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Fandom Fate/Repetition Character Sheets

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Name: Prince Atem

Class: Rider

Age: 19

Gender: male

Personality: Atem is arrogent in his actions and desions. He can be calm at times, but has an extrem anger problem. Atem does care for thouse aroud him but hates to lose. He sometimes is scene crying and is sentamental.

Weapon: (if applicable):

History: atem was born in 805 AD To his father teman and mother strant. He was born small and grew up with his friend stone.

When atem was 14 tradgedy struck him hard. Atem lost his mother and father. Atem was forced to take the thowrn. After he took up power he created what is known as the two kingdoms war. Atem wanted to unite the two parts of egypt under him.

The battle lasted two years before tradgedy struck atem again. His friend wad killed by a snake bite. Atem became crazy with grief and steped onto the battle feild dying by a rebles sowrd. Atem died from blood loss.

Historical Significance (who were they in their own era?): pharohs son in eygpt


Strengths: battle planning, fire munipulation and sword skills.

Weaknesses: depression, anger issues and death
 
R E A H | H A R R I S




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Role | Master of Berserker

Gender | Female

Age | 20

Height | 5'1"

Weight | 112lbs.

Hair Color | Blonde

Eye Color | Green

Personality
Reah is a ditsy mage who can find a way to mess up just about anything. She's clumsy and is often tripping over things or fumbling when she tries to do something. Nothing ever seems to go right for Reah until she successfully summoned Berserker. She always does her best for the sake of others, even at the expense of herself. Even if she's unhappy, Reah is good at pasting a smile over her face and rolling with it. She's the kind of person who lives with their glass not half full, but overflowing even if it seems all is lost. She's very naive and headstrong and because of this has rushed into things and tried to accomplish things beyond her before, the most recent one being participating in the latest holy grail war. She's loyal to her friends and her own ideals to the end. She's honest and will always tell the truth.


Something Reah is good at is seeing past the surface. She's good at reading others even when they may try to hide it and can understand situations well. Putting herself in others shoes is second nature and she's very empathetic to others pain. Yet, she's also eager to trust others and put faith in the good in others, even if they deceive her in the end. This has gotten her hurt in the past, but it seems it's one of those mistakes she never learns from. Reah is very stubborn and if she's decided on something it can be almost impossible to sway her. She loves to make others happy and will always help however she can. Reah is a bleeding heart, who can't stand to see others suffering.


History
Reah lost her parents when she was young, or so she was told. It had happened when she was only a baby so they could have told her anything they wanted and she would have been none the wiser. All she knew was that deep inside, she was certain they must have loved her very much. Apparently it was a house fire, something that happened in the night and by the time they were aware of the danger it was too late. Pictures, memories, all of it was lost and Reah, who had been in the hospital, because she was born a sickly baby, was spared from the fiery death that claimed her parents and home. What happened after was also something that she was too young to know if it was entirely true or not. A family of mages who'd known Reah's family took the baby in. They were wealthy and experienced in magecraft. They, to this day, claim that they were saints for doing so, even if when the girl was old enough, she was made to work among the help and was never welcomed into the family as a member.


For all of her life, Reah worked for the family as a maid, cleaning and cooking and taking care of what they needed. They were cold to her and never treated her as anything more than a worker, unless of course you were to count how, no matter how many mistakes the girl made with her job, they would tolerate it, to put it nicely, and allow her to stay. She was never very good at what she did but she did put her heart into it. When she could, she'd watch them practice magic and even kept a secret stash of notes on what she'd observed. Reah had always been fascinated by their gifts and wished so badly that she could do the same.

One day, she decided to try. It took some time, but as it turned out, Reah too was able to practice magic. Her parents had been mages, something she'd never been told. Because nobody had ever taught her magic, she had to learn by the few times she was able to observe them and sneak glances at their books and journals. Her magic was clumsy, clearly unpolished, but she had a lot of potential. When they family became obsessed with summoning a servant for the holy grail war, Reah too imagined how cool it would be if she could do the same. When it seemed the family had failed and were unable to after some time, Reah, one night, used their circle, repeating what she had seen them do and was quite surprised to find that it had worked. Reah who knew little about what the holy grail war meant, only that if you won, you got any wish you wanted, was thrilled to find herself a participant. It seemed she would have much to learn as an inexperienced novice, mage, and the new master of Berserker.


Magecraft
While Reah isn't skilled in any particular magic, it seems she's been able to replicate spells from all five elements. The type of magic Reah seems best at is the enhancement of objects and her own limbs. Most of the other spells seem to backfire every so often. Reah knows very little of what she is doing has never used magic in a combat situation before. Her mana supply is large but right now she's nothing more than a large amount of untapped potential.



Strengths/Weaknesses
+ Mana Supply: Despite her lack of knowledge about magecraft, Reah generates an incredibly large sum of mana.
+ Persistent: When the going gets tough, Reah gets tougher. She's good at enduring and will fight with all her might till the very end.
+ Humble: Reah has never been an arrogant person and can admit to her mistakes easily. She's always willing to learn and fix what has been a problem.
+ Everyday Hero: Reah has never considered magecraft a stepping stone to power and always wants to do whats best for everyone. She won't attack the innocent and believes strongly in what is right.
- Clumsy: Reah is a huge klutz. It seems the woman was born with two left feet and no sense of direction.
- Novice: Reah is a novice mage if she can even be called that. The only magic she knows is self taught and she would probably lose in a one on one match against another mage.
- Bleeding Heart: When others are hurt it hurts Reah. When she sees that others are suffering, she wants to help even if she doesn't understand the situation.
- Martyr: Reah is the kind of person ready to sacrifice herself for what she believes in and what she cares about without batting an eyelash. It could very well get her killed when she doesn't have to die.



 
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Name: Mizore Nova

Master of: Lancer

Age: 18

Gender: Female

Personality: Mizore is a shy and nervous girl. She lacks bravery or belief in herself even though she does have great skill and power with using ice magiccraft. But there is also a flip side to her personality how ever. She has a second personality, a more dark personality that comes out when Mizore can't hold back her fears or possible anger. This personality is far more brass, brave, and savage. This personality will do what ever it takes to get what needs to be done to win in the end.

Weapon: A broom

History: Mizore was born to priest and priestess of small shrine in Japan. Her parents were not very powerful with magic craft but that didn't stop the child they produced to have great raw power and natural skill in with magic. But even with the natural talents Mizore's parents didn't want her to leave the shrine so they down played her abilities and made her think little of herself. Because of this mental abuse Mizore became timid and shy. With the personality traits she developed she also gained something else, a second personality. This new personality gave her parents more reason to hide her away because now she started to become a danger to other if the other personality gained control.

Now as a young women she still acts as the little girl under her parents control as well as her other personality's control. But with a strange symbol appear on her hand and the chance of a life time, the chance to get a wish. If she won the war of course...

Family (if applicable):
Markest Nova (Father)
Elinor Nova (Mother)

Strengths:
A great deal of raw magical energy for use in ice magic craft
She's fairly clever and well read
When her other personality takes control she becomes more viscous with this she becomes more capable in a fight.
Weaknesses:
Mizore is frail and can't take much damage in a fight
Mizore is very shy and get very nervous around others
She has fairly little training in how to properly use magic craft.
 
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Name: Zolfried “Jack” Al-Gaznir
Class: Lancer
Age: 26
Gender:male

Wish: his wish is to simply be remembered for his heroism instead of being forgotten

Personality:
Zolfried is Knight with more of anti-hero vibe. Being that he will help people with sarcastic comments whilst he does so. He is just knight and will obey his command, even if he disagrees with his commander. He will,however, recommend, and outright complain if his master is doing the wrong thing.

Stats (e-Ex)
Strength: A
Endurance:B-
Agility: A+
Magical Energy: C+
Luck:B+
Noble Phantasm: A+ To EX

NOBLE PHANTASM

Forgettable(Passive RANK EX)
Due to his legend, He is easily forgotten. After combat, if he uses his other noble Phantasm or says his name, anyone around him will soon forget who he is/what it is. In addition he can pass as a normal human who isn't related to the grail war. Only his master can remember who he is and distinguish him from the rest.

Loophole Paradox, Remeber the fallen (Anti-Noblephantasm A+)
His shield stretches with a blue energy barrier.10 feet by and 30 feet shield that blocks all magic and noble phantasms up to the power of Anti-army or A+. He uses This as a protection for his master or innocent civilians. This phantasm can be used multiple times at a medium cost

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Primordial Pardox, Pathway to the forgotten(A+++) Anti-Unit glow and is then applied to the lance, changing its color. Then he uses it as a quick Strike to ones Heart. When the lance strikes someone. It attacks them in all planes of existence, cutting through both Summonable or magical barriers/Defence. Though if the armor is natural/Stronger than the Phantasm the blow would weaken the armor/weapon/barrier and the lance would simply bounce/stop motion/Parry off said force. The strike itself extends to about 30 ft. Off the tip of the spear and penetrates through objects. He has to wait a day for the phantasm to recharge.



COMBAT/MAGIC ABILITYS

Nimble Burst (B+)
- Zolfrieds movements would be faster and green aura would emanate from him for a few seconds.

Resize weapon (C rank magic)
Zolfried can resize his lance to be the size of a dagger or extend the reach of his lance.

Magic resistance (B) (A++ when Promise is activated.)

Copy Throw (B-)
Zolfried throws a dummy version of his spear whilst keeping the original in Hand
Bravery(A)
Won't back down from a fight/Be scared to fight an opponent.

Concealment (EX)

Instincts (A)

Independent action(A)
Can't use his two non-passive Noble Phantasm without his master. Otherwise he can be completely independent form his master.
History/legend
“Have you heard of the soldier without a name. A man whom was soon forgotten for his face. A man who is everywhere in every conflict. A man who helps his teams at the cost of his life. It's a tragedy that his deeds of valor and Honor were soon forgotten. Only For him to reappear later on in time, being heroic, saving lives. Only to die in an unmarked grave. They, of course, remember him. But only as someone who prolonged their miserable and ungrateful lives”
~An unnamed scholar

Historical Significance (who were they in their own era?):
an unnamed soldier who does selfless deeds. Generally characterized as man with short black hair.(paradox/every timeline around great conflicts/wars)

Strengths:
+close/medium range fighter
+really good anti-magic
+ good for stealth.
+fast reflexes
+low reliability to his master
+An obedient servant for neutral/good aligned actions
+Doesn't require a lot of Mana from the Master(except for his noble phantasms)
Weaknesses:
-High cost noble Phantasm
-Not willfully obedient for evil aligned Actions
- Not good at longer ranges.
-Fights with honor. No cheap tricks
 

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Name: Samson

Class: Berserker

Age: 35

Gender: Male

Personality:
Samson has managed to hold onto his reason, even while having such a high madness enhancement. He has managed to keep his intellect as well, but has lost all sense of what people call morals, ideals and honor. Samson is extremely possessive and protective, to the point of him giving himself up to his master. He is an obedient pawn that will do anything he is told, as he only cares for the one that controls him. He has very little sense of sympathy or honor, and strong sense of justice, believing anyone that wrongs his master must die, no matter how little they wronged him. Samson does not come off as bloodthirsty and seems like a calm and collected servant, but once his master is involved, all hell will break loose.(He is a yandere okay)

History:
Samson was the last of the judges of the ancient Israelites mentioned in the Book of Judges in the Hebrew Bible and one of the last of the leaders who "judged" Israel before the institution of the monarchy. He is sometimes considered to be an Israelite version of the popular Near Eastern folk hero also embodied by the Sumerian Enkidu and the Greek Heracles.

The biblical account states that Samson was a Nazirite, and that he was given immense strength to aid him against his enemies and allow him to perform superhuman feats, including slaying a lion with his bare hands and massacring an entire army of Philistines using only the jawbone of an ass. However, if Samson's long hair was cut, then his Nazirite vow would be violated, and he would lose his strength.

Samson was betrayed by his lover Delilah, who ordered a servant to cut his hair while he was sleeping and turned him over to his Philistine enemies, who gouged out his eyes and forced him to grind grain in a mill at Gaza. When the Philistines took Samson into their temple of Dagon, Samson asked to rest against one of the support pillars; after being granted permission, he prayed to God and miraculously recovered his strength, allowing him to grasp hold of the columns and tear them down, killing himself and all the Philistines with him.

Historical Significance:
As an important biblical character, Samson has been referred to in popular culture and depicted in a vast array of films, artwork, and popular literature. Samson is seen as a superhero if you will, who is idolized in many eastern European countries.

Stats
Strength: A+
Endurance: A+
Agility: A
Magical Energy: C
Luck: B-
Noble Phantasm: EX


Class Skills:
Madness Enhancement(EX): He does not lose his reason and remains as his original intellectual self. However, he manifests a fanatic sense of protection, to the point he monopolize the one who he feels he must protect, losing sights of all social morals and eliminating anything for him/her. He's mentally ill, but others and neither himself can perceive how broken he is. He is impossible to persuade to make him correct his ways.

Personal Skills:
Battle Continuation(A+): Can continue fighting even with wounds that place them on the verge of death. An ability representing the strong will to stay alive on the battlefield.

Divinity(A): Believed to be a Demi-God much like his counterpart, Heracles, as well as being possessed by God himself throughout his life, he has a naturally high amount of Divinity. He is god's trusted Judge that watched over and protected Israel during the dark times.

Eye of the Mind False(A): Being able to see through the weapon and style of his opponent after crossing blades only a few times, the perception of his eyes is the best among Servants

Instinct(A): At Rank A, it is essentially in the realm of predicting the future. Through this ability, it is possible to negate the penalties inflicted by visual and auditory interference to a certain extent.

Noble Phantasms:

Spirit of The Lord(EX) - Spirit of the Lord in the historical context is what many called it when God possessed Samson during multiple times in his life. It gave his superhuman strength, speed and other abilities. It is a passive Noble Phantasm that activates when Samson is on the brink of death and buffs up all his stats to extraordinary status. The effects of this ability allow for a regenerative ability and last a short period of time(fifteen minutes).

Strengths:

Extremely High Stats
Close Quarters Combat
Lack of Fear
Heightened Senses
Lacks Honor

Weaknesses:
Fanatic view on his master
Women.
Lack of Morals.
Lack of Restraint.
Poor at Long Range combat.
His hair which holds his power.​
 
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Name: Mikado Saris

Master of: Archer

Age: 9

Gender: Female

Personality: Mikado is a strange little girl. Her personality has been warped by the experiences of her short life. She sees the world with a different tilt than most people. Suffering and pain are a simple natural part of life. If you fail it's only expected to be hurt, that's just how it works. She is also incredibly smug and arrogant in her status and abilities. Like most Magi she looks down on younger families and those incapable of magecraft. This fact is tempered by her life experiences, or lack-there of. While she might look down on others she is also incredibly eager to be with them, learn from them. For her entire life she was deprived of socialization outside of those within her estate. So meeting new faces, even if they were not magicians, was an exciting thing for her. Contrary to what one might expect, she is not mean or filled with malice or resentment. She is quite the cheerful girl and at first glance you wouldn't be able to take her for anything other than some normal kid running around.

Weapon: N/A

History: Mikado was born to the family of Saris. A prominent, but largely forgettable family. As the first child she was destined to carry on the mantle of magecraft. Her earliest memories were that of study. Her parents, namely her father, had a strict regimen when it came to learning their family's craft and would allow for absolutely no deviation. When she failed to meet expectations she was harshly punished. When she did her best and achieved their goals it was dismissed as being the expected outcome. Magecraft was all that mattered in life, and so she grew up without luxuries or friends. Her entire existence revolved around learning so that she could one day surpass her parents and repeat the process with her own children, all for the sake of continuing their family's legacy.

As she got older she simply fell into her role. It was all she had ever known and, as her parents would often say, it was expected. She didn't resent her existence. She never bore her parents any ill-will. Indeed she loved them with all her heart. The vicious punishments became less frequent as she became more and more a proper magus. But her acceptance of her fate was not enough for some. At the age of eight she lost both of her parents. A rogue attack on magus' in the area, her parents being the primary target due to their status. And so in the blink of an eye, she was left alone. Despite her young age she was made the head of the family and given ownership of all it's assets. Although that was all in name only. The actual management of the estate was left to the chief of staff that had served her father. While not an awfully mean-spirited man, he could not care any less for her. He ensured the staff maintained the estate and went about their duties, fed her, clothed her, but beyond that she was abandoned.

None would speak to her. None would teach her. None would play with her. She was simply trapped in isolation within her mansion surrounded by people who saw right through her. She tried to continue her studies, she tried continue on as she always had and while this allowed her to hone her current craft it proved quite inadequate for the little girl to actually take steps forward. Mikado spent the next year in limbo. Doing nothing beyond mere existing, watching the hands on the clock make their way around as time mercilessly marched forward while she was stuck in place. At least, that was until something took pity on her and gifted her a strange red sigil upon her left hand.

Family: Mikado is all that remains of the Saris lineage. Their vast wealth and accumulated knowledge is, technically, hers to command. Although her late Father's right-hand man is the one who truly controls the estate.

Strengths: The Saris family devoted themselves to a wide assortment of crafts, utilizing their magic in a variety of ways. But where they specialized was the art of scrying. There was nothing a Saris could not locate. The more potent members of the family could locate anything in the world, no matter how well hidden, with nothing to go on but their own desire to find it. Alas Mikado is nowhere near that level and while scrying is the only form of magecraft she can use in any practical capacity, it is still far weaker than anything her parents could perform. That isn't to say it is not quite powerful. Mikado can locate a variety of things if provided enough time, information, and the item isn't well hidden. She is extraordinarily proficient at locating sources of magic. While she can't locate the levels found in magus, large concentrations of magic are something she can locate at any time, anywhere, with very little setup. This means that only Assassin, or those shielded by a powerful bounded field, can hide from her. Outside of her scrying all she can do is perform inane tricks, such as enchanting paper into origami cranes to fly around and other such things.

Weaknesses: Mikado's weaknesses are obvious and numerous. She has no offensive or defensive capabilities. She is, through and through, a simple small child with no place on the battlefield. While well-learned for her age she is still naive of the workings of the world as well as being overly arrogant and confident in her status as the heir (and now head) of the Saris family. She will openly look down on others even if they are stronger or smarter than she is due to this arrogance. In short, you have everything that makes children children combined with everything that makes magi magi.
 
Name: Tetra Qiyko

Master of: N/A

Age: 33

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Gender: Male

Personality: Qikyo comes off as a rather standoffish man, but that is only because he seems to narrow his eyes at something twenty-four-seven. While in truth, he's just a quiet, reserved man. He takes things to stride and doesn't seem to mind anything. He's weird at random moments whenever he feels like it, and he may be a bit much whenever it goes to the extremes. This is mainly because he suffers from the instant removal of affection and instant punishment from his parents. His feelings for his family and friends are rather extraordinary. He holds no grudges when they backstab him, ridicule him, or anything of the above. His love for them makes him unable to raise a hand against them. If one outside of his friend/family circle damages one of them, he'd hold an indefinite grudge against them.

Weapon: (if applicable):N/A

History:
The Qikyo Clan was a clan that specialized in earth magecraft. When the time came, they produced two heirs. One was Tetra, the other his brother. Tetra was born first, and immediately was trained to become the heir of the clan. The number of circuits, and quality were good enough for him to be qualified to be the clan head. His crown would be soon removed when his brother was born. When his brother was determined to have better circuits, they immediately shifted their attention to his brother. This however didn't bother Tetra, as he resumed fining his craft. He did however grew an attachment to his brother, who responded mutually. It was then that his family forced him to teach his brother all he knew, since he strayed off the path and made multiple breakthroughs.

Later in his twenties did he find the love of his life. A beautiful girl with a even greater personality. In contrast to his own quiet personality, her open personality made him feel complete. They later got married awfully fast, but it ended just as fast. His significant other died, because of a drunk driver. It was his first time, he had experienced anger, and sadness. Sadness for the loss of his beloved, and anger for those drunken beasts. It was then his attachment to his brother grew back, and came to research their magecraft together. However when the Holy Grail War was announced, he was eager to participate due to the chance of resurrecting his beloved.


Family (if applicable):
Pente Qikyo (Young sibling)
Tria Qikyo (Father)
Samantha Qikyo (Mother)

Strengths:
While Tetra was considered one of the more lackluster of the two siblings, he's still a good magus. He's able to perform Petrification Magecraft. Magecraft that turns everything it touches to stone. As long as it touches something, it'll gradually turn into stone. This can range to summoning a stone-like mist to him touching someone. Tetra also has Mystical Eyes Of Paralysis, a failed experiment for the Mystical Eyes of Petrification. These eyes allows him to paralysis anything that is within his sight instantly, for at least five seconds. He is also knows enough of Healing Magecraft in order to de-petrify himself. He's also able to manipulate the earth to a degree.

Melding: The user is able to 'combine' him, or herself with the origin 'Melding'. Anything that has is able to be 'seen' the user is able to meld themselves, and become apart of the 'thing'. Things like air, space, anything that cannot be 'seen'. If that object is completely erased then the user will die. When defusing with an object the entire body will emerge no matter how small the object is. This is also likewise when injured, any wounds sustained will not be healed when defusing with an object. However wounds will not kill the user when they are fused.
This origin, like all others, effects the user. They have a tendency to be 'complete', and long to be in another presence. If their 'other self' is killed then they'll either commit suicide to join them, or find a way to resurrect them, so they can be together. However if they are able to see a person who has potential to 'replace' their 'other self' then they'll rebound to them, giving them their loyalty. If they find someone better then they'll rebound to

Sorcercy Trait: Decay: Any person who gets hits with any earth magic that changes a person's body will permanently have that change. It will then start to 'decay', or in terms of petrification magic break apart. This effect can be canceled by the user if he chooses to. Cancelling the effect will also get rid of any change made from Earth Magic. Also death of the user will also get rid of it. The user also has a immunity against Decay's effects, and is unable to turn into stone by modern day petrification magecraft.


Weaknesses:
His own magecraft can also affect himself while in combat. This is due to the fact that whenever he's uses his magecraft, the particles of the magecraft also touch him whenever created. Without management, he can render himself useless by accidentally standing close to his own attack. His health is also deteriorating because of the mana consumption of the Mystical Eyes Of Paralysis. This is mainly because it takes lots of mana to feed the implanted eyes.
 
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Name: Jun Hyuga

Master of: Saber

Age: 22

Gender: Male

Personality: Jun is a nice enough person. He likes to crack jokes from time to time, normally at the expense of others. Cool, calm and collected can be used to describe how Jun is while on a job. In combat, Jun will pick apart the best way to through his enemy off balance so he can assassinate them. Jun depises corrupt mages, as they killed his parents. As such he never made his magecraft his life, feeling pity for those that centre their existence around it. Jun can be a bit of a wildcard from time to time, hence his creation of a dance based fighting style.

Weapon: (if applicable): Jun is a trained fighter and assassin. Training under Master Fang has made him capable of utilizing multiple fighting styles. He is a brawler, can beat down thugs like a beast and can rush past enemy defences to lay down some quick hits. He is quite a capable weapon user, if he doesn't have something on hand. Jun can turn things on the street into deadly weapons. Fitting with his wild personality he also learned how to dance-fight, an effective AND stylish way of fighting. Jun also possesses somewhat high intelligence. He understands patterns and can find things quite easily. He also knows a lot of stories about Heroes, loving them when he was young. Jun is also skilled in playing instruments, keeping most of them in his magic bag. Needless to say, Jun is skilled in hiding from his foes. Having taken a year to refine ALL of his skills since forming the "Blade of Judgment", Jun is a killing machine.

History:
Jun Hyuga is the child of Karen and Noriuske Hyuga. The two of them were skilled mages in service to the Mages Association. Karen was an enforcer while Norisuke served as a instructor. Jun was the result of their love. From his father gained the Water affinity that ran in Hyuga family which made them famous as gentle and caring healers. While his mothers bloodline of warriors and enforcers gave them great control over magical energy. However, a mage from a prominent family wished for Karen to become his lover. When she refused, he got mad. When a man gets a mad as he does, he makes plans. First he planted evidence to make Noriuske look bad, culminating in his removal from the Clocktower. Then he sent men to kidnap Karen. With everyones attention on the scandal with Noriuske, Karen was vulnerable. A ten year old Jun managed to chase after his mother, using whatever magecraft he could muster to try and save her. He was beaten thoroughly and the trail went cold. When Norisuke tried to make a move to get his wife back, he was killed. It seemed that this mage had allies in high places.The sleazy mage, fed up with the meddling of Karens family, tried to kill Jun. He failed when Karen took the blow meant for Jun. With both his parents dead, Jun lost himself in a void of his own despair.

Jun was then taken in by Master Fang. Master Fang would train Jun to fight, to use his power properly. Under his tutelage, Jun became an expert combatant, assassin and spellcaster. It was here that Jun discovered his own personal element, Wind. Jun found this funny, as Wind was an element of freedom. It was if some creator god had seen his anguish at being trapped in his own misery and gave him the element representing the one thing he didn't feel. Targeting those involved in the conspiracy that took his family, Jun became known as the "Blade of Judgement". This name caught on after the corruption of each victim was discovered. He made sure that no one ever saw him or his actions. Mages soon became fearful that this faceless demon would kill them at any moment. Soon Jun gathered allies and the "Blade of Judgement" became an organized unit. Jun served as its leader, with four of his friends serving as lieutenants. Master Fang served as a father figure for ten years, Jun became very close to him. If not for Master Fang, Jun would have become an empty shell, a merciless killing machine. Master Fangs parenting ensured that parts of Jun still remained cheerful and whimsical. One day a strange red mark appeared on Juns hand. Consulting with Master Fang, Jun decided to search for its meaning.

Family (if applicable):
Karen Vortigenus Hyuga (Mother-Deceased)
Hyuga Norisuke (Father-Deceased)
Master Fang Wen (Adoptive Father-Alive)

Strengths:
Weather Control: This is the ultimate form of Jun's mastery of Water and Wind. Jun can conjure tornados, create rainstorms and gather together large clusters of thunderclouds. Having spent years training himself, Jun can now levitate off of the ground without expending too much energy. Flying drains less mana than it did before, allowing him continuous flight for long periods of time. Jun's ability to freeze things over has evolved into a power that causes powerful blizzards and snowstorms. While Jun hasn't the right talents to control lightning, he can still direct lightning storms at his opponents.

Hyuga Spirit Healing: Through use of Hyuga Spirit Water, Jun can heal most injuries. It is an art that has been passed down the Hyuga family for centuries. It is a magecraft that requires great patience and focus to utilize. Hyuga Spirit Healing can heal small things like cuts and bruises all the way to collapsed lungs or wrecked spines. Any water may be converted to Hyuga Spirit Water if Jun has enough time to thoroughly purify it.

Reinforcement: Having sunk a lot time into this practice. Jun has figured out how to strengthen his body to the point of smashing through walls with minimum effort. Reinforcing his entire body, Jun can leap up buildings, punch holes into cliffs and even clear short distances in a matter of moments. He learned that by reinforcing his ENTIRE body, although draining, he could fight and act much more effectively.

Weaknesses:
Origin:
Perserverence: Juns Origin is that of Perserverence. It allows him to push himself through tough times that would normally kill someone. This Origin first manifested after he was almost killed by the mage who took his mother. What should have been a painful death became an even more painful survival. It isn't all powerful, if there isn't any chance of success it won't work. If not for his Origin, his self destructive path of improvement would have killed him long ago.

Assassin Lifestyle:
Jun has lived as an assassin for so long that he rarely takes the field as a hand to hand combatant. Jun prefers to stay in the shadows and hunt his prey down without stirring too much trouble. When forced into situations where he must openly kill his target, Jun will go to great lengths to protect his identity. This can even be to the detriment of the mission.

Inexperience as a Master:
Jun has never experienced a Holy Grail War before. While he knows some things about heroes and the fight for the Grail. The intricacies of this tradition elude him for the most part. He has never had to deal with a Grail War in his current line of work.

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Personal info

Name: Roland

Class: Saber

Age: 30

Gender: male

Moral Alignment: Lawful Good

Personality: Roland is an incredibly brave man and the model of knighthood for the new era of the Crusades. He is fearless, daring, and chivalrous to the core, thus he greatly values honor, loyalty, generosity, liberality, respect, and courtesy. Despite all of this, however, Roland is also very reckless and prideful. This is demonstrated by his unwillingness to blow his olifant to call for help from the Frankish army, during the events of the Battle of Roncevaux, being overly confident in his chances of winning. His pride also causes him to be unwise, rushing into danger head-first, without coming up with a plan, letting his confidence and passion get the best of him. He will, however, not put his Master in danger, and if the situation is extremely dangerous he will become more tactical, using what he learned from his best friend and fellow paladin Oliver.

History:
Roland was king Charlemage's nephew and the chief of the Twelve Peers. He was the greatest of the twelve paladins, and an outstanding warrior, being at the top during his era. The paladin closest to him in strength was Oliver, nephew of the noble Garin de Monglane, and Roland's best friend, whom he met during the events caused by the dispute between the sons of Garin de Monglane and Charlemagne. He was awarded with the sword Durandal by his uncle, Charlemagne, as the former was instructed to do so by an angel.

While not much is known about him, his martyr's death during the Battle of Roncevaux remains an immortal legend. His downfall was triggered by a wrong choice on his behalf: nomminating his stepfather, Ganelon, as a messenger of the Frankish kingdom to Marsile's court, because of the fact that Charlemagne and his men were tired of fighting the Muslims in Spain, after 7 years of continous clashes. Ganelon, who feared of being murdered by the enemy, accused Roland of intending it, and took revenge by informing the Saracens of a way to ambush the rear guard of Charlemagne's army, led by Roland, as the Franks re-entered Spain through the mountain passes. As Ganelon had predicted, Roland lead the rear guard, with the wise and moderate Oliver and the fierce Archbishop Turpin. The Muslims ambushed them at Roncevaux, and the Christians were overwhelmed. Oliver asked Roland to blow his olifant to call for help from the Frankish army; but Roland proudly refused to do so.

The twenty thousand Christians of the rearguard fought well, but they were outnumbered, until almost all Roland's men were dead and he knew that Charlemagne's army could no longer save them. Despite this, he blew his olifant to summon revenge, until his temples bursted and he died a martyr's death. This was Roland's biggest regret, and he swore that if a second chance would ever come his way, he'd try his best to stop his pride from getting in the way of his battles.

Historical Significance: Roland was a popular and iconic figure in medieval Europe and its minstrel culture. Many tales made him a nephew of Charlemagne, and turned his life into an epic tale of the noble Christian killed by Islamic forces, which forms part of the medieval Matter of France.

Stats (E to EX)

Strength: B+
Endurance: B
Agility: A
Magical Energy: C
Luck: C+
Noble Phantasm: A+

Skills

Class Skills:


1. Magic Resistance: B
  • Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected.
2. Ridding: B
  • Most mounts and vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts.

Personal Skills:

1. Bravery: A
  • The ability to negate mental interference such as pressure, confusion and fascination, to a certain extent. At this rank it is almost impossible to use such mental interference abilities on Roland.
2. Charisma: C
  • Natural ability to command an army. Leadership at the level of a general. Can raise the morale of allies.
3. Eternal Arms Mastership: A+
  • Mastership of combat arts has reached the point of being said to be unrivaled in one's era. By complete merging of mind, body and technique, it is possible to make use of full fighting skills even when under the influence of any sort of mental hindrance.

Noble Phantasms

1. Durandal: The Peerless Sword- a holy sword granted to King Charlemagne of the Frankish Empire by an angel, and awarded to Roland. It is said that the sword contains within its golden hilt one tooth of Saint Peter, blood of Saint Basil, hair of Saint Denis, and a piece of the raiment of the Blessed Virgin Mary, causing Durandal to be indestructible and incredibly sharp. It is a dazzling sword that possesses three miracles that allow it to maintain its sharpness even after its possessor's magical energy is depleted.

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  • Activation effects:

    Durandal: La Brèche de Roland- magical energy engulfs the blade of the sword, and once Roland strikes forward, the energy is released, resembling a gigantic wave of light. The wave of energy is 100 meters high, has a width of 40 meters, and it extends to great lengths. It is extremely effective against ''evil'' because of the sword's holy attribute, and it has very high destructive power (even being able to cause a gap in the ridge line of the Pyrenees mountain range).
    Rank: A+
  • Type: Anti-Army

2. Olifant- an ivory hunting horn made from the tusk of an elephant. Used by Roland at the battle of Roncevaux.

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  • Activation effects:

    Olifant: Gloire de Charlemagne- by chanting the name and blowing the horn, Roland calls upon the illusion of the Frankish army of hundreds of thousands of knights, all led by Charlemagne himself, marching forward towards the enemy. While it is an illusion, and it does not cause any physical damage, this Noble Phantasm causes great psychological pressure and mental stress to the foe.
    Rank: A
  • Type: Anti-Mind


Combat Ability

General Overview: Saber shows incredibly adept technical skills in battle, and is extremely skilled with a sword. Due to Eternal Arms Mastership he displays flawless fighting skill. All of his attacks are accurate and precise, showing grandeur in using Durandal in repeated offensive and defensive maneuvers. His ability is maximally unleashed while engaging in an honorable face-to-face single combat. It is a method of battle that is full of chivalric honor, and it is also one that suits his sense of aesthetics. Saber will further adapt his actions in response to the ever-changing dynamics of combat, while in battle. He will only activate Durandal when necessary, on the other hand, he will always be reluctant in activating his other Noble Phantasm (Olifant: Gloire de Charlemagne), and would only use it as a last resort.

Strengths:
  • High physical stats.
  • Powerful Noble Phantasms.
  • Outstanding in close quarter combat.
  • Flawless swordsmanship.
Weaknesses:
  • Low magical power.
  • Prideful and unwise, even in combat
  • Unwilling to use dirty tricks/unfair tactics, even if they'd be beneficial.
  • His Noble Phantasms consume rather high amounts of prana, due to their level of power.
 

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