His bones are armor that repel blows and can even repel magic like a mystery, although it would only help to truly repel E rank spells, and defend with any significance against D rank spells. There is defense against C rank and higher spells, but it is at a point that is not exceptional.
Change this to something more along the lines of "Functional E magic resist" and I would be alright with it. Other than that it is a really well made app; I made something similar to it a long time ago~.
Considering the fact that a normal anti-magic amulet is described as providing the same level of magic resistance as EMIYA, D rank, something that's kind of reaching into a mystery of monsters as a defense I feel like is justified in having as being a bit better than an amulet.
It is however not really much of a big deal, and if you insist I'll change it.
Personality: Eira Lednik almost always keeps to herself, it's not that she dislikes talking to people out in the open, it's the fact that she's shy to do so considering her foreign ethnicity. While she does appreciate some sort of conversation, she will try and find an excuse to cover her shyness with anything plausible. This gives everyone the impression that she might be bipolar but Eira denies it very well.
Of course, if there is an enemy in the war, Eira will try to keep them out of it... and that would mean relying on imprisonment by ice until her summoned Servant kills their Servant. If worse comes to worst, she may have to end it all and withdraw to regain her consciousness and drive out the guilt.
She's a good person, please try not to kill her and/or push her to kill you.
Biography: Born in a small town in Russia, Eira Lednik is the fifth generation of the Lednik Clan that still follow the tribal ways, or rather... their whole town does. This town solely focuses on the survival instinct of children that have reached the age of twelve. These children were to be known as "scouts" for their tests to truly become part of the tribe as well as contribute it. Every year, they drop a good number of children in a nearby section of the forest and gave each of them essential needs kits to survive in the frozen wild for a week. The forests were relatively safe and the wolves weren't aggressive where they are. Eira had to go through this as she reached twelve and survived it.
She was later taught by her father, who at the time was part of the Association and graduated. He taught her all he knew about his Earth Magecraft but all she could replicate were ice versions of it. This came off as a surprise to the man but nonetheless thought of it as an improvement to his own. He would later pass the crest to her as she reached eighteen.
She enrolled in the Clocktower by recommendation of her father and also for the sake in learning different defense and essential spells taught by the very teachers of the Association. Eira is currently in her graduating year and thought that a good thesis project was finding the Root (courtesy of some clumsy teacher who decided to spill some stuff about a Holy Grail War).
She ventured to Fuyuki to make that happen.
Family History: The Lednik Clan is only five generations, Eira's father and her forefathers were tribal magi (shamans, as the locals call them) capable of unleashing deadly Earth magic while in the cold snow. Some of them were adepts at Reinforcement magic and the creation of simple Mystic Codes that resist the cold snow in their home country.
They aren't popular enough to receive formal recognition from the other families in the Association. However, they are aware of their unique, freeform Earth Magecraft. They're not quite sure of Eira's yet.
Origin: Frost
Elemental Affinity: Frost
Number of Magic Circuits: B
Quality of Magic Circuits: B
Od: A
Magecraft:
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something. Including "General Magecraft" in the magecraft section means they get all of this. If not, they don't.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, and control of the mana in its area.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, and control of the mana in its area.
Locking Doors: Self-explanatory.
Threads of Consciousness: Using one’s consciousness for scouting. Basic magus detection magecraft.
Floating: Basic manipulation of mass and air currents.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Basic Clairvoyance: "X-Ray" vision and operation of a crystal ball.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory.
Contracting: Making a contract with something.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
Magecraft that allows the instant materialization without the need of water and wind. It does not do well against Fire.
Frost Shot (замороженный выстрел) (Rank D - One Count) - A low-level spell that moves slower than an average projectile being thrown. This is most effective at close range, without any sort of magical defense, the target is frozen in ice that can be easily broken if they are strong enough physically.
Freeze Bomb (ледяной взрыв) (Rank D - One Count) - Another low-level spell that freezes a small area and anyone caught in it gets frozen in the same kind of breakable ice. (one to two meter radius)
Icicle Barrage (ледяной шквал) (Rank C - Three to Five Count) - Eira can materialize icicles of a decent size with the number depending on the count (Three Count = Three Icicles floating around her to Five Count = Five Icicles floating around her).
Frozen Wall (замороженная стена) (Rank C - Four Count) - An intermediate-level spell that allows Eira to create a wall of hardened ice, strong enough to defend against iron at best.
Cubic Prison (ящик тюрьмы) (Rank B - Eight Count) - Eira draws a magic circle, that when stepped on by intruders encases them in an ice cube. The low temperature within said cube is low enough for them to feel the hypothermia set in less than eight minutes.
Glacial Burst (ледниковый взрыв) (Rank A - Ten Count) - A high level spell that encases the user in a large ice prism, before exploding into several large fragments of icicles capable of piercing through iron, if that wasn't enough... the surrounding area (five meter radius) might freeze any bystanders and encase them in the same prism as she was.
Equipment: Mystic Code - Coat of the Northern Winds - This Mystic Code does not do much other than to amplify her Frost Magecraft and gain full resistance against Ice.
Skills: Eira is good at surviving out in the wilds, as is her "childhood test". She knows how to make a campfire, pitch a tent and cook in the most primitive manner. Of course, she knows how to cook with a stove of course.
Eira is also accurate. It doesn't necessarily mean she hits everything 100% of the time, she knows exactly where to hit if the enemy moves or stays still.
While I'm not a GM a concern I need to address is that barring very special circumstances you'd have to be much younger than 18 years old when you inherit the crest. Generally unless you have someone on the level of Chiron helping you out you aren't able to transfer the crest to someone who has already grown up. The chances of rejection/death/insanity are there even with a long-running family, medicine and other preparations when you receive it as a child.
Sometimes there are enemies beyond mankind’s ability to fend off and defeat.
Sometimes there are heroes that rise to come forth and bring salvation against those who are beyond humanity.
Sometimes humanity must craft their weapons themselves and reject those who are outsiders. The tale of the British Isles is one seeped in blood, death and glory. Fighting among themselves, man against man, neighbor against neighbor. Yet ultimately the tale that resonates the most in the isles is the struggle against those who are alien and those who are foreign. The Picts, the Romans, the Saxons, the French, the World.
There are times when people pray for a hero.
There are times when people pray to the gods.
And there are times when people create their own salvation.
Just as a certain king created a perfect ruler beyond humanity, a dragon in the form of a king to protect and rule a Utopia, so too did a clan of druids craft themselves into weapons. The blood of a sea beast, the blood of a monster. To protect people they made a terrible pact and transformed themselves into beings that were different and beyond. The blood of the Curruid runs in the veins of the Murchadha, just like how a certain eastern family holds the blood of Oni in their lineage. The Curruid was chosen due to the circumstances of its death, fighting against another monster, the Curruid. They fought for their lords, they fought against vikings, they fought against the alien Picts, they fought against the monsters that lurked within the lands. Mysteries to kill mysteries, monsters to kill monsters, men to kill men.
Yet such blood held a price and sometimes those who were meant to protect were driven mad by their blood and became the enemies of man to replace those they slew. Despite such tragedies and madness inherit to those humans who take on the blood of monsters the Murchadha survived as a clan into the modern day. A naturally secluded clan, they have taken to living separate from modern society and now live both as monster hunters, and druids.
Biography:
Wiros grew up, the Murchadha blood strong in him due to his origin. In his youth the struggle against his inversion impulse was painful, but the discipline, knowledge and stories of old his family taught him gave him the will and desire to hold onto himself. Being a child who should not have to struggle to maintain his own will and self he found himself having to develop a foundation of steel to cling to.
For him it was admiration, for him it was desire. Ah how wonderful the tales of old were, how wonderful his elders were. How beautiful they were in their abilities, how beautiful the stories of heroes were… How thrilling the idea of conquering enemies. The dream of the deathbattle against the Coinchenn that haunts all Murchadhas were especially vivid in him, driving him to hunger for strife. Much of his early life was spent under watch and developing a self that could restrain himself and keep reason.
As he grew he felt restless, for reasons more than simply his mixed blood. He wished to live a life beyond the clan enclave. Recognition, distinction. He wished to live in the world where not everyone was the same as him. So heeventually left his clan to see the rest of the world. What was first wandering and exploring like a freshly uncaged bird, or a graduating college student who wished to explore themselves further became an eventual engaging in the business of the Mage Association. He took up work as a Freelancer initially, finding that the work and bounties that he could get provided him with goals and direction instead of an aimless wandering across the world. As he grew more experienced and made more of a name for himself he eventually became an Enforcer, joining the ranks of the rare few who are counted as the arms of the Clock Tower.
Fighting against heretical magi, fighting against monsters, traveling the world. He found himself i a life he enjoyed, a life that tested him. A life that rewarded him and took care of his needs, a special sort of reputation.
Yet he could not find sight of his purpose.
Eventually he heard of a far off ritual in the east.
A battle where one could summon a star of man for a wish.
For one who fought monsters to prove himself, to overcome them. For one who left his home to see the world. For one weaned off the temptation for madness through admiration and desire it was a striking possibility.
This was the path to his purpose.
Procuring a catalyst and finding himself with the Mark of the Chosen he journeyed to Fuyuki City.
He wishes to see himself become a coral that the moon reflects. If the heroes of old propelled his family and guided his own growth, then coming to this conflict known as the Grail War he wishes to become the anchor and strength of a hero.
Together they will win.
He will use a hero who slays monsters to slay the monster within him and stay human.
Together he will become a coral that becomes a second moon.
Yes, he will become a hero.
Personality:
A person who wishes to see the world. A person who wishes to live. A person who wishes to chase after all the things that exist. A person who wishes to stay himself. A person who wishes to grasp at the stars that shine down upon the coral in the ocean.
The Murchadha exist for heroes are not always there.
The shine of the Coral under the moon, a bright light that illuminates the darkness is nothing compared to the stars that illuminate the dark of the vast void in the sky. What is heaven but a vaster ocean filled with lights that shine brighter than the sun?
Yes, in a sense the monstrous Murchadha are but a pale imitation on earth compared to the heroes in the sky.
But it is okay to reach anyway, isn’t it? The moon in the night sky is mirrored in the surface of the lake. They push forth because they know that monsters can be defeated. If not by ordinary men then by those who exceed humanity. Heroes are those who break their limits to reach such heights, and the Murchadha were those who embraced a power inhuman to reach such heights. Because heroes defeated monsters it showed that humanity can overcome monsters, even if in contradiction they are no longer humans to do so.
Guided by the stories of heroes and his ancestors. He wishes to carve his own path in life, and remain as a person. Despite his strong blood he has remained sane with the help of his clan’s druidic teachings, supplements and his own force of will due to his admiration of the human condition and those who have broke their limits.
If he cannot do something as simple as remain himself, then how can he ever challenge his limits, let alone break through them?
A person who enjoys fighting, a person who enjoys the frivolous things in life. A person who wishes to become an echo as loud as the past it traces.
In a way he seems like a lackdaisy person who’ll accept any results, but secretly he is pretty competitive and a sore loser who’ll try to find a way to even the scales and pull a victory somehow if someone pulls ahead.
He is a coral, built on longing for the moon.
Origin: Echo
Elemental Affinity: Water.
Number of Magic Circuits: D Quality of Magic Circuits : A Od: A
General Magecraft: As one who received an education that befits a druid and magus, Wiros is capable of the usual and basic magecraft of a modern magus.
Druidic Teachings: The wisdom of the Druids. This includes medicine, and the ability to utilize the magic crest-type spellcasting of nordic origins, runes.
However his talents are primarily that of a warrior, so his Druidic talents are mainly in terms of that which helps him track prey, that which helps him hide from prey, and that which helps him sustain himself. The greatest arts of Druids are beyond him. Water Magecraft: Both because of his affinity and because of the blood of the Curruid Wiros is able to exhibit magecraft of physical interference with water as a medwhium with talent. However as it is not his focus he cannot exhibit the levels of a genius in it.
Indeed what makes him special is not his magecraft, but rather that which flows from his blood and manifests as an ability beyond mankind.
Feincuan Craiceann Corail: (Skeletal Coral Growth That Rises From The Ocean)
The ability that manifests from his mixed blood.
The ability to manipulate and induce growth of his skeletal structure. His skeletal structure itself holds the properties of the Curruid, becoming a powerful defense that makes his body much more robust than most modern men could dream of. In his hands it is a powerful blade and armor. However it is difficult to manipulate something that is more than 30% of his total skeletal mass with high precision and adaptability. So it is often that he will set the growth and manipulation of his skeletal system beforehand, relegating his usage of this ability as smaller scale responses as needed. If he pushes himself he can go as far as covering most of his body in an armor of bone like an exoskeleton.
It can be compared to the ability of manipulating the body that a certain rabid beast who was once the heir to an Eastern Family has.
His bones are armor that repel blows and can even repel magic like a mystery, although it would only help to truly repel E rank spells, and defend with any significance against D rank spells. There is defense against C rank and higher spells, but it is at a point that is not exceptional. However no matter how you look at it he is a person with a monstrous defense.
But his flesh is still vulnerable, and so blows that manage to pierce through his exceptional defense will still harm him. No matter how hard the shell his flesh is that of a man.
Thanks to the power of this ability, and his own innate power due to his blood he is a combatant who has managed to defeat Dead Apostles before.
Equipment: Blossoming Purity of Yew: Special drugs derived from the fruit of the Yew Tree made by the Murchadha As medicine it is a "death' to ones plagues, purifying the body by surging out the impurities in one's body. It can alternatively be used as a poison that amplifies impurities. Another use for it by the Murchadha is to either stifle their raging blood, or to amplify and tap into the power of their inhuman blood even further for a temporary amount of time. However this second function comes with stress and if taken too far will indeed cause an inversion impulse that will turn one completely into an insane beast. Yew Spear: Following the principles of the Yew Medicine, the weapon of choice for the Murchadha is a Yew Spear. A spear that acts also as a staff. It is an amplifier for those whose abilities are able to enact outside interference, and otherwise serves as a focus for their magecraft like a staff. Being a base which causes the impure monster blood of Wiros to be amplified, it forms the powerful base of a bone-blade with his own talent. The yew is a tree that guides one to the underworld, the yew is a tree of death. What better wood to craft into a weapon?
In a way this holds some relations with the Touzaki Clan’s creation of weapons through their own bodies and talents. However in this case the Yew Spear is the foundation upon one’s self is laid upon.
Martial Training: Skilled with a blade and spear. As a warrior Wiros is well trained, tested and talented.
While he is not a monster who can be called a master of masters, he is without a doubt a fine combatant.
Murder Impulse:
When faced with non-human foes, the Murchadha’s instinctive drive to kill them kicks in. While Wirosis a deadly combatant as it is, once the instinctive drive is active, he is drawn more into the blood of the Curruid within him as it boils to exert dominance upon other beasts. The beast who fought the Coinchenn, the beast who killed the Coinchenn, the beast who died to the Coinchenn. It must win, it must not die.
So it will kill its own kind.
A monster will kill a monster.
Cooking: Slice of Life Cooking Scenes are important. Otherwise derived from his druidic training and his own life of travel. He’s learned to cook for his own tastes, and to cook in ways that invigorate him after using lots of energy in his adventures and battles.
It’s very important to have one’s diet reflect one’s life and needs!
Name: Alisia Fairgavel Sobriquets: Crowded One Concept: A little girl whose life is uprooted who longs for the splendor of the past and the time where life was simple. Yet to trust others is to invite the possibility that it might all be turned up over again. You can’t trust anyone but yourself. Then you have to do everything yourself, be everything yourself. Isn’t that the only way to live a happy life that no one will interfere with?
What is the body but the vessel for the mind. What is a body but a shell that separates you from the world? A mind is trapped in the body, doomed no matter how far it wishes to spread. There is only one body you have, there is only one you. But does it truly have to be that way? How beautiful people are when propped up by others, those who stand at the top held by those beneath them so they can shine in the light. Yet those who are held up by others can be brought down by others.
Born to a noble family of Elatreis. She lived a pleasant enough life. Her family was a loving sort, and they were in a good standing due to their land, and the work of her father as a judge. The people around her treated her well and she simply lived happy as a child would. She trusted, or rather had no reason to distrust people. She was an only child, the result of troubled attempts of infertility in the Fairgavels. People were simply those who would pamper her, who would be nice to her. She was loved because she was the only one, she was loved because she was the daughter. Yet life cannot simply be the playing out of a role, and tragedy strikes all the more to those whose happiness is supported so precariously. One day everything was taken from her. An unclean spirit came to end the Fairgavels, enticed by a deal, and with their master dead the servants took to pillaging and looting. Yet the spirit did not take her life when it came to her. If anything it spoke to her, and enlightened her. She would be spared for she was not the child of the Fairgavels, but merely a child picked up, adopted out of longing and due to their inability to conceive. Her life as a Fairgavel was ended. She was enlightened, her third eye forced open. Her life as a normal girl too came to an end.
In a sense the spirit had done what it was asked to do and what it had pleased. But even with that mercy the end of the Fairgavels had come. Frightened she fled, and later she found that she was both assumed dead and many curse the name of her line. Grudges, curses, the work of a judge bringing little but ill will to the one who sentenced and put a face to the punishments and misfortunes those the people knew met. She did not know if her father was just, she did not know if her father was cruel. All she knew is that she had lost everything and that few would come to her aid.
So she left.
Everything can tumble down, everything that was established as the foundation for everything you know can fall away. The only way to be completely sure of everything, the only way to be truly safe is to be just by yourself. The only one you know for certain, the only one who you can trust being you. But there are things that you cannot do alone. The servants that cooked and cleaned, the guards that trained, the lord who ruled and managed the land, along with dealing with their neighbors and the kingdom at large. A single girl, nobleraised or not cannot do everything. Any sort of person cannot be a world or a home of their own. That feeling of shining high, so beautifully, propped up by others cannot be attained alone.
Then how does one turn into many? Like playing house, a life controlled and directed by one. Yes, that was what would be beautiful, what would be safe. So she explored the new possibilities the spirit gave her, taking the new path that opened as she was pushed out of her old life. Take the bodies of others, twist the minds of others, twist her body, twist her mind. She’d work to become more than just one. Of course such a thing would erode one’s own identity.
But she felt that she had lost hers already a long time ago.
Elatreis is a land unkind to sorcerers and the only land she truly knew, even if she only came to truly see it and live in it after being ousted out of her nest. The offer set by the kingdom was as such too good not to take. Even if it cannot be completely trusted, even if she feels that it may all fall apart like her original life, she deemed it a deal worth taking anyway.
Appearance: The face of Alisia is fair, blonde hair curled over her shoulders and resting upon her collar. Her nose is with a soft curve, her brows neutral and relaxed. Yet what should be a beautiful face is mirred by eyes brimming with a unfocused glaze and distrust, almost as if she were distant. Even if she is pretty there is a sense of oddity to her. Her mannerisms feel all natural and yet inconsistent. The only thing that truly feels natural is the grace that she presents that seems evocative of a well-learned and groomed maiden. Yet even in her element there is a sense of hollowness that invites disatisfaction and unease when looking at her.
Her body is thin, although her stature is tall and the foundation of it healthy. Yet the marks of starving herself, out of lack, and sometimes simply due to her own neglect have began to show. Rather than a flower whose growth was stunted the impression is that of a strange flower who has bloomed, then has began to mutate and wilt.
Skills and Flaws
Name: Nurtured, not Nature. The truth of the matter is that Alisia is simply a girl picked up with her own genetic origins unknown. The presentation is that of a well-bred girl, fair in face and in manners. Even after the end of her old life there are habits and learned mannerisms that she can’t quite shake off, drilled into her very bones and soul. Combined with some knowledge of the methods of Elatreis’s upper class, it could be said to be remnants of her old life.
Name:Imprinted Instinct She was never raised as a warrior, she would never be the shining knight in armor. But handy enough with a knife, and guided by the memories of those raised in the streets, her reaction to danger is swift, instinct and experience not born of her own life guiding her to overcome hesitation.
Name: Conglomerate Library There are many things known if you gather the knowledge of different people. Even the small shards of knowledge collected from dozens can add up to a lot.
As a result of her own sorcery, not as a direct result but instead as a simple consequence of the nature of her weirds, the memories and knowledge of many different subjects lingers within her. Sometimes it is not a complete picture, sometimes it is a small fragment. Yet her knowledge is better than a simple flop who decided to inanely poke at the surface of every little thing they could think of. Yet the honed knowledge of a single life dedicated to a single topic, in other words, an expert, is beyond her reach. In a life that became a pursuit of knowledge and travel without a home to return to it is more than enough however.
Name: Malleable Ego, Melding Mind Her own identity and mind is not the most stable, forcing itself upon others, taking from others. As such it could be said that she is susceptible ironically the most out of any to those who wish to warp her own. As a sorcerer her resistance is more than a normal mortal, but among her kind she is the most malleable.
The distinction between "her" and "them" continues to blur, and her own personality is at times unstable, impulses focused through the lens of “her” but born from the cumulative experiences of “them”. Yet in the end it is still her. But what a battered ego it is...
Hooks:
The one who brought ruin to her family still likely searches for her when it turned out her body was never discovered. On top of that the legacy of her father, for good or bad may hold bitter memories for some.
To be safe, to live like the little girl surrounded and pampered by others again, to be the architect of all around her.
How much of a world can one build by their own. One built by one, for one.
SOUL - WHAT YOU ARE BENEATH THE SKIN
Initiation: The ringing voice in her ears, the despair blooming in her breast. Her family was taken from her figuratively and literally. The spike pierced her, she did not resist. What purpose would that have had after all?
Weirds
Name:Transmigratory Thief
What is the body but the vessel for the mind. What is a body but a shell that separates you from the world? A mind is trapped in the body, doomed no matter how far it wishes to spread. There is only one body you have, there is only one you.
But does it truly have to be that way?
Alisia has found a way to twist her mind and impose it upon the bodies of others. This possession however also imposes the bodies of others, and even if the mind of whoever she possesses is restrained and repressed as she takes the reins, it shapes her as she directs it. Memories are taken, knowledge gleaned. As such the main danger of this useful ability to puppet and take from others is the integrity of one’s identity. Yet, even to someone like Alisia who has abandoned the notion of holding the preservation of “herself” as her highest priority, it is a risk and danger, and if she spends too much time within one body and life she might be subsumed into them instead. As is the longest she has spent puppeting someone was two days. Her eventual goal is to be able to control more than one at a time, and not have to abandon her body and leave it at the mercy of its environment when she does this.
Name:Mesmerizing Voice
The minds of others cannot be known, the actions of others cannot be trusted.
Yet she wants to be celebrated, she wants to be lifted by others.
If she cannot trust others then she can control them. While she can only truly trust actions born of her own she has learned to program and add orders that will later be carried out in those whose bodies she has taken. She cannot adjust or add to those orders later. However she can plant it in her own body as well to make sure that she will be safe even as she dives into others.
Simple commands are what can be given, rather than something broad such as “stay safe” or “Fight this person.” An order such as “punch this man when you next see them.” or “avoid this street.” or “do not eat cheese” is more the lines of what can be done.
Name:Retraced Flesh.
The body is one’s body, and the bodies of others are separate beings. Yet Alisia has found a way to blur the line, blending her mind into the bodies of others and taking a trace of a memory of their bodies with her. A feeling, a knowledge that lingers in her soul, she can manipulate and shift whatever body she is focused on at the time, distorting and blending up to 20% of it with the makeup of another being she controlled. From a blend to augment her traits, or focusing it upon a part of the body for a purpose. Especially good for utilizing muscle memory or disguise.
BLOOD AND BONE - THE NEPHILIM
Nephilim: Etryudaen Sobriquets:Cocoon
Concept: A odd mishmash of a butterfly, a jelly fish and a serpent. Those who are reborn in change, and and those who are simply reborn as a static eternity.
Form: Form:Almost gelatinous, slime-like in how it moves. The wings and feelers of a insect spread wide, yearning to fly and yet able to not. The scales that cling to its body shed and fall, clinging and binding a body that wishes to growth further than its frame currently allows. The Translucent flesh beneath bubbles and writhes like the ocean tides. It is almost like an incubatory chamber, and within grows possibility. Its head is that of a beast, and as it slithers forth it seems almost like a trapped child who will never grow up to become the mature being it should be.
Abominations
Name:Learned Flesh Etryudaen is malleable, changing. When exposed to damage and danger it heals and grows wise to what has harmed it. In short, it holds regenerative properties and the ability to grow resistant to what has last harmed it. However when it does that the translucent, almost liquid-like flesh becomes solid, defined, taking on weakness just as it does strength.
Name:Spark of Life Convergent evolution means that some Nephilim share traits, similarities.
Electricity born of its own strange lifeforce floods it, overwhelming others and causing them to go into overdrive. To a being that seems to embody endless life, to be forced to try and match it is folly for most things. Growth can be induced by shocks of lightning, growths that can try to conform to the shape as a healing aid, or growths that can devour the self, becoming cancerous and overwhelming the target.
Name::Leeching Dust Stealing from others is in one point of view the nature of life and existence. Pollen-like dust flutters out of the mangled limbs and body of Etryudaen, flying towards and clinging to that which is living. Growing like moss if it manages to settle in, it absorbs life and feasts upon those it takes root in to offer as tribute to Etryudaen.
Name:Eternal Scars
Related to Learned Flesh- Too many different sources of damage and it may end up healing in a way that compromises and even weakens it. There is adaption, but that is not always beneficial. Finally scars happen even to those who are malleable, and sufficient damage will carve itself into Etryudaen permanently, and weaken it.
"Crafty," he snorted, whiskers bobbing up and down. Saber began to walk a bit ahead of Janicka, stomping ahead at a pace that broke away from their united march. Twigs and branches broke under his feet that stomped through them, smashing and splintering them.
“Crafty is one thing, master. But at this rate I fear I might never get the chance to do what I am meant to do. Gods forbid that there is a war that does not hold any battle.” Saber came to a stop, an exasperated sigh bringing his large shoulders to sink and relax. His bestial and yet noble face peeked into Janicka’s view, his head craning over his shoulder to show off a wry smile. “I am not Rider, but you do not have to be like him to think this silly”
...And if that is the case surely there were some on the opposing side who saw this as a ridiculous game too. Would they gleefully fight when the time finally comes? Would they stand their ground dutifully? or would they fight like cornered rats, all other options pushed away until they must finally fight?
Even if their light were to shine brighter, even if their light were to burn out their own he would wish to see them glow as well.But he was confident. He was confident, even split into two that he would shine as an equal. Yet he could slowly only come to expect a group of flighty spinsters at this rate. Surely with such lack of conviction clearly displayed their reasons for fighting, and for victory were silly and small.
Ah, but his own reason for fighting was a bit silly wasn’t it? Perhaps that was why he had a master too… A master to him was more than simply an anchor, it was a strong reason to fight, a strong reason to win, a strong reason to be what he truly was.
He reached out to take her in his grasp again like before.
“I do not think they will have any spare slippers for you to comfortably slip into. But let’s go anyway.”
She was an odd master who did not bring too much direction at times. But at least they could agree that they hardly wished to grow lean on scraps and leftovers. With his master in hand Saber rushed through the forest, hoping that there would be something of substance that would be worth their time at the castle.
No presence of a servant. No presence of any individual, or even a familiar.
Perhaps there was some great misunderstanding on the Japanese front that they had. To Saber’s knowledge despite all of their visits there had been only one time where there was an actual hint of an enemy presence. Was it truly a war they wished to fight? Even as they moved all around their land with a number disadvantage the enemy was content to remain unseen.
It was strange. From what he had learned of the enemy families the Einzberns were foreigners who stayed in their homeland, who came to Fuyuki and Japan for the sole purpose of participating in the Grail War. They even held a castle that they used as their home and base for other wars, a holding that was their answer to the Matou and Tohsaka who lived as part of the city.
The Tohsaka were at their manor for at least a night, but abandoned it without any real willingness to defend it.
The Matou. Was it that their representative saw no value in their estate or that he believed it safe with that man, Zouken?
What are the views of the Einzberns he wonders. Does their castle have no worth to them now, or do they believe it to be safe against the enemy even without a servant?
To protect something is to find something valuable. If they were concentrating themselves somewhere else then it was likely where the Grail is. What else would motivate the enemy to completely let their enemy wander about the city without any direct intervention?
Something as half-hearted as simply giving an illusion of unimportance would be foolish. He could not think of anything that would motivate them to hide away beyond the Grail.
Where would they then store it? Where would they be in lieu of a workshop?
He could not think of many more places that they could be in the city at this point.
He looked to his master, who he had set down when they reached the forest.
"Perhaps I should advance to their castle alone. Or perhaps we should go there swiftly and see whatever... if there is anything at this point to expect, they have ready for us. We may miss something, or perhaps a more normal walk there would give you time to think and realize something, but it might be best for us to move with my speed and get the full picture of the Einzbern's holding swiftly. It is possible that even if they do not have a servant here right now that they will finally send one after all."
"There is no worry of that, and there is no need for that."
A direct response born solely of Saber. Where most of the time he allowed to be driven by the commands of his master, even if he in turn forced her to make a firm decision or suggested the course of her action, Saber addressed the elder of the Matou himself as an individual rather than a familiar or warrior. Part of it was his annoyance, and the relief that abated it of the lack of presence of the Japanese.
Even if the master was not here there was one who would remain and not simply let their Roma be pillaged and destroyed.
"There is no need to fight, it is as you say. Yet the fact that you are willing to fight brings me satisfaction. I do not approve that in a battle such as this the representative is not here and has essentially abandoned their home, but I disapprove of one who stays in their home only to flee at the first sign of danger even more."
Saber contemplated the darkness. Yes, it was unsettling, and the form of the magus still eluded him, both physical and in a more abstract sense. But what little he could sense, what little he could see. Despite the disturbing and foreboding presence that this Zouken gave there was more to approve of than a frightened youth and their folly.
Magi are hard to understand.
Magi are strange.
Magi can be surprising.
"Precious things should be protected, things are precious because we protect them and offer ourselves as sacrifice and risk in their stead. The Tohsaka clearly did not value their home dearly, then is there any right to complain when it has been lost? It is as you say, there is nothing for us to steal away or destroy. Yet there is something for you to protect. One could not hold more of a reason for peace. But I shall leave things to my master."
Perhaps it was unfair to speak his own heart before entrusting the decision, to make so clear his own stance. But that was the cost for bringing a hero as a familiar, one who was a tool and yet more than a tool. For even the most dutiful servant had a wish and their own will. It was their strength, and perhaps their folly.