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Fandom Fate Zero New War CS (Closed)

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GoliathusRegius

Not a ghoul, nothing to see here
Characters available:

Archers Master: Xel Xel
Archer: Brendanfp Brendanfp


Assassins Master: Xanthos Xanthos
Assassin: cojemo cojemo

Berserkers Master: Ariel Ariel
Berserker: Iskandar Iskandar


Casters Master: simj26 simj26
Caster : The One Eyed Bandit The One Eyed Bandit

Lancers Master:
Lancer: Bill Nein Bill Nein

Riders Master:
Rider: firestorm firestorm

Sabers Master: Gaius Danius Griinia Gaius Danius Griinia
Saber: Azure Sky Azure Sky


Character Sheet: (Things in bold only apply for servants) (Things in italics only apply to masters)

Name:

Master of:

Class:

Age:

Gender:

Personality:

Weapon: (if applicable):

History:

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

Family (if applicable):

Strengths:

Weaknesses:
 
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Name: Jun Hyuga

Master of: Saber

Age: 22

Gender: Male

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

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

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

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

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

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

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

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

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

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

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

Class: Rider

Age: 19

Gender: male

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

Weapon: (if applicable):

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

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

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

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


Strengths: battle planning, fire munipulation and sword skills.

Weaknesses: depression, anger issues and death
 
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Name: Sakura Kasugano, Master of Assassin
Age: 16

Gender: Female

Personality:
In many aspects, Sakura is very outgoing and respectful in personality, as she is most of the time happy, energetic, cheerful, positive, hard-working and focused in combat. She has a noble spirit and a very determined attitude, either in studies or in martial arts training. She models herself after her idol, Ryu.

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Name: Ryu Hoshi
Gender: Male
Class: Assassin

Personality:
Ryu is a silent, meek, humble, submissive, self-deprecating, and respectful individual; which is often juxtaposed against the light-hearted, fiery persona of his childhood friend, Ken. He wanders the world with the desire for complete mastery of his martial art, and takes both his travels and training seriously. For Ryu, the training and the mastery that comes from the fight are all that he requires for satisfaction, declining the more material trappings of his various accomplishments as a warrior, simply moving on to his next challenge once he is victorious without delay, unless he is offered food or if he wants to converse with his friendly rivals. Though he does not actively seek the role of a hero, he possesses a strong sense of justice as well; protecting the innocent against the predations of bullies and tyrants is the one of the few things that Ryu will prioritize over a satisfying fight.

Because of this "wandering warrior" persona and also being trained far away from modern-day culture, Ryu often appears detached to others. Despite this, he is a kind, authentic, good-hearted, and demonstrative warrior who readily helps those less fortunate than himself, is protective and gentle towards children, and on rare occasions, shows a sense of humor (albeit a bad one). He also respects others with skills equal to his own

Strengths: Master of a martial arts style with roots as an assassination art known as Ansatsuken, as well as a master of Satsui no Hadou. Possesses superhuman dexterity, acrobatics, and strength.

Weaknesses: Fear of spiders
 
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Name: Aradia, Mother of Witchcraft
Class: Caster
Age: 18
Gender: Female

Personality: While her true history is muddied, a consistent theme in her character has been her portrayal as a figure of rebellion and liberation for the masses. This could, perhaps, be called the crux of her personality. She's a highly empathetic individual, with a soft spot for those brought down by circumstance and a resent for those who ruthlessly stand above them. Her natural enemies are Rulers, Conquerers, Nobles and anyone else who could be considered to be standing at the apex of society.

Socially she's a bright sort of soul that, ironically, has a natural ability to build social circles around herself. In modern society, she'd definitely become a celebrity before she even reached adulthood. She at once represents the innocent hopefulness of liberation and the raw passion of rebellion, at once acting both provocative and unwitting. She is, certainly, a vexing existence for anyone of an authoritarian disposition, though general seriousness isn't something the goes unappreciated.

History: A figure whose origins and myth have been distorted and exaggerated many times throughout history, the Aradia that exists within the Throne of Heroes is a conglomerate of multiple figures, both historical and mythological. Her major portrayals include one of a daughter born between the Goddess Diana and Lucifer and one as a Moon Goddess, as her most eccentric interpretations, as well as a handful and a purely human religious leader in her more grounded ones. The Aradia summoned to the Holy Grail War exists as a 'face of Witchcraft', not only a conglomerate of her varying interpretations throughout history, but also one shaped by the public perception of her kin.

Historical Significance: Considered the Mother of Witchcraft, often portrayed a the leader of freedom-pushing religious groups, and sometimes portrayed as a God or Demi-God. Regardless of the genuinity of these claims, the influence of her mythological selves is certainly extensive within the relevant groups.

Stats
Strength: E
Endurance: C
Agility: C
Magical Energy: A++
Luck: B
Noble Phantasm: EX
Strengths
Skills:
  • Mother of Witchcraft (EX) - Across her incarnations, Aradia is first and foremost a teacher. It is a feat not lost in her, despite her many distortions, giving her a natural inclination to teach and enhance the skills of the modern Magus. Aside from a natural ability to educate, she is also able to increase the Mystery of her Master, increasing their closeness to the Root, resistance to Magecraft and the strength of their own magical abilities in general.
  • Magecraft (A+) - While, naturally, specializing in Witchcraft, Aradia's position as a teacher of the magical arts has afforded her an extensive knowledge of Magecraft in general, both ancient and modern. In life, she held the capabilities of an Average One, and therefore is only inhibited by her and her Master's prana supplies.
  • Territory Creation (B) - Despite her extensive representation as a leader figure, the rank of Aradia's Territory Creation is brought down a rank by her opposition to authority and organized systems. She specializes in the creation of a 'Coven'-type Workshop, which specializes in the empowerment and development of magical abilities. Within it, her 'Mother of Witchcraft' skill is enhanced to allow the empowerment of individuals other than her Master.
  • Divinity (F) - Would normally sit at C+, but her Innocent Monster skill nullifies it completely and totally.
  • Goddess Transformation (F) - Would normally sit at B, but her Innocent Monster skill nullifies it completely and totally.
  • Innocent Monster (A) - Despite her usual depiction as a figure that stands for freedom, the public perception of Witches as evil and chaotic beings has twisted her Servant form significantly. Her natural alignment of Neutral Good is shifted to Chaotic Neutral, switching her desire for 'the liberation of the masses' to 'the downfall of the mighty', first and foremost. Her magical skills receive a boost in power from this skill, but her physical ones are weakened and both her Divinity and Goddess Transformations skills are nullified completely. Finally, her appearance is altered to be closer in line to the public's perception of a Witch, though thanks to her own magical tampering she's able to manipulate this to focus on more positive portrayals of her kind.
Noble Phantasm:
  • Dominator Annihilation (EX) - An ability that specializes in the destruction of those in power. A passive Noble Phantasm, D.A increases the effectiveness of Aradia's magical abilities of those of noble lineage or high social and political standing. This includes her ability to empower the magical ability of others through Mother of Witchcraft. Against a mayor or common authority figure it's a buff that only 'serves to even the odds' but against someone of a status similar to an Emperor or King, it can be called a cheat skill 'that allows the overcoming of impossible odds'. While not necessarily effective against every Servant, even bearing the title of 'Master' is enough to trigger its effects.
Weaknesses: Total lack of physical skills or abilities, and a Noble Phantasm specialized in combating only one class of enemy.
 
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Name: Mikado Saris

Master of: N/A

Age: 9

Gender: Female

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

Weapon: N/A

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

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

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

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

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

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

Name: Roland

Class: Saber

Age: 30

Gender: male

Moral Alignment: Lawful Good

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

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

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

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

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

Stats (E to EX)

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

Skills

Class Skills:


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

Personal Skills:

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

Noble Phantasms

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

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  • Activation effects:

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

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

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  • Activation effects:

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


Combat Ability

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

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

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Name: Mary I of England,' Bloody Mary'
Class: Assassin
Age:

Gender: Female

Personality:
Her bloody and thorough executions inspiring the legend of Bloody Mary, Mary I of England has been summoned as the corporeal phantom itself. Composed, intelligent, and resolute, the queen has remained the powerful queen she was before her death, untainted by the demon sharing her name. In fact, Mary is anything but a heartless spirit. She shows compassion and understanding to her comrades, even showing weakness and going out of her way to lend a caring hand. This softer side of the demonized queen manifesting itself may be due to her manifesting as an Assassin, with her motherly side and want for a child that never was taking the forefront. Having suffered through a terrible childhood and feeling like she never got a chance to experience true joy, Mary wants nothing more than a daughter to raise as her own and give the life she never had.

However, there is still a reason she garnered the name 'Bloody Mary'. Beneath the sweet mothers skin lies a silent, sadistic side to her. While her obsession with pushing Christianity forward has been subdued slightly, this has only been replaced with the need to protect her daughter. With a very narrow-minded view of the world, she is not afraid of pushing aside and even massacring anyone who even disagrees with her without remorse.Even her allies, if need be, may feel her wrath. Mary is fully aware of the cruelty of her actions, but feels justified and very little guilt. on top of this, due to living through political drama and seeing the evil her father was capable of as a child, Mary has fostered an unbridled hatred for royalty and the ruling class, though at the same time sees its benefits over a lawless world and is content with abusing it to meet an end. Mary does the things she does for her child, and does not want her to have to do the things she herself has done. Instead, she'll cleave a path forward for her, making sure no thorn or vine alike is around to harm her precious offspring.

Weapon: (if applicable):

History:

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

Family (if applicable):

Strengths:

Weaknesses:
 
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Name: Zolfried “Jack” Al-Gaznir
Class: Lancer
Age: 26
Gender:male

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

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

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

NOBLE PHANTASM

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

Primordial Paradox, Promise of Lost Memories (Anti-Army A+)
He slams his lance into the ground and an army of soldiers form any time (before firearms) and any class crawl up from the ground in a revenant state and act as a single hive mind. The soldiers skill level vary. Army size (500-2000 soldiers.). In addition. Instead of an army he can deploy his lance as a standard banner and use it as an A++ level Anti-Magic Sheild that extends with a 30 Radius. The shield Blocks any form of Physical damage and magical damage. It can be penetrated by noble phantasms and attacks at an EX level and an A+ level. Can use this noble phantasm once every week.


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



COMBAT/MAGIC ABILITYS

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

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

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

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

Concealment (EX)

Instincts (A)

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

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

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

Age:
76

Gender:
Male

Personality:
A quiet, watchful old man, who sits on his armchair and watches the world go by. Take care, however. This ancient codger is not the type to remain quiet for long. He only cares for those with him and around him, and he wants to see them succeed and achieve their goals. Socially, he is extremely anti-social, preferring to keep within his established social circle. He refuses to acquaint himself with strangers, and often answers strangers with a gruff “Hrmph”. That is, if they're lucky. The unlucky ones get his broad shoulders to their chest. That said, however, if he takes on the responsibility to care for another, he takes it very seriously, and makes an effort to be…somewhat personable to them.

He is also extremely short-tempered when it comes to strangers and being attacked physically by strangers, and a warning to those who will do so- his rage is not something that any regular human will survive.

Weapon: (if applicable):
Gregory is old, but he isn't going to be taken out easy. If anything, his age and experience have taught him well, well enough that youngsters nowadays with their fancy jumping about are still but grasshoppers to him. He is most known for his history of caving in the heads of assassins with a lucerne hammer, but is less known for his capability with nearly any weapon available commercially. He tends to pack a revolver or two, and if those don’t work, then there’s a third or even fourth handgun, and if those don’t suffice, there’s always a combat knife or three, along with a pair of knuckledusters. He has also been known to have taken with him a sawed off double barrel shotgun on occasions. This is if he hasn't given any assailant a good trouncing with his walking cane, reinforced well enough to act as a lucerne hammer in and of itself.

History:
An ancient man who has seen wars and battles all, and fought in several of them himself. Born to a family of devout Christians, Gregory was one himself. Even as he enlisted as a soldier, even as he was shipped off to war, even as bullets screamed past him, and mortar shells sent debris over him, even as friends died beside him, he prayed to God, hands clasped over his rosary as the screams, the crying, the explosions erupted around him. When he returned from war, he was a decorated veteran, known by acquaintances as a man who had trucked through war, lived to tell the tale, and earned his medals as a valorous man. He was nearly venerated by his own peers, and was later brought to command school, where he earned his bars as a commander, where he took over his own company of men, where he was known as a strict and firm man, but one who cared for his soldiers. One thing that set him apart from most of his high-ranking peers was that he often attended training as a soldier himself, not as an observer. He crawled through mud with them, honed his marksmanship with them and participated in their physical trainings alongside them.

He fell in love once. A Russian woman who came from the cold Siberian fronts to visit his country. Though she spoke not a word of his native tongue, and he hers, he strove to learn it, and his dogged attempts at winning her heart with his mangled vocabulary eventually warmed her up to him. Alas, she was barren, and could bear no child. Nonetheless, Gregory loved her through and through. He did not need children, just her by his side, forever and ever.
He was 55 when he came across the child Ezekiel Grant. The Grant family had always been good neighbours to him, and he treated the young couple as he would his own family, and so did Natalia, his wife. When an arsonist torched down their home, he was the first to barrel through the front door. He found the mother Grant trapped under the debris, her visage strong as she tried to reassure the child in her hands, her body protecting the boy. Though a strong man, he was unable to lift the burning wood from the mother, and so, took her child from her at her behest. Both of the Grant parents perished in the fire that night, with only the old man, his graying hairs blackened by the soot collapsed on his knees outside the house, holding the child close to him. Gregory would go on to raise Ezekiel Grant as his own.

Natalia Stocksfield died 5 years ago from today. He was prepared for this. He had known death was coming for both of them, and he prayed for God’s grace beside her on her last moments. She passed quietly, her hand clutching the rosewood rosary he had given to her 50 years ago. Now with his one student alone in the mansion, there was only one last thing to accomplish in this life. When the crimson tattoo appeared, he knew that this was the opportunity to do so.

Family (if applicable):
The last Stocksfield remaining. He seems to think of his student, Ezekiel, as family, for what it’s worth.

Strengths:
A dogged old man, Gregory is a good candidate for the Battle Continuation skill if there ever was one. He refuses to die, and damn you if you wish him dead.

He is a magus of immense capability with wide knowledge of all schools of magic. He is particularly gifted in creating barriers and alarm systems, so be warned when entering an abode that he resides in. He seems to be the kind that only wields his magic to shut down other mages, disrupting their control over their magecraft and turn them useless. When grandpa tells you to sit down and behave, you better damn well do so.

For someone pushing his 80s, Gregory isn't known as a veteran for nothing. He is still capable of hand-to-hand combat and weapon use. He will not go gentle into the night.


Weaknesses:
If there was a time where age was a weakness, then this is that time. Gregory has gotten old. His time is coming. He will die soon. There is just something he has to complete first.

He is a stubborn old dog, and listening is not one of his best traits.

His magic is mainly used to stall and even halt other magecrafts, meaning to say that he has very little in the way of offensive magic. While yes, you can’t harm him, he can’t really do much to harm others either.
 
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Name: Jesse James

Class:
Archer

Age:
23

Gender:
Male


Personality: Jesse James is an unpredictable force of nature. His intentions are almost never malevolent or benevolent, he acts purely out of self-interest. Jesse doesn’t adhere to any rules and dislikes being told what to do, however he is capable being a team player if he has something to gain. The outlaw loves mischief, violence, and a good challenge above all else. Jesse is excessively greedy in nature as well as being hopelessly impulsive. He is quick-witted and gifted with a silver tongue.

Historical Significance: Jesse James is a notorious outlaw and a legendary figure of the wild west. He got his start in American Civil War fighting as a guerrilla soldier for the confederacy. After the war ended Jesse turned to a life of crime with his brother. He robbed from travelers, banks, and trains while nearly escaping death on several occasions. Jesse established the Youngster Gang and began stealing from the rich and giving to the poor. While Jesse was seen as a criminal during his life, after his assassination his legends and legacy were exaggerated and he was portrayed as a legendary hero of the wild west.

Weaknesses: Jesse James is horribly impulsive. He will shoot first and ask questions later and this trait hinders his ability to make comprehensive plans. He is also physically unimposing and relies on his gun-slinging, agility, and wit.

Stats

Strength: C
Endurance: B
Agility: A
Mana: C
Luck: A++
Noble Phantasm: A++

Armament: A pair of silver Smith & Wesson Schofield revolvers, and a Western Boulder Colorado 9” Bowie Knife

Class Skills

Independent Action [A]: Allows Jesse to act independently for extended periods of time without an active supply of magical energy from his master.

Magic Resistance [C]: Grants protection from the mage craft of most mages. Cannot protect against high-level thaumaturgy and greater rituals.

Personal Skills

Thunderous Shots [A]: Grants access to magic infused ammunition greatly increasing the power of the shots fired.

Marksmen [A++]: Proficiency in all-round shooting techniques, which includes quick drawing and trick shooting by means of small arms.

Instinct [A]: A natural talent to foresee/sense and avoid danger on the basis of an innate 6th sense and intuition. The accuracy of this instinct can be augmented by experience.

Riding : The ability to ride mounts and vehicles.

Noble Phantasm

Thunderclap [A++]:
Thunderclap is Jesse James' Noble Phantasm. This is an anti-unit spell and requires a target to activated and can only be activated once a day at a great cost of magical energy. When the ability is activated the cylinder of Jesse's revolver begins to spin rapidly charging a single bullet with immense magical energy. After a short windup the ability can be fired. Thunderclap fire a single supercharged bullet towards a target at the speed of lightning. The bullet has superb penetrating power carrying the projectile through any and all obstacles. The bullet can only be perceived as a brief flash of light. Shortly following the flash is a shock wave that follows the same path as the bullet. The shock wave is much weaker than the initial attack and would be similar to a [C] ranked noble phantasm. This projectile cannot be blocked, only dodged, and this ability has no limit to it's range as long as there is a target to aim at.
 
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Name: Samson

Class: Berserker

Age: 35

Gender: Male

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

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

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

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

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

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


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

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

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

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

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

Noble Phantasms:

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

Strengths:

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

Weaknesses:
Fanatic view on his master
Women.
Lack of Morals.
Lack of Restraint.
Poor at Long Range combat.
His hair which holds his power.​
 
R E A H | H A R R I S




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Role | Master of Berserker

Gender | Female

Age | 20

Height | 5'1"

Weight | 112lbs.

Hair Color | Blonde

Eye Color | Green

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


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


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


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

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


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



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



 
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Name: Tetra Qiyko

Master of: N/A

Age: 33

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Gender: Male

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

Weapon: (if applicable):N/A

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

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


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

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

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

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


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




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Role | Master of Rider
Gender
| Female
Age
| 25
Height
| 5'4"
Weight
| 132lbs.
Hair Color
| Black
Eye Color
| Gray
Other | Paralyzed waist down



Personality

Ru Shi is a very jaded person with a negative outlook on life. She's known to always try and find the worst in others, preferring not to trust someone before they prove she should do otherwise. She lives her life in solitude when she can, shut away from the chatter and presence of others. She speaks very little and hardly ever smiles. The only person she hates more than everyone else is herself. When she makes a mistake she'll beat herself up over it to no end. She's brutally honest to most, even she does speak up and her personality has made it hard for her to make friends, not that she's ever desired any, or so she'd say. Her social skills are below par, being as she has spent less time with people than the average person. Still, she speaks confidently and does as she pleases, without worry or hesitation.


History

Ru Shi learned to practice magecraft from her grandparents. Her mother and father had both been mages but gave up the practice as they got older, hoping their daughter would do the same. After the accident, it's all Ru Shi wanted to learn. She spent all of her free time practicing, specializing in water and wind magecraft.

Before that, before the accident, she'd actually seemed happy, though she'd been a quiet child. One day, as the sun was setting, Ru Shi had been crossing the street and careless driver had sped through, running over Ru Shi. As she'd lay on the street, crying, the driver looked at her once and raced away. After that, Ru Shi grew more and more jaded, and seemed to like people less and less.

Ru Shi is only participating in the holy grail war because of her desire to win. When she started practicing magecraft, she only wanted to go up and now that her skills have improved, the only way to go up from here is to win the grail. Given her dislike for others, it would be hard to say if her wish would be for herself or something much worse.


Magecraft
Ru Shi practices Water and Wind magecraft. Usually she suspends groupings of water in the air and uses those to her advantage. Being as she could move water around with her magecraft, being submerged in water is the only time she can move her body properly. Ru Shi has been practicing for a long time and is a force to be reckoned with with her skills alone. Ru Shi also has an above average mana generation.


Strengths/Weaknesses
+ Calm and Collected: Ru Shi is able to make difficult decisions and feels little sympathy for her enemies.
+ Intelligent: Ru Shi is very intelligent and quite the strategizer. It would be almost impossible to outwit her.
+ Quick Thinker: Ru Shi's ability to make split decisions has saved her plenty of times.
- Crippled: Without the use of her legs, mobility is a huge problem for Ru Shi. For this reason, she will often leave transportation up to Rider.
- Jaded: Ru Shi is jaded to the point where it can hinder her emotions and her outlook on situations. She has a great dislike for people in general and has a hard time moving past that.
- Prideful: Ru Shi is extremely prideful, perhaps to make up for her handicap. She'd rather die than admit defeat and is less than willing to admit to her mistakes.



 
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Name: Mizore Nova

Master of: Lancer

Age: 18

Gender: Female

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

Weapon: A broom

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

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

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

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

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