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Fandom Fate/Drifters Part 2 NPCs

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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
NPCs
Non-Player Characters (NPCs) are characters created for the story, meant for the story. Players can make as many NPCs as they want. However, NPCs have no plot armor. They live and die for the plot. They exist in order to help move the story forward.

*Player Characters can be demoted to NPCs for a number of reasons.
 
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Alan Martin
latest

Details: Aged 22. Former master of Assassin of Darkness. He has a prosthetic arm that has been embedded with various artificial magic circuits. A relative genius when it comes to magecraft, his natural talent and work in the field of Origin Studies landed him a position as the director of Mage Association Branch in Hong Kong. Due to his experiences 10 years ago, he is currently looking into identity of the "Caretakers", the alternate "grail" they created, and it's effects on the world. He was, and still is, an avid gamer.





























Ruler Pythia
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Parameters
Strength:
E
Endurance: E
Agility: C
Magical Energy: B
Luck: A
NP: A

Skills
God's Resolution (A)
True Name Discernment (A)
Magic Resistance (B)
Apollo's Protection (C) -
she is immune to poisons, disease, mental afflictions.
Oracle's Wisdom (B) - a skill that lets her choose the best of all alternative paths.
Speaker of the Divine (A) - Gives her the knowledge of divine words.


Noble Phantasm:

Temple of Delphi
Rank:
A
Type: Territory/Fortress Creation.
Description: She summons forth the Temple of Delphi. It's a defensive structure that can only be destroyed by an anti-fortress lvl attack. By breathing in the fumes produced within the temple, she is able to accurately see future events. If her temple is ever destroyed, she looses her Apollo's Protection skill and the fumes she breathes in causes her to turn into a large python with poisonous fangs and magic resistant scales. Only when she's defeated does the Apollo's protection skill return.


Johnny Lee
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Details: Director Martin's assistant in the Mage Association branch of Hong Kong. Has been helping with cultural and language transitions, serving as a capable translator for the director in his first few years of tenure. He is also the head of the branch's finances.
 
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Caster of Light
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  • True Name: Fafnir

    Titles: Patron of the House of Gold

    Alternate Class/es: Rider

    Height: 165 cm

    Weight: 71 kg


    Gender: Female

    Sexuality: Heterosexual

    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...


    Alignment: Chaotic Neutral

 
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e6a63ef108cce6a9626359295071885a.jpgRole: Master of Light
Name: Ava zu Rasenddorf
Age: 42
Gender: Female
Nationality: German
Alignment: True Neutral

Personality:
Since her flight from the Agency, Ava, surprisingly, has mellowed out significantly. That is not to say that she has become an entirely level headed individual, but in comparison to her younger, more bestial self, she's now much closer to the sort of person that can actually hold a decent conversation. Witnessing Fafnir's degradation into a common beast had an effect on the woman, to say the least, and she now attempts to keep her more brutish self in check. Of course, having since acquired her Mystic Eye Killers, this has become a more difficult task than ever, but despite the urges that her true nature brings, it also has uncovered a certain sort of resolve. Indeed, it could be said that the very presence of her bestial impulses are exactly what has allowed her to come as far as she has, presenting a very clear enemy that even someone of her inclinations can face.

Likes:
  • Kobe Beef
  • Tuna Ōtoro
  • Jamon Iberico
  • Almas Beluga Caivar
  • Blackfoot Abalone
Dislikes:
  • Burial Agency
  • The Undead
  • Gamy Meat
  • Rain
  • Driving

Background:
A former agent of the Burial Agency, and Master of Light. Ava has been on the run from the Burial Agency ever since the beginning of Fafnir's rampage. For the past few years, she has gone dark, managing to avoid detection by the Agency or their contacts thanks to her familiarity with the organization. As a Master, she is inactive, concerning herself with neither Fafnir's eternal rampage, nor the Keepers' private war. Instead she has been operating as a mercenary, tending to a bar, avoiding contact with any major magical organizations, and attempting to live a life of quiet independence.

Elemental Affinity: Void
Fighting Style: Nowadays, Ava focuses on ending battles as quickly as possible. She's fast, brutal, and dangerous, aiming directly for enemy vital points with inhuman strength and ferocity. As a battle goes on, her sense of reason will slowly dissolve, causing her fighting abilities to grow sloppier, but her movements to become less predictable to the untrained eye. To the average Magus, both of these 'fighting forms' are both just as dangerous as the other, but to an expert from say, the Burial Agency, the latter may provide more than enough openings for them to shift the tides of battle in their favor.

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 low level Servants competently, or mid-level Servants defensively. 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.
  • 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.
  • Thin-Blooded - The sheer number of species involved in Ava's chimeric makeup afford her a certain difference in her Inversion Impulses, and those of a normal half-blood. While her impulses are many, they lack the severity that they would usually carry. This is due to the blood of each species in her body being much more scant, as it has been carefully measured to co-exist with, well, everything else.
  • Mysterious - Ava's chimeric body affords her a certain degree of Mystery beyond that of what would normally be obtainable at her at. It is not enough to render out outright immune to Magecraft, but some newer, low level spells will be ineffective when directed against her.
  • Mystic Eye Killers - A pair of contact lenses that Ava wears at all times. They nullify the self-hypnotic effects of her Mystic Eyes, allowing her to operate with a proper clarity of mind.
Weaknesses:
  • Impulsive - After having acquired her Mystic Eye Killers, Ava's chimeric blood is able to effect her full force. She is, almost constantly, harrowed by the predatory instincts of the component species that make up her body.
  • Bane - Thanks to the nullification of her Mystic Eyes, Ava's sensitivity to her banes has only increased. Rather than only fearing the sight of silver or sunlight, they now are able to cause psychosomatic effects to her body. Silver still will not burn her, and sunlight will not turn her to ash, but they certainly feel like they will.
  • Non-Magus - While she certainly has the potential, Ava has never shown an interest in Magecraft, nor the patience or discipline to actually actually pursue it if she did. She'd unable to defend herself against curses, or any sort of spell that can't be physically dodged, nor can she dispel and magic-born effects that are inflicted upon her.
  • New Tricks, Old Dog - While she may have gotten herself a bit more in order when it comes to her day to day life, Ava is still the same sort of being that she was ten years ago. Once blood is spilled and the battle is boiling, she becomes just as much of a bloodthirsty beast as she ever has been.
  • Mystic Eye Killers - A pair of contact lenses that Ava wears at all times. They nullify the self-hypnotic effects of her Mystic Eyes, worsening the Inversion Impulses wrought by her mixed blood.
Weapons: N/A
 
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Name: Felicia "Viper" Edefelt
Age: 28
Gender: Female
Nationality: French
Profession: Mage turned Assassin/mercenary
Personality: She is good at being deceitful, Secretive, and she also enjoys killing Mages for a living, showing a sadistic personality when doing so. While she is mostly incapable of actually showing any other emotion, she can act being sad, cheerful, and friendly. She doesn't enjoy making friends, or being intimate with anyone, but she would rather die not being loved than to be loved.

Likes: Her job, Weapons, Money, Vita (Not really, but enjoys messing with her and making her life hell.)
Dislikes: Friendship, being in a romantic relationship, The Twin Riders.
Background:
Felicia was born in the year 20xx, as a child of the Edefelt Family. As a child, she was raised to be elegant, and Beautiful, as well as study for the Holy Grail War. However, there would be some complications during her upbringing, resulting in Felicia not becoming an ideal candidate for the war. This would lead to her getting disowned, and left to die alone.

However, something changed in her that day. Felicia had her hate get the best of her, and in turn, murdered her family after breaking back in. Afterwards, she blew up the house to leave no evidence, and in that moment, she gained a liking for killing. She would soon start her business, at the age of 16, and accept kill contracts as long as she was paid handsomely.

One contract involved killing off the Tohsaka Family, and while she supposedly succeeded, one Family member had survived, if only by staying home. That person has vowed to hunt the person who killed his family.

Eventually, it was the year when the Holy Grail War would begin. Felicia was hired to kill several potential threats for both sides, and during this, her job got more dangerous. She however enjoyed these risky situations, and continue without worrying about the outcome. As the war continues on, she was hired by both sides, doing whatever has the better pay.

During the ten year break, she took on other assassination jobs, but not much of them gave good pay like the war did. She was however now targeted by the Mages Association due to killing many people during the war.

Elemental Affinity: Fire
Fighting Style: mixed between ranged and CQC. Knows Gunkata
Strengths: Acting Rank A. Works on almost anyone who isn't aware of her motives. Then again, no one knows her true name.
Proficiency with Modern weapons + Reinforcement. Reinforcing modern weapons enables them to damage even some C ranked Servants if used.
Weaknesses: She may be skilled at alot of the ways in assassination, but she isn't perfect. Sometimes, someone may figure her out to be a mage killer, which in the end would get her tagged as a threat that needs to be eliminated.
Weapons (if any):
Usually on hand (not all at once):
x2 Desert Eagles
x2 Uzi
x1 Sniper Rifle
x2 Combat Knives
x3 Grenades

Optional/Situational:
x1 Flamethrower
x1 Fire Extinguisher
x1 Metal Stake + Hammer
x1 Enchanted Rapier: Has Anti-Dragon properties.
 
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"Ti tréchei my flock! Arcane_Hawxz back in the air with more news from the wizarding world that's sure to blow your mind!

Now if ya'll have caught any of my streams you should already know about "The War". But for those of you either joining us for the first time, or just have the memory of a goldfish, sit down, strap in, and allow me to elucidate with a quick recap...

As you all know over the past ten years our world has gone to hell, well more so than it already was. We're talking about the destruction of St. Paul Cathedral; the massive hole in the Great Wall; the collapse of one of the great pyramids; the huge fissure in Israel that popped up over night; the fires that turned a large portion of Italy into a wasteland; even the constant attacks on America that our "warrior idols" the Dead Girls Walking keep fighting off. Terrorist activities. Natural disasters. This is what the news call them. But they're wrong! These are not the work of either mortal nor natural forces! There are powerful entities waging a war across the face of our planet and these are simply the footprint these titans are leaving in their wake! And yes, the DGW are two such entities who have put themselves in a position of worship. That's right sheeple, you're being manipulated by otherworldly beings claiming to be your so called "guardians"! Wake up!

Now, if you're still with me and haven't just written me off as a complete conspiracy nut, let switch from the old news to what's new. So apparently this isn't the first time these entities have waged war like this. In fact it's happened several times before. Every several dozens of years they show up to fight over a powerful object and then vanish again. But Arcane_Hawkz, you may be asking, if it really happens so frequently why are we only seeing signs of it now? That's because their wars always had rules before to insure they were never found out and another neutral entity to enforce them. For some reason though this super-referee didn't show up this time and they're getting out of control. But this party's about to come crashing to an end 'cause the parents just got back!

That's right folks! According to my sources the rule-keeper has finally showed their face, and boy are they pissed! They're so pissed infact that they're bringing in another team of these entities for the express purpose of wiping the others all out and putting an end to their war. But yes that does mean that there are now more of these guys in the fight, so batten down the hatches and brace for impact 'cause, while the fighting will finally be coming to an end, it is most definitely going to get worse before it gets better.

Now viewers, you may be noticing that this is a lot of specific information and may be wondering how I know all this? No, I have not been doing research on conspiracy sites. No, I have not been getting visions from God or the universe. And no, I have not been talking to aliens. They don't exist. Probably. Anyways, drum-roll please...

I, Arcane_Hawkz, have been given the task of documenting the end of the war. You heard right! Your's truly will be travelling with the rule-keeper's team and recording the entire event! See this morning my boss (long time viewers, you know the one) called me into his office and explained the whole thing, which I had to seriously paraphrase for you folks due to a lack of time, and informed me that I'd be the official chronicler for the whole deal. "That's great Arcane_Hawkz! You've always been complaining about how the people you work for don't value your efforts, and now your being entrusted with such an important task! You're finally getting some recognition!" Sure, I guess. Or, hear me out here, they asked themselves "Which of our employees are expendable enough to send into the middle of a battlefield full of near god like beings?" Plus if I died they could finally put an end to my videos and return to their secrecy, but I promise you viewers that I will survive this and the truth will not be silenced!

As you're watching this video I will be packing my bags and heading out for China to meet up with the rest of the team. I don't know how often I'll be able to stream, I imagine we'll probably be spending a lot of time in areas without service, but make sure you like, follow, and hit that bell so you don't miss anything because I will uploading as often as possible!

Clear skies and fly high, my flock! This is Arcane_Hawkz signing off! Ta léme argótera!"



Zephyrus Anemoi
Grail War Chronicler

Age: 21
Gender: Male
Nationality: Greek-American
Moral Alignment: Chaotic-Good

Personality: Pessimistic, cautious, and a bit girl shy, Zephyr is what you might call the lovable wuss. But don't mistake him as being useless. He's something of a genius, having invented his own magecraft and is always cobbling together new spells and mystic codes whenever he's bored. Like most magus Zeph is never satisfied with what he knows and is always striving to lean more, however unlike most he does not believe in hording his knowledge. In fact he abhors the idea, believing all knowledge should be shared freely. When in front of a camera or a project he's really into he has a bit of a personality switch, becoming something of a cocky rebel with seemingly an anti-authoritarianism attitude. Whichever personality he's displaying you can be sure he's taking strides to lessen the divide between mages and normal people.

Likes:
- Music (not too picky on the type)
- History
- Tinkering with things
- Filming
- Freedom of speech

Dislikes:
- Meat
- Fighting
- Keeping secrets
- Exercise
- Abuse of power, namely authority

Background: One of the youngest full fledged researchers in the Clocktower Zephyr is considered the foremost expert in the field of techromancy, though that is due in part to him being one of the only magus in the field to begin with. In a society that almost fears modern technology his focus on it, his young age, his socialist views on the allotment of magical knowledge, and his radical opinions on the secrecy of magus life has made him a subject of controversy. Add to that his social media presence where he is strategically revealing information to the normal world and he is becoming a bit of a problem. Unfortunately not a problem that can be simply removed considering the rarity of his expertise and that he's the son of a rather powerful donor of the Clocktower. However with the news of more Servants being summoned the higher ups saw an opportunity for him to "accidentally" die in the field of duty.

Magical Circuit Quality: B
Magical Circuit Quantity: C

Elemental Affinity: Wind & Electricity
Magecraft/Fighting Style: Technomancy

Strengths:
- Arcane and technological analysis
- Spellcraft improvisation
- Running away

Weaknesses:
- Dealing with girls
- Large crowds
- NON COMBATANT

Weapons Tools:
- An assortment of drones that have been modified for spellcrafting
- Tazer gloves
- Assorted gizmos and gadgets
- His trusty laptop

Other: His online tag is Arcane_Hawkz. At first his viewers were just conspiracy theorists and a handful of the more technologically inclined magus out there, but lately his channels have been gaining some popularity.

 
Nicholas Adel
But I say to you who hear, Love your enemies, do good to those who hate you. Now do yourself a favour and come here so I can help you out with your miserable life. And waste less bullets doing so.
Nicholas Adel, Head of the Burial Agency
Nicholas Adel.png

  • Name: Nicholas Adel

    Title/s: Head of the Burial Agency, 'Santa Claus'

    Age: 45

    Nationality: British

    Personality: 'Well-mannered' would likely come to mind when describing Nicholas, followed by devoutly religious with an ironclad faith in God.

    Indeed, Nicholas rarely loses his temper, and generally maintains a calm disposition, disregarding the situation. Even as a prominent member of the Burial Agency, and despite seeing the innumerable horrors that would make the stomach of a grown man turn, he had remained stalwart and unchanged throughout the years. However, after watching ten years of conflict, Nicholas' temper has somewhat worsened, as evident in his more frequent use of foul language.
 
Role: Master of Light
Name: Hakan Hudson
Age: 31
Gender: Male
Nationality: American
Servant: Berserker of Light ( Ian Temero Ian Temero )
Appearance:
Belphegor.full.1405529.jpg


Hakan in recent years has gained at least a bit of muscle to his lean frame, as well as sometimes pins his bangs out of his way so his light brown eyes are visible and he can see more clearly.

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. In recent times, he's much more willing to break a few bones if his wife is somehow involved, despite knowing that she can take care of herself he can't help but worry on occasion.

Likes: Quiet places, animals, hugs, warm weather, music
Dislikes: Haircuts, extremely loud noises, planes, trains, overly confident people

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.

At 21 he found himself in the caretakers' Grail War, and after traveling out of the country to meet with Light factions Caster and her master, things started off on shaky ground with Berserker draining him of a good chunk of mana after a slight argument of sorts with Fafnir that ended rather sourly. Though eventually they would part ways for a time and after a brief altercation with Dark Caster and his master due to them kidnapping his father, Hakan would ensure his father stayed at his place during the war and would part ways with the man, cutting off all contact with him once Hakan deemed the mn would be okay. As the war went on, eventually he grew tired of it and instead became inactive for a time, simply living in seclusion until he too got sick of that and settled in New York and eventually married, still finding time to work on his magecraft at the very least.

( LostHaven LostHaven Ian Temero Ian Temero Gundam Watcher 27 Gundam Watcher 27 )


Elemental Affinity: Earth and Fire
Fighting Style: Hakan is used to fighting with his fists, but in sparing matches with his father when he was younger, 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 an ability that utilises using vines as whip like weapons to entangle foes, and then setting them ablaze with the casters own fire magecraft. Hakan has attempted using the technique himself, but only on sparse occasions when his fists and knife aren't enough.

Strengths: sensitive hearing, calm demeanor, quick on his feet
Weaknesses: can't swim, bad eyesight, slightly overprotective
Weapons: a friend of his suggested he keeps a switchable on his person, so he does. He doesnt leave home without it most days.

Other: Has a habit of going on late night strolls, and stands at about 5'7. Sees Shani as a sister and friend.
 
Sephiroth.full.1421928.jpg
Role:
Master of... Well, at this point no one really knows.
Name:
Keinós (ceˈnos) Cerastes
Age:
Unknown, though he is presumed to be around the mid-fourties at the very least since he has been active in the Magi community for the last 30 or so years.
Gender:
Male
Nationality:
Presumed Greek
Personality:

Befitting his appearance, the impression Keinós gives to those who come to meet him is that of serenity. softspoken and quite polite under usual circumstances, Keinos is often likened to the figure of your average boy next door, with a gentle temperament that is undoubtedly charming if not a bit too unassuming. He 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. Additionally, he has developed a penchant for flamboyance in recent times, quite appreciating dramatic speeches and displays made and deeply enjoying being in the spotlight.

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 attitude suggests he is, Keinós is a firm adept of happily ignoring pressing issues 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 and no more trustworthy than an infant: A true bastion of cheerful unreliability. Even though he did, indeed, seem to develop at least a degree of responsibility through his years as a master, his wildcard nature never fully changed and even gained a degree of renown after the years of Holy War - especially considering how often he changed servants and even sides during those seven years, using his weird methods to assume control over at least three different sets of command spells through the war.

Likes:
  • Being in contact with the nature
  • Reading (restricted to fiction)
  • Eating - especially things he never got to eat before
  • Dramatic entrances - or pretty much flamboyance as a whole
  • Music, of pretty much all genres provided it isn't overly agressive
  • Phantasmal Beasts
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
  • The Clock Tower
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 an enforcer, being well known for taking freelance missions out of an apparent sense of justice 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 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.
Post-TS Synopsis:
The former (second) master of Assassin of Darkness and at least other two servants through the last seven years, the most recent receiver of a Sealing Designation to be branded as a Philosopher who antagonizes the Mage Association - overall, a publically known rebellious Brand officially recognized as one of the most dangerous Magi in recent history.

A big fan of dramatic entrances and ridiculously flashy displays of magic and pretty much the number 1 individual in the to-kill list of every enforcer the association. Recently started distancing himself from the Holy War to enjoy a more carefree life.

Elemental Affinity:
Presumed to have acquired all the Five Great Elemental Affinities through unknown means.
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. 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.

With the revealing of the extent of his abilities as an Average One making playing weak an impossibility, Keinós seems to have changed his approach to a much more straightforward elemental bombarding in the last few years, adapting his style to focus on overwhelming barrages of whatever is more fitting to fight his chosen enemy and the quick casting of ridiculously lethal compound spells to quite literally pummel the Association's Enforcers to their lowest point in centuries.


Strengths:
Elemental Magecraft - While Keinós was originally known to be exceptional only at the use of the wind element, having received the title of a magus akin to a storm during his youth, he revealed a much wider range of abilities through the years of war, demonstrating a degree of firepower and control over the 5 great elements - and even some compound forms of those - so absurd that it actually earned him a Sealing Designation.

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 20 seconds - a feat almost impossible to achieve with modern magecraft, even if the spell is only ten-count tiered.

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 - Using non-standard means to acquire his command spells, Keinós participation in the Holy War wasn't properly recognized in function of some unique failure in the system, 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. Naturally, he didn't quite feel like divulging this to anyone else, including his own servant.

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, thus being fundamentally vulnerable to those who are specialized in true long-range combat and can attack him from ranges further than a hundred meters.

Limited Arsenal - While Keinós is indeed a genius when it comes to high-speed incantations and demonstrated a monstrous degree of 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:
N/A. Though he has access to quite the number of Mystic Codes, he doesn't seem that interested in their use.
 
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Assassin of Dark
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Practice Makes Perfect

True Name:
Simo Hayha

Class:
Assassin of Dark

Age/Era:
34 / Winter War

Gender:
Male

Nationality:
Finnish

Personality: (Min 2 paragraphs)
Likes: (at least 5)
Dislikes: (at least 5)

Moral Alignment:
Chaotic Good

Lore/History:
The legendary White Death, the sniper without a scope, the ghost that stalks the cold white. The man who killed entire battalions of soldiers by himself, including trained counter-snipers.

Wish for Grail:

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, illusory or otherwise, 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.

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

Weapons (if any):
Noble Phantasm (s):
60974 (A):
M28-30, serial number 60974. Assassin’s own personal rifle, which he was said to have used to take out entire armies. It is an Anti-Unit Noble Phantasm. Normally, it looks and behaves exactly like a regular M28-30, having to be manually loaded with 5 7.62mm rounds, and requires manual operation of its bolt action. In all sense, it isn't a magical weapon by most means, besides the fact that its firepower is boosted to match his status as a Heroic Spirit. 60974 exists constantly as Assassin's weapon, until he utilises its unique ability. Upon activation, Assassin gains the ability to identify mana signatures- those of magi and Servants of C Mana and higher appear the clearest. The higher their Mana parameter, the brighter they will appear in his sight. At this point, after firing 5 (five) shots, 60974 will enter a cooldown period of 2 hours.

Servants with Endurance parameters below C will receive a fatal wound if they receive a single direct hit from a bullet from the rifle. Those at B will be able to withstand two bullets, while any higher than that will require up to three bullets to take down. EX Endurance requires all five bullets to hit, directly, to count as a fatal wound.

White Death (B):
An Anti-Army Noble Phantasm, and is multi-target. When activated, it causes the target(s) to hallucinate that they have entered a snow-covered variant of the world around them, with a heavy snowfall present. The temperature seemingly drops to freezing levels, but as this is an illusion, nothing untoward actually occurs to the target's body temperature, and so long as they remain calm, they can survive in the false cold. To note, the illusion also seems to apply for Assassin as well, forcing the upcoming battle to become one of intense hide-and-seek or skill, if the opponent is a sniper as well. During hours between 0900 and 1730, the Noble Phantasm does not interfere much with the lighting conditions, but between 1730 and 0859, any sunlight will dim rapidly, peaking in darkness by 1830. The darkness will lift slowly at around 0845, reaching normal sunlight conditions by 0900.

Assassin can activate this Noble Phantasm when he is aware (through the use of 60974 or other means) of a target within 37 miles of his position. The illusionary effect can last as long as 24 whole hours, but drains mana relatively fast.

To note, the illusion does not apply, for obvious reasons, when one is inside a house or any sort of building with a proper roof over them.

Other:
 
Masters Sheets

Role:
Master (Light)
Name: Vita Richter
Age: 27
Gender: Female
Nationality: German-American
Appearance:
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Personality:
Vita is a calm and caring woman. Her years spent on the run with Rider has shaped her into a more pragmatic, level-headed individual. While she can be a bit headstrong she is far more open to outside input. She will bluntly speak her mind and is extremely determined and when she sets her mind to something it becomes incredibly difficult to talk her out of it. Vita is an expressive and open woman not shy about sharing her feelings as she is a happy individual who enjoys sharing that with others. While she is use to stress and things not going her way and, as such, has learned to deal with that she can still get frustrated and angered, slipping letting her old bad habits float to the surface when pushed and prodded. Her years in the prolonged grail war has worked to only strengthen her sense of self-worth making her extremely arrogant and egotistical when dealing with people she perceives as "not trying hard enough".


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
  • The Caretakers
  • Real combat
  • Cats (She's deathly afraid of them)
Wish for the Grail: After the years of war and what she learned, she has no wish for the grail

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.

An answer came several weeks later when a run-in with a magi brought about the summoning of the twin servants of the Rider class. This officially sparked her inclusion in the Caretaker's Holy Grail War and it took only a few days before enemy servants attack her. Forced to flee she and Rider traveled across the country, using Rider's abilities to bring more and more cities under their sway all while avoiding the pursuit of the enemy servant. Eventually they discovered that they were the only team of Light on the entire continent and with no one to turn to for help they eventually made their last stand in New York City when Saber forced their hand. The battle between Rider and Saber was intense with substantial damage done to the city. While Saber was defeated the fight left thousands dead and it came to be classed under one of the many "terrorist attacks" that would come to plague the world.

The next ten years saw Vita and Rider face many conflicts. Only briefly making contact with other Masters on their side before going their separate ways for one reason or another. With so much territory already under their "control" they opted to stay in America, furthering their entrenchment and facing off against whatever dark servants came after them. Numerous attempts were made to eliminate the trio with their battles carving huge swaths of destruction in the countryside as Rider dispatched one of the "former" Light masters that had betrayed them. Their conflicts would continue as the west coast was ravaged, battles taking place in cities across the seaboard as they fought against a one of the many "replacements" the caretakers brought in. The first few years were mired in these sorts of conflicts leaving hundreds of thousands of dead. Their only saving grace being Rider's abilities allowing them to be portrayed as Heroes defending the country.

As time went on everyone involved began to settle. Rider's reputation of having put down several servants lending them a tentative peace as attackers sought easier targets. This tentative peace grew and became a permanent one and with nearly the entire country revering the superhuman twins as idols Vita and her servant transitioned to a more peaceful existence, traveling the country to entertain the masses and bring in a host of wealth and riches to go along with their fame. Their escapades throughout the war and after it left both Vita and the Rider twins as heroes and household names. And with sporadic fighting still taking place across the globe they're regarded not only as famous idols, but also guardians of the country protecting it against attack.

Elemental Affinity: Psychic (Fire)

Fighting Style: Years spent fighting has honed Vita's ability. While no expert she has learned to defend herself while making use of her psychic abilities. Even with the skills she has learned she is little more than your normal woman fluent in martial defense when stripped of her powers.

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:
  • Famous and easy to find
  • 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.

Xel Xel
 
Rider of Dark
Even if thou sever my limbs and shatter my bones, I will not submit to the ramblings of some madwoman!
Garmr

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  • True Name: Garmr

    Title: Blood Soaked Guardian of Hel's Gate

    Class: Rider

    Alternate Class: Gatekeeper

    Gender: Male

    Apparent Age: Unintelligible, appears to be in late twenties?

    Personality: Normally cold and stoic, Garmr is a bastion of cold calculation and dense seriousness. He is the type to never crack a grin to a joke - though that is more due to the fact that he doesn't get it.

    However, he tends to get very worked up in a fight. As shown in his first encounter against the Saber of Light, Garmr has shown himself to be a master of trash-talk, a seasoned veteran in pissing his opponents off - especially the honorable type. That said, he does seem to respect those he acknowledges as a warrior.

    Unfortunately for the Dark Team who had to learn this the hard way, Garmr's common sense in regards to the modern world is absolutely atrocious, especially his sense of fashion which is utterly horrific. Nobody quite knows if his horrible misinformation is due to the circumstances under which he was summoned, or just his own misinterpretation of the information given to him by the False Grail. Even after ten years, he is still horrifically blind in regards to common sense and seems to still have an extremely absurd interpretation of what a 'clock' is.

    Alignment: Garm Lawful Neutral
 
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Master of Darkness

  • Male:
    View attachment 629809
    "It's been a while, but I'm not the same person I was when you beat the crap out of me."
    Ryuga speaking to Berserker of Light.


Gundam Watcher 27 Gundam Watcher 27
 

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