Name: Edith Forsythe, the husk
Age: 127 years old
Affiliation: Herself.
Alignment: True Neutral.
Appearance: Standing at 167 centimeters tall, Edith would've been a beautiful woman were it not for how cold and dead she looked. Her skill's unnaturaly pale, several stitches adorn her body in various places and her right eye's of a vibrant green that's slowly being overtaken by a deep crimson that's natural to her.
Synopsis: Forsythe. A wordthat's become a tacit synonym with the terms "abomination" and "freak of nature". A name that, more often than not, draws repulsion from any member of the Mage's Association. After all, hardly anyone else fits the mental image of a modern necromancer better than Edith Forsythe.
Born in Britain near the end of the eighteenth century, Edith showed signs of being the Forsythe's greatest heir early in her childhood. An unscrupulous pragmatism and bile fascination towards death, combined with a natural aptitude towards her family's magecraft, were exactly what her father sought in his descendant. His decision was set in stone after an accident where she absentmindedly chopped her finger off, a fact thatbarely fazed her as it only took a month for Edith to stich it back on place and have it working.
This strange gift of hers became the lynchpin of her longevity: whenever she lost a limb, she sewed it back on. Whenever an organ started to fail, she had another grafted in its place. The Forsythe bloodline had reached its peak with this husk: a magus who could use her Magic Circuits to mend severed nerves; to make foreign organs and limbs compatible with her body and ultimately her with life support in a pinch should any of her systems fail or be absen for whatever reason.
Yet every gift comes with a cost: Edith's aberrant body can only tolerate this careless use-and-discard mentality for so long and it's starting to show: the amount of time a new organ remains operational within her body grows shorter and shorter with every replacement made, and the strain her patchwork has on her organism has ultimately and irreversably made her unfit to bear a child. At the end of the day, Edith remains a magus of the Forsythe family, and the thought of her bloodline and crest fading into oblivion has steadily grown to become a major concern. That's why this letter arriving at her doorstep and granting her the opportunity to earn the one artifact that can possibly mend her mistreated body meant so much to her. If she won the Holy Grail War, the Forsythe bloodline would see another generation come to light.
Special Boon - Sorcery Trait: Edith Forsythe's magic circuits have a special property that, were it not by the Carrion Husk's insistence of carrying her family's lineage by herself rather than having a child, it would've become a trademark of the bloodline; a sign that someone carries the blood of one of the greatest families of necromancers in modern history. Simply put, their life-preserving properties have been amplified to a level unheard of in the Age of Man.
Whenever Edith suffers a wound of any kind, she is able to temporarily "rewrite" her magical circuits to help her continue functioning as normal whilst her body naturally heals. The effect is neglibe in flesh wounds but incredible when dealing with grievous ones like organ failure and limb loss: Edith is fully capable of stitching a severed arm back onto her body and have it working as intended whilst her repurposed circuits serve the part of pseudo-nerves. Given enough time and care, that arm will fully heal and leave no scars behind. The same principle works when it comes to organs: Edith's body is capable of enduring the loss of several organs by using magic energy to sustain itself, and will ultimately accept any human replacement and make it work by "rewriting" it as her own.
A side effect of this is that her capabilities as a magus diminish on par with how damaged she is, as more and more of her magic circuits are allocated to keeping her body working. Also, it's likely that is this very boon that is increasing the intervals at which Edith must replace her organs. After all, a bicentenarial woman's organs
should be nonfunctional.
Magic Circuit Quantity: A- (Currently stands at B)
Magic Circuit Quality: C.
General Magecraft: Given her age, Edith is very well-versed in the foundations of Magecraft. Her elements are
Earth and
Water.
Necromancy: The Husk is one of the most known figures in her field within the modern world due to her longevity and her peculiar methods of attaining it. She's known to repurpose the flesh, bone and guts of deceased animals into different tools with macabre pragmatism, as she believes it's difficult to topple the incredibly efficient and fine-tuned machine that is a living body. Recycled digestive tracts used to dissolve and process raw materials; renal systems used to draw oit the impurities from various liquids; security networks composed of nerves, eyes and ears discreetly laid out across her manor; entering the Forsythe workshop is an experience rarely forgotten.
Edith's familiars are the resucitated corpses of small animals that she's tampered with in one or another way for whicheverpurpose she has in mind for them. The exception to this is her "Flesh Puppet"; a human body modified and enhanced in so many ways it is best described as a Mystic Code.
Mystic Codes:- Regenerating Ointment: Since Edith's prone to mutilation, either willingly or unwillingly, she's concocted a special paste composed of triturated, resucitated echinoderms that are infused with some of her blood and energy. It's a mass of dark putty cursed to never stop regenerating and it's kept within a specialized container so that it doesn't grow rampant overnight. Edith uses it to quickly seal off wound or chunks of missing flesh, as her aberrant body lets her assimilate the ointment before it becomes an issue when applied in the correct amounts. If used on someone else, its effects are best described as a rapidly growing malignant tumor.
- Modified Limbs: A set of conserved, human limbs that Edith has prepared for the Holy Grail War. They've been upgraded to serve as last-resort weapons rather than spares by adding or changing some parts