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Suzerain of Sheol
Desolation Denizen
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Fate: Ragnarök OoC | #1 | ||
A battle-royale style roleplay based on the universe of Fate: Zero, 7 wizards gather in Avignon, France to battle each other for possession of the Holy Grail by binding the servant of a dead hero into their service to fight a proxy war hidden from the general public. Each player will make two characters, a Master and a Servant, and the pairings will be randomized so that no player is paired with themselves.
CHARACTER SHEETS
Master MAGUS NAME AFFILIATION AGE GENDER HEIGHT WEIGHT HAIR EYES MAGIC DISCIPLINE – [Alchemy, Curses, Elementalism, Jewelcraft, Mysticism, Necromancy, Numerology, Sacramental] Alchemy – Matter manipulation by infusing elemental mana into physical structures Curses – Abstract magic that does not interact with the physical world but works, rather, on a conceptual level Elementalism – Pure expression of elemental mana, generally more powerful but harder to control Jewelcraft – Binding mana to the mineral structures of jewels to enhance its effect. Must be prepared in advance Mysticism – Manipulation of one's internal magic circuits and the application of mana to enhance the body directly Necromancy – The binding of elemental mana into the cells of corpses. Fresher corpses hold the magic better than those decomposing Numerology – The binding of mana to mathematical principles, produces very powerful spells, but the formulae take years to work out for a single spell, making this discipline lack in variety for most magi. (Numerology spells are considered one rank higher than they otherwise would be) Sacramental – The secret magic arts taught to Church Executors, binds mana into sacred incatations to produce exotic and unconventional effects. Specializes in combatting other magi. ELEMENTS – [Ranked “E” to “A”] Aether – Manifestation of energy. Must be combined with another element in order to manifest magic. Only rank A in Aether allows the manifestation of pure aether, which affects the spirit directly and can bypass even a Servant's magic resistance Earth – Grounding and multiplication of energy Fire – Consumption and transfer of energy Water – Flow and combination of energy Wind – Movement and binding of energy Mana Affinity – [Ranked “E” to “A”] The mage's efficiency in gathering and shaping local environmental mana and the amount they can hold at any given time. Likewise, it is their ability to re-purpose environmental mana to their element of choice, i.e. using the Fire mana inside a volcano to cast water magic. Mana Reserve – [Ranked “E” to “A”] The mage's internal reserve of mana, much smaller than the amount of enviromental mana they can gather, but can be shaped to any element freely and recovers quickly during periods of rest. A mage can also draw on their life-force to fill their Mana Reserve as a desperate measure, but doing so will severely damage their body and possibly kill them. E – 0 D – 1 C – 3 B – 5 A – 8 60 points total for Master Servant SERVANT NAME SERVANT CLASS [Saber, Archer, Lancer, Rider, Caster, Assassin, Berserker] Strength: [Ranked E to A], Servant's power in physical combat Endurance: [Ranked E to A], Servant's ability to withstand damage Agility: [Ranked E to A], Servant's movement and reaction speed Mana: [Ranked E to A], Servant's efficiency in storing and multiplying their master's mana Magic Resistance: [Ranked E to A] Servant's ability to resist magic of the same rank or ignore magic of lower ranks Base Stats by Class [Strength/Endurance/Agility/Mana/Magic Resistance] Saber: B/B/C/C/B ~ Class Skill: Single Combat – D Archer: A/C/A/E/D ~ Class Skill: Independent Action – D Lancer: B/B/A/D/D ~ Class Skill: Battle Continuation – D Rider: C/B/A/C/C ~ Class Skill: Riding – B Caster: E/E/C/A/B ~ Class Skill: Item Construction – C, Territory Creation – C Assassin: C/D/A/E/B ~ Class Skill: Presence Concealment – B Berserker: C/C/C/C/C ~ Class Skill: Madness Enhancement – C SKILLS [Ranked “D” to “EX”] Single Combat: The Servant's parameter's are boosted when faced with a single opponent. D increases Endurance by 1. C increases Strength and Endurance by 1. B increases Strength, Endurance, and Agility by 1. A increases all parameters by 1. EX increases all parameters by 2. Independent Action: The Servant is capable of acting without its Master's mana supply for a period of time. D = 1 hour, C = 1 day, B = 1 week, A = indefinitely, EX = indefinitely and can use Noble Phantasm even without a Master's mana supply Battle Continuation: The Servant is capable of surviving and recovering from what should be fatal encounters. D allows the Servant to recover from a fatal wound if healing magic is applied immediately by the Master. C allows the Servant to survive fatal attacks as if their Endurance were one rank higher. B allows the Servant to recover from injuries within minutes outside of battle. A allows the Servant to continue fighting after sustaining fatal injuries by drawing on their Master's mana. EX allows the Servant to be returned from death by the use of a Command Seal. Riding: The Servant is able to ride both animals and vehicles with expertise. Rank D allows the Servant to handle any vehicle or mount after a few moments of study. Rank C allows the servant to intuitively ride any vehicle or mount with average skill. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill. Rank A allows the Servant to ride even mythical beasts. Rank EX allows the Servant to use anything they wish as their vehicle. Item Construction: The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank. Territory Creation: The Servant is able to create a Bounded Field that amplifies their own abilities and the abilities of their Master while they are within it. Rank D provides abundant mana that can be shaped to any element by either the Servant or the Master. Rank C increases the Servant's Mana and the Master's Mana Affinity by 1 rank. Rank B decreases the enemy Servant's Mana and the enemy Master's Mana Affinity by 1 rank. Rank A increases the Servant's Noble Phantasm by 1 Rank and the Master's Aether Affinity by 1 Rank. Rank EX provides both the Master and the Servant with infinite mana while inside the Bounded Field. The size of the Bounded Field is as follows: D = 100 ft., C = 500 ft., B = 1,000 ft., A = 5,000 ft., EX = 25,000 ft. Presence Concealment: The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Rank A allows the Servant to disappear completely even in mid-battle. Rank EX allows the Servant to attack even while concealed without breaking their stealth. Madness Enhancement: The Servant cannot communicate and resists orders from their Master. Their base parameters are increased beyond normal levels for their class. Rank D boosts Strength and Endurance by 1. Rank C boosts Strength, Endurance, and Agility by 1. Rank B boosts all parameters by 1. Rank A boosts all parameters and the Servant's Noble Phantasm by 1. Rank EX boosts all parameters by 2 and the Servant's Noble Phantasm by 2. The Servant is now completely uncontrollable save by the use of a Command Seal and will actively attempt to slay their master. Servants with the Madness Enhancement trait put a tremendous strain on the Master's mana and can potentially kill them, depending on how low their own Mana score is. Presence Detection: The Servant has the ability to nullify the Presence Concealment ability of one rank less than their rank in this skill. Furthermore, Rank D allows the Servant to detect mana concentrations within 1,000 ft. Rank C allowd the Servant to detect mana concentrations within 3,000 ft. as well as determine which type of elemental mana is present in what quantities. Rank B extends the range to 5,000 ft. and allows the Servant to determine a Master's elemental and mana affinities if they are within the range of this ability, and to track them inerrantly. Rank A extends the range to 10,000 ft. and allows the Servant to detect the movements of enemy Servants within the area. Rank EX extends the range to Infinite. Guardian Knight: The Servant has their defensive abilities increased when they are protecting their Master or an innocent, as follows: Rank D: The Servant's Endurance is increased by 1. Rank C: The Servant's Magic Resistance and Endurance are increased by 1. Rank B: The Servant's Agility, Magic Resistance, and Endurance are increased by 1. Rank A: The Servant suffers no impediment from non-fatal injuries. Rank EX: Enemy Servants' Noble Phantasms only deal half damage to the Servant. Grail Champion – cost 14 This skill does not have ranks. Rather, it grows in power the longer the Servant survives in the Grail War. With all 7 Servants alive, this skill does nothing. With 6, their lowest ranked parameter is increased by 1. With 5, their lowest ranked skill or Noble Phantasm is increased by 1. With 4, their ability to detect other servants is increased, all masking skills are decreased by 1 against the Servant. With 3 Servants remaining, the Servant gains a new skill at the rank of their lowest skill. With only 2, that skill is raised to the rank of their highest skill. Martyr: If the Servant is slain, a large portion of their mana is invested into the Master's magical circuits, providing an immediate number of attribute points that the Master can (and must) allocate as soon as this ability to activates. The number of points bestowed is proportionate to the rank of the skill, as follows: D: 3 C: 6 B: 12 A: 18 EX: 30. This skill can allow the Master's parameters to reach EX rank. NOBLE PHANTASM The Servant's signature weapon or attack, ranked “D” to “EX”. Can have more than one. 20 Points for Stats, 60 Points divided between Skills and Noble Phantasm E = 0 D = 1 (1) C = 3 (4) B = 5 (9) A = 8 (17) EX = 20 (37) Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-11-2015, 04:41 AM |
#2 |
Suzerain of Sheol
Desolation Denizen
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MASTERS Suze
Leila Aliyah Elshtein
AFFILIATION Zürich College of Numerology AGE 47 GENDER Female NATIONALITY Swiss (Jordanian by birth) HEIGHT 5'5” WEIGHT 129 lbs HAIR Black EYES Black MAGIC DISCIPLINE – Numerology B (9) ELEMENTS Aether – A (17) Earth – C (4) Fire – B (9) Water – C (4) Wind – C (4) Mana Affinity – B (9) Mana Reserve – C (4) SPELLS KNOWN Tarterus Tetragrammata – Uses Fire, Earth, and Aether mana to compute the cosmic formula for infernal punishment. Creates a cage of hell-fire around the Magus that attacks both the body and soul of anything it touches for EX-rank damage. Fire resistance lowers the damage to A-rank. The cage can be manipulated by altering variables in the formula to encase a target rather than the caster, or to appear as a solid barrier rather than a cage, which reduces its offensive abilities by 1 rank, but protects the Magus from physical attacks as an EX-rank shield or from magical attacks as an A-rank shield. Concordant Cardinality Maxtrix – Uses pure Aether mana to create a symbiotic bio-feedback effect between the Magus and the surrounding environment, allowing them to temporarily incorporate the local mana source as part of their magic circuits, feeding the energy directly into their life-force. This spell will rapidly deplete the environmental mana present in the locus, due to the massive inefficiency of the ad-hoc circuit, but while it is maintained, the magus is effectively immortal and possesses infinite mana which they can feed to their Servant. When the spell expires, the Magus's internal mana reserves are completely depleted. The variable in the formula can also be reduced to 0 to allow the spell to function as a sort of “mana-vacuum”, turning the locus into a magical dead zone and draining any nearby Mages of their mana reserve. This can even cause weakened Servants in the area to temporarily dematerialize. Imaginary Parallax Hyperbola – Uses Water and Aether magic to alter the target's time-progression to a fraction of its normal state, essentially freezing them in stasis for as long as the spell's tremendous mana cost can be sustained. The variable in the equation can be modified to allow for multiple targets but doing so both weakens the potency of the stasis – making it more of a slowing spell – and increases the mana strain on the Magus. By emptying all of their remaining mana into the spell before it expires and zeroing the equation, the Magus can rapidly accelarate the target back to their normal time progression, inflicting B-rank Aether damage on them in the process as their internal organs rupture under the sudden burst of metabolic activity. Annulus Aleph-nul – A spell specifically researched by Leila and her magnum opus, it is actually a Kabbalic Gematria equation incorporating the Sephir of Keter in a negative expression utilizing raw Aether to launch a devastating attack on the spirit of an opponent. Leila can only cast the spell in a locus possessing high ambient mana levels that she can draw on, and even then must burn a small part of her life-force each time she casts it. Almost no human magic can resist the attack, and even the magic resistance of most Servants has a severely diminished effect against it. While the damage of the spell is properly classified as EX for a Magus, its power is more fitting for that of a Noble Phantasm possessed by an average Servant. Leila has never attempted to cast the spell inside of her Concordant Cardinality Matrix, fearing that conflicts between the equations would result in catastrophic consequences within her magical circuits, let alone to the environment should such a spell be invested with the infinite mana of the CCM. Biography: Born Leila Aliyah Bendayan to a family of Jordanian Jews living on the Isle of Peace in the years before the Sequestration, her youth was a time of near-constant upheaval as the persecution of her people and her family drove them out of the country and they fled from one exile to the next until they were finally evacuated to Switzerland by humanitarian services, where they settled in Zürich. A natural genius in logic and arithmetic, Leila excelled in her schooling and was accepted into the College of Numerology at 15 after passing the detection test for latent magical circuitry. While her family was appalled by her decision to learn magic, she had found her calling in life in the intersection of the theoretical world of mathematics with the realities of magecraft to which they could be applied, and dedicated herself entirely to her studies. A decade later, she was certified as a Numerological Magus by the college, earning her Magus Doctor for her work in applying the Concordant Cardinality Matrix to practical magecraft. She also, in the interim, was engaged to and married one of her professors, Dr. Johannes Elshtein, the young head of the Kabbalic Numerology department at the university. Together, they pursued post-graduate studies in the Gematric application of Numerological Magecraft, an endeavor which occupied the following 23 years of Leila's life, culminating in the creation of her masterwork formula, the Annulus Aleph-nul, perhaps the most powerful practical application of Numerology ever recorded. As a reward for her distinction, the College promoted Leila to the rank of Magistra-Rabbi and entered her as its representative in the coming Grail war, believing that with the Annulus as her secret weapon and her mastery of Numerology, she would be able to to win the Grail for the honor of College. It is also possible that they have sent her off to die, fearing that her research has led her to discovering magics that mankind should not possess, given that her grand masterwork has no practical application besides the total annihilation of souls. The college benefits by either her victory or loss in the coming war. A scholar at heart, Leila desires the grail only to perfect her understanding of magecraft by attaining the Absolute and reaching the Akashic Record. Knowing that reaching such a pinnacle of omniscience would be a one-way trip, she has already said her good-byes to Johannes as she leaves for the war. She is fully willing to do whatever is necessary to achieve victory, and cares little for any collateral damage that her spells or her Servant might cause. Whether she wins the Grail or loses her life in the process, she does not intended to come back. Salone
Isaac Darby Hemlock
AFFILIATION: Royal Army Medical Corps (retired) NATIONALITY: British (English) AGE: 56 GENDER: Male HEIGHT: 5'10" WEIGHT: 164 HAIR: Light brown, silver wingtips EYES: Blue MAGIC DISCIPLINES Alchemy A Mysticism D Necromancy D, Aether – A Earth – D Fire – C Water – B Wind – D Mana Affinity – C Mana Reserve – C SIGNATURE SPELLS Cellular Suggestion Hemlock passes his mana through the cells and structures of small living and non living organisms, taking control of them. From here he uses the spell to either move the cells from their host to another location (Him or another target), or to alter and grow them. Expulsion Disguised as a violent cough, Expulsion moves a chosen contagion through Hemlock's mouth, essentially turning it in to a ranged breath weapon. With a mix of Wind and Fire, the contagion attempts to take hold and fester at an extremely accelerated rate. With enough power, this spell can fill the air around Hemlock to make a large but hardly perceived cloud of disease and plague. Terminal Isaac takes time to take hold of a larger organic structure, attempting to control an entire organ of his target. Once taking hold, he alters or completely shuts down the organ, rendering it unable to be controlled by the host body. Tumor Hemlock accelerates his metabolic rate and reaction time to an extreme degree. At the same time, Hemlock's body produces a sizable tumor formed of one of the many diseases within him. The tumor leaps from his body, essentially absorbing an incoming attack against his person. This spell is incredibly taxing, and multiple uses of it can leave Hemlock exhausted. Suspension Hemlock manipulates every cell in an organism's body, slowing them to a near complete standstill. This prevents all active effects or dying for the target body, and the body stays in this state until the spell is suspended. Hemlock can use this spell upon himself, but he would essentially be dead since he would have no way to end it. Biography: Isaac Darby Hemlock was born in Sunderland, England. From an early age he was conscripted by his father to help in the family veterinary practice. With guidance from him, Isaac grew to become a skilled practitioner of the healing arts, both in animals and people. This was attributed to his study under his father, but the actual reason was his passing on the gift of magics to a young Isaac. His magical talents manifested in the form of manipulation of the very cells of a body, allowing him to remove diseases from his patients. He quickly outgrew his father's talents and advanced in the medical field, mostly due to his supernatural understanding of how the body and organisms functioned. Instead of becoming a famous surgeon or specialist, he decided to remain in the countryside as a village physician, making house calls and visiting the more remote locales. Isaac's life took a turn for the darker side when The Troubles spilled over in to England. He lost his father to the violence, and enlisted in the Royal Army Medical Corps to help aid and heal those affected. His military time took him from sporadic relief efforts with the The Troubles to the Dhofar Rebellion in Oman to the notorious Falkland War. Always passing up promotion to stay in the field, Isaac had a "knack" for bringing back fellow soldiers alive, saving many a life under fire. He had a habit of refusing both commendation and attention, wanting to keep his abilities and exploits in the obscurity where they belonged. During operations in Oman, Isaac was responsible for evacuating several wounded civilians. One of his rescued was a greviously injured mage, delirious and on the brink of death. With many wounded and unable to save them all, Hemlock was forced to let the wizard perish. In his final minutes, the mage told Isaac of the coming war over the Grail, and where it was to take place. Isaac took the man's babbling as mere reaction to trauma, but his words stuck with him, and as the year of the fabled war drew closer, Isaac's mind has begun to slowly turn to the matter. In retirement, Hemlock has taken up his old practices of visiting rural communities as a physician and veterinarian. His time in the military, as well as the tragic loss of his father, has darkened his outlook on life. What appears to be a deceptively aged man as the picture of perfect health conceals a darker reality. His body houses the diseases and afflictions of those he has healed, and is a cesspool of contagion. His lungs are riddled with cancer from his constant smoking, held inert by his own magic. The mass of pain and disease he has seen, as well as his age, have left him bitter towards others. In the last few months he has vacationed to France. Specifically Avignon, continuing his practices as a small-time doctor on the side but secretly watching for those who would participate in such a foolish war. If the Grail is real, and its power is true, then Hemlock would like to see one more war through, even if it means taking the life of those involved. Should he manage to survive the war for the Grail and become the victor, he has made up his mind to wipe out magic itself. He knows his magic can spread healing and give aid, but if the powers of magic can fight selfishly over near unlimited power and possibly hurt those around them, then he shall finally take control over a war that he can end - permanently. This would very soon kill him, as the only way he has survived his career is to harbor the diseases he has cured inside him. After his life though, he deems the cost fitting. Everything ends. With this, at least he can end some suffering as well. Galla
Lucienne Dior Moreau
AFFILIATION: The Moreau Family Clan AGE: 83 GENDER: Female NATIONALITY: French HEIGHT: 5'7" WEIGHT: 124 lbs HAIR: Brown EYES: Green MAGIC DISCIPLINE Alchemy – D (1) Curses – B (9) Jewelcraft – B (9) Mysticism – C (4) Necromancy – D (1) ELEMENTS Aether – E Earth – B (9) Fire – D (1) Water – B (9) Wind – C (4) Mana Affinity – B (9) Mana Reserve – C (4) SIGNATURE SPELLS Revigorée Quartz Tuned into the caster's unique mana signature, quartz crystals act as general use spell amplifiers. The effect is less powerful than specialized stones, but will give the same level of improvement to a variety of spells. Graines de Lemurian Use of Lemurian Quartz alone or in a larger device allows for communication across vast distances. This is made easier when a second stone or device is used by whomever the caster wishes to communicate with. Dolomite Bouchon - 2nd Chakra A Binding spell augmented through use of prepared Dolomite. When cast, the spell attempts to stop unintended leaks of the target's mana or, if no issues with mana flow are found, strengthens the magical circuits in the target's body, temporarily making them less vulnerable to attacks on their magic itself. Rafraîchissant Olivine - 3rd and 4th Chakra Healing spells augmented through use of prepared Peridot. The gem improves tissue regeneration, cleanses through the blood, and fights the aging process. Nephrite Curatifive - 4th Chakra Healing spells augmented through use of prepared Jade. The stone aids recovery from wounds, minor illness, and helps to prolong life. Apatite Liquide - 5th Chakra A Curse augmented through use of prepared Blue Apatite. When cast, the target's larynx spasms and clamps shut, as if they were drowning. If the spell persists, the vacuum of the lungs and heightened blood pressure will pull fluids from the body into the lungs, drowning the target without the need for water. Lepidolite Charmé - 6th Chakra Memory and Command spells augmented through use of prepared Litha Mica, which calms the target and makes them more vulnerable to manipulation. The stone encourages the target to recognize flaws in the caster and see them in a positive light, making the target more trusting. Biography Lucienne was born to a long line of sculptors and healing mages, the second of what would be four children. Her elder brother was planned to be the heir to their family crest from the time that he was born, until Luci began to show her own talent for magic. A prodigy, they claimed. A natural mystic. She was accompanied by her grandfather to the East, where she could be taught exactly what she was capable of. Years were spent learning alongside the handful of others that had been found with gifts like hers, with her grandfather taking up what free time she had to prepare her for the passing of her family's Magic Crest. With so many miles between them, her brother could do nothing to fight the loss of the inheritance. When she finally returned to her home in France, Luci was guided by her family's expectations of her. The study of Mysticism was never ending, a lifetime promised to learning in the hopes that she would one day be able to teach another prodigy. Practicing as a healer was a necessity to maintain her image as the Moreau heir. From beginning to end, her life was mapped out for her, a plan that would guarantee her success, and thus her happiness. As she grew older, Lucienne heard more and more of the great magical discoveries and achievements of her former peers, while all she had for herself was the legacy she was born into. Convinced that every sign of aging was proof that her magic, always used for restoring the body to perfect health, was fading. Luci left her practice and began her studying anew, intent on recovering her power and youth with her magic. While she found many spells to lengthen her life, none could give her the true immortality she had begun to crave. Worse yet, Luci found herself with another talent: Curses. Decades of experimenting, of testing the limits of her abilities, twisted the benevolent lessons of her childhood into dangerous spells that turned the body and soul against itself. With the ample Moreau magic and fortune behind her, Lucienne seeks the Grail to gain the true immortality she has chased for more than half of her life. Espy Frej von Straußheim AFFILIATION Straußheim mage lineage AGE 24 GENDER M NATIONALITY German HEIGHT 5’5” WEIGHT 110 lbs HAIR Black (dyed, naturally brown) EYES Blue MAGIC DISCIPLINE – Alchemy – A (17) ELEMENTS Aether – A (17) Earth – B (9) Fire – D (1) Water – D (1) Wind – C (4) Mana Affinity – B (9) Mana Reserve – D (1) SPELLS KNOWN Kinetic Transmutation Frej imbues a target object with mana, then transmutes the mana energy into kinetic energy. He can only transmute his own mana, and contact makes this easier to carry out. This new kinetic energy allows Frej to make objects explode (or implode), or augment his own speed and strength, though the latter taxes him heavily. Mana Absorption If in contact with mana, Frej can absorb small amounts at a time. This can be used to replenish his own mana reserve, or to lessen an attack made by pure mana. Mana Shield Mana solidifies into a solid state and creates a shield that can block both physical and magical attacks. Frej can expand this shield to cover a large area, or bring it close to his body to form armor. Mending By weaving threads of mana through flesh and bone, Frej can sew closed open wounds and rejoin broken bones. This technique exhausts him quickly, as it requires him to constantly "see" beneath skin and often blood with a steady stream of mana. Biography: As formidable a mage as he could have become with proper training, Frej von Straußheim, born into the Straußheim bloodline of powerful Alchemy mages, would much rather inanely (according to his parents) chase after a Photography major. Doted on as the newest prodigy of the clan, Frej grew up sheltered and spending very little time outside the household. As a result of devoting most of his childhood to training in the family's arts, he started school rather late, at the age of eight, and was frequently homeschooled for months at a time. Friends weren't a common occurrence, but they opened up a window into the outside, non-mage world for Frej. Finishing up the eighth grade at the age of seventeen, Frej had grown utterly tired of the constant coaching, disappearing for hours on end after classes to explore the city either by himself or with a few classmates, causing his mother to worry to no end, and his father to turn his attention to his two younger sisters, Carina and Sigi, who were both also quite adept at Alchemy. Now in his third year at college and still quite a ways from obtaining a degree of any sort, Frej mostly spends his time distancing himself from his mage heritage and abilities, instead opting to tote around a backpack full of photography equipment and wander through the city taking pictures of whatever catches his attention. He does, however, occasionally attempt to teach himself some healing magic, figuring it to be actually useful compared to what he had learned from his parents. The Straußheim family reluctantly funds his collegiate adventures, in the hopes that he'll eventually graduate (or grow tired of it) and return home to his alchemical studies. NPC -- Berserker's Master
Father Heinrich Antonius Rosenbach
AFFILIATION The Holy Church AGE 54 GENDER Male HEIGHT 5'11” WEIGHT 195 lbs HAIR Gray EYES Blue MAGIC DISCIPLINE – Sacramental A Although having no magical circuit of his own, Heinrich has unshakable faith in his religion and the training to handle divine artifacts. He is able to perform Sacramental magic with the assistance of Mystic Codes loaned to him by the Church Elements Aether – E Earth – E Fire – E Water – E Wind – E Mana Affinity – E Mana Reserve – E Relic of the True Cross – A Mystic Code over 2,000 years old that serves as a mana-reactor for the wielder, even if they themselves cannot use magic. By speaking the invocation, Iesus Nazarenus, Rex Iudea, the wielder can process ambient mana as if possessing an A-rank affinity and use it to fuel the abilities of their Servant. Executor Vestments – Heinrich's robes are interlaced with kevlar weaves and consecrated with protection spells, making them proof against mundane weapons or non-magical attacks of any kind. Black Bible of Carcassonne – An ancient war-text of the Templars once containing 1,000 Black Key Mystic Codes. Over the centuries, they have been expended in various heretic-hunting missions, but 112 of the Keys still remain. By reciting the attuned verse, Heinrich can manifest the conceptual swords to use as weapons, though they break easily once in use. Most of the Keys are standard mana-bane weapons of varying forms, but several, more valuable Mystic Codes contain the meta-information for extremely powerful Sacramental weapons, which are to be used as a last resort, as they are literally irreplaceable. Shroud of Saint Peter – Perhaps his most powerful and priceless artifact, Heinrich wears the Shroud wrapped around his chest under his clothing. It provides him EX-rank Magic Resistance, capable of withstanding even a direct hit by a Servant's Noble Phantasm, but the Shroud deteriorates each time it is forced to absorb magic, and must be used only in desperate situations. Executor Training – As a veteran Executor, Heinrich is among the most finely-trained and tested killers in the entire world. He is essentially immune to fear and possesses rapid reaction times, matched with acute tactical acumen. His body is a living weapon, transmuted by Sacramental rituals to give him combat abilities equal to those of an E-rank Servant. His personal faith is unbreakable, making him extremely resistant to mind-affecting magic of any kind. Biography: Born Rotislav Antochi in Soviet-occupied Czechoslovakia, he lived a youth in abject poverty and waywardness after his parents were arrested by the state for their practice of Orthodox Christianity. In his later teenage years, he became involved in radicalized underground religious circles, which eventually led to him perpetrating several bombings against the regime that had robbed him of his parents. He was later caught, arrested, and sentenced to death, but having heard of his fanatic devotion to the faith and willingness to kill in its name, the Holy Church sent an Executor to break him out of prison in order to recruit him. Witnessing firsthand the seemingly “divine” powers commanded by the Executor's Sacramental magic, Rotislav formally avowed himself to the Church and began training as an Executor. In this time, he changed his name to avoid association with his criminal past, and left behind all memory of his grudge against the regime in favor of the more lofty calling of his Order. It was discovered during the course of his training that he possessed no latent ability to manifest mana, but his athletic and mental abilities more than made up for the deficiency in the eyes of his teachers, and he was trained in the use of Sacramental Mystic Codes to offset his lack of magecraft. Following his promotion to the rank of Executor-Knight, Heinrich began work as an exorcist, traveling from village to village within the bloc to expel demonic possessions. During this assignment, he began to come under attack by powerful adversaries the likes of which he had never encountered before: Dead Apostles and their vampiric thralls, who he later learned had seized shadow-control of the Soviet government and had been responsible for the purges of Christianity within the bloc, in attempt to drive the Church's presence out of the lands they controlled. Upon reporting to the Church Fathers of his discovery, Heinrich was tasked to lead an assault team of Executors into Russia itself to root out the Dead Apostles controlling the regime, and was given possession of the Black Bible of Carcassonne in order to fulfill that objective. And for over 20 years, Heinrich prosecuted his holy war from the shadows, losing many of his brothers in countless battles, but eventually succeeded in eradicating the vampire menace. Upon his return, Heinrich was promoted to the rank of Arch-Executor and given command of the entire order, being the most experienced agent at the Church's disposal by far. As such, with the revelation of the Grail's appearance in Avignon, he has been dispatched to France with a singular mission: to determine if, perhaps, this new Grail is in fact the Cup of Christ, and to secure its possession for the Church. He has been given the Shroud of Saint Peter and the Relic of the True Cross to aid him in winning the Grail war. Further, upon his departure, he was presented with an ancient warhorn and instructed to use it as his conjuration focus whilst summoning his Servant, specifying the trait “Insanity” during the ritual invocation. With Berserker at his disposal, Heinrich believes he has the perfect strategy to defeat all of his competitors in the Grail War and means to kill the other masters personally. NPC -- Saber's Master Leonard Stefan Cartwright AFFILIATION The United Royal Guild of Magi AGE 49 GENDER Male NATIONALITY British HEIGHT 5'9 WEIGHT 166 lbs HAIR Bald EYES Brown MAGIC DISCIPLINE – Elementalism -- A ELEMENTS Aether – B Earth – B Fire – E Water – E Wind – E Mana Affinity – B Mana Reserve – A SIGNATURE SPELLS Manarhythmic Sustenance By drawing upon small amounts of ambient Earth mana, Leonard fuels his cells with a trickle of magical energy, staving off weariness or hunger, allowing him to function without sleep or eating for long periods of time. Biome Bastion Focusing Earth mana on the surface of his skin, Leonard is able to block incoming physical attacks. With his extremely high mana reserve, Leonard can channel enough mana into the defense to block even extremely powerful explosions. While direct magical attacks can overcome the shield, it still serves to dampen the effects of such spells, should they hit him. Antirespiration By manipulating Earth mana into his enemy's magic circuits, Leonard is able to paralyze their cellular activity, preventing their organs from functioning as long he maintains the spell, which he can do almost indefinitely so long as he is able to focus upon a single target. Geomantic Manipulation Leonard is able to change the patterns of local Earth mana, physically altering the landscape around him to attack his enemies or to protect himself and his Servant. Ley Line Apposition By analyzing the tracks of ambient Earth mana, Leonard is able to determine the location of nearby mages by tracking the disturbances they make in the local mana when they wield their magic. Concussive Blast Folding Earth mana upon itself rapidly, Leonard causes it to detonate in a targeted location, creating a wave of sonic pressure that can deafen, knock away, or even kill his enemies. Biography Leonard was born to a distinguished line of military officers, instilled with a strong sense of nationalistic pride through his childhood. He was raised in the most prestigious academies and provided with the finest education money could buy. His talents as a mage were recognized early, and he was schooled in traditional elemental magic, a discipline he excelled at. Joining the British army when he came of age, Leonard naturally rose to a position of command, rising to the rank of Lieutenant General. While he has never actually seen combat, he achieved the highest marks of his class in tactics and applied magecraft. When he was asked to represent the United Kingdom in the coming Holy Grail War, Leonard could not but except; not only was he the best for the position, but he considered it a personal honor of the highest measure to bring fame and glory back to the British crown. He considers the gifting of the Coronation Sword, Curtana, to him as a summoning catalyst a mark of gratitude and prestige from the nation he has served so dutifully all his life. His sole ambition for the Grail is to win it for Britain, that it can lead his country into a new golden age. SERVANTS Suze -- Lancer
Pelles, The Fisher King of Corbenic
Lancer Strength: B Endurance: A Agility: B Mana: B Magic Resistance: B Casual Appearance: Stands over 7 ft., severely emaciated, skin so pale as to be translucent, body is covered in weeping lesions and leprous tissue. Hair has fallen out in clumps, what remains is colorless, falling in ragged strands down past his waist. One eye is a hemmoraged mass of ruptured tissue that bleeds endlessly; the other is cloudy brown obscured by cataracts, the lid drooping heavily. He wears a rotting robe that hangs off his frame, revealing his execrated body. Battle Appearance: His hair is tied back into a tight braid, and a crown of thorns surmounts his head. His robe is replaced by a suit of rust-mottled plate armor that encases his entire body; the pestilence from his wounds leaks through the gaps in the plates and stains the armor further. He wears a tattered cloak of regal bearing, violet and gold-embroidered, lined with rich furs but devastated by age and lack of care. In this form he reveals his Noble Phantasm, the Lance of Longinus, a 9 ft. spear with a haft of twisted briars, the thorns of which pierce his hand as he wields it. The blade of the spear is a 2 ft. spike similar to that of an ahlspiess, wrought of pristinely white metal, the tip of which is stained indellibly crimson. SKILLS Battle Continuation – B (8) Battle Continuation: The Servant is capable of surviving and recovering from what should be fatal encounters. D allows the Servant to recover from a fatal wound if healing magic is applied immediately by the Master. C allows the Servant to survive fatal attacks as if their Endurance were one rank higher. B allows the Servant to recover from injuries within minutes outside of battle. Grail Champion – (14) This skill does not have ranks. Rather, it grows in power the longer the Servant survives in the Grail War. With all 7 Servants alive, this skill does nothing. With 6, their lowest ranked parameter is increased by 1. With 5, their lowest ranked skill or Noble Phantasm is increased by 1. With 4, their ability to detect other servants is increased, all masking skills are decreased by 1 against the Servant. With 3 Servants remaining, the Servant gains a new skill at the rank of their lowest skill. With only 2, that skill is raised to the rank of their highest skill. Martyr – B (8) If the Fisher King is killed during the course of the war, his master receives a permanent bonus of 12 parameter points that he must allocate immediately. NOBLE PHANTASM LONGINUS God-Piercing Deicide (27) Rank: A/EX Effect: A spear of divine energy 1,000 ft. in range pierces its target at the speed of light. This attack cannot be dodged by less than an EX dodging ability and pierces any barrier or armor effortlessly. It deals additional damage to targets who possess Divinity. If the Fisher King is actually summoned using the Divine Lance as a focus, the spear is empowered even as use as a normal weapon, causing wounds it inflicts to flare with a mana burst that attempts to burn out the magical circuits of the target by overloading them with mana. If the target is able to sustain the mana burst in their circuits, the infused mana is dissipated within seconds. This additional effect is added to the active Noble Phantasm as well, inflicting an EX-class mana burst upon the target's magical circuits, which is all but certain to overload them. Further, possession of the actual Divine Lance as an artifact reduces the Mana cost to unleash the Noble Phantasm by one step. GOLGOTHA And He was wounded for our transgressions...(Free) Rank: EX Effect: The Fisher King only gains access to this Noble Phantasm if he is one of the two remaining Servants alive at the end of the Grail War. It symbolizes his intimate connection to the Grail and its original owner. By activating this Noble Phantasm, the Fisher King creates a Bounded Field 10,000 ft. in diameter appearing as a barren plain with a rocky hill in its center. Enemy Servants trapped within the Field are crucifed upon the hill with conceptual nails that repel all magecraft. The Master's mana cannot be used to resist the Noble Phantasm and the Servant takes continuous damage as long as they are cruficed, being able to escape only by burning through their own Mana Reserve. The only other known way to counter this attack is for the Master to expend a Command Seal ordering their Servant to free themselves. Unless the Fisher King is supplied with a Reality Marble by his master, this Noble Phantasm requires a truly outstanding amount of mana to evoke, and will leave both the Fisher King and his master extremely vulnerable if it is countered. Quiet -- Rider
Leonardo da Vinci
Rider Strength – C Endurance – C Agility – B Mana – A Magic Resistance – A Casual Appearance: a fit young man with a red painter's cap over chin length curling hair. Resembles a typical student with paint stained trousers and a t-shirt bearing the Vitruvian Man. His pockets and a satchel are stuffed with brushes, art supplies, and note pads. Battle Appearance: da Vinci is recognizable as who he is to anyone familiar with his latter self portraits. He has long, white hair and a beard, and wears brightly coloured Florentine dress from the Renaissance with a red, lopsided woolen cap. Skills Riding – B The Servant is able to ride both animals and vehicles with expertise. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill. Item Construction – EX Da Vinci can use this skill to craft his war machines and items of his own invention as well as mimic items or creatures that he sees via prototype robotics, solar power, mechanics, or sculpture. Polymathematica – A +17 Da Vinci can swap his Noble Phantasm for another's NP or skill and use it as an ability at his Polymath rank. Noble Phantasm The Last Supper Do this in memory of me.... Rank: C (5) Effect:Da Vinci calls forth a Bounded Field 1,000 ft. in diameter which replicates Holy Ground under which no Servants can commit violent action. He can maintain this as long as he is supplied mana by his master, but can take no hostile action himself. Salone -- Caster
Grigori Yefimovich Rasputin
Caster Strength: E Endurance: C Agility: C Mana: A Magic Resistance: A Casual Appearance: Rasputin is an aged and world weary man, and it shows. His face is tanned from pilgrimages, and creases and wrinkles assault every inch of him. His hair is dark, unkempt and ragged, and an untidy beard hangs from his jaw. However disheveled, he is still an imposing man. Rasputin stands at 6'4", and is solidly built from his many travels. He is adorned by a simple brown cloak, ravaged by time with holes and tears. The only thing that avoids labeling him as a simple peasant are his eyes. They glow with the shine of an otherworldly intelligence, fierce and mad in their stare. They are not so easily forgotten. Battle Appearance: Rasputin's cloak transforms in to a once magnificent robe of white, now faded, tattered, and beaten. Long strips have been torn to pieces, and in many places it runs a dirty dark red from his own blood. Several of them blossom from the torso, and many holes from knives and gunshots have reduced the front to mere shreds. His skin is a pale grey, and his hair has become matted and tangled. A single hole from a gunshot to the forehead adds to his visage, and it slowly seeps pus and clumps of frozen blood. Ice fringes his clothes and body, and gives him a look of permanent hypothermia and frost. Mist escape his mouth with every breath, and his very veins betray themselves with a purple hue from being frozen in the river Niva. SKILLS Item Construction C Item Construction: The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank. Territory Creation A Territory Creation: The Servant is able to create a Bounded Field that amplifies their own abilities and the abilities of their Master while they are within it. Rank D provides abundant mana that can be shaped to any element by either the Servant or the Master. Rank C increases the Servant's Mana and the Master's Mana Affinity by 1 rank. Rank B decreases the enemy Servant's Mana and the enemy Servant's Mana Affinity by 1 rank. Rank A increases the Servant's Noble Phantasm by 1 Rank and the Master's Aether Affinity by 1 Rank. The size of the Bounded Field is 5,000 ft. in diameter. Presence Concealment EX Presence Concealment: The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Rank A allows the Servant to disappear completely even in mid-battle. Rank EX allows the Servant to attack even while concealed without breaking their stealth. NOBLE PHANTASMS Raspad Magiya A Rasputin attempts to cut directly in to the mana flow between a master and his servant from the shadows. After achieving the connection, he drains power from the servant in to his own reservoir, greatly weakening and all but dematerializing the servant.The excess power raises his Item Creation skill to EX, until he has executed his second Noble Phantasm. Nozh Gregoriya D If executed before Raspad Magiya: Rasputin summons a knife forged from his own mana. He uses the knife to cut his twisted soul from his body, leaving the physical manifestation of him hidden with Presence Concealment. After freeing himself, the soul attempts to invade and corrupt an opposing servant, briefly turning them on their master. This Noble Phantasm is incredibly taxing, and can only be used within the range of a Territory Creation that Rasputin currently has in effect. If executed after Raspad Magiya: Rasputin channels all of his power in to Item Construction, forging within moments a weapon of the pure mana drained from his victim. The design of the weapon varies, limited to those used to assassinate Rasputin during his previous life. After the weapon has been created, it is either shot or hurled at the target of the previous Noble Phantasm with extreme magical force, attempting to separate the very soul of his target from their physical body by using their own mana against them. Nozh Gregoriya may only be used in this way after Raspad Magiya has been successfully executed, and only on the previous target. Galla -- Assassin
Kutoyis
Assassin Strength: B (5) Endurance: B (8) Agility: A Mana: E Magic Resistance: B Casual Appearance: Battle Appearance: SKILLS Homunculus Circuitry - C (4) > A (13) This skill replaces the Servant's dependency on their Master's mana with a dependency on the local environmental mana that they are able to gather themselves, and as such, their ability to do so is far greater than that of other servants. Each rank in this skill is equivalent to the same rank in the Mana stat of a normal Servant. Presence Concealment - B The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Presence Detection - B (9) The Servant has the ability to nullify the Presence Concealment ability of one rank less than their rank in this skill. Furthermore, Rank D allows the Servant to detect mana concentrations within 1,000 ft. Rank C allows the Servant to detect mana concentrations within 3,000 ft. as well as determine which type of elemental mana is present in what quantities. Rank B extends the range to 5,000 ft. and allows the Servant to determine a Master's elemental and mana affinities if they are within the range of this ability, and to track them inerrantly. Item Construction - B (9) The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank. Guardian Knight - C (4) The Servant has their defensive abilities increased when they are protecting their Master or an innocent, as follows: Rank D: The Servant's Endurance is increased by 1. Rank C: The Servant's Magic Resistance and Endurance are increased by 1. Single Combat - D (1) The Servant's parameter's are boosted when faced with a single opponent. D increases Endurance by 1. Riding - D (1) The Servant is able to ride both animals and vehicles with expertise. Rank D allows the Servant to handle any vehicle or mount after a few moments of study. NOBLE PHANTASMS Hero's Grave (9) Rank: B Effect: When killed, the Servant's body will not disappear and their Master will retain their remaining Command Seals. When the Servant's true name is said within 100 ft. of any part of the corpse, no matter how small, the Servant will be resurrected. The Servant can be resurrected up to four times. After the fourth, all of the Servant's parameters will be increased by 1. Sun Dance (17) Rank: A Effect: The Servant is surrounded by two circles of knives which mirror the elemental properties of the current mana sources. The outer circle will hurl themselves at enemies, with new knives replacing any that are broken or lost as long as mana is available to do so. The inner circle actively defends the Servant and will not regenerate. All knives of the inner circle are attached to the Servant by ropes, which are then tied to spikes pierced through the Servant's skin. If all knives of the inner circle are removed or destroyed, the attack will end. This Noble Phantasm is considered EX rank against Divine Beasts. Espy -- Archer
Attila the Hun
Archer Strength: A Endurance: B Agility: A Mana: B Magic Resistance: C Casual Appearance: Battle Appearance: SKILLS Independent Action – A The Servant is capable of acting without its Master's mana supply indefinitely. Territory Creation – C The Servant is able to create a Bounded Field that amplifies their own abilities and the abilities of their Master while they are within it. Rank C increases the Servant's Mana and the Master's Mana Affinity by 1 rank (Mana:A). Versus the World – B (9) The Servant's parameters are boosted when facing multiple opponents. B increases Strength, Endurance, and Agility by 1 (Str:EX, End:A, Agi:EX). Riding – C (4) The Servant is able to ride both animals and vehicles with expertise. Rank C allows the servant to intuitively ride any vehicle or mount with average skill. NOBLE PHANTASM Scourge of God – A A fiery vortex engulfs Attila, draining some mana from all nearby Masters and channeling it to Attila himself. He can also choose to route this energy to his Master if needed. Unless the opposing Servant(s) has a Magic Resistance of Rank A or above, this skill reduces their Strength, Endurance, and Agility attributes by 1 each. Sword of the Keeper – B Attila calls down a storm of fireballs and summons a sword with a long tail of fire and mana, which causes both physical and spiritual destruction. It can be wielded as one would an ordinary sword, or shot as a projectile with a bow, and leaps back into his hand when beckoned to. NPC -- Berserker
Herne the Hunter
Berserker Strength: A (EX) Endurance: B (A) Agility: C (B) Mana:C (B) Magic Resistance: C (B) Appearance: Clad in archaic bronze armor and a cloak of woven feathers, wears a plumed helmet surmounted with twisted black horns; its visor is torn away to reveal his Eyes of Lunar Madness. Constantly leaks mana, creating an aura of shadows that clings to his skin, making it difficult to discern his true appearance. Upon close examination, the bloated contusions of a hangman's noose can be seen ringing his neck. He carries a black spear decorated with silver fur. SKILLS Madness Enhancement: A (13) Rank A boosts all parameters and the Servant's Noble Phantasm by 1, at the expense of the ability to communicate or reason. The Master is able to communicate a single target to Herne and he will hunt it relentlessly until he is called off by his Master. More complicated commands require the expenditure of a Command Seal. Wild Hunt: B (9) Herne is able to track his target's mana signature over great distances and can pierce through B-rank or lower levels of Self Concealment if the enemy Servant is within visual range. He cannot precisely locate his target at long range, however. Mystic Eyes of Lunar Madness: B (9) Herne's eyes constantly shine with a deranged outpoor of mana. Anyone who meets his gaze is temporarily driven into a homicidal frenzy as long as Herne remains within the area. This ability is negated by Rank B or higher magic resistance, but is empowered at night and requires Rank A magic resistance to counteract. NOBLE PHANTASM Hell's Hunt – Howl of the Black Moon (17) Rank: A (EX) Effect: Herne summons up to 8 demonic hounds who fight with his combat parameters. He can replace them if they are killed by drawing on his Master's mana. This hounds are considered divine beasts, and they serve as an extension of the Heroic Spirit itself, meaning that as long as those summoned are alive, the destruction of Herne's body will not dissolve them as mana constructs. If Herne is killed, it possible for the hounds themselves to take on the role of Berserker in his place. Herne's Spear – Murder of Prey (9) Rank: B (A) Effect: Herne's primary weapon, can harm other Heroic Spirits. He can recall it to his hand at will if he throws it or is disarmed. Once he has wounded his target with the spear, it becomes almost impossible to dodge subsequent strikes. Only EX-rank dodging or defensive abilities will function against it. NPC -- Saber
SIR TRISTRAM DE LYONESSE
SABER Casual Appearance: Battle Appearance: Strength: A Endurance: A Agility: B Mana: D Magic Resistance: B SKILLS Single Combat EX EX increases all parameters by 2 when fighting against a single enemy. NOBLE PHANTASM CURTANA Sword of Eternal Mercy Rank: A Effect: Tristram's sword has two manifestations, its sealed a form which he normally fights with -- which appears to be wrapped in pristine linen, blade and hilt, -- and the revealed Noble Phantasm which he can draw forth when he has accrued enough mana to unsheathe the blade, wherein it shines blindingly white, appearing to be a blade wrought of molten pearl. In its revealed form, Curtana instantly heals any wound Tristram suffers and is able to parry an enemy's Noble Phantasm. With his low Mana score, Tristram is both unable to maintain the Noble Phantasm for long periods of time, and requires extensive mana from his master to reveal, unless he is fighting a single opponent for a prolonged period, in which case his Single Combat ability boosts his Mana parameter high enough to wield the true form of the Sword with ease. NPC -- Ruler
Merlin
RULER Casual Appearance Battle Appearance: Strength: C Endurance: B Agility: B Mana: EX Magic Resistance: EX SKILLS True Name Discernment EX Merlin knows the identity and statistics of each Heroic Spirit called forth in the Holy Grail War, as well as the precise nature of their Noble Phantasms. Elementalism A Merlin is a master of elemental magic and can evoke spells far beyond human ability with her magic. Shapeshifting A Merlin can assume any form she wishes, even that of other Servants, gaining the physical parameters of the form taken. Natural Incarnation EX Merlin is manifested by the Grail itself, and has no master. She draws mana directly from the Grail and has nearly limitless mana, as a result. Command Seals EX Merlin has been given 12 Command Seals by the Grail, which she may dole out to the competitors as rewards as she sees fit. She also has ability to revoke Command Seals from a Master, if they are found to be in violation of the rules of the Grail War. NOBLE PHANTASM Noblesse Oblige Rank: A ~ EX+ Effect: Merlin is able to call upon the Noble Phantasms of the other Arthurian figures: Arthur's Excalibur, Lancelot's Arondight, Gawain's Galatine, and Mordred's Clarent. It is also possible, in truly dire circumstances in which a Grail War has descended into complete anarchy, for Merlin to use these Noble Phantasms to summon the Heroic Spirits themselves, acting as their Master and using her own Command Seals to control and power them. Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-11-2015, 04:41 AM |
Suzerain of Sheol
Desolation Denizen
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#3 | |||
Open for business, now. :)
We still need one more person to join, ideally. The only not taken so far is Saber, oddly enough. Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-11-2015, 04:53 AM |
#4 |
Quiet Man Cometh
We're all mad here.
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Here's my guy, though he is a little over simple for now. The gist is there. Still have 6 more skill/NP points to add to something.
Leonardo da Vinci
Rider Strength – C Endurance – C Agility – B Mana – A Magic Resistance – A Casual Appearance: a fit young man with a red painter's cap over chin length curling hair. Resembles a typical student with paint stained trousers and a t-shirt bearing the Vitruvian Man. His pockets and a satchel are stuffed with brushes, art supplies, and note pads. Battle Appearance: da Vinci is recognizable as who he is to anyone familiar with his latter self portraits. He has long, white hair and a beard, and wears brightly coloured Florentine dress from the Renaissance with a red, lopsided woolen cap. Skills Riding – B The Servant is able to ride both animals and vehicles with expertise. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill. Item Construction – EX Da Vinci can use this skill to craft his war machines and items of his own invention as well as mimic items or creatures that he sees via prototype robotics, solar power, mechanics, or sculpture. Polymathmatica – C Da Vinci can emulate another class skill and use it at a same rank as his Polymathmatica skill. Noble Phantasm The Last Supper - A
Last edited by Quiet Man Cometh; 01-18-2015 at 04:06 AM.
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Posted 01-11-2015, 08:12 PM |
Suzerain of Sheol
Desolation Denizen
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#5 | |||
Awesome, Quiet. Will add him in. :)
Also, by request, I shall here clarify that: YES, characters will be dying in the course of this RP. Proceed cautiously, my friends. Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-11-2015, 08:25 PM |
#6 |
Salone
Problem to the Solution
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Grigori Yefimovich Rasputin
Caster Strength: E Endurance: C Agility: C Mana: A Magic Resistance: A Casual Appearance: Rasputin is an aged and world weary man, and it shows. His face is tanned from pilgrimages, and creases and wrinkles assault every inch of him. His hair is dark, unkempt and ragged, and an untidy beard hangs from his jaw. However disheveled, he is still an imposing man. Rasputin stands at 6'4", and is solidly built from his many travels. He is adorned by a simple brown cloak, ravaged by time with holes and tears. The only thing that avoids labeling him as a simple peasant are his eyes. They glow with the shine of an otherworldly intelligence, fierce and mad in their stare. They are not so easily forgotten. Battle Appearance: Rasputin's cloak transforms in to a once magnificent robe of white, now faded, tattered, and beaten. Long strips have been torn to pieces, and in many places it runs a dirty dark red from his own blood. Several of them blossom from the torso, and many holes from knives and gunshots have reduced the front to mere shreds. His skin is a pale grey, and his hair has become matted and tangled. A single hole from a gunshot to the forehead adds to his visage, and it slowly seeps pus and clumps of frozen blood. Ice fringes his clothes and body, and gives him a look of permanent hypothermia and frost. Mist escape his mouth with every breath, and his very veins betray themselves with a purple hue from being frozen in the river Niva. SKILLS Item Construction C Item Construction: The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank. Territory Creation A Territory Creation: The Servant is able to create a Bounded Field that amplifies their own abilities and the abilities of their Master while they are within it. Rank D provides abundant mana that can be shaped to any element by either the Servant or the Master. Rank C increases the Servant's Mana and the Master's Mana Affinity by 1 rank. Rank B decreases the enemy Servant's Mana and the enemy Servant's Mana Affinity by 1 rank. Rank A increases the Servant's Noble Phantasm by 1 Rank and the Master's Aether Affinity by 1 Rank. Rank EX provides both the Master and the Servant with infinite mana while inside the Bounded Field. The size of the Bounded Field is as follows: D = 100 ft., C = 500 ft., B = 1,000 ft., A = 5,000 ft., EX = 25,000 ft. Presence Concealment EX Presence Concealment: The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Rank A allows the Servant to disappear completely even in mid-battle. Rank EX allows the Servant to attack even while concealed without breaking their stealth. NOBLE PHANTASMS Raspad Magiya A Rasputin attempts to cut directly in to the mana flow between a master and his servant from the shadows. After achieving the connection, he drains power from the servant in to his own reservoir, greatly weakening and all but dematerializing the servant.The excess power raises his Item Creation skill to EX, until he has executed his second Noble Phantasm. Nozh Gregoriya D If executed before Raspad Magiya: Rasputin summons a knife forged from his own mana. He uses the knife to cut his twisted soul from his body, leaving the physical manifestation of him hidden with Presence Concealment. After freeing himself, the soul attempts to invade and corrupt an opposing servant, briefly turning them on their master. This Noble Phantasm is incredibly taxing, and can only be used within the range of a Territory Creation that Rasputin currently has in effect. If executed after Raspad Magiya: Rasputin channels all of his power in to Item Construction, forging within moments a weapon of the pure mana drained from his victim. The design of the weapon varies, limited to those used to assassinate Rasputin during his previous life. After the weapon has been created, it is either shot or hurled at the target of the previous Noble Phantasm with extreme magical force, attempting to separate the very soul of his target from their physical body by using their own mana against them. Nozh Gregoriya may only be used in this way after Raspad Magiya has been successfully executed, and only on the previous target. I don't know what you expected.
Last edited by Salone; 01-04-2016 at 01:54 AM.
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Posted 01-11-2015, 09:09 PM |
Gallagher
It Won't Stop
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#7 | |||
Kutoyis
Assassin Strength: B (5) Endurance: B (8) Agility: A Mana: E Magic Resistance: B Casual Appearance: Battle Appearance: SKILLS Homunculus Circuitry - C (4) > A (13) This skill replaces the Servant's dependency on their Master's mana with a dependency on the local environmental mana that they are able to gather themselves, and as such, their ability to do so is far greater than that of other servants. Each rank in this skill is equivalent to the same rank in the Mana stat of a normal Servant. Presence Concealment - B The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Presence Detection - B (9) The Servant has the ability to nullify the Presence Concealment ability of one rank less than their rank in this skill. Furthermore, Rank D allows the Servant to detect mana concentrations within 1,000 ft. Rank C allows the Servant to detect mana concentrations within 3,000 ft. as well as determine which type of elemental mana is present in what quantities. Rank B extends the range to 5,000 ft. and allows the Servant to determine a Master's elemental and mana affinities if they are within the range of this ability, and to track them inerrantly. Item Construction - B (9) The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank. Guardian Knight - C (4) The Servant has their defensive abilities increased when they are protecting their Master or an innocent, as follows: Rank D: The Servant's Endurance is increased by 1. Rank C: The Servant's Magic Resistance and Endurance are increased by 1. Single Combat - D (1) The Servant's parameter's are boosted when faced with a single opponent. D increases Endurance by 1. Riding - D (1) The Servant is able to ride both animals and vehicles with expertise. Rank D allows the Servant to handle any vehicle or mount after a few moments of study. NOBLE PHANTASMS Hero's Grave (9) Rank: B Effect: When killed, the Servant's body will not disappear and their Master will retain their remaining Command Seals. When the Servant's true name is said within 100 ft. of any part of the corpse, no matter how small, the Servant will be resurrected. The Servant can be resurrected up to four times. After the fourth, all of the Servant's parameters will be increased by 1. Sun Dance (17) Rank: A Effect: The Servant is surrounded by two circles of knives which mirror the elemental properties of the current mana sources. The outer circle will hurl themselves at enemies, with new knives replacing any that are broken or lost as long as mana is available to do so. The inner circle actively defends the Servant and will not regenerate. All knives of the inner circle are attached to the Servant by ropes, which are then tied to spikes pierced through the Servant's skin. If all knives of the inner circle are removed or destroyed, the attack will end. | ||||
Posted 01-11-2015, 10:54 PM |
#8 |
Salone
Problem to the Solution
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Isaac Darby Hemlock
AFFILIATION: Royal Army Medical Corps (retired) NATIONALITY: British (English) AGE: 56 GENDER: Male HEIGHT: 5'10" WEIGHT: 164 HAIR: Light brown, silver wingtips EYES: Blue MAGIC DISCIPLINES Alchemy A Mysticism D Necromancy D, Aether – A Earth – D Fire – C Water – B Wind – D Mana Affinity – C Mana Reserve – C SIGNATURE SPELLS Cellular Suggestion Hemlock passes his mana through the cells and structures of small living and non living organisms, taking control of them. From here he uses the spell to either move the cells from their host to another location (Him or another target), or to alter and grow them. Expulsion Disguised as a violent cough, Expulsion moves a chosen contagion through Hemlock's mouth, essentially turning it in to a ranged breath weapon. With a mix of Wind and Fire, the contagion attempts to take hold and fester at an extremely accelerated rate. With enough power, this spell can fill the air around Hemlock to make a large but hardly perceived cloud of disease and plague. Terminal Isaac takes time to take hold of a larger organic structure, attempting to control an entire organ of his target. Once taking hold, he alters or completely shuts down the organ, rendering it unable to be controlled by the host body. Tumor Hemlock accelerates his metabolic rate and reaction time to an extreme degree. At the same time, Hemlock's body produces a sizable tumor formed of one of the many diseases within him. The tumor leaps from his body, essentially absorbing an incoming attack against his person. This spell is incredibly taxing, and multiple uses of it can leave Hemlock exhausted. Suspension Hemlock manipulates every cell in an organism's body, slowing them to a near complete standstill. This prevents all active effects or dying for the target body, and the body stays in this state until the spell is suspended. Hemlock can use this spell upon himself, but he would essentially be dead since he would have no way to end it. Biography: Isaac Darby Hemlock was born in Sunderland, England. From an early age he was conscripted by his father to help in the family veterinary practice. With guidance from him, Isaac grew to become a skilled practitioner of the healing arts, both in animals and people. This was attributed to his study under his father, but the actual reason was his passing on the gift of magics to a young Isaac. His magical talents manifested in the form of manipulation of the very cells of a body, allowing him to remove diseases from his patients. He quickly outgrew his father's talents and advanced in the medical field, mostly due to his supernatural understanding of how the body and organisms functioned. Instead of becoming a famous surgeon or specialist, he decided to remain in the countryside as a village physician, making house calls and visiting the more remote locales. Isaac's life took a turn for the darker side when The Troubles spilled over in to England. He lost his father to the violence, and enlisted in the Royal Army Medical Corps to help aid and heal those affected. His military time took him from sporadic relief efforts with the The Troubles to the Dhofar Rebellion in Oman to the notorious Falkland War. Always passing up promotion to stay in the field, Isaac had a "knack" for bringing back fellow soldiers alive, saving many a life under fire. He had a habit of refusing both commendation and attention, wanting to keep his abilities and exploits in the obscurity where they belonged. During operations in Oman, Isaac was responsible for evacuating several wounded civilians. One of his rescued was a greviously injured mage, delirious and on the brink of death. With many wounded and unable to save them all, Hemlock was forced to let the wizard perish. In his final minutes, the mage told Isaac of the coming war over the Grail, and where it was to take place. Isaac took the man's babbling as mere reaction to trauma, but his words stuck with him, and as the year of the fabled war drew closer, Isaac's mind has begun to slowly turn to the matter. In retirement, Hemlock has taken up his old practices of visiting rural communities as a physician and veterinarian. His time in the military, as well as the tragic loss of his father, has darkened his outlook on life. What appears to be a deceptively aged man as the picture of perfect health conceals a darker reality. His body houses the diseases and afflictions of those he has healed, and is a cesspool of contagion. His lungs are riddled with cancer from his constant smoking, held inert by his own magic. The mass of pain and disease he has seen, as well as his age, have left him bitter towards others. In the last few months he has vacationed to France. Specifically Avignon, continuing his practices as a small-time doctor on the side but secretly watching for those who would participate in such a foolish war. If the Grail is real, and its power is true, then Hemlock would like to see one more war through, even if it means taking the life of those involved. Should he manage to survive the war for the Grail and become the victor, he has made up his mind to wipe out magic itself. He knows his magic can spread healing and give aid, but if the powers of magic can fight selfishly over near unlimited power and possibly hurt those around them, then he shall finally take control over a war that he can end - permanently. This would very soon kill him, as the only way he has survived his career is to harbor the diseases he has cured inside him. After his life though, he deems the cost fitting. Everything ends. With this, at least he can end some suffering as well. I don't know what you expected.
Last edited by Salone; 01-12-2015 at 03:15 AM.
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Posted 01-12-2015, 01:52 AM |
Suzerain of Sheol
Desolation Denizen
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#9 | |||
All added into the OP!
Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-12-2015, 02:53 AM |
#10 |
Salone
Problem to the Solution
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Oh, and uh, I'd like to join. You know, for the record.
I don't know what you expected. | ||||
Posted 01-12-2015, 02:53 AM |
Suzerain of Sheol
Desolation Denizen
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#11 | |||
(How) Shocking! :O
Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-12-2015, 02:54 AM |
Suzerain of Sheol
Desolation Denizen
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#13 | |||
What?! Nooooooo... I mean, where would you get an idea like that? D:
Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-13-2015, 07:26 PM |
Suzerain of Sheol
Desolation Denizen
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#15 | |||
It totally didn't take me 3 hours, if I hypothetically would have done something like that....
Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-13-2015, 07:28 PM |
#16 |
Suzerain of Sheol
Desolation Denizen
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So, after a TOTALLY FAIR AND RANDOM IN-NO-WAY-ARBITRARY LOTTERY DRAWING, we have our pairings. They are as follows. ^__^
Issac and Atilla Luci and The Fisher King Leila and Rasputin Mia + Ebseba and Kutoyis ("Dante") and Leonardo Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
Posted 01-17-2015, 12:06 AM |
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