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Fandom Tokyo Grail War CS

Main
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AJustKnight

Constantly Changing
Things might get added to these, if the need calls for it.
Let me know what servant class you're taking before you commit so I can add it to the recruitment thread.
Send your sheet to me in the DM's. Do not post them here, please.

Master Character Sheet:

Name:
Aliases:
Age:
Gender:
Orientation:
Height:
Weight:
Appearance:
Nationality:

Magus Skills: (This section for the magic your character know how to do)

Regular Skills: (This section for the mundane things you character knows how to do)

Background:

Personality:

Morality:

Wish from the Grail:

Other:



Servant Character Sheet:

Name:
Aliases:
Apparent Age:
Apparent Gender:
True Gender:
Orientation:
Nationality:

History of Servant:

Personality:

Alignment:

Wish from the Grail:


Stats:

Strength:
Endurance:
Agility:
Mana:
Luck:

Personal Skills: (Three active, three passive)

Class Skills: (Every class has one or two class skills that are associated with them. Based on your servants history, list applicable ones here)

( Skill/A )


Noble Phantasm:

Name:
Rank:
Type: (Anti-world, anti-person, anti-army, etc.)

Effect:
 
Name: Tokichiro Kinoshita
Aliases: Toki
Age: 17
Gender: Male
Orientation: Heterosexual
Height: 5'11"
Weight: 185 lbs.
Appearance:


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Nationality: Japanese

Magus Skills: Most of Toki's magic skills center around electricity, stemming from his unhealthy obsession with technology. Although being self taught hasn't left him as powerful or learned as other mages, his unorthodox application of magic and innovation makes up for his lack of orthodox teaching. He also possesses a natural talent for magic, but his full potential has yet to be realized due to the limited number of resources he can use to learn and improve upon his magic.

Regular Skills: Toki's rather rough upbringing and personality led towards lots of fights, he learned martial arts early and enjoyed it so much that he kept with it and then joined the club in high school.

Toki's interest with technology began when he figured out he could influence it with his magic, leading him to constantly poke and prod to see what he was capable of doing. After enough time Toki can competently tear apart any electronic device and put it back together in the same or better shape of what it was.

Background: Tokichiro Kinoshita had a relatively normal life, good family, nice house, the whole shebang. Then his parents were killed in a car accident, except they weren't. Toki's family was killed in a crossfire between two mages, his parents themselves were mages and had hid the fact from Toki, wishing to spare him from the predatory world of the mages. Toki was then bounced around the foster care system, never settling down in one place for too long, Toki's carefree yet guarded nature was molded by his childhood, he learned to conceal and lie, never trust anyone with something that could be used against him. His distrusting nature was probably what caused any potential adoptions from happening. Eventually Toki was sent to a boys home in Tokyo because of his age. His time there shaped him, he often picked fights with the older boys, he won some and lost some, but he received a reputation as a troublemaker in the home and was disciplined regularly. During most of his time in the boys home he learned to mask himself with the persona of a trickster. Lightheartedness, sharp wits, and a odd sense of humor was layered over the anger and lonesome feelings. The other boys often told him he would never find a family, and the ones he befriended often ended up leaving with a family of their own one way or another, leaving him alone. Toki discovered his magical prowess after electronics around him started to act strange whenever his mood shifted. After much experimentation in secret, he became proficient in basic magic.

Toki's repressed feelings grew as he did, high school didn't help, him being thrown in with the delinquent teenagers with all the pranks and fights that he may or may not have had a hand in causing. Toki's knowledge of magic was limited to the point where he thought no one else besides him could do it, leading him to make a series of incredibly stupid mistakes with using his magecraft without proper discretion. Luck had other plans, as he was never discovered by other more advanced mage's. Toki was getting bored with school and the usual activities that kept him entertained, the new string of murders replacing his own areas of interest, leading him to take risks staying out late at night and looking into the killings.

Personality: Toki is simply put a dude, and the dude abides.

Relaxed, easygoing, and not having a care in the world make it seem as if Toki was always looking for a good time. No stunt or trick was too risky for him, same with prank and or insults, consequences be damned. Toki is famous (or infamous depending on who you ask.) For his stupid jokes as well as his mouth. His regard for authority bordering on downright disrespect made him a thorn in the side of any serious student or teacher.

But underneath all the smiles and hearty laughter is a different Toki, one that seethes with barely contained anger at times and feels abandoned by the world. The subconscious aggression and hateful thoughts drive his more malicious pranks and antics. Toki has pushed these parts of himself so far away that he doesn't even know they're their half the time, only when he is extremely upset does the hyde portion of his personality make itself apparent.

Morality: chaotic neutral

Wish from the Grail: Doesn't actually know yet, has to reflect on what he really, truly wants.

Other: The walking embodiment of chaos, anything that can go wrong will when he's around, often hilariously
 
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Name: Matthias Corvinus VIII
Aliases: "Corvo" "Matt"
Age: 26
Gender: male
Orientation: Heterosexual
Height: 6'1"
Weight: 165 lbs
Appearance: Stringy, bookish, and bespectacled, but nevertheless possessing a kind face
Nationality: Hungarian

Magus Skills: Matthias is primarily familiar with Golemancy, using it to create a variety of shapes, useful for both menial purposes and combat. He is a practitioner of a new form of the art, called "flexible core golemancy" that keeps the magical core powering the creation separate from its body's structure. The cores can be put in a dormant golem to activate it, and removed without the golem collapsing. He carries with him 10 individual cores, each capable of powering a golem with the strength of an average human.

Regular Skills: Matthias prides himself on being handier than the average mage, capable of cooking for himself, and being quite skilled at small home repairs.

Background: The Corvinus family is a lesser family that discovered its magecraft potential under their famed ancestor Matthias Corvinus, King of Hungary. Unfortunately, they were ousted from power and resigned to their mountainous castles in distant reaches of the country, leaving the work of the studious king unfinished and his magnificent workshop, the Bibliotheca Corvinca, dismantled by ignorant nobles. Though greatly diminished, the family did continue to pursue magecraft and made several practical advancements in the study of golems. Matthias VIII is the latest in this line of mages, who has grown up in the rapidly decaying estate of the Corvinus family. As such he's grown up as a rather threadbare magus, making do with the minimum amount of materials needed for his work.

Personality: Matthias is a frugal, fastidious young man who prides himself on his ability to make do without magecraft in everyday situations. He is rather resentful of wealthy mages and their opulence. He thinks quite highly of himself and can be easily angered by perceived slights. He gets along better with non-mages than with his own kind.

Morality: Chaotic-Good

Wish from the Grail: A ideal recreation of his ancestor's workshop, the Bibliotheca Corvinca
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Name: Sophia
Aliases: Scoopy McDoopy
Age: 18
Gender: Female
Orientation: Straight
Height: 5'1
Weight: 130lbs
Appearance: See picture
Nationality: White, American

Magus Skills: Witchcraft--spells rely on imagination and take form in the astral dimension. Only other magi can see her spells in action. To regular people they're invisible. As such they don't affect regular people and only do harm to people with magick affinity, or of magick origin, such as servants.

Regular Skills: Critical thinking, strategizing

Background: Grew up an orphan, moved to Japan. As for why she moved and joined the Grail war, I guess she always wanted to see Japan since she was a kid and decided to go there. She fell in love with anime and shinto and bushido so that took her to Tokyo. And I guess she heard from another Magus that the Grail could grant her wish. Maybe she encountered one because she's a witch herself. She started learning witchcraft because she was always sensitive to spirits but anime inspired her to pursue spirituality in a serious sense. From there she learned meditation and used witch guides online and talked to people with similar interests, and learned tricks from spirits themselves.

Personality: Calm, cold and distant because she's angry that she grew up in an orphanage. The other kids picked on her because she watched anime and practiced witchcraft. Her only friends were ghosts so it was rough. And the lady who took care of her wasn't so nice.

Morality: Neutral

Wish from the Grail: To be immortal

Other: Has a sense of humor under that tough shell

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Master Character Sheet:

Name: Kichiro Fukui
Aliases: N/A
Age: 21
Gender: Male
Orientation: Heterosexual
Height: 5’8”
Weight: 155 lbs

Appearance:
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Nationality: Japanese

Magus Skills: As a proper Magus, Kichiro’s skills are subpar at best, lacking the upbringing, training, and the mentality required. He struggles with most spells and even the most basic of bounded fields. With an emphasis on self-defense, his combat abilities are the only thing that come close to bordering on middling, though far from refined. He utilizes bursts of raw magical energy, flashy, loud, and unrefined, more like a magical blunt object than proper offensive spells. In nearly all other matters, he makes heavy reliance on formalcraft to offset his lack of natural talent.

What makes Kichiro special, however, is his natural born abilities as a psychic, being born with the inherent ability for retrocognition, and to a much lesser effect precognition. Both are relatively uncontrolled after years of attempting to suppress such abilities, capable of happening from time to time without his input, though he has more recently attempted to tap into such abilities on demand. With concentrated effort, Kichiro peer into the past of a person, place, or object in his immediate vicinity, though he’s almost all but helpless while stuck reliving these events. This ability seems to not work on beings such as Servants or Counter Guardians, at least outside their current instance, seeing as they are “brought in”, so to speak, from outside the normal boundaries of the world.

His ability to see the future remains almost entirely uncontrolled however, though it’s believed to be a form of “divination”. It can be hard to discern from his retrocognition without context or hints, and so it’s possible for it to go completely ignored, but at times it has come at critical moments to keep him from harm.

Regular Skills: Being the product of an average family and a mundane life, Kichiro’s life skills are lacking beyond those that could be expected of your average young man. Not particularly athletic, and not exactly stupid, he could be said to simply be rather average, though as a current student, his knowledge of more academic matters is fresher in his head than most others. He has a penchant for investigation and developed a sharp eye, and his current studies mean he is familiar with computers. His basic life skills such as cleaning and cooking are at a level he would be proud to call competent. The only stand out skills he may have would be a passable ability to handle a firearm and some moderate proficiency with martial arts.

Background: On the surface, Kichiro’s youth could be said to be nothing special at all. Born to a pair of middle class parents as the eldest child in a suburban home, there’s little in his past to make him stand out, though part of it is likely because Kichiro took great efforts to make things seem exactly like that. While he was unaware that his psychic abilities were unusual at first, it very quickly became apparent to him that it was certainly not something that everyone could do and speaking about things he had no right knowing was considered rather unsettling.

Much of Kichiro’s childhood was filled with a desire to fit in and seem normal, and despite his best attempts to suppress his own abilities, there was still something distinctly off putting about him to his peers. After all, as much as he tried to act otherwise, being able to peer past the veil of privacy into people’s private lives often let him know much more about others than he should, and at an age where petty social problems ruled over everything else, Kichiro found himself rather tied up in its web as a black sheep who seemed to often know much more than he should. He clung onto every piece of normality he could get his hands on, taking on chores and tasks at home which suited his family just fine, seeing as he was an older brother while both his parents worked to help maintain their rather comfortable lifestyle.

Kichiro maintained this sort of life for as long as he was able to, even up until the point he left home to go to university, studying computer sciences not because of any passions but simply because he was told it was a good sort of career path to follow. Those who knew him often considered him almost hallow, or less like a human being but rather someone who did their best to fit in as one, succeeding, but with some measure of wrongness to it all.

It all changed the day he met his “teacher”. It was by complete happenstance. Luck, whether good or bad, drove him to meet a woman, a magus, who very quickly caught interest in him once she realized what he was. Through her, Kichiro was indoctrinated into the Moonlit World of magic and its secrets. He would become her protégé, a student of sorts, and she would study him in turn. Insisting that she only ever be called “Sensei”, the magus made it rather clear from the beginning that her only interest in him was his psychic powers, as she believed what he held a sort of divination of the truest sort, and that his retrocognition lay in the ability to access the Root at some level, and that through study, she could perhaps gain some knowledge on how to reach the Root herself. Much of what he was taught revolved around self-defense as she believed it would be a shame for her guinea pig to die so soon, however.

It was as if the entire world had changed for him, and he delved into its mysteries with aplomb. No longer did he try and mentally suppress his psychic powers, but with Sensei’s help, Kichiro attempted to tap into his power at will, and even discovering that some of his visions had actually been visions of the future as well. He became a sort of investigator on the side, though a completely informal one. While he was entirely willing to take on mundane jobs, his passion seemed to lie in the supernatural, digging into strange or unexplained cases and problems, and usually with some help from his erstwhile teacher, resolve things in a hopefully satisfactory manner. Though not a proper magus by any means, he could be considered something of an expert when it came to matters relating to things such as demons and spirits.

This sort of life could only last for so long, however, as one day, Kichiro’s teacher disappeared. Asking around, it was like she’d never even existed even. She’d always been a private woman, and this sort of thing was half-expected, but it was almost like she’d never even quite existed. Life continued though, as it must, and so he moved on, continuing his studies on his own as best as he’s able to, while continuing to pursue the urban mysteries that remain his passion.

Personality: If one had to pick out a single thing to call Kichiro, it would be curious. It is especially so when it comes to supernatural matters, but even in day-to-day life, he’s quick to dig into things that catch his interest, inquiring people on their day and how their lives are. His time spent with his teacher has slowly bent him closer and closer towards the cold and calculating nature of a magus, however this seems to be something he’s keenly aware of, and he continues to latch dearly onto mundane mask he wears to ground himself, seeming rather subdued in most other matters and seeming like the kind of person to blend in easily. He seems rather quick to bend socially, attempting to make people around him happy and seems like something of a kicking post, but clings onto his sense of human decency underneath that in an attempt to keep himself grounded, on the precipice of the mundane and the supernatural.

Morality: Lawful Neutral

Wish from the Grail: Though not a proper magus, lacking the natural talent, skill, or mentality, his wish is as true as one can get for any practitioner. He wishes to know the truth of everything, and the surest way to do that would be to reach the Akashic Record.

Other: Owns an illegal firearm and a mystic code, a dagger that he uses to store prana in to act as an extra battery to help supplement his own small reserves.
 
HellsHaven CS

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Class: Caster

Alignment: True Neutral

Gender: Male

Apparent Age: ~25

Orientation: Heterosexual

Nationality: French

Personality: Careful and highly meticulous, Caster is one to never overlook even the slightest of detail - a single action, even insignificant, can steer the wheel of fate. Though an exceptional schemer, seldom does Caster explain his actions even to his allies. Makes for a terrible conversation partner as a result of his utterly indifferent and uninterested attitude.
[/tab]
[tab=Personal]True Name: Nostradamus

Wish For The Grail: "I want nothing more than to watch my own predictions come to fruition. Nothing is better than the satisfaction of knowing you were right all along. Ah, and do something about this frail body while we're at it. I'm serious, everything hurts."

Servant History:
There is no twist.

No genderbend, no Outer Gods, no nothing.

I'm dead serious.

STR -
E---
END - E---
AGIL - E---
MANA - B+
LUCK - EX
NP - EX

Skills:

Item Creation E+

A skill obtained as a result of Nostradamus' occupation prior to astrologist. Can create items of medical nature such as poisons, antidotes, medicines, etc.

Territory Creation C
Creates a study in which Caster can perform his work of astrology and 'predicting the future.'

Clairvoyance A
Caster possesses future sight, allowing him to accurately predict and view future events.

Human Anatomy Understanding A+
All actions intended to heal are greatly enhanced in effect. All attacks targeting vitals on [Humanoid] servants are greatly increased in effectiveness.

Fate's Script EX
All is as Fate demands, and hence luck plays no factor - no events surrounding Caster occur by 'chance'. He will not 'die' via some misfortunate 'accident', nor will he overcome overwhelming odds through 'luck'.

Protection Against The Faith B+
All actions intended to inflict harm upon Caster performed by servants of specifically Christian origin are greatly dampened in effectiveness. It is difficult to discern the full extent of Caster's abilities - even discovering his true name, or utilizing a skill or Noble Phantasm meant to reveal a servant's information cannot fully discern all of Caster's information.

Magecraft B+
Possesses vast knowledge of healing magecraft.

Noble Phantasm:
Les Prophéties
<Book of Sealed Destinies>
EX-Rank Anti-World Noble Phantasm

Nostradamus' almanac, compiling all of his predictions. When in his study, Caster may write new prophecies into the book, or edit pre-existing ones whereafter 'fate' itself bends as the prophecy dictates. That is to say, all that is written within the pages of Nostradamus' book will most certainly come to pass, one way or the other. However, the only 'death' that is written is Caster's own, and cannot be edited or erased. While prophecies of world-ending disasters can be written or edited, there is no realistic method of doing so as such action requires a ludicrous amount of mana - all three command seals are required to force Caster into creating such a prophecy.[/tab]
 
Reinhardt's CS

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Name: Kawakami Gensai
Aliases: Assassin, Hitokiri, Kouda Genbei, Komori Genjiro
Apparent Age: 34
Apparent Gender: Female
True Gender: Male
Orientation: Asexual
Nationality: Japanese

]History of Servant: A renowned swordsman, as one of the most notable assassins in the Bakumatsu period. Although he came from the family of a daimyo's retainer, he was sent for adoption as a consequence of his brother being chosen as the heir. During his training at a young age, he was noted to have not won many bouts, claiming that fighting with bamboo swords were nothing but play.

He was given a low position to be in charge of cleaning at the age of 16, but it was during such time that he began his climb to greater heights. Whenever he had any free time, he would hone his martial skills and literacy, even learning how to conduct a proper tea ceremony and the art of flower arrangement. He would then, join a journey with his hometown's lord, which would eventually lead to him leaving Edo in anger, as a result of the shogunate signing various unfair treaties with foreigners who came to the land. After a time, he would return after undergoing a thorough school in philosophy.

In time, he would eventually leave service and enter his spotlight as one of The Bakumatsu Hitokiri, and perform the assassination of Sakuma Shōzan in broad daylight with a single strike. Many more assassinations would then be attributed to him, but never be proven true. After this act, he would retreat to Chōshū and take part in the activities of a militia fighting against the shogunate, winning battles for them. In Kokura, he would decide to surrender to the opposing forces and be imprisoned.

After the Meiji Restoration, he would be set free and would then become a military official in his hometown, with a side occupation of teaching swordplay. However, after being caught harboring militia stragglers, he was arrested. At a later time, he was executed by decapitation as a punishment for not following the policy of the Meiji Government.

Generally summoned as a Saber, he appears as a female in his manifestation as an Assassin - emphasizing his trait of having a feminine face that allowed him to easily approach his targets without gaining much suspicion.

Personality: Gensai is more civil when compared to other Hitokiri. He values honor and loyalty but puts greater emphasis on the pursuit of a legacy. He speaks with a refined manner as if coming from an educated family, and enjoys the taste of civilized matters. Often times, he would hold a tea ceremony to pass the time. While he dislikes the degradation of one's swordsmanship like Okada Izo, he is not easily aggravated - usually keeping his head during times of stress and frustration. He also dislikes having unnecessary savagery in combat, treating it as a dignified clash of arts.

Alignment: Lawful Neutral

Wish from the Grail: To pass down his techniques of Shiranui-Ryu, and let its legacy be unforgotten, as he was the only practitioner of such art at the time of his death.

]Strength: B-
Endurance: C
Agility: A+
Mana: E
Luck: C


SKILLS
Personal Skills (Passive):
Knowledge of the Sowa B-
- Gensai's mastery of the sword has rendered Gensai's attacks unreadable, making it night-impossible to see through Gensai's attacks.



Eternal Arms Mastery (Shiranui-Ryu) A+ - Having surpassed the highest of heights of Battojutsu through the creation of Shiranui-Ryu, degradation of Gensai's skills in the said field is prevented, regardless of the consequences.



Man-Slayer A+++ - One of The Four Hitokiri of the Bakumatsu. A refined form of swordplay that brings forth the end of a man, leaving behind no trace of its aggressor. It is why Gensai has only one confirmed kill and multiple attributed assassinations that were never proven.

Personal Skills (Active):
With One Stroke A
- By deducing the fastest and most effective way of striking down an opponent, Gensai's strike becomes more lethal and increases its capability of removing a target within a single blow.



Disengage C - Utilizing speed to withdraw from the battle, with the additional effect of removing disadvantageous statuses.



The Forgotten Blade EX - Having never been passed down, Gensai's techniques are completely unique and would appear foreign, regardless of one's knowledge. Once drawn, Gensai's sword immediately places a sense of dread onto Gensai's opponents.

Class Skills:
Presence Concealment B
- Hides one's presence as a Servant. Suitable for spying. It is possible to disappear and become extremely difficult to be detected. The rank of Presence Concealment drops considerably when preparing to attack.
NOBLE PHANTASM
Pursuit of The Seven Heavens
Rank:
A
Type: Anti-Unit

Effect: The ultimate technique of Shiranui-Ryu, developed by Gensai upon witnessing a dream. A single blow that is supposedly capable of climbing the heights of The Seven Heavens. An upward slash enacted in the speed of light with the force of the raging flames from seven divine dragons.

An attack that is nigh-impossible to avoid and block, that causes its target to suffer death with complete erasure - leaving no trace of them or the attack behind.
 
Name: Odysseus
latest

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Aliases: Rider, The Cunning One, Cruel, deceitful Ulixes, Athena's pupil
Apparent Age: 27
Apparent Gender: Male
True Gender: Male
Orientation: Hetrosexual
Nationality: Greek

History of Servant: A prominent figure in Greek mythology, Odysseus is a key character of many epics, the most known being the likes of The Iliad and The Odyssey.

During the Trojan War he performed great deeds as the most cunning and craftful member of the Achaeans. After the loss of Achilles in battle, Troy ended up falling to the Trojan Horse plan devised by Odysseus. Soon after the conquest of Troy had come to a conclusion, Odysseus set out on a journey to return to his beloved Penelope. However, on the way back he encountered many dangers…. The vicious one-eyed giant, Cyclopes. The curses of Poseidon. The witch Circe and the nymph Calypso’s temptations. The song of the Sirens. The strait of the monster, Scylla. The wrath of Helios. Nevertheless, in the end he overcame these difficulties and though having made many sacrifices, he made his way back to Penelope’s side.

However, all good things must come to an end, as his popularity with the ladies during his adventures came back to bite him years later. Unbeknownst to him his brief relationship with Circe had resulted in the birth of a son named Telegonos, who upon coming of age set off on a journey to find his father, resulting in a series of unfortunate events when ended in Odysseus accidently being killed by said son. Mortally wounded, he died full of regret for not realizing who the boy was until it was too late, and for his past unfaithfulness towards his beloved Penelope.

Nonetheless, he forever made his mark on history. A hero of the Trojan War and a member of the greatest family of adventurers in Greek mythology. A man that truly surpassed numerous adversities and went on uncountable adventures. The fact that his name was the origin for “The Odyssey” is not to be underestimated.

Personality: A man with an unyielding will. Though he may brag and boast of his adventures, Odysseus is a man who will prove his words. He says he’ll bring down Troy? He’ll bring it down. He says he’ll escape from the latches of a temptress? He’ll get away. He says he’ll defeat monsters and demons? He’ll defeat them. And finally, he says he’ll return back to Penelope’s side? You’re damn right he’ll eventually get back to her.

Odysseus was often the object of affection from enchanting women (which he has rejected, mostly), and the admiration of many men who were involved in the Trojan War. It is with this in mind that he has been admired as popular through the ages. While Odysseus believes there is nothing he cannot do when he has the advantage, and can therefore be susceptible to pride, he is oblivious to the notion he was a popular person due to the seriousness of his campaigns. In fact, he takes the loyalty of others around him in the past with a heavy heart because he feels responsibility for their deaths. His values can be described as such, per his words: "...knowledge and patience, reason and decision, and love and hope, are the key to victory."

A man of considerable experience, Odysseus may be a proud individual but isn't shy in admitting his past mistakes. He is a mostly down-to-earth sort of fellow, loyal and willing to put his life on the line for those he cares about. An intellectual, he is always eager to learn about the ever changing world around him and can easily get caught up in philosophy, resulting in a head-in-the-clouds mentality. From giving advice to lending a ear during tough times he is like that big brother you never had.

Despite having a chill attitude most of the time, at his core Odysseus is a survivor. Pushed into a corner with no way out he may resort to ruthlessness in order to win, even if he has to deal with the crushing guilt afterwards. He is also a compassionate general who will mask all of his pain to keep his "troops" morale high.

Alignment: Neutral Good

Wish from the Grail: To end all wars (subject to change)

Stats

Strength: C
Endurance: A+
Agility: D
Mana: B+
Luck: EX

SKILLS
Personal Skills (Passive):

Voyager of the Storm B
- With the knowledge he gained during his many adventures and the blessings of the Gods at his side, Odysseus is able to empower both his allies and self by gathering some of the mana present in the surroundings. He is also capable of independent movement for a period of time. However doing both at once will quickly drain him of mana.

Aegis: Divine Boundary Field A -Aegis, A defensive armament which was created by the Gods of Olympus. Often referred to being invincible in myths, this blessed armor actually only gives him a stronger defense against attacks and is the most effective when he is facing off against monsters. With it he is able to unleash a variety of beams from his hands and a portion of explosive energy while in physical combat. He can also enter temporary flight.

Single-Mindedness (Love) A -The ability to stay in control of his mental state, and the source of his unyielding will. His heart which was fully devoted in life to his wife Penelope will never falter, giving him increased resistance to mental and physical ailments

Personal Skills (Active):

Battle Continuation B
- Having survived so many encounters on his various adventures Odysseus can take a serious beating before he is defeated.

Aptitude for Slaughter C - Due to the high number of monsters and humans he's fought he is skilled at killing enemies with enough study. The total amount of time necessary for this to take effect will depend on how close the enemy is to his own time period. For instance, if he faces an opponent that he recognizes from his own myths this skill will activate immediately.

Calm and Collected - Odysseus can't be stunned or confused but in return it lowers his ability to pierce presence concealment.

Class Skills:

Magic Resistance B - Increases resistance against debuffs

Riding B - Increases speed in battle

Noble Phantasm:

Name: Troia Hippos
Rank: B++
Type: Anti Army

Effect: Odysseus summons the famed Trojan Horse donned in Aegis armor onto the battlefield. Once its true named is revealed it transforms into mech like machine and unleashes a massive energy beam onto the enemy.
 
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Ophelia Wainwright
Aliases: The Burnt Girl
Age: 24
Gender: Female
Orientation: Bisexual
Height: 5' 6”
Weight: 122 lbs
Appearance:
Nationality: English

Magus Skills: Necromancy and some rune magic. She uses her necromancy to speak to the dead on behalf on those who have lost loved ones unexpectedly. Her rune magic is far less pronounced; Ophelia can use Ehwaz and Gandr only.


Regular Skills: Although her earliest parts of her life were in the lap of luxury, after her family’s death, Ophelia was traded between distant relatives over and over again. During this time she learned several key life skills; sewing, cooking, cleaning effectively, basic first aid, thrift shopping, and even some minor construction skills.

Background:

“Without a family, man, alone in the world, trembles with the cold.” - Andrei Maurois

The Wainwright family had deep roots with Japan, having been kicked out of Europe due to their magical crest allowing for ease of reanimating the dead. Chased out by the Roman Catholic Churches Witch Trials, they fled further and further east until they arrived in Seclusion Policy Japan. They found an ally in a national warlord who gave them safe harbor and kept them on as a magical advisor. Since then the Wainwright's maintained a comfortable, if not isolated, life.

Ophelia was born long after the heyday of the Wainwright family. She was born the only child to her parents and kept mostly indoors. Her early life was a mix of unbounded freedom and rigorous learning. She was given free reign of the large manor in Tokyo their family had owned since the country had reopened its borders and allowed for new architecture to enter the country. Her family was close, keeping no secrets and harboring a loving atmosphere. Her father was strict but no more than he needed to be. Her mother was soft and kind, spoiling her only child as much as she could. The houses servants adored her and her gentleness, claiming her to act much older than her age.

Like most children, she was naturally curious and willing to explore the world around her. She had a fascination with the night at an age when most still feared the possibilities of what lay beyond the pale of their nightlights. One especially cold winter, she crept around the silent halls to watch the snow through the windows of the outer rooms and halls. In the guest study, near the servant’s quarters, she found the best window to watch from. The outer courtyard was a pristine blanket of ivory joy. And on that cold night, a sin was born out of neglect.

Ophelia, despite her parent’s warnings, ignited the rooms fireplace to warm the room so she could comfortably watch the snow falling outside. In the warm flickering and sputtering of the fire, she felt sleepy until she could hold back no longer, and curled up next to the window to watch the snow falling peacefully outside. She awoke to the screams of the those in the servant’s quarters and the roar of the flames devouring the walls of the room she was in. Black smoke clouded the room and her small hands lacked the strength to break the window (which was designed to not be opened as it was on the second floor).

As she choked on the thick fumes and stumbled through the room, the sound of the roof creaking above as it began to give out. The door burst open, her father having come to rescue her. He scooped her up and as he made his way back towards the hallway, a step from escape, the roof collapsed on them. Her father shielded as much of her body as he could with his own, but some of the shouldering wood landed on her shoulders and face, burning her badly as she struggled to escape. Her father, pinned by the rubble, was able to push Ophelia out into the hallway, urging her to get out and find her mother.

Ophelia, emotionally wrought, was mesmerized by the sounds coming from the nearby door to the servant’s quarters, which had been blocked by a section of wall that had collapsed earlier. The pounding and frantic screams of those trapped inside, shaking the door on its hinges. The servant’s quarters had windows that were too small for an adult to fit through. Without thinking, Ophelia reached through the rubble and grasped the metal door handle, adrenaline ignoring the hiss and sizzling of her skin melting onto it as she attempted to open it.

Her father, screaming and pleading for her to run brought her back to reality, pulling her now ruined hands away from the brass handle, she did as her father beckoned. She ran. She ran until the frozen air of the outside was all she could fell, the cold air making the burns on her hand reignite in fury. She stayed outside, afraid to go back in as her home burnt to the ground, the distant sound of fire truck sirens growing ever closer. Her mother never came out. Her father never came out. The days after the fire she spent in a near catatonic state.

It didn’t take long for the state to contact her next of kin, all the while prodding her for any information on the events of the fire. Yet, she couldn’t bring herself to speak of it, no matter how often she tried. She was collected by one of her more distant aunts who treated her well, but was obviously never happy to have been forced to take in a relative without warning. Over time she would be passed around from one aunt or uncle to another, year after year. She gradually opened back up over time, though it took years for her to even participate actively in school or her magical studies.

As she neared adulthood, she seemed to have a complete turn of her personality. She suddenly became cheerful and happy. Most considered that she was just excited to finally be free and on her own, assuming that she was stifled by being forced to be around her extended family. Perhaps, her family hoped, that she was even moving past the incident of her youth. In truth, the horrors of her childhood were always in the back of her mind. But with adulthood came a chance to right her mistake. She had read, in one of her aunts studies, about the Grail War. It could grant any wish she wanted. She could have her family back.

Moving back to Tokyo after she became a legal adult, she used her rapidly diminishing inheritance to rent a small, three room apartment. She took on various odd jobs acting as a spiritual medium, discovering and joining a local social group made up of Tokyo's few necromancers. Here she met Ohno Rento, a shy and awkward man, lacking self-confidence and strictly attempting to keep a sociable distance from the group due to his listless social disposition. They met several times in passing, though the local necromancers saw Rento as a form of elite nobility. His family, overbearing as they were, were the most prominent mage family in the area.

The Ohno family matron and patriarch, having moved to the countryside for their golden years, did return to Tokyo after hearing of Ophelia joining the social scene. In a straightforward and simple fashion, as they were known for, they offered Ophelia a modest fortune to carry on both of their family lines. Ophelia, low on money herself and admitting that it would be best not to lose two prominent mage family lines, hesitantly accepted. Though the two fumbled through an attempt at coitus, neither managed to make any lasting progress and the two called it off. Rento still payed for the experience, but it left the two feeling somewhat distant with each other.

Personality:


Ophelia typically puts on a brave face and acts cheerful around most people. She has mastered the art of acting happy. Worse yet, she discovered the best way to mask her true feelings was with bad jokes and puns and will attempt to fire these off anytime she can. She is still somewhat self-conscious about the burns she received as a child and will typically cover them up to the best of her ability. However, this really only applies to the ones on her hand and face, which she will always keep covered with a pair of gloves and eyepatch.

She has harbored a great deal of empathy over the years and will go out of her way to try to help people, especially if the person in question has recently lost a loved one. She rarely has anything negative to say about others and usually tries to find the best in people but she won’t shy away from fighting if it comes to that. Several of her years in grade school were spent dealing with bullies and she is aware that sometimes a good right hook is required in lieu of words.

She has several sensitive conversational pieces she will do everything in her power to avoid, especially focusing on her family, scars, or her own personal issues. She shoulders any blame for the fire from her youth as he owns fault and can easily fall into a pit of self-pity, seeing herself as the root cause of most problems she or those around her face. She is deathly afraid of open flames and will do everything she can to avoid them, even going so far as to avoid any building that has a fireplace or furnace.

Lastly, she is usually trusts people implicitly. Since she tries to see the best in people she rarely questions their motives and morals, unless they immediately come into combat with her own. She values life above all else and will only kill if she had no other choice.


Morality: Lawful Good

Wish from the Grail: To stop the fire that ruined her family

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Archer
poca 3.png
Poca Theme Song: "Vale of a Thousand Rivers" by Antti Martikainen

Name: Matoaka
Aliases: Rebecca, Poca
Apparent Age: 21
Apparent Gender: Female
True Gender: Female
Orientation: Bisexual
Nationality: Powhatan and British

History of Servant:
Matoaka's life was predestined from the moment she was pulled from her mother's womb. Born as the daughter to the most powerful ruler of her people, the Chief or King of the Powhatan; she was gifted with incredible magical circuits, visits by several spiritual beings, and dozens of prophecies by Powhatan Shamans who determined that her life would be used for the magical defense of her people. The moment she could walk she was taken by her tribe's Shamans and trained in the magical arts of spiritual summoning, totem magic, healing, curses, and the cleansing of evil phantasmal beings. At eight years old she began her duties as a Shaman; healing the sick, communing with the spirits, and placing minor curses on those that broke tribal law or threatened her Father's rule, all while being known as a cheerful and happy child who was wanton for getting into various troubles, both mundane and magical in nature. At 10 years old she had her famed meeting with the adventurer John Smith, saving his life from a ritual meant to increase her own magical abilities. The two became fast friends despite their age differences, with Matoaka coming to see him as an older brother. Becoming fascinated with the new settlers coming to her people's ancient land, the young girl visited the newly built settlement and home of her of her claimed older brother "Jamestown" often; bringing with her food, friendship, and her own magical abilities.

Seeing magic quite often in his travels but having little knowledge of it, John Smith gave Matoaka several "trinkets" that he had acquired (or stolen) throughout his various travels. The most powerful being the lost Greek Fire. Having been captured by a Greek magus on one of his adventures, he had stolen a small jar containing the magical liquid. Drinking it had let him breath out the undying flames, saving him several times on various occasions. Letting the small girl that had saved his life have the last of the liquid was partly done in jest. Seeing the small happy child run around breathing flames into the air had been funny. Going by her childhood nickname, Pocahontas, and swiftly winning the hearts of the settlers; the young Native girl quickly engendered herself with what she viewed as her new friends and family from a different world.

The Church and its representatives residing in Jamestown soon took notice of the magically gifted tribal girl. Matoaka would often come back to Jamestown with the head of some rare deadly magical beast to show off to her newly found older brother and the amazed settlers. Seeing her use in protecting the arriving settlers and possible help in understanding the New World's magic, the Church offered her the training and tools of an Executioner. Never passing up a chance to learn something new, Matoaka took to the harsh training with such zeal and enthusiasm that she was noted as "a gifted oddity" in the written records kept by the Church. The young girl was not only successful in learning the Church's combat arts but was also able to combine her Tribe's shamanic magic with the Catholic Church's Executioner abilities. With a such a unique magical skill set she became instrumental in the cleansing of several ancient monsters, witches, and demons that had haunted her tribe and stalked the East Coast of America for generations.

Her efforts helped pave the way for further colonization of the North American East Coast and earned her great admiration from the Church and academic attention from Europe's magical communities. Her own tribe and people elevated her to a Shaman of the highest standing and at one it could be argued that Matoaka was the most powerful and influential person in North America. Not only serving as a cleanser of the phantasmal evils of the land, but also as a bridge between the ordinary tribal peoples and the settlers. Many catastrophes and conflicts were prevented solely because of Matoaka's intervention and the history of North America would likely have been very different without the existence of the young Shaman girl. The conflicts, both mundane and magical, however became increasing common. Tensions rose both spiritually and economically as more and more settlers came and expanded onto the East Virginia coast; with Matoaka at sometimes being the only thing keeping the deteriorating peace and fragile harmony alive.

Unfortunately the tribes and new colonists could not co-exist long in peace despite Matoaka's diplomatic efforts and mediation. Fights over land, food, magic and cultural differences were too numerous to overcome. All aspects of native society soon began to resent the European colonizers for various wrongs committed; some accidental, some intentional. Even the Shamans soon demanded that the foreigners leave the land do to "poisoning" the natural magic of the land and the Church's attempts at conversion. Matoaka became a staunch defendant of the settlers when plans of war and "annihilation" began to circulate among the tribes. On the other side of the coin the settlers increasing became antagonistic and dismissive of the natives; stealing food, raiding villages, and destroying centuries old religious artifacts and idols. Matoaka became furious with such events and at times stormed into towns to lambast the Europeans for behaving like "unmannerly, disrespectful brats."

The diplomat quickly lost favor with both sides, but particularly with her own people. Labeled as a betrayer by her tribe for her peacemaking and mediation with the settlers she was ostracized, married off, and then sent to the outskirts of her Tribe's territory to hopefully be forgotten. Ironically, once villagers from Jamestown discovered her new location she was able to have more interaction with the Europeans and was able to use her new home as a "diplomatic and cultural consoling center" for the Europeans which helped maintain communication with the tribes. Fierce battles and deadly raids became the norm in the land, however all out war and the annihilation of either side was prevented in part do to Matoaka's calming influence and urges for dialogue. Her home became less a home and more an embassy with a constant flow of foreign visitors and meetings taking place, causing Motoaka's husband to resent his wife. Her attentions laser focused on keeping peace and advising the Europeans; she didn't even notice for several days when her husband simply left one day and never came back.

At age 17 when the Native woman was invited onboard a European ship to discuss the development of waterborne trade up and down American rivers, she was captured and kidnapped by Captain Samuel Argall. A plot had been devised by the settlers to hold her for ransom for the release of English prisoners held by her father along with stolen weapons that the Natives had captured. While imprisoned in a town called Henricu she was treated as a captured "princess" by the colonists and was protected by the Church. The "Apostle of Virginia" Alexander Whitaker took her under his wing and taught her more of Christianity, the Church, and the finer details of western civilization. Converting and baptizing, she married an Englishman named John Rolfe (despite disputes the arrangement was improper due to her much higher "royal" social ranking and his own being only that of a wealthy "commoner") and had her only child Thomas Rolfe with him. Her status and respect among the English rose greatly with her conversion to Christianity and marriage to an English gentleman. The now Christian named "Rebecca" was then able to greatly influence the actions and ideas of the settlers.

Her advisement and leadership led to real peace between the Natives and the English. Equal and fair trade was agreed on, religious and language exchange began, and vast intercontinental economic prosperity began for the first time on North American soil with the creation of the first tobacco plantation created by the Rolf family with Rebecca's Shaman and herbal knowledge. Long, peaceful meetings began with Rebecca serving as a de-facto leader and representative for both sides, however certain issues couldn't be resolved. The most personal being her own capture. In her most disastrous negotiation Rebecca met with her own father to persuade him to release the English prisoners and return the stolen weapons. The exchange being her "freedom" and the release of her title as a prisoner. Her father released the captives for her freedom, but not the stolen weapons.

Extremely disappointed and hurt by her father for valuing her "less than old swords, pieces, or axes" she berated him during the meeting. In the end the last words she ever spoke to her father were tear filled cries that she preferred to live with the English, "who loved her." Rebecca lived with her husband and son on a tobacco plantation called Varina Farms, continue her peacekeeping role and never again returning to her tribe's villages.

The fame of Matoaka's (or Rebbeca Rolfe's) efforts quickly spread to the Old World; her actions for the Church, peacemaking, prosperity of the colonies, the creation of the tobacco trade with Britain, and her strange magics made her a subject of great interest to the highest levels of English society; to include Britain's Royal Family, the Catholic Church and the Mage's Association. Both herself and her husband were requested to meet the King of England and the Bishop of London once the term "The Peace of Pocahontas" reached London's ears. The Rolfe family's travel, along with a delegation of Powhatan Shaman and attendants were sponsored by the Virginia Company of London (a joint mage/church run organization) to cross the Atlantic ocean and sail for London. The family and New Worlders lived in the Old World for one year with "Princess Matoaka" (considered a Foreign Princess of great power and high social standing) socializing with the highest levels of England's Court, Catholic Church, and the Mage's Association to great effect.

Seen as a symbol of unity and peace between both the New and Old Worlds, the Church and magical communities; she greatly enjoyed both her position and treatment, as well as the status of what she represented. Her rapid rise of influence, charm, and peacemaking ability garnered her many friends and allies; however, also enemies. Both the Church and the Magus Association grew to fear her rapid gains of influence and power. It wasn't long until they viewed her as a danger, potentially capable of selling the secrets of one organization to the other, as well as characterizing her as an "upstart savage" who was overshadowing and destroying the influences and traditions that they had upheld for so long. Similarly, the Shaman Princess had many phantasmal enemies; the monsters she had hunted in America and now in England saw her as a hated enemy. Even the Dead Apostles labeled her as a threat and target to destroy. In the end, its a mystery even to her who killed her.

Poisoned or cursed by some unknown assailant, the Native Princess grew deathly ill one day. She decided to leave for America after being rejected and receiving no help and only false pity from the members of the Church and Mage's Association. Abandoned to her fate by those she had believed were her friends and allies; she desperately hoped to find a cure among the ancient magics of her homeland. However, her condition swiftly worsened before even leaving the waters of London on the River Thanes. Slowly perishing; Matoaka died at the young age of 21. Buried in a now lost grave somewhere in Gravesend. Leaving behind a husband who would remarry and a two year old son who would grow up without his mother or father.

Personality:
Described as beautiful in “feature, countenance, and proportion” by her European admirers and certainly living up to her historically famous nickname, Pocahontas; vivacious and mischievous are the best words to describe the princess like woman. As a child Matoaka's bright and cheerful personality made her the "Favored Daughter" to both her actual flesh and blood father, and to several spiritual beings. Beloved by many nature spirits due to her unusually strong connection to spiritual magics; she spent the majority of her life serving as a bridge between the living and the spiritual worlds, settling disputes between both sides. Her naturally happy nature is misleading and most would be surprised to learn her life was one of tragedies, dark magics, and cruel trainings. Powhatan Shamans and the Catholic Church's Executioners trained her throughout her short lived life to fight the demons and magical beasts that stalked North America at the time, giving her a fearless mentality and iron willed spirit. She still however possesses a childish curiosity and is uncommonly intelligent; taking great joy in learning and experiencing new things.

What would take an average person months of dedicated study to become fluent in a foreign language would only take her weeks to learn with moderate effort and a sacrifice of slightly less playtime with the neighborhood children. A social butterfly, it is difficult for anyone not to look favorable on her; made even more difficult by her inherent "need" to make friends. Finding new friends, wearing new clothes, or going to social events are her greatest joys. With a love of so much, she can become easily distracted by something new or by something she likes. Joys can trump "non-serious" duties for her and in the modern day one might think of her as an average "college party type girl" when she losses herself to her own joys or excitements.

A masterful Shamanic mage and respected hunter of demonic creatures, she regrets never learning "normal girl things." Matoaka is a terrible cook, singer, and a walking disaster when it comes to basic chores, despite her honest efforts. She can become rather jealous of others that show good spousal or housekeeping skills. During her free time, to relax, she likes to smoke natural tobacco from her pipe or take a warm bubble bath. She despises seeing people smoke cigarettes or forcing herself to bath in cold water. A quick way to her heart is giving her access to a modern bathroom with a large tub or "pretty" clothes.

Mischievous, she will often play pranks on people she likes when bored and can be clingy to people she considers close friends. She is naturally an emotional person and a friend will have a far easier time of hurting her than an enemy will. Religious; she has a deep respect for any religious figure and views disrespect to any religion, great spirit, saints or gods, to be a deep and sever offense. She also greatly respects any form of royalty and greatly enjoys her own legacy as a "princess", actively trying to imitate her “fellow” European princess counterparts. Showing proper manners and respect is very important to her, as is gift giving; both actions she considers sacred in nature.

Hidden by her happy nature is a logical mind with a grim determination and powerful will. Matoaka is no stranger to violence or cruelty. She has witnessed and fought against the savagery of man, nature, and magic. She greatly prefers dialogue to violence; but is willing to kill if given no choice. Despite her willingness to kill; she is exponentially kind; to the point that most other heroes, gods, and even saints would call her an "oddity of kindness." She is the rare type of individual who would honestly and happily give up her own life for a stranger, even if they wouldn't even thank her for the sacrifice.

Alignment: Neutral Good

Wish from the Grail: For the people of the Old and New worlds from her time to accept each other and come together in friendship and happiness.

Stats:

Strength: D
Endurance: D
Agility: B
Mana: C
Luck: C

Personal Skills:

Greek Fire C (Active):
A fairly strong attack; while the actual heat of the flames are not magical, they are "undying" with a temperature of 1,000 °C. The flames will continue to burn long as Matoaka is within 672 feet of them, and do not burn herself. The flames are breathed from her like a powerful flamethrower with a range of 80ft. She can only utilize the Greek Fire twice a day. The magical energy for the flames is not supplied by Matoaka, but instead the flame itself has a small amount of unending "fuel of mana" that exists within it's core, inside of her. She knows of no way to manipulate or add too this fuel safely.

Bajiquan Strikes D (Active): Bajiquan techniques taught to her by the Church's Executioners. Bajiquan is a Chinese martial art that features explosive, short-range power and is famous for its elbow and shoulder strikes. It is a style that takes the shortest route to the opponent without showing any initial movement to damage the inside of the body instead of the outside. Effective for easily disabling normal humans or even quickly defeating another Servant in hand-to-hand combat when taken by surprise. Despite the small Servant's size and looks; this skill makes her a surprisingly fierce opponent in hand-to-hand combat. She is however unlikely able to defeat another Servant in close combat if they are an expert with their weapon.

Flower Dialogue C (Active): Communication of intention with plants. A rare and difficult skill to learn. Impossible in modern times by modern magus; the language of flowers is a powerful and ancient ability. There is deep wrath in many rooted plants. A few words and mana can make ancient trees hunger, move, and kill. Her natural affinity for the silent language and violent influence on nature's most modest children made Rebecca feared by her own people. This skill makes Matoaka a frighting opponent in a forest as she is able to use trees and other plant life to attack her opponents and defend herself. The awaken trees or plants are also reinforced with Matoaka's mana, making their bark or skin stronger than steel and their movements supernaturally fast.

Animal Dialogue D (Passive): Communication of intention with animals that do not speak a 'language of words'. The majority of Matoaka's best memories from childhood involve her playing in the forests of North America. Playing with the animals and her tribe's strong connect to nature let's her understand and communicate with them on a level few humans have enjoyed. With the help of snacks she can get most animals to perform simple tasks for her.

New World Princess of Loveliness A (Passive): Representing one's charismatic nature in regards not to leadership, but the ability to charm the people around oneself. Presented to the Old World as a princess, and winning the hearts of many different people in several different societies; Matoaka greatly enjoys living up to her given title and often gets what she wants if she asks cutely enough. Few beings; human, magus, or Servant would see her as any sort of real threat. Servants of a Good Alignment hesitate when going against her wishes; after all what savage would hurt the feelings of a princess? This is especially effective on Servants with a history of protecting/serving/or being themselves royalty, regardless of their alignment Servants of a royal background are affected by this Skill.

The Bridge Between Two Worlds A (Passive): Her role in creating peace between two peoples and cultures cemented Matoaka's legend in history. She is able to instinctively understand anyone; regardless of culture, alignment, or personality. Her supernatural understanding and empathy comes with the general knowledge of what an individual's personality are and their current surface feelings. The Native girl is essentially a supernatural empath. She is able to instantly know another Servant's alignment, surface emotions, and wish for the grail; as long as she is aware that they are a Servant.

Class Skills:

Hunter of Okeus's Children A (Passive):

Matoaka is an expert hunter of the evil creatures that lurk in the dark places of the world. This skill includes the abilities of C rank Clairvoyance; allowing Matoaka the capability to keep track of fast-moving objects within a range of four kilometers, even in the dark. Additionally any phantasmal beast, spirit or abomination that she views as evil are more affected by her attacks. (This does include Servants) Example C rank attacks becomes B- rank attacks. This ability is only available to Matoaka when summoned as a Archer.

Presence Concealment B (False): The capacity to hide one's presence as a Servant. While normally an Assassin skill; do to Matoaka's historic ability to successfully assimilate and gain acceptance into what was to her a foreign society and culture; she has this ability. Any normal human or Magus is unable to detect anything unusual about her. Servants are able to detect her when she is using a fair amount of mana.

Noble Phantasm:

Name:
Varina's Peace
Rank: B
Type: Anti-Unit
Description: The East - Daybreak and illumination. Spirit and strength.
A scepter staff made from the wood of a tree in Glastonbury Abbey, white feathers from an ancient swan goddess in Tsenacommacah, copper from Isle Royal, and four sapphires from Constantinople. All parts of the scepter were given to Matoaka as gifts; from the Queen of Britain, the Shamans of Powhatan, the villagers of Jamestown, and John Smith. Each item is steeped in natural mana and powerful mystery; together they form a Noble Phantasm representing the Native Princess and all four of her names. Rebecca, Amonute, Matoaka, and Pocahontas. As a Caster the scepter serves as a powerful wand, as an Archer it can morph into a mighty bow.

Effect: As an Archer class Servant Matoaka can summon and shoot Black Keys from her bow in addition to firing feathers of light. Her most used method of attack are the Black Key arrows. They are able to call forth the original laws of nature, denying things such as a vampire's ability to heal. The Black Keys she uses are notably stronger than normal ones, and are used for quick and accurate attacks that cost much less magical energy than a Noble Phantasm type attack. The Black Keys' accuracy is spot-on, and their power is great enough to bring down an average unprepared Servant with several small barrages released in quick succession. She can use the Cremation Rite, the Execration Rite, and "Set" glyphs with her Black Keys.

The Feathers of Light are a far stronger attack and take the form of arrows made of swirling white light; they are a B- rank Anti-Unit attack with Divinity damage and effects. When fired they appear as a powerful swirls of pointed spiraling light and impact with a thunderous boom that can shatter windows. The drawing and firing of the light arrow is a slower process when compared to other heroic spirits firing from a bow. It takes Matoaka at minimum five seconds to fire a single feather of light.

Finally she can use a B+ rank Anti-Army attack called Varina's Light. This is done by her using her own mana to "melt" and combine two feathers and two Black Keys into one single projectile. When launching this strike, the newly made arrow appears as a large, glowing white Black Key with a twisting, corkscrew blade. The firing of the arrow appears as a shooting star being release from the bow, it is incredibly bright and on impact creates a dazzlingly bright explosion. The impact has the force and heat to destroying near anything and everything within 170 feet, leaving behind a crater of super heated molted earth. The attack is especially deadly to anything that has a weakness to Black Keys or Divinity as both magics and effects are combine into this attack.

The forming of this arrow and attack are mentally and magically intensive. It requires time to prepare, 15 seconds. While she is preparing the attack she cannot move and her body is surrounded by with small ethereal points of light; gold, pink, green, and blue. While controlling and condescending the complex energies and mana she chants:

"Great Spirits and God, lend me your mercy to protect my friends. May the colors of the wind guide my spirit. Wings steady as the beating drum, a shining light between two worlds! Your voices descending from the heavens, giving thanks to the glory of God and singing the wisdom of the Great Spirits! I give this strength to all that is good!! Varina's Light!!!"

Second Noble Phantasm:

Name: Chanunpa Pipe
Rank: A
Type: Secret
Description: The Center - Life and death, the beginning and the end.
This item was never owned by Matoaka in life, but was ever present as a symbol of her tribe when she was young and own by her father. Six inches long and adored with a single rainbow colored feather, the smoking pipe was said to have been given to her ancestors by a mysterious woman. It appears to be made of wood, but what kind is unknown. The pipe was the most sacred object in her village, it has always served as a thing of awe and reverence to Matoaka.

Effects: Secret
 
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