Birdsie
The God-Emperor of Mankind
Character Sheets
Main Character - Katrina Robinson
Main Character - Servant: Assassin
Lancer's Master - Arata Matou
Servant - Lancer
Intro:
Main Character - Katrina Robinson
Name: Katrina Robinson
Titles/Aliases: Blue Spellcaster
Age: 28
Gender: Female
Height: 168cm
Weight: 52kg
Wish: ???
Generation: 4th
Organization: Unsanctioned, but does work for the Mage's Association
Heritage: n/a
Alignment: Chaotic Neutral
Background: Daughter of a recently developed magus bloodline who denied the teachings of her father and went on to become an independent magus. At the age of 17, she officially became a freelancer, and a year later, a mercenary once she finished her "basic training." She did some mercenary work for several separate organizations before moving on to more competent work for the Mage's Association in the early 30s before becoming a Master in the Holy Grail War.
Originates from the UK.
Base Personality: Brash, energetic, easily excitable, legitimate badass.
Likes: Explosions, gambling.
Dislikes: Not explosions, stuck-up magi.
Talents: Competent mercenary.
Parameters:
Strength: B+
Endurance: A
Mana: C
Agility: B+
Luck: C
Willpower: B+
Magic Circuits:
Circuit Quality: C+ (slightly Above Average)
Circuit Quantity: C (23 Circuits)
Circuit Composition: Normal
Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: A
Magecraft: C
Magecraft:
Katrina has no specific training in any school of Magecraft, as she abandoned the Clock Tower early in her life, during her teenage years. Despite that, she is a little bit above third-rate quality if we were to speak in magi terms. With that being said, her magical knowledge is above average, as are her magic circuits. Her actual knowledge of magecraft, while decent, can only mostly be applied in battle. As such, she has less "utility," skills and more "combat," related ones.
Elemental Affinity: Wind
Origin: Destruction
Magic Crest: n/a
Command Seals: 3 remaining.
Titles/Aliases: Blue Spellcaster
Age: 28
Gender: Female
Height: 168cm
Weight: 52kg
Wish: ???
Generation: 4th
Organization: Unsanctioned, but does work for the Mage's Association
Heritage: n/a
Alignment: Chaotic Neutral
Background: Daughter of a recently developed magus bloodline who denied the teachings of her father and went on to become an independent magus. At the age of 17, she officially became a freelancer, and a year later, a mercenary once she finished her "basic training." She did some mercenary work for several separate organizations before moving on to more competent work for the Mage's Association in the early 30s before becoming a Master in the Holy Grail War.
Originates from the UK.
Base Personality: Brash, energetic, easily excitable, legitimate badass.
Likes: Explosions, gambling.
Dislikes: Not explosions, stuck-up magi.
Talents: Competent mercenary.
Parameters:
Strength: B+
Endurance: A
Mana: C
Agility: B+
Luck: C
Willpower: B+
Magic Circuits:
Circuit Quality: C+ (slightly Above Average)
Circuit Quantity: C (23 Circuits)
Circuit Composition: Normal
Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: A
Magecraft: C
Magecraft:
Katrina has no specific training in any school of Magecraft, as she abandoned the Clock Tower early in her life, during her teenage years. Despite that, she is a little bit above third-rate quality if we were to speak in magi terms. With that being said, her magical knowledge is above average, as are her magic circuits. Her actual knowledge of magecraft, while decent, can only mostly be applied in battle. As such, she has less "utility," skills and more "combat," related ones.
Elemental Affinity: Wind
Origin: Destruction
Magic Crest: n/a
Command Seals: 3 remaining.
True Name: Guy Fawkes
Aliases: Guido Fawkes, John Johnson, "The Last Man to Walk Into Parliament with Honest Intentions."
Class: Assassin
Gender: Male
Height: 182cm
Weight: 66kg
Wish: To know what became of the world after his death.
Catalyst: None.
Alignment: Chaotic Neutral, though, one could argue that he is Lawful Neutral in certain aspects
Race: Human
Armaments: Gunpowder, a pair of short stilettos -- how he obtained them is anybody's guess but they may have been self-defense implements in life.
Background: Guy Fawkes is one of the leading conspirators behind the Gunpowder Treason of November the 5th, in which they tried to kill the current king and destroy the parliament by storing explosives in the cellars underneath the parliament. An enthusiastic Catholic and a hater of Scottish bastards.
Likes: The Catholic faith, cold logic, following one's ideals, blowing up the "damned Scottish bastards back to their mountains."
Dislikes: The "damned Scottish bastards and their mountains," poorly-structured sentences, repeating or speaking senseless things.
Talents: Demolitions expert.
Parameters:
Strength: D
Endurance: B
Agility: B
Mana: E
Luck: C
Noble Phantasm: C+++
Willpower: A
Class Skills:
Presence Concealment: B++
Hides one's presence as a Servant. Suitable for spying. It is possible to disappear and become extremely difficult to be detected. The rank of presence concealment drops considerably when preparing to attack. In Assassin's case, his Presence Concealment does not drop when preparing or working with explosives of any kind. In addition, he can muffle the sounds of the explosions he makes to make them a 1/4 of the loudness they would usually be, but this feature can be disabled on purpose to attract attention. In practice, this turns his explosions' sounds from actual explosions to the sound intensity that a firecracker would make, but the power of the explosive remains the same.
Personal Skills:
Explosives: A
Perhaps the world's most popular user of explosives, Guy Fawkes can materialize prana-infused gunpowder in any quantities he wants. The more he materializes, the more prana they cost. This is also a composite skill combined with Item Creation (False) at the same level to make ball-shaped bombs to throw in combat instantly as projectiles. Explosives can be given a timer in the form of a fuse, or can be set to explode on impact, or remotely at will. That being said, his explosives are customizable and can be used to set excellent traps or blow up whole buildings given time.
Eye of the Mind: C+
Capable of calmly analyzing situations except during an emotionally challenging battle. Even if the chance of victory is small, he is able to devise a plan to exploit that possibility. As long as there exists even a 5% chance of a comeback and the situation isn't hopeless, this ability greatly improves the chances of winning.
[Further skill/s remain concealed.]
Noble Phantasms:
Gunpowder Treason ~ Remember, Remember, the Fifth of November...
Rank: D~A+
Type: Anti-Fortress / Anti-Authority Noble Phantasm
The crystallization of an unrealized endeavor, the failed plot to detonate gunpowder under the Parliament building of London in order to overthrow the government. Guy Fawkes, as its most famous plotter, naturally has this as his Noble Phantasm.
If given enough time, Assassin can arrange hidden caches of gunpowder in specific positions in the area of a large target. Once arranged and designated as his Noble Phantasm, these caches can be detonated through a pocket watch which Assassin carries on his person at all times. The resulting prana-infused explosion is powerful in its own right, but its power rises exponentially in relation to its targets status as "a center of authority;" against the perfect target, its power can rival that of a holy or demonic sword. The cost of this Noble Phantasm is far above anything Assassin has the right to demand, but as it is paid incrementally over time it is hardly noticeable to the Master.
The obvious weakness of this Noble Phantasm is the delay between its invocation and activation; if any of the caches are disturbed between these two points, the power of the explosion is greatly diminished and may even result in the deactivation of the Noble Phantasm.
As a rule, the standard rank of this Noble Phantasm is at a D-rank, which is comparable to a peak-engineered explosive from the finest resources and gunpowder. It raises to C, B, A, and finally A+ depending on how much authority the victims hold. At D-rank, it can destroy a whole 1-floor house, at C-rank, it an topple a 2-story building easily, at B-rank, a whole hotel can be destroyed with the press of a button, at A-rank, one can hope to demolish a skyscraper effortlessly, and at A+-rank, one can destroy a heavily fortified castle full of mundane and magical defenses, perhaps even Fortress-type Noble Phantasms of equivalent rank.
Aliases: Guido Fawkes, John Johnson, "The Last Man to Walk Into Parliament with Honest Intentions."
Class: Assassin
Gender: Male
Height: 182cm
Weight: 66kg
Wish: To know what became of the world after his death.
Catalyst: None.
Alignment: Chaotic Neutral, though, one could argue that he is Lawful Neutral in certain aspects
Race: Human
Armaments: Gunpowder, a pair of short stilettos -- how he obtained them is anybody's guess but they may have been self-defense implements in life.
Background: Guy Fawkes is one of the leading conspirators behind the Gunpowder Treason of November the 5th, in which they tried to kill the current king and destroy the parliament by storing explosives in the cellars underneath the parliament. An enthusiastic Catholic and a hater of Scottish bastards.
Likes: The Catholic faith, cold logic, following one's ideals, blowing up the "damned Scottish bastards back to their mountains."
Dislikes: The "damned Scottish bastards and their mountains," poorly-structured sentences, repeating or speaking senseless things.
Talents: Demolitions expert.
Parameters:
Strength: D
Endurance: B
Agility: B
Mana: E
Luck: C
Noble Phantasm: C+++
Willpower: A
Class Skills:
Presence Concealment: B++
Hides one's presence as a Servant. Suitable for spying. It is possible to disappear and become extremely difficult to be detected. The rank of presence concealment drops considerably when preparing to attack. In Assassin's case, his Presence Concealment does not drop when preparing or working with explosives of any kind. In addition, he can muffle the sounds of the explosions he makes to make them a 1/4 of the loudness they would usually be, but this feature can be disabled on purpose to attract attention. In practice, this turns his explosions' sounds from actual explosions to the sound intensity that a firecracker would make, but the power of the explosive remains the same.
Personal Skills:
Explosives: A
Perhaps the world's most popular user of explosives, Guy Fawkes can materialize prana-infused gunpowder in any quantities he wants. The more he materializes, the more prana they cost. This is also a composite skill combined with Item Creation (False) at the same level to make ball-shaped bombs to throw in combat instantly as projectiles. Explosives can be given a timer in the form of a fuse, or can be set to explode on impact, or remotely at will. That being said, his explosives are customizable and can be used to set excellent traps or blow up whole buildings given time.
Eye of the Mind: C+
Capable of calmly analyzing situations except during an emotionally challenging battle. Even if the chance of victory is small, he is able to devise a plan to exploit that possibility. As long as there exists even a 5% chance of a comeback and the situation isn't hopeless, this ability greatly improves the chances of winning.
[Further skill/s remain concealed.]
Noble Phantasms:
Gunpowder Treason ~ Remember, Remember, the Fifth of November...
Rank: D~A+
Type: Anti-Fortress / Anti-Authority Noble Phantasm
The crystallization of an unrealized endeavor, the failed plot to detonate gunpowder under the Parliament building of London in order to overthrow the government. Guy Fawkes, as its most famous plotter, naturally has this as his Noble Phantasm.
If given enough time, Assassin can arrange hidden caches of gunpowder in specific positions in the area of a large target. Once arranged and designated as his Noble Phantasm, these caches can be detonated through a pocket watch which Assassin carries on his person at all times. The resulting prana-infused explosion is powerful in its own right, but its power rises exponentially in relation to its targets status as "a center of authority;" against the perfect target, its power can rival that of a holy or demonic sword. The cost of this Noble Phantasm is far above anything Assassin has the right to demand, but as it is paid incrementally over time it is hardly noticeable to the Master.
The obvious weakness of this Noble Phantasm is the delay between its invocation and activation; if any of the caches are disturbed between these two points, the power of the explosion is greatly diminished and may even result in the deactivation of the Noble Phantasm.
As a rule, the standard rank of this Noble Phantasm is at a D-rank, which is comparable to a peak-engineered explosive from the finest resources and gunpowder. It raises to C, B, A, and finally A+ depending on how much authority the victims hold. At D-rank, it can destroy a whole 1-floor house, at C-rank, it an topple a 2-story building easily, at B-rank, a whole hotel can be destroyed with the press of a button, at A-rank, one can hope to demolish a skyscraper effortlessly, and at A+-rank, one can destroy a heavily fortified castle full of mundane and magical defenses, perhaps even Fortress-type Noble Phantasms of equivalent rank.
Name: Arata Matou
Age: 27
Gender: Male
Height: 175cm
Weight: 68kg
Wish: ?
Generation: 19-21st Generation
Organization: Mage's Association
Heritage: n/a
Alignment: True Neutral
Background: A descendant of one of the Three Founding Families; the families that started the Holy Grail War in 1800. The Matou family is slowly declining, so considering the state his family is in, he is considered a prodigy, but normally, he could be said to be an average magus.
Base Personality: Calm, professional, slightly prideful, hard to anger.
Likes: Tea, refined women.
Dislikes: His... ancestors.
Talents: Hospitality, painting.
Basically looks like this.
Parameters:
Strength: D
Endurance: C
Mana: D
Agility: C
Luck: C
Willpower: B
Magic Circuits:
Circuit Quality: D (Below Average)
Circuit Quantity: D- (13 Magic Circuits)
Circuit Composition: Slightly varied.
Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: E
Magecraft: B
Magecraft:
Arata, despite the age of his timeline, is an average, second-rate magus with no exemplary skills other than counter-thaumaturgy. Because of his bloodline's slow decline, Arata is weak by the standards of his generation, but a true prodigy by the standards of his family.
His knowledge is diverse and so are its applications. He knows quite a bit utility spells and numerous combat ones. In combat, he mostly uses elemental spells attuned to fire, or combines his Withdrawal Origin with his Ether affinity to cancel enemy spells with counter-thaumaturgy before they take effect. This skill boosts Lancer's Magic Resistance skill from C to B, apparently.
Elemental Affinity: Fire, Ether
Origin: Withdrawal
Magic Crest: n/a -- Weirdly enough, for reasons unknown to you, Arata doesn't have the Matou family's Magic Crest.
Command Seals: 3 remaining. They have the shape of three separate flowers growing out of a pond-like shape split into three.
Other:
Age: 27
Gender: Male
Height: 175cm
Weight: 68kg
Wish: ?
Generation: 19-21st Generation
Organization: Mage's Association
Heritage: n/a
Alignment: True Neutral
Background: A descendant of one of the Three Founding Families; the families that started the Holy Grail War in 1800. The Matou family is slowly declining, so considering the state his family is in, he is considered a prodigy, but normally, he could be said to be an average magus.
Base Personality: Calm, professional, slightly prideful, hard to anger.
Likes: Tea, refined women.
Dislikes: His... ancestors.
Talents: Hospitality, painting.
Parameters:
Strength: D
Endurance: C
Mana: D
Agility: C
Luck: C
Willpower: B
Magic Circuits:
Circuit Quality: D (Below Average)
Circuit Quantity: D- (13 Magic Circuits)
Circuit Composition: Slightly varied.
Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: E
Magecraft: B
Magecraft:
Arata, despite the age of his timeline, is an average, second-rate magus with no exemplary skills other than counter-thaumaturgy. Because of his bloodline's slow decline, Arata is weak by the standards of his generation, but a true prodigy by the standards of his family.
His knowledge is diverse and so are its applications. He knows quite a bit utility spells and numerous combat ones. In combat, he mostly uses elemental spells attuned to fire, or combines his Withdrawal Origin with his Ether affinity to cancel enemy spells with counter-thaumaturgy before they take effect. This skill boosts Lancer's Magic Resistance skill from C to B, apparently.
Elemental Affinity: Fire, Ether
Origin: Withdrawal
Magic Crest: n/a -- Weirdly enough, for reasons unknown to you, Arata doesn't have the Matou family's Magic Crest.
Command Seals: 3 remaining. They have the shape of three separate flowers growing out of a pond-like shape split into three.
Other:
- The Matou family is rich, obtaining a constant income from the Mage's Association for their input into magical research.
- One of the Three Founding Families.
True Name: ???
Aliases: ???
Class: Lancer
Gender: Woman
Height: 160cm
Weight: 46kg
Alignment: Neutral Good
Race: ???
Background: ???
Likes: Nature, water.
Dislikes: Large cities.
Talents: Singing.
Parameters:
Strength: C
Endurance: C
Agility: A
Mana: A
Luck: A
Noble Phantasm: B
Class Skills:
Magic Resistance: B (C)
At this rank, spells below B rank are canceled. It is difficult to be affected even by High-Thaumaturgy or Greater Rituals. Normally, her rank at this skill is C, but her Master's experience with counter-thaumaturgy elevates it, which is quite surprising considering he is a rather weak magus.
Personal Skills:
Presence Detection: D
???
Blessing of the ----: B???
???
[Further skill/s remain concealed.]
Noble Phantasms: Remain concealed.
Aliases: ???
Class: Lancer
Gender: Woman
Height: 160cm
Weight: 46kg
Alignment: Neutral Good
Race: ???
Background: ???
Likes: Nature, water.
Dislikes: Large cities.
Talents: Singing.
Parameters:
Strength: C
Endurance: C
Agility: A
Mana: A
Luck: A
Noble Phantasm: B
Class Skills:
Magic Resistance: B (C)
At this rank, spells below B rank are canceled. It is difficult to be affected even by High-Thaumaturgy or Greater Rituals. Normally, her rank at this skill is C, but her Master's experience with counter-thaumaturgy elevates it, which is quite surprising considering he is a rather weak magus.
Personal Skills:
Presence Detection: D
???
Blessing of the ----: B???
???
[Further skill/s remain concealed.]
Noble Phantasms: Remain concealed.
Intro:
Archdemon wanted a RP where we customize our character. Always glad to help-yo.
What To Expect:
-- Making our own magus character with our own style of magecraft.
---- 100% certified badass.
-- Summoning a hero of legends past to fight for us.
-- MURDER-DEATH-KILL.
-- (possibly) Winning the Holy Grail and fulfilling our wish.
-- Lots of flashy fights.
--Emiya Shirou.
-- MAIM, KILL, BURN, MAIM, KILL-
-- Good story.
-- Mapo tofu memes.
-- Wakame.
-- Mechanics --
Rolling Policy
It is...
What To Expect:
-- Making our own magus character with our own style of magecraft.
---- 100% certified badass.
-- Summoning a hero of legends past to fight for us.
-- MURDER-DEATH-KILL.
-- (possibly) Winning the Holy Grail and fulfilling our wish.
-- Lots of flashy fights.
--
-- MAIM, KILL, BURN, MAIM, KILL-
-- Good story.
-- Mapo tofu memes.
-- Wakame.
-- Mechanics --
Rolling Policy
- Include any checks and dice rolls, even though they will be scant and rare.
- Do not. All choices will rely on what the GM sees narratively appropriate rather than random chance.
- Very Easy: Start off with +2 relationship levels with all Masters in the War. In addition, you obtain great knowledge about them and large hints on the identities of their Servants. Your own Servant is assured to be a first-rate Heroic Spirit from the very elites at the top. Death is almost impossible. You also possess very efficient magic circuits.
- Easy: Start off with +1 relationship levels with all Masters in the War. In addition, you obtain some knowledge about them and 30% chances to get vague hints on the identities of their Servants. Death is a bit harder, but possible if you screw up too much.
- [Recommended] Default: Actions have consequences. Play the game how it is meant to be played. Immerse yourself into magus society and Heaven's Feel ritual without plot armor vests or the GM's blessing. The world is just as cruel and as merciful as it should be.
- [Also Recommended] Difficult: Actions have consequences. In addition, to add a notch of difficulty, your character will have slightly weaker magic circuits and parameters. The world is just slightly more cruel than usual but within the bounds of realism. Think about your actions before you do them.
- Hard: Actions have consequences. All first-rate Servants are locked away from being summoned by you. In addition, your character will have slightly weaker magic circuits and parameters. The world is somewhat cruel than usual but within the bounds of realism. Think about your actions before you do them.
- Very Hard: Actions have severe consequences -- warning, only for the brave or masochistic! Immerse yourself into a War where each opponent is superior; your magic circuits are halved, and the 'Homunculus' starting option is locked off. In addition, first-rate Servants can't be summoned and your parameters suffer a rank-down regardless of what they would normally be.
- New Game+: Actions have harsh consequences -- warning, only for experienced players. The setting becomes unfair to the point of being somewhat unrealistic. You cannot summon even second-rate Servants, and you suffer the same debilities as above. In addition, chances of death rise by 10% in all scenarios.
- King of Heroes: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 66% and your parameters suffer a rank-down. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
- King of Heroes+: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 75% and your parameters suffer two rank-downs. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
- Master Must Die: You cannot regenerate prana and must find alternative ways to regenerate your Servant's stores -- if you have one, that is. You can only summon Angra Mainyu as a Servant and all of your starting options are locked to: 'Orphan.' In addition, your parameters cannot be above D-rank, no matter what and your Servant's Noble Phantasm doesn't work properly. Lastly, chances of death rise by 20% in all scenarios. All Masters teamed up and decided to take you down first. Brutal and unforgiving.
It is...
- The late 1930s. It is the brink of World War 2, and now, the Third Holy Grail War begins amidst the chaos created by the Fuhrer's men.
- The late 2010s. It is the dawn of the Sixth Holy Grail War that now takes place in the American city of Snowfield. What will this new location bring to the conflict?
- Around the 1990s. The Fourth Holy Grail War approaches solemnly and you have been called to do battle in the name of your family.
- The early 2000s. The Ygddmillenia arose from the dust of the ambitious, and now this new tree of separate crests seeks to initiate the Great Holy Grail War; where two teams of Servants and Masters shall clash against each other. Pay tribute to Red or Black. Your fate lies with the Association or Yggdmillenia.
- Another period... (Custom Holy Grail War.) [Write-in.]
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