Red Faction
Red Faction Masters
"I accept no substitutes!"
Name: Leon Winchester
Gender: Male
Age: 19
Height: 152.4cm/86kg
Alignment: Lawful Neutral (Bordering Neutral Good)
Master of: Saber of Red
Personality: Respectful and honest, Leon was raised to be a gentlemen by his parents. He always keeps it in mind to treat people fairly regardless of gender, or age. He doesn't tend to look down on people but he does occasionally feel the need to for certain people who he feels do not deserve respect. Contrary to this however he is very much an elitist mage and feels that people who look down on him as a magus, or to those can't properly control their magic are beneath him in this regard. He views talent, and hard work is better than prestige or glory. Though he seeks to be the best magus he could possibly be, he doesn't intend to get there through ill gotten means. However, he believe the Holy Grail is his chance to increase the likelihood of him making breakthroughs in his skill, even if it means using it as a crutch. He takes after his grandfather more than his own father and views the patriarch of the Winchester family to be one of the finest mages there is. He is a pragmatic individual willing to use whatever is at hand to gain an advantage over another person in a fight. While he does have his limits in this regard he tends to view victory as an absolute, only faltering if innocent people are in the way.
He intends to look on any ally he receives in the Grail War as a partner and as a Master, he takes great pride in his Servant. He personally would like to view them as a close friend of his, and doesn't intend to let them die if he can help it. He has a skeptical trust in his allies, and his Servant is different in this regard, viewing them as his closest friend. Leon will fight with Saber until he is no longer able to do so himself (though he intends to let Saber do most of the work as to maximize their shared mana pools). While not a coward, Leon is willing to back away from a fight if it means he can win a future one.
Biography: Born in a rural town in the Midwest of America, he was the son of a well known magus duo whose families hail from Ireland, and Scotland. His parents were teachers, and instructors of magical arts and worked for the Mage Association's American branch. His parents had great hopes for him, and knew he would be a strong mage someday if they instructed him properly. Though his grandfather (mother's side) disliked the idea of forcing on him his parents' highly disturbing fondness for exploring Magecraft, he was nonetheless forced to agree that his parents had the right to raise their child as they saw fit.
Growing up around magi scholars would be both a boon, and a disadvantage for young Leon, whom would grow up with some social issues. He would be so used to magic that his parents would have to put spells on him when he was around normal humans to temporarily prevent him from using magic even accidentally. He also knew better than to talk about magic to others and lacking very few other hobbies Leon would make very few friends with normal people. He would also need to work on both normal school curriculum alongside his Magi training that his parents put him through since he was able to comprehend basic level spells. Despite this his parents did indeed very much care for their child, and wanted him to reach his full potential so that one day he could become a strong magus.
He would continue to have very few friends into his teenage years where his father, and grandfather would both personally start to teach him their own specialized magical forms. His father was a masterful wind mage, and his grand father knew water magecraft as well as anyone. He had shown an affinity for both early on in his life and he appreciated his father pushing and leaning on him more than his grand father otherwise he may have never discovered his limits and how to stay within them. He had high ambitions of one day perhaps running his own guild within the magical community, and one of his only friends, Gabriel Mackindley, would prove to be a worthy rival as he pushed on Leon to keep himself on his toes. He cherished what few close friends he had, and was grateful for them. Within time he started to develop a certain reputation within his circle of magicians, and even some others as 'The Black Hand Magus' after beating many opponents in training duels at school while wearing his signature black glove on his left hand. It was not anything he had expected and he only wore the glove because it was a gift from his grandmother whom was also a duelist in her time. He normally disregards the glove now believing it to be a silly part of his past.
Before he really knew it he was growing into a young adult, and his skills with magic were becoming stronger with each fight as he figured out new ways to use them. Though he was worried he was going to hit his limit soon enough. His parents came to him one day and informed him that he would be enrolling in the Clocktower Academy in London in order to refine his power even more. Leon believed that he should stay in America and due his utmost best to make a name for himself at home instead. However his father insisted on this, believing Leon could learn much more there than at the mage college they taught. Leon reluctantly agreed on the condition his grandfather approved as well. Leon's grandfather was a renowned mage of talent and ability, having been a masterful adventurer and rogue in his youth. He had uncovered many artifacts, and overcome even more challenges than Leon could ever dream of. His grandfather approved of this turn of events and promised Leon he could do well to learn more of other cultures. It would brighten his horizons to a new type of world rather than the small narrow view of mid-western America. However he gave him one of his own Mystic Codes: the Imperial Marker, which was said to date back to Roman mages. One that he had found on his first adventure. With that, Leon was sent off to the Clocktower.
At the Clocktower Leon worked hard studying, and learning. He refused to back down form arduous tasks however being an American in Britain meant he had to learn to deal with stereotypes. Overlooked by some professors, Leon vowed to himself to never lose to those who looked down on him. He'd fight as hard as he could to reach the top despite people disregarding his talent. There was one teacher in specific though that mocked him, and treated him as if nothing he did mattered. Leon desired to prove that man wrong no matter what. His victory was assured the day he chose to stand up against the teacher at last.
Origin: Willpower
Element: Water, Wind
School of Magecraft: Elemental Anima
Skills/Spells List:
- Wind Current Change - Costs 5 Od
- Powerful Gust - Costs 15 Od
- Concussive Bullet - Creates a compressed air projectile capable of knocking down walls and shattering bones. Costs 25 Od
- Water Shield - Forms water into a shield large enough to protect an adult male or a small group of individuals. Shield thickness decreases with size, but it can usually be expected to block such things as low-level spells and small arms fire (though it will collapse from a Servant's basic physical strikes). Costs 20 Od
- Freeze Water - Costs 10 Od
- Hands of Water - Summons a multitude of hands from nearby water sources to grab and attack enemies. The hands are decently strong, and can bind a fully grown man not enhanced by magecraft. Costs 15 od
- Liquid Manipulation - Costs 5 Od
Mystic Code:
- Imperial Marker: A golden amulet with a sapphire center that allows its wielder to use it like a focus. Though it does not impart many other benefits other than this it allows the wielder to use one's magical talents, and abilities in the most cost effective way possible with minimal drawbacks. For anyone who wears this amulet it proves to be a tremendous asset unless one out grows the need for such an object.
Circuit Quality: B
Circuit Quantity: B
Number of circuits: 75, no stubs
Od (units): 140
Maximum circuit capacity: 210 units
Other: None
James Hartnet
"I'm not mad, I'm completely pissed. The masked prick's a dead man."
Full Name: James Ashe-Hartnet, Hartnet is his preferred name.
Gender: Male
Age: 19
Height/Weight: 177.8cm/68kg
Alignment: Chaotic Neutral
Master of: Archer of Red
Personality: If you asked people to describe James's personality it could vary quite differently. If you asked a stranger, or someone that didn't know him well, they could summarise him in three words: Aggressive, Heartless Asshole. A friend or family member might say he has a good heart but a misguided morals. His girlfriend, assuming you could get her to speak to you, would say he's a sweet, loving boyfriend with a hard shell around him. His enemies? To them, he may as well be Lucifer Incarnate.
Externally, James is a cold and uncaring man. Little fazes him, and he feels no pity, remorse or empathy of any kind towards the people around him. He only ever acts with his own interests in mind, no matter how it may affect others. While not openly spiteful or malevolent, he can easily perform cruel acts for self-gain and will not hesitate to meet opposition with equal or excessive force. This, however, is offset by the care he shows for people he has learned to trust, such as close friends and family. He will, should it not provide too inconvenient, try to help out with problems and defend them from trouble as one would expect from family. His girlfriend of 4 years, however, is a special case even amongst those he cares about. He values her above even his own well-being and will do whatever it takes to keep her safe and cared for, no matter how difficult or demeaning, and will never forgive those that harm her. It's for this reason that he agreed to take part in this war, and its for her that he fights.
Background: James has a colourful history both in and outside of the Magus community. Born to an unmarried couple, his father Kyle Ashe was an American ex-marine heavily involved with gang culture across the US, while his mother Marianne Hartnet was a young British Magus visiting family within the states. After a few nights of poorly thought-out passion, he was conceived and his mother, in shame, fled back home to give birth. He was born in Kent, where he as raised until he was three. His father, having finally discovered the birth of his son, fought for custody and, as such, James was forced to constantly travel back and forth between his parents. This hectic and broken upbringing left him with a harsh, unfeeling personality but also garnered a unique opportunity for new skills. In between his regular schooling, he learned Magecraft from his mother and the skills of being on the wrong side of the law by his father. By aged 14, he was both a reasonably competent Magus and a part-time Criminal with both the scars and tattoos to prove it. He could steal a car or fire a gun as well as he could fire off a bolt of flame or reinforce his body, the former of which put a strain on the relationship with his mother.
It wasn't until his enrolment into the Clocktower that he received a semblance of stable education, even if it was of the Magecraft kind. His time with his father fell to a few weeks over the course of the year, and he spent a large amount of his time focussing on his studies to avoid the strained relationship between him and his mother. It was here that he unfortunately came under the tutelage of one Lord Professor Arieh Ayondale. The Professor was quick to mock and belittle him over his split heritage and less-than-stellar background, his above average magical prowess not enough to save him from the man's spite. He was able to keep his temper in check, however, due to the assistance of his classmate, Amelia Frost. A talented and skilled mage aligned with water and wind, she was eager to befriend James and the pair became very close. Over the course of the first year, they spent a lot of time together and fell in love. This continued on over the course of their time at the Clocktower, Amelia helping James with his Magecraft and keeping his temper in check, and James providing whatever assistance he could to her as she wrote her thesis on unconventional magecraft.
The turning point, however, was when Ayondale showed his true colours and stole Amelia's thesis and published it under his own name, fraudulently claiming years of work as his own. Amelia, while trying to hide it from James, fought against him and tried to have him exposed, but it all came down to her word verses his and her claims were ultimately dismissed. As revenge, Ayondale used every resource available to snuff her out. He ruined her reputation, credibility and academic career, labelling her as a fraud and outcasting her from the reputable Magus community. The shock, pain and betrayal caused her to retreat inwards, becoming reclusive and isolated. She barely spoke to anyone outside of her family, and when James found out, he was livid. He confronted the Professor in his classroom, and the resulting conflict destroyed much of the room, as well as years of stolen work on Ayondale's end. The blame ultimately fell onto James's head and he was severely punished, only narrowly avoiding complete expulsion by a hair's breadth. When the 'french kid' contacted him with an opportunity for revenge like none other, he jumped at the chance.
Origin: Dispel
Element: Void, Fire
School of Magecraft: Transfer/Flow of Power, Material Transmutation, Elemental Magecraft
List of Skills/Spells:
Armis - An active counter to projectile spells, it forms a 1x2m shield of Mana that disperses the Magical energy within any spell that strikes it. Costs 2 Units per second to maintain, plus half the cost of the spell that strikes it. Should a spell more powerful than James's reserves strike the shield, it will collapse but no damage from the spell will be incurred to James.
Reinforcement - Self-explanatory. Unit cost dependant on size, with hand-portable objects costing 2 units and larger objects like vehicles costing 6 units.
Alteration - Allows him to grant a physical object within reach the ability to channel his Origin and disperse Mana like Armis, while also having a physical presence in which to strike solid objects. Costs 6 units, and object must be in contact with large enough quantity his blood.
Fire Strike - up to 4 Flaming spears form and fly forward in a straight line, exploding on contact with a solid object. Faster than a fireball, but with less destructive power (comparable to a hand grenade). Costs 10 Units per spear.
Fire Blast - up to 4 Missiles of fire form and fly in a straight line at a slower speed, but with greater destructive force than Fire Strike (comparable to a satchel charge). Costs 10 Units per missile.
Combustion - Similar in practice to Reinforcement, the Mana spreads throughout a target but instead of strengthening the object, instead bursts into flames and explodes. Costs 10 Units.
Mystic Codes: Mana Zero - A highly offensive Mystic Code formed from vast magical manipulation of an L115A3 Sniper Rifle, acquired through black-market connections and modified using James' own ribs. Using a vast and complicated mix of Magecraft, the rifle functions by drawing Mana from the world around it as opposed to the user's Od and forming a magical phenomena in the shape of a 'magic bullet', using James' Origin as a template. The 'bullet' has no physical presence but functions like an overpowered Finn-shot, causing physical damage comparable to sniper's bullet and also works in a way that effects the Magical energy surrounding the area it impacts once leaving the barrel of the Mystic Code. Should it hit a target formed of, like a Bounded Field or containing Magical Energy, like a Magus's Magical Circuits, the Magical Energy within would be dispelled back into formless magical energy, collapsing the Bounded Field and draining the Magus's Od Supply. The Bounded Field would then need to be re-constructed and the Magus would need to replenish their magic reserves. The Mystic Code can fired like a traditional firearm, but the modified components are fragile and would need to be replaced with the regular, unmodified components first, which is time consuming and renders the Mystic Code useless. It is also effective against weaker spiritual bodies, like Wraiths and spiritual bodies summoned by low-ranked Phantasms, but ineffective against Spirits as powerful as Servants, and any Noble Phantasms that take a physical form as weapons or armour etc. It also has runes engraved into the scope, allowing for it to distinguish sources of Magical energy from great distances, appearing as flame-like light relative to the strength of the Mana of the target, with low-tier mages showing as small, bowling-ball sized lights and high tiers as bonfires or roman candles.
Circuit Quality: A
Circuit Quantity: C
Number of circuits: 50, with 5 Stubs Each (Just a guess, clarification needed)
Od (units): 140
Maximum circuit capacity: 210
Other:
Although not a heavy smoker, he always has an engraved black flip-lighter and a pack of Black cigarettes, which he smokes during times of particular stress or after significant events.
He has considerable amounts of practice in almost all schools of German Fencing (a hobby his mother introduced to him in an attempt to give him an outlet for his aggression) so, although he doesn't carry one, he has considerable skill with western swords of most types.
Although no-one but his girlfriend has ever heard him play, he is good on both piano and guitar, a fact he will always deny.
Morgana Ironholdt
"Well, what are you waiting for?"
Gender: Female
Age 19
Height/Weight: 172cm/68kg
Alignment: Chaotic Good
Master of: Lancer
Morgana's personality can be described as follows, She is a no-nonsense type of person, preferring people get straight to the point with things because she literally doesn't have the time to spare as a result of her inherited mortality. This impatience is very notable as it can result in her being clumsy and rather rash. Not a good thing to be if you're blind. Hence why it's not uncommon for her to have scratches and bruises from simply going place to place. Which speaks a good testament to her pain tolerance.
Even so, this doesn't mean she is incapable of feeling empathy. She knows the concept of sacrifice more than anyone. She's had to give up more things than not. Her childhood and her sight were given purely to uphold family values as the heir to the family name. While other kids got to mingle, she was home-schooled and taught that she was better then those that could cast magecraft purely due to their birth and when she couldn't meet expectations she was beaten. That isn't to say she dislikes her family, more so that she wouldn't look out for any of them but she still thinks highly of others and envies them for their longevity.
Even so, this doesn't mean she is incapable of feeling empathy. She knows the concept of sacrifice more than anyone. She's had to give up more things than not. Her childhood and her sight were given purely to uphold family values as the heir to the family name. While other kids got to mingle, she was home-schooled and taught that she was better then those that could cast magecraft purely due to their birth and when she couldn't meet expectations she was beaten. That isn't to say she dislikes her family, more so that she wouldn't look out for any of them but she still thinks highly of others and envies them for their longevity.
Morgana never had the perfect childhood, nor did she really want one. At 5 years of age she was rendered blind by eye implants which were thankfully successful due to her having the family's rampant albinism traits and compatible circuits, something that was uncommon. Hence why the Ironholdts usually had multiple children, as inheriting the crest wasn't actually a good thing in most scenarios due to the restrictions on modern magecraft and the bloodline dilution. Imagine a 5 year old girl receiving the equivalent of a death sentence and that is a good example for what happened to the young Morgana.
It wasn't all bad, because between training to use the crest and the cawl she was allowed to rest during the compensation time, which gave her ample opportunity to read even if her body would be on the brink of collapsing from the sheer muscular weakness which would eventually be mitigated as she grew older. It was her rapid reading and slight thirst for knowledge that led to her being placed under Clocktower supervision. This action was taken by her parents in order to prevent her becoming the next occupant of the 'bridge'. After all, if one Ironholdt was already there for their thirst for more knowledge why would they want a second...
But that brings her to the present time. Her grades are topsy turvy. Extremely high in the knowledge section but
low in the practical section either because she doesn't want to exert herself, or because she is simply unable to, due to her inherited crest. Perhaps that is why she has a small problem with Professor Ayondale, small being an understatement. The Man quite literally deemed her an academic certainly but a fighter certainly not. He even had the gall to liken her existence to the living flesh dolls regarded as homunculi, making such comments about her eyes being disgustingly inhuman. To put it short he had both insulted her existence, and then decided to pour salt on her one problem with herself. If this had happened once perhaps she would of let it pass but he refused to comply with her demands...
Ironholdts are usually known for their openness and close bonds to their comrades on the field of battle... Oh and their grudges.
It wasn't all bad, because between training to use the crest and the cawl she was allowed to rest during the compensation time, which gave her ample opportunity to read even if her body would be on the brink of collapsing from the sheer muscular weakness which would eventually be mitigated as she grew older. It was her rapid reading and slight thirst for knowledge that led to her being placed under Clocktower supervision. This action was taken by her parents in order to prevent her becoming the next occupant of the 'bridge'. After all, if one Ironholdt was already there for their thirst for more knowledge why would they want a second...
But that brings her to the present time. Her grades are topsy turvy. Extremely high in the knowledge section but
low in the practical section either because she doesn't want to exert herself, or because she is simply unable to, due to her inherited crest. Perhaps that is why she has a small problem with Professor Ayondale, small being an understatement. The Man quite literally deemed her an academic certainly but a fighter certainly not. He even had the gall to liken her existence to the living flesh dolls regarded as homunculi, making such comments about her eyes being disgustingly inhuman. To put it short he had both insulted her existence, and then decided to pour salt on her one problem with herself. If this had happened once perhaps she would of let it pass but he refused to comply with her demands...
Ironholdts are usually known for their openness and close bonds to their comrades on the field of battle... Oh and their grudges.
Origin: Absence
Element: Void (Ether), Earth, Water
School of Magecraft: Flowing and Transference of Power, Conduction of Ether.
A direct result of her inheritance of her family's crest, these Mystic Eyes were implanted into the young girl at a young age due to the transference method of the family's crest. When sealed through the use of special eye wear, they appear to be akin to normal eyes though with red coloration as is common with albinism. However when the eye wear is removed, the true nature of the eyes can be seen. They function as a way to see magic and only magic. As in, all the eye can see is the concentrations of magic and the connections that run between them. The more magic in concentration, the brighter it appears. It is from this ability that all of her other abilities stem from. Allowing the eyes to stay active consumes 1 unit per 5 seconds of activity while also providing the visual effect of mana leaking from the irises, creating a burning eye effect.
-It can be noted that sealing these eyes to prevent them drawing from the possessor causes blindness while they are inactive.
-It can be noted that sealing these eyes to prevent them drawing from the possessor causes blindness while they are inactive.
Redirection: An ability that allows the redirection of magical projectiles. This is the cheapest means she has of dealing with a spell. Cost varies from 3 units for a slight alteration of a projectiles flight path, to 12 units for it to do a complete return to sender.
Reinforcement: A spell that allows the caster to reinforce an object. The Unit cost varies on the degree of reinforcement. She couples this skill with the Cowl of the Warlock in order to siphon of as much mana as possible creating a strong counter to mage craft. She is also capable of organic reinforcement due to the particular effect of her eyes.
Cowl of the Warlock: A spell that costs 40 units to activate even with the crests heavy mana reduction of the ability, the other prerequisite is that the Mystic Eyes are active. This is the signature magic of the Ironholdt family, tracing all the way back to the progenitor. It is usually activated with the aid of other magi. However it is possible to activate it solely from one's self, though that runs the risk of actually damaging ones own circuits. The spell involves becoming a conduit for the raw mana in the air. Effectively becoming a the magic equivalent of a lightning rod. This effectively sends the caster's circuits into overdrive where they start to absorb mana in a way that can only be deemed parasitic. This allows them to replenish their magic at a rapid pace but the true strength in this ability is the fact that magical energy that makes contact with the cowl is broken down and then absorbed effectively making the cowl a protection from the fallacy of gods.
However even so, this does not make it the perfect defence. The cowl and therefore the casters magic circuits can be forced to absorb too much causing the caster both agony and the spell to be dispelled. The spell also does nothing to prevent physical interference, which the user is also blind to due to the eyes being only capable of seeing magic itself. So even a blade can be seen as a sufficient countermeasure.
Physically when the spell is active the user appears to be shrouded in robes which is accompanied by the cowl itself. This is not a corporeal outfit but instead the mana literally being expunged from their body as a compensation measure. Of course this makes it the equivalent of a beacon to any magical user in the area so it isn't good for stealth tactics.
Finally it can also be noted that when this spell is over, the caster's body enters a compensation state where it becomes physically weak, hence the allegory for this ability being basically on drugs. The average compensation time is that for each minute of activity, the body goes into an hour of compensation. Exceeding 20 minutes can lead to a coma.
However even so, this does not make it the perfect defence. The cowl and therefore the casters magic circuits can be forced to absorb too much causing the caster both agony and the spell to be dispelled. The spell also does nothing to prevent physical interference, which the user is also blind to due to the eyes being only capable of seeing magic itself. So even a blade can be seen as a sufficient countermeasure.
Physically when the spell is active the user appears to be shrouded in robes which is accompanied by the cowl itself. This is not a corporeal outfit but instead the mana literally being expunged from their body as a compensation measure. Of course this makes it the equivalent of a beacon to any magical user in the area so it isn't good for stealth tactics.
Finally it can also be noted that when this spell is over, the caster's body enters a compensation state where it becomes physically weak, hence the allegory for this ability being basically on drugs. The average compensation time is that for each minute of activity, the body goes into an hour of compensation. Exceeding 20 minutes can lead to a coma.
Information Reading: A simple spell that allows the caster to scan the contents of a book and read it while it is closed, a simple party trick in most cases for most magus. Morgana however uses it to read books that aren't as fitting for the blind, allowing her to study like anyone else at the clocktower. Cost 2 units.
Crest Magics: The latent magics in the crest usually are to do with the manipulation of mana itself, they vary from either draining a magus of their circuits (though any attempts Morgana has made at this has overloaded her circuits before it could be completed) to simply creating a link between magus's reserves in order for group spells to work better. To a spell that the family refuses to disclose due to it being very dangerous if other people know.
Mystic Code:
Boom Stick (it has some other name that she has neglected to use): The Mystic Code takes the form of a walking stick, which is helpful due to her imposed blindness. The walking stick is capable of letting out a magical shock wave that is capable of knocking people over. This has a double function of allowing her to effectively see her environment through the pulse, allowing her to 'see' even with her ocular handicap.
Circuit Quality: C+
Circuit Quantity: A
Number of circuits:
75 Circuits with 2 studs each
Od (units): 90
Maximum circuit capacity: 340
Other: She has highly sensitive hearing as a result of her blindness which in some cases can be seen as a weakness.
“What is the value of a single life when compared to a wish?”
Name: Ilse Koenig
Gender: Female
Age: 18
Height/Weight: 177cm/<FORBIDDEN>
Alignment: Passive-Aggressive Dead-Inside True Neutral
Master of: Rider of Red
Personality: Ilse's raison d’etre is to slay Arieh Ayondale and destroy his legacy. This is the fact that has been drilled into her very being since she was just a girl, and that which forms the crux of her tumultuous worldview. Before she sees herself as a “person” or a “magus” with her own hopes and dreams, she is a “weapon” with a singular objective that all of her actions work towards. But it would be a lie to say that she is a perfect automaton. Regardless of what indoctrination she may have experienced, one cannot completely suppress their humanity and inherent idiosyncrasies. As a result, what she wants and what she believes she wants are two very different things, a conflict which causes no small degree of internal friction.
She’s compartmentalized herself well however, and by all appearances, Ilse embodies the traditional feminine ideal of magus society: docile, selfless, and well-bred in both senses of the word. This is no coincidence; it is a carefully crafted facade necessitated by the culture she lives and the goal set out for her. Much like how the wives of upper-crust magi can be comparable to statues made for the indulgence of others, Ilse is as inscrutable as she is elegant despite her amiable social demeanor, and it’s only long after you interact with her that most realize that there wasn’t any sense of legitimate intimacy.
Knowing this, it really shouldn’t come as any surprise that Ilse is so poorly adjusted after having lived under the omnipresent weight of others’ expectations and being forced to constantly repress her own desires and emotions. Beneath her acquiescent facade, Ilse bears a personality that is difficult to deal with: one that is envious and resentful, but filtered through the precepts of proper etiquette. It’s been made increasingly clear to her that the lives and problems of others are far divorced from her own, and she can’t help but disdain those who can frivolously live their lives or force their views upon her.
To anyone else, it would be obvious that she’s reached a point where wants more for herself. She desires her own self-actualization above everything, but she’s not even aware of what that would entail for her after having lived so long with others making choices for her and that frustrates her to no small degree. She assumes that she'll achieve some measure of peace or understanding by killing Ayondale for her mother, but on some level she’s acknowledged that even that isn’t an inevitability.
It should be noted that her origin, Control, is an ambiguous impulse. Whether it denotes the drive to be controlled or to seize control remains to be seen...
Background: The Koenig family is a noble house associated with the Clock Tower’s faculty of Valuay, the department of Creation. Their chosen method of reaching the Swirl of the Root is by creating the purest substance, and unsurprisingly, their family magecraft is western alchemy oriented around the configuration of matter rather than coining of homunculi and the like. Ilse comes from one of the family’s branches, as her mother is the younger sister to the family’s rightful heir.
Ilse bears a marked difference from the other Masters of Red in that she herself was never wronged by Arieh Ayondale directly. In fact, the interactions they’ve had have generally been cordial, or politically acceptable at worst. Ilse’s motivation to kill Ayondale comes from a longstanding grudge her mother bears against her former associate for his part in the death of her husband, having murdered the man for the sake of his political gain.
It is because of her mother’s secret obsession with this grudge that Ilse has lived a rather difficult life. The first thing she would ever be taught was that she was expected to live only for the sake of someone else's revenge, and all of youth would be spent working in service to that purpose in some way shape or form. In lieu of magical research or experimentation, Ilse experienced grueling combat training under her mother’s watch, and her time would be spent between learning how to weaponize her magecraft from her mother, learning proper decorum from social functions, and learning “useless” magecraft from personal tutors and teachers in Clock Tower classrooms. Unsurprisingly, she has no friends.
According to Clock Towers student files, Ilse Koenig is a bland, average student with nothing that could be considered exceptional either positively or negatively, relatively speaking. If she were from a lesser family, her performance would be exceptional, but because she is from an aged family, it is simply something to be expected. It should be noted that one of her foremost teachers was none other than Ayondale himself, who, surprisingly, has never commented maliciously on her work and even personally tutored her for a time.
It is primarily because of this “friendly” (read: politically amiable) relationship with the Ayondale family that she and her mother first heard of the Grail War being held in Scotland. Incidentally, it was not Ilse who first contacted Leon and Albert, nor Albert or Leon who contacted her; it was her mother who tracked down these upstarts and made an offer: intimate information on Ayondale’s arrangements in exchange for accepting Ilse into their number.
Origin: Control
Element: Ether
School of Magecraft: Alchemy, Necromancy
List of Skills/Spells:
- Sorcery Trait: Le Secret
No she doesn’t have a penis, but this is still a secret.
- Alchemy
The alchemy used by Ilse is the western style, which focuses on the conversion of matter, as opposed to the eastern style employed by Atlas alchemists, which focuses on the conversion of phenomena. As the magecraft school of her mother's family, it is the one she bears the most talent in and experience with; although, it would be wrong to say that she's a true Koenig alchemist. It functions by passing magical energy through a material medium, so the spells typically require some means of contact with the user as an energy source. This also means that structural analysis and reinforcement of the material comes naturally, and with her capabilities, materials under her jurisdiction can reach the strength of carbon steel. Noble metals are the type of medium she favors for her alchemical transmutation spells, and structural configuration is the type of effect that she favors.- Create Matter
Replication and transmutation of existing matter. The foundation on which western alchemy is built upon. The prerequisites for replication is self-explanatory, but transmutation generally requires a source material of the same state and size as the target material. It's not limited to inorganic materials; for example, flesh can be transmuted into reinforced metal and "healed" by regrowing tissue using existing tissue as a basis. Another example would see Ilse using her hair to create wires of noble metals. - Configure Matter
Manipulation of the structure of a matter. While creative functions like changing the shape of a material or merging two like mediums are a given, it also includes relevant deconstructive functions like structural decomposition and state change. It should be noted that it doesn’t affect the purely conceptual properties of a given medium, only the features that manifest themselves physically. - Create Familiar
It's generally less efficient than using spirits or programming a construct with a spirit; so this doesn't see much use, and even when it is used, the familiars aren't of very high quality since it isn't as if she's an alchemical familiar specialist.
- Create Matter
- Necromancy
Long-term tutelage by a certain professor aiming to establish himself as a benefactor to Ilse's family has bestowed to her a not-insignificant degree of knowledge in the skills associated with the Clock Tower's Eulyphis faculty. Rather than spiritual mediums and zombification, her necromantic training deals more with spiritual beings. But rather than spiritual self-possession or familiar mastery, Ilse uses this more as a supplement to her alchemy via inserting spirits into containers and using them as a means to program functionalities.- Summon Spirit
Calling the spirits of a local area to act under the dominion of the user as familiars. Like most other necromancers, Ilse summons animal spirits and lower-class human spirits to serve under her. Anything above that is generally beyond modern magecraft or too inefficient. - Control Spirit
Direct management of spirits as opposed to setting them on auto-pilot. Typically, individual spirits don't have much in the way of physical interference capabilities, but Ilse can bind a spirit to a container in order to strengthen its ability to exert physical interference over that container.
- Summon Spirit
- Item Construction
Not necessarily spells, per se, but the knowledge to create reagents that activate when magical energy is applied and Mystic Codes based on spiritual programming. Ilse carries around an alchemy set used to create the former, while the latter is reliant on her collecting the requisite materials from various sources, like graveyards or Dark Amazon. The potential effects of a given reagent vary on a case by case basis, but are generally limited by the properties of the components.
Mystic Codes:
- Azoth Sword
A simple and common, but very effective Mystic Code that stores and amplifies the user’s magical energy to strengthen their spells. The blade Ilse received was from her mother, and was crafted using materials refined and purified through their family magecraft. While it is definitely a sharp, it’s not recommended to use it that way.
- Silver Lining: Alchemist’s Formal Wear
A silver belt with several animal spirits inserted into it. While the material of the strap appears to be a single mass, it is actually a nanofilament wire weave enchanted with a weight reduction spell. The Mystic Code can be directly manipulated using the precepts of alchemy and used as a conduit for her magical energy, but this alone wouldn’t necessarily make it any better than a really convenient bunch of haunted metal.
Its true function is serving as an autonomous defense; when activated the wires incorporate themselves into the thread of the user’s clothes, reinforcing them to protect against lesser piercing or slashing attacks. Not only that, but the wires become a sort of makeshift nervous system autonomously guided by animal spirits, allowing the user to indirectly use their senses and heightened reactive capabilities to avoid harm. However, because animal spirits have limited memorization capacity, only defensive patterns are available.
Furthermore, by infusing the Mystic Code with magical energy and chanting a single line incantation, the user’s clothes can be transformed into a modular alchemical exoskeleton that enhances the physical defensive capabilities of this Mystic Code further.
In short, it’s Mystic Code powered armor.
Circuit Quality: A
Circuit Quantity: A-
Number of circuits: 52, with 13 stubs each; no magic crest
Od (units): 100
Maximum circuit capacity: 500
Other:
"Huh? Hiya! I'm Oly! Are you here for that... Holy Grail Thingy too? I didn't really read the note."
Name:
Olympia Whitehall
Gender:
Female
Age:
16
Height/Weight:
158.5cm/53kg
Alignment:
Chaotic Good
Master Of:
Caster of Red
Personality:
Olympia differs vastly from her brother. Unlike him, she was not groomed to be well mannered, as her parents saw very little in her. She has a short attention span, and seems to care little for studying, even though she expresses that she understands how important it is. Due to constantly living in her brother's shadow, being neglected by her family, and emotionally abused by her Professor, she lacks the confidence Marcus possesses, but unlike him, she has a strong sense of what she believes in. She's a kind person at heart, and enjoys living life by ear, however she can be known for having episodes of considering herself worthless, a belief Arieh kindly strengthened for her. She hates people who use others suffering for entertainment, or to make them feel better about themselves, but she doesn't actively pursue ways to deal with them.
Background:
Olympia is the daughter of the Whitehall Family, one of the two members of its fifth generation of Magus, and the Fraternal Twin of Marcus Whitehall. They were born as twins through the use of magic, however Olympia got the short straw of the birth. The magic used was imperfect, and it resulted in Marcus's fetus absorbing the majority of Olympia's Magic Circuits, and so Olympia was born with very little Magical Power, and Marcus with far above average Circuit Numbers, and Magical Ability.
Because of the magic that was used, though, and the way her Circuits were stripped from her body, Olympia was born with a set of powerful Mystical Eyes, which helped make up for her lack of circuits, and over time helped her regenerate some of the ones that had been damaged, however they did not manifest for several years. At first, after discovering her ineptitude, her family had her put up for adoption, but no Magus family wanted a defective Mage. She had no aptitude, she had attention problems, and her brother was far more suited to carrying on the Magical Crest, and so her family treated her as though she were close to nothing. But, despite that, her brother always remained kind.
It wasn't until she was 12 that her Eyes became active. While she had little to no aptitude for Magecraft she was still made to attend a school which taught it. Because of her ineptitude in the skill, she was often bullied and abused by her "Superiors", and her brother was unable to get involved. Tired of being treated like a lower class, her eyes lit up with green and blue, and she set fire to everything around her.
The abuse stopped, and instead she was feared. At least, until she joined Clocktower, and Arieh Ayondale became her teacher. He must have felt some kind of jealousy or something similar because of her Eyes, and so, every class, the man would ask her to perform some kind of spell that they had learnt. He knew she had little aptitude for Magecraft, and that she found it incredibly difficult to learn spells, so he used that to make a mockery of her every single class. Alongside that, every test she took she was marked down on. When she did poorly, she was scorned, and even if she got the right answers chances were they would be considered wrong. It got to the point where the Clock Tower suggested moving her to a different class to help develop what abilities she did have, but Arieh insisted she stay with him; after all, everyone said he was a great teacher and Mage. Who else could help her if not him? She's still in his class to this day.
At first, she wasn't interested in revenge, but since the idea was posed, it is a very tempting offer.
Because of the magic that was used, though, and the way her Circuits were stripped from her body, Olympia was born with a set of powerful Mystical Eyes, which helped make up for her lack of circuits, and over time helped her regenerate some of the ones that had been damaged, however they did not manifest for several years. At first, after discovering her ineptitude, her family had her put up for adoption, but no Magus family wanted a defective Mage. She had no aptitude, she had attention problems, and her brother was far more suited to carrying on the Magical Crest, and so her family treated her as though she were close to nothing. But, despite that, her brother always remained kind.
It wasn't until she was 12 that her Eyes became active. While she had little to no aptitude for Magecraft she was still made to attend a school which taught it. Because of her ineptitude in the skill, she was often bullied and abused by her "Superiors", and her brother was unable to get involved. Tired of being treated like a lower class, her eyes lit up with green and blue, and she set fire to everything around her.
The abuse stopped, and instead she was feared. At least, until she joined Clocktower, and Arieh Ayondale became her teacher. He must have felt some kind of jealousy or something similar because of her Eyes, and so, every class, the man would ask her to perform some kind of spell that they had learnt. He knew she had little aptitude for Magecraft, and that she found it incredibly difficult to learn spells, so he used that to make a mockery of her every single class. Alongside that, every test she took she was marked down on. When she did poorly, she was scorned, and even if she got the right answers chances were they would be considered wrong. It got to the point where the Clock Tower suggested moving her to a different class to help develop what abilities she did have, but Arieh insisted she stay with him; after all, everyone said he was a great teacher and Mage. Who else could help her if not him? She's still in his class to this day.
At first, she wasn't interested in revenge, but since the idea was posed, it is a very tempting offer.
Origin:
Inverse
Element:
Void (Ether), Fire
School of Magecraft:
Runic Magic
List of Skills/Spells:
- Eyes of the Verdant Flame: Olympia possessed a set of Mystic Eyes of Flame, brought on by the damage the the magic Circuits in her eyes. When activated, her usual blue-ish purple eyes swim with green highlights. The external effect is completely invisible, as it has no form, however if one is able to see things without form - with Pure Eyes, for example - they would note her power being a set of interwoven tendrils of green that snake their way towards the target. Once the tendrils come in contact with something big enough to stop them, that object immediately combusts into a bright display of green flames. Small things, such as candles, take very few Units to ignite, however larger things like Human bodies take much more, often times 8 Units and above. Even though her eyes are considered Unranked by the Noble Colours System, they are considerably powerful, and Oly's most powerful asset in combat.
- Runic Magic: The Whitehall family specialises in Runic Magic, and, more specifically, a system that combines Old and Modern Runes into single spells. Once a Whitehall Mage begins training, they are tested to find their Elemental affinity, and are thenceforth taught Runes which mirror that. Olympia was a special case, in that her Element was that of Void, meaning she could easily use all kinds of Runes. Each Rune takes a single Unit to activate, and an additional Unit for every 5 minutes they are kept active. This means that Runes creating Bounded Fields can very easily incur great Mana costs.
- Oly has sets of almost invisible Runes tattooed onto both her palms, as per her families request, which allow her to cause certain Mysteries. On her right hand, she has three sets; a set of one, which creates a light about the same as a normal torch; a set of six, which gives her the equivalent of a telekinetic push; and a set of two, on her index and middle finger, that when activated imbed a sigil into whatever object they are in contact with, which alert the caster if magic is used nearby. On her left hand, she has two sets; a set of four, which when activated can create the casters choice of minor optical illusion; and a set of eight - her most powerful premade set - which creates a shield around her palm which can reflect most any physical attack, if with some reduced strength.
- Fireball - Just your standard, run of the mill fireball. It costs 6 Units to create, and can be strengthened by her Mystic Eyes. It travels in a straight line, and explodes upon contact with something that can stop it with enough force to blow a hole in a wall. However, it is somewhat slow, or at least slow enough that a person at a fair distance who can see it coming can just about get out of the way.
Mystic Codes:
- Regarding the King - At first glance, and even with detailed inspection, the book Oly carries around appears to be a science fiction novel, which tells the story of a rebel group attempting to defeat a super advanced artificial intelligence which made the world perfect, but at the same time destroyed freedom and civil liberty. In actuality, the real book is disguised by a powerful illusion spell cast by its maker. Under the illusion, it is a somewhat negligible, yet somewhat old fashioned, book, which contains an artificial replication of the Whitehall Magic Crest, produced with the help of her brother and a Clock Tower Professor who had been researching such Mystic Codes. By passing her Mana through it, she can place Runes inside of the pages, effectively making it a portable spell tome. Runes engraved in this way cost 2 Units a Rune, however they do not incur extra costs to keep active. This means that, in theory, the book could be used as a Bounded Field without costing anything to keep running, however the book would have to remain where she wanted to Bounded Field to be, meaning she would either have to part with the book or stay static with it.
Circuit Quality: B
Circuit Quantity: D-
Number of circuits: 12, no Stubs
Od (units): 24
Maximum circuit capacity: 60
Other:
Her Magic Circuits are a testament to her own power, and the power of her family. Even after having most of her's stripped from her, and the rest damaged, she was able to regenerate those that were harmed. Those circuits she has remaining are of a high standard, and so despite her lack of them, she is a formable opponent in the right circumstances.
"... I don't mean to pry, but what ze 'ell are you looking at? Is it me? I know genius is sexy, but please try to control yourself. It's quite rude to ogle someone without zere permission, no?"
Name: Albert Prelati
Gender: Male
Age: 18
Height/Weight: 151cm/50kg
Alignment: Chaotic Neutral
Master of: Assassin of Red
Personality: Albert is, in a word, an upstart and an imp (and not just because of his size). Born the heir to the infamous and now derelict Prelati family of summoners who never quite escaped the shadow cast by Francois Prelati (the accomplice to Gilles de Rais' murders and author of Prelati's Spellbook), he's had a chip on his shoulder all his life, and magus society seems determined to never let him or his family forget what they did. This however has only made Albert more determined to show them up and prove people's ideas about his family wrong. He takes great pride in his family's abilities and their legacy (minus one), and displays a single-minded bloody obsessiveness with proving it to the world. His only goal, his only desire is to see the Prelati family restored to its former glory, and to that end he's dedicated his life to his craft. He's the type who puts on a facade of professionalism, and prefers to distance himself from others so as to appear noble and proper in a way he imagines befits a Prelati. Because of his own preconceived notions and stubborn, defiant attitude, he can be extremely arrogant when he wants to be, but ultimately, his heart lies with his family instead of his own personal goals (in as much as those two things tend to coincide, anyway...).
Background: Born a bastard to a reviled family line that's been forgetting and rediscovering itself since the time of the Italian Renaissance, Albert wasn't supposed to be destined for magic. He wasn't supposed to know anything of his ancestry, and he wasn't supposed to grow up and attend the Clocktower, or even be anything more than another unwanted child. Then again, you're never supposed to get high and see haunting Lovecraftian visions of the Other Side when you're only eight years old either. As it turns out, there were a lot of things in Albert's childhood that weren't supposed to happen. But did they happen? Oh yes. Yes they certainly did.
Born the child of a whore living in a small French village and a passing vagrant, a man who shamefully bore his nightmares and the ancient blood of a madman, Albert didn't have the greatest home environment growing up. In fact, let's be honest and call it what it was. It was Hell, and it was all for him. Albert grew up hungry and poor, moving from place to place following a parent who couldn't support him, suffering abuse and neglect in unsanitary living conditions not fit for a child. And the nightmares. It seemed like every night he was plagued by such strange and frightening nightmares that he'd wake up screaming, often wetting the bed or sweating until the sheets felt damp.
His mother was perhaps his one saving grace during those formative years. She was a kind woman, if not necessarily a perfect one, and she loved her son as best she could. As loving as she was though, she was not very well-suited to being a parent. Whores rarely are. She had very little idea how to take care of him, and the lifestyle she led forced Albert to grow accustomed to strange men coming and going throughout his life, often arriving with the stench of booze on their breath and leaving having given them nothing but a small wad of bills and some bruises. As flawed as she was, Albert always tried to protect his mother from such men. And he always paid the price for it.
One gentleman caller was worse than the others though. He was a magus, and a particular breed of low-life who used Alchemy to brew and sell new drugs made with abnormal ingredients. A frequent customer, he'd often come high, and would share whatever particular substance he happened to be abusing that day. "Share" was of course an often relative term. While she firmly demanded that Albert be left alone because of his age, his mother usually had no choice but to accept the offer of new drugs from the man in exchange for his patronage. Oftentimes, he'd force it or cajole it if his mother wasn't willing. In retrospect, it's entirely likely he was just using the two of them as guinea pigs. It couldn't go on forever though. Not without him making a mistake.
One night, when he was particularly impaired by his latest creations, the magus broke his mother's one rule and attempted to force some of his vile concoctions down Albert's throat while his mother was passed out on the floor. Being little more than a five-year old boy, Albert could do nothing to resist him. The drugs he was given were, of course, psychoactive. Meant to cause hallucinations and an out-of-body experience.
And that's when Albert had the mother of all bad trips.
He was flung out of his body and given reprieve from his rational mind as the drugs threw him into the watery depths of an obscene nightmare world. A literal nightmare world. Albert knew at a glance that he'd seen this place before. This was what he saw in those dreams every night the moment before he woke up cold and screaming. It was real. Those things, those aquatic monsters he saw? They were real too. And despite his fear and his panic, his utter revulsion at the sanity-crushing abominations he saw before him, somehow he knew they'd listen. They'd obey.
When he came to, one of them was in the room with him, savagely attacking that accursed man. His skin burnt by acid, his right leg maimed and chewed up like shredded pork, the man barely made it out alive. And despite his low-life status, the first thing he did after receiving medical attention was call the Association. Sending a group of investigative officials and Enforcers, including one as of yet obscure figure in Clocktower politics by the name of Arieh Ayondale, they laid siege to the whorehouse where they found Albert, huddled next to his still and lifeless mother, protected by a wall of teeth and quivering, gelatinous flesh.
Dispatching the creature with some difficulty, they apprehended the child and left the mother to be dealt with by the local hospital. The idea at first was to simply Seal or eliminate Albert altogether. His power was grotesque and unnatural, even by the standards of magi. However, the distinguished man, the one they called "Arieh Ayondale", saw promise in the boy, and convinced the Enforcers to stay their hand. Taking the boy aside and tending to his needs, Ayondale explained what had happened, who they were, and why they'd come. He told Albert that he was something called a magus, and that he could be one too if he so chose. He had a unique power and a level of aptitude that wasn't normal for someone of his birth. If he'd just let Ayondale sponsor him, he could take Albert to a place called the Clocktower, where he could learn more about his creatures and being mage.
Albert accepted.
The next ten years passed in a blur. Albert dedicated himself wholeheartedly to his research, discovering his lineage as a descendant of Francois Prelati and exploring the limits of what he could do. He learned he could connect with that nightmare world, a place he called "the Other Side" through the use of hypnotism and psychoactive drugs. He documented more and more of the creatures he saw there, describing them in detail in a book he had begun to fill with his research. Once he began summoning them, he became obsessed with learning more about their biology and behavior. Here were creatures from another world, creatures that couldn't die. They'd made Francois Prelati a madman and a murderer once. Now they'd help Albert fulfill his ambitions. They became, in effect, his loyal pets.
He rarely saw Professor Ayondale after that. Their relationship was more like that of a mentor or a benefactor than a parent or guardian. Still, he would occasionally tutor the boy on the finer aspects of summoning or alchemy, and aid him in his research when he felt stuck. He had few other friends or acquaintances besides his roommate Leon, a boy years older than him who seemed destined for a different walk of life. Most of the other people in the Clocktower hated him or just left him alone. Being the descendant of someone as reviled and scorned as Francois Prelati will do that to you. Still, their hatred of him only made him more determined to make something of himself.
For the first time in his life, he was more than just a bastard or an unwanted child. He had a lineage, a legacy, as tainted as it may be. He had something to be proud of. He wouldn't let these fools besmirch it. His research would be the redemption of the Prelatis, and of Francois' own monsters. By putting all his efforts towards unlocking their secrets, he could turn them into something good, and free the Prelatis from the shadow of that accursed madman. He'd prove to them that the sins of his ancestor did not define him or his family before him, and that he could do great things with what little he'd been given. For the first time in his life, Albert had drive, and purpose. An ambition that he could work towards that gave his life meaning.
Then Ayondale took all that from him. He abused Albert's trust, the years of confidence he'd put into his relationship with the professor, to steal the better chunk of Albert's research, and publish it under his own name. Collecting the fame and accolades for Albert's many discoveries for himself, and publicly distancing himself from the boy when he tried to tell everyone that his research had been stolen, Ayondale brought all of Albert's life, five years of Hell and ten years of blood and sweat, crashing down upon him. It very nearly destroyed Albert. Everything he'd worked for was now gone, and yet here he was. Still a pariah, still nothing more than an unwanted child. And now he had no one left in the world who would protect him.
Fine. Then he'd protect himself.
Albert quickly went to work with roommate Leon to devise a plan. The older boy had his own reasons to hate Ayondale. He'd have no problems helping Albert out with his plan for vengeance. Step one of that plan? They would have to steal from Professor Ayondale...
Origin: Denial
Element: Earth
School of Magecraft: Summoning, Alchemy
List of Skills/Spells:
- Offerings to the Outsiders: The Sorcery Trait unique to the Prelati family which allowed Francois Prelati to create his infamous spellbook. Members of the Prelati family have a unique connection to the creatures of some unknown alternate dimension that allows them to summon them as temporary familiars. The creatures, classified as "Horrors" or "Sea Demons", are formed using the blood and dead bodies of animals, usually taking the shape of grotesque alien sea creatures resembling monstrous sea stars or cephalopods. They will regenerate endlessly so long as the magus can provide them with prana, and are capable of crushing a man to death, as they are little more than clumps of muscle with mouths and no bones that can contort and fit into any space larger than their smallest hard parts. With enough time and preparation, a monstrous beast in the form of a book similar to the one made by Francois Prelati can be produced by someone possessing this Sorcery Trait. However, it would take years of one's life to create, and usually cannot boast the same enormous supply of magical energy that book was capable of granting. Albert is just as capable of summoning these Horrors as any of his predecessors, and can maintain up to three or four while also providing for Assassin, six under optimal conditions (so long as he limits their regenerative abilities enough to prevent self-replication). It takes about a day to summon two Horrors, and uses up much of Albert's Od doing so. However, after they are summoned they can become largely self-sufficient if allowed to replenish their mana by consuming souls, which Albert normally does not allow. Regeneration of a single Horror costs 10 units, while regeneration into multiple individuals costs 20 units for each fragment that splits off into a new Horror. Each Horror costs 2 units to maintain each day they exist outside of the Bestiarum Vocabulum.
- Memory Partition: While by no means the primary focus of his studies, Albert has spent some time learning the basic principles of Alchemy, and can manage up to four "rooms", or four independent thought processes. He's considered attempting five before, but always reneges on doing so, as he is more concerned with his summoning and study of Horrors than Alchemy. Activating Memory Partition costs 5 units for each additional "room", and keeping them active costs 1 unit an hour.
- Thought Acceleration: Another basic skill of Alchemy Albert learned in his studies. Combined with Memory Partition, Albert can perform calculations and problem-solve at a much faster rate than a normal human which, with diligent and frequent use, has helped him learn so much from the Clocktower in such a short amount of time (a.k.a "The Granger Gambit"). It's a double-edged sword not normally suited for combat however, as it requires great concentration and stillness, and an acceleration of more than 5x human average causes a slow buildup of excess heat in the brain that can eventually lead to a stroke. Costs 5 units an hour.
- Create Apparitions/Command Wraiths: Albert can summon and control wraiths haunting the local area as well as fairy-like apparitions similar to the ones used by Misaya Ouji. As these are both fundamentally the spirits of the dead, making them lower class spirits by default, Albert doesn't have much problem summoning and controlling them, and they can make for useful tools and distractions. Costs 1 unit per wraith, and 2 per apparition. Commanding the apparitions to attack in a standard bullet formation costs 5 units.
Mystic Codes:
- Bestiarum Vocabulum - Hell's Aquarium: A tome that serves as a catalogue of Albert's knowledge of what he calls "the Outside". While nominally a grimoire containing written information, the book is also a Mystic Code, a collapsed Bounded Field in the shape of a book. More or less a portal to a mana-rich pocket dimension Albert spent many months engineering as the ideal habitat for his pets, the Bestiarum Vocabulum allows Albert to cut off his pets' constant drain on his mana without dismissing them completely, making it easier to deploy them by simply opening the portal and calling forth an already-summoned Horror, rather than spending hours and much of his Od summoning a new one. The book isn't quite a substitute for the authentic Prelati's Spellbook, as the number of Horrors Albert can maintain outside of the Bestiarum Vocabulum is still limited by his own mana supply rather than the infinite magical energy reactor that book is powered by. However, it certainly makes Albert's work easier, and is a much more efficient, combat-ready application of his summoned pets.
Circuit Quality: B
Circuit Quantity: A-
Number of circuits: 50, with ten stubs each
Od (units): 100
Maximum circuit capacity: 250 units
Other: Due to a birth defect, perhaps the same that gifted him with the Prelati line's greatest talent in generations, half of his stubs are stunted, and have been that way since birth. Because he can only channel prana through half of his available circuits, this limits his maximum capacity compared to other magi with the same amount. Even so, his quality and quantity of circuits are exceptional, and extraordinary given the general decline of his family line since Francois Prelati.
| Name: |
Sonja Tiedeman.
| Gender: |
Female.
| Age: |
24.
| Height and weight: |
163 centimeters tall, weighing approximately 62 kilograms.
| Alignment: |
True neutral.
| Master of: |
Berserker of Red
| Personality: |
Sonja, as of current, is a lost soul with renewed purpose. Her conflict with Professor Ayondale was a particularly ruthless one, putting the welfare of her family as a whole on the line, which not only took the life out of her but then gave her new life when she found her new goal: revenge against Ayondale, and restoring her families status.
As a result of her conflict and hardship, Sonja outwardly wears a constructed personality - something that, in some ways, gives her strength, albeit at the expense of her mental fatigue. This personality is something more befitting of a bearer of a complete magic crest: methodical, determined and decisive once the call is made. Beneath that, her honest personality, is something alot less dependable: beneath what she wears is a woman who only wants stability, who's tired of fighting Ayondale and overburdened with the thought of what might happen to her family if she fails. To help make the strain of forcing herself to fit the personality she wears, which she views as an ideal magus family head, she smokes anywhere between 2 to 10 cigarettes per day, although she's predicted this may increase throughout the grail war.
As a result of her conflict and hardship, Sonja outwardly wears a constructed personality - something that, in some ways, gives her strength, albeit at the expense of her mental fatigue. This personality is something more befitting of a bearer of a complete magic crest: methodical, determined and decisive once the call is made. Beneath that, her honest personality, is something alot less dependable: beneath what she wears is a woman who only wants stability, who's tired of fighting Ayondale and overburdened with the thought of what might happen to her family if she fails. To help make the strain of forcing herself to fit the personality she wears, which she views as an ideal magus family head, she smokes anywhere between 2 to 10 cigarettes per day, although she's predicted this may increase throughout the grail war.
| Background: |
Sonja was born as the first child of the Tiedeman family, with a younger brother that followed shortly after her. While she was born and raised in the outskirts of London as a British citizen, she was the first child of the Tiedeman family - a formerly Lithuanian native family - after their defection to Clocktower from the Soviet Bloc equivalent. Her birth was something of a celebratory cause as her parents had been trying for almost 8 years to convince a child with her mother's menopause not being far away.
While her early life was interesting relative to the average person, it was rather bland for a magus. There's not much worth mentioning: she went to a public school during the day and pursued her studies as a magus under her Mage's Association father by night, to average success. When she was 14, once the Tiedeman family had gathered more wealth, she was moved into a private school with a curriculum that allowed a greater focus on her magecraft; during this period, she struggled in school due to the reduced focus on it, although eventually started showing increased promise in her magecraft. Four months before her final exams in her senior year, she was assessed to become a member of the mages association, where she later received an offer to continue her studies as a magus full-time once she graduated from her conventional school. After she passed her final exams with average marks, she went on to join the Clocktower. With this, as a rite of passage of sorts, she inherited the last her family's magic crest from her father, which she had gradually been receiving over her childhood; the crest is on her left shoulder, running up to the crook of the neck and down the upper arm.
Initially, Sonja found success in her studies at the Clocktower. She did well, certainly better than she did at school, and found a renewed passion in her magecraft studies. This unfortunately ground to a halt when she was moved to Lord Professor Ayondale's class. As it were, Ayondale was at odds with her father for his prior relation to the Soviet Bloc's knockoff mages association formed during the Cold War. She initially - briefly - did well underneath him, or at least until Ayondale put the dots together. The feud escalated when Ayondale found out that Sonja was the daughter of her father; despite this, she made her best efforts to put ice on it and bear what was left, although her grades gradually continued to plummet towards the point of disgrace even despite her increased studies to try and make the gap.
The conflict between Sonja and Ayondale came to a head when, after a shamefully - if not questionably - low grade, Sonja was brought to the front of the class and chided in front of it. This progressed to Ayondale slandering her father and even her family, which progressed deeper into personal territory and defamation before eventually, in an act of boiling over, she took a globe from the professors desk and started to beat him with it. While the damage was minimal as she was promptly restrained, the globe was shattered over his head and the defiance was done in front of the whole class. This led to war, which led to her being suspended indefinitely while a case for her expulsion was considered. Initially, this sent Sonja into a state of partial depression, where she leaned more heavily into her smoking vice and found herself metaphorically lost. When Ayondale moved the motion from Sonja's expulsion from Clockwater into her families expulsion from Clockwater, and when Sonja saw her father give up the fight against Ayondale, that was the line. As the bearer of the family crest, she took it upon herself to restore the status of her family and enact her revenge against Professor Ayondale. She sought out those who were also slighted by the professor and joined their plan for the ultimate revenge: beating him at his own game, the Great Holy Grail War.
While her early life was interesting relative to the average person, it was rather bland for a magus. There's not much worth mentioning: she went to a public school during the day and pursued her studies as a magus under her Mage's Association father by night, to average success. When she was 14, once the Tiedeman family had gathered more wealth, she was moved into a private school with a curriculum that allowed a greater focus on her magecraft; during this period, she struggled in school due to the reduced focus on it, although eventually started showing increased promise in her magecraft. Four months before her final exams in her senior year, she was assessed to become a member of the mages association, where she later received an offer to continue her studies as a magus full-time once she graduated from her conventional school. After she passed her final exams with average marks, she went on to join the Clocktower. With this, as a rite of passage of sorts, she inherited the last her family's magic crest from her father, which she had gradually been receiving over her childhood; the crest is on her left shoulder, running up to the crook of the neck and down the upper arm.
Initially, Sonja found success in her studies at the Clocktower. She did well, certainly better than she did at school, and found a renewed passion in her magecraft studies. This unfortunately ground to a halt when she was moved to Lord Professor Ayondale's class. As it were, Ayondale was at odds with her father for his prior relation to the Soviet Bloc's knockoff mages association formed during the Cold War. She initially - briefly - did well underneath him, or at least until Ayondale put the dots together. The feud escalated when Ayondale found out that Sonja was the daughter of her father; despite this, she made her best efforts to put ice on it and bear what was left, although her grades gradually continued to plummet towards the point of disgrace even despite her increased studies to try and make the gap.
The conflict between Sonja and Ayondale came to a head when, after a shamefully - if not questionably - low grade, Sonja was brought to the front of the class and chided in front of it. This progressed to Ayondale slandering her father and even her family, which progressed deeper into personal territory and defamation before eventually, in an act of boiling over, she took a globe from the professors desk and started to beat him with it. While the damage was minimal as she was promptly restrained, the globe was shattered over his head and the defiance was done in front of the whole class. This led to war, which led to her being suspended indefinitely while a case for her expulsion was considered. Initially, this sent Sonja into a state of partial depression, where she leaned more heavily into her smoking vice and found herself metaphorically lost. When Ayondale moved the motion from Sonja's expulsion from Clockwater into her families expulsion from Clockwater, and when Sonja saw her father give up the fight against Ayondale, that was the line. As the bearer of the family crest, she took it upon herself to restore the status of her family and enact her revenge against Professor Ayondale. She sought out those who were also slighted by the professor and joined their plan for the ultimate revenge: beating him at his own game, the Great Holy Grail War.
| Origin: |
Wander.
| Element: |
Water.
| School of magecraft: |
Flowing and transferring of power.
| List of skills and spells: |
- Healing magecraft - An assortment of healing spells, ranging from simple haemostatic spells to more complex spells allowing for micromanagement and acceleration of the bodies healing procedures. Cost is derived from the complexity of the procedure. All of her healing spells are contained within her magic crest.
- Routine - instant, 1 unit. Can affect injuries with no effect on a persons health. Examples include closing paper cuts and removing common wood splinters.
- Minor - near-instant, 3 units. Can affect injuries with a minor effect on a persons health. Examples include stopping minor bleeding, closing a skin-depth injury, purging a minor local infection, extracting small pieces of shrapnel, or treating the common cold.
- Moderate - active, 5 units. Can affect injuries with considerable effects on a persons health, although without any suggestion of lethality. Examples include stopping moderate bleeding, closing a fat-depth injury, purging a partially spread infection, fixing a simple bone fracture, removing significant pieces of shrapnel, or treating the flu.
- Severe - active, 15 units. Can affect injuries with significant suggestion of lethality, although still in the realm of possibility for successful treatment. Examples include stopping severe bleeding, closing a muscle-depth injury, purging a severe infection, fixing a complicated bone fracture removing major pieces of shrapnel, treating a severe disease, or providing life support to a critical patient.
- Daunting - active, 30 units. Can affect injuries with immediate suggestion of lethality that would require complicated surgery or a miracle to cure. Examples include repairing a damaged organ and battling cancer.
- Summon familiar - A spell that allows for the summoning of a Tiedeman familiar. These familiars, the trademark of the Tiedeman family, are magic constructs that resemble cut diamonds in the vague shape of their inspiration creature. While they have a variety of strengths and constitutions, they are simple in nature that blindly follow a list of predetermined directives with no room for free thought. The mental link between Sonja and her familiars allows her to update their directives at no expense, as long as they are within 3 kilometers.
- Lesser familiar - active, 3 units per summon, permanent until discast or destroyed. A small and fragile familiar which is often used for observation and reconnaissance. Normally modeled after sparrows, rodents and cats.
- Familiar - active, 15 units per summon, permanent until discast or destroyed. A versatile familiar with reliable strength and constitution. Normally modeled after humans, wolves and lions.
- Greater familiar - active, 30 units per summon, permanent until discast or destroyed. A large and strong familiar which is often used for laboring and heavy combat. Normally modeled after ogres and gryphons.
- Transference of consciousness - active, 10 units per cast, permanent until discast, the target is destroyed or unconscious, or the caster's body is disturbed. A spell that allows the magus to transmit their consciousness onto another creature or object. Often used on simple familiar to control them or on inanimate objects to get another perspective. If the target has its own soul and personality, control of the target body remains with the creature.
| Mystic Codes: |
None.
| Circuit Quality: |
B.
| Circuit Quantity: |
D+.
| Number of circuits: |
20, with 8 stubs each.
| Od (units): |
115.
| Maximum circuit capacity: |
180.
Red Faction Servants
"This is my rebellion against my beautiful father! A Saber against the world!"
Class: Saber
True Name: Mordred
Master: Leon Winchester
Gender: Female
Alignment: Chaotic Neutral
Height/Weight: 154cm/42kg
Stats:
- STR: B+
- END: A
- AGL: B
- MAG: B
- LCK: D
Class Skills:
- Magic Resistance (B)
- Riding (B)
Personal Skills:
- Instinct (B)
- Mana Burst (A)
- Battle Continuation (B)
- Charisma (C-)
Noble Phantasm(s):
- Name: Clarent
- Title: Radiant and Brilliant Royal Sword
- Rank: B
- Type: Anti-Unit
- Range: 2m
- Description: Clarent: Radiant and Brilliant Royal Sword ( 燦然と輝く王剣クラレント , Sanzen to Kagayaku Ō-kenKurarento ?) is Mordred's sword, originally stored away by King Arthur in the armory of Camelot. Described as "more dazzling than any silver", it is an ornate, sparkling white silver sword adorned with splendid decorations, acting as a symbol of kingship denoting the right of succession of the throne. It is a treasured sword that has worth equal to, if not exceeding, Caliburn, that amplifies the authority of the king, the "king’s royal aura." It thus raises the owner's physical parameters by one rank and grants and raises the rank of the skill Charisma. It is normally a B-rank sword bestowed during the succession of kingship, but Mordred stole it without acknowledgement. She obtained it by breaking into the vaults of Camelot upon temporarily claiming the throne during her rebellion after inciting the incidents that drove her father to lead an expedition after the traitorous Lancelot. Due to this action, she was never acknowledged as a king, so the rank of the sword is lowered by one rank to C and does not grant her any of the normal bonuses while she wields it. She still came to favor utilizing it due to it being a "sword that symbolizes royalty" and can still utilize its ability of "amplification." As an application of Mana Burst, she is able to drive her excessive hatred into the sword and amplify it to utilize Clarent Blood Arthur. Due to being summoned in Britain Clarent has unlocked into a B Rank Sword once more unleashing it's full potential.
- Name: Clarent Blood Arthur
- Title: Rebellion Against My Beautiful Father
- Type: Anti-Army
- Rank: A+
- Range: 1~50m, with a blast radius significantly exceeding this
- Maximum Number of Targets: Incalculable
- Description: Clarent Blood Arthur: Rebellion Against My Beautiful Father ( 我が麗しき父への叛逆クラレント・ブラッドアーサー , Waga Uruwashiki Chichi e no HangyakuKurarento Buraddo Āsā ?) is the full power released form of Clarent utilized by Mordred, a transformation into an evil sword of hatred upon the condition of her holding it. It is not the proper nature of the sword, but an effect of the episode in Mordred's legend where she had stolen the sword from King Arthur's armory and then later used it to deal a fatal blow to her father. It is an application of Mana Burst that allows her to force her excessive hatred for her father into the sword in the form of magical energy, and then the sword amplifies it and allows it to be launched as an attack. It manifests red lightning, her twisted feelings for her father that have been amplified by the sword, and directs it at the opponent. Mordred feels the weapon possesses a "curse‐like glory", not allowing herself to be defeated by anyone who is not her father, and even more so, not permitting for the sword that delivered a fatal blow to her father to fail in killing an opponent. Compared to the pride felt by other Heroic Spirits, it being crowned with the name of her father makes it more akin to a grudge in Mordred's case. Should she make peace with her discord towards her father, even one-sidedly as in the Great Holy Grail War, she can still launch the attack regardless of her feelings towards her father as an innate talent inherited from the blood of the King of Knights. Upon utilizing it, she takes a stance, while at the same time her helmet, Secret of Pedigree, is removed due to the requirement of it being released before she can use the attack. The space around her and the sword becomes stained with dark red blood, and the blade of the sword, enveloped by the radiance of blood, gives off strange violent and furious sounds and begins to transform. Changing from Clarent's normally pure and beautiful form, her great hatred transfigures the sword into that of a sinister and wicked blade befitting a demon, a "demonic sword of calamity". Transformed into a grotesque and unsightly form, red lightning flickers through the surroundings as it is clad in her wanton hatred. Upon raising the sword, she releases the blood radiance upon the enemy as a flash of light, a surging wave with the simple purpose of destruction. It releases a straight line of crimson lightning from the tip of her sword, destroying all in its path. Utilizing it takes a great deal of energy, giving her intense pain throughout her body, but her Master's competency allows her the strength to move immediately after utilizing it.
- Name: Secret of Pedigree
- Title: Helm of Hidden Infidelity
- Type: Anti-Unit (Self)
- Rank: C
- Range: N/A
- Maximum Number of Targets: 1
- Description: Secret of Pedigree: Helm of Hidden Infidelity ( 不貞隠しの兜シークレット・オブ・ペディグリー , Futei Kakushi no KabutoShīkuretto obu Pedigurī ?) is the helmet of Mordred given to her by Morgan along with the words "You must not remove", told to wear at all times in order to keep her identity and lineage a secret. Manifesting from the fact that it was never once removed in public until her final fight with King Arthur, it hides certain sections of her parameters, even from her own Master, making it hard to discern even her gender when coupled with her full body armor. Her basic parameters and class skills can be seen, but her personality and true name as a Heroic Spirit, innate skills, and data on her Noble Phantasms are hidden and cannot be read. Masking anything related to her true name, Darnic Prestone Yggdmillennia has a feeling that he can recognize her abilities and the design of her sword, but it seems like he is prevented from recollecting the information. Her statistics and data are only released upon "taking off" the helmet while it is "set" in her armor. She can remove both the helmet and her armor and clothe herself in modern attire while still hiding her identity. The concealment will continue to function even without the helmet so long as she does not hold her weapon. The helm can be removed at will when utilized in battle, splitting in two down the middle and merging into her armor. This is required for the use of Clarent Blood Arthur, so she must reveal her face should she wish to utilize it.
Class:
Archer
True Name:
Balthasar Gérard
Master:
James Hartnet
Gender:
Male
Alignment:
Lawful Neutral
Height and weight:
178 centimeters, weighing approximately 72 kilograms
Strength: D
Endurance: B-
Agility: B
Magic: E+
Luck: D-
Class skills:
- Independent Action - A: Allows the Servant to stay in the world for approximately a week without a Master, without excessive magical energy consumption. In life, Balthasar acted alone in his service to both his monarch and to his god, even to the bitter end.
- Magic Resistance - E: Cannot cancel spells, but magic damage is reduced somewhat. While Magic Resistance is a trademark for the Saber, Archer and Lancer classes, Balthasar was scarcely exposed to magic in life; hence, the bare minimum resistance.
Personal skills:
- Unyielding Will - A: Represents extremely firm will that never yields to any sort of agony, despair or circumstances. Possesses resistance against physical and mental damage, although doesn't resist against attacks aimed at beguiling others. After Balthasar was captured by the men of the dead William I of Orange, he was subjected to outlandish torture even for the standards of the time; through it all, from the beginning to his execution, he was always calm and collected.
- Battle Continuation - B: Allows for the continuation of combat after mortal wounds. Allows the Servant to fight even with severe injuries. While Balthasar unfortunately did not have the chance to practice this skill in life due to his capture, his steadfast will and pain tolerance is well known through his other feats.
- Espionage - D: Causes others to mistake the Servant's status, although does not conceal the Servant from detection. At this rank, the Servant is misunderstood strictly as a neutral Servant, reflecting Balthasar's method for assassinating William I of Orange. The skill loses its effect when the Servant attacks directly and regains its effect once the servant has either successfully escaped or won the battle.
Noble Phantasms:
- Name: Legacy of Gérard
Title: Mysterious Bane of William the Silent
Type: Anti-Unit
Rank: C+
Range: 75m
Maximum number of targets: 1, although a shot penetrating an unarmored target may proceed to strike a second.
Description: A single wheellock riding pistol, the very one used to assassinate William the Silent. While recorded history would teach that two pistols were used to assassinate William the Silent, only one pistol was ever recovered, and old witness accounts held in the archives of the Clocktower would suggest that the same pistol fired twice in succession to assassinate the revolutionary. While the truth is unclear, the legend gave form to the Legacy of Gérard: a pistol that reloads itself, allowing for successive fire at the wielders foes. The reload process occurs magically and takes approximately a second and a half to complete, at the cost of 2 units per shot. The lingering magical energy from the reload process remains with the shot, activating upon contact with the first object struck, regardless of what it is; when the magical energy activates, it guides the shot through the struck object and provides it with extra force to proceed through at full speed, allowing it to go straight through armor, an unarmored enemy, or even a wall at no loss of momentum. This can only occur once per shot as the lingering magical energy is consumed entirely for a single penetration. - Name: Kingslayer
Title: As David to Goliath
Type: Anti-Unit
Rank: C+
Range: 75m
Maximum number of targets: 1, although more may be caught in the blast cone if positioned in a tight group.
Description: A single shot fired from the weapon, loosely based on the shot that killed William the Silent. After being fired from the weapon, the shot will - if true to its mark - begin rapidly duplicating itself once within 5 meters of the target, from which the duplication will also duplicate until the mark is met or passed. Each shot is a full ball in and of itself, enhanced in its impact damage by the lingering magical energy from the duplication process. The outcome is a magical shotgun blast, capable of dealing severe or even lethal damage if enough shots connect. Due to the nature of the duplication trigger, a target running at the shot might only be struck by two or four shots if they are running towards the oncoming shot, whereas a target running away might he struck with sixteen or thirty-two; hence, using the Noble Phantasm against a fleeing target is the most lethal option. Each use consumes 350 units, the majority of the servants 600 units total. It should be noted that Kingslayer doesn't share the armor piercing quality of Legacy of Gerard as the duplication process, merely a part of the full reload process, doesn't produce as much byproduct magical energy as the complete reload process: instead, the lingering energy is instead used to amplify the impact damage of each individual duplicated shot. With enough duplicated shots, a full Kingslayer blast could blow a hole clean into a wall, or the sheer force of multiple impacts could inflict severe blunt trauma against an armored target from the sheer impact and even outright shred the armor off.
Lancer
"In hoc signo vinces."
True Name: Constantine the Great, The Thirteenth Apostle, Champion of Christendom.
Master: Morgana Ironholdt
Gender: Male
Alignment: Neutral Good
Height/Weight: 170 cm / 57 kg
Stats
STR: B
END: C
AGI: B+
MGI: B
LCK: A+
Class Skills
Magic Resistance: A
Power to neutralize the effects of Magecraft aimed against oneself. At this level, all spells below A-rank are nullified, making the Servant virtually untouchable to modern Magi. With this level of defense against sorcery, it would scarcely be an exaggeration to term the Servant a "Magus Killer." Lancer's rank is particularly high due to the divine protection granted to him by numerous Gods and his second Noble Phantasm that protects him from harm through the relic taken out of the True Cross.
Personal Skills
Saint: A
A skill possessed by those acknowledged as a Saint. When summoned as a Servant, the ability of saint is selected one among "raising the effectiveness of sacraments", "automatic HP recovery", "1 Rank-Up to Charisma" and "production of a holy shroud is possible". Lancer is recognized as a Saint equal to the Apostles by the Orthodox Church for being an important historical figure who was the first Roman emperor to claim conversion to Christianity and ceasing the persecution of Christians in the Roman Empire, a turning point for Early Christianity, sometimes referred to as the Triumph of the Church, the Peace of the Church, or the Constantinian Shift.
Divine Protection: A
A skill that grants the user the quick-wittedness and brute strength to defeat enemies unaided. It is a sign that the owner is protected by beings of higher existence. During his life time, Lancer was popularly believed to have had the supernatural guidance of numerous Gods and Goddesses. He was believed to have had the affections of both Apollo and Victoria who had granted him golden laurel wreaths of good health and long reign. It was even said that he was granted the ''rule of the World'' by Apollo. More importantly, however, is the affection granted to him by the Christ who aided him in the battle against Maxentius.
Duality: B
A skill similar to that of Innocent Monster. It is possessed by those containing two conflicting personalities - often created as a result of a false picture painted of the individual by the minds of the people. Constantine, who is revered as a Saint, possesses a second personality - which is that of a cruel, self-righteous tyrant. This is a picture of Constantine that many scholars have tried to depict ever since the discovery of anti-Constantinian sources. As such, upon being summoned as a Servant, Lancer is constantly suppressing a second "him" who is trying to come to the surface and tempt Lancer to relieve himself in wordly pleasures. When fighting a battle with personal intentions - such as anger or hatred towards the other individual - Lancer is granted a Rank Up in STR and his strikes become more aggressive and cruel in nature - as if he were a butcher instead of a knight. During this change, Constantine's eyes also change from a light azure to a deep crimson. In exchange when fighting such a battle, the personal skill Saint is locked away and two Rank Downs in LCK is activated. Because of this skill, Lancer is not applicable for the Ruler class.
Charisma: B
A composite skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles. At this rank, it is sufficient to lead a nation as its King. The morale of the military forces he commands is extremely high. Lancer ruled over the Roman Empire and instilled great loyalty into his people to the point that his men were unwilling to betray Constantine even when they were offered money by the opposing side. He was a king loved by many and was even referred to as the "Greatest Augustus" of his time.
Military Tactics: B
Tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm. Lancer was a magnificent military leader who led numerous successful military campaigns during his life-time. Notably, he utterly destroyed any of the opposing Roman emperors and rebels that were trying to take him down from power. Maximian, Licinius, and most importantly Maxentius all suffered major defeats at the hands of Lancer contrary to the belief of his generals and strategists who thought Constantine had unfavourable chances against Maxentius whose army was twice as large. Furthermore, he pursed successful campaigns against the tribes on the Roman frontiers - such as the Franks, the Alamanni, the Goths and the Sarmantians - and even resettled territories abandoned by his predecessors during the Crisis of the 3rd Century.
Noble Phantasms
Constantine is summoned with a full set of silver plate armor as well as a short spear, both ordained as holy sacraments of the lowest order. Aside from that, they serve only as normal armaments many Servants tend to be summoned with.
Helmet of Constantine
Relic of the True Cross
Type: Anti-Unit (Self)
Rank: B
Range: 2 - 3
Maximum Number of Targets: 1
Relic of the True Cross
Type: Anti-Unit (Self)
Rank: B
Range: 2 - 3
Maximum Number of Targets: 1
A helmet worn by the emperor Constantine which was featured in his royal iconography. According to legend, the materials of which the helmet was crafted in included those of relics found in the Holy Land by his mother Saint Helena. Most notably, his helmet contained a single nail taken out of the True Cross that Jesus was crucified on. By including the nail in the helmet's creation, it was said that Constantine would be protected from any harm arriving his way.
According to Saint Helena, the purpose of the nail was to protect her son Constantine from any darts raining towards him by the intervention of the Lord Almighty himself. When manifested as a Noble Phantasm, this helmet grants Constantine absolute protection against enemy arrows and bullets. Not through the process of negating, but through the process of averting. Because Constantine is protected by the Lord himself, he is surrounded in an absolute shroud that is inscribed with the command "No dart may approach my domain", forcing any arrows to evade Constantine regardless of their magnitude.
Because of this, Constantine possesses absolute dominance over fights with those of the Archer class, effectively shutting down their preferred way of fighting - long ranged combat. This, however, is applied only in a certain range. Any arrow that enters the range of ~3 around Constantine will instantly be averted into another direction from him, but if the Archer in question were to enter a close combat with Constantine that is closer than the ~2 range, the helmet will be unable to avert the arrow and Constantine will be forced to face the full blunt of it head on. Of course, since Constantine is a powerful Servant of the Lancer class and he is highly competent at close ranged combat, it wouldn't be a wise idea for an Archer to enter into such close combat with him. They will likely be cut down immediately. There are, however, exceptions to this such as Arjuna who possesses immense power in close combat despite being a Servant of the Archer class which's main style of fighting is long range. While this Noble Phantasm is active, it drains around 5 units of magical energy every other turn, putting only a minor strain in Constantine's mana reserves
Longinus
Holy Lance of Destiny
Type: Anti-Fortress, Anti-Divine
Rank: EX
Range: 1 - 60
Maximum Number of Targets: 1000
Holy Lance of Destiny
Type: Anti-Fortress, Anti-Divine
Rank: EX
Range: 1 - 60
Maximum Number of Targets: 1000
Constantine's most powerful Noble Phantasm and the reason he was summoned under the Lancer class. It is the Holy Lance that pierced the side of Christ named after the centurion who wielded the Lance, and is regarded in the same light as The Lion King's Rhongomyniad. Constantine has this Noble Phantasm in his possession along with other relics considered the holiest objects of Christendom in his time, which also included the True Cross which Christ was crucified on, and the Rod of Moses, granted to Moses by God. While Constantine never wielded Longinus to battle in his lifetime, nor was he the original wielder of the Lance, his status as "Christianity's Champion" allows him to wield this as a Noble Phantasm.
Longinus boasts tremendous power, and even just manifesting it normally costs 400 units of magical energy. Said to show its wielder visions of the future and even tempt them to achieve such goals, Longinus grants Constantine the Clairvoyance skill at Rank A when wielded. As an added effect, the temptations of Longinus has a chance to activate Constantine's Duality skill, the chance increasing whenever Constantine uses the future-seeing capabilities of Longinus. Because of this property, Constantine loathes using this Noble Phantasm unless it is the most dire of circumstances.
Coated in the blood of Christ, Longinus deals extra damage to those Heroic Spirits with Divinity, ranging from just twice the amount of damage to those with the lowest rank in Divinity up to ten-fold its amount of damage to those with the rank of A in Divinity. The Anti-Divine property of this spear comes not from the slaying of Christ, as this Lance never actually slew Christ, but the confirmation of his death, which further confirmed the end of the Age of Gods. Similar to The Spear That Shines to the Ends of Earth, this Holy Lance is only a shadow of its true form; A tower of light that acts as one of the anchors that fasten together the skins of the planet, existing to ensure the World's stability.
When the true name of this Holy Lance is evoked, its true form begins to manifest. A bright, holy light begins to shine from the spear as Constantine begins to ascend towards the sky, up to the heavens. Raising Longinus in the air, holy light continues to flow through the spear. Once enough magical energy is expended, Constantine begins to descend towards his target, the holy light of Longinus intensifying more and more as it makes its descent, until the lance finally strikes its target. Once struck, Longinus emits an awe-inspiring flash of light, leaving naught but destruction in its wake, scorching the earth below and leaving glowing fissures at its wake. The sheer destructive power of this Holy Lance can leave even the mightiest of fortresses disheveled, and should only be used with the intent to avoid as much collateral damage as possible. Invoking this ability uses a vast amount of magical energy proportionate to the amount Constantine currently has once invoked, its full power using as much as 1500 units of magical energy. Usage of this ability guarantees that Constantine is taken out of commission for a few days, up to the span of a week, in order to recover his magical energy.
It is said that whoever wields Longinus possesses the power to conquer the entire world. As such, it is only natural that this Holy Lance tempts the bloodthirsty conqueror within Constantine, and perhaps even permanently shifting his noble personality to such a distorted view. It is also said that if one were to lose Longinus, their life would end. While Constantine never lost Longinus in his lifetime, the power of this curse still effects him to some extent. Should there come an event where Constantine were to ever lose this Noble Phantasm from his possession, then all his skills will be sealed, and his Luck will receive a Rank Down to the lowest rank possible.
It is said that Constantine also possesses a third Noble Phantasm, Ecclesia Sancti Sepulchri, which allows Constantine to manifest the holiest sight in Christianity as a Reality Marble. Due to mana constraints as well as his current Master, this Noble Phantasm is far out of reach for Constantine to use.
Class: Raidah
True Name: Temäidjin Genghis Khan
Master: Ilse Koenig
Gender: Female
Alignment: Chaotic Good
Height/Weight: 5'6 / 132lbs
Stats:
STR: C+
END: C
AGL: B+
MAG: B-
LCK: D-
Class Skills:
-Riding: A+
A true mongol master any horse, and can bring out the full potential of it's control. And Genghis is no less than the truest of true mongols, able to control any mount within the real world with ease.
-Magical Resistance: C
Although few knows how she was born, some claim a clot of blood and meat appeared alongside her. It is a sign for someone destined to greatness amongst the shamanistic Mongols, as well as a blessing from the eternal blue sky. And Genghis' blessing was a soft resistance to magical users, capable of dispelling low-rank spells with ease.
Personal Skills:
-Aptitude for Slaughter: B
The endless raids of mongol invaders were synonymous with slaughter, the intention to massacrate corrupted minds for the greater good followed Genghis. And Genghis perfected the art. By using her crafty techniques and methods, she'll utilize her wits to equip her arrows with various substances depending on the situation, be it mild paralyctic poison for specific targets or explosives for groups of foes, giving them a lethal sting to her barbed arrows.
-Military Tactics: B+
Genghis is a brilliant tactical mind, born in a world of savagery and nomadry. The first woman to pierce through the mighty Wall of China, as well as assimilate large landscapes under her banner, she's known to bring forth waves of hurt against enemy forces. As such, when in combat against an Anti-Army or Anti-Fortress Noble Phantasm, she recieves a combat bonus.
-Charisma: A
It was neither strength nor technological advantages nor strategical minds that truly brought the Mongol Empire to life, it was Ghengis' skill with words and diplomacy that gathered the hordes together under one frightening banner. And her ability to bring life to any dreading warrior was unrivaled all over Eurasia.
Noble Phantasm(s):
Name: Tsugaan Mori
Title: My Spoils of War, Ride Forth
Type: Anti-Army
Rank: B
Range: N/A
Maximum Number of Targets: N/A
Description: Genghis just like her people loved collecting horses and trading with them. Over her years, she collected a grand scale of beautiful, white manes and mares that she even took along with her in death. And now, ressurected as a Noble Phantasm, when Genghis blows her mighty warhorn, her trusted steeds appear beside her and follow her wherever she rides, amounting to a great charge equal to her hordes' conquest over the Arabian world. As a grand ocean of white, any viewer is both awed and frightened by this seemingly divine-looking charge, the clashing white waves crashing onto her enemy.
Name: Chagaan Chad
Title: The Mighty Bow Of The Horsewoman Conqueror
Type: Anti-Army
Rank: A
Range: 150m
Maximum Number of Targets: Uncertain
Description: The bow that Genghis crafted in early days and that long outlived her own body, this mighty bow is known for it's ability to fire arrows at a highly rapid pace. And when truly unleashed, every arrow fired doubles up in amount of arrows every 0.1 seconds, releasing a torrential volley matching that of her massive hordes' arrow volleys over longer distances. Given that her standard arrows fly about 100 meters a second, an enemy standing estimately 100 meters away will face a dominant rain of about 1024 arrows, whereas closer enemies will face lesser but far more pinpoint accurate arrows. A truly terrifying weapon, worthy of a general and commander that took the small nomadic people into forming the greatest knit-together empire the world has ever seen.
Name: Tseneglegch
Title: Steed Of The Conqueror
Type: Anti-Unit (Mount)
Rank: A
Range: N/A
Maximum Number of Targets: N/A
Description: The prideful steed that Genghis rides, the steed she rode into the conquest of China, is a beautiful, white horse much like her other beloved mounts. When this mighty warhorse rides into battle, the sounds of a Mongolian cavalry charge echoes through the areas, as if their entire army joins Genghis in battle. The very sound itself is enough to shake up even the most calm and collected minds, filling them with doubt, fear and worry, and the rupturing volume up close is enough to even dull out the enemy's sense of hearing.
"I've out-smarted kings and conquered the sky, but I still couldn't save my daughter. I will not fail again."
Class: Caster
True Name: Daedalus
Master: Olympia Whitehall
Gender: Male
Alignment: Neutral Good
Height/Weight: 183cm/82 kg
Stats:
- STR: E
- END: E
- AGL: D (B)
- MAG: A
- LCK: C
Class Skills:
- Territory Creation (B): Allows creation of a 'workshop'.
Personal Skills:
- Divinity (D) (Sealed)
- Natural Born Genius (B)
- Innovation (EX)
Noble Phantasm(s):
- Name: Khaos Labyrinthos
- Title: The Twisting Stone Prison
- Type: Anti-Army
- Rank: EX
- Range: 1.6km
- Maximum Number of Targets: All within range
- Description: Recreating one of his most infamous works of architecture, He and all other Masters and Servants around him are trapped in a sprawling, treacherous Labyrinth, rigged with traps and complex mazes that are immune to most forms of damage. Lasts until either his enemies or Daedalus himself is defeated, although it can also be dispelled manually. A 'Workshop' must be built using Territory Creation, and Daedalus himself must channel substantial amounts of Mana, at least 2000 points, meaning he must borrow Mana from an external source. Only attacks of B rank or higher can damage the Labyrinth once it is formed.
- Name: Alítheia Fterá
- Title: True Miracle of Flight
- Type: Support
- Rank: B
- Range: N/A
- Maximum Number of Targets: 1 (self)
- Description: Blessed by the Goddess of Wisdom Athena, Daedalus can spread a pair of organic, magically enhanced wings to fly freely through the air with a low Mana cost, which also grants his Agility a passive boost to Rank B even whilst not in flight. Depending on how much Mana he is feeding into the wing, he can fly at almost supersonic speeds and can block attacks up to rank B Noble Phantasms. Unseals his Divinity Skill for the duration of the Noble Phantasm. Costs 100 Units of Mana for every 30 minutes it is active.
- Name: Axios Architékton
- Title: Olympian Construct
- Type: Support
- Rank: A+
- Range: 15m
- Maximum Number of Targets: N/A
- Description: A skilled inventor and accomplished architect, this Noble Phantasm replaces his Item Creation Skill and gives Daedalus the ability to create and freely control magi-mechanical constructs, each equal to low-ranked (C/D) Noble Phantasms of their own. These constructs can take any form he can envision, including modern weapons and even mechanical creatures. The Noble Phantasm consumes 1500 Units of Mana, which it can distribute amongst multiple constructs.[D Rank - 300 units]
Small to Mid-sized Creatures like Birds or Wolves
Simple/Lower Powered weapons like Swords and small firearms
[C Rank - 500 Units]
Mid to Large Creatures like Bulls and Wyverns
Complex or High powered weapons like Large firearms or Conceptual weapons
Talos - Utility Form (designed for practical use, not combat. 168cm tall)
[B Rank - 700 Units]
Large Weapons like Cannons or imitations Noble Phantasms of the same rank
[A+ Rank - 1200]
Talos - Armoured Form (Designed for defence and open combat, between 3m and 12m tall depending on requirement)
"Hey, wanna know what happens if we mix this poison with this one? Oh, you're dead. I swear, the poison shouldn't have acted that fast. Eh, the more you know I guess."
Class: Assassin
True Name: Locusta the Poisoner
Master: Albert Prelati, the Lord of the Squid
Gender: Female
Alignment: Chaotic Neutral
Height/Weight: 163cm 58kg
Stats:
- STR: E
- END: E+
- AGL: A
- MAG: C
- LCK: A+
Class Skills:
- Presence Concealment (C+): Hides one's presence as a Servant. Suitable for spying. The rank of Presence Concealment drops considerably when preparing to attack. Attack condition does not apply to the act of poisoning something. Rises to EX when she is under the effects of her Noble Phantasm.
Personal Skills:
- Oath to Empire (A+): A skill that represents Locusta offering her services as an assassin to the Roman Empire and the position she held within it. It is a skill that can be seen as a double edged sword, allowing her to swear an oath of servitude towards an individual. By doing so, any task she performs on the behalf of that individual results in her receiving a plus modifier in a random stat while that task is being performed. Only one task can be active at any one time. The downside of this skill is that Locusta must follow the given task verbatim otherwise she recieves a heavy debuff to all parameters equivalent to a Roman death sentence.
- Disengage (A): Bonus effect of returning battle conditions to what they were at the beginning of the match.
- Independent Action (C)
- Imperial Poisoner (A+): A skill that involves in-depth knowledge about poisonous substances and their applications. At higher ranks, it is also common for the Servant to be able to produce these poisons at a relatively rapid pace from objects in the environment or produce them via magecraft. The Servant is also capable of reversing and nullifying the effects of poison on themselves and others as well (Poison Resistance).
Noble Phantasm(s):
- Name: Blossoming Death
- Title: Grand Wilting of the Flower of Life
- Type: Anti-Unit
- Rank: C+
- Range: 10m
- Maximum Number of Targets: 20 (any higher and their won't be enough toxins to guarantee lethality; this number can change with different toxins used)
- Description: A Noble Phantasm that represents a culmination of Locusta's life as the Imperial Poisoner of the Roman Empire and the effectiveness at which she did it with unnatural beauty. A large, tall flower bud around the size of a car in diameter is spawned. Upon blooming it becomes very noticeable from above due to the stark colouration it possesses. It then begins quickly spawning a large amount of airborne toxins (the effects varying depending on if it was treated with different toxins as a bud) that when inhaled (unless altered) cause heavy paralysis in Servants, Masters and humans alike. Continued inhalation leads to organ failure and death. The only exception are Servants, as their biology offers some resistance; this does not count however if the toxin is altered. They will then also suffer the additional effects if the altered poison is strong enough. The toxin has a short period of activeness upon exposure to the air and will quickly disappear after around ten minutes. The initial source flower also wilts rapidly in the few seconds after blooming, leaving no trace of the activation of the ability, besides the dead corpses. This skill is a double edged sword, as it does not differentiate friend from foe, though she is capable of rapidly curing those afflicted by it (she herself is completely immune to all forms of poison, so it does not affect her). Its cost is actually extremely low for a Noble Phantasm of its rank, allowing it to be used with little taxation on the Master. As such she is capable of using it purely from her own reserves.
- Name: World of Poison ~ Toxic Domain
- Title: Tainting of the greatest gift
- Type: Anti-Army
- Rank: A+ (without prep) -> A++ (at maximum radius)
- Range: From the centre, it has a minimum radius of 200 meters, to a maximum radius of 2km. The time taken to set up varies depending on the size with the smallest being near instant and the largest taking a day or so to prepare.
- Maximum Number of Targets: Varies depending on size
- Description: A bounded field that recreates Locusta's ideal world, a world full of poisons for her to indulge and use in her murderous methods against the masses. This inner world is situated on top of the outer world, so the foliage and fauna produced by this Noble Phantasm are still confined to the shape of the environment. Escape from the world of poisonous torment is difficult due to even the very air being a slow acting poison that slows down the fastest Servants. This slow-acting poison causes death after five minutes of constant exposure (fifteen if a Servant). Locusta can also control who is affected by this field, so it becomes an extremely potent way of locking down and killing opponents. Additionally, Locusta's Presence Concealment goes way up in rank, to the point where she becomes effectively invisible among the foliage and is capable of enacting a perfect surprise attack in order to poison or maim an individual so more toxin gets into their blood stream. A reflection of her halcyon days as Imperial Poisoner, this Noble Phantasm allows her to strike invisibly with potent poison at her leisure. Finally, this Bounded Field can be sustained for up to twenty minutes, its only prerequisites being that the Master has enough mana to supply it and that Locusta is given a few minutes to prepare to create the field. Once up, it is capable of encompassing a lot of space in terms of city blocks. Dispelling the Noble Phantasm removes all traces of the plant and animal life. However, buildings that have been cracked or damaged due to overgrowth remain damaged, making this Noble Phantasm a huge announcement of her presence. Cost varies depending on size.
Other: Her hand weapon of choice is a common farmers hand sickle, used to harvest crops... and in this case, lives.
"Golden Boy"
Class - BerserkerTrue Name - Sakata Kintoki
Master - Sonja Tiedeman
Gender - Male
Alignment - Lawful Good
Height/Weight - 190cm/88kg
Parameters
STR - A+END - B
AGI - B
MAG - C
LCK - C
Class Skills
Madness Enhancement - EA Luck Check is performed whenever damage is received, failure results in him going wild and parameters except MAG and LCK are raised. On that occasion, his whole body becomes red.
Divinity - D
Divine Spirit aptitude that comes from origins as a thunder deity's son. Because his mother was a man-eating mountain witch, the rank is low. It will rarely activate as resistance in regards to the attack of Heroic Spirits that possess thunder deity-lineage roots and legends.
Personal Skills
Monstrous Strength - A+Grants a rank up to his STR parameter. Originally it is a Skill possessed by monsters and beasts, but Kintoki is the son of Raijin as a red dragon and his mother is a cannibal mountain witch, making him possess this Skill at a very high rank.
Natural Body - A
Naturally, he has a complete (golden) body as a living being. Grants a plus modifier to his STR. Furthermore, even without training he's still beyond brawny. No matter how many calories he ingests, his body shape will not change.
Animal Dialogue - C
Since it's not like the intellect of the animals improve, very complex nuances are not conveyed. Even then, maybe because Kintoki's mental structure is close to animals, they strangely get into a mutual understanding.
Noble Phantasm
Golden Eater
GOLDENRank - B
Type - Anti-Unit
Range - 1
Maximum Number of Targets - 1
Description - A huge Masakari axe that carries the power of the thunder deity and cannot be handled without Kintoki's superhuman strength. This Noble Phantasm probably did not have this shape originally. It is loaded with 15 cartridges with thunder put into them and its destructive power is raised with their detonation, although sometimes the cartridges gets jammed. There is probably a different true name, but Kintoki activates it with this name, even though this name is absolutely not the true name. Unreasonably golden.
Golden Spark
Golden ShockRank - C
Type - Anti-Unit (1 Cartridge) / Anti-Army (3 Cartridges)
Range - 1~4 (1 Cartridge) / 5~20 (3 Cartridges)
Maximum Number of Targets - 1 (1 Cartridge) / 50 (3 Cartridges)
Description - A Noble Phantasm that carries the power of the Raijin, loaded with 15 cartridges. Can be utilized as an Anti-Army Noble Phantasm by using 3 of the charges, releasing a flash of lightning that mows down surrounding enemies. The fact that it activates with a suspicious True Name is just like Golden Eater. The True Name is probably not this, but is activated with it regardless. Unreasonably golden.
Black Faction
Black Faction Masters
"Don't even bother pretending you children are on the same level as me. You'll only embarrass yourselves further."
Name: Arieh Ayondale
Gender: Male
Age: 50, though his appearance has been altered to look more youthful
Height/Weight: 186cm/80kg
Alignment: Neutral Evil
Personality: Make no mistake. This man is not just another aristocrat or spoiled nobleman like the late, great Lord El-Melloi I. Arieh Ayondale is dangerous. Petty, vindictive, vicious, and cruel, his list of crimes is extensive and goes back decades. However due to his natural charisma and his family's prestigious background, not many know of these things, and assume the face he puts on in public is the real deal. He cares little for anything, save for himself and his own accomplishments. To him, his time would be wasted on frivolous things like dreams or grand ambitions, and everything is simply a stepping stone for him to reach ever greater heights of fame and power. Even the Holy Grail War is nothing more than a tool to boost his social standing and prove his martial prowess. He is a man who regularly abuses those who put their trust in him, yet always escapes unharmed due to his riches and influence within the Clocktower. Truly this is the mentality of a man who views everyone and everything else as beneath him.
Background: The heir of a well-known and prestigious family within the Mage's Association, Arieh Ayondale was, until recently, a lecturer within the Departments of Spiritual Evocation and Alchemy. Then the succession crisis following the deaths of Lord Kayneth El-Melloi Archibald and Sola-Ui Sophia-Ri in the Fourth Holy Grail War happened, and suddenly "Professor" Ayondale's status seemed to shoot up overnight. Feeling an opportunity, he began working to present himself as the ideal candidate to replace the Sophia-Ris as the heads of the Department of Spiritual Evocation. Of course, in the event of such an abrupt collapse of an established family's power structure, the selection process to replace them and find a new Department Head is something that would normally take years, if not decades. However, Arieh Ayondale has somehow managed to distinguish himself as the primary leading candidate in only twenty years. This year, he intends to seal the deal by putting on a grand show for the rest of the Mage's Association. To prove his worthiness for the title of the head of the Department of Spiritual Evocation, he has spent many months and emptied countless bank accounts acquiring the disassembled pieces of the Fuyuki Grail, cleansing them, and attempting to reassemble it in a special location in Scotland, relatively close to the Clocktower. His plan seems to be to put on a grand show by summoning seven heroes of legend to fight to the death for the entertainment of the Clocktower's higher-ups, and he has spared no expense in gathering a large number of catalysts and selecting prominent mages who are loyal or sympathetic to his house to fill the roster. You are going to interrupt this perfectly pre-planned event, and turn Ayondale's mock show into a real Holy Grail War.
Origin: Filling
Element: Water, Wood
School of Magecraft: Necromancy, Witchcraft/Eastern Curses
List of Skills/Spells:
- Gandr
- Geis
- Voodoo Doll: A traditional-style curse using straw dolls consecrated with the blood, hair, or other bodily excretions of the victim. By attacking body parts on the doll corresponding to the victim, they can cause great agony to them remotely by means of sympathetic magic. Curiously, these voodoo dolls cannot actually be used to kill, only to cause severe pain and temporary paralysis.
- Spirit Ventriloquism: This spell requires one already have established command over a wraith. By giving it some of your hair or other bodily excretions infused with a magus' prana, the wraith can be made to speak for you at long distances, transmitting your voice to those around it.
- Summon Skeletal Soldiers: Costs 5 units per soldier.
- Raise Zombie (Human): Costs 10 units.
- Raise Zombie (Animal): Costs 2 units for small animals, 5 for large animals.
- Command Wraith: Costs 1 unit per wraith.
Mystic Codes:
- N/A
Circuit Quality: A
Circuit Quantity: A
Number of circuits: 50, with ten stubs each
Od (units): 250
Maximum circuit capacity: 500 units
Other: Wears a mask on one side of his face for reasons unknown.
Black Faction Servants
"Deus vult, infidel."
Class: Saber
True Name: Richard I
Master: Arieh Ayondale
Gender: Male
Alignment: Lawful Evil
Height/Weight: 196cm/91 kg
Stats:
- STR: A
- END: B
- AGL: B
- MAG: A
- LCK: D
Class Skills:
- Magic Resistance (B)
- Riding (B)
Personal Skills:
- Charisma (B)
- Golden Rule (C)
- King's Crusade (EX)A skill that represents the Third Crusade and Richard's ruthlessness towards his Saracen enemies. Conceptually derived from his actions during the Massacre at Ayyadieh, the King's Crusade inflicts crushing sensations of fear and dread on all magi and Servants of pagan origin that are within Richard's line of sight. Simply making eye contact is enough to activate this effect, although a sufficiently high rank in Bravery, Mad Enhancenent, or Mental Disorder/Pollution can negate or mitigate this effect somewhat. Furthermore, anyone who surrenders to Richard, whether in words, spirit, or actions, will be afflicted with a lasting curse that marks them as Richard's prisoner of war. Anyone bearing this curse is subject to the Noble Phantasm Vraie CroixSaladin's Choice, and can be beheaded by Richard at a whim at any place, any time, and behind any barrier, so long as it is within the same distance as Saladin's war camp was from Ayyadieh. All Richard must do to kill one of his prisoners is will it, and the curse will strike them down without speed or force, simply severing their head from their neck as if it had never been attached to begin with. Alternatively, he may ask them to serve him as a knight of the Holy Crusade. If they accept, the mark designates them as a crusader, and places them permanently under Richard's control. The aura of intimidation around him can be dispelled by magecraft, however the curse is permament once one is afflicted. However, it cannot kill Christians.
- Protection of the Faith (A+++)
Noble Phantasm(s):
- Name: Vraeie Croix
- Title: Saladin's Choice
- Type: Anti-Army
- Rank: B
- Range: Line of sight
- Maximum Number of Targets: 2600
- Description: See King's Crusade
- Name: [REDACTED]
- Title: [REDACTED]
- Type: [REDACTED]
- Rank: [REDACTED]
- Range: [REDACTED]
- Maximum Number of Targets: [REDACTED]
- Description: [REDACTED]