Current
Quarantine and Daily Life is the same for me
6 yrs ago
Freedom Cry!
7 yrs ago
=w=
1
like
7 yrs ago
Looking for a Baka and Test RP
2
likes
7 yrs ago
College hell was college hell
3
likes
Bio
Real Name: Classified
Age: 20
School: Also classified
Grade: COLLEGE BRO!
Favorites:
Movies: Prince of Persia The Sands of Time, Half Past Dead 2, Disaster Movie, National Security, Transformers 2, Battle: Los Angeles, Sucker Punch (hot chicks ;D), Thor, Fast and Furious 5, Spiderman 3, Dragonball Evolution, X-Men Origins, X-Men First Class
Anime: Rave, Fairy Tail, Soul Eater, Fairy Musketeers, Bleach, Naruto, Naruto Shippuden, Sonic X, Sonic X 2, Full Metal Alchemist: Brotherhood, Chrono Crusade, Bakugan: New Vestroia, Inazuma Eleven, Inazuma Eleven Go, Zoids: Genesis, Baka and Test Summon The Beasts
Cartoon: Chowder (xD), Family Guy, American Dad, The Simpsons, Bob's Burgers, Futurama, The Cleveland Show, King of the Hill, Adventure Time, Phineas and Ferb, Jimmy Two-Shoes
Reality Shows: Animal Planet, NBA, WWE, MTV, MYX
Games: AQW, PTRO, HeroSmash, GetAmped 2, Prince of Persia Series, Grand Chase, Elsword, Fists of Fu, Destiny Online, Flyff, Halo 3, Spore series and expansions, Tales of Symphonia, Inazuma Eleven Strikers 2013 Xtreme, Assassin's Creed all series, Far Cry 3, Watch Dogs
That's my stuff done. As you can see I am a roleplaying newbie as of this site. Nice to meet you :3
"No thanks. I know the way, I just graduated a year ago after all. Thanks again." What Eawyn held in her hand was no alchemy ingredient, she'd never seen anything like it. Corrupted Bandersnatches are as rare as they come, an average person could've only seen at least two in their lifetime so there's no way something like this would be an Alchemy ingredient. Must be an artifact. She surmises.
Taking familiar paths to the Artifacts department, she finds herself at yet another door, giving it a few knocks before speaking out: "Excuse me! I'd like to have this artifact appraised? I was told the staff here would know what unknown artifacts would do!" If any staff members would recognize her, it'd help her get used to the place as herself instead of acting all diligent and student-like.
Behind the armor, Durn bears the features and detail of any Zabrak. Human head with horns branching out both sides of his forehead painted both with black and white tattoos that cover his face as a sign that he is part of an Iridonian Warrior Clan. The Hammers. He stands at 5'11 with a slightly thicker frame, most of it being his muscles.
| {Equipment and Personal Belongings} |
- Vibrospear - RSKF-44 Blaster Pistol - R-415 Huntsman Rifle - Durn's Hammer Clan Iridonian Armor (the one in the image) - Thermal Detonators - EMP Grenades - Explosive Mines - Portable Ammunition Droid - Smithing Tools (both for Machining and Gunsmithing
| {Physical Abilities} |
Strong Endurance - Zabraks from Iridonia are known to endure pain much more than their colonial counterparts, even if a limb is gone mid-fight, they're willing to take their chances and try to kill off the one they're fighting.
Mastered Close Quarters Combat - Surviving the criminal underground of Iridonia requires the eventual need to use fists and kicks. While they are young, Zabraks are to be trained in harsh close quarters combat training just to survive an attack from other rival gangs and clans should they be disarmed willingly or not. This also applies through his use of weapons.
Modern Blacksmith - The Hammer Clan in Iridonia teach all members of the way to craft and create both armor and weapon with the resources they have available as part of their survival. Not all the time will they get to purchase counterfeit Stormtrooper armor from a shifty person who claims to have connections with the Empire. Durn's equipment isn't high quality but it sure as hell isn't anything low quality.
| {Limitations} |
"Force"-phobia - For some reason. Durn is afraid of force users both Jedi and Sith alike. It doesn't matter whether they believe in the Light Side, the Dark Side, the Gray Side, the Polkadots Side. Anyone using Force Powers bewilders him to the point where he'd try to shoot them down or cower behind his side of the ship.
Short Tempered - Durn is hot-headed. While he can get patient with some people on certain things. Being insulted or undermined causes him to bark back with more insults that could escalate to social fights. The worst possible scenario is him having to charge an entire stormtrooper squadron just because their commander called him and his clan: "A bunch of savage idiots."
Slow To Embrace Ideas - Durn lacks a little in the intelligence department. If it's opening doors with keypads or opening vaults and safes he'd rather just smash it and damage whatever important material is in there. If anyone even tries to give him pointers, he'll just shoot a glare and be done with it. Best leave the whole hacking and technological stuff to the real professionals.
| {Personality} |
Durn claims to be the roughest, meanest and most abrasive crew member in the ship and he proves it to. Whenever he dislikes something, he isn't afraid to voice it out and assumes that the other members of the crew live with it. When new members live long enough, they are given nicknames based on what he sees physically or emotionally and no, just because he's giving you one doesn't mean he's going to exempt you from being badmouthed by him once in a while. His bad attitude is just a restrained version of what an Iridonian Zabrak would do to people he doesn't like.
Yet, despite how annoying he may be, he is still willing to accommodate the supplies of each crew member when they set out as well as keep tabs on the supplies remaining for their journey. Although he will still berate you as he does so.
| {Place of Origin} |
Iridonia
| {Background} |
An orphan boy taken in by the clan because he wanted a home and place to belong. Trained harshly in the ways of Iridonian Zabrak clans, going through intense exercises everyday and was encouraged to learn martial arts during self-defense as well as their clan's tradition of weaponsmithing. Iridonia was a land governed by a Dictatorship that changed hands in every war, it was here that he learned to be Neutral towards people, aggressively neutral.
The Clan was part of the Underground gangs and syndicates in Iridonia, among one of the ruined cities. He quickly fell in and got used to the dirty jobs they take. Beating someone to reclaim debt, kidnapping people, assassinating certain individuals. These things became second nature to him, desensitized from all manner of justice or caring, even feeling. It was kill or be killed in Iridonia after all.
Of course not all his outings had to be full of pleasure, while he was out negotiating a trade deal, he found himself a Jedi Padawan believed to be running from Imperial Stormtroopers for days, thinking he'd be easy pickings and how nice it was to sell that lightsaber, he tried to attack him... gutting him with the vibrospear. Only for him to be pushed back at a wall with the force user activating his lightsaber in front of him. He believed he was going to die for a moment had the companions he traveled with to the meet never chased him off. Even tough Zabrak gain fears sometimes, this one was scared of Force Users and did his best to avoid them throughout the years.
He started off "officially" as a mercenary when he left Iridonia to Outer Rim worlds, needless to say they were easy pickings, so long as they don't have ties to the Hutts. Even he gets outgunned by the lot hired by him. Not until a few months ago, he left for Anchorage to hunt down a bounty called "The Mariner" and upon meeting her, was bamboozled by the client. Apparently the whole thing was staged by them so she could put him on as a Quartermaster, what with the things he makes being more durable out here than most. He initially declined the offer before he was shown how much he would gain as a permanent member of the crew.
Behind the armor, Durn bears the features and detail of any Zabrak. Human head with horns branching out both sides of his forehead painted both with black and white tattoos that cover his face as a sign that he is part of an Iridonian Warrior Clan. The Hammers. He stands at 5'11 with a slightly thicker frame, most of it being his muscles.
| {Equipment and Personal Belongings} |
- Vibrospear - RSKF-44 Blaster Pistol - R-415 Huntsman Rifle - Durn's Hammer Clan Iridonian Armor (the one in the image) - Thermal Detonators - EMP Grenades - Explosive Mines - Portable Ammunition Droid - Smithing Tools (both for Machining and Gunsmithing
| {Physical Abilities} |
Strong Endurance - Zabraks from Iridonia are known to endure pain much more than their colonial counterparts, even if a limb is gone mid-fight, they're willing to take their chances and try to kill off the one they're fighting.
Mastered Close Quarters Combat - Surviving the criminal underground of Iridonia requires the eventual need to use fists and kicks. While they are young, Zabraks are to be trained in harsh close quarters combat training just to survive an attack from other rival gangs and clans should they be disarmed willingly or not. This also applies through his use of weapons.
Modern Blacksmith - The Hammer Clan in Iridonia teach all members of the way to craft and create both armor and weapon with the resources they have available as part of their survival. Not all the time will they get to purchase counterfeit Stormtrooper armor from a shifty person who claims to have connections with the Empire. Durn's equipment isn't high quality but it sure as hell isn't anything low quality.
| {Limitations} |
"Force"-phobia - For some reason. Durn is afraid of force users both Jedi and Sith alike. It doesn't matter whether they believe in the Light Side, the Dark Side, the Gray Side, the Polkadots Side. Anyone using Force Powers bewilders him to the point where he'd try to shoot them down or cower behind his side of the ship.
Short Tempered - Durn is hot-headed. While he can get patient with some people on certain things. Being insulted or undermined causes him to bark back with more insults that could escalate to social fights. The worst possible scenario is him having to charge an entire stormtrooper squadron just because their commander called him and his clan: "A bunch of savage idiots."
Slow To Embrace Ideas - Durn lacks a little in the intelligence department. If it's opening doors with keypads or opening vaults and safes he'd rather just smash it and damage whatever important material is in there. If anyone even tries to give him pointers, he'll just shoot a glare and be done with it. Best leave the whole hacking and technological stuff to the real professionals.
| {Personality} |
Durn claims to be the roughest, meanest and most abrasive crew member in the ship and he proves it to. Whenever he dislikes something, he isn't afraid to voice it out and assumes that the other members of the crew live with it. When new members live long enough, they are given nicknames based on what he sees physically or emotionally and no, just because he's giving you one doesn't mean he's going to exempt you from being badmouthed by him once in a while. His bad attitude is just a restrained version of what an Iridonian Zabrak would do to people he doesn't like.
Yet, despite how annoying he may be, he is still willing to accommodate the supplies of each crew member when they set out as well as keep tabs on the supplies remaining for their journey. Although he will still berate you as he does so.
| {Place of Origin} |
Iridonia
| {Background} |
An orphan boy taken in by the clan because he wanted a home and place to belong. Trained harshly in the ways of Iridonian Zabrak clans, going through intense exercises everyday and was encouraged to learn martial arts during self-defense as well as their clan's tradition of weaponsmithing. Iridonia was a land governed by a Dictatorship that changed hands in every war, it was here that he learned to be Neutral towards people, aggressively neutral.
The Clan was part of the Underground gangs and syndicates in Iridonia, among one of the ruined cities. He quickly fell in and got used to the dirty jobs they take. Beating someone to reclaim debt, kidnapping people, assassinating certain individuals. These things became second nature to him, desensitized from all manner of justice or caring, even feeling. It was kill or be killed in Iridonia after all.
Of course not all his outings had to be full of pleasure, while he was out negotiating a trade deal, he found himself a Jedi Padawan believed to be running from Imperial Stormtroopers for days, thinking he'd be easy pickings and how nice it was to sell that lightsaber, he tried to attack him... gutting him with the vibrospear. Only for him to be pushed back at a wall with the force user activating his lightsaber in front of him. He believed he was going to die for a moment had the companions he traveled with to the meet never chased him off. Even tough Zabrak gain fears sometimes, this one was scared of Force Users and did his best to avoid them throughout the years.
He started off "officially" as a mercenary when he left Iridonia to Outer Rim worlds, needless to say they were easy pickings, so long as they don't have ties to the Hutts. Even he gets outgunned by the lot hired by him. Not until a few months ago, he left for Anchorage to hunt down a bounty called "The Mariner" and upon meeting her, was bamboozled by the client. Apparently the whole thing was staged by them so she could put him on as a Quartermaster, what with the things he makes being more durable out here than most. He initially declined the offer before he was shown how much he would gain as a permanent member of the crew.
Breathing in that nostalgic air of mana, the smoke from conjured flame, the soothing aura of healing magic, as well as the chill of ice. Yes the academy was home to her and it wasn't too long ago that she had graduated from said Academy as a Red Mage. Strutting up to the receptionist's desk she hit the bell and as Eawyn waited, put the book in the satchel for later reading. She took one look at the pretty gem before her, studying the rock before looking back up at the receptionist. Clearing her throat and chin up: "Good morning, is the Head Master available today? If not, maybe one of the teachers that can help me appraise this?"
She held up the Dragon's Breath in front of the receptionist's eyes. "It's kinda urgent. I want to know what this thing is and I've been doing research on this ever since I carved it out of a Bandersnatch... or at least I think it was a Bandersnatch." She remembered that day like a permanent scar. Maybe if she found out what it was, it raise her standing quite significantly as a bonus.
"I can't believe you talked me into this." Elque was irritated, when Mie mentioned serving girls, she had thought the ones in the normal inns. The cutesy blouses and aprons only with long brown and green skirts to resemble the air of traditional public restaurants...
...instead she looks more like a prostitute than a serving girl. Her lips are squiggly, her face blushing red from the embarrassing stuff that the outfit presents itself as and the constant covering of her chest area as men leer her when they pass. She'd often try to smack their hands away with her tail whenever they try to touch places they're not supposed to.
"Maybe next time tell me the actual plan so I won't have to go through this embarrassing costume. Seriously, who wears this?!" She yelled in a hushed tone, looking at her lewd outfit as a burly man passed her to smack her bottom which caused her to yelp.
"We need to get past the guards. I doubt you have training in subterfuge and stealth." Mie spoke passing by various other serving girls. "So you just keep your head low and I'll make an opening for you to slip past. Once you're back there, I'll find you soon...unless you have some other idea, of course. That doesn't involve immediate dismembering."
"Oh, you better be or there will be a lot of dis-members all about." Elque had no other ideas in mind so the least she could do is follow this foxy lady's plan to a T and try not to get the urge to... erm... "dis-member" the masculine populace of this place. "Fine. I'll go ahead." She did as she was told, trying not to act too suspicious while at the same time acting like a complete rookie so as to not mark her for being some sort of Assassin. Even though she's supposed to act like it, the men who try to touch her will get genuine growls and hisses from her.
Small thing to note. One of these people is the Master the rest are just companions.
Name: Klaus Vennschneizen
Title(s): Puppetmaster/The Dollmaker
Gender: Male
Age: 53
Alignment: True Neutral
Rank: Pride - Law
Objective for the Grail: “A selfish wish for an old man such as I. I don’t care if I’m at death’s door, I want my daughter alive and well, walking on this Earth with a smile on her face.”
Command Seal: A templar cross with its ends connected by diagonal lines, forming a kite shield.
Personality: A seclusive old man with a heart of gold. Quiet but shows a kind of strictness that children seem to respect. Klaus Vennschneizen is a calm elder with the mindset of a teacher, no matter whom he teaches, he would often treat them as a kid. Acting out of line and cursing in childish manners even when they’re supposed to be matured will be given the smack from the back of his hand yet despite this, he would try and earn their forgiveness. A father figure, a family man.
Humans aren’t perfect, he too is a hypocrite and would often swear in his own slang should his house come under fire by petty insults of a similar caliber or simply because someone believed that a member of his family or even a friend is being attacked for that reason alone. Unlike most people, he would openly admit it.
Bio: World War II had ended and while he was a recruit for the Nazi Regime’s research division, he had retired without racing suspicion from the Russians occupying Berlin almost immediately after killing the Tyrannical Jewish Genocider, Adolf Hitler. The Vennschneizens were typically new to the magecraft world having perfecting their craft in Alchemy and the creation of Mystic Codes. Klaus Vennschneizen would be the Third Generation in their house, continuing their legacy up until settling down with a woman who knew nothing about their magical reality out in little Augsburg.
Klaus Vennschneizen and his wife gave birth to a baby girl, one he would let his legacy pass on while she was still young. Whenever his wife left for errands, he would always remain to take care of his child, teaching her the practice of Alchemy and filling her head with the various thaumaturgy and magecraft a single mage could practice whenever they have the time. Of course both members of the family passed it off as the excuse for science and naively, the wife believed them.
Nothing could have gone wrong of course… nothing… had the Association not get involved. The daughter, inspired by her father, Klaus decided to openly share the word of their craft, hoping to get fame and fortune for their average lives in Augsburg. Klaus was skeptical about the proposal as it is quite risky, should the public know that Mystery exists among them as well as showing the means to utilize its presence in the form of Magecraft, the less Mystery sticks around for them to work on. As usual, the Association caught wind of this and decided to eliminate the girl that Klaus had protected for so long.
As if matters didn’t get any worse, his wife found about her daughter’s death and blamed his “science projects”... the Alchemy that inspired her in the first place… and left him alone in the household. Klaus was depressed but not intensely so, sure he harbored hatred for the Association as they killed the latest in their legacy but he was sadder at the fact that his daughter never got to experience the world that she dreamt about.
No.
Klaus wasn’t going to let that despair win and take the easy way out of life, he began to dabble in the creation of homunculi, hoping to recreate his daughter in the form of real-life dolls. Klaus was a puppet maker during his childhood, surely beautiful, perfect-looking, human dolls wouldn’t be a problem right?
Wrong. It definitely was.
He had created three of them since his wife left, it was hard, it was time-consuming and it was certainly cost-heavy as he had to pay expenses for his necessities. They all look like his daughter, one that looks exactly like her, one who would look like her in a future that will never come, and one that looks like a younger version of herself. These three had imperfections but he didn’t throw them away… he loved all of them just as he loved his daughter, whether it was genuine or not… throwing them away didn’t seem like the right thing to do for him.
Name: Acute Vennschneizen
Title(s): The First Daughter
Gender: Female
Age: 8 years old
Alignment: Chaotic Neutral
Rank: Cause - Open
Objective for the Grail: “Papa should forget about our older sister. He should think about us more. A useless wish, I wish he wouldn’t remember her or our “Mama” ever again.”
Command Seal: A templar cross with its ends connected by curved lines forming a round shield.
Personality: Like all other homunculi, Acute lacks something that perceives herself as a human being. While her height cannot be argued since it is that of a child, her endowments are something out of that age range and into an older tier. Despite her chest getting in the way, it doesn't bother her too much when fighting. Acute, like the name, embodies how intensive and direct this person is. She will close each gap and end each problem with a direct statement without regard of the recipients' feelings in mind. This is yet another thing she lacks, a moral high ground for herself, she truly believes that whatever her "Papa" says to her is the right thing to do and if she does them, she gains praise.
From her objective alone, it is obvious she is very jealous of the original, birth daughter of her creator.
Bio: Created in a tube of fluid, Acute was considered the first daughter, the imitation of Klaus’s daughter, she was given the name when awakened and released but that didn't mean she was discarded and thrown away, no. Instead, she was considered the second daughter that he never had. Created as an obedient being that's honest with her feelings and a little bit too direct but not towards her creator, who she deems her "Papa.". While her appearance is that of the younger version of Klaus's late daughter... puberty may have hit too early with her.
She had spent the last eight years being taught what to do in public and what to do to maintain her skills in close quarters combat using her Transmutation magecraft. However, she was deemed far from the perfect daughter that she herself wishes for even after all those times Klaus talked about how great her daughter and wife was… especially the former which motivated her to help him forget about the life he used to have and focus on the life the four of them are in currently.
Magic Circuit Switch: No flashy stuff, they switch on willingly.
Number of Magic Circuits: C+
Quality of Magic Circuits: A
---
Elemental Affinity: Earth and Metal
Magecraft: General Magecraft - Tutored by her father. Acute has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Alchemy: Transmutation - Acute can transmute her limbs into any metal she wishes, reconfiguring the bone and skin structure to match the properties of said metal she wishes to replace with. Normally this would exhaust a great amount of prana but in her case, the amount required is less.
Crest: No Crest. She is a homunculus.
Weapon: Dollmaker (Akut) - Acute was given a cylindrical, steampunk-themed automaton that acts like a dollmaker. Her variant differs from Obtuse’s as well as some of its functions; Should she have any missing body parts. This Mystic Code can not only repair the Magic Circuits that were lost from the limb but also recreate the part if they have its parallel no matter the size or color.
True/False Standing: False Master
Name: Obtuse Vennschneizen
Title(s): The Second Daughter
Gender: Female
Age: 6 years old
Alignment: Lawful Neutral
Rank: Fes - Festival
Objective for the Grail: “Dad keeps telling me about Mom and how she left us. My wish is simple, to find her and kill her in the slowest way possible.”
Command Seal: A templar cross with its ends connected by diagonal lines except for the bottom end of the cross, thereby forming a sword.
Personality: Polite, refined and ladylike. Even with a murderous aura she doesn’t seem to let go of that flair of nobility. Despite coming from an average home, she believed that good manners and moral conduct impresses a lot of people and might lead to a better, more financial future for her father and two sisters. She was designed to think like Klaus’s wife before she left him after having their daughter killed by Association magi. Whenever she was compared to her though, she loses that noble aura of hers and begins to talk rather vulgarly before barely recovering the noblesse act.
Her deep hatred for Klaus’s wife is what she herself obtained when asked about what happened with his original family. She believed carrying her father’s hatred for her is more than enough to make him happy when it clearly isn’t the case.
Bio: Klaus’s second attempt at recreating his daughter at the supposed age she would be in by the time he is considered an elder citizen. While her appearance had no issues, her body however was child-like and lacks the essence of puberty, flat chest and a bland bottom that makes one even think that she might be a boy in disguise if she wore clothes meant for men. Upon release, she would greet her father the same way her mother would to a stranger on the street.
Klaus considered her a success despite her aesthetic mistake but loved her nonetheless. He considered her a second help around the household when her other two sisters make a mess by accident. She followed him around like a caring daughter for her elder father and even when he didn’t need help with the harder jobs, she’d come by and help out regardless. She was even responsible for helping create the Third Daughter. It was also around this time she asked questions about Klaus’s wife and daughter, mostly about the former. Klaus disliked the way she left but didn’t blame her for what he technically did but to her? It was different, the way he told that story just created a seed of hatred inside her that would one day sprout as time flies by.
Unlike the other two homunculi, she doesn’t seem to specialize in any form of magecraft. The only thing that stands out from her is that she is made primarily of ether clumps and because of it becomes a walking tank full of converted prana.
Magic Circuit Switch: Visualizing Klaus’s wife is enough to trigger her switch.
Number of Magic Circuits: A
Quality of Magic Circuits: C+
---
Elemental Affinity: Fire, Water, Earth, and Wind
Magecraft: General Magecraft - Tutored by her father. Obtuse has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Elemental Magecraft - Having an affinity in four of the planet’s natural elements, Obtuse has a strong affinity with the elements of nature. Casting spells that bring out the forces of nature to her beck and call to be released whenever the situation calls for it.
Crest: No Crest. She is a homunculus.
Weapon: Dollmaker (Stumpf) - One of the two homunculi to earn this type of Mystic Code in the family. While hers is similar to Acute’s, her variant is similar to that of the drones that will be invented in the future, a steampunk-themed drone clad in aluminum that repairs her body as well as cleanse it to make it look as if it hadn’t been damaged and repairs/reactivates Magic Circuits as well. It does not reattach lost limbs, that is the job of Akut.
True/False Standing: False Master
Name: Ryte Vennschneizen
Title(s): The Third Daughter
Gender: Female
Age: 4 years old
Alignment: True Neutral
Rank: Frame - Youngest Child
Objective for the Grail: “Wish? Father told me what our older sister was like… I want to know her too.”
Command Seal: A templar cross with its ends connected by diagonal lines, only this time it is in the form of a tower shield.
Personality: An obedient child, a loyal child, a child who will never disobey no matter how much pain and effort she will go through. As long as it makes her father happy, it’s enough for her. Unfortunately, it’s because of this attitude of servitude that she tends to be socially awkward around the people that isn’t her father or her sister homunculi. She would revert to simple small talk and gestures that she doesn’t even know what to talk about next unless the person she converses with brings up a topic.
Bio: Klaus’s latest project with the family portrait as the basis of the last time he ever saw her daughter, she was created to look like her, molded carefully and slowly she was ready to be released into the world she was brought into from odd machines. First contact with her sisters and father, she responded normally but overtime the way she acted was unlike her.
Klaus could copy what she looked like but never what she acts like, perhaps he embedded that form of free will in one the two sisters but it’s been so long at work even he’s not sure yet despite this, he still loved Ryte like his original daughter and the same goes with the other sisters. It is during this time that Ryte had begun investigating Klaus’s original daughter, often asking him questions and looking through old photo albums. It ended up with the father crying and her comforting him in the end.
Unlike the other two homunculi, she doesn’t seem to specialize in any form of magecraft. The only thing that stands out from her is that she is made primarily of ether clumps and because of it becomes a walking tank full of converted prana.
Magic Circuit Switch: “Switchy”, a simple chant to activate her Magic Circuits
Number of Magic Circuits: E
Quality of Magic Circuits: C
---
Elemental Affinity: Water
Magecraft: General Magecraft - Tutored by her father. Ryte has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Crest: No Crest. She is a homunculus.
Weapon: None
True/False Standing: False Master
Several years later, his family connections lead him to a letter that invites him to an open-meeting somewhere in the Russian town of Kyshtym, curious he decided to journey there with his “daughters” in tow.
---
Magic Circuit Switch: The sound of cracking bones.
Number of Magic Circuits: B.
Quality of Magic Circuits: B
---
Elemental Affinity: Fire
Magecraft: General Magecraft - Not taught at the Clock Tower but was taught at home by both his father and his grandfather, he later taught the basics to his late daughter. These include summoning rituals, the creation of Bounded Fields, mana transfers, healing of Servants and familiars, etc)
Alchemy: Homunculi Creation - Klaus Vennschneizen can create homunculi given the right materials and resources, while he has the equipment to make one, it isn’t as good and numerous as the Einzberns or the Musik.
Familiar Creation - Creating puppets or figurines made out of wood. Klaus can send them out to spy and scope out the competition. They aren’t as good as actual familiars since they’re form is made of wood and could easily be given away if seen However, they can ignite themselves on fire and thrust themselves at an enemy like a napalm bomb with wooden shrapnel.
Crest: His Crest was passed on to his late daughter, would have been a fourth generation. Unfortunately, that is no longer the case.
Weapon: Silk Strands - More of a trap than a Mystic Code. It is primarily a bundle of hair tied together and mounted on a crossbow-like mechanism that fires several reinforced strands of hair in an attempt to bind opponents in place or choke them unconscious.
True/False Standing: False Master
Name: Karna
Title(s): The Hero of Charity/The Son of the Sun God
Class: Archer
Gender: Male
Birth and Death Dates: 300 - 400 B.C (Mahabharata Origin)
Alignment: Lawful Good
Catalyst: A gold plate rumored to be from the armor he wears.
Personality: His personality is cold and unforgiving. Although conversing with him may give the impression that he is indecisive and somewhat boring, in reality he is always deep in thought and has a loyal heart. He gives an impression of being cold and cruel because he believes that most things and events are “normal”, and therefore he does not interfere. Due to this characteristic, he does not really have negative emotions such as hatred and jealousy. Because his behaviors target people’s “true nature that should not be put to words”, he is disliked by many.
Karna’s strongest weapon was his ‘will’. Possessing a strong will and a strong heart, he was the Hero of Charity who had never resented a single person despite experiencing all kinds of misfortune. He was a man who had given things special than anyone else, but never once was treated special himself. Neither proud nor arrogant, he was a hero who merely carried out a way of life that would not shame the name of his father from the moment he was born to when he was finally shot down.
Summoned in his most optimal class: The Archer. Karna would very much prefer long ranged battles over melee combat compared to him summoned in the Lancer Class. While he is still very much the same, fulfilling the duties and obligations as a soldier when summoned as a Servant (as the Grail intended), when ordered to fight in melee combat… he will make use of his arrows as blades.
No. He won’t throw them like the other “Archers” in the Archer Class. He’ll properly use them for his bow, simple as that.
When asked about his wish, his answer is simply answering the summons to battle-- the call of the Holy Grail War.
Karna was born from the daughter of a human king, Kunti, and the sun god, Surya. Kunti was the wife of the Kuru king Pandu, but he was under a curse that prevented him from producing children, so his queens each had no choice but other methods to bear children. Kunti was a woman who had a Mantra that allowed her to copulate with and bear the child of any god and, by those means, gave Pandu children, but before she became the king's wife, she tested the mantra and bore a single child. That child was Karna, the golden hero who was born from relations with the sun god Surya. Kunti was a determined woman and, afraid of her first birth and anxiety over whether the god would acknowledge his own child.
Surya heard Kunti's words and gave until the child, as he was born, his own power and attributes. As proof of being the son of Surya, he was given a golden armor and this is the source of the golden armor that made Karna invulnerable. Karna was born to become a great hero. Though she was shown such grace and faithfulness, Kunti abandoned her first son. For her, who was to become the queen of Kuru king Pandu, the existence of her son was nothing but unnecessary. This is how Karna, who was thrown away by his own mother, came to be ignorant of his own birth, but he lived with only the things he had been given by his father, the sun god Surya, held in his chest. Karna grew up with a low social status.
The form of Karna, who didn't know his own mother's face and who questioned whether his mother was motivated by dishonesty, couldn't be called beautiful. Though he possessed his father's brilliant authority, his form was stained black. His countenance was cruel, and his every action was violent. Because of his lack of human mother, he didn't learn the subtleties of human emotion and spent his days being considered a nuisance by the people around him. That was how Karna was raised, but he didn't hate his mother or his surroundings. Instead, he accepted everything. His mother and father were the ones who gave him life so he thought that no matter what kind of person his mother was, he did not hold contempt for her, as if there is anything he had to hate was himself alone. In contrast to his appearance, Karna was an exceedingly virtuous and perceptive child. Possibly the cause of that was because, while he was the child of a god, he was also a child without a single relative. Karna was blessed with the opportunity to question the poor, their lives, and their value. As a result, he chose, of his own free will, the path where he persisted in his own fastidiousness. He believed that as he was born with more than people should display a 'proof of my life' greater than those of people, if he doesn't do so, the people without power will not be rewarded. What Karna had was simply the conviction to live without bringing dishonor to his father's authority and without shaming the people who compensated him. "Though he may be relentless and ruthless, he is also full of majesty," is Karna's stance given form.
And Karna, who had grown to be a young man, participated in a conference of the Kuru family. At this conference, the five Pandava brothers indulged themselves in the martial arts they were so proud of and so famous for. The third son Arjuna's skill at the bow was especially magnificent, to the point that he was praised as having no equal. When the grounds were united as one voice looking for someone to equal the Pandavas, Karna leapt up to participate and displayed martial arts of the same rank as Arjuna's. Karna challenged Arjuna to determine which of them was superior. But to challenge Arjuna, a member of the royal family, one must be higher than a Kshatriya (military or royalty) and Karna seemed to be a Vaishya (merchant class) or a Shudra (a slave). Karna, whose challenge was refused due to the difference in status, became a laughingstock The one who saved Karna in this situation was the eldest of the one hundred princes of the Kaurava clan, who opposed the Pandavas, Duryodhana.] He became interested in Karna and made him a king at that place.
This is how Karna was saved from disgrace, but his foster father, who had heard of his promotion, appeared and established his origins. The five Pandava brothers further ridiculed Karna, who displayed martial arts superior to their own, saying, "The son of a charioteer should have a sense of shame." These words enraged Karna. If it were about himself, he would accept and be resigned to anything, but he would not allow insults toward his foster father. Even if it was a foster father who announced himself out of greed, to Karna, he was the father who raised him, who Karna should take pride in. The antagonism between Karna and the five Pandava brothers had become something he could not step back from, but sunset had come and the curtain was drawn on the conference. From then on, Karna, as the friend of Duryodhana, who saved him and treated him as a king, lived as a guest of honor of the one hundred princes of the Kaurava clan.
What awaited him beyond that was a cruel battle against the five Pandava brothers, and more specifically, against the great hero Arjuna. The antagonism between the Kauravas whom Karna entrusted his bow as a soldier and the Pandavas that Arjuna led intensified and finally became a war with their territory in the balance. That war is called the Kurukshetra War, and that is where Karna's life came to an end. Karna continued to wield his strength so that the one hundred Kaurava princes, and consequently Duryodhana, would be victorious. On the Pandava side, the only one who could oppose Karna was Arjuna, but even Arjuna could only be resigned to the fact that facing Karna directly was death.
And so, just before the final battle. Arjuna's father, Indra the Thunder God, who understood that Karna could not be persuaded, took the form of a Brahmin, contacts Karna, and takes his golden armor. Though Karna had lost the property of being unkillable that he received from his father, he never said he would stop proceeding to the battlefield. He did not care that when he had lost his golden armor he had hastened his own death.
It was not the fire of the sun that Karna carried nor the absolute brilliance of Surya; to Karna, the sun was the imperfect charm that humans displayed. Indra, who saw the divinity of Surya himself in that form, gave Karna his spear. He had taken from this noble hero something greater than his life. Unless he gave something as compensation, his honor would be stained; above all—he was charmed with him: if it were this man, he could wield the greatest spear, that Indra had not given even to his own son. After Karna sent off the Brahmin and having lost his armor (flesh), he headed to the battlefield, as thin as a ghost.
The final battle with Arjuna. Karna was already without allies; his charioteer, whom he trusted with his body, was already an enemy, in collusion with the Pandavas. He had a large number of heavy burdens, his feelings towards his younger half-brothers. Due to his curse, the wheel of Karna's chariot was stuck in a rut. The string of Arjuna's bow was drawn back to its limits. These brothers who, for a long time, were manipulated by an unseen destiny to compete for supremacy, could only in this moment strike one another with all their might and sure enough, Arjuna's bow shot down the sun. However, Karna did not hate anyone and accepted his death.
Preferred Master: “Soldiers cannot choose their commanders. Whoever Fate lets me serve, I will do so.”
Weapon: Vijaya, The Great Bow of Victory
Parameters:
Strength: B
Endurance: C
Agility: A
Mana: A
Luck: C
Magic Resistance (Rank C) - Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. However, this is not the case when receiving the effect of his golden armor Noble Phantasm, so his Magic Resistance is not be limited by this weakness.
Independent Action (Rank D++) - As Karna is a loyal soldier who won't leave his Master unless necessary.This makes him one of the only Archers with a below average rank in the Class Skill, however... the modifier is applicable if Karna is to save his Master when separated.
Clairvoyance (Rank B) - Clairvoyance is a visual ability that is also called 'Eagle Eye'. This is generally a must-have ability of the Archer class. It is also frequently used during scouting. Simply looking from a high location is sufficient to fully survey a town and search for enemies. In addition, Clairvoyance will affect the accuracy of bows. It connotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons. Karna can target enemies moving from six kilometers away, eight at a high altitude.
Riding (Rank A) - All vehicles and all creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Divinity (Rank A) - The son of Surya, the Sun God. After death, he unified with Surya, making Karna one who possesses the highest Divine Spirit aptitude. This Divine Spirit aptitude is for the times when he fights sun deity-lineage Heroic Spirits with Divinity B Rank and lower. High defensive power is shown against them.
Discernment of the Poor (Rank A) - It is the insight to see through the opponent's character and attribute. Karna will not be deceived by excuses and deceptions from words. It expresses the power to grasp the true nature of the opponent possessed by Karna, who was blessed with the opportunity to inquire about the life and value of the weak due to being someone without a single relative.
Mana Burst (Flames) (Rank A) - In Karna's case, blazing flames become magical energy to dwell in the weapon used. This Skill is usually active and all the weapons that Karna grasps receive this effect. As an Archer, when applying Mana Burst, it will work the same way as modern day missiles fired from rocket launchers.
Noble Phantasms
Name: Kavacha and Kundala
Title: O’ Sun Become Armor
Rank: A
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1 person
Description: It is the divine set of golden armor (Kavacha) and golden earring (Kundala) given to Karna by his mother, Kunti, as confirmation of his heritage. He still possesses the armor as a Heroic Spirit even though it was stolen in the myth, and utilizing Vasavi Shakti requires the armor to be permanently sacrificed.
It is a powerful defensive-type Noble Phantasm that emits the radiance of the sun itself. Due to being light itself taken shape, it is difficult for even the gods to destroy.] It is as thick as it looks, an invincible armor that protects against all harm, physical or conceptual. As long as it is active, all damage inflicted on Karna will be reduced to a tenth of its original value. He can fight others without worry as their attacks are negated by ninety percent, reducing even powerful blows to minor scratches that can be healed in the midst of battle. Although it can protect against any physical attack from the outside, attacks within him are an exception.
Name: Brahmastra Kundala
Title: O’ Brahma Curse Me
Rank: A+
NP Type: Anti-Country
Range: 2-90
Maximum Number of Targets: 600 people
Description: It is a Noble Phantasm obtained by Karna from the Brahman Parashurama. It is a projectile that is granted his fiery attribute, Mana Burst (Flames), which from one blow is likened to a nuclear weapon. It will appear as a bow under the Archer class,
It is called Karna's hidden Noble Phantasm and trump card, having bestowed Brahmastra with the sweltering heat effect of his Mana Burst (Flames) to increase its already wide effective range and power exceptionally. Using this Noble Phantasm would also mean restricting Vijaya’s usage as a Noble Phantasm as the curse makes him forget how that particular astra works.
Name: Vijaya
Title: O’ Father Grant Me Victory
Rank: EX
NP Type: Anti-Continent/Anti-Divine
Range: 10-99
Maximum Number of Targets: 1000 people
Description: Another one of the Noble Phantasms Karna obtains from the Brahman Parashurama, whom was held by many Brahmin and considered a powerful astra. A great bow once held by Karna to attain total victory. He only ever used it once against his rival Arjuna, the result was in Karna winning at the cost of the landscape burning inferno and the land cracked and shaking for countless days.
At the cost of using an extremely large amount of mana to launch a bow which could very well cause an explosion that could very well engulf a very large area in hellfire and radiation, pieces of the armor begin to fade. The stronger the drawback, the more mana goes in, the more pieces of armor fade into nothing, leaving gaps in his most powerful defensive equipment.
Larchmond Private Warehouse - Building C (Warehouse District), Priestella
"Human on human affairs are not my problem but if there are demis being abused in there then maybe..." A direct, straight answer coming from the Wolf Cat as she took out the katana from her sheathe, judging from its blade and woven grip it was new... benefits in working for a noble? Maybe. She didn't have trouble swinging it around near them just to show off to Mie about how much of an expert she is in wielding such a blade before sheathing it back into the sleek black cover.
"Although... if you have a spare cloak, I'd like to wear one over me. I don't want Master Gris to have his name slandered just because I run around committing a crime." A nervous giggle but it was genuine while she may be a troublemaker, she had never actually mass murdered any one group of humans despite hating them so much. Perhaps it was guilt and conscience overtaking her vengeful mind? Or maybe she was in the middle of maturing.
"Oh... and I still want that wagon clean and in one piece." Elque glared at all three of them, the last thing she needs is cleaning the regal cart off of blood.
Small thing to note. One of these people is the Master the rest are just companions.
Name: Klaus Vennschneizen
Title(s): Puppetmaster/The Dollmaker
Gender: Male
Age: 53
Alignment: True Neutral
Rank: Pride - Law
Objective for the Grail: “A selfish wish for an old man such as I. I don’t care if I’m at death’s door, I want my daughter alive and well, walking on this Earth with a smile on her face.”
Command Seal: A templar cross with its ends connected by diagonal lines, forming a kite shield.
Personality: A seclusive old man with a heart of gold. Quiet but shows a kind of strictness that children seem to respect. Klaus Vennschneizen is a calm elder with the mindset of a teacher, no matter whom he teaches, he would often treat them as a kid. Acting out of line and cursing in childish manners even when they’re supposed to be matured will be given the smack from the back of his hand yet despite this, he would try and earn their forgiveness. A father figure, a family man.
Humans aren’t perfect, he too is a hypocrite and would often swear in his own slang should his house come under fire by petty insults of a similar caliber or simply because someone believed that a member of his family or even a friend is being attacked for that reason alone. Unlike most people, he would openly admit it.
Bio: World War II had ended and while he was a recruit for the Nazi Regime’s research division, he had retired without racing suspicion from the Russians occupying Berlin almost immediately after killing the Tyrannical Jewish Genocider, Adolf Hitler. The Vennschneizens were typically new to the magecraft world having perfecting their craft in Alchemy and the creation of Mystic Codes. Klaus Vennschneizen would be the Third Generation in their house, continuing their legacy up until settling down with a woman who knew nothing about their magical reality out in little Augsburg.
Klaus Vennschneizen and his wife gave birth to a baby girl, one he would let his legacy pass on while she was still young. Whenever his wife left for errands, he would always remain to take care of his child, teaching her the practice of Alchemy and filling her head with the various thaumaturgy and magecraft a single mage could practice whenever they have the time. Of course both members of the family passed it off as the excuse for science and naively, the wife believed them.
Nothing could have gone wrong of course… nothing… had the Association not get involved. The daughter, inspired by her father, Klaus decided to openly share the word of their craft, hoping to get fame and fortune for their average lives in Augsburg. Klaus was skeptical about the proposal as it is quite risky, should the public know that Mystery exists among them as well as showing the means to utilize its presence in the form of Magecraft, the less Mystery sticks around for them to work on. As usual, the Association caught wind of this and decided to eliminate the girl that Klaus had protected for so long.
As if matters didn’t get any worse, his wife found about her daughter’s death and blamed his “science projects”... the Alchemy that inspired her in the first place… and left him alone in the household. Klaus was depressed but not intensely so, sure he harbored hatred for the Association as they killed the latest in their legacy but he was sadder at the fact that his daughter never got to experience the world that she dreamt about.
No.
Klaus wasn’t going to let that despair win and take the easy way out of life, he began to dabble in the creation of homunculi, hoping to recreate his daughter in the form of real-life dolls. Klaus was a puppet maker during his childhood, surely beautiful, perfect-looking, human dolls wouldn’t be a problem right?
Wrong. It definitely was.
He had created three of them since his wife left, it was hard, it was time-consuming and it was certainly cost-heavy as he had to pay expenses for his necessities. They all look like his daughter, one that looks exactly like her, one who would look like her in a future that will never come, and one that looks like a younger version of herself. These three had imperfections but he didn’t throw them away… he loved all of them just as he loved his daughter, whether it was genuine or not… throwing them away didn’t seem like the right thing to do for him.
Name: Acute Vennschneizen
Title(s): The First Daughter
Gender: Female
Age: 8 years old
Alignment: Chaotic Neutral
Rank: Cause - Open
Objective for the Grail: “Papa should forget about our older sister. He should think about us more. A useless wish, I wish he wouldn’t remember her or our “Mama” ever again.”
Command Seal: A templar cross with its ends connected by curved lines forming a round shield.
Personality: Like all other homunculi, Acute lacks something that perceives herself as a human being. While her height cannot be argued since it is that of a child, her endowments are something out of that age range and into an older tier. Despite her chest getting in the way, it doesn't bother her too much when fighting. Acute, like the name, embodies how intensive and direct this person is. She will close each gap and end each problem with a direct statement without regard of the recipients' feelings in mind. This is yet another thing she lacks, a moral high ground for herself, she truly believes that whatever her "Papa" says to her is the right thing to do and if she does them, she gains praise.
From her objective alone, it is obvious she is very jealous of the original, birth daughter of her creator.
Bio: Created in a tube of fluid, Acute was considered the first daughter, the imitation of Klaus’s daughter, she was given the name when awakened and released but that didn't mean she was discarded and thrown away, no. Instead, she was considered the second daughter that he never had. Created as an obedient being that's honest with her feelings and a little bit too direct but not towards her creator, who she deems her "Papa.". While her appearance is that of the younger version of Klaus's late daughter... puberty may have hit too early with her.
She had spent the last eight years being taught what to do in public and what to do to maintain her skills in close quarters combat using her Transmutation magecraft. However, she was deemed far from the perfect daughter that she herself wishes for even after all those times Klaus talked about how great her daughter and wife was… especially the former which motivated her to help him forget about the life he used to have and focus on the life the four of them are in currently.
Magic Circuit Switch: No flashy stuff, they switch on willingly.
Number of Magic Circuits: C+
Quality of Magic Circuits: A
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Elemental Affinity: Earth and Metal
Magecraft: General Magecraft - Tutored by her father. Acute has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Alchemy: Transmutation - Acute can transmute her limbs into any metal she wishes, reconfiguring the bone and skin structure to match the properties of said metal she wishes to replace with. Normally this would exhaust a great amount of prana but in her case, the amount required is less.
Crest: No Crest. She is a homunculus.
Weapon: Dollmaker (Akut) - Acute was given a cylindrical, steampunk-themed automaton that acts like a dollmaker. Her variant differs from Obtuse’s as well as some of its functions; Should she have any missing body parts. This Mystic Code can not only repair the Magic Circuits that were lost from the limb but also recreate the part if they have its parallel no matter the size or color.
True/False Standing: False Master
Name: Obtuse Vennschneizen
Title(s): The Second Daughter
Gender: Female
Age: 6 years old
Alignment: Lawful Neutral
Rank: Fes - Festival
Objective for the Grail: “Dad keeps telling me about Mom and how she left us. My wish is simple, to find her and kill her in the slowest way possible.”
Command Seal: A templar cross with its ends connected by diagonal lines except for the bottom end of the cross, thereby forming a sword.
Personality: Polite, refined and ladylike. Even with a murderous aura she doesn’t seem to let go of that flair of nobility. Despite coming from an average home, she believed that good manners and moral conduct impresses a lot of people and might lead to a better, more financial future for her father and two sisters. She was designed to think like Klaus’s wife before she left him after having their daughter killed by Association magi. Whenever she was compared to her though, she loses that noble aura of hers and begins to talk rather vulgarly before barely recovering the noblesse act.
Her deep hatred for Klaus’s wife is what she herself obtained when asked about what happened with his original family. She believed carrying her father’s hatred for her is more than enough to make him happy when it clearly isn’t the case.
Bio: Klaus’s second attempt at recreating his daughter at the supposed age she would be in by the time he is considered an elder citizen. While her appearance had no issues, her body however was child-like and lacks the essence of puberty, flat chest and a bland bottom that makes one even think that she might be a boy in disguise if she wore clothes meant for men. Upon release, she would greet her father the same way her mother would to a stranger on the street.
Klaus considered her a success despite her aesthetic mistake but loved her nonetheless. He considered her a second help around the household when her other two sisters make a mess by accident. She followed him around like a caring daughter for her elder father and even when he didn’t need help with the harder jobs, she’d come by and help out regardless. She was even responsible for helping create the Third Daughter. It was also around this time she asked questions about Klaus’s wife and daughter, mostly about the former. Klaus disliked the way she left but didn’t blame her for what he technically did but to her? It was different, the way he told that story just created a seed of hatred inside her that would one day sprout as time flies by.
Unlike the other two homunculi, she doesn’t seem to specialize in any form of magecraft. The only thing that stands out from her is that she is made primarily of ether clumps and because of it becomes a walking tank full of converted prana.
Magic Circuit Switch: Visualizing Klaus’s wife is enough to trigger her switch.
Number of Magic Circuits: A
Quality of Magic Circuits: C+
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Elemental Affinity: Fire, Water, Earth, and Wind
Magecraft: General Magecraft - Tutored by her father. Obtuse has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Elemental Magecraft - Having an affinity in four of the planet’s natural elements, Obtuse has a strong affinity with the elements of nature. Casting spells that bring out the forces of nature to her beck and call to be released whenever the situation calls for it.
Crest: No Crest. She is a homunculus.
Weapon: Dollmaker (Stumpf) - One of the two homunculi to earn this type of Mystic Code in the family. While hers is similar to Acute’s, her variant is similar to that of the drones that will be invented in the future, a steampunk-themed drone clad in aluminum that repairs her body as well as cleanse it to make it look as if it hadn’t been damaged and repairs/reactivates Magic Circuits as well. It does not reattach lost limbs, that is the job of Akut.
True/False Standing: False Master
Name: Ryte Vennschneizen
Title(s): The Third Daughter
Gender: Female
Age: 4 years old
Alignment: True Neutral
Rank: Frame - Youngest Child
Objective for the Grail: “Wish? Father told me what our older sister was like… I want to know her too.”
Command Seal: A templar cross with its ends connected by diagonal lines, only this time it is in the form of a tower shield.
Personality: An obedient child, a loyal child, a child who will never disobey no matter how much pain and effort she will go through. As long as it makes her father happy, it’s enough for her. Unfortunately, it’s because of this attitude of servitude that she tends to be socially awkward around the people that isn’t her father or her sister homunculi. She would revert to simple small talk and gestures that she doesn’t even know what to talk about next unless the person she converses with brings up a topic.
Bio: Klaus’s latest project with the family portrait as the basis of the last time he ever saw her daughter, she was created to look like her, molded carefully and slowly she was ready to be released into the world she was brought into from odd machines. First contact with her sisters and father, she responded normally but overtime the way she acted was unlike her.
Klaus could copy what she looked like but never what she acts like, perhaps he embedded that form of free will in one the two sisters but it’s been so long at work even he’s not sure yet despite this, he still loved Ryte like his original daughter and the same goes with the other sisters. It is during this time that Ryte had begun investigating Klaus’s original daughter, often asking him questions and looking through old photo albums. It ended up with the father crying and her comforting him in the end.
Unlike the other two homunculi, she doesn’t seem to specialize in any form of magecraft. The only thing that stands out from her is that she is made primarily of ether clumps and because of it becomes a walking tank full of converted prana.
Magic Circuit Switch: “Switchy”, a simple chant to activate her Magic Circuits
Number of Magic Circuits: E
Quality of Magic Circuits: C
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Elemental Affinity: Water
Magecraft: General Magecraft - Tutored by her father. Ryte has basic knowledge on the easiest of crafts such as the creation of Bounded Fields, mana transfers, healing of Servants, etc.
Crest: No Crest. She is a homunculus.
Weapon: None
True/False Standing: False Master
Several years later, his family connections lead him to a letter that invites him to an open-meeting somewhere in the Russian town of Kyshtym, curious he decided to journey there with his “daughters” in tow.
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Magic Circuit Switch: The sound of cracking bones.
Number of Magic Circuits: B.
Quality of Magic Circuits: B
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Elemental Affinity: Fire
Magecraft: General Magecraft - Not taught at the Clock Tower but was taught at home by both his father and his grandfather, he later taught the basics to his late daughter. These include summoning rituals, the creation of Bounded Fields, mana transfers, healing of Servants and familiars, etc)
Alchemy: Homunculi Creation - Klaus Vennschneizen can create homunculi given the right materials and resources, while he has the equipment to make one, it isn’t as good and numerous as the Einzberns or the Musik.
Familiar Creation - Creating puppets or figurines made out of wood. Klaus can send them out to spy and scope out the competition. They aren’t as good as actual familiars since they’re form is made of wood and could easily be given away if seen However, they can ignite themselves on fire and thrust themselves at an enemy like a napalm bomb with wooden shrapnel.
Crest: His Crest was passed on to his late daughter, would have been a fourth generation. Unfortunately, that is no longer the case.
Weapon: Silk Strands - More of a trap than a Mystic Code. It is primarily a bundle of hair tied together and mounted on a crossbow-like mechanism that fires several reinforced strands of hair in an attempt to bind opponents in place or choke them unconscious.
True/False Standing: False Master
Name: Karna
Title(s): The Hero of Charity/The Son of the Sun God
Class: Archer
Gender: Male
Birth and Death Dates: 300 - 400 B.C (Mahabharata Origin)
Alignment: Lawful Good
Catalyst: A gold plate rumored to be from the armor he wears.
Personality: His personality is cold and unforgiving. Although conversing with him may give the impression that he is indecisive and somewhat boring, in reality he is always deep in thought and has a loyal heart. He gives an impression of being cold and cruel because he believes that most things and events are “normal”, and therefore he does not interfere. Due to this characteristic, he does not really have negative emotions such as hatred and jealousy. Because his behaviors target people’s “true nature that should not be put to words”, he is disliked by many.
Karna’s strongest weapon was his ‘will’. Possessing a strong will and a strong heart, he was the Hero of Charity who had never resented a single person despite experiencing all kinds of misfortune. He was a man who had given things special than anyone else, but never once was treated special himself. Neither proud nor arrogant, he was a hero who merely carried out a way of life that would not shame the name of his father from the moment he was born to when he was finally shot down.
Summoned in his most optimal class: The Archer. Karna would very much prefer long ranged battles over melee combat compared to him summoned in the Lancer Class. While he is still very much the same, fulfilling the duties and obligations as a soldier when summoned as a Servant (as the Grail intended), when ordered to fight in melee combat… he will make use of his arrows as blades.
No. He won’t throw them like the other “Archers” in the Archer Class. He’ll properly use them for his bow, simple as that.
When asked about his wish, his answer is simply answering the summons to battle-- the call of the Holy Grail War.
Karna was born from the daughter of a human king, Kunti, and the sun god, Surya. Kunti was the wife of the Kuru king Pandu, but he was under a curse that prevented him from producing children, so his queens each had no choice but other methods to bear children. Kunti was a woman who had a Mantra that allowed her to copulate with and bear the child of any god and, by those means, gave Pandu children, but before she became the king's wife, she tested the mantra and bore a single child. That child was Karna, the golden hero who was born from relations with the sun god Surya. Kunti was a determined woman and, afraid of her first birth and anxiety over whether the god would acknowledge his own child.
Surya heard Kunti's words and gave until the child, as he was born, his own power and attributes. As proof of being the son of Surya, he was given a golden armor and this is the source of the golden armor that made Karna invulnerable. Karna was born to become a great hero. Though she was shown such grace and faithfulness, Kunti abandoned her first son. For her, who was to become the queen of Kuru king Pandu, the existence of her son was nothing but unnecessary. This is how Karna, who was thrown away by his own mother, came to be ignorant of his own birth, but he lived with only the things he had been given by his father, the sun god Surya, held in his chest. Karna grew up with a low social status.
The form of Karna, who didn't know his own mother's face and who questioned whether his mother was motivated by dishonesty, couldn't be called beautiful. Though he possessed his father's brilliant authority, his form was stained black. His countenance was cruel, and his every action was violent. Because of his lack of human mother, he didn't learn the subtleties of human emotion and spent his days being considered a nuisance by the people around him. That was how Karna was raised, but he didn't hate his mother or his surroundings. Instead, he accepted everything. His mother and father were the ones who gave him life so he thought that no matter what kind of person his mother was, he did not hold contempt for her, as if there is anything he had to hate was himself alone. In contrast to his appearance, Karna was an exceedingly virtuous and perceptive child. Possibly the cause of that was because, while he was the child of a god, he was also a child without a single relative. Karna was blessed with the opportunity to question the poor, their lives, and their value. As a result, he chose, of his own free will, the path where he persisted in his own fastidiousness. He believed that as he was born with more than people should display a 'proof of my life' greater than those of people, if he doesn't do so, the people without power will not be rewarded. What Karna had was simply the conviction to live without bringing dishonor to his father's authority and without shaming the people who compensated him. "Though he may be relentless and ruthless, he is also full of majesty," is Karna's stance given form.
And Karna, who had grown to be a young man, participated in a conference of the Kuru family. At this conference, the five Pandava brothers indulged themselves in the martial arts they were so proud of and so famous for. The third son Arjuna's skill at the bow was especially magnificent, to the point that he was praised as having no equal. When the grounds were united as one voice looking for someone to equal the Pandavas, Karna leapt up to participate and displayed martial arts of the same rank as Arjuna's. Karna challenged Arjuna to determine which of them was superior. But to challenge Arjuna, a member of the royal family, one must be higher than a Kshatriya (military or royalty) and Karna seemed to be a Vaishya (merchant class) or a Shudra (a slave). Karna, whose challenge was refused due to the difference in status, became a laughingstock The one who saved Karna in this situation was the eldest of the one hundred princes of the Kaurava clan, who opposed the Pandavas, Duryodhana.] He became interested in Karna and made him a king at that place.
This is how Karna was saved from disgrace, but his foster father, who had heard of his promotion, appeared and established his origins. The five Pandava brothers further ridiculed Karna, who displayed martial arts superior to their own, saying, "The son of a charioteer should have a sense of shame." These words enraged Karna. If it were about himself, he would accept and be resigned to anything, but he would not allow insults toward his foster father. Even if it was a foster father who announced himself out of greed, to Karna, he was the father who raised him, who Karna should take pride in. The antagonism between Karna and the five Pandava brothers had become something he could not step back from, but sunset had come and the curtain was drawn on the conference. From then on, Karna, as the friend of Duryodhana, who saved him and treated him as a king, lived as a guest of honor of the one hundred princes of the Kaurava clan.
What awaited him beyond that was a cruel battle against the five Pandava brothers, and more specifically, against the great hero Arjuna. The antagonism between the Kauravas whom Karna entrusted his bow as a soldier and the Pandavas that Arjuna led intensified and finally became a war with their territory in the balance. That war is called the Kurukshetra War, and that is where Karna's life came to an end. Karna continued to wield his strength so that the one hundred Kaurava princes, and consequently Duryodhana, would be victorious. On the Pandava side, the only one who could oppose Karna was Arjuna, but even Arjuna could only be resigned to the fact that facing Karna directly was death.
And so, just before the final battle. Arjuna's father, Indra the Thunder God, who understood that Karna could not be persuaded, took the form of a Brahmin, contacts Karna, and takes his golden armor. Though Karna had lost the property of being unkillable that he received from his father, he never said he would stop proceeding to the battlefield. He did not care that when he had lost his golden armor he had hastened his own death.
It was not the fire of the sun that Karna carried nor the absolute brilliance of Surya; to Karna, the sun was the imperfect charm that humans displayed. Indra, who saw the divinity of Surya himself in that form, gave Karna his spear. He had taken from this noble hero something greater than his life. Unless he gave something as compensation, his honor would be stained; above all—he was charmed with him: if it were this man, he could wield the greatest spear, that Indra had not given even to his own son. After Karna sent off the Brahmin and having lost his armor (flesh), he headed to the battlefield, as thin as a ghost.
The final battle with Arjuna. Karna was already without allies; his charioteer, whom he trusted with his body, was already an enemy, in collusion with the Pandavas. He had a large number of heavy burdens, his feelings towards his younger half-brothers. Due to his curse, the wheel of Karna's chariot was stuck in a rut. The string of Arjuna's bow was drawn back to its limits. These brothers who, for a long time, were manipulated by an unseen destiny to compete for supremacy, could only in this moment strike one another with all their might and sure enough, Arjuna's bow shot down the sun. However, Karna did not hate anyone and accepted his death.
Preferred Master: “Soldiers cannot choose their commanders. Whoever Fate lets me serve, I will do so.”
Weapon: Vijaya, The Great Bow of Victory
Parameters:
Strength: B
Endurance: C
Agility: A
Mana: A
Luck: C
Magic Resistance (Rank C) - Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. However, this is not the case when receiving the effect of his golden armor Noble Phantasm, so his Magic Resistance is not be limited by this weakness.
Independent Action (Rank D++) - As Karna is a loyal soldier who won't leave his Master unless necessary.This makes him one of the only Archers with a below average rank in the Class Skill, however... the modifier is applicable if Karna is to save his Master when separated.
Clairvoyance (Rank B) - Clairvoyance is a visual ability that is also called 'Eagle Eye'. This is generally a must-have ability of the Archer class. It is also frequently used during scouting. Simply looking from a high location is sufficient to fully survey a town and search for enemies. In addition, Clairvoyance will affect the accuracy of bows. It connotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons. Karna can target enemies moving from six kilometers away, eight at a high altitude.
Riding (Rank A) - All vehicles and all creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Divinity (Rank A) - The son of Surya, the Sun God. After death, he unified with Surya, making Karna one who possesses the highest Divine Spirit aptitude. This Divine Spirit aptitude is for the times when he fights sun deity-lineage Heroic Spirits with Divinity B Rank and lower. High defensive power is shown against them.
Discernment of the Poor (Rank A) - It is the insight to see through the opponent's character and attribute. Karna will not be deceived by excuses and deceptions from words. It expresses the power to grasp the true nature of the opponent possessed by Karna, who was blessed with the opportunity to inquire about the life and value of the weak due to being someone without a single relative.
Mana Burst (Flames) (Rank A) - In Karna's case, blazing flames become magical energy to dwell in the weapon used. This Skill is usually active and all the weapons that Karna grasps receive this effect. As an Archer, when applying Mana Burst, it will work the same way as modern day missiles fired from rocket launchers.
Noble Phantasms
Name: Kavacha and Kundala
Title: O’ Sun Become Armor
Rank: A
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1 person
Description: It is the divine set of golden armor (Kavacha) and golden earring (Kundala) given to Karna by his mother, Kunti, as confirmation of his heritage. He still possesses the armor as a Heroic Spirit even though it was stolen in the myth, and utilizing Vasavi Shakti requires the armor to be permanently sacrificed.
It is a powerful defensive-type Noble Phantasm that emits the radiance of the sun itself. Due to being light itself taken shape, it is difficult for even the gods to destroy.] It is as thick as it looks, an invincible armor that protects against all harm, physical or conceptual. As long as it is active, all damage inflicted on Karna will be reduced to a tenth of its original value. He can fight others without worry as their attacks are negated by ninety percent, reducing even powerful blows to minor scratches that can be healed in the midst of battle. Although it can protect against any physical attack from the outside, attacks within him are an exception.
Name: Brahmastra Kundala
Title: O’ Brahma Curse Me
Rank: A+
NP Type: Anti-Country
Range: 2-90
Maximum Number of Targets: 600 people
Description: It is a Noble Phantasm obtained by Karna from the Brahman Parashurama. It is a projectile that is granted his fiery attribute, Mana Burst (Flames), which from one blow is likened to a nuclear weapon. It will appear as a bow under the Archer class,
It is called Karna's hidden Noble Phantasm and trump card, having bestowed Brahmastra with the sweltering heat effect of his Mana Burst (Flames) to increase its already wide effective range and power exceptionally. Using this Noble Phantasm would also mean restricting Vijaya’s usage as a Noble Phantasm as the curse makes him forget how that particular astra works.
Name: Vijaya
Title: O’ Father Grant Me Victory
Rank: EX
NP Type: Anti-Continent/Anti-Divine
Range: 10-99
Maximum Number of Targets: 1000 people
Description: Another one of the Noble Phantasms Karna obtains from the Brahman Parashurama, whom was held by many Brahmin and considered a powerful astra. A great bow once held by Karna to attain total victory. He only ever used it once against his rival Arjuna, the result was in Karna winning at the cost of the landscape burning inferno and the land cracked and shaking for countless days.
At the cost of using an extremely large amount of mana to launch a bow which could very well cause an explosion that could very well engulf a very large area in hellfire and radiation, pieces of the armor begin to fade. The stronger the drawback, the more mana goes in, the more pieces of armor fade into nothing, leaving gaps in his most powerful defensive equipment.
Real Name: [i][color=ed1c24]Classified[/color][/i]
Age: 20
School: [i][color=ed1c24]Also classified[/color][/i]
Grade: COLLEGE BRO!
Favorites:
Movies: Prince of Persia The Sands of Time, Half Past Dead 2, Disaster Movie, National Security, Transformers 2, Battle: Los Angeles, Sucker Punch (hot chicks ;D), Thor, Fast and Furious 5, Spiderman 3, Dragonball Evolution, X-Men Origins, X-Men First Class
Anime: Rave, Fairy Tail, Soul Eater, Fairy Musketeers, Bleach, Naruto, Naruto Shippuden, Sonic X, Sonic X 2, Full Metal Alchemist: Brotherhood, Chrono Crusade, Bakugan: New Vestroia, Inazuma Eleven, Inazuma Eleven Go, Zoids: Genesis, Baka and Test Summon The Beasts
Cartoon: Chowder (xD), Family Guy, American Dad, The Simpsons, Bob's Burgers, Futurama, The Cleveland Show, King of the Hill, Adventure Time, Phineas and Ferb, Jimmy Two-Shoes
Reality Shows: Animal Planet, NBA, WWE, MTV, MYX
Games: AQW, PTRO, HeroSmash, GetAmped 2, Prince of Persia Series, Grand Chase, Elsword, Fists of Fu, Destiny Online, Flyff, Halo 3, Spore series and expansions, Tales of Symphonia, Inazuma Eleven Strikers 2013 Xtreme, Assassin's Creed all series, Far Cry 3, Watch Dogs
[b]That's my stuff done. As you can see I am a roleplaying newbie as of this site. Nice to meet you :3[/b]
<div style="white-space:pre-wrap;">Real Name: <span class="bb-i"><font color="#ed1c24">Classified</font></span><br><br>Age: 20<br><br>School: <span class="bb-i"><font color="#ed1c24">Also classified</font></span><br><br>Grade: COLLEGE BRO!<br><br>Favorites:<br><br>Movies: Prince of Persia The Sands of Time, Half Past Dead 2, Disaster Movie, National Security, Transformers 2, Battle: Los Angeles, Sucker Punch (hot chicks ;D), Thor, Fast and Furious 5, Spiderman 3, Dragonball Evolution, X-Men Origins, X-Men First Class<br><br>Anime: Rave, Fairy Tail, Soul Eater, Fairy Musketeers, Bleach, Naruto, Naruto Shippuden, Sonic X, Sonic X 2, Full Metal Alchemist: Brotherhood, Chrono Crusade, Bakugan: New Vestroia, Inazuma Eleven, Inazuma Eleven Go, Zoids: Genesis, Baka and Test Summon The Beasts<br><br>Cartoon: Chowder (xD), Family Guy, American Dad, The Simpsons, Bob's Burgers, Futurama, The Cleveland Show, King of the Hill, Adventure Time, Phineas and Ferb, Jimmy Two-Shoes<br><br>Reality Shows: Animal Planet, NBA, WWE, MTV, MYX<br><br>Games: AQW, PTRO, HeroSmash, GetAmped 2, Prince of Persia Series, Grand Chase, Elsword, Fists of Fu, Destiny Online, Flyff, Halo 3, Spore series and expansions, Tales of Symphonia, Inazuma Eleven Strikers 2013 Xtreme, Assassin's Creed all series, Far Cry 3, Watch Dogs<br><br><span class="bb-b">That's my stuff done. As you can see I am a roleplaying newbie as of this site. Nice to meet you :3</span></div>