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Fandom Fate/Shattered Dogma Characters

cojemo

2000 IQ Killjoy Detective
Servant CS

Appearance (Image or Description):
True Name:
Aliases:
Class:
Gender:
Height:
Weight:
Alignment:
Wish for the Grail:

Personality (2-3 paragraphs or more, please make sure to be detailed!):

Background (Don't just send me an article, give me a description of their past. 2-3 paragraphs or more.):

Stats:
Strength:
Endurance:
Agility:
Magical Energy:
Luck:
Noble Phantasm:

Class Skills (Make sure to describe skill and what it does.):

Personal Skills (Same here, and why they have it.):

Combat Capabilities (How do they fight? What do they fight with?):

Noble Phantasms:

Name:
Rank:
Type (Anti-Fortress, Anti-Unit, etc...):
Description (Be detailed and describe what it does, it's weaknesses and drawbacks, range, all that stuff. Make sure I understand it completely.):

Master CS

Name:
Appearance (Image or description):
Age:
Gender:
Weight:
Height:
Elemental Affinity:
Alignment:
Origin:(The basis of your character's existence, not necessary.)

Magic Circuits
Number:(A-E) (We'll assume C is average)
Quality:(A-E)

Magecraft/Abilities:(Spells and/or powers your Master has)

Other Abilities:(Skills not related to magecraft)

Mystic Codes/ Magical Items:(Any special magical items your character has)

Weapons/ Other Belongings:

Personality:

Background:

Wish/Reason for Being in the War:

Send CS's to me, do not post them in the open. Masters are free to post their sheets here.


Servants:​
Idea Idea : Caster
Gizaira Gizaira : Unchosen
ChazGhost ChazGhost : Berserker
Ian Temero Ian Temero : Saver
Misuteeku Misuteeku : Rider
MocaPoka MocaPoka : Archer
QuirkyAngel QuirkyAngel : Unchosen

Masters:​
@Lancelot
Dragonruby Dragonruby
Iskandar Iskandar
The One Eyed Bandit The One Eyed Bandit
GasMaskie GasMaskie
Lucem Lucem
Syvvaris Syvvaris


IC
OOC
 
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I guess I will be the first to post up a Master CS. If you have questions or criticism feel free to tell me and I'll do my best to answer/revise anything as I know I'm not a Fate Universe Lore Master.
 

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  • Timothy Marcu Tihomir Mercea.txt
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Name: Christina Kimmich
Appearance:
Makise.Kurisu.full.1962265.jpg

Age: 37
Gender: Female
Weight: 140lbs
Height: 5'10"
Elemental Affinity: Water, Earth.
Alignment: Lawful Neutral
Origin: Elucidation

Magic Circuits
Number: B
Quality: A

Magecraft/Abilities:
  • Mind Altering Magecraft:
    Christina is extremely well thought in the Thaumaturgy of Mind Altering magecraft. She uses it to either alter memories or even wipe them from their owner. She can also plant false memories into others, making them think something else occurred when that thing actually never happened. Due to her studying mind altering magic for most of her life, she can change, delete or replace memories that are stored deep in the hippocampus and other parts of the brain.
  • Craze: An ability that Christina has, it allows her to force a person to go crazy by filling their head with sickening thoughts and false memories. She refrains from using this as it destroys the person it is used on. She has to physically touch the person she wants to use this on.
  • Indomitable Mind: Due to her being a Master of Mind Altering Magecraft, Christina has performed many experiments on herself and put many blockers on her mind. She has altered her mind so that she cannot be hypnotized, as well as making sure others cannot peak into her thoughts or memories. Her Indomitable Mind is most likely her ace as it makes it impossible for her mind to cave into someone else's control.
  • Thought Acceleration and Memory Partition: it is the ability to partition their thoughts to form multiple independent thought processes. While normal people can only have a single "room" in their brain and focus on one thought, partitioning adds partitions to the one room to create multiple rooms.
  • Share Indomitable Mind: Christina has the ability to put mental blockers on other people, making it so that they cannot be hypnotized and controlled. It lasts for a short period, only a few hours. She can only use this on two people at the same time, so if she needed to use it on three she would have to sacrifice one person's mind for keeping the other two safe.

Other Abilities:
  • Master Swordsman
  • Expert Marksman
  • Master Martial Artist
  • Cooking
  • Master Deduction, Analysis and Observant Skills(Best Detective in the world. Ahem)
  • Charmer.
  • Psychoanalysis
  • Polyglot(Can speak multiple languages)
  • Chef: loves cooking and is rather passionate about it

Mystic Codes/ Magical Items:
  • Lady Justice's Ear: A Scale that is held by Lady Justice herself, it allows Christina to tell when someone is lying or telling the truth. If the right scale is outweighed by the left, they are telling the truth. If the Left scale is outweighed by the right, they are lying.
  • Lens of the Past: A Magnifying glass that allows Christina to examine the past of a scene or incident.
  • Blindfold of Collection: When putting this on, Christina loses all sense of sight but her other senses are increased by tenfold.
  • Sword of Swiftness: WIP

Weapons/ Other Belongings:

  • Dual Glock 43s
  • Japanese Katana
  • Bowie Knife
  • Binoculars
  • Papers of Authorization(Allows her to be a Detective and what not)
  • Mints

Personality: Christina is a rather lonesome person. She prefers to be by herself, and dreads having to work with others as she believes it hinders her and her partner's abilities. While she maybe apprehensive when it comes to working together, she is loyal and honorable, never going back on her word and willing to do whatever it takes to help her allies. She is a cynical person but would rather call herself a realist, but she has a strong sense of justice. Christina is calm and collected, and not easily broken. She is more likely to break you than you are to break her. She has an affinity for sarcasm and wittiness, usually poking fun at her friends and others. She is also very persuasive, and will charm her targets. At the end of the day though, she is a survivalist, and will do anything to survive this cruel and unfair world.

Likes: Tea, Beer, Observing, Analyzing, Training, Sleeping, being alone, Investigating, Cooking, quietness, mints. Cooking. Anime

Dislikes: Butterflies, danger, rashness, arrogance, "Evil.", "Benevolence.", loud noises.

Background:
Christina was born in Rome to an Italian mother and German Father. Her father was a strong Magus from the Mage Association and was Christina's teacher once it was discovered she had potential. Her mother was also a strong Magus, whose family had been in Rome for more than ten generations.

Christina's childhood was relatively normal. Her mom died when she was just 8 due to an abnormal case of tuberculosis. After this occurred it spurred on both Christina and her father to do their best in school and work. Also during her childhood she would continue to receive training from her father in the arts of magecraft as well as martial arts.

At the age of 16, Christina decided to pursue a career in Psychology, something her dad was against at the beginning but in the end supported his daughters ambition. She went to America and studied at Stanford, a university with arguably the best psychology classes and courses. She attended the college for 10 years, earning her PhD in Psychology and a Masters degree in Anthropology. She became fluent in both English and Japanese while studying abroad.

Now at the age of 26, Christina returned to Rome to visit her dad. Sadly a few days after returning her father was murdered by a serial killer that had been terrorizing Rome for almost a decade. Now bent on avenging her father and punishing the serial killer, Christina became a Private Eye. Luckily her father was quite well off and left Christina everything he had. She had a knack for being a detective and soon fell in love with her new job. She took on many cases and became quite famous in Italy for being a competent and dilligent detective.

After four years of investigating the serial killer that plagued Rome, Christina discovered his identity and captured him with the help of City Police. Now that she completed her vendetta against the man that killed her father, Christina left Rome once again, this time to go to England and hone her magecraft skills with some of her father's old friends. She stayed in England for five years where she trained both in magic and other things such as firearms and various weapons.

Now 37, it has been two years since Christina went back to her hometown. She resumed her career as a detective, and solved many cases on behalf of the City and Police. Outside of her job though she keeps a low profile and seemed like a shut in who just slept and trained at home.

Wish/Reason for Being in the War: Has no wish that she is aware of. She is the second owner of Rome.
 
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Name: Elias Cryan

Appearance: Elias is a young man in his prime, and barely had his life just open up to him. He stands a little taller above average at 5'10". He bears a handsome sort of face, with green eyes that stare out brightly, tousled red hair that just seems to fall into place naturally, and a soft smile that just makes someone want to trust him. In fact, he would be the target of many a girl's attraction if he wasn't kind of an asshole. He generally prefers to wear more simple and utilitarian clothing, with not much care given to how he looks, though if he ever did try, he'd likely be able dress himself up quite nicely.

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Age: 22

Gender: Male

Weight: 155lbs

Height: 5'10"

Elemental Affinity: Fire, Water, Air, Earth, Ether/Void

Alignment: Chaotic Good

Origin: Struggle

Magic Circuits

Number: A

Quality: A


Magecraft/Abilities
:

  • Harmony of Body and Soul: The family magecraft of the Cryan family that seeks to unify the vessel of the body with the immortal soul. Unlike the Third Magic which is a materialization of the soul to transcend the need for a body, the Cryan family hopes to turn body and soul into one so that the soul is less 'anchored' to the body, but integrated into a single transcendent being. The family studies deeply the intricacies of the human body, allowing them to both heal and snuff out life, while their forays into matters of the spirit net them great abilities in spirit surgery, as well as bindings and the like. In particular, the Cryan family seems to have taken an interest in ghosts and wraiths, the left over souls of those who've passed on, with some insultingly calling them 'ghost hunters'. Elias only has an extremely basic level of ability in this, as he lacks his family’s crest, and his efforts have been focused elsewhere. At this level, he is only capable of the barest mergings of his soul and body, what can be considered surface levels at best. While it has some basic amplifications of his ability to Walk and Breath, it’s only real use is to strike physically at spiritual beings and heightening his senses and reflexes to a slight degree as the bridge between the true self and it’s container is shortened.

  • Lay on Hands: Judging as healing is Elias' main focus of study, it is no surprise that he carries with him the ability to knit together flesh and wounds, returning someone once broken to something once again whole. With a touch, Elias is capable of quickly understanding the extent of someone's physical wounds without the need to inspect them himself, and he is able to heal most physical and spiritual ailments and illnesses, even regrowing limbs. Minor injuries are easy to heal, being recovered in the span of seconds, or minutes. More serious injuries, such as missing limbs, may take constant and repeat treatment over the course of days and weeks. With this spell, Elias is able to fight off the symptoms of his curse, if not the source, and remain in good physical health, at least on the surface.

  • Touch of Death: Just as medicine can heal, so too can it become a poison if used negligently. With a touch, Elias is capable of forcing living flesh to rapidly go out of control, rapidly growing tumors and withering flesh into a state of necrosis in short order. This spell, however, requires physical contact, and a brief aria to bring it to bare. While this spell is capable of killing, Elias’ own personal qualms against killing leaves him extremely unwilling to leverage this spell, even when his own life is at risk.

  • Reinforcement: A rather basic and useless skill as far as Magi are concerned, Elias’ study into this ability is slightly more advanced than most other Magi who touch upon this magecraft as his family dabbles a fair bit more into this area than others. Elias himself had found a fair bit of personal interest with it too, for perhaps there lies a path to their goal in making the body more perfect, filling in flaws with mana. This ability allows Elias to reinforce himself to peak human conditions, on the level of Olympian athletes, and turn wood into the strength of steel rods. This only affects physical parameters, and does not give him any particular skill with anything.

  • Spirit Summoning: All humans carry a soul, and just about anyone who passes on leave behind traces of that soul as lingering spirits. Most powerful of these are wraiths, the vengeful souls of those who died with a grudge or some form of unfinished business that leaves them chained to the realm of the living as they attempt to consume the souls of other living creatures to stay alive. Such spirits usually linger around places or items significant to them in life, but in the dense urban sprawl of a city, such things are littered everywhere. Due to his family’s studies in spirits and the like, Elias is capable of summoning and bonding these spirits as familiars through a ritual. As beings of pure spiritual matter, these ‘ghosts’ are only capable of attacking spiritually, tearing at the soul, and are only capable of being damaged spiritually in return. As Maguses tend to have stronger souls, spirits are naturally sensitive to them, though they are much less capable of hurting them in this fashion. They may be bonded to things such as corpses or items, and in essence act as a ‘zombie’ or a mindless corpse, or act as ‘haunted’ items, capable of levitating and acting on their own will. This is Elias’ primary form of offense, short of fighting with his own bare hands. The strength of these familiars are broken into the much weaker and more common ‘spirits’, the simple remnants of someone’s death, and the much stronger ‘wraiths’, who have died with strong feelings or a strong will to live.

  • Spirit Shell: A defensive ability that cycles and emits mana in a false imitation of a soul around him. This shell is capable of defending against spells such as curses, or other abilities that strike at and target the soul without damaging the physical body. Against something like a Finn Shot, which damages both, this spell still lessens its effects.


Other Abilities:

  • Medicine: The ability and knowledge to heal by non-magical means. The vast majority of Elias' knowledge, however, is book learning with very few practical applications that were provided during his training. While it is doubtful he could be asked to provide complex surgical care, he's at least knowledgeable about most mundane illnesses and injuries, and more than capable of applying first aide and setting broken bones. He is similar to a newly graduated, albeit exceptional, medical student.

  • Walking and Breathing: A skill Elias gained during his travels, rather something he added onto such as with his spells and magics, he has only pursued this skill to a very basic level after discovering how much dedication it took to master, compared to how much time he had left to pursue a cure. At this basic level, with Elias’ continued practice, it keeps him relatively fit, and gives him basic abilities in martial arts, though it is largely steet fighting experience he’s gained over the course of his life picking fights with others. Has some basic synergistic effects with Harmony of Body and Soul, as the merging heightens his senses and helps to calm his mind.


Mystic Codes/Magical Items:

  • Murderer’s Blade: A worn and rusted survival knife, the weapon used in a murder of passion with the victim's spirit bound to the blade. The murderer himself was being haunted by the wraith of his victim, driven to panic and paranoia and to suicide, leaving behind this knife as a 'haunted' item that was passed on as urban legend from new owner to owner, each befalling mysteriously bad luck. It eventually caught the attention of the Cryans, and Elias himself came and forcibly bind the spirit, taking control of its powers and its vessel. Once a more powerful wraith in the heydays of its rather pitiful myth, time has since eroded the wraith within and it's only through its master's care that it remains upon this world today. This weapon is capable of striking at spiritual beings, and ignores, or at least reduces, the effects of physical armors. With a command, the wraith’s spirit can be projected into the form of a long sword, becoming an invisible blade of force, or the wraith itself can be called into the world to do its master’s bidding.

  • Brace of Haunted Knives: A rather large number of blades (enough to likely put Elias on several government watch lists), these are all the containers of bound, weaker, spirits, which turn these into ‘haunted’ objects. Their only real capabilities are the ability to damage both the physical and spiritual, as well as capable of moving on their own through a form of levitation.


Weapons/Other Belongings:

  • Worn Copper Cross: An aged and worn cross of copper that Elias wears around his neck on a chain. While it has no real abilities, it carries with it strong sentimental value to Elias.


Personality: Elias, described in a few words, could be called greedy, selfish, and an arrogant ass. Due to his rather terminal illness, he's had very little reason to care about anyone's opinion of him, and as such, lived only for himself and his own enjoyment, at least up until recently anyways. Both cynical and sarcastic, Elias is not a very easy person to get along with. He is bitter about his lot in life, and what he believes was stolen from him as heir to his family.

However, underneath his rather lazy-seeming exterior, Elias was once a dedicated and extremely motivated scholar, a trait that hasn't quite left him despite its lack of use in the last couple of years. Now given a chance to possibly beat his illness in the Grail War, his stubbornness has once again risen up to the forefront.

Given his own personal experiences with facing impending death, he has a rather pacifistic view towards hurting others. He is loathe to actually kill someone, and grapples with the fact that it may be necessary in order to win the Grail War. It seems unlikely that anyone will die by his hands, however, as he is even more unwilling to use his magic to kill someone, seeing as his most powerful offensive spell is a twist of his healing magics, something he views as almost sacred.


Background: Elias is a rather prodigal Magus, bearing a large amount of high quality magic circuits, perhaps the greatest that’s ever been seen in his family’s history, and he would’ve been first choice as the Cryan family’s heir, if it wasn’t for the fact he was going to die rather soon.


The Cryan family of Magi could be, in a way, considered a branch family. Their origins lie with the once powerful and ancient O'Corraidhin family in Ireland, with Aiden O’Corraidhin, who, at the time, was next in line to be head of the family. The, then head of the family, was a rather ambitious man, and had made a rather large number of enemies. This, in combination with the political turmoil of the Troubles that would come in a few short years, left the O’Corraidhin family in rather shaky standings, particularly seeing as the O’Corraidhins were involved in the politics of Ireland. Aiden himself did not see eye to eye on a number of matters with his father, and would flee to America with a number of other family members, where his name would be Anglicized to become Cryan, taking with him the family crest.


They would remain in hiding for some time, until a series of alliances with several other, more minor, Magus families would give them the strength to stand on their own once more, though they would not be able to do so until nearly fifty years after their exile. Upon the Cryan family’s reappearance into the public eye, or what constitutes as the public eye as far as Magus’ go, they were assaulted by the O’Corraidhin family, seeking to take back the family crest Aiden had stolen. Elias, only a child at the time, would be struck by a conceptual weapon that the remnants of the O'Corraidhins had dug up specifically for their revenge. While he was only hit with a glancing blow, it left him with a crippling, and terminal curse that ate away at his life force. The Cryan family would survive the attack, only barely though, and is now struggling to rebuild itself for a second time.


After the event, Elias would delve deep into his family’s magecraft, pursuing a cure to his condition, with an obvious bent towards healing magics. Elias would spend numerous years pursuing the mysteries of his family’s arts before his family would cut their losses, and put their hopes on a new heir in one of his siblings. Although he was abandoned, Elias was not yet done, and so he spent several more years traveling the world, using a few concessions given to him by his family in order to do so, begging, bartering, and even stealing the magic secrets of other families, tribes, and clans wherever he could, even finding faith in God for a short time, before finally despair became too much.


He abandoned his search, settling down and simply lived life. With nothing else to do, he fell into bad habits, and did whatever it was he desired, destroying what few years he had left, at least, until he received an invitation to the Grail War. Now, the stubborn scholar he once was has risen up, and given him hope he’d thought he had lost. If he wins, he will get back everything that was taken from him, and if he loses, he will lose nothing at all.


Wish/Reason for Being in the War: To win a new chance at life
 
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"Ah..."
Name: Adara Von Godebert
Age: 22
Gender: Female
Weight: 132lbs
Height: 5'6"
Elemental Affinity: Ether
Alignment: True Neutral
Origin: Collaboration

Magic Circuits
Number: A
Quality: EX

Magecraft / Abilities:
Phantasm, the White Chimera - In essence, Adara is something like an advanced Chimera. Her body incorporates elements of both the traditional Chimera and Homunclus to form a sort of hybrid. Her body contains the 'data' of several Phantasmal Beasts. At a higher level, this might let her emulate their abilities, but as she's both untrained and unpracticed she can only put it to use an alternative manner. She's able to detach a part of her body and a portion of her Magic Circuits to create familiars.

As it stands, she can create six 'portions' of biomass, with a small familiar consuming one and a medium one consuming three. The former the size of her head and the latter the size of a dog. If killed or destroyed, these familiars revert into spiritual energy and return to Adara, allowing her to recover her body mass even if a familiar is reduced to ash. She doesn't need to detatch an amount of body mass equal to the size of her familiar, rather, her detached Magic Circuits propagate growth and reformation in the detached biomass. She is able to order all of her familiars psychically, either moving them as if they were part of her own body, or having them act independently.

Familiars - What follows is a list of the familiars Adara can currently create.
  • Flap Flap, Screaming Bat! - A small familiar. A bat, or rather, bat winged blob the size of Adara's head. It has no eyes, its body being adorned only by a mouth, pair of ears, and wings. Not of much use in combat, it essentially functions as an alarm. It is extremely sensitive to movement and if left somewhere it will immediately begin screaming at and harassing anything that comes near it, not stopping until killed or called off.
  • Like Odin, The All Seeing Eye! - A small familiar. Similar to the above, the Eye is a winged blob adorned only by a single large human eye. Adara is able to see everything it sees, all images it perceives essentially being beamed directly into Adara's mind through a sort of magical wi-fi.
  • Silent and Deadly, The Great Snake! - A medium familiar. Labrador sized when coiled, the Snake is an intimidating sight. Aside from its size, it is relatively unremarkable in appearance, appearing as a large, pale Adder. Contrast to this, it carries a venom that if injected into the bloodstream will slowly shut down a number of Magic Circuits equal to an amount present in the body of a C+ Ranked Magus, in terms of Magic Circuit Quantity. Additional doses will not increase this effect, and it will last for a total of 12 hours before beginning to fade, completely fading within 24.
Unstable Body - The result of early and shoddy handicraft, Adara's body is of a low quality and in a constant state of degradation. If left unmaintained for a year, she will be afflicted by a heavy fever and die within two weeks. As of right now she's been able to stave this off through the consumption of Magic Circuits, but it is a measure that can only slow the approach of the inevitable, and after the fall of the Godeberts, she's without a way to put it off indefinitely.

Magic Eater - The only trait born from her Chimeric abilities, Adara is able to absorb the Magic Circuits of the dead. This has the effect of healing her, and fortunately, delaying the effects of Unstable Body quite effectively. Unfortunately she's been relying on it for years now, and her time is running out. It does not increase the amount of, nor reinforce, the Magic Circuits in her body.

Other Abilities:
  • Handwriting - One of her initial hobbies during her years of isolation was writing letters. She's long since abandoned it, but she's still able to write letters that look like they're straight out of a middle ages epic, ornate, cursive, and gorgeous.
  • Drawing - Another of her abandoned hobbies, Adara is excellent with a pencil. She can sketch portraits and landscapes to a high enough quality to at a good price.
  • Video Games - The crusher of her previous talents, the past thirteen years of Adara's life have been spent locked up in her room playing the newest game, be it MMO, Shooter, RPG, or Puzzle.
  • NEET - Naturally, her skill-set isn't actually of much use in a Grail War. Despite her powerful magical circuits she's completely untrained in Magecraft, hasn't practiced her natural abilities, was not the inheritor of the Godebert Family Crest, and isn't trained in any particularly helpful mundane skills either.
Mystic Codes / Magical Items:
  • Oculus Homunculi - A magical telescope. With a fully animated eye lodged into the wide end of Oculus Homunculi, it's not hard to guess its nature is an unusual one. It has two functions. While the eye faces outwards, it functions as a powerful scope, allowing the user to see up to a mile away with clarity, and naturally stabilizing any images viewed through it. If the eye is turned towards the user, however, it will allow them to see through the eye of any outwards facing Oculus Homunculi within a 50 mile radius. It as part of a series of four, each one having a pupil of a different color. Adara's is red, and she thinks the thing is gross.
Weapons / Other Belongings:
  • The latest smartphone, stocked with a number of games, mostly consisting of time killers and cash vampires.
Personality:
A useless NEET.The fall of the Godebert family was literally the first event that ever had her leave the family estate, and she hasn't improved since then. Closely kept care of since creation, she's wanted for naught her entire life, and can do naught as a result. She's much too quick to ask for help, is far too trusting, even after the near total destruction of her lineage she's blind to the darkness of people's hearts. The only people she's even known have been nothing but kind to her, so it's all she expects from those who she meets.

She's reasonably kind herself, but her disposition is not one that allows her much room to help others. She's extremely easily put under stress, and assuming she's not online or in a video game, she's quick to give up. It's something she resents herself for, but after her years of not having to do something about to change, it's sunk its roots into the core of her personality. She's equally awkward, not having much of a clue how to talk her way out of situations, with the bulk of her socializing being limited to either the internet or asking those around her to do things for her. That is to say, despite her exotic appearance, she isn't traditionally charming in the least. Her flaws put aside, she is at the very least a nice sort of person. She'll feed stray animals, help you out if you need it, and just generally be the sort of kindhearted soul that you'd want as a friend.

Unfortunately that's not as helpful as it would usually be, when involved in a fourteen man battle to the death.

Background:
Adara's life began in a laboratory of stone and magic. She is, or rather was made to be, the mount sum of the Godebert magical knowledge, the project that would bring them out of the dark and into the spotlight of the magical world. As far as all initial observations went, she was a success, a supposed fresh take on the concept of a homunculus made to outshine even the Master of Northern Alchemy himself.

Rather then being thrust center-stage and taking the magical world by storm, though, Adara's life became one of isolation. Like a traditional homunculus she was quick to grow, her childhood lasting only a few years, but even once her adulthood had begun she was kept hidden. Restricted to the family estate, accompanied at all times, both tended to and kept safe, it wasn't an existence to be unhappy about. She hadn't been made for it, but somehow she ended up living a sheltered but normal life. The only anomaly, a sickness that would befall her every two years. Like clockwork every other birthday would bring her the gift of being bedridden for weeks, having to put up with countless medicines, and days upon days lost doing nothing but laying in the warm embrace of sleep.

She was always told not to think much of it, and went on with her year without worry as soon as it would subside.

Her cycle of normality and illness went uninterrupted for a great time, until the Godeberts attracted a spotlight that they'd not intended. After twenty years, word of the Godebert Homunculus somehow leaked. A supposed blend of Man and Phantasmal Beast, a form of Chimera and Homunculus both, an advancement that attracted eyes both good and bad. The latter moved faster. A rival Alchemist family wanted the Godebert's research, Homunculus included. Adara included, that is, and refusal meant war. A covert war, but a war none the less. Over the span of three years the groups ate away at each other until the both of them were on their last legs, and the legs that stood the longest were not the Godeberts. Their resources were spent and their estate assaulted, but by the time that their rivals finally came to claim their prize those that remained had fled. Scattered around the world.

Of their original number only a handful remained both living and loyal, who would decided to split for the time being to recover and gather strength. The most competent of their number took Adara, and in the three years since then the group has seen neither hide nor hair of one another, agreeing only to meet upon the fifth anniversary of the family's fall. The only issue, the nature of Adara's sickness. Apparently an imperfect application of their new-age Homunculus technique, her sickness had been far more serious than she'd been led to believe. It had been the slow but steady break down of her body, unstable and tearing itself apart. In the past they'd been able to reverse it for the time being, to buy time indefinitely, but without their former resources and equipment the best they could do was delay it. For four years at most. Whether she survived, apparently, would the test to see if the Godeberts would too.

Her death drawing closer their chances had seemed dim, but with the arrival of a certain message, hope may win out yet...

Reason for Being in the War: Without regular upkeep, which is beyond Adara's abilities, her body has a surefire death-date within a year of the RP's start. She seeks the Grail to grant her a proper body, so she can live a long and healthy life.
 
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Kurusu Akira.jpg Name: Théodore Leblanc
Appearance: A young man possessing a slight build and no particularly distinguishing marks. Utterly unremarkable in both appearance and demeanor and yet someone who also carries a certain air of mystique around them.
Age: 21
Gender: Male
Weight: 72 kg
Height: 175 cm
Elemental Affinity: N/A
Alignment: Chaotic Good
Origin: Worthlessness
Magic Circuits
Number: E
Quality: E

Magecraft/Abilities:

  • Theo is by no means a magus and whatever untapped magical potential he does have is barely enough to qualify him as a Master. If there were anything magical about him, then it'd have to be the fact that he somehow manages to appear at exactly the wrong time for all parties involved. Perhaps he or his family had been cursed at one time or another?

Other Abilities:

  • Skilled Stage Magician
  • Art Connoisseur
  • Decent computer skills.

Mystic Codes/ Magical Items:

  • None, Theo isn't a magus. It would be great if he had stumbled upon some family's heirloom or a curious object at some hole-in-the-wall curio, but fate does not seem to favor him in the slightest.
Weapons/ Other Belongings:
  • Laptop
  • Wallet with Student ID

Personality: Mild-mannered and mundane, Theo is the sort of person you can find anywhere. Though nice, he doesn't particularly stand out as an individual. If anything, he prefers to remain squarely outside of the spotlight - reflective of his own inability to support his Servant other than as a poor battery for Magical Energy. At times, he can also come off as completely flippant about the mortal danger he finds himself in. However, it does seem that he's got a good heart - he'd sooner put his life on the line than allow another to do the same. If one were to pinpoint the strangest thing about Theo, it'd be his ability to take all of these world-altering revelations and developments in complete stride.

Background: Prior to the start of the Holy Grail War, Theo was simply an Art History student from France studying abroad in Rome. If he had to answer just why he had chosen that ancient city, he'd probably say something like "I greatly admire classical works." or "I've always been a fan of Roman architecture." He's also the sort of person who thinks Nero Claudius Caesar Augustus Germanicus wasn't a cute girl and that Alexandre Dumas didn't have piano teeth. In other words, a completely normal individual who hasn't been exposed to the strange history known only to magic users.

It's... difficult to explain just how it had happened, but after a chance encounter in a crime-ridden alleyway, Theo found himself somehow in the position of a Master - he had somehow stolen that position from the rightful magus who had prepared both the catalyst and summoning circle. And regardless of the situation he has now found himself in, Theo is nonetheless committed to performing his duties as a Master to the best of his (non-existent) abilities.

Wish/Reason for Being in the War: Complete accident, he simply wishes to survive while doing the best he can.
 
Name
Ray Arco

Appearance
2016-01-15 21.09.55.png

Age

20

Gender
Male

Weight
150 lbs

Height
6'2"

Elemental Affinity

Fire and Earth

Alignment
Neutral Good

Origin
Singularity

Magic Circuits

Number: A
Quality: D

Magecraft/Abilities
While lacking in many aspects, Ray does have some affinity for spells that focus on the flow and transfer of mana. One could refer to this as a specialty, but it's merely Ray trying to make do with his shortcomings. He can only reliably perform Magecraft that involves embedding his own mana in some way. This skill is also limited by a flaw in the activation of Ray's Magic Circuits. Rather than activating them with a single trigger, the process involves using an individual switch for each circuit.

  • Reinforcement- Being one of the few spells that Ray can perform reliably, he uses Reinforcement to enhance his physical skills, as well as anything around him that may prove useful.
  • Healing Magic- While he isn't exceptionally talented when it comes to healing wounds, Ray can do a satisfactory job of tending to injuries.
  • Jewel Magecraft- To compensate for his lack of ability, Ray stores magical energy into jewels with various properties.
  • Transmutation- If Ray were to imbue elements with his own magical energy, he'd be able to modify their structure. At the moment, this form of Magecraft is mostly limited to metals, which are further enhanced through Reinforcement.
  • Counter Magic- Not having much confidence in his abilities as a Magus, disrupting the skills of other people is the next best thing he can do . Ray attempts to sabotage the spellcasting process by channeling his own magical energy into an existing source and creating an imbalance. However, since a connection is created, Ray suffers a recoil and endures the same effects that he creates.

Other Abilities
  • Swordsmanship
  • Hand-to-hand combat
  • Painting
  • Playing the violin
  • Cooking
  • High pain tolerance

Mystic Codes/ Magical Items

Ändern- A large, blood-red jewel that changes shape to suit the current heir of the Arco family. Its primary use is to collect Mana and Od to aid in the casting of spells. It has not yet taken shape for Ray.

Weapons/ Other Belongings:
  • A rapier
  • A stock of various jewels

Personality
Coming from a distinguished family, Ray grew up around people who possessed an air of superiority and unshakeable confidence. Even though he did not share their blood, he was still taught to act as they did. As a result, Ray acts in an arrogant manner that some might say is expected of nobles, believing himself to be above others and displaying the haughty attitude without hesitation. Although, this is only a persona mean to fool others, as well as himself.

While Ray could act like a member of the Arco house, he wasn't able to mimic their abilities just as well as their mannerisms. His lack of skill in Magecraft has left him with a severe lack of confidence. In addition, the emotional issues that stem from being abandoned at a young age have caused him to have little self-worth, feeling as though he is never good enough. His behavior acts as a mask for the many insecurities and worries behind it, which causes him to be a tad excessive in his performance.

The expectations that his family has of him only adds to the pressure he feels. While he isn't treated with much kindness, Ray is desperate to impress them and earn his place. Abandonment issues have fueled his desire to never be left behind again, wanting nothing more than to be accepted. Even if he'll find nothing but pain there, as long as a place for him exists, he will reach for it.

As someone who is extremely motivated, Ray does not give up easily, despite his low opinion of himself. Once he has a goal in mind, he will give his all to accomplish it. He is able to take a great deal of physical and mental punishment for the sake of success.

While he does his best to put on an act, bits of Ray's personality can still slip through the cracks. Having experienced hardship, he has a soft spot for people that are down on their luck, yet still try their best. He does have a good heart, but is reluctant to show it due to his position. Even if he does allow himself to give in to his natural instinct to lend a hand or show kindness, he only does so while keeping up the facade.

Background
In a family of Magi, only one child can be designated as the heir and chosen to inherit the treasured Magic Crest. As a result, it is common for houses with more than one child to raise the second without knowledge of Magecraft, or remove them from the family entirely. Ray was one of those children, given up without a second thought in favor of the one surpassed him in every way.

Ray was put into foster care from a very young age and was left with little memory of the family he hardly knew. Both his parents and the chosen sibling were unknown to him, not a single vague image of their faces left in his mind. However, he was aware of the circumstances that had led to his separation.

The orphanage that the boy grew up in was built specifically for the purpose of housing the unwanted children from families of Magi, offering a place of refuge until a suitable home could be found. The owner didn't see the need to shield children from the truth, especially when many of them often came to him with questions about why they were unwanted. Despite having a very obvious disdain for Magecraft, the aged man named Tobias would offer instruction at times.

Like many of the other children, Ray developed issues that stemmed from his abandonment. Anger, bitterness, sadness, and loneliness all festered within him, growing in intensity with each passing day. The emotions only became more intense as the others disappeared one by one, eventually leaving him as the only child left. Seeing the young boy in distress, Tobias took Ray under his wing and began giving him lessons in an attempt to help him relieve his frustrations. Although, the curriculum never consisted of Magecraft.

Training his body and physical skills rather than anything that had to do with spells, Ray was taught swordsmanship from the old man. While the decision was partly attributed to his dislike of Magic, Tobias believed that more active exercises would benefit Ray as a more appropriate Ray to channel his feelings. However, the lessons weren't easy, as he didn't believe in pulling punches.

For a time, it was just the two of them that called the orphanage home. Ray came to see Tobias as a father figure, soaking up the lessons that the old man would try to beat into him, whether verbally or physically. While those days came with their fair share of cuts and bruises, he did enjoy them. Although, they would come to an end when Ray's longtime wish of finding a family was answered.

Ray was adopted by a well-known house of Magi known as Arco. He had always longed to be accepted by a family, but there would be no love found in this place. From the perspective of his new "father", the adoption was born out of necessity. It was a business move that the entire Arco lineage depended on.

Suffering from the aftereffects of an accident that resulted in the death of their firstborn child, the Arco family was left without an heir, something that couldn't be allowed. Ray was meant to be a replacement for that heir and nothing more. He would be groomed for the singular purpose of becoming the next successor, but that plan came with its own complications.

Ray's potential was underwhelming, to say the least. He was lacking in both quality and quantity, possessing only a single Magic Circuit. As someone that was meant to carry the weight of the entire Arco name on their shoulders, this wouldn't be tolerated. In order to compensate for the boy's subpar abilities, the family would turn to other means of preparation, first beginning with the unacceptable state of his Magic Circuits.

Since the low quality could not be changed, it would need to be compensated for with sheer numbers. Ray would be repeatedly forced to undergo the painful progress of artificially creating Magic Circuits within his body, enduring an overwhelming burden while constantly facing the threat of death. Even if he had been unfortunate enough to lose his life in the process, it simply would've meant that he was unsuitable, or irredeemable in every way.

Whether it was a blessing or a curse, Ray did manage to survive the training that was akin to torture, barely scraping by and meeting the minimum requirements to live in the Arco house. However, this did not fail to earn complaints from other members, both Ray and his father facing criticism. His performance still left much to be desired. While it may have been a loss of time and resources, the option of removing Ray and starting from scratch still remained.

With the Arco reputation on the line, as well as his own, the current head of the household would present him with a task, which would decide if Ray was worthy enough to become a true successor and inherit the Magic Crest. Participating without said crest would place him at a disadvantage, likely guaranteeing his failure and possibly death, but if Ray could not find successes while facing such unfavorable odds, then he was truly worthless. To earn his place, he would need to accomplish a great feat, something that could only be found in this Grail War.

Wish/Reason for Being in the War
While Ray doesn't have much interest in the Grail War itself, he is focused on the opportunity it can give him. Despite being forced into the event to help the Arco family's reputation, he has a strong desire to win and prove himself worthy of being a member.
 

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