Started playing Salem in F/GO. It's gotten to the point where the youtube ads are hyping me up for the timegate to be lifted.
Bio
Back from a spell with all my witty charm to take advantage of the quiet nights of a graveyard shift, one that goes from 20:30 [EST] to 8:30.
DMs are open for whatever. Discord handle will be given as needed, more often than not to make it easier to contact (or be contacted by) folks in ongoing RPs.
Here it is. Not mentioning so that you're not drowned in mentions.
True Name: George Orwell Class: Ruler Origin: Real Life/Literary Works Height/Weight: 176 meters, 103 kg
The TV shifts through several images in lieu of expressions, but when idle it defaults to a static eye that allows people to follow where he is looking. Orwell's speech patterns consists of bits and pieces of recorded media cut and rearranged to form the words he means to say.
Alignment: Lawful Evil
Personality: An amalgamation of the english author and the concept of "Big Brother" he gave birth to, Orwell can be best described as a control freak. With the means and powers to be aware of almost anything, he's almost always looking to exert these abilities on those surrounding him and is generally a nosy nuisance. To top it all off, he has an annoying tendency to keep things hidden from others. This behavior makes Orwell much more of an odd character as he himself seems to be slightly deranged and insane, the result of an inner conflict between the author and the "Big Brother", a figure he meant to warn against but he ultimately became a part of. It could be said that "he is laughing, with a touch of anger in his laughter, but no triumph, no malignity". A man that always fought directly or indirectly against totalitarianism, and who will avoid submitting to it. However, behind all these excentricities, there is an underlying intelligence that cannot be denied. When all the oddities are cast aside, one can find a very perceptive man with a sharp wit and heaps of pollitical insight. The man that created one of the most iconic novels of modern times. A man who is always fighting against something, but who fights in the open and is not frightened. An intellectual who has no qualms in showing exactly what he thinks.
Backstory: The english novelist that became famous for his works depicting the epitome of a dystopia, yet he is know by an alias, a pseudonym. He is born Eric Arthur Blair, but he is known George Orwell. This juxtaposition turns this servant in something different than who the author truly was. He becomes the embodiment of that which he wrote about, of what became known as "Orwellian" concepts whilst also being the person that wrote them. If the conditions were different, Orwell could be summoned as an Avenger, as the personification of the totalitarian "Big Brother" that is commonly referenced and fought against in many situations world-wide. As a Ruler, however, he is instead summoned to protect the status quo and the set of laws that brought him to be. On a regular summoning, it'd be to uphold the Holy Grail War and be its mediator. On this case, to become the Moon Cell's eyes and ears in this ongoing conflict. And for the job, there is no one better than George Orwell. Because, as everyone knows...
Big Brother is Always Watching
— Parameters — STR: D | END: D | AGI: D | MAG: B | LCK: A | NP: EX
— Class Skills —
Magic Resistance: B- - Cancels spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it's difficult for them to be affect. Nevertheless, as Orwell is a modern servant, the bonus of this skill is diminished when faced with Magic from the Age of Gods or from Servants with a Divinity rank of C or higher. True Name Discernment: A(EX) - The sublimation of Big Brother's invasive surveillance tactics on the populace and the Ruler's own class skill. On a direct encounter he is capable of bypassing any sort of identity concealment abilities unless they're of a very high level, on which he requires a luck check to bypass the surveillance. Furthermore, if an enemy enters an area that's been designated as his territory, this skill reaches rank EX and is unable to be avoided except by the highest of concealments from the Age of the Gods. God's Resolution: B- - Two command spells are provided for each Servant he is allied with. Despite the Big Brother's controlling nature within his iconic work, Orwell subconciously limits this skill as the part of him that's Eric Arthur Blair inherently fights this control. As such, Command Spells meant to override a Servant's will and make them act against their own accord are weaker and can be overriden.
— Personal Skills —
Big Brother is Always Watching: A - A skill that originates from the traditional Clairvoyance, and shares its properties as if it were one rank lower. Orwell is constantly aware of anything that happens within his territory, even whilst he is away from it, and he can also perceive anything within a short radius surrounding him. This is avoided by having a Presence Concealment skill higher than this one or, should it be equal, a luck check done periodically whilst within area. Mental Conditioning: B - Through careful processes, the government of his most famous work had thoroughly narrowed the mind of people to think what they were told to think. The sublimation of this feat, it can be resumed as "the power to induce madness through exposure to a dystopia". By engaging in a conversation with Orwell, one is slowly made more susceptible to his words as long as they keep talking with him. This effectively gives him the choice to grant a temporary Madness Enhancement and Mental Pollution of low level to whoever was subjected to the Big Brother's schemes, unless they are resistant to mental debuffs. And, whilst they'll be naturally inclined to follow Orwell's advise for a brief period of time, things can go awry depending on who was subjected to the pep talk. Cult of Personality: C - A more generalized aspect of his Mental Conditioning trait, as the Big Brother Orwell finds it easy to impose himself onto the weak willed as a figure to follow. It is wrong to call it Charisma as it is not a personal vigor that makes people follow him, but rather an overexposure that blinds any other choice of a leader after a while. Albeit Eric Arthur Blair stops himself from using this skill onto sentient beings, he nevertheless uses this to take control of any mindless constructs, familiars or automatons by constantly barraging them with propaganda.
This has the side effect of turning his head into a television for ease of propaganda dispensing. It's a strange state of affairs.
— Armaments —
Strangely, there's a TV plug hanging from his head by a long cord, about four meters long. He uses this as a weapon should he need it to, but he tends to fall back on others doing the ground work and fighting or, should he be pushed to it, the use of his electrical appliance to headbutt others.
— Noble Phantasms —
"Those who decide Veracity"
Ministry of Truth
Type: Anti-Unit Rank: A Range: 1 to 99 Maximum Number of Targets: 1
Never once was the Party in the wrong because they were always right. History always benefitted them, and that is the Truth. To think otherwise is a crime. Within the Ministry of Truth, history was constantly being rewritten to fit the Party's purposes, and make the image of the Big Brother all the more almighty.
This power is granted to George Orwell in the manner of a single, simple yet powerful power: To alter the history of someone for a brief period of time. By stating a fact he declares to be the "Truth" about someone, he effectively makes it a reality even if it is a blatant falsehood. The amount of which this lasts is dependant on how drastic the change is, the maximum of it being close to five minutes.
Room 101
"Worst Fears Come to Life"
Type: Fortress Rank: D(EX) Range: - Maximum Number of Targets: -
The Party's reach is so supreme and their omniscience over their populace so far-reaching that they know even someone's worst fears. They will stop at nothing to ensure that the Big Brother is beloved by all and that their power reigns for all the time that is to come.
Normally, the usage of this Noble Phantasm would bring forth the Ministry of Love to the world: a large, monolithic building that towers above all else; an oppressive presence in the landscape prepared to withstand any and all assaults through heavy fire whilst serving as an effective headquarters for large-scale operations, complete with the Thought Police and other familiars to occupy the building. However, this comes with a pay-off: Whenever it is manifested, it will start to corrode reality around it and exert its own presence. Slowly, buildings will start to appear and a dystopia will being to form because of its inherent weight and meaning. And perhaps the most dangerous aspect of this: Whenever the Ministry of Love is manifested, George Orwell will start shifting to become an Avenger. He will fully transform into the Big Brother that he created and that modern society despises and mystifies.
Because of that, George Orwell doesn't ever unleash this Noble Phantasm fully. Instead, he designs an area, preferably a small building, as his operation center. Much akin to a Caster's Territory Creation, this can be defined as Orwell's "Workshop" and it takes a while to set up. Once it is done, this territory serves as a simple center of operations with a wall completely covered with television screens that are either constantly displaying static or directly turned off. In front of them there is a large office desk with several drawers that provide menial items like paper, pens and similar office items, and a rather oversized swivel chair with black leather. The purpose of this place is "To plan and coordinate the control of the unknowing masses", but Orwell says this lightheartedly and treat this in the same manner a businessman would treat his personal office. Within this place, Orwell is capable of displaying what he thinks on the different television screens and establish a two-way communication link with people that allow him to do so, seeing what they see through the screens.
Behind his desk there is a door labeled "101" that only Orwell can open, and which he refuses to do so. Doing so would mean that he has admitted defeat over the Big Brother, and it'd unleash the Noble Phantasm's true properties to the world.
EDIT: Still a WIP, will mention you once it's properly fixed.
EDIT 2: I'll be sticking with Fierro in the end, and shelving this character to work on further along the line @Parallel Hearts. Apologies for the inconvenience
Aria didn't have time to react to either the arrival of the fishman or the ropes hoisting her up, albeit her reaction would've been very much minimal at the end of the day. She didn't have any time to recover either as the man that'd later introduce himself as her superior for this mission displayed a showmanship that was both impressive and grating to an extent.
Nevertheless, the fencer held off any sort of comments she might've had about either the magician or the triplets, as they were Marines just like her and she was to respect them and the hierarchy within the military. Thankfully, Salamanca toned down his antics and proceeded to brief the three of them on their mission. Aria's eyes scanned the maps to memorize the layout of the island, the general location of the facility and it's position relative to the town and their docking spot. No questions were asked as none were needed; finding the base would be easy, after all the mountain was in the center so they simply needed to head there and locate the entrance.
Last, but not least, there were these two individuals. Aria would payed attention to their faces and nodded. They would have to be a big deal if she was to judge Salamanca's tone. But no one was larger than Justice, and should she meet them she'd make due with them.
Aria made no atempts to correct her roommate as the three of them descended from the ship; she'd have to do that enough on a daily basis to waste her efforts in this situationThe forest was lush and dense, and Aria thought at first this would aid their need for stealth. However, it would seem that this wasn't going to be the case as her eyes spotted what she believed to be bandits running away. Without missing a beat, Aria raised her cane and tapped it against an open palm as she said her first words to her group in a good couple of hours: "I'll meet you at the base". And, without further ado, she took off to chase after the bandits, her white coat fluttering behind her as she entered the woods. Their mission was supposed to be secret, so she'd take the risk and avoid having these bandits ruin it.
It didn't take long for Aria to intercept the bandits. Even if the grounds of the forest were odd to her feet, she didn't trip nor stumble once as she steadily caught up to the group of fleeing bandits. And once she was close enough to the group, she picked up the pace to sprint through the group as fast as she could, ducking to avoid any swings before kicking the ground and lunging forward with her cane to connect a hit on the back of one of the members at the front, using him as a brake for her dash and bringing him down with the inertia of her run.
Taking advantage of the shock, she turned to face the group in a manner that made her coat flutter and took a proper posture for a fencer, the cane raised at head level. With a clear voice, she spoke to the supposed bandits. "It's bad manners for a welcoming party to not fulfill its meant purpose. I ask of you gentlemen to surrender, lest I'll be forced to make you do so." Surely they'd believe that with numeric superiority they could subdue her, and as such she was prepared to take them down one by one. However, she couldn't extract answers from unconcious people, so she hoped at least one would see that their situation was desperate. And if none of them were in conditions of speaking in a language other than grunts and groans, then she'd tie them down with their own clothes and impede them from moving and spilling the beans after they recover. She'd be long gone by then.
Aria hoped that Salamanca didn't see any of this, else he'd start teaching her how to improve her dramatics.
Class: Assassin True Name: Martín Fierro, The Origin: Literary Works Height/Weight: 178 cm / 69 kg
Alignment: Chaotic Good Personality: As a being that embodies the men that lived in the pastures of the 19th century Argentina, the Martín Fierro is a simple man with a free spirit. He lives his life day by day, and enjoys the simple pleasures of his life whilst doing his work. He is loyal to his family and friends, and seeks to impart the aspect of his trade towards his sons whilst protecting his wife and companions. A self-made man, the Martín Fierro is also rebellious towards authorities and incredibly proud. He will not stand any sort of injustice towards his peers, and he will not take any slights towards him sitting down. He'll only accept someone as his superior if they prove to him that they're fit for the task and earn his approval, which gets him in odds with those that are supposed to command him. Nevertheless, his pride also leads him to reject help from anyone else. Due to the harsh times, his family had to leave when he was conscripted, and he blames that on his weakness at the time. He spent years roaming the plains before meeting his sons again, who he advised on the ways of livinng life. In the end, his wish for the Holy Grail would be "to ensure his sons had a good life". A simple man, who simply believes he is meant to be by his lonesome until the end of his days. Because the author of his story was part of the Argentinean priviledged class at the time, this Martín Fierro inherited some of the traits associated with that position. As such, instead of "a honorable rouge who cannot read nor write that defies society" that would be more fitting of his story and background, he became "a gruff gentleman seeking to right the wrongs he perceives". This certainly mellows out the rough edges this man would otherwise have, and makes dealing with him much easier.
Backstory: The Martín Fierro is the main character of the story that bears his name, an epic written by Juan José de Hernandez that ultimately gave birth to the modern image of the argentinean cowboy: the Gaucho. This Martín Fierro is the one that parted ways with his two sons and Cruz's at the end of "La vuelta del Martín Fierro", the second and final part of his story. Despite this figure's qualifications for the Rider and Saber classes, his actions within the epic that birthed him define him as an Assassin in the end.
Presence Concealment: C - Hides one's presence as a servant. Suitable for spying. The rank of Presence Concealment drops considerably when preparing to attack. This skill is granted to Fierro purely due to his denomination as an Assassin rather than personal prowess. Riding: B - As the figure that would ultimately become the poster image of the gaucho, the Martín Fierro has been depicted on horseback numerous times, and as such he receives this skill. He is able to handle most animals and vehicles without issue, yet he cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Independent Action: B - It is possible for a Servant to stay in the world for two days without a Master. However, this is the ideal value achieved by maximally conserving mana and avoiding battle and Noble Phantasm usage.
— Personal Skills —
Honor of the Gaucho: A - Thanks to the work that gave life to the Martín Fierro, the figure of the argentinean countryman and cowboy would become heavily romantiziced through the years to come. This skill conveys the several traits of the stereotypical gaucho rather than of Fierro himself and they are represented by the following skills at B rank: Animal Dialogue, Bravery, Battle Continuation,, and the class skills Independent Action and Riding. Instinct: C+ - The Martín Fierro faced many deadly perils through his epic, of which one the most prominent were the fights to the death he took part in. Whether it was to uphold his honor or to save his life, he always came out the victor of the bout. Furthermore, this skill receives a rank-up whenever the situation is of a one-on-one combat and another one whenever his Noble Phantasm is in effect. Gallant Charisma: C - The ability to inspire through one's fighting prowess. A mixture of Proof of Friendship and Charisma, it steems from the way that Cruz, an officer that had to capture Fierro due to the murders he commited, sided with him when he was cornered by law enforcement and became Fierro's companion until his demise to embrace the ideal of freedom that the Martín Fierro embodied even when faced with unsurmountable odds. Those opposing him will have the doubts of their cause increased and, should their conviction falter, they'll either turn tail and flee or willingly surrender. However, this can lead to having those that enjoy fighting redouble their efforts and nullify any possible chance of a peaceful resolution to the conflict.
— Armaments — His facon: a simple, long and heavy knife that he uses for practically anything that'd require the use of a blade, whether it is a mundane task such as cutting bread then smearing butter on it, or for the purposes of defending his honor and slaying his enemies. It bears no name and, were it not for the fact that its the weapon he was summoned with, one could easily mistake it for antiquated kitchenware.
The Moment to Clear All Doubts
Payada de Contrapunto
Type: Anti-Unit Rank: B Range: - Maximum Number of Targets: 1 Description: Of all the moments within the Martin Fierro, none are as strongly remembered as the duel of wits between him and the brother of a man he murdered. With a guitar serving as a mediator and method of arguing, Fierro's silver tongue and lyrical display gave way to his rival admitting defeat and declaring him the better man. Thus, he left his past behind and went onwards through a new path. When releasing this Noble Phantasm, Fierro marks someone that has declared him as an enemy as his Rival. From this point on, the conflict between both of them becomes a set event, and the ensuing fight cannot be avoided by any means. Fate will steer events so that this prophecy is fulfilled, as this Noble Phantasm operates in a manner similar to Gae Bolg: the causes surrounding Fierro and his Rival will inevitably lead them towards the set event of their duel. Any attempts to interrupt this fight once it occurs will require a luck check to succeed, as this is set to be the resolution between one man's grievances towards the other.
Back from a spell with all my witty charm to take advantage of the quiet nights of a graveyard shift, one that goes from 20:30 [EST] to 8:30.
DMs are open for whatever. Discord handle will be given as needed, more often than not to make it easier to contact (or be contacted by) folks in ongoing RPs.
Ongoing mobage picks: Limbus Company; Arknights (every so often); Marvel Snap.
Avid fan of video essays.
<div style="white-space:pre-wrap;">Back from a spell with all my witty charm to take advantage of the quiet nights of a graveyard shift, one that goes from 20:30 [EST] to 8:30. <br><br>DMs are open for whatever. Discord handle will be given as needed, more often than not to make it easier to contact (or be contacted by) folks in ongoing RPs.<br><br>Ongoing mobage picks: Limbus Company; Arknights (every so often); Marvel Snap.<br><br>Avid fan of video essays.</div>