Eichhörnchen Zwanzig-Brotchen
Title(s): Dark Depths Descendant
Gender: M
Age: 86
Alignment: Neutral Evil
Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: Eichhörnchen needs a lot of money for his research and projects. He also realizes that he can turn Paris into another steady source of income and would be pretty excited about that.
Command Seal: Three stylized eyes.
Personality: A rather taciturn individual who has a strong sense of urgency and a skewed sense of risk assessment. When engrossed in something he tends to lose track of time and as a result still believes himself to still be 48 years old. Due to his supreme confidence in himself, however, if you were to tell him that he is in fact 38 years off the mark then he would look at you like an idiot and start using smaller words in his conversations in an honest attempt to help you out.
Bio: Across the breadth of the world there exists a multitude of beliefs that attest to the wisdom granting property of alcohol and water. The maddening visions gained from the drunkenness that resulted were treated as prophecy.
It is this path that the Zwanzig-Brotchen choose to follow. Beginning as a family of Germanic magi who sought knowledge through the recreation of Mimir's well and Odin’s sacrifice, they eventually expanded to become a family of Astrologers after securing a marriage from an established family in the Department of Astronomy. By incorporating their newfound knowledge into their foundations they began to slowly work out a path to the Root that did not consist of the naive belief that the recreation of Mimir’s well would be enough.
Over time they became more and more established and gathered underneath themselves a larger base of knowledge, eventually incorporating Christian iconography to stabilize and hide their mysteries before stumbling across the concept of Da’ath within Kabbalah. Linking it to the proposed location of Mimir’s well under the roots of Yggdrasil in the realm of Jotunheim, they utilized the mysteries of the moon and came up with a more feasible plan of actions towards their long-held family goals. How they fare remains to be seen, but they seem fairly confident in themselves.
As such the birth of Eichhörnchen Zwanzig-Brotchen was met with both celebration and apprehension. The continuation of any magi’s work is something to be happy about indeed, yet, with their goals seemingly within grasp, even if there exists that gap between practical and theoretical knowledge, one could imagine the hesitation the then head faced.
Regardless, he was unwilling to give up his humanity to continue the research of his family. And like the heads before him, seceded his position willingly to the young heir.
Currently, Zwanzig-Brotchen is known as a hermit family, having slowly withdrawn themselves from the politics of the Clock Tower, though they were once an active member of the Barthemelloi faction. Having grown frustrated with the lack of progress, and running low on funds (through his complete lack of financial literacy and skill) , Eichhörnchen has decided to join the Holy Grail War in hopes of attaining both a massive influx of capital and a steady revenue source through, respectively, the Holy Grail and the Second Ownership of Paris.
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Magic Circuit Switch: The bright luster of moonlight.
Number of Magic Circuits: C
Quality of Magic Circuits: A
Elemental Affinity: Water
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Magic Circuit Switch: The bright luster of moonlight.
Number of Magic Circuits: C
Quality of Magic Circuits: A
Elemental Affinity: Water
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Magecraft:
- Astrology: Divination through the plotting of the path of celestial bodies above. Astrologers also frequently utilize the celestial bodies as a means to influence happenings and in the creation of talismans. In particular, the mystery and meaning behind the moon are the focus of the Zwanzig-Brotchen, which they utilize in conjunction with their other studies to great effect.
- Attribute - Flow/Cycles: The foundations of the Zwanzig-Brotchen magecraft. Fundamentally the action and ability of movement between form or the cycle of ‘creation’ and ‘destruction’.
- Divine Eye of Providence: Not much of an actual field of study, but instead an ‘angel’ that the Zwanzig-Brotchen attaches to their magecraft.
- Elemental Magecraft - Water: Mastery over the element of water. Manipulation of the element itself is a trivial task but is something rightfully looked down upon as something crude and unsightly. The Zwanzig-Brotchen prefer instead to utilize it in conjunction with their magecraft and understanding of flow as a means for information retention.
- General Magecraft: Basic magical instruction on practices all magi worthy of the name should know.
- Kabbalah: A somewhat recent addition to the libraries of Zwanzig-Brotchen. A broad magical foundation with many different schools of thoughts on it, the Zwanzig-Brotchen primarily study and specialize in the study of the ambigious Da'ath as an abyss, a definition that fits and benefits their own magecraft.
- Mystic Eye - Godsend (L): A major component in the work of Zwanzig-Brotchen magecraft. It is said the Moon receives the virtues of the celestial spheres and pours it out into the world, and is as such the source of natural virtue in the material world. Just as an image receives power from the original, Eichhörnchen receives the future via his right eye and then creates a distortion within the image he receives.
- Pure Eye - Runni Vagna (R): The act of sacrificing Odin’s eye to drink from the Mímisbrunnr was an act of giving up gross material vision for a superior perception. By having given up his physical sight he had gained supernatural insight. Like the All-Father they so fervently seek to emulate, the Zwanzig-Brotchen had induced a mutation unto themselves to create a Mystic Eye capable of providing an innate understanding of the astrological signs, producing a unique form of future sight based upon the calculations of the stars.
- Norse Mythology: The cultural trappings and beliefs of the Germanic people with special consideration towards Odin, as their studies in Astrology help bolster and hide the mystery of their subject.
Crest: 7 Generations
Weapon:
- Mystic Eye Killers: A pair of aviator shades that function as Mystic Eye Killers. It’s been tinted so darkly that it’s physically impossible to see through with the normal eye. How he manages to get around anywhere without bumping into anything or tripping is a mystery…
- Gungnir Image re;Charge: A finely crafted cane made of high-quality White Oak. While the principle behind its construction lied with the famed spear of Odin, it is further enhanced with Kabbalistic knowledge and Astrological treatment. It is no more than a tool which reinforces the connection that the Zwanzig-Brotchen have created through emulation with the All-Father. Upon the ‘tip’ of the replica are a series of runes, from which it is said Odin’s powers derive from. Furthermore, by tying the path one takes when discovering the aspects of the Sefirot with the meaning of the Oak as a tree of Kings then reinforcing that once more with the Moon’s image being that of a man riding a rabbit, then associating Frigg as Freyja, the meaning of Gungnir as a symbol of Odin’s Ability is preserved.
Exceptional Benefit:
- Superior Mystic Code
"I reject my paganism, Odin!"
Örvar-Oddr
The Arrow’s Point
Class: Archer
Gender: M
Attribute: This will be given to you upon approval.
Era: Viking Age
Alignment: Chaotic Evil
Personality: An immature person who could easily be called spoiled and childish. Spitefully asking for riches in return for a reasonable request while mocking the dead. Yet, to those he considers as brothers, he is just as big-hearted as he is immature. Respectful of their wishes even if he himself does not agree, he sincerely wishes for a ‘happy end’ to those he cares about.
While he may outwardly espouse his desire to have finally defied his fate and instead died an honorable death, if he is able to gain a hold of the grail he would without hesitation wish for his blood brother Hjalmar to have survived his battle against Angantyr so that he may return to his beloved.
Bio: twilightswarden.wordpress.com/2012/01…
Weapon: A bow and magical arrows. His hands. Rocks. Boat rudders. Anything he can get his hands on.
Parameters:
Strength: B
Endurance: B
Agility: C
Mana: D
Luck: E
Class Skills:
Independent Action: B
Archer is able to act without the support of a master for up to two days, however, this is the ideal value achieved by conserving mana and avoiding battle and Noble Phantasm usage.
A ferociously independent man who went and traveled the world in the pursuit of glory and riches. While he left his homeland for his own selfishness he was often accompanied by companions and often made comrade on his journey.
Magic Resistance: C
Different from the rejection of magical energy, this skill cancels spells altogether. Cancels spells of two verses. However, it cannot defend against magecraft on the level of High-Thaumaturgy and of Greater Rituals
Personal Skills:
Proof of Friendship: C
The ability to suppress an enemy’s fighting spirit to a certain extent where dialogue becomes possible. The only exception to this would be servants possessing a Mental Pollution skill. In regard to a Holy Grail War, an advantageous check can be obtained when constructing temporary alliances.
Someone who had traveled and pillaged many lands yet made blood brothers of many champions of kingdoms. Perhaps most famously would be his cherished friend Hjalmar.
Bloodstained Demon: A
Archer boasts a great martial history aside from the feats attained by his archery. From using boulders, axes, and even the rudder of a boat, he had waded into the tides of chaos with anything he could find and conquered his opponents in his search for glory and riches. Provides a bonus to close range combat power. From his homeland of Iceland to the birthplace of Christianity, he had pillaged and fought his entire journey, spreading his name far and wide across the earth.
Golden Rule (Glory): A
A skill that denotes the ability to acquire glory. For Örvar, who had left his own homeland for over three hundred years in the search of glory and riches, the glory he had himself attained soon became synonymous with his own existence. No longer did he go out and seek famed champions and fighters to defeat, instead, young glory seekers came to him in the hopes of attaining great fame.
Noble Phantasm:
Name: Gusisnautar
Title: Home Is Never Too Far Away
Rank: C
NP Type: Anti-Unit
Range: 1 - 100
Maximum Number of Targets: 1
Title: Home Is Never Too Far Away
Rank: C
NP Type: Anti-Unit
Range: 1 - 100
Maximum Number of Targets: 1
Description: A quiver of six arrows gifted to him by his father. Enchanted to never miss and to always return, they also carry with them the concept of ‘piercing’. While not strong enough to contest with defensive armaments of Noble Phantasm tier, they are able to go through any meager protection offered by magecraft and other lesser protective measures.
Somewhat disappointing for an Archer, it’s true value lies with the passive nature of this Noble Phantasm. Invoking its True Name will unleash a flurry of arrows, an unceasing barrage directed at a single target, taking advantage of the returning nature of the arrows and the piercing effect to chip away at any obstacle in his way.
Name: Olvorsbolwerk
Title: Dave
Rank: A+
NP Type: Anti Unit
Range: 0
Maximum Number of Targets: 1
Title: Dave
Rank: A+
NP Type: Anti Unit
Range: 0
Maximum Number of Targets: 1
Description: A continuously active conceptual formalwear given to Örvar in return for his mercy. A silk shirt that fixes an image based upon the ‘glory’ attained by Archer and forcibly maintains it while upon him. However, similar to projection magecraft the more strain that image of glory is under the harder it is to maintain, and once that glory has been broken, the image itself is lost.
Much like a certain other heroic spirit, all attacks of its rank or below will be ineffective, while any attack above its rank will have its attack value cut from the defensive value of Olvorsbolwerk. Truly a monstrous defensive armament, fitting for Noble Phantasm the legendary sword Tyrfing likely wouldn’t have been able to cut through. Yet, just because wounds would not appear on his skin does not mean he is totally invincible.