also having problems not long before that. Kotomine Zekkou was an exceedingly powerful demonologist, born with potent magic circuits thanks to the piety of his father, a priest from the Holy Church. Because of his sheer talent, Zekkou climbed up the ranks of Aethra Aeternum, despite his gruesome experiments and callous disregard for human wellbeing. In the mid-2020s, he had a major public falling out with Mikhail Zolgen, the centuries-old director of the Aethra Aeternum, resulting in his exile from the organization. Not long after, Mikhail mysteriously disappeared, along with his star pupil Tohsaka Tsubaki, while the Einzbern family retreated from the public eye without explanation. With the sudden loss of leadership, as well as the mounting global crises and newly-discovered Nullity Marbles, the Aethra Aeternum was in a state of chaos.
Then she appeared. Maria von Einzbern, the young but esteemed heir apparent of the Einzbern lineage, who was not seen since the director's disappearance. She had completely changed, now devious and seductive instead of the shy gentle soul she was known to be, as if possessed by an entirely different being altogether. The power she displayed easily rivalled that of the missing director, and she claimed to have become the Holy Grail, humanity's best hope of weathering the oncoming storm.
Maria quickly proved her claims by completing the Eudaemonia project, on which the Aethra Aeternum had failed to make progress for years. Acting as the Holy Grail, she drew out the powers of Heroic Spirits from the Throne of Heroes and imbued them into suitable candidates, while projecting her immense power into Imaginary Space to locate and analyze the Nullity Marble phenomena. Despite doubts and suspicions, the Aethra Aeternum had few alternatives but to allow Maria to take the lead in this situation, launching a global effort to recruit powerful individuals to wield the essences of Heroic Spirits and venture into the twisted Nullity Marbles.
Conceptual Weapons and similar powers will function a little differently from canon, for the sake of balance and storytelling while avoiding banning too many things outright.
A Conceptual Weapon operates in terms of human-recognizable concepts to produce effects that are seemingly absolute, but these effects are enforced by the World (i.e. the Counter Force). For example, the spear Gae Bolg seemingly reverses causality itself to produce an absolutely accurate attack, but it is in fact the World that enforces the spear's accuracy and prevents evasion. However, certain effects can oppose the World's providence, such as the Luck stat that represents one's ability to reject fate (i.e. the World's will). The degree to which the World will enforce a Conceptual Weapon depends on the strength of the weapon's mystery, resulting in the canonical rule that when two opposing mysteries collide, the stronger one overwhelms the weaker (though if they're more evenly-matched then both may partially take effect). If the description of a Conceptual Weapon sounds absolute, it is only absolute if the World's enforcement encounters no obstacles. Moreover, due to the World weakening and losing stability, Conceptual Weapons tend to be easier to counter in general in this timeline.
A Texture is a World unto itself, a layer of reality that exists on the planet. The Age of Man consists of a single Texture governed by Alaya, though the Age of Gods consisted of multiple Textures, each representing the myths of a specific culture. If a certain myth claims to be cosmic or universal in scale, that is only true within its own native Texture, i.e. only the entirety of that Texture is affected. For example, Amaterasu only governed the concept of the sun within the Japanese Texture, and Ragnarok only destroyed the Norse Texture. Any claims of unreasonably large scale (e.g. an Indian kalpa being billions of years long) can be assumed to be exaggerated, and conflicts can be assumed to be no more than planetary and millennia-long in scale. Outside of the planet and before history lie very, very scary things, after all.
A few specific things are worth mentioning:
Mystic Eyes of Death Perception: Allowed, but a target's lines of death become increasingly complex according to the strength of the target's mystery, and the user requires suitably strong mystery to be able to comprehend said lines. A concept must be comprehended before it can be killed this way. Beings that do not have the concept of death are immune to such instant death effects, but can still be destroyed physically.
Ea and similar Anti-World effects: An effect can be classified as Anti-World if it specifically interferes with the World itself in some way, regardless of its power. Very powerful Anti-World effects like Ea can destroy smaller Worlds like Reality Marbles, but if you try to use them in the real world, the Counter Force will clamp down hard on you. Even though it's weakened, you likely don't have enough power to overcome it by force. Therefore, such things are allowed.
Kurogiri Satsuki's Unified Language: Not allowed. The language of ancient Babylonia does not work like that in this timeline.
Thought Acceleration: Mathematical calculations and the like can be done many orders of magnitudes more quickly, on par with supercomputers, but complex human thoughts can only be accelerated a few times. This is due to both balance considerations and real life computer science reasons. Ask me if you want to know my detailed thoughts on this, but it won't be open to negotiation.
Abilities whose exact mechanics have not been elaborated upon in canon are not allowed unless we fill in the blanks ourselves. For example, Alcides's Reincarnation Pandora somehow allows him to rob an opponent of his Noble Phantasm, and it's not revealed how it works or how it can be stopped; this won't be allowed here unless we decide on suitable limitations.
Eudaemonia System
Eudaemonia is a word that roughly means "human prosperity", while an eudaemon is a benevolent guardian spirit. These concepts are the basis of the Eudaemonia system created by the Aethra Aeternum, as well as the fact that it operates on similar principles to demonic possession.
An Eudaemon is a spirit that contains the power of a Heroic Spirit, one of the prominent figures in mythology or history. Empowered by the World itself, the might of a true Heroic Spirit is immense, and one can normally only be summoned by the World’s own will, but the Eudaemonia system is able to manifest a portion of the its power and imbue it into a suitable host, allowing the host to utilize said power. This is the cornerstone of the Aethra Aeternum's plan of tackling the Nullity Marbles.
Each Hero Candidate recruited by the Aethra Aeternum is branded with a crimson tattoo somewhere on his body called a Eudaemonic Sigil (analogous to Command Spells in Fate/stay night), which binds the Eudaemon to the host's body, facilitates synchronization, and minimizes side effects. The magecraft that forms each Sigil is so complex and powerful that it appears to be beyond the capability of any normal magus to destroy or tamper with. Only Maria von Einzbern herself appears to be able to create and modify them at will, though certain Heroic Spirit powers may be able to affect them, depending on the plot.
As Maria brands a Hero Candidate with a Sigil, she will search through the Throne of Heroes and summon an Eudaemon that suits the host's nature and background. Only information from the Throne of Heroes is copied, and the Eudaemon is created from Maria's own power, so nothing prevents two different Candidates from having Eudaemons derived from the same hero. Additionally, for reasons Maria does not explain, Alter versions of heroes from various twisted or failed timelines can be summoned if it suits a host, so each player is free to create their own alternate universe takes on a hero even if said hero is already established by canon, as long as it pays lip service to real life history and myth. And of course, there are no moral alignment restrictions to "heroes" that can be summoned. Even Divine Spirits are fair game, as only a fraction of their powers will be summoned. Lastly, in very rare cases, an Eudaemon may be a fusion of the powers of multiple heroes, though such cases will require extremely solid in-universe justifications on why they should exist.
A Hero Candidate may possess multiple Eudaemons, though the extent to which they can be used simultaneously depends on compatibility between everything involved. Most Candidates start with one Eudaemon each, and may acquire more later in the story; starting with more than one isn't off the table if you can convince me why it makes for good characterization.
The sentience level of an Eudaemon, and the extent to which it affects the host's mind, vary on a case by case basis. Sometimes the Eudaemon is a fully intelligent second personality resembling the original hero's. Sometimes the Eudaemon is not sentient, but the original hero's personality traits can influence the host's thoughts and emotions. In the worst case, the Eudaemon may take over the host's body entirely.
There exist several manifestation ranks, in which the host successively manifests more of the Eudaemon's power, but exacerbates any effects on the host's mind there may be. Generally, compatibility and familiarity determine which ranks can be achieved. Each rank is described below.
Rank E: In this rank, the Eudaemon lies entirely dormant in the Sigil, and the host has no visible changes. It costs no mana to maintain, and the host can still access some of the hero's memories and skills, but not any of the major abilities.
Rank D: The host physically manifests a minor aspect of the Eudaemon’s corresponding hero, such as his Noble Phantasm or a portion of his armor. It can only be used at a minimally acceptable level of effectiveness, but still costs very little mana to upkeep.
Rank C: The host manifests a significant portion of the Eudaemon, which affects at least half of his body, altering clothes and potentially body parts to partially resemble the Heroic Spirit’s. The host's own nature also has some influence on it, e.g. a male host manifesting the Eudaemon of a female Heroic Spirit will likely have an adapted male version of the female hero’s clothes. This costs more mana to maintain, and may strain the host's body, but manifests a considerable portion of the Eudaemon's powers and skills.
Rank B: The host's whole body is clad in and changed by the Eudaemon's power, manifesting power approaching what the hero had in life, on top of the host's own power. However, this is very costly, and will likely result in great strain on the host's body.
Rank A: The host and Eudaemon reach perfect harmony, allowing the use of rank B's power while eliminating nearly all mana upkeep and bodily strain. However, the Eudaemon's mental influences on the host reach their peak at this rank, and irreversible fusion may occur.
Rank EX: ???
Nullity Marbles
A Reality Marble is the power to materialize one's own inner world and layer it on top of the real world within a limited area around oneself. While such an act is rejected by the World, the Reality Marble is something that definitely should exist, according to one's fundamental self. On the other hand, a Nullity Marble is something that should not exist, not only according to the World but also according to some unknown higher power. Seven are discovered so far, and they are named after the Qliphoth, impure spiritual forces in the Kabbalah. For now, the Nullity Marbles only exist in Imaginary Space that lies underneath real space, but their baleful presences still gradually bleed into the real world, resulting in horrific nightmares and visions in the residents of affected areas. If not stopped, the Aethra Aeternum predict that they will eventually tear their way into the World, and expand until they devour everything around them.
When exploring a Nullity Marble, the player characters' Eudaemonic Sigils allow them to telepathically communicate with each other and Maria von Einzbern, as she remotely provides them with navigational aid. There is a built-in automatic translation tool to aid communication when necessary, whether with each other or with individuals encountered in a Nullity Marble. In emergency situations, the Sigils can create portals through which the player characters can escape back to the Aethra Aeternum headquarters. However, certain situations may be able to interfere with these navigation and escape functionalities...
This section contains information on each of the Nullity Marbles, and will be updated as more information is revealed.
Located in North America. Yes, North America, not Mesoamerica or South America; this is not a typo.
Located in Japan.
Located in Greece.
Located in China.
Located in Egypt.
Located in Scandinavia.
Located in Mesopotamia.
Character Sheets
This section contains information on character sheets for both Hero Candidates and Eudaemons.
Name: Can include full name, nicknames, pseudonyms, titles, epithets, and the like. For plot reasons, please discuss with me first before creating a character belonging to any of these families: Ainsworth, Brunestud, Einzbern, Emiya, Kotomine, Sakatsuki, Tohsaka, Zolgen/Makiri/Matou.
Species: Usually human, but may be Dead Apostle, half-human, or some other magical species. Discuss with me if you're unsure whether it'll be allowed.
Age: May be longer than normal human lifespan, depending on species and powers.
Gender: May be nonbinary. But remember, you don't need to focus on gender issues unless it makes sense for your character and would make a good story.
Appearance: Should only include what your character looks like without manifesting his Eudaemon, as well as the location and appearance of his Eudaemonic Sigil. Hair and eye colors that are unusual in real life are the norm in Nasuverse, for all races, though skin colors are still race-dependent.
Personality: You don't have to give an extensive psychoanalysis of your character, but a general summary is helpful. Think about your character's preferences, principles, aspirations, fears, etc.. These are important in determining what and why certain Eudaemons are compatible with your character.
Backstory: Again, only a general summary will suffice, though you'll need to have my permission first if you want to have any secret parts of your character's backstory that are not revealed to the public. The default plot hook should have your character's backstory end at being contacted by the Aethra Aeternum's agents, invited to their headquarters in Fuyuki City, and examined by Maria von Einzbern to determine compatibility with Eudaemons. Your character's motivations for accepting this recruitment is up to you. If you don't want to take this plot hook, we can talk something else out.
Skills: Your character's mundane skills without the aid of magecraft or other special powers. Not ranked, unlike Eudaemon skills.
Abilities: Your character's magecraft and other special powers, not ranked unless otherwise stated. Due to the advent of New Age magecraft, you do not have to rigorously follow any existing thaumaturgical foundation. The Aethra Aeternum usually try to recruit powerful individuals first, but they have devices that detect one's compatibility with Eudaemonic Sigils with reasonable accuracy, so even an otherwise weak magus may be recruited if he has good compatibility. High compatibility can also reduce mana upkeep such that a weaker magus is not necessarily at a disadvantage when using Eudaemonic power. A few specific pieces of information should be listed if applicable:
Magic Circuit Stats: The strengths of various aspects of your character's innate magic circuits. Ranked from E to A, where E is barely better than a normal human, C is the average for magi, and A is top-class. The EX rank means it's completely beyond the limits of normal human magecraft, which requires extremely rare special circumstances.
Quantity: The amount of mana that can be manipulated at once, akin to bandwidth.
Quality: The efficiency at which mana is manipulated.
Capacity: The total amount of mana that can be manipulated before the magic circuits become fatigued.
Complexity: The average complexity of the magecraft that can be used.
Elemental Affinities: The elements that your character's magic circuits are particularly suited for. Not limited to one, and your character is not limited to only using these elements. The usual elements are Fire, Water (includes ice), Earth (includes acid and poison), Air (includes lightning), and Ether, though certain thaumaturgical foundations may follow different elemental categorizations. Rarer elements include Hollow, which allows the direct manipulation of Imaginary Space, and Demons, a dark force that materializes human desires. Extremely specialized magi may have their elemental affinities be the same as their Origins (see below).
Origin: The fundamental core of one's identity and existence, stemming from the Root, vaguely summarized by a single word or short phrase. Not everyone is aware of his own Origin, so this may be left blank. Extreme conceptual trauma may be able to change someone's Origin.
Stats, skills, and Noble Phantasms are normally ranked from E to A. Even E-rank is already above peak normal human capabilities, while A-rank is the stuff of legends. Plus and minus modifiers may be attached to a rank, with pluses representing the potential to surge above that rank's normal capabilities in special circumstances, and minuses representing the state of being reduced to below the rank's normal capabilities due to special circumstances. There is also the EX-rank, which represents truly exceptional things that are far beyond the normal ranking scale, and are thus extremely rare.
All the information in these character sheets are gleaned from the Throne of Heroes by Maria von Einzbern, and each Eudaemonic Sigil allows the Hero Candidate to read the profiles of fellow Eudaemons, to aid teamwork. However, certain special abilities may obscure some of this information.
Name: Some Heroic Spirits may have multiple names from multiple legends. This should be a single name that encapsulates the specific legend that this Eudaemon draws upon. For example, the names "Vlad the Impaler" and "Dracula" each represents a different legend of Vlad III of Wallachia, and may manifest as two different Eudaemonic versions of him.
Gender: Due to personal preference, I suggest that you avoid historical gender bending unless you have a really, really good reason to. In fact, I prefer alternate universe versions of canon characters that have their correct historical genders instead of their canonical genders, e.g. a male version of Jack the Ripper.
Class: An Eudaemon is unable to properly encapsulate the full set of capabilities a Heroic Spirit has. Instead, the spirit belongs to one of seven predefined classes, listed below, each meant to manifest specific subsets of abilities that Heroic Spirits have. Therefore, if a Heroic Spirit has a subset of abilities that are compatible with those represented by a class, then an Eudaemon of that class can borrow these abilities from said hero, but not the hero’s other abilities that do not fall under the class. A Heroic Spirit may qualify for multiple classes this way, so Eudaemons of different classes that borrow the powers of this hero will have different subsets of the hero’s abilities. For example, the Irish hero Cu Chulainn is, among other things, both a powerful lance wielder and a skilled runic magus, so both a Lancer Eudaemon and a Caster Eudaemon can borrow his power; but the Lancer Eudaemon can only borrow his lance-related abilities and not magecraft, and vice versa for the Caster Eudaemon. Different classes may represent different facets of a hero's legend. Rarely, an Eudaemon may not fit well into any of the seven standard classes, and thus result in an irregular extra class; talk to me beforehand if you want this.
Stats: There are six main stats that Eudaemons are ranked by. Each class has base values for its stats, though it's highly likely that the corresponding hero's legend will heavily modify these stats. These entries should reflect the Hero Candidate's stats when fully manifesting this Eudaemon, so they may be modified by the host's innate abilities.
Strength: One's physical strength.
Endurance: One's ability to withstand physical damage.
Agility: One's speed, dexterity, and reflexes.
Luck: One's ability to reject conceptual interference.
Mana: The amount of mana one can output at once, working in tandem with the Quantity stat of the host's magic circuits. E-rank here is comparable to C-rank human magic circuit quantity, while C-rank here is comparable to human A-rank.
Noble Phantasm: The average power of one's Noble Phantasms, modified by how frequently and easily each one can be used. Not the same as simply the rank of the strongest Noble Phantasm in one's possession, since its contribution to this rank may be lower if it can only rarely be used or is very costly.
Class Skills: Each class itself has a predefined set of skills. Most class skills are self-explanatory, while the Independent Action skill in this timeline instead reduces mana upkeep of manifesting an Eudaemon (but not the bodily strain of using its abilities). Even if the hero that an Eudaemon borrows from doesn’t have some of these skills, the Eudaemon itself still does, so the Hero Candidate will still be able to make use of them. However, in such a case these skills will be much weaker than if the hero that the Eudaemon borrows from also has the same skills. For example, Carmilla qualifies for the Assassin class due to her feats in life, but is not actually an assassin, so her Presence Concealment skill is weak.
Saber: A class that mainly uses sword-like weapons in melee combat. Powerful jack of all trades. Stats: Strength A, Endurance B, Agility B, Mana C, Luck D. Skills: Magic Resistance, Riding.
Archer: A class that mainly uses projectile weapons, though they do not need to be bows. Strong in long-range battles. Stats: Strength C, Endurance C, Agility C, Mana E, Luck E. Skills: Independent Action, Magic Resistance.
Lancer: A class that mainly uses polearms, though they do not have to be spears. Agile and effective at mid-range. Stats: Strength B, Endurance C, Agility A, Mana D, Luck E. Skills: Magic Resistance.
Rider: A class that is less powerful by itself but controls powerful mounts, which can be animals, magical beasts, machines, and generally any vehicle one can ride on. Stats: Strength D, Endurance D, Agility B, Mana C, Luck E. Skills: Magic Resistance, Riding.
Caster: A class that is weaker physically but adept in magecraft. Stats: Strength E, Endurance E, Agility C, Mana A, Luck B. Skills: Item Construction, Territory Creation.
Assassin: A class that is weaker in direct confrontations, but deadly in stealth and surprise attacks. Unlike in Fate/stay night canon, Eudaemons of this class do not have to be one of the nineteen Hassan-i Sabbah. Stats: Strength D, Endurance D, Agility B, Mana E, Luck B. Skills: Presence Concealment.
Berserker: A class known for its powerful Mad Enhancement skill, which greatly enhances power at the cost of being very difficult to control and risking going berserk. An Eudaemon of this class usually has especially severe effects on the host's mind. Stats: Strength C, Endurance D, Agility D, Mana E, Luck E. Skills: Mad Enhancement.
Personal Skills: The hero's skill that fall outside of his class skills, though it is possible to have class skills of a different class as one's personal skills. Special abilities may fall under either here or Noble Phantasms; the main factor is that if a special ability is emblematic of a hero's legend, then it should be a Noble Phantasm, while others should be personal skills. Don't follow Fate/Grand Order's list of skills too closely, because it has a lot of things that are treated as skills but really should be Noble Phantasms (e.g. Solomon's Rings); this is presumably done because FGO game mechanics only allow one Noble Phantasm per Servant. Sifting through the whole skill list on the wiki is an exercise in futility, because the FGO writers seem to make up random new skills whenever they feel like; my suggestion is to just look up canon Servants that you think may have skills in common with your Eudaemon, and make up new skills if you can't find any.
Appearance: Should describe how this Eudaemon changes your character's appearance at various stages of manifestation.
Personality: If this Eudaemon is not fully sentient, this section should instead state the effects it has on the mind of its host.
Legend: A summary of this hero's legend as it occurred in the timeline that he was summoned from. As previously stated, Alter versions from alternate timelines may be summoned, as long as they pay lip service to thematic similarities with existing real life legendary figures. If a real life fictional work also contains adaptations of legendary figures, it's perfectly acceptable to blatantly steal those ideas, e.g. an Eudaemon of Sakai Jin from Ghost of Tsushima.
Noble Phantasms: Each Noble Phantasm is a crystallization of a hero's legend, as recognized and recorded by the Counter Force. It may be an object or a special ability. In most cases, a Noble Phantasm's true name must be invoked before its true power can be unleashed; otherwise a Noble Phantasm weapon is just a weapon determined by the wielder's power and skill with said weapon type. Each Noble Phantasm has a type, which designates the scope of its intended targets, regardless of whether the effects are beneficial or harmful; usual types are Anti-Self, Anti-Unit, Anti-Army, and Anti-Fortress. In addition to a name, a Noble Phantasm may also have an elaborate title (e.g. Excalibur: Sword of Promised Victory), though the title is optional. There is no limit to the number of Noble Phantasms an Eudaemon can have, as long as they're appropriate for the legend being invoked.
Blank character sheets can be copied below for your convenience.
All guild rules apply. In addition, there are a few points that I want to clarify and emphasize.
- Each player is not limited to one character. Feel free to make multiple characters now or later if you think you can handle it, within reason. You can make minor characters that are more akin to NPCs, and potentially turn them into major characters later if you want. I expect this to be a pretty slow-paced RP, maybe one or two posts a week from each player, so use that to judge how many characters you want.
- I am someone who takes internal consistency and verisimilitude very seriously. Therefore, if I see something in your post that I believe to be a plot hole, I'm almost always going to ask you to fix it. If you don't, I may have to gratuitously retcon some things, or even declare your post invalid.
- Don't godmod. When interacting with another character, work together with that character's owner to ensure everyone's actions, reactions, and consequences remain consistent. That includes NPCs controlled by the GM and co-GM.
- I'll try to give player characters a moderate amount of plot armor and good luck. But actions have consequences, and the suspension of disbelief only stretches so far. Keep that in mind before you try to make a dangerously reckless character.
- Mature topics involving corruption on both personal and societal levels will be discussed in the plot. As per forum rules, there won't be anything explicit, nor will I make things pointlessly grimdark, but just be aware that this isn't an innocent kids' show.
- If you want to leave the game, I'll try to retcon out your character's existence. If that's not feasible, I'll try to remove your character from the plot as painlessly as possible.
"RLU-358. That was what I used to be. I am called Rosangel Lothine Umina. Master Umina sent me here as a test dummy. I am in your care."
Name: Rosangel Lothine Umina
Species: Homunculus
Age: 4
Gender: Female
Personality: A Homunculus programmed to learn and adapt to the current situation around them. Not unlike the Artificial Intelligence programmed by human hands, homunculi are usually programmed with set emotions and things to say when the conditions are right. Rosangel Lothine Umina is one of the rare cases. She is practically a blank sheet and her creators have given her the ability to learn quicker than even fast learners. She can be seen as strict, cold, uncaring and boring, having already learned that while homunculi die younger than normal humans, they are much better than them.
However, that doesn’t mean she isn’t willing to learn new things. Her mindset was trained to be interested in every piece of information no matter how trivial, one could see her as overactive or sarcastic even though her feelings about something new are genuine. The World in its current state is something she is interested in, and even though she fully recognizes her existence as some kind of experiment from her makers and that she could die before reaching ten years old, her determination to know more is enough for her, especially comprehending human desires, passion, their ingenuity to sacrifice for a cause or for another person.
Backstory: Rosangel didn’t have a name in the tank she was born in. She was called RLU-358. The three hundred and fifty-eighth homunculus meant to be another housekeeper in the Eisteril Amalgamate, which was a collaboration of families that supported the Sea of Estray within the Mage’s Association. Since the Aether Aeternum’s rise to power after the showcasing of their New Age Magecraft theorem. The Amalgamate had since moved most of their influence to the newly created faction in an attempt to earn goodwill and favor from the leadership so that one of the members may have a place within the group. So far that hasn’t happened.
They had been reprogramming and modifying her body within the tank just months before her expected birth, she would be a person that knew what she’s supposed to be, knew what she was supposed to do. They had managed to complete the process after their collaboration with Atlas Academy’s brightest minds. When she was born, she became than just a doll to be thrown away, she was a near accurate replica of a Man. While she would look and act like them, she could not understand them or live as long as them. Her Makers thought this was enough and the alchemists at Atlas took this as a successful job.
Unfortunately, with the disappearance of Director Zolgen and his apprentice, Tohsaka. Their political intrigue had shifted in a direction they hadn’t anticipated. They did not care about the infighting they had with Kotomine, what they were after was a spot within their organization and yet, despite these failures, they continued to cultivate RLU-358 into a homunculus they deem the perfect gift, training her in maintenance and survival skills.
Days after the re-emergence of Maria Von Einzbern, they offered her a homunculus that they proposed has compatibility with her Eudaemonia Project. They had given her a name based on the Makers’ Magus Family lineage, Rosangel Lothine Umina, and it was her official name since her employment as a Hero Candidate to be presented by her agents. At first, Rosangel initially spoke her mind, telling the Einzbern girl that she had changed into something that the Amalgamate wasn’t used to. She was quickly scolded by her makers and had no choice but to stay silent unless the Einzbern girl gave permission. Regardless, she was here for another reason, saving the World is just a bonus after all.
Skills:
Cooking - Rosangel is an adept at cooking food and on the go. While they’re certainly not classy or otherwise heavy on recipes, they’re enough to satisfy the average appetite and leave a warm feeling in your mouth reminding you of a home cooked meal.
Tracking - Whether it’s potential prey or people. Rosangel can track people down should they get lost. While this is only limited to anything that might have been tampered, there is really only so much she could do with little information and on hand. It is also practically useful when they need food on the road.
First Aid - A must-have on survival missions. Not only can Rosangel apply First Aid with the proper materials and preparation. She could also do so using her clothes or harmless flora, sometimes other people’s clothes without permission. Luckily, she brings a single kit or two with her during missions.
Marksmanship - Trained to use a bow, and later firearms. Rosangel is practically deadly with anything that could be thrown. While the resulting shots aren’t particularly fatal, they’re enough to subdue potential enemies within a considerable distance (50 meters), provided they are not blocked by cover or anything similar to camouflage. Perfect for tracking.
Polearms Mastery - Rosangel found it particularly easier to wield weapons of length and of the same variety. Whether it were lances, spears, scythes, halberds, or glaives. She believed that wielding something that could close the gap is the most efficient way to dispatch combatants that depend on close range.
Abilities:
Memory Partition (Rank C) - It is the ability to partition their 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. It is different than having multiple independent machines in their heads because, while there are multiple processes, they work toward one goal. They manage different problem sets, but work together to generate one overall solution. While machines can calculate on the same level, nothing else compares when used for problem solving. At Rank C. Rosangel partitioned her thought process into the prerequisite of three rooms.
Thought Acceleration (Rank B) - The main magecraft of Atlas Alchemists. It is the ability to accelerate one’s thoughts, faster than a human could possibly percieve. At Rank B, Rosangel’s thoughts are equivalent to that of calculations processed by a powerful computer.
Alchemy: Synthesis and Transmutation (Rank A) - Item Construction and Synthesis would normally cost a lot of preparation with the right resources and materials. WIth the New Age Magecraft, it’s possible for Rosangel to synthesize physical items like walls, furniture, armor and weapons of varying degrees, however they still require materials, just not as much as one would expect compared to Modern Magecraft. It is also possible for Rosangel to transmute the items she creates so it can function differently or modify them to be more resistant, deal more damage.
Personality: One who projects the image of a commanding noblewoman. She enjoys lording it over people and treating them as servants, with a sense of superiority that permeates through her being.
The type who naturally excels at almost anything she tries her hand to with that blessing of ‘talent’. She has a number of hobbies that she picks up and discards with startling frequency, experimenting with different forms of art and music often.
Despite her domineering nature, she wears her emotions on her sleeve, and is generally honest with those around her. She showers those she likes with affection and compliments, rages when angry and is surprisingly quick to tears.
She can seem dismissive to her sister, but it’s just a matter of intimacy. There’s no need for them to display their closeness since they’re both aware of it. Naturally, her sister is the most precious thing to her, even if she sometimes takes her for granted.
For her, human society is a thing of great value, and particularly her own family. Raising the status of the Edelfelt family, securing humanity’s future, and saving the lives of those she values; all are of great importance for her.
Backstory: The latest pair of heirs to the Edelfelt family, those ‘hyenas’ that shamelessly scavenge knowledge from various conflicts between Magi across the world. More infamous than famous, though their power is generally respected.
The initial appearance of zones of distorted magecraft created a great deal of instability and conflict, something that the Edelfelts naturally thrived upon, increasing their knowledge of Magecraft both old and new through looting these battlefields. A time of instability became a time of great profit for the family.
One of the acquisitions the Edelfelts made during this time was the integration of phantasmal species genetics into the family, allowing them to become even more elegant and powerful.
Before the birth of the duo, their mother, planning on their birth, wanted to ensure they were born to a clean karmic slate. She used a technique of curse materialisation to create a monster out of the curses rebounding towards her, and was pursued by it throughout a large portion of her pregnancy, surprised by the power of the monster. After seeking help from the Aethra Aeternum, she was finally able to put it to death and bear her children into the world with the karma of the family wiped clean - but with a real debt towards another organisation.
The younger of the two twins, she grew under the tutelage of her family. Her childhood could be considered as close to ‘normal’ as a Magus’ life can be. Attending the Clock Tower, the pair became infamous as prodigies and heartbreakers both, making friends and enemies in great numbers.
After their education, the pair continued the family tradition of acquiring magecraft from various zones of conflict across the world, earning a reputation in line with their ancestors.
Partially out of a sense of family obligation, and partially out of a desire to acquire further secrets, she went to join the Aethra Aeternum, and naturally her sister followed.
Skills:
Wrestling: Close combat based largely on grappling techniques. Not a formal martial art, but integrates techniques of several. Closest in nature to Mixed Martial Arts, or the Greek concept of Pankration - fighting with all force.
Athleticism: General athletic techniques - long distance running, swimming, discus throwing, etc. The type of training that shines in a formal environment of displaying one’s ability, but can struggle in life-or-death situations.
The Arts: Interest and expertise in the arts; poetry, music, literature - things of that nature.
Abilities:
Magic Circuit Stats:
Quantity:B
Quality: B
Capacity: B
Complexity: B
Elemental Affinities: Fire, Earth
Jewel Magecraft: Using the attribute of Conversion, placing magical energy and ‘colouring’ it within jewels, storing it for later use. Takes time and resources, but can store up incredible amounts of energy. New Age magecraft facilitates the use of less valuable artificially-created gemstones, so large amounts of smaller jewels can be prepared with less effort.
In Soili’s case, the jewels are dyed with her energy, and must tend towards fire and earth.
Shamanism: Finnish Shamanistic techniques, based largely around the summoning of spirits, placing them within the body, and, in the case of the Edelfelt, within Jewels.
Half-Blood (Succubi): The nature of one who has the blood of a Phantasmal Species. Allows one to boost one’s speed and power by using magical energy. Also includes enhanced reflexes and coordination, low-level regeneration, slowed aging and the ability to restore magical energy by consuming semen.
Gandr: A curse spell derived from the concept of it being rude to point at people. Usually incapacitating, similar to inflicting someone with a cold. At higher levels, though, it can be similar to being shot with a bullet.
In Soili’s case, though she doesn’t specialise in the spell, she’s able to perform it at a higher level ‘Finn Shot’ by utilising stored energy from Jewels.
Astrology: The reading of stars to determine the future or areas of fortune. Connecting jewels to astral bodies through the zodiac strengthens this.
In Soili’s case, she greatly specialises in this, casting her own body as a constellation and utilising it for short-term prediction of the opponent’s movements.
Mystic Code:
Väinämöinen’s Belt: A literal wrestling title belt inlaid with gems. Associated with the constellation of Orion’s Belt, known alternately as Väinämöinen’s Belt in Finland. Provides easy storage for gems, and their alignment can be altered for different situations. Also elevates its wearer with heroic aspects, strengthening their body and allowing greater synergy with Heroic Spirits.
Name: Virve Edelfelt
Species: Human (Part Succubus)
Age: 24
Gender: Female
Personality: One who projects the image of an elegant noblewoman. Generally passive, radiating an image of quiet beauty, though she sometimes finds people to attach to and pore affection over.
The type who works hard, and then works even harder to make it look effortless. A pragmatic person who spends most of her time learning the skills she considers most useful. Magecraft,. combat, medicine, and all kinds of knowledge.
It’s difficult for anyone but her sister to read her, and she has no problem hiding her intentions and professing love to those she secretly despises. Most of the time, she simply hides beneath a serene smile.
Her obsession with her sister is the easiest thing about her to notice, tracking her with her eyes and withdrawing if she leaves the room.
She has no particular goals, and is simply content to follow around her sister, supporting and protecting her to the best of her ability. If she had the opportunity to let the world burn to allow her sister and herself to live together, she would surely take it.
Backstory: The latest pair of heirs to the Edelfelt family, those ‘hyenas’ that shamelessly scavenge knowledge from various conflicts between Magi across the world. More infamous than famous, though their power is generally respected.
The initial appearance of zones of distorted magecraft created a great deal of instability and conflict, something that the Edelfelts naturally thrived upon, increasing their knowledge of Magecraft both old and new through looting these battlefields. A time of instability became a time of great profit for the family.
One of the acquisitions the Edelfelts made during this time was the integration of phantasmal species genetics into the family, allowing them to become even more elegant and powerful.
Before the birth of the duo, their mother, planning on their birth, wanted to ensure they were born to a clean karmic slate. She used a technique of curse materialisation to create a monster out of the curses rebounding towards her, and was pursued by it throughout a large portion of her pregnancy, surprised by the power of the monster. After seeking help from the Aethra Aeternum, she was finally able to put it to death and bear her children into the world with the karma of the family wiped clean - but with a real debt towards another organisation.
The elder of the two twins, she grew under the tutelage of her family. Her childhood could be considered as close to ‘normal’ as a Magus’ life can be. Attending the Clock Tower, the pair became infamous as prodigies and heartbreakers both, making friends and enemies in great numbers.
After their education, the pair continued the family tradition of acquiring magecraft from various zones of conflict across the world, earning a reputation in line with their ancestors.
Naturally, she followed her sister in her attempt to join the Aethra Aeternum, though she had little stake in their goals herself.
Skills:
Marksmanship: The precise use of ranged weaponry. Not simply firearms but also bows and arrows of various types. Essentially an expertise in projectiles of all types.
Survivalism: Skills to survive in the wilderness. Encompasses hunting, tracking, wilderness stealth, field cooking, etc. Though less useful in the comfort of the modern day, she’s someone who can survive in most situations.
Medicine: Basic medical techniques, though not to the point of expertise. Enough knowledge to administer most forms of first aid.
Abilities:
Magic Circuit Stats:
Quantity: B
Quality: B
Capacity: B
Complexity: B
Elemental Affinity: Water, Earth
Jewel Magecraft: Using the attribute of Conversion, placing magical energy and ‘colouring’ it within jewels, storing it for later use. Takes time and resources, but can store up incredible amounts of energy. New Age magecraft facilitates the use of less valuable artificially-created gemstones, so large amounts of smaller jewels can be prepared with less effort.
In Virve’s case, the jewels are dyed with her energy, and must tend towards water and earth.
Shamanism: Finnish Shamanistic techniques, based largely around the summoning of spirits, placing them within the body, and, in the case of the Edelfelt, within Jewels.
Half-Blood (Succubi): The nature of one who has the blood of a Phantasmal Species. Allows one to boost one’s speed and power by using magical energy. Also includes enhanced reflexes and coordination, low-level regeneration, slowed aging and the ability to restore magical energy by consuming semen.
Gandr: A curse spell derived from the concept of it being rude to point at people. Usually incapacitating, similar to inflicting someone with a cold. At higher levels, though, it can be similar to being shot with a bullet.
In Virve’s case, she specialises enough in this technique to unleash high level Finn shots at a moment’s notice.
Astrology: The reading of stars to determine the future or areas of fortune. Connecting jewels to astral bodies through the zodiac strengthens this.
In Virve’s case, though she does not specialise particularly in this, she uses it to assist with tracking targets.
Mystic Code:
Gandr Guidance Gauntlet: A large gauntlet inlaid with interchangeable gems. Each one can be considered a powerful ‘bullet’ for Virve’s Gandr shots. Gems can even be combined into and even more powerful shot, carrying the concept and alignment of multiple gems for a super attack. Also provides stabilisation for shooting purposes.