Personality: When on duty Christelle is always on point, and ready to viciously slaughter all that get in her way. There isn't a shred of regret or any other kind of emotion when she kills, most of which happen to my vampires, which would explain her lack of emotion when killing. She's a tool, and nothing more than that.
Off duty, Christelle likes to spend most of her time reading. She has a tendency to read religious texts, but her favorite genre is horror, as the thrill and adrenaline rush excites her. As one would expect, she acts polite and proper at all times, making sure to keep her family's image. In reality, she is far more relaxed, somewhat vulgar, cynical, slightly egotistical and has the tendency to look down on others. Christelle also likes alcohol, sweets and cute things, especially cats.
Biography: From the day she was born, Christelle was being trained into a killing machine. Oddly enough, given the composition of her magic circuits, it really wasn't a hard task. It was almost like she was born to serve the church, which she probably was, but who knows? Armed with the relics passed down in family for generation after generation, Christelle became a Head of The Order of The Holy Spirit, using her family's power within the Order and the Church to make sure she was put in power. She became the leader at the incredibly young age of 22. For the five years she has been leading the Order, she has done nothing but work towards eradicating Humanity's threats,
Christelle has entered The Holy Grail War to make sure that the grail didn't fall into the wrong hands. Heathens nor heretics were allowed to possess such a thing, as they'd obviously attempt to harm the world with it. Only a good, pure, Catholic like her would be able to make sure nothing bad happened to the world with the cup. Plus, it wasn't like she had anything better to do for these two weeks, and the rest of the Order could probably handle something if anything major happened. Entering the war was also a precautionary in case vampires decide to show up for the war, for whatever reason. The vampires were a bit more interesting than the cup, but they probably get bored like everybody else. And I guess saying you won the Holy Grail would be cool in Jesus' eyes, right?
Family History: The Proulx family dates back to the 1500s, and was one of the original families inside of the Order of the Holy Spirit, a Chivalric Order located within France. It was believed to have been abolished within the 1830s, but it reunited, loyal to the Church instead of to France this time around. Due to the family being one of the few longstanding within the Order, they have some of the most influence, so it wasn't exactly hard for them to make sure Christelle was highly ranked within it. As long as she proved skill, which she most certainly did, it was simple to make her a head of the Order.
Origin: Faith
Elemental Affinity: Fire
Magic Circuit Composition: Alignment towards church mysteries.
Number of Magic Circuits: C
Quality of Magic Circuits: C
Od: C
Magecraft:
Can Materialize Black Keys by running prana through pages of the bible
Baptism Sacrament
Equipment:
Staff of Saint Patrick: This is the famous staff carried around by Saint Patrick, the man who banished all of the snakes in Ireland. In actuality, there were never any snakes in Ireland. The imagery of snakes connects to the Druids that once inhabited the country of Ireland, with Saint Patrick being the man who banished all of the druids out of their homeland. It is believed that Saint Patrick himself killed some of the Druids using the very same staff he had always carried with him. The staff has an incredible affinity against Heathens and could be considered the perfect weapon to be used against them. This staff is a conceptual weapon that pierces, and destroys the soul of any Heathen. The staff can pass through any magecraft defense at, or under the rank of C in the Magecraft scale. If it touches anything above C, their ranked is reduced. On top of that, it is a really good beating stick, and could harm a Servant or a Monster. However, its not like it would explode them or anything, they'd just get hit by a really good beating stick. It is something that would be nothing but a normal staff to a priest, but becomes the ultimate nightmare to Heathens.
Cross of Saint Benedict of Nursia: This was the cross used by Saint Benedict of Nursia. In life, Saint Benedict is given most of his fame by his creation of the Holy Rule of Saint Benedict, a guide on how monks should live, however, there is more to the man than something like that. The cross that was originally possessed by Saint Benedict has the power to repel all evil, from demons to heathens. Fake copies of the cross turned into medals have the power to keep moderately powerful evils away from the holder. This is the original Cross and as such, it has the ability to completely repel all evils. The Cross can innately defend the holder from Magecraft up to D in the Magecraft scale. Anything above D has its ranked reduced.
Black Keys
A ring that gives the wearer Magic Resistance D
All of Christelle's clothing, from her ropes to her habit are woven from Kevlar and protective charms, to protect from both magic and physical attacks.
Several bibles, more than enough cash needed for her stay, pen, marker, engraving tools, a halberd, sash to carry halberd, sash to carry Saint Patrick's Staff, plenty of wine, and a notepad.
Personality: All Mug Ruith really cares about is knowledge, and is willing to do everything he can to achieve it. Despite living for over 2000 years, Mug Ruith still gets excited whenever the possibility of learning something new is presented. He feels blessed to have been reborn, and given the chance to experience the information in the modern world. He fights for his Master as he is grateful for them summoning him into this world.
He is the silent type, preferring to stay silent until called upon, or he has the need to say something. In all honesty, he'd much rather be reading about the world than fighting, but oh well. He has a job to do it, and he'll do all in his power to achieve his goal of being reborn as a human, and achieving the Akashic Records.
He likes long walks on the beach, as well as candy.
History: Mug Ruith was born in the era of the Tuatha Dé Danann. During this era, not many legends of him spring up, but he was known as a powerful druid mercenary. It was during this era that Mug Ruith lost his first eye, as he got lost within the Alps. The next time Mug Ruith appears in history is during the time of Simon Magus. After learning from everybody he good within Europe, Mug Ruith went down to Jerusalem to learn from Simon Magus. It was at this time that him, his daughter, and Simon Magus created Roth Rámach.
While Mug Ruith was in Jerusalem, King Herod asked him to behead John The Baptist. Mug Ruith, fearing that the power of Christianity would overtake the Paganism in his homeland, had no problem assisting Herod in the task. Once this was accomplished, Mug Ruith and his daughter flew back to Ireland on Roth Rámach, demonstrating the power that Paganism had. To further demonstrate the power of his chariot and Paganism, Mug Ruith took onto his chariot, and stopped the course of the Sun for two whole days. It is possible that he might have been able to hold it back longer, but this also took his other eye.
The next time Mug Ruith is seen in text is during the reign of High King Cormac mac Airt. He was hired by Fiachu Muillethan to defeat Cormac's army. Mug Ruith breathed once, causing a massive storm to rain on the tents of Cormac's soldiers, causing them to leave them. He breathed a second time, and all of the men turned to stone. Soon after, Cormac sent his most powerful druids to defeat Mug Ruith, but they were swiftly defeated in an elaborate magical battle. Cormac surrendered soon after, and Fiachu gave Mug Ruith some land to the north.
Nothing else is really said about Mug Ruith, but it is safe to assume that he died when Christianity took over his homeland. He had failed his mission, and his people were corrupted by Christianity.
Weapon: Spear
Parameters:
Strength: C
Endurance: B
Agility: D
Mana: A
Luck: B
Class Skills:
Magic Resistance: B Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
Riding: A All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Personal Skills:
Divinity: A At high levels one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
High-Speed Divine Words: B The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. High-Thaumaturgy-level Magecraft can be cast at the speed of One-Line spells.
Shapeshift: C Refers to both borrowing bodies and appearance change. Mug Ruith can change the size of his body.
Noble Phantasm:
Name: Roth Rámach
Title: The Oared Wheel
Rank: A+
NP Type: Anti-Army
Range: 2-50
Maximum Number of Targets: 300
Description: Roth Rámach is a magical flying contraption built by Mug Ruith, his daughter Tlachta, and Simon Magus. It was created with the intent of showing that Paganism was greater than Christianity. It mostly acts as a flying chariot carrying Mug Ruith wherever he desires. Outside of that, it does have an active effect when its name is called. One legend states that Mug Ruith lost sight in one of his eyes by stopping the course of the sun for two days with Roth Rámach.
When Mug Ruith calls his chariot's name, it channels the power that was needed to hold the sun at bay for two days. Flames begin to surround the chariot, and it runs towards its target as if it was moving as fast as the sun, leaving nothing but destruction and fire behind it. Given its initial purpose of proving the Celtic pantheon was superior, it gains a modifier against Non-Celtic beings with divinity. If Galantine has the power of a pseudo-sun, Roth Rámach comes close to the real thing.
Description: If there is anything in Mug Ruith's legend that rivals his mystical flying machine, it is his magical breath. Mug Ruith's breath, when he chooses too of course, can do turn everything in its path to stone. Anything that has a Rank C or lower in Mana will be immediately petrified, while those with Rank B may or may not be affected depending of the conditions. Those with Rank A or higher won’t be petrified, but will sustain "pressure" from the Breath and receive a one rank-down to all parameters that will last until combat is over. The entire body of the target will be affected, including clothing and weaponry, "killing them while alive" as they are turned to stone.
Personality: When on duty Christelle is always on point, and ready to viciously slaughter all that get in her way. There isn't a shred of regret or any other kind of emotion when she kills, most of which happen to my vampires, which would explain her lack of emotion when killing. She's a tool, and nothing more than that.
Off duty, Christelle likes to spend most of her time reading. She has a tendency to read religious texts, but her favorite genre is horror, as the thrill and adrenaline rush excites her. As one would expect, she acts polite and proper at all times, making sure to keep her family's image. In reality, she is far more relaxed, somewhat vulgar, cynical, slightly egotistical and has the tendency to look down on others. Christelle also likes alcohol, sweets and cute things, especially cats.
Biography: From the day she was born, Christelle was being trained into a killing machine. Oddly enough, given the composition of her magic circuits, it really wasn't a hard task. It was almost like she was born to serve the church, which she probably was, but who knows? Armed with the relics passed down in family for generation after generation, Christelle became a Head of The Order of The Holy Spirit, using her family's power within the Order and the Church to make sure she was put in power. She became the leader at the incredibly young age of 22. For the five years she has been leading the Order, she has done nothing but work towards eradicating Humanity's threats,
Christelle has entered The Holy Grail War to make sure that the grail didn't fall into the wrong hands. Heathens nor heretics were allowed to possess such a thing, as they'd obviously attempt to harm the world with it. Only a good, pure, Catholic like her would be able to make sure nothing bad happened to the world with the cup. Plus, it wasn't like she had anything better to do for these two weeks, and the rest of the Order could probably handle something if anything major happened. Entering the war was also a precautionary in case vampires decide to show up for the war, for whatever reason. The vampires were a bit more interesting than the cup, but they probably get bored like everybody else. And I guess saying you won the Holy Grail would be cool in Jesus' eyes, right?
Family History: The Proulx family dates back to the 1500s, and was one of the original families inside of the Order of the Holy Spirit, a Chivalric Order located within France. It was believed to have been abolished within the 1830s, but it reunited, loyal to the Church instead of to France this time around. Due to the family being one of the few longstanding within the Order, they have some of the most influence, so it wasn't exactly hard for them to make sure Christelle was highly ranked within it. As long as she proved skill, which she most certainly did, it was simple to make her a head of the Order.
Origin: Faith
Elemental Affinity: Fire
Magic Circuit Composition: Alignment towards church mysteries.
Number of Magic Circuits: C
Quality of Magic Circuits: C
Od: C
Magecraft:
Can Materialize Black Keys by running prana through pages of the bible
Baptism Sacrament
Equipment:
Staff of Saint Patrick: This is the famous staff carried around by Saint Patrick, the man who banished all of the snakes in Ireland. In actuality, there were never any snakes in Ireland. The imagery of snakes connects to the Druids that once inhabited the country of Ireland, with Saint Patrick being the man who banished all of the druids out of their homeland. It is believed that Saint Patrick himself killed some of the Druids using the very same staff he had always carried with him. The staff has an incredible affinity against Heathens and could be considered the perfect weapon to be used against them. This staff is a conceptual weapon that pierces, and destroys the soul of any Heathen. The staff can pass through any magecraft defense at, or under the rank of C in the Magecraft scale. If it touches anything above C, their ranked is reduced. On top of that, it is a really good beating stick, and could harm a Servant or a Monster. However, its not like it would explode them or anything, they'd just get hit by a really good beating stick. It is something that would be nothing but a normal staff to a priest, but becomes the ultimate nightmare to Heathens.
Cross of Saint Benedict of Nursia: This was the cross used by Saint Benedict of Nursia. In life, Saint Benedict is given most of his fame by his creation of the Holy Rule of Saint Benedict, a guide on how monks should live, however, there is more to the man than something like that. The cross that was originally possessed by Saint Benedict has the power to repel all evil, from demons to heathens. Fake copies of the cross turned into medals have the power to keep moderately powerful evils away from the holder. This is the original Cross and as such, it has the ability to completely repel all evils. The Cross can innately defend the holder from Magecraft up to D in the Magecraft scale. Anything above D has its ranked reduced.
Black Keys
A ring that gives the wearer Magic Resistance D
All of Christelle's clothing, from her ropes to her habit are woven from Kevlar and protective charms, to protect from both magic and physical attacks.
Several bibles, more than enough cash needed for her stay, pen, marker, engraving tools, a halberd, sash to carry halberd, sash to carry Saint Patrick's Staff, plenty of wine, and a notepad.
Personality: All Mug Ruith really cares about is knowledge, and is willing to do everything he can to achieve it. Despite living for over 2000 years, Mug Ruith still gets excited whenever the possibility of learning something new is presented. He feels blessed to have been reborn, and given the chance to experience the information in the modern world. He fights for his Master as he is grateful for them summoning him into this world.
He is the silent type, preferring to stay silent until called upon, or he has the need to say something. In all honesty, he'd much rather be reading about the world than fighting, but oh well. He has a job to do it, and he'll do all in his power to achieve his goal of being reborn as a human, and achieving the Akashic Records.
He likes long walks on the beach, as well as candy.
History: Mug Ruith was born in the era of the Tuatha Dé Danann. During this era, not many legends of him spring up, but he was known as a powerful druid mercenary. It was during this era that Mug Ruith lost his first eye, as he got lost within the Alps. The next time Mug Ruith appears in history is during the time of Simon Magus. After learning from everybody he good within Europe, Mug Ruith went down to Jerusalem to learn from Simon Magus. It was at this time that him, his daughter, and Simon Magus created Roth Rámach.
While Mug Ruith was in Jerusalem, King Herod asked him to behead John The Baptist. Mug Ruith, fearing that the power of Christianity would overtake the Paganism in his homeland, had no problem assisting Herod in the task. Once this was accomplished, Mug Ruith and his daughter flew back to Ireland on Roth Rámach, demonstrating the power that Paganism had. To further demonstrate the power of his chariot and Paganism, Mug Ruith took onto his chariot, and stopped the course of the Sun for two whole days. It is possible that he might have been able to hold it back longer, but this also took his other eye.
The next time Mug Ruith is seen in text is during the reign of High King Cormac mac Airt. He was hired by Fiachu Muillethan to defeat Cormac's army. Mug Ruith breathed once, causing a massive storm to rain on the tents of Cormac's soldiers, causing them to leave them. He breathed a second time, and all of the men turned to stone. Soon after, Cormac sent his most powerful druids to defeat Mug Ruith, but they were swiftly defeated in an elaborate magical battle. Cormac surrendered soon after, and Fiachu gave Mug Ruith some land to the north.
Nothing else is really said about Mug Ruith, but it is safe to assume that he died when Christianity took over his homeland. He had failed his mission, and his people were corrupted by Christianity.
Weapon: Spear
Parameters:
Strength: C
Endurance: B
Agility: D
Mana: A
Luck: B
Class Skills:
Magic Resistance: B Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
Riding: A All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Personal Skills:
Divinity: A At high levels one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
High-Speed Divine Words: B The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. High-Thaumaturgy-level Magecraft can be cast at the speed of One-Line spells.
Shapeshift: C Refers to both borrowing bodies and appearance change. Mug Ruith can change the size of his body.
Noble Phantasm:
Name: Roth Rámach
Title: The Oared Wheel
Rank: A+
NP Type: Anti-Army
Range: 2-50
Maximum Number of Targets: 300
Description: Roth Rámach is a magical flying contraption built by Mug Ruith, his daughter Tlachta, and Simon Magus. It was created with the intent of showing that Paganism was greater than Christianity. It mostly acts as a flying chariot carrying Mug Ruith wherever he desires. Outside of that, it does have an active effect when its name is called. One legend states that Mug Ruith lost sight in one of his eyes by stopping the course of the sun for two days with Roth Rámach.
When Mug Ruith calls his chariot's name, it channels the power that was needed to hold the sun at bay for two days. Flames begin to surround the chariot, and it runs towards its target as if it was moving as fast as the sun, leaving nothing but destruction and fire behind it. Given its initial purpose of proving the Celtic pantheon was superior, it gains a modifier against Non-Celtic beings with divinity. If Galantine has the power of a pseudo-sun, Roth Rámach comes close to the real thing.
Description: If there is anything in Mug Ruith's legend that rivals his mystical flying machine, it is his magical breath. Mug Ruith's breath, when he chooses too of course, can do turn everything in its path to stone. Anything that has a Rank C or lower in Mana will be immediately petrified, while those with Rank B may or may not be affected depending of the conditions. Those with Rank A or higher won’t be petrified, but will sustain "pressure" from the Breath and receive a one rank-down to all parameters that will last until combat is over. The entire body of the target will be affected, including clothing and weaponry, "killing them while alive" as they are turned to stone.
Name: Charlotte Griffiths "Spider Queen" "That Weird Spider Girl"
Gender: Female
Age: 26
Personality: An innocent face hides a much scarier person. Charlotte acts as a child, bemused by the world around her, and generally acting like a cute moe girl you might find in one of your favorite anime. She really isn't used to interacting with people, so she enjoys interacting with whatever people she can. The lack of human interaction has led her to not understand most customs, but she is trying her best at learning! While her act as an innocent person, learning how to interact with people is real, it isn't nearly all she is.
As she hasn't spent most of her life interacting with people, she is incredibly bad at empathy. This, mixed with a general curiosity of humans, has led to Charlotte having no regard for human life, seeing it as a toy she can play with. She really wants to see what the inside of a person is like, since she has only really seen what the inside of a spider is like. While she can't be sure, she assumes they're pretty different. Despite not having a lot of interactions with people, she is deceitfully manipulative, understanding that her cute exterior can be used to lure people into her web.
Thinks Spiders are the cutest thing on the planet. Will squee if she finds a new one.
Biography: Charlotte was born as an average magus, to a family of average magi. They weren't an old famous family, they didn't really anything too powerful, nor did they have anything really special that could make them a strong family quickly. Only thing that family had was spiders, and how to make these spiders decently effective. Due to the family's obsession with the insect, the house was littered with them everywhere. It would be an arachnophone's greatest nightmare. Needless to say, the family didn't really have many guests.
Charlotte grew up with the only real human interaction was with her parents. Her closest friends were here spiders, which could be rough because spiders didn't really have a long lifespan. After a few years, she finally stopped crying every time one of her fuzzy friends died, and learned about the circle of life~! Her spiders died, but there would be new ones to replace them, so it was fine. Every time someone dies, they will just be replaced! While it was comforting applying that ideology to her spiders, Charlotte didn't like applying it to herself. The idea of one day just being replaced? Nothing could scare her than that thought, but it was a thought she had to live with.
Magecraft training went pretty decently. The family didn't have anything too complex. Runes were very simple, and so were familiars. The hardest part was learning the curses, but even then, they are pretty simple. The family is still pretty young, so anything too complex was far above them, especially since they devoted their time mostly to their familiars. Either way, Charlotte was the new head of the family, and it would be her job to develop her familiars further. She kind of did this with the creation of her Mystic Code, but the family's plan for a giant Spider Apocalypse was still far in the distance.
Charlotte continued to go about her life, constantly practicing her magecraft. She was reading a book regarding familiars when she learned about the Holy Grial War. It was a pretty backwater ritual, but then again, Charlotte wasn't exactly a high class magus either. It also allowed the winner of the war one wish, and Charlotte could use this wish to go past her childhood fear of being replaced. With an eternity to study magecraft, maybe she could finally achieve her family's dream!
Origin: Devour
Elemental Affinity: Earth
Number of Magical Circuits: C
Quality of Magical Circuits: C
Od: C
Magecraft:
General Magecraft
Feoh, rune of wealth. A rune which increases ones foresight to gain "wealth", whether this be material or ideological. Essentially serves as an augmentation of accuracy of instinct.
Ur, rune of cattle. Allows for enaction of mental suggestion.
Born, rune of thorn. Allows for an interruption/disruption of a magus's Magic Circuits, temporarily preventing prana from being run through them.
Os, rune of god. A rune which amplifies the power of other runes.
Rad, rune of ride. Increases effectiveness of Mystic Passes. Allowing more prana to be taken faster.
Cen, rune of torch. Creates a fire-based attack with the sole purpose of destruction.
Gyfu, rune of gift. Boosts the physical strength of a target.
Wynn, rune of joy. Heals/mends the target. Like normal healing.
Haegl, rune of hail. Hardens the material substance it is engraved upon.
Nyd, rune of need. Creates the effect of Magic Resistance upon a target; equivalent to a talisman which rejects magical energy.
Is, rune of ice. "Freezes" the target, preventing motion or continuation of previous processes.
Ger, rune of year. Changes speed of processes/entities. Increases energy behind a given motion, so given that the individual is applying the same amount of energy they would otherwise, said motion has greater "force" behind it. Increases momentum of motion along whatever vector it was already traveling, assuming mass stays the same, applied energy means the speed's got to increase.
Eoh, rune of yew. A rune which allows for the affliction of "poison" upon the target, not unlike striking them with Gandr.
Peoro, rune of void. A rune that allows for the "changing" of things, essentially a rune that allows for Transmutation along the lines of Western Alchemy.
Eohl, rune of sedge. A rune which creates a "shield" to defend from harm.
Sigel, rune of sun. A rune which creates "sunlight" equal in nature and conceptual effects to the real thing.
Tiw, rune of ocean. Pulls water out of the surroundings and fires it forwards in a "bullet".
Beorc, rune of birch. A rune that conceals something from detection.
Eh, rune of horse. Boosts the "endurance" of a target.
Mann, rune of humanity. Fires a bolt of lightning.
Lau, rune of lake. Makes the user capable of walking on water.
Ing, rune of heroism. Establishes a 'path' of communication between two minds, allowing them to converse with one another at long distance. Must be inscribed on the two individuals, and requires mutual consent.
Eoel, rune of estate. When a lot are put together creates a standard Boundary Field.
Daeg, rune of day. A rune which detects hidden things of a "magical" nature, for instance traps or Assassins with a low enough rank in Presence Concealment.
Ac, rune of Oak. A rune which creates illusions.
Aesc, rune of ash. Increases air pressure in a designated area
Yr, rune of bow. Fires "blades" of wind at a target.
Ior, rune of eel. A rune that allows for the tracking of objects or individuals.
Ear, rune of grave. Structural Analysis. Must be touching whatever rune is engraved upon.
Cweoro, rune of naught. "Crushes" an area of space designated by the user after being drawn.
Calc, rune of chalice. Allows for the removal of standard Boundary Fields.
Stan, rune of stone. Enhances sight.
Gar, rune of spear. A rune that decreases air resistance.
Familiars (Spiders): A low level familiar, almost as worthless as worms. These aren't limited to a single species, and Charlotte has spiders from all across the globe in her collection. They're attracted to magical energy (Prana), but don't consume it like a certain Pseudo-Vampire's would. They feed off of the Prana that escapes the body. Their main use is to find sources of prana, and hunt down the magi that is releasing the prana. Usually they hide in closets, and corners that nobody ever checks. They're nearly impossible to find. They obey only Charlotte, and generally don't act like spiders unless Charlotte orders them too. If one is assaulted, all in the area begin to surround and attack the attacker, unless ordered otherwise. The spiders are equipped with special properties befitting of a magus of course. Those who get caught in their webs, besides Charlotte of course, are bounded by these webs. The webs are made to make sure people aren't able to break through them. All of the spiders, no matter the size, have sharp enough teeth to break human skin. They're all equipped with a deadly venom that would kill a man in a few minutes. The venom also has a special property to it that destroys the victim's magic circuits if they try to cast a spell. The spiders can also overload with prana, causing a violent magical explosion.
Equipment: Map of the city, compass, food supply, Kevlar woven clothing, Spider Eggs, Tablets, cigarettes, carving tools, pens, markers, paper, needles, skin-safe markers.
Gwe: A huge web that has been with the family since the original head. It is a conceptual weapon with the intent on catching. Anything that would enter this web could be caught, making escape impossible. Magical energy is drawn to the web. All magical energy that is drawn to the web can be used by Charlotte as backup.
Copyn: Charlotte's pride and joy, and her prized possession. It was created by herself with an attempt of proving herself to others. Copyn takes the form of a simple ritual dagger. It allows the creation of familiars to happen instantly.
An Amulet that gives Magic Resistance: D
Non-Magecraft Related Skills: Cooking, Cleaning, Raising animals, Torture, Driving, Penmanship, Language (English, German, Spanish, French) Stronger than your average loli, blending into a crowd, staying alert after periods with no sleep.
Powers: Smiting, Crafting, Engineering, Architecture, Inventing, Soothsaying, and Magic
Likes: Making things, Baal, Magic, Baal, Egypt, Baal, El, and relaxing
Dislikes: Yam, and he isn't particularly fond of Water. Reminds him of Yam.
Strengths: Making things, and using magic
Weaknesses: He is too obedient for his own good
Quirks: Has a tendency to take on more tasks then he can truly handle. The rest of the pantheon try to understand that, but being a smith god isn't easy.
Fears: Nobody having any use for him anymore
Ambition: Creating the most luxurious palaces and items for the greatest of Gods.
Personality: Kothar is rather simple, especially for a god. He prefers working on his projects, and when he isn't, relaxing. Kothar isn't one for petty drama between the gods. When they do bother interacting with him, he proves loyal to those he is close with, such as Baal. He has little to no problem entering a conflict with another god if a god he is friends with tells him to do so. On the flip side, he has no problem working with those he dislikes if he is ordered to do so. Kothar is basically a pushover.
When interacting with other gods, Kothar is a humorous, and often tries to joke around with those he is friends with. Despite being the god of building, he appears to be too laid back for his own good. He does take his job incredibly serious, and would never tolerate anything other then his best effort when it comes to what he creates.
He is a kind god however, and very often grants the wishes of those who pray to him. There is no real harm in doing so, especially since prayers to him are usually "make sure the house I made doesn't fall on me." It also helps that there aren't that many people who still pray to him. That does sadden him, and while he will always want more worshipers, it is less prayers he has to answer.
History: He has made plenty of objects and palaces for those within his Pantheon. Really. He doesn't really do much besides make things for the Gods.
Serafina understood exactly what Kazia was referring to, and her scowl became sour. This was a topic they've talked about plenty of times in the past, but it wasn't one Serafina enjoyed talking about. She didn't like foreigners as it was, let alone having to work with them in something as serious as this.
There was also another reason, one a bit more serious.
Serafina's voice became a tad more serious, hoping her friend would pay attention to her words. "Kazia, understand that not everybody is willing to be nice and cooperate. You might be used to working as a team, but many prefer to fight on their own. They'll have no qualms leaving you to die, and would never want to share. Just because we're friends doesn't mean everybody will be. "
The life of a magical girl was usually that of being alone. You have much more to gain working on your own, and most would probably see it that way. Kazia might be used to working with magical girls, but she was probably just lucky in the past. Luck like that wasn't likely to strike twice, and Serafina had to make sure her friend was aware of that.
She'd also only work with fellow Poles, but Kazia probably knew that already.
Actually, Serafina was fully aware of what was ahead of her. It was her friend Kazia, with her arms wide open. It appeared to be that she couldn't handle her excitement either. Serafina jumped towards her friend, arms stretched outwards to greet the other in a hug. Of course, since Serafina was fairly strong as it is, on top of the fact she was running at her top speed, this was more of a linebacker trying to sack a quarterback then two friends hugging.
And, as one would expect from such a powerful collision, Serafina brought her friend to the ground. If Kazia wasn't a Magical Girl, she'd probably be in a lot of pain, but she was fine! What was a tackle to a big, strong, magical girl?! Serafina was fine of course, landing softly on her friend. This was probably a very awkward situation to the onlookers, but Serafina paid no attention to them. She had urgent matters to talk about.
"Kaiza~! I heard that more foreigner girls showed up! I hope that they understand that Poland is number one, and that they're learning the ropes around here! I won't tolerate them if they insult or disgrace our beautiful land! "
A cute little scowl appeared on Serafina's face. She understood that her friend Kazia wasn't as, well, insane for Poland as she was, but that didn't mean she could keep quiet about it. Of course, Serafina would mind her business, and let them do as they will. However, if she finds out that they were disgracing her beautiful Poland, Serafina would not be pleased.