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Fate/Infinity Compendium.Reboot [OOC|Started|Provisionally Accepting]


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Fate/Infinity Compendium

Cohosted by: Nanashi Ninanai

IC

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The Holy Grail

 

A lost relic of a time long gone, many a mage have devoted their life to searching for it. With powers said to be unbound to our universe, it is believed by many to be an omnipotent wish granting device capable of granting godhood to those who wield it.

 

It was said to be nothing more than a shallow myth, a foolish notion that old men mulled over nearing the end of their days.

 

If only it actually was.

 

One hundred years ago, three mage families with an explicit interest in the Grail - the Argus family, the Hultgren family, and the Blackmoore family - came together and made a plan to summon forth the Grail so that they may share its power. Little did they know that Grail was a beast of its own, bringing forth great destruction and shattering the alliances that the families held together. All knowing that they weren't prepared for something like this, they researched and trained for the next attempt at summoning forth the Holy Grail.

 

Agreeing only to cooperate in the summoning of the artifact, these three families are more than prepared to play the games that the Grail so desperately wants to play. They have invited other magus to take part in the war, as well, with promises of all their deepest desires sated if they succeed in claiming it.

 

The three families, however, have no intention of letting this treasure go to anyone's hands but their own.

 

You are one of the magus who has been summoned forth for the second Holy Grail War. With a tattoo-like Command Seal emblazoned on your arm and a wish in your heart, you are more than ready to take the rest of the world on.

 

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Positions - Taken or Reserved

??? means that the player has not been specified.

Saber: Mr. Hyde Saber's Master: Ellyte

Lancer: Ellyte Lancer's Master: Next Tuesday

Archer: Nanashi Ninanai Archer's Master: Cherz the Poro

Berserker: Next Tuesday Berserker's Master: Hollow.

Rider: Hollow. Rider's Master: Nanashi Ninanai

Caster: Ketodama Caster's Master: Merciful Sans

Assassin: Lunar Origin Assassin's Master: Mr. Hyde

 


 

[spoiler=Rules]

  1. Why keep a rules list unnecessarily wrong? You don't read this s*** anyways.
  2. Regardless, Nai and I have the absolute final say here. Sorry!
  3. Oh, and I guess you should read the RP section's rules. Yeah, thought I would mention that.
  4. Try to be a respectful roleplayer. If you're accepted, it means we trust you.
  5. Skype is not a requirement to join this RP, but is preferred. It allows for ease of communication among all involved, and quick resolution of issues. If you wish to join the skype call, PM either myself or Nai with your skype details.
  6. This is the big one. While we are technically resetting to stage one of this RP, preference will be shown to those from the previous incarnation of this RP who wish to participate. The Servant and Master slots are left open to allow for players to change their mind, whether that means playing a different character or opting out entirely.
  7. Following the above, while players from the previous RP do get first consideration. That does not necessarily mean that someone new cannot beat out a previous player for a spot by virtue of making a superior app.
  8. Divine servants will not be allowed. To clarify, this means that servants who are gods or demigods will not be permitted in this RP. Sorry to whoever wanted to play Berserker Jesus of Nazareth. If an exception to this is to be made, it shall only be done so after consultation with myself and Nai and then a subsequent unanimous decision. Divine abilities held by non-divine servants may be acceptable.
  9. If you do not understand something, ask questions! Answering them is at least half my job as a host!

 

 

 

[spoiler=World Information]

[spoiler=The Basics]

Welcome to a world of magic - no, seriously. This roleplay is set in an alternate universe version of Earth where magic does indeed exist. Only certain special people of various bloodlines have the ability to cast magic; they are called mages.

 

Magic stems from this life force that all people have called "mana". Mages have abnormally high concentrations of this, and, because of that, can utilize their mana consciously, either for offense or defense. There are a myriad of uses for magic, and while not all of them are combat oriented, combat is the focus of this roleplay.

 

There are a few more terms and things you should know, for the sake of the Holy Grail War.

 

Servants: The spirits of legendary figures from the past, called forth by the Holy Grail and bound to a particular Master through the summoning ritual. Also known as Heroic Spirits, in spite of the fact that plainly non-heroic figures can qualify to be such, they are super-humanly powerful beings brought forth for the express purpose of doing battle. The Holy Grail also grants these beings knowledge of the modern era, so that they are able to blend in alongside their masters if necessary. A Medieval Knight summoned as a servant would be able to ride a motorcycle as easily as a horse, and a scholar could navigate the internet as easily as a library.

 

Command Seals: You gain these upon summoning your Servant. These tattoo-like seals are a representation of the bond between both master and servant; you have a total of three seals emblazoned on your hand. You can use one seal to force your servant to do something - against their will or not. When you use your third command seal, the bond between master and servant is broken after completion of your ordered act, and your servant will disappear.

 

Magic Circuits: These are the pathways within a mage's body through which mana flows, allowing them to perform magic by way of drawing it outwards into the world. These are partly supernatural and partly physical, being closely linked to the nervous and circulatory systems of the human body. As such, damage to them can often be crippling.

 

The Holy Grail: The Holy Grail is a device initially constructed by the three families with the intention of granting them insight into the nature of the afterlife. It was something of an accident by which it gained its innate ability to grant the wishes of whoever came to hold it at the end, and upon discovery of this the representatives of the three great families fought the first Holy Grail War to see who could claim it and the knowledge and power it would bestow. Four other mages were wrapped up in it, and the first war resulted in the deaths of all involved. Since then, the Holy Grail War has played out once every twenty to thirty years. This is the fourth such conflict to take place.

 

Noble Phantasms: Often weapons, but not always, these are artifacts or abilities that are integral to the Servant's legend and their classification as a particular class. If a servant was a renowned swordsman in life, they will likely have some sort of sword as their Noble Phantasm. If a Servant was a proficient public speaker, their Noble Phantasm may be the ability to convince someone that they are correct. Almost anything under the sun can fall into this category, but Servants can only have so many Noble Phantasms. The number one possesses is often dependent upon their legend and what abilities or items are associated with them. This is a case where Gilgamesh from the Fate/ series is a dirty dirty cheater.

 

Skills: Abilities which a Servant possesses that are not as intrinsic a part of their legend as Noble Phantasms. These are, more often than not, dependent upon the Class which a servant belongs to. For example, Archer class servants always possess the Independent Action skill while Berserkers always possess Mad Enhancement. These are graded on a letter ranking system. A is greater than B is greater than C and so forth.

 

 

[spoiler=Locations and Organizations]

  • Crystalwater City:  A sprawling city located in northeastern California.  Crystalwater was designed as the perfect environment for the Holy Grail War, and as such has any amenities any other well-developed city would have.  The weather is bearable for everyone and the general location is rather close to anywhere else while still being isolated.
  • The Church:  The organization that prevents the general populace from learning about magic.  Usually relegated to cleaning the messes that magus make, they have an negative outlook on how it affects humanity as a whole.  The church has been explicitly kept out of the Holy Grail War, due to the role they played in ruining the first one.
  • The Mage's Association:  A council of magus made up of all the most prestigious of families.  These are the people running the world behind-the-scenes.  The Mage's Association advertises itself as a largely benevolent thing, and its actions point to this being rather true.  However, there lies a great deal of corruption in the upper echelons of the mage's world that isn't exactly mirrored in the public level.
  • The Coastal Institute: A school for young magus located in Irvine, California.  Partly owned by the Hultgrens, most if not all great American magus - along with magus from countries on the other side of the Pacific ocean - come from this school for the gifted.

 

 

[spoiler=Great Families]

  • Argus Family - supposedly descended from the famous builder of the Argo, the Argus Family is a family of magi that specializes in the creation of magical artifacts. While they prefer building vehicles, their help was crucial in the creation of the Grail for the new Holy Grail War.
  • Hultgren Family - An American family that has an extreme affinity for summoning. While one of the great families of the world of magic, they’re incredibly secretive and tend not to share any information whatsoever with the rest of the community. Besides being the only American family of mages, they’re also one of the newest, having only existed for around two-hundred years. Integral to the Grail’s ritual, they created the Master/Servant system used to fill the Lesser Grail with mana. This family is considered to be the richest amongst almost all magus.   Along with creating the system by which to fill the Grail with mana, the Hultgren family also provided the land with which the Grail was to be summoned on:  Crystalwater City, located in eastern California.
  • Blackmoore Family - A family of Celtic origins, currently living in Wales but with estates across the British Isles, the Blackmoores date back to a time before the Roman conquest of England. They specialize in Necromancy, and generally escape the ire of the Church and the Mage’s Association by maintaining a very low profile in their activities and strictly policing themselves to prevent accidents. They were instrumental in creating and perfecting the ritual by which Heroic Spirits were summoned into the world.

 

 

 

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Applications

NOTE: These are only rough drafts for your character's app. You may fill these out as you see fit, but I expect you to put effort into them.

[spoiler=Application Outline - Master]

Write your character’s quote here

Name:

Gender/Sex: (Personally I would prefer you only note their gender if it differs from their biological sex, but this is not a requirement)

Age:

Appearance:

Personality:

Short Biography:

Abilities:

Other

 

 

[spoiler=Application Outline -Servant]

Note: As defined in the app below, there is information that should be posted here in the OOC thread which is not the complete picture of a servant's app. Their complete app should also be sent to Nai and Myself by way of PM. Also, check file names on pictures before you use them. You don't want to compromise your Servant's identity like that. ^^

Write your Character's Quote Here

Servant Type:

Appearance: (Please spoiler)


GM Only Information

True Identity:

Parameters:

Strength:

Endurance:

Agility:

Mana:

Luck:

Noble Phantasms:

Skills:

Other Abilities and Weaponry:

 

 

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"I am Morgan Lucius Hultgren, representative of the Hultgren family, and their interests."

Name: Morgan L. Hultgren

Sex: Male

Age: 16

Alignment: Neutral Evil

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[spoiler=Appearance]

Height: 5'0" ft (152 cm)

Weight: 96 lbs (44 kg)

Blood Type: AB -

Despite being a young man of pubescent age Morgan's looks are very feminine, combined with the fact that Morgan often wears women's clothing makes it easy for him to be mistaken for a prepubescent girl. Morgan's growth has been severely stunted as a result of the unnatural make-up of his body, and it has been theorized that he will not develop secondary sex characteristics. Due to being kept inside of the Hultgren mansion for the majority of his life Morgan's skin is extremely pale, and he has been likened more than once to looking like a doll. Morgan's hair is a soft snowy white that falls to his shoulders, and it is thick enough where he often styles part of it into two short braids.

 

Morgan's casual attire consists of a sleaveless ankle length blue-purple dress that is worn under a thick blue sweater that hangs from his shoulders. Recently however, Morgan has taken to wearing a maid's uniform to conceal his identity. The Shroud of Joseph is worn under Morgans clothes and wraps around Morgan's chest. His command seal is... that can be found between the lower part of his stomach and right hip, and Morgan's Magic Crest spans the entirety of his back, however is usually remains hidden under the Holy Shroud.

 

[spoiler=Personality]Despite being the "secret child" of the Hultgrens Morgan was still brought up to act the part that a child of proper, and aristocratic household should. Exhibiting a polite, and amiable attitude that one might expect from someone raised in high society. Morgan, however, seems to display a more feminine baring, carrying himself with quiet grace and elegance rather than bold, and authoritative attitude of other males of his standing. Unsurprising from a Hultgren, Morgan tends to be a private person speaking very little to others, and can often be found with his face buried in a book. Morgan tends to abstain from building personal relationships, and isolates himself from others. 

 

Hidden beneath this polite and soft exterior though is the mind of cold and ambitious strategist who will stop anything to achieve his goal. While not overtly malicious Morgan is not compassionate or merciful either, and will not hesitate to cut down those who stand in the way of his goals, including his own family. Almost entirely unemotional Morgan instead dictates his actions almost entirely by logic, however Morgan is always constantly aware of his emotions, and manages them quite well never allowing himself to get overly excited or worked up. In this way Morgan does not let his emotions dictate his actions, but allows his emotions to be an indicator that he must act.

 

Morgan thinks of the Holy Grail War as a giant chess game, and always desires to be several steps ahead of his opponents. He also acknowledges that while he is skilled, his opponents are not amateurs either, and like him have likely trained for this moment and formulates his plans cautiously always prepared for the possibility of deviation from the plan, or failure entirely. Thankfully Morgan is quick thinking, and functions well under stress. While confident in his ability as a tactician and an extremely independent individual Morgan is very open-minded and values the opinions of others he believes to be more experienced than him. Along the same vein Morgan enjoys being around anyone who can offer him an intellectual challenge or offer new or creative ways to deal with issues. Unfortunately, ever the cynic, Morgan believes that most people are far too lazy, or shot-sighted to ever present him with anything unexpected or interesting.

 

[spoiler=Biography]The child that never should have been. Though they are a rather young in the world of the magi the Hultgren were quickly able to gather vast amounts of money, influence, and knowledge in the Mage's Association. However what isn't known is the dark secret behind the Hultgren's quick rise to power, and how in only two generations such a young blood line was able to produce mages of unprecedented caliber and breeding. The school of magecraft the Hultgrens had established, the Coastal Institute, served a hidden and nefarious purpose in the Hultgren's plans. As the Hultgren's had amassed magical knowledge they had stumbled upon a rare, and little known form of magecraft known as Spiritual Healing that allowed the user to heal through the spirit rather than the mind. The Hultgren quickly learned however that this peculiar form of magecraft was not only useful in healing, it could also be used to perform magical surgery. Using this magecraft the Hultgren discovered that they were able to surgically extract the Magic Circuits and Magic Crests from the nervous system of other mages and transplant them into their own. The only problem in using this method was the requirement of other mages to extract these things from, and what better way to gather a large number mages than establish a school, nobody would ever notice if one or two students went missing every once and a while. This is the story of how Hultgren's most recent heir was born.

 

Through the selective breeding processes of the Hultgrens, only marrying mages from families of the highest caliber and oldest lineage, as well as combined several instances of incest resulted in the miracle that the Hultgrens had wished to create since they began. Tracing back to their family's oldest descendants the Hultgrens wished to create a magus powerful enough to harness the power of the Third Magic and reach the Swirl of the Root. Their wish would be realized after nearly two centuries of planning and all manner of evil experimentation, the child that they had wished for would be born. Something that should have never existed Morgan Hultgren was born with a body composed nearly 90% by Magic Circuits, something the likes of which has only been seen in artificially created humunculi, this unnatural amount of Magic Circuits should have killed the infant Morgan, however the Hultgren's had long prepared for this moment and where quick to act before their key to obtaining the Third Magic was lost.

 

Using a stolen Holy Shroud the Hultgren used the Shroud's holy power to suppress the Magic Circuits of the newborn and thus preventing the death of the child. However even this was not a perfect solution, as even the through the power of the Holy Shroud, the child's sheer number of Magic Circuits and their power could not be totally suppressed, so during the early years of the child's life it became a constant struggle to keep the child alive. However the Hultgren now had their heir, a perfect magus who would finally bring their dream to realization. This child was Morgan Hultgren.

 

Raised to be their secret weapon in the Holy Grail War Morgan was kept within the confines of the Hultgren mansion and hidden from the outside world away from the prying eyes of other magi family, and potential enemies in the Holy Grail War. As Morgan grew older, and became more knowledgeable in the ways of magecraft, he became more able to control the massive power contained by his magic circuits.

 

In recent months Morgan has temporarily halted his studies on magecraft to prepare for the Holy Grail War. Among this preparations have included the summoning of his Servant far in advance, as well as strengthening the mansion's Bounded Field and summoning familiars to guard the mansion from prying eyes and uninvited guest who maybe trying to gather knowledge on Great Family's strategy. Already having used one of his Command Seals to craft a Book of the False Attendant for his bother, Morgan intends to keep himself in the shadows of the Grail War until he believes it to be the opportune moment to strike.

 

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Combat Information:

Servant: ???

Stats:

  • Magic Resistance: EX
  • Magic Circuit Quantity: EX
  • Magic Circuit Quality: EX

[spoiler=Abilities]

Undoubtly one the most powerful magi born in the last century Morgan's high number of powerful magic circuits places his abilities for magecraft far above any modern magus. Morgan's magecraft also works in a vastly different fashion from other magi, as his essentially perfect magic circuits make it so that he is constantly surrounded by divine mysteries of ancient lore allowing Morgan to perform magecraft without the need of incantations, this allows Morgan to perform High Thaumaturgy in an instant, and string together extremely complicated spells. Morgan to replicate magecraft similar to that used in the Age of the Gods, however despite True Magic being a common practice from that era Morgan is unable to use it as True Magic from that age is incompatible with the modern age.

 

However as one might imagine this level of power does not come without significant drawbacks. First Morgan cannot truly reach his fully potential as a magus as that would require him fully opening his magic circuits, and doing such would cause his body to instantly destroy itself due to the sheer amount of magical energy his body would generate. Furthermore Morgan must constantly be expelling magical energy, as such Morgan maintains 100% of the Hultgren's magical energy needs, thankfully the magical energy needs of maintaining a Servant have helped abate the amount of energy Morgan needs to expel. However in the event Morgan were to somehow be using no magical energy what-so-ever the Shroud of Joseph which binds his body at all times would be able to suppress his magical energy for about 1 hour before his body began to quite literally tear itself apart.

 

Perhaps the most debilitating drawback of Morgan's power is a degenerative condition that  causes him to experience magically induced seizures. The only way to abate these seizures currently is for Morgan to undergo regular treatment in a magic spring within the Hultgren Manor which has the effect of "distilling or diluting" the mana of someone who bathes in it's water. During this time, and for about an hour after treatment, Morgan is at his most vulnerable as he is unable to use magecraft. On average Morgan can usually go for about 6 hours without needing treatment, however greater activity in his magic circuits can shorten this time depending on how many circuits Morgan chooses to open.

 

[spoiler=Magecraft]

As a mage Morgan's is very learned in most fields of Thaumaturgy, and posses knowledge enough on their intricacies and how they function to effectively teach someone with very little knowledge or skill in magecraft how to perform at least the basics of the major schools of Thaumaturgy.

[spoiler=Tier 1]The most basic state of Morgan's power, and requires Morgan to open no more than 15% of his total magic circuits. At this level of power Morgan's magecraft is limited to strictly supportive magecraft, and to perform any offensive magecraft he must open his magic circuits to at least his second tier.

 

Healing Magecraft: As one might expect from the name Morgan is able to use this spell to mend wounds. Morgan's skill in this spell is high enough where he is able to attend to wounds without having to be near the target, however he must still have the person he wishes to heal within his line of sight. Morgan can heal most wounds within the span of several seconds, however more serious wounds will require much more dedication on Morgan's part.

 

Reinforcement Magecraft: An extremely useful support magecraft that allows for the enhancement of objects by pouring magical energy into them. Morgan is able to use an extremely powerful version of this spell that allows him to enhance the physical capabilities of a person. He can also use this spell to strengthen spiritual bodies such as Servants to give them an extra edge in a battle were they might normally be out classed.

 

 

[spoiler=Tier 2]

The second tier of Morgan's power that requires the opening of at least 20% of his magic circuits, and the tier that contains all of Morgan's offensive spells. Morgan can enhance the power of the spells used in this tier by opening more of his magic circuits up to about 40%, however Morgan will only do this in a desperate situation do the fact that it will greatly shorten the time between his seizures.

 

Average One: A natural affinity Morgan was born with that allows Morgan to manipulate all five Thaumaturgical elements (fire, water, earth, wind, and aether). Morgan is skilled in using these elements in magecraft, and since most spells that channel the elements require very little energy, and are not overly complex they are Morgan's main method of attacking. Like most magi who posses multiple elemental affinities he tends to make use of spells that combine two or more elements. This only applies to the first four "natural" elements, Morgan is extremely cautious about using his fifth "imaginary" element, aether, as when combined with any of the other four elements it can be used to actualize great mysteries of magecraft, however it can also potentially be extremely unstable, and is nearly impossible to manifest on its own.

 

Pure Mana: An offensive magecraft ability that allows Morgan to physically manifest mana as energy which can then be manipulated according to Morgan's will. In combat Morgan can use this spell to create highly explosive projectiles, or forming an extremely strong and thick barrier. A powerful magecraft ability Morgan does often use it for sustained periods of time due to the fact that it consumes energy extremely quickly, and can decrease the time between his seizures.

 

Hultgren Clan Sorcery Trait - Summoning: As is implied by the name this spell applies to summoning of familiars. While summoning is an elementary magecraft able to be performed by even the most inexperienced magi the Hultgren's summoning ability is something that is famous in the mage community despite the family's secretive nature. Morgan's aptitude for it is especially high, and his specialty in it lies in his ability to summon creatures of the Phantasmal species, such as magical beasts. However even with his high aptitude in it Morgan is at best only able to summon creatures of the lowest rank - Monstrous Beasts - which while moderately troubling for lone magi in combat, they are easily cut down by Servants. Due to the impracticality of summoning creatures Morgan instead commonly chooses to combine this spell with his ability to physically manifest mana to create energy based familiars, or animating pre-made objects such as the suits of armor in the Hultgren mansion. This ability also extends to summoning the greatest of all familiars, Servants, and allows him to perform the summoning ritual with little difficulty.

 

 

[spoiler=Tier 3]

An entirely unexplored area of Morgan's abilities. While undoubtedly it would allow Morgan to perform amazing feats of magecraft the amount of magic circuits it would require Morgan to open would literally destroy him due to the amount of generated mana. While it might possible for Morgan to open up this tier if he where able to theoretically spread his magical energy thin enough, and slowly increase his output to this level, however this carries with it its own challenges as using that much magical energy for too long a time would decrease the increments between seizures to nearly zero. As such there is currently no feasible for Morgan to access this level of power.

 

 

 

 

[spoiler=Fighting Style]Despite Morgan's powerful abilities as a magus, in battle Morgan tends to take a role as more of a supporter rather than a front line fighter in contrast to his powerful offensive magic. In the way of physical prowess Morgan has very little physical endurance or strength, and thus a close quarters fight places him at a massive disadvantage. Thus Morgan tends to rely on his brother or his Servant in battle while using his support magic to give them an advantage in battle, or to provide covering fire with offensive magic. All in all on his own Morgan does not pose a significant threat, and in a one-on-one battle against another magus would typically become a battle of attrition to see who gives out first.

 

[spoiler=Hultgren Mansion]A fortress of magecraft that Hultgren Mansion is a testament to the family's secretive ways, and their wish to keep the prying eyes of unwanted mages away. Surrounded by a multi-layer Bounded Field which reacts with adversely to any enemy familiars who try to enter the mansion's grounds exterminating them with extreme prejudice. The Bounded Field is also able to detect any intruders with even the slightest mana signature, however a Servant of the Assassin class would likely be able to slip through unnoticed due their Presence Concealment ability. Any intruders will also have their offensive abilities significantly weakened. While already powerful when it was first erected the Bounded Field has gained significant strength since Morgan has been left in charge of its up keep.

 

Should someone muster up the courage to venture past this Bounded Field and into the Hultgren's territory they will have to deal with the numerous familiars that populate it in the forms of automated suits of armor and spider automatons which prowl the area like guard dogs. This is only the beginning of the threats within the manor. Countless traps specifically meant to capture and kill intruders as well as automatic magical "cannons" that fire mana energy bolts. As if any intruder where not already put at a severe disadvantage Morgan is also able to scry and observe anywhere within the mansion's grounds through a crystal ball. These factors all combine to turn the Hultgren Mansion into a test of the highest caliber for a mage's skill, and any opponent brave enough, or foolish enough to face the Hultgren's on their home ground would need to use every technique up their sleeve to win the fight.

 

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Other Information:

  • Theme -
  • Natural Enemy - ???
  • Morgan has an IQ score of 160 marking him as a genius
  • Due the incest that has occured in the Hultgren bloodline Morgan's lack of diverse DNA has caused him to be born with a weak immune system

 

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"If my life can be used to bring happiness to those I love, then I will gladly be my brother's tool."

 

Name: Cario-Augustinius L. Hultgren

Sex: Male

Age: 28

Alignment: Neutral Good

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[spoiler=Appearance]

Height: 6'5" (198 cm)

Weight: 200 lbs (91 kg)

Blood Type: A+

A well defined and imposing man Cario is very much unlike his brother in terms of looks having a much muscular and masculine image in contrast to his brothers soft feminine features. Cario's face has the hardened look of battle tested warrior, and after succeeding in the gauntlet of the Hultgren training it is no surprise. While his features, and well toned body would be considered extremely attractive by most, his medium length brown hair, and grey eyes make him appear to be more average than he actually is.

 

Cario's air of professionalism also carries over to his style of dress. Mostly preferring to dress in clothes that would be considered business casual most of his wardrobe is picked out by his wife and brother. Cario's taste in clothing does move far from the question of its practicality, and its ability to be worn in the case of combat.

 

[spoiler=Personality]Much like his younger brother Cario is a quite, and reserved man around most people, a trait many Hultgrens seems to share. However Cario is much more warm in his interactions with others, and one can tell the kindness behind words, where as Morgan is cold as steel. This warmth reaches all aspects of his life, and can be seen most when he is interacting with his wife or younger brother the two people he cherishes most. Willing to do just about anything for those that he loves Morgan is the sole reason for Cario's loyalty to his family, and where his young sibling not around he probably would have run off with his wife long ago.

 

[spoiler=Short Biography]The first born in the most recent generation of the Hultgren line from birth Cario was raised not be the heir, but that he would be the heir protector. During his training as a mage it was made abundantly clear that Cario would not succeed the his father at the head of the family, and nor would he be passed down the magic crest. However this never seemed bother the young man much, Cario rather felt that the life of the mage was not one that he wanted, and so he was content to be placed on the sidelines. Unlike his younger brother who would be born little more than a decade after him Cario enjoyed the freedoms that not having to succeed the family came with.

 

When he had completed his training as a mage the then 18 year old Cario was given freedom to do as he pleased so long as he did not get in the way of the Hultgren's plans. Traveling the world the young man experienced many new and wondrous things. While Morgan was forced to stay sealed within the mansion, and only knew what he was taught from books and stories, Caro learned by experience and was able to gain appreciation and understanding for the world around him. One of the things his travels was love.

 

During one of his many travels in Europe Cario's father, Lucius, had arranged for him to be taught under one of the great mage families in London to hone his magecraft so that he might well defend the now born key to the Hultgren's victories. During this time the young man fell in love with the daughter of the house, Stacia Auria-Veda Archkristiya, and after several years (much to the delight of their parents) the two decided to marry.

 

As the months leading up the Grail War approached Stacia discovered that she had become pregnant, and now that the Grail War is nearly upon Crystalwater City Stacia has become too far along in her pregnancy to leave the city. With his wife still in the city Cario is now more than ever determined to win the Grail War to keep not only his brother and wife safe, but to secure the future of his unborn child as well.

 

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Combat Information:

Stats:

  • Magic Resistance: C
  • Magic Circuits Quality: B
  • Magic Circuit Quantity:

[spoiler=Abilities]

Breathing & Walking: Rather pursuing a traditional avenue of magecraft Cario has combined the intense training his body has received with the magecraft he learned from his family and united it with martial arts. A primarily eastern form of magecraft the majority of his family saw little merit in his learning of it, however after many years Cario has become a skilled practitioner of it. This form of magecraft operates on the absorption of outer energy to connect one's outer world with one's inner world.

 

This magecraft, combine with Morgan's Reinforcement, makes him a Master (despite only being a decoy one for Morgan) that is capable of direct combat rather than acting in a support role for a Servant.

 

Counter Magic: A form of magecraft suited for someone like Cario who is likely less skilled in magecraft than his opponent. This magecraft operates on the basis of intercepting converted magical energy and using it against the caster. Thus it allows Cario to "reflect" the spells of much stronger magi, however there are limitations to this magecraft. Cario is somewhat limited by the fact that this magecraft requires a longer verse count, and is thus slower, and cannot be used repeated to reflect multiple spells, and tends to be more of a one trick pony. It also encounters trouble when the user is faced with multiple attackers as it can only intercept one attack at a time. Another glaring drawback is due to the fact that for most normal modern day magi a Servant's magecraft is likely to exceed their own, and thus cannot be intercepted due to operating on more advanced concepts.

 

Modern Day Skills: Unlike most magi's who reject modern weapons and technologies such as guns and cell phones Cario makes ample use of them, and embraces modern day advancements. Skilled in the use of firearms, Cario makes use of them often during combat as he knows most mages disregard it, and while he knows most mages can easily block bullets through magecraft their usefulness is not to be ignored. He is also skilled in the use of technology and how it functions, and has taught Morgan the basics of how to use a computer and cell phone so that they can communicate while Morgan remains in the safety of the mansion.

 

[spoiler=Fighting Style]Cario's ability in combat is massively versatile able to quickly switch from long range sniper to close quarters vanguard in matter of only a few seconds. He has made special preparations in stocking up on modern weaponry in preparation for the Grail War as he is well aware that most mages do not guard against them. While one might think that members of a great family would look down upon such methods that are deemed disgraceful among mages, so great has their greed for the Grail become the Hultgren's are more than willing to stoop to methods most might deem cheating.

 

While already a deadly combatant on his own while boosted by Morgan's reinforcement magecraft he is able to far exceed what would normally be possible for a human, however even in this enhanced state he would still need quite a bit of support if he wished to fight a Servant. In cases where Morgan is available Cario will often choose to fight Masters head-on while Morgan provides covering fire through his attack magecraft.

 

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A question for all who will be involved: Do we want to keep the identities of our Servants a secret from each other or no?

 

Also, here's Caster's transported app.

[spoiler=Servant]

Name: Caster

 

Alignment: Lawful Evil

 

Parameters:

Strength: ??

Endurance: ??

Agility: ??

Mana: ??

Luck: ??

 

Class Skills:

Item Construction: B

Territory Creation: A

 

Personal Skills:

???

???

???
???
???
???

???

???

 

Noble Phantasms:

???

???

???

 

[spoiler=Appearance]

paladin_by_fetsch-d6ndegh.jpg

Caster stands quite tall at a height of 173cm (5'8"), and is most often encountered wearing a full suit of plate armor in a European design. It is somewhat ornate, having the visually pleasing quality of the various metal plates flowing nicely together, and bears a large crimson cloak which is attached under the pauldrons. Its dark metal is impeccably cared for, with the only signs of repair to it being spots of slight discoloration where fresh metal was forge-welded to shut holes in it. On either of his arms, depending upon the handedness of his opponent, one will always find a kite shield. It is forged of plain metal to match his armor, lacking any heraldry upon it. His helm completely conceals his face, with the exception of an odd lock of dark hair which may come loose every now and then. His voice has a mellow timbre to it which, if one is not careful, can have an effect of lulling a listener into a sense of security and calm.

 

At all times, a pair of items hang from his belt. The first is a hand-and-a-half sword in a plain scabbard worn on the same side as his shield. When drawn, the blade is revealed to be gleaming silver in its coloration and void of any marring or discoloration upon the edges or flats. The second is a heavy leather bound tome which hangs from the front of his belt on a chain attached to its spine. The front and back cover are each decorated with subtly glowing runes, indicating that it contains powerful magic.

 

Whenever a Servant or Master with the ability to determine a Servant's Parameters looks upon him, his own appear oddly. They will range anywhere from D to B+, arranged at random. When a person initially determines his parameters, they appear as such to that person whenever they attempt to determine them again. However, they will appear differently to different people. For example, one Servant might see his statline as entirely Ds with one C, and think him an easy target. Another might see his statline as mostly Bs and C+s, and approach more cautiously.

 

 

 

[spoiler=Blackmoore Insurance Policy]

Name: Alexandra Blackmoore

 

Age: 22

 

Sex: Female

 

Servant: None

 

Alignment: Lawful Evil

 

[spoiler=Appearance]

dpoa222_1200_by_bamuth-d8f1273.jpg

Standing at a fairly petite 147cm (4'8"), Alexandra has to put a fair bit of work into being anything but adorable. Her build is fairly slight, with perhaps just a bit of fat here or there, thanks to the majority of her activity being not particularly physically demanding. Similarly resultant is her pale skin, which is nearly comparable to snow in terms of color, speckled with freckles about her face shoulders arms and back. Compounding the potentially adorable appearance is her preference for wearing her silvery hair cut to hang to her shoulders, and the bright blue eyes set within her face. Her well-formed feminine figure certainly does not help either.

 

Seeking to counter this, she wears a very carefully arranged outfit. Firstly, she covers her face in makeup to make the pale color of her skin appear uniform. Secondly, she wears a dark skin-tight bodysuit to cover her freckles and provide a little extra modesty. Over it she wears a pair of thigh-high boots with armored plating on their exterior. The armor is more of an ornamental thing, and bears large skulls upon the knee plates along with the general imagery of death across its surface. From the elbows down her arms are covered by a set of gauntlets to match her boots, and her chest is covered by an ornamental breastplate with a large skull at her waist. A strip of cloth, hanging from her waist in both the front and back, provides extra modesty. Of course she has a set of robes to wear when it is appropriate, or when mobility is not much of a concern for her. They cover her entire body from the cheeks down, thanks to a high collar, and are adorned with shaped bones upon the shoulders and upon he lower hem of her skirt.

my_necromancer_by_sigmauna-d4ar37u.png

 

 

 

[spoiler=Biography]

Since time immemorial, the eldest child of a mage family has been the one destined to eventually take up their family's magic crest and assume leadership of the family. It was into this world that Alexandra Blackmoore was born, and so she was subjected to the most intense training that the Blackmoores could put her through in an effort to prepare her to eventually lead the family. Since the moment she was able to read, she was given grimoire after grimoire to study, and since she could walk she was made to practice channeling her mana every day until she reached the point of collapse. At night, her parents would read her stories about necromancers of the past and the mistakes they had made which led to their deaths. When her Father or Mother traveled to the united states to talk business with the Pipers, she was brought along to sit in on the meetings with them. The same was done when the heads of the Great Families would meet, and so she became wise to the ways of mages and magecraft. When her sister Elizabeth began to be trained in magic, she had already graduated to the more advanced subjects of Necromancy and had begun to expand her knowledge of the Dark Arts with readings into Demonology.

 

Things changed when, in Alexandra's thirteenth year, the Blackmoores had their son, who they named Alexander. While the tradition of mages at large is for the eldest child to be the one to inherit leadership of the family, the Blackmoores have always preferred to have the eldest male child take up leadership. So, when her brother was old enough to begin reading he took her place as the focus of the family's most intense training. Suddenly, it seemed that nothing Alexandra could do was enough to attract her parents' attention enough to train her beyond how she already had been. So she set about training herself, and even went to her grandparents in an effort to expand her knowledge when her own efforts failed her. Thinking that her parents were fools for completely abandoning her training, they were more than happy to see to it that she mastered the familial art and Demonology as well. Still, her hunger for knowledge of the dark arts was even then unsated and so she began to look into arts that her family had scorned for one reason or another. In particular, she took to the art of Hemomancy, Blood Magic, with remarkable success. She also put an effort into pursuing a working relationship with the young heir to the Piper family as her parents had with the head.

 

Five years ago, when the holy grail war was announced, she began putting all of her efforts into preparing for it in the hopes of becoming a master. She traveled to the United States under the guise of seeing the world outside of her home in the British Isles, and used the journey as an excuse to properly fortify the manor their family maintained in Crystalwater city. She was hoping that through her preparations she would be able to convince the grail that she was deserving of being a Master and thus being her family's representative in the conflict. When word reached her that her baby sister Elizabeth had been chosen to represent the family in the coming Holy Grail war, she took it less than well. All the same, she eventually suggested to her parents that she assist Elizabeth in her efforts in the war to ensure a victory for the Blackmoores. They agreed, and now Alexandra is precisely where she wants to be.

 

 

[spoiler=Personality]

Alexandra is, in a word, ambitious. She has significant aspirations, and accepts no challenge to them whether it be through combat or through more personal interactions. Nearly everything she does is done to further her goals, and as such she is often described as being overly serious or unladylike. Of course those comments have little meaning to her, and she often responds to them in an insulting or dismissive way. In her mind, the most important thing is to become the greatest Necromancer, perhaps even the greatest Dark Witch, in the modern world. As such the two main things she aspires towards are knowledge and power. Specifically, she seeks knowledge of more of the Dark Arts to supplement what she already knows, as well as a way to increase the strength of her magical circuits and her overall store of mana.

 

This does not mean that she allows her ambition to lead her to foolishness. She remains cautious, tempering her drive so as to avoid making mistakes such as causing incidents which would draw the attention of the church. While many would consider this a limitation, she finds a way to still perform larger-scale experiments without creating too great of an image for herself. She aspires to be great, not infamous. At least she does not aspire to Infamy until such time as she is strong enough to deal with it.

 

Even though she does not care for being ladylike, and thus could be considered a tom boy, she is still a young woman. She wants to find someone she can love and be with for the rest of her life, as is the traditional place for a woman. However, her studies into the dark arts has resulted in her neglecting the proper formation of a social life. This means she tends to be awkward in expressing her affections, either because she cannot figure out how to say what she wants or because she does and ends up being far too blunt. She's not exactly modest either, despite her station as the aspiring heiress of one of the great families.

 

In the Holy Grail war, her goal is ostensibly to assist Elizabeth in winning the contest and claiming the grail for the family. Of course she intends to act in support of this at all times, but she does have ulterior motives in it. Truthfully, she hopes to be present in the event that her sister should die so as to be able to take over as the Blackmoore's representative in the war.

 

 

[spoiler=Abilities]

Demonology: The art of summoning, binding, and banishing demons as well as wielding the unique powers which those creatures themselves wield. Given the passion with which she attacked this aspect of magic, and the hundreds of hours poured into learning and practicing it, Alexandra is remarkably able in it. She is able to summon even particularly powerful demons and command them like child's play, though beyond a certain level they require her to perform far more ritualistic forms of magic to summon and control. Perhaps the greatest addition to her arsenal that Demonology granted her was the use of Hell Fire, which she wields with skill that has not been seen in many years. One of the greatest limitations of demonology is the instability of summoned demons, meaning that once a demon is summoned they can only remain in the mortal world for a short amount of time. Of course, the summoning of demons is often used in conjunction with...

Necromancy: The art in which her family specializes, and in which she is without a doubt the most skilled. Though the creation of proper undead servants, zombies mummies and the like, requires a great deal of preparation and ritual, she has discovered a number of shortcuts. In particular is a magical affliction which she simply names The Rot. This infection afflicts a person's body, slowly pushing them towards a painful death by way of bleeding out of every orifice. When a person afflicted with this dies, two things happen. The first is that their body is raised as a living corpse under her control, and the second is that their soul is twisted and corrupted into a wraith which is bound to her will. The longer a person is able to resist the affliction, the more powerful creatures they produce. Of course her truest triumphs in this form of magic are the creation of Revenants and Demon Hosts. A Revenant is a specially prepared suit of armor into which the soul of a person is bound. Strangely, incredibly powerful Revenants can be produced either by binding a soul of a recently slain victim, the more painful their death the better, or by binding the soul of one who has been dead for an incredibly long time. The former are easier to command, while with the latter one must acquire the trust and loyalty of the dead in order to properly command them. Once a Revenant is created, they can be summoned to their master at any time with a simple incantation. The one she currently possesses, whom she affectionately has named Giles, was a mage boy whom had fancied her. She used that to lure him in, and tortured him to death over the course of several days before binding him to the armor. Demon Hosts are an answer to the instability of demons, allowing them to remain in the mortal world indefinitely by binding them in a specially prepared human corpse. The demon must, of course, be bound to the prospective master's will beforehand through the use of an ancient ritual. Of course, many demons are excited at the prospect of becoming Demon Hosts, given that they love to stay in the mortal world and meddle in the affairs of mortals. At present, Alexandra has only a single Demon Host under her control. Disguising itself as her personal maid, and going by the name Mary, it stays by her side at all times and acts as a final line of defense. Given the terms of the ritual, she cannot willingly allow her master to be harmed or else she would be cast back into hell.

Blood Magic: The most recent art which Alexandra learned, and by extension the one she is least adept at, this still promises to potentially be the thing that propels her to becoming a legend in her own right. It allows her to steal the mana of another living being by virtue of taking their blood for her own. With enough use, this could allow her to permanently increase the amount of mana she wields. In a more directly useful way, it allows her to use her blood as a means to transfer life force to another and heal them in a direct way. This method of healing in particular is a very old one, dating back to the ancient celts and other pagan healers in Prechristian Europe. It is incredibly powerful, allowing for the healing of grievous injuries quickly, but also incredibly draining on the caster. A human only has so much blood to give. She can make it somewhat easier by using the blood of another for healing, though this is somewhat less effective outside of a ritualistic setting due mostly to her own lack of experience. One thing she has learned recently is that she can, through a process which very strongly evokes vampirism, take blood more directly from a victim or willing donor to strengthen herself. While this is somewhat faster than the normal process, a truly significant increase in power would require many hundreds of feedings.

Shooting: Precisely because it is the sort of thing that would catch another mage off guard, Alexandra put a fair bit of effort into learning how to handle a pistol. While her marksmanship isn't the sort of thing that would earn her high marks with the police or military, she is more than capable of defending herself with a pistol. Her weapon of choice is breach loading, single-shot pistol firing .40 bullets. She keeps it loaded in a holster on her right thigh.

 

 

 

[spoiler=Blackmoore Manor]

Located in what was at one point the richest neighborhood in Crystalwater City, the Blackmoore house outwardly appears to be uninviting. The windows are broken, the roof has caved in in places, and a shaggy homeless man named Greg has set up a little shanty house in the front yard. All in all, it is generally the very picture of a run down turn-of-the-century mansion. The neighborhood it is set in is little better than it, though most of the old mansions have been torn down to make room for high-density lower-class housing. A few cheap apartment complexes stand out among a bunch of cheap houses spaced closely together with poorly maintained yards. Yet, in spite of the outward appearances, this house is one of the safest places for a necromancer to be in the entire city.

 

The run-down exterior is a facade, partly made possible by architecture and partly by illusions woven into the brick and mortar of the mansion itself. Inside, the place is every bit as luxurious as the day the Blackmoores first established it as their home on the New World's West Coast. Tapestries hang from the walls, the carpets are thick and impeccably cleaned, and dozens of suits of armor line the halls with weapons in easy reach of them. Where other families would have living servants cleaning the place and cooking meals, the Blackmoore Manor is attended to by the dead. Ghostly maids and butlers do the bidding of the family living there, skeletal cooks prepare dinner, and freshly summoned imps deliver messages around the building to keep things running smoothly. More concerning are the various spectral and demonic servants that are not immediately apparent, lying in wait in the spaces between the walls ready to spring out at a moment's notice.

 

What truly makes the house dangerous, though, is the bounded field that surrounds it. The field itself has no harmful effect, simply placing a small traceable mark upon anyone within its range. The mark itself is, of course, harmless. The trouble comes with what happens when it is present without a separate mark that Alexandra and Elizabeth are capable of casting upon themselves and others.  When the two marks are present on the same person, they are perfectly safe and  they can remain within the bounded field. However, if they have only the mark placed by the bounded field, then it acts as an attack signal for every single summoned creature within the house. Skeletons lash out with bony claws, wraiths draw spectral blades and attack, and the various less powerful ghosts possess the suits of armor throughout the house and lash out with their bladed weapons. If someone flees the confines of the bounded field without the second mark or without dispelling the first one, then the mark becomes permanent unless it is dispelled. This means that the various ghostly and demonic servants called forth to protect the house can continue tracking the marked person beyond the field.

 

In addition to these more mundane devils, wraiths, and other summoned creatures there are a number of notable summoned entities stronger than the norm. First, foremost, and most dangerous are the six Revenants present in the house. They were placed there over the years by various members of the Blackmoore family, and are bound to protect those of the family present in the manor. As these were intended to provide protection against a potential attack by the Church's Magehunters, their armor has been fortified by profane rituals to provide them an exceptional degree of defense against the holy powers normally used to banish or disrupt the undead. In terms of their strength, these Revenants are roughly equivalent to weak Servants and thus can even stand against those if they should need to. A pack of ten Hellhounds roam the house, disguised as large friendly dogs to hide their nature from those who might be unaware. While they are friendly to those not bearing the attack mark alone, those with it can expect no mercy as the most frightening qualities of demons and beasts combine into these. Rounding out the mix of terrifying beasts are a trio of Greater Wraiths, whose very touch is anathema to the living and whose forms can pass through magic and physical barriers with equal ease. For all their strength, though, they are terribly fragile. A few simple offensive spells are enough to disperse their forms for a few seconds, and more powerful magic attacks will disperse them for longer, meaning that they cannot manifest fully enough to attack. They cannot, however, be banished from this world so long as they are within the confines of the bounded field encircling the Blackmoore Manor.

 

 

[spoiler=Overseer]

Name: Cidus Graham

 

Sex: Male

 

Age: 56

 

[spoiler=Appearance]

professor_snape_by_janemere-d3qi1um.jpg

Height: 6'2" (188cm)

Weight: 140lbs (63.5kg)

 

 

 

[spoiler=Personality] Cidus is a calm, collected man who is, by all accounts, perfectly suited to the position of Curator. He finds it easy to face down an immense library of records regarding the use of the items in the Clocktower's collection, and has even been quoted as saying he finds it relaxing. The man's incredible memory means that he can often recall the specifics of an item the moment he sees it, so long as it is an arcane artifact suitable for the collection. In terms of his preferred pass time, that is to read over the various compendiums of knowledge regarding the artifacts under his care.

 

Mr. Graham takes the Holy Grail War very seriously, and the rules associated with it even more so. He fully intends to see to the safety of those masters whose servants are vanquished, so as to prevent unnecessary bloodshed. Regarding the secrecy of the conflict, maintaining it is his utmost and absolute concern. Any threats to it that he becomes aware of will be dealt with as immediately as he can possibly manage. He has no desire to see the war turn out to be anything like the one in which he fought, though he does not share the Association's distrust of the Church as a whole. Instead he sees his predecessor as simply one bad apple among a bunch, but he will do his duty anyways.

 

The reason he has taken such a powerful artifact out of the collection for his personal use is twofold. Firstly, he needs to be able to stand against the Masters and their Servants should they attempt to do harm to those under his care. Secondly, in the event things get out of hand, it would allow him to very quickly gain control of the war and return it to the orderly contest that it is supposed to be. Of course there is the minor possibility of someone taking it from him, but he has made plans for that.

 

 

[spoiler=Short Biography] Twenty-six years ago, the third Holy Grail War was fought in Crystalwater city. While things seemed to be proceeding normally, suspicion was raised when a Master whose Servant was eliminated was found dead outside of the Overseer's safehouse. When this happened a second time, and the Master eliminated was the one whom all participants had suspected was responsible, the remaining five participants came together in an effort to determine what was causing the deaths. While they maintained the appearance of doing battle, so as to avoid attracting attention from their apparent foe, they always made certain that there was a means for the defeated master to escape. In the mean time, all focused their efforts on determining the means by which the masters had been slain.

 

It was eventually discovered that the Overseer himself, a priest from the Church whose name has been stricken from the Mage's Association's records of the war, had broken the rules. Not only was he directly responsible for killing the masters that had come to him for assistance, but he had also summoned a servant of his own. The remaining Masters were understandably angered by this, and so they came together once more and organized a full assault upon the Overseer's safehouse in order to put an end to the madness that had resulted.

 

The battle was immense, and the only reason that the war was not blown completely out into the open was that the Masters had contacted the Association beforehand and requested their assistance in keeping the battle concealed. Between the raw power of the Servant that the Overseer had called and his liberal use of his own command seals against those facing him, the battle was very nearly lost along with the grail. Thankfully, due to a number of unexpected abilities that certain Servants possessed, the Masters were able to kill the Overseer and his Servant even if it was at great cost. Only two of the Masters survived, and none of the Servants were left alive at the end of it. One of those masters was Cidus Graham.

 

The two never spoke of how they ended the war to anyone, nor what was done with the grail, and simply returned to their lives and left the battle to be forgotten. Cidus returned to the Clocktower, where he had been pursuing a faculty position, and was ultimately brought in as a teacher. Twenty years later, he became the Curator of the Clocktower's Collection of Arcane Artifacts. Merely two years thereafter, when it became apparent that the Grail would manifest soon, he was approached by representatives from the Association at large and asked to take up the position of Overseer thanks to his experience on the matter. Understanding the reasons for their request, and lacking any particular desire for the Grail himself, he took up the position at their urging. He even saw to it that a number of the prospective masters were given items from the Clocktower's collection to use as their catalysts.

 

 

[spoiler=Abilities]Evocation: In general terms, Evocation is the art of taking mana from oneself and using it to produce significant amounts of energy in the world around us. Whether it be Electrial, Thermal, or Kinetic energy is largely dependent upon the specifics of the spell the man wishes to cast. Cidus' own particular specialization actually relies upon sapping energy out of the environment. In other words, Ice Magic. He is capable of freezing objects the size of a human in mere moments, producing blasts of icy wind that freeze and tear at everything they touch, and even unleashing barrages of razor-sharp fragments of ice. He is of course able to produce lightning and flame as well, though he is much less able in those regards.

 

Close Combat: Cidus is one of those rare mages that actually trains to fight against an opponent in melee. Most would simply prefer to sit back and unleash their spells from afar, but Mr. Graham is equally at home taking up his staff and beating the ever living snot out of his foes. It tends to catch other mages off guard, especially considering that Cidus is a well respected member of the Association.

 

 

[spoiler=Equipment]Staff: This particular item, taken from the Clocktower's collection, is a remarkably powerful arcane item. Not only can it serve as a reservoir in which the user may store large amounts of mana for later use, but it also significantly boosts the power of spells which are channeled through it. Furthermore, given its connection to a particularly renowned king, the weapon is every bit as strong as the Noble Phantasms of Servants and thus can be used to intercept strikes from such weapons withoug being at risk of breaking itself.

 

 

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[spoiler=Master]

 

"This just isn't the time or place for games!  This is war!"

Name: Lance Ferdinand 

Gender/Sex: Male

Age: 24

[spoiler=Appearance:]

5oyh2Yj.jpg

 

 

[spoiler=Personality:]

Lance Ferdinand has all the qualities of a modern day Christopher Columbus, if he were a kooky kid at least.  He has all the curiosity in the world, but all contained within a bubble of discipline.  He yearns for knowledge wherever he can find it, and is elated to learn new things.  Even a knock-knock joke he has never heard will put a smile on his face that could light up a room.  He himself loves to crack a joke every now and again, although the reception isn't as good as he think it'll be.  He needs to work on his punchlines and presentation for his jokes to come across as...well...jokes.  

 

His social skills are quite lackluster, but Lance is always trying to put himself out there.  He's always trying to meet new people, new names, new faces.  Learning about the world meant learning about it's inhabitants, correct?  However, even though Lance is good at trying to get to know people at his own pace, if his senses are overloaded, it can cause him to panic and immediately leave the situation.  

 

Lance is not really a leader personality, and is quite naive for a young adult.  Sadly, it makes him a vulnerable, and easy target for manipulating.  There have been cases where Lance has been made to do something naughty by others, such as petty theft and harassment, but he falls for harmless stuff like the good old 'what's that on your shirt, hah your nose got flicked!'  

 

 

[spoiler=Short Biography:]

Lance Ferdinand was born and raised in a small cottage on the outskirts of Britain.  He grew up in a deep forest seemingly forgotten by time, and didn't really get much interaction with others his own age.  Instead, he was to stay away from civilization, and study at home.  He was lucky his parents were both licensed teachers, on a collegiate level even.  With their combined efforts, Lance came to understand simple arithmetic and three types of foreign language by the time he was four.  Whenever Lance asked if he could go out and venture into the city, his parents would scold him for asking such silly questions.  The city was full of nothing but ruffians and street urchins.  Like a good child, Lance never disobeyed his parents, but he grew ever so curious about the world that lay beyond the green.    

 

When it was time for Lance to be passed on the magic his father knew, around eight, he didn't take to well to the whole concept.  He knew that magic existed, his parents used it all the time beforehand, but being raised on knowledge and truths hampered his progress with his own magic.  The training was hard, but Lance was patient.  He soon got the knack for it in time.  The time it took him was comparable to the time he figured out how to solve complicated calculus questions.  With his training in both the arts and magic complete, his parents finally moved back into the city, where his parents owned a rather large house that was being well kept by magic runes that cleaned the house on the daily.  When he asked why he was raised out in the middle of the forest, his parents said that being at one with nature would distract him from all the stimuli of the outside world.

 

Now that he has free reign to roam the world, Lance has made himself a goal.  A goal to explore the world, and learn what it has to offer to one such as himself.

 

 

[spoiler=Abilities:]

 Force - Lance can use the mana around an object to push or pull  at will with the use of Telekinesis and gesticular movements.  Heavier objects can be harder to lift, push, or pull, and take more concentration and mana.   The force of the push depends on how much mana Lance puts forth into the spell.  Lance cannot lift a person who has a considerably higher mana output than his, but if a person is unconscious, it is fairly easily for Lance to lift that person.   

 

Flight - Altering the force and mana that surround him, Lance is able to take flight.  While in the air, it takes extreme focus and a steady flow of mana to keep him airborne.  In flight, he is not able to alter the forces of any other object, or person.  His flight speed as of yet has barely reached 5 miles per hour.  

 

Field - Lance can use himself as a sort of mana magnet to condense all the mana in the air around him into a physical barrier.  While this barrier can keep himself safe from many low-tier magics, it cannot sustain high impact damage for long.  The area of this barrier totally depends on how much mana is in the air around him, and how much mana who puts into the barrier himself.  With minimal effort, it can be used as a shield, protecting a small portion of his body.  At the maximum, it can be used as a ten foot radius bubble that centers around him.  

 

 

 

[spoiler=Other]

Can speak Japanese, Chinese, Mandarin, German, Russian, French, and English.

 

 

 

[spoiler=Servant]

Name: Saber

 

Alignment: Lawful Good

 

Strength: ??

Endurance: ??

Agility: ??

Mana: ??

Luck: ??

 

Class Skills:

Magic Resistance: A+

Riding: A

 

Personal Skills:

???

???

 

Noble Phantasms:

???

???

 

[spoiler=Appearance]

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  • 3 weeks later...

[spoiler=Rider]

 

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                                                                                                "You've begun to become a strain on my nerves..." 
 
Name: ???
Master: ?
Alignment: Neutral
Alias: Rider
 
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Servant Parameters
 
Strength: ???
Endurance: ???
Agility: ???
Magic: ???
Luck: ???
N. Phantasm: ???
 
 
 
Class Skills:
 
Magic Resistance: A
Riding:  B
 
 
Personal skills:
 
???:
???:
???:
???:
 
Noble Phantasms:
 
???:
???:
 

 

 

[spoiler= Appearance ]

 

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Standing at 5'9 and weighing a very unimpressive 162 pounds, Rider is a man of a moderately slim build. Aware that his standard garb would be... frowned upon in the modern era, he now dawns rather expensive looking black trench coat atop a white under-armor with an ascot to make the outfit a tad more crisp. He has also opted to wear a pair of jet black fitted combat pants, and military style boots rather then the ridding pants that he had been so accustomed too. 
 

 

 

 

 

 

 

 

 

 

[spoiler= Oliver Piper]

 

 

 

"If you think this war will be won by whoever swings the bigger stick, you're in trouble..." 

 

Name: Oliver Piper 

Gender: Male

Age: 19

Servant: ???

Alignment: Chaotic Neutral  

 

[spoiler= Personality]

 

Do you remember that guy? Of course you do... we've all met at least one. Handsome, polite, and a smile that could get you do just about anything he asked. But then you finally talked to him, and realized that he was a total moron who only managed to get where he was because of his pretty face and smooth one liners... Though he may fit the superficial description to a tee, on the inside Oliver is nothing like that guy you met once upon a time.

 

Well aware of the fact that the world is his playground because of his looks, Oliver exudes an air of whimsical indifference that could only belong to a man without a care in the world. Using the fact that most would see this and underestimate him, Oliver uses that to his advantage whenever possible; often luring enemy mages into a false sense of security before initiating a very carefully calculated attack to neutralize them. Whilst general coming off as friendly and to some extent lazy individual, Oliver is always looking for things around him that can be exploited or used as a stepping stone towards his victory in the war. Though not a genius by any means, the boy's eye for analysis and knack for formulating personalized tactics are two things that you'd be wise not to underestimate...

 

Due to his sensitivity to mana, Oliver often finds himself drawn to people with strong magical circuits. Deeming them "interesting" and often times targeting them above those with less impressive circuits (Though it is suspected that this is because he combat abilities are increased in the presence of such persons.). Preferring to take on the roll of the sniper whilst in battle, Oliver has no problem with attacking targets that don't prove to be an immediate threat himself and will frequently take advantage of high ground to avoid the range of enemy magic. Oddly enough, Oliver is not without his own code of honor, and is known to act out of character should he genuinely feel like something is wrong or see an act of unnecessary violence.

 

Despite his families fortune, Oliver does not find pleasure in flaunting his wealth. Having been turned away upon trying to return to his kin the first time, Oliver has developed an odd detachment the majority of the family, and only maintains the Tower during his father's absence because of the tactical utility it serves. 

   

 

 

 

 

 

[spoiler= Abilities]

 

Abnormally High Mana Sensitivity: Though Oliver’s Magic circuits and mana reserves are ordinary by every definition; since a young age the boy has been proven to have an acute awareness of all mana sources around him. Use of this 6th sense has become second nature, and with it Oliver is able to deduce how munch mana is being used for a spell or action with relatively high accuracy, identify and in some cases track other mages by tell tail signs in their mana usage, and is even aware of the microscopic mana particles that are present all through out the air and that are also released after the use of magic.

 

 

Mugen: By molding large amounts of the mana particles that flow through the air with some of his own mana, Oliver has found it possible to create a number of unique "spells". Given the nature of how Mugen functions, Oliver finds it extremely favorable to battle in the presence of multiple high level enemies due to the fact that their spells are more likely to leave large amounts of mana particles for him to use in his creations. It should be noted that the use of Mugan does in fact require mana on Oliver's part and if he can not supply enough to mold the mana particles, his spells will fail.

 

  • Mugen: Armaments of Eden: Oliver's most frequently used spell and the least taxing on his mana reserve. He molds mana particles into weapons of glowing energy, with densities directly proportionate to the amount of particles used to form them. Once fully formed, these weapons will not only cause physical damage, but will also fill the enemies magical circuits with surplus mana to rigger a mock-overloading effect akin to a magical stun gun. Though not nearly as debilitating as a true magical circuit overload, the shocks are capable of temporarily tampering with the flow of the effective mages mana, rendering it difficult and in some case impossible to use spells for a short time.These shocks are known to be even more painfully for those with greater mana pools and magical circuits, and excessive mock-overloads have proven to cause actual magical circuit damage to the victim 
  • Mugen: Winds of Icarus: By gathering large amounts of mana particles bellow his feet and condensing and manipulating them with his own mana, Oliver can create a "flow" for which to ride on to achieve high speed movement. Use of this technique can be rather taxing on his mana reserve when traveling long distances, leading Oliver to make use of this spell as an emergency escape rather then a distance closer. 
  • Mugen: Eyes of The Watcher: Preferring ranged combat, Oliver has developed this spell as a means to scout as well as keep eyes on enemy positioning whilst behind cover. Molding mana particles into the shape of a crow, the boy can use his own mana to guide and control this contract like a puppet, and is able receive any sights and sounds that the bird picks up as if they shared senses. Whilst Oliver can in fact produce and control multiple Crows at once, doing so is not practicle whilst in combat due to the fact that he finds it hard to focus whilst receiving so much information at once.
  • Trick Arrows: By pouring more of his own mana into the arrows formed by Mugen, Oliver can grant them a vast array of effects. 

Archery: Even by Piper standards, Oliver is an extremely talented marksmen. 

 

 

 

[spoiler= Piper Towers]

 

Despite being a relatively young family, the Pipers have managed to create quite a fortune for themselves with this gleaming structure that has become the most popular hotel in all of the city. Towering over many of the buildings that make up the Crystalwater skyline, this golden palace serves as the base of the operations for the Piper family, as well as focal point of for the cities human trafficking market. 
 
Given the nature of the Piper family’s morality, it should come to no surprise that the hotel’s success is very largely due to the use of magic. Potions and elixirs are introduced into more than 85% of the food and beverages served in all of it’s establishments; causing The Piper Towers patrons to become giddy and complacent. Every review will speak of the Tower’s euphoric atmosphere, and how the reviewer found themselves wanting to stay in this wonderland of relaxation and sin for the rest of their days… though they wouldn’t be the first to try. There have been multiple cases of wealthy costumers taking up a near permanent residence after an extended stay. 
 
Being the base of operations for a magical family, it should come to no surprise that Piper Towers also doubles as a fortress. The Pipers have ingeniously built the hotel atop a multitude of leyline intersections, filling the grounds with a surplus of the magical particles that they make use of for combat. By equipping the entire facility with specialized ventilations systems, the Pipers can fill the hotel with mana particles within a moments notice, and will not hesitate to do so should there be a threat. In addition, the building is guarded by a system of bounded fields of Piper design; meaning that the defense system is self-maintaining due to the fact that it is powered by the magical particles that are constantly present throughout the grounds. 
 
Though Oliver’s sisters, as well as his mother and father have fled the tower in order to avoid being caught up in the war. The other members of the family are still very much present, and hide amongst the hotel staff and guests whilst aiding Oliver in running the business in his father’s absence, and serving as a home guard. Due to the fact that his penthouse bedroom would be an easy target, Oliver has been moved to the family bunker hidden amongst the most densely populated part of the tower. 
 

 

 

 

 

 

[spoiler= Bio]

 

Born into the the notorious Piper family, Oliver's unheard of sensitivity to mana earned him recognition amongst the three Great Families. Spending the early years of his training being closely watched from the shadow by several major powers in the magical community, Oliver developed his high sense of self worth at a young age. Upon developing Mugen, Oliver was then formally introduced to the Argus family under the pretense that their mages could help the boy grow in power. Though he later discovered that the adoption was arranged as way to further their research on mana particles...

 

After several years Oliver did find that his skill with Mugen had increased dramatically with the aid of the Argus family resources. Though after it was discovered that it would be impossible to emulate the boy's magic for the use of construction, the Argus family abruptly ended his special training, and all but cut every tie with him. Suddenly uprooted from the only family he knew, Oliver returned to the Piper clan, only to be turned away by his true kin as well. Oliver spent the next few months living alone and honing his skills, only to be contacted by the Pipers to be their representative in the Holy Grail War. Accepting his former family's request with little hesitation, Oliver resolved to win and put the Pipers on the map with him at the head of the family.   

 

 

 

 

 

[spoiler=  Appearance]

 

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[spoiler= Despina Piper]
 
"I am my brother's keeper... unfortunately." 
 
Name: Despina Piper 
Gender: Female 
Age: 24
Servant: None
Alignment: Lawful Evil
 
[spoiler= Personality]
 
As the second oldest child of the Piper family, Despina has always had a large amount of responsibility thrusted upon her. Having been groomed to run Piper Towers in the event of her father's passing, she is highly knowledgeable about the modern world as well as the city's human trafficking and drug operations.Though Despina holds the Piper family name above all else, she believes many of the magical community's traditions to be outdated and has been trying to convince the other Piper's to embrace the utility of technology for quite sometime.
 
Generally maintaining a stoic and calm demeanor at all times, Despina is a business woman at heart and is never known to act out of impulse. She finds Oliver's nonchalant and whimsical personality extremely irritating, and believes that he isn't a suitable representative in the Holy Grail War.  Despite this, she has chosen to stay behind and aid him purely because she doesn't trust him to run the Tower by himself and fears that the boy will get himself killed without some kind of guidance. 
  
 
 

 
[spoiler= Abilities]
 
Marksmanship and Extensive Arsenal: Though has been taught the art of archery as Piper tradition dictates, Despina choses to make us of her extraordinary hand eye coordination for gunplay despite her father's distaste for modern weaponry. Proficient with a number of firearms, Despina has used a sizable amount of money from the Piper accounts to arm herself with a vast array of weaponry in preparation for the war. 
 
Nimbus: A technique developed by Despina whilst attempting emulate Oliver's Mugen. Painfully aware of the fact that she could never assume the same level of nuanced control over mana particles as her idiotic younger brother, Despina uses her own mana to pull in large amounts of mana particles from the air and mixes them them together within herself. When in use, Nimbus forms a glowing aura of mana around Despina and serves to increase her physical parameters such as speed, strength and durability. Though it should be noted that Nimbus doesn't grant nearly enough of a boost enable single combat with a Servant, it's aura provides moderate protection from magic and enables Despina to combat mages despite her lack of proficiency with actual spells. 
 
Upon taking a significant amount of damage Nimbus's armor will shatter, forcing Despina to reform it again by gather more mana particles. Unfortunately, this technique is nowhere near as mana efficient as Mugen, meaning that it requires a sizable amount of her own mana and stamina to maintain.
 
Gun Fu: Though not a master by any means, Despina is a respectable close quarters combatant, and able to keep pace with others who specialize in such a combat through the use of her guns and Nimbus. Though extended combat at close range is unfavorable due to how vulnurable she is if her opponents manage to break through Nimbus.      
   

 
[spoiler= Piper Towers]
 
Despite being a relatively young family, the Pipers have managed to create quite a fortune for themselves with this gleaming structure that has become the most popular hotel in all of the city. Towering over many of the buildings that make up the Crystalwater skyline, this golden palace serves as the base of the operations for the Piper family, as well as focal point of for the cities human trafficking market. 
 
Given the nature of the Piper family’s morality, it should come to no surprise that the hotel’s success is very largely due to the use of magic. Potions and elixirs are introduced into more than 85% of the food and beverages served in all of it’s establishments; causing The Piper Towers patrons to become giddy and complacent. Every review will speak of the Tower’s euphoric atmosphere, and how the reviewer found themselves wanting to stay in this wonderland of relaxation and sin for the rest of their days… though they wouldn’t be the first to try. There have been multiple cases of wealthy costumers taking up a near permanent residence after an extended stay. 
 
Being the base of operations for a magical family, it should come to no surprise that Piper Towers also doubles as a fortress. The Pipers have ingeniously built the hotel atop a multitude of leyline intersections, filling the grounds with a surplus of the magical particles that they make use of for combat. By equipping the entire facility with specialized ventilations systems, the Pipers can fill the hotel with mana particles within a moments notice, and will not hesitate to do so should there be a threat. In addition, the building is guarded by a system of bounded fields of Piper design; meaning that the defense system is self-maintaining due to the fact that it is powered by the magical particles that are constantly present throughout the grounds. 
 
Though Oliver’s sisters, as well as his mother and father have fled the tower in order to avoid being caught up in the war. The other members of the family are still very much present, and hide amongst the hotel staff and guests whilst aiding Oliver in running the business in his father’s absence, and serving as a home guard. Due to the fact that his penthouse bedroom would be an easy target, Oliver has been moved to the family bunker hidden amongst the most densely populated part of the tower. 
 
 
 

 
[spoiler= Bio]
 
Though she wasn't born with a gift like Oliver, or skilled with magic like the rest of her siblings, Despina has always known to be their father's favorite. Her loyalty to the family, and resolve to do whatever it took to complete any assignment presented to her landed the girl the promised position of owner of the Tower despite the fact that she wasn't the oldest and made use of modern technology.
 
Upon Oliver's departure to the Argus family, Despina grew distant with her other siblings; devoting even more of her time to aiding the administration of the Tower and running the Piper's human trafficking business. During the years of Oliver's training, Despina's face became even more known than her father's, allowing him lead the family from the shadows whilst his daughter became the face of the operation. Though even with all the perceived power, when her younger brother finally returned home, the matter was thrown over her head and the lad was cast out again...
 
Now with the Holy Grail War drawing near, Despina has been reunited with Outcast Son, and will do all she can to assure his victory. 
 
 

 
 
[spoiler=  Appearance]
 
 
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[spoiler: Berserker]

 

If it is war you people want...Then I shall coat your lands with the thickest coat of blood.

 

Alignment: Chaotic Neutral 
Alias: Berserker
 
[spoiler: Appearance]
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[spoiler: Master]

 

No seriously, why are children fighting in wars now?

 

Name: Tristan De La Mancha

Gender/Sex: Male

Age: 45

 

[spoiler: Appearance:] 

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[spoiler: Personality:] Tristan is one of those stereotypical loving teacher types. Mainly because he is a teacher by trade for the Mage Association. The concept of fighting potential students is absolutely abhorrent to him and typically this means he always and will always not fight a child seriously. On the other hand Tristan is devoid of any feelings when it comes to battling an adult. For them he sees the choices that adults make informed and calculated. Tristan takes life normally one day at a time and therefore does not have any odd idiosyncrasies that would make him stick out in a crowd. In short if Tristan is not bothered then he will not seek to bother.

In terms of the Holy Grail War Tristan hates it! With verdant malice he hates anything that would select children to possibly kill each other to gain anything. While in combat his mood and strategy will completely vary depending on his opponent. As a teacher he takes the time to at least get a vague outline of his plans for taking out each of his opponents. Hopefully they will not be children.

[spoiler: Short Biography:] Tristan has very humble and ordinary beginnings. In fact his life is completely ordinary as far as a mage is concerned. He grew up with both parents who come from a long line of mages. He was brought up in the school of "The One." A school of magic similar to that of Taoism that dictates magic as the one unifying force of the universe. Through this he has learned that mana can be drawn from all things in the universe. Through this school of magic Tristan grew up without the need to actually use ritualistic sacrifices to gain power. Through constant meditation he can gain more power. 

 

As he has continued to grow up and matriculate through life he was able to attend the magic academy and become a true mage. Since mages now have to learn some form of self defense Tristan thought that he should take it a step further and learn how to fence. He became quite adept at the art of the saber so much so he was able to tutor others. As he kept going throughout his school years he graduated with the highest marks. After he graduated the teachers and higher ups of the Association sent him to travel the world to refine his craft. At the age of 36 and a fully world traveled and vested mage he was welcomed back to the Academy as a mage. This worked out perfectly for Tristan because he actually like the concept of bettering other peoples lives through instruction.

Years later and several of bright young scholars and mages coming from his tutelage he was up for tenure. This was an important time for him and with this he had to do one thing! He had to participate in this "Holy Grail War" on behalf of the Mages Association. Not fully sure what this meant Tristan was given some artifact, a plane ticket and a lose guide of what was happening. To be fair the association is sponsoring him throughout his stay, but hopefully this wouldn't be too burdensome.

 

[spoiler: Abilities:]

 

Mana Melody: Tristan's magic manifest in the form of sound or better yet...vibrations. Through his manifested harp sword Tristan can form constructs anywhere within a five meter radius of himself. While this does keep him from actually being able to summon projectiles and firing them he mainly uses the ability defensively and acts as a close range fighter.

 

Harmonic Magic: Tristan's teachings constantly keep him at one with all of his surroundings. Meaning he detect any shifts in mana or any use of magic that happens within a 10 meter radius of his own person. This makes it pretty hard to sneak up on him.

 

Other

 

 

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"Sometimes, starting over is a good thing."

 


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"Throwing my pride as a magus away to sate my thirst...I'm pathetic, am I?"

 

Name: Ayesha Cherrania Miracoutta
Gender: Female
Age: 39
Alignment:  Neutral Good (on a good day) Chaotic Good-Neutral (when her facade breaks and she regress) Chaotic Evil (When out for vengeance)
Master of:


[spoiler=Appearance]

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Ayesha is quite short for her age at156 cm, although it is simply because she has stopped growing after installing her family's Mystic Code on her. She always wore a concealing, ornate dress whenever she goes, no matter whether it would be impractical for her to do so or not to hide the fact that her body has almost completely replaced by said Mystic Code. What was left of her human body was everything from neck-up and her spine.

 

It's a big stretch to say that she's alive due to that, but her soul was still bound on the material plane thanks to the fact her brain was still functional, and also the Mystic Code allowed her to live functionally enough despite the fact that there's only a mechanical skeletal structure underneath all that robe.

 


[spoiler=Biography]

One hundred years ago, the Miracoutta family was a once-great family on a decline. Hailing from Middle Asia, the family didn't actually specialize in anything when it comes to a discipline, however, they used to be the forefront on the research of the nature of a Soul - and the utilization of it.. Half-desperate to return the family to the level influence it once had on the Magus Association, and half also due to their own pursuit of uncovering the truth behind Souls and utilizing that truth, they researched about the mystical artifact called the Holy Grail, and attempted times after times to summon it. It didn't lead anywhere however, but not long after, news and rumors about the failed ritual the three Great Families had attempted reached the head of the family during that time, Arsh Varla Miracoutta.

 

The mere fact that the three families managed to accomplish what his family couldn't, nevermind the consequences and the fact that the Grail caused a fallout, made Arsh go straight to the deep end, for the most part. He dropped all of his researches, and focused his mind on his effort of vengeance out of spite since his entire life goal had been ruined by the three families. He spent the last years of his life preparing a last gift of spite for the three families - a vessel for a piece of his own soul. He wished to personally deliver the sweet revenge, but he was aware that he wouldn't be able to do it during his lifespan, and reincarnation would be too risky. He thus developed a twisted device that would allow him to continue living on his descendants, while also convincing the rest of his family and descendants to utilize the device, despite how gruesome it was. Through a process more akin to brainwashing, he was successful in doing so, and thus his legacy lived on as the family believed that doing so would give the family the prosperity it once had.

 

Flash forward to years later. Ayesha was the best offspring of the current generation in her family, carrying the most amount of magical circuits at 35. While she was originally interested in continuing her study of magic, the established rite of the family had chosen her for Ars Arxiv while her brother would be the head of the family, which meant she would be the inheritor of Arsh's will of vengeance - literally so. Having no choices in the matter, Ayesha undergone the procedure to install it to her. As the soul of Arsh attempted to do the usual takeover however, Ayesha's soul proved to be a lot more resilient than expected, and she even managed to reverse the process and had Arsh stuck in his sphere once more. However, the failed assimilation process still ended up damaging her soul, and it affected her self in a way that would make her starting to be acting similar to Arsh at occasions. Something undesirable, definitely. She lived on however, determined to keep her own original self as much as she could while living her life as normally as possible without being hindered by this inconvenience.

 

23 years had passed, and Ayesha was now an esteemed teacher in the Association - and no one still had any knowledge on her operation. However, in one fateful day she heard about the three families' invitation for magi all around to participate in the Holy Grail War ritual. The news awakened a sudden, uncontrollable impulse inside of her, and she immediately had herself clear all schedules so she could participate in the war. Arsh's thirst for vengeance was now with her, even without her wanting to take part of it originally. Coming to Crystalwater City on the express intention of ending the ritual with the three families being destroyed and/or suffering as much loss as she could manage to do it, Ayesha didn't waste any time to start her preparation for the upcoming ritual and war. Knowing that she's powerless to stop herself from participating, Ayesha decided to embrace this turn of event fully. After all, she also had something in her mind now - a thing she could pursuit during the course of this war.


[spoiler=Personality]

The quiet exterior of hers is what most people know about who Ayesha is. Rarely speaks in public unless she felt it to be necessary, she usually try teaching people more by using examples and giving tasks for them to solve rather than a long lecture. It's mainly due to her not seeing much point in spoonfeeding her students or wasting her time saying unnecessary things. She's actually pretty prideful about her abilities inside of her usual demeanor, but she's content in keeping it to herself. Her tone is usually warm when she does speak to people, however. Back before she had the Mystic Code planted on her, she was actually pretty outgoing, but circumstances made her be more reserved once she had the new body.

 

As said above, she usually tries her best to keep herself appear calm, rational, and mature to people that she meets. The entire thing is pretty much a facade...since she's not really as calm and mature as she appears. She's still very kind and understanding, however. Even with her pride and everything else, the warmth in her voice is genuine. She could show her arrogant side on an impulse,but even then, she does have a lot of respect for people that could impress her - although doing so is kind of hard.

 

Beneath all that quietness, reservation, and kindness however, lies someone with a kind of determination that would fit a shonen protagonist better. Though...it's less determination and more mindlessness in pursuing a certain goal. While Ayesha's soul managed to overcome Arsh' and did the reverse of what should happen back when Ars Arxiv was planted, she did take all the memories stored inside of the soul and part of his unstable persona. Her true self is best described like the phases of the day. She could be like the kind, warm mature person that a lot of people mainly knew her about, she could be like a whimsical teenager, she could regress into a child-like mentality, or worse, she could act just like a mindless beast especially once her desire for revenge started to be too overwhelming.

 

As said, the topic about the so-called three great families would be able to agitate her instantly, at wrong times it could act a trigger for her less than sane side to appear. Even without Arsh's influence, she does have some grudge against them, though it's more petty and personal than anything.

 

She has a constant period of hissy fits and whimsicalness, though even then she's usually docile. This can be said as her proper personality when she doesn't try to appear proper. A childish pampered old brat, while a kind one at that, is still a brat. She...didn't really grow that much mentally. She knew she had to clean up her act as she ages, but she only able to do so on the surface so far. Though, as bratty as she was back then, she's not one to hurt others meaninglessly. Even if she's ambitious and arrogant, stepping on others is below her. Only when her sanity is eclipsed by the mad desire for vengeance would she be dangerous - whether to only herself or to others.

 

After all, at that point she's less a human and more a mad beast.


[spoiler=Abilities]

The Miracoutta family's creed dictates that a great magus must be as flexible as possible, so they encouraged studying as much disciplines of magic as possible. While this used to contribute to the clan's downfall a century ago, the stream of good generations after it made it a creed that the family could be proud of once more. Ayesha herself is skilled in mainly Elemental Magic, but is also capable of utilizing other disciplines of magic well enough. Bearing the title of Average One, her elemental affinity allowed her to utilize all five in a similarly effective manner. However, being average in everything means she doesn't excel in anything aside from being average. This somewhat disturbs her at times.

 

Having a large amount of Magic Circuits and with the soul reactor inside of her, Ayesha's mana supply is a lot more than the usual magus. However, due to Ars Arxiv's design flaw, using a lot of spells in succession, or using two powerful spells in succession would overheat her - forcing her to stop casting spells until she cooled down enough for the Magic Circuits to manifest again. She's far from defenseless at that point however.

 

Mystic Code [Ars Arxiv]: The Mystic Code Arsh used to bypass the reincarnation degradation that he would've suffered otherwise. Originally, the design and purpose of this magecraft construct was just like an archive - storing records of the information that a human's soul was composed of for later viewing. However, Arsh realized that this could also be used to store an actual soul in it...and to maintain its existence in the material realm by binding it. With some retooling on his part, he soon created the perfected device for his use.

 

After being modified, the Mystic Code now looks like a twice-thicker mechanical human skeleton...thing without a skull and spine, though with a sphere inside of the ribs, and many wire-like appendages and slots for further additions. The sphere is where the soul is bound, laying dormant. The skeletal body itself is made in such ways that it would be sturdy enough to support the person while lacking unnecessary parts innately. It's also made to simulate a suitable condition for a soul's Magic Circuit to manifest. How it works is simple. A suitable host would be embedded into the device in a condition that would make the host normally dead, but the device would keep the person "alive", replacing his or her body. Arsh's soul stored in the sphere would then be bound into the brain (the head and neck is kept fresh using a spell), where he would then take on the memories and some of the personality of the host (mandatory, Arsh couldn't risk getting a Sealing Designation by using something like this, so it's best to keep this secret covered). while the soul of the host itself would move into the sphere, becoming the body's nourishment and magic energy generator until it wilts, which would be the time the family would pick another suitable host. User of this Mystic Code can also use others' life force to keep themselves going.

 

After taking over control from her vengeful ancestor, Ayesha had added several additional parts into her body. Mainly several hidden arms that had been Reinforced with magic, with the intended purpose of tearing through magical barriers physically. They can also wield weapons, so they serve as Ayesha's defense mechanism when she overheated. While she, as most magus would be, shows a lot of distaste to firearms and modern weaponry in general, she also hid a pair of pistols and some grenades there whenever she goes out - because it wouldn't be something other magus would expect.

 


[spoiler=Other]

-She doesn't eat - she murders cats and dogs and drain their lifeforce to renew the spell that prevented her head from rotting.

-Wears a pair of gloves usually to hide her nonflesh arms.

-The operation to implant Ars Arxiv takes 17 days and 17 nights. It involves mutilating each part of the host's body one by one while slowly replacing them with the Mystic Code, as otherwise, it would be impossible to keep the host's soul bound to their body during the process. Took several tries from Arsh to figure out the way to do it.

-Rarely read books, though likes to pen them a lot. Mainly on the mechanism of souls, and general magecraft topics.

-Her familiars are shaped like bees, and her barrier shape is a beehive.

-Not made of worms.

 


[spoiler=The Network]

Unlike the other magi, Ayesha decided to make the entire underground sewer system as her base of operation instead of having a proper fortress or workshop, while using several empty flats across the city as outposts and temporary workshops that she could easily abandon. Before the war, she had made preparations to map out the big sewers and placing many wards there to track anyone inside, while also building ways around to allow her to use a motorcycle to travel around.

 

The place itself is like a labyrinth, and Ayesha made sure to make many misdirections inside. It lacks any proper defense, but it's not necessary at all.

After all, when you're the predator, what you need is easy access to your prey instead of defense.

 

 

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I'll just leave this right here. It seems like there's still room for one more Master, and I'm guessing my old app will be sufficient~

 

f8kfvBQ.png

 

"My life...is in my own hands now."


 

Name: Glauce Euphemus Argus

 

Alignment: Chaotic Neutral

 

Servant:

 

Gender: Female

 

Age: 20

 

[spoiler=Appearance:]

MCE7GYp.png

 

 

 

[spoiler=Personality:]

 

While appearing robotic and intelligent on the outside, within Glauce is a cauldron of chaotic emotions, such as frustration, fear, despair. And regret.

 

In the past, all she had ever wanted was to be the true heir, having been filled to the brim with hatred and jealousy - however, when the true heir Jaselyn had actually died and her wish to replace her, to be acknowledged by her masters as a daughter, and to become the heir of Argus came true, those feelings changed entirely. All of a sudden, she felt disgust for having ever wanted such selfish things, guilt that her prayers were what was responsible for causing Jaselyn's death, and her hatred was no longer directed towards the family she served all her life, but to herself.

 

Having been granted absolute freedom so long as she seizes victory as a Master, Glauce has only just begun to familiarize herself with the ways of 'acting independently', only recently coming to terms with the fact that she can do whatever she wants without being punished, which includes showing interest in things. While she hasn't experienced much of the world at all, the one thing she knows she has a definite interest in is antiques, old machinery, especially when it comes to things like automobiles - fiddling around with them. New technology such as computers make her panic since she can't understand them.

 

Overall, with her only wish already granted, the main reason she is fighting in the Holy Grail War is to prove herself to her family as a true Argus...to her, this is not about glory, but about self-discovery. With her newfound independence, she is intent on finding on just what sort of person she should be.

 

As a result, despite seeming logically-minded due to her robotic exterior, she is brash, impulsive, and in many ways self-destructive, knowing more about taking care of others than taking care of herself. A broken, confused puppet maid.

 

 

 

 

[spoiler=Biography:]

 

[spoiler=Family History]

 

Renowned though they may be, the Arguses have always been the most eccentric of the Three Great Families, less concerned about the sacred rules of magi than others, caring more about their own creations, and in the past they actually used to do the unthinkable, contributing to science every now and then rather than shunning it like the rest of magical society, particularly when it came to the rise of mechanical vehicles such as cars and planes. Over time, even as they could no longer keep up with science and were reduced to antique dealers who occasionally dabbled in alchemy, these past efforts ended up making them very rich.

 

As a result, the previous head of the family, Odysseus Argus had been quite the pompous fellow, having been born into high privilege, believing he could do whatever he want. Thus, even though he'd been married to another family of magi as per tradition, so that their eventual successor can inherit a superior range of magic prowess, he simply did not care to keep his pants in check. Now, all magi, especially those whom belong to great families, are expected to follow the laws of the world in order to achieve great heights, and this applies even to the laws of matrimony. Defiance of the law only ever causes unnecessary problems that would drag them down in the future.

 

One may be able to imagine the amount of panic that Odysseus had when it turned out that lady at the antigue store he had a fling with had gotten pregnant. At first he denied it, but genetic tests proved otherwise. Upon finding out, his very pissed-off wife began pressuring him into arranging her murder. After all, while inferior to their own child, the bastard would still have the capacity for magic. Still, unable to go through with such a horrid act, he decided to take in the baby girl instead - to act as a maid and bodyguard for the true successor.

 

Henceforth, she was raised alongside them as Glauce Smith, to act as both as a maid and as a bodyguard for the true successor...

 

 

 

 

Serve the Argus heir. Support the Argus heir. Protect the Argus heir. Those were the sole duties relegated to her.

 

Glauce was never intended to be the heir, nor a legitimate magus, nor anything at all. Raised to be a servant to be a servant and nothing more, showing any emotion resulted in immediate punishment. She was the bastard girl, the one who was not supposed to be there, the one whose very existence scarred the legacy of an otherwise spectacular family. Oh, they tried to keep it a secret from the Mage's Association and everywhere else, but at home her 'father' never once spoke to her, whereas his wife had for countless years drilled into her just how worthless she was - at least when compared to their darling precious daughter, Jaselyn Argus.

 

While she was indeed taught some magic, possessing the capacity due to the Argus Magic Circuits that she shouldn't have, it was only so that she could act as foil for Jaselyn. Whenever Jaselyn accomplished something, her parents were overjoyed, but whenever Glauce accomplished something, they would be annoyed, as if the achievement were something she'd stolen. Jaselyn treated her nicely, and yet always seemed to be under the impression that she was some kind of realistic golem, never once recognizing her as human. She was meant to help Jaselyn improve, but at the same time it was forbidden for her to surpass Jaselyn's skills in any way, forcing her to hold back, honing her own skills in private. Her sole pleasure in life was tinkering with the old machinery and antiques the Argus Family owned in her free time, experimenting in ways by combining them with her magic.

 

Then, her entire life was flipped upside-down when the heir, Jaselyn Argus, was killed by an improperly-contained magical artifact, the preserved mana exploding right in her face. The stupidest, most dishonourable thing ever. Odysseus and his wife were shocked and depressed by it, most certainly, but more than that, they were annoyed because this presented a problem.

 

The ultimate goal, the Holy Grail War, was impending, and they did not have a heir to participate. The couple themselves were far too unprepared for combat, having never expected that the duty may fall upon either of them, are was not enough time to make and raise a replacement for Jaselyn, so it seemed probable that they may very well miss the chance at a miracle until---

 

"You'll do."

 

Those were the very first words her father, Odysseus Argus, said to her, acknowledging her for the first time since taking her in.

 

Just like that, Glauce had been moved out of the storeroom, given Jaselyn's room and things, had her name legalized to Argus to make her officially the daughter of Odysseus Argus and a member of the great family, was allowed access to all the family secrets, granted total freedom to go wherever she wanted in the city when she had never before set foot outside their manor - and to top it all off, Command Seals had appeared on her arm, confirming her status as a participant in the war.

 

It was ironic in a way. The war itself had already granted her wish, albeit in a twisted manner, so there wasn't much of a point in fighting, and yet - lost and confused amidst the world, something like the Holy Grail War was a good opportunity for her to discover herself.

 

When the time came for her to do the summoning, her only thought was that she wanted to summon a hero who could helpher in finding a meaning in life...

 

 

 

 

[spoiler=Abilities:]

 

#Item Construction - The manufacturing of magical artifacts of varying quality. While a normal magus would have to go about painstakingly gathering all sorts of ingredients and materials in order to create even unremarkable ones, Glauce is talented enough in that she can utilize her transmutation to meet the requirements for the item without ever leaving the room, though this still takes time. In the event that there is no time for alchemy, she is capable of a very low-grade skill called 'Flash Air' which quickly draws in supplementary elements from the surrounding area, and more often than not her blood is required too - even though the process for this can be very quick, the resultant magical artifact is small and pales exponentially to a properly-created one.

 

Among the simpler items she can create are those with normal but practical properties contained within them. For example, an amulet that glows in the dark, a stick that interferes with nearby electrical appliances, a hat that increases the focus of the wearer, a compass that traces the location of other items made by Glauce and homes in on them. These are the kinds of simple things that she can make within a few hours.

 

Apart from that, she can also make unique magical potions, composed of coffee (caffeine being an excellent receptor to mana for whatever reason) with dense amounts of mana concentrated within that can be used either to replenish a magus's mana supply, or to heal a hurt Servant. A side effect of taking the potions seems to be temporary hyperactivity. It takes four days overall to brew one with the same effectiveness as the ones Glauce have.

 

#Transmutation - An alchemic skill that involves channeling mana into any sort of object, effectively manipulating the flow of matter. This is the main key that allows the Arguses to operate. Could hypothetically be used to repair broken objects, but it is most effective when used to modify the configuration of noble metals, and given a few months, Glauce can even synthesize the rare magic metal mythril, which her family has in abundance. It can also be used in a different manner, converting simple objects into objects with magical properties. Normally, this is more of a workshop ability that cannot be utilized practically in the thick of combat...

 

#Mechanical Transmutation - ...however, this is where the Argus Family shines, by utilizing machinery that would ordinarily be considered impractical, and then covering the flaws with magic to go beyond both other magi and other scientists, creating their very own Mystic Codes (magical weapons). It isn't nearly as easy as it sounds, as the machines need to be simple enough to be transmutated effectively, thereby discounting most modern machinery, and they also need to be specially-constructed for the receiving of mana. Hence, a lot of the weapons that take advantage of this ability may seem rather steampunk-y.

 

Glauce herself uses the Mystic Code "Talos", originally granted to her in order to protect the since-deceased Jaselyn. While disguised as a very large, unusually light bronze-looking suitcase, it can be readily prepared by Glauce for combat within five to ten seconds. It is meant to be attached to her back, and has two extending controls she's meant to hold onto, in order to control the gigantic mythril-reinforced automaton hand attached to it, specifically meant for combat against others. Despite its size, it is very light and responds very fast, being effective as both an offense and as a defense, comparable to Rank B Servant strength at its peak. Powered by Glauce's mana supply, it only ceases to function when she has fully exhausted herself. Its only real flaw is that it remains dependent upon her own, far more inexperienced physical reflexes.

 

 

 

 

[spoiler=Other]

Normal Theme - The Iron Rose (Clockwork Dolls)

Battle Theme - Arrival of the Guards / Armaros (Drakengard 3)

 

>Glauce is educated in a lot of fields, but fails terribly at basic social activities due to having only been a maid trapped in the house her whole life.

 

>She owns and is able to legally drive around a retrofitted '66 Shelby AC Cobra 427. Of course, as soon as she'd been legally able, the Argus Family she served had wasted no time in making her their permanent driver (she has only ever had the opportunity to see the rest of the city on these drives). She loves her precious car and will automatically hate anyone who so much as thinks about touching it.

 

>For all her knowledge and items, Glauce is merely average on the field, almost completely reliant upon her own stockpiled things and her Servant to do the work. Her recklessness could be either a strength or a weakness depending on the situation.

 

>On the other hand, attacking her at her home base, the Argus Manor, is a different story. Her parents have moved to be safe away from the war, but regardless, it has an automated system and is surrounded by countless magical defenses that dampen the strength of any intruder, as well as bombarding them with deadly mana-based bullets. Not only that, but even should they breach into the residency, the manor contains pretty much the whole history of top-grade Argus magical artifacts for Glauce to fall back on, and in the worst case scenario she can blow the whole place up. The Argus Family have, er, never really been known for their friendliness.

 

 

 

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Alright, since I understand there was a bit of confusion among people, I'm making an announcement.

 

There is no rule disallowing the use of servants who have made appearances in the Fate/ series prior to this. If you were operating under the assumption that there was, that is incorrect. If this announcement means that you want to play an earlier idea for a servant that you dropped because they'd appeared in the series before, you are welcome to change your servant. Simply withdraw your application for the current servant and submit a new one.

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Another notice for everyone:

 

This is a reminder that the end goal of the Holy Grail War is for there to be one master and one servant left standing. That may seem obvious, but I just want to make absolutely certain that everyone understands the position their characters are in. For Servants, there are six other similarly powerful people who want your head on a pike. Even if they don't want to kill you, they are bound to do so by the nature of the conflict. For masters, not only are the other six servants after you, but the other six masters are as well. So, for masters, you have Six other mages, some of whom may well be plainly more powerful than you and will certainly be more skillful in certain aspects of magic, who are going to be spending every waking moment of every single day planning out how to kill you. On top of that, you also have six other beings, who may as well be Demigods in terms of their power, who are going to be acting out their masters' plans to kill you.

 

Basically, your characters will need to prepare. They will need to have a base of operations where they can safely work, or else be constantly on the move. They need to be prepared to the point of paranoia if they intend to survive the war, because even though the Grail only needs the Servants to die in order to function properly as a wish-granter, a master without a servant is still a danger. If another master dies while their servant survives, then the Grail will keep that servant in reserve until another master opens up. Usually this is a Master whose servant has already died, because the Grail doesn't like choosing new masters once the war has begun.

 

So in short, your characters are going to be constantly in danger and need to prepare almost to the point of paranoia as a result.

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[spoiler=Master]

"While it isn't my job to condemn you, that will not stop me."

Name: Elizabeth Blackmoore

Sex: Female

Age: 21

Appearance: [spoiler=show]

blake_belladonna_render_by_xizayoixakix-

Elizabeth stands at 5'5, with long black hair, topped with a black bow. Her white skin seems so fragile, and there appears to be not even a single blemish on it. She has painted black nails, and a liking to black clothing. Yet, her eyes are golden and beautiful. They mask a mysterious cunning. She is in great shape, and seems to be oblivious to it.

Personality: [spoiler=show]

Elizabeth is quite, cunning, and has her own agenda. She is manipulative, and always seems to know how to pull the strings to get what she wants. While she doesn't speak much, when she does it tends to be a well educated and carefully thought out remark. She is incredibly intelligent and believes she knows best.

Elizabeth exhibits traits of a strong commander, making tactical decisions even in the heat of a dire situation. Yet, she lacks the true voice and authority to expand upon that. Her soft spoken voice is easily spoken over, and her decisions, while they may be better in the long run, tend to lack the short term impact many people look for. She believes in working for the future, while many believe to live in the now. Despite this she is still a smart leader and does her best to mage educated and logical decisions that benefit those who ally themselves with her.

 

Short Biography: [spoiler=show]

Elizabeth was born with a silver spoon in her mouth. Being born to the Blackmoore family had that perk. From a young age, she showed proficiency in magic, but was much different from the other kids. While they went out to play, she stood in, reading. At only the age of 7, she was reading the works of Shakespear. Her favorite work of literature was Inferno. She was home schooled, at her own request.

At 10, her family began training her to use her magic. She had the traditional skill for necromancy. Most 10 year old girls would be repulsed, but Elizabeth was excited. She had spent so much time reading about the afterlife, it being one of her favorite subjects. Summoning was by far her strongest suit, and used them frequently to resolve problems. A plate was too high for her to reach? Summon a spirit to get it for her. It may seem like misuse of magic, but it was only practicing. She used it frequently in real world scenarios so she could get used to it.

Elizabeth has also been practicing self defense and combat, in case she found herself in a situation where she would need it. If she was unable to access her magic, she needed an alternative. Many thought it was paranoia from all the dark books she read, but she insisted, so they taught her. She quickly became efficient with knives, and her agility was superb. It came in handy too. While she was at the graveyard, she was attacked by a mysterious man. He did exactly what she feared, created runes that prevented the use of magic. Despite this, the now 12 year old girl was more than capable of fending him off. Before he knew what had happened, the girl had evaded his grasp and drew a perfectly horizontal line across his neck, without a second though.

Elizabeth became more adept as the years passed. Despite her lack of social skills, she was deemed ready for the task at 21. She is willing to find the Holy Grail, and claim it for the Blackmoore's, at any cost.

 

Abilities: [spoiler=show]

Butterfly Knives and Ceremonial Daggers: Elizabeth dual wields 2 ceremonial daggers, a long, black, enchanted ribbon on one of them. They are her go two self defense weapons, and efficient ones at that. She can throw one of her dagger's, while holding the enchanted ribbon, giving her a mid ranged attack, and a way to scale walls.

Reanimate: Elizabeth reanimates a recent corpse, placing it's soul back into the body for a limited time. The soul is forced to do her will, but if it has enough resistance it can still voice its lack of desire, despite being forced to do her bidding. She can not have any more than one reanimated corpse doing her bidding at a time.

 

​Grasping Hands: Elizabeth creates a rune of magic under a set area, 15 foot diameter. After a moment, hands jut from the ground, clawing and grasping at the ankles of anyone in the area. Angry spirits of hell, as well as freshly barried corpses attempt to drag the victims down, although any resistance prevents them from doing that.

Other

Elizabeth loves cats.

She has a love of literature, specifically Shakespearean, as well as poems.

In her free time, Elizabeth enjoys to write her own poetry.

 

 

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UgstbEw.jpg

 

"Of course, this world's far from enough for someone like me."

 

Class: Archer
Alignment: Chaotic Neutral
Master:

Archer is 153 cm tall, and 53 kg in weight. She has the body of a 16 years old teenage girl of unknown descent for the most part, instead of the mature body people would expect from her if they knew of her supposed real identity. Her silver hair was somewhat of an oddity, but it was not much of something to be concerned about compared to how she often has her eyes suddenly change its color at moment’s notice. Usually they’re red, but at times others could swear that her eyes were green instead. She's aware of this and the cause, but couldn't be bothered to do anything about it. It doesn't really reveal her identity, after all.

 

Charismatic and confident, while also being unrestrained when it comes to showing her emotions to others. Not the type of someone to be chained down by customs and outside pressure, and doesn't listen to anyone that doesn't earn her respect. Though she acts like a bratty teenager, at times it could be clear that she's a lot wiser than her appearance would suggest. Well aware of her capabilities to operate separately from her master, and will do so unless she really has to. Of course, she doesn't rebel for the sake of rebelling. A lot of times, she prefers to follow her own insight and judgment when it comes to decision-making. She's hard to convince, but if the opposing side does present their option as being a reasonable one, she can follow it. That aside, she's also very ambitious, and has set her eyes on the world beyond the city. She simply viewed the Holy Grail War as simply yet another campaign to win.

 

However, the above is not really everything about Archer.



Parameters:
Strength: ?
Endurance: ?
Agility: ?
Magic: ?
Luck: ?
Noble Phantasm: ?


Class Skill:
Independent Action: A
Territory Creation: A
Personal Skill:
???: ?
???: ?
???: ?
???: ?
Noble Phantasm:
???: ?
???: ?
???: ?


 

iU8EggM.png
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"My God has called me once again in his service, and again I will serve him to my last breath."

Class: Lancer

Alignment: Lawful Good

x393wz.jpg

[spoiler=Appearance]

 

Height: 5'9" (175 cm)

Weight: 160 lbs (75 kg)

Blood Type: ???

Taking the appearance of young man in mid-twenties Lancer exudes the aura of someone who is immensely powerful, yet also immensely kind and merciful. His body not extremely muscled, and his frame is rather thin, however is quite obvious that within his body there is inhuman strength. Lancer's hair is a pure white befitting of someone of his caliber, and his eyes are a mysterious golden color that seemed to know more about yourself than even you do.

 

Lancer's battle attire consists of a tight white body suit that has silver armor on this shoulders, forearms and crotch. Lancer's spear is a blood red color and stands slightly taller than him. The blade of the spear is separated in the shape of a cross, and on the bottom is a small blue bead within which is a tiny golden cross. Lancer's casual clothing consists of a loosely worn blue turtleneck, a grey jacket, black jeans, and a pair of black sneakers. Also while he has absolutely no need for them he wears a pair of non-prescription glasses because he believes "they make him look less like a Heroic Spirit".

 

 

[spoiler=Personality]Accepting and warm. These are the words often used when describing Lancer. A pious man he exemplifies the compassionate and selfless traits that are core to the Christian religion. The type of person to see the glass half-full Lancer is ever the optimist, and always try to see goodness which he believes to be inherent in all beings. Lancer despises violence, and has difficulty killing any living being viewing all beings as part of God, and thus whenever possible will take the route of mercy.

 

A firm believer in God's law and order Lancer always attempts to adhere to the teachings of his religion if possible, however when faced with the dilemma of whether to obey the rules of his God, or do what he believes to be the "right" thing Lancer will often choose the latter option, and hope for forgiveness. To Lancer it is better to go through life with a clear conscious, than to follow a cause you don't believe in, even if that cause is that of God.

 

Around other people is when Lancer feels truly at ease, and because of this he tries to make himself feel as approachable, and friendly seeming to others as possible. When Lancer meets a new person he always tries to make an emotional connection with them, and to him there are no empty interactions, and every relationship to him is one to be cherished. Due to this Lancer has developed very keen observation skills, and is able to discern people moods from even subtle clues. To him every move, every shift is something important in the prism of emotion, compassion, and mystery that makes up life.

 

[spoiler=Legend]???

 

x393wz.jpg

Combat Information:

Parameters:

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

Class Skills:

  • Magic Resistance: A

Personal Skills:

  • ???
  • ???
  • ???

Noble Phantasm(s):

  • ???
  • ???
  • ???

x393wz.jpg

Other Information:

  • Theme -
  • Natural Enemy - Ayesha Cherrania Miracoutta
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[spoiler Alex Piper]

 

 

 

"I may not be great at archery, but I can lend a hand through my spells!" 

 

Name: Alex Piper 

Gender: Female

Age: 20

Servant: None

Alignment: Chaotic Neutral  

 

[spoiler Personality]

 Alex. Shy around other people, tends to not be great at anything, but she has motivation. Alex Piper was originally supposed to be selected to compete in the holy grail war, but because of her shyness around other people, the father had his younger brother sent instead...

 

Alex was not going to be held back though. She may be the shy one, but she has the ability to cast powerful spells. She is also envious that her brother got a servant, but she would have to make do, because even if she doesn't control a heroic spirit, she would still help her brother throughout the war, even if it costs her her life...

 

 

 

[spoiler Abilities]

 

Abnormally High Mana: Alex has an abnormally high amount of mana stored up. No other Magus, except maybe her brother has this. She has this because most of her spells won't work unless she has enough mana stored within. This can be sensed by her younger brother though, and maybe other people as well.

 

 

 

 

[spoiler Spells]

Freeze: A ball of Ice is sent towards an opponent from her staff. The Ball of Ice freezes any part of the body it touches, making it unable to be moved for 1 minute.

 

Fireball: A ball of Fire is sent towards an opponent from her staff. The ball bursts into flames when it makes contact with anyone.

 

Restore: A ball of light is sent towards an ally from her staff. The ball restores any damage a person has taken through the fight, but it can also be intercepted by an opponent.

 

Circle of protection: When cast, the user cannot be attacked while inside the circle, but the user cannot attack either. The circle can be dispelled only if the caster summoned it.

 

[spoiler Piper Towers]

 

Despite being a relatively young family, the Pipers have managed to create quite a fortune for themselves with this gleaming structure that has become the most popular hotel in all of the city. Towering over many of the buildings that make up the Crystalwater skyline, this golden palace serves as the base of the operations for the Piper family, as well as focal point of for the cities human trafficking market. 

 

Given the nature of the Piper family’s morality, it should come to no surprise that the hotel’s success is very largely due to the use of magic. Potions and elixirs are introduced into more than 85% of the food and beverages served in all of it’s establishments; causing The Piper Towers patrons to become giddy and complacent. Every review will speak of the Tower’s euphoric atmosphere, and how the reviewer found themselves wanting to stay in this wonderland of relaxation and sin for the rest of their days… though they wouldn’t be the first to try. There have been multiple cases of wealthy costumers taking up a near permanent residence after an extended stay. 

 

Being the base of operations for a magical family, it should come to no surprise that Piper Towers also doubles as a fortress. The Pipers have ingeniously built the hotel atop a multitude of leyline intersections, filling the grounds with a surplus of the magical particles that they make use of for combat. By equipping the entire facility with specialized ventilations systems, the Pipers can fill the hotel with mana particles within a moments notice, and will not hesitate to do so should there be a threat. In addition, the building is guarded by a system of bounded fields of Piper design; meaning that the defense system is self-maintaining due to the fact that it is powered by the magical particles that are constantly present throughout the grounds. 

 

Though Oliver’s sisters, as well as his mother and father have fled the tower in order to avoid being caught up in the war. The other members of the family are still very much present, and hide amongst the hotel staff and guests whilst aiding Oliver in running the business in his father’s absence, and serving as a home guard. Due to the fact that his penthouse bedroom would be an easy target, Oliver has been moved to the family bunker hidden amongst the most densely populated part of the tower. 

 

 

 

 

 

 

[spoiler Bio]

Before the Holy Grail War, Alex was very kind to her brother. She helped him with everything she could help him with. Yet, during the day Her brother was sent away to the Mage's association, She trained very hard to try and surpass her brother, however, she was terrible at archery. However she was secretly capable of casting magical spells privately. However, once her parents found out, they had given her an important assignment, To protect her brother and to help him win the war.

 

 

 

 

[spoiler Appearance]

 

32845.jpg?1416230181

 

 

 

 

 

 

 

 

 

 

 

I'm still thinking of what spells to use, But I will have this completed by Monday. 

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Alright everyone, Nai and I have paired up Masters and Servants. The discussion regarding this was had in the skype chat, so those who were not present to voice objections will have the opportunity to do so when they are available.

 

This also means that we'll be getting things rolling on towards the start of things. Once I have the Overseer completely worked out, I'll get to work on the introductory post and get the IC up. Things are rapidly rolling to their opening.

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"Being a maid is suffering."

 


Personal Information

Name: Calialia Laulai Lilalou

Gender/Sex: Female

Age: 5 Months (homunculus)

Alignment: Plain Neutral


[spoiler=Appearance]eRj7fhR.jpg

Around 170 centimeters in height. The fact that she's taller than her mistress was something that she often pokes fun at, but Ayesha didn't really care much about it.

 

 


[spoiler=Personality]

Calia, on a glance, is someone that one would call as 'innocent', mainly thanks to her mannerism, but sometimes, it also applies to her train of thought. Due to being a recently made homunculus that served Ayesha during most of that time, she didn't get a chance to learn proper mannerism and social etiquette outside of being a maid. She's not really good with morality, value, and norms stuffs too, which often make her do awkward thing without her being aware of the repercussion of it. But she's generally an easy-going, cheerful girl that likes to try talking with others, but her awkward actions might or might not hamper these attempts. Also, she sucked at anything resembling advanced technology, something that her mistress is a lot better than her at.

 

However, she's well aware about the fact that being rapidly accelerated in growth and having extra magic reactor would really shorten her lifespan (approximately she only has a month or two left due to not really being a stellar example of a homunculus in the first place, and made to be disposable), so she developed a hedonistic and mischievous mindset in the meantime to enjoy the rest of her time around. Quite necessary since after all, she's stuck on serving a half-insane mistress that demanded way too much. She often plays practical pranks that can at times borderline on being malicious, but her mistress didn't really get bothered by it much, and neither did she react at those pranks usually, so a lot of times those ended up with Calia being frustrated by herself.

 


[spoiler=Short Biography]

She's constructed by the Miracoutta family around five months ago, and using their best knowledge on the matter, her growth was rapidly accelerated so that she'd be ready to serve Ayesha to prepare for the Holy Grail War. Choosing temporary bases of operations and coming up with the idea of using the sewers as their main base, she was also the one that set up the wards all around the place, and the one that set up the tracks and draw the map of their base. All in all, she's a hypercompetent maid that pretty much allowed Ayesha to dedicate her time to research about the war and the potential participants during her spare time.

Due to the nature of Ayesha, Calia's also the one tasked to maintain her body, and she's also constantly being used to recover Ayesha's mana reserves. The mana transfer process was quite uncomfortable for the homunculus due to her mistress' body and the rough way she did it, but she didn't really have much choice.

 

Also, whenever her mistress started to act erratically and got consumed by rage, Calia's the one tasked to tranquilize her with force.

 


[spoiler=Abilities]
  • Magecraft: She possessed an unnatural amount of magical circuits even when compared to normal homunculi due to all the treatments and injections she had to prepare herself for the war. This is what allowed her to maintain hundreds, if not thousands of wards at once underground. Her magecraft capability is pretty limited outside of half-baked reinforcement and transmutation knowledge.
  • Enhanced Physical Capability: While being a half-baked disposable homunculus with many internal defects, Calia's body was beyond that of a human's, which allowed her to stand against most magi in physical combat. However, her defects would mean that she'll tire out easily.
  • Perfect Maid: A form of anchoring magic, she has bound herself with the upper ground residences that had been chosen as Ayesha's temporary base. It's a patented technique made by someone else that the Miracoutta family plagiarized. Calia cannot travel using this to places outside the designated ones, but this allows her to appear in any one of them as fast as she could - as if she's pulled there by a magical retracting band.

 


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This is just a quick notice to all Servants. You are more than welcome to give a full, in character introduction to your Master in the IC thread. At this very moment, I am going to be operating under an assumption once and only once. That assumption is that all the masters, prior to performing the summoning ritual, either did a full sweep of their strongholds or had someone else sweep them to find and destroy any familiars that might have been spying upon them. In other words, for right now you get free reign to say things and make preparations without being observed. In the future, you may well end up having to deal with familiars. If someone sends out familiars, I will not assume that you destroyed them. You will have to state that you do so in the IC thread, and if there are any issues regarding whether or not they could be detected and destroyed, Nai and I will handle them by way of discussion which will take place here in the OOC thread.

 

So have fun, and don't metagame!

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