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Fandom Fate/Drifters CS

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QuirkyAngel

White Masquerade's Blue Oni
Fate/Drifters Character Sheets
As always, pretty coding is lovely, but not required so long as all the listed information is filled out.

Masters
Those who want to rp masters can just post their character sheets here. It’s accepted if it’s liked. If you play a master, you are guaranteed a servant depending on how many servant characters apply.

Masters Sheets

Role: (Master of Light/Darkness)
Name:
Age:
Gender:
Nationality:
Appearance:


Personality: (2 paragraphs minimum)
Likes:
Dislikes:
Wish for the Grail:
Background:
(3 paragraphs minimum)

Elemental Affinity:
Fighting Style:
Strengths:
Weaknesses:
Weapons (if any):


Other: (include theme songs, quirks, or anything else you want to add that fits nowhere else)

Servants
Those wanting to rp servants must pm me their applications. I’ll notify you if it gets accepted. Please note, your character’s faction may depend on the Master you get paired with in the end.

Servant Sheets

Servant Class:
Preferred Faction:
(Light or Darkness. If, for whatever reason, you are set on your servant taking a particular side, pm me your reasons and I’ll take that in that into consideration.)
Gender:
Appearance:
(picture is required for servants, but feel free to add written descriptions)

Personality: (2 paragraphs minimum)
Likes:
Dislikes:
Moral Alignment:
Other:


Parameters: (Strength, Endurance, Agility, Mana, and Luck)
Class Skills: (3 max—please include description and rank. They are listed here: Skill)
Personal Skills: (3 max—please include description and rank)
Fighting Style:
Strengths:
Weaknesses:


(Stuff you don’t have to reveal to other players right away if you don’t want to)

True Name:
Aliases:
History/Legend:
Nationality:
Wish for the Grail:
Noble Phantasm(s):
(please include rank and description)

Additional Notes:
  • Unused class skill slots can be exchanged for personal skill slots and vice versa.
  • Rankings explained simply:
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Playable Characters :

MASTERS (14)

Master of Light #1 -- The One Eyed Bandit The One Eyed Bandit (Caster)

Master of Light #2 -- Dante Verren Dante Verren (Lancer)

Master of Light #3 -- Xel Xel (Rider)

Master of Light #4-- Takumi98 Takumi98 (Berserker)

Master of Light#5-- NPC locked until further notice.

Master of Light #6-- NPC locked until further notice.

Master of Light #7-- NPC locked until further notice.

Master of Darkness #1-- Mion Mion (Caster)

Master of Darkness #2-- Nenma Takashi Nenma Takashi (Berserker)

Master of Darkness#3 -- CrimsonEclipse CrimsonEclipse (Archer)

Master of Darkness #4 -- Amyleii Amyleii (Assassin)

Master of Darkness #5 -- NPC locked until further notice.

Master of Darkness #6 -- NPC locked until further notice.

Master of Darkness #7 -- NPC locked until further notice.

SERVANTS(14)

Saber of Light -- NPC locked until further notice.

Saber of Darkness -- NPC locked until further notice.

Archer of Light -- cojemo cojemo

Archer of Darkness -- Jean Otus Jean Otus

Lancer of Light -- Hanarei Hanarei

Lancer of Darkness -- NPC locked until further notice

Rider of Light -- Misuteeku Misuteeku

Rider of Darkness -- Prince_ Prince_

Caster of Light -- LostHaven LostHaven

Caster of Darkness -- Idea Idea

Assassin of Light -- DEAD

Assassin of Darkness -- simj26 simj26

Berserker of Light -- Ian Temero Ian Temero

Berserker of Darkness -- wdinatx wdinatx
 

Attachments

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Servant Class: Caster

Preferred Faction: Either works really

Gender: Male

Appearance:
socrates anime guy.png


Personality: Caster is an altruistic man who is absolutely convinced he has the moral highground at any point. Indeed, is generous and possess a genius-level intelligence, but his character and the impression people have of him are no less diminished by his show-off, narcissistic and apathetic tendencies. He loves the irony of humiliation and spiting almost as much as he loves good theatre, albeit he himself takes offense when he is the aim of the joke instead. It’s perhaps the high pedestal in which he places himself that makes this otherwise principled man ignorant of this hypocrisy even more so when he summoned as servant, as the renewed energy of his child-like form only increases his witty retorts and playfulness.

However, play is a very short fraction of caster’s life, as he is in fact a very hard-working and idealistic man. While he may sceptical, critical and argumentative, he does love to share his advise and experience with others, especially if adequately praised for it, but never loosing sight of his end-term goals or his principles. He also keeps an eye on whatever opportunities fall on his lap, and plans meticulously and cautiously to assure the results. He despises lying, but has no qualms with giving half-truths so long as he reveals the complete story at some point. Therefore, he is quite manipulative, but always with a clean conscience. There is wisdom to his analytical and perhaps a little distant overlook on life, and in his curiosity and thirst for knowledge.

As in life, he is brave and loyal, and most of the time honest. He acts to the best interest of humanity and his master in his eyes, even if this means disobeying orders or going around the system to achieve such. He may not be the most within the acceptable standards of social interaction as most would know them, but he is still generally law and rule abiding, in particular if he gave his word about it. Despite this, he does know how to be grateful, and paradoxically how to forget blame and forgive others.

Likes: Theater, reading, learning, discussions, horses, irony, the stars

Dislikes: judges, hypocrites, being the butt of a joke, anarchy, shut-ins

Moral Alignment: Neutral Good

Other:

Stats:
Strength: E
Endurance: D
Agility: C
Magical Energy: B
Luck: C
Noble Phantasm: Ex

Class Skills: A-Item Construction- A skill that allows caster to create magical items, in this case, statues that can be used as additional eyes and ears, as well as reserves for mana. Paired with another skill and one of his noble phantasms, he is also able to create two alternatives.

B-Territory Creation- Allows the creation of a territory for the caster's advantage, in his case his former favorite city. His conditional skills and noble phantasm have drastically easier conditions.

Personal Skills:

C-Wisest of the Fools- His mere presence improves those allies close to him by boosting their cognitive abilities like perception, memory and easiness of learning, as well as boosting some of their stats (only two at a time) and improving the mana efficency (the relative mana cost of spells versus how much power they output) of said allies.

B-Distinction of Mind and Body- He can separate his mind from his body using the copies created with his item construction skill. While his mind is transfered into those bodies, so are his powers as a servant. He can transfer others as well, but this require physical touch and last at most 24 hours, being interruptible by intense pain.

B-Virtue of Poverty- Requires very little mana to mantain as a servant, and his own spells, skills and a noble phantasm have severe reductions to the amount of mana necessary to wield them, these reductions being increased the more damaged he is (starts at halfing).

D-Divinity- A skill describing one's affinity for divine spirits.

Spells:As a caster servant, he is privy to a set of ancient spells. They can be cast without naming, though they are more poweful if their names are actually called out. However, this risks exposing his identity.

Fighting Style: Given his class, caster isn't particularly adept at direct fighting, though he does have a couple tools not to go down immediately, instead prefering to leave the bulk of the fighting to the master or better yet, the other servant's duking it out while they bid their time with preparations and schemes.

Strengths:
+Variety of utility and defensive abilites
+Some powerful, albeit conditional noble phantasms and spells
+Unnusual methods of gaining an advantage

Weaknesses:
-Very weak at direct combat
-His methods for victory are too dependent on favorable circumstances
-Hubris
 
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Servant Class: Berserker
Preferred Faction: Dark
Gender: Varies but is typically male.
Appearance:
1548086553479.png
Main body.

Personality: Berserker can be called a enigma to the uninformed. At first glance they may appear sane or mad depending on the circumstances but the truth is much more complex. One day he may be a glory seeking fool while the next she may be a gentle soul who wants to save everyone. Then you have the overly religious, the atheists, the optimists and the pessimists. The honest men and the scoundrels. The patriots and the rebels. The believers and the cynics. How can you ask for their personality, when they have them all?
Likes: Worthy opponents, the peace after war
Dislikes: Kings, Commanders, Generals
Moral Alignment: Chaotic Mad
Other:

Parameters:
Strength: C+
Agility: B
Endurance: A
Mana: E
Luck: E
Noble Phantasm: A
Class Skills:
Madness Enchantment: EX
The state of being lost to madness. Can be said to be both sane and insane, with some fragments of minds lost in battle highs and others almost priest-like. These infinite voices drive Berserker forward in combat and towards achieving their goal.

Riding: C
Most vehicles and animals can be handled with above average skill. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Though due to their background they can only flawlessly ride vehicles and animals that received proper training and adjustment.
Personal Skills:
Expert of Many Specializations: A+
The ability of having a large mental inventory of a massive variety of subjects. Ranging from basic sewing work to advanced vehicle repair, Berserker seems to gain knowledge by the second about literally anything, including fighting styles and opponent's legends.

Battle Continuation: A
The ability to survive fatal wounds and fight even after the point of death has been reached. Even with the destruction of the spiritual cores, the Servant can stay materialized for a limited period of time to finish a fight or retreat to possibly repair one’s injury. Instead of being a true bodily toughness, this skill is only achieved through the collective sheer force of will Berserker possess to fight until his body is incapable of even moving.

Resentment of the Used: A
Berserker hates those who use others for their benefit. As a result they gain a rank up in strength when fighting those with charisma and two when fighting those with charisma in addition to lacking combat anecdotes of their own. It has the added effect of them absolutely refusing to work with those who have charisma, going out of their way to avoid them.

Eye of mind (True): C
A heightened capacity for observation, refined through training, discipline and experience. A danger-avoidance ability that utilizes the intelligence collected up to the current time as the basis in order to predict the opponent’s activity and change the current situation. This is not a result of talent, but an overwhelming amount of combat experience. A weapon wielded by none other than a mortal, gained through tenacious training. While in life Berserker never would have possessed this skill, there seems to be something about their nature that culminated into this result.

Fighting Style: Going though Berserker's fighting style would make no sense as they can pull out any individual weapon and use it with great proficiency. Though I suppose it's worth mentioning that while they know what weapon works where and swap mid battle, they don't think very far into the battle beforehand.
Strengths:
-Versatility.
-Willpower.
-Knowledge
-Physical prowess
Weaknesses:
-Not much of a team player with some.
-Lack of a destructive noble phantasm.
-Lack of planing.
-Bad luck.

(Stuff you don’t have to reveal to other players right away if you don’t want to)

True Name:
Aliases:
History/Legend:
Nationality:
Wish for the Grail:
Noble Phantasm(s):
All I'm saying for now is that they have a NP similar to Berserker Jack's that has the limitation of only one body but the bonus of being able to pull out any weapon or tool that makes sense.
 
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Servant Sheets

Servant Class: Rider
Preferred Faction: N/A
Gender: Female
Appearance:

Sisters.png


Personality:
The sisters share many things in common. They are optimists looking towards the brighter future and strive to achieve said future. No matter the circumstances, the people, they will forever hope for a better outcome. Second thoughts shall not be tolerated, since they fear they will repeat the same mistake they had done in the past. They're both compassionate, willing to help others in any possible way. It cannot help since they both hoped for a better place where their people could live happily. Unfortunately, the sisters are both stubborn. When they see something wrong, they'll commit into correcting that wrong no matter what.

While the two have their fair common moments, they are polar opposites. The Rider to the left is more mature than her sister counterpart. Strict and orderly, a woman who doesn't like misconduct whenever something serious is happening. Though that doesn't mean she will forbid it. Out of the two, she is the more patient and logical of the two. She is also rather romantic out of the two, and doesn't mind hitting on other people. Her skills in that department are far lacking unfortunately much to her chagrin and the other's pleasure. However this only stretches to the light part of love.

The Rider to the right is considered more impulsive and mischievous. She loves to tease and play small pranks in order to get people to smile. Energetic like the flowers that are blown by the wind, she cannot sit still. In contrast to her sister, who is mature and romantic, she's an immature innocent maiden. Whenever people try to converse with her of the topic of love, she shows immediate disinterest for the subject. Though she becomes rather considerate whenever dealing matters related to love.

Likes: Freedom, Literature (Both)
Left: Another's happiness, fights (much to her dismay), and love.
Right: Mischief, flowers, and sweets.
Dislikes: The 'beauty of men,' oppression, and abortions.
Moral Alignment: Neutral Good
Other:

Parameters:

Strength: C
Endurance: C
Agility: B+
Magical Energy: D
Luck: B
Noble Phantasm: A
Class Skills:
Riding:B

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:C+
Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. Increase in resistance against Chinese related Magecraft due to reading up everything about them.

Personal Skills:
Father's Knowledge: B+
A combination of both lore and martial arts. Enables Rider to identify most things that are located nearby her place of origin. This skill also grants her access to Chinese Martial Arts. While not mastering the art itself, it's still enough for one to be a threat. This skill can increase attacks to B to B+ rank.

Mimicry: D
Allows Rider to transform into various of objects. Transformation into other organisms or beings that exceeds the amount of mass of Rider cannot be done. Presence is concealed whenever transformed as another object. Doesn't take much time to switch back.

Conqueror Of States: A
The ability to easily conquer a target area. Grants an advantage to Rider and her allies against foes who are trying to defend an 'area'. As long as Rider is the one 'invading' this ability will activate. If the intent isn't 'to conquer an area' then the buffs granted by the skill is negated.

Military Tactics: B-
Tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm. However, one single mistake may lower stats of the groups affected by this skill.

Fighting Style: Rarely will the sisters ever fight two versus one. Instead they will use one another as a weapon. They'll use everything they know to their advantage. Whether it'd be using their martial arts as a deadly weapon, or wrestle the enemy into submission.

Strengths:
+Able to blend in with the surroundings well.
+Able to claim land.
+Powerful Noble Phantasm

Weaknesses:
-Men
-Weak when alone
-If one dies so does the other.

Noble Phantasm:

Name: Trung Sisters, Self Righteous Symbol Of Freedom
Rank:A
Type: Anti-Unit (Self)
Effect: A permanently active Noble Phantasm that allows Rider to inspire and lead people. However, this is no ordinary Charisma. It isn't a suggestion nor is it a charm, it is the ray of hope that allows people to have the courage to rebel. People who are talked to by the Rider pair gain the courage to fight against the odds and achieve what they long desire. Whether they want to fight for Rider is up to them, however they will feel inclined to help them in whatever way they can. This Noble Phantasm gives resistance against any attacks related to the mind. While it affects both genders, the buffs are increased on females. The effects will not be granted to those who fight against Rider. Also they can summon War Elephants to mount on due to the fact they're connected by each other.

The effects are determinate on the type of person that Rider is talking to. The more conflicted/cowardly people are highly affected, while those who can stand for themselves are not as affected. Though if they're female then they effect would still remain at large.
 
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Servant Sheets

Servant Class: Lancer
Preferred Faction: Light
Gender: Female

Personality: Lancer is a very passionate person about anything she involves herself with. She holds a great deal of loyalty to a person or cause she establishes a connection with. She holds a deep seeded belief in honor both treating those she encounters with respect and in part expecting that same respect returned in part. She is know to rather fiery when it comes to things she believes in, not being one to back down from her position. She holds a great deal of compassion for others, particularly holding the belief that it is her duty as someone who is strong to protect those too weak to stand on their own two feet. She actively seeks to prove herself spending a certain portion of the day training herself in order to keep her skills honed. Lancer has a deep seeded love of nature enjoying spending her downtime outdoors holding a certain natural affinity to it.

While Lancer has some attachment to her feminine side, she generally prefers to hide away from it. Anything she views as "girlie" she will usually attempt to avoid. While she does occasionally dress up, she will typically favor more practical clothing in most situations unless an occasion might call for her to dress up for the part. Her sense of loyalty can go to the extreme in certain cases for a cause or person she believes in in part acting against her own general interests for the sake of it so long as it doesn't cause her to do something dishonorable. She can be extremely stubborn to the point of getting herself in trouble being unwilling to waiver in her belief or to even pretend she might do so being unwilling to be dishonest. While coming over very prideful she does harbor some ounce of self doubt of which she tends to suppress by emphasizing her abilities much more.
Likes: Loyalty, Nature, Weapon Arts, Cute Things (She denies this)
Dislikes: Being looked down upon, Invaders, Dishonorable People
Moral Alignment: Lawful Good

Parameters:
Strength: B
Endurance: B
Agility: A
Mana: B
Luck: B


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Class Skills:
Magic Resistance B+
Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected. Bolstered to B+ due to elemental variations of spells being completely ineffective against her.

Personal Skills:
Eye of the Mind (False) A
Her instincts garnished with a large amount of training and experience has lead to Lancer to be very talented at predicting her foes move and to get a feel for the flow of the battlefield.

Nature's Child C
Lancer has a connection with the world that goes beyond the normal. She has the ability to perceive beings who exist beyond normal human comprehension as well as interact with objects that go beyond the normal bounds of reality.

Mystic Eyes B+
Lancer possess Mystic eyes that naturally act to charm anyone who might stare upon her, an effect that is always active for her whether she chooses to use it or not.

Those under the effects of her charm with C rank or lower Mana have their perimeters reduced by 1 Rank. Those with Mana B or above are unaffected by the parameter reducing effect. Users who are attracted to women are effected with the above penality as if their Mana is one Rank lower.

Fighting Style: Lancer tend to focus upon fast but precise strikes to hit her opponents weak points in order to take them out. She takes full advantage of the longer range of her attacks to help control the flow of combat in her favor.
Strengths: Very quick and precise, longer reach
Weaknesses: Susceptible to range attackers, lacks raw strength to overpower foes
 
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Berserker

Preferred Faction: Light

Gender: Female
Height: 4’11”
Weight: 112 lbs

Personality:
Berserker is a girl who is true to her emotions. She laughs when she's happy, cries when she's sad, and God have mercy on you if you piss her off because she doesn't believe in an eye for an eye, she believes in escalation. Surprisingly she actually prefers not to fight, often not joining a battle until she deems it absolutely necessary or attempting to intimidate her opponents first, but if you hurt her she will break you. You hurt someone close to her, she will hurt everyone close to you. And if you damage her hair, she will tear you in half... literally; because the only thing that she cares about more than protecting her friends is her hair. She takes very special care of it, making sure it's always in perfect condition. When she's not fighting she can usually be found brushing the tips of her crimson locks or taking care of split ends.

Likes:
- Riddles
- Women
- Honey

Dislikes:
- Cheaters
- Liars
- Alcohol

Moral Alignment: Lawful-Good

Parameters:
Strength
: EX
Endurance: B
Agility: B
Magical Energy: D
Luck: D
Noble Phantasm: EX


Class Skills:

Mad Enchantment:
E-
Berserker does not receive the benefits of Mad Enhancement nor does she lose any of their reasoning abilities. It just makes her a little grumpy.


Personal Skills:

Instinct
: B
Berserker possess a sixth sense almost on the level of precognition allowing her to identify the best action to take during combat, even if she can neither see nor hear her opponent.

Honor of the Battered: C
As Berserker takes more damage she becomes stronger, increasing all her physical stats with each hit she takes. Healing her also uses a fifth less magical energy and her wounds slowly heal themselves.

Wisdom of the Judge: C
Berserker can tell a person’s character and knows when she is being deceived. This skill does not however let her know what the deception is, just that it's happening. She has to use her brain for that.

Charisma: B
When fighting alongside Berserker, allies gain a rank to their stats.

Gate Crasher: C
Doors, gates, and the words "keep out" mean very little to Berserker. When used against Berserker, barriers, defensive abilities, and even literal doors have their ranks reduced by (-).


Fighting Style:
Berserker fights with her fists, feet, and raw brute strength, her overwhelming power, speed, and durability giving her little need for weapons or skill. If her opponent is able to hurt her however she quickly changes tactics, becoming a little more cautious and tactical.

Strengths:
- Physical Abilities

Weaknesses:
- Short Temper (Thanks mad enchantment)
- Women (Has a hard time bringing herself to fight them)
- High Mana Upkeep
 
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Assassin936e67334c9548f47e3a5d8f6f3c0c10.jpg
"Practice."​
Servant Class:
Assassin

Preferred Faction:
Darkness

Gender:
Male

Appearance:

Personality:
A calm and level-headed man who gets along with everyone, yet prefers to be alone most of the time. Assassin can be described as very amicable and approachable, and is very open to conversations. Honest, humble, patient, and just an overall nice guy with nothing to give but his best, it may come to a surprise to many that this man is a capable Servant able to hold his own.

Assassin knows that it is his job to kill others, and even though he is capable of sitting around a campfire and chat over inane stuff with even his enemies should they not come under his purview of his day’s agenda, he can recognise when it is time to act on his orders. He bears no ill will towards others, and hopes that others do not bear him any ill will either- this is a war, and he’s just doing his job.

Likes:
Eating snow
Camping
Practicing
Hard work

Dislikes:
Laziness
Impatience
Hot-headedness

Moral Alignment:
Neutral Good

Other:
-

Parameters:
Strength: C
Endurance: C
Agility: A
Mana: B
Luck: B
Noble Phantasm: A

Class Skills:
Independent Action (A): It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master.

Presence Concealment (A+): Assassin is impossible to detect through regular means when this skill is active. Its capabilities are boosted manifold in snowy conditions, rendering him almost impossible to locate through even thermal and sonar means, due to myths and propaganda surrounding his past.

Magic Resistance (B): Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.

Personal Skills:
Battle Continuation (A): The ability to survive. Assassin can survive through sheer grit and hardiness so long as he does not receive a decisive wound.

Practice (A+): The ability to use his one weapon, as well as his senses, to their fullest potential. It allows Assassin to notice slight movements and telltale signs of enemy presence with acute sense. This ability increases in capability in snowy and/or visually impairing conditions, essentially allowing him to maintain his acute senses.

Solitude (B): Assassin’s parameters increase by a rank (maximum of A) when he is alone, allowing him to tough it out slightly better without reinforcements or accompaniment. His Noble Phantasm rank will not decrease if it has been activated and back-up arrives. The definition of 'alone' means there are no allies within 500 metres from his position. The term 'allies' has a simple definition as well- so long as they do not intend to assist him, whether due to not knowing he is there or just because, they do not count as allies. This does not apply in vice versa, i.e. If another Servant is unaware of his presence, and he chooses to assist, Solitude still applies.

Inferiority (B): Assassin is plagued by an inability to see himself as anything but a simple and humble man, and viewing other Servants as being superior to him. To that end, he will always claim that others are better than he. This doesn't seem to stop him from trying his best to shoot them down, however...

Calm and Collected (A): The ability to remain calm under immense duress and stress, allowing him to further assess the situation without panicking.


Fighting Style:
Assassin prefers to hang back and take calm, careful, and calculated shots at his targets. He tends to hang around vantage points and well-camouflaged areas, due to his Presence Concealment skill, and if an opponent seems to be closing in, he will quietly move away to another vantage point, preferably somewhere overlooking his previous vantage point.

Strengths:
Specialises in and excels in long range combat.
Can easily lock in on Masters or their Servants
Disruptive long-range Noble Phantasm

Weaknesses:
Quite possibly the weakest physically
Has to be alone to maximise his potential, though not entirely necessary
 
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full
Role: Master of Light
Name: Ava zu Rasenddorf
Age: 32
Gender: Female
Nationality: German

Personality:
A woman who is most commonly described as 'like a wild animal', Ava zu Rasenddorf hardly lives up to the nobility that her name would suggest. Heavily influenced by her instincts, she's someone who lives according to her desires; "Will it be fun?" or "It sounds interesting!" are the types of thoughts the fill her mind, the woman not sparing much, if any, of her mental capacity for lofty thoughts of scheming and espionage. She's not stupid, so to say, but her values differ quite greatly from those of her peers.

Much like how a lion in unconcerned with why the eagle soars rather than walks, she is unconcerned with why those around her lust for power, or status, or authority, rather than the simple things in life. Instead of concerning herself with how to advance in society, she instead turns her attentions towards where to get the best meal or how to hunt the most enjoyable prey. Her ambitions in life, if you could really call them hers, are all due to outside influence. If she gets along with someone, then their prosperity will naturally make her happy as it makes them happy, so she will endeavor to support them. Similarly, if she dislikes someone, then doing things to spite them will come naturally to her, though it'll rarely be anything that goes beyond the moment.

Likes:
  • Snow
  • Hunting
  • Shopping
  • Gamy Meat
  • Cameras
Dislikes:
  • Rain
  • Fast Food
  • Music
  • Elevators
  • Vehicles
Wish for the Grail: She's not sure. Maybe it has something to do with the echoes that plague her mind.

Background:
Ava never had a childhood. Her first memories were those of looking out from behind a pane of glass, the muffled sounds of conversation barely reaching her through the water that contained her, and those that follow are equally unceremonious. Her purpose in life was to be, first a foremost, a weapon. One wielded to defend the now defunct house of Rasenddorf, but a weapon none the less. A homunculus in addition to that, there was no need to have her live out some long and overdrawn childhood before she could be of use, so by the time of her 'birth', she was already an adult.

Beyond that, her education was swift. Rules, regulations, duties, restrictions, it'd all been planned out for her well in advance of her creation, and it all passed by smoothly, as if orchestrated by clockwork. She was to be the vanguard, the Rasenddorf's great innovation of the century, and their way to strong arm themselves into prominence. They'd have her play an escort, engage her in espionage, loan her out to anyone willing to pay the prettiest of pennies, and she excelled. Their plans, their execution, they both paid off handsomely. For a time, it seemed the Rasenddorfs had placed themselves on a fast track to the top of Magus society. Ava, perhaps, was a tool of limited use, but they could improve, would improve, until they met with their next breakthrough.

Growing too brashly and too quickly, however, doesn't only draw the attention of gazes cast in adoration. The world of Magecraft is two things above all, competitive, and petty. There's many reasons why Magi seek out isolation from their peers, and the wrath of a desperate competitor is one of them.

The Rasenddorfs, so rapt in their pursuit of progress failed to remember this, and their punishment would be swift and devastating. Without warning, an overwhelming attack was launched upon their estate, coming down upon the family of Magi, who'd next to no interest in pursuing combat themselves, without mercy. Ava, their only protector who could stand a chance against such overwhelming odds, couldn't be everywhere at once, and for every threat she struck down, one of her charges would fall in turn. By the time the day was done, Ava stood within a sea of corpses, and the Rasenddorf estate had been transformed into nothing more than the site of a massacre.

This was twenty-six years ago.

The fall of the Rasenddorfs was, naturally, devastating to the young Ava. Even if she had the body of an adult, her mind hardly had the experiences in life to comprehend the severity of her situation, especially when considering how strict her previous lot in life had been. Following orders was all she knew how to do, and even if they'd hardly had a loving relationship, her creators were the only people in the world that she really knew. She was alone, but she didn't shed a single tear on that day. As devastating as it may have been, she didn't feel sadness at her loss, but instead an oppressive emptiness.

Her purpose in life had been taken from her, but thoughts of revenge didn't reach her mind, instead being replaced by a desire for something new. She spent no time in mourning, only sparing her creators the quick and easy kiss of creation before she bid them farewell. The estate, already in ruins, was reduced to ashes, as well as any evidence of Ava's existence.

In the years that followed, she wandered the world and lived in the wild; Her life was a simple one, she did as her instincts asked of her and survived prosperously in return. Even as someone with no experience in the world, her magically enhanced body was more than enough to pit her against the beasts that inhabited it. Wherever she went, she was a predator, asserting her dominance at the top of whatever food chain she stumbled into, whether to be magical or mundane. But, much like her creators before her, she'd draw the ire of gazes she didn't even know existed.

Wherever she went, she disrupted a balance. In some cases it'd be just by taking down a troublesome bear or pack of wolves, but in others she'd crash through the efforts of a Magus, or the plotting of the Church. Her intrusions started to add up, and this time she was beset by enemies much more capable of dealing with something of her nature, The Burial Agency. The records of her creation hadn't all been lost in the fire, and when combined with the warpath she'd cut through the world, it was easy for the Church to declare her as an enemy.

Compared to anything she'd dealt with before, they were like a tempest of destruction. Their entire purpose was to kill the things that made up her body, and they seemed to know how to counter every trick she had up her sleeve. Her wanderings quickly turned into an all out manhunt, and she was the prey. Wherever she went, they'd soon find her, and she'd only barely make her escape each time. Time and time again, she brushed up against the jaws of death, but each time she did, the less of a monster she'd become. Fearing for her life, struggling to survive, fighting tooth and nail to do as little as wake up the next day, they were all things she'd never had to think about; And as she learned about them, more human she was able to become.

Slowly but surely, she'd begin to humanize herself in the eyes of her pursuers. She'd fight a little less savagely, make an escape a little more cleanly, involve a few less witnesses, and eventually it paid off. She'd been more of a drain on their resources than they would have liked, and with the proper training they could certainly envision her as a helpful tool, so they cut her a deal. Join their ranks, reform herself into an agent of God, and they'd allow her to give. Ava accepted without much hesitation.

She'd never been the type to hold a grudge, and there was no doubt in her mind that they'd eventually end her life, so she surrendered herself.

This was sixteen years ago.

In the time that followed, she fought under the Church and learned its ways. She never truly bought into her cause, such high minded things as doctrine and scriptures were beyond her realm of interest, but it felt good to have returned to civilization. She lived a content life, her newfound humanity budding ever more as she did her duties. But, her memories of her past life, her first life, never left her. She remembered them not with a sense of fondness, nor sadness, but instead that indescribable emptiness she'd felt they day it'd come crashing down. It was strange, almost foreign-feeling. Like there was some unknown firekeeper that wasn't allowing the ashes of her memories to finally peter out and die.

But, of course, she'd never been one for high minded considerations such as that.

The years went on, and eventually a set of Command Seals begun to manifest upon her body. But she'd never been someone who'd wished for much. She knew that well, and so did her superiors; So why had they appeared? Why had she been chosen, on a planet with so many hungry, wishful souls to fill her place?

There was only one way to find out.

Elemental Affinity: Void
Fighting Style: Ava's fighting style is quick and brutal. Enhanced by her chimeric body, she's an devastating close-quarters combatant, able to go against the likes of the Dead Apostles barehanded, and her techniques very much take advantage of it. She's quick on her feet, constantly shifting her position in battle, and assailing her foe with strong, unexpected blows. Rather than fighting with martial arts, something designed for a human body with human strength, she instead fights in imitation of demons and monsters, an existences much more familiar to her.

Strengths:
  • Chimera - Ava is a 'human-type chimera', built using the body of a Homunculus as a base. Her physical body was used as a vessel within which to house the essences of various Phantasmal Species, measured and curtailed in such a manner as to incorporate as many of their strengths as possible while maintaining a human-like ego and sense of values. Her physical abilities are beyond that of what a regular human, or even a powerful Magus would be capable of, making her very much into a Master who dwells on the frontlines, rather than providing support from the back. Her strength is such that she could even fight non-physically oriented Servants, such as a Caster or Rider, should the opportunity allow her to reach them. It's also granted her a lifespan beyond that of a Pure Homunculus, being closer to a spirtual creature than one of flesh and blood, she'll only die from physical or magical harm and not from old age or disease.
  • Mystic Eyes of Enchantment (Self) - Begat from the essence of a Dead Apostle, Ava possesses a pair of modified Mystic Eyes. Despite their golden coloration, their function is quite limited and fully automatic. Whenever Ava sees her reflection, she reinforces a state of self-hypnosis that she is constantly under. Essentially, it burns into her subconscious a series of commands that oppose the various impulses brought on by the Phantasmal Species that empower her. If it weren't for these, it's likely she'd quite quickly transform from "a bizarre woman" to "a dangerous beast".
  • Homunculus - Though she's been modified to the point where she's officially classified as a Phantasmal Species, Ava's base body is that of a Homunculus. Because of this, her Mana reserves are immense, allowing her to quite easily supply a Servant with the fuel that they need. She, however, is not a Magus, so these supplies aren't of much use to Ava herself.
Weaknesses:
  • Bestial - Despite the many precautions put in place to keep Ava's impulses in check, her blood far too thick with the essences of the Phantasmal Species within her to achieve total suppression. Her sense of morals, values, and priorities is still significantly effected by her blood, to the point where she's only just barely able to function within society at a level that can be deemed acceptable. As an ally, she's much closer to a 'weapon that you point at your enemy', than someone who you can rely on for sound input or advice, be it tactical or otherwise.
  • Pride - In a roundabout sense. Ava's personality is something like that of a predator, she never so much as considers the possibility of failure. Regardless of the strength of an opponent, she'll attack them without hesitation as she will always view them as 'prey', even when she's been made aware of their abilities far outstripping hers. The only exception to this is if she's ordered to stay her hand, but if she, for example, were to run into the enemy Saber on the street, she would attack it and be swiftly killed.
  • Bane - While she won't burst into flames if she steps into the sun, Ava carries with her an imprint of all the various banes and weakness of the Phantasmal Species incorporated into her. Essentially, if one of the species inside of her would be weakened or killed by something, Ava has an innate, primal fear of it. Depending on her mental state, the reaction can vary from a general discomfort, to a crippling phobia. Some examples of these 'triggers', so to speak, are sliver, fire, and sunlight.
Weapons: N/A
 
Masters Sheets

Role: N/A (Decide once everything's settled)
Name: Vita Richter
Age:
17
Gender:
Female
Nationality:
German-American
Appearance:
sample_7b951a5a875229c5425872a19877e41f.jpg

Personality: Vita is headstrong and blunt. When she sets her mind to something she wont let anything get in her way, even if it's an objectively dumb idea. She wears her emotions on her sleeve and is generally a happy and upbeat individual. She doesn't pay much consideration to the wants of others and she has no concept of personal space. She'll be all over you if that's what she wants. However, while she's a nice and amicable (albeit annoying) girl she's also extremely hotheaded and easily upset. There are more than a few buttons that can be pushed and she's quick to lose her temper when antagonized. She has an inflated sense of self, looking down on others as lacking or inferior for their lack of ability. She also isn't the brightest bulb and her snap judgements and headstrong attitude can get the better of her when facing certain opponents.

Likes:
  • Competition in any form, be it gaming, sports, or outright fighting.
  • Ice cream, specifically cookie dough ice cream (with extra cookie dough)
  • Summer, and hot areas in general
  • Going to the beach and swimming
Dislikes:
  • Weaklings, especially the whimpering sniveling kind
  • School
  • Cats (She's deathly afraid of them)
Wish for the Grail: To not have to hide her true self and be able to fully make use of her powers

Background: Born to a nondescript family in Wyoming, Vita carried with her a special trait not often see. From an early age she showed an affinity for fire and the ability to wield it. Rather than magic she was born with a psychic power that allowed her to conjure up and wield flames. Fearful of this her parents sought out experts to help which lead them to a local magus who suspected she was merely talented in magecraft. Even though she was confirmed to have aptitude for magic, much like her parents, she had no exposure to it. None in her traceable lineage were magi. It was only after extensive research did the magus realize the young girl's gift. Uninterested in her due to her mediocre magical aptitude the magi simply advised her parents on what was happening and took his leave.

Still worried, her parents raised her as best they could and endeavored to keep her abilities a secret. Despite various close-calls she was able to keep her secret. Her life progressing normally with her making friends, going to school, and generally living the life one would expect of her. Sure she wasn't above abusing her powers to get what she wanted, she was a teenager after all. But for the most part she did so discreetly, only ever testing her limits far from prying eyes. Struggling to decide where to go in life, what to do with herself, she found herself with a weird tattoo on her hand one day. Curious that it had something to do with her psychic powers she went to her parents, but they held no answers for her and with no one else to turn to all she could do is wait and see what the future held.

Elemental Affinity: Psychic (Fire)

Fighting Style:
Vita relies almost exclusively on her psychic abilities. Potent and powerful she wont hesitate to make use of it in a melee, but strip it away from her and she has little else to offer. With no proper martial prowess and a sorely lacking physique she is a glass cannon, and she knows it.

Techniques:
  • Thermal Sight: Vita can sense and see ambient thermal radiation. This allows her to detect people and objects based on the heat (or lack thereof) they emit. Even without line of sight she can still pick up on the thermal radiation and trace it back to it's source so long as it's nearby. When focused she can even detect wounded and vulnerable areas of a person.
  • Star Flare: Vita conjures up a small orb of fire and then proceeds to launch it at a target location where it detonates. On detonation it creates an intensely bright light that can temporarily blind anyone looking even in it's general direction. Size of the orb dictates the intensity with her full charge attack being the size of a basketball. At full power looking at the detonation without protective gear would cause instant and permanent blindness.
  • Pyro Bolt (Barrage): A rather simple ability, Vita creates a small bolt of fire and launches it at her enemies. She is capable of manipulating the bolt mid-flight to give it homing properties or simply dumb-fire it at her target. The bolt has several variations as well. It can simply burn the target, or behave more akin to napalm and leave a pool of molten liquid fire. The third variation is that of an explosive, the bolt detonates with the force of a grenade on impact or when triggered. She can summon a multitude of these bolts which she dubs Pyro Bolt Barrage. Dozens of bolts are conjured up around her and rained down towards her target in a relentless salvo. When using Barrage she is incapable of directing them, instead relying on pure volume to do the job. However, she can still use the three variations during barrage and even use a mix for variety.
  • Jet Blast: A move primarily used for mobility. Vita is capable of firing concentrated blasts (generally directed via her hands or feet) in order to rapidly propel her. Due to the G-forces involved in explosive acceleration she generally dials this ability down and slowly ramps it up in order to achieve consistent acceleration. The explosive re-direction afforded by this ability is only used in extreme circumstances where the risks outweigh the damage she'd incur. While the blasts are primarily intended for movement they can be used offensively as a sort of close-range shaped-charge effect.
  • Plasma Lance: Vita's ultimate ability. She generates an intense amount of heat and directs it to pool around her. The superheated gasses create a plasma field that encases her and from it she directs blasts of the plasma out at her targets. Due to the amount of heat needed to generate the plasma field and manipulate it this ability drains her extremely quickly leaving it as a last resort move.
Strengths:
  • Passionate and Driven
  • Friendly and Outgoing
  • Good at fixing machines
Weaknesses:
  • Easily angered and antagonized
  • Arrogant in her power
  • Physically weak
Weapons (if any): None

Other: She has a pair of sturdy goggles on her person at all times. Either resting atop her head or stuffed into her bag during school. These goggles protect her eyes from the bright light given off by her flames during a fight. She is extremely protective of them and will get incredibly mad if they're messed with.
 
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dea60ad99dc6da574192a70240921682.jpg
Servant Class: Assassin

Preferred Faction: Light

Gender: Female

Personality:
Assassin is a woman of unflinching faith; however, she also is wickedly manipulative and mercilessly cruel as an assassin, killing her quarry without any regard for their suffering or fear. If the usual assassin is a wolf hunting in the night, then she is a spider setting down her web, trapping the target, and then draining its life mercilessly.

She is very loyal towards those she deemed worthy of her service; those who are willing and are capable of struggling through great despair and continue to cling to any hope, even if these hopes are merely wicked whispers of the devil. If her master happens to be such a person, she may obsess over them in an unhealthy way.

She loves to play around with her prey, making her quarry feel fearful and insecure in their last moments, dominating them with her voice and pushing them down as she slides her hand across their cheek to admire the trophy she caught in her web. She is that kind of dominating woman.

Likes: Reciting the holy book, quiet places
Dislikes: Immorality
Moral Alignment: Neutral Evil

Parameters:
STR: D
END: C
AGI: A
MGI: D
LCK: D
NP: C

Class Skills:

Presence Concealment: A+
A Skill which denotes the capacity to hide one's presence as a Servant. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.

Being a member of the Assassin Order means that one has discarded their own name and appearance to become closer to the World, and becoming closer to 『』; by eliminating their own sense of self, the act of concealing one’s own presence becomes much easier.

Personal Skills:

Vocal Mimicry: A+
Voice Mimicry is a Skill denoting one's capability to emulate different kinds of sounds with one's own voice. In addition to her own natural talent, Assassin managed to reach a rank where no ordinary human can even hope to accomplish as a result of modifying her own vocal cord, similar to how other Hassans modified their own bodies. Upon becoming a Servant, this means that she can freely modify her vocal cord to mimic all kinds of sound.

At this rank, other people's voices, various animals’ sounds, sounds of the wind, footsteps, and pretty much every kind of sound audible to human can be perfectly emulated with this skill, becoming almost impossible to distinguish without an ability to distinguish sounds at equal rank or above. It is also possible to exercise the Skill [Alluring Nightingale] up to A-rank proficiency, using it to hypnotize targets and enrapture them with the beauty of song.

This Skill is Assassin’s principle means of assassination. It is especially deadly when combined with her high Presence Concealment, because—at this rank of mastery—the usage of this Skill does not affect the rank of her Presence Concealment, on the contrary, it actually makes her Presence Concealment more effective. Like a devil’s whisper, Assassin can use this Skill to lure, distract and trick her targets to their death.

Prayer of Submission: A
A chant which offers prayers to God, that one might receive a charm (spell) of protection against all kinds of evil and harm. To call it a ‘charm’ is a smack of superstition, but the strength of its protection is tremendous. Upon reciting the prayer of the last verses of the Qur’an, it is possible for one to receive either [Magic Resistance], [Poison Resistance], [Protection from Wind] or other forms of protection at A rank, depending on what the situation demands.

Projectiles (Darts): C
A Skill denoting the expertise for performing attacks using projectile weapons; in this case, using blowgun to fire poison coated darts. Although the overall destructive power of her darts is quite low, these darts are not meant to cause high damage in the first place, they are meant to pierce and spread venom to the vital organs of the target, dealing critical damage to Servants and silently bringing instantaneous death to human targets.

Fighting Style:

If the normal assassin's method of killing is to be a wolf who hides in the bushes, stalks their prey, and then tackles them to the ground to bite into their neck, then Hassan of the Myriad Voices is like a black widow weaving a web of voice, using her skills to create subtle trappings and putting constant distance between herself and her target. She tricks targets to enter disadvantageous positions or hypnotizes them with her voice, bringing the target closer as they grow more vulnerable, only to deliver the killing blow.

In melee combat, she is largely unskilled but can use daggers proficiently. She mostly relies on ranged attacks and her own voice to fight for her.

Strengths:
- Good at crowd control.
- Excellent vs. masters.
- Slightly better at self-defense and support than attack.
- High mobility, excellent defense, very annoying to deal with in group combat.

Weaknesses:
- Weak melee combatant.
- Statistically low parameters.
- Dies easily once in range.

True Name: Hassan-i-Sabbah
Aliases: Hassan of the Myriad Voices
 
Last edited:
Role: Master of Light
Name: Charles Driscoll
Age:
29
Gender:
Male
Nationality:
Welsh
Appearance:

Nunchaku_(Male)_Artwork.jpg

Personality: Charles is a man who believes a large majority of the world works based on surface level appearances. He who looks his best and acts his best will benefit the most and those who let their ugly side show will end up alone at the very bottom, cast away and forgotten. To ensure that he stays at the top he does his best to act like a very pleasant person to be around, all while bottling up his ugly features. An energetic, kind, and sociable man who is almost in his 30’s and can at sometimes be slightly perverted… that is the Charles Driscoll the world sees.

Underneath his pleasant persona that he wears like a perfectly fitting mask lies what some would consider a horrid monster. Pent up rage and lust lay dormant as his subconscious watches the world with slightly condescending eyes. Worse than all of that is the true beast, his obsessive and fanatical behaviors that sometime has a tendency to pierce through his persona and show itself. He truly and wholeheartedly believes in a god, he just happens to believe that everyone else in the world believes in a wrong version of the lord. Cruelty, suffering, sin, and everything considered evil is a natural part of gods plan and was put in place in the world not to tempt humans to drag them into hell, but to give people the ability to decide for themselves what is right and what is wrong.

Due to his own beliefs he beliefs that the world god created for humanity needs to be protected, both the good and bad. To go along with that he is personally against killing, but he understands where it comes from so he has no qualms with other people killing others as long as he himself isn’t forced to. So, with his odd views on religion and his nasty side boiling within how does he keep up his pleasant persona without feeling fake? The answer is that he is so sincere in his belief that his persona is the ideal or even the real him that for most people they are unable to tell. Of course, people who are naturally good at reading others or who have had practice picking through other’s self-made images could tell that he is putting on an act, and just might be a bit delusional as well.

Likes: Beautiful people/objects/art/anything to do with beauty really, Martials/martial arts movies, people actively trying to improve themselves
Dislikes:
Killing, wasted effort, and people seeing his ugly side.
Wish for the Grail:
To become one of God’s angels
Background:
The only son and formally heir of the main Driscoll mage family. Originally, he wasn’t even supposed to be born as his parents weren’t married, but when it was discovered that Charles’s mother was pregnant his parents married as quickly as they could. Unfortunately his mother died shortly after Charles was born due to complications that had occurred during the birth. His father had no desire to marry again and was decently wealthy so he hired maids and other staff to care for his son, basically he wasn’t the best father around. He wasn’t abusive but rather just didn’t spend much time around his son until he began to teach him magic

When Charles was really young, he was a demon child. Always causing trouble, throwing tantrum, and doing other things that could be seen as cries for attention from his father. For years it didn’t work until he was finally old enough to learn magic. Before he could learn magic his father rather harshly began to adjust his behavior. The Driscoll’s though not the most powerful mages were still proud mages and would remain that way. As a Driscoll Charles would be forced to look and act his best, only after recreating himself would Charles’s father teach the young boy magic. It took several months but the young Charles would manage to recreate himself into his pleasant self that he still acts like today.

At first he struggled to keep up with his magic studies, normal school studies, and trying to practice his magic as well. One of the maids who had been carrying for him began to think it was because there was nothing he really enjoyed doing, so she made it her personal mission to find something the boy liked. That would eventually turn into martial arts. When he began to practice martial arts his performance in his other activities improved as well as he now had a something to motivate him and to look forward to. In the end finding this one thing would end up becoming the foundation that he would build himself upon over the rest of his childhood and into the beginning of his adult life.

Throughout middle school and high school he would continue to improve and excel at everything he did. He grew particularly skilled in his martial arts learning the best ways to knock someone out instead of causing serious and potentially fatal damage. Charles even began to theorize that he could mix in his magic with his martial arts, a theory that would prove true. He began to reexamine his magic and start to adapt it to fit his preferred weapon of choice, the nunchaku. Though he would never use his magic against normal people unless he needed to the hybrid of magic and martial arts would prove very useful later in life.

After graduating high school his father grew sick and expecting to die, he passed the family crest onto Charles. After giving up the crest Charles’s father would pass away in his sleep two weeks later. With his father gone the Driscoll estate fell into Charles’s hands, though he would leave it in the care of his head butler while he attends the magic program of a nearby university. Just as he was popular in high school he quickly fit into university life and made many friends. He was approached by members of the mage’s association a few times as well but he refused to join them, mostly because he had no desire to.

The most notable part of his college life was his self-discovery and obsession with religion. He had never really dabbled in religion before entering university but a class he had taken on a whim opened his eyes. He grew secretly obsessed with the concept of a god and read as many religious texts as he could seeking his answers. To his disappointment none would have them, so in his mind he did what anyone would do, create his own. That was when the marks first appeared on his body, tattoos that he didn’t remember getting. These were a sign, his god was calling to him and he was going to ascend to greatness.

Elemental Affinity: Wind
Fighting Style:
Charles has a mixed style of mid-range to melee range combat. At long distances he is useless but in close quarters his skills in martial arts are far greater then the average persons. When he applies magic into his martial arts is when he gains the ability to do mid-range combat though it is very limited. Most of his magic consist of Charles speeding up his attacks, increasing the impact of the attack on contact, or even manipulating the air to make a kinetic blast that fires outwards when swinging his nunchaku
Strengths:
Agile, Strong, Creative
Weaknesses:
Obsessive, Seems to go through mental breakdowns if his persona is seen through, Fanatical
Weapons (if any):
His trusty Nunchaku
 
Caster of Light
Hahaha~ Behold, weaklings! The hero lies beneath the ground, yet I live on! Now kneel and tremble in awe before the wrath of the Dragon Lord of Glimmering Gold, Fafnir!!!
Caster of Light

1548540949631.pngPreferred Faction: Light Faction - While Caster doesn't stand for all the justice shenanigans, the universe being 'reset' and whatnot isn't something she is very fond of.
Gender: Female
Age: Back off, pedo! Did your mother never teach you to never ask a lady's age?! Hmph~!


Personality:

Caster may appear to be a cliche sweet, caring girl on first sight, but those who think such are severely mistaken. Caster looks down on all as 'inferior', and appears to have some sort of superiority complex. She regularly pouts and throws tantrums when not given what she wants, and her bursts of childish anger can lead to some comical, but destructive results. She also has a severe case of what modern internet forum-dwellers dub as 'eighth grader syndrome'. Some of Caster's actions and speeches to be extremely cringey and embarrassing, even though she thinks it might be 'cool'. Ah, how sad, only she does not know the true extent of the moron that is herself...

She also possesses horrible communication skills, unable to convey or express any sort of gratitude, with any attempts at thanks or praise being followed up by a half-baked insult, likely in an attempt to veil her own embarrassment. In short, her pride and ego are both too large that they obstruct her ability to show any sort of common sense and etiquette that a normal person would have. Ah, there truly is no redemption for this stupid dragon...

Likes:
-Shiny Stuff
-Gold
-Money
-Jewels
-Anything of value, really.

Dislikes:
-People taking her stuff
-A particular, white-haired, dragon-slaying SR Saber that seems pretty notorious for spooking all those SSR Saber rolls, and nobody even uses unless it's for memes.
-People calling her a kid

Moral Alignment: Chaotic Neutral

Parameters:
STR - C
END - C
AGIL - E
MANA - B+
LUCK - E

Class Skills:

Item Construction A (False): Caster in life never possessed the ability to craft great items. Her Item Construction skill comes from the great horde of treasures she possesses. It is only Item Construction in name, but in reality, it is more like 'retrieving items from her bank.' However, the items in her storeroom are of immense power, and when bestowed upon a master, has the possibility of giving them the ability to even hold their own against servants.

Lair Creation EX: The dragon that would have guarded a horde of treasures for eternity, Caster's Territory Creation, in this case, becomes 'Lair Creation'. Caster is able to manifest her horde in any space, thus creating her 'lair' and when within the lair, is able to individually sustain herself, akin to the 'Self Manifestation' skill, as well as the access to Draconification indefinitely, with no drawback. As long as Caster is in her lair, it is possible to maintain physical manifestation even after her master has died.

Personal Skills:

Golden Rule A: The hoarder, and guardian of glittering gold. Caster as a servant has enough funds for both her and her master to live like a millionaire. Depending on how her master decides to utilize this skill, it can translate to military strength, though Caster herself has no such initiative for such and will likely utilize this skill to fulfill her own childish ends.

Draconification A: In legends, Caster was cursed by a magic ring and transformed into a dragon. This part of her legend translates into her personal skill, Draconification. When under dragon form, Caster's strain on her master's mana increases by triple. However, when in her lair, is able to take her dragon form at will. While in dragon form, Caster's STR is increased to A++ while END and Mana are increased to A+.

Animal Communication A: Self-explanatory, a dragon can talk to animals, is it that surprising? You'd be surprised what sort of conversations you can hold with some animals, and it can actually be useful for intel gathering.

The Flames of Avarice C: A unique skill to Caster, it emphasizes the concept of the corrupting power of riches. It is not very useful in a battle but excels at sabotaging the opponent. The effects vary depending on mental defenses, personal fortitude, and et cetera. The power of greed is powerful in the sense that it can cause from small discrepancies or conflicts between parties to downright betrayal and murder for the sake of greed. Such sin is blinding and can be deadly, even though greed itself cannot kill.

Fighting Style:
Caster while in humanoid form is in no condition to fight. As such, she prefers to stay out of a battle and simply watch from the sidelines. However, while in dragon form, it is a completely different story.

Caster's fighting style can be described as brutal, and animalistic. Perhaps even cruel. Powerful claw-swipes and tail swings already present quite some danger, despite the simplicity of such attacks. Caster also possesses the ability of elemental breath. As if overwhelming force wasn't enough, now you got fire, poison, and lightning breath to deal with! At least she can't breathe all three out at once...

Strengths:
-Overwhelming strength when in dragon form.

Weaknesses:
-Still thoroughly traumatized by that particular encounter with the annoying swordsman, is scared to absolute shit by literally any white-haired guy with a sword
-To put it straight, she's pretty dumb.
-Humanoid form is exceptionally weak for a servant, she would likely lose to an assassin in a flat out fight.

True Name: Fafnir
Aliases: Dragon Lord of Glimmering Gold
History/Legend:
Due to some discrepancies in her backstory, much of Fafnir's legends prior to her defeat at the hands of Siegfried is has strayed far from the truth.

In Norse myth, Fafnir was a dwarf, fearless and powerful, who guarded his father's house of gold. However, the gods during the day, killed Fafnir's brother, Otr who had taken on the likeness of an otter, which caused Fafnir and his remaining brother to seize the gods, and force Loki to gather ransom. The demand was the otter (their brother)'s skin to be stuffed with gold, and coated in red gold on the outside.

However, among the riches that was the ransom was a cursed ring, which Fafnir unwittingly put on. Sadly, one should not easily trust to wear stuff gods give them, and Andvari's ring placed a curse upon Fafnir, who turned into a dragon, the symbol of greed. He was later slain by the hero Siegfried.

However, it is unknown how much of the legend is true, as both Caster's race and gender seem to be incorrect. Considering the confusion that also exists between Sigurd and Siegfriend, who are generally seen as the same person, alongside the confusion between the swords, Balmung and Gram, it is safe to say that there is a large chunk of errors in Fafnir's legend.

Nationality: Scandinavian
Wish for the Grail: An infinite supply of gold (those strange looking paper bill things with numbers on them will suffice, since they look like they're accepted as currency too), an unending barrel of booze, self-replenishing chest of junk-food, free unlimited wifi, free electricity, and a stack of useless, soul-devouring modern tech that would formulate a list so damn long it'd crash RPNation. She would ask for a rematch with that annoying tsumanai-saying swordsman, but she's pretty sure she'd get her ass handed to her again. By a shitty, unusable SR Servant... yeah...

Noble Phantasm(s):

Undying Avarice, B


'The Hero slew the Dragon, yet not its malice.
The venom that runs through my veins-
Though hero and wyrm lies decaying,
The undying poison of Avarice lives on!
Drag my rotting body to tortured consciousness,
Shrouded by the veil of eternal madness!

For I would give everything to see the world cast into oblivion, scorched by blackened flame!'

When defeated in battle, Fafnir can activate this Noble Phantasm upon death to become a Corpsewyrm. At this point, the spirit origin of Caster becomes damaged, causing her class to change from Caster to Berserker, and gaining Madness Enhancement EX, at which point, will go on a rampage, indiscriminately destroying everything around her. If Caster is within the perimeter of her lair, she can materialise in this twisted form indefinitely, the only method of ending the rampage being destroying the body again, which will kill Caster for good. Alternatively, when under the effects of this Noble Phantasm, her master can consume a Command Seal to revert Caster back to her original state, after which she will retain reason and revert to her original Caster class. All wounds Caster receives will regenerate within 2 days while inside the lair, no matter how grievous they were.
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Ruination of The House of Gold, C
Anti-Fortress Noble Phantasm
In many works of literature, and including those adapted from Fafnir's legends, the Dragon of Greed is depicted as an evil dragon that incinerates kings on their thrones and crumbles their castles in his blind quest for all the shining gold in the world. This ability manifests in Fafnir as a breath of lightning that vaporizes metal, incinerates stone and melts the corpses of all that would stand before the dragon. Yes folks, another laserbeam. At least this one makes a little more sense since it's not being shot out from a sword?
 
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Role:
Master of Darkness
Name:
Kozue Matou
Age:
20
Gender:
Female
Nationality:
Japanese


Personality:
A magus known for her stoic, cold, cunning and pragmatic nature. She is seen as a person of very little sentiment, willing to throw away everything if it meant achieving her goals. Her actions are easily condemned by others as ruthless and perhaps even bloodthirsty, but to her it does not matter what actions she takes, as long as the outcomes are for the benefit of humanity she could care less if people saw her as an evil person who lacks morals. As a member of the Matou family, Kozue had an extremely harsh up bringing and has grown into a rather emotionally damaged person. However underneath it all there is still some signs of a compassionate, joyful and optimistic youth who's only wish in life was to dedicate her all to saving the world that suffered so much.

Kozue takes no pleasure in inflicting pain upon others or even battle itself. When carrying out these actions she is more akin to a robot obeying the orders of its programming, merely executing what must be done for the greater good. If she could avoid this then there is no doubt that she would, but the nature of the grail war will not allow that and she must make the use of the full scope of her abilities. And so when it concerns the grail war... Kozue will not shy away from making use of civilians and other innocent life forms. Surely they will understand. It will all be worth it when Utopia has been reached through the grail. All of the world shall live a happy and peaceful life, and she can rest.

Likes:
Bugs, Wine, Music, Chicken Tendon.
Dislikes:
Fire, Technology, Animals (Except cute bugs of course~).
Moral Alignment:
Neutral Evil
Wish for the Grail:
To reach the dream of a perfect world for all of mankind (Utopia.)
Background:
The expectations surrounding the birth of Kozue were so large that no matter who had been born, there would have been an extreme disappointment. This child was supposed to be the savior of the Matou Family, the future master who would restore their magical circuits to the level that they once were. But again, it was a child who's circuits who had further deteriorated from the previous masters. The upbringing of a magus has always been harsh, but the head of the Matou family was bitter and enraged at their child who they considered to be a failure at birth. The Matou head would do absolutely anything to his child as long as it had the chance to improved he magical potential and ability. And so Kozue very much lacked what one could call a childhood, spending almost all of her time in the Matou manor, studying under her cruel father.

There was no way that Kozue could have kept up with the studies that her father planned for her, but still she was met with punishment after punishment until she succeeded. There was no hatred in Kozue during these years, all that she felt was a drive to finally succeed. Not for any kind of praise from her father but rather so that she would be more prepared for her goal. She had sworn in her heart that everything that her father planned for her was so that she could carry out the Matous dream. To deliver Utopia upon the world. Of course this was a projection upon Kozues part. Her father had long since forgot that his was supposed to be training and it had merely became punishment. But Kozue persevered, continuing to give her all even if the task was impossible for her at the time. No matter how many times failure came she would try again. That is what a hero does right?

Her only friend in her life would be a small and weak dog named Shinji. It was only a few years that they spent together. Perhaps it was a rather old dog or maybe it was sick, nevertheless the time they new each other was one of the few happy experiences of Kozues youth. That was until it was tainted by her father. There was no need to use Shinji as an example, but her father knew how she felt about the dog. And so her father sent a worm to kill the dog, and take control of its corpse to act as an example for what these worms could do. This trauma resulted in a hatred for animals, as they remind her of her bond with that small dog from her youth.

Eventually everything became too much for Kozue, she could no longer endure the life that had been set out for her. And so she forced herself to kill her emotions, if she felt nothing then it would not matter how much pain her body and mind endured. It would be like a wave crashing against a mountain. Although she was resolved in 'killing herself' there was one thing that she would not let go, that she would always hold onto. That of the Matou dream, she would live through this and carry out her families wish. She would save this world no matter what.

Now her father is gone and Kozue has become the new head of the Matou family. No longer must she suffer by the hand of her fathers cruelties, but it is now time to show that everything that she went through was worth it. The grail war is something that she absolutely must partake in. Her family's wish, her wish. The grail could surely grant that.


Elemental Affinity:
Water
Magical Attribute:
Absorption
Fighting Style:
A master whos fighting style is to let her familiars to do the heavy lifting even without one as powerful as a servant, of course Kozue has other means of fighting, after all magi in the modern era should be prepared to face close quarters combat. And so from an early age Kozue practiced martial arts in junction with her magecraft. This allows Kozue to be a flexible master who can choose whether to simply sit back and strategise from the shadows, or to advance on enemy masters.
Strengths:
Worms -
The majority of the familiars created by the Matou family are worms, these creatures love nothing more than feasting on the energy of humans to channel back to their master. Whether the host they find is male or female, or even an animal they can eat away at the host until they are nothing. They can even take control of their hosts by eating the vertebrae of the host and replacing it.

Blade Wing Worms -
A familiar that is more designed for combat than the first, these worms are carnivorous flying insects with extremely sharp teeth, as well as bladed hands and legs. They are ferocious creatures that have a complete disregard for all life apart from their masters.

Giant Worms” -
A variant of the worms that rarely see use, these are giant, chitinous, spider like creatures that can be created at the size of cars. These creatures are made and stored within the Matou worm pit and could be powerful tools if utilized.

Absorption -
The magical attribute of the Matou family, the ability that allows the user to suck the life force out of lifeforms and objects. For example a sturdy wooden sword would become a flimsy twig, and a human would become a withered corpse. This ability also extends to the familiars of the Matou master.

Bajiquan:

A Chinese martial art that takes the shortest route to the opponents body without showing any initial movement of the user to damage the inside of the opponent's body rather than the outside. Kozue has practiced this art with dedication and persistence from her youth, this willpower has paid off as now she is at a level where she could be considered an expert of the style.

General Magecraft:
Despite her lack of talent due to her magical circuits, Kozue was absolutely determined to succeed in her studies. She may not have been able to advance as far as she had wished in preparation for the Grail War but none could deny that she has developed an exceptional foundation of magecraft. Able to effectively make use of things like reinforcement and barriers with little effort.

Weaknesses:
Fire:
The familiars that Kozue controls have an aversion as well as a physical weakness to fire, upon the use of a flame administered in combat by an opponent the familiars shall spread so that the minimal amount of casualties are taken before returning to their master.

Hesitation:
For all the good strategizing does, it amounts to nothing if these plans are not executed. In Kozues mind she cannot afford to fail, to surrender the grail to another. She must achieve victory in this war so that she can elevated this world to Utopia. If a villain were to get their hands on it, great destruction could be brought down upon humanity. She cannot and will not allow that to happen. And so must be absolutely sure that she acts when is most optimal. There can be no failure allowed.

Matou Blood:
The Matou family, a once great magus family that fell into decadence over the generations as they chased their impossible dream. Each generation born with less and less magical circuits. Born with a D rank in quantity and E rank in quality, Kouzes magic circuits were considered abysmal, a complete disappointment that spat in the face of the efforts that the heads of the family had spent on conserving their power and a reminder that if nothing is done then the Matou family could lose their magecraft altogether.
 
Role: Master of Darkness

Name: Clux Ludenberg

Age: 20

Gender: Female

Nationality: English

Appearance: Celestia-Ludenberg-Danganronpa-riku114-40946336-505-600.jpg


Personality: Clux is a bundle of nerves and often times seems very weak and fragile, which isn’t wrong to assume as when met with confirmation Clux often will cry. She might be an adult but Clux acts like a timid child who cries for almost no reason most of the time. She has a habit of apologizing often even if she hasn’t done anything, Clux also has an inferiority complex often comparing herself to others and belittling herself. Yet if Clux did have any kind of positive trait it was her obsessive nature once Clux has decided she wishes to do something she will not allow anything to stand in her way. Clux when pushed too far will discard her crybaby nature and instead become more sadistic. This is typically the result of when someone continues to get in her way, while like this Clux fears nothing. Clux also isn't one to work well with others simply due to her untrusting impression of other people. Unless she felt it would help her achieve her goal she would much prefer to work alone. The only thing besides her obsession that's worth noting is that Clux does not forgive nor forget when others have crossed her. She will make getting revenge her obsession and do everything in her power to make them suffer.

Likes: Bugs, small enclosed spaces, reading, her older brother

Dislikes: Her parents, crowds, people, being in the spotlight

Wish for the Grail: Bring her brother back to life

Background: There once was a young man who belonged to a noble family he was destined to take over his family’s fortune. The young man’s family was special for they possessed a special type of Magecraft unlike any other family. The young man was a prodigy and soon become a well respected mage. Yet the piece of his life he disliked was how he would someday be forced to wed a woman who he most likely wouldn’t even like. The day finally came the young man turned away each woman his parents brought for him. Until one day he spotted a beautiful maid from a foreign country the only problem was she was not from a noble family. His love for her was forbidden but that didn’t stop him he told the maid how he felt and though she tried to turn him down but she could not help but fall for him as well.


The two’s love remained hidden until one day the maid found she was pregnant. She told her lover and the young man knew he would have to leave his family if he wished to truly be with his lover. But of course he loved her dearly and of course turned his back on his noble blood to be with her….or at least that’s what would’ve happened in a fairy tale. Yet this is no fairy tale when the young man found his lover was pregnant he discarded her before his parents could discover his mistake. Yet the young man was too late another maid had got word of the young man’s lover and informed his parents. They had the maid give birth to the baby so that their son may have a constant reminder of his mistake the maid gave birth to a young boy, afterwards she was never seen again. Four years later the young man gave in and wed a noble woman from another family.


The woman gave birth to a young girl the young man hated his children. The daughter was given the name Clux by her grandmother the son had no name as the young man refused to acknowledge the boy was his own. Clux though she was scolded often for doing so, loved her older brother who despite the hardships he went through remained dignified and strong. The opposite of her who was a crybaby and spoiled by her grandparents. As they got older the the son was forbidden from studying magecraft while Clux was forced to. Despite this the brother read books on Magecraft and using only this managed to teach himself the basic while also helping Clux advance her own magecraft.


One day Clux’s brother got into an argument with her father she can not remember what it was even about. What she does know is the next day her brother was missing, her family swore to her that he had ran away there was even a note from him stating he had run away and to not worry about him. Yet Clux worried of course she worried she loved her older brother, this was when her family would discover Clux’s one impressive trait. Her obsession she let no roadblock stop no command silence her, no authority deny her. At the age of 17 Clux finally uncovered the truth of her brother’s disappearance. He had not run away which she of course assumed in the beginning.


Instead he had been poisoned by the maids and in the dead of night they got rid of his body so as to chalk it up to a runaway. Clux didn’t have to do much thinking to know why her brother had been poisoned the following day, Clux’s father was found dead in his office his coffee poisoned. His just finished will laying on a table nearby and as it stated Clux was the new head of the family. Yet money was not something Clux cared for she only wanted her brother back, she only wished to have her light returned to her.


Elemental Affinity: Water-Clux’s family developed magic to manipulate their blood and the blood of others

Fighting Style: Clux uses her large mana pool to overwhelm her foes she can harden her blood to give her an increase in defense and strength or use her blood to create blades to stab or slice her foes. She prefers to fire blood at foes from a distance as she lacks close range attacks.

Attacks: Gungir-Clux creates spears of blood and fires them at her foe
Booby-trap-Clux can have blades shoot from anywhere her blood is even a small droplet can produce a thin needle like blade
Red Gate-Clux creates a barrier out of her blood to defend her from attacks.
Scarlet Hand-Clux can create hands out of her blood to help defend her or attack for her

Strengths: Clux has a large pool of mana letting her fire off attacks back to back, Clux is very observant she always keeps her eyes peeled. Of course her obsessive nature means she won’t let a target get away from her easily. Her power is very flexible

Weaknesses: While she has a lot of mana she still can run out and often goes overboard forgetting she does in fact have a limit. Clux is also very weak in a close range fight as she lacks physical strength. Her obsessive nature can also be her downfall as it can easily be used to lead her into a trap. Clux also is in fact firing her blood at foes and doing this too much can actually lead to her suffering from anemia.

Weapons (if any): Clux carries a box cutter but she mostly uses it to make her blood available for use.


Other:
 
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Archer of Darkness, Lord of Black Powder
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"You traitors will feel the wrath of a lord scorned"
Personality: Hiding behind a false smile, the king is quiet, filled with a rage that refuses to subside. Everything he worked for in life was torn asunder shortly after his death as if it had all been an elaborate dream. He lives to get revenge on the world that left his works behind as if they were worthless. That being said, as the victim of betrayal, he refuses to betray anyone in turn. Instead, he is completely loyal to his master and would even throw down his life if it meant preserving them. He retains some of the better qualities from his life, such as his high intelligence and love of learning. The kindness he once showed his people though, is now long gone.

He finds refuge in the black uniform and firearms of the army he created. He has cast aside much of what made him a great renaissance king, and instead embraced the brutality of the wars he fought throughout his life. When alone his better nature comes through, and he can be found sobbing to himself, asking what he has become. The world still fascinates him, and he will often attempt to disguise himself so that he can go amongst the people and learn how the world has evolved since his era.


Likes: Books, Apples, Crows and Ravens
Dislikes: Romania, the Turks, People, Nobility, Fairy Tales
Moral Alignment: Neutral Evil


Parameters:
Strength: D
Endurance: B
Agility: A
Mana: C
Luck: E
NP: A+


Class Skills:
Independent Action A
Madness Enhancement E+


Personal Skills:
Identity Concealment B: A lesser version of presence concealment, Archer is able to prevent people from recognizing him, though people capable of sensing a servant's magical energy will able to detect him. To those without that skill, he can even appear as a normal human. This also prevents most attempts to reveal his True Name


Occultism D-: He amassed a considerable library of occult texts in his life, and as a result, has a basic knowledge of some lesser magical techniques. In this form, he has very little mana to power these constructs and uses them only in preparation for conflict, where he uses his magical energy to power his combat abilities.

Legend of the Crow A: When in close quarters with an enemy, he is able to mark them with a small golden ring on their person. This ring acts as a homing beacon for a single shot from Archer's gun, and the projectile will find the ring through any obstruction. If the ring is found ahead of time it can be removed, but not dispelled. Only one ring can be present at a time.

Fiend-Punisher A+: Drawing on his past as hunting and thwarting vampires in and around the lands of his kingdom, Archer can inflict major damage against all manner of creatures of the night. His golden shots will create wounds which cannot be healed on enemies with the Demon, Vampire, or Foreigner trait. Due to his imprisonment of Dracula in life, he has a small sliver of his essence under his control.

Fighting Style: Run-and-gun with some sniping enabled by his sure hit skill.

Strengths: Does not need to engage with an enemy within striking distance, can leave a ring behind and then retreat to deliver a parting shot.


Weaknesses: Poor defense within melee weapon range, no protective skills, loses all composure if his past is brought up or if certain buildings are threatened with destruction.
 
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Servant Class: Archer
Preferred Faction: Light
Gender: Male
Moral Alignment: Chaotic Good
Appearance: Archer was known for being extremely handsome and good looking, his fair complexion and golden locks being his key features. While he may not be tall for what one may consider a hero (5'8''), he still managed to woo many a lady during his time.


Personality:
Rash, impulsive, shortsighted: All of these are words that can be used to describe Archer. However, despite how it may appear he is anything but selfish, with Archer even considering himself willing to do what other so called heroes aren't. To him, protecting someone whom he cares about has few consequences he sees as too dire. While his sense of justice can be biased he will stand by what he believes is just and never back down, with his emotions being his driving force. He sees little issue with having the world burn if it means following through with his beliefs. Some may classify a person with these traits as villainess, but that would also be far from the truth. Raised to be a respectful and courteous young man who holds those close to him very dear, he is simply willing to do what he has to in order to protect them.

Now, does this mean he sees himself as a hero? No, and far from it. Archer looked up to those in his life greatly and saw them as the pinnacle of what a person should aspire to be, and when one is constantly comparing themselves to such heights it's not surprising that he developed an inferiority complex. He knows he's not the smartest or strongest or most tactical fighter, and he will constantly underestimate what little skill he has and even do so when he clearly is the more talented fighter. Running from a fight he feels he has no chance winning right from the start is not uncommon, and to make up for what he perceives is a disadvantage he'll lie and employ dirty tactics while fighting that go against every code of honor written in the book. Of course, there is one small exception to this. For women, he is very likely to not fight as dirty as he could, and if the other party plays their cards right he may even go easy on them. Indeed, Archer ha an immense weakness towards women. He can easily be manipulated and played for a fool by a semi attractive lady. He sees no problem with being with or having feelings for multiple women at a time, though a majority of his heart will always be with his former lover.

Likes:
- Wine
- Women
- Animals
- Friendly Gatherings
- Helping Others
Dislikes:
- Hunting
- Fighting
- Greeks
- Having his morals questioned
- Loudmouths


Parameters:
Strength: D
Endurance: E(D)
Agility: A
Mana: B
Luck: C
Noble Phantasm: B


Class Skills:
Independent Action (C): Has always done what his heart told him over what was suggested of him, for better or for worse. At rank C he can act independently of his master and survive one full day without mana being supplied to him.

Presence Concealment (C): Archer has always been able to hide in the background and avoid direct conflict, making this a specialty of his. Therefore, he can remain nearly undetectable until he makes a move to attack.


Personal Skills:
Affections of the Goddess (D): Archer was favored by a goddess during his time, and as such his Endurance receives a rank up. This also ranks up the 'Disengage' and 'Presence Concealment' skills.

Animal Dialogue (B): Archer has always had a deep connection with animals, and as such he is able to communicate nuanced commands to beasts an cooperate with them

Disengage (A): Due to possessing the 'Affections of the Goddess' skill, Archer is able to retreat from combat at absolutely anytime, being whisked away to wherever he desires and having any wounds or afflictions reset to where they were before the bout. This can only be done once per day.


Fighting Style:
Archer, unlike other heroes of his era, has no qualms with fighting dirty and forgoing the code of honor many held so dear. His preference for a bow emphasizes this style of his, as he'll fight from afar and try his best to avoid direct conflict under most circumstances. Being quite skilled at long range combat and keeping away from his foes wrath happens to be something he's quite skilled at, though if things do go south you can bet that he'd be the first to employ some sort of dirty trick to escape with his life.

That's not to say he is completely helpless up close however. His unarmed combat skills put him well above the average commoner and he can take on multiple foes at once with ease. In fact, it is most likely he could easily trounce most servants of the Caster class without even breaking a sweat. It's when he's paired against your average hero who's highly trained that he is sorely outclassed.

Strengths:
- Skilled with the bow and at keeping enemies preoccupied and at bay.
- Cunning and intelligent, able to think outside the box.
- Willing to fight dirty when most aren't.

Weaknesses:
- Cowardly, will likely retreat at the first sign of things going wrong.
- Underestimates himself frequently and gets inside of his own head.
- Outclassed by most when up close.
- Emotional and prone to outbursts
- Weak mentally to those of the opposite sex
 
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Role: Master of Light
Name: Hakan Hudson
Age: 21
Gender: Male
Nationality: American
Appearance:
Belphegor.full.1405529.jpg


Personality: Hakan has an older brother like disposition, and will gladly help others if he has the means to, and is a bit more emotional than one would guess just by looking at him. Used to being the voice of reason among his friends before ending up in a Holy Grail War, Hakan won't hesitate to scold or correct someone if he believes it's necessary.

He isn't one to jump into a fight unless absolutely needed, and if someone tries to start an altercation would usually try to talk his way out or simply avoid it unless he otherwise can't. Usually seen as the negotiator between his friends more often than not, and he doesn't think he's very good at it or deserving of such a title.

Likes: Quiet places, animals, hugs, warm weather, music
Dislikes: Haircuts, extremely loud noises, planes, trains, really crowded places

Wish for the Grail: To see his mother at least once, and to form a strong bond with her

Background: Hakan was born to a normal woman and a magus father, and was taken from his mother at a very young age to live with his father to hopefully become a skilled magus. Despite his training, he had yet to actually tap into his elemental magecraft to the disappointment of his father.

Because of this, his father tried pushing him harder to very little success, and the man began to wonder if his son would ever reach his full potential at all. As for Hakan's mother, she basically disappeared as far as the eldest Hudson was concerned, and when asked about the topic was avoided to Hakan's frustration. Even trying to track her down himself yielded little to no results.

His father wanted him to focus on his studies and training instead. Once Hakan turned eighteen, he contacted his father very little, and would visit at least once a year until more recently. With the sudden appearance of his command seals, he grew rather concerned and went to his father for assistance.


Elemental Affinity: Earth and Fire
Fighting Style: Hakan is used to fighting with his fists, but in sparing matches with his father, has used reinforcement on his limbs to enhance his speed and strength, though hasn't felt the need to use it in recent years once he found himself living among normal people.

There's a ability his father once tried teaching him, using vines as whip like weapons to entangle foes, and then setting them ablaze with the casters own fire magecraft. Hakan has tried it himself once after his father used it against a dummy he made, but the young man did not suceed in his own attempt unfortunately.

Strengths: sensitive hearing, calm demeanor, quick on his feet
Weaknesses: can't swim, bad eyesight,
Weapons: a friend of his suggested he keeps a switchable on his person, so he does but hasn't tried using it so far

Other: Has a habit of going on late night strolls, and stands at about 5'7.
 
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Role: Master of Darkness
Name: Khunbish
Age: 86
Gender: Female
Nationality: Mongolian

Appearance:
images


Personality: Khunbish may be frail in body, be she is strong in mind, a bit too strong truth be told. This little old lady does as she wishes, a stubborn and headstrong individual. Nobody denies Khunbish what she wants, those who stand in her way will be swept aside by her magic, her staff, and worst of all, her nagging. No matter how perfect you think you are, she will always, always find something to complain about. She disapproves of the way you dress, she’ll always be critical of the way you chew your food, your posture will always be godawful in her eyes, and you better believe she will scold you for not saying ‘Please’ or ‘Thank You’. Often she’d go into a long winded speech about the good old days, about how youngsters back then were so respectful, how things used to be better, and all sorts of inane and mindbreakingly boring tales from her youth.

But as annoying as she is, decades of wisdom and experience does serve it’s purpose. She is a stalwart ally who would not hesitate to share what knowledge she has, nor is she stingy about offering a helping hand. Her word is her bond, honest and loyal to those who have the fortune of being on her side. She’s also a caring and devoted individual, often doting on people as if they were her own flesh and blood. She also cooks great homemade meals and pastries.

Likes: Nagging, Cooking, Nature, Painting, Gardening, Money
Dislikes: Loud Music, Disrespectful People, Technology, Dogs

Wish for the Grail: To right a wrong she committed in the past.

Background: Not much is known about this woman’s youth other than that, for an unforgivable offense she has made, she was banished from her tribe, earning her the title of Khunbish or ‘Not Human’ in mongolian. Other than her banishment nothing else is known about this mage in her youth, and even that was based on rumors and unreliable witnesses.

What records of her remain mainly includes her arrival at New York City on the year 1978, and buying a sizeable estate on the year 1989, her initial fortune built upon the gemstones and precious metals she brought with her during her arrival and built up with a multitude of businesses such as restaurants and medicinal tea shops. Though nowadays her businesses aren’t doing quite as well due to her insistence of not using modern technology to speed up and ease production, using instead manual labor and more rudimentary technology and equipment.

Khunbish is unaffiliated with any magical group, not even the Mage’s Association, though she does not actively avoid interacting with them. She’d just rather not get caught up in any of their affairs and would like to live her peaceful life. She also has no family to speak of, and other than for her employees, which she all treats fairly and kindly, she has no other significant relationship with anyone.

Elemental Affinity: Water and Earth (Mud and Nature)

Fighting Style: Khunbish’s entire repertoire of spells and tactics all revolves around pulling her foes off balance and taking advantage of their broken formations. While she has no outright offense related attacks, her crowd control spells are top notch and gives her an astonishing amount of battlefield control. Her huge amount of mana also enables her to win most battles of attrition, wearing her enemies down and finishing them when they’re out of either breath or mana. She can entangle them in a cluster of vines, sink them knee deep into quagmire, separate them with walls of thorns or even send them crashing down with a tidal wave of muck. It may not be clean, but it gets the job done.

Strengths: Khunbish has excellent battlefield control and is great at providing support for her allies. She has a lot of crowd control spells that can keep enemies in check in order for her allies to get a clean shot. She has a large amount of mana at her disposal, perfect for wearing down her opponents. She also has a large number of financial assets, so there’s that.
Weaknesses: While not bedridden or invalid, her age has still rendered her more fragile than she had been in her youth. She also lacks in regards to offensive capabilties, having no spells that could cause any significant physical harm to her enemies. Her lack of allies in the magic community also leaves her with no reinforcements or any outside support. Her unreasonably great dislike for modern technology has also made a lot of things inconvenient for her, especially in terms of transporation and communication.
Weapons (if any): Khunbish has, in her disposal, a walking staff she herself has made. While not magical in any particular way, the walking staff helps cast her spells, using it as a magical focus. It’s also pretty sturdy and will probably hurt if you get smacked by it.

Other: (include theme songs, quirks, or anything else you want to add that fits nowhere else)
 
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Role: Master of Darkness
Name: Amelia van sutherlund
Age: 12
Gender: female
Nationality: German
Appearance: prodigy.png

Personality: Amelia Van Sutherland is a strange girl. She has disassociate personality disorder due to years of physical and mental abuse from her overbearing and hateful father. on the one hand, you have her normal personality, she is emotionless, cold, distant, but also calculating and decisive. choosing to come at problems with an air of genius, as she herself has a genius level IQ. this personality does not sympathize or even empathize with most people, choosing instead to treat others as if they are all pawns in a great chess in which she must be the winner.

on the otherhand you have her more manic personality. when she is like this she is bouncy and bubbly to an insane degree. she is arrogent, self rightous and quick to anger. when she is like this is the only time people see her emotions, although she only shows two, pure joy and pure anger, regardless of circumstance. this part of her is still a genius, but she is not as tactful as she allows her emotions to drive her completely.

she has one last personality which is considered her true personality, it is that of the young girl who only wanted to impress her father. when she is like this, which is vary rarely and only when something emotionally connected to her (like witnessing a father/daughter having fun) she shuts down, crying uncontrollably until she snaps back into one of her other personalities. these three personalities fighting for control all share only one thing, the same dream. to wish for a normal life.

Likes: music
smart people
interesting things
Dislikes: idiots
usless people
her father
Wish for the Grail: to be reborn to a less demanding family and be granted a new life.
Background: the van Sutherland family is a well known aristocratic family of germany. the patriarch, Alphonse van Sutherland, was an abusive husband, and an even more abusive father to his young daughter. at the age of 3 she began her training. at first she like playing piano with daddy, especially when she started to get good, but as time passed he became more demanding of her performances. what used to be simple mistakes where now met with smacks to the hand, endlessly playing the same three notes hour upon hour until she got it right. eventually she was good enough to preform infront of masters, who praised her as a musical prodigy.

by 6 she had gained infamy in the musical world, her father proudly took all the credit for her mastery of the art and hailed her as the new generations mozart. equally was she abusively forced to study, allowing her to surpass schooling all together and getting a full scholarship to the most prestigious college in all the world where she graduated top of her class and immediately began mage training, as her intelligence was highly sought after by the powerful mage societies. during her studies she learned of the holy grail war, and just weeks ago her father died.

in a swell of sadness and happiness at the news, relief and sorrow, her mind snapped. The burden of being a perfect daughter was lifted, and the val that shielded her from the abusive reality as well. she decided now was the time to set things right, she would summon a servant and win the grail and wish to be reincarnated into a normal family where she could live a normal life.

Elemental Affinity: Lightning
Fighting Style: as a master of magic she has a standing style, similar to someone who would use a grimoire to read and summon spells, but her genius allows her to have memorized many of them and she instead only uses her wand to channel her mana through her. preferring the speed and beauty of powerful lightning spells to that of other more blunt spell affinities.
Strengths: Magic, tactics.
Weaknesses: her small form. her instability.
Weapons (if any): a conductors wand she uses as a mages wand.
QuirkyAngel QuirkyAngel
 
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Servant Class: Rider
Preferred Faction: Dark
Gender: Male
Appearance:
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Personality: Rider is a cold and stoic individual. He’ll very rarely crack a pun, or make a joke, but generally will stay serious in the moment. He does however love combat, and can sometimes lose himself in fighting others. He doesn’t mind speaking however, and will sometimes make extremely obvious observations. He tends to respect fellow soldiers .

He has a tendency speak in Shakespearean English but tries to prevent himself if trying to convey something of importance. He does dislike things that disturb the natural order of life and death. While he can tolerate the undead, he despises the idea of complete resurrections, which completely defy the purpose of death and balance.

Likes:
  • The cold
  • Snow
  • Hail
Dislikes:
  • Perversions against the natural order
  • Being called a ‘dog’.

Moral Alignment: Lawful Neutral

Parameters:
STR: B
END: C
AGIL: B+
MANA: C
LUCK: E---
NP: EX

Class Skills:

Riding A+

Guardian of The Gate E: The class skill of the Extra Class, Gatekeeper. Originally, Rider would’ve possessed this skill at an A rank, but it has been decreased drastically due to his class as Rider as opposed to Gatekeeper. When guarding a, or the concept of a ‘gate’, Rider is able to independently supply mana to himself, akin to Self-Manifestation A, and receives a boost to STR and END. However, because this ability has been weakened, it is akin to a Independent Action C, and Rider receives no boosts to parameters.

Personal Skills:

Battle Continuation of Predetermined Fate A: Rider’s end is set in stone, essentially ensuring that he will most certainly die at the predicted date. This ability allows Rider to continue fighting even after suffering grievous wounds and can continue fighting even after sustaining multiple fatal wounds. While it is possible to incapacitate Rider through various means, the only time Rider can be slain is during Twilight, the time where the world of death overlaps with that of the living, during which this skill essentially becomes a standard, A-Rank Battle Continuation.

The Hound of Death B: Rider possesses an innate advantage over those who have defied the natural order of Life and Death. Undead, and those who have been resurrected from death all fall under this category. Furthermore, Rider is able to sense his prey, capable of tracking them down from incredible distances.

Mind’s Eye (False) A: Animal-like instincts warn Rider of impending danger, and allows the reading of opponent’s by sensing their bloodlust and killing intent.

Mana Burst (Death) B+: The ability to implant a large amount of magical energy into a weapon and expelling it, creating a jet-burst effect. Rider’s mana burst also temporarily implants the concept of death into his blade, which gives it the ability to bypass abilities such as Battle Continuation, including his own.

Fighting Style: Rider’s mentality when it comes down to battle can be summed up with ‘offense is the best defense’, attacking with a flurry of swift sword-strikes. His style of fighting is very straightforward, and extremely offense orientated. Despite being of the Rider class, his swordsmanship rivals that of Sabers and heroic spirits of the sword. However, due to his class of Rider as opposed to Gatekeeper, his parameters are much lower than what they could have reached.

Strengths:
  • Excellent swordsmanship
  • Unnatural, animal-like instincts and reactions

Weaknesses:
  • Some abilities are weaker than what they would have been due to his class
  • His own Mana Burst ability can negate his Battle Continuation of Predetermined Fate.
 
IMG_20190401_104138.jpg

Role: Master of Darkness
Name: Ryuga "Yamimakai"
Age: Appears 18, Actually 30
Gender: Male
Nationality: Japanese
Appearance: Short Black hair with spikes facing forward in a overlapping fashion, Horn like protrusions amongst his hairline , Slight pale skin, and red eyes similar to a reptile's. Clothing is a black jacket over a red shirt, Black Jeans, and Black boots. He also has fingerless gloves on his hands that each have a red jewel on the back of each one.

Personality: He is a lone wolf, tending to fight on his own with no help. He also has a tendency to scare people just by the way he looks. He however isn't someone who hates people. He is quite friendly when he plays games, but outside of that, he is mostly a Kudere, unless he is in combat.

When fighting, he tends to try and end them quickly just by fighting using the Lance he had built himself, and shows a savage Berserker side of himself doing so. He is quite passionate about blacksmithing, which is a hobby he had gotten into at the age of 16, his first work was the basis for his weapon. He has a tough time around girls when he meets one he likes, and will sometimes break from his Kudere attitude and act flirty, but be unsuccessful.

Likes: Blacksmithing, Playing Games, Attractive girls.
Dislikes: People that view him as a monster.
Wish for the Grail: For people to not hate others based on being different.
Background: Son of a secret fling between a woman from the Tohsaka family, and a male from the US who practices the art of Knighthood, his father is actually a far descendant of a legendary warrior known as Vortigern, who drank the blood of a dragon to fight King Arthur to liberate Britain from her/him.

His birth into the world was unusual, as he had two black, bony protrusions on his head, similar to a demon's, and unusual eyes. However, this was actually a result of the dragon blood in his father's lineage being reawakened by his mother's lineage of mages. His father however was scared of him, and left his mother because of this.

As he was growing up, he had a rough childhood, being teased about his extra body parts (the horns), his eyes, and being considered a monster by the other children. Due to his sad times, he would pour out his anger towards the people who hated him by taking up a hobby. He would learn about the Holy Grail War from his mother, and that if he was involved, to train until that day, which led him to taking up blacksmithing and weapon fighting. He would eventually find his ideal weapon to be a Lance, or Halberd since its a spear designed to both pierce and cut.

When training for combat, he practiced magecraft, specifically of the combat type. He had Magic circuits placed on his arms and legs to help increase his regular speed, and the gems on his gloves enable enhancing offense Magic by a slight increase to the norm. He however had recently had a recurring nightmare involving a black dragon, which he himself feels as if its a warning, or a image of his real form.


His wish is one he finds selfish, but he believes no one should feel lonely for being different, and the wish is to have everyone in the world not hate people for being different.

Elemental Affinity: Darkness
Fighting Style: He uses his lance in combat, keeping up with servants in the speed category quite easily, which makes some wonder if he is a servant summoned from the future, or actually a reincarnation of a past servant.
Strengths: Excellent Spearmanship, Rank D Magic Resistance (Dragon Blood), Rank C Speed, Rank C Endurance, Slight Precognition (Mystic Eyes)
Weaknesses: Due to his Dragon blood, an weapon or Noble Phantasm designed to kill dragons can kill him in a single hit.
Weapons (if any): A Black Lance Ryuga made himself.

Divine_Halberd_of_Poseidon.png
Other:
- Ryuga's Mystic Eyes can in combat, read a single person's movement, before that person actually moved, a type of precognition. However, he can only read one person's movements, and only one person at a time. He can't change targets instantly either, because it takes time to focus, and if he is too busy fighting two people, he can't visually focus on both fighters movements, or else suffer from mental pain.

- Ryuga can use Battle Magic, but only the Mana shot types of Magic.
 
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e3b5fbc164b42fe751de258befeb9d4b.jpgRole: Master of Darkness
Name: Aisling O’Hurley
Age: 16
Gender: Female
Nationality: Irish

Appearance: Aisling is small in stature, standing at 5’2” with a slender build that borders on the edge of skinny. She a mess of long and curly flame red hair. She has the pale Irish skin and blue green eyes.

Use to life on the farm, Aisling usually always wears casual clothings. Jeans, t-shirts, and hoodies; pretty much anything that she doesn’t care about if it happens to get dirty. On the rare occasion Aisling will dress in a nice skirt and blouse, maybe even the random dress, but as soon as the occasion has past Aisling will change back into her regular clothes as soon as she can.

Personality: Aisling is your typical Irish teenage girl. She is kind and caring, but can also be stubborn and has a quick temper that has gotten her into trouble on occasion. Aisling loves her brothers though, like all siblings, she can find them annoying at times, especially Thomas.

Having grown up on the farm, it was Aisling’s favorite place to be. While her brothers work to pay off the debt against it, Aisling helps out in her own way. She takes care of the animals and does the chores to help keep it running and clings to the hope that they can keep from selling it..

Likes: Horses (especially loves Pooka), all animals, the forest, rain storms, growing things, her brothers Sean and Thomas.
Dislikes: Alcohol.

Wish for the Grail: To save her family's farm.

Background: Aisling was born on her family's farm in county Kilkenny. She is the most recent generation in a long line of witches on her mother’s side stretching to the days of the witch trials when witch and magecraft were not quite as understood or excepted. By tradition at least one girl child was born each generation with the ability to use witchcraft, the magic passing from mother to daughter. Aisling's mother was supposed to start her training in witchcraft when Aisling turned seven, but she unfortunately fell gravely ill. Before she died, she gave Shiloh a book and a really old key.

(Aisling's horse, Pooka)​
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The book was actually a journal that Aisling’s mother had kept during her teaching as a witch. And the key ended up unlocking a hidden door in the attic of the farmhouse. There Aisling found other books of witch and magecraft as well as many other interesting objects. On the floor of the room had been drawn a large symbol of some kind. Aisling has tried to find out what this symbol was and what its purpose was to be, but so far Aisling has found nothing mentioning it.

Because her father was too caught up in his drinking and gambling and Aisling’s brothers, Sean and Thomas, were born without the mageblood so Aisling had no one to help teach her how to develop her magic. She had to learn on her own. Which was just as well since her brothers suddenly had more to worry about then her learning to become a witch.

Aisling was 14 when her father suffered from a heart attack that ended up putting him in the grave. It was after his death that they found out just what their father’s drinking and gambling ended up costing them. A mountain of debt that just seemed to grow worse and worse, to the point of the possibility of losing the family farm.. Sean, being the older brother, began to set about trying to put everything back into order while Thomas picked up a job in town to help pay off all the bills that seemed to keep piling up. Aisling, being unable to work, kept was to keep her attention on her schoolwork and developing her magic.


Elemental Affinity: Earth and wind

Fighting Style: None really. Aisling is relatively weak as far as mages go. She’s still learning, but because she has been studying on her own and has had no one to help guide her and teach her, she is a bit behind other mages her age. If there is anything Aisling can offer to her allies is the ability to heal (see Strengths).

Strengths: Healing - While Aisling is still slowly learning how to manage her mage powers, she has so far shown to have be proficient in Healing Magecraft. She has used these powers on occasion to help mend a bird’s broken wing.
Horseback Riding - Aisling is a very skilled rider.

Weaknesses: Her magic - Due to not having anyone to show her how to develop and use her mage powers, Shiloh’s magic isn’t as strong as other mages her age.

Weapons (if any): A Shillelagh - A long staff made of Ash wood with a melon sized knot at the top.
An old dagger that has been handed down through the generations on her mother’s side. More of a knife really.

(Aisling's Command Seal)
7ca512fc89a1e41463642b1760408905 (2).jpg
 
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Role:
Master of Darkness
Name:
Keinós (ceˈnos) Cerastes
Age:
Unknown, though he is presumed to be around the mid-thirties at the very least since he has been active in the Magi community for the last 20 or so years.
Gender:
Male
Nationality:
Presumed Greek
Personality:
Befitting his appearance as a relatively young man, the impression Keinós gives to those who come to meet him is that of tranquil carefreeness. Very obviously quite the youthful, merry figure whose naturally amicable attitude is bound to attract pleasant, if not a bit dismissive, first impressions not unlike those received by your average boy next door, Keinós is naturally well-spoken if not a bit too unassuming, and seems to be quite the mature individual at first contact, hardly ever showing any signs of fluster in spite of what is said and seemingly having quite the cheeky sense of humor once provoked, being especially fond of returning teasing in kind - especially when the other party happens to mistake his calmness for shyness - but quite often demonstrating it in the form of a cheery, sometimes almost childish sense of humor.

On the opposite of his usual attitude, though, once one gets to actually stay around Keinós for long enough to see past his general attitude, it is plain to see how capricious he can be. While never especially uncourteous per see, it is painfully obvious for those around him that, in spite of how polite and well-behaved his serene, slightly cheery attitude suggests he is, Keinós is more than capable of happily ignoring pressing issues and responsibilities in favor of sticking to doing whatever he feels like doing at his own pace while cheerfully unconcerned about the future as well as engage in the most absurd antics while doing so, quite unconcerned about the repercussions of his acts, no more trustworthy than an infant: A true bastion of cheerful unreliability, capable of innocently ignoring his responsibilities without feeling a hint of guilt about the consequences.

Likes:
  • Nature
  • Reading (restricted to fiction)
  • Animals
  • Architecture
  • Music, especially classic/instrumental
  • Phantasmal Beasts, as a field of study
Dislikes:
  • Cities, especially large centers
  • Crowds
  • Loud noises, especially the kind that you're continuously exposed to within a large city
  • Magi, to a certain extent
  • Dead Apostles
Wish for the Grail:
???
Background:
Where exactly did Keinós come from is somewhat of a mystery. While his master was a well-known Grand and Lord of the Clock Tower's Zoology department, the identity of the disciple was a tad more complicated in spite of him being much more approachable than his master and having lived in contact with other magi for quite a while. Be it his homeland, previous affiliation or even surname, the young - or at least then young - man didn't seem to quite have any interest in divulging anything about his past, only answering with a slight smile when asked about anything related to his past - thus giving rise to quite a few rumors inside the association about who exactly he was, with the most popular ones being that he is either a homunculus, the bastard son of his master or the heir of a fallen family whose proximity to the root defied the association.

Either way, the fact is that Keinós has been an exemplary member of the association for the latest 20 odd years, acting as both your normal everyday Magus, who only ever use the association as means of conducting exchanges - be it intellectual or material - and periodically acting as a freelance enforcer, being well known for taking random missions out of an apparent sense of justice or duty rather than monetary needs and thus becoming relatively well known in the clock tower and even somehow admired by the younger generations of Magi, though most of the higher-ups seem to consider him as either foolish or suicidal. Overall, he was a capable, active member of the Magi community... That is, at least until a few years ago.

Perhaps motivated by some unknown objective or simply desiring to spend more time besides his old, soon to reach the end of his lifespan master, Keinós has, as of around 3 years ago, mostly disappeared from the social circles of the Clock Tower, eliciting quite the surprise from other members of the association who slowly got used to his constant presence around London's centers of Magi activity. Regardless, no one found it especially weird that a member had suddenly disappeared, especially not such a dead-seeking member who wasn't quite liked by the Lords of the tower.

Truth, though, wasn't as dramatic as rumors may have suggested, with him merely being recalled by his master due to some unforeseen circumstances and, presumably, ending up accompanying him through the last years of his life, and he was quick to return after he met his demise to report it to the other heads of the tower and to rightfully pass his last will and nominate another member of the Cerastes as the Lord of his department - surprisingly not even trying to fight for the position in spite of his position as his sole apprentice. What none of his fellow magi know, though, is that the last will of his master wasn't the only or most important thing he brought back, for that credit belonged to something much more abstract yet valuable enough to make him take a flight to America a short time later: The information about an unexpected Holy War.

Elemental Affinity:
Wind
Fighting Style:
Being fundamentally a believer of leading others into misunderstanding both his power levels and fighting style, Keinós is adept at making others believe that he reached his limits away before it is. As his magus persona, he often leads enemies into believing he is completely reliant on his wind magecraft and rather feeble physically, often purposefully tricking others into believing he is reluctant in showing his presence, fairly low on magic power and adept at running away as soon as enemies should they prove to be too difficult to deal with just to directly turn back and unleash much more powerful attacks as soon as their guard is down or even outright ambush them by making use of a sudden burst of physical strength most wouldn't ever expect him to have or making use of hidden weapons and poison to directly take down a more careless master.

He seems to mostly favor long range and seems to be a specialist at both wind magecraft, being especially fond of a form that uses spells to generate phenomena such as pressurized wind blades and tornados and seems to be remarkably capable at High-Speed Incantation, being able to release spells at such a speed that is almost unheard of in contemporary magecraft.

Strengths:
Wind Magecraft - Keinós seems to be adept at the use of the wind element, seemingly being able to release it in a multitude of both supplementary and offensive manners alike. While he is more than capable of manifesting complicated manipulation based spells in a relatively low time, he seems to especially favor using spells to generate phenomena like cyclones or pressurized wind to quickly overwhelm his targets, being described as a magus that is like a raging storm once he engages an enemy.

High-Speed Incantation - Keinós seems to be remarkable when it comes to High-Speed Incantations, showing a degree of mastery over it that easily allows him to manifest dozens of wind blade-like projectiles in a manner of a second and even cast High-Thaumaturgy leveled spells in less than 30 seconds - a feat almost impossible to achieve with modern magecraft, even when the spell in question is only a ten-count one that barely reaches the realm of high thaumaturgy.

Remarkable physical strength - While he mostly uses long-medium range magecraft and doesn't seem especially keen on engaging enemies in close combat, Keinós seems to possess a physical strength considerably superior to your everyday magus, having previously shown a degree of stamina and resilience that surpasses human limits by a considerable extent - something that, together with his other skills and seemingly permanently young appearance often raised discussions on whether is actually a Homunculus raised by his master.

Weaknesses:
Faulty Command Spells - For some unknown reason, Keinós participation in the Holy War wasn't properly recognized due to some unique failure in the system that rules over it, resulting in his command spells manifesting in a faulty, incomplete way that makes him unable to properly control his servant even if he tries to use one of those.

Limited Range - While Keinós is both remarkably fast and fierce with his spells, he doesn't seem to have many truly long ranged spells and seems to lack a way to control his projectiles after they leave a certain range, being fundamentally vulnerable to those who are specialized in true long range combat and can attack him from ranges further than a fifty to a hundred meters.

Limited Arsenal - While Keinós is indeed a genius when it comes to high-speed incantations and demonstrated quite the skill in all kinds of elemental magecraft, he doesn't seem to have any solid grasp on any other field and even seems to lack the competency to demonstrate even basic abilities such as reinforcement or gradation air. As such, he is often considered to be a rather sketchy magus in spite of his overall firepower, often demonstrating signs of a shaky foundation and outright lacking abilities that he very much should have considering the credentials of his master.


Weapons:
Aeolos - A mystic code of unknown origin that seems to take the form of the tattoo/scar that dominates the left half of his body. Presumably, its main ability is to aid with the quick release of his wind spells, though its exact nature or the mechanics behind it are unknown.
[/div][/div][/div][div class=credit]credits @RI.a[/div][div class=overlay]Keinós[/div]
 

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