Whatever this method of getting around the range problem is, add it to the profile.
No bows from Yggdrasil wood, that's too high-tier. They can be enchanted to go for long distances/ignore outside influences, but it shouldn't be at the level of literal travel for days. If people could do that then brooms would be useless and Arash would be old and busted.
Runes are fine, but since they're runes, I will ask that you provide a runic alphabet. Ergo, pick something like Elder Futhark or whichever he'll use, and give the effect each rune makes. Since he's experienced and runes are his thing, he'll be able to understand the true meaning of the rune.
Let me know if you have any questions or need help with the runes or anything.
My Master will get a revision as soon as I'm back home, or tomorrow morning at most. Just one question, how will we determine which Servant everyone is gonna summon, at random or simply by pointing and calling?
I'm letting people pick their partners, so long as they don't partner with themselves.
Heyo, sorry for not responding for such a long time. I'm currently vacationing in Florida for the week, and spent the last twelve or so hours alternating between flying and driving. I'll fix up my CS as soon as I get a chance to buckle down, which will probably be some time tonight.
Now that that's out of the way, I'll get right to addressing the issues you've brought out.
So, this is a lot like Alchemy except that you're saying it's Elemental Magecraft, but that's not how Elemental Magecraft works. Water's just a "thing that flows", having an affinity for it doesn't give you an ability to change "something" into "something else". Also, the prana cost won't be as low as you think; it'll be determined on a case-by-case basis. Also, you're not going to have the variability to do this for every element and chemical in existence. If you want this power-set, just say that's it's Alchemy because that's basically what it is, and keep in mind that it will be more difficult than you would like. A rule of thumb is that modern science has outpaced modern magecraft, so if you're thinking "how hard is it going to be for me to do this", a good measure is how hard it is for science to do that.
I was a bit confused as to what the "transformative" and "flowing" parts of Water as a Great Element referred to, and thought it was broader than "literally just water and magical water". I'll alter how his powers are explained, and use his Elemental Affinity with Water for something else.
As for the complexities of Alchemy, organic chemistry is actually pretty simple if you've got a level of control over the materials involved. There's only about ten elements used widely throughout the field, and half of them are in the first two Periods. Hydrogen, Oxygen, Nitrogen, and Carbon arranged in different patterns and heated to different temperatures can form anything from simple sugars and proteins to LSD, which I would say is easier to synthesize than some of the crazy shit the Einzberns have whipped up throughout the series.
Hector has a college education, and though I didn't say it explicitly, it is in pharmaceuticals and organic chemistry. He already knows what, why, and how most organic compounds are formed, and both his family's magical focus and his current occupation have given him plenty of time to practice his craft.
Keep in mind potion creation will take time and resources.
I've definitely underestimated the inefficiency of his magical skills. I'll have to rewrite it a bit.
Teleportation is something at the level of a True Magic that even an Age of Gods magus needs prep time to accomplish and that a monstrous distortion of a man needs to be inside of a pseudo-Reality Marble building for. I get that it's limited, but that doesn't change that teleportation isn't something any Master in this has any right possessing in their skill-set, let alone as just another spell in their repertoire. Even if they did, they'd be hammered with a Sealing Designation and put in a jar in a heartbeat.
Also keep in mind that the Resistance effect is very much a thing.
It's not quite teleportation. Rather, it's translocation. It replaces the first non-air thing it touches, and that's all it does. Now that I think about it, this power has a lot of game-breaking potential, so I'll replace it with something more logical and reasonable.
Remove this.
Can do. I'll replace it with something that suits Hector's abilities better.
How is he legally allowed to have this in Japan?
He's a Mexican druglord with criminal ties, and smuggled it through customs. He isn't legally allowed to have his gun, but I'm gonna say he's sneaking it around the same way Kurokiri Hyuuga does.
So, if you want more info on how "flow" works in Type-Moon, Kayneth and Meltlilith's profiles have a fair amount of info on that.
Regarding Alchemy, if you're using it for ochem stuff then that's fine, science has surpassed magecraft because science is pretty good nowadays; don't step outside the realms of reason though, I'll just trust you to exercise judgment and not think you can engineer ridiculous impossibilities.
The gun's fine, but there will be some IC dislike from the NPCs if they catch word of you using them, namely the Church Overseer. If you don't care about him though, then no downsides.
About 44- the general rule for calculating generations is [current year-base year]/25, to simulate 25-year generations. I'd say that the family's been around since about 900 AD, but hasn't really tried to do much in the way of influence.
Whatever this method of getting around the range problem is, add it to the profile.
Will do!
No bows from Yggdrasil wood, that's too high-tier. They can be enchanted to go for long distances/ignore outside influences, but it shouldn't be at the level of literal travel for days. If people could do that then brooms would be useless and Arash would be old and busted.
I have no idea what brooms have to do with archery, but okay.
Runes are fine, but since they're runes, I will ask that you provide a runic alphabet. Ergo, pick something like Elder Futhark or whichever he'll use, and give the effect each rune makes. Since he's experienced and runes are his thing, he'll be able to understand the true meaning of the rune.
I was assuming Elder and/or Younger Futhark, given the whole "viking mage" thing. The thing is, the way runic and heiroglyphic writing systems work involves a lot of contextual interpretation, and combinations of runes do various things with the word. I'm afraid I'd rather not do 12,144 entries detailing every possible permutation of 3 runes.
So, magus generations are more than normal ones, given their longevity. The Archibalds' nine generations are regarded as first-rate, for instance. As a rule of thumb, anything above the Archibalds is unreasonable for this.
Combining the meaning of runes means you're a prodigy that surpasses geniuses by far. You can theoretically app that, but expect everyone to know who you are then. If you're just a "master" of runes, you'll be able to access all the meanings of an individual rune, but can't combine meanings. Combining meanings is high-level stuff.
Hoo doggy, I finally finished editing my Master Sheet. Let me know if there's anything else that I missed!
Name/Title: Hector Cavala
Gender: Male
Age: 48
Personality: Hector is short-tempered and violent at the best of times, often preferring to deal with issues head-on instead of opting for a more peaceful solution. Despite this, Hector knows when to pay service to those he can benefit from, and is capable of establishing an excellent amount of charisma.
Biography: Born to a large, deposed family of Spanish mages, Hector learned of his family's trade in the utmost secrecy in the ghettoes of Guadalajara. Though Hector didn't understand the purpose of his training, he took to it with as much gusto as he did to the rest of his education. As Hector passed into adulthood, his magical prowess and scientific knowledge grew in turn. In all senses of the word, Hector was growing into a powerful young man. Within just a short time, Hector had earned a doctorate in pharmacology, with a special focus on organic chemistry. Unfortunately, Hector's career took a turn towards criminality. Before long, Hector had turned to working for one of Mexico's infamous drug cartels. Hector's magical powers, excellent business sense, and Magus-like habit for gaining power led to him seizing control of the cartel from el jefe. The violent, months-long secret coup Hector instigated against his former boss is what defined him as a person, and what truly awakened him as a Magus. Now, Hector is in control of one of Mexico's most powerful cartels, and is eager to consolidate his power using the Holy Grail.
Family History (if applicable): The Cavala family wasn't always as lowly as they are now. Originally, the Cavalas were one of the many families of magi fighting for control. Though they never fought in any of the Grail Wars, the Cavalas instead skulked in the shadows, controlling humans through their magical skills and alchemic knowledge. The Cavalas were driven out of Europe by their much more powerful and aggressive rival families, and forced to settle in Latin America. There, they resumed their treacherous activities and began training themselves to take revenge one day.
Origin: Control
Elemental Affinity: Water
Number of Magic Circuits: C
Quality of Magic Circuits: B
Od: C
Magecraft: The Calava family has always focused on the fine points of Alchemy, and Hector's Magecraft exemplifies this principle. With little more than some easily-accessible fundamental chemicals, a container, and a varying amount of prana to act as a catalyst, Hector can synthesize any number of organic chemicals quickly and efficiently. Chemical reactions occur within seconds, and produce no waste heat or waste materials. It takes more prana for Hector to decompose compounds than it does for him to synthesize them, but rearranging molecular structures requires almost no prana whatsoever.
It's worth noting that, thanks to extensive research done by the Calava family through the years, certain substances can be magically enhanced to have an exponentially greater effect than its mundane counterpart has. As these effects are magical in nature, the Resistance effect merely reduces them to their normal efficacy.
Giorgio's Emboldening Elixir of Creatine: Immediately confers an immense boost in strength and stamina to the user. Lasts up to ten minutes, and causes intense pain to the user when it wears out.
Camon's Rapid Elixir of VAAM: Magically augments the user's muscular flexibility, reaction time, and leg strength, giving them increased agility and speed. Likewise lasts up to ten minutes, and causes immediate fatigue when it wears out.
Brisby's Sublimated Elixir of Psilocybin: A potent hallucinogen. Sends the user into a state of delusional euphoria, giving them vivid and unequivocally positive hallucinations.
Caracalla's Insightful Elixir of Amphetamine: Drastically increases the user's cognitive abilities. Reaction time and perception are boosted most effectively, greatly increasing Hector's Alchemy efficiency.
Mary's Abhorrent Elixir of Phosphoric Acid: Has no immediately obvious effects on its user, but secretly causes a horrifying change in the user. A kidney stone, roughly about the size of a ball bearing, is spontaneously formed in the user's urinary track. The shape and consistency of the stone varies, but will always cause unbearable pain to the user as they pass it.
Hector's elemental affinity with Water has granted him a degree of control over water and its phases. Using water as a medium and magically controlling it can massively increase Hector's range of effect for his many drugs. Using the same Alchemic processes he uses for creating drugs, Hector can dilute most substances into a watery solution, which he can then control. Hector's telekinetic control over small quantities of water can be heightened to the point that he can fling projectile masses of frozen solution at speeds fast enough to break skin and fray thin cloth. The maximum amount of solution he can control at one time is 150 ml, or about 5 fl oz. Aerosolized vapor can be created and spread, but fine control of them is very nearly impossible; all Hector can do without giving himself an aneurysm from the stress is "will" the small cloud of vapor to lazily float in the desired direction. It takes a small amount of prana to project ice crystals, and a larger amount of prana to project vapor.
Equipment: Dousing Rod: Little more than a handle, a rail, and two waterproof 200-ml containers, the Dousing Rod is Hector's favorite weapon. Runes engraved or painted on the surface of the device greatly speed up the rate of any chemical or heating processes done inside the Rod's containers, and the rail is simply a way for Hector to aim jets, sprays, and balls of material without having to carry it in his hand. Though quite unwieldy when wielded, it can be dissassembled for easy storage.
Hector carries an AMT Hardballer with two spare clips of ammunition. In case he doesn't have easy access to raw materials, Hector carries around a small flask filled with water, an inhaler filled with nitrogen, and a small sack filled with graphite. Hector also has a small first-aid kit, with gauze, sutures with needle, a syringe, and a 2 oz. bottle of isopropyl alcohol.
Skills: Pharmaceuticals, Biochemistry, Business, English, Spanish, Gun Repair and Maintenance
So, magus generations are more than normal ones, given their longevity. The Archibalds' nine generations are regarded as first-rate, for instance. As a rule of thumb, anything above the Archibalds is unreasonable for this.
This is the first I've heard of it- I didn't see anything like that in the artbooks or omnibus. If anything, they just say that the number of generations in a Magus family don't equal power- I mean, just look at the Matous. Even the gap between generations, judging by the stuff I can find, doesn't seem that big. Granted, I've only got points of evidence in Shirou, Kamiya, and Rin in relation to their parents. From what I can see, the generations are about the same length, unless you start including vampires (like Zelretch) and cheaters (like Zouken). Usually an older family just means they have more resources, connections, and a wider knowledge base.
Also, from what I remember, the Archibald magical tradition goes back for OVER nine generations.
Combining the meaning of runes means you're a prodigy that surpasses geniuses by far. You can theoretically app that, but expect everyone to know who you are then. If you're just a "master" of runes, you'll be able to access all the meanings of an individual rune, but can't combine meanings. Combining meanings is high-level stuff.
...Didn't Bazett and Cu Chulainn, a Lancer, know how to make combinations of runes? Neither of them really screamed "Master of the Arcane" to me. I figure if Bazett, a 23-year-old who specializes in punching stuff, and Lancer, whose gimmick was being "Irish Hulk" can do combinations of runes, a man who spent 50 years practicing rune magic can suss it out.
Chuchu was trained by Scathach herself, a witch who lived in the shadowrealms or something, who could also slay gods if she wants to. Chuchu was proficient enough in runes to be a mage in his own right, but as a Lancer he prefers using his spear.
they just say that the number of generations in a Magus family don't equal power
There's a reason that Lords of the Clock Tower commit incest, you know. Magic Circuits are a mutation that aren't supposed to be there, so you need to use selective breeding to keep and strengthen them.
Waver always believed this fact to be incomparably honorable, being very proud of his talent. I am the most capable student of the Clock Tower since its founding. Anyone would have to respect me. At least Waver himself thought this way. In truth, the magus lineage of the Velvets had only existed for three generations.
As time goes on, the number of Magic Circuits and concentration of Crests constantly increase and expand. Many students that receive scholarships to the Clock Tower are offspring of families with more than six generations of pure magi blood.
The wonders of magecraft could not be completed within one generation; therefore, the results of a whole life of research by parents are passed on to their children... only through this could their magecraft become more refined. The stronger prana of the old magi families is stronger precisely for this reason. Compared to the offspring of well-established magi family, Waver's Crest concentration and Magic Circuit quantity paled by comparison.
Furthermore, because a magi's Magic Circuit count is determined at birth, there are some ancestral magi families that deliberately contrive to increase the amount of Magic Circuits in an offspring, thus distancing themselves from new magi families in this regard. In other words, advantages within the world of magecraft are predetermined even before birth.
OVER nine generations.
Nope. Just says "nine".
His name was Kayneth El-Melloi Archibald. He was the heir of the Archibald family with nine generations of magus lineage, a very popular man that everyone called Lord El-Melloi. Engaged to the daughter of the principal, a lecturer at such a young age (needs to say how old he is), he was the best of the best. He was also the representative of authority that Waver despised.
Neither of them really screamed "Master of the Arcane" to me.
...you're, uh, you're talking about the guy who's mastered runes from the Age of Gods and was trained by a godslayer, and the girl whose family has runes from the Age of Gods in their bloodline, passed down through a magical blood virus, which lets her block High Thaumaturgy and even defensively fight Servants when coupled with another part of said blood virus.
No Master in this roleplay should be at their level, that's just absurd. If any Master was at their level I would ban them for the sake of balancing.
I'd allow the combination of meanings if he was some sort of prodigy that surpassed a master in skill, but that's not the feeling I get from your profile; feel free to edit it accordingly though. There's not a balancing problem with combining meanings, it's just not something one can do without being prodigy-tier. That stuff's all based in understanding the runic meaning, see the KnK stuff about Ansuz and whatnot for that.
The kicker is that as Caster, someone with Rank A in Age of Gods Runes is incapable of combining meanings. Caster Cu can't combine runes, so you have to understand why I'm hesitant to give that to a Master so quickly.