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HellsingerAngel

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Jul 6, 2008
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It had all happened so quickly...

It felt like only yesterday you had been safe at home, pouring over a selection of aged texts, trying to glean something hidden and wonderful from their sage words. It was there you had been offered a chance at something grander than anything you could have imaged. You had always fantasized of being granted the chance to make your dream a reality but this was something altogether more than one could have hoped for. A behemoth of a man clad in pearlescent green armour, scars glowing a matching colour streaking down the left side of his face, had given you your invitation in the form of three seals. They were the symbols of a true master. You had been chosen to fight in the war to end all wars.

The Holy Grail War...

Now your only companion is the soft crunching of your footsteps against the gravel path as you march forwards. Three days of scrambling preparation have left you exhausted but the knowledge that there will be hardships that will far outstrip a little fatigue keep you awake and focused. You chance a glance down at your trembling hands; whether from fear or exhilaration you can't tell. In them a relic, centuries old, from times long past and from hands that far surpass any deeds you could accomplish into your own. It's a gift, a treasure from the past of an ancient hero to ask for their aid in the trials ahead. Ever since you started training for this very moment you've held this relic in hopes to summon the very hero it represents. You can feel the excitement begin to overwhelm you as your hard work is finally coming to fruition.

From the corner of you eyes you see six figures converging onto one place: the church. Your seals glow white hot, sending a burning sensation through your body the likes of which you've never experienced before. You can see the same glow radiate from each person, undoubtedly the allies Ruler spoke of. You had thought it impossible that fourteen masters would be fighting for the Grail but here was living proof that the war had taken a turn for the stranger. As each member slowly trekked towards the large oaken doors of the edifice before them you can't help but reflect on the premise of this entire conflict. The Grail had been corrupted and it was up to a chosen few in order to fight for the righteousness it once stood for to lift the curse and free the Third Magic from disaster. You shake your head to clear it of all thoughts, knowing that it was no use doubting the words of the servant now that you were here.

As you approach the gothic structure, you begin to see its age coming through sedimentary cracks and faded paint. The building was most likely from the very first Christians to land in Fuyuki, having weathered centuries to keep itself standing. Before you could scrutinize the architecture any further the doors slowly creaked open and a singular aging man appeared from the darkness within. His formal dress gave the impression of being the priest of the church, his gaze sweeping across the seven with a practiced studying look. After a few moments he exhaled and smiled, greeting the group with open arms.

"Very well then," he said, "let us begin..."

[hr]



Welcome everyone to Fate/Final Dark. My name is HellsingerAngel and I'll be your GM for the duration of the RP. If you haven't already guessed, this game is based upon one of the most popular Type-Moon franchises Fate and will follow a similar style to the Fate/Apocrypha series. Each player will control a master and a servant in a team versus team battle against seven NPC villains. So without further ado, let's get some basic rules out of the way...

0. My word is law. I don't mean to sound intimidating but there needs to be a line in the sand drawn in this case. I can certainly appreciate players wanting to discuss actions and rules but once a ruling has been made I expect everyone to follow it, regardless of how you personally feel about the outcome. This is a zero tolerance policy. We're all mature people here and I expect everyone to act as such.

1. No god-modding, mary sues or trenchcoaters. This should go without saying but the sheets are set up so that people aren't perfect. Everyone has flaws and everyone loses sometimes. Please refrain from controlling other character without permission being given and please make sure you follow the flaws you outline for your characters.

2. There will be combat. This is a war after all so masters and servants will be clashing from time to time. Luckily most of those interactions will be with NPCs but some altercations might break out between players as well. There is only one rule to combat I want everyone to obey and that is the rule of 25%. Essentially what this means is that at least 25% of all attacks made against you should hit, or that you can dodge three attacks before you're forced to take a hit. If you elect to take a hit your counter of three dodges resets, so to speak. Use this to your advantage and plan powerful strikes on attacks you know will have to hit!

3. Death is inevitable. Again, this is a war and people die when they are killed! A player must be prepared to watch their masters and servants make the ultimate sacrifice at all times within this RP. I am not going to coddle players and if you continue to make foolish or brash moves be prepared for consequences.

4. There are no reserved spots. Just thought I'd make this clear as I have been working with a few players who wanted to get their sheets done in advanced. I want to encourage people to apply for the servant classes they want to. If you end up getting beaten out, make sure to have a back up sheet as I most likely won't accept all seven sheets instantly unless I really like a particular hero or concept. This also being said, if there's enough interest I will find roles for people to play in this war so please don't think I'm going to exclude you if you don't make the final seven cut.

5. Have fun! This is a game after all so I want everyone to make sure they're having a good time. While I understand people have bad days, continuous negativity is not conducive to play. Please keep an open mind and an open heart to those you're playing with and understand that we're all just trying to have a good time here.

6. I will most likely be creating a Skype group for this thread so we can communicate much more easily. While it is not necessary it is highly recommended you join in the joy of chating with your fellow RPers for scheming and general shenanigans. The program in question can be downloaded here: Skype! [http://www.skype.com/en/download-skype/skype-for-computer/]

Below is some general information you should equate yourself with if you're not familiar with the Nasuverse or use to brush up on the basics.

Masters are those who have been granted a chance to make a wish upon the Holy Grail. The Grail chooses masters based upon what sort of wish a person wants and how badly they wish to make it a reality. The majority of these individuals are magi though anyone can qualify if their belief in their wish is strong enough. The only guarantee in the selection is that a representative must be chosen from the three founding families of the Grail: the Tohsaka, the Matou and the Einzburns. The remaining masters are those who may be invited by the three founding families or those chosen randomly by the Grail itself. It is important to remember that those of the three families and any individuals invited to participate must all meet the criteria of a wish that may only be granted by something as powerful as the Grail.

A master has two distinct responsibilities within a Grail War. Above all else, they must preserve the secrecy of magic within the mortal world. This supersedes all rules within the Grail War and is upheld with zero tolerance by the Association of Magi ? the governing body for most practitioners of magecraft. The second responsibility is that to their servant as a master must keep them adequately supplied with prana to continue to live and fight. Because of this, most masters tend to be practiced magi, bred for the hardships of the Grail War as the only other source of prana for a servant are the souls of living humans.

An Origin is the orientation one is given at the time of its creation. It is their driving force ? the one goal above all others that they aim to accomplish. Most would describe this compulsion as instinct or intuition. A mage?s power is centered on this power, their most powerful mysteries being extensions of their Origins. Those who are awakened to their Origin are far more cognizant of their path and are irreversibly drawn towards it, obeying their Origin like a command rather than an urge. While those who are aware of their Origin can never escape it, those who have yet to have theirs revealed may have several Origins over time, being changed by life altering events that grant a new perspective.

Elements are a much broader stroke in defining a mage?s power. While an Origin is often the source of a mystery a person?s elemental affinity determines how it will be manifested. A magus normally has the ability to control at least one of the five elements: fire, water, earth, wind and void. Each element is associated with particular results such as fire being affiliated with consumption, energy transfer and entropy. This forms a two way relationship with a mage?s Origin; as much as an element effects how an Origin may manifest mysteries, the Origin influences what affinity a mage has. More naturally gifted mages may have multiple affinities and those who have five are regarded highly within the Association. There are also unique cases of magi having their Origin also be their elemental affinity. These mages are very limited in the mysteries they wield but can achieve great power through specialization. While a mage is not bound to cast mysteries within their affinity they cannot hope to achieve the same efficiency and power.

Mysteries are the spells that mages wield in combat. They are not true magic, something that was lost long ago when the Age of Gods died out, but rather reflections of such reality bending miracles. A mystery is the ability to manipulate the world around the mage to achieve something improbable. Lighting a fire with the snap of some fingers to cushioning a fall with a pocket of wind to break your fall are both spells that would be considered mysteries. The closer to the impossible a mystery gets, the closer it becomes to the true magic of the past and the greater the strain it places on the mage to cast. Only a select few have ever had a taste of true magic and their ability to wield it is sporadic and involuntary at best.

A master?s prowess in the thaumaturgical arts is measured in five ranks: neophyte, apprentice, magus, prodigy and master. Each level allows access to more powerful and more diverse magecraft, as well as a deeper pool of prana to draw from. Mysteries are ranked on a scale of E to A as a determination of their overall strength. A magus can generally cast mysteries equal to their rank. Affinities follow a similar pattern with mages of a higher rank having a larger amount of elements they excel at casting - typically one affinity for every rank a magus has.

Mystic codes are artifacts that have been crafted for the sole purpose of being used as support weapons for a magus. Oftentimes being family heirlooms or personalized keepsakes, they are designated under the two types of amplifier and specialized. Amplifiers do just that, strengthening any spell of the magus' choosing. These can work by simply storing prana within the Mystic Code for later use to filtering prana into a more efficient form. Specialized codes serve some sort of specific purpose, often times casting powerful mysteries when prana is injected into them. Because of the training needed to master these artifacts and devices a magus often has to put their studies aside to master the intricacies of their Mystic Codes, effectively lowering their rank to a minimum of neophyte.

Those that were inducted into the world of magi and magecraft late or simply focused on other things in their lives may not have the greatest of magical powers. Individuals with these sorts of backgrounds have accrued other resources within their lives to better prepare themselves for the trials ahead. These can range from a safehouse guarded with magical traps to a library filled to the brim with research material for discovering heroes names' to a stockpile of weapons used instead of magic. These resources fall outside of a character's personal ability but have consumed enough time and are powerful enough to have warranted sidetracking their studies to acquire them. For each outside resource a character has they fall one rank to a minimum of neophyte.

A set of three temporary magical crests, Command Seals are a master's undeniable proof of being a competitor in the Holy Grail War. These seals are a symbol of authority to the heroic spirits that masters summon to fight on their behalf. Being made of unadulterated prana they are a powerful tool that can be used as a individual sees fit. While the wiles of momentary omnipotence are compelling, once all three seals are expended nothing holds a servant to obey their master's wishes. This often means a wise master will keep at least one of their command seals to ensure loyalty - whether it is earned or forced.

Command seals have three main purposes to a master when used in the Grail War. The first and most obvious is the unquestionable authority they hold over their heroic spirits. If a master chooses they may expend a seal to give a servant an order that may not be disobeyed. A servant may resist this order, halting the end result for a time as they experience excruciating pain but ultimately will succumb to the binding spell. The second follows the first in that a master can command a heroic spirit to achieve the impossible. These tend to be fairly basic such as moving at blinding speeds to being summoned to their master's side but are examples of true magic at work. The third use is to use the prana of a seal to bend reality to their will and cast a spell at the level of true magic.

Servants, or heroic spirits, are the legends and historical figures that are summoned by masters to fight the Holy Grail War. Super human in every facet of the word physically, a servant far outstrips humanity by leaps and bounds even when compared to some of the most prestigious magi. They are given forms constructed by the grail itself, being comprised mostly of vast amounts of prana that holds a temporary physical shell together. Unlike humans, heroic spirits are constantly burning prana simply to exist and require a master to nearby to replenish themselves. Exerting themselves expedites this process and using their special skills and abilities can drain a servant to death after prolonged use.

To be able to create appropriate forms for each hero, the grail must separate them into seven specialties. Also known as classes, each servant summoned to compete in the Grail War will assume the form of one of the seven classes, each different until all seven classes have been claimed. This aids in masking their identities and masters often refer to their heroes by their class' name. The classes are as follows:

Saber - Servants considered to be of this class are strong and agile warriors who brandish powerful blades to subdue their foes. It is commonly referred to as the best class because of its high base parameters and overall strong pool of heroes to choose from. One of the three knight classes they are the only one bound by two requirements: they must have been of noble lineage and have used some sort of prolific blade. Saber's class skill is enhanced Magic Resistance, giving them impeccable defenses against mysteries and magic spells.

Lancer - The second of the knight classes, these heroes are skilled in hafted weaponry. The Lancer class is very agile and often have the most passive skills out of all classes, making them very formidable combatants. The requirement to qualify is to have been a master of spears and polearms alike. Their class skill is Battle Continuation, enabling them to fight even with the most grievous of wounds.

Archer - Those of the Archer class are master marksmen and use projectile based weaponry to keep their foes at bay. Though not having the greatest of base parameters and an independent streak that makes them difficult to control at times, they are still considered the third knight class due to their numerous and unique phantasms, making them difficult opponents to fight head-on. Their requirement is for the hero to have used ranged weaponry as their signature arm. The skill Independent Action belongs to the Archer class, allowing them to stray farther from their masters than other servants as well as continuing their fight long after their masters have been defeated.

Berserker - Straddling the line between combatant and strategist, the Berserker class is an odd mixture of the two dichotomies of combat in the Grail War. They are tough and durable servants that begin their campaign with a strategic approach to their goals and eventually finish as a raw combatant like the knight classes. Their requirement is that the hero must have lost their consciousness to some form of madness. The class skill Mad Enhancement allows Berserker to use this rage to permanently increase their parameters at the cost of intelligent thought.

Rider - Masters of mobility, the Rider class gathers intelligence through quick deployment and constant shifting of position. This class is also regarded as having the strongest noble phantasms, striking quick and hard to take down opponents before they have a chance to retaliate. Their prerequisite is having a named mount or vehicle that was significant to their legend. The Riding class skill allows Rider to utilize their mounts to their fullest potential and even field legendary beasts that few have ever seen.

Caster - Wielders of arts that have not been seen for generations, Casters are not just simply powerful magi, they are high thaumaturgists that can begin to warp the cosmos themselves. They often have extensive lists of magecraft from the Age of Gods and are very versatile in their tactics. There are those who could even be considered to have dabbled in true magic itself. A Caster must have studied magic, magecraft or the occult at some point in their lives as well as having attempted at least one spell or ritual. The class skill Territory Creation allows these servants to form a base of operations in which their powers are magnified by the laylines they create.

Assassin - Considered to be the weakest of the servant classes, Assassins are experts at espionage and field craft. Their normally poor combat skills offset these fountains of information, requiring a tactful master to take advantage of their strengths. A hero must have killed an important figure in history or have made a living of murdering others to qualify for this class. The skill Presence Concealment permits the Assassin class to remain undetected through magical scrying and the sharper senses of other heroic spirits while actively remaining hidden.

Parameters are the statistics all heroic spirits are governed by. They are each ranked from E to A in respect to how many times greater they are from the average human in multiples of ten. These parameters may also have pluses or minuses added to their ranks to indicate temporary increases or decreases when certain circumstances are met, effectively doubling or halving the base rank. Each parameter rank may have no more than three pluses or minuses and these symbols are mutually exclusive within each given parameter. The overall strength of a servant is determined by the rank of the hero's master - the higher the rank the greater a servant's parameters. These parameters are also able to be seen by any master that encounters another heroic spirit simply by looking at them to compare with their own to better assess the tactical situation of confronting a particular servant.

Strength:STR - Overall physical might, this effects how hard a servant hits
Agility:AGI - How fast and nimble a servant is, effecting their speed and finesse
Endurance:END - Measures the amount of punishment a servant can withstand
Magical Ability:MAN - How efficiently prana is used
Good Luck:LUK - The quality of a servant's good luck
Noble Phantasm:NPH - A general strength of a servant's noble phantasm(s)

Skills are unique traits that reflect the sorts of abilities and qualities a hero had while still living. They are generally passive abilities that a heroic spirit has active either all the time or while in battle. These skills further drain a servant of prana though only to an extent that could be comparable to a normal human exerting themselves. The amount of skills and strengths of those skills are determined by both the class a hero is taking and the rank of their master.

Noble Phantasms represent a servant's ultimate technique - their greatest and most powerful tools as combatants. They are the embodiment of a hero's legacy, something that perfectly defines them and their place in the analogues of history and legend. Devastatingly powerful and unique to each and every heroic spirit, a noble phantasm is that of true magic and can make the impossible a reality. Most servants will have two phantasms - one for offensive strikes and another that will help defend or support them. To activate a phantasm, an evocation must be given, whether it be invoking the true name of the noble phantasm or a set of phrases that bring forth the power within. There are two distinct drawbacks that must be considered when a servant is using one of their noble phanatsms. The first is that any of these techniques drains a significant amount of prana from the hero and must all but assuredly be successful for the risk to be worthwhile. The second is that each phantasm is a key to unlocking the identity of the hero and will most likely reveal any weaknesses they may have through the reknown of their legend.

Phantasms are ranked similarly to magecraft from E to A in strength and utility though unlike magecraft have areas that they effect. They are as follows:

Anti-Unit - An effect that focuses its power on one or only a handful of individuals. These techniques are often pinpoint strikes that waste as little energy as possible by focusing their strength into a small area. They are often the most efficient to use and can be brought to bare far more often than other phantasms.

Anti-Army - These phantasms are much broader is scope, built to combat large groups of foes. They often have large areas of effect to encompass hundreds of men and scale their power accordingly to combat such a threat. Against a single target these abilities are often too easily dodged or simply too inefficient in prana to be worthwhile.

Anti-Fortress - Some of the most powerful techniques a servant can know are of the anti-fortess qualification. These phantasms are built to destroy large fortifications comprising of thousands of men. Their effects are astoundingly destructive and will engulf large structures within their radius. Weapons such as these are only good at taking out the most powerful of foes because of their horribly steep cost.

Defense - Phantasms that fall within defense are used just for that. They most often effect a single person or small group to shield them from other phantasms and even reflect or absorb the energy. They are difficult to use as they require an equally strong ability to be used against them for any sort of success within their prana ratio.

Support - Almost any other phantasm will fall into this category if it doesn't sit within the first four. This gives support phantasms a wide variety of uses and areas they effect. They will, however, assuredly help boost some aspect your servant's usefulness.

Last but not least are the character sheets for the thread. When submitting your characters, please put them into spoiler tags like the articles above to not overcrowd the sign-up thread. Each player at this time must submit both a master and a servant.

Master
Name: The character's name.
Sex: Their gender/species.
Age: How old your character is. Please keep in mind that this is a war, so children aren't generally running about.
Appearance: The physical description of the character, including any remarkable features and typical style of dress. Please be as detailed as possible as I'm looking for a minimum of around two paragraphs. No pictures, please.
Personality: Looking for a run down of quirks, habits and general demeanor. Again, two paragraphs minimum.
Rank: Your character's rank within the magecraft system.
Origin: The driving force of your master and the origin of their mysteries. If you can provide what elements their spells fall under as well as a few signature spells as examples I would be most appreciative.
Mystic Code: An artifact or heirloom crafted to perform a mystery or alternate task. If you've got any please place them here.
Outside Resources: If your character has any, please list them here in detail.
Backstory: Your character's relevant history. Even if your character is unaware of said history it still needs to be placed here.

Servant
Name: The name of your character.
Sex: Their gender/species.
Class: The class they?re being summoned as.
Appearance: The physical description of the character, including any remarkable features and typical style of dress. Please be as detailed as possible as I'm looking for a minimum of around two paragraphs. No pictures, please.
Personality: Looking for a run down of quirks, habits and general demeanor. Again, two paragraphs minimum
Parameters: These are the statistics that govern a servant's capabilities. The parameters are STR, AGI, END, MAN, LUK and NPH.
Skills: These are the extraordinary skills a servant possesses related to legend.
Phantasms: This is for the legendary level items and abilities that only a heroic spirit would possess.
Strengths: A place to showcase what the character excels at. These will generally tie into your parameters or skills - a good leader will often have the Charisma skill - but can certainly reach beyond them.
Weaknesses: A list of drawbacks or difficulties that could potentially be exploited. I'm looking for at least two weaknesses and at least one must be a physical weakness (bad agility/slow, weak attacks, weakness to a metal, weak point on their body, etc.). These will be revealed to your enemy if they figure out your name.

Please feel free to ask any questions if I missed anything you need to know and I look forward to playing with you all!
 

Ruedyn

New member
Jun 29, 2011
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Name: Yuri Makiri
Sex: Male
Age: 26
Appearance: The man stands at 5'10, with an unhealthy pale complexion, with tired grey eyes that seem vacant most of the time. He is a rather muscular individual, though he is covered almost head to toe with his dark grey trench coat completely buttoned up and black slacks, as well as a cotton white glove and gauntlet on his right arm. His entire right arm is armored, in fact, with the greatest strongest material that could be found, to protect his command spells.
His hair is actually dark green in color, and usually unkempt, swept to the side when making formal appearances. He does spend a bit of time maintaining a beard, pointed at the chin and kept relatively even.
A sword hangs around of his belt, a simply longsword with a few runes to keep it from breaking on the skin of servants. He also carries around a flask, recently, filled with vodka, to help him with his nerves.

Personality: Yuri is a sheltered individual, though he shows a lot of symptoms of PTSD. He assigns little value to human lives, as his training told him to do, and simply won?t trust his allies, except his Servant. He has an odd tendency to use magic in public, as he was never really told not to in his training. He has a deep seated fear of Zouken, and most insects. He also has a tendency to use brash actions in combat in the name of finishing a fight so much faster, this trait being far compounded when drunk, a habit he indulges in frequently.

Rank: Prodigy
Origin: Freedom, his origin would normally compel him to try and free himself, and seek his own way. It has been suppressed, and hidden from him, though Yuri is beginning to understand it... His spells are usually focused on the elements of Water and Air, though he has a decent understanding of Necromancy due to his education. His primary spells are:

Air Stairs: A simple spell that allows him to stand on air itself. He can use them to hover around as well, and it's his main method of transportation.

Windscar: His standard ranged attack, he channels through his blade, it has the ability to cut through unarmored targets like butter. He can also use it with other objects, though with his sword it does more damage.

Neptune's Aegis: A thick and strong barrier of pure greenish blue ocean water., that can take attacks and freeze anything that strikes it.

Blink: A wind spell, that turns Yuri himself to wind as he is pushed towards whichever direction he faces, almost a teleport but not quite. He has to be able to see where he's going, and he can easily get mixed with whatever is there, making this not exactly worth the trouble. He mostly uses it to escape melee swings, or when in Grey Haze as a way to move at all. It requires a lot of attention to not mess up, and messing up ends up with horrific results. So it isn't used nearly as often as it could be.

Grey Haze: Cloak of Mist: His most complicated and prana consuming mystery. It allows him to enter a vaporous shape that makes him impossible to hit, that lasts for 5 seconds, and otherwise makes him invisible. He can't move without blink in this form, essentially making it a prana draining get out of jail free card.

His Mystic Code switches out his Origins with Damned, and gives him a new set of Mysteries.

Strings of the Puppet: Pure ebony Tendrils make a wide circle around Dark Yuri, shielding him and lashing out as his enemies as needed. They are breakable, but it requires mysteries or phantasms to do so.

Shadow Rift: Entrance to Hell: A rift is made in the air, a crack leading to pure blackness. It shoots out tendrils to try and grab it's target to lock them in the prison of shadows, where the target will be skewered and the corpse kept until the end of time, unless they can break free. It only works on Masters, unless upgraded with a command spell.

Reinforcement: Shadow Armor: Yuri wraps himself in his shadow, making him much more able to take punishment. He can also make wings, to allow flight. It runs off his prana, and drains rapidly when he gets hit by attacks that would otherwise kill him.

Shadow Behemoth: Dark Yuri, with the help of a Command Spell, can summon a colossi made of shadow, shaped like a bullet but perfectly malleable. It's only problem is it is a tad on the slow side, and unwieldy for the immense cost it takes to summon it.


Mystic Code: Heart of the Damned: In his chest beats the heart of the former hope of the Matou clan, Sakura. When activated, Yuri becomes Dark Makiri, gaining shadow power and gaining the abilities of life worms, coarsing through his veins. These worms knit together all wounds at an alarming rate, to the point where you'd never know you made a cut.

The cost of this ability is great, however, as he loses his very consciousness to that of Zouken Matou. He lets him enter his mind and take control. The spells he gains also come at the cost of the worms in his heart, as they will work themselves to death quickly supplying prana and healing.

Outside Resources: None, Zouken has even made Yuri live outside the Matou manor for the duration of the battle, or until he says otherwise.

Backstory: Yuri was born in Russia, to the off branch off the Matou family, the Makiri. Right away they knew he was special, and used this against the Matou family, claiming to have a boy with true magical powers. They were even willing to give him away, with only one stipulation. They wanted the ones who stayed in Russia to re-join the main family, and be given the money they knew Zouken had.

Zouken responded with massacre, sending out several bugs to kill Yuri?s parents. The bugs even brought the baby back to him. It was true, an heir had been found. The Matou Clan had hope again.

Yuri began training almost immediately, under strict supervision from Zouken. He quickly grew a strong disliking for his clan leader, and the feeling was mutual. Yuri disobeyed frequently and was rather poor in his skill with necromancy. Still, they both decided to grin and bear it, playing to the boys talents instead of tradition, and Yuri playing less, and working far more. The thing that kept him sane was the thought of sending mail to his parents, whom Zouken had told the boy were still alive and worried about him. He wrote his complaints, his progress, everything he could think of really to them, and Zouken used these to change lesson plans, and punish the boy when he acted up. The ruse was only ever revealed when Yuri became a teenager, at 16 years old.

This prompted the lonely boy to run away from home, which Zouken let him believe he could. He left a worm in him, that took over at night. Every night for 6 months, Yuri would run away, and the worm would take over and send him back to Zouken. The two made a game of it, sometimes Zouken would even send men to pretend they were the true reason he kept showing up, and Yuri would fight them off with his sword and magic. Yuri slowly learned of this, and gave up hope on his 17th birthday.

For 3 years he continued training, and training. Finally, the Holy Grail war had come! Yuri would finally take the grail, and his own freedom! He nearly broke when he wasn?t chosen by the grail, and Zouken locked him away in the mansion out of his rage. Yuri accepted the punishment, and didn't speak for a while. When the grail war was declared a fluke, Yuri began his training again. He had grown rusty, though, but managed to regain his skill over the next 5 years. During this time, Zouken felt unsure of his training, and looked around for a mercenary to help the opposing team just in case. On top of this, Zouken gave him the heart of his Sakura while he slept. It was an odd feeling, waking up and feeling no control over your own heartbeat.

Zouken seemed to enjoy himself while he explained what he did. Yuri vomited several times in response. Yuri?s training centered around the abilities his heart gave him, though perhaps saying he did was too strong. Zouken at least got a more obedient slave boy out of the ordeal, and even Yuri admitted to being far more powerful in that form. With the next war fast approaching, Yuri has doubled up on his training, and is waiting to get the show on the road. He will let nothing stop him in his quest, there will be no quarter or mercy. He?ll take the grail and take down anyone in his way.

Name: Gaia Cassius Longinus
Sex: Female
Class: Assassin
Appearance: Assassin is a slender, girl, standing at 5'11, with the body of an athlete. She is very well tanned, and carries an aura of authority and aristocracy. She has medium length blonde hair, curly but kept in a ponytail she hangs over her shoulder, with a single bang falling over her right eye. Her grey eyes seem to show any emotion she wants to show, she's a trained liar and it can certainly show when she thinks no one is looking, and they turn unsettlingly blank. She is somewhat curvy, but her armor tends to hide them well, making her look like just a really pretty boy.

Assassin tends to wear a three piece suit most of the time, form fitting and pinstriped, black as night with grey lines. She always wears the same tie with her suits, a greyish blue one with the Matou crest on it. She usually has a dagger on her person, a pugio with an ivory handle and the blade runed and crimson. When she?s in combat, she will usually stay in her suit, though if she deems the situation worthy enough she will change to her armor, a set of roman armor, made of scarlet silk and black leather, a shoulder cape with a golden epaulet on top of it hides his left arm while his right has a bracer and fingerless glove.

Personality: Assassin despises being called an assassin, and will openly give away her identity when asked. She generally hates anyone who calls themselves a master, not that she?d ever take it to violence if she can help it. Assassin also has a weird hatred of gods, and will openly tempt them simply because she can. She can usually get away with these, as she?s highly persuasive. She seems content having battles of words rather than with swords, and makes a decent mediator. Assassin is also highly flirtatious, and a bit of a gossip.
Cassius' relationship with her master is a rather intimate one, they both have a minor interest in each other.

Alignment: Lawful Neutral

Likes: Chess, Planning, Philosophy

Dislikes: Failure in her plans, Combat, greater authority than herself.


Parameters:
STR- C
END- D
AGI- B
MAN- C
LUK- B
NPH- A

Skills:

Independent Action- C: Capable of remaining in this world for one day without an established contract.

Charisma- A+: At this point it is no longer popularity, but rather a kind of spell (curse) in itself.

Riding- B: Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts.

Presence Concealment-D: Suitable for spying.

Noble Phantasm:

Ides of March: The Blood of a noble Roman: Cassius uses the dried blood on her Pugio to create beings of blood, that take the shape of the enemies. These traitors, strong as humans, act autonomously, but Cassius can control them with some effort. They will say everything the attackee doesn't want to hear, to mentally break them into submission before going in for true attacks.

Traitors Guise- Cassius, ever the master of deceit, can make a single lie a truth in the eyes of her enemies. So long as her phantasm skill is higher, she can convince any enemy of anything, with the exception of convincing one to hurt him or herself. It is only limited by the ears in which it reaches. It doesn't work on allies, however, as her friends can read her like a book. Although she can string his deception into a masterful web, it all comes crashing down if Cassius tells a truth, that is all the memories he had implanted would be removed and ones he edited restored.

Strengths: Assassin is an intelligent and charismatic soul, as well as cunning. Although she is not known for his combat prowess, she was certainly trained and can hold his own if need be, but is far better with tactics. She is also ruthless when she needs to be, and will use allies as shields if she needs to.

Weaknesses: Assassin is a slave to her emotions, alas she had followed the Epicurean thought rather than Stoicism like her brother. She can break down if a fight goes against her, lose herself in combat, and lock herself in her room for days from depression.
She also has a weakness in his weapon, a dagger. It restricts his reach and she in not nearly as trained with it as she is others.
 

Arcanist

New member
Feb 24, 2010
606
0
0
Name: Clay Marks

Sex: Male

Age: 34

Appearance: Caucasian, with an average build with brown hair and blue eyes. A scar, likely from a burn, adorns the left side of his neck. He appears upon casual inspection to have a body and appearance typical of someone his age, but closer inspection will reveal slightly greying hair, deepening features, and other signs of stress-related aging.

Typically wears a trench coat to ward off the night cold, and to store his repertoire of reagents and other assorted artifacts. A silver necklace adorns his neck bearing his family crest - an eagle facing the left, clutching a stone in one talon and a burning branch in the other.

Personality: Terse and introverted, he only speaks when he feels the need to do so. Following the events of the previous war, he's taken it upon himself to end the Grail War for good, but the years haven't been kind - he was never a particularly pleasant person, and the ten years since haven't done much to change his disposition. Slow to trust and even slower to forgive, he's a stalwart ally to those he considers friends and a nightmare to those he considers an enemy. He has an air of authority about him, but it is stern and commanding, often rubbing more free spirits the wrong way.

Others would describe him as utterly ruthless and completely task-oriented in motivation, a reputation that isn't without merit. He's killed many people in the past, and will kill many others - a fact with which he has made peace. While not lacking in empathy, he's capable of putting his emotions aside in order to make hard decisions, often making him appear to be colder than he actually is.

In the chaos of combat, he's a bastion of level-headedness, preferring to carefully assess his options over quick, brash action. He's not afraid to retreat if combat isn't going his way, and won't hesitate to make sacrifices to win - of either himself, or of his allies.

Master Rank: Prodigy

Origin: Blaze. His Origin is one of systematic, absolute destruction, urging Clay towards violent action over peaceful resolution more often than not. That isn't to say he tends entirely towards chaos - a blaze can be controlled, after all - but when he decides something must be destroyed, nothing can stop him. This Origin grants an affinity for Fire, of course, and a sub-affinity for Lightning.

Further, the magi of the Marks lineage are renowned for their mastery of elemental magic. This knowledge has seeped into their very cores, and all Marks magi are born with a Mote - a power infused into their being, relating to their primary elemental affinity and Origin. In Clay's case, it was dubbed by his now-deceased father to be 'Wildfire' - a power that quickens and intensifies any spells he casts that use fire as its primary effect.

Signature Spells:

Wrath of the High God

"Be punished for your hubris."

Traveling through Greece prior to the start of the Sixth Grail War, Clay discovered bits and pieces of lore recounting how high priests of Zeus had managed to recreate their patron's signature weapon, a bolt of divine lightning. Combining this information with his natural talent as a magus, Clay managed to recreate this spell - but not in full, as it is still technically bound to the normal rules of mortal magecraft. Nevertheless, it is still extremely potent, should it manage to hit. A-rank in power.


Word of Immolation

"One word to see them all burn."

Most magi need time to gather magical power and focus their efforts in order to cast spells of appreciable power. Spells of C rank and higher typically require someone to incant at least a line before the spell can manifest. Clay, however, is skilled enough with fire magic to be able to use this C-rank spell by uttering a single word. It consumes a single target of his choosing in powerful magic flames, his prana helping them resist any attempts at being extinguished.

Stillflame

"I am the warden of all that burns
The first and last word on all embers
By my will - be still"


A B-rank spell capable of preventing fires from spreading within its area of effect. How large this happens to be depends on how much prana Clay devotes to it, but it can be as large as several soccer stadiums if he really goes all out. Because mundane flames need to spread to survive, this spell puts them out and keeps them from starting, but magical flames can continue to burn so long as they are supplied with prana. Sufficiently skilled magi can resist its effects and spread magical flames by expending prana, but the cost to do so is so prohibitive as to be considered impractical. Clay can end it at will, but none of the prana used in its casting is refunded if he does so.

Elemental Ward - Blaze

"Sear the fire into your bones.
Bind the heat within your flesh.
Let it grow. Let it spread. Let it consume."


One of Clay's newer developments, this B-rank spell magically folds fire and heat within his own body. At his whim or when the prana from a sufficiently-typed foreign spell attempts to manifest around him, the ward activates, wreathing him in a bright red flame. So long as the ward holds(~15 minutes, but this can be greatly extended by expending prana) he is immune to the effects of heat, cold, and fire and ice magecraft, except those capable of outright dispelling or outright ignoring a magical effect.

Mystic Code: An heirloom specific to the Marks family, the Shifting Storm is a gemstone that changes its appearance to reflect the elemental affinity of the observer(Red colors or rubies for fire, yellow colors or topaz for lightning, and so on). The gem acts as a focus for elemental power, granting any who offer it a small quantity of prana a massive boost in their ability to cast elemental spells for a limited amount of time(typically a few minutes).

Backstory: The Marks family has a long, storied history with the Mage's Association. Their magi are the premier experts on elemental magic - at least, prior to the Second Grail War. One of their scions where selected to be a Master in that war, and they nearly succeeded. Unfortunately, the second place prize in most Grail Wars is death - and the failure of the Marks family to prevent the tragedy that followed, with the winner abusing their power to the suffering of many innocents, caused their survivors to withdraw from the world at large, abandoning the Association. They swore to train their heirs to be ready for the next war, not to gain power or glory, but to prevent its abuse.

It is to this family Clay found himself born. The second child of a family of three children, Clay watched as his older sister Maria was groomed from birth to take on the responsibility of being the family's primary mage. Though he had a great deal of talent, same as his sister, his parents decided to focus their efforts on one heir - to better prepare them for the coming Grail War.

Maria's tutelage went awry, however, when the first spell she attempted to cast with the Shifting Storm's guidance backfired. Her attempt to transmute air to water created a feedback loop within her Magic Circuit, the power of the Shifting Storm slowly draining her of her life force. To break the cycle, Clay's mother offered Maria's Circuit and her own as collateral - breaking the loop and saving her life, but depriving them both of the ability to use magic. This incident left a profound, lingering impact on Clay - he saw magic in all its forms as inherently dangerous, only to be invoked in dire straits. He eventually took on his sister's role as the family heir.

Clay participated in the previous Grail War, coming out as its victor. What happened that day in Fuyuki, only he really knows - and he doesn't feel like talking about it. When the Grail disappeared, he retreated into hiding with his family, determined to be ready for when it resurfaced. However, the Association managed to catch up with him, researching something in mainland China. When the dust settled, four of the five enforcers sent to kill him lay dead... but with Maria missing. He resolved to find her and destroy the Grail once and for all, regardless of the cost.

Name: Sun Wukong

Sex: Male

Class: Lancer

Appearance: Stands at an impressive 6'8" with an imposing build. His face is angular and hairy, and is often adorned with an impish grin. He wears only a set of white Buddhist prayer robes despite his status as a front-line fighter, as he insists armor would only get in the way. A prehensile tail protrudes from his back.

Outside combat his appearance often varies with his whim due to his transformative abilities. He usually appears as a less imposing version of his 'true' combat self wearing a clean-cut suit, standing a full half-foot shorter and with his tail conspicuously appearing to be absent(in reality, it's merely hidden).

Personality: A prankster at heart, he enjoys mocking the perceived weaknesses of those around him and using them in various tricks with which to amuse himself. Has a very high opinion of his own abilities, often insisting that his Master refer to him with overblown titles like "Glorious Sage, Equal of Heaven", "Handsome Lord of Creation", and so on, depending on his mood. Despite these difficult qualities, he recognizes the Grail presents a very serious threat to the world at large, and is willing to work with his Master to ensure it doesn't do any lasting damage.

Alignment: Chaotic Good

Likes: Pulling pranks, being respected, fresh peaches

Dislikes: Authority, being disrespected, over-ripe fruit

Parameters:
STR- A+
END- B
AGI- A+
MAN- C
LUK- B
NPH- B

Skills:

Battle Continuation: A Rank. Grants the ability to keep on fighting through even the most grievous injury, until a truly decisive blow is struck.

Spellcasting: C rank. Wukong mastered many mystical arts before being invited to the Jade Emperor's court. Most of them involve illusions and other forms of misdirection. An example of one such spell -

Shared Grin of the Monkey King - By blowing on tufts of his hair, Lancer can summon semi-real clones of himself. These clones are fully autonomous and each have the strength and speed of an extremely fit human, but crumble in a single hit from all but the weakest Servants. Generally used to distract, misdirect, or otherwise occupy enemies.

Magic Resistance: B rank. Wukong's legends have him taking the worst spells the gods have to offer and coming out unscathed. Combined with his supernatural origin as an animated statue, he's shockingly resilient to all forms of magical assault.

Battle Instinct: A rank. As a result of both his natural talent as a warrior and his enlightenment, Wukong now has a refined sixth sense close to true precognition. Bonus effect of reducing by half the penalties caused by obstructed vision and hearing.

Divinity: B rank. Would normally be much higher, but his constant troublemaking in the Jade Court caused him quite a bit of disfavor, in addition to his general dislike of authority.

Noble Phantasms:

Ruyi Jingu Bang: Rod of Infinite Extension - Anti-Unit, C rank
"Given as a 'gift' to try and humble Wukong, the Dragon Lord of the East never expected the accursed monkey to be able to actually lift the damn thing."
Taking the form of an iron rod with each end capped in an ornate golden clasp, Lancer's primary weapon is a curious wonder to behold. Only Lancer is capable of wielding it - in anyone else's possession, it is always found to be too heavy to lift, let alone use. Its primary quality is its ability to change its size at Lancer's whim, from miles long down to the size of a grain of rice. When combined with Lancer's great strength and dexterity, this effectively gives the weapon an impressive striking range. When not in use, he shrinks it down to the size of a sewing needle and tucks it behind his ear.
Range: Theoretically infinite, but in practical terms 100 yards. Max targets: 1

Ji Leap: World-Crossing Somersault - Support, C rank
"Wukong laughed at the Buddha's proposed bet. If he could cross the length of China in a single jump, what challenge could his palm possibly offer?"
It was said that in life, Lancer could traverse the world itself in a single graceful bound. Though he does not possess such lofty power as a Servant, his ability to travel great distances remains quite impressive. Lancer can use this Phantasm to traverse the entire length of Fuyuki in a single leap, appearing exactly where he wishes in less than a second.

Stolen Immortality: Monkey King's Endurance - Passive Defense, A Rank
"From erasing his name from Death's records to devouring the Jade Emperor's sacred peaches, the Monkey King had many forms of immortality, none of them legitimate."
Wukong was famous for his ability to endure all forms of injury. Much of this was due to his rampage in the Jade Court's garden, in which he stole and proceeded to eat the Emperor's prized Peaches of Immortality. So long as the Phantasm holds, he cannot die. However, it can be disabled by striking Wukong's tail, which serves at the only truly 'mortal' part of him remaining. It can be re-established by healing the injured appendage.

Strengths: Sun Wukong's speed and skill are legendary. It was said he could outrun even the swiftest celestial envoys, fight even the greatest generals of Heaven to a standstill, and was clever enough to gain the begrudging respect of the Jade Emperor's court. In battle he will often join where the fighting is thickest, using his agility and keen senses to strike swiftly and without mercy.

Weaknesses: Perhaps his most famous weakness is his iconic tail. No matter what form he takes, he cannot be outright rid of it. Further, when an enemy recognizes his identity, he learns that Wukong can be greatly weakened by striking his tail, which serves as the only truly 'mortal' part of him remaining. He guards it jealously, often to his detriment in a pitched fight. Should his tail be struck, strips him of his cherished immortality until such time as it is healed.

He also has a hard time taking most fights seriously. His childish nature tends towards him toying with his enemies until he deems them a genuine threat(Often by striking at his tail).
 

Redryhno

New member
Jul 25, 2011
3,077
0
0
Name: Geronimo
Sex: Male
Class: Archer
Appearance: A very weathered man, looking to be somewhere from late 30's to early 40's. He is obviously of Native American descent, and has begun to get white at the roots of his hair, particularly around his temples. His skin is more akin to leather now, though his body is still in the condition it was when he was much younger. His arms are still strong and his legs still allow him to hold his place upon a horse. Clothing consists of knee-high moccasin boots, though they are normally hidden by his leather pants and permanantly dusty duster. He wears a brown leather vest with strings that reach from his shoulders to just below his breast, every third string holding a bead, be it turqoise, lapis,malachite, or tigers-eye. Around his neck he wears a choker made up of leather strips, ivory, and steel, this completely covers his neck, providing minimal protection. And finally, he wears his neck-length hair wild, but it is somehow also well-groomed.

Personality:A gruff and serious man, Archer is not someone that takes things lightly. While not prone to flights of fancy, he does still have a spiritual side, one that involves the spirits and gods of his people, and he does his absolute best to follow those traditions, while also allowing for the physical realm to have a place. He has his own dreams of course, but they are secondary to what the true plan or scheme is.

Parameters:
STR:D
END:D
AGI:A
MAN:C
LUK:B


Skills:
Independent Action:A
Charisma:B
Instinct:B
Clairvoyance:C
Disengage:C
Vitrification:B
Riding:D

Phantasms:
Protection of the Four Winds: - Rank B, Support, Passive
As a young man stricken with grief at the slaughter of his entire family, Goyahkla heard his name called on the winds, he followed the voice and came upon the summit of a mountain, where he was told that his enemies would never kill him by bullet, and his arrows would fly true no matter the conditions. And so did the legend begin
Both his most powerful defense as well as his most useful offensive ability, Archer is immune to all ranged mortal attacks and spells of less than B rank are unable to cause him any harm. They have the misfortune to ricochet, to catch a stray wind, or through his uncanny ability to know where his opponent aimed. In addition, all projectiles thrown or fired by him will speed toward his target, at no loss of speed or power, until they collide with them.(Though this can be avoided by blocking at the right time or turning the corner of a building, giving it no time to correct.)

Geronimo's Bow: - Rank C, Anti-Unit/Support
It is said that no person that came under fire from the bow of the warchief Geronimo himself was ever able to escape his many ambushes throughout his 30 years of raiding and butchering of the Army's of three countries.
The bow of Geronimo is a special weapon, while he fires with it often, it still takes a portion of HIS prana to unlock its full potential. Once it is unlocked, he loses the ability to fire with unerring accuracy, instead having to depend on his own skill with the bow to hit his target. If it hits, it causes unimaginable pain, and while it doesn't do any more damage than any other shot fired, it does hinder them, making it much harder to move,run, and jump if he hits their leg, much harder to swing their weapon if their arm is punctured, or if their chest is hit, they find it incredibly hard to move any of their extremities.

Guiding Spirit - Rank A, Support
Yet another of the legends surrounding Archer, is one that involved a cave with one entrance. He and his small band had been chased within and just outside were his enemies, a hundred strong. Somehow, he led a score out through a secret exit and stormed the camp in the night, slaughtering them all and losing not a single warrior in the ensuing fight as they poured out of the cave.
This Phantasm allows Archer and any number of allies to be able to potentially escape any situation. It enables him to create a portal of sorts, provided there is a window, door, etc. through which his allies can get through without damaging it. It will only transport those he deems his allies, enemies cannot see the portal unless they have some Phantasm or magical device that enables them to see through is deception. The area that the portal leads to must be another window,door,etc - through which they can again pass through without damaging - which must be within two hundred yards of HIS position. His allies see a vision of himself pointing towards the exit, while enemies see him standing there ready to fight. It is only an illusion and cannot do any harm at all, but it serves as a distraction if it is needed.


Strengths: Archer is very agile, and strong. He excels in hit-and-run tactics, able to blend into his surroundings easily enough if he wants to, only to strike again when the time is right. He is also intelligent, shrewd, and clever, three things that a war leader must have if they are to win against a much larger or stronger force. As a leader of a small dedicated band, he can be as leathal as an army, but have the advantage of disappearing into the ether at a moment's notice.

Weaknesses:Though he is a warrior, he is a tactician of small scale engagement first and foremost, meaning that he is not as strong as other warriors in close-combat. Spiritual weapons of the White Man are also particularly damaging to him.

I've still got to work on the Master, but it'll be finished soon enough.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
Sweet.

Name: Matt Heller

Sex: Male

Age: 22

Appearence: Standing at just under 5'10" and weighing roughly 140 lbs, Matt isn't exactly what you'd call intimidating. His lanky limbs though certainly tough and fit enough, lack any hints of bulging muscle, and countless days spent indoors have leeched any hint of tanning or color from the boy's skin. A mop of muddy brown hair, surprisingly resistant to any attempts at combing or styling, falls just short of covering his icy-blue eyes.

Whenever he finds himself around other people, Matt forces an uncomfortable half-smile onto his face, though the expression typically fails to convince anybody. The young man's eyes, though sharp and clever, are normally downcast, refusing to make contact with anyone else's.

Matt's dress [http://i.imgur.com/QizeDpi.jpg] is, by his own choice, a bit on the formal side. He is typically seen wearing a collared shirt, normally white or light blue, beneath a dark jacket and a matching pair of slacks. Both his belt and shoes are made of fine, black leather, and the boy takes care to keep them in good condition. An unassuming pocket watch and chain rest in his jacket's right pocket.

(Thanks to CJ for the custom picture.)

Personality: If someone was asked to sum up Matt in as few words as possible, their choice of words would probably depend on how kind they were feeling. A nice person might choose to call him "humble, meek, quiet, and kind". A harsh one would probably go with "weak, subserviant, spineless, and mute".

A quiet man, Matt is a far cry from sociable, or even friendly. He'd much rather spend his day reading a book or working on one of his projects than interact with other people, and he has a tendency to go a little stir-crazy if he's trapped inside a sizable crowd. His words very rarely carry any amount of strength or confidence, and he is quite prone to being interrupted or cut off in conversation.

That said, Matt isn't without his good points. Curiosity, mixed with a healthy bit of cleverness, makes him an adept researcher and scholar, and whenever he decides he truly enjoys a project, his dedication to seeing it through is almost absolute.

Rank: Apprentice

Origin: Imperfection - Elemental Affinity: Imperfection, though he refuses to acknowledge it.

Fully aware of every flaw and mistake ingrained into his being, Matt knows that his skill in magecraft is just barely mediocre, at best. He can hardly keep up with beginning magi when it comes to basic utilities, and he has no talent for more advanced or specialized arts. The shame of his family, it will likely be years before Matt can struggle his way up to any level of competence.

However, despite all of his weakness and lack of talent, Matt does possess a single Mystery, a single ability that belongs to him and him alone: Feet of Clay.

By tracing a target with his prana, Matt is able to determine two things. First is his target's Origin, and second is to what degree they are following their Origin. Based on how closely or how little they follow their Origin, Feet of Clay damages their very existence.

If the target is closely in tune with their Origin and are following its path, like most magi are, then Feet of Clay with have little to no effect on them. They might feel a slight twinge of pain or a short burst of confusion, but for the most part they'll be no worse for the wear.

If, however, the target is not following their Origin... Well, suffice to say things get messy. An inanimate object or ordinary person with no idea of their Origin would be reduced to almost nothing, a shell of their former selves.

However, as mentioned, such a spell has requirements that must be met before it can be cast.

1. Matt must be in physical contact with his target, otherwise there is no way to analyze it in the first place. What's more, the spell is not instantaneous; it takes time to understand a mere object's imperfections, and even longer to fully comprehend those of a living being.

2. He must be confident enough in his own abilities, or critical enough of his target, to convince himself that he is, in some manner or another, better than his target. If he is unable to attain this mental state, then his spell will backfire, and he will be forced to suffer its effects.

3. As mentioned above, the target must be failing to follow their Origin to some degree in order to be affected.

Mystic Codes:

Matt's Watch: On the surface, Matt's pocket watch seems to entirely mundane. A simple device built of steel cogs, coils, and screws, stuffed inside an iron frame, it's remarkably durable and keeps accurate time, but otherwise doesn't appear to be anything special.

Obviously, that's not really the case.

Matt has owned the watch for over a decade now, and has slowly been accruing prana inside of it for all that time. Although his body is only able to naturally produce and handle 30 units of prana at any one time, Matt's Mystic Code gives him access to over 400 times that amount. He can draw it out as slow or fast as he needs to, funneling it through his magic circuits without difficulty.

When using his watch as an aid, Matt's magecraft is boosted to the level of an ordinary magus.

Threads of Binding (Working title, subject to change): Despite appearing to be a simple spool of silver thread, the Threads of Binding is one of the Hellers' most powerful armaments. Created by the family's current head, Matt's father, the thread is woven from magically enhanced wool and possesses supernaturally high tensile strength. It can still be broken, of course, but to do so almost certainly requires an attack of magical nature; it is all but beyond any force that a mere mortal can muster. A small ball of silver is attached to the very end of thread, so that it might be thrown and manipulated, and a large crystal, capable of draining, but not storing, prana, is at the center of the spool.

The thread is used to either bleed off an enemy's prana or, if enough of it is used, to immobilize them. When only a few loops of it are wrapped around a foe's body, say around a single arm or leg, they latch onto the magus' magic circuits and suck away prana whenever they attempt to use magecraft. Otherwise, the threads can simply bind the enemy as effectively as steel cables, and are almost impossible to escape from without outside aid.

In the interest of keeping the boy alive, Matt's father has lent the Threads to his son, on the grounds that they will be returned if Matt manages to survive. Though the young man knows how the Threads are supposed to be used, he lacks experience with them, and only time will tell if he can come to use them in any meaningful capacity.

Outside Resources: A sizable travel budget.

History: Stationed in Baltimore, Maryland, the Hellers have been a notable force for five generations now. Arising midway through the nineteenth century, the family has long claimed to be related, albeit distantly, to the Barthomeloi clan of London. Though these claims have never been verified, records are just vague and arcane enough to make such a relation possible.

Regardless of their lineage, however, there is no doubt that the Heller line is a powerful one. Though they tend to favor the academic, as opposed to the practical, side of magecraft, the various magi produced by the family have been of superior stock, blessed with great intellects and powerful magic circuits. With very few exceptions, they all managed to make a name for themselves, with some even assisting or teaching at the Clocktower itself.

While each of the clan's heads have had their own personal projects and accomplishments, one of the Hellers' most impressive achievements is their research into the nature of the First Magic. Interestingly enough, this is not because they wish to resurrect or recreate anything; they only want to be known as the house that, once and for all, proved the Denial of Nothingness.

An entity that has held power for over one and half centuries, the Heller family has only strengthened their hold on America's eastern coast. Its current head, Nathan Heller, is one of the most powerful magi the family has ever seen, and his contributions to the family's research have been beyond impressive. Just over twenty years ago, he wedded Laura Jacques, a somewhat unexceptional magus, as part of an arranged marriage. In the years that followed, he had two children, both of them sons, by Laura.

Matthew Allan Heller was born May 22, 2001, to the shared happiness of his mother and father. The first few years of his life were happy ones, and he was doted on by both of his parents. When he was six, however, two things happened: His younger brother, Samuel, was born, and his father decided it was time for Matt to begin learning magecraft.

From the beginning, it was clear that Matt had no talent for the mystical arts. At first, his incompetence could be brushed off as him being a mere child, not to mention a beginner, but as he grew older and still struggled to grasp the very basics of being a magus... The boy's snail-like pace proved to be too frustrating for his father to deal with, and Nathan soon left the education of his son to Matt's grandfather.

Allan Heller, having passed on most of his authority and research materials along with the family Crest, was able to take the time needed to ingrain the basics of magecraft into his grandson. Despite his age, the old man still possessed the spark of cleverness that had driven him so much in his youth, and he worked closely with Matt in order to awaken the boy's own curiosity. Under his guidance, Matt was finally able to master the art of prana manifestation and control. He was a few years behind schedule, but progress was still progress.

In addition to the foundation of magecraft, Allan also passed a few of his personal hobbies and habits onto his grandson. Matt's interest in clockwork and related machinery, love of old literature, and (semi-)strict regimen of physical fitness are all traits that he copied from his grandfather. Even though his magecraft was still third-rate, the young lad was able to take a bit of pride in his accomplishments in these other areas, proving to himself that he was more than just a failure of a magus.

Sadly, Nathan was far from impressed with his son's new activities. "Do you have time to fiddle around with screws and bolts?" he would ask. "Then you have time to reread Lorelei's theories on weaving."

Indifferent towards Matt's normal accomplishments and unsatisfied with his development as a magus, Nathan grew more and more distant from his son, spending his time researching and further developing projects. And although he was hurt by his father's negligence, Matt never blamed his father for acting in such a manner. After all, it was all his own fault; he was the one failing in his duty as heir to the family name.

When Matt was twelve, there were another two events that changed his life. First, his little brother, Samuel, began to learn magecraft. Unlike Matt, Samuel proved to be an able, even expemplary, pupil, and his quick progress managed to earn Nathan's affection in a way Matt had never been able to.

The second event that forever threw Matt's life into disarray was the sudden death of his grandfather. Allan's passing left a gaping hole in the boy's existence. Suddenly, he was without a teacher, without a confident, without a friend. Nathan, having thrown himself into Samuel's education, was unable to give his eldest son a shoulder to lean on, and none of the rest of the family had ever managed to get particularly close to Matt. He was effectively alone.

And so, he shut himself off from the rest of the world. Locking himself up with nothing but books and notes for company, Matt slowly began to sever the bonds he held with the rest of his family. Aside from the occasional question or report, the boy's only interactions with his father were monosyllabic. Though he had once been so close to his little brother, Matt allowed his jealousy and resentment towards him to fester, turning whatever affection he once had into disdain.

As he grew older, Matt became more aware of the whispers that floated through the Heller manor. How he was going to be shipped off to some other family in the region as soon as he was old enough, to serve as a low-level assistant. How his father planned to eschew tradition and name Samuel the next family head.Surprisingly, Matt found that he didn't particularly care about these developments. In hindsight, such choices were obvious, even logical. It made sense to select the better magus as the next head, after all. And why should he feel insulted by being sent to another family? He would be providing a valuable service, helping to improve the bonds between them and the Hellers. He should be happy that his father had managed to find a use for a useless magus like himself. He should be happy about it...

...

However, fate still had one major event in stock for Matt. An event that was preceded by the sudden, unexpected arrival of Ruler, and the appearance of three red markings on the back of his right hand...

Name: Beowulf

Class: Saber

Gender: Female

Appearance: A tall woman, Saber towers over most others at 6' 4" and weighs an impressive 200 lbs. Her frame, though it is covered in hard, tough muscle, doesn't bulge out like some kind of bodybuilder. Instead, it is lean and hard, though this doesn't do much to decrease the aura of sheer might that radiates from her.

Saber's rough, dirty-blond hair hangs down to her shoulders, and is typically done up in some form of braid. Her hazel eyes constantly shine with energy and enthusiasm, and her mouth is almost always set into an honest grin.

Following her Master's example, Saber's casual dress is a bit on the formal side. She is normally clad in a large, dark blue suit, tailored to fit her tall frame, with a tie slung loosely around her neck. A thick, golden band is worn on her right ring fingers.

Whenver Saber goes into battle, however, her outfit changes drastically. Aside from the ring, her arms remain bare, as does her head and neck, but the rest of warrior is coated in armaments. A coat of iron chainmail covers her torso and shoulders, slacks of hard leather protect her legs, and a thick pair of boots guard her feet. A double-edged sword is sheathed at her waist, and a knife's hilt peeks forth from inside her right boot.

Personality: A warrior through and through, Saber faces each day as though it were her last. Armed with boundless strength and enthusiasm, the Servant is the very definition of an optimist, choosing to look at the best aspects of whatever hand she's been dealt. Rarely does a word of complaint escape her lips, and Saber loves nothing more than to laugh and grin at the greatness of her glorious existence.

Alignment: Neutral Good

Likes: Drink, comrades, and contests of strength and skill

Dislikes: Liars, slander, and swimming

Parameters:

Str: EX
End: A
Agi: B
Man: C
Luk: C
NPh: B

Skills:

Undaunted Courage: The One who Wins Fate's Favor: B
"When the future is murky and undecided, sheer nerve and courage may be enough to tip the scales in your favor." Saber's absolute willingness to risk her life for victory make him a fearsome foe in combat, and she is all but invulnerable to intimidation, distraction, fear, or other mental assaults. What's more, Saber is able to weather attacks that would lay any other Servant low. Unless a truly decisive blow is struck, she can continue to fight.

Renounce the Sword and Shield: A
"Blades, bows, and spears are the tools of warriors and soldiers. Heroes need no such luxuries." Such is Saber's might, her bare hands are enough to fell almost any foe she faces, be they man, beast, or nature itself. Her strength and endurance are boosted to incredible levels, even by Servant standards.

Magic Resistance: B
Saber possesses an innate resistance to magecraft and attacks of an occult nature. Mysteries that require three verses or less are outright negated, and even if Saber targeted by High-Thaumaturgy and Greater Rituals, it is difficult for her to be affected.

Phantasms:

Bonded Wyrds: The Ring-Giver's Peer: Support, C
"Gifts given between friends are more than just trinkets. They signify bonds of trust and promises to protect." As an ultimate show of trust, Saber can create an exact replica of her ring and offer it to a friend. As long as this comrade wears the golden band, an unbreakable bond is formed between them and Saber, allowing the two of them to communicate across vast distances and even teleport instantaneously to each others' sides. In addition, Saber is granted knowledge of her friend's location, and can sense their general mental/physical state.
Range: N/A. Maximum Number of Targets: 1

Hrunting: Hound of the Red Plains: Anti-Unit, B
"The brehon handed him a hilted weapon, a rare and ancient sword named Hrunting. The iron blade, with its ill-boding patterns, had been tempered in blood. It had never failed the hand of anyone who had hefted it in battle, anyone who had fought and faced the worst in the gap of danger. This was not the first time it had been called to perform heroic feats." Lines 1456-1458.
"Go into the red plains, Scarlet Hound."

A sword whose legend is even older than Saber's, Hrunting is among the greatest of blades forged by mortal hands. Strong and mighty, its steel is capable of rending much more than flesh and bone; in the right hands, it can even cut the air itself.
Although Saber can of course wield Hrunting in close quarters, she prefers to take full advantage of the great range the Phantasm allows. By pouring her prana into the blade, she can send a slash hurtling through the air towards a distant foe. The attack acts like any other blow from the sword, and is capable of cleaving through flesh or other matter with complete ease. Saber can use Hrunting's ranged slash repeatedly, but must commit more and more and prana with each successive strike.
Range: 300 yards. Maximum Number of Targets: 1

Eotenbrand: The Monster Felling Edge: Anti-Fortress, A+
"Then he saw a blade that boded well, an ancient heirloom from the days of giants, an ideal weapon, one that any warrior would envy, but so huge and heavy of itself only he could wield it in a battle." Lines 1557-1562
Saber's ultimate trump-card, Eotenbrand is a blade without peer or equal. Forged when the Earth was young and inscribed with mystic runes, the sword is a remnant of the first war to ever scar the world, and has long been a tool with which to punish evil and malice.
Due to its almost holy nature, Saber can only use Eotenbrand against foes that she recognizes as an agent of evil.
The Phantasm manifests itself as a massive sword, its blade as long as Saber is tall, that comes down from the heavens gleaming with a blinding light. Saber alone is blessed with the ability to hold the weapon, and she is allowed a single attack against her foe. In addition to any damage dealt by the sword itself, this attack unleashes a maelstrom of divine energy upon impact, one strong enough to reduce the ground itself to dust. After this attack, Eotenbrand returns to the heavens.
If the target has any resistances to weapons, Eotenbrand bypasses them.
Range: 5 yards (Primary), 50 yards (Radius). Maximum number of targets: 1 (Primary), N/A (Radius)

Strengths: Saber's greatest strength is, well, her strength. Her sheer physical power is legendary even by Servant standards, and her skill with a blade is nothing to laugh at either. She is a titan on any battlefield, and will willingly fight with or without allies at her side. She is also quite strong against opponents with a Monster attribute or nature.

Weaknesses: Although Saber exceeds when it comes to physical battle, her understanding of the mental side of things is a bit... lacking. She is able to fall prey to deceit quite easily, and assaults against her mind outside of battle are brutally effective. She is also susceptible to venom and poisons, one of the few ways to bypass her great endurance, and opponents with a Dragon attribute or nature are able to damage her easier than others.
 

CJ1145

Elite Member
Jan 6, 2009
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There we go, all set!

The Master of Rider

Name: Daria Orihara (Patrece)

Sex: Female Human(?)

Age: 25

Appearance: Daria is a girl who appears to be of European descent, with fair skin and hair the precise shade of Kinder Surprise chocolate. Her face is pretty, in a "manic pixie dream girl" sort of way, with large and bright green eyes that shine with enthusiasm at every moment. Her eyes are gold when her true self is apparent and not repressed. Her smile is exuberant and seems to glow, though there is a confusingly masculine aspect to it. Her hair is long, with bangs falling in a voluminous arc just above her eyes, and two long sidelocks of hair flanking her face. The hair is extremely long in the back and bunched up into a high ponytail, and even from there falls down her thighs. She is not extremely tall, standing about 5'8" and of a fighter's build, though--to her dismay--the bust is a few sizes too large to quite fit that description. There is something that appears to be a black tattoo on her bared neck: an exquisite, elaborate magical circle patterned with floral accouterments and runes that then splits off, one line straight above the circle and two more diagonally below, connecting to her collarbones. The sides of the circle each split off into two "wings", one straight and smaller than the curving one above it, both of which wrap around her neck and connect at the back, where a straight line runs from her neck all the way down her spine.

She is dressed primarily in striking contrasts of black and white. Her pants are black leather, and she wears two long-sleeved shirts with white rims on the wrists, both black, with the lower layer of a thinner material and worn for comfort, while the upper shirt is padded and reinforced with prana as a form of light, efficient armor. It is not a match for a Servant's strike, but can stop a low-caliber bullet. Her jacket is short-sleeved and white, and is made from the skinned hides of magical beasts, although it appears physically as a form of semi-rigid cloth. The jacket only reaches halfway to her waist, and while it buttons up entirely, she only keeps the top three buttoned, causing it to split open near the bottom of her bustline. Her pants are tucked into black combat boots, which she loves even if everyone around her finds them tacky. She had a fondness for baseball caps in her youth, but only wears them now when feeling particularly nostalgic.

Personality: Daria is... energetic, to say the least. A boisterous, hyperactive girl of perpetual motion, she is only ever still when tensing her muscles up for even greater exertion. She is always ready, willing and able to seek out some means of entertainment, and possesses a thirst for knowledge, quickly eating up any knowledge related to her interests. The most particular of these is magecraft, which she has been eager to learn ever since coming under the tutelage of her big brother and mentor, Dirk Orihara.

She has a fighter's spirit and will never turn down a direct challenge. She greets every opponent as a friend, and will approach an enemy with the purpose of fighting them as many times as possible, as often as possible. It is not out of a bloodlust or any love for violence, per se. She is just someone that believes in the merit of combat as a way to understand and connect with other people. Thus, the quickest way to her heart is through wherever you can manage to strike with your fists. Daria is a very spirited combatant, and while her plans are, at their mildest, describable as extremely audacious, she is no slouch in the department of the mind. Rather, she is extremely intelligent in the very specific field of fighting, and applying her magecraft towards direct and up-close combat. Otherwise, she is something of a dolt. She is almost mentally deficient in the realm of social interaction, and is utterly clueless at things such as common courtesy, common sense, and romance. She is very blunt, and won't restrict what she thinks of other people to her mind. She is not uncaring, but is simply incapable of recognizing when her comments will hurt others.

She does have her moments of clarity, though, and can be considerate, even tactful when she understands the importance of such things for a given situation. And any kindness she usually displays goes right out the window against those she can truly call monsters. She will not enjoy the fight any less, although she will be less likely to take them out drinking afterwards. And she is quite the roaring drunk when she starts.

Rank: Prodigy

Origin: Thirst, which she is subconsciously aware of, but attempts to deny it when self-aware. Whatever affinity she once had has been dominated by her Origin, and her affinity now is best described as "Tabula Rasa", a blank slate which can be overwritten.

Daria's Origin is a curse she was born with, which has left her an inhuman creature which at its core lusts to devour others whole. This was contained and unmanifested at first, but is now a significant layer of her personality. What this means is that she literally drinks the Origins of all living things in her immediate vicinity. Passively, this is something that is of little concern to magi unless they are in proximity to her for several hours. But those without skill or knowledge of magecraft are far more susceptible, and are devoured in a very short time, leaving behind dry skin and bones sucked of all life, of the very Od which makes up their life.

This can be used actively, at the cost of sapping Daria's sanity so long as she indulges in it, falling into a stupor of ravenous hunger and consumption of souls. When actively used, any creature with an Origin she comes into physical contact with shall be drained at a much faster rate. And whoever she last touched shall override her "Tabula Rasa" with their own Origin, granting her insight to their magecraft so long as she is in that state. She is not absorbing their full knowledge, only their instinct and natural predisposition towards their magecraft. She is incapable of the more complicated and finicky aspects of their abilities, but can create brutal and somewhat crude imitations of it. The draining process is much faster like this, and when making physical contact she can completely drain even a powerful magus in a matter of minutes.

And so long as she is in this form, if she kills a magus and consumes their flesh, their very soul is ripped form their body and integrated with her own, increasing her magical power by their own. But to do this will further her madness, and cause her to become almost irreversibly insane.

This is, naturally, a very dangerous ability which could cause untold devastation if Daria ever lost control. Therefore, her Master has placed the tattoo on her body as a "Sealing" Bounded Field which suppresses her abilities. She may activate and deactivate it at will, but so can her Master, and it comes with a built in "switch" to immobilize her with an aria from him. It is primarily left on at all times, and Daria has been instructed, although she doesn't know the specifics of why consciously, that she "must never activate it unless the circumstances are so dire, the only thing that can destroy the monster she faces is a worse monster."

As it stands, Daria has only made full use of her ravenous abilities once, but in the process devoured multiple magi, some of the most powerful in Europe not associated with the Clock Tower, not to mention her own father and her half-siblings. Combined with her own abilities, when her seal is released she possesses about as much magical aptitude as seven fully matured and trained magi combined into one. This manifests as a truly ludicrous reserve of prana, as well as knowledge over multiple fields of magecraft, which she obtained from her victims:

Self-Perfection: B-Rank.

"Through myself, Akasha
I am the Root and the Gate
Through which I myself must travel
And so, I spiral downward"


The signature magecraft of her father, Quinton Patrece, and his personal method of seeking Akasha. This is a magecraft which has its foundations in the concept of adjusting the human body and creating something superior and inhuman from it. This spell enhances Daria's body to superhuman levels, albeit not on the level of Servants. Faster, stronger, more durable, and even her Magic Circuits are given a temporary boost in efficiency, though not in number.

Breaker Shot:

"Preparation: Breaker
All barrels loaded, take aim
All barrels fire"


A Rank-B spell obtained from Ludwig Edelfelt, a runaway from the esteemed family of magi, and a practitioner of a refined form of the Fin Shot. Daria projects a curse so strong that it transcends its disease-based effects and acts as a physical projectile. A violet burst of light that travels like a beam, obliterating the first thing that it encounters. This is her bread-and-butter, along with the Prana Drop, once the seal is removed, and if the average Fin Shot is like a pistol's bullet, hers is more akin to a high-powered rifle.

Contained Freefall:

"Casting borders,
I stake my claim
And so I declare:
This is my territory and a world unlike yours"


B-Rank, a spell acquired from Monty Corbin, a magus proficient in the area of manipulating the realities of Bounded Fields. This was his most powerful version of this spell, which granted its user limited control over the reality of a space stretching approximately four meters from their body. Within this Boundary Field, Daria may change the concepts of gravity, selecting any space as the center of gravity, as well as changing her relation to it. This can give her momentary bursts of weightlessness to maneuver around heavier, grounded opponents, or enough pull by the ground below her to remain rooted even through a powerful strike. However, this spell is dangerous as it puts a large strain on her body. It can only be managed for bursts of about three seconds, and using it more than two or three times per fight risks crippling her.

Dragon of the West:

"The element of power
Through desire and will
I draw strength"


A C-Rank spell. This is a mystery taken from a Chinese apostate who had fled his own nation by the name of Mako. Chanting a two-line aria, Daria's arms are wreathed in fire, and she gains the capacity to breathe fire up to a distance of five meters. This spell is relatively ineffective on its own, compared to her natural abilities, but it is useful in that it costs very little prana to cast, and is an excellent complement to her Prana Drop. When bathed in searing fire, her Mystic Code becomes even deadlier. The Prana Drop is raised in effectiveness by one rank when combined with this mystery.

The Cat's Eye:

"Activating augmentation...
Identifying kin beast...
Connect."


A D-rank form of reinforcement, Daria uses this spell to grant herself keen eyesight. These augmented eyes spot the little things others might miss, and allow her to see in the dark. This mystery came from a self-styled gentleman thief, who augmented his natural talent with magecraft to make off with valuable loot.

Unfortunately, Daria is unable to access the magecraft of the other two under normal circumstances. One was a skilled alchemist, and the other a master in the field of the concept of flow and transference of prana. Both of these skills are beyond Daria in her released state, which takes too much of a toll on her to permit the sort of concentration those skills require. However, their prana and Circuits are still available to her.

Mystic Code:

The Prana Drop: With Daria's true method of combat restricted, she has come to hone her technique with the use of this particular Mystic Code, modified from an existing one to suit her specific talents. It is an orb of liquid metal which is infused with her own Od, which has keyed it to her personal "signature". Only she may use this Mystic Code. It is used as a physical enhancement, and a replacement for her own limbs during a fight. Daria is a master hand-to-hand combatant, but against enemies stronger than humans her own limbs are not powerful enough to cause damage. Thus, this Code serves as something like a marionette, mirroring the motions of whatever limb she has keyed it to for that instant about a foot away from said limb. This allows her to use her usual tactics with only minimal adjustment for distance, while delivering devastating damage she normally could not.

The Prana Drop hits like a freight train, exploding with a burst of prana on every impact to deal the maximum possible damage, crushing bone, rock and metal beneath its power, and it is the key to Daria's capability of fighting high-level magi even with her true capabilities held in check.

Outside Resources: None. Her Master has left her in charge of her actions in the War, and has the utmost faith in her capability to succeed.


Backstory: Daria was not born as an Orihara. She was born Daria Patrece, the firstborn child of an ambitious magus living in Denmark. The Patrece were a family of magi to the core, and had spent generations seeking Akasha, the Root, by means of altering the human body to be something that was in and of itself truly magic. And while her father was seeking only a reasonably talented heir, he was gifted beyond his wildest dreams by his daughter. While giving birth, her mother died, her prana sucked from her body and absorbed into the infant he now held in his arms. It was determined within months of her birth that her Origin was one unique to her and highly deadly: Thirst. This was unprecedented among magi, and the girl was destined to be a prodigy from an early age. Her father remarried immediately, having other children in a (failed) attempt to recreate the miracle. Kept distant from the outside world to prevent her from killing others, she was visited in short intervals by maids who cared for her, and tutors decked from head to toe in charms to avoid a gruesome fate. She never even saw her father.

For years she was tested and experimented on, her father overseeing the operations to determine the full extent of her power. It was determined that she had almost unlimited potential, a stark rarity and a priceless commodity among magi. But as she was now, she would never reach that potential. But her father had plans to get around this, thinking back to the death of his wife. If her prana was absorbed by the child, perhaps others' could be as well?

He led a manhunt, tracking down apostate magi all across Europe and bringing them to his hidden castle in the most remote reaches of Denmark. Only those with great stocks of prana were kept, the rest slaughtered and tossed aside. The girl named Daria watched silently, curious about the swarms of people being brought into the castle, although no one would ever tell her why.

When Daria was fourteen old, her father was finally prepared. Deep within his workshop, the five most powerful magi he had captured were bound and placed in a circle around the young girl, watching them in confusion as she was dressed in the ceremonial gown. Her father, who was speaking to her for the first time in her life, was telling her that she was about to become the first magi in history to not just utilize magic, but become magic. The girl was scared and confused, not understand what she was being told, but the ceremony carried on. The throats of the magi were slit, and a Bounded Field activated, their very souls all being diverted in Daria's at once. They began to meld, forming into a single entity, stronger than the sum of its parts. Her father was on the verge of tears seeing his dream about to be realized.

But then something went wrong. Whether it was a malfunction in the construction of the ceremony, or the breaking of the girl's will, or if such a feat was impossible from the very start, something went horribly wrong. Daria was driven mad by the influx of prana and the dying souls screaming into her young mind, shattering it with the volume of their voices. Snarling, roaring and lashing out, the girl charges from her place and dove onto her father, who screamed and begged for mercy as her teeth cut into his throat, tearing out his gullet and swallowing it in a single blood-soaked gulp. She devoured his flesh and turned on his aides, her step-mother, and all her brothers and sisters gathered to watch the event. No one survived, and she was not sated until each and every one of them sat in her belly. The night was slicked with blood and guts, and by the next morning the entire castle had been brought to ruin, burning to the ground with only one survivor scampering into the cold woods to escape.

When Daria awoke the next morning, her sanity had returned, but at a price. She could remember nothing of her life, save her name, Daria. She fled, and attempted to seek shelter in a nearby town. A kind old couple took her in and gave her shelter. Thankful for their aid she went to sleep, and awoke to find them dead in their beds. Horrified, she fled again, fearing her nature but tortured and unaware of just what it was. She wandered, moving across almost the entire continent of Europe through her years of travel. And wherever she went, the story was the same: anyone she was around for even brief periods of time became sluggish before collapsing and dying, their bodies shriveling to nothing. This lasted a full year, and the girl had lost all spirit, wandering aimlessly as she sluggishly, unintentionally slaughtered entire towns.

But to her amazement, someone came close to her and was not killed. A young man dressed like some kind of action hero, who observed her and coldly told her she was a murderer on a vast scale. But in the same breath someone who smiled and told her everything would be fine. The man took her in, against her will, as she knew he would die like the rest. But to her surprise he not only survived, he actively observed her, taking note of her strange qualities and over the course of several weeks developing a countermeasure. He gave her a strange tattoo that he called a "choker", which sealed away her terrifying powers. When she asked who he was, he told her that he was a magus, and that he was there to help. The man, named Dirk, took the girl under his wing and gave her a surname, Orihara. She was his little sister, and he taught her the principles of magecraft and of the world of magic, which she eagerly learned, enraptured beyond all belief by the thought of living like an even semi-normal human. She became his apprentice and was taught methods to fight and methods to help, gladly sharing in his mission of helping others. Or being a hero. Although they are older now, and more like peers than older brother and younger sister, she still looks up to this man, and still carries on in the effort of living up to his expectations.

It is with this in mind that when Dirk Orihara was approached to participate in the final Holy Grail War, he handed the opportunity to her instead, eager to see her progress as a magus and as a person. She could not accept the honor fast enough. With the Servant Rider, she will fight to bring about a final, permanent end to the Holy Grail War.

Rider

Name: Enkidu

Sex: Male Human/Homunculus

Class: Rider

Appearance: Rider is a man that is recognizably different from others. He does not stand particularly tall, just shy of six feet tall. He weighs about 150 lbs. His face is handsome and graceful, with kind red eyes. He appears less of a man crafted by genetics, and one crafted by the gods themselves to be embody the concepts of beauty. His face is at its most natural when he is smiling, with an instinctively sweet demeanor. His hair is pure white, long and thick, running down to his hips and flowing freely. His body is coated in silver-colored plate armor, red detailing and padding underneath the plates. The "collar" of the breastplate rises up, particularly behind the neck, and its only pauldron, the left, is large, and looks like a sphere with the top third cut off, and then hollowed out. On his right shoulder is a wolf pelt, which is wrapped about his arm and hangs down over his back like a half-cape. Out from the faulds of his armor comes a red cape or skirt of sorts which falls down to about his ankles. On his side is his primary weapon, a bearded axe, the shaft of white wood about the length of his arm, and the head made of a shining white steel, with black trim and lettering as decoration.

In casual dress, he prefers simple clothing, a long and loose white sleeveless shirt and shorts. He has found a particular fascination in large and gaudy fur hats, curious that people had never thought to make such hats from pelts.

Personality: Although Rider looks to be a fully-grown man, a curiously innocent teenager might be more demonstrative of his true character. He possesses an inconsolable yearning for adventure, always eager to try something he has never tried before. He is sweet and polite and speaks with the voice of a young man, but the tone of a boy. He is inquisitive, and will often ask question of people to learn what he can of the world, quite interested to see how it has changed in the intervening millenia. For his childlike nature, Rider is nonetheless quite grounded, and closer to earth than his hot-headed Master, offsetting her fiery and confrontational actions with a kinder, more passive demeanor. This is not to say he is not without limits, and if need be he will step up and tell someone when they have gone too far, and will use force if need be. This include his Master, and they tend to argue over things, albeit trivial things. On the one side is a childlike man, and on the other a childlike woman; these conflicts predictably tend to be very... childish.

He is not necessarily fond of killing, but he won't hesitate to fight. His nice demeanor belies the cunning mind of a warrior, and he will put aside his feelings as needed in combat. He can be downright ferocious, attacking opponents many times his size with nothing but mad enthusiasm and adrenaline. He is also fiercely protective of anyone he calls his "friend", and will defend them verbally and physically against anyone who dares slight them.

Parameters:

STR: A++
END: B-
AGI: C
MAN: B
LUK: C
NPH: EX

Skills:

Monstrous Strength: B (Enkidu may access greater reserves of strength, in return for gradually losing his humanity, and becoming bestial like he was at his creation.)

He Who Fights Monsters: A (Enkidu is especially skilled at slaughtering Divine Beasts, and his strength increases accordingly. Also applies to Magical Beasts and upwards. But as their own creation, he is exceptionally weak to the Divine as well, and is more suceptible to their attacks.)

Piercing Eye: A+ (Enkidu is capable of perceiving the fate of those he comes into contact with. If he receives their permission, he may reveal this fate to them. If it is a positive fate, then they shall receive bonuses correlating to it. If it is negative, then they shall receive draining penalties. He may not hint in any manner whether the fate is good or bad before revealing it.)

Riding: A+ (Creatures on the level of Divine Beast and lower may be used as mounts. This does not apply to Dragonkind.)

Phantasms:

Enlil: The Deeds of Two Mighty Mortals: Anti-Fortress, A+

Enlil takes the form of a simple object: the seed of a cedar tree. Enkidu takes this seed and plants it into the ground, and from it grows a mighty cedar tree. And around it more trees, until the Cedar Forest of myth has completely surrounded all the landscape in sight. This forest is a "Territory Override" and is capable of destroying the surrounding landscape, as well as any territory of lesser rank to its own. In this realm, Enkidu's parameters are boosted to new heights, rivaling what he would possess in his homeland of Mesopotamia, and receiving the boons of fighting in his homeland. Should Gilgamesh be summoned as a Servant, or otherwise be present in this forest, he shall receive the same bonuses, as this Phantasm is a crystallization of his deeds as well. This Phantasm lasts as long as Enkidu has the prana needed to fuel it, almost a full week if he does not fight in the interim, and he may end it whenever he wishes. However, once he removes the Forest, his Luck is permanently ranked down to E, signifying the curse that came from his deeds in Forest.


Enkidu: Those He Calls "Friend" Shall Always Remain One: Anti-Unit, Rank C

The "greatest secret" of the treasury of Enkidu's only friend, the King of Heroes. A chain with the miraculous purpose of "binding the gods". Although it is merely a tough chain to those of normal blood, against foes with ranks of Divinity it grows stronger and more restricting, being a nigh-unbreakable prison to those of the highest ranks. This chain may be manifested in two ways, either its full length may be coiled around his arm to be used as he pleases, or he may summon lengths of it from golden portals, "borrowed" segments of the Gate of Babylon to let it strike and bind from multiple directions, tying up multiple limbs and parts of their body. Perhaps its greatest boon is that it is a passive Phantasm, which Rider may activate without calling its name, allowing it to be used without revealing his identity, unless one is familiar with the chain.

Gugalanna: The Heavenly Bull of Uruk: Anti-Nation, Rank EX.

By far the most powerful weapon in Enkidu's arsenal, his most beloved and his most despised. It is a weapon he is loathe to use, but as Rider it is his trump card, his mount, and a weapon on a level that even Servants must struggle to match. This is the Divine Bull of Uruk which he slayed alongside Gilgamesh. It is incarnated as a simple-looking bull, which he may ride upon as needed, and serves as a nearly indestructible and sturdy, but otherwise non-combative mount. But should he call out the bull's name and activate its true power, it shall grow to truly massive size, its front and hind legs at rest capable of standing at opposite endzones of a football field. Enkidu stands upon its shoulder and guides its actions with the god-binding chains he wields as reins. The bull shakes the earth with every step, and with a stomp of its hooves creates guided shockwaves which demolish fortresses and scatter armies. Its horns are Conceptual Weapons in and of themselves, and nothing may withstand their piercing tips. Its charge is irresistible, and its roar is deafening. This is a Divine Beast of the highest caliber, and its very existence is a form of high ranking magic. Should it be unchained, it is not exaggerating to call it a threat to the world itself.

Strengths: Rider is the ultimate hunter, and the oldest in history. If Gilgamesh is the King of Heroes, Enkidu is King of Slayers. The mythical beasts of the world are never safe from him, as he can pursue them relentlessly and fight them on a level of power that few, if any other heroic spirits can manage. He is no slouch against other Servants, either, being strong, fast, and enduring. In a head-to-head fight only top-tier heroes can match him physically. And even Berserkers, whose Mad Enhancement grants them extreme parameter boosts, can be brought to even ground with the activation of Enlil.

He is also a boon off the battlefield, serving as an effective conscience and mediator, having much experience with reining in difficult personalities. He is kind and personable, and good with diplomacy.

Weaknesses: Just as Rider is the perfect hunter of beasts, so are these beasts his downfall. Any foes with rankings in Divine Beast possess an edge on him, as his endurance goes down sharply when faced with them. Thus, he is both the man most prepared to kill these creatures, and the man most vulnerable to them.

He also lacks the Magic Resistance that other physically-oriented Servants possess, which leaves him more exposed to the Caster class than he otherwise would be. While it is suicidal for a non-knight class to take him head-on, he is quite vulnerable to an indirect attack.

And while he may be a hero, Enkidu is still a man. He is fearful, and at times uncertain of his ability. Although he can be roused from this depression, he will be vulnerable in situations where his courage is put to the test.
 

HellsingerAngel

New member
Jul 6, 2008
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Ruedyn said:
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Looks good for the most part. I'd like to know a bit more about Traitor's Guise and how it works. I think apart from that I'm pretty happy.

Arcanist said:
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Loving this sheet so far. Master looks solid. Servant obviously still needs some phantasms. Your clone skill and spellcasting could be joined into one skill as his clones were apart of his magic, if I'm not mistaken. The second weakness looks more like an advantage with how you worded it. While I don't mind the agility buff you should rethink how you're wording the weakness of his childish nature.

Pappytech said:
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As always, Mr. Pappy, a solid sheet. I've got no issues with this one.

CJ1145 said:
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Another masterpiece. I couldn't ask for a better sheet than this.

I'll put up some more critiques when some more sheets and edits trickle in.
 

drmigit2

New member
Dec 25, 2008
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Work in progress. Figured I would go for someone a bit better thought out than Assassin last game. Clear abilities and whatnot.

Servant
Name: Shemakha
Sex: Female
Class: Caster
Appearance: Shemakha is described as a transfixing beauty. She wears primarily flowing brown robes which ripple down to the ground. She also wears a large golden crown befitting of her royal status. She has innocent blue eyes and a very soft face. Everything about her puts off an image of pure innocent beauty. Her hair is a light brown and flows down to her shoulders.

Her Robes cover a very large and formal Russian dress which is laced with gold and ivory trimmings. Her skin could best be described as a ghostly, but beautiful pale white, much like Russian snow. She weighs a very dainty 100 pounds and seems as if a twig could break her in half.


Personality: Shemakha is a schemer, a seductress and a murderer. Capable of elaborate treachery, she lured King Dodon's three sons into battle, killed them, and then seduced the poor King, taking his Kingdom when she tricks him into betraying another sorcerer. Shemakha is not her real name, but she never reveals her true name to anybody and often is simply referred to by the country she lords over.

To those who are under her employ, she is very kind. Often depicted as motherly, she shows extreme gentleness and her soldiers describe her as a "Sleeping Mother Bear". She is not actually interested in romance, only using it as a means to get ahead against her true enemies. As such, any attempted flirting will end in a gentle dismissal.


Parameters:

STR: E
END: E
AGI: E
MAN: EX
LUK: EX
NPH: EX


Skills:

Summoning of the Golden Cockerel C: Her legendary beast is a large and very powerful Golden Cockerel capable of detecting enemy positions within the radius of a kingdom, and is effectively capable of easily lifting a full grown human right off the ground and dropping them to their doom.

Seduction EX: Any enemy facing Shemakha will be instantly enticed by her beauty, making it difficult to fight her.

Spells (Various): Shemakha is capable of many illusion, necromancy and misdirection spells, including obscuring mists, summoning undead soldiers, long range teleportation, etc.

Phantasms:




Strengths: A place to showcase what the character excels at. These will generally tie into your parameters or skills - a good leader will often have the Charisma skill - but can certainly reach beyond them.
Weaknesses: Shemakha is NOT a physical fighter. Incapable of basic combat, she relies on misdirection, confusion and magic to survive. She is also only capable of moving at the speed of a regular woman and is not capable of agility. She must rely on her allies for protection.
 

Ruedyn

New member
Jun 29, 2011
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HellsingerAngel said:
Ruedyn said:
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Looks good for the most part. I'd like to know a bit more about Traitor's Guise and how it works. I think apart from that I'm pretty happy.
I edited it again, should be good now.
drmigit2 said:
Work in progress. Figured I would go for someone a bit better thought out than Assassin last game. Clear abilities and whatnot.

Servant
Name: Shemakha
Sex: Female
Class: Caster
Appearance: Shemakha is described as a transfixing beauty. She wears primarily flowing brown robes which ripple down to the ground. She also wears a large golden crown befitting of her royal status. She has innocent blue eyes and a very soft face. Everything about her puts off an image of pure innocent beauty. Her hair is a light brown and flows down to her shoulders.

Her Robes cover a very large and formal Russian dress which is laced with gold and ivory trimmings. Her skin could best be described as a ghostly, but beautiful pale white, much like Russian snow. She weighs a very dainty 100 pounds and seems as if a twig could break her in half.


Personality: Shemakha is a schemer, a seductress and a murderer. Capable of elaborate treachery, she lured King Dodon's three sons into battle, killed them, and then seduced the poor King, taking his Kingdom when she tricks him into betraying another sorcerer. Shemakha is not her real name, but she never reveals her true name to anybody and often is simply referred to by the country she lords over.

To those who are under her employ, she is very kind. Often depicted as motherly, she shows extreme gentleness and her soldiers describe her as a "Sleeping Mother Bear". She is not actually interested in romance, only using it as a means to get ahead against her true enemies. As such, any attempted flirting will end in a gentle dismissal.


Parameters:

STR: E
END: E
AGI: E
MAN: EX
LUK: EX
NPH: EX


Skills:

Summoning of the Golden Cockerel C: Her legendary beast is a large and very powerful Golden Cockerel capable of detecting enemy positions within the radius of a kingdom, and is effectively capable of easily lifting a full grown human right off the ground and dropping them to their doom.

Seduction EX: Any enemy facing Shemakha will be instantly enticed by her beauty, making it difficult to fight her.

Spells (Various): Shemakha is capable of many illusion, necromancy and misdirection spells, including obscuring mists, summoning undead soldiers, long range teleportation, etc.

Phantasms:




Strengths: A place to showcase what the character excels at. These will generally tie into your parameters or skills - a good leader will often have the Charisma skill - but can certainly reach beyond them.
Weaknesses: Shemakha is NOT a physical fighter. Incapable of basic combat, she relies on misdirection, confusion and magic to survive. She is also only capable of moving at the speed of a regular woman and is not capable of agility. She must rely on her allies for protection.
Not the GM, but EX is a bit too high for her. I'd recommend toning it down to B's or something >_>
 

drmigit2

New member
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Ruedyn said:
HellsingerAngel said:
Ruedyn said:
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Looks good for the most part. I'd like to know a bit more about Traitor's Guise and how it works. I think apart from that I'm pretty happy.
I edited it again, should be good now.
drmigit2 said:
Work in progress. Figured I would go for someone a bit better thought out than Assassin last game. Clear abilities and whatnot.

Servant
Name: Shemakha
Sex: Female
Class: Caster
Appearance: Shemakha is described as a transfixing beauty. She wears primarily flowing brown robes which ripple down to the ground. She also wears a large golden crown befitting of her royal status. She has innocent blue eyes and a very soft face. Everything about her puts off an image of pure innocent beauty. Her hair is a light brown and flows down to her shoulders.

Her Robes cover a very large and formal Russian dress which is laced with gold and ivory trimmings. Her skin could best be described as a ghostly, but beautiful pale white, much like Russian snow. She weighs a very dainty 100 pounds and seems as if a twig could break her in half.


Personality: Shemakha is a schemer, a seductress and a murderer. Capable of elaborate treachery, she lured King Dodon's three sons into battle, killed them, and then seduced the poor King, taking his Kingdom when she tricks him into betraying another sorcerer. Shemakha is not her real name, but she never reveals her true name to anybody and often is simply referred to by the country she lords over.

To those who are under her employ, she is very kind. Often depicted as motherly, she shows extreme gentleness and her soldiers describe her as a "Sleeping Mother Bear". She is not actually interested in romance, only using it as a means to get ahead against her true enemies. As such, any attempted flirting will end in a gentle dismissal.


Parameters:

STR: E
END: E
AGI: E
MAN: EX
LUK: EX
NPH: EX


Skills:

Summoning of the Golden Cockerel C: Her legendary beast is a large and very powerful Golden Cockerel capable of detecting enemy positions within the radius of a kingdom, and is effectively capable of easily lifting a full grown human right off the ground and dropping them to their doom.

Seduction EX: Any enemy facing Shemakha will be instantly enticed by her beauty, making it difficult to fight her.

Spells (Various): Shemakha is capable of many illusion, necromancy and misdirection spells, including obscuring mists, summoning undead soldiers, long range teleportation, etc.

Phantasms:




Strengths: A place to showcase what the character excels at. These will generally tie into your parameters or skills - a good leader will often have the Charisma skill - but can certainly reach beyond them.
Weaknesses: Shemakha is NOT a physical fighter. Incapable of basic combat, she relies on misdirection, confusion and magic to survive. She is also only capable of moving at the speed of a regular woman and is not capable of agility. She must rely on her allies for protection.
Not the GM, but EX is a bit too high for her. I'd recommend toning it down to B's or something >_>
I will point out that she has e's in all combat stats. Luck and mana don't typically factor in much. I'll wait on Hellsinger for that one.
 

JokerboyJordan

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Sep 6, 2009
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Name: Jesus of Nazareth

Sex: Son of God (Male)

Class: Caster

Appearance: A man of great beauty and uncommon statue, Caster is about six feet tall, with a perfectly proportioned physique, lithe and harmonious. His face is a very soft and gentle one, rather long and with a broad, straight forehead. Caster has heavily tanned skin, being of middle eastern descent. He also has deep chocolate eyes that seem to harbour both the gift of understanding whilst also being tinged with sadness at the continued insolence of humanity. Caster wears his long, raven black hair in a loose ponytail, tied with a band of thorns. He also sports a modest amount of facial hair, which he maintains as either permanent stubble or a short beard.

For his casual clothing, Caster wears a tattered white chiton tied with a crimson sash, over a sleeveless dark blue tunic with leather vambraces. On his legs he wears matching braccae (trousers) with leather greaves and sandals.

When the time comes that the Son of God is forced into combat, his appearance changes drastically, as his hair changes to hang down freely whilst his beard also grows in length. His clothes change to a flowing robe dipped in blood, and his halo blazes wildly from behind his unearthly features.

Personality: Despite both witnessing and inflicting the end of humanity, Caster is still at heart a true pacifist. The Lamb of God sacrificed his own life rather than inflict death upon his enemies, showing his ideal of ultimate forgiveness.

Alignment: Lawful Good

Likes: God, Forgiveness, Neighbours

Dislikes: Satan, Dan Brown, Crucifixion

Parameters:

STR: D
END: C
AGI: D
MAN: EX
LUK: B
NPH: EX

Skills: Divinity: A++. As he is both true Son of God as well as his incarnate, Jesus is both 100% Human and 100% God, and therefore is the highest possible level of Divine Spirit possible in a Servant

Healer of the Masses: A. As a wandering healer and prophet, Jesus was known to cure people's ailments, ranging from leprosy, to blindness, paralysis, or even death. In practical terms, he is an adept at the healing of other people, whatever their affliction may be, minor or severe. In his currently mortal form though, extraordinary feats require the use of the Shroud.

Charisma: B-. Due to instigating an entire world religion, and as a preacher of social change, Christ achieved the highest level of popularity as a human being, especially so post mortem. He is able to calm people's spirits, and his words have persisted over 2000 years, continuing to inspire individuals the world over, however not all heed his word, as shown by Judaism and, more recently, the advent of Atheism.

Soul of a Martyr: B. Although He was the sufferer of many tribulations, Christ never once renounced the name of his Lord, nor relented in his assertion as Messiah, even in the face of unbearable torture at the hands of the Roman soldiers. For this his was crucified by Pontius Pilate, dying for the world's sins. His only debated moment of weakness is when he uttered "My God, My God, why have you forsaken Me?".
Nevertheless, he possess extreme mental aptitude, and is resilient to most forms of mental interference.

Territory Creation: C

Phantasms :

Saviour: Christ in Full Armour: Support, Rank C
Put on the whole armour of God, that you may be able to stand against the wiles of the devil. For we do not wrestle against flesh and blood, but against the rulers of the darkness of this age, against spiritual hosts of wickedness in the heavenly places.

Caster dons the "Armour of God" to assert his resolute dedication to his Heavenly Father. This armour consists of: the Helmet of Salvation, the Belt of Truth,the Sandals of Peace and the Breastplate of Righteousness. He is then armed with the Shield of Faith, and the Sword of the Spirit of God. These armaments augment all of his available parameters, as well as allowing him to inflict lethal damage against his enemies, something he is otherwise unable to do.

Turin Shroud: Holy Winding Sheet: Support, Rank B
For to this end Christ both died, and rose, and revived, that he might be Lord both of the dead and living.

The burial cloth that Jesus was buried in prior to the Resurrection is imbued with powerful magic, granting it's user the ability to heal wounds of varying severity, mending injuries ranging from stab wounds to birth defects. Despite the rumours of its abilities to do so, it can not be used to bring a being back to life. Aside from it's regenerative properties, it also allows Jesus the ability to become ethereal, existing in a state of existence between both life and death, granting complete protection from any physical attacks, although he is unable to interact with the physical world in turn, and his movement is significantly slowed


Revelations: Fanfare of the Apocalypse : Anti-Fortress, Rank EX
And the temple of God was opened in heaven, and there was seen in his temple the ark of his testament: and the sun became black as sackcloth of hair, and the moon became as blood

Calling upon the power of the Heavenly Father, Jesus traps his adversary in a reality marble representing the time immediately preceding Rapture, where he sets upon them the cumulative plagues that are a result of the breaking of the Seventh Seal. The sun turns black, lightning strikes, the earth quakes, the seas become blood, and fire and ice rain from the sky. This all eventually culminates in the reveal of the Ark of the Covenant and God's voice, decimating the landscape with holy light.

Strengths: Whilst he is not traditionally thought of as an adversary in combat, Jesus's strengths lie in his extremely potent Miracles, which are divine powers granted to him by God. He is able to quickly alter the properties of the natural world to better suit his needs, a localised form of Territory Creation. Furthermore, his Miracles also grant him mastery over the elements, with Jesus himself having an affinity for water. Outside of battle he is a great leader and philosopher, able to becalm even the most hostile of spirits, and is also an adept Exorcist.

Weaknesses: The world's best known pacifist, the Lamb of God is not known for violence, and he is therefore very reluctant to inflict any pain on those he fights, often to his detriment. Due to Godly influence, he is physically incapable of inflicting mortal injury to persons, without having first ascended to one of his heavenly forms. For the most part, Jesus is also bound to his mortal vessel, and is normally no more physically impressive than your average human male, being surprisingly weak when defending. He is also especially susceptible to traps, as well as Black Keys, due to them being made of the same nails that pinned him to the Cross.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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HellsingerAngel said:
Pappytech said:
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As always, Mr. Pappy, a solid sheet. I've got no issues with this one.
Heh, alright, good to hear!

Just as a heads up, I played around with the formatting on the sheets a bit, and added a couple of lines onto Saber's strengths and weaknesses. Nothing major, just a few callbacks to the poem.
 

Ruedyn

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Jun 29, 2011
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Just going to leave this here if anyone would rather take Assassin >_>

If you're in the middle of making a berserker, feel free to ignore this. I can stick with the other.

Name: Pier Gerlofs Donia (Grutte Pier)
Sex: Male
Class: Berserker

Appearance: Grutte is a large individual, as his name suggests, standing easily at 6'5, and seemingly made of muscle that bulges out whenever he feels he needs to show off. He's well tanned, and usually has a look of good humor on his face, with mirth in his sly orange eyes. This changes when the mad enchantment takes over, though, when his eyes bulge out and his every feature is twisted in rage. He has long black hair, that's tied into a very loose ponytail that falls to his waist, and a mustache and soul patch.
His usual clothing is red tights and knee high brown boots, with a dark green shirt, one sleeved with red underneath it, covered in a black iron chestplate, with two spaulders hanging over his broad shoulders. He also wears a bracer, of the regular leather on his exposed arm. He wears his massive zweihander on his back, even though the sword is bigger than he is- weighing 35 pounds easily- he uses it like it was the weight of a kitchen knife. When not in combat, and sane, he tends to favor a flannel shirt and black slacks.

Personality: Grutte is an intelligent soul, one with both sharp wit and wide charity. He will never turn a friend away, and is a fearsome enemy of injustice. Unfortunately, his life and legends have cast him as a brute, so he wears it like a mask, hiding away his true feelings away in favor of being tough, stoic, and silent. He fears nothing, and doesn't feel he has anything to truly lose, and these manifest themselves into a sort of death wish, like brash attacks and facing even the strongest enemy head to head.

He feels bitter towards his master, angry that he is once more cast into life as the brute, the mindless smashing machine he was forced to be. Despite these feelings about his master, he will protect him with his life, however reluctantly. When the mad enchantment hits, however, he really loses himself. The line between foe and friend is blurred, and he simply smashes all he sees.

Alignment: Lawful Neutral

Likes: Intelligent things, sarcasm, standing up for the little man.

Dislikes: Injustices, insults to his IQ, the Mad Enchantment.

Parameters:
STR- A
AGI- C
END- C
MAN- E
LUK- E
NPH- D

(Mad Enchantment):
STR- EX
AGI- A
END- A
LUK- E
MAN- E
NPH- E

Skills:
Mad Enchantment- B
Independent Action- D
Riding- B
Bravery- C
Charisma- D
Eternal Arms Mastery- A
Innocent Monster- D

Phantasms:

Bread, Butter, and Green cheese- Grutte bragged that he could tell anyone was a Frisian when he made them say this line, and he was correct. When he says this line around an opponent, he can instantly get their identity, at the cost of his own. This can't be used when under the Mad enchantment, however.

One Ton Blade: Cross of the Dutchmen- The weight and size of Grutte's blade increase exponentially, making his swings hit far harder, and allowing him to extend his hits another foot or two. This is almost always on when under the Mad Enchantment, and serves as a great strain for his master.

Strengths: Grutte Pier is known for his inhuman strength, which he uses to great effect in combat. He's able to smash concrete with his bare hands, and can do even more with his blade. He is also rather clever, and can work rather well autonomously.

Weaknesses: Grutte, while having great strength, is slow, unless under the effect of the Mad Enchantment. He also refuses to use the ability of his class unless it is well and truly necessary, and out of pride won't use his masters prana without proper provocation.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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Seems interesting. I kinda wish it had been set up where the players only play as one of the two kinds of characters and therefore had to be paired up - would have made some neat RP. Good luck with the game!
 

Ruedyn

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Jun 29, 2011
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hiei82 said:
Seems interesting. I kinda wish it had been set up where the players only play as one of the two kinds of characters and therefore had to be paired up - would have made some neat RP. Good luck with the game!
We did that last time. Just not sure how many people would be interested in this thing :\
 

CJ1145

Elite Member
Jan 6, 2009
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hiei82 said:
Seems interesting. I kinda wish it had been set up where the players only play as one of the two kinds of characters and therefore had to be paired up - would have made some neat RP. Good luck with the game!
Indeed, we did that last time. There were good results, and there were... other results. We also did it this way because we weren't sure how many applicants we'd get. Thus far, it's proving a wise move...
 

HellsingerAngel

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Jul 6, 2008
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Ruedyn said:
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Well, can't have a Fate thread without someone getting gender swapped, I suppose. Only two minor issues I spotted in here.

1. You've forgotten to switch all the masculine pronouns with feminine ones. You might want to proof the sheet or have someone proof it for you to nab all of those.

2. Does Traitor's Guise dispel when Cassius tells any truth, or just one that contradicts the lie? It isn't very clear on that.

Arcanist said:
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A switch of class eh? Well, can't say I disapprove as Lancer fits that monkey man much better. The sheet looks much more solid now as a result.

As for the EX rank in agility you've asked for in private discussion, I can't say I approve of it. While Wukong was certainly was an unparalleled fighter in his time there were plenty of beings that could rival his strength. Take this in comparison with Beowulf, a guy who fought one of the most powerful creatures in the Nasuverse with a mere dagger and his fists and you've got a lot to live up to to earn that EX rank. That being said, I don't want to leave the guy with similar stats to his Rider profile, so how about you chuck a plus on two of his stats for when he goes into serious mode and we'll call it even?

Pappytech said:
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Is there no end to the gender swapping!?

Nice to see Feet of Clay get a bit of clean up and the added information to Saber.

CJ1145 said:
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Alright, nice to see some detail added. Also good to note that the class switch-a-roo came full circle. Rider's new sheet looks as great as ever. Nice to see some spells on Daria though I do see a couple things I may have made an oversight on last look around.

1. Daria's mage rank should be Prodigy, not Master, if she has a mystic code.

2. I'm not sure if I'm reading this right but does Daria absorb both Origins and magecraft on contact? I think this a bit much and should have a bit of a downside. A copycat seems fine but being equal to any opponent seems a bit too much.

drmigit2 said:
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I know the sheet isn't done but I figured I'd comment anyway. I really like the concept, not gonna lie but there are a few things that stroke me the wrong way.

1. How does she have magic? The prerequisite for being a Caster is having either studied or practiced magic at some point and I don't recall her ever having done so. I need some clarification on this.

2. EX parameters are those which defy common measurement even in the servant system. They surpass that of two hundred men or more and rival abilities that the Gods themselves would have. I don't think the queen of Shemakha would have abilities quite that high given her legend though depending on your master that could change.

3. Shouldn't her Golden Cockerel be a phantasm? It seems to be her only truly significant aquisition or magic regaled in her story so I think it'd be a little more important than a simple skill.

Hope to see a completed sheet accompanied with master soon!

JokerboyJordan said:
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Alright. The big J for double J, eh? Quite a few things to go over but that's totally cool, so let's dive right in.

1. Divinity needs to go down. A+ at max.

2. A couple of his other skills should probably come down a bit. Even with Jesus, straight As just looks overpowered to me. Your choice on which to rope back but I want at least two dropping to Bs minimum.

3. You forgot to add Territory Creation to your skills. This can be one of the aforementioned lower ranked skills, if you wish.

4. Saviour says it modifies his parameters but doesn't specify how. I also don't see any pluses on his parameters so I'd need some elaboration on this.

5. While I love the healing factor on the Turin Shroud, I'm not thrilled on the ethereal portion of it. In the last thread we experienced issues with abilities like this and I'd rather not repeat the same mistake twice. If its to keep this aspect then it needs some heavy restrictions like not being able to move, having a very limited time frame on staying ethereal or having a extremely elevated prana cost to off-set its usefulness.

Other than that, looking forward to see a master sheet following up soon!
 

Ruedyn

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Jun 29, 2011
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HellsingerAngel said:
Ruedyn said:
-snipped-
Well, can't have a Fate thread without someone getting gender swapped, I suppose. Only two minor issues I spotted in here.

1. You've forgotten to switch all the masculine pronouns with feminine ones. You might want to proof the sheet or have someone proof it for you to nab all of those.

2. Does Traitor's Guise dispel when Cassius tells any truth, or just one that contradicts the lie? It isn't very clear on that.
Crap. Always one I miss >_>

And yeah, when Cassius tells a truth. She can weave together lies, though that has the unfortunate side effect of mind fucking opponents EVEN HARDER than usual.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
HellsingerAngel said:
Pappytech said:
-snipped-

-snipped-
Is there no end to the gender swapping!?

Nice to see Feet of Clay get a bit of clean up and the added information to Saber.
Yeah, I definitely like this version of the spell better than the old one. Now it's something that actually makes sense with Fate, as opposed to just making somebody feel bad about themselves.

As for gender swapping Saber...





I just follow the patterns that have been laid out before me.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
Name: Yi Yu Yuen

Sex: Female

Age: 23

Appearance: Asian with black-brown hair and hazelnut eyes, that often accompany a frown with a heavy stare. The sternness of the stare is not reflect in her face though. Her face has soft features: a button nose and round cheeks and full lips. Yi often wears makeup, though only when she does, it?s a smattering of foundation, lipstick and mascara. Her hair is usually tied back in a bun, again reflecting the stern images she wishes to show to the world. The only concession being the somewhat ornamental hairpin, in the shape of a stylized lotus flower, that helps keep the bun in shape.

Continuing with this theme, there is her fashion style. You will not find Yi wearing jeans, or t-shirts or anything of the sort. Formal wear is her choice of attire. She can be commonly found wearing white blouses and black jackets, but never ever a black skirt. Being a woman of practically, she prefers trousers. She carries a heavy-looking brown leather satchel in which she keeps everyday essentials such as her mobile phone, makeup case, hairbrush and purse along with items that she requires for her rituals. Though, those items are kept safely in a secret compartment of her bag.

Personality: The sternness is not for show. Yi is a person who has been forged with a harsh upbringing and in the flames of that, all notion of humour and fun has been consumed. Or at least that is what others mainly think of Yi. To tell the truth, she is a woman that harshly divides work and play, and acts accordingly in each. While working, she is the stern iron lady - a side of her that almost everyone sees - bossy, somewhat arrogant and loud. Outside of work, she couldn?t be a more different person - laid back, and content to go with the flow. Nevertheless, she is well aware of the bound she carries.

The burden of uploading family honour and the burden of her family?s shame. Nevertheless, Yi has always been a determined and focused person, regardless of the situations she finds herself in. In social situations, she is more of a person who listens to what others have to say before stating her own, naturally more thought out and informed one. Then again, Yi rarely has time for others, if at all, as she is prone to quickly judging others and dismissing them as a waste of time more than anything. Then again, Yi does have her warm side, but she only is nice to people who she feels is worthy of the effort.

Rank: Magus

Origin: Endeavour. While not the most skilled of Magi, Yi simply makes up for it with pure effort. And throughout her life, she has endeavoured to surpass those of higher ability, whether it be in magic or more mundane efforts. In short, Yi has always been driven forward by her Origin, though she is unaware of what it is. Only that she is willing to use more ritual-based magic such as Formalcraft to overcome her own lack of power. Her Elemental Affinity is Wind. Regardless of that, she - like the rest of Magi in her family - is a practitioner of onmyodo and primarily relies on Mysteries such as:

Kuji-in - D Rank

"On jiterashi itara jibaratano sowaka.
On ishanaya intaraya sowaka.
On jiterashi itara jibaratano sowaka.
On hayabaishiramantaya sowaka.
On nomaku sanmanda basaradan kan.
On aganaya in maya sowaka.
On irotahi chanoga jiba tai sowaka.
On chirichi iba rotaya sowaka.
On a ra ba sha no sowaka."


Even since Buddhist got a foothold in Asia, this mantra has been repeated many times in times of need by people in the mountains. As such, it has been absorbed into onmyodo and has settled in quite nicely, with its balance of yin and yang symbols. It is less of a Mystery and more of a means to focus, at least in the hands of commoners who do not know the meaning of the hand gestures or the words of the mantra itself.. In the hands of Yi, when she chants this mantra and makes the respective hand gestures, this chant increase the prana flow in her Magic Circuits for a short while.

Kamaitachi - C Rank

"Those bound to my blood.
Blood of my ancestors, come.
Now, now is the time.

Fearsome mountain winds,
Come, crush, cut, and cure from high.
Leaving only pain."


This incantation is accompanied by folding of a paper doll into a weasel-like shape. This evokes a shikigami that, like the tale, appears to be a fast wind but is infact a spinning trio of low-rank weasel spirits holding sickles. After a few seconds to built up speed, they launch at the enemy, cutting them to pieces. Nevertheless, also like the tale, the wounds do not bleed. Thus this spell is only good for causing pain to the enemy, though there is the chance that the sickles will cut down to the bone, inflicting great damage upon the target. After an attack, the kamaitachi dissipates.

Flow of the Generating Cycle - D Rank

"Sprouting from the East,
To reach the Southern sunlight.
Bloom, and feed my flame."


A weak healing spell that Yi can use to heal herself and others. However, it is a rather weak healing at that and like the rest of her repertoire, relies largely on ritual to be cast as hand gestures such as swift cuts eastwards and southwards need to be done as part of the ritual. Nevertheless, it is an efficient spell with little cost. But, as the rank suggests, it has little power. The spell itself can be said to be spell that utilises the ?free energy? and ?directed movement? aspect of the Wind Element to heal oneself, at least from the Western view of magic and the elements.

Kuji-kiri - C Rank

"Rin.
Pyo.
To.
Sha.
Kai.
Jin.
Retsu.
Zai.
Zen."


Also known as the Nine Cuts. This uses the same symbols as the Kuji-in, but in a different way. For one, instead of primary relying on mantras, the ritual that must be done to use this Mystery is more focused on the hand gestures; these being nine cuts with the hand all together forming a grid of sorts. Not to mention that this Mystery has a completely different purpose. Simply put - similar to Kamaitachi - it cuts the target, leaving a characteristic, grid-like wound. However, it is less effective when used on human targets, as it is mainly intended for dealing with spirits and the like.

Edict of Binding - D Rank

"Stop. O foul creature.
Your passage here is sealed.
By this sacred edict.

The Four Directions
Reject every single step.
Those inhuman feet take."


A simple slip of a prepared seal and the incarnation is all it takes to cast this spell. However, it has a very specific purpose - to bind non-humans. As a result of this, the spell is utterly useless against humans or those with human blood such as hybrids. Additionally, the binding can only be maintained as long as Yi can hold it - that is, until she runs out of prana to power the spell. Which means that the target can only be bound for a limited amount of time. Hence, this spell is highly situational, even with being one of the more higher ranked spells that Yi possesses.

Mystic Code: Her hairpin, believe it or not. Called the Lotus Pinion. This simple object has been in the Yuen family for generations and represents the bond between the onmyoji and the shikigami. The story goes that, as per Chinese tradition, a spirit of the mountains offered the founding member of the Yuen family - Cheng Fu Yuen - her own hairpin as pledge to him after he gave an offering to the mountain spirits. Naturally, he accepted the pledge and as a result, shikigami have served the Yuen family ever since. However, without the Lotus Pinion, one must resort to more traditional means.

Outside Resources: None other a stash containing decent amount of money.

Backstory: As with any Mage, you need to look at the backstory of their family first. As stated before, certain Cheng Fu Yuen took a pilgrimage to the Four Sacred Mountains of China and had quite an encounter. The young Buddhist monk then shared the news with his fellows when he returned to the monastery. Seeing the monk as a source of disruption, his elders sent him away on a pilgrimage of another sort. To Japan to spread the Buddha?s wisdom. However. he fell in love with a women there and threw off the robes of a humble monk for those of a comman man with a wife and a child.

Throughout the years, the Yuen family grew in power as expected of one of the first onmyoji. Especially when onmyoji were in demand in the Imperial Court to calm the vengeful ghosts of the dead. One could say that whatever advice they offered, a noble would follow it. Even if it meant throwing a baby off a cliff to increase the chance of winning the Emperor?s favour. Nevertheless, as time went on, more foreign aspects were amalgamated into the art, influences from Shinto for example, that twisted and changed the meanings and rituals into twisted reflections of their former selves.

Thus, the Yuen family sought to keep the art ?pure?. This choice was but the start of their fall. They refused to adapt and suffered for it. Soon. they were overshadowed by the likes of the Abe and Komo families. As a result of this, many of the Yuen family simply abandoned the path of magic. They saw no point in continuing if they had lost their crown to usurpers such as the Abe and Komo families. Magic had turned from a thing of pride to a thing of shame. Some stuck with it, only to be looked down on as pale imitators of others, or no-good charlatans that simply shame the family.

As for Yi, she is simply a link in this long chain. One of the last Yuen Magi to be precise. The decline seen in previous years continued and the Yuen family is considered to be one of the many minor Mage families in the world. Simply rabble compared to the Einzbern, Tohsaka, or the Matou families. Regardless, Yi, because her parents died when she was young, was raised by her grandparents - frevent traditionalists that cling to the last vestige of pride the family has and all too aware of the shame of being the descendants of a runaway monk that abandoned his vows or of the shadows of the past.

Her upbringing was marked by the strictness of her grandparents. They wanted her to excel in all important areas of life, in school and in Magecraft, for example. Yi simply resigned herself to this, working hard at whatever her grandparents threw at her and enduring the lectures about her heritage and how the mighty Yuen family has fallen. As a bit of fun, she began questioning that notion. Were they simply a family of mediocre Mages that made little improvement every generation? Was this a result of relying on shikigami or refusing to adapt? Nevertheless, those questions were left unanswered, unasked even.

Her homeschooling and magical training continued regardless. Soon she grew into a decent Mage and a smart woman. Her grandparents granted her a vacation of sorts until she has to marry a suitor of their choice to continue on the Yuen bloodline. Currently, she has spent this time seeing the sights of the world, travelling to countries such as Paris or Egypt. Well, until that mark appeared on her hand, anyway. When that happened, she immediately flew back to her home and told her grandparents about it. Siezing the chance to return to glory, they sent her off with a blessing to Fuyuki City.

Name: Samson

Sex: Male

Class: Berserker

Appearance: A mountain of a man. Starting from the top, brown hair runs down his hair in seven long locks that reach the small of the his back. A ragged brown beard with dark brown streaks covers the lower half of Berserker?s face, almost hiding his mouth. Brown eyes stare back at you. He appears tanned by the beating of the harsh desert sun with brown skin. Berserker dresses plainly, in a simple rough-hewn tunic with leather sandals. One thing of note are the bronze shackles on his wrists, with about two inches of bits of broken chain trailing off it. The same can be seen on his ankles. Nevertheless, when the occasion calls for it, he takes on a rather different look to the one described above.

Rather that the more formal clothes that some Servant chose to wear in order to blend in with the modern world, Berserker takes a more casual approach, preferring loose t-shirts and baggy trousers over the tight tailored suits everyone seems to be wearing. To him, such things would simply get in the way. Regardless, he tends to wear his locks in a tight ponytail as well, when out of battle. Under the Mad Enhancement, Berserker's hair becomes more wild, and he, predictability grows more wild in general. He even tends tp tear at imaginary ropes that aren?t there which leads to clothing damage when in that state.

Personality: One thing Berserker is not, is subtle. He is a very loud individual and quick to boast of his feats and his strength. He is fiercely independant, believing that he has the right to do whatever he pleases. Naturally, this leads to tension between him and his bossy Master. Nevertheless, Berserker is a person who relies on feelings rather thoughts. Often he will blurt out anything he wants to say, for example. He also has a habit of seeking vengeance for perceived slights. Other than that, Berserker is fond of worldly pleasures such as wine and women, despite his Nazirite vows.

Rowdy he may be, though he is more than an angry brute. Berserker enjoys riddles and wordplay and cannot resist cracking jokes at times, especially when the situation looks to be in his favour. He can be said to be a person of extremes, hating his enemies and caring for his friends with an equal amount of passion. However, this all changes once the Mad Enhancement takes effect. Then all personality previously shown can pretty much be disregarded. Berserker, true to the name of the Mad Enhancement, he turns into a mad beast, dead set on defeating those that would oppose him.

Alignment: Chaotic Neutral

Likes: Wine, Honey, Riddles

Dislikes: Philistines, Bossy people, Being shamed

Parameters (Mad Enhancement):

Code:
STR: B+ (EX)
AGI: C (A)
END: B- (A)
MAN: D (E)
LUK: E (E)
NPH: B (D)
Skills:

Mad Enhancement - B Rank:

Parameters such as are improved at the cost of sanity.

Strength of the Spirit - A Rank:

Berserker?s strength increases to new highs when the Spirit of the Lord is with him, provided that he keeps at least one of his Nazirite vows.

Bravery - C Rank:

Resistance to negative mental interference.

Phantasms:

Neqamah Levett: Vengeance By Fire - Rank C, Anti-Army

"So he went out and caught three hundred foxes and tied them tail to tail in pairs. He then fastened a torch to every pair of tails, lit the torches and let the foxes loose in the standing grain of the Philistines. He burned up the shocks and standing grain, together with the vineyards and olive groves."
- Judges 15:4-5

When using this Noble Phantasm, Berserker summons up three hundred fox animal spirits with blazing tails which leave a blazing trail of fire and destruction in their wake, incinerating everything and reducing the surroundings to ash in a radius the size of a soccer pitch. Nevertheless, these animal spirits are pretty much uncontrollable, much like Berserker himself while under the effects of the Mad Enhancement, though Berserker himself cannot use this Noble Phantasm while under the Mad Enhancement. Furthermore, this Noble Phantasm has a steep prana cost.

Chamor Lehi: That Which Killed A Thousand Men - Rank B, Anti-Unit

"...With an ass?s jawbone,
I made asses out of them.
With an ass?s jawbone,
I killed a thousand men!"

- Judges 15:16

While other Servants wield more conventional weapons such as spears, bows, swords and the like, Berserker?s weapon of choice is that of a simple donkey?s jawbone. Its simple nature betray its simple origins, that which something Berserker simply found on the battlefield that day. Nevertheless, Servants and others will find that it breaks bones and inflicts wounds to the extent of the average Noble Phantasm. One could even say that Berserker enjoys using such a basic weapon to fell his enemies. By channeling prana, Berserker can create a shockwave of sorts with it by slashing the ground.

Hevrebn Meqdesh: Shattering of the Pillars - Rank C, Anti-Fortress

"...Straining all his nerves, he bow?d:
As with the force of winds and waters pent,
When Mountains tremble, those two massie Pillars
With horrible convulsion to and fro,
He tugg?d, he shook, till down thy came, and drew
The whole roof after them, with burst of thunder
Upon the heads of all who sate beneath,
Lords, Ladies, Captains, Counsellors, or Priests,
Their choice nobility and flower..."

- John Milton, Samson Agonistes, lines 1646-1654

The greatest of Berserker's Noble Phantasms. He grasps at the very pillars that hold reality apart with his shackles and brings them crashing down, bringing with down with them untold destruction upon his enemies and himself. As a reflection of his story, after using this Noble Phantasm, his Endurance will be permanently ranked down to E. Despite this and the fact that it is very expensive prana-wise, this could be said to be the trump card in Berserker?s pack. Nevertheless, as it requires rational thought, Berserker cannot use this Noble Phantasm while under the Mad Enhancement.

Strengths: One of Berserker?s main strength is... his strength, without much effort he can easily overpower the likes of Caster or Assassin class Servants in terms of sheer strength.. Like most Berserkers, his strengths lie in close combat. Even without weapons, he is a formidable foe. This only becomes more apparent when he is under the Mad Enhancement. Additionally, if wronged, Berserker will go all out just to get revenge. Even if he has to use rather colourful methods to do so.

Weaknesses: Of course, there are downsides. Berserker does have his weaknesses. For example, any who know his name will know that his strength can be sapped if his hair is cut or that he finds untrustworthy women attractive and can be easily deceived by them, even persuaded to do things that would harm himself. Another weakness of his is that most of his Noble Phantasms cannot be used if he is under the Mad Enhancement and that some of the Noble Phantasms themselves cost a lot of prana to use. His obsession with revenge can also be seen as a weakness, especially when it lands him in unfavourable situations.