Black Faction
Black Faction Masters
Name: Aletheia Mathers Yggdmillennia
Gender: Female
Age: 20
Height/Weight: 160cm/64kg
Alignment: True Neutral
Master of: Caster
Origin: Channeling
Element: Fire
School of Magecraft: The specialty of the Mathers is a result of desperation. A technique considered a curiosity or a practice of barbarism by the genteel Magi of the Clocktower. The act of inviting a spiritual body to dwell within one's flesh in order to access its knowledge and power. Shamans and Miko call on spirits of nature or kami. The Mathers invoke Angels, as any proper student of Hermeticism would.
List of Skills/Spells:
Magecraft: An accomplished clan, the Mathers have deep study into the fields of Spiritual Evocation and Divination. Further, they are also somewhat knowledgeable in Alchemy, Mineralogy, Runes, and have done a cursory study into Curses. Aletheia herself was a member of the faculty of the Department of Celestial Bodies, serving as an assistant instructor to her father. It hardly needs to be mentioned, but such things as Bounded Fields, Formalcraft, and other common Magecraft are well within her expertise.
The Rite of Eucharist: The rite of Eucharist is to take the divine into oneself. The principle behind Hermetic Magic is to invoke a divine being to work magic on one's behalf. It is easy to see how one could reach the conclusion that, if one's own magecraft is lacking, you simply need to become a being that is capable of much more.
The ultimate goal of the practice would be to invoke the true God into one's body and thereby gain access to the Root, but that is a far-off matter. The practical use of this ability lies in Aletheia's ability to cause 'Angels' to dwell within her. This allows her to become significantly more powerful than a normal girl- not enough to equal a Servant of course- and allows the use of various other powers associated with the Angel she invokes.
The other part of this practice lies in bidding Angels to objects, allowing the creation of quite potent familiars, through the ritual to do so is a long and tedious thing where the slightest error could result in an angry Angel ripping the unlucky Mathers apart, or even worse, calling a thing from the abyss like a certain associate of the Mathers Magi once did.
However, by willingly letting a 'Divine Spirit' enter her body in the form of the Archangels, Aletheia's body will slowly start to burn and rot from the inside, the strain of such beings too much for a modern Magus to handle, even for one who holds the origin of 'Channeling' such as Aletheia. This makes channeling an Archangel a dangerous thing that should be used sparsely and wisely. Perhaps if not for the Magi this would not be the case, but alas.
منو وارد کن Kiraman Katibin: It is said that the 'Kiraman Katibin', named Raqib and Atid, follow around every person and record their deeds, good and bad, for use in their judgment upon death. By invoking them through her body or an object Aletheia is capable of creating two spherical familiars that can see through nearly any illusion and Bounded Field along with glimpsing the true name of any human. Through the power to see the names of existences such as Servants is beyond even them.
Michael Archangelum vas ingredietur: The most noteworthy example, and her main 'go-to' in a situation as perilous as the Great Grail War, is to invoke the Archangel Michael. Doing so makes her an incredibly adept warrior and allows her to combat evil and monstrous beings effectively. It also allows the use of quite potent Fire Element magecraft.
Gabriel Archangelum vas ingredietur: A spell on the opposite end compared to her go-to of Michael, by invoking the Archangel Gabriel allows Aletheia to proficiently use the element of water, while this provides the bare minimal increase in combat abilities the true power of the Archangel lies in the use of small 'miracles' of healing and Baptism Rites.
Metatron Archangelum vas ingredietur: A trump card that knows no equal, by invoking the Voice of God itself Aletheia can become an existence of incredible power, a mystical being which holds dominion over nearly all forms of magecraft, though this provides a boost in combat the true power of the Scribe lies in its power to invoke and bind lesser Angels, allowing the mass production of Mystic Codes of above-average quality.
Mystic Codes:
Talisman of Protection - A simple amulet strung around Aletheia's neck. Its purpose is to protect from hostile magecraft, interfering with attempts to target her through sympathetic means. It is of particular use against curses, as it takes in their karmic manipulation as an effigy of its bearer.
Azoth Blade - A simple, but well-made mystic code passed down and slowly modified by the heads of the Mathers family. The purpose of the blade is to store magical energy, a task it does well- so well has it acclimated to the Mathers' power, in fact, that it has taken on a new use in their craft. When Aletheia calls an Angel into her body, she can force some of it into the blade, storing a manifestation of its power for use even outside periods of possession. Alternatively, it can take on a form befitting the being who possesses her- most notably, a flaming sword
Circuit Quality: A
Circuit Quantity: D
Gender: Female
Age: 20
Height/Weight: 160cm/64kg
Alignment: True Neutral
Master of: Caster
Smug, pushy and yet calm. Despite her Affinity, Fleecia does not burn overtly bright with determination or ideals, nor does she lash out at the world around her. Still, she pokes and prods as both a nuisance and a table-flipper when she finds that it’d either be amusing or bring about a state that’s more comfortable to her.
Hard to rile up and her insistent nature only builds up, gaining momentum the more she lingers on a matter. To get her to back down is more of a battle of patience for when she abandons the matter… if she does anyway. Really, there are so many things in life to enjoy, one can’t spend all their time on one or two things alone!
Hard to rile up and her insistent nature only builds up, gaining momentum the more she lingers on a matter. To get her to back down is more of a battle of patience for when she abandons the matter… if she does anyway. Really, there are so many things in life to enjoy, one can’t spend all their time on one or two things alone!
The daughter of a notorious bloodline. The explosion of mysticism in the 19th and 20th centuries was an awkward time for the Association. Among the quacks and fraudsters, the delusional and the true believers, there was something even more dangerous.
Magi.
Those who broke the greatest taboo of the Mage's Association, who sought to bring their knowledge to the masses. Those who threatened the very basis of the power that Magi dedicated their lives to studying. Broadcasting one's Mysteries is the same as cutting out one's tongue or amputating one's leg- unless it is absolutely required, it is a very. Bad. Idea.
Yet somehow that didn't stop him.
The Mathers are an offshoot of a clan that was once respected within the Clocktower. Luminaries in the fields of Spiritual Evocation and Divination, they were said to approach even the Lords as near equals... until their son squandered it. Aletheia's family has been forced to reinvent themselves from the ground up, tracing back their roots and assimilating new knowledge to reverse the damage done. Regardless, they've fallen far, and have lost significant respect and resources. In hopes of maintaining at least some of their power, they entered a contract with the Yggdmillenia Lord. They would aid in the founding of this "Yggdmillenia Clan", and lend it their power and knowledge in return for political support.
And now, Aletheia is here.
Magi.
Those who broke the greatest taboo of the Mage's Association, who sought to bring their knowledge to the masses. Those who threatened the very basis of the power that Magi dedicated their lives to studying. Broadcasting one's Mysteries is the same as cutting out one's tongue or amputating one's leg- unless it is absolutely required, it is a very. Bad. Idea.
Yet somehow that didn't stop him.
The Mathers are an offshoot of a clan that was once respected within the Clocktower. Luminaries in the fields of Spiritual Evocation and Divination, they were said to approach even the Lords as near equals... until their son squandered it. Aletheia's family has been forced to reinvent themselves from the ground up, tracing back their roots and assimilating new knowledge to reverse the damage done. Regardless, they've fallen far, and have lost significant respect and resources. In hopes of maintaining at least some of their power, they entered a contract with the Yggdmillenia Lord. They would aid in the founding of this "Yggdmillenia Clan", and lend it their power and knowledge in return for political support.
And now, Aletheia is here.
Not enough Masters to write something coherent in terms of relationships yet, so I'll wait a little.
Origin: Channeling
Element: Fire
School of Magecraft: The specialty of the Mathers is a result of desperation. A technique considered a curiosity or a practice of barbarism by the genteel Magi of the Clocktower. The act of inviting a spiritual body to dwell within one's flesh in order to access its knowledge and power. Shamans and Miko call on spirits of nature or kami. The Mathers invoke Angels, as any proper student of Hermeticism would.
List of Skills/Spells:
Magecraft: An accomplished clan, the Mathers have deep study into the fields of Spiritual Evocation and Divination. Further, they are also somewhat knowledgeable in Alchemy, Mineralogy, Runes, and have done a cursory study into Curses. Aletheia herself was a member of the faculty of the Department of Celestial Bodies, serving as an assistant instructor to her father. It hardly needs to be mentioned, but such things as Bounded Fields, Formalcraft, and other common Magecraft are well within her expertise.
The Rite of Eucharist: The rite of Eucharist is to take the divine into oneself. The principle behind Hermetic Magic is to invoke a divine being to work magic on one's behalf. It is easy to see how one could reach the conclusion that, if one's own magecraft is lacking, you simply need to become a being that is capable of much more.
The ultimate goal of the practice would be to invoke the true God into one's body and thereby gain access to the Root, but that is a far-off matter. The practical use of this ability lies in Aletheia's ability to cause 'Angels' to dwell within her. This allows her to become significantly more powerful than a normal girl- not enough to equal a Servant of course- and allows the use of various other powers associated with the Angel she invokes.
The other part of this practice lies in bidding Angels to objects, allowing the creation of quite potent familiars, through the ritual to do so is a long and tedious thing where the slightest error could result in an angry Angel ripping the unlucky Mathers apart, or even worse, calling a thing from the abyss like a certain associate of the Mathers Magi once did.
However, by willingly letting a 'Divine Spirit' enter her body in the form of the Archangels, Aletheia's body will slowly start to burn and rot from the inside, the strain of such beings too much for a modern Magus to handle, even for one who holds the origin of 'Channeling' such as Aletheia. This makes channeling an Archangel a dangerous thing that should be used sparsely and wisely. Perhaps if not for the Magi this would not be the case, but alas.
منو وارد کن Kiraman Katibin: It is said that the 'Kiraman Katibin', named Raqib and Atid, follow around every person and record their deeds, good and bad, for use in their judgment upon death. By invoking them through her body or an object Aletheia is capable of creating two spherical familiars that can see through nearly any illusion and Bounded Field along with glimpsing the true name of any human. Through the power to see the names of existences such as Servants is beyond even them.
Michael Archangelum vas ingredietur: The most noteworthy example, and her main 'go-to' in a situation as perilous as the Great Grail War, is to invoke the Archangel Michael. Doing so makes her an incredibly adept warrior and allows her to combat evil and monstrous beings effectively. It also allows the use of quite potent Fire Element magecraft.
Gabriel Archangelum vas ingredietur: A spell on the opposite end compared to her go-to of Michael, by invoking the Archangel Gabriel allows Aletheia to proficiently use the element of water, while this provides the bare minimal increase in combat abilities the true power of the Archangel lies in the use of small 'miracles' of healing and Baptism Rites.
Metatron Archangelum vas ingredietur: A trump card that knows no equal, by invoking the Voice of God itself Aletheia can become an existence of incredible power, a mystical being which holds dominion over nearly all forms of magecraft, though this provides a boost in combat the true power of the Scribe lies in its power to invoke and bind lesser Angels, allowing the mass production of Mystic Codes of above-average quality.
Mystic Codes:
Talisman of Protection - A simple amulet strung around Aletheia's neck. Its purpose is to protect from hostile magecraft, interfering with attempts to target her through sympathetic means. It is of particular use against curses, as it takes in their karmic manipulation as an effigy of its bearer.
Azoth Blade - A simple, but well-made mystic code passed down and slowly modified by the heads of the Mathers family. The purpose of the blade is to store magical energy, a task it does well- so well has it acclimated to the Mathers' power, in fact, that it has taken on a new use in their craft. When Aletheia calls an Angel into her body, she can force some of it into the blade, storing a manifestation of its power for use even outside periods of possession. Alternatively, it can take on a form befitting the being who possesses her- most notably, a flaming sword
Circuit Quality: A
Circuit Quantity: D
Nuari Maaike Yggdmillenia
Gender: F
Age: 19
Height/Weight: 167 cm/52 kg
Alignment: Chaotic Neutral
Master of: Rider (if permitted)
A sharp and highly focused young woman, who never seems to miss even the smallest detail about the world around her. Gives off a scholarly impression, and a sense of knowing more about everyone and everything than a person of her standing should. Despite this, however, her interactions with others have all the finesse of a sledgehammer: she cannot or will not tell a lie and will speak her mind freely, even if doing so means spouting something downright rude or improper.
She is not an empathetic person by nature, or at least not one who cares to understand other humans. Rather, she has an eye for ‘elegance’ and ‘unsightliness,’ not in the aesthetic sense but in terms of mathematics. Something that is sound in terms of principles, structure, and purpose will be seen as good, whereas things that are uncertain or fundamentally flawed will be seen as bad. For this reason, she prefers homunculi to humans, though it’s more of an appreciation for how beautifully they fulfill their purpose rather than any strong desire to influence them.
From Nuari’s perspective, her body is mainly a vessel for keeping her mind alive and at full operating capacity. She maintains it in excellent shape, as one would an essential machine, but prefers mental activities to physical ones in most respects. The exception would be cases where a technique can be finely honed through careful analysis, though really she’s more interested in puzzling out the right movements that need to be performed to carry out a certain action, and actually carrying them out becomes nearly an afterthought. Often, she’ll learn a technique or a form of magic without her body actually possessing the ability to ever make use of it.
She is not an empathetic person by nature, or at least not one who cares to understand other humans. Rather, she has an eye for ‘elegance’ and ‘unsightliness,’ not in the aesthetic sense but in terms of mathematics. Something that is sound in terms of principles, structure, and purpose will be seen as good, whereas things that are uncertain or fundamentally flawed will be seen as bad. For this reason, she prefers homunculi to humans, though it’s more of an appreciation for how beautifully they fulfill their purpose rather than any strong desire to influence them.
From Nuari’s perspective, her body is mainly a vessel for keeping her mind alive and at full operating capacity. She maintains it in excellent shape, as one would an essential machine, but prefers mental activities to physical ones in most respects. The exception would be cases where a technique can be finely honed through careful analysis, though really she’s more interested in puzzling out the right movements that need to be performed to carry out a certain action, and actually carrying them out becomes nearly an afterthought. Often, she’ll learn a technique or a form of magic without her body actually possessing the ability to ever make use of it.
It is said that nothing created in the Atlas Institute should ever leave the Atlas Institute. Or at least, this was the rule. For thousands of years, the alchemists fervently obeyed it, keeping the wonders and horrors they had created locked away forever from the outside world.
However, over such a long period of time, it is impossible to avoid exceptions to such a strict doctrine. Within the Institute, rumors abound of separatist factions plotting to break away and take their secrets elsewhere, though few can say how many of these whispers contain a hint of truth. On the rare occasion that an Atlas alchemist does attempt to break their cardinal rule, they will almost certainly be killed, or at the very least have their freedom completely restrained. Even if one were to get away from the Institute itself, they would swiftly be hunted down by the Holy Church.
Occasionally, however, an alchemist will just disappear entirely.
Sometimes this is from natural causes, when a half-finished weapon malfunctions and wipes its creator from existence. Other times, such as when a visitor is accepted into Atlas or when the Institute itself is forced to send out some of its alchemists to resolve a major crisis or contractual obligation, they are lost to external forces. The ancestor of what would later become the Maaike family was one such mysterious disappearance, whom all evidence showed to be dead and gone.
In truth, it was a perfect crime. This individual’s field of study- specifically the intersection between Void Space and reality -required them to inspect certain points in the world beyond Atlas in order to continue it. Though they were aware of the Institute’s rule, their obsession with Imaginary Numbers won out in the end, and thus they carefully arranged for their own presumed loss, escaping in such a way that the other alchemists were never even aware of it.
‘Maaike’ is a false name, a minor mage family thought up as a cover for a certain rogue branch of alchemists whose magecraft was originally from Atlas itself. They generally stayed out of the affairs of the Mage Association unless absolutely necessary, preferring to seclude themselves and keep their activities entirely secret while they continued their generations-long work.
No matter how stealthy they were, however, eventually suspicions began to rise. A cold case was re-opened, and agents of the Church and the Association suddenly began showing a new interest in this supposedly dull magus family based in the Middle East. The Maaike knew that if things continued, their connection with Atlas would be exposed, and the Institute’s allies would move swiftly to contain and eliminate that which had escaped long ago.
What they needed was protection, an ally who could stand with them against the inevitable retribution that would come for them once the truth was discovered. Yggdmillennia represented a power they could align themselves and use as a shield, a power unlikely to bend to Atlas's will so long as the Maaike made themselves useful to the cause.
Nuari is the latest heir and representative of the Maaike, though she views herself as no more than a cog in the machine that is their project. The Grail's power is a tempting possibility, but to her it's mostly a political opportunity that will raise up Yggdmillennia and ensure her own family's survival.
However, over such a long period of time, it is impossible to avoid exceptions to such a strict doctrine. Within the Institute, rumors abound of separatist factions plotting to break away and take their secrets elsewhere, though few can say how many of these whispers contain a hint of truth. On the rare occasion that an Atlas alchemist does attempt to break their cardinal rule, they will almost certainly be killed, or at the very least have their freedom completely restrained. Even if one were to get away from the Institute itself, they would swiftly be hunted down by the Holy Church.
Occasionally, however, an alchemist will just disappear entirely.
Sometimes this is from natural causes, when a half-finished weapon malfunctions and wipes its creator from existence. Other times, such as when a visitor is accepted into Atlas or when the Institute itself is forced to send out some of its alchemists to resolve a major crisis or contractual obligation, they are lost to external forces. The ancestor of what would later become the Maaike family was one such mysterious disappearance, whom all evidence showed to be dead and gone.
In truth, it was a perfect crime. This individual’s field of study- specifically the intersection between Void Space and reality -required them to inspect certain points in the world beyond Atlas in order to continue it. Though they were aware of the Institute’s rule, their obsession with Imaginary Numbers won out in the end, and thus they carefully arranged for their own presumed loss, escaping in such a way that the other alchemists were never even aware of it.
‘Maaike’ is a false name, a minor mage family thought up as a cover for a certain rogue branch of alchemists whose magecraft was originally from Atlas itself. They generally stayed out of the affairs of the Mage Association unless absolutely necessary, preferring to seclude themselves and keep their activities entirely secret while they continued their generations-long work.
No matter how stealthy they were, however, eventually suspicions began to rise. A cold case was re-opened, and agents of the Church and the Association suddenly began showing a new interest in this supposedly dull magus family based in the Middle East. The Maaike knew that if things continued, their connection with Atlas would be exposed, and the Institute’s allies would move swiftly to contain and eliminate that which had escaped long ago.
What they needed was protection, an ally who could stand with them against the inevitable retribution that would come for them once the truth was discovered. Yggdmillennia represented a power they could align themselves and use as a shield, a power unlikely to bend to Atlas's will so long as the Maaike made themselves useful to the cause.
Nuari is the latest heir and representative of the Maaike, though she views herself as no more than a cog in the machine that is their project. The Grail's power is a tempting possibility, but to her it's mostly a political opportunity that will raise up Yggdmillennia and ensure her own family's survival.
Maaike family: “A device for the realization of a dream, of which I am one component.”
Atlas: “A threat to our dream. Avoidance is a high priority.”
Mage Association: “Useful resource, but also an inconvenience and source of threat. Keep contact to a minimum.”
Darnic Prestone Yggdmillennia: “Our shield. He may be the key to our survival, but this does not mean we can wholly trust him.”
Alethia Mathers: “A mage. Some similarities in family history, dealings may be possible.”
Slaine Druiminn: “A good boy, but his magecraft is unsightly.”
Atlas: “A threat to our dream. Avoidance is a high priority.”
Mage Association: “Useful resource, but also an inconvenience and source of threat. Keep contact to a minimum.”
Darnic Prestone Yggdmillennia: “Our shield. He may be the key to our survival, but this does not mean we can wholly trust him.”
Alethia Mathers: “A mage. Some similarities in family history, dealings may be possible.”
Slaine Druiminn: “A good boy, but his magecraft is unsightly.”
Origin: Observation
Element: Imaginary Numbers
School of Magecraft: Alchemy
Memory Partition: an ability used by the superior alchemists of Atlas. It represents the ability to partition thoughts to form multiple independent thought processes. While normal people can only focus on one thought at a time, users of this ability can partition their mind into multiple ‘rooms’ to attack a problem from several angles at once. Advanced users (of which Nuari is one) can perform further titration of their thought processes within these rooms, allowing them to maintain hundreds of separate thoughts at once and perform complex calculations even when occupied with physical tasks.
Thought Acceleration: the main magecraft of Atlas alchemists. Allows for inhumanly rapid thinking, and is a prerequisite for Memory Partition. Used in combination, they vastly increase effective computing power.
Zero Dipping: temporary means of accessing pockets of Void Space and hiding oneself or small objects within them. While in this space, one is effectively outside of reality, and cannot be accessed or harmed from the real world without the use of corresponding magecraft… However, it’s inefficient as a storage method. Its only real use is as an emergency hiding space for Nuari herself or something that she absolutely needs to protect.
Thought Acceleration: the main magecraft of Atlas alchemists. Allows for inhumanly rapid thinking, and is a prerequisite for Memory Partition. Used in combination, they vastly increase effective computing power.
Zero Dipping: temporary means of accessing pockets of Void Space and hiding oneself or small objects within them. While in this space, one is effectively outside of reality, and cannot be accessed or harmed from the real world without the use of corresponding magecraft… However, it’s inefficient as a storage method. Its only real use is as an emergency hiding space for Nuari herself or something that she absolutely needs to protect.
Fragrance Annulus: small ring implanted in Nuari’s nose. Vastly enhances her sense of smell, and connects it with the ability to sense magical energy. Her abilities are on par with a bloodhound, or perhaps one of the Hounds of Tindalos; she can detect the nature and origin of a spell even hours after it was cast.
Azure Distiller: an artificial right eye implanted in her skull. Not a true Mystic Eye, but its abilities are on par with them. Not only does it allow for improved sight, it can also configure itself to receive different ‘wavelengths’ and see things that could normally not be seen, from infrared radiation to magically concealed objects to things no human mind would even be able to comprehend.
Q.E.D.: her robes, which act as a strong ‘proof of existence’ of the one wearing them. Can temporarily maintain the user’s existence while in Void Space, and also protects them against conceptual attacks that would erase or distort their nature.
Void Bolt: one of two Maaike weapons in her possession. This one resembles a long brass rifle; when fired it triggers a localized collapse of reality into Void space, about 5 cm wide, that propagates outwards in a straight line for up to 500 meters. The destructive power of this collapse is absolute: anything caught within its narrow path is simply removed from reality as humans know it. However, it propagates at sub-sonic speeds, moving more akin to an arrow than a bullet, so even a human may be able to avoid it if they are fast enough.
Azure Distiller: an artificial right eye implanted in her skull. Not a true Mystic Eye, but its abilities are on par with them. Not only does it allow for improved sight, it can also configure itself to receive different ‘wavelengths’ and see things that could normally not be seen, from infrared radiation to magically concealed objects to things no human mind would even be able to comprehend.
Q.E.D.: her robes, which act as a strong ‘proof of existence’ of the one wearing them. Can temporarily maintain the user’s existence while in Void Space, and also protects them against conceptual attacks that would erase or distort their nature.
Void Bolt: one of two Maaike weapons in her possession. This one resembles a long brass rifle; when fired it triggers a localized collapse of reality into Void space, about 5 cm wide, that propagates outwards in a straight line for up to 500 meters. The destructive power of this collapse is absolute: anything caught within its narrow path is simply removed from reality as humans know it. However, it propagates at sub-sonic speeds, moving more akin to an arrow than a bullet, so even a human may be able to avoid it if they are fast enough.
Circuit Quality: D
Circuit Quantity: E
Other: For some strange reason she is mildly allergic to cats.
Name: Sláine Druiminn Yggdmillennia
Gender: Male
Age: 7
Height/Weight: 154 cm/ 47 kg
Alignment: Neutral Good
Master of: ??? (Undecided)
Sláine is extremely docile and nonconfrontational, preferring to be more of a wallflower and allow others to take the lead. This, as well as his almost purely supportive skill set, makes him a Magi that excels at working with others. He works best with those who are willing to take the lead and are capable of keeping him from getting hurt. In the standard Master-Servant relationship of the Holy Grail War, it would be difficult to say which person is actually the Servant. However, Sláine is also incredibly respectful and formal, going so far as to refer to close friends by their titles unless asked not to.
These traits, however, are not Sláine's own. They were purposefully ingrained in him when he was created, as a means of control and to make him eager to serve the members of the Druiminn branch family. Many of these traits even 'turn off' when Sláine encounters members of the Mage's Association, causing him to be much more bloodthirsty and eager to start a fight. Sláine himself is not aware of the implanted personality he possesses, but most people who interact with the Druiminn family in any major capacity would instantly recognize it as a baseline personality that most Druiminn Homunculi possess.
Other than being subservient and a coward, Sláine holds great affection for other lifeforms, especially plant life. He owns an immense garden back in his home of Cloosh Valley, and even in Trifas, he has managed to establish a respectable garth, albeit one lacking any phantasmal herbs. He spends large portions of his day in his garden, wither caring for his plants or merely attending to his other hobbies. Sláine will always attempt to choose the option that has the least violence and bloodshed, but he will acquiesce to almost anything if pressured.
Of course, this is not the case when it comes to the Mage's Association. Sláine has a deep-seated grudge against the Mage's Association for killing one of the Druiminn ancestors and stealing the families Magic Crest. Sláine will struggle between attempting a diplomatic solution or a violent one, but he will instantly agree with anyone who suggests murdering members of the Association with little to no persuasion. When it comes to Association Enforcers, this bloodlust is only amplified.
Sláine places those that care for him and protect him above others who don't, almost on a hierarchy of sorts. When anyone he cares for is threatened, he will take any action available to him to defuse the situation they are in, to the point where he would gladly kill dozens of bystanders to save a single person, and feel no guilt whatsoever. This is both a natural quality he has, as well as a trait that was artificially enhanced by the Druiminn clan - with members of Druiminn being automatically at the top of the hierarchy, followed shortly by the members of Yggdmillennia who were close to the clan during Sláine's creation.
In his free time, Sláine enjoys reading in his Garden, with his favorite author being Daniel Keyes. He enjoys discussing literature with others, but his implanted fear of conflict causes him to struggle to argue with others, leading to most debates over themes or other aspects of novels being incredibly one-sided. Sláine once had an immense fear of fire, but like most undesirable traits, this was removed by his creator, leaving Sláine only slightly uncomfortable in its presence.
Sláine's Mage Association bloodlust was only recently added to his personality and was implanted in him specifically because of the Holy Grail War. Sláine is aware of his sudden personality change, and he is struggling immensely with understanding why he becomes so aggressive so easily now.
Sláine's "Wish" for the Grail is to give his Creator access to The Root.
These traits, however, are not Sláine's own. They were purposefully ingrained in him when he was created, as a means of control and to make him eager to serve the members of the Druiminn branch family. Many of these traits even 'turn off' when Sláine encounters members of the Mage's Association, causing him to be much more bloodthirsty and eager to start a fight. Sláine himself is not aware of the implanted personality he possesses, but most people who interact with the Druiminn family in any major capacity would instantly recognize it as a baseline personality that most Druiminn Homunculi possess.
Other than being subservient and a coward, Sláine holds great affection for other lifeforms, especially plant life. He owns an immense garden back in his home of Cloosh Valley, and even in Trifas, he has managed to establish a respectable garth, albeit one lacking any phantasmal herbs. He spends large portions of his day in his garden, wither caring for his plants or merely attending to his other hobbies. Sláine will always attempt to choose the option that has the least violence and bloodshed, but he will acquiesce to almost anything if pressured.
Of course, this is not the case when it comes to the Mage's Association. Sláine has a deep-seated grudge against the Mage's Association for killing one of the Druiminn ancestors and stealing the families Magic Crest. Sláine will struggle between attempting a diplomatic solution or a violent one, but he will instantly agree with anyone who suggests murdering members of the Association with little to no persuasion. When it comes to Association Enforcers, this bloodlust is only amplified.
Sláine places those that care for him and protect him above others who don't, almost on a hierarchy of sorts. When anyone he cares for is threatened, he will take any action available to him to defuse the situation they are in, to the point where he would gladly kill dozens of bystanders to save a single person, and feel no guilt whatsoever. This is both a natural quality he has, as well as a trait that was artificially enhanced by the Druiminn clan - with members of Druiminn being automatically at the top of the hierarchy, followed shortly by the members of Yggdmillennia who were close to the clan during Sláine's creation.
In his free time, Sláine enjoys reading in his Garden, with his favorite author being Daniel Keyes. He enjoys discussing literature with others, but his implanted fear of conflict causes him to struggle to argue with others, leading to most debates over themes or other aspects of novels being incredibly one-sided. Sláine once had an immense fear of fire, but like most undesirable traits, this was removed by his creator, leaving Sláine only slightly uncomfortable in its presence.
Sláine's Mage Association bloodlust was only recently added to his personality and was implanted in him specifically because of the Holy Grail War. Sláine is aware of his sudden personality change, and he is struggling immensely with understanding why he becomes so aggressive so easily now.
Sláine's "Wish" for the Grail is to give his Creator access to The Root.
The Druimmin clan is a minor family that has existed directly since 6th century AD, and could directly draw its ancestry from the ancient Celtic Druids. The Druimmins attempted to reach The Root through synchronizing and assimilating themselves into Gaia, developing Magecraft based on interaction with the natural world, and the lifeforms that dwelled in it. Unlike most Mage families they had 2 to 3 children every generation rather than a single one, with the ones that did not inherit the Magic Crest serving as back up heirs and researchers for the Family Magecraft. They steadily grew in power over the centuries, eventually reaching their peak in the late 1600s. The Family Head in 1660, Róisín Druiminn, was capable of using a Marble Phantasm - combined with her skill at Healing Magecraft and her Elemental affinities of Wind, Water, and Earth, she was the pinnacle of the Druimmins.
Good things don't last forever, though. With the onset of the Industrial Revolution, the Druimmins steadily lost power as their connection to nature faded, and there Status as Humans overwhelmed them. Over the next two centuries, the Family would continue to splinter into new groups as second and third sons and daughters left the clan, stealing the Magecraft of the various Elements that the Druimmins have mastered. By 1914, with the start of the First World War, the Druimmin was forced to join the Mage's association to stop themselves from floundering.
At this point, the only Magecraft that remained to the Druimmins was their Life Magecraft, the spells that had a connection to healing and the living things in the natural world. This was also the weakest Magecraft that the Druimmins had, as these Magecrafts suffered the most from the Industrial Revolution. The Druimmins were a shade of what they once were. Until 1952, when Daithí Druimmin discovered a method of physically melding plants and humans into a single lifeform - and by doing so, the Druimmins would be able to shed their status as pure humans, and begin rebuilding their once great legacy.
The Mage's Association saw things differently. The Melding ritual was useful and needed to be stored. In some ways, Daithi Druimmin was considered the greatest Druimmin ever known - he was given a Sealing Designation a few months after his discovery. By the time Enforcers caught up to him, the Druimmins had access to all of Daithi's research. It made little difference, however - while the Druimmin's had access to a way to retain their former glory, the Magic Crest they had developed for over a Millenia was gone, stolen by the Mage's Association along with Daithi's body.
The Druimmin's slowly recovered over the next few decades, creating a new (albeit complete trash) Magic Crest. They resided almost exclusively in their hidden grove within Cloosh Valley, protected by Bounded Fields, nature spirits, and even dryads. The Mage's Association never found where they were located, leaving the family plenty of time to stew in their anger. When Yggdmillennia opened its arms to foreign families, the Druimmin's were some of the first to join thanks to their thirst for vengeance.
The Druimmins began learning the method of constructing Hommunculi shortly after they learned how to fuse themselves with plants. Since the vast Majority of Druimmin's were limited to little if any movement, they needed someone to act as their manipulators for the world at large. Nature Spirits and familiars only worked in the wilderness, but Homunculi were incredibly appealing due to their mutability. Druimmin's skyrocketed in their ability to craft Hommuncli, at the cost of ignoring nearly all other aspects of Alchemy, and their family Magecraft research slowing to a crawl. While they weren't able to create Homunculi nearly as advanced as the Musiks or Einzberns, the Homunculi of the Druimmin's had incredibly mutable minds - the Druimmin's could implant instincts into their Hommunculi, allowing them to alter the thought processes of their servants with little effort. Advanced Homunculi crafters in the Druimmin clan could even implant certain skills inside of their Homunculi.
Currently, there are 8 Druimmin, of which only 3 are capable of movement. One of these 3 is Sláine himself.
Good things don't last forever, though. With the onset of the Industrial Revolution, the Druimmins steadily lost power as their connection to nature faded, and there Status as Humans overwhelmed them. Over the next two centuries, the Family would continue to splinter into new groups as second and third sons and daughters left the clan, stealing the Magecraft of the various Elements that the Druimmins have mastered. By 1914, with the start of the First World War, the Druimmin was forced to join the Mage's association to stop themselves from floundering.
At this point, the only Magecraft that remained to the Druimmins was their Life Magecraft, the spells that had a connection to healing and the living things in the natural world. This was also the weakest Magecraft that the Druimmins had, as these Magecrafts suffered the most from the Industrial Revolution. The Druimmins were a shade of what they once were. Until 1952, when Daithí Druimmin discovered a method of physically melding plants and humans into a single lifeform - and by doing so, the Druimmins would be able to shed their status as pure humans, and begin rebuilding their once great legacy.
The Mage's Association saw things differently. The Melding ritual was useful and needed to be stored. In some ways, Daithi Druimmin was considered the greatest Druimmin ever known - he was given a Sealing Designation a few months after his discovery. By the time Enforcers caught up to him, the Druimmins had access to all of Daithi's research. It made little difference, however - while the Druimmin's had access to a way to retain their former glory, the Magic Crest they had developed for over a Millenia was gone, stolen by the Mage's Association along with Daithi's body.
The Druimmin's slowly recovered over the next few decades, creating a new (albeit complete trash) Magic Crest. They resided almost exclusively in their hidden grove within Cloosh Valley, protected by Bounded Fields, nature spirits, and even dryads. The Mage's Association never found where they were located, leaving the family plenty of time to stew in their anger. When Yggdmillennia opened its arms to foreign families, the Druimmin's were some of the first to join thanks to their thirst for vengeance.
The Druimmins began learning the method of constructing Hommunculi shortly after they learned how to fuse themselves with plants. Since the vast Majority of Druimmin's were limited to little if any movement, they needed someone to act as their manipulators for the world at large. Nature Spirits and familiars only worked in the wilderness, but Homunculi were incredibly appealing due to their mutability. Druimmin's skyrocketed in their ability to craft Hommuncli, at the cost of ignoring nearly all other aspects of Alchemy, and their family Magecraft research slowing to a crawl. While they weren't able to create Homunculi nearly as advanced as the Musiks or Einzberns, the Homunculi of the Druimmin's had incredibly mutable minds - the Druimmin's could implant instincts into their Hommunculi, allowing them to alter the thought processes of their servants with little effort. Advanced Homunculi crafters in the Druimmin clan could even implant certain skills inside of their Homunculi.
Currently, there are 8 Druimmin, of which only 3 are capable of movement. One of these 3 is Sláine himself.
Sláine was created only 7 years ago, but he has already lived over a quarter of his lifespan. He was initially designed as a 'Gardener' Homunculus, meant to maintain and care for the tens of thousands of plants in Cloosh Valley, as well as provide care for the older members of the Druimmin clan. The Druimmins, being skilled at manipulating the minds of their Homunculi, created Sláine with many artificial traits, such as an aversion to conflict and a natural subservience to those he talks to. Sláine's creator, Amelia Druimmin, is seen as a goddess to Sláine, with her request being the primary reason he left for the Grail War so easily.
Amelia, unlike most other Druimmin 'Alchemists', dearly cared for her creation. She relied on only Sláine after the death of her first homunculus, and her homunculi were known among the Druimmins for their higher quality and expense. She even went to the effort of performing the same ritual that is performed on Druimmin magi upon completing their Magecraft training, implanting a specially made phantasmal plant species into Sláine's body. This only further cemented Amelia's superiority in Sláine's mind, and it was at this point that Sláine became the second homunculus to inherit the Druimmin name.
Over the next 3 years, Sláine would continue to care for the plants in Cloosh Valley, but he would be given more and more area to care for as time went on. By the time he turned 4, he was the first person with the name of Druimmin to leave their secluded woods in nearly half a century. Many homunculi had beaten him to exploring the outside world, but most of the Druimmin clan preferred to rely on Sláine to exercise their will since he was far more skilled in Magecraft than his fellow Homunculi and had access to his Mystic Code.
When preparations for the war began, the Druimmin sent Sláine to act as a force multiplier for Yggdmillennia. Sláine himself was anxious to move outside of Ireland for the first time in his life, but he left on Amelia's order, shortly afterward arriving in Trifas.
Amelia, unlike most other Druimmin 'Alchemists', dearly cared for her creation. She relied on only Sláine after the death of her first homunculus, and her homunculi were known among the Druimmins for their higher quality and expense. She even went to the effort of performing the same ritual that is performed on Druimmin magi upon completing their Magecraft training, implanting a specially made phantasmal plant species into Sláine's body. This only further cemented Amelia's superiority in Sláine's mind, and it was at this point that Sláine became the second homunculus to inherit the Druimmin name.
Over the next 3 years, Sláine would continue to care for the plants in Cloosh Valley, but he would be given more and more area to care for as time went on. By the time he turned 4, he was the first person with the name of Druimmin to leave their secluded woods in nearly half a century. Many homunculi had beaten him to exploring the outside world, but most of the Druimmin clan preferred to rely on Sláine to exercise their will since he was far more skilled in Magecraft than his fellow Homunculi and had access to his Mystic Code.
When preparations for the war began, the Druimmin sent Sláine to act as a force multiplier for Yggdmillennia. Sláine himself was anxious to move outside of Ireland for the first time in his life, but he left on Amelia's order, shortly afterward arriving in Trifas.
Amelia Druiminn: The person that created Sláine, he holds her above all others. He holds her in the same reverence one would hold for a god, and he holds her word in extremely high regard. Members of Yggdmillennia can make him agree to nearly anything, merely by mentioning her name or her opinion on the topic at hand.
Druiminn Family: The majority of the Druiminns are loved by Sláine, since they were directly responsible for him being created, but they also kept him from becoming a Mana Battery like most of the Homunculi created by Yggdmillennia. Even the ones that have turned to more cruel methods of research such as human experimentation are cared about by Sláine, albeit he visits them less frequently than others. Most members of the Druiminn branch are completely immobile from fusing with certain plants, live in Ireland, or both.
(Rest to be filled out when all characters are submitted.)
Druiminn Family: The majority of the Druiminns are loved by Sláine, since they were directly responsible for him being created, but they also kept him from becoming a Mana Battery like most of the Homunculi created by Yggdmillennia. Even the ones that have turned to more cruel methods of research such as human experimentation are cared about by Sláine, albeit he visits them less frequently than others. Most members of the Druiminn branch are completely immobile from fusing with certain plants, live in Ireland, or both.
(Rest to be filled out when all characters are submitted.)
Origin: Restoration
Element: Wood
School of Magecraft: Druidcraft, along with a mix of Spiritual Surgery/Healing.
List of Skills/Spells:
(Spells that activate the + modifiers of Sláine's Magic Circuits will be marked with a *)
Basic Druidcraft: Not a spell, but a small collection of spells selected for convenience for Members of the Yggdmillennia family, specifically those of the Druiminn subgroup. These include Tròcair Llyr, a spell that takes minimal magical energy and condenses the water vapor in the air into a container the caster touches. Èiginn Amaethon takes nearly all of Sláine Od, and is a spell that massively boosts the lifecycle of a plant. This can cause a Sapling to become a full-grown tree in a matter of hours, or cause plants to drop dozens of fresh fruits in mere minutes. This growth cannot be stopped once started, so most plants will die in a matter of a day or two. Finally, there is Stiùireadh Druantia, a spell that instantly gives knowledge of all plant and animal life in a 5-meter radius, but can be boosted massively with higher Magical Energy costs. In less Urban environments, like a Forest, this can allow someone to navigate the area with their eyes closed.
Làmh Diancecht*: Healing Magecraft of great power, this was one of the primary reasons the Druiminn family survived in the Mage's Association political landscape for as long as they did. Làmh Diancecht is capable of curing nearly any wound, disease, or poison within seconds, merely by applying the caster's hands to the patient's skin. It's even strong enough to allow a normal human to survive standing next to a Hydra... for a minute or two. The primary limitation in this is the magical energy requirements involved - Even with Sláine's large stores when it comes to Healing Magecraft, he is only able to cast this spell twice before running out of Od. That's not even including that the spell has a Ten-Verse incantation, making it difficult to pull off in combat.
Maighstir Brigit: An application of Healing magic on plants, this spell allows for the manipulation of living plant matter, forcing highspeed growth that is desirable for the user. For example, a tree could be shaped into a living home (over the course of several days, due to the Magical Energy required), or a cactus could entrap an enemy. Costs less magical energy than Èiginn Amaethon, but this spell can not be used to generate mass amounts of fruits or seeds. Only currently existing plant matter can be generated.
Teanga Ogma: Through physical contact with a plant or animal, Sláine can see their recent past. When used on Plants this is only really good for seeing when the sun was blocked, or if something stepped on a patch of grass. However, this can be used on Animals to see anything they've experienced in the last day, allowing for much better tracking of others as well as finding certain information. It also can be used to pacify either plants or animals on contact. It cannot be used on Humans, Servants, or phantasmal species created from Magecraft of a Caster or a Servant's Noble Phantasm. Vastly less expensive when used on plants.
Dìon Lugh*: Passively accelerates the healing of living creatures in the surroundings by granting them a connection to the surrounding plant life. In areas with immense amounts of plant life, like a forest, this is incredibly effective to the point multiple major wounds could be healed over the course of an hour or two. In more urban parts of Trifas, this would only double a person's natural healing rate at most. This is a combination of Spiritual Surgery and Healing Magecraft, restoring both the Body and Mind, as well as lessening the effects of certain Curses. The base range is 5 meters from Sláine, but this can be increased by increasing Magical Energy cost. Every 5 meters added to the range doubles the Magical Energy cost. Due to his Mystic Code's nature and it being a physical part of his body, Sláine benefits from 1.5x as much healing than another person would in his aura.
Medical Knowledge: Sláine is skilled at patching other people up, a combination of ingrained skill as a Homunculus as well as passion from his Origin. He can perform First Aid very effectively, dress most wounds and prevent infection with supplies that can be found in nature, and even perform simple surgeries, such as removing bullets from certain parts of the body. Due to the lack of proficiency with technology that most magi possess, Sláine is mostly restricted to archaic supplies and whatever he can gather from the surroundings.
Gardening: The Druiminn family used to be one of the primary advising staff in the Department of Botany of the Clock Tower during their brief membership in the Mage's Association, specifically being the heads of the Department of Agriculture. They mostly taught the proper methods of growing various plants, both mundane and phantasmal, as well as some of their more basic uses. Sláine inherited this knowledge and can grow plants more skillfully than most others.
Mystic Codes:
"Parasitic Vines: Dorn Morrigan", the Flowers of Algernon: Less of a Mystic Code and more of a physical part of Sláine's body, this artificial plant species implanted inside of Sláine is a coiling mass of Vines, thorns, and Flowers. They act as a sort of Prehensile Circulatory System, circulating blood throughout his body while also being moved and manipulated at his will. When Sláine is cut, he can forcefully push the Mystic Code out through the wound, allowing him to use the vines to attack or map out his environment. They're strong enough to support up to 100 kg in weight but can only hold 70 kg without strain. and while they are only as durable and sharp as mundane plant thorns, their high speeds can make them an effective weapon against other Magi (albeit worthless against almost any real defensive Magecraft).
The Mystic Code can be extended about 500 meters in a single line before starting to negatively impact Sláine's ability to circulate blood, and he can store a total of 7 Flowers before needing to remove any. The Mystic Code rapidly generates new vines and flowers (around 50 meters of vine and 1 flower daily), but destroying large sections of it at once or setting Sláine on fire would devastate his circulatory system.
The real use of this Mystic Code, however, is its ability to steal portions of a natural attribute of other living things by forcing one of the flowers into them. This includes things such as a person's physical health, the stamina from someone who just slept, or the nutrients from a plant. However, only Physical and Mental qualities can be stolen, not qualities that are based on the soul like Mystic Eyes or Magic Circuits. It also can't steal traits that aren't present at birth, such as a skill someone has learned or someone's memories. The process is completely temporary in nature - within the span of a day or two at most, the stolen quality will slowly diminish until it is gone, while slowly returning to the person it was stolen from, with the implanted Flower dissolving in the host's blood at this point. Finally, physically removing the implanted Flower with surgery or Magecraft will instantly restore the stolen trait.
This process of stealing can be done in reverse, which is usually what Sláine uses his Mystic Code for - a means of transferring his own stamina, health, and other attributes to his allies.
Circuit Quality: C+ (+ modifier applies when using Magecraft connected to his Origin.)
Circuit Quantity: C++ (++ modifier applies when using Magecraft connected to his Origin.)
Other:
Sláine is able to speak Irish, Scottish, Gaelic, and English. He was unable to speak Romanian prior to the war, but the Druimmin implanted knowledge of it in him.
Sláine will respond to the vast majority of nicknames given to him, even if they are rude or derogatory.
Sláine has to remove large amounts of vine and flowers that his Mystic Code generates daily, or else he would have vines unable to fit in his body that constantly trail behind him.
Sláine made up the name Flowers for Algernon for his Mystic Code after reading the titular novel, and prefers to use that over the actual name.
Name: Ciel McCarthy Yggdmillennia
Gender: Male
Age: 22
Height/Weight: 152 cm, 81.6466 kilograms
Alignment: Chaotic Neutral
Master of: Okita Souji (Assassin)
Ciel is a simple individual with a simple mind set: He likes being in control of his situation, and he likes being able to decide his own choice of actions. He hates being ordered around like a dog, and takes exception to anyone who tries to assert too much authority over him. Outside of that he tries to be respectful but often comes off as harsh, and unpleasant. His family's deaths weighed heavily on Ciel and he dove head first into his work to overcome that. He doesn't view servants as slaves merely tools and tries not to be unpleasant to them unless they had an unpleasant history.
As a more casual person Ciel enjoys the simple things like tea, and drinking wine. He doesn't try, and force others to do things his way but he does judge them if he thinks they are doing something stupid. Often than not he is lost in thought, and crude in mannerisms. He is not very friendly but that is more so due to lack of proper social skills. While he can be crude it is not intentional, and or intended as an insult unless the person in front of him is looking down on him. He doesn't hate life nor does he want others to get hurt especially. He prefers things to have a good natural order to them.
As a more casual person Ciel enjoys the simple things like tea, and drinking wine. He doesn't try, and force others to do things his way but he does judge them if he thinks they are doing something stupid. Often than not he is lost in thought, and crude in mannerisms. He is not very friendly but that is more so due to lack of proper social skills. While he can be crude it is not intentional, and or intended as an insult unless the person in front of him is looking down on him. He doesn't hate life nor does he want others to get hurt especially. He prefers things to have a good natural order to them.
Born and raised in Ireland to a rather poor mage family Ciel was supposed to be the heir to the family at a young age. His parents were close allies of Yggdmillennia. His aunt was married off to one of the family's members, and the Mccarthy family often asked them for help with research in return giving assistance in rune magic that his own family specialized in. Ciel himself was never a primer mage upon mage, as he was raised, and worked hard to learn magic outside the clocktower. He ignored physical fitness, and did his upmost to try, and mage his family proud.
As he came into his own as a mage his knowledge of magical runes was almost prodigal however he wasn't the most aggressive sort which meant that he didn't truly pursue much into it more happy with the fact that he had a nice simple life learning magic, and having fun with his family. Despite being quiet he also had quite a few friends around with him. However his life spiraled out of control quickly around his 15th birthday. His house burnt down, his family research stolen, and his parents murdered. With nowhere else to go Ciel made an attempt to ask Yggdmillennia for help. They accepted it and officially adopted him into the family. Ciel brought with him his knowledge of rune magic, and the studies his father did on the subject of the ancient runes still left all around Ireland.
Ciel has grown colder since he has arrived more bitter, and angry with the world. He has no interest in finding the killer of his parents more so he is interested in at least reforming his original family one day. He hates the people who ruined his life but he doesn't believe he will ever find them believing them a futile endeavor. He spent most of his years since then practicing becoming a practical magic. He grew adept at fire magic as well as his rune magic often using the two in conjucture for traps. When he wasn't studying for magic he tried his best to at least get a passing knowledge of his family members though he is distant to the more aloof members.
As he came into his own as a mage his knowledge of magical runes was almost prodigal however he wasn't the most aggressive sort which meant that he didn't truly pursue much into it more happy with the fact that he had a nice simple life learning magic, and having fun with his family. Despite being quiet he also had quite a few friends around with him. However his life spiraled out of control quickly around his 15th birthday. His house burnt down, his family research stolen, and his parents murdered. With nowhere else to go Ciel made an attempt to ask Yggdmillennia for help. They accepted it and officially adopted him into the family. Ciel brought with him his knowledge of rune magic, and the studies his father did on the subject of the ancient runes still left all around Ireland.
Ciel has grown colder since he has arrived more bitter, and angry with the world. He has no interest in finding the killer of his parents more so he is interested in at least reforming his original family one day. He hates the people who ruined his life but he doesn't believe he will ever find them believing them a futile endeavor. He spent most of his years since then practicing becoming a practical magic. He grew adept at fire magic as well as his rune magic often using the two in conjucture for traps. When he wasn't studying for magic he tried his best to at least get a passing knowledge of his family members though he is distant to the more aloof members.
Yggdmillennia is a family, of sorts at least. Who’s your favorite cousin, who do you think is the crazy uncle, and what’s your opinion on the black sheep of the family Yggdmillennia.
Origin: Pride
Element: Fire
School of Magecraft: Runes/Fire
List of Skills/Spells:
Runic Design: Ciel is capable of generating smaller scale generic runes capable of a multitude of things. Most are triggered by movement, and or can be activated by Ciel manually. Runes can be placed on ceilings, or floors as well as any other mundane objects. Less effective if drawn on flesh. They include Force, Fire, Smoke, or poisonous ones. While it is possible to write them on the air it takes more magic to do so as one is forcing an element onto the existence around him instead of an object. That being said each rune is rather small in magic consumption and is not a real threat to any truly strong servant. Each one takes a brief time to conjure/make. Water is a major obstacle to his runes aside from force.
Flame Bomb: Ciel's fire rune trump card a rune imbued with enough magical power that it incinerates flesh, mortar, and bone. Its the equivalent of a mine going off in someone's face except with magical fire also spreading over them.
Force Bomb: Ciel's Force bomb ejects a extreme pressure and can be used as the equivalent of a large land mind. It focuses mainly on the pure force smashing into the target and the resulting carnage/aftermath than actually causing further damage.
Barrier Rune: Incineration - Ciel's ability to weave runes into barriers comes with a Mccarthy family secret. Most mages create purely magical walls however this specific variant can also be enhanced by empowering it with flame magic causing burn damage to those who hit it. The barriers are small in scale, and are not meant to be used like larger scale bounded fields. This is a last ditch protection effort in case all Ciel can do is hide.
Poisonous Cloud: This rune once cast releases a massive noxious cloud of gas compared to the mild variants of the generic runes. But like its smaller counter part it hurts the lungs, and disorients the victim in continuous exposure it can kill someone, or severely harm the lungs.
Flaming Hands: Ciel opens up his hands palms out and blankets the entire area ahead of him in a roughly 20 foot cone facing forward, or wherever his hands are facing. He is also capable of casting this in a different manner. In the form of a destructive fireball with a very harmful impactful force. The fire scatters once it hits something and engulfs the area.
Incineration: A more direct, and arguably Ciel's strongest spell. He simply clicks his fingers and a target within eye sight is engulfed by a instantaneous cloud of fire burning their body. Requires more magic than fire bomb as it is a continuous spell. Its hot enough to nearly instantly boil water. However it is harder to cast the farther a person is away and water reduces its effectiveness.
Mystic Codes: Ciel has a simple mystic code his outfit allows him to expend less stamina for movements like running, and climbing. It makes up for Ciel's poor physique. It also has a taser like effect he can activate it by saying 'shock' on anyone who grabs him though it is purely meant to stun.
Circuit Quality: B
Circuit Quantity: C
Black Faction Servants
Billy the Kid
Class: Archer
True Name: Billy the Kid
Master: ???
Gender: M
Alignment: Chaotic Neutral
Height/Weight: 158 cm/49 kg
Personality:
Jovial, yet harsh. The strongest and fastest gunner, childish and carefree. That is the ostensible nature of the boy named Billy the Kid. His appearance doesn’t seem to line up with tales of his roguish behavior in life; if anything he seems quite affable. However, that is simply his outward appearance. In reality, he is cold and pragmatic in all respects, his smile nothing but a mask he was born wearing.
Billy is impulsive, but he is not foolish. Having received a higher education from his mother, he is capable of critical thinking and rational judgement.
His behavior towards his Master is cheerful and upbeat, at least to start off. Over time, he carefully observes them, and if his Master is the type to regard themselves as a “superior”, then there is no need for his smile to disappear. However, if his Master sees Billy as a “comrade-in-arms” or a “partner,” Billy will drop that mask, and one will be able to see the pride of a cordial outlaw with a sense of empathy and moral obligation.
His wish for the Holy Grail is modest, something like “I want to come across a situation that fascinates me from the bottom of my heart.”
Stats:
- STR: D
- END: E
- AGL: B
- MAG: E
- LCK: B
Class Skills:
Independent Action A: He is able to freely act even in the absence of a Master. However, a Master is required for him to be able to use his Noble Phantasm.
Riding C+: Skill in riding mounts and vehicles. In Billy’s case, it’s only really notable when he’s on a horse.
Personal Skills:
Double Summon C: Possesses Class Skills from both the Archer and Rider classes. However, due to being one of the most modern Heroic Spirits, his Magic Resistance is virtually nonexistent.
Marksmanship A++: A skill representing one’s shooting techniques, including quick-draws, trick shots, sniping, etc. At the rank of A++, it represents a once-in-a-century genius.
Quick Draw A+: Specialization in quick-draw techniques beyond one’s general marksmanship skills. His skill with this is such that even if he drew out his weapon after he saw his opponent drew out theirs, he’d be able to shoot them first with plenty of time to spare.
Mind’s Eye (Fake) C: A natural talent for sensing and avoiding danger based on an innate ‘sixth sense.’ Also allows one to fight more effectively while vision is obstructed.
- Name: Thunderer
- Title: Thunderbolt of Broken Sound
- Type: Anti-Unit
- Rank: C+++
- Range: 1-100 (1 km maybe?)
- Maximum Number of Targets: 1
- Description: A triple-burst counter-shot delivered by means of a Colt M1877 double-action revolver (nicknamed “Thunderer”), which is said to have been favored by Billy the Kid. To be precise, the revolver itself is not the Noble Phantasm, but rather the entirety of “Billy the Kid’s marksmanship when he holds this revolver.”
With a Servant’s perception, the flow of time in his surroundings seems to slow down, and he completely grasps the situation he is in before loosing a counter-shot into his opponent, all before their attack has reached him. Whether it is an Archer’s shot or a Saber’s slash, he nigh-instantly pinpoints his opponent’s location and their means of attack before firing a maximum of three shots to penetrate their vital points. By becoming a Servant, the range of his shots has been extended several times further than when he was alive. However, this ability works only as a counter to an “avoidable attack” – attacks he can actually dodge, in other words – and becomes meaningless in situations where there is no chance of escape (ex: many attacks from all sides).
The craftiest aspect of this Noble Phantasm is that it has a low amount of magical energy consumption, due to the fact that it’s more of a ‘technique’ than any kind of magical power. Specifically, the mana consumption is roughly equivalent to that of an E-Rank Noble Phantasm.
Name: Cadmus
Title(s): The First Greek Hero, Dragon-Slaying King of Order
Class: Lancer
Gender: Male
Attribute: Earth
Alignment: Lawful Evil
Personality: A dutiful king who serves both the gods and his subjects faithfully, believing firmly in the advancement of human order. A loyal, "knight" type Servant to his Master, careful with his words as he is aware of their power. However, Cadmus is plagued with guilt for his actions as well as the curse that sprung forth from them. Due to the weight of this guilt compounded by the disastrous fate of his royal line, he has firmly adopted the role of a "Demon King", serving as nothing more than a tyrant for the people to scorn and a dragon for the hero to slay. If being a hero brought him this much ruin, he would be better off living as a villain, instead.
Objective for the Grail: To prevent the slaying of the sacred dragon.
Biography: The legendary founder and first king of Thebes. Hailed as the first Greek hero, Cadmus's most famous exploit is the slaying of the Ismenian Dragon and the sowing of its teeth, creating the Spartoi. However, despite obtaining many victories as a leader and king as well as living a life in service to the gods, Cadmus could not help but feel regret for the slaying of the sacred dragon due to the ill fortune that came about after its death.
"If the gods were so enamored by the life of a serpent, then I would be better off living as one myself."
As he spoke those words, it's as if a self-fulfilling prophecy had come to fruition. Scales grew out of his skin as his form shifted into that of a serpent. Cadmus, a hero who had lived as a man, would spend his final days as a snake. Even then, the kingdom that he had found would not be spared by the curse that plagued him, and would continue to plague his family for generations to come.
Weapons: His spear and his words.
Parameters:
STR: B
END: C
AGI: B
MGI: A
LCK: E
Class Skills:
Magic Resistance: A
Class skill of Lancer. Cancels spells of A-Rank or below, incapable of being harmed by modern magi. In other words, a "Magus Killer." Due to the effects of a certain curse, Cadmus carries significantly high draconic attributes, granting him a naturally high resistance to magical effects.
Personal Skills:
Carrier of the Letter: A
Personal skill of Cadmus, who had brought the Phoenician alphabet from the East to the West, which was later adapted by the Greeks to form their own alphabet and onwards, serving as the progenitor of the Latin alphabet, the most widely used script in the world. A rare "cheat" skill that allows Cadmus to improve upon existing concepts by means of bestowing "Human Civilization" (to advance and to develop) with words alone. Fortifications become sturdier, weapons are made deadlier, maids become cuter, etc. Additionally facilitates the use of Spartoi Ismenios in order to create more complex structures.
Affections of the Goddess: B
Affections of Harmonia, goddess of harmony and concord, and wife of Cadmus. Bestows plus corrections to things made or created by Cadmus, such as the structures built using his Noble Phantasm, as well as non-material entities such as alliances and organizations. A blessing that ensures the order that Cadmus enforces shall stand resolute.
Charisma: B++
Composite skill consisting of a person's charm and talent to command or unify an army, increasing the morale of allies in group battles. Allows one to sufficiently lead a nation as its king. Plus corrections are granted both due to Cadmus's role as a civilization founder (granting modifiers to leading others in building) and as the first to sow the Ismenian Dragon's teeth (granting modifiers to lead the Spartoi). Because of these factors, his charm has developed into a form of curse, and a form of Self-Suggestion is possible.
Noble Phantasm:
Name: Spartoi Ismenios
Title: Sow the Seeds of War, Bring Forth Civilization
Rank: A+
NP Type: Anti-Army
Range: 1 ~ 99
Maximum Number of Targets: 800 people
The Demonic Spear of Cadmus, made with the bones of the Ismenian Dragon, and its tip crafted out of the sacred dragon's many teeth. A Spear of Civilization Building that serves as a symbol of his rule. Passively, the Noble Phantasm allows Cadmus to take control of the Spartoi, who take on a diminutive form. Through the Spartoi, Cadmus is able to construct a variety of things in a matter of moments, either from raw materials gathered around him or formed by his own magical energy. From simple structures such as a wall to block enemy attacks, to more grand fortifications such as arenas. While the time it takes to build structures is negligible no matter how big or small they may be, more magical energy is consumed the larger or more complex the structure may be. In other words, a simple tool meant for building.
By invoking the true name of this Noble Phantasm and lunging the spear tip into the ground, Cadmus is able to bring forth the Spartoi in their true, more terrifying form. An army of dragon tooth warriors is brought forth from the earth, born from the sacred dragon of the War God, Ares. While they are unable to take more nuanced orders due to their thirst for battle and their in-fighting, they can easily be directed to an enemy camp, unleashing a wave of devastation in their wake while carrying the unique effect of "setting the foundation for a new city." Civilization is born from destruction, and order cannot be enforced if chaos is not first unleashed.
It should be noted that the true power of this Noble Phantasm would be better expressed if Cadmus were summoned under the Caster class.
Name: Város Harmonia
Title: Burden of Guilt, Become Thy Serpent
Rank: C
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
A beautiful necklace crafted by Hephaestus, a wedding gift given to Harmonia as she was wed to Cadmus. Takes the shape of two snakes, a symbol of Cadmus and Harmonia's intertwined (and ultimate) fate. However, rather than the true cursed necklace of beauty belonging to Harmonia, it is instead a crystallization of the curse of ruin that plagued Cadmus and the royal line of Thebes after his slaying of the Ismenian Dragon, a sacred serpent which was said to be the favored child of Ares. A powerful divine curse of order that Cadmus is forced to bear, this necklace enforces Cadmus with the fate of "a life of absolute obedience in service to the gods." While this necklace would direct Cadmus's fate towards this direction, it does not necessarily prevent Cadmus from defying the gods with his own free will. Instead, defiance against the gods sports their own unique consequences.
Should Cadmus act in a matter that would be deemed as against the will of the gods, whether it would be disobeying their orders, disrespecting their authority, or acting in a matter that is completely unruly, a change would occur to Cadmus's body, molding his Saint Graph to be closer to that of the Ismenian Dragon. While these changes would remain permanent, Cadmus is able to control this curse to a degree utilizing his Self Suggestion, but as he gets closer to becoming a serpent, Cadmus would continue to lose more of himself to the curse as his Saint Graph is altered into that of the Ismenian Dragon. Even as he is summoned, Cadmus already bears some of the sacred dragon's attributes, his Saint Graph already carrying the burden of the curse placed upon him.
A Noble Phantasm that serves as an eternal reminder of Cadmus's sole transgression against the gods, and a grim reminder that his life should be spent in service to the gods. If he so wishes to act out of his station and defy the gods and to act against human order, then he would be better off as a serpent than a man. As his Saint Graph is completely changed, he would become the antithesis of what he once was. Rather than a builder of civilization, a destroyer of human order would take his place. Rather than a "King of Order", there would be a "■■■■■■ of Chaos" in his place. And rather than a heroic dragon slayer, there would be an evil dragon in his place, awaiting another worthy challenger to take its place...
True Name: Tiresias
Class: Caster
Sex: Yes
Alignment: Lawful Neutral
Source: Classic Mythology
Region: Ancient Greece
Class: Caster
Sex: Yes
Alignment: Lawful Neutral
Source: Classic Mythology
Region: Ancient Greece
Personality
A seemingly emotionless person, who barely reacts to most information. Perhaps it’s due to their inability to witness the present. Or perhaps it’s since they have witnessed multiple generations fall to ruin, foreseen and then actualised. It’s possible that their humanity has been lost entirely…
At least, that’s how it seems on the surface. To others, who notice the minute expressions that flash across Caster’s face and body, there is certainly more to their inner world.
In addition, they certainly have a mischievous side, and a perverted side, fitting of one who was a friend of Dionysus before his ascension to godhood.
History
The blind seer of Thebes.
A priest of Apollo who one day came upon a pair of snakes mating, and bashed them with a stick. For this sin, Hera transformed him into a woman. She didn’t consider it much of a curse, though, and spent time as a prostitute, a priestess of Hera, and even married and had children. After seven years of this, she encountered the same snakes coupling again, and this time simply left them alone. For this, she was returned to her male form.
Since he was one of few people who had experienced sex from both a man and a woman’s perspective, Hera and Zeus used him to settle an argument over which gets more enjoyment out of sex. Well, it’s a question that has had various theories and answers over different societies, but for Tiresias, sex as a woman was more enjoyable.
Apparently this wasn’t what Hera wanted to hear. She blinded him - though Zeus gave him the gift of seeing as a reward, as well as a lifespan of seven generations, so perhaps it all worked out in the end.
After that, he spent much of his time advising the kings of the newly created Thebes, from its founder, Cadmus, to the tragic figure of Oedipus.
There’s also an anecdote of his ghost advising Odyseus as a ghost in Hades. Unfortunately, Odysseus’ crew didn’t listen to the advice so they ended up dying. But Odysseus got home in the end at least.
Parameters
STR: E ||| END: E ||| AGI: C ||| MAN: A+ ||| LCK: D
STR: E ||| END: E ||| AGI: C ||| MAN: A+ ||| LCK: D
Class Skills
Territory Creation: A
The ability to build a special terrain that is advantageous to a Magus. At this rank, the creation of a “Temple” is possible.
Item Construction: B
The ability to manufacture magical items, from tools of war to items of everyday use, though time and materials are required. Includes multiple forms of necromancy, whether the calling of spirits, or the utilisation of parts of a corpse for the creation of items.
Personal Skills
High-Speed Divine Words: A
A skill that assists with magical incantations, allowing them to be greatly shortened. Particularly useful for direct attack spells. At this rank, even spells of a level of High-Thaumaturgy can be cast at the speed of a single action.
Mystic Eyes of Augury: A+
Powerful Mystic Eyes of Jewel rank. The ability to see ‘every possible future’ at the price of no longer being able to glimpse the present. A cheat-like ability that is similar to flipping to the end of a detective novel to see the outcome. But while the destination can often be glimpsed, the number of paths to reach it are infinite, and overwhelming.
A divine gift from Zeus, as consolation for when Tiresias’ eyes were destroyed by Hera. For one who lived in a world where even the greatest heroes were subject to unbreakable tragic fates, seeing those endings while being unable to change them may have been a greater curse.
If Tiresias glimpses the most desired future, it can then be enforced by utilising the magic circuits in the eyes, and taking any actions necessary to ensure that course of events. In life, these eyes could not compete against the fates that the gods had declared, and even in a grail war, they can be overcome by any hero with a great enough capacity to defy fate.
Wholeness of Mind: A
The mind of Tiresias, strong enough that even as a shade in Hades, he alone had a complete sense of his identity, and maintained his ability to foresee the future. No matter the circumstances, Tiresias’ mind will remain whole. This serves as a defence against any mental interference that attempt to disrupt thought or memory, though emotional effects such as fear or awe are unaffected. In addition, it allows for quicker interpretation of information, primarily used in coordination with Caster’s Mystic Eyes.
Advice of the Seer: B-
The skill of a seer who advised Theban kings across seven generations of the cursed city. Advising others on the path they should take to avoid tragedy. Broader than something as simple as ‘strategy’, it encompasses correct advice for any situation or outcome. In this sense, it can be seen as a method of enforcing the ideal future that Caster’s eyes see, using others as the instrument.
Since people rarely bother listening to the advice, though, the skill has a minus correction.
Ophis Skeptron: Caduceus Zero
A Rank Anti-Unit
Range: 0-100
Maximum Targets: 1
A Rank Anti-Unit
Range: 0-100
Maximum Targets: 1
One of the mythical origins of Hermes’ symbol, the Caduceus. The snakes that Tiresias interrupted in their mating, bound to the staff he beat them with. Since he was a priest of Apollo at the time, it seems Apollo took the stick and gave it to Hermes in a gift exchange.
A mystic code of the gods, prevailing over the domains of travel and transformation. It can be used to transport objects instantaneously from one location to another. So long as this Noble Phantasm is used, there are very few barriers that can impede Tiresias’ movement.
It can also be used as a mystic code to aid spells of transformation - Though since the snakes don’t like Tiresias very much, this tends to have unpredictable results that often backfire onto Caster.
Class: Assassin
True Name: Okita Souji
Master: Ciel
Gender: Female
Alignment: Neutral
Height/Weight: 156 CM 58 KG
Okita has both the facet of a cool-headed manslayer, as well as a cheerful side that is fond of children. Although she is essentially a cool-headed manslayer, towards those who pardoned that mentality, Okita borders on being openly friendly as if they were members of the same organization. During her lifetime, since she had nearly no relationships in regards to love affairs, she is poor at exchanging conversations in that area.
Okita's wish for the Holy Grail is "to fight to the bitter end." Her dearest wish from while alive, which ended not being achieved no matter how much she wanted to. Even now, after having turned into a Heroic Spirit, she is regretting not having fought to the end together with her comrades and has a wrong impression of herself as a failure of the Shinsengumi's soldiers. She is fiercely loyal to her master, and will fight for them with the might of a samurai fighting for her lord.
Okita's wish for the Holy Grail is "to fight to the bitter end." Her dearest wish from while alive, which ended not being achieved no matter how much she wanted to. Even now, after having turned into a Heroic Spirit, she is regretting not having fought to the end together with her comrades and has a wrong impression of herself as a failure of the Shinsengumi's soldiers. She is fiercely loyal to her master, and will fight for them with the might of a samurai fighting for her lord.
Stats:
- STR: C
- END: E
- AGL: A+
- MAG: E
- LCK: D
Class Skills:
Magic Resistance D
Presence Concealment B-
Personal Skills:
Weak Constitution A
Eye of the Mind A
Reduced Earth B
Name: typemoon.fandom.com/wiki/Lightless,_T…
Title: Lightless Three-Stage Thrust
Type: Anti Unit
Rank: N/A
Range: 1 Person
Maximum Number of Targets: 1 Person
Description: (See above link)
Name: typemoon.fandom.com/wiki/Coat_of_Oaths
Title: Coat of Oaths
Type: Anti-Unit
Rank: C
Range: Self
Maximum Number of Targets: Self
Description: (see above link)
Title: Lightless Three-Stage Thrust
Type: Anti Unit
Rank: N/A
Range: 1 Person
Maximum Number of Targets: 1 Person
Description: (See above link)
Name: typemoon.fandom.com/wiki/Coat_of_Oaths
Title: Coat of Oaths
Type: Anti-Unit
Rank: C
Range: Self
Maximum Number of Targets: Self
Description: (see above link)
_________________________________________________________________________________________
Name: Domitian
Title: Imperator of Victory
Class: Berserker
Gender: Male
Alignment: Chaotic Good
Height / Weight: 6'9" / 270lbs
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Personality: He is an emperor. That is greater than a king. Greater than a pharaoh if you ask him. Pharaohs never had to deal with the cultivation of beautiful everlasting Rome. Perhaps that is why he is stressed. Constantly. Every minute, every day. He was an authoritarian leader who held power, and obsessed over the tiny details. Everything in his realm had to be perfect. That need for perfection is perhaps some kind of undiagnosed OCD. Even his outfit has to be on point or he becomes stressed. This leads to his being a Berserker. He is nearly ready to burst at the most delicate of moments. Swinging his arms about, and roaring at others. This alone would make him difficult to work with... If not for-
Paranoia. He's constantly paranoid on top of being constantly stressed. After all, he had received a revelation that the divine protection from his beloved Goddess had been stripped from him, and worse that he would be killed at Mid-day. His justifications for paranoia are many. Perhaps that is why he flinches at human contact, or cannot stand the ideas of others meeting in private around him. He violently butts into every conversation, or at least stands uncomfortably close to everybody.
On top of this, his personal skill of Memory Correction makes it very difficult for people to keep track of him. As such, there are more than a few occasions when he might just be standing behind somebody for a long time, only for them to notice him, and then forget he's there despite not moving since he was first noticed.
Perhaps the most important relationship is between him and his praetor. He is constantly suspicious of them, and yet he is tied to them. As such, any master who works around him is going to be stepping on eggshells. And most of all, don't talk about him behind his back! He will find out.
Bio: Domitian was an emperor of Rome. He had the longest reign for the time at fifteen years, a miracle considering the emperor before him lasted less than two. As emperor, Domitian strengthened the economy by revaluing the Roman coinage, expanded the border defenses of the empire, and initiated a massive building program to restore the damaged city of Rome. Significant wars were fought in Britain, though there was little in regards to a great victory, and the domain was out of reach.
Perhaps most importantly, he had an authoritarian reign, that placed heavy emphasis on a cult of personality. People flocked to his speeches, and the army marveled at his strategies. He was perhaps the most successful ruler of his time, which in the end led to one enemy he could not defeat. The very senate itself. The senate had been curtailed more and more by each successive emperor, and under the rule of Domitian they were practically powerless. Nothing but advisors who were overshadowed by the cult-ish appeal the citizens had for the emperor.
Unfortunately, despite his long reign, it must all come to an end. He lost favor with Jupiter, who had grown bored of the emperor. Jupiter disarmed Minerva, the goddess who had been protecting Domitian for the length of his rule. He learned this in a dream where she announced she could no longer defend him. Realizing he was in danger, he turned to various soothsayers, all of whom told him he would be assassinated at Mid-day. Angered, he had them executed, and began a cascading fall into madness.
Realizing he would never drop his guard during mid-day, his assassins waited for him to lose track of time. Telling him that mid-day had passed, he relaxed his guard. An assassin struck then. Striking him in the pelvis with a knife. Several more assassins entered the room as Domitian fought back. Grabbing an attackers knife, he fought back, killing several assailants before their attacks finally brought him low. Even then, he crawled across the floor, swinging his dagger about.
His body was cremated, and the ashes mixed with that of his wife. Within an hour of his death, the senate convened and condemned Domitian to oblivion. Statues and works that bore his name were purged, and the citizenry were forbidden to speak his name on punishment of death. Fortunately, such measures never made it outside of the center of Rome's influence, and the other cities on the fringes of Rome's branches kept his name and honored him.
Now, he returns as a heroic spirit. A mad Berserker, who sees all around him as possible assassins. His wish? That Minerva will be returned to him. For he still loves her.
Weapon: Berserker does not carry any weapons on his person, usually. Instead, he relies on his second noble phantasm Arma Minervae to fill that gap. Otherwise, he relies on pure violent force and his own resilience to face the odds.
_________________________________________________________________________________________
Parameters:
Strength: A
Endurance: B
Agility: B
Mana: C
Luck: D
_________________________________________________________________________________________
Class Skills:
- Mad Enhancement EX: Parameters are Ranked-Up, but is deprived of most reason. Domitian is in a state of constant tension and paranoia. This intensifies mid-day, to a point where he can be completely impossible to work with.
Personal Skills:
- Information Erasure D: After his death, Domitian was condemned to oblivion by the senate. This began a long process of removing every mention of him from public record, and an attempted destruction of all he had brought with him during his rule. In the end, it failed. But the destruction they sought to accomplish forever damaged his memory, resulting in the acquisition of this skill. This skill is the removal of information regarding the Servant's abilities and appearance from the records and memories of all eye witnesses, including the opponent, following the conclusion of an engagement. If his true name is revealed to another, they are unaffected by this skill.
- Arms of Minerva EX: Minerva, Goddess of protection and strategic warfare. She is best compared to the Goddess Athena of the Greek Pantheon. Minerva was worshiped by Domitian, and his worship and faith were rewarded. As a divine spirit, she showered him with favor and protection. She gave him weapons, protection, and wisdom that allowed him to become loved by his people and his armies. Her council guided him into a great era that rebuilt the empire from a near crushing death. Unfortunately, before he was assassinated, Minerva came to him in a dream. She had been told to abandon him by Jupiter, and as such he was destined to die at Mid-Day by an assassination attempt.
This skill represents the affection and gifts of Minerva, which Domitian loses during mid-day each day. This skill grants him Minerva's advice and aid. In particular, she teaches him combat, allowing him to fight on par with heroes of the past who would have more experience in battle. This knowledge makes it so his combat prowess sees no dip due to his madness or paranoia. This guidance also allows him to detect when others are lying to him, as he been protected from various assassination attempts before her abandonment.
Finally, he has access to a second noble phantasm, Arma Minervae. The weapons of Minerva that she temporarily loans to him in order to defend himself in battle. When this blessing vanishes during mid-day, he also loses the ability to use this noble phantasm.
- Battle Continuation C: A Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce 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. The best result is achieved when a resilient body is combined with this Skill.
_________________________________________________________________
NOBLE PHANTASMS
Title: Roma Invicta - Unconquered Rome Reborn in Red
Rank: B
NP Type: Anti-Team
Range:
Maximum Number of Targets:
Description: The Colosseum of Rome. Rome had been devastated by a great fire, and despite several rulers passing the torch of leadership, none of them had ruled long enough, or wisely enough to even start rebuilding Rome proper. Domitian had set his eyes upon the devastated Rome, and set about a series of policies and restructuring projects that wrested it from its near collapse. He rebuilt the Colosseum, brought back the Olympic games, and resurrected gladiatorial combat. Among the people and the army of Rome he was immensely popular. The people would flock to him, and gaze upon him with awe and respect.
This noble phantasm creates a bounded field that resembles the Roman Colosseum. This arena brings about the glory of Rome that had been rescued by his rule. Inside this arena, he is showered in Rome's admiration, and unleashes a pressure upon his enemies. Those in this arena who are his enemies are considered trap, and suffer the mental pressure that he unleashes upon them, lowering each of their parameters in the process. The longer they remain though, enemies will discover that they continue to weaken. Their defensive capabilities slowly dropping, and their offensive attacks dealing less damage. Turning this into a fight against the clock.
This noble phantasm forces a fight between himself and others. Effectively the ultimate Anti-Team noble phatasm that keeps his foes from fleeing.
Title: Arma Minervae - Divine Armaments of the Wise One
Rank: B
NP Type: Anti-Unit
Range: 1-3
Maximum Number of Targets: 1
Description: The weapons of Minerva, brought down and given to Domitian for the purpose of leading Rome. These are unfortunately not her personal weapons, but rather weapons from her armory. They are still divine tools, but none were ever gifted a name, and rather act as merely the highest quality weapon of their types. A nameless shield, sword, or spear that were built by Vulcan will be forever superior to a nameless weapon invented by man.
Each weapon possesses a quality of being 'the sharpest' much like Minerva's wit and intellect. Any wound they leave will not heal as long as this noble phantasm is active. Notably, this is part of the abandonment Minerva enacts against Domitian each day. As the weapons are returned to her armory, and as such the injuries become healable during that time.
This armory can be swapped and summoned instantly. Allowing Domitian to wield any weapon he needs for the situation at hand. A spear, a mallet, a sword, or shield.
Rank: B
NP Type: Anti-Team
Range:
Maximum Number of Targets:
Description: The Colosseum of Rome. Rome had been devastated by a great fire, and despite several rulers passing the torch of leadership, none of them had ruled long enough, or wisely enough to even start rebuilding Rome proper. Domitian had set his eyes upon the devastated Rome, and set about a series of policies and restructuring projects that wrested it from its near collapse. He rebuilt the Colosseum, brought back the Olympic games, and resurrected gladiatorial combat. Among the people and the army of Rome he was immensely popular. The people would flock to him, and gaze upon him with awe and respect.
This noble phantasm creates a bounded field that resembles the Roman Colosseum. This arena brings about the glory of Rome that had been rescued by his rule. Inside this arena, he is showered in Rome's admiration, and unleashes a pressure upon his enemies. Those in this arena who are his enemies are considered trap, and suffer the mental pressure that he unleashes upon them, lowering each of their parameters in the process. The longer they remain though, enemies will discover that they continue to weaken. Their defensive capabilities slowly dropping, and their offensive attacks dealing less damage. Turning this into a fight against the clock.
This noble phantasm forces a fight between himself and others. Effectively the ultimate Anti-Team noble phatasm that keeps his foes from fleeing.
Title: Arma Minervae - Divine Armaments of the Wise One
Rank: B
NP Type: Anti-Unit
Range: 1-3
Maximum Number of Targets: 1
Description: The weapons of Minerva, brought down and given to Domitian for the purpose of leading Rome. These are unfortunately not her personal weapons, but rather weapons from her armory. They are still divine tools, but none were ever gifted a name, and rather act as merely the highest quality weapon of their types. A nameless shield, sword, or spear that were built by Vulcan will be forever superior to a nameless weapon invented by man.
Each weapon possesses a quality of being 'the sharpest' much like Minerva's wit and intellect. Any wound they leave will not heal as long as this noble phantasm is active. Notably, this is part of the abandonment Minerva enacts against Domitian each day. As the weapons are returned to her armory, and as such the injuries become healable during that time.
This armory can be swapped and summoned instantly. Allowing Domitian to wield any weapon he needs for the situation at hand. A spear, a mallet, a sword, or shield.
Fighting Style: As a berserker, he fights exactly like one would expect. A beast that throws his hands at an enemy, with nothing but their deaths as his goal. Smashing his hands down upon his enemies, and striking at them with his blind fury. Except, for when he has the lessons of Minerva and her guidance. His fighting style becomes vastly improved, and his strength becomes pinpoint and accurate. He can attack with such speed and strength that his attacks come one after the other with hardly a single interval between each. In essence, it a sting of attacks that come one after the other without a single pause, and a dozen strikes can be lashed out in a single second. This is a far cry from the mindless Berserker attacks of the day who knows only to smash.
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