Name\Title: Lohengrin, Knight of the Swan/Knight of the Grail
Short Bio/Synopsis: The child of Sir Percival, one of the Knights of the Round Table, who was the original knight sent on a quest to recover the Holy Grail before Sir Galahad joined King Arthur's court. Through her father, Lohengrin inherited the guardianship of the Holy Grail's Castle, Corbenic. She became the new Grail King, tasked with safeguarding the most sacred cup. Sadly, she was never able to honor her father's wish to return it to King Arthur before the fall of Camelot.
Later on, she was tasked with protecting, Elsa, the daughter of the deceased Duke of Brabant, arriving there on a boat pulled by swans. Though she served and took care of her charge (even married her) for years, she was forbidden from revealing her identity to Elsa. One day, after being asked about her identity, Lohengrin finally answered the question before bidding farewell to Elsa, and stepping on her swan boat, never to be seen again.
Stats: STR B | END B | AGI A+ | MAN B | LCK A+ | NP B++
Class Skills:
Magic Resistance A: Lohengrin is blessed by the Holy Grail, granting her the highest rank in this skill.
Riding A: All vehicles and all creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts. This rank is high enough to have an aptitude for the Rider Class.
Personal Skills:
Knight of the Swan B: The Knight of the Swan is a gracious protector who'll never fail at defending their charge, but whose identity can never be known. This skill grants a bonus to their Agility as well as makes their identity and attributes a mystery even to their Master. Until they choose to reveal it summoning their Noble Phantasm's True Name in their Master's presence or outright speaking their own True Name to their Master it's impossible to discern which of the many heroes to hold the title of Knight of the Swan have been summoned. As long as their Master doesn't discover their identity, they can do any of the above and not lose the benefit of this skill.
Protection of the Holy Grail A: As long as she benefits from the Knight of the Swan's skill, Lohengrin also enjoys the blessings of the Holy Grail, granting her a bonus to Luck and increasing her Magic Resistance Skill.
Oath of the Protector B: Plus correction to encampment defense. Raises defense power of all members in an allied camp.
Noble Phantasm
Name/Tile: Corbenic, The Unbroken Holy Grail Sword
Rank: B++
Type: Anti Unit/Anti Army
Range: 1-50
Maximum Number of Targets: 1/100
Description: The sword that her father, Sir Percival, received from the Fisher King. It's a weapon made of glass-like steel whose power is reliant on the user's piousness and connection to the Holy Grail. It's said to represent the Holy Grail's Castle which was passed from the Fisher King to Sir Percival. I can be reformed, no matter how many times it's broken, as long as the wielder remains worthy of it.
It can be used in a number of ways, like shattering the blade, and shooting the shards at a target. Concentrate magical energy on the blade, to act as a Broken Phantasm, or fire a powerful beam of concentrated magical energy. The two later uses require it's True Name to be invoked, otherwise the blade won't reform itself after being broken, until it's name is called upon.
Misc/Other/Trivia:
Height: 164 cm
Weight: 52 kg
Alignment: Lawful Good
Likes: Beautiful things, silent people, sweets
Dislikes: Ugliness, people who ask too many questions, crossbowmen
She usually goes by Odette when she needs to give a name to others, even if revealing her identity to them wouldn't be detrimental to her. She just likes the Swan Lake that much. Funnily enough, there's a historical theory that Prince Siegfried from Swan Lake might be based on the real historical figure of King Ludwig II "The Fairy Tale King"/"The Swan King", none other than Wagner's patron and principal responsible for Lohengrin's opera upon which Schloss Neuschwanstein, "New Swanstone Castle", is deeply based. In other words, it's safe to say that Odette is a fitting name that Lohengrin can use as if it was her own.
"Dracomar, 'The Yellow King!' Stop urinating on my cape!"
Name\Title:
Nakahara Daisuke, "Lord of the Endless Hordes" (Self-given title, nobody uses it to his frustration.)
Short Bio/Synopsis:
Daichi was born to a fledgling Magus family, and while they lacked any real expectations from the child, he still managed to fall flat in their eyes. He was trained in Alchemy, Jewlecraft, and even Kabbalah, and could barely create the weakest of results. The only thing he performed well in, and the only thing he ever really liked related to magic, was Familiar magic - particularly binding them to his will. A magus that could only perform decently in a weak school of magic was not worth much, especially considering the fact that his family was doing it's best to begin setting up its own Magical Crest. When he turned 20, he was forced out of his parents home due to his acquisition of a particularly dangerous Familiar, and he took all the books on familiar magics he could get his hands on before he left. Six months later, and he is entering the Holy Grail War to acquire an even stronger minion - A Servant.
Daichi's origin has an extreme hold over his life, and because of this, it has tainted his personality tremendously - Daichi is arrogant and constantly exaggerates his own abilities and assets. He also holds those close to him in extremely high regard, going so far as to give most of his familiars a very elaborate title and backstory, as well as praise them for very minor feats. He spends most of his time pampering his menagerie of minions, despite many of them lacking any real intellect or personality.
Magecraft:
Daisuke has been trained almost exclusively in the school of Familiar magic. His magic circuits are inefficient at using most other forms of magic due to a mutation, and he has the origin of 'Lord.' Due to unknowingly following his origin to an extreme degree, Daichi's Affinity is also that of 'Lord.' Daichi has a rather large number of magic circuits given his background (15) that are of average quality, but the mana inside of them is extremely resistant to being used for anything other than maintaining and acquiring Familiars - for anything other than this, Daichi's circuit quality is pretty poor. Still, focusing all of his energies into studying familiars and the magic involved in using them has left Daisuke incredibly skilled in their usage.
Daisuke's education in magecraft was poor, considering it was almost entirely secondhand and self-taught from tomes he found in his family's library, but constant practice and the benefits of his origin has left him extremely potent in this regard. He recognizes many Phantasmal Species from appearance alone and has practiced making familiars so often that he can do it far faster and more efficiently than most Magus. He is a one-trick pony, and it's not a very good trick, but when it comes to information gathering and supplying warm bodies, Daisuke is nearly unparalleled.
Mystic Codes:
Refractory Crystal: A piece of crystal that seems to refract light - more specifically, it is designed to refract magic via an extremely specific formula. This crystal is so specialized that it can only be activated in a calm environment, as too much distraction ruins the concentration necessary to use it. When activated, it refracts beings made using Familiar magic, temporarily splitting a Familiar into a large number of weaker copies, all communicating via a Hive Mind. This is almost useless in combat, as it reduces a Familiar's already weak combat strength even further, but it does increase the scouting and errand-performing abilities tremendously, as all familiars are essentially the same mind in many bodies. This does not work on servants, and the destruction of a body will cause the familiar to take an appropriate level of damage when it recombines.
Tome of Beasts: A massive and unwieldy book that is tattered and stained in several places. It originally contained vast quantities of information on many types of Magical Beasts and Phantasmal Species, and can still be used to research these beings - not that it really matters since most phantasmal species aren't exactly common. Its main function is its ability to store the summoned creatures and familiars of its wielder within its pages. Both storing and releasing a creature costs a fair bit of mana, and it can only be done to creatures that are under the wielder's direct control, any mana dependent creature is moved into Imaginary Number Space - and because of this, it does not require the normal upkeep while it is inside the Tome. Servants are far too powerful to be affected by the Tome of Beasts, as it was designed to store far weaker existences than a servant.
Misc/Other/Trivia:
Daisuke could learn Alchemy since it is not very mana-intensive, but he chooses not to because he finds it too confusing.
Daisuke's strongest familiar, Survivor, behaves much better when around his Servant - almost as if it was trying to prove something to someone.
The nature of Survivor will put him at odds with the Church, should they discover it exists.
All of Daisuke's Familiars, other than Survivor, are simply animals he found and turned into Familiars. He wants to use a human's memories to create a familiar but has not had an opportunity to so.
Daichi has a penchant for giving nearly everything a corny and unnecessary title.
Special Boon: Survivor, "Champion of Evolution": A Daemon that Daisuke created from a wish and forced into his service. This creature normally resides within Daisuke's body but can exit at will and take on its true form, a mass of flesh that is composed of dozens of different animal parts, changing almost constantly. Survivor is capable of consuming a creature and incorporating the traits of the creature into its physiology at any later point in time, albeit at a lesser level than the original creature (wings capable of slowing a fall if it consumed a flying creature). Consuming multiple of the same type of creature will increase the 'level' of the trait, to a maximum of the base creatures normal abilities after consuming 10 of them. While this technically works on Magical Beasts, it is very unlikely that Survivor will ever encounter these beings, and most magical abilities would drain on Daisuke's mana. After consuming 10 creatures of the same species, Survivor is also able to perfectly mimic one of them - both in physiology as well as mannerisms. Survivor is a strong familiar, but it's still only a familiar - a Servant could kill it very easily, and many Magus can defeat it if they are cautious.
Survivor currently has the forms of a bee, spider, dog, pigeon, mole, and a snake.
Heir of a prestigious Magus family spawning six generations, Yuriko is a rising star amongst the students at London's Clock Tower. A powerful aristocrat despite her age, she handles matters with both etiquette and efficiency, yet manages to exude an aura of 'mischievous older sister' that can make her look either approachable or downright scary. Raised to be exemplar, she has accumulated a great amount of knowledge and experience in various disciplines over the years, some of which include fencing, piano and theatre. When it comes to modern technology, however, she's as incompetent as a certain family head from a parallel universe.
Like many other so-called artists, Yuriko works within the Department of Creation, where she assists with the fabrication of a specific type of 'Formal Wear', namely those that have to be worn as a piece of clothing, craft which has catapulted her family to fame generations ago. They are responsible for the design of the latest Holy Church's Combat Vests, although their relationship is purely professional, holding no strong ties.
She joins the Grail War out of a moral obligation to seek the Root, much to the dismay of anyone expecting a more original reason. She's the typical Magus who is absorbed in her research, follows an appropriate code of chivalry and quickly takes care of those who do not, while still finding time to spend on recreational purposes.
Cards on the Table
Magecraft
Though her noble heritage has granted her a good circuit quantity and composition as well as an affinity for the wind element, most of Yuriko's strength comes from her creations rather than her own power. As such, everything revolves around either helping in the development and maintenance of Mystic Codes or providing assistance that complements her style during combat. She's particularly proficient in the school of Material Transmutation, being considered a genius in the field of Reinforcement and Alteration. It only takes a few verses for her magecraft to be able to grant any piece of clothing the properties of both an armor and a talisman, although she believes that quick jobs are sloppy jobs. Combining magecraft with ancient sewing techniques, the result will certainly be more rewarding; and at her level of skill it can be done in a few days, whereas an experienced tailor mage would take weeks, if not months.
At some point during her stay at the Department of Creation, Yuriko decided to incorporate the art of puppetry into her arsenal. Though her talent at this school will never match [or come even close for that matter] that of certain Magus with the color designation of 'Orange', the manufacture of rudimentary puppets can aid her immensely in combat, providing the offensive tool that she's always lacked and having good sinergy well with the rest of her kit. At this time, she has enough anatomical knowledge to create powerful humanoid puppets, however, you'd have to be pretty far away to believe that one is the real thing.
Mystic Codes
Nexus: A set of black gloves with connecting threads of synthetic fiber between and at the tip of each of its fingers, reinforced enough to serve as a weapon both to capture and finish off opponents. In combination with Material Transmutation magecraft, it can be used in an outstanding number of practical and deadly ways.
Rudimentary Puppets: Though an enormous amount of work has been put into them and the complexity of their mechanisms is noteworthy, as is Yuriko's skill with them, they remain average in all parameters to the eyes of any Magus. They break with relative ease if their opponent is a supernatural fighter, but their stock can be replenished just as easily.
[MASTER BOON] Shūsoku (収束 Convergence): Yuriko's lifework. An alluring black dress enchanted with so many special functions that has the potential turn its wearer into a one-man army. Ranging from popular functions like auto-mapping, aim-assist, first aid and physical boost, to more exquisite options like magical energy storage, automatic spell-casting, adaptive armor, familiar/puppet remote control, among others, Convergence bring few new things to the table, instead assisting in things a Magus can already do by handling them itself so the wearer has their hands free to take care of more important things. Despite its appearance, it's a Formal Wear of the highest quality that protects the entire body. Its workings hold similarities to a super-computer, yet it's not a technological gadget, it's a Mystic Code built upon layers and layers of Magecraft Formula.
Trivia
The Sekimoto Family is also the owner of a successful Japanese clothing brand. They use this mundane business as a front in order to finance their craving for rare materials to be used on their supernatural products.
Hailing from Japan, she is familiar with the work of Eastern Magecraft and quite aware that the study of curses would only improve her capabilities. However, she has been hesitant about it, given the past experience the family has with that particular brand of magecraft.
After her mother fell victim to a potent curse of her own design as she tried to enchant a particular piece of clothing, Yuriko was left in charge of most of the family duties, including tailor-made requests to a great number of customers.
For her uniqueness and value to the Mage's Association, The Clock Tower has given the color designation of 'Black'. Regarding her capabilities as a Magus, she bears the rank of 'Pride'.
Short Bio/Synopsis: A rather nice person for a magus. She has a good sense of humor and a hard working, studious personality. In other words, she's a pretty run-off-the-mill person who just happens to do magic for a living.
She's a child from a family, or rather a coalition, of mages that is only tangentially connected to the Association. They practice classic alchemy, but don't deal with things like Magical Crests. Their thought process is that depending on Crests (and a heavy dose of inbreeding to keep their blood "pure") is why the Clock Tower mages lose their power at a rate that far exceeds that of places like Atlas and traditional practitioners who pass on their knowledge to the next generations through actual study and tutoring.
Since the faculties that they have the best relations with are Animusphere and Norwich, they usually send a few promising youths to study at those factions of the Clock Tower. Alexa specifically spent a lot of time in the Astromancy department, making extensive uses of their equipment. Whenever she wasn't doing that she could be found in Modern Magecraft Theories, attending the famous lessons from Lord Kayneth El-Melloi Archibald.
Magecraft: Alexa was born with the relatively common trait of Pure Eyes, allowing her to see things that shouldn't be visible. However, her main talent lies in a refined general knowledge of magecraft fundamentals, particularly, alchemy and astromancy, along with related fields like numerology and geometry.
She's very well knowledgeable in transmuting and reinforcing basic elements like stone and metals, and creating bounded fields. However, as expected of someone who's focused on the fundamentals, she isn't capable of matching the power of a magus who's deep into their own family research, or a dedicated practitioner of any foundation.
Some of her signature tricks include a mastery over basic spells (usually thought to be apprentice's tool by other magi) like Flash Air, Gradation Air, and Counter Magic. She also knows how to apply Alchemy's ability to generate light and electricity offensively, condensing it in an attack similar to the infamous Finn Shot (but better since this is a direct magical energy converted to physical energy "heat" attack), which she calls Flash Bullet. A fully charged blast can reach temperatures in the upwards of 1500 K. In essence, it's not that different (albeit far less destructive) than what a certain other redheaded magus can do.
Again, similar to that person, Alexa can make use of High Speed Incantations, as long as she keeps to the basics. You can really say that she's someone who lives and breathes by the motto of "Simple is Best."
Mystic Codes:
Azoth Sword: Never underestimate the power of the basics.
Jupiter's Robe: A set of formal wear meant to further attune and enhance Alexa's magic circuits. While the Azoth Sword is like a mana capacitor or battery, this formal wear is more like an engine, or a wearable grimoire finely attuned to her astromancy and alchemical knowledge.
Mystic Eyes Killer: A pair of glasses capable of nullifying the effects of Mystic Eyes, both those of the user and those of others.
Misc/Other/Trivia:
Height: 157 cm
Weight: ---
Age: 23 years
Likes: Cats, studying, burgers
Dislikes: Insects, loud places, sea food
She has been researching about ways to acquire true Mystic Eyes (likely of the fairy kind), since they are the purest form of Magecraft, but so far she had no luck in her pursuit. Winning the Holy Grail War might as well be her best chance other than somehow finding her hands on an invitation to Rail Zeppelin.
Despite being 23 years old, she doesn't look much older than 18 or 19, thanks to her small stature and actually aging slower than normal.
Her last name is actually given from the ruling planet under whose influence she was born.
Special Boon:
Superior Magical Skills (Mastery of the Fundamentals):
"Mastery of the Fundamentals is the proof of one's excellence."
Through the history of the Association, not only in this one, but other worlds as well, many great magi proven that mastery over the basics is the best path a mage can follow. You should not try to bend magic energy to your will, but let it flow through you like water, shapeless, yet unconquered.
It's thanks to such a mastery over the fundamentals that Alexa can employ high level skills like High Speed Incantation, and make anything that's considered a fundamental technique much more useful than usual, to the point that her signature spell, Flash Bullet can match the level of power of a Finality.
Likes: Eleanor, Tales of Knighthood Dislikes: Bagpipes, Tartan Talents: Intimidation Natural Enemy: The Bruce
Bio: Edward the First of England, one of the most renowned kings of the country. After being called back from the crusades after the death of his father, Edward ascended the throne. He spent much of his reign pacifying various rebellions in Wales and Scotland, attempting to unify the kingdom through enormous wars of conquest. Under his command, William Wallace was executed, though later rebels were able to sow further discontent.
Though he was considered a good king by the English, there were various spots on his reputation even among his own people. He was considered an unpredictable Leopard rather than a regal Lion; his subordinates and family lived in fear of his temper. For the Scottish and Welsh, he was a cruel and warlike tyrant, as well as for the Jews that he systematically expelled from England.
Ultimately, he died of dysentery while marching to fight Robert the Bruce. His children were unable to finish his wars.
Parameters
STR: C+ ||| END: B ||| AGI: C ||| MAN: D ||| LCK: D ||| NP: B+
Class Skills
Mad Enhancement: E
Under normal circumstances, Berserker receives no benefits from Mad Enhancements, and reasoning is not debilitated. There are some difficulties in personality due to the class container, however.
After certain provocations, including taking damage, a Luck check is rolled, causing Berserker to wildly lash out if failed. All Parameters besides Mana and Luck are raised during the rampage.
Personal Skills
Conqueror’s Will: A+
A skill denoting the capacity to suppress the rebellious will of others. The ability of a truly intimidating king of men, enhanced by his summoning as a Berserker.
Deriving both from the anecdote of a man falling dead of shock simply due to Berserker’s intimidating presence, as well as his various military campaigns designed to crush the will of those who opposed him.
Berserker exudes a pressure towards all those who witness him, increasing in intensity towards those of a chaotic and rebellious temperament. To Servants, it is simply a pressure that inhibits thought and movement of the enemy, but to ordinary humans it can knock out or even kill those who are weak of mind and body.
Pactum Serva: A
The Hammer of the Scots. The Edict of Expulsion against the Jews of England. The similar campaign against the Welsh. Essentially, the capacity to identify an ‘enemy’ and vow to undertake a brutal war of suppression against them. So long as the enemy can be identified and conceptualised, whether a group or individual, Berserker can swear an unbreakable vow against them. Naturally, only one such vow can be undertaken at a time.
Against any enemy identified by his vow, Berserkers attacks are stronger, as if from an entity conceptually opposed to them. His pursuit of them is unending, unable to be assuaged by any mental interference, including his own outbursts of Mad Enhancement.
Instinct: C
The ability to intuit the best course of action in battle. At this rank, it serves mostly as a method of sensing unseen danger - derived from Berserker’s conflict with Assassins in his time crusading.
A skill that cannot be used while Berserker rampages, as his sheer anger overwrites his instincts. Under normal circumstances, it allows Berserker to tell where the next attack is coming from, bordering on sensing the future, but its uses are limited besides this.
A portion of one of the Four Legendary Treasures of the Tuatha de Dannan. Originating in Ireland, but moved to Scotland after being split in half by the hero Cu Chulainn where it became known as the Stone of Scone, the coronation stone of Scotland. It was plundered from Scotland by Berserker after his campaign against the Scots, who altered it into a wooden throne in Westminster.
In his incarnation as Berserker, the stone is further altered into a weapon, a manifestation of the Malleus Scotus - the Hammer of the Scots. A true symbol of Edward’s subjugation, altering their own Coronation Stone into a weapon.
Though no longer in its complete form after being split, it still maintains the power to rejuvenate any rightful king who holds it. It grants both a constant surging of magical energy, and the ability of regeneration from even the most grievous injuries so long as Berserker maintains hold of the stone.
By invoking its true name, the stone ‘sings’ - though this would typically be the song of joy at witnessing the true king, under Berserker’s use it is more akin to a dirge forced by a tyrant. A song of dread akin to a sonic attack that pierces those who hear it to the very core.
Trivia:
> Berserker is a big fan of the Knights of the Round Table, remaining fascinated by their stories throughout his life. The castles he built were based on Arthurian mythos, and he held ‘round table’ events for his own knights and nobles.
> Despite his brutal tactics, Berserker despises poison due to nearly losing his arm to an Assassin’s venomous dagger in the holy lands. The use of poisoned weapons is something he can’t tolerate.
> Berserker sees himself as a true knight, and would much rather have been summoned in one of the Knight classes, all of which he qualifies for. It’s a point of some contention.
Class: Archer Name\Title: Actaeon Companion of Artemis Short Bio/Synopsis: The son of the priestly herdsman Aristaeus and Autonoe in Boeotia, Actaeon was a Theban hero who, like Achilles, was training by the centaur Chiron. He was a skilled archer and hunter and for a time was a hunting companion of Artemis, though it was far from an equal relationship as the hunter had to swear deference to the Goddess which was enforced by ritual.
One day, while out hunting with his dogs, he came across the Goddess bathing naked in a spring and was so moved by her beauty that he approached her and tried to make himself her consort. Whoever Artemis rejected Actaeon and as revenge for seeing her naked and for transgressing the hunter’s sworn deference she forbade him to speak, warning him that he would be turned into a stag should he say a word. However upon hearing his dogs approaching he called out to them and was immediately transformed; seeing his reflection in the calm waters of the spring he saw what he had become and fled, pursued by his own hunting dogs who no longer recognised him.
In a bid to save himself he raised his eyes towards Mount Olympus, but the Gods did not answer his plea and he was torn to pieces by his dogs. After his death his hounds were distraught and could not be consoled under Actaeon’s former teacher Chiron created a statue in his likeness so lifelike that the hounds thought it was Actaeon.
Stats: • STR - C • END - C • AGI - B+ • MAN - D • LCK - E • NP - B
Class Skill: • Magic Resistance C: Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. • Independent Action A: As a hunter Archer is used to acting alone, and being a Servant with low Mana requirements he is not particularly dependent upon his Master for support. With this skill it is possible to take action even without a Master. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master.
Personal Skills: • Artemis’ Curse A: For the sin of seeing the virginal Goddess naked and the transgression of breaking his sworn deference to her for daring to ask to become her consort, Artemis forbade Actaeon from speaking. This curse persists even now; if he speaks he will be turned into a stag, losing access to all of his skills, and he will be hunted down by his own hounds once more. • Art of the Hunter B: Once a hunter skilled enough to be a companion of Artemis herself, Actaeon knows well the abilities required to track and stalk prey. As a result, once he had set his sights on a quarry he is able to find and follow the faint traces left behind by his target as they move through the world and gains increased speed when moving in pursuit of his prey. • Eye of the Mind (False) C: Time spent hunting all manner of creatures have honed Actaeon's intuition and danger sense to a keen edge and has sharpened his eyesight to be able to spot the slightest movement of both prey and predator.
Noble Phantasm: • Name/Title: Kynigoús tou Kataraménou Kynigoú Hounds of the Cursed Hunter • Rank: B • Type: Anti-Army • Range: N/A • Maximum Number of Targets: 50 • Description: The hunter Actaeon used a pack of 50 extraordinarily skilled hunting hounds, from the swift Thoos (quickfoot) to the fierce Therodamas (Savage), each trained to aid him in his hunts, such as the skilled tracker Ichnobates (Tracer) or the cunning Poemenis (shepherdess). This Noble Phantasm allows Archer to summon his hounds to join the hunt once more.
Though only normal hounds in life through being sublimated as a Noble Phantasm they have become entities equivalent to Monstrous Beasts, capable of threatening even Servants when put to the hunt.
STR - C AGI - B END - C MAN - E LCK - E
Magic Resistance D: Cancels Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy. Independent Action E: It is possible for the hounds to continue to manifest without requiring additional mana for several hours. Beastly Logic B: A combative way of thinking suitable for a beast. It's not useful for finding weak points, but the speed of thinking focusing on killing the enemy swiftly increases.
Name\Title: Cleo Forsberg Weaver of Fate Age: 25 Gender: Female
Short Bio/Synopsis: The Forsberg’s are an old family from Scandinavia which can trace their lineage back to the days when Vikings still ruled that part of the world. They have a long standing reputation among practitioners of magecraft of Nordic origin for being some of the premier experts in Seidr, a style of magecraft that is less common or even tolerated compared to the more well-known runic style. They are known to the Association but are not a part of it or even on particularly good terms with them; the Forsberg’s proficiency with and occasional usage of curses to meet there goals mean that the Association has a somewhat low opinion of them.
Seidr magecraft seeks communion with the spirits and, in the past, the gods themselves. The Forsberg’s use it to view the course of fate, viewing multiple intertwining futures, before holding council between their higher ranking members to determine what to do with this information, i.e. whether to intervene or leave events to play out as they will. If they decided the latter then a member, often the heir or even the current head in some situations, would be selected to take care of such things. However, over time the declining state of magecraft in the world has caused the Forsberg’s ability to change fate to wane even as continuing improvements to their crest have increased their proficiency to view the future. When news of the upcoming Holy Grail War reached them, it was decided that the current Heiress, Cleo, would be sent to participate. If she won then Cleo was to use the Grail’s wish to once again give their family the ability to weave the threads of fate as they used to at their peak.
Magecraft: The core of her family’s magecraft, built up over centuries and passed down through their crest which Cleo now possesses, is Seidr. Seidr is a form of Norse shamanism and divination used to discern and even guide the course of fate, working within its structure to bring about change. It is mostly focused on forging connections with spirits in order to carry out a variety of tasks such as viewing the future or creating blessings or curses. With experience practitioners of Seidr can use various rituals to enter an ecstatic trance and interact with the world of spirits in a more direct manner to produce greater effects; however this leaves the user completely defenceless.
As Seidr magecraft primarily deals with spirits, as well as the rituals and divinations that are their specialty, the Forsbergs are also skilled at more general shamanistic practices such as contracting, binding, modifying, fortifying and processing spirits. This also includes the creation of familiars. It should also go without saying that Cleo has a good grasp of the general magecrafts as taught to her by her family before she even began to learn the secrets of Seidr and passed to her through her family’s magic crest.
Mystic Codes: • Ceremonial Distaff – A distaff is a tool used for spinning fibres, a short staff around which fibres are wrapped to keep them separate, which also has a connection to Seidr magic and its usage in “spinning” the threads of fate. The distaff Cleo has in a mystic code passed down in her family for generations, even centuries, which has the effect of easing her passage into the world of spirits and strengthening her connection with it, thereby allowing her to enter a trance quicker as well as making the effects of her magecraft stronger. It is a three feet long staff made of wood with a rounded knob at the tip; it is decorated in brass and the wood shows signs of once having been painted, but any colour it once had has faded with time. • Necklace of Protection – A charm necklace holding a number of pendants each carved with a different rune, the combined effects of which grant Cleo protection from bewitchment and curses of rank D or lower.
Misc/Other/Trivia: • The Forsberg magical crest is very old by most standards, first created over 900 years ago • Cleo holds a dual affinity for Earth and Water and an Origin of Fate • Her command seal has the appearance of three crossed staves
Special Boon:Superior Magical Skills – Seidr Shamanism As some who communes with spirits on a near daily basis, who has contracted, bound and dealt with spirits of all kinds thousands of times within her lifetime, someone who is backed by the knowledge and teachings of nearly a millennium’s worth of shamans and Seidr witches, the proficiency and effectiveness of Cleo’s shamanistic abilities should not be underestimated.
Especially not in a war of familiars such as this. For what are Servants after all, if not another form of spirit?
Name: Ilya Muromets, Chief of the Bogatyr, Knight of Possibility
Class: Rider
Gender: Male
Alignment: Neutral Good
Attribute: Earth
Personality: A jovial and simple man, Ilya fights only for the sake of others. Hailing from modest origins when compared to other knights of renown, Ilya is far too familiar of the hardships those who cannot defend themselves face in a world full of strife and tyranny. Because of this, Ilya tries his best to act as a symbol of hope to those he protects, fighting with his all so that those under his protection don't have to. Humbly, he serves his Master like a dear friend without the formality of a knight so long as they don't wish to cause the mass suffering of others. Due to his unyielding faith and his own belief in himself, Ilya continues to move forward no matter how arduous his task is, or how strong his opponents are, facing all hardships with a smile on his face.
History: Ilya Muromets is the greatest and most well-known of the Bogatyr, knights of Kievan Rus who served Prince Vladimir the Great, similar to France's Twelve Peers of Charlemagne, or Britain's Knights of the Round Table. Born as a crippled peasant who was unable to even walk until his 30s, it wasn't until Ilya was informed of his superhuman strength by a group of pilgrims that he began his adventures. From defending Kiev against the armies of three despotic Tsars to facing off against a terrible dragon and its shrieks of terror, Ilya Muromets dedicated his limitless strength to the rightful ruler of his land. Ilya's story is a story of hope for the downtrodden, that everyone is filled with a wellspring of untapped potential, and that they only need to believe in themselves to overcome the impossible.
Weapon: Mace, Spear, Bow and Arrow, Fist
Parameters: STR: B+ END: A AGI: D MGI: D LCK: A NP: B
Class Skills:
Magic Resistance: B Cancels spells with chants of three verses or lower. Even when targeted by High-Thaumaturgy or Greater Rituals, it is hard to be affected. As an epic hero who was canonized as a saint by the Church, Ilya's aptitude in Magic Resistance is high for a Rider.
Riding: A All vehicles and all creatures with the exception of Phantasmal Beasts and Divine Beasts can be used as mounts. This rank is high enough to be classified as a Rider-class Servant. Ilya took great care of his steed, a once weak and scrawny stallion that soon became the strongest horse in the land.
Personal Skills:
Blessed Form of the Saint: EX A condition unique to Ilya's body, which is said to increase in power when brought down to the earth. While struggling against all odds, whether if he were pinned down by a more powerful adversary or on the losing side of a grand battle, Ilya's strength would rise to superhuman levels in order to match the occasion. Naturally, this also allows Ilya's body to maintain a level of strength that far exceeds that of a normal human.
Bravery: B Negates mental interference such as pressure, confusion, and fascination. Also grants a bonus to melee damage. Ilya bravely marched forward against his adversaries, from vicious monsters to entire armies, and even shrugged off the despairing effects of Nightingale the Robber's magical whistle.
Guardian Knight: B+ Grants temporary defensive bonuses when acting in defense of others. As a defender of Kievan Rus who singlehandedly defended his nation from its many opponents, all of Russia looks to Ilya as a symbol of peace and protection. Derives only a moderate boost to defense for a short period when utilized to protect others. However, when Ilya is defending his home nation or its citizens- including the many Slavic Heroic Spirits such as his fellow Bogatyrs- a tremendous boost to defense is instead granted born from a desire to serve and protect his native land.
Noble Phantasms:
Dykhaniye Svyatogora Inheritance From the Last of the Giants Rank: B Anti-Unit (Self), Anti-Fortress Range: 0 ~ 25 Maximum Number of Targets: 100 Around the beginning of Ilya's adventures, he came across the giant Bogatyr known as Svyatogor, who was referred to as a "basic force of the Earth itself" by the holy men who healed Ilya before. Becoming fast friends, they traveled together until Svyatogor's death. However, before the giant died, he passed his strength to Ilya through his breath along with his mighty sword, granting him the giant's immeasurable power to go along with Ilya's own heroic strength.
Taking the form of a stockpile of power that can be accessed by simply breathing in, it allows Ilya to increase the power and force behind his blows. Normally Ilya would use this in conjunction with his own strength to make his attacks stronger, such as by firing arrows that can rip fissures through the very earth. If Ilya were to breathe in deeply, he can increase the strength of his attacks to outrageous levels, capable of delivering punches that produce wide-range shockwaves strong enough to shatter windows and knock down all in its path. Using this Noble Phantasm in such a way uses moderate amounts of magical energy which can drain rather quickly due to overuse, and he can only unleash such attacks through his own natural attacks, as his weapons would not be able to take such force. Suffice to say, getting directly hit by attacks of this magnitude is likely not ideal.
Ilya is unable to release the "full earth-shattering power" of Dykhaniye Svyatogora without Svyatogor's sword, which would be his Noble Phantasm under the Saber class container.
Karushka Fly On, My Steed, And Achieve Greatness Rank: B++ Anti-Army Range: 2~40 Maximum Number of Targets: 500 The mighty onyx stallion of Ilya Muromets. Once a scraggly foal, it was through following the advice of the pilgrims who healed him as well as his own motivation that Karushka was able to reach grand heights, becoming the "strongest horse" in Kievan Rus. A heroic spirit in its own right, Karushka maintains the skill Bravery two ranks below its master, capable of fighting alongside Ilya. However, Karushka's true power is made apparent when it is mounted by Ilya. Combining their dual nature as "weaklings who surpassed all expectations", Karushka gains the ability to "exceed all possibilities," granting Karushka the ability of high-speed flight despite lacking wings or being a member of a phantasmal species, itself. It is an ability gained by the steed in life reinforced with the matter of a class of commercial airliners and heavy bombers being named after Ilya Muromets.
When Karushka's true name is invoked, the stallion inhales deeply- likely as an imitation of its rider- before making a mighty trampling charge, bringing its hooves down with enough force to shake the earth around it, and finally making a mighty leap to its target location, crushing its opponents with the force that can bring down an entire horde. It's the same attack that Karushka was able to crush the armies of the three Tsars that besieged Kiev. Naturally, this attack would become stronger if performed from a higher altitude utilizing Karushka's ability of flight.
Trivia
Ilya is a patriot at heart, and while he does not have a wish for the Holy Grail, he desires to see how he compares in strength to the greatest heroes of other lands and nations.
Despite Dykhaniye Svyatogora not having a proper true name invocation under the Rider class container, Ilya has a tendency to shout its name when utilizing its more destructive effect.
While Ilya loves just about everything involving his country, he will stay silent when anything regarding the topic of "communism" is brought up.
Short Bio/Synopsis: Once there was a innocent ignorant youth living peacefully in a glen with naught but her mother and the company of a lively woods. To live simply in the wilds surrounded by nature, separated from man and their ways. A life away from the glory of the men of Britain, of the chivalry and the wisdom of man.. Yet that all changed when he witnessed strange men in the forest, knights. Enamoured he declared to his mother he wished to become one, to serve under the man spoken with such reverence by the knights, King Arthur. A man that was not just a man, kingship in the form of a human. A person no other could be like, no other could approach. Such an ideal was far from the simple life of simply seeking sustenance and humble existence as shared with his mother.
His mother lamented his choice and desires, having taken to such a secluded existence to spare them the heartbreak and suffering that came with such a life after to death of his father. Yet the youth could not be dissuaded. Given the gift of a ridiculous outfit to travel in to mark him as a fool so he may return humiliated and yet hale and whole. Percival traveled to Camelot. There, he slew the Knight Ither and claimed his belongings so as to become a knight clad in red.
A fool who became a knight, a knight who was foolish. Yet he was strong, holding the strength of a wildman and soon, with his prodigious talents, the skill of a champion. Becoming one of the Knights of the Round Table he soon became known as one of the elite knights of Arthur.
Yet left in the wake of those adventures and paths traveled are regrets. The admonishment of failing to ask a question, the shattering of a sword of virtue. Through penance and understanding he came to visit the castle again and claim the Grail or so it is said.
If asked about the Grail he would surely simply laugh off the matter and say that the grail to focus on is the grail that will be before the at the end of the war. Yet what is certain is that Percival has completed his journey.
Cleansed of regret, arriving to the final destination of what he was born for. The youth has become a peerless knight.
Stats: STR: B CON: B AGI: B- (Representing the lack of control when utilizing his Noble Phantasm) MGI:B LCK: A MR: B NP: A+
Class Skill: Magic Resistance: B Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected. A high rank for the Lancer class that's all in all unsurprising for those who know of his many adventures and exploits, along with his status as a knight worthy of the grail. If he were to hold a class that held a greater ability in this skill then…
Personal Skills:
Eye of the Mind (False: B+ The natural instinct and qualifications for a knight honed and sharpened by years of adventuring, experience and the attainment of wisdom. Growing out from the comforting and yet small Glen, the world of Lancer expanded. Yet likewise he has grown far from the fool, and now takes up arms as one of the perfect knights of the spear. In some circumstances Percival is able to see to the end of courses. His life and experience coming to form a sort of insight that goes beyond mere knowledge for such things. A bonus essentially to plotting his course and focusing on achieving it.
Question Dolorous: - The healing question that restores all to its rightful state. An ability of healing and mystery that lifted the wound caused by the Pillar. It is an ability born of Percival’s virtue and the mystery of the Grail Quest and Castle. It is something that goes beyond healing just the physical. Misfortune, ruin for both the people and land were restored. Whether it be individuals, objects, or even the land and leylines themselves all manner of things can be healed by Lancer. In a sense a Crazy Diamond-esque ability of restoration and reversion.
Virtuous End: B+ The end result of a story. The knight becomes a lord as proof of his virtue and completes his quest. All heroic spirits are completed existences, finished stories that have had their final page written with a Fin. Such a state and nature is all the more pronounced in Percival who chased and chased after his destined and intended end of becoming a great pious knight. No matter the stumbling block or loss he encountered on the way he has without doubt become the knight worthy of a Grail.
To change the nature or state of Percival is a fruitless endeavor. Even something akin to blackening or staining him otherwise impossible. For the most part one could say it' to be an immunity to status effects and burdens that would diminish his status as a pious knight. Whether it be madness, unchivalrous charms and compulsions, or a mutilating of his form.
Noble Phantasm:
Name/Tile: Brace Longinus : Charge The End, Man of Corbenic Rank: A+ Type: Anti-Unit Range: - Maximum Number of Targets: 1 Description: The Lance of Longinus. A spear with a light similar to that which fastens the world of the human order to the surface of the planet. Such a peerless light would scorch all enemies before him with as much devastation as the spear of the end…. Or so it would if it were used in such a fashion. Not fully unsealed by Lancer, he instead utilizes it in a different more unique fashion. Combined with his own abilities, Lancer “braces” the lance against the leylines and land, connecting to it utilizing it’s nature as a pillar for a temporal-enactment. Connecting to the land and using its energy and support in a reversal of the dolorous strike by the lance that ruined it. The energy both floods and rejects Lancer, sending him blasting forward at his target at extreme speeds, garbed in a massive light of energy to rival and exceed even that of dragons or holy swords. Infused with such energy normally even the body of a hero or spirit would break down.. And break down it does. But with his ability to restore Lancer continuously heals himself, allowing him to harness the power beyond his limits. The magical energy swirls and spins along with his circuits, drilling into whatever stands in his way. Yet even covered and defended by such a potent power this can only be called an hyper-offensive high risk attack.
Utilizing a limited release he otherwise utilizes a lower scale version of the Noble Phantasm to coat himself in energy akin to a phantasmal beast’s aura. Yet the cost for such a burst and coating is the loss of fine control. To fight in such a way would be foolhardy if not for his experience and instinct. Chasing after the end he seeks, he becomes a human missile and lance.
As for what such a ridiculous and reckless fighting style is called by him. He calls it Horseless Jousting. A knightly form of combat that can be brought forth without any limitation or reliance on mounts.
As a side note… it seems that upon witnessing this attack, the Wizard Merlin found himself with inspiration on instruction for a fair maiden knight with a dazzling shield.
_________________________________________________________________________________________ Class:Assassin Name\Title: Kirigakure Saizō , The Assassin of Hidden Mist Gender: Male _______________________________ Short Bio/Synopsis: A legendary ninja of the final phase of the Sengoku period of Japan. In the folklore he is one of the Sanada Ten Braves, and next to Sarutobi Sasuke, he is the most recognized of the Ten. As in the case of Sasuke, Saizō might be a fictional creation of the Meiji-period popular literature, possibly based on Kirigakure Shikaemon. There is a historical record of a failed assassination attempt by a ninja called Kirigakure Saizō, sent by the warlord Tokugawa Ieyasu to kill his rival Toyotomi Hideyoshi. According to another version of this incident, the "careless ninja" Saizō was captured while only spying on Hideyoshi, which actually saved the life of the warlord because he was about to be killed by a double agent, Yusuke Takiguchi; Saizō's life was then spared on the condition of declaring loyalty to the Toyotomi clan. _______________________________ Stats: Strength: C Endurance: D Agility: A Mana: B Luck: C- (Lowered when actively spying on others.) Noble Phantasm: B _______________________________ Class Skill: - Presence Concealment A+: Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.
Personal Skills: - Ninjutsu A+: The general term for the secret intelligence techniques, combat techniques, larceny techniques, torture techniques, etc., employed by ninjas. Its system differs between each school. At A+ Rank, one can be said to be just below the class of Iga and Koga's head. For Kirigakure, his particular methods of assassination seem to revolve around the usage of mist, and illusions magic.
- Aptitude for Slaughter A: A Skill possessed by Heroic Spirits fitting the Assassin or Berserker classes. Any weapon wielded reaches its peak for effectively killing people. Even his bare hands have the ability to kill a man, with bonuses directed at 'human' targets.
- Single-Mindedness C: The ability to immerse oneself in something, exhibiting a superhuman degree of focus. By immersing oneself into a single task (ex: Spying, fighting, or delivering pizza) the user of this skill gains a modifier in whatever action they're undertaking. This has the side effect of making it harder to detect changes or sudden interference.
Noble Phantasm:
Title: Kirigakure: Hidden in One's True Name Rank: B NP Type: Territory Range: Maximum Number of Targets: Description: The legend of Kirigakure Saizo is one of a man who's name means 'Hidden Mist.' Thus, a man who could manipulate the weather itself to create perfect illusions, from which he would kill his targets. The noble phantasm that was spawned from this story is not something gained after becoming a heroic spirit, but a collection of actual magecraft he preformed in life, distilled into a singular form. Saizo is able to generate a mist around him. But the control over this mist is far greater than the control possessed by a certain london servant who murdered prostitutes. Rather, his control absolutely perfect, and encompassed all kinds of control. Taste, color, motion. Such a perfect control that he could instill it with chemicals designed to force people into a deep sleep, or even death. He was able to create fake buildings, people to populate it, and at certain points, entire crowds of people. Such perfect illusions that even with magecraft, it'd be nearly impossible to identify which of them was real. In this regard, he can perfectly replicate an image of his master. The only true flaw of this, is that the objects creates, are indeed mist. And do not possess a physical form. Meaning they can't actively attack others. It is not flawless though. It is limited to an area that Kirigakure Saizo is occupying. The further he is from the mist, the more tiny details slip him by. At about fifty meters the details on a human face became noticeably wrong, and motions lose their details. Turning people into obvious fakes. A building at fifty meters will lose the details in its moldings, and look almost flat and lifeless. Another detail he cannot hide is the chill of the air. The air becomes wet and heavy, something that is impossible to notice on a rainy night, but noticeably obvious when the day is hot and dry.
_______________________________ Weapon: Kirigakure Saizo possesses multiple weapons. Primarily he is seen wielding a short katana, kunai, shuriken, and the odd poison if required. Another weapon is gas grenades, often containing mist or water that can be used to help slip up a target. Misc/Other/Trivia: - Saizo's alignment is Neutral, as he makes bets on no causes other than his own. - His natural enemy is Sarutobi Sasuke, who he wishes to face again. - Saizo's alternative class is Caster, which he feels is a downgrade. But, if summoned as a caster, he gains an additional noble phantasm that allows him to summon a great mist dragon. - Saizo's Alignment is 'True Neutral.'
Even stars sputter out of existence. Their lights, though bright, stop shining eventually. Such a thought has plagued Brahelius for much of his life. Even with sustenance, there comes an end.
Born in a perilous location, for eight generations the Strombe family has situated their workshop as close as they can to the moon as possible, but the location has left much to be desired. As a result, Brahelius has been subject to many outrageous situations that have dulled his sense of normality. After undergoing his customary years at the Clock Tower, he retreated back to his family holdings and sequestered himself away like many magi.
Yet, once the rumors of a backwater Eastern Ritual that could grant any wish, Brahelius packed his bags and belongings to participate, for if his problems could not be solved with methods originating from this land, then surely the far off island of Japan may hold the answer.
Magecraft:
The Strombe family possesses specialized circuits that carry a composition of Concentric. With his magic circuits arrayed within each other, the Strombe takes great care in making sure they synchronize their circuits to that of the solar system. As a result, their magical energy could be said to be that of the heavens above. Combined with their astrology, the Strombe harness this blessing to great effect.
Viewing celestial bodies as something similar to world pillars, the Strombe has reached a level where their magecraft has taken a form similar to middle eastern curse practitioners, utilizing the movements of the heavens as something like a template to mold the world around them. Coincidentally, because of their working with the movements of the skies, rather than the classic elements, they use celestial bodies to classify existences. Brahelius holds the element of Saturn within this paradigm.
Mystic Codes
Azoth Sword: A Mystic Code used as a tool for performing magecraft, amplifying the user's magical energy to assist with spells and strengthen them. Filling it with magical energy allows for it to be utilized as a magic wand at any time to form magic circles and affect physical divine mysteries.
Celestial Dirks: Ritual knives not dissimilar to that of an Azoth Sword. However, each blade has undergone treatments to attune them to specific celestial bodies. 12 for the zodiacs, and seven for the planets themselves. Consecrated or constructed out of sacred metals, suffumigated with scents pleasing to the heavens, animated with the wraith of an individual born under the influence of those holy orbs that orbit the planet. Each and every blade is a vital instrument for the Strombe. Precious ritual blades take the place of planets and stars. Shadows projected from the heavens beaten into the form of knives.
Crushed Velvet (Empty Night RE-enact): A cloak made of some dark fabric that represents the night sky. Bereft of any celestial bodies, it becomes an empty canvas that relies on other tools to achieve anything. However, in conjunction with Celestial Dirks, it becomes a terrifying magic tool. Constructed with a wraith amalgam, contained within the crushed obsidian that lines the cloak, it becomes a high-speed calculation tool that reinterprets the movements of the heavens into magical formulas that it then displays within the inner fabric.
Misc/Other/Trivia
While Brahelius may hold the title of magus, if his true thoughts were to be revealed to that of his peers, he would be called a heretic for harboring such beliefs. But as one who has cast away any pride in the pursuit of preventing that unavoidable cycle of fate, he would be uncaring of their opinions. A true lunatic.
If he were to discover the basis of the Holy Grail War laid not within eastern foundations, but of western concepts, he would be most upset and promptly change his wish into that of an obscene amount of wealth.
His skills in the creation of bounded fields are truly astounding, but his skewed perception of reality has made him view them as nothing but that of a mediocre magus. This is not limited to bounded fields exclusively, but to his magecraft as a whole.
Likes: Food (Any if available), Being left alone, Fortresses, Peace of Mind, The Moon.
Dislikes: The color red, Vampires, Long Skirts, Famine, The Moon.
Special Boon: Superior Mystic Code
Boundless Luminescent Lotus: Jokingly referred to as a glorified light bulb, Brahelius has come to a conclusion within his own paradigm, answering a personal question of his with mystical prowess condensed into a physical shell. An endless source of light that fills the vast darkness of the sky. Spearheads of illumination that continuously expands the cosmos. A tool that strengthens the connection between the sky and himself by representing the eternity of the sun with the eternity of the sky. But this is not a Mystic Code that operates on its own. It is a paired existence, it’s sister being but a series of shells with carvings to let out but some of that endless light. Each shell is carved in such a way to represent a night sky. While seemingly unimpressive, such a feat is something to congratulate. It replicates the sky textures of whatever shell represents, trivializing certain restrictions to the Strombe astrology.
Name: Mercedes Palma Fomonar Rank: Fes Age: 27 Background: Hailing from Western Europe, Mercedes is a tall and physically fit woman with an incredible poker face. Although she has a usually cheerful disposition, when it matters it is impossible to read her thoughts or emotions on her face. This is a skill she makes frequent use of, both during recreation and work related matters. Mercedes is what is known as an Enforcer - on orders from the Clock Tower Headquarters in London, she travels the world to investigate allegations of any magi that may (either accidentally or maliciously) reveal the existence of magecraft to the non-magus populace. At the conclusion of her investigation, if it is decided that the threat of the exposure is too great, at times it is also her job to arrest or otherwise put that magus down if the proper magical authorities can't make it in time. Though the nature of her work focuses only on exposure of magecraft and that alone, Mercedes has been known to take matters into her own hands during investigations if the magus has been dealing in particularly nasty business. This has earned her a reputation as unreliable, preventing her from being tasked with going after high profile magi with sealing designations or other more important figures. Still, she remains one of the Association's best Enforcers in terms of skill.
When she isn't working, Mercedes enjoys sampling the local food and alcohol of all the places she's sent to. She loves talking with people of different cultures, and in particular - young magi. Mercedes cares little for the stilted hierarchy of the Mage's Association, and hearing about how the next generations of magi are shaping up and bucking the system delights her. More than all of the above though, her true passion is gambling. Games of skill are fun, but games of chance are where the real excitement happens. She is well versed in dozens of types of card and dice games and enjoys playing them regardless of wagers - she will also bet on almost anything, if asked. She has spent so much time gambling that her magecraft has evolved through the years to compensate for her penchant of placing herself in situations of 'uncertainty.'
Mercedes receives her command spells by chance after just finishing an assignment in Japan, much to her delight.
Magecraft: Though not a particularly notable magus family, the Fomonar bloodline does hold a magic crest. The crest is supplied only with mana and the most basic spells, only serving to strengthen it's bearer instead of provide them with access to any lost arts. The crest is inscribed on her sternum just below her breasts.
Mercedes' method of magecraft is runic - though not the most popular choice, it was the type she resonated most with as a developing magus. She knows a variety of runes from elemental ones to healing ones. Because she doesn't specialize in any particular area of runic magecraft, none of her individual runes are very powerful. For example, her healing rune only amounts to basic first aid and stabilization, and wouldn't be able to heal a mortal wound. Her battling style involves backing her opponent into a corner with strategic and concentrated low power attacks before finishing them off with a blow to their weak point. In a pinch she can also inscribe runes directly onto her body to increase her physical skills.
Besides this, Mercedes has developed considerable skill in divination, especially in regards to cartomancy. She uses this ability more as a hobby, but takes the result of her divination seriously when it pertains to her missions.
Mystic Codes: Fomonar Brooch A simple brooch bearing the symbol of the Fomonar family. It has been charged with a significant amount of mana. In an emergency, it can be crushed to replenish the user's magic circuits , vitality, and stamina by some amount. It's effects can be gained by anyone who crushes it, it is not limited to Mercedes. Cloak of Anti-Magic A heavy coat woven with mana absorbing fibers and enchanted with magecraft. The fabric extinguishes all instant and single action spells, protecting the wearer from harm. It is especially useful for protecting one's back. It is limited to modern spells and can't protect against curses, Age of Gods level spells or True Magic. Mercedes wears it over her shoulders more like a cape than a coat. Engraved Deck Case An intricate case for holding cards in, it has been etched with magic runes for the purpose of instantly charging any item placed inside with mana, allowing them to be quickly enchanted with spells. Mercedes' uses it to carry her preferred method of divination: a standard 52 card French playing deck. In addition to being used as quick and dirty spell containers, any card charged with mana cannot be destroyed by conventional means (they can be destroyed with magecraft or magic). Though their main use (besides divination and games) is to act as spell containers, their toughness can be utilized in many ways, such as cutting things or deflecting non-magical attacks. Because some of Mercedes' mana is in each card, she always knows the location of them, and they can be also used as makeshift tracking devices.
Misc/Trivia: - She despises those magi that participate in human experimentation - The one thing she won't gamble over is another person's life, though she's gambled her own plenty of times in the past. - She's secretly always wanted an apprentice, even though she's not a great teacher
Special Boon: Mystic Eyes of Projection Mystic eyes with the power to use magecraft at a distance. For Mercedes', a rune user, this means conjuring runes without the need to draw them. Mercedes' forged these mystic eyes in order to better keep herself alive during her assignments. Anything she focuses on with her eyes can be inscribed with a rune. With enough focus, this can also include targets with certain levels of magic resistance. Because she was not born with these mystic eyes, extended use of them takes a heavy toll on both her magic circuits and her eyesight. She will use them when she needs to but prefers not to reveal this trump card unless necessary, especially in drawn out battles.
Title: Phantom Fae, Forgotten Forest Demon Queen, Lord Archelot's Assistant
Short Bio: The Ariellitya family, a family from Wales, claims descent from the Fae. Considering their Sorcery Trait, this is likely more than simply a claim. They started out as a bright family which worked with celtic rituals and fairies. Despite being a young family at the time, they were making a lot of noise within the Association. Unfortunately, after a few generations, the family began to stagnate. While the family would never quite reach a point of decline in terms of circuits, they were making next to no progress in their actual magecraft or their path to [ ]. The family fell into obscurity and for a period of time, became simply a family skating by on previous success. This did change with the birth of Charlie’s Grandfather. It was the 19th century and the flanderization of angels had allowed magi to borrow their concept to stabilize their magecraft. As fairies were perceived as Fallen Angels, it was actually a fairly simple thing for him to do. This one simple thing allowed him to make an absurd amount of progress within his lifetime, propelling the family to heights long since forgotten. Unfortunately, his son, Charlie’s father, was a stickler for the old way. Since he refused to use the more modern methods of magecraft, he returned the family to another period of stagnation, causing him to have a daughter young and retire early.
Charlie took a different route from her father and follows the path of her grandfather. This led to looking towards the more modern magecraft theories, which once again let the family prosper. She herself found using Butterflies to help stabilize their fairies and hide mystery to be a very useful boon. It was this progression and her own natural talent that let her be seen as a prodigy within her field. Despite being viewed highly by people at Clock Tower, to the point of being handpicked to be the assistant of Lord Archelot, she sees herself as a disgrace. She was able to start progressing the family once again, but having to continuously rely on the looked down upon theories of modern magecraft? It was a disgraceful state for any family that truly wanted to call themselves great. Only a bleak future can make the family greater. This dilemma is only amplified, for once she finishes her tenure with Lord Archelot, she’ll have to decide to work in either Eulyphis or Norwich. Charlie would certainly be given a higher position within Norwich, but it truly lacks the prestige and tradition held in Eulyphis.
Could this journey help her decide whether to drown in tradition or fly into modernity?
Magecraft: The Ariellitya initially specialized in old celtic rituals and the use of fairies, usually alongside the rituals. This has given Charlie proficiency in Formalcraft, as well as spiritual evocation. The very very early stages of Necromancy are also included as a part of this, but she has no actual skill in reviving the dead or working with their body parts. Instead, she has worked hard at communing with spirits and general interactions with them.
Charlie’s grandfather had added the use of Fallen Angels and those concepts. She is proficient as using angels as vessels for spirits of power, though she has innovated a more solid way of working with these concepts.
She has begun using butterflies as simple familiars to act as fairies and Fallen Angels. It was Blavatsky’s crazy theosophists that connected fairies to butterflies, and butterflies had been connected with angels since the time of Medieval England. Fairies had been connected to Fallen Angels since at least King James’ Daemonologie. All three were also believed to be related to the spirits of the dead. Butterflies, fairies, and Fallen Angels are all intensely connected, and it is using this connection that allows the Ariellitya’s magecraft to truly work. While she may use butterflies as familiars, she isn’t actually super proficient at using many other kinds. She is someone completely specialized around using things connected to fairies. The butterflies also act to conceal the mystery.
Because of her lineage, Charlie is also skilled in illusions and the alteration of memories.
Mystic Codes
Fairy Dust (Spores): A pouch holding what is seemingly fairy dust, but are actually magical spores. When they’re released and touch the ground, they form a circle of mushrooms, creating a fairy circle. This acts as a shrine for Charlie’s purposes. This was a project she worked with alongside Lord Archelot.
Pocket Makeup Mirror (Beauty): A mirror kept on Charlie at all times, often used to do her makeup. Outside of being useful as a mirror, it helps Charlie when projecting illusions. It reflects “beauty” or in other words, shows an idealized or perfect image. A very valuable tool alongside of her illusion magecraft.
Pocket Makeup Mirror (Self Reflection): A mirror kept on Charlie at all times, often used to do her makeup. Outside of being useful as a mirror, it helps Charlie when altering memories. Mirrors in the past were believed to reveal the true self of someone, also known as their memories, and project them.
Butterflies: She has come with a ton of butterflies already prepared and kept in a special carrying case.
Misc/Other/Trivia:
Height: 149 cm
Weight: Rude
Age: 25
Rank: Cause:Open
Likes: History, Luxurious Food, Prelati
Dislikes: British Food, The Lehrman, Cars
Despite having a heritage of fairies, they claim it to be demon blood. This has more to do with preserving the mystery of their bloodline than anything.
Charlie isn't participating in the war for the wish, as they believe it to be a scam. Instead, their goal is to summon a servant that can help them advance their magecraft by generations within her lifetime. She will still try to win however, as she has a competitive spirit and it looks good on her resume.
Their rank is a sign of them still being a student, not exactly an effective ranking of her skill.
Charlie isn’t quite sure why she was chosen by Lord Archelot to be an assistant, but she theorizes it has something to do with her Fairies and his particular familiar system.
Has self esteem issues.
Her favorite butterfly is named Titania.
Charlie is trained in close quarters combat and sword fighting. As a modern magus, she found this somewhat necessary. It also helps deal with perverts.
The Ariellitya Bloodline is equal to nine generations, but their actual crest is only worth about five generations.
Her full name is actually many many times longer than the one listed, but due to complaints filed by the faculty, it had been shortened on all legal documents.
Special Boon
Sorcery Trait (Fae Bloodline):
The Ariellitya are descendents of fae, to the point where it has been rumored that a fairy was the one who crafted their crest. This relation to the fae has given Charlie special abilities related to the fae. This includes increased physical abilities befitting of a mixed blood, skills in illusion and memory alteration magecraft, and finally a set of Fairy Eyes. These eyes allow her to easily perceive and adapt to information quickly, beyond what the brain could normally do, as well as see fairies.
Name\Title: Vladimir Moroz , The Count of Russia , Clocktower Teacher ______________________________________________________________ Short Bio/Synopsis: Ded Moroz, the man the Russians may know as 'Father Christmas.' Sometimes referred to as a demon, long before the word meant something sour. Something evil. He was a hero who fought Baba Yaga, healed the sick, and created a granddaughter from snow. That is the story, and the legend of the Moroz family. The family lives in Veliky Ustyug, the homeplace of Ded Moroz. He was a wizard of the winter times, who would trek through the snow to bring gifts on the day of New Years. His legend is ingrained into Slavic folktales, and his descendents have followed suit. For some of them, they keep the tradition alive. Putting on a red suit, and traveling out into the cold winters. Placing gifts down chimneys, and leaving before they can be found. Some over the generations have even made claim to using their magic to keep the hag Baba Yaga trapped in her home. Performing the ritual required once a month. But Vladimir, the latest in a long line of Moroz’s is an addict to the old ways. As if it’s an addiction, and he drinks from it regularly. A member of the mage association, he was heralded as a genius at a young age. He proved his talents in early competitions, and married at the age of 23. If you looked at him from the outside you’d say he was an example of a perfect man. Loved, talented, and ingenious. Even teaching the next generation of mages. But, that is an outsider’s perspective. His research though has become stale. He spent years trying to replicate the exact method in which a golem could be created to know and understand the concept of love. Much like the original version of Ded Moroz's Snegurochka. The girl made of snow who melted when she felt love. Despite his hard work, he has failed countless times to make progress. Because of this, he spends great deals of his time outside of teaching to chase any case that might allow him to follow through on his ambition. Long stays from school where students might have a substitute staying for a long period of time are not uncommon before he returns back to the Clocktower with minimal advancement. Perhaps, that is why the Holy Grail sings out to him. ______________________________________________________________ Magecraft: General Craft The Basics of Magecraft. Vladimir has spent a great deal of time into understanding the fundamentals of magecraft. Understanding, and molding it to his will.
Snegurochka Craft A variation of Familiar-craft, based around the myth of Sengurochka. The myth of Snegurochka is that of a maiden made of snow. Think Frosty the snowman with boobs. The story of Sengurochka is that of tragedy, and yet beautiful. A tale of a girl made of snow, who dies when she learns of love, and her warming heart dissolves her body. Under the guidance of Vladimir Moroz, this is the creation of a unique kind of familiar, closer to a golem. Closer to Volumen Hydrargyrum. This is the method of creating Sengurochka, a powerful mystic code that is rivaled by nearly none. Part of the craft involves the use of his own DNA, and snow that has been gathered. Performing a ritual, he is able to create a kind of snow doll, that can transform it's body to act and react to attacks. In that regard, each doll is his own child. Though the dolls he creates are inferior to the one he inherited from his ancestor.
Familiar Craft When not making power snowdolls, regular familiars have been designed. Using the basis of the snowdoll, he has constructed less snow-animals. Though he has other ways to do this.
Golem Craft An advancement of the knowledge gathered through familiarcraft. It is the basis of the Snegurochka, and thus the basis of his greatest strength. It is the understanding of Golemcraft that allowed his ancestor Dez Moroz to create the original Snegurochka. It is possible for other golems to be made using other materials, but there is a clear preference for those of the Snegurochka.
Russian Alchemy An alchemy that finds itself less in the making of precious metals, and more in the making of life. An alchemy more fundamental in creating homunculi, or poisonous cocktails than in turning coal to gold. Poisons, acids, things that kill. Liquids that preserve the body, or are designed to undo pain.
Demon Craft Unique to Russia, but once upon a time, there was no negative connotations to attach to the word demon. To them, crafting a demon is the same as a golem, or a familiar. In truth, it is the making of a familiar into a demon that is the purist of Russian traditions. It is only the attributes of Christian faith that makes the demons crafted in Russia into something… Wrong.
______________________________________________________________ Mystic Codes: - Magic Talisman: A unique kind of Talisman, designed to protect the wearer against magic. In particular, this talisman is meant to protect the wearer against Baba Yaga, the mythical witch of Russia. While not as powerful as the one wielded by Ded Moroz, it is just a bit stronger than a traditional talisman. -Magic Wand: A Mystic Code used as a tool for performing magecraft, amplifying the user's magical energy to assist with spells and strengthen them. Filling it with magical energy allows for it to be utilized as a magic wand at any time to form magic circles and affect physical divine mysteries. - Cloak of Grandfather Frost: The cloak that Vladimir Moroz wears at almost all times. This cloak is handed down to the head of the Moroz family line, and acts as a symbol of safe passage. Essentially marking the wearer as 'Traveling to bring joy' and protecting him from harm that might befall him. With this coat on, it also acts as a magical lockpick. Allowing the wearer to enter any building, locked or not. Because he just might be bringing presents. It's simple nature is mostly because it's a replica, and not the original. The original is safely stored in the Moroz family estate, where Vladimir brings it out only once a year to perform the ritual required of his family line. ______________________________________________________________ Misc/Other/Trivia: - Vladimir's age is 42, he just doesn't look it. - Russian Folklore is a major interest of his, and he would love to meet a real hero of Russia.
Special Boon: - Snegurochka - The Snow Maiden The original, if it can be called that. A doll of snow that is without a doubt, one made by Dez Moroz, but may not be the true original spoken of in stories. This snow girl has been passed from member to member of the Moroz family, and is considered without a doubt the most powerful doll of its kind. It can transform it’s limbs and body into razor sharp blades, that slice through stone and rock like a knife through butter. Or to move around like fine snow. This creation is one of the greatest mystic codes of the Moroz family, and some claim it was made using ice from the ice age. A mystery that makes it nigh invulnerable to anything but the strongest of fires. In a way, it is comparable to the Volumen Hydrargyrum in possession of the Archibald line. The primary difference being the materials used, and the mystery attached to each. While Volumen Hydrargyrum requires a full usage of a mage's circuits, Snegurochka is a golem, and is already animated. A mage can activate more magical circuits to increase Snegurochka's performance, but is not a constant requirement.
Name\Title: Aias/Ajax, aka: “Aias the Great”, “Telamonian Ajax”, “Bulwark of the Achaeans”
Alignment: Chaotic Neutral
Appearance (albeit with no scars of any sort on his body, the eyepatch is not there, and he’s a giant of a brute in size, and minus his shield in this pic)
His Illustrated Feelings About Odysseus, Agamemnon, Menelaus, the Trojans, Athena, and Livestock
Short Bio/Synopsis:
Ajax, also known as “Aias” and “Aias/Ajax the Great/Greater” and as the “Bulwark of the Achaeans”, was a child that almost never happened if not for the intervention of Heracles. Being good friends with Telamon (Ajax’s father), and knowing Telamon and his wife were struggling to have a kid, the great hero Heracles prayed to Zeus that the two would have a son with a body as strong and invulnerable as his own. To this end, Zeus sent an eagle as a sign this prayer would be answered, and Heracles after seeing this told his friend to name the child to come after the eagle itself (“Aias”). Thus was the origin of Telamon Ajax, cousin to Achilles, elder half-brother to Teucer, and one of the famed heroes of the Trojan War. And indeed in life, and during the Trojan War even, Aias never so much as received a scratch from the weapons or actions of his enemies...even from the dreaded javelin of Hector, Duridanna. He single-handedly defended the Greek forces’ ships when the Trojan rallied to try too burn them down, protected Patroclus’ body alongside Menelaus when the friend of Achilles fell, dueled the Trojan hero Hector multiple times, fought against the Trojan Army to get to and retrieved Achilles’ corpse/equipment alongside Odysseus, and single-handedly slew numerous enemies with thrown spears cast from his hand.
He protected the Greeks army itself as they retreated or move back, and too received the least assistance from the gods of any heroes involved in the conflict (accomplishing quite a lot by his own merits alone). Yet in the end, the great Aias fell not by another’s hand...but by his own. As he and Odysseus both sought to claim Achilles’ armor as a reward for their efforts, forged by the gods as it was, Ajax felt and argued that he deserved the armor because of all the fighting he had done to help the Greeks and protecting their ships and the dead among them. Athena then intervened to ensure the cunning Odysseus was awarded the armor in the end, however, which drove Ajax into a murderous rage. How dare Odysseus get the armor, who had done so much less than he! Aias himself felt wronged, as if all of his efforts for the Greeks so far were being dishonored or merely cast aside because of some goddess’ tricks. In his rage Ajax would have quickly slaughtered Odysseus, Agamemnon, and Menelaus for this offense, though Athena again intervened against Ajax and clouded his mind to see the many herds of the Achaenas’ captured livestock as the men themselves. After slaughtering the herds, Ajax then came out of the divinely-tweaked stupor of rage...and after feeling immense shame for a second time he just outright killed himself using the sword he had received from Hector.
Strength: B+ Endurance: A Agility: C Mana: C Luck: D Noble Phantasm: A+
Class Skill:
Magic Resistance: C
-grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether.
Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals.
Riding: C
-is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that dragon type mounts are an exception, requiring a different ability other than Riding.
Most vehicles and animals can be handled with above average skill. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts.
Self-Defense Field: A
-is a Class Skill of the Shielder class. A power displayed when protecting allies or an allied camp. At this rank damage reduction exhibited by this skill far surpasses the defensive limit value in its potency, with the range of this skill capable of easily encompassing an entire army. Ajax himself is included among the target(s) of this skill when this skill is active/being used.
This skill is such a high rank for good reason as well. Ajax was a warrior whose defensive prowess was unmatched by any other in his day, fully embodying his title as “Bulwark of the Achaeans” due to literally becoming that. He single-handedly protected their army and troops time and time again during the Trojan War, and even held off the entire Trojan Army by himself to drive them away when they tried to burn the boats of the Greeks.
Personal Skills:
Blessed Body: A
-A resilient body blessed by the gods, whilst being enhanced by ones own unyielding tenacity and unshakeable strength of will. It is a natural part of ones existence, being furnished on the flesh and unable to be unequipped or sealed.
When Ajax/Aias’ parents sought to have a child, Heracles (a good friend of Ajax’s father) prayed to Zeus for the couple to have a child: one blessed with an invulnerable body like Heracles himself had, and also blessed with great might/strength. This blessing seemed to hold true in life for Aias, who never received even a single scratch from his enemies during his lifetime...or even during the Trojan War.
Due to this skill, Ajax possesses damage resistance against all sources.
Eye of the Mind (True): A
-A heightened capacity for observation, refined through training, discipline and experience. A danger-avoidance ability that utilizes the intelligence collected up to the current time as the basis in order to predict the opponent’s activity and change the current situation. This is not a result of talent, but an overwhelming amount of combat experience. A weapon wielded by none other than a mortal, gained through tenacious training. So long as there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.
The servant at this rank is capable of calm analysis of the abilities of the opponent as well as the battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. This rank was gained from Ajax’s years spent training with Chiron, his own natural talent in the form of a very high combat intelligence, and also the anecdote of him being able to clearly discern in battle (just by being disarmed by his opponent) that his opponent (Hector) was being favored by Zeus during one of their duels.
Battle Continuation: B
-is a Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce the mortality rate from injury. This Skill represents the ability to survive and/or the mentality of one who doesn't know when to give up, consisting of one's strength of vitality in predicaments. It is also one of the powers of a vampire. The best result is achieved when a resilient body is combined with this Skill.
At this rank, it is possible to fight even with deadly injuries at full combat power, though one cannot survive a decisive fatal wound. One can also withdraw from combat and reach allied territory alive, no matter the results or status of the battle, due to having done so many times in life. After having held back an army alone more than once, combined with the high resilience of Aias’ body, this skill has risen to an overall respectable and strong ranking.
Proof of Friendship: C
-a Skill to suppress an enemy Servant's fighting spirit to a certain extent, where then a dialogue can begin. However, the enemy Servant must not possess a Mental Pollution Skill. In regard to a Holy Grail War, an advantageous check can be obtained when constructing temporary alliances.
Ajax and Hector, at the behest of the gods, exchanged gifts after battling mightily against each other. To Hector was given a purple sash, and Ajax was given Hector’s own sword in return. Eventually, this would be the blade that Ajax took his own life with, and which would be passed down to the knight Roland much later to have relics put into its hilt and become the peerless sword “Durandal: Ultimate Unbroken Hallow”.
Given that Hector received this skill from their exchange of gifts, Ajax too has received this skill for the same reason.
Noble Phantasm: (If summoned on staging ground, he would be able to have a second NP in the form of Hector’s sword that he was given by the man himself in life.)
Name/Title: Rho Aias, “The Seven Rings that Cover the Fiery Heavens”
Rank: A+
Type: Barrier
Range: -
Maximum Number of Targets: -
Description: The original Noble Phantasm of Aias the Great, which became sublimated over time into a conceptual Noble Phantasm that is an absolute defense against projectiles. As the original version, this Noble Phantasm is ultimately superior in all ways to the “conceptual” version.
It physically takes on the form of a great vnd very large bronze shield with the trademark seven layers of oxhide layered on it. In this inactive form without releasing its true name, the shield is passive but powerful, granting protection and having durability on the level of an A rank Noble Phantasm in its own right. This makes it highly useful for Ajax’s own personal defense (since it fully protects him personally when used as a shield) or shield bashing people, whilst still being very effective in combat in tandem with the great spear he wields.
When activated, its defensive power rises to its full potential. Seven giant red petals form from, and are centered on, the shield itself, appearing like this in the process (but with the shield incorporated as the center of the flower): youtu.be/JVRDHA9MCRg?t=18 or vignette.wikia.nocookie.net/typemoon/… (two links just in case). The size of the deployed Noble Phantasm in this non-conceptual form is far superior in strength and is notably far larger in scale and physical size when deployed than the likes of its conceptual variant. In this active form the “plus” modifier is applied as well, naturally, and the size of the defensive bulwak deployed by it is of a far larger scale physically. It could even be used to protect an army due to its size, as it was used for in life unironically.
This Noble Phantasm, in its true form exhibited here, is without a doubt an “absolute protection against all ranged attacks".
Class: Caster Name\Title: Artoria Pendragon, King of Knights, Proud Knight-King, Once and Future King Short Bio: Wiki Synopsis Parameters STR D | END D | AGI B | MAN A+ | LCK A+ | NP A++
Class Skills: Item Creation(False): A Producing devices that carry magical power. Artoria does not strictly speaking possess this skill, but she does have access to the vaults of Camelot. Rather than a strict replication of the true items within, she can instead withdraw(produce) items that ‘probably make sense to be there’. These could range from implements of war to tools for daily use. Also this skill accounts for the manufacturing and alteration abilities of both Merlin and the Fae.
Territory Creation: Sealed Creating a territory advantageous to oneself as a Magus. . .Normally. Pragmatically the skills normal effect has been sealed in exchange for the Noble Phantasm. In her case it is more aligned to the construction of buildings or perhaps even a Kingdom. Though the citadel at the heart of Camelot already existed, Arthur surely constructed the rest of the gleaming castle herself. In the case of this war, Fairy labour is typically used to expand, modify, or repair Camelot. Though Artoria gives the general direction, it is usually the Fae who do all the work.
Personal Skills: Dignified Charisma: B The nobility of the proud Dragon-King who sits upon the throne at Camelot's heart. This is a rare variant(mutation) of charisma. It was brought about by Casters particular circumstances; centered around her amplified dragon factor and this containers emphasis as 'founder and builder of Camelot and its Round Table'. Her allied camp is enhanced in a way surpassing but reminiscent of the conceptual improvement reachable with the reinforcement attribute. For the purposes of this skill, 'allied camp' is all inclusive; that is to say, it includes the entire camp, inanimate or not. This is considered a Morale Bonus. If Artoria is indeed a Dragon-King, then her horde is pride, nobility, majesty, and chivalry. Her presence alone is enough to make these things gleam ever brighter.
Instinct: A Instinct is the ability to instantly identify "the best personal course of action" during combat. Because this ability can predict projectile trajectories, it is even possible to evade attacks by firearms. At rank A, it almost reaches the realm of precognition. With Instinct, one can negate the penalties inflicted by visual and auditory interference to a certain extent.
Patronage of the Eternal Spring: A Assistance and backup from the 'Reverse Side'; the blessed Isle of Apples, Avalon. Arturia herself is not trained in the usage of magecraft nor is she a proper Magus, disqualifying her normally from Caster. In this context, she is instead receiving long range support from Merlin, still residing within his Forever-Sealed tower. With the existence of Camelot, the 'Gate' between 'here' and the Isle of Apples has been nudged slightly open, allowing the Fair Folk to provide their own assistance.
Noble Phantasm: Name: Radiant Camelot (Flowering Citadel of Coalescing Majesty) Rank: A++ Type: Fortress (Anti-Evil) Range: 1~100 Maximum Number of Targets: 1~??? Description: Camelot as embodied by a Noble Phantasm, becoming even more resplendent and idealized in this form. It has an atmosphere reminiscent of a reality marble, but is something far from it. Camelot is powered by Excalibur, while the fae maintain, repair, and expand the entire Castle as the war drags on. One may see a Knight or worker here and there, but they are almost certainly fae in disguise. More than anything else it is the ultimate defense, a bulwark from which any evil could be opposed. So long as its sovereign and defenders have strong hearts, its walls will never fall. In practice however it is a floating battle station bristling with defenses both internal and external. Ranging from siege weapons to mere bows, all of these weapons are certainly magical in some capacity. Because of Artoria's personality, she is not one to hide in her territory. Instead, she uses its overwhelming weaponry as fire support when engaging enemy servants. It is something created and maintained by fairies, so moving it around and hiding it is much easier compared to certain other similar examples. Though not an explicit function, Camelot is a place where Heroes gather and is favorable land for them. It was also briefly occupied by a Dragon, granting them the same benefit.
Name: Y Ddraig Goch (Dragonic Liege of the White Walls) Rank: B Type: Anti-Unit(Self) Range: 0~50(Breath) Maximum Number of Targets: 1 Description: A Noble Phantasm that Caster may call upon to take the form of a dragon. It is an embodiment of the Red Dragon who represents England, in this case a 'hollow' image, filled by Artoria herself. A Noble Phantasm reminiscent of the ability demonstrated by Vortigern, yet conceptually its opposite. Caster herself is the core, the reactor that controls and powers the Dragon; its heart. The image built around her is a radiant reproduction of Y Ddraig Goch that mimicks the Dragon-Kind. It is an illusion granted by fairies, a light that swallows up any darkness without much issue. With a true name activation the full might of a dragon's breath attack may be unleashed upon the enemy. Abnormally damage output is calculated through a combination of charisma and magical energy instead of constitution.
Misc/Other/Trivia: Alignment: Lawful Good Attribute: Earth
A more youthful form of Artoria, as 'the one who built Camelot'. Because of her class, Casters Draconic aspects have been emphasized. Both have affected her personality.
Ultimately, she is more reliant on others and thus is flawed compared to her normal self. Her current circumstances seem to be the result of some meddling.
Artoria thinks that her attempts at using magecraft are having a meaningful impact, such as her incantations. Actually, its just Merlin casting the spells beforehand using her magical energy reserves. Please don't tell her. Casters competitive spirit would probably force her into depression.
Still can't swim.
They seem to be depressed about their inability to properly engage enemies, but is still a decisive fighter.
Even if her current body is that of an inadequate little girl, Caster still has the experience and skill expected of her normal self. This is a result of the clash between herself and the class container she exists within.