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Fandom Fate/Ultimatum (CS)

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LostHaven

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Roleplay Type(s)
Masters:

Name:
Age:
Gender:
Alignment:
Personality:
Backstory:
Skills:
Magecraft Profociency:
Command Spell:


Servants:

True Name:
Class:
Gender:
Apparent Age:

Alignment:
Personality:
Origin:
(Which Legend/Country they are from)

Parameters:
Str -
End -
Agil -
Mana -
Luck -
NP -

Skills:
(Normal, nonmagical skills. Like being a god at Hearthstone.)
Class Skills:
Personal Skills:
Noble Phantasms:




You can PM me your servant CS if you wish, though I prefer it if you smack it here. Obviously include a pic lol.
 
LostHaven LostHaven
Here, have a Master. I tried to make it as grossly overpowered as possible. Now let's hope no one else signs up as a Master and I get to crush plebian NPCs.

Name: Alwyn Llewellyn
Titles/Aliases: Al, Grand, Lugobelinos, Crown of Thorns; some people anglicize his name to "Alvin" or "Alwin."
Age: 21 - old enough to "exchange prana"
Gender: Male
Height: 168cm
Weight: 60kg
Wish: To reach the Swirl of the Root, or failing that, to remove the stain of the fall from grace on his family history and ascend back into the upper echelons of magus society

Generation: 65th+
Organization: Mage's Association - Clock Tower Branch
Heritage: Magus (former Magus Nobility-Royalty)
Alignment: Lawful Neutral

Background:
Alwyn is the last member of a once-great family that traced its legacy to the rulers of the Kingdom of Gwynedd. The family's magical prowess came from breeding with lines of skilled druids and assimilating their accumulated knowledge regarding the natural world, of things such as natural alchemy, runology, and phantasmal zoology: a wide berth of abilities that were stored on the family's unique Magic Crest. They also adopted the unique practice of not storing knowledge in written form to prevent robbery by other magi - a custom that remains until today.

Following the loss of independence of their kingdom, the family withdrew into a traditional magus lifestyle, only keeping to several customs from their former existence.

Eventually, House Llewellyn joined the Mage's Association and rapidly rose in prominence, becoming one of its biggest families by the 15th century. Infighting and politics began to weaken them in the late 18th century until the rival Archelot family overtook their place as the lords of the 7th Department. This lasted until the 20th century, leaving the Llewellyn as a decaying and diminished house, mocked by the nobility of the modern Clock Tower.

Alwyn's grandfather was greatly displeased with the continued deterioration of the bloodline and began to research new, forbidden vistas, such as Reality Marbles or Dead Apostles. Although he researched both, he didn't dabble or attempt to utilize either phenomenon. Nonetheless, his forays eventually garnered attention from his rivals and caused him to receive a Sealing Designation, and Association Enforcers were dispatched to remove him.

In a desperate bid for ensuring the bloodline's survival, Alwyn's grandfather gave him the family Crest, before offering himself to the Enforcers as the Sealing Designate. This saved the family's lands, assets, and knowledge, all of which would have been forcibly seized otherwise, but left Alwyn alone as the last member of the last remaining branch of his family, with no known relatives or allies, in the desolate world of magus intrigue.

Ever since then, Alwyn strived to win back his family's place through politics and research but has been consistently frustrated to no end in his inability to make a proper breakthrough in either department. Several months ago, Alwyn got his chance when a red seal imprinted itself on his hand.

Base Personality:
Alwyn lacks the pride of a magus, instead being apathetic but competitive, having been mocked his entire life: the attitude of a crumpled branch which grew a crown of thorns to bite back at the ones who pick at it. Despite that, he maintains a position of diligence, hard work, and dedication; the attitude of a magus, with preparedness to make sacrifices and the ability to clamp down on opportunities like a bear-trap.

This translates into something approaching an iron will once he resolves himself to complete an objective, but whether or not he chooses to complete said objective is another matter entirely.

He is at a halfway crossroad, undecided between determinedly striving towards ultimate victory for his lineage and entirely giving up on the centuries of collective research and life and just ending things to resolve himself to a peaceful, sedentary, but meaningless life. He is confused by this attitude himself and doesn't really know which is the correct option; Alwyn has the disposition of someone rather oblivious who could use advice and spiritual wisdom.

He desires to bring glory to his family name, but the environment is not conducive to this dream. Should he just give up on the millennia of effort and accept the blatant loss he is clearly faced with?

Partly through his own work and through the endless research of his ancestors, he received the first-rank designation of "Grand," the highest rank of skill that a Clock Tower magus has available. Despite this, he - or more importantly, his family name - remains unacknowledged and mocked, and so, he takes no pride in this label.

Likes: Gardening, magecraft
Dislikes: The Aristocratic Faction, magecraft
Talents: Hard work
Natural Enemy: Kayneth El-Melloi Archibald

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Magic Circuits:
Circuit Quality: C++
Circuit Quantity: A
Circuit Composition: Mitotic Branch

Activation Image: Division, followed by growth of the divided parts until they are the same as the original
Elemental Affinity: Average One (Earth, Wind, Water, Fire, Ether)
Origin: Metastasis

Magecraft:
The Llewellyn family specializes in biological magecraft and natural disciplines, including animal familiars and the remnants of druidic practices. In other words, they can be summarized as "druids and life scientists," with a small pressure on general precepts of biology such as eugenics, genetics, biological modification, and even alchemy.

The Llewellyn hoped to reach the Swirl of the Root by finding the "nebulous space that exists between the genes which define a species." Such a theory is basic yet likely to carry results with enough research, but it'd likely require centuries of more research before achieving its stated goal, especially now that creatures such as Phantasmal Species are so difficult to find.

Despite this focus on biology, the Llewellyn family Magic Crest contains a wealth of information on a number of magics, both druidic and foreign. This is due to the practice of saving all of their data on the Magic Crest, instead of backing it up in arcane books and tomes: a leftover practice from their druidic days, which would have gotten them mocked as inefficient fools under normal circumstances. And yet, it appears things have worked out splendidly in their favor, in an ironic middle-finger to ordinary convention... if only the family was still thriving.

In terms of raw skill and power, if Lorelei Barthomelloi is ranked as 100, then Alwyn Llewellyn would be 40-50. But in the terms of versatility and diversity of knowledge, he is in the far upper percentiles of elite magi society.

Magic Crest: Derwyddon
Crest Synchronization
: 100%
Crest Power: EX

The Magic Crest of the Llewellyn family, it takes the form of an artificial proto-Phantasmal lifeform, grown and perfected over generations to form a symbiotic plant that bonds with the host with little resistance and offers them its aid. A silver-gold vine plant, taking root in the heart and brain of the magus, and spreading itself with microscopic growths throughout their body, acting as a secondary, artificial system of magic circuits and prana carriers.

The Derwyddon is semi-sapient, bonded to the host's thoughts on a subconscious level, offering them knowledge contained within its genetic code without actually running any prana through the circuit itself.

It contains over twenty generations worth of varied knowledge, both self-obtained and assimilated from the dowry of other families - runes, zoology, botany, biology, transmutation, sacrificial rituals, familiar bonding, and basics of other magecraft styles are all contained within, including modern magecraft theory, necromancy, curses, the Kaballah, hermetic orthodox, Thelema, and practical foundations of spellwork. The only areas where it is lackluster would be the Eastern orthodox and the miracles of the Church - mostly because its system is somewhat incompatible with both of them.

In other words, the Derwyddon is a faculty of Magecraft revolving around Eurasian foundations and the absorption of knowledge, just how a sponge absorbs water or organic tissue absorbs nutrients.

In the case that its carrier is in danger, Derwyddon will employ a "Defense Mode," sprouting long, cutting tendrils of thorned branches and vines out of the host body, lashing out and attacking the perpetrator with the intent to cause fatal bleeding, or possibly entwining itself around them like a rope or web meant to deter and capture. These thorny branches are very sharp and jagged, with enough penetrative and cutting power to amputate a limb or pierce through someone's chest. In truly desperate times, it will grow into an armored titan form; something similar to a 'wicker man,' with the user acting as the core, in the place of the heart. In this mode, Derwyddon will take over even if the user is injured or unconscious and attack the opponent using its semi-sapient intellect, stored spellwork, crushing power, and raw phantasmal mystery, all while healing the user's wounds and taking care of them, or, in the worst cases - placing them into stasis and trying to find an allied territory for healing or transplantation into the next head of the family. However, employing this needlessly is a large strain on the user's Magic Circuits, with which Derwyddon is bonded. The cost of running prana through the entire vine system at full deployment is massive - and so, should be used sparingly.

This Magic Crest is the proud work of generations upon generations of compounded research and practical knowledge of a once-royal family of magi. A crown jewel of efficiency and crystallized data that shines like a metaphysical jewel.

It could be said its usage is the crux and fulcrum of Llewellyn's magecraft.

Example spells:
Ancient Growths: Rather than a spell, this is a vault or a databank collected by the first generations of the Llewellyn. It acts as an automatic scanner and information carrier regarding Phantasmal Species and magical lifeforms. The data it has gathered is very precise and meticulous, allowing for the recreation of the lifeforms within - albeit with a greatly decreased Mystery. For example, it would be possible to grow a griffon or a basilisk, but they would only be a fraction of the power of the real thing.

Stone World: Byd y Cerrig: Signature spell of the 34th Crest Bearer, it has been optimized throughout the generations to shorten the incantation for future users. It's a spell of relatively low prana intensity, with some of the hallmarks of a curse. It forms a stone at the user's fingertips, which carries the concept of "turn life into stone," inscribed upon it.

It can fired at the rough speed of a bullet, with the stone usually crumbling on impact and causing massive blunt damage (enough to break bone even when not reinforced,) and the living tissues in the area in which has been affected rapidly mineralize and turn into stone, petrified. The stone expands from there, at a rate of one cubic centimeter per minute.

This spell doesn't carry the sheer authority of the likes of the Mystic Eyes of Petrification. It is relatively easy to stop the stone's expansion simply through the controlled circulation of magical energy, and any half-knowledgeable magical healer should be able to dispel the effect. Supposedly, the 34th head of the Llewellyn family had the Origin of "Lapidation."

Great Eater: Bwytawr Gwych: Designed somewhere in the early 15th century, this spell uses some of the precepts and information gathered from studying the Black Plague that ravaged Europe.

When incanted, the caster's palm exudes a spray of noxious microbes and viruses, which suffuse the target. Everything except the caster themselves is indiscriminately affected by this magecraft as long as the microbes settle upon them; the viruses hide within the cracks in stone, are carried away by living organisms, and can settle on food and drink.

If the caster is unsatisfied with his targeting, he can cancel the Great Eater and cause the microbes to rapidly deteriorate into proteins and glucose. Alternatively, he can activate the virus, which causes it to seek out hosts, swell, and kill anything they are in contact with. Those affected by the virus exhibit symptoms similar to those caused by yersinia pestis, but with a more rapid onset and extreme symptoms.

Command Seals:
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Other: Filthy rich, as expected of a (former) high-class magus elite. Worthwhile possessions include:
- a small, private studio apartment in western London
- a recently-bought manse in western Berlin
- 1967 Chevrolet Impala, 4-door hardtop
- one of the original printings of the Liber AL vel Legis; more as a curiosity and keepsake/possession, than anything else - originally bought by his grandfather
- American Express Centurion Black Card; with a dedicated on-call 24/7 concierge
- Second Ownership of Berlin; recently acquired
 
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This world is unworthy. It has tortured me, taken all that I once had. Now, I will burn it all to ash! The sky will be set ablaze, and the earth liquefied! Both Mortal and God shall know my fury. Now then, let this nightmare of despair begin!
Avenger
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  • Who am I? Who was I once, long ago? I can't remember. I can't remember. Ah, it doesn't matter, I will cast everything into sweet nothing soon enough!


    True Name: Fafnir Alter

    Origin: Scandanavia (Norse)

    Class: Avenger

    Apparent Age: 19~

    Gender: Female

    Race: Dragon

    Height: 6'1

    Weight: 177 lbs

    Alignment: Chaotic Evil

    Personality: Helbent on vengeance, Avenger will stop at quite literally nothing to achieve their goal of destruction. Any semblance of Fafnir is long gone, replaced by a seemingly endless rage that originates from nowhere.

    Avenger bends to neither reason nor logic. They have absolutely zero morals, and will show no restraint, massacring hundreds in order to bring forth a calamity. Make no mistake; Avenger is no longer Fafnir, in body nor spirit.


    Wish for the Grail: What use do I have for a wish when all will be burnt to nothing?!

 
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Name: Ray Chance
Age: 20
Gender: Male
Alignment: True Neutral
Personality:
Ray is what you would call an average jack of all trades, master of none. He's smart to pass the hardest test, but not too smart to perfectly know what someone is thinking about. Athletic enough to play Basketball for hours, yet not enough to run Marathons that last the entire day. Because of this, he has enough confidence to be sure on where his life is heading, yet not confident enough to try and figure out how to fix it. He enjoys Fantasy entertainment, especially Dungeons and Dragons where he and his friends have a homebrew campaign that lasted for 2 whole years that feature an idea of his that features a Master-Servant relationship. Whenever Magic is involved, he has this gut feeling where he could essentially predict what's going to happen, yet he has yet to find an application of this in real life except when facing off against Mage characters in his friend's homebrew Dungeons and Dragons where the magic system is eerily similar to the magic system in real life, yet altered enough to fit vanilla DnD.

Ray is not that good with dealing with stressful situations in real life and would rather accept what's going to happen to him. Although in DnD, he rather finds an alternative to things that solves his problems and make sure his fellow players have the best time ever.


Backstory:

Ray is born under a line of noble yet unnamed Magus that did not join the Grail Wars as they see it as a waste of human life, despite the Grail's penultimate power. Because of this, most of the Mages born under Ray's family does not become Mages and chose to live normal lives, unaware of their dormant powers except for a few that tried to join a Grail War.

Ray is a freelance artist who makes a living by commissioning his work to others online for a lofty sum of money. Because of this, he takes a part time job as a McDonalds cashier or a minimum wage. He is known to have an interest in the fantastical, and favors watching and reading those of High Fantasy genre rather than those of simple Action, Futuristic and even Romance movies, although he occasionally goes to watch a mainstream one every now and then(Which, we all know is the MCU). He goes to have sessions of DnD every month with his friends and likes to play as a Mage who summons a humanoid familiar which he dearly calls a 'Servant' which is essentially an extra character the GM could use as an NPC that is bound to his Mage until he issues three unbreakable commands which causes the Servant to become a genuinely free character that could either vanish, be killed in action, or stay with the party for the rest of the campaign. Though the guys he plays with used to be creeped out by this, they eventually find it as a great addition to their homebrew DnD game that brought up rather great stories that they archived. One of the stories even have the Mage's Servant fall in love with an Orc Half-Giant Cannoneer and becomes the Orc's Servant midgame after the Servant's Master died protecting them both without issuing a single Command to protect himself. It sounds like a wild session, I know. The GM questions Ray where he gets the Mage-Servant idea from, and he just shrugs it off saying 'Wouldn't it be cool to have a Mage summon a familiar that's essentially another PC but not?'.

One day, Ray has this urge to go to Berlin, and for reasons he wouldn't have known, he will be swept into a Grail War with no reason to whatsoever. Where he would know that his idea was actually a reality he was blissfully unaware of; one that he wish he hadn't known.

Skills:
Drawing - It's his thing--he draws shit.
Prediction D - He can see the obvious, not much about hidden agendas.
Athleticism D - He can perform quite a bit of Atlhletic feats, yet not remarkable enough such as parkour. But he can do Basketball.

Magecraft Proficiency: JACKSHIT, but high potential.(Think of it as Ray being a large gold mine of Mana that's left unused.)
Subconscious Clairvoyant Precognition - Activates at the heat of the moment where he gets a sudden gut feeling at what's going on and what would happen in a few seconds. Although he couldn't properly identify and explain these gut feelings of his, Ray can essentially feel when danger's afoot. Kinda like a Spider-Sense, if you will.
Command Spell:

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Servant: The Grim Reaper
True Name: Azrael
Class: Assassin
Gender: Male
Apparent Age: Dead

Alignment: Lawful Evil
Personality: Being a personification of the angel of death, the grim reaper is a servant of order and rules; when it's someone's time to pass on, end of story. Being silent on the battlefield and around his master is second nature to him, as per his class. However, he tends to relieve himself of this trait briefly, for his assassinations are always accompanied by a raspy chuckle. You'll find he has a major disdain for necromancers and those aiming to raise the dead. It's ultimately just reversing the work he's already done and it pisses him off.

Aggressive and excited to do his work, it's surprising to find he has a sense of humor. A dark one, mind you, usually allotting to death; expectedly, this fits in with modern day humor quite well.

His opinion on trivialities like masters and grail wars is a negative one; mostly seeing it as an unpreferred detour from his normal job of leading the dead. He holds no hatred to his master or others (lest they be necromancers), since he is obligated to always hold an ambivalent view of the living, to objectively lead the dead when it is their time. However, if he did manage to get his rotting fingers on a grail, he'd wish to eradicate the process of death. Azrael does love his job, but desires to finally have a vacation, whereupon he can do what he wants.

His manifestation can be partially attributed to modern pop culture views of the grim reaper.


Origin: Abrahamic Mythology, Middle East

Parameters:
Str -A
End -C
Agil -A+
Mana -D
Luck -D
NP - EX

Skills: A true beast when it comes to winning a reaping race.

Class Skills:
Independent Action EX- Just because he's forced to partake in a war, doesn't mean he can slack off from his job.
Divinity A- Being an angel does have it's perks.
Presence Concealment A- Not as good as other assassins; people feel the shadow of death over their shoulder every day.

Personal Skills:
Death's Touch- Touching his scythe saps almost all of the mana from a living being.
Premonitions of Demise- Works in two ways; on living beings, Azrael is capable of assaulting their minds with visions of their untimely, and very gruesome, demise. Able to drive lesser mages completely insane; works as a diversion against stronger ones. Similar with servants, however he creates a smaller, anti unit, reality marble, where the servant can re-experience either their gruesome death, or a modified version whereas it becomes horrific. Effective against servants still with trauma of their lives.
Angelic Flight- Self explanatory, he can fly.


Noble Phantasms:
The Angel That Takes- Anti CityAzrael jams his scythe into the ground, then pulls it out, tainting the earth with an environment of death. Large enough to cover a city, his attacks and those of his enemies have a high chance of instant death, except he is immune to being killed whilst this is active. Mana drain from all opponent occurs rapidly during this noble phantasm, leading to the living growing weak and exhausted quickly, and servants finding they no longer have the mana to properly materialize if not stopped.
 
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    "Who am I? I am a spirit, yet I am not, a human, yet a dragon, a legend, yet not. I am real, yet false as well. I am the one who will be ending your life. I am Lancer."
    Lancer, Introducing herself to her opponent.

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    True Name: Ryuga "Fafnir" Tohsaka
    Class: Lancer
    Race: Human/Dragon
    Gender: Female
    Apparent Age: 18
    Actual Age: 30
    Alignment: Chaotic Neutral
    Personality: Lancer is known to be serious, and never taking a joke. However, in some cases, she displays a look of sadness as if something important was taken from her. She can be shown to be happy and even excited when it comes to games and food (sweets) also. In a battle is normally where Ryuga Actually cracks a smile, as the battlefield seems to be the one place he truely belongs at.
    Origin: Lancer is Ryuga Tohsaka, who was given a second life from the one girl he fell in love with. She is an incarnation of Ryuga's relationship with Fafnir, and possesses both their powers. It is hard to determine her true name due to being both almost being one in the same person at this point, but is also not a servant that is known completely.


Edits: Changed Ryuga's FC's to ones more appropriate in appearance.
 
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Name: Lee Choi
Age: 20
Gender: Female
Alignment: Chaotic Neutral
Personality: Lee is the type of young woman who tries to stay out of a fight unless it concerns her in any way, and can at times be irritable. Come for her friends, however, and she'll tear you a new one verbally or physically.

Backstory: Lee comes from a line of magi that aren't well known, and while her family wasn't extremely rich and teetered on the line of middle class and lower middle class they got by relatively well living normally while also keeping as isolated as possible. Lee's family name isn't Choi, that belonged to a man named Lin who was hired to babysit-er, guard-her after she attempted to test the potentials of her water magecraft with her blood and ended up needing stitches in her left leg at twelve years old as a result. She has a faint scar on said leg that she traces every now and then in thought. Her and Lin got along well, and after a house fire killed her parents when she was thirteen, he adopted her when no other family could be found. She assumes he did so mostly out of pity, but has yet to determine so.

Skills:
Cooking-Can cook rather simple dishes, unless she tries following a recepie with what she has available to her. Even then, she's not too proficient

Athleticism- While she has been taught some basic fighting skills through Lin, her left leg makes it a bit difficult to execute proper kicks.

Reinforcement-Can enhance her limbs and or weapon(s) she uses rather easily, her limbs moreso than anything else. She can only enhance so many things at once through concentration alone however.

Magecraft: Water

While her element in magecraft is water, she has found that she's a bit more proficient in creating ice. She can drop the temperature of water around her to create sharp shards of ice to send at foes, as well as create small walls of ice as a form of defense. The larger the source of water, the more ice she can generate as quickly as possible. She once read of someone in her family's using moisture in the air against someone else, though the technique has been lost.

Magecraft Profociency: Low. She was only "properly" trained for a year at least, and while she does have the mana reserves and potential to do better, she unfortunately has yet to tap into that potential

Command Spell:

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Name:
Estelle Svehla
Age: 19
Gender: Female
Alignment: Chaotic Neutral
Personality: Estelle is a rather upbeat and carefree woman. Her ability in magecraft in being able to in some part figure out the feature has lead her to be very rambunctious to the point of seeming reckless to many who don't know of her clairvoyance. She has a natural curiosity for the world enjoying the idea of trying different things. She has a heavy penchant to gambling, primarily due to the fact her abilities make it much easier to cheat knowing generally how well she would do if she chose to gamble ahead of time. She can be rather playful, enjoying teasing others or even providing false fortunes to mess with them. She holds a great deal of faith in her fortune telling to guide her as to what she would do, generally trying to do what she thinks is best for herself and others, though she also holds a belief in trying to minimize the impact she has on the world even if it might mean not revealing a horrible fate she might predict for the person not wanting to disrupt the balance.
Backstory:
Estelle was born the first of two children of an otherwise normal family. Upon reaching the age of three her grandmother Lillian was able to 'see' Estelle possessed the family lineage of magecraft. It was kept secret with only her father knowing with the family who do not inherit any potential as a Magus keeping silent about that world. At the age her grandmother started to teach her a bit about Magecraft at the time being disguised simply as fortune telling before at the age of 9 being exposed to the secret world of the Magi and her studies began more in earnest.

Estelle's studies continued on reaching the age of fifteen where with her Grandmother's guidance and aid she created her own Tarot deck. At the age of 18 her grandmother passed on causing Estelle to fully inherit her family Magic Crest being able to fully utilize her family's domain. She retains practice of her family art, keeping primarily separate from the Mage's Association beyond a few connections as her family has done before her.
Skills:
Fortune Telling - Given the art of Fortune Telling was inspired heavily by her family's talents she is quite good at mimicking much of it.
Meditation - In order to better predict the future, a clear mind is needed. Due to this Estelle is very talented at relaxing herself at a moments notice, able to go from being energetic one moment to calm and collective the next.
Gambling - Outside her clear advantage in being able to predict the future, Estelle is actually quite talented in being able to figure out the probability in her favor. While she normally will resort to her predictions, she can still do very well without it in games of chance.
Magecraft:

Estelle holds sway over the Domain known as "Fate". A lineage dating far back and kept for the most part seperated from the world of the Mage's Association due to the potential risk it might hold should the knowledge it reveals be exploited for someone's own personal gain.. She can tell the fate through the use of her cards to get a feeling for what might occur or in longer form rituals in which she can see a vision, although often more cryptic in its depiction. She is able to tell a rough probability the outcome of a situation and how likely it might go. Depending on how specific the task is she focuses on the greater chance she has of being able to more accurately tell the outcome.

The Svehla family itself rather strange in how its traits are passed down, being inherited every other generation manifesting in one child even should their parent hold no potential for magecraft. The family trait tends to manifest in primarily women, although a few exceptions have appeared throughout the generations. Even in the case a family member which such abilities passing out before having children, the trait has shown to still be passed down through other members in the bloodline although it is much more common to be directly passed on. The family Magic Crest unlike others retains the same appearance as it was when it first manifested. It isn't planted by choice but rather manifests itself at the age of three. Upon the death of the current 'head of family' the crest itself will form in completion on the next heir giving the full extent of the Domain.

Unlike most Magus, Estelle has very limited Magic capability particularly lacking that of the four elements (Earth, Fire, Wind, Water). Her Magecraft is instead influenced by the card she draws from her deck. Each card holds an elemental affinity (or in a certain case none at all) of which dictates the spell she is able to utilize. This draw will help to align her element affinity with such an element in order to use the element as if she was proficient in it. To a lesser extent the nature of the card she draws will also influence the effect of the spell she casts as well, with certain cards aligning better to certain types of spell increasing its potential effectiveness. Estelle possess two decks. Her "Major Arcana" is her primary deck she always holds on her which are created through a more complex method used mostly in her fortune telling and with her spells at hand. In contrast her "Minor Arcana" are more disposable type decks of which the cards are used up on use often utilized for effects that involve outside her presence whether it might be traps, seals, barriers, ect.

She is able to read the stars or even someone's palm with her ability... though it works differently then what many of those forms of mimicry detail in how it functions to tell a fortune. More advance rituals can allow for more complex tellings of the potential future. These visions vary in form often being depicted symbolically not quite being made fully clear in part due to the way someone's fate can slightly very and alter depending on the choices they make even if the end result will generally remain the same. In more advance ways she an even see several potential Fates of what might occur depending a changes in scenario. Once someone is told their fortune it is possible for the person to potential alter it, although in many cases it can be near impossible to accomplish often times this very act only helping to ensure what is foretold occurs.
Magecraft Profociency: High
Command Spell:
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True Name: Enkidu
Class: Grand Berserker
Gender: None
Apparent Age: ~16

Alignment: Unaligned
Personality: A literal animal, Berserker is guided only the gods and their instincts. A mad beast even more so then the counter guardians Berserker is guided by the World to destroy the beasts when all else fails. But they themselves are unaware of this fact. For they can only understand the instincts and messages inside them.
Origin: Babylon

Parameters:
Str - A+++
End - A+++
Agil - A++
Mana - A++
Luck - A
NP - EX

Skills: As a literal animal, they can talk to animals despite not having the animal dialogue skill. If only they could talk to humans...
Class Skills:
Mad Enhancement EX: the Class Skill that characterizes a Berserker, raising basic parameters and strengthens one's physical abilities in exchange of hindering mental capacities and/or in exchange for their sense of reason. In this case, despite being a instrument of the gods they don’t even know what they are. Can’t know. Animals don’t speak or think a language of words, only instinct. In exchange, Enkidu gains power rivaling that of the gods.
Personal Skills:
Presence Detection A++: The ability to detect other Servants and local mana sources. Called an ability of the highest class, Enkidu is capable of detecting anything via the Earth from other Servants to water sources clear across the city, with their range covering more than ten kilometers. If used on things at close range, an equal or lower rank of Presence Concealment can be nullified.
Monstrous Strength A++: As one whose Strength is on the level of the gods themselves, Enkidu gains this skill at the highest rank.
Noble Phantasm:
None. Or rather, they themselves are the Noble Phantasm.
 
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LostHaven LostHaven

Ruler
  • [WARNING! GRAIL WAR SYSTEM ABNORMALITIES DETECTED]
    [TROUBLESHOOTING IN PROGRESS...]
    [...]
    [COMPLETE]
    [OUTSOURCING COMPILATION OF PROBLEMS & SOLUTIONS TO GREATER GRAIL]
    [...]

    [PROBLEM LIST COMPILED]
    > WARNING! EVIL OF HUMANITY DETECTED! ASSEMBLING DATA...
    > CALAMITY DESIGNATION: VI
    > CALAMITY IDENTIFIED: ABHOTH
    > CALAMITY PROFILE UNAVAILABLE...
    > CURRENT COORDINATES OF CALAMITY UNKNOWN...
    > BEAST OF CALAMITY TERMINATION SET AS DIRECTIVE #1...
    > WARNING! ABNORMAL SERVANTS DETECTED! ASSEMBLING DATA...
    > ABNORMAL SERVANT #1 DESIGNATION: AVENGER
    > ABNORMAL SERVANT #1 IDENTIFIED: FAFNIR
    > ABNORMAL SERVANT #1 PROFILE AVAILABLE - SCANNING DATA...
    > ABNORMAL SERVANT #1 SPIRIT CORE HAS UNDERGONE SEVERE CORRUPTION
    > ABNORMAL SERVANT #1 MARKED FOR TERMINATION
    > ABNORMAL SERVANT #1 DESIGNATED AS SUB-CALAMITY #1
    > SUB-CALAMITY #1 TERMINATION SET AS DIRECTIVE #2
    > ABNORMAL SERVANT #2 DESIGNATION: LANCER
    > ABNORMAL SERVANT #2 IDENTITY...
    > ...
    > ...
    > !ERROR!
    > ABNORMAL SERVANT #2 SAINT GRAPH CONTAINS CONTRADICTORY DATA...
    > ABNORMAL SERVANT #2 TENTATIVE IDENTIFICATION: PROTO-FAFNIR
    > ABNORMAL SERVANT #2 PROFILE AVAILABLE FOR ANALYSIS - SCANNING DATA...
    > ABNORMAL SERVANT #2 TERMINATION IS UNNECESSARY
    > ABNORMAL SERVANT #2 STUDY AND ANALYSIS SET AS DIRECTIVE #3
    > RESEARCHING SOLUTIONS TO DIRECTIVE #1, #2, #3...
    > ...
    > ...
    > COMPLETED
    [GRAIL SYSTEM NOTIFICATION - INITIATING RULER-CLASS SELECTION & SUMMONING PROCEDURE]
    [COMMENCING]
 
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9323400abc1603ba44b52271472ccf20e5e389ce.jpg
True Name:
Skuld
Class:
Caster
Gender:
Female
Apparent Age:
13

Alignment:
Neutral Evil
Personality:
A seemingly amiable and honest young girl who in truth is hiding her own nature. She, when it comes down to it is a being who represents a curse of vengeance and so fittingly she is a person who could be considered fierce, cold-blooded, sadistic and ruthless. While she definitely possesses compassion and kindness somewhere in her heart she is one that can be completely blinded by her hatred for others and her possible ‘good side’ is thrown away for that of an ‘evil witch’.
Origin:
Scandinavia (Norse Mythology)

Parameters:
Str - D
End - D
Agil - D
Mana - A+++
Luck - A
NP - B

Skills:
Singing, Sewing, Planning, Organising.
Class Skills:
Territory Creation -
Due to the nature of Casters Noble Phantasm, this skill has been sacrificed in favour of alternative abilities (the manipulation and domination of territory)

Item Creation - A
The creation of tools that carry magical energy. Here in Caster’s case it allows her to create anything from weapons of war to items of daily use. At the level of A it even allows Caster to create an immortality serum. However the effects of said serum are merely an imitation of the real thing.

Personal Skills:
Enestående skjønn melodi av Wyrd - A+
This skill allows the casting of magic without the use of magic circuits or incantations. Even great magic can be activated with a single bar(word). This is the result of the language that is being used, a forgotten language from the age of gods that humanity no longer has the capability to produce.

This is the highest form of vocal magecraft that brings itself forth in song, however if the user extends its casting to over one bar through the means of a song then it can only be understood as Caster is either messing around or preparing for some kind of “super-ritual” which the results would be rather scary to think of.

Primordial Runes -
The engraving magecraft that came out of Northern Europe, the magical crest of Scandinavia. These primal runes are those that are endowed with the power of the age of gods, which were created by the great god Odin. The runes that Caster uses are on a completely different level than the ones that are utilised by modern magi.

Caster was gifted these runes by the great god himself in order to enact vengeance upon a certain king for challenging him.

Vakker kropp av elementene - A
This skill is a crystallization of Caster’s inhuman nature, her body is considered to be ‘perfect’ and something that was ‘naturally complete’ from the very moment of her birth. Her A in this skill represents her elemental blood and is not marked due to her being some sort of devil or demonic beast, or even her status as what one would call an ‘anti-hero’

To make a comparison, this skill is similar to Divinity, in which the servant is not a Divine Spirit but rather one with divine descent. This is important as it shows that Caster is a half-human, half-elemental of the highest level. Meaning that she is able to communicate with nature spirits, including but by no means limited to animals.

Furthermore the skill gives a boost to her parameters and causes the efficiency of her magic to be increased significantly.

Cygnus Mystic Code - A
A skill born from the connection between this Skuld and the Valkyrie Skuld. Considered to be one in the same. This is a skill that gives Caster the ability of flight, as well as protection from negative status effects, for example poison or curses.


Noble Phantasms:
Name: Seidhjallr
Title: Legendary Throne for the One Eyed God
Rank: B+
Type: Anti-World
Range: 1~30
Maximum Target: 1

Description:
The wooden staff made from petrified Ash that is carried by Caster. This Noble Phantasm is best described as an amplification. (It’s true form is that of an ashen chair that gives one ‘sight’ when they seat in it. A primal concept that is based on the high seat of the great god Odin.)

This staff has the ability of dominating the magical energy of its location, drawing it out from the world and whatever is inhabiting it, and storing it within itself. Through invoking its name a process starts where the magical energy that has been stored within the staff is converted into True Ether. Through this Caster can create a dense atmosphere that is filled to the brim with magical energy of the highest degree that is reminiscent of that which could be found during the Age of Gods. Within this creation of hers, Caster is able to cast whatever spells that she can for ‘free’.

Her most prominent use of this ability in her legends was when she practically transformed herself into a mobile fortress with an army of countless; phantasmal beasts, elves, magi, and warriors which she snuck across an entire country without being noticed. It was not until the King and his twelve heroic champions were completely surrounded with no way to escape that they realised just what had happened. This Noble Phantasm is a true embodiment of Casters supreme capability as a disciple of magecraft.


Name: Livets vann
Title: Great Giver of Life
Rank: B
Type: Anti-Unit
Maximum Target: 1

Description:
The Noble Phantasm which represents the ability that Caster had used to heal her beloved husband Hjorvarth during his final battle against Hrolfr Kraki. Despite her husband being sliced into 18 pieces, he was returned to perfectly normal health within a single instant.

The use of this Noble Phantasm is very simple, with Caster merely needing to scoop any water with her hands or an object, this action alones replicates her actions from scooping the water from the well of Urd which possess the equivalent life giving ability to the Water of Life itself. In fact it is a natural mystery that had first given the basis to the concept of aqua vitae.

One who drinks from this water will have all negative statuses completely erased and they will be practically restored to their body in its healthiest possible state. Furthermore even things like objects, non living things, and the immaterial can be restored with this water.
 
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Jesus Christ, 3 Ridills?! By Odin's beard, how in Hel has the fabric of time and space not imploded on itself yet?!
Otr, Prince of The House of Gold



  • 1565011145863.pngTrue Name: Otr

    Origin: Scandanavia (Norse)

    Class: Savber

    Apparent Age: 21~

    Gender: Male

    Height: 185 cm

    Weight: 69 kg

    Alignment: True Neutral

    Wish for the Grail: A wish? What in the winds of Hel am I supposed to do with that?

    Personality: Saver is... well, not at all what would be assumed of the class (though people see him as Saber anyways). A shameless womanizer. In other words, filthy dirty pervert. An arrogant fool who sexually harasses literally every woman he comes across, though often paying dearly in the process. Saver is completely unable to read the mood, more often than not putting himself into comically awkward situations that would make a grown man cringe.

    Childish, arrogant, crass, pervert.
 
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MYlZKzv.jpg

"S- sorry! I'm new here."

True Name:
???

Class:
Archer

Gender:
Female

Apparent Age:
16

Alignment:
Chaotic Good

Personality:
Due to Archer's nature as an 'incomplete' hero due to her apparent lack of achievements, she cannot be manifested as a full-fledged Heroic Spirit, and thus has manifested as a pseudoservant, sharing a body with a young woman of Asian descent. This young woman, however, still possesses some type of autonomy over her own body.
Archer is a rather shy individual who feels awkward around others, not very social, possibly due to something that happened to her in the past. She has a bit of a phobia of water to boot. She s most noted for her stuttering and fear of failure. The host, however, while soft-spoken, has an air of confidence and determination.

Origin:
???

Parameters:
Str
- B
End - C
Agil - C
Mana - EX
Luck - E
NP - A

Skills:
Archery
Cooking
Model Kit Building
Hand-to-hand combat

Class Skills:
Independent Action - Lost
Archer runs on the host's prana when seperated from her Master, and as long as she is a Pseudoservant, she can last long. This comes at the cost of being unable to dematerialize, manifest and all the stuff that comes with possessing a physical body (think of Jeanne needing to hitchhike in Apocrypha)

Riding - B
Capable of riding any vehicle or beast with above average eficiency. If it is a flying vehicle or beast in question, this skill is increased by one rank.

Personal Skills:
The ??? - Lost
A lost skill. Said to share similarities with Battle Continuation.

Military Tactics - E
Was in a warzone, but perished before anything could be done.

Pseudoservant Manifestation - E
Unusual for Pseudoservants, Archer possesses the ability to manifest herself in the same manner as a Heroic Spirit outside her host. However, her host cannot be more than 10 metres away from her during this. When such an event occurs, if Archer dies, the host does not, but when the host dies, Archer will.
No, this is not a Jojo reference.

Heart of Iron - D
A skill reflecting oneness with technology. Due to a few reasons, the rank of this skill is reduced to drastic degrees.
Able to resist more 'human' weaknesses such as Jack the Ripper's The Mist, particular types of Zabaniya that send poisons into your nerves or turn your brain into gunpowder, or other such harmful passive ailments that are designed to strike at the anatomy of man, beast and organic. These ailments are easier to filter out of the body, but will have the same effect it does on Servants without this skill if constantly exposed for more than one hour.

Noble Phantasms:
Longing for Purpose - E~A
Anti-Unit
This Noble Phantasm allows the user to copy the data of any flying vehicle and manifest it - 'tracing' them, so to speak, and manifest a multitude of copies, likely infinite. If a single traced vehicle was traced from a conventional, non-Noble Phantasm vehicle, it will have the properties of an E-rank Noble Phantasm. If it was traced from a Noble Phantasm or even a Servant that just so happens to be a plane or something, it will be one rank lower than it(or its heighest ranked perimeters, in the latter case). These traced vehicles can either be controlled directly like a manual driver or be manipulated from afar by the user.
However, these above applications are small fractions of the Noble Phantasm's true power. This Noble Phantasm's full brunt can be used on an activated armament-based Noble Phantasm to transform it into a fighter jet with the properties of an E-rank Noble Phantasm. During this process, the Noble Phantasm is turned into a plane first before being reduced to an E-rank Noble Phantasm, and during this short split-second period, the data of the newly-transformed plane is added to Archer's databases, and a one-rank-lower version of the plane can be 'traced' at a later time, possessing the capabilities of the Noble Phantasm it was transformed from.
As for the opponent's transformed Noble Phantasm, it can no longer perform its simpler, more basic functions. However, if the Noble Phantasm is used at full power once again, the effects will wear off and it will be a plane no longer.

??? - B
Anti-Self
???

Battle of ??? - B
Anti-World
Only obtained when ??? is used. ???​
 
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Servant Class: Rider
Gender: Male
Appearance:
b1tCVEeuWpITKq3P0Hylnuvq5TUoHa9OK7g6DZHjhmwcVg3TeYYiWPVgpOqrEL3xoTOzUdS82uFGbD0kUpGmbBiC9wUo3CPmJelbDPwSO56dZJuW7T4BdztZBSPi_Wpq1O009zZG

Personality: Rider has over time, due to the previous grail war he was in developed mentally, accustoming the modern era. No longer does primarily Shakespearean English, capable of speaking in the modern tongue. However, he still does love to make grand Shakespearean entrances.

Likes:
  • Opera
  • Clocks (Any circular food)
  • Cars.
Dislikes:
  • Perversions against the natural order
  • Being called a ‘dog’.

Moral Alignment: True Neutral

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

Class Skills:

Riding A+

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

Personal Skills:

Battle Continuation of Predetermined Fate A: Rider’s end is set in stone, essentially ensuring that he will most certainly die at the predicted date. This ability allows Rider to continue fighting even after suffering grievous wounds and can continue fighting even after sustaining multiple fatal wounds. While it is possible to incapacitate Rider through various means, the only time Rider can be slain is during Twilight, the time where the world of death overlaps with that of the living, during which this skill essentially becomes a standard, A-Rank Battle Continuation. This also forces his luck to constantly be e---, and it can never be improved.

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

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

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

Fighting Style: Rider’s mentality when it comes down to battle can be summed up with ‘offense is the best defense’, attacking with a flurry of swift sword-strikes. His style of fighting is very straightforward, and extremely offense orientated. Despite being of the Rider class, his swordsmanship rivals that of Sabers and heroic spirits of the sword.

Noble Phantasms:

Bryting av Kjedene

Anti-Unit (Self & Target)

Garm Sends you to the Shadow Realm takes an opponent of his choice to the gates of Hel, specifically the gate he used to guard. This completely isolates him and his opponent, and now outside forces besides a Noble Phantasm capable of nullifying another can prevent it. He gains a massive power spike, stealing 1 levels worth of stats from his opponent (e.g. from A --> B, C+ --> D+). Garm gains new weapons as the chains he was held by in Hel. This gives him an extra 10 meters upon his attacks, and they are constantly empowered with his mana burst for the duration of the time spent in Hel. Garm can also call upon the frosts of Hel, creating blizzards in his 'arena'. The trip lasts for a maximum of 3 minutes.

If Garm manages to slay his opponent, he keeps the stat bonuses he gained until he either recasts his NP, or some other effect alters his stats. These stats will gradually fade away over the course of 3 days, deteriorating each day. (e.g. If Garm went from B+ to A+, Day 1: A+ --> Day 2: A --> Day 3: B+

Oppfordringen til Ragnarok
Anti-Divinity

Garm lets loose a bone-chilling howl, one that could never be made by that of a human. He signals the beginning of Ragnarok, changing the world around him. He summons forth Ragnarok once more, signalling the end... again. But since Ragnarok, as already occurred and all the gods are dead, all it does is simply create Ragnarok around Garm, in which Battle Continuation effects are completely nullified, and -3 to all servants with divinity, and -2 to other servants parameters.
 
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  • True Name: Aerith/Aeris
    Class: Berserker
    Gender:
    Female
    Apparent Age:
    17

    Alignment:
    Chaotic Neutral/Blood Thirsty
    Personality:
    Aerith is a goddess of war, and enjoys combat, as well as massacres. She gets pissed when she is challenged to a fight, and her opponent runs away from getting their butt kicked. Whenever she is in a tight space, she gets claustrophobic and panics.
    Origin: Greek Mythology

    Parameters:
    Str -
    B
    End -
    B
    Agil -
    C
    Mana -
    D
    Luck -
    C
    NP -
    EX

    Attributes:
    Psuedo Servant, Divine

    Skills:

    Martial Arts/Wrestling
    Skilled with non magic mortal made weapons
    Knowledgeable about all kinds of weapons and war machines
    Hunting


    Class Skills:

    Mad Enhancement:
    Aeriths Madness Enhancement is not ranked. The reason is because her madness only occurs when she is involved in combat, which reveals her bloodthirsty sadistic nature. She knows which side she is on, and she keeps her sanity... Mostly.

    Personal Skills:

    Blood Frenzy EX:
    Dealing damage to her opponent and seeing blood spill from her enemy grants Berserker the feeling of excitement, and in doing so, she gets faster and stronger with her attacks, aiming to spill more of her opponent, not letting up on her assault. Her Strength and speed rank go up by 1 rank during this time, and drops once the fight is over.

    Mana Burst (Flame) B+: By infusing Mana into her weapons, Berserker can shoot energy at an opposing enemy. These energy beams are infused with Fire, able to inflict deadly burns to those it connects with. The Mana in her weapons can work like a Magical overcoat as well, enabling a non magic weapon to deal damage to a servant or spirit.

    Charisma A: Normally, Berserker would scare people with her sheer ugliness, but due to possessing the body of a attractive maiden, Berserker Actually has more ability to be viewed as a queen, and most people (excluding Servant and such) will bring her gifts and the like, just because of a air of royalty on her.

    Weapon Creation EX: Berserker can forge any Weapon in an instant, of any type but limited size, if it is not a Magical or Legendary Weapon such as Excalibur or mjolinir. A weapon can only be created by Berserker if it was a mass produced Weapon, like a Gladius, or has existed, but not not been fully expanded on, like a Halberd that is also a musket.

    Psuedo Servant Restrictions: While Aerith is inhabiting a mortal, she is not a deity that is unkillable. She can suffer the same ways of death as her mortal host, but she is in exchange, given her original attributes as if she never had a Host to begin with. She also can't take a spectral form.

    Noble Phantasms:

    Arena of Mars

    Reality Marble
    Rank EX
    Targets Self and opposing enemies.

    Behold foolish mortals!
    To make an enemy of me is to make an enemy of Olympus!
    Prepare yourself for a battle where the winner takes all!
    A battle befitting of a god of war!
    A battle which a great crowd can watch and cheer!
    The bloodiest of all arenas,
    The Arena of Mars!


    Transporting herself and whoever she is engaged with to a pocket dimension of her own vision, the combatants are transported to a gladitorial arena with a blood stained floor. This Arena is based on classic roman gladiator arenas, where Ares herself is in the emperor booth, watching her targets struggle to survive getting gored alive by 3 meter tall boars, which is her sacred Animal. A total of four Boars are in the arena at once, while a strange force seals the powers and abilities of the entrapped targets, rendering them to be around the same power and capability of a mortal human. If the caught targets can defeat the four Boars, then Ares herself will personally fight them 1 on 1, under the same restrictions. The marble vanishes once Ares or her opponent, has died in the arena.
 

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