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Fandom Fate Drifters Part 2 CS

F
Created at
Index progress
Incomplete

It's been 10 years since the Servants of Light and Dark waged their war to determine the fate of the world with no end in sight. The year is 2100. The Fuyuki Grail once more awakened (with a bit of intervention from outside forces) to choose 7 new Masters and summon 7 new Servants to participate in the 8th Holy Grail War. However, the rules are a bit different this time around. With the safety of the world in jeopardy, these heroes must work together to put an end to the chaos before finally getting their wish. Will they succeed?

QuirkyAngel

White Masquerade's Blue Oni
Servant Application

True Name:
Class:
(One of the standard 7 pls)
Age/Era:
Gender:
Nationality:
(Or at least the nation the lore is from)
Appearance:
Personality:
(Min 2 paragraphs)
Likes: (at least 5)
Dislikes: (at least 5)
Moral Alignment:
Lore/History:
(Summarize to the best of your abilities. Include any personal changes)
Wish for Grail:
Parameters:
(strength, endurance, agility, luck, magical energy, NP)
Class Skills: (Max 3. Please include name, rank, and description)
Personal Skills: (Max 3. Please include, name, rank and description)
Strengths: (at least 3)
Weaknesses: (at least 3)
Weapons (if any):
Noble Phantasm (s):
(Max 3. Please include name, rank, type, and description)
Other: (theme songs, quirks, secrets, or anything that doesn't fit anywhere else)

Master Application

Name:
Age:
Gender:
Appearance:
Personality:
(Min 2 paragraphs)
Likes: (at least 5)
Dislikes: (at least 5)
Moral Alignment:
Background:
(Min 3 paragraphs)
Wish for Grail
Elemental Affinity:
Magecraft/Fighting Style:
Weapons (if any):
Strengths:
(at least 3)
Weaknesses: (at least 3)
Magical Circuit Quality:
Magical Circuit Quantity:
Other:
(theme songs, quirks, secrets, or anything that doesn't fit anywhere else)


The New Cast

Master of Saber - Hanarei Hanarei
Master of Lancer - IG42 IG42
Master of Berserker - EMIYAman EMIYAman
Master of Archer- jakey jakey
Master of Caster - simj26 simj26
Master of Rider - Fill Fill
Master of Assassin - Father Gigantor Father Gigantor

Saber - FoldedPages FoldedPages
Lancer - RavenAlice RavenAlice
Archer - Takumi98 Takumi98
Rider - Crow Crow
Berserker - Gunnhildr Gunnhildr
Caster - The One Eyed Bandit The One Eyed Bandit
Assassin - LostHaven LostHaven
Returning Players

Berserker of Light - Ian Temero Ian Temero
Master of Light - Xel Xel
Master of Dark - Gundam Watcher 27 Gundam Watcher 27
 
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Accepted (Assassin)

Assassin
Ze Fuhrer vus v'un of ze nicer v'uns out zere. I vill show you 'vut a monster truly is!
Assassin


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  • 1569069835339.pngTrue Name: Reinhard Tristen Eugen Heydrich

    Titles: The Young God of Death, The Hangman, The Butcher of Prague, Man With The Iron Heart, The Blond Beast, Himmler's Evil Genius

    Alternate Class/es: Archer, Berserker, Gunner

    Height: 181 cm

    Weight: 68 kg

    Gender: Female

    Sexuality: Pansexual

    Personality: Reinhard is a sadistic and twisted creature, even among their comrades within the Third Reich. They were shown to be manipulative, able to incite the wickedness within the hearts of other men. Though, unlike their peers, Reinhard does not discriminate between men, and relishes on their suffering equally. The only exception are those who attempt to act righteous or 'good', toward whom she holds an intense disdain toward.

    They are a serious War Junkie, and will fight any adversary, regardless of strength or number. Though she is not exactly powerful enough to match another servant head-on, that does not deter her from trying.

    Alignment: Chaotic Evil


 
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Accepted (Master of Saber)


MASTER
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  • Name: Lorina
    Age: 25
    Gender: Female
    Organization: The Church (Burial Agency)
    Race: Dhampir
 
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Accepted (Saber)


saber
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True Name: Aethelflaed, Lady of the Mercians

Preferred Name: Aethel

Class: Saber

Age/Era: 900's AD, Appears early 20's

Gender: Female

Nationality: Anglo-Saxon

History: Æthelflæd, the lady of the Mercians, ruled the Anglo-Saxon kingdom of Mercia from 911 until her death in 918. She was a significant figure in the events leading up to the creation of the kingdom of England.

As the lady of the Mercians, she expanded her territories to the North, East, and West. Æthelflæd fortified settlements and led her armies into Wales and Northumbria. It is said her bloodline possesses the blood of the Wyvern; thus, their coat of arms depicts a Wyvern.

In the final year of her life, the people of York pledged to obey her direction. Aethel was a well-known tactician, military strategist, and loved ruler by her people despite her haughty personality and not-so-queen-like attitude.

Personality: Do not let Aethel's feminine appearance fool you. Despite her soft features, she is anything but. She tends to have a fierce disposition and is easily irritated. When she switches to more polite language and conversation, it usually means that something satirical or sarcastic is about to follow-up. She also tends to have a foul-mouth. Upon summoning, she must see that her master is worthy to rule over her.

Despite her short-comings, she is a strategic mastermind, cunning tactician, and powerful fighter. Once she deems someone worthy, she is loyal to a fault and deeply caring (she just has a weird way of showing it).

Upon entering this era, Aethel has become the true definition of an otaku, developing an obsession with all things anime and manga. She had never seen anything like it back in her own era and immediately took up interest.

Likes: Anime, manga, video games, animals, anything and all things pertaining to Japanese culture, physical exertion

Dislikes:
Laziness, "normies" as she calls them (AKA non-anime fans), bitter-tasting food, coffee, cold weather


Moral Alignment: Neutral Good

Parameters:
Strength -
A
Endurance - A
Agility - B
Mana - B+
Luck - D

Class Skills:
Magic Resistance (A)-
Aethel reigned during a time where magecraft ran ramped. With the blood of the Wyvern that flies high on their flag, she learned to protect herself and her people from such threats. The ability that grants protection against magic.

Riding (C-) - Feeling that is she able to hone her abilities better on foot than as a mounted unit, Aethel has lost a lot of her riding skills

Personal Skills:
Mana Burst (A) -
Aethel can concentrate her mana, giving her a powerful burst that affects her speed and strength, allowing her to take out multiple weaker targets

Tactician's Mind (A) - Aethel has always been a force to be reckoned with on and off the battlefield, always seeming to be ten steps ahead. Tactician's mind allows the user's mind to intensify and sharpen, slowing down the moves of their opponent and predicting their next movements through muscle movement. This gives the illusion that Aethel can somehow see what the other person is going to do before they do it.

Queen's Command (B+) - As a ruling Queen, Aethel has the uncanny ability and charisma to get even the most stubborn of servants to listen to her commands.

Strengths: Close combat, overall strength, agility, and cunning.

Weaknesses: distant combat, distant tricks, anything distance really, stealth, patience, risk-taker.

Weapons (if any): Sword, rumored to be forged from the bones of a Wyvern

Noble Phantasm (s):
Wyvern's Fang (Anti-Fortress A+) - concentrating the Wyvern blood that runs through her veins and her magical energy, Aethel conjures up a red and orange thaumaturgy that releases a force in the form of a Wyvern. The mechanism of this power is that the magical energy from this NP is scorching to the point of disintegrating what it comes into contact with, not even leaving behind ashes.

Queen's Deliverance (Anti-unit to Anti-army B- to A) -
Usually an anti-unit NP, Aethel can combine this with her Mana Burst at the expensive of a considerable amount of energy reserve to transform it into an anti-army NP. To perform Queen's Deliverance, Aethel must first pause, conjuring up enough mana to create enough energy to disperse around her in one single slash in a circular motion.


Wish: For there to be enough land and plentiful food throughout the countries back in her era (this would have stopped the Viking invasions of Britain and thus changed her status)

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"come here so I can slice the shit out of you!"

codedbycrucialstar
 
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Accepted (Archer)

Archer
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  • True Name: Khutulun
    Class: Archer
    Age: Unknown
    Gender: Female
    Alternate Class(es): Rider, Saber

    Personality: Archer is a woman who fights for what she believes is right, and will state her mind on a matter if she deems it important to do so. She doesn't fear any man, and respects those who pose any form of challenge to her but remain humbled. She doesn't judge others on religious views or appearance, and if she does judge someone it's based on character or their first impression upon meeting them for the first time.

    While she is proud of her heritage and who she is and represents, she doesn't let any of her pride blind her when it comes to an opponent she may face on the battlefield or in a battle of wits. Archer will protect what she deems important at all costs, even if it means getting anymore blood on her hands.

    Likes: Wrestling, Horseback riding, Archery, making bets, her husband, Horses
    Dislikes: Men who think they're better than women, power hungry people, people who kill without rhyme or reason, losing bets, some of her relatives

    Moral Alignment: Chaotic Good
 
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Accepted (Berserker)

Servant Application
"The
matter isn't who finds it first. It's who lets the world know first."
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True Name: Mary Anning
Class: Berserker
Age/Era: 47 y.o./ 18-19th century
Gender: Female
Nationality: British
Appearance:
Results upon examination
⚘ Height: 5'8.5"
⚘ Weight: 57 kg
⚘ Despite the white tresses that frame her triangular light-tanned face, she doesn't look anywhere near old. Implications of old-age are hard-to-find on her. However, her complex mindset and antiqueness are visible in her formal way of talking.

⚘ She's usually seen wearing dresses or anything of availability. Though she despises glamorous heavy clothes or dresses that show every curves of hers.

Personality:
⚘ A humble woman that doesn't like people who take credits more than what they own and despises they who like to take profits from other's work. A hard-working person in general and cares for the deserving. A religious person that finds peace in church.

⚘ Due to the implementation of madness enhancement, Mary's hatred towards those who are the upper-ranks becomes evident and clear, resulting in something akin to hostility. She would even go as far as to kill the typical ones whenever they're in her sight.

Likes:
⚘ Dogs and puppies, finding fossils, sea shells, flowers, her family, assembling plastic kit models, drawing.

Dislikes:
⚘ Arrogance, injustice, ranks, higher-ups, skimpy and/or glamorous dresses.

Moral Alignment:
⚘ Neutral Good

Lore/History:
⚘ Mary Anning was born and lived in poverty. Her father who was a carpenter made just barely enough to lived off the family. Years later, for better or worse, the eight children of Richard Anning and Mary Moored died, leaving only a daughter named Mary and a son named Joseph. Not long, however, Richard joined those eight children in heaven.

⚘ Passed down to the survived children of Anning was a skill in finding fossils to fought the debt that's inherited along. The first time the Anning siblings found something of significance, was when Joseph found a skull of ichthyosaurus while Mary found the rest of the skeleton.

⚘ They were paid well, but not enough to be released from the financial crisis. They received no acknowledgement due to their rank, as it was believed that science were only a thing for gentlemen. Further lack of acknowledgement of Mary's other discoveries made no positive improvement for the Annings' life.

⚘ Harbored in her heart was a feeling of hatred to those kinds, one that had grown since when she was in her mid-adolescence. There were few who were willing to help those who were in the same condition as the Annings, but there were so little of them.

⚘ Mary gave her life to science; she was married to it, finding out about anatomy and reading scientific papers. The language used in these papers was difficult for a young woman with little education to understand. However, she studied scientific works with great diligence and learned the scientific jargon. She went as far as learning French so she could read works by Georges Cuvier, the eminent naturalist and paleontologist.

⚘ One day, she was in on some dangerous work to find the best fossils on the Jurassic Coast. Her partner, a dog named Tray, ventured along. Mary needed to search among rocks that had just fallen from the cliffs. One rockfall was often followed quickly by another. The journey ended with her losing her pet dog and her arms, which were then replaced with a pair of new arms made with the main ingredients being graphene, gifted by a homeless person who was actually a magus in her era.

Wish for Grail: ???
Parameters:
Strength: C++
Endurance: B+
Agility: D+
Luck: A
Mana: B+
NP: B++
Class Skills:
Mad Enhancement EX - Conjured by it, veils that radiate the dark part of her heart; her hatred towards "them". No other shall be heard, no other shall be seen, for everytime she notices a presence that belongs to their kind. The madness that consumes her moral in return of great enhancements granted upon the maiden.

Personal Skills:
Heed my Call (flesh) - The ability to bring her "dearests" to life with the skeletons wrapped by their fleshes. Not fully for the dinosaurs due to never meeting their fully-fleshed form. This skill is also available to summon the deceased lady she had once found.
Observation (ground) - The ability to observe everything that's related to everything deemed as "ground" (rock, soil, mud, sand). She's able to see everything below the ground to its deepest, and as well able to scan the history of a ground (usable to track someone).

Strengths:
⚘ Devoid of foul language (usually)
⚘ Charitable
⚘ Impressive luck

Weaknesses:
⚘ Insane (as in berserk-ly insane)
⚘ Considerably the weakest Berserker in terms of strength
⚘ Unimpressive level of agility

Weapons (if any):
⚘ Her arms - Not exactly a weapon, however, they acted more like a shield.
⚘ Her "dearests" - Every dinosaur skeletons she had found in her past life as human.

Noble Phantasm (s):
The Mother of Paleontologist
B++ || Anti-unit (available for anti-army as well)
The ability that allows her to call forth all of her "dearests" to life and perform multiple, turn-based hits with them, which deals massive damage.

The Letter of Mary Anning
C+ || Self
Ability that grants her a buff of where every male servant can deal only 50% of his respective damage to her, regardless of any class. In return, her defense will be reduced by 5%.

Other: Mary had once found a body of a dead woman. She took her to the church and gave a fresh flower daily until the day the body was taken by the deceased woman's relatives.
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"Thou hath arrived, I see."
 
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Accepted (Master of Lancer)

Name: Franz Schattenberg
Age: 20
Gender: Male
Appearance: 6'2. Normally lightly built his possession causes canine traits like ears, tail and teeth to appear at random.
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Personality:
Ultimately a gentle soul Franz is the sort to turn the other cheek until he is black and blue and bring home any stray that 'looked sad'. Something of a pushover he can be easily swayed into almost anything as long as it's not actively harming or taking anything from someone else. While non-violent almost to a fault he will step in when another creature is suffering.

Following his possession Franz manifests an alternate persona simply named 'Inu' that while rarely malicious tends to behave in a playful and flirty manner while generally living it up by partying, drinking and engaging in general debauchery for the fun of it. Due to the unstable nature of the possession the two persona's can switch out with little rhyme or reason or even mix traits of the two together resulting in bouts of erratic behaviour.

Likes: Animals, nature, tea. (As Inu): alcohol, fast food, loud music
Dislikes: Alcohol, crowds, greasy foods, cruelty. (As Inu): fire, flying

Moral Alignment: Lawful good (As Inu): Chaotic good
Background: Eldest son of an up and coming Mage family specialising in the summoning and binding of spirits Franz was naturally expected to learn the family magecraft to one day inherit the crest. While he proved adept at pacifying enraged spirits Franz came to see the act of actively conjuring spirits for the purpose of binding them as cruel and a form of enslavement.

Unable to overcome their son's refusal to continue studying the family magecraft Franz's parents disinherited him and shifted their attentions to his younger sister leaving him to his own devices for a time. Some years later he was abruptly dragged him on a 'family holiday' to Japan where Franz was forced into an experimental ritual to summon a local Inukami guardian spirit and force it to possess him in a way that would leave his personality intact. While the summoning was successful the possession created it's own persona, the initial conflict of personalities and the violent circumstances behind it drove him into a berserk state that killed his family.

Fleeing the ritual site Franz took days to calm the confused spirit and come to terms with what had happened, finding itself unable to leave the spirit's personality took the name Inu and the two managed to establish a dialogue. Setting out to research ways to safely break the possession Franz's work quickly gained a new sense of urgency as the lines between the two personas began to blur and the spirit's influence began to affect his body.

Finding similarities with daemonic possession the ritual came to the attention of the Church and exorcists were dispatched to track him down, while believing it possible for him to survive an exorcism Franz was sympathetic towards Inu and was concerned about it's fate if exorcised. Aware the he was on course to death from the physical mutation of his body or at the hands of the Church or failing that insanity from the clashing persona Franz was drawn to the power of the Holy Grail as a potential solution.
Wish for Grail: To safely end his possession. (As Inu): Materialise as an independent being

Elemental Affinity: Earth
Magecraft/Fighting Style: While he refuses to forcibly summon spirits Franz is adept at creating bounded fields capable of holding spiritual beings in place or repelling them from an area and possesses mystic eyes that allow him to see spirits and traces they leave behind.
Weapons (if any): N/A
Strengths: Spiritual magecraft - by applying principles of capturing and pacifying violent spirits he is able to set traps capable of temporarily restraining a Servant or construct safe zones they cannot enter or materialise.

Possession enhancement - the presence of Inu enhances his physical strength and senses beyond that of a normal human as well as access to an extra pool of magical energy.

Mental resistance - having two personas inhabiting the same body makes it difficult to affect one without aspects of the other coming to the fore to compensate.
Weaknesses: Bodily mutation - while being possessed grants some advantages the process was ultimately a failure making the physical changes often appear and recede at random times with painful side effects.

Mental instability - the two personas inhabiting his body can submerge or come to the fore randomly or even blend aspects together causing bouts of erratic behaviour, while normally aware of the other's actions one can blackout for hours on end while the other is in control.

Non-combatant Magus - while capable in his specific area of magecraft he has no experience using it in a fight without preparation time or on a spirit near the level of a Servant.
Magical Circuit Quality: B+
Magical Circuit Quantity: C

Other: (theme songs, quirks, secrets, or anything that doesn't fit anywhere else)
 
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Accepted (Master of Berserker)

MASTERdcl0msx-63deecf1-4df7-4c2a-bf51-cb9b5e61f93b.png


My life is not my own, my life is my sword and the hopes and dreams of all who carried it. I only hope I can live up to their expectations.
Wilfred

  • Name: Wilfred Curtis
    Age: 21
    Gender: Male
    Appearance: 5'10" Due to a lifetime of training Wilfred possesses a well toned athletic build suited for taking and trading blows. His face gives the impression of someone honest and driven.

 
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Accepted (Master of Archer)

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Archard Kier - Master

Age
: 19

Gender: Male

Likes: Planning ahead, mocking others, knives, toying with people, sweets

Dislikes: Waking up early, losing control of something, pointless arguing, sour foods, persistent people

Appearance: Archard has purple hair and eyes that cause him to (as much as he hates it) stand out during the day. He is 5'8 with a skinny build. His outfit consists of a white collared shirt, a tie and a black cloak that's too big for him.

Wish for the Grail: A society without law and order

Moral Alignment: Chaotic Evil

Elemental Affinity: Fire

Magecraft/Fighting Style: Archard prefers to sit back and let others do the work for him. He rarely gets involved in any physical fights as he doesn't have much strength. He uses his brain more than his fists. He specializes in escape magic that allows him to avoid any physical battles. He is able to cloak his presence and become invisible allowing him to escape from an enemy quickly and effectively. This is Archard's main way of dealing with close quarters combat. If forced to part take in physical fights, he will evade attacks until he sees an opportunity to strike.
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Weapons: A small hunting knife that he carries under his cloak. He rarely uses it for combat and mostly plays around with it.

Strengths: Critical thinking, observant, resourceful

Weaknesses: Weak, adaptability, childish

Magical Circuit Quality: B

Magical Circuit Quantity: C

Personality:
Archard is a complex human being. He resembles and acts like a child but thinks like a cunning adult. He is an egoistic person who can be considered a "joker" by many. He acts purely for himself and will usually disregard others unless he deems them useful. Archard is a perfectionist and because of that, he will always plan ahead for everything. If a plan of his derails, he will lose focus of his goal and cause an anger fit. He hates seeing his plans go off course as it shows that all his hard work was for nothing.

He sees the world in a different point of view than most people. Others can see the world as a bright and sunny place but in his eyes, the world is only a cruel and tainted place filled with nothing but chaos and violence. Archard however isn't bothered by that and in fact, he's rather pleased. He enjoys seeing chaos unfold right before his eyes, especially if it was himself who caused it. He lives life as if it was a game where the strong and cunning prevail and the rest are controlled.

Archard however is very good at hiding his cruel, sadistic side. In public, he acts as a regular young adult who enjoys life. He talks to others as if he was interested in them with a pleasant voice and bright smile. He doesn't want to draw attention to himself as it would only cause him problems.

Background:
Archard was born in a prestigious mage family that upheld honor and loyalty. He was the second son of the Kier family, 4 years younger than his older brother. Being the second son, he lived in his older brothers shadow. Unlike his brother who was brave, smart and showed great determination, Archard was the exact opposite. Being honest, loyal and what not made him sick. He hated his family's morals and didn't see eye to eye with them. However, being the second son, he was forced to believe in the family's morals. His older brother was expected to participate in the next war and Archard was treated as a '"backup" if anything ever happened to his older brother.

He was forced to learn the family's magecraft and customs. After several years, Archard couldn't handle it anymore. He wanted to disregard his family's wishes and act for himself. It was around this same time when Archard was exposed to the darker side of the world. Violence, crime, it all excited him. He wanted to be a part of it all. He didn't want his own hands to get dirty however, his egoistic personality wouldn't allow himself to. So he resorted to being an information broker. He would manipulate and gather information, cause misunderstandings between two parties and watch the madness and chaos unfold. Seeing people break down into despair only made excited and unleashed a new side of himself. He viewed the weak and incompetent as his toys.

His family wasn't aware of Archard's doings. During the day, Archard complied with them and during the night, he worked in the shadows. After being more and more involved in his heinous deeds, Archard soon became obsessed and drove himself to madness. He wanted more control and power, less limitations but there was only one way to obtain it. Win the Holy Grail War. However his brother was the one who would participate. Determined the participate and make achieve his selfish goal, Archard plotted his own brothers death and carried it out. His brother was killed due to an "accident". After grieving and discussion, being the second son, Archard was chosen by his family to participate in the war. He felt not remorse but instead it was the first time he ever felt happy to belong in the Kier family.


 
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Accepted (Bersker of Light)




Samson - Faceclaim.jpg
Berserker of Light
As I see it we have two choices here: We can either sit down and talk this out like civilized folk, or we can duke it out and I put you in the ground. Choose wisely sweetheart!
Berserker of Light




  • True Name: ?????
    Alias: Shani
    Master: Hakan Hudson ( Takumi98 Takumi98 )

    Nationality: ?????
    Age/Era: ?????

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






 
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Accepted (Master of Caster)

Jacob Julius Rinehart
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Attorney At Law

Age:
29

Gender:
Male

Appearance:
A man who stands at about 179 cm, he doesn't seem to hold much intimidation factor. He tends to be in formal wear, and is rarely seen in anything else. When questioned, he just says that suits are the most comfortable thing any man can be seen in, and even a scruffy man like him can seem intelligent in a suit. Indeed, the suit seems to lend some charm to his oftentimes messy, grey hair.

Personality:
Jacob Julius Rinehart isn't a man born with a sword in hand, or a glorified assassin working under Church. He isn't a runaway from a previous war, he isn't half-dragon. Jacob is merely an average attorney, and an above-average mage, and he likes to keep his title as so. He is good-humored, he tries to keep up with the new and hip slang of the modern world, he likes guns, he wants a cute girlfriend, he tucks his daughter to sleep every night, he is a passable cook, and he likes playing video games, even though he isn't particularly talented in any of them. Jacob is described by his colleagues as surprisingly adaptable, and recovers very quickly from any kind of shock to resume his laid-back and calm self. It is what sets him apart from most of the other average lawyers like himself. He may not always get the best results for his clients, but his quick recoveries in cases tends to sway the tide towards his favor, and might even clinch a less severe sentence. His strangely suave and charismatically goofy way of doing things also might play into his many half-wins. He isn't the best lawyer by far in his firm, but he's one of the better ones. He has a bunch of eccentric quirks and habits, and tends to exaggerate his emotions with his expressions, both facial and body. It makes him kind of stand out...

Likes:
+University girls in job-hunting office-wear
+Tanned girls
+Tanned university girls in job-hunting office-wear
+Cute girls
+Ramen
+Guns

Dislikes:
-His own coffee
-High school girls
-Twintails
-Spicy foods
-Bitter foods

Moral Alignment:
Chaotic Neutral

Background:
The Rinehart family doesn't seem to be anything fairly important in the world of Mages. In fact, there is so little of them in records that almost all of them end in dead ends. They have had little influence, and Jacob doesn't seem to be any different. There is extremely little to find out about Jacob himself. It almost seems as if he came into existence as a working attorney, and not as a child. He claims he never had any friends when he was studying, choosing to distance himself from his peers so he could focus better, and that's why no one who seemingly came from the same classes he was from ever remembered him. He passed his bar exam at 25 and currently works as an attorney under the Islington & Hubert Law Firm.

His joining the war came as a complete surprise. After all, this man's family was long gone, its history decimated by time itself, fading into obscurity. Who was this man, and why did he join the War? Jacob himself has no reasons. He just wanted to take a break from work. Participating in some War seemed like a good vacation.

Wish for Grail:
Whatever the other guy's having.

Elemental Affinity:
GUN
Imaginary Numbers

Magecraft/Fighting Style:
Jacob's Magecraft focuses on accessing the Imaginary Number Space. To him, he generally uses it as a storage space. He claims he uses it to store paperwork that he doesn't necessarily need, and just kind of dumps it in there, until he needs to access them. To note, he has never taken them out of the INS. He is capable of creating doorways and windows to the INS on any surface, but why would he ever need to do that? Jacob doesn't have a fighting style, per se. After all, a man like him has no business doing any fighting. He's just a lawyer, that's all. He knows some hand-to-hand combat from his self-defense classes that he took last year, and is a good shot with his gun, but other than that, he isn't really strong or powerful, just a little bit more resourceful than most.

Weapons (if any):
GUN.jpgA customised Magnum Colt Anaconda. It chambers .44 Magnum rounds. It is usually holstered in a shoulder holster under his suit's jacket, keeping it hidden from sight.

Strengths:
It's no surprise that Jacob is known in his office as the Colt Saint. He has a record time of drawing, firing (and hitting two targets), and holstering his gun at 0.28 seconds. He claims it isn't anything much, since there are faster gunslingers out there. He has a strange affinity with guns, and has an innate talent to operate and fire any firearm accurately and skillfully. However, his greatest talent lies with his trusty revolver. To further expound on his skill with his gun, he has been shown to be able to hit targets with a ricochet, a feat that not many other gunslingers can attest to.

Despite his claims to the contrary, Jacob is a very capable Magus, utilising his own brand of magic with almost eerie expertise, like a Magus who has had more than the years in his life to practice with.

His entire self is surrounded by secrecy, down to his expressions. Those exaggerated motions and expressions hide something beneath the surface. Even those with Intuition have a hard time discerning the truth behind Jacob Julius Rinehart's...everything.

Weaknesses:
He is particularly flighty, choosing to take parting shots, and then promptly leaving. He doesn't like to stick around for fights, and doesn't want to get into a fight. Why can't we all be friends?

He isn't particularly tough, when compared to his kind. While he can make up for it with firepower, and isn't exactly a paper tiger, his defenses are quite flimsy.

His gun makes up for most of his weaknesses. Take that away from him, and he is but a normal man. A Magus, but a normal Magus, nonetheless. His dependency on his gun is not particularly crippling, but it does limit his options.

Magical Circuit Quality:
B

Magical Circuit Quantity:
B

Other:
 
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Accepted (Rider)

latest


WY3lZwC.png

"Your trick, my treat~"

True Name:
"Jack"

Class:
Rider

Age/Era:
???

Gender:
???

Nationality:
European; British; Ireland

Appearance:
"Jack" wears great, bulking, clunking armour and a pumpkin over his head with glowing ethereal flames. This pumpkin seems to possess an array of expressions, oddly enough. "Jack", with his fullbody armour and his pumpkin, is a whopping 2 metres tall. His cape is blue and entangled with thorny vines while producing a cold aura as opposed to his ethereal flames.

Personality:
"Jack" is one who enjoys mischief and mayhem, causing trouble and laughing at the misery of others. He and is one who gets bored easily, which is why he always tries his best to occupy his mind, be it planning for pranks and tricks alike or raiding his Master's fridge to replenish his body.... probably. He acts very uncaring and aloof, when in reality, he's always paying attention.

"Jack" was once heroic, a slayer of monsters, but long gone are those days, and now he only sees people as playthings. He sees his Master as but a mere anchor for him to continue doing what he does, but that can change over time. As long as one keeps him entertained, he will certainly find them of interest and importance. Despite all of this, he has a concept of brotherhood and respect, and he will express it in a rather straightforward way when he feels it within someone.

Likes:
Candy
Mischief
Winter
Screams of Terror
Pure Freedom

Dislikes:
Santa Claus
God
The Devil
Your happiness
Immortality

Moral Alignment:
Chaotic Neutral

Lore/History:
"Jack" was a being that can be intepreted as different entities, but was in life the same being that was told by Appalachian people as the "Jack Tales". Or perhaps "Jack" was someone in history who most fit the bill of "Jack the Giant Killer" or "Flaky Jack" and was summoned as a Servant to substitute a person that never existed? Maybe the various beings called "Jack" never truly existed, and this Servant is a mere amalgamation of their Phantoms? The true nature of this Servant may never be uncovered.

Jack is a trickster figure in tales who had many experiences and tales to tell. Starting off with the tale of Jack and the Beanstalk, where he obtains beans to grow a beanstalk, allowing him to gain access to a giant's house where he would steal his treasures before slaying the giant by cutting the beanstalk.

Whether or not the Tale of Jack the Giant Killer was seperate or one with from Jack and the Beanstalk is not known. However, the Servant has no memory of interaction with figures from Arthurian Legend.

Down the line, the entity of the Flaky Jack occured - a man who has fallen so much from being a hero that the devil was interested in him. He tricked the devil when they met face to face, banning him from Hell, and he had become such a sinful man that he was banned from the heavens. Thus, after he died, his spirit, called the Jack-o-Lantern by some, was forced to wander, a spirit prominent at the end of Autumns to give rise to the cold winters - the cruel Winter Spirit Jack Frost.

Wish for Grail:
His tiny bit of morality wishes to be truly reborn at long last to redo life.

Parameters:
STR: C
END: B
AGI: B
LCK: EX
MAG: C

Class Skills:
Riding Skill - A+
All vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.

Independent Action - B
It is possible for a Servant to stay in the world for two days without a Master. However, this is the ideal value achieved by maximally conserving mana and avoiding battle and Noble Phantasm usage.

Personal Skills:
Purgatorial Existence - C
Halves damage taken from attacks of Divinity, Anti-Divinity, Curse & Anti-Curse attributes and Servants, as well as Servants attributed with being 'Demons' or 'Satanic' such as Mephisto and Shuten-doji. If a Servant possesses multiples of these traits, the halving only occurs once. Cannot acquire the Divinity skill, Curses, or 'Demon' & 'Satanic' attributes through any means.

Subversive Activities - A
The talent to reduce the enemy forces in the preliminary stages before going into battle. An expert of traps(in this context, also pure, unadultered, shrewed trickery). However, the higher the ranking of this Skill, the more one's spiritual status as a hero declines.
This skill, in its pure state, is able to disable nearly 60% of total military forces before they can advance.

Battle Continuation - A
This skill was originally of a greater power, but it appears that no current Master is able to fully unleash its potential. Originally reflecting the Servant's inability to tell if he is dead or alive, as well as the Servant's relentless nature to find loopholes to get his way out of trouble, its reduction in power makes this skill more in-line with his time as the man who was reputed for killing armadas of giants, in a very ironic twist, with some essence of his dirty, snaky tricks. The Servant can survive many wounds yet still function, as long as a fatal blow is not inflicted.

Strengths:
Silver Tongue
Deception
Charisma

Weaknesses:
Pride
Untrustworthiness
Loafful

Weapons (if any):
Hessian Musket - Meant to be used as a secondary weapon alongside Giant Killer. A bayonet-attached shotgun of some kind.

Noble Phantasm (s):
Giant Killer, Remnant of the Purgatorial Hero - D~B - Anti-Unit
If "Jack" were summoned as another class such as Saber, Archer or even Berserker, this Noble Phantasm would be at its peak. This Noble Phantasm represents the Servant's ability and title of "Giant Killer". Under normal circumstances, it is a huge yet rusty blade and primary weapon for melee combat. But depending on the size of opponents or targets(including single Noble Phantasms), when activated, it can grow and unleash its full power on them. Equally-sized or smaller opponents default at Rank D, opponents from 10 to 50 metres in length or height default at Rank C, and anything larger defaults at Rank B. This acts within a gradient and by extension encompasses + ranks too.
As "Jack" has been summoned as neither Saber nor Archer, this Noble Phantasm can also manifest as a heavy warbow for a far-ranged variation of a strike.

Purgatorio Eterna, The Cursed Destiny - A - Anti-Self
Jack's curse to wander for eternity takes the form of a luxurious wooden chariot carried by four powerful but normally-docile phantasmal horses. This great chariot is capable of flight. If "Jack" is its only passenger, He can attempt to access the Afterlife, causing him to vanish instantly, before popping back into the realm of the living a mere few seconds later due to being rejected, though one burst uses a good fraction of prana, so using it so consistently is not reccommended. If he uses it while non-Servant passengers are on board, there is a chance said passengers will perish. Servants are not affected, due to their nature, but it can affect certain Servants, such as destablizing a Servant made of multiple Phantoms. Jack can utilise the Bridles that command his steeds, channeling his Master's prana through them to command them to attack. Any Servant these phantasmal steeds bite will have the perception of being a 'Demon' added to their history until they disengage from the current battle.
This Noble Phantasm can be 'partially' used without saying its name, allowing Rider to ride on a single horse instead of a carriage guided by four (depicted above).

Fimbulwinter, Twilight of Ragnarok - B - Anti-World
A Noble Phantasm representing Jack Frost's aspects as a harbringer of Winter as he sends Autumn away. He prefers to use a very limited version of this Noble Phantasm over his Ice Magic, as in proportion, it uses less prana. This limited version can indeed be used no different from light magic. When its full force is activated, it will coat the surroundings - with a radius potentially reaching a large city. An A-rank variation of this would cover the average country.
A permanent winter (or at least, permanent until "Jack" is killed in the Holy Grail War.) will be created within that area.
This Noble Phantasm cannot kill directly. However, it causes a one rank drop in all Servants perimeters and skills and reduces the rank of all Noble Phantasms by two ranks, also increasing Noble Phantasm prana usage costs by 20%. Servants that have aspects about embodying or being one with the Winter are immune to such effects, and will recieve a one-rank boost to all perimeters, while Servants that have aspects about enduring Winter will be immune to such effects only a one-rank deduction and additional 10% prana usage cost for Noble Phantasms. On the physical side, temperatures can go lower over time, starting at zero degrees celsius and reducing a single degree each day, stopping at a negative hundred degrees celsius.

Other:
Unlisted abilities include magecraft abilities in fire and ice.​
 
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Accepted (Caster)

Caster
f85f58f7858bebe5351dc658bb02a419.pngTrue Name: Sonia Haft Greene Lovecraft Davis
Class: Caster
Alternate Classes: Foreigner
Age/Era: 20th Century
Gender: Female
Nationality: American
Appearance: A disheveled woman who maintains the air of a mind unhinged. Caster stands at 164cm, leaving her a fair few heads shorter the her contemporary heroes of legend. She seems to show little regard for how presentable her appearance is, instead opting to dress herself in whatever strikes her whimsy that day. She has a sizable collections of piercings distributed across her body.

Personality:
The short time wife of Howard Phillips Lovecraft and a woman of accomplishment in her own right. Caster was of a rare breed for her era. During her marriage to Lovecraft, she acted as the breadwinner of the family, spending very little time with Lovecraft towards the end of their marriage as she'd often be away for work. During their time together, they collaborated on a number of literary works, with Lovecraft's involvement with each of Caster's projects varying as the years went on. Outside of her relationship with the now-famous author, she worked as a publisher, hatmaker, and sponsor for several minor magazines of the time.

It can be said that Caster, when compared to her husband, was a far more efficient existence at hiding her madness. Before her marriage to the man, she was a woman of a stable enough mind. During the years she spent living alongside him however, the fragility of her mortal mind became all too apparent. Whereas Lovecraft was naught but terrified by the alien visions that haunted him, Caster, who lived in such close proximity to Lovecraft's ramblings, found herself slowly being entranced.

As her knowledge of the great unknown expanded, cracks formed within her mind and from within those cracks whispers spilled forth. Unlike her husband, she managed to maintain a guise of general civility, but before even a year of their marriage her mind had been twisted beyond repair.

Perhaps the straw the broke the back of the two's marriage, was her entering into a contract with a self proclaimed "D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟". For months it whispered to her, before her mind shattered for good and she found herself under its gall. For the final year of her marriage to Lovecraft, she attempt to convince the man to also enter the entity's service, convinced the she and he (whom she was convince was some sort of modern prophet), could find great prosperity under the entity's service. Eventually, she relented, and abandoned Lovecraft without much of a sense of remorse.

For the remainder of her life, she'd work as a businesswoman by day and a pursuer of the occult by night. In time she started to grow disillusioned with her tenure in the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟'s service, and begun to work towards her own plans of ascendance. Her Caster iteration is summoned from before this change in disposition, and at the height of her mania.

Likes:
  • Sweet Foods, Bitter Foods
  • Sunshine, Snow
  • The Sky, The Ocean
  • Salt, Sugar
  • Justice, Villainy
Dislikes:
  • Bitter Foods, Sweet Foods
  • Snow, Sunshine
  • The Ocean, The Sky
  • Sugar, Salt
  • Villainy, Justice
Moral Alignment: Neutral Evil
Lore/History: The short time wife of Howard Phillips Lovecraft and a woman of accomplishment in her own right. Caster was of a rare breed for her era. During her marriage to Lovecraft, she acted as the breadwinner of the family, spending very little time with Lovecraft towards the end of their marriage as she'd often be away for work. During their time together, they collaborated on a number of literary works, with Lovecraft's involvement with each of Caster's projects varying as the years went on. Outside of her relationship with the now-famous author, she worked as a publisher, hatmaker, and sponsor for several minor magazines of the time.

It can be said that Caster, when compared to her husband, was a far more efficient existence at hiding her madness. Before her marriage to the man, she was a woman of a stable enough mind. During the years she spent living alongside him however, the fragility of her mortal mind became all too apparent. Whereas Lovecraft was naught but terrified by the alien visions that haunted him, Caster, who lived in such close proximity to Lovecraft's ramblings, found herself slowly being entranced.

As her knowledge of the great unknown expanded, cracks formed within her mind and from within those cracks whispers spilled forth. Unlike her husband, she managed to maintain a guise of general civility, but before even a year of their marriage her mind had been twisted beyond repair.

Perhaps the straw the broke the back of the two's marriage, was her entering into a contract with a self proclaimed "D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟". For months it whispered to her, before her mind shattered for good and she found herself under its gall. For the final year of her marriage to Lovecraft, she attempt to convince the man to also enter the entity's service, convinced the she and he (whom she was convince was some sort of modern prophet), could find great prosperity under the entity's service. Eventually, she relented, and abandoned Lovecraft without much of a sense of remorse.

For the remainder of her life, she'd work as a businesswoman by day and a pursuer of the occult by night. In time she started to grow disillusioned with her tenure in the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟'s service, and begun to work towards her own plans of ascendance, but no real fruit was ever born of it. Her Caster iteration is summoned from before this change in disposition, and at the height of her mania.

Wish for Grail: M̠̟̖̋ͩ͊͛O̼͉͛̌̾̾̀T͂ͤ̊ͭ̅͌҉̺̙̼̻̪ͅḨ̮̳̦̹̓ͣ̓ͫ͆͌̍E̶͔̮͇ͪ̒͂̈̌Ṛ̢̼̖͔̯̜̱M̵͚̞̳ͬ̂ͯ̄ͨ̾ͅO̘͖̼̩͛͊̾̈́̚͢T̃́̊̿͊ͦ̚Hͪͨ̋ͧ̔̀ͯ͏̣͓̜̭̜͉Ë̥́ͅṞ̴̻̯͇͔͎̺̊̋ͬ͆́̈̒M̈́O̴̭̹̫̿́̊̆ͯ̿̓T͚̞͇̲ͬ̓͌H̢͕͔͂̃̅ͅẸ̦͚͍̳͕̈́ͮͮ̓R̯͍̱͍̪̆̓ͬ͆͊͛͂ͅͅM͔̪͓͚̞̹ͣ̈̽͂̒̈́̓O̦̘̓̌͂̄̆̎T̯͔̱̯̭̯͂ͪͣ̈́ͅH̳̜̹̤͕E̵͙̼̹̺͓͚̦R̡̜̙̃ͧ̐͊̀̏̚
Parameters:
Strength - E
Endurance - E
Agility - E
Magical Energy - C++* (E)
Luck - B
Noble Phantasm: EX
Class Skills:
  • I̦ͪ̑ͣ̒̓͌t̊ͫ͐̚ė̦̈́ͯ̓̍̂̂͡m̡̼̣̺̪̑̎͑͊̌ ̣͍̙̟̙̃̇̂́C̬̥͖̉̑ͧͯř́̋e̥͉̭͉̩ͪͣͨ̐ͬ̉̌͝a̼̳̯̘̘̥͂ͮ̀͢t̺i̝͉̖͔̖̹̗̓̓̂ͨ͝ọ̵̯̝͐̾ͭ͒̇n̟͕̿ (Foreign), B - Despite not having been a Magus in life, Caster's contract with the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ allows her to create madness-related magical artifacts. Akin to a certain 20th century writer, she is able to transcribe the thought, ambitions, and desires of her patron. With these, she is able to create powerful curses, capable of inducing madness in those who are afflicted with them.
  • Existence Outside of Domain, C - From her years of contract, Caster was connected with the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟. She is able to involke this connection to half-phase her body out of the physical plane, effectively splitting any physical damage she receives in half.
Personal Skills:
  • Madwoman's Resolve, B - Caster was touched by a great madness during her life, and the pathways of her mind were changed as a result. She has a resistance to mental effects, causing any inflicted by Skills, Magecraft, or Noble Phantasms of B Rank or below to be nullified, and any above to be split in half. It operates similarly to Magic Resistance, but is not restricted to just magical effects, as it also resists physical sources of mental effects, such as poisons.
  • Ḓ̷̗͔̗̹͑ͬ̃͌̌͛ͤi͙̬v̥̯̞̱ͥ̄̚i͍͈̞̍ͪͪͪ͢ṇ̱͈̩̼̒ͪ̉i̢͍̥̩̥̬ț̢̋ͧͣy̘ͦ͊ͩͩ̂̔̚ (Foreign), C - After the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ touched her mind, Caster found herself blessed by its magnanimity. Her Ḓ̷̗͔̗̹͑ͬ̃͌̌͛ͤi͙̬v̥̯̞̱ͥ̄̚i͍͈̞̍ͪͪͪ͢ṇ̱͈̩̼̒ͪ̉i̢͍̥̩̥̬ț̢̋ͧͣy̘ͦ͊ͩͩ̂̔̚ acts as a form of pseudo-mystery, providing a resistance to Skills or Magecraft that relate to Gaia, and boosts the effectiveness of her own skills against any Servants of a Lawful or Chaotic alignment.
  • Double Summon (Foreigner), C - Caster's dealings with the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ have altered her Saint Graph enough for even her Caster incarnation to be effected. She has access to the Foreigner set of class skills.
Strengths:
  • From the Shadows - Caster does not need to be anywhere near her foes in order to harass them. Her skill set enables her to operate from relative safety, supporting her allies and antagonizing her enemies from afar.
  • Charismatic - There is a reason why Caster managed to succeed under D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟'s thrall so splendidly. She is talented at winning over those of weak hearts. Her words are like honey, leading them into whatever spider web she has in store.
  • Jack of Many Trades - Caster is a multifaceted sort of Servant. If she is unable to succeed in one front, then there are plenty of others that she can attempt to approach a situation from.
Weaknesses:
  • Back Liner - Caster is by no means a physically oriented Servant. She excels at operating from the shadows of the War, plotting, planning and providing support for her allies. In a one-to-one fight, however, this is little she can do to probably defend herself.
  • Mad - While her madness may be a more personable one than that of her more devoted faithful, there is no mistake to be made that Caster is mad in her own right. The D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ touched her mind, and while it did not taint it as it did others, she twisted it in order to defend herself. She's without restraint nor morality, a demon in the shape of a human woman.
  • Ignorant - Caster was not a Magus in life, and is therefore generally unenlightened as to how the magical world operates. She's unable to bestow upon her Master the magical wisdom that one of her class would usually be able to.
Weapons (if any): N/A
Noble Phantasms
Name: S̬̄͞á͎̻ͫͨt͔̤̥̮ͨ̅̅̏͌̓a̵̫̮̫̮̓͊ͧ͛ͅn̢̗̻̾ͩ͌̏̓ͥĭͨc̆ ̘̫̳̗̥̄ͮ͠B̩̏͟iͣ͏̺̙̤̫b̧͍ľ̘ͮ͞e̟͛
Rank: C
Type: Anti-Self
Description: A similar sort of existence to Prelati's Spellbook. Caster was not a Magus in life, so she has not been afforded the Magecraft skill and to compensate for this, the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ has granted her a sacred text which allows her to exert his power on the World, and raises Casters Magical Energy stat from E to C. As he is trapped outside the physical realm, it can not influence the World with its full might, and can only create effects equal to a C ranked Magecraft skill. However as it is not in fact Magecraft or indeed even related to Mystery, it is able to bypass Magic Resistance skills to a degree. The effectiveness of the Magic Resistance skill is effectively halved against S̬̄͞á͎̻ͫͨt͔̤̥̮ͨ̅̅̏͌̓a̵̫̮̫̮̓͊ͧ͛ͅn̢̗̻̾ͩ͌̏̓ͥĭͨc̆ ̘̫̳̗̥̄ͮ͠B̩̏͟iͣ͏̺̙̤̫b̧͍ľ̘ͮ͞e̟͛, rounded up.

Name: H̸̖̘͖̱̘̯͖ͫ̓̅̿e̢͉͊l̜̰̩̖̲̗̈́͐̒l̡̤̹͎ͮ̾ ͙͔̟̻̏̿̒̏̑̍ͭō̮̮̮͓̰͈̩ͮ̑̌̒ͤͫ͟n̠͇̠ͅ ̟͕̠̺͎̔E̞̭͕͔̣͓͗̈́a̹̦̼͛̍͆̉r̖͎͓̫͂ͮ̓͑̎̚t̙͈̟̫̏̋h̡̻͚̤͓̭̺̉̈͐ͅ ̙̙̃ͬͅ
Rank: A
Type: Anti-World
Description: The world cracks. At the seams of reality, a nameless cloud seeps through, tainting all that it touches. Caster's Noble Phantasm is a sort of Reality Marble that tears a part of the World out of the physical plane, and entraps it within. This fragment of the World is then twisted beyond recognition. Leylines are lost, Mystery ceases to function, even the fundamental laws of the universe begin to collapse. Inside, all abilities related to the Divine or Gaia drop by two letter ranks, others drop one one, and all Servant Parameters are either stripped of their + Ranks, or reduced by one letter rank. Finally, it boosts S̬̄͞á͎̻ͫͨt͔̤̥̮ͨ̅̅̏͌̓a̵̫̮̫̮̓͊ͧ͛ͅn̢̗̻̾ͩ͌̏̓ͥĭͨc̆ ̘̫̳̗̥̄ͮ͠B̩̏͟iͣ͏̺̙̤̫b̧͍ľ̘ͮ͞e̟͛, Ḓ̷̗͔̗̹͑ͬ̃͌̌͛ͤi͙̬v̥̯̞̱ͥ̄̚i͍͈̞̍ͪͪͪ͢ṇ̱͈̩̼̒ͪ̉i̢͍̥̩̥̬ț̢̋ͧͣy̘ͦ͊ͩͩ̂̔̚ (Foreign), and Madwoman's Resolve by one rank. For each Servant caught in H̸̖̘͖̱̘̯͖ͫ̓̅̿e̢͉͊l̜̰̩̖̲̗̈́͐̒l̡̤̹͎ͮ̾ ͙͔̟̻̏̿̒̏̑̍ͭō̮̮̮͓̰͈̩ͮ̑̌̒ͤͫ͟n̠͇̠ͅ ̟͕̠̺͎̔E̞̭͕͔̣͓͗̈́a̹̦̼͛̍͆̉r̖͎͓̫͂ͮ̓͑̎̚t̙͈̟̫̏̋h̡̻͚̤͓̭̺̉̈͐ͅ, Caster's Magical Energy stat will increase by one + Rank, up to a maximum of two.

Name: M̠̟̖̋ͩ͊͛O̼͉͛̌̾̾̀T͂ͤ̊ͭ̅͌҉̺̙̼̻̪ͅḨ̮̳̦̹̓ͣ̓ͫ͆͌̍E̶͔̮͇ͪ̒͂̈̌Ṛ̢̼̖͔̯̜̱M̵͚̞̳ͬ̂ͯ̄ͨ̾ͅO̘͖̼̩͛͊̾̈́̚͢T̃́̊̿͊ͦ̚Hͪͨ̋ͧ̔̀ͯ͏̣͓̜̭̜͉Ë̥́ͅṞ̴̻̯͇͔͎̺̊̋ͬ͆́̈̒M̈́O̴̭̹̫̿́̊̆ͯ̿̓T͚̞͇̲ͬ̓͌H̢͕͔͂̃̅ͅẸ̦͚͍̳͕̈́ͮͮ̓R̯͍̱͍̪̆̓ͬ͆͊͛͂ͅͅM͔̪͓͚̞̹ͣ̈̽͂̒̈́̓O̦̘̓̌͂̄̆̎T̯͔̱̯̭̯͂ͪͣ̈́ͅH̳̜̹̤͕E̵͙̼̹̺͓͚̦R̡̜̙̃ͧ̐͊̀̏̚
Rank: EX
Type: Anti-Unit
Description: The incarnation of the D̖ͭͮ͐̊̍e̞̭͐ͦ̿͛̌̃́v̳̲̞̟̪̠͌͗̂̍̌͑͡i̵̪̲̫͎͍̋̒ͤ̽̈́ͅl͕̘̭͇̝̉ͤ̋̒͟ into this world. This Noble Phantasm allows the target to exercise the power of Caster's true Master for as long as their Mana Reserves and physical body can hold out. M̈́O̴̭̹̫̿́̊̆ͯ̿̓T͚̞͇̲ͬ̓͌H̢͕͔͂̃̅ͅẸ̦͚͍̳͕̈́ͮͮ̓R̯͍̱͍̪̆̓ͬ͆͊͛͂ͅͅ manifests as a writhing, black insectoid eel that can be worn as a belt. If the wearer wills it, the eel will burrow into their flesh and clad them in a set of black exoskeletal armor, increasing their physical stats to C Rank. If the wearer is holding Caster's S̬̄͞á͎̻ͫͨt͔̤̥̮ͨ̅̅̏͌̓a̵̫̮̫̮̓͊ͧ͛ͅn̢̗̻̾ͩ͌̏̓ͥĭͨc̆ ̘̫̳̗̥̄ͮ͠B̩̏͟iͣ͏̺̙̤̫b̧͍ľ̘ͮ͞e̟͛, it will be temporarily absorbed into the armor and will grant them Madness Enhancement E*, further boosting their physical stats to B Rank. The rank of his Madness Enhancement will raise the longer that they wear M̠̟̖̋ͩ͊͛O̼͉͛̌̾̾̀T͂ͤ̊ͭ̅͌҉̺̙̼̻̪ͅḨ̮̳̦̹̓ͣ̓ͫ͆͌̍E̶͔̮͇ͪ̒͂̈̌Ṛ̢̼̖͔̯̜̱'s armor. If Madness Enhancement reaches A Rank, their stats are finally boosted to A Rank, but they are completely robbed of their reason, to the point where they will wear the armor until they die from Mana exhaustion, or Caster forcibly ejects them from it. Caster may force the activation M̠̟̖̋ͩ͊͛O̼͉͛̌̾̾̀T͂ͤ̊ͭ̅͌҉̺̙̼̻̪ͅḨ̮̳̦̹̓ͣ̓ͫ͆͌̍E̶͔̮͇ͪ̒͂̈̌Ṛ̢̼̖͔̯̜̱'s initial transformation, its Madness Enhancement, and prevent its deactivation.

Other:
 
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Accepted (Master of Rider)

Masters Sheets

Role:
Rider's Master
Name: Naomi Lexington
Age: 21
Gender: Female
Nationality: British
Appearance:
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Personality:
Energetic, outgoing, and all around entirely too active Naomi is the epitome of the classic tomboy. Boisterous and good natured, she loves spending her time in the outdoors and enjoying typically 'masculine' activities. A rabid football fan, nature enthusiast, and skilled mage to the core. She tends to dislike and avoid overly "girly" things and is easily flustered by blatant displays of femininity. Her tomboy nature clashes with her duties as a mage leading to her being an outcast within various magi circles. Despite her kind, outgoing exterior her life as a mage has instilled in her the same moral relativistic apathy common among mages as she takes great pride in being a "proper" mage and is unlikely to let much come in the way of her and her goals of furthering her family's magic.

Likes:
  • Camping, hiking, swimming, any outdoor activity
  • Football (Proper football you dirty yanks)
  • Alcohol
  • Magic
Dislikes:
  • Lazing about
  • Dull, routine activities
  • Football (The dumb version)
  • Girly things
Wish for the Grail: To further her family's magic so that they can reach the root

Background: Naomi is the heir to the Lexington family. An old, prestigious family within the clocktower they hold vast amounts of wealth and influence with internal politics. Facts that lent themselves to Naomi's ostracizing. Despite being true to the nature of a mage her uncouth and boyish attitude brought her more than a few sideways glances from her betters. Though Magi Society is built on results and while the more snooty families looked down their noses at her, no one ever said much for she worked just as diligently as any other to propel her lineage forward.

Her early life was spent being tutored by her father in the ways of their family's magic, and magecraft in general. While not abnormally skilled she was as proficient as one would expect from such a long line and she followed her lessons quickly, often spending entire nights practicing and self-teaching to ensure she kept up. As she grew older her pride as a mage grew right along with her even as she went to the clocktower for more 'formal' education. Her education went smoothly, her time spent learning a variety of magic and ways of incorporating it with her own.

It wasn't until long after her graduation that the next big chapter in her life would properly start with the appearance of command seals forming atop her hand. The clocktower was in disarray over the fake grail war tearing across the planet and both her family and their supporters were eager to jump at the chance of making use of the true grail to not only restore order, but fulfill the wish of any magus family.

Elemental Affinity: Earth and Wind

Magic Circuit Quality: A

Magic Circuit Quantity: B

Fighting Style: In combat Naomi relies almost entirely on two things. The first being using magic to enhance her own body as she far prefers a good brawl to anything else. The second is that she carries a little booklet of 100 flashcard-style runic charms infused with various specific spells. Most of them are simple generic spells such as jamming, catalysts for bounded fields, tracking, attacks and buffs.

Strengths:
  • Athletic
  • Stubborn
  • Skilled with magic
Weaknesses:
  • Prideful
  • Stubborn
  • Limited
Weapons (if any): Booklet of charms
 
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Accepted (Master of Assassin)

Amberley Manning
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Age:
Allegedly 27
130+

Real Name:
Mykhaila Yakivna Andrusyak

Gender:
Female

Race:
Homunculus

Appearance:
Amberley bears the appearance and attributes of a woman in her mid twenties, and will continue to for as long as she lives. She towers above most at 184cm and gives of a general air of obliviousness and idiocy, an assumption that is entirely accurate. Like all other Justeaze-type Homunculi, she has a mop of shoulder length silver hair that she religiously dyes black. Her eyes however are a piercing green, reflecting the imperfect methods used in her creation. She still makes it a habit to mask them using coloured contacts as part of her cover, though she occasionally mixes up colours every so often.

Personality:
'Carefree' is a bit of an understatement when it comes to Amberley's general attitude. The airheaded and hedonistic Homunculus lives in the moment, bearing no lofty ambitions, goals or dreams outside of simply enjoying her sedentary lifestyle of binging and gorging to the fullest, one that she has maintained for as long as she can remember. Not to be outdone in other areas, Amberley is also lazy, slovenly and gluttonous, making use of her heightened metabolism to gorge on all manner of foods and snacks while still maintaining her figure, which she takes great pride in. She also shamelessly coasts by on her good looks, taking advantage of others for assistance and monetary gain. On the flipside, Amberley is cheery and good-natured, as well as an excellent cook, these being the few socially acceptable traits she possesses and the only reason people tolerate her at all. Slow to anger, and infinitely patient, she's often described as 'exasperatingly endearing', sort of like an extremely cute looking intestinal parasite.

Despite her perceived low intelligence (a completely valid assumption), Amberlery is surprisingly cunning when she needs to be. After all, you don't escape thralldom to a Magus Family through just luck alone. She can lie through her teeth with nary a sideways glance and sweet talk her way into and out of various situations. The various false identities she's cultivated are the one thing she spares absolutely no effort in maintaining.

Likes:
  • Pizza
  • Burgers
  • Just food in general really
  • Autumn
  • Kung-Fu/Sci-fi Movies, the cheesier the better
  • Ruggedly handsome men
  • Handsomely rugged men
  • Grain alcohol
Dislikes:
  • Responsibilities
  • Employment
  • Boorish bosses
  • The internet going out
  • Shellfish
  • Malnourished pretty boys

Moral Alignment:
Idiot Neutral

Background:
The Andrusyaks were a minor Magus house with dreams of grandeur that extended far beyond their station. This Ukrainian Magi bloodline did not possess any hereditary gifts or abilities and were not privy to any sort of ancient knowledge or secrets, so in their desperate bid for more power, they instead turned to Magi who had been ousted or outcast from their families. By either sheltering or collaborating with them, they acquired the knowledges and secrets of rival houses that they so desperately coveted, but owing to their sources they were often incomplete and dangerous to perform. Naturally, this did not deter them in the slightest.

One of the techniques they acquired through such methods was the technique used by the Einzberns themselves to create Homunculi. The Andrusyak house was a conglomerate of relatively weak and rejected magi, and their current head, Yakiv Andrusyak, sought to create a magically superior successor. One that would elevate the Andrusyak name out of obscurity and ensure their dominance in power for many centuries to come. Thus, on a particularly rainy night, Mykhaila Yakivna Andrusyak was created within the halls of a gloomy mansion in Pripyat.

While initially overjoyed at their success, it soon became clear to Andrusyak mages that the techniques they used were far from complete. Justeaze-types homunculi, which they were hoping to succesfully replicate, all bore silver hair and crimson eyes just as their namesake did. However, the newborn homunculus child had bright green eyes, an foreboding sign that she would not turn out the way her makers had hoped. Their fears were soon confirmed shortly after, as despite the shockingly high quality of her magical circuits, Mykhalia displayed zero aptitude or control over her abilities. The only thing this failed creation of theirs could do was flaunt her ridiculous physical strength, a completely useless quality in their eyes. And so like a defective tool, Mykhalia was quickly tossed to the wayside by her creators, deemed fit to only peform the most menial of labours and serve as a battery of magical energy.

Mykhalia took to unpaid servitude rather well all things considered, and spent roughly a decade under the thrall of the Andrusyaks, though she yearned for a life freedom the entire time. The freedom to laze around, and do absolutely nothing, bound only to the whims of her growling stomach, by God what a joy that would be. As it turned out, her wishing would come to fruition much sooner than she anticipated. Her plan of escape hinged on a proper distraction, perhaps an important ritual conducted only once every hundred moons or a freak accident involving the creation of golems, but her window of opportunity came to her through a far more mundane, non-magical means. Quite simply, it came to her in the form of a nuclear reactor exploding; the Chernobyl Disaster of 1986. In the ensuing chaos, the young Homunculus girl vanished into thin air, and the Magi present at the Andrusyak mansion found themselves mysteriously locked in

The disaster left the already struggling Andrusyak house effectively wiped out, with most of its members either killed from radiation exposure or sporting several uncomforably large tumors. Yakiv Andrusyak was nowhere to be found, leading to speculation of his survival, but with no real evidence to back the claim up. Rumors also subsequenbtly spread among the mage community shortly after of a woman bearing blindingly silver hair, who flitted about from country to country. The rumors abruptly stopped soon after however, and with it the final traces of Mykhalia's existence.

In the current year of 2100, Amberley Manning, a recent immigrant from Herefordshire, England, lives out her days in sweet slothful bliss. Spending her time loafing about in her apartment, binging her favorite martial arts movies, and gorging herself on all manner of snacks. Despite her lifestyle of excess, money rarely seems to be an issue for her, and she supplements her mysterious supply of money through trashy livestreaming and the odd modelling job here and there. A life worth aspiring to? Probably not, but it's the one she's chosen and found satisfaction in.

Her sudden participation in the war has perplexed and bewildered many, both as a result of her character and because of her seemingly non-existent ties to magus society. What her agenda is, along with her plans to enact it continue to remain a mystery.

Wish for Grail:
To truly become human and sever her ties to the past, whilst retaining the longevity and benefits of her current form. Or perhaps just an outrageous sum of money.

Elemental Affinity:
Force

Magecraft/Fighting Style:
Amberley posseses prodiguous physical strength, well beyond the limits of any normal human and outclassing even augmented magi. She can easily peform feats such as ripping metal doors from their hinges and effortlessly tossing bulky objects, but she rarely has reason to in this day and age. At first glance, the origin of her strength appears to come from Reinforcement Magecraft permanently affecting her entire body. This theory was originally put forth by her creators before she was written off as a failure, but in truth her strength comes from the manifestation of her Origin of 'Force'. Her body itself is completely normal in all regards, but the forces produced by it are magnified many times over. Likewise any potentially harmful forces affecting it are also weakened.

Because of her flawed creation, Amberley posseses no control over her magical circuits and by extension her Magecraft, meaning its effect is constant unless somehow affected by external forces. Her Origin also leaves her unable to use magecraft of any other element or nature. She also cannot subsist on Magical Energy alone like regular Homunculi, and her constantly active Magecraft increases her metabolism threefold, resulting in her voracious appetite.

As for fighting skills, Amberley has practically no formal training to speak of. The bulk of her (very misinformed) knowledge comes from the plethora of martial arts films and shows she's watched over the years, meaning she often punctuates her very predictable strikes and kicks with shrill high pitched vocalisations.

Weapons (if any):
When out of town, Amberley carries a CZ 75 pistol for self defence purposes, though it's more of a decorative piece than anything else. It's real use is for intimidation purposes, and to further obscure her magical origins.

Strengths:
  • While her actual fighting skills are practically non-existent, the fact of the matter is that her extreme strength renders this almost a moot point, given that she can reduce people into a bloody pulp without much diffculty. She can also propel herself at shockingly quick speeds, and is much more durable than she would appear to be.
  • Though unskilled in many areas, Amberley has an uncanny knack for disguises. She can replicate accents near perfectly given a little practice, and can remember the aspects of her fabricated personas down to every last minute detail.
  • Her general lack of ambition or greater desire outside of her Grail wish, would generally be derided and considered borderline transgressive by Magi society. However, this also means Amberley is far more grounded in reality and less susceptible to the temptations and deceptions that often ensnare the common Magus.

Weaknesses:
  • Despite her brawn, she doesn't quite have the brain to make her an effective combatant. Her inexperience in battle and lack of skill means enemies can easily exploit her shortcomings as long as they can avoid her. She also does not have the quick reflexes brought about by training and experience, meaning she not only suffers when facing speedy adversaries but also finds it difficult to control the acceleration her strength allows for.
  • Being unable to use any other Magecraft severely limits her options in a fight. Anything that she can't muscle her way through poses a serious threat to her.
  • Her laziness and lack of drive means she rarely takes the initiative. She is often passive and unassertive when it comes to making decisions, and is also overreliant on others for motivation and guidance. She is also rather naive and unaware about the lengths others will go to in pursuit of their ambitions.
  • Though it is not entirely accurate to call her selfish, Amberley is at her core, a self-centred individual and will prioritise herself above others when it comes down to the wire.

Magical Circuit Quality:
A++

Magical Circuit Quantity:
C

Other:
Amberley lives off the very sizable profits of the various artifacts and valuables she stole during her escape years ago, using them to fund most of her large purchases. She usually finances most of her day-to-day purchases with her regular income. Being the work-shy individual she is however, means she dips into her savings on more than a few occassions.

Despite her online presence, Amberley has successfully maintained her cover. Likely because most magi don't even understand the concept of the internet.

Her all time favorite Kung-fu film is Fist of Fury (1972).

 
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Accepted (Lancer)

"The all powerful prankster magician Lancer is here to kick your ass!" - Lancer Introducing herself to an inquisitive enemy.

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True Name: Sun Wukong, Mei Houwang
Class: Lancer
Age/Era: Song Dynasty
Gender: Female
Nationality: Chinese
Personality: Lancer is a servant who enjoys pranking others whenever she gets the chance to, in order to lighten everyone's mood. In combat, she'll use everything at her disposal to defeat her opponent, no matter the cost. She doesn't care much about wealth when she originally was a demon long, but she takes great pride in her on hand gear, and will get angry if anyone tried to snatch them. She also is a huge tomboy, and enjoys sports alot.
Likes:
Pranks
Bananas
Her weapon
Surfing/Cloud Surfing/Skateboarding
Magic tricks

Dislikes:
Discipline through corperal punishment
People touching her stuff
Other Demons
Anyone who puts themselves above the divine
Snakes
Moral Alignment: Chaotic Neutral
Lore/History: A girl who came into being through magic by a Sacred Stone. Sun Wukong had became a king after discovering a secret throne behind a waterfall, and declaring herself to be an all powerful demon, she would attempt to claim more power for herself. She had claimed many great treasures and powers through her countless fights with other deities, such as the Dragon King, and all of heavens armies as well, single handedly. However, she was eventually captured and imprisoned under a sealed mountain, where she would eventually be freed if she served under Tang Sanzang on his journey to India. After she had faced many trials and tribulations, and learning many values, Lancer eventually was awarded the title "Victorious Fighting BuddBuddha"

Wish for Grail: "Hm... Nothing major really. Maybe a lifetime supply of bananas?"
Parameters:
Strength: B
Endurance: A
Luck: A
Mana: B
Agility: A
NP: N/A
Attributes: Demon, Servant, Earth, Deity
Hidden Attributes: Dragon
Class Skills:
Ride: B
Lancer can ride anything of mundane origin at above average performance, yet she can also ride on clouds like they were surfboards with beyond average performance. She cannot ride on Phantasmal beasts or dragons however.

Magic Resistance: B
Unaffected by any magical effects casted at her of a lower rank.

Personal Skills:
True Sight: A
As a being whose skills in deception and trickery fooled even the gods, Lancer is extremely familiar with these things and can't easily be deceived. When summoned as Servant, this skill enhances her natural ablity in lore, allowing her to see through any illusion and disguise that is used on her, or even things normally unseen to the trained eye. This can enable her to seek out an assassin capable of altering their appearance with ease, or see things others couldn't, like a illusory wall blocking off an actual door. At this rank, even most presence concealment skills (ranked A and below) aren't immune to her eyes.

Magic of the Monkey King: B
In life, Lancer was known to have been a practitioner of many daoist magicks and heavenly arts, some of which includes: shapeshifting into various animals,using a strand of her own hair, to create a clone at her disposal whenever she needs one, and the ability to freeze any opponent in a case of ice by using her breath. This skill allows her to access those abilities. However, due to her being summoned to the Lancer class, the rank of this skill is heavily decreased. The the downside to using the later two is as follows:
• She can only make up to thirty clones at a time, due to needing to regrow her hair afterwards. These clones also fall after getting hit one time and are two ranks lower than her.
• The ice breath hast to be directly close to the targets face, and this ability usually is reserved as a finisher if the fight takes too long.

Immortality: EX (Locked)
Lancer was originally unable to be killed, thanks to eating the peaches of immortality, but due to the Grail summoning her, she lost this ability until she herself wins the war alongside her allies, or she dies, in which case she is banished from Earth until the war is over.

Animal Communication: EX
Being an animal herself, she can speak with any mundane creature. Snakes are ones she always avoids However.

Strengths:
Her own Strength
Her ability to make quick allies with any animal
Her fighting skill was beyond the warriors of heaven.
Weaknesses:
While Lancer has many great Strengths and abilities, She can't defeat something that is capable of out thinking her in combat. She also has PTSD from being trapped under a mountain, so toppling a building over her when she isn't looking can immobolize her quickly. Also, if someone grabs her tail and pulls on it, she loses her great Strength, rendering her shockingly unable to fight back or wield her weapon.
Weapons/Noble Phantasms (if any):
Ruyi Jingu Bang
Rank: A++
Type: Anti-Unit/Anti-Army
A magical staff that can only be wielded by Lancer herself, and it can shrink, grow, and fight on it's own at her own command. It also is quite heavy a weapon, weighing a total of 8.1 tones.

Cloud Walking Boots
Rank: A
Type: Anti-Unit (Self)
These boots are a sacred treasure of the Dragon Emperor, In which these were borrowed (reread, stolen) during one of Lancers' many adventures. These boots enable her to create a cloud that she can then ride around on as if it was a surfboard.
 
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Accepted (Master of Archer)

  • Name: Antonio Yumina Unifloria
    Age: 27
    Gender: Male
    Blasto.png

    Personality: Antonio is a laid-back, willpower-driven savant magus. He repays his dues and collects what he is owed; a result of his early life spent as one of the magus political meddlers in the Clock Tower. He is fine with being paid using favors and generally doesn't bear grudges over personal things.

    Since he had never been given a chance to further his family's search of the Root, he attempts to find the right path on his own. He is confident in his own magecraft and willing to take risks and bash heads with other factions and people if necessary.

    He is a man who takes everything at face value and doesn't complain about the universe working how it does, but instead, tries to create solutions by working around them. Extremely chill, especially when at work; his family has a long tradition of using recreational drugs and psychoactive substances to alter the user's perception as a means of divination, changing mindsets and even communicating with and contracting spirits.

    Likes:
    - Plants.
    - People with strong personalities, who never give up in the face of danger and oppose something they find disagreeable with every fiber of their being.
    - The thrill of danger.
    - Other magi.
    - Discovery.
    - Exploring the limits of life and sensation to the very brink.

    Dislikes:
    - Plants.
    - Family.
    - People who can't stand up for themselves; such mistakes need to be corrected, but fortunately, it is a seldom occurrence to find a magus like this.
    - People who can't take a joke.
    - Other magi.

    Moral Alignment: True Neutral

    Other:
    - Owns an American Express Centurion (Centurion Black Card) with a dedicated 24/7 concierge. He's an affluent magus and it's 2100; this kind of comfort is a default.
 
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