• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom Fate/Crossover CS Rules

OOC
Here

Gundam Watcher 27

I'm blue bababeeba
Welcome!

This will be my first time GMing a Fate RP. If you want to know where to start, there are currently 7 servant spots open. However, once all 7 are taken, I'm not accepting any more Servants. There will also need to be 7 people to play as the Masters.

This RP is going to have a unique twist however. You may use characters from another media source for your servant as long as they meet certain requirements:

- They aren't around after 1500 CE. After all, anything past that tends to be more modern and advanced, therefore betraying the Concept of Fate, heroes from history and legends that fight to claim a single wish.

- They can't be larger than 10 ft. If you go for bigger, you'll either need to have them be Summoned into a Homonculus as their base form before becoming whatever it was you Summoned into it (ie Godzilla begins as a Homonculus due to his size.), Or they can become a human at will (IE Fafnir was able to via a ring it used.)

- You can't Summon a Servant from another media source who is already in Fate Series. (IE Hercules from Hercules isn't allowed since Hercules is already around.)

All Rules for RP Nation apply here, including rules for combat.

CS (Servant)
Appearance:
Name:
Quote: (Optional)
True Name:
Gender:
Personality:
Wish for Grail:
Servant Class:
Servant Attributes:
Servant Stats:
Str -
End -
Spd -
Mana -
Magic Resistance -
N.P. -

Origin: (Must have. Where did they come from? What source of media did the originally appear in?)
Brief History:

Servant Skills:

Class Skills:

Noble Phantasms:

Extra stuff: (Put whatever else you believe would fit here.)

------------------
Master CS

Appearance:
Name:
Age:
Gender:
Race:
Personality:
History:
Wish for the Grail:
Skills: (Anything normally learned by a human)
Abilities:
Equipment: (if any):
Trivia:
 
Last edited:
CS (Servant)
Appearance:
589887
Name: Saber
True Name: Link
Gender: Female (I'm not sorry)
Personality:
Link, from the beginning, is a girl who willingly fought to protect those he cared about. And she has a deep father-daughter bond with the Deku Tree.

Link, while she really didn't have to, ventured into the Deku Tree, risking her life to save her father—and simply because the Deku Tree asked her to do so. No real questions asked. And even after the Deku Trees death... she went all he way to Hyrule just to carry out the Deku Tree's message. This Link is obviously devoted—she sticks with a plan until the very end. This is a recurring theme throughout every game she appears in. Let me elaborate.

Zelda tasks her with saving the world, so Link travels across time and space to save the world. Link wants to find Navi, so she goes extremely far into the Lost Woods to look for her. Termina is being destroyed, so again, Link distorts time just to save it. And finally, in Twilight Princess, this Link is so ready to pass down the skills he used in his day to those that share his blood, that he goes as far as to transcend the land of the dead just to do so.

Devoted and brave, these are the traits of gaming's arguably most beloved Legend of Zelda protagonist.
Wish for Grail: To end the cycle of reincarnation, saving her descendants and Hyrule from constant peril.
Servant Class: Saber
Servant Stats:
Str - A
End - B (Raised to A or B+ with bravery)
Spd - B
Mana - B (C without Triforce of Courage)
Luck - C
N.P. - A++

Origin: Legend of Zelda

Brief History: This is the Link from Ocarina of Time

Servant Skills:
Protection of the Goddess B: A Skill that demonstrates the divine protection of the Goddess Hylia due to being her champion. Gives a rank up to Luck in dangerous situations.

Eye of the Mind (False) B: A natural talent to foresee/sense and avoid danger on the basis of an innate 6th sense, intuition, or prescience. The accuracy of this instinct can be augmented by experience. The ability also grants an effect of offering resistance against penalties caused by visual obstructions. Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament.

Battle Continuation B: A Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce mortality rate from injury. This Skill represents the ability to survive and/or the mentality of one who doesn't know when to give up, consisting of one's strength of vitality in predicaments. It is also one of the powers of a vampire. The best result is achieved when a resilient body is combined with this Skill. Her tenacity is persistent, making it possible to fight even with deadly injuries.

Bravery EX(A): The ability to negate mental interference such as pressure, confusion and fascination, completely nullifying it at EX rank. It normally has the bonus effect of increasing melee damage but Link instead uses it to increase her Endurance instead, though she can reduce her END to boost damage. If she loses the Triforce of Courage her Bravery will be reduced to A rank.

Class Skills:
Riding B: A Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. It is said that dragon type mounts are an exception, requiring a different ability other than Riding. At this rank most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period one was alive in, for they are no exception. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts.

Magic Resistance EX(A): In addition to the Magic Resistance of the Saber Class, Link demonstrates high Magic Resistance due to her Triforce of Courage. If she loses the Triforce of Courage her Magic Resistance will be reduced to A rank.

Noble Phantasms:
Master Sword: Blade of Evil's Bane
Type: Anti-Fortress
Rank: A++
Targets: 1000
Range: 1~99
The Master Sword was originally crafted by the goddess Hylia as the Goddess Sword, and was later forged into the Master Sword by the Goddess's chosen hero and its spirit, Fi, who bathed it in the three Sacred Flames located across the land that would become the Kingdom of Hyrule.
By raising the Master Sword, into the air, Link is capable of charging and firing versatile Sword Beams known as Skyward Strikes.
Upon True Name release link can fire a blast worthy of the strongest holy sword. Although due to the sword having anti-evil properties it would lose against Excalibur but win against Excalibur Morgan The magical energy consumption of this is extremely high, leaving her exhausted after usage, and it cannot normally be fired consecutively.
Yep, another laser out of a sword.
Triforce of Courage
Type: Anti-Unit (self)
Rank: B
Targets: 1
Range: ~
The Triforce of Courage embodies the essence of the Goddess of Courage, Farore, the source of all life. The Triforce of Courage is more than a mere symbol of Link's exemplary courage, who is usually its bearer. Though Link is not a skilled sorcerer like Ganondorf or Zelda, the Triforce of Courage, like the other sacred triangles, grants her untold mystical abilities, one of them being protection against magic. The Triforce also grants its bearer the ability to master any weapon they touch, effectively making everything he recognizes as a weapon a D-rank noble phantasm in her hands if it isn't already a higher rank. Due to there being anecdotes of it being stolen, it can be taken about as easily as a command seal and stays until the holy grail war is over.
Extra stuff: Pretend it's this sword in the image.
589897
 
Last edited:
603267Name: Rider
Quote: "If there's a person before me who stands in my way,
I will burn it all down for you!"
True Name: Eliza Celjska
Gender: Female
Personality: A loyal Servant who fights to be accepted by those she cares about. She will always be by her master's side no matter what, unless told otherwise. She takes great pride in getting along with her allies but secretly, she has a fear of being rejected. She has a strong belief in justice, and will always fight under her code of chivalry.
Wish for Grail: For the world to accept her for who she is.
Servant Class: Rider
Servant Attributes: Heroic Spirit, Human, Royalty
Hidden Attribute: Dragon
Servant Stats:
Str - B
End - B
Spd - B
Mana - A
Magic Resistance - C
N.P. - EX

Origin: Magia Record
Brief History: A medieval heroine who belongs to the prestigious Order of the Dragon. She is the daughter of the Queen of the Holy Roman Emperor, and although she's a high-spirited person, she responds with a strong friendship to her recognized allies. She was originally not part of the the Order of the Dragon, being raised to be the next Emperess, but due to some unforeseen events, she would take up arms to fight and protect her kingdom. This however would be viewed negatively, as Eliza was shunned by her mother for doing so, and in turn, she ran away after losing her mother's affection. After being recruited by Vlad II, she would serve under his rule, and fight to bring glory in his name. It was only during the downfall of the Order that she mysteriously vanished, but the details are unknown.

Servant Skills:

Exotic Weapon Mastery (EX) - Eliza's Weapon is a combination of a rifle, a Lance, and a sword. Upon closer evaluation, it seems this weapon is truly unique, as no other Servant in existence possesses it. Do to the combined concepts of this weapon, Rider could be put in the Lancer or Archer class if possible. The gun itself fires concentrated Mana, which can in itself pierce the hide
of a thick skinned or armored beast.

Charisma (A) - Eliza's appearance is Noble, and due to her service under the Order of the Dragon, she can make most non Servants fall under her command, if they veiw her as person from a powerful corporation.

Class Skills:

Riding EX - A Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. It is said that dragon type mounts are an exception, requiring a different ability other than Riding. At this rank most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period one was alive in, for they are no exception. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Eliza's Mount is truly a special case, as the mount is an that of her inner self, which is a Red Dragon that is a physical incarnation of her anger and despair.

Noble Phantasms:
Ein Roter Drache
Type: Anti-self
Rank: A
Targets: 1
Range: -
Description: The Incarnation of her pride which takes the form of a raging dragon. The master of this emotion holds fierce pride in the Order of the Dragon, of which she is a member. This Dragon is likewise a manifestation of that fierce pride, and represents the primal nature that burns within her like a flame. It should be noted that this flame can be fired as a physical burning flame, that is unable to be extinguished unless she is killed. It also connotes both the sense of responsibility with which she performs her duty in the Order, and the heavy pressure that accompanies it. When this dragon reveals itself, it will surely trample and devour the battlefield, showing unparalleled strength with its tyrannical might. Grants Mad Enhancement (EX) which makes Eliza unable to discern friend from foe, as well as Battle Continuation (EX) which grants instant regeneration and the inability to stop her own Berserk state unless she gets struck through her only weakness in this form - The glowing earrings on her head.
603337
Fire Drake Round
Type: Anti-Unit
Rank: B
Targets: 1
Range: 120 meters
Description: A Noble Phantasm that channels Eliza's inner Dragon into a single shot. The blast from this Noble Phantasm manifests into a flaming dragon head, that punches through it's target. It's quite tricky to dodge due to it's ability to perform a U-TURN if it misses the first time, catching the enemy by surprise. A quick thing to note is that an Anti-Dragon Noble Phantasm can cancel this attack.
 
Last edited:
Appearance:
c50235b659e89d647f8969fb9a46275a.jpg

Name: Metallia, The Great Swamp Witch

Quote: "You pissed off the Swamp Witch, Metallia. Now all you can hope to do is writhe in agony and die for me."

True Name: Lia

Gender: Female

Personality: Metallia is overconfident and arrogant. She is completely obsessed with swamps and has made it her mission in life to spread swamps all over the world. She believes they are the most beautiful things ever and gets mad if anyone insults or tries to damage them. She's also quite foul-mouthed and says that everyone, demons, angels, and gods are her vassals and nothing more. Despite her aggressive attitude, she can become rather fond of people that stick around her long enough, though she would never be willing to admit any such feelings.

She will make any excuses to deny her doing anything nice for anyone, but the truth of the matter is that she has a soft spot for young girls and other downtrodden peoples. She suffered several cruelties growing up around her fellow witches, leading to the rather demented woman she is now. She just happens to be nearby when she does something nice for someone else. Yet, despite all of her concealed kindness, she is aware that to get her wish, she might have to dirty her hands.

Wish for Grail: To be able to walk the earth without having to create swamps everywhere she goes.

Servant Class: Caster

Servant Attributes: Earth, Humanoid, Weak to Enuma Elish

Servant Stats:
Str - D
End - D
Spd - B
Mana - A
Magic Resistance - B
N.P. - A

Origin: From Witch and the Hundred Knight, technically the main protagonist, since the player character is her familiar.

Brief History:
Although Metallia calls herself the "Swamp Witch", she is not actually a real witch at the beginning of the game. She is completely self-taught and yet wound up with a tremendous amount of magical power in addition to immortality. Despite this, she has apparently predicted her own death due to unknown circumstances. She is physically unable to leave the swamp or she will perish, and she used to use a ring known as the Green Crystal in order to be able to walk outside of it before it was stolen by Forest Witch Malia.

The strange aspects of her condition are later revealed to be because she was artificially created by Malia using a magical seed from Great Witch Uruka. The swamp that she lives in was created from the remains of the fallen godlike entity Niike, and her purpose was to rid the world of the poisonous swamp, as she uses up the liquid mana that forms it in order to use magic. Once the swamp was gone, she would inevitably perish.

Ultimately, this plan backfires when the Hundred Knight helps her release the swamp throughout the world again. She chooses to be the new seal on Niike's power, but the Hundred Knight convinces her to defeat Niike instead. She gives her life to resurrect Viscole Dotrish, but is able to regrow her body from a new seed and return to normal.


Servant Skills:
Swamp Witch - Her natural selection of magic gives her an uncanny resilience to disease and poisons, along with the ability to seemingly stand on uneven or rough terrain with little difficulty. Her magic is also enhanced by one degree when near or in a swamp.

Witch's Broom: Not so much a Noble Phantasm as it is a skill, any witch alive could turn a broom into a magical steed. If Metallia gets her hands on any broom, she gains the ability of flight. Even without it, she can somewhat hover a foot or two off the ground.

Magical Bullet Shooter: Her most natural form of attack, Metallia is capable of shooting out orbs of mana, dealing magical damage to her foes. These can be rather taxing for the Master that chooses her, assuming that she hasn't set up her territory yet.

Class Skills:
Territory Creation: If given enough time, Metallia will begin to create swamps that can't be perceived by humans. Humans who enter these swamps will begin to feel tired and eventually become ill. The Swamp will stain them, making it possible for Metallia to slowly absorb their life force even from a distance. These Swamps will also allow her to boost her own magical abilities.

Witchcraft: All witches have some knowledge of curses and totems and Metallia is no different. She can create charms with various effects (though most will have some effect on warding off illness or preventing poison), along with being able to identify other magic being used by other Servants and Masters.

Mana Defense: Metallia can channel her mana into the form of a shield that lessens the impact of magical and physical attacks. However, it drains through her mana reserves rather quickly and can drain their Master's mana at an alarming rate if used to lessen the impact of a Noble Phantasm.

Noble Phantasms:

Spreading the Great Swamp!
Type: Anti-populace
Rank: A
Targets: Maximum of 10,000 people
Range: 3 Kilometers in a rough circle from where Metallia casts it.

Green murky waters erupt from the ground beneath Metallia, spreading filth and stagnation to the world around her. As it spreads, humans caught in it will fall ill and die, adding to the power of Metallia as they do so. All forms of life will surrender their power to her. However, in order to cast it, Metallia must cultivate a plant for at least ten days, feeding it a copious amount of mana before it will be ready to use. The plant cannot be hidden and gives off an ominous aura that even humans can detect. It is also obviously not from Earth, making it stand out even more.

Green Crystal Ring
Rank A
Range: Self
Target: Self
Effect: Allows Metallica to travel without needing a Swamp to survive. It can be removed. If removed while she is not in a Swamp, she will weaken and die.
 
Last edited:
Appearance:
View attachment 590172

Name: Metallia, The Great Swamp Witch

Quote: "You pissed off the Swamp Witch, Metallia. Now all you can hope to do is writhe in agony and die for me."

True Name: Lia

Gender: Female

Personality: Metallia is overconfident and arrogant. She is completely obsessed with swamps and has made it her mission in life to spread swamps all over the world. She believes they are the most beautiful things ever and gets mad if anyone insults or tries to damage them. She's also quite foul-mouthed and says that everyone, demons, angels, and gods are her vassals and nothing more. Despite her aggressive attitude, she can become rather fond of people that stick around her long enough, though she would never be willing to admit any such feelings.

She will make any excuses to deny her doing anything nice for anyone, but the truth of the matter is that she has a soft spot for young girls and other downtrodden peoples. She suffered several cruelties growing up around her fellow witches, leading to the rather demented woman she is now. She just happens to be nearby when she does something nice for someone else. Yet, despite all of her concealed kindness, she is aware that to get her wish, she might have to dirty her hands.

Wish for Grail: To be able to walk the earth without having to create swamps everywhere she goes.

Servant Class: Caster

Servant Attributes: Earth, Humanoid, Weak to Enuma Elish

Servant Stats:
Str - D
End - D
Spd - B
Mana - A
Magic Resistance - B
N.P. - A

Origin: From Witch and the Hundred Knight, technically the main protagonist, since the player character is her familiar.

Brief History:
Although Metallia calls herself the "Swamp Witch", she is not actually a real witch at the beginning of the game. She is completely self-taught and yet wound up with a tremendous amount of magical power in addition to immortality. Despite this, she has apparently predicted her own death due to unknown circumstances. She is physically unable to leave the swamp or she will perish, and she used to use a ring known as the Green Crystal in order to be able to walk outside of it before it was stolen by Forest Witch Malia.

The strange aspects of her condition are later revealed to be because she was artificially created by Malia using a magical seed from Great Witch Uruka. The swamp that she lives in was created from the remains of the fallen godlike entity Niike, and her purpose was to rid the world of the poisonous swamp, as she uses up the liquid mana that forms it in order to use magic. Once the swamp was gone, she would inevitably perish.

Ultimately, this plan backfires when the Hundred Knight helps her release the swamp throughout the world again. She chooses to be the new seal on Niike's power, but the Hundred Knight convinces her to defeat Niike instead. She gives her life to resurrect Viscole Dotrish, but is able to regrow her body from a new seed and return to normal.


Servant Skills:
Swamp Witch - Her natural selection of magic gives her an uncanny resilience to disease and poisons, along with the ability to seemingly stand on uneven or rough terrain with little difficulty. Her magic is also enhanced by one degree when near or in a swamp.

Witch's Broom: Not so much a Noble Phantasm as it is a skill, any witch alive could turn a broom into a magical steed. If Metallia gets her hands on any broom, she gains the ability of flight. Even without it, she can somewhat hover a foot or two off the ground.

Magical Bullet Shooter: Her most natural form of attack, Metallia is capable of shooting out orbs of mana, dealing magical damage to her foes. These can be rather taxing for the Master that chooses her, assuming that she hasn't set up her territory yet.

Class Skills:
Territory Creation: If given enough time, Metallia will begin to create swamps that can't be perceived by humans. Humans who enter these swamps will begin to feel tired and eventually become ill. The Swamp will stain them, making it possible for Metallia to slowly absorb their life force even from a distance. These Swamps will also allow her to boost her own magical abilities.

Witchcraft: All witches have some knowledge of curses and totems and Metallia is no different. She can create charms with various effects (though most will have some effect on warding off illness or preventing poison), along with being able to identify other magic being used by other Servants and Masters.

Mana Defense: Metallia can channel her mana into the form of a shield that lessens the impact of magical and physical attacks. However, it drains through her mana reserves rather quickly and can drain their Master's mana at an alarming rate if used to lessen the impact of a Noble Phantasm.

Noble Phantasms:

Spreading the Great Swamp!
Type: Anti-populace
Rank: A
Targets: Maximum of 10,000 people
Range: 3 Kilometers in a rough circle from where Metallia casts it.

Green murky waters erupt from the ground beneath Metallia, spreading filth and stagnation to the world around her. As it spreads, humans caught in it will fall ill and die, adding to the power of Metallia as they do so. All forms of life will surrender their power to her. However, in order to cast it, Metallia must cultivate a plant for at least ten days, feeding it a copious amount of mana before it will be ready to use. The plant cannot be hidden and gives off an ominous aura that even humans can detect. It is also obviously not from Earth, making it stand out even more.

Green Crystal Ring
Rank A
Range: Self
Target: Self
Effect: Allows Metallica to travel without needing a Swamp to survive. It can be removed. If removed while she is not in a Swamp, she will weaken and die.
You'll have to put ranks for your skills too.
 
[class name=Header] max-width: 500px; height: 100px; margin: auto; display: flex; flex-direction: column; text-align: center; [/class] [class name=Container] max-width: 500px; height: 300px; overflow: hidden; margin: auto; text-align: center; [/class] [class name=Textbox] width: calc(100% - 24px); height: 90%; padding: 24px; overflow-y: scroll; display: flex; flex-direction: column; [/class] [class name=Heading] display: inline; font-family: Homemade Apple; [/class] [class name=Text] display: inline; font-size: 11pt; font-family: Dosis; [/class]

[div class=Header]
[div class=Heading]Servant
∙❀∙[/div][/div]
2ih13ef.jpg

"Shit! Why aren't these idiots dying faster? "
[div class=Container][div class=Textbox][div class=Text]
T r u e N a m e; Zero

N a m e; Caster

G e n d e r; Female

P e r s o n a l i t y; Zero has a violent disposition and is easily irritated, having no tolerance for anything complicated or repetitive. She doesn't care about her own appearance in the slightest and has little regard for her health. Often apathetic and bitter, she is prone to scoffing at anyone or anything which distracts from her main objective and is foul-mouthed. She has a quirk for flippantly switching to polite language. When she does this, it's often used to build up for a satirical insult. Her haughtiness is occasionally mocked and played for laughs, especially when she appears to be confident in herself. Zero's haughty demeanor masks her guilty conscience, with her inner-monologues self-deprecating at times. She blames herself for bringing the Intoners upon the world and laments on the consequences of her other actions.

W i s h; Zero's wish is to rid the world of The Flower and reverse releasing the Intoner's on her world.

C l a s s: Caster

Stats:

S t r -
B
E n d - C
S p d - B
M a n a - A
M a g i c R e s i s t a n c e - A
N.P. - EX

O r i g i n; Drakengard 3

H i s t o r y; Zero is a nickname; she has no real given name. Her oldest memory is her abusive mother yelling at her. Her mother would whip her back constantly until she lost all sensations on it. Zero reasoned that her mother was only raising her in the only way she knew and didn't blame her mother for her cruelty. She accepted long ago that she was an unwanted child and a bothersome pest to her mother's livelihood. Her mother sold her off when she was a child to prostitution.

Zero eventually escaped, but an illness began to spread in her body. She was ultimately caught, when her illness became too much for her to bear. She was placed in a cell with five other girls that had plotted against the corrupt Lord of the land. These girls were subject to horrible torture, unlike Zero, who was simply given a few lashes instead. The girls all died one by one, with Zero being the last one alive. Finally, Zero's illness caught up with her, as she started coughing up blood. In her last moments, she gazed upon a beautiful pink flower that rose from the ground.

The flower that she saw revived her, taking root deep within her. She became a tool of destruction through which the flower sought to further its ambition of destroying humanity. It gave Zero the power of an Intoner. Zero attempted to destroy the flower by committing suicide, but that only resulted in the flower creating five more Intoners and the splitting of Zero's powers among them. Zero sees the creation of her Intoner "sisters" as her own fault, which is why she decides to kill them by herself.

S e r v a n t S k i l l s;
Zero's Blade (B, EX when in Intoner Mode) -
Although a highly skilled magical user, what sets Zero apart from others is her ability to wield a blade. She rarely uses it unless need be (IE hand-to-hand or close combat challenges).

The Dragon's Magic (A) - As an Intoner, Zero has an innate connection with the dragons of her land. Her magical spells and abilities often manifest as dragon-like shapes and center around fire-type magic through the Power of Song.

Regeneration (C) - The parasitic flower growing from her right eye allowed for full regeneration if Zero was killed. Now, it allows her regenerative power which is dependent upon her mana and her Master's mana as well.

Summoning (A) - Through the Power of Song, Zero can summon what are called Daemons to do her bidding for her.

Shield (C) - Zero is able to create a magical shield

C l a s s S k i l l s:

Item Construction (C) -
Zero has the ability to construct different magical items, often using the Power of Song to do so.

Territory Creation (A) - In order to gain an advantage, either while in Intoner Mode or while battling, Zero can manipulate her surroundings to gain an advantage (Examples: different sizable hills/mountains/etc she can easily terrain while in Intoner Mode, smoke or fog, etc etc).

N o b l e P h a n t a s m s;
Intoner (EX) -
Type -
Unknown due to variable nature and dependency upon Master
Targets - Variable depending on how long the mode lasts
When in Intoner Mode, the user becomes resistant to all forms of damage, but not completely immune. While in Intoner Mode, the user's speed, reflexes, and power are greatly augmented as they are able to get several dozen strikes off against enemy fighters, often before they can even react. Allowing them to easily outpace any other opponent in the area.

However, the mode is not without its drawbacks. For unknown reasons, while in Intoner Mode, Zero is not able to use any magic besides their hands which significantly reduces range, the reason why Zero carries around her blade. Also, it would seem that the mode puts a strain on the user's body as they are not able to stay in this mode for long (depending on their Master's mana capacity) although no Intoner is seen fatigued from using the ability.

The Mode is activated when the Intoner sings out loud.


[/div][/div][/div]
1zg9bua.jpg
 

  • c5752f564d732115c92dde6b0b941c0684649096.jpg
    Name:
    Akari Himejima

    Age:
    16

    Gender:
    Female

    Race:
    Japanese

    Personality:
    Akari is a fun loving, soft spoken girl that make friends easily and acts as a warm beacon to those in trouble. She can be stubborn at times, not taking no for a answer or back down without a fight with things she disagrees with morally. This doesn't mean that she's not afraid to kill others for her own benefit or rather for the benefit that her family forces her towards. However she isn't without her own demons, don't let that smile fool you. She's worked rather hard to master magic when others in her family were against teaching her because of her lack of talent. Because she had no support from her family during her youth Akari developed a independent lifestyle, striving to do things on her own and prove her family of her self-worth.

    Through hard work and determination she developed her own secret killing techniques and even became a mage killer, apprenticing under the late Kiritsugu Emiya to develop her talents. As a result she's seen as a tool that can be used by her family to eliminate unwanted mages disrespecting the family or even rogue mages, taking all the credit for themselves. Akari can never disobey her family as the emotional abuse from over the years "chained" her to their needs and wants, never giving her the true freedom she wants. But because of her complicated upbringing she also has a inferiority complex to other mages.

    Mages that have more developed magic circuits in their bodies and more accustomed to magic, always boast about their power around her. She hides her inner sorrow through smiles and long gazes, even then tools are supposed to act emotionless. Possessing eyes that her mother believes that 'see into your soul' doesn't help either, in fact it makes people want to look away in contempt. Being oppressed for years by her own family has lead her to develop a wish to be acknowledged, even once by someone. Not for her talents but for herself as a person, no matter what monster she could become. Acknowledgement for who she is, not what she is. To break her free from being a "tool" and being her own person.
 
CS (Servant)
Appearance:591009
Name: Fallen
Quote: (Optional)
True Name: Lucifer
Gender: Male
Personality: Lucifer is an aggressive soul, who holds grudges for absurd lengths of time, and has little regard for those who dismiss him immediately. That is not to be mistaken for hatred, however. His pain extends far back and has made him weary of others.
Wish for Grail: To make known to the world the betrayal, and lies, his old boss spread about him.
Servant Class: Berserker
Servant Attributes: Demonic, Divine
Servant Stats:
Str - A+
End - A
Spd - C
Mana - D
Magic Resistance - D
N.P. - EX

Origin: Lucifer from christian and jewish mythology
Brief History: Supposedly once an angel, Lucifer was cast down for aiming to give humans free will and knowledge of the world and universe. His efforts seemed to set people on a better path, but he pained him to always see his old boss make humans' lives living hells. Plagues, floods, death, war, and insanity, were some of the terrors wraught upon humans, by his old boss. Even worse, was to see his old boss spread lies about Lucifer, portraying him as the true evil; despite him trying to save them all.

Servant Skills:
Devil- Having been portrayed as the absolute enemy of humanity, and divine beings, Lucifer has an extra strength, and resistance, to divine servants.

Unholy Uplift- Not exactly flight, Lucifer has a very high jump and increased dodge speed.

Class Skills:
Madness Enhancement A - Lucifer is absurdly aggressive, due to the millenia of misinformation spread about him, combined with the initial betrayal by his old boss.

Divinity B- Extra resistant, and extra effective against, divine spirits, due to his own divine origins.

Noble Phantasms: Dante's Inferno (Anti-Unit)
Lucifer takes the enemy to the realm he was banished to, and sends them through the 9 Circles of Hell.

Extra stuff: (This isn't an attack on anyone's beliefs. It's just a hypothetical what if, by looking at the mythology from another point of view.)
 
CS (Servant)
Appearance:View attachment 591009
Name: Fallen
Quote: (Optional)
True Name: Lucifer
Gender: Male
Personality: Lucifer is an aggressive soul, who holds grudges for absurd lengths of time, and has little regard for those who dismiss him immediately. That is not to be mistaken for hatred, however. His pain extends far back and has made him weary of others.
Wish for Grail: To make known to the world the betrayal, and lies, his old boss spread about him.
Servant Class: Berserker
Servant Attributes: Demonic, Divine
Servant Stats:
Str - A+
End - A
Spd - C
Mana - D
Magic Resistance - D
N.P. - EX

Origin: Lucifer from christian and jewish mythology
Brief History: Supposedly once an angel, Lucifer was cast down for aiming to give humans free will and knowledge of the world and universe. His efforts seemed to set people on a better path, but he pained him to always see his old boss make humans' lives living hells. Plagues, floods, death, war, and insanity, were some of the terrors wraught upon humans, by his old boss. Even worse, was to see his old boss spread lies about Lucifer, portraying him as the true evil; despite him trying to save them all.

Servant Skills:
Devil- Having been portrayed as the absolute enemy of humanity, and divine beings, Lucifer has an extra strength, and resistance, to divine servants.

Unholy Uplift- Not exactly flight, Lucifer has a very high jump and increased dodge speed.

Class Skills:
Madness Enhancement A - Lucifer is absurdly aggressive, due to the millenia of misinformation spread about him, combined with the initial betrayal by his old boss.

Divinity B- Extra resistant, and extra effective against, divine spirits, due to his own divine origins.

Noble Phantasms: Dante's Inferno (Anti-Unit)
Lucifer takes the enemy to the realm he was banished to, and sends them through the 9 Circles of Hell.

Extra stuff: (This isn't an attack on anyone's beliefs. It's just a hypothetical what if, by looking at the mythology from another point of view.)
Abridged Rin T: Oh look, it's Actually Satan!
 
Entity.Eclypse
"Imagination is the only weapon in the war against reality"
Name:
Assassin
True Name:
The Cheshire Cat
Gender:
Male
Personality:
Assassin approaches all he meets with unpredictability, an oddity in comparison to any other servant that one might meet. An aura of mischief surrounds him consistently, this of course makes it somewhat difficult for someone without a prior connection to truly trust him. In this same ideal, Assassin could be seen as sneaky or constantly conniving against someone. In truth this is just an inadequate exposure to him, but at the same time this could be a possibility at any time. Given the expression that Assassin is constantly seen wearing, a Cheshire smile, it's not unlikely that he's hiding his true intentions behind this poker-face. Due to his common expression many believe that his appearance is somewhat comical, and considering that he's a person with some catlike features the off-putting and comical appearance is expected. To sum up Assassin one could say that he's a mysterious being who has no set path, Assassin is the personification of madness.
Wish for Grail:
In all honesty, He doesn't even know himself- it switches about like it's gone mad.
Servant Class:
Assassin
Servant Attributes:
Anti-hero, Wraith
Servant Stats:
Str - C
End - B
Spd - A++
Mana - C
Magic Resistance - D
Luck: EX
N.P. - A
Origin:
Alice in Wonderland
Brief History:
The story of the Cheshire cat is one far less coherent than that of other servants, The legend that surrounds the Cheshire cat is little in the way of info or detail. Within the entry of Wonderland the Cheshire's grin guides Alice through the forest and speaks of her with a curious mannerism, he's known to be a guide to this specific individual- the one to aid her in completing the prophecy of the Bloody Red Queen's downfall. Cloaked in mystery without further explanation, the cat truly requires further examination. For the story surrounding this puzzling feline, is small in it's tale and quite difficult to find. What is set in stone is that he guides an Alice forward, going on towards a new era- Along with the fact he's the voice of the madness which surrounds all of Wonderland. Why he was summoned and how he got here, are all things for you to discover my dear. For now we shall wait until we can see what twisted perception a being must have, to summon a servant so utterly mad.
Servant Skills:
Cheshire's Grin- B The name is nearly as deceiving as the skill itself, Assassin is capable of creating illusions of himself to act in his place. As many as five at a time could appear and take whatever actions they may wish to, these illusions have the potential to change form into other people but only to the accuracy of the users perception of them. Whatever is created will appear almost as though the figure is truly there, this allows for Assassin to speak through them in as accurate a voice to the faux body as he has remembered. However, these illusions can not physically interact with people or objects- If a ball were thrown at them then the ball would pass through and the illusion would dissolve into a harmless blue mist.

A Vigorous Futterwacken- A Assassin is capable of evaporating per say, allowing for his body to become intangible as he fades into invisibility. As such it's almost a calling card of his, the capability to almost break reality and become like that of a storybook character. This power allows for him to dodge potentially fatal moves by having them slash through his body, a sword may come down on his neck and completely pass through without so much as slashing a hair from his body. This is reliant on his masters mana pool along with his judgement of an attack, this could serve to dodge a missing attack if another servant had been prepared for it.

Heavy is the Crown That's Always Hidden- C To appear and disappear is the bread and butter of Assassin, he's capable of vanishing his entire physical form or just portions of it at will. This makes it difficult to get a grasp on what he's capable of, his ability to go invisible like this makes it quite difficult to spy and discern a weakness. When going invisible his body will fade into the same blueish mist that his illusions will, except he will leave behind an image for just a few moments. The appearance of his eyes and grin remain nearly transparent for just a moment.
Class Skills:
Presence Concealment- EX This skill allows for a servant to hide their presence as a servant, therefore causing them to appear as that of any other human. Along with this Assassin is capable of rendering themselves invisible to the senses and become indiscernible from the surrounding area, because of this he slips into the collective unconsciousness of both servants and mankind itself. This can remain true while Assassin is moving, however- The moment which he switches to attack his presence concealment greatly lowers. This skill allows for a nearly perfect execution of surprise attacks, in the small window of time before attacking the Servants presence will be revealed to their target and those in the immediate
Noble Phantasms:
A Shattered Looking Glass- A Type: Barrier A production of the maddened mind, a shattered looking glass presents itself on the ground before fracturing even further. A range of roughly 1~18 changes it's appearance to that of barren black trees and a deep fog, this morphs the area around by adding to the already existent terrain. A land of skyscrapers would become covered in this mist while black trees wrap around it. The fog itself is the reason why this is so effective, within the fog is a hallucinogenic that heavily effects the mind of those around them. Those who breath in the hallucinogenic, outside of the master and servant controlling it, will begin to experience hallucinations of varying level. These illusions are capable of bringing harm to those effected, if one were to imagine a figure slashing them then their flesh could be cut or they could even be killed. Escaping this barrier is the only option to actually avoid the hallucinogenic as it is immediately removed form the body as one leaves. This noble phantasm is reliant on the masters mana for it's duration and size, and can be used as an offensive or defense maneuver against up to 50 people.

 
rf80yls8mhn21.jpg

Name: Lancer
True name: Sekiro
Gender: Male
Personality:
Lancer is a warrior of honor, who has been tainted with vengence. He is constantly training his body and mind for the day he redeems his name and kills the man that stripped him of his honor. Outside of combat, Lancer is a calm and peaceful man who enjoys a glass of well made sake. He passes wisdom and help where he can and will follow guidelines given to him (should they be honorable ones). Inside combat Lancer becomes a cold, emotionless killer who baths the battlefield in blood. Though he avoids large conflict where he can... Lancer will not hesitate to challenge someone who curse him or his honor.

Wish for Grail: "To free myself of my burden and bring honor to myself once more."

Servant Class: Lancer
Servant Attributes: Human, Samurai
Hidden Attribute: Construct
Servant Stats:
Str - C (B when using his prosthetic arm)
End - B
Spd - B
Mana - D
Mana Resistance - C
Luck - B
N.P. - A++

Origin: Sekiro: Shadows Die Twice
Brief History:
Before his first death, Sekiro was a Shinobi of Feudal Japan. He trained as an honorable warrior of the sword. This lasted until he was slain by an enemy Samurai, who took his arm during the battle. However, Sekiro did not die... He became a Shadow of the Shinobi. He obtained the supernatural ability to force himself back alive after falling in battle... Effectively having to "die twice" before being eliminated for good. With this new curse and a prosthetic arm to replace the one he lost, Sekiro set out to avenge his death by killing demons and Samurai alike.

Servant Skills:
Way of the Samurai (A) - Lancer carries a katana with him, being able to use it proficiently despite being a Lancer class. He uses this blade to block hard hitting attacks and retaliates with his prosthetic attachments.

A Warrior's Posture (B) - Lancer can effective block and deflect massive attacks with his katana that would other break a normal human. His stance is firm... Making it hard to knock him off balance without a constant assault. However, Lancer can not retaliate should is posture falter until he is able to recover from his staggered state.

Prosthetic Attachments (A) - Lancer's left arm is prosthetic in nature and can be outfitted with weapon attachments he can use in battle. Lancer has the following attachments:
Sabimaru: a shorter blade that Lancer can attack swiftly with.
Loaded Shuriken: a launcher like weapon that contains various shuriken that Lancer can fire forward.
Loaded Spear: a long range spear end that is tethered to the arm.
Flame Vent: a vent on the side of the arm that releases a wave of fire when opened.
Grappling Hook: a standard part of the arm, allowing Lancer to traverse higher ground by grappling to roofs and ledges.

Class Skills:
Riding (C) - Though it is a skill more commonly found on Riders and Sabers, Lancer is capable of using this skill to a moderate degree. He is able to proficiently ride any animal or vehicle (as long as they are not exotic or mythical), however, he struggles to do so in the heat of combat.

Noble Phatasm: A Shadow Dies Twice
Type: Anti-Death
Rank: A++
Lancer becomes infused with his shadow energy, rejecting death once to continue fighting. For this Noble Phatasm to be used, Lancer must be on the verge of death... He additionally only comes back from death at half his strength. His posture is staggered for a first few seconds of reviving... Making it so he can not block any attack the follows his first death.
 
Last edited:
Master CS
(After I thought up my character idea I realized I had basically copied Lelouch from Code Geass so I just decided to roll with it)
Appearance:
594219

Name: Wilfred Damon

Age: 17

Gender: Male

Race: European

Personality: Wilfred is calm and collected in almost all situations. Those who know him would say he is the textbook definition of cool and confident. He is considered kind, loving, humorous, and a generally charismatic guy. He keeps his friends close and rarely gets mad and even when he does he controls himself to the best of his ability so as not to frighten anyone. Of course this mask is a sham, or at least one of many sides of Wilfred. On the inside he does in fact keep those he loves close, but possesses a revenge streak a mile wide and would crush anyone who harms those he deems friend. He could be considered stoic as the face he shows at any given time could hide something deeper in the moment. He is nobility through and through and you could tell if you examined him long enough. His confidence is arrogant enough to seem unwarranted in a normal teenager, he is intelligent but has a sophistication which seems unnatural to most and considered impossible for your average student to have. He enjoys games especially chess as it is a noble game of strategy and wit, some would say he almost sees it as having spiritual significance. Through all this this he desperately wants to make his mark on the world and change it in some way, though how and why he can't quite say all he knows is that he wants more from life.

(I apologize for the length got really passionate)
History: Wilfred Damon was born to the noble house of Damon. His father is Albert Damon and his mother Evellia Damon who married into the family. They were not bad parents but they were neglectful in their own way seeing studying of etiquette to be more important for their son than familial affection. Wilfred does not hate them but he can't help but feel a dislike for their methods and way of living. His family was once true nobility in older times but have since lost all power they had with the acclimation to modern civilization, though they are still rich, but still teach their heirs to carry themselves as nobility. Wilfred lived a normal childhood all things considered, or at least as normal as a rich heir tied to an ancient noble house can be. He was trained and groomed from a young age to be better than his peers and to respect his status and responsibility of noblesse oblige despite the lack of status or power within the government.

Wilfred as the sole heir to their house has a lot riding on his shoulders, the continuation of his lineage, the expectation of perfection from his family, and the character he is supposed to express to others which he feels at times isn't truly himself. This all coalesces into a large amount of stress and tension for Wilfred, and with no one to confide in he's bound to break. He has friends of course, but they don't truly know him so how could they really assuage his feelings, and his family is to busy grooming him and lecturing him. So Wilfred is alone with no one but his thoughts. He feels that he will simply live on surviving but not living without any true purpose in life, an empty shell.

However this lie of living would change one day. As Wilfred explored his families manor for the millionth time he came across the library which he enjoyed spending time in due to the quiet atmosphere and his family didn't venture there much. Wilfred found himself reading old manuscripts written by one of his ancestors in time past, it is not the first time he has read it as reading the manuscripts are required reading by his family, but this is the first time he found something different within its pages. He found an odd symbol, or rune if his Celtic history lessons were correct. Wilfred found these symbols in all of his ancestors manuscripts which he thought to be nothing more than accounts of his predecessors life. Noticing the frequency in which they appeared randomly thrown into the bottom of the pages with no apparent rhyme or reason to their being there or not being there. He found that it was a message of some kind or at least he hoped it was anything for a little change in his life, something different. After translating them through the help of another book he found which was about Celtic runes he found that they were numbers or at least letters with numbers following them. As he examined them and tried to decipher their meaning he realized what they meant, they were books or at least book categorization. With letters representing the letters in the authors name and the numbers being which book it was. It was the Dewey Decimal System for categorizing books but made hundreds of years before it was first introduced to libraries. With this realization he found excitement welling within his heart it couldn't be anything to interesting he reasoned but whatever it was he had to know. He found the books the runes corresponded too pulled them from the shelf in order to inspect their contents for more clues, but Wilfred was cut short as a shelf tucked in the corner swung aside to reveal a wrought iron door with a multitude of engravings upon it. Wilfred found that the door was locked and cursed at the obstacle in the way of his discovery but was surprised to find that soon after the door glowed with blue light and swung open. Wilfred was gawking what should definitely not have happened to a door this archaic. But he pressed on intending to find his answers to this mystery.

He was met with a stair case that went deep underground, he hesitated briefly, but continued forward down the stairs the door closing behind him as he went. He was startled but he had figured as much from a seemingly magical door. He found a new problem however as he was cast in darkness, despite that however he still persisted onward. As he continued he suddenly found himself at the bottom of the steps very deep underground, and despite that he found it no harder to breath than when he was outside. He pushed his hand outwards to find a source of light or object of some kind he could latch onto. Instead he found another door which responded to him the same as the last. He walked through it and found himself within a large room filled with light emanating from crystals, containing contraptions and items which he could not comprehend the use of, and on an old but incredibly well kept table a large tome. Wilfred unable to contain himself at this point opened the book only to find it written in a language he couldn't understand and had never seen before. That is until it reacted like all other things had on this journey of his it glowed then the book rearranged and changed the words into English, still startled but not one too look a gift horse in the mouth he read through it.

What it contained was more than he could have ever imagined. Magic, magic was what this book was written about and Wilfred couldn't help but believe it's contents despite the fantastical nature of the world it revealed to him. He was a modern man of science far above tales of superstition and magic, but this room and all that led up to it had been fantastical in their own right that could be nothing but magic. He kept reading, he found notes on experiments, knowledge of certain creatures such as dragons and dead apostles, rituals, magic formulas and circles, and even more fantastical things he couldn't begin to comprehend. Not yet at least. Wilfred also discovered that this tome had been written by more than one man, it had been written and expanded upon by generation of Damon's all the way until the mid 19th century where it seemingly stopped. Wilfred reasoned that wizard or sorcerers had been in his family but for some reason had died out in that era. Then he found it. The Holy Grail War, the book described the ritual and it's stages. The holy grail which was seemingly not the christian one, heroic spirits, magic crests, command spells, and seven masters. All for an omnipotent wish granting cup. Wilfred reasoned that if this was his families old legacy, if his family had been wizards or mages as was described in the book, then he too shall be one. This was what he was searching for all along, a purpose, a goal, a reason to live and truly live not just survive. If his ancestors had the ability then so should he.

Wilfred combed through the book looking for anything on how to awaken latent magical ability. He found a ritual which would awaken his, as the book called it, magic circuits. It said he merely needed to run magical energy through them to jump start them, but it would be a painful process especially when done alone. But, Wilfred reasoned that he had no other option and continued with the ritual. It said he needed a trigger to activate magical energy. Wilfred searched long and hard over what that might be to the point of almost giving up believing it all to be a sham. However, at the moment of breaking he felt it, something different. In that moment he knew what his triggers was as it was something he did everyday, he put on a mask. The moment he visualized this he felt a sudden heat well up within his body along with pain he had never known before and green glowing lines stretching across his arms. He thrashed and howled in that pain for what felt like hours, before he settled down and passed out. He woke up within the room after an unknown amount of time had passed. He felt them, his circuits his magic. He once again looked to the book for further instructions and found a way to gauge the quality of his magical circuits. He followed the books instructions and found that he possesses 40 magical circuits, which is more than the average 20 of a magus according to the book, of decent quality and that they could process about 15 to 20 units of prana, it was hard to gauge accurately, Wilfred found that this meant that he could generate 600-800 units of prana overall which was apparently a respectable number more so than the average.

With this newfound knowledge and magical ability Wilfred got back to work studying on magic and how to best use it. He still didn't know everything but he knew beyond a shadow of a doubt, that he wanted to win The Holy Grail war and based on the time frame between each war, described in the book it was going to be soon. Wilfred smirked then chuckled to himself which then turned into a laugh filled with what could only be called the mad glee of a plan coming together. This was it, he would find his purpose here he would become himself. Wilfred Damon the now newbie magus once again pulled the mask over his face activating his magic circuits, and went to work.

Wish for the Grail: "A wish? Well then we'll just have to see, won't we?"

Skills:
  • Fencing
  • Chess Proficiency
  • Tactical Knowledge
  • Charisma/Manipulation
  • Above Average Marksmanship

Abilities:
  • Basic Runes
  • Basic Bounded Fields
  • Basic Alchemy and Transmutation
  • Basic Memory Manipulation along with Commands
  • Basic Healing Magic
  • Basic Enhancement magic (i.e Reinforcement)
  • Mid tier Magic Resistance
  • Basic Jewel craft
  • Is able to detect magic through one of the five senses in Wilfred's case it is hearing
  • Has an elemental affinity with Wind, Water, and Fire

Equipment: :
  • Tome of Magic
  • Rapier
  • Chess set
  • Jewels
  • A Smith & Wesson M&P 9mm

Trivia:
  • Currently the only member of his family practicing magic
  • Is still in high school
  • Overtly Flamboyant and grandiose in his movements and speech
  • Has no misgivings over using modern technology along with magic to achieve his goals
  • He has a particular knack for memory manipulation spells
 
Last edited:
Master CS
(After I thought up my character idea I realized I had basically copied Lelouch from Code Geass so I just decided to roll with it)
Appearance:
View attachment 594219

Name: Wilfred Damon

Age: 17

Gender: Male

Race: European

Personality: Wilfred is calm and collected in almost all situations. Those who know him would say he is the textbook definition of cool and confident. He is considered kind, loving, humorous, and a generally charismatic guy. He keeps his friends close and rarely gets mad and even when he does he controls himself to the best of his ability so as not to frighten anyone. Of course this mask is a sham, or at least one of many sides of Wilfred. On the inside he does in fact keep those he loves close, but possesses a revenge streak a mile wide and would crush anyone who harms those he deems friend. He could be considered stoic as the face he shows at any given time could hide something deeper in the moment. He is nobility through and through and you could tell if you examined him long enough. His confidence is arrogant enough to seem unwarranted in a normal teenager, he is intelligent but has a sophistication which seems unnatural to most and considered impossible for your average student to have. He enjoys games especially chess as it is a noble game of strategy and wit, some would say he almost sees it as having spiritual significance. Through all this this he desperately wants to make his mark on the world and change it in some way, though how and why he can't quite say all he knows is that he wants more from life.

(I apologize for the length got really passionate)
History: Wilfred Damon was born to the noble house of Damon. His father is Albert Damon and his mother Evellia Damon who married into the family. They were not bad parents but they were neglectful in their own way seeing studying of etiquette to be more important for their son than familial affection. Wilfred does not hate them but he can't help but feel a dislike for their methods and way of living. His family was once true nobility in older times but have since lost all power they had with the acclimation to modern civilization, though they are still rich, but still teach their heirs to carry themselves as nobility. Wilfred lived a normal childhood all things considered, or at least as normal as a rich heir tied to an ancient noble house can be. He was trained and groomed from a young age to be better than his peers and to respect his status and responsibility of noblesse oblige despite the lack of status or power within the government.

Wilfred as the sole heir to their house has a lot riding on his shoulders, the continuation of his lineage, the expectation of perfection from his family, and the character he is supposed to express to others which he feels at times isn't truly himself. This all coalesces into a large amount of stress and tension for Wilfred, and with no one to confide in he's bound to break. He has friends of course, but they don't truly know him so how could they really assuage his feelings, and his family is to busy grooming him and lecturing him. So Wilfred is alone with no one but his thoughts. He feels that he will simply live on surviving but not living without any true purpose in life, an empty shell.

However this lie of living would change one day. As Wilfred explored his families manor for the millionth time he came across the library which he enjoyed spending time in due to the quiet atmosphere and his family didn't venture there much. Wilfred found himself reading old manuscripts written by one of his ancestors in time past, it is not the first time he has read it as reading the manuscripts are required reading by his family, but this is the first time he found something different within its pages. He found an odd symbol, or rune if his Celtic history lessons were correct. Wilfred found these symbols in all of his ancestors manuscripts which he thought to be nothing more than accounts of his predecessors life. Noticing the frequency in which they appeared randomly thrown into the bottom of the pages with no apparent rhyme or reason to their being there or not being there. He found that it was a message of some kind or at least he hoped it was anything for a little change in his life, something different. After translating them through the help of another book he found which was about Celtic runes he found that they were numbers or at least letters with numbers following them. As he examined them and tried to decipher their meaning he realized what they meant, they were books or at least book categorization. With letters representing the letters in the authors name and the numbers being which book it was. It was the Dewey Decimal System for categorizing books but made hundreds of years before it was first introduced to libraries. With this realization he found excitement welling within his heart it couldn't be anything to interesting he reasoned but whatever it was he had to know. He found the books the runes corresponded too pulled them from the shelf in order to inspect their contents for more clues, but Wilfred was cut short as a shelf tucked in the corner swung aside to reveal a wrought iron door with a multitude of engravings upon it. Wilfred found that the door was locked and cursed at the obstacle in the way of his discovery but was surprised to find that soon after the door glowed with blue light and swung open. Wilfred was gawking what should definitely not have happened to a door this archaic. But he pressed on intending to find his answers to this mystery.

He was met with a stair case that went deep underground, he hesitated briefly, but continued forward down the stairs the door closing behind him as he went. He was startled but he had figured as much from a seemingly magical door. He found a new problem however as he was cast in darkness, despite that however he still persisted onward. As he continued he suddenly found himself at the bottom of the steps very deep underground, and despite that he found it no harder to breath than when he was outside. He pushed his hand outwards to find a source of light or object of some kind he could latch onto. Instead he found another door which responded to him the same as the last. He walked through it and found himself within a large room filled with light emanating from crystals, containing contraptions and items which he could not comprehend the use of, and on an old but incredibly well kept table a large tome. Wilfred unable to contain himself at this point opened the book only to find it written in a language he couldn't understand and had never seen before. That is until it reacted like all other things had on this journey of his it glowed then the book rearranged and changed the words into English, still startled but not one too look a gift horse in the mouth he read through it.

What it contained was more than he could have ever imagined. Magic, magic was what this book was written about and Wilfred couldn't help but believe it's contents despite the fantastical nature of the world it revealed to him. He was a modern man of science far above tales of superstition and magic, but this room and all that led up to it had been fantastical in their own right that could be nothing but magic. He kept reading, he found notes on experiments, knowledge of certain creatures such as dragons and dead apostles, rituals, magic formulas and circles, and even more fantastical things he couldn't begin to comprehend. Not yet at least. Wilfred also discovered that this tome had been written by more than one man, it had been written and expanded upon by generation of Damon's all the way until the mid 19th century where it seemingly stopped. Wilfred reasoned that wizard or sorcerers had been in his family but for some reason had died out in that era. Then he found it. The Holy Grail War, the book described the ritual and it's stages. The holy grail which was seemingly not the christian one, heroic spirits, magic crests, command spells, and seven masters. All for an omnipotent wish granting cup. Wilfred reasoned that if this was his families old legacy, if his family had been wizards or mages as was described in the book, then he too shall be one. This was what he was searching for all along, a purpose, a goal, a reason to live and truly live not just survive. If his ancestors had the ability then so should he.

Wilfred combed through the book looking for anything on how to awaken latent magical ability. He found a ritual which would awaken his, as the book called it, magic circuits. It said he merely needed to run magical energy through them to jump start them, but it would be a painful process especially when done alone. But, Wilfred reasoned that he had no other option and continued with the ritual. It said he needed a trigger to activate magical energy. Wilfred searched long and hard over what that might be to the point of almost giving up believing it all to be a sham. However, at the moment of breaking he felt it, something different. In that moment he knew what his triggers was as it was something he did everyday, he put on a mask. The moment he visualized this he felt a sudden heat well up within his body along with pain he had never known before and green glowing lines stretching across his arms. He thrashed and howled in that pain for what felt like hours, before he settled down and passed out. He woke up within the room after an unknown amount of time had passed. He felt them, his circuits his magic. He once again looked to the book for further instructions and found a way to gauge the quality of his magical circuits. He followed the books instructions and found that he possesses 40 magical circuits, which is more than the average 20 of a magus according to the book, of decent quality and that they could process about 15 to 20 units of prana, it was hard to gauge accurately, Wilfred found that this meant that he could generate 600-800 units of prana overall which was apparently a respectable number more so than the average.

With this newfound knowledge and magical ability Wilfred got back to work studying on magic and how to best use it. He still didn't know everything but he knew beyond a shadow of a doubt, that he wanted to win The Holy Grail war and based on the time frame between each war, described in the book it was going to be soon. Wilfred smirked then chuckled to himself which then turned into a laugh filled with what could only be called the mad glee of a plan coming together. This was it, he would find his purpose here he would become himself. Wilfred Damon the now newbie magus once again pulled the mask over his face activating his magic circuits, and went to work.

Wish for the Grail: "A wish? Well then we'll just have to see, won't we?"

Skills:
  • Fencing
  • Chess Proficiency
  • Tactical Knowledge
  • Charisma/Manipulation
  • Above Average Marksmanship

Abilities:
  • Basic Runes
  • Basic Bounded Fields
  • Basic Alchemy and Transmutation
  • Basic Memory Manipulation along with Commands
  • Basic Healing Magic
  • Basic Enhancement magic (i.e Reinforcement)
  • Mid tier Magic Resistance
  • Basic Jewel craft
  • Is able to detect magic through one of the five senses in Wilfred's case it is hearing
  • Has an elemental affinity with Wind, Water, and Fire

Equipment: :
  • Tome of Magic
  • Rapier
  • Chess set
  • Jewels
  • A Smith & Wesson M&P 9mm

Trivia:
  • Currently the only member of his family practicing magic
  • Is still in high school
  • Overtly Flamboyant and grandiose in his movements and speech
  • Has no misgivings over using modern technology along with magic to achieve his goals
  • He has a particular knack for memory manipulation spells
So a modern day caster in other words.
 
So a modern day caster in other words.
You are not wrong, but I wanted it to slightly different as he would not necessarily have the mindset of a regular mage he would go about thing's differently. Also he is incredibly new despite his circuit quality so for the foreseeable future there's not gonna be any magic crest ridiculousness.
 
There was once a foolish dragon who had lost everything she was a second time. In her sorrow and desperation, she traversed the branches of the World Tree in search of one whom she had come to see as an irreplaceable friend. Yet, when she arrived at the other side, she was greeted not with the shining halls of Valhalla, nor the bitter winds of Helheim...
???
597700


  • I am not one who you need to concern yourself with. Forget my existence - that is the most convenient path for the both of us.


    Name: 'Astrid Vanaheimer'?

    Age: Appears to be in early 20's.

    Gender: Female

    Race: Human...?

    Height: 6'1

    Weight: 177 lbs

    Personality: Astrid is almost never seen in the light of day, rarely ever leaving for the outside. Almost like a ghost, she only appears once in a blue moon for varying reasons. Despite this, she has become almost a phantom, a dweller of the dark that never sees the light.

    Her face is glazed with a forlorn expression, eyes devoid of hope for tomorrow, as if each day were a tortuous cycle that spins ever on and onward. She's essentially a loner, with hardly any relations nor connections - simply choosing to ignore the existence of the outside world and the people around her. When she does speak, conversations do not last long, and she has an indifferent and completely apathetic attitude to people's both joy and pain.

    Perhaps she is ridden to the core with secrets, yet not a single soul to tell them to. One could only imagine that her goals, dreams, joys, and aspirations have long been cast into the void beyond.

    Wish for the Grail: I've lost all that I am, and all that I was. I've long resolved to bear my sins until the end of time... Yet, I would give everything, I'll even burn this world to the ground to bring her back...

 
Last edited:
Servant
Appearance:
Name: Hak / Archer
Quotes:
"A world without weaponry and war, where no one gets hurt, is but a pipe dream."
"When you protect someone you want to keep safe, do you always weigh your own life against theirs?"

True Name: Son Haku
Gender: Male
Personality:

Hak is a mischievous, sarcastic, nonchalant,and loyal and a straight-forward person who strives to protect those he cares for at all costs. He is self-sacrificing, both physically and emotionally. Although he is serious when it comes to his job, he will playfully tease those whom he's comfortable around. He, at first, can be distrusting of others but as time passes he can warm up to them. When it comes to his heart, Hak destroys his impulses every time they resurface, even though it hurts to do so. There are times that he will show his affection with teasing, but not much beyond that. However, when someone questions his emotional distance from people, Hak can lose his composure and can become territorial. He seems cold around people at first, but slowly reveals that he truly cares deeply for some.
Wish for Grail: To know what happened to his mother
Servant Class: Archer
Servant Attributes:
Human, Heroic, Loyal
Servant Stats:
Str - A++
End - B+
Spd - B
Mana - C-
Magic Resistance - A
N.P. - C+
Origin: Yona of the Dawn
Brief History:
Hak was adopted by a man at age 2, after losing his parents. Under this man’s guidance, he became one of the strongest members of the Tribe he was in.
By the age of thirteen, he was powerful enough to defeat a grown man that came to rob his caretaker's shop. At fifteen, he became his caretaker's successor and a worthy bodyguard. Initially, he was against the idea of being a servant. He also deemed the job impossible to be done. However, when push came to shove he was willing to keep the position and serve heartily.

Servant Skills:

Culinary Skills (C): Able to cook food out of anything really, as long as the necessary spices are around.
Swordsmanship (C+): While not his first choice of weapon, Hak is somewhat proficient with a sword.
Archery (A++): Hak is an excellent shot with a bow, able to shoot bullseyes and birds out out the sky with ease, even on horseback.
Basic Medical Skills (B): Though not as good as most people, Hak has shown to have a basic knowledge of medicine.
Endurance (B+): One of his more defining attributes is his stalwart heartiness.

Class Skills:

Martial Skills (A)
Archery (A++): An excellent shot, as stated above. He is capable of handling any bow and rationing out his arrows with ease. While he doesn't think of himself as anything special, others are quick to pride him for his skill.
Strength (C+): He is noted to have unusual strength by numerous people. Even without his weapon, he can deal strong blows with his fists. Due to his strength and abilities he was jokingly given the name "Black Dragon" by his childhood peers.
Endurance (B+): One of his more defining attributes is his stalwart heartiness.

Noble Phantasms:
TBD
(Nothing right now)

Extra stuff: TBD


tenor.gif


((Hopefully this is good!))
 
Last edited:

Users who are viewing this thread

Back
Top