Fate/Cross

QuirkyAngel

White Masquerade's Blue Oni
*If I've liked your cs, It means you are accepted.






Master CS




Name:


Gender:



Age:



Ethnicity:



Current Occupation/Education:



Appearance
(a pic is fine, but include height and the clothes the char generally wears):


Personality(Choose 3 words that best represent your character):


Background(character’s family and any notable experiences the character may have had):


Magic(be as detailed as possible and try not to be too rigged. If you are accepted into the rp we will discuss how your magic affects the battle system):


Greatest Fear:


Reason you participate in the war:


Wish if you win the war:


Other(anything else you want us to know about your char):

Servant CS




Name:


Gender:



Servant Class
(saber, archer, berserker, assassin, lancer, rider, caster):


Age(how old you appear to be):


Ethnicity(at least which country your legend is from):


Appearance(same as master cs. Include details about armor, etc.):


Legend/History(Why you became famous/notorious. Include time period and background):


Personality(choose 3 words):


Weapons/Skills:


Noble Phantasm(Only up to 3 noble phantasms. Be as descriptive as possible. Noble phantasm must have name. If your char is accepted we will discuss how it affects the battle system)


Greatest Fear:


Reason you participate in the War:


Wish if you won the war:



Other:


Other Characters CS




Name:


Gender:



Age:



Ethnicity:



Current Occupation/Education:



Appearance
(a pic is fine, but include height and the clothes the char generally wears):


Personality(Choose 3 words that best represent your character):


Background(character’s family and any notable experiences the character may have had):


Magic/Skills(You don't have to have any):


Greatest Fear:


Allegiance
(who's side are you on in this war?):


Other:




 
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Sharur

Gender: Male

Servant Class(saber, archer, berserker, assassin, lancer, rider, caster): Saber

Age(how old you appear to be): ~10

Ethnicity(at least which country your legend is from): Mesopotamian

Appearance(same as master cs. Include details about armor, etc.):

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Sharur appears to be a massive battle axe over 150 cm in length. It's massive length is accommodated with proportional width and strength of structure, and it is evidently created with expert craftsmanship so beyond natural ability that one can instantly recognize that it is not a work created from the hands of any mere mortal. It radiates with a brilliant golden light that pulsates forcefully, indicating its majestic position among all weapons.

Legend/History(Why you became famous/notorious. Include time period and background):

Sharur is the legendary weapon of Ninurta, a Sumerian god. He is, in actuality, a phantasmal beast that has sublimated into the form of a battle axe and has thus become a heroic spirit through this way. Sharur aided Ninurta as a mediator, coordinating and communicating with other gods and analyzing the battle field to grant Ninurta crucial battle information. Sharur is also no slouch in the power department, as its greatest feat was the ability to slay Kur, the primordial dragon unparalleled in power even among the supreme phantasmal kind of dragons as the first and most powerful. It also slew Asag, a monstrous demon, among many other foes.

Personality(choose 3 words): Observant, whimsical, trollish

Weapons/Skills:

*Does not recieve saber bonus. Instead gets his own bonus: +2 defense, +1 attack*

Eye of the Mind(True): B

Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning. Dervied from Sharur's analytic ability and reconnaissance capacities that greatly aided its wielder.

+2 escape rolls

Pedigree of Weaponry: A+++

Sharur is the prototype for many weapons in Arthurian lore, and possibly countless others throughout the ages as the first weapon to be recorded with mystical powers. As such, it is supreme among all weapons, and even noble phantasms, to the extent that it is a heroic spirit as well. Sharur's most notable trait was its ability to empower and aid Ninurta in combat, moving independently by flying vast distances at extreme speeds and strengthening Ninurta in his mortal engagements. All of these feats sublimate into a skill that grants its wielder massive bonuses in physical stats and an A rank in magic resistance. It also grants heightened senses, perception and durability to its wielder. At this rank as the original and strongest weapon, Sharur grants even a regular human master physical stats nearing the level of servants, allowing it to be wielded by a master in effective combat against even the three knight classes. However, even with such boosts, a regular master will not be able to withstand the technical skill of servants in combat, nor will they truly be able to stand in direct combat against respectable servants in melee combat for extended durations of time, even more so when noble phantasms come into play. Sharur himself can move freely and fight by himself as a levitating axe, as well as having the capacity to fly.

*when equipped by my Master:


Effect 1: Master is exempted from the "-2 dice roll" restriction in Master-Servant confrontations.



Effect 2: Master receives same bonus as Saber Servant.*


Kaleido: EX

Sharur is the original version of the concept of the Kaleidostick, a sentient device that essentially transforms its wielder into a magical girl. When entering combat while wielded, Sharur's master undergoes a transformation into a magical girl, which inherently has all the necessary procedures such as a replacement of all clothing with magical girl attire granted by both Sharur's power as a kaleidostick and prana burst. Sharur is capable of utilizing the Second Magic to draw in energy from parallel universes, effectively granting itself an unlimited store of energy and by extension fueling its master with a constantly full mana bar so to say. Sharur is capable of downloading knowledge from alternate universes in the same vein that it siphons energy from them.

The contract to become a magical girl is not the same as one that binds Sharur to a master. The contract for becoming a magical girl is formed when the prospective magical girl gives a small amount of blood to Sharur and willingly wields him, completing the contract. Once the contract is made, Sharur is the only one that can terminate the contract. If the master making the contract is a male, then he will be turned into a female regardless. The most powerful aspect of becoming a magical girl is that the magical girl wielding Sharur can perform high level magecraft without having any knowledge of magecraft. Whatever they feel or imagine, they can replicate as long as they are fully confident and believe absolutely that they can do so. Indeed, it can be said the only magical limit to a magical girl is her imagination and willpower. For the most part, magical girls are capable of flying at rapid speeds, erecting durable barriers, and firing beams of energy much more potent than a refined spell from a top tier magus. Other things such as creating weapons or explosions are all possible as they are simply contingent on the wielder's imagination. Usually, these abilities are limited by what the user's perception of a magical girl is. For example, Ilya could fly immediately since she believed all magical girls could fly but Miyu had trouble as she did not have that same firm belief or notion. In addition, magical girls receive a powerful reinforcement to physical abilities that allows them to fight directly with servants in endurance and strength, though they will still be outclassed in that they won't be equal to the better servants but are still servant tier. If the magical girl is separated from Sharur for a distance of over fifty meters or over thirty seconds, then all magical girl benefits, including the transformation, are lost.

Prana Burst: A++

A skill unique and limited to those of Phantasmal beast types, prana burst allows Sharur to manifest an extremely durable golden armor from its prana much like how Arturia Pendragon was capable of manifesting armor with prana burst. This armor is, however, leagues above Arturia's as it is projected from the immense prana reserves of a phantasmal beast capable of matching a divine beast dragon. The armor boasts strength on the level of noble phantasms, and it is utilized to encase Sharur in a defensive shell of sorts in emergencies. However, it can also be used on those who wield it, transferring the armor to the wielder and constantly maintaining it as long as the wielder has a grip on Sharur. The golden armor, when applied to Sharur's master, becomes far more potent as the means by which the master receives the attire of a magical girl.

Magical Girl Armor Appearance: http://fc04.deviantart.net/fs70/f/2011/239/6/5/cyber_armor__golden_dragon_by_maxwindy-d47zlzg.jpg

The magical girl outfit is noticeably light and well, rather revealing. It is however still amazingly durable. Parts not covered by armor are defended by an invisible and see through skin tight aura of defense.

*Type of Move: Buff


Effect:-0.25 dmg*


Noble Phantasms:

Lamassu

Rank: A++

Type: Anti - Unit(Self)

lion_by_sandara-d7bs13l.jpg


Sharur assumes his alternate beast form, a massive winged lion. He is classified as a divine super weapon, a monstrosity like that of Enkidu and Typhon. His physical strengths in this state become immense, capable of gouging out earth with each and every strike of his massive paws. Sharur's bulk becomes overpowering, towering over a three story house. He is capable of exceptionally quick flight in this state, and receives all the abilities inherent to phantasmal beasts such as prana burst and phantasmal circuits. In this bestial state, Sharur is capable of utilizing his prana burst in pillars of destructive golden energy that pour from his eyes and mouth as well as his traditional golden armor. They are destructive blasts on par with even noble phantasms in power. Most notable in his abilities upon assuming his beast form is a massive resistance to damages. Should an opponent execute an attack correctly, the damage will be reduced significantly from a mixture of thick hide and innate resistance to harmful mystery. A monster among monsters, Sharur is an existence that could fight equally with a primordial dragon, and as such, in this state he is extremely hard to face in combat due to his overpowering strength and speed. Since Sharur can supply a limitless amount of energy as a kaleidostick, this form can constantly be maintained at leisure. However, though Sharur's master remains in magical girl form as long as he or she stays within fifty meters of Sharur, they will not receive the same magical ability bonuses such as flight and innate spell casting.

*Type of move: alternate form


Effect: Lion gains +3 for all dice rolls



Side Effect 1: No other NP can be used.



Side Effect 2: Master gets -1 on all dice rolls.



Side Effect 3: Prana Burst=roll 20-sided dice(can only be used 3 times in battle)*


Greatest Fear: Obtaining an incompatible wielder/master.

Reason you participate in the War?

To be of use and troll

Wish if you won the war?

None.

Other: N/A​
 
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Master CS


Appearance:
tumblr_m9a05k88uT1qhzz9ho2_1280.jpg



Name:
Tabitha Lin (Tai- Lin) Zukari

Gender: Female

Age: 24

Ethnicity: Irish-Chinese

Current Occupation/Education: Martial Arts instructor and Heiress

Personality: Sassy, Rude, and cunning.

History: Tabitha is Irish-Chinese, she grew up in Ireland and moved to China for her studies. Supposedly a descendant of a great warrior of some kind she was taught many multiple fighting styles. She began her studies at the age of 3 and has spent 21 years practicing her powers. Luckily for her, her lineage made her somewhat of a prodigy.

She loved her home land of Ireland, there she was studying physical therapy and medicine. She wanted to take care of others. Along with her degree in medicine she was rigorously training in various forms of martial arts and other fighting styles. It was her father's wish that she know how to defend herself, in case she was ever attacked. Her father is the head of a wealthy Chinese import family corporation. The family is very esteemed in Chinese society, it was said that they were the descendants of a great warrior in Chinese history. Tabitha moved to China at the age of 20 after her mother died. Unable to transfer her credits from her college in Ireland over to the Chinese school of medicine, Tabitha focused on her martial arts. She become on of the most well respected martial artists in China and has won, several competitions. She opened her own dojo in the family property and has been teaching pupils from the ages of 5-18.

Although she has overcome many obstacles and has succeeded where many have failed, her family still disapproves of her. Being of a mixed blood the entire Zukari family has always treated Tabitha and her mother like black sheep. This treatment was why in Tabitha's younger years she spent in Ireland. The family would belittle and chastise Tabitha and her mother for not being of Chinese decent, stating that they were a red stain on the pure family tree. Even when Tabitha's father became head of the family, the rest of the family still looked down on Tabitha. She has never done anything to deserve this treatment and has done everything she could think of to please them. This tournament is just the next step to gain the approval of her family.

Skills: She can handle herself well enough. She has been trained in various forms of martial arts and is skilled with dual short swords. She is very good at evasion and using her surroundings in combat or escape. Chinese Martial Arts is a Chinese rationality. A value that measures one's mastery of the martial arts that made becoming one with the universe as its objective.

+2 attack roll

Magic: Reinforcement, the power to increase objects structural integrity. Bravery is the ability to negate mental interference such as pressure, confusion and fascination. Magic Resistance grants protection against magical effects. Differently from the Resistance effect that merely rejects mana, this ability cancels the spells altogether (like in A Certain Magical Index or Moon Phase). This power only works when her hand is in physical contact with the spelled item, ability or person. Absorption gains mana from heat, mana looks like a bright rainbow of colors.

Greatest Fear: Losing the rest of her family in anyway possible. The thought of being completely alone terrifies her.

Reason you participate in the war: Her family demands that she enter and succeed.

Wish if you win the war: To be absolutely perfect in every way, so she can make her family proud.

(I might alter it later)

Other(anything else you want us to know about your char):


Age of Arcane Seal:
10 generations

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758284-hong_meiling_5.jpg
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Koumajou.Densetsu.full.415955.jpg


(Just Let me know if you want anything changed)
 
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Resistance[/URL] effect that merely rejects mana, this ability cancels the spells altogether (like in A Certain Magical Index or Moon Phase). This power only works when her hand is in physical contact with the spelled item, ability or person. Absorption gains mana from heat, mana looks like a bright rainbow of colors.

Greatest Fear: Losing the rest of her family in anyway possible. The thought of being completely alone terrifies her.

Reason you participate in the war: Her family demands that she enter and succeed.

Wish if you win the war: To be absolutely perfect in every way, so she can make her family proud.

(I might alter it later)

Other(anything else you want us to know about your char):


Age of Arcane Seal:
10 generations

[/CENTER]
8bfe8016f820ff85105cc76cd8747d0720d231a9cf12954321786ac8f4db73bf.jpg


758284-hong_meiling_5.jpg
tAG_151512.jpg
news4vip_1410336570_3203s.jpg
Koumajou.Densetsu.full.415955.jpg

(Just Let me know if you want anything changed)


Accepted, but please change her personality description to just 3 words.
 

Name: Saint Longinus


Gender: Female



Servant Class: Lancer



Age: 23



Ethnicity
(at least which country your legend is from): Rome

Appearance(same as master cs. Include details about armor, etc.):

images


Legend/History(Why you became famous/notorious. Include time period and background): Longinus became famous for piercing the side of Christ and having his blood dripping into her eyes and healing her blindness.

Personality(choose 3 words): Serious, Obedient, Tenacious

Weapons/Skills:

Independent Action: B

*Lasts 4 rounds without a master instead of 3*

Magic Resistance: EX -Due to the blood of Christ dropping into her eyes and mixing with her being.

Battle Continuation: B

Divinity: C -Due to the blood of Christ dropping into her eyes and mixing with her being.

Saint: B - Creation of a holy shroud is possible.

Piercer of Divinity: EX- Any being who's legend is tied in some way to divinity will immediately fear for their lives. There's also a chance that an activation of a Noble Phantasm will fail around her.

Effect: Opponent rolls additional dice for success. If dice rolls aren't looses then activation fails.

Eternal Arms Mastership: B -She was a soldier during her life and knows how to fight.

Mystic Eyes: A - Her eyes can make her perceive things faster and renders illusions obsolete.

*immunity to rps involving illusion*

Prana Burst(Kinetic): D+ -She can only use this to enhance her attacks and make its effects spread out and knock things away.

*Type of move: Knock back+1 move buff


Effect: If succeeds roll for knock back distance: 1/2= short distance, mid distance, long distance. Adds
+1 attack roll to just the next attack*

Weapon: Longinus

Noble Phantasm(Only up to 3 noble phantasms. Be as descriptive as possible. Noble phantasm must have name. If your char is accepted we will discuss how it affects the battle system):

Holy Lance Longinus - The Spear Of Destiny - A+

Anti-Army

It's an indestructible spear that passively collects ambient mana and in which she is metaphysically intertwined with it. It empowers her strikes simply by holding it and can only be stopped by normal armor and shields. This benefit also extends to her being. When activated by using the weapon's real name, it announces her presence and makes her identity obvious even to those who don't know her. It extends the range and strength of a single piercing strike, letting it go through multiple targets if timed correctly.

*Type of move: aoe attack


Power: Roll 20 sided dice



Effect: Pierces through all magical defense.



Activated Effect: Hits all characters in a straight line.


Giver Of The Last Holy Wound - EX

Anti-Divine/Anti-Fortress

Whenever an opponent is pierced it leaves an unhealable wound. Another effect can only be activated when she cries onto her lance. The lance becomes larger and glows an ethereal light. It becomes a sacred object that will sear through anyone and leave a burning gaping hole. During her next piercing strike, she and her weapon become one for a few moments and transform the attack into a beam. Can be used in tandem with Holy Lance Longinus.

*Type of move: Passive Effect


Effect: If pierced wounds are not able to be healed for duration of battle.



Activated Effect: If she cries on lance, next attack will be 3 dice add together(can only be done 3 times per battle)*


Martyr of Cappadocia: B+

Anti-Artifact

A representation of her final act. This Noble Phantasm allows absolute destruction of material objects and absorb them to heal herself.

*Type of move: heal


Effect: Heals 0.5 per item destroyed*


Greatest Fear: The loss of the world

Reason you participate in the War: To prevent the abuse of the Grail


Wish if you won the war: For someone to be able to take her lance and guide the world.



Other: I like cranes.

 
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  • A gunslinger keeps her real six shooter in her heart! Bang!
    Calamity Jane


    jAYbxj6.jpg


    Name: Martha Jane Cannary a.k.a. "Calamity Jane"


    Gender: Female


    Age: Early 30's.


    Ethnicity: North America


    Appearance: Her 'out of the box' outfit is as seen in her picture. It is her preferred outfit, but as an Assassin class servant in this war she's not against using more commonplace clothing to help her blend in with the local populace. Due to her love of firearms she will sometimes incorporate modern accessories onto her appearance such as concealed holsters, bullet pouches, and the like. Any such adornments will be pointed out if/when they come up.


    Her platinum blonde hair reaches down to her chin, and her eyes are colored a rich bright blue. She stands at an unimpressive 5'7", but she boasts an athletic, lean muscular build to her body. She may not be able to floor a muscly meathead with a bunch, but she's sure as hell nimble enough to run away if she needs to.


    Personality: Plucky, vocal, compassionate.


    Greatest Fear: Being scalped alive, which was a very real threat during her times.





Gators are pretty nifty.
 
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Master CS


Name: Mike Addison


Gender: Male


Age: 17


Ethnicity: Irish American


Current Occupation/Education: High School student


Appearance: Blonde hair and blue eyes, white skin, normally wears casual black clothing, anything soft/comfortable. He is 5'8".


Personality: Fun, Cool, Eccentric


Background: Mike is pretty much a normal kid who goes to school and is totally nerdy. His family isn't much to be noted. They were that typical kind of family who were jerks and got rid of him when he discovered his ability to create fire. Something about being unnatural, what a bunch of scrubs. It turned out he had a hereditary trait of some ancestor who had magic power, because his uncle who adopted him secretly had it too, and taught him how to use it. When he first learned of the Holy Grail War, it was when the Command Seal appeared on his hand. He had no idea what this was all about, in fact, he thought someone had given him a tattoo in his sleep. Nevertheless, upon noticing this mark, his uncle told him to go to church. The priest said it was a powerful spell bestowed to him by the Holy Grail. He told the old man to stop drinking communion wine, and was dealt a swift blow to the back of his head. The priest gave him everything needed to perform a summoning ritual. It felt demonic and weird f him to do such a thing, but he assumed if a priest told him to do it, what harm could be done?


Magic: Creating and manipulating fire


Greatest Fear: Ceasing to exist


Reason you participate in the war: To get a wish from the grail.


Wish if you win the war: Immortality


Other: He has a huge appetite


Favorite animal: Cats
 
d2bKRur.jpg



*God Bonus: +1 to all rolls*





Name
: Vishnu


Gender: Male (usually)


Servant Class: Caster


Age: Varied, as he takes many forms.


Ethnicity: Varies, but base appearance is shown above.


Appearance: Varies, but base appearance is shown above.


Legend/History: Vishnu is one of the three chief gods of Hinduism, known as the Preserver to Brahman's Creator and Shiva's Destroyer. He appears in many stories, most of which allow him to be in nearly all of the classes except Lancer and Assassin due to his many avatars. One such tale is his appearance in the creation stories, where he appeared as a fish and guided the first man, Manu, and the goddess whom later became his wife through a massive flood. He also appears in the Ramanya, where his avatar Rama appears. After getting his wife stolen by a demon for killing said demon's sister since the latter tried to seduce him, he grew angry and tore shit up on the way to rescuing her. This tale makes him eligible for the Berserker class, but he's restricted to this avatar. In the Mahabharata, he appears as Krishna, serving as Arjuna's charioteer. This enables him as eligible for the Rider class, and he is once again stuck with this avatar. Lastly, his final avatar, mentioned below, rides out on a white horse and strikes down the wicked with a burning sword, and as well as other avatars also using swords, qualifies him for the Saber class. He is also known as an even better archer than Arjuna, which enables him to be of the Archer class.


Personality: Wise, protective, kind


Weapons/Skills:

Rank: B


Vishnu is capable of adapting his appearance to any of his ten avatars with the default appearance being Krishna, whom appeared in the Mahabharata. His final avatar can only be activated in the presence of those whom are Chaotic Evil in alignment, and it is also one of his Noble Phantasms.





Rank: A


A personal skill unique to Vishnu (as far as I know), it gives Vishnu the ability to make the impossible possible. At this rank, impossible things have a 50% chance of occurring.





Rank: C


Vishnu can create a territory of three giant's steps (three miles in all directions). Inside it, all of his stats are boosted and he meets the first requirement for his Kalki Noble Phantasm.


Effect=When in territory all rolls +1





Rank: A


A personal skill similar to Shakti, but gives Vishnu the strength to always support himself himself and his Master without fatigue. At this rank, it cuts down Prana costs by 75%.


Noble Phantasm:





Rank: A++


Anti-Army Noble Phantasm


Range: 1-10,000


Desc.: The personal missile weapon of Vishnu in his Narayana form, taken form into a magic staff. This 'Astra' lets loose a powerful tirade of hundreds of deadly missiles simultaneously, each one with the power of a D-rank Noble Phantasm. The intensity of the shower increases with resistance. The only solution is total submission before the final missile, given which it will stop immediately.


*Type of Move: Aoe attack


Effect: Hits everyone in his current battle



Power: roll 2 dice and add together+






Rank: C


Anti-Unit Noble Phantasm


Range: 1


Desc.: Although not a traditional weapon for a mage, this weapon is controlled with the mind and words, making it a weapon of a wizard by technicality. The magical chakra is a spinning discus with sharp outer spears. The Sudarshan flies at the command of Vishnu, spinning away to tear off the heads of His opponents, or to perform any function desired by Vishnu. Usually ripping heads though.


*Type of move: attack


Power: 20-sided dice.*






Rank: EX


Anti-Evil Noble Phantasm?


Range: ???


Desc: This Noble Phantasm can only be activated at midnight within Vishnu's territory when there is someone of the Chaotic Evil alignment in the territory as well. Vishnu takes on the form of his final avatar, Kalki, and slams a burning sword into the ground and wipes out the wicked, bypassing a dice roll for Masters and has a very high success rate against other Heroic Spirits.


*Type of move: attack


Requirements: Midnight, in his territory, against evil.



Power: roll 4 dices and add.*



Greatest Fear: ...None, really. He's against the idea of facing Garuda again, but he's not scared of it.


Wish if you won the war: Cleanse humanity of sins so the last Avatar doesn't need to come yet.


Other: Each avatar behaves differently even though they're all Vishnu, so a master would need to be aware of such.
 
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Name: Ariel Terrell


Gender: Female



Age: 24



Ethnicity: None identified with, racially is a mix between Caucasian and Asian.



Current Occupation/Education: Mage



Appearance
(a pic is fine, but include height and the clothes the char generally wears):​



Hollow_Witch_by_asuka111.jpg



Height: 172 cm

Personality(Choose 3 words that best represent your character): Impulsive, Prideful, Obstinate

Background(character’s family and any notable experiences the character may have had):

Terrell hails from the only family in existence that maintains the ability to utilize Ploys, manifestations of fairy tails. Her family line extends all the way back to the Age of Gods, and now it rests entirely in her hands as the sole successor of the family and the only living member. Her family has constantly suffered under the underhand of fate, losing its heirs in the most unfortunate of circumstances and tragedies. Ariel's childhood was one that was rather idyllic. She was raised to become a witch and she accepted the fate as an intrinsic part of her existence. She had exceptional talent, and was capable of freely modifying existing ploys passed down through the two thousand plus years her family has existed from a young age. She was taught to cherish her blood, to be proud of her lineage and live her life with no regrets. Her parents withered away from extenuating circumstances that even Ariel herself is ignorant of. All she has of the sentimental value of family is a distant memory of her parents before they simply disappeared upon leaving. Since then, Ariel has withdrawn within herself, employing a solitary life to hone her abilities as a magus to enforce the pride of her bloodline: her parents' only wish left to her.

Magic(be as detailed as possible and try not to be too rigged. If you are accepted into the rp we will discuss how your magic affects the battle system):

Ploys

Ariel is a wonderland type of witch specializing in the mysteries and medicines found in fairy tales. She uses various familiars kneaded from fantasy called Ploys. They are impossible existences from their very premise, so they don't reconcile well with normal physical laws of the world simply because they are aspects of fantasy, and are wholly incompatible with such laws. While magi living in the present are no match on their own for modern weapons because the evolution of weaponry has gone ahead of them due to the various wars, her familiars are monsters that disregard however technology advances. Modern weapons will have absolutely no effect on them as their very existence is simply ignored against Ploys.

Different ploys cannot communicate with each other, so a structure of order is not possible. This is because each ploy is from a specific world of fairy tales, and anything not within its world is completely unrecognized. It is as if they are in a conceptual space or conceptual universe, so only magic energy with the same mystery will work on them, rendering them absolutely immune to practically all types of magic. Nothing except objects from the very fairy tales the ploys spawn from can directly harm them. Beyond that protection, they also have a special rule of “tradition protection” that renders raw power unable to do anything. They are unable to be defeated unless their weak point in the fairy tale they were based on is attacked.

*immunity to anything not a part of its fairytale*


*immunity to attacks from characters not older than it*



*Effected by pure, unchanged Prana*


Ploys Available

Flat Snark


500px-Flat_Snark.jpg


Flat Snark is an extremely powerful Ploy, and the strongest one within Ariel's reserves. It is a creation formed from various components within the Age of Gods itself, and it is a power far beyond modern magi. It is a secret art that can be called a treasure of the magic world that would be a priceless super-rare good if put on sale at the Association in London, a one of a kind existence that will never be found again if it is destroyed. Flat Snark is an immense creature more than six hundred meters in area, appearing to be ghastly green fog shrouding itself into the shape of a skull with a luminous false moon centered in its right eye floating in the sky, an incarnate of destruction. It is an inconceivable creature, a monstrosity fit to be titled as the ultimate monster of fairy tales. It's power includes many things, but most notably it has the ability to convert its surroundings into a fairy tale world of destruction, as well as the ability to create new ploys such as Humpty Dumpty and the summoning of comets of ice to bomb surroundings into oblivion. For example, it could turn an entire amusement park into a huge field of living constructions that not even the most talented of magi would be able to fend against. Its existence serves only to fade away that which is outside the bounds of its fantasy realm, destroying, breaking down and withering away all that oppose it. Flat Snark requires some time to become fully active and possesses a personality that resounds with arrogance and confidence. It retains its ability to conceptually ignore anything not within the realm of fairy tale and fantasy.

[Gonna add more Ploys later, just wanted to put this up]

Greatest Fear: Losing her pride in her family

Reason you participate in the war: To further the pride of her family.

Wish if you win the war: Unknown

Other(anything else you want us to know about your char): N/A

Favorite animal = Dog

+2 magic for using powers from age of gods
 
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Idby0T4.jpg


"'Sup mongrels?"

Gilgamesh, King of Heroes


Gender:
Male

Servant Class: Archer

Age: Early Twenties

Ethnicity: Babylonian

Appearance:

Golden Armor

Literally the most pompous, douchebag shit ever.

Grants extra magic defense and immunity to petrification, along with its Armor Class from being, well, armor.

Grants -0.25 to damage and immunity to petrification-based attacks

Shades

Oh yeah.

Grants +9001 to coolness rolls


Legend/History: The great king depicted in mankind’s oldest epic – “The Epic of Gilgamesh”. He was an actual king who ruled Uruk, the capital city of ancient Mesopotamia during the Sumer Dynasty 5000 years ago.

A despot who possesses high divinity with 2/3 being God and 1/3 being human, and believed he was invincible. However, answering the call of people who were oppressed by Gilgamesh’s tyrannical policies, Enkidu, a man created by the goddess Aruru, was released to fight against Gilgamesh. Gilgamesh and Enkidu met and battled as enemies, but soon they began to recognise each other and rule the nation together. Gilgamesh gradually began to change after finding a friend who he considered to be an equal, and Uruk became unprecedentedly prosperous. Gilgamesh, as the greatest king, eventually acquired all the treasure on the earth.

The goddess Ishtar wooed Gilgamesh, but was rejected bluntly. As a result, Ishtar unleashed the Bull of Heaven in a fit of rage, wrecking havoc on earth. After her failure, Ishtar complained before the Gods and caused the weakening and eventual death of Enkidu, who could not resist the will of the Gods that created him. The death of Enkidu significantly impacted Gilgamesh, and as a result he set out for the underworld in order to acquire the potion of immortality. However, the potion was drunk by a snake, and Gilgamesh died in despair.

Personality: Arrogant, Hedonist, Literally Fate/EXTRA Gil

Weapons/Skills:

Independent Action: A

The ability to remain independent even when rejecting the prana supply from the Master

Can remain in this world for a week even after losing his Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary. Also capable of living on for a short period of time after suffering extensive damage on his spiritual core.

Can survive 5 rounds without a Master

Magic Resistance: B

Protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.

Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected.

Collector: EX

The 'talent' to collect high quality goods -- a 'luck' that draws rare items into the possession of the Servant. However, the Servant's Master derives no benefit from this personal skill.

Gilgamesh is a collector of treasures. Within his era, he aggregated and sealed unto his collection all the fruits of civilization. Rather than 'possession of individual items,' it would be more appropriate to say that the true treasure he grasped was 'the very essence of human ingenuity.' If it does not exist in Gilgamesh's treasury, then it is "something produced by a new breed of humanity, according a completely new concept" or "something made from the technology of the culture born from the intelligent life from another heavenly body," one of the two.

For that reason, of course he has airplanes and submarines. The desires of the people from before Christ are not different, and it would not do for the crafts of ancient times when magic was in good health to be inferior to the crafts of the modern age. People generally realize the "tools of hope" that they dream of, and each time that occurs, it ended with them being confiscated by the king's hand.

Charisma: A+

Natural talent to command an army. Increases the ability of allies during group battles.

Often praised as the greatest king, Gilgamesh’s ability to command and lead great armies is excellent. An army led by Gilgamesh will have a tremendous increase in abilities, and an egotistical Gilgamesh radiating with self-confidence will sure boost the morale of his army to an extremely high level.

At this point it is no longer popularity, but rather a kind of spell (curse) in itself.

+1 to all allies' rolls

Golden Rule: A

Measures one's fortune to acquire wealth.

Gilgamesh lives the life of a nabob and has no money troubles. In the legend, he claimed all the world’s treasure as his own. The originals of Noble Phantasms preserved in his treasury were collected during this period. Although this ability seems unrelated to battle, it plays a great role in arming Gilgamesh.

Money problems are completely unknown.

Divinity: B (A+)

The measure of whether one has Divine Spirit aptitude or not. Has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.

Though he possesses divine affinity of the highest level, Gilgamesh's personal dislike of the gods effectuates a rank down

Negation of divinity/god-based defenses.

Misc.

Gilgamesh's compatibility against Heroic Spirits is great due to the versatility of his weapons, allowing him to assault the weakness of any Servant. The main reason for his overwhelming power comes from the sheer number of Noble Phantasms in his possession. All Heroic Spirits have things they were weak against in life, their greatest weak points, and he possess all of the Noble Phantasms, including those that killed each hero.

+2 to rolls when targeting enemy weaknesses

Gilgamesh has a sense of "sight" several levels above the ordinary. Compared to predicting moves and reading the flow, he is able to "gaze down and oversee" the game, with the right move always visible. He is extremely perceptive of magecraft, allowing him to see through Caster's fake death and tell the exact number of spells a magus is preparing just by looking at them. He is also capable of using his perception to accurately assess his opponents' abilities and weaknesses.

+1 to all rolls


Noble Phantasm:

Gate of Babylon: The King's Treasury - Anti-Unit, E ~ A++

Spatial connection to the “Golden Capital”. The spatial connection with the treasury allows for easy access to the contents within. The rank changes to E~A++ because E~A++ reflects the rank of the items in the treasury. If the treasury does not contain a wealth of valuables, then it will not be a useful Noble Phantasm.

He typically shoots the treasure he collected like arrows. The gate to the Golden Capital opens, and his treasures are shot out from his treasure cellar. After the Noble Phantasms that are deployed are used, regardless of how far it has gone, it turns to Gilgamesh's treasury.

Passive: Any roll enhancements apply to Noble Phantasm rolls. +1 to Marksmanship rolls.


Active: 3 Noble Phantasms are applied to the GM at the start of each battle.


Greatest Fear: Fear is for dirty mongrels.

Reason you participate in the War: Entertainment, mostly.

Wish if you won the war: To live again and assume his proper place as humanity's one true king

Other: Gilgamesh's pride and carelessness often keep him from fighting seriously, considering it to be unbecoming to be serious for the Holy Grail. As his dignity cannot be yielded, such weaknesses "kind of balance out" with the firepower of the other participants of the Fourth Holy Grail War when he could simply end it in one night should he wish it. He describes his going all out in Fate/hollow ataraxia as a once in a lifetime whim. Although the strongest existence among the Servants who cannot be rivaled when he is serious, he can lose due to obsession, pride, and carelessness.

Automatic failure to Hunter rolls when attempting to hide. Automatic failure to Escape rolls when below 2 HP.
 
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Master CS



Name:
Clinton Reeves


Gender: Male


Age: 28


Ethnicity: Afro American


Current Occupation/Education: Unemployed/College Graduate


Appearance(a pic is fine, but include height and the clothes the char generally wears): In general, Clinton usually wears a dark colored leather jacket and T-shirt of any color and jeans. He stands at 5'11"


Personality(Choose 3 words that best represent your character): Calm, Apathetic, Harsh


Background(character’s family and any notable experiences the character may have had):


Reeves is a rather ordinary citizen. His first experience with magic was during his childhood, though he never really trained his ability to use the magic until recently. He noticed that he got a command seal on the right side of his neck. Though he didn't pay much mind to it.


During his first visit to a church after he got the command seal, a priest noticed it and then moved him away from other civilians to a private room. There, he was explained that he was chosen as one of the participant for the Holy Grail War. He was surprised at first, but he decided to accept it and participate in the coming war.


Magic(be as detailed as possible and try not to be too rigged. If you are accepted into the rp we will discuss how your magic affects the battle system):


Shadow Manipulation, he can send out illusory shadows to fool his enemies. He could also control non-living objects by moving it's shadow and it would move accordingly.


Greatest Fear: Torture


Reason you participate in the war: Bored and also forced to participate, but didn't go against it.


Wish if you win the war: Vast richness


Other(anything else you want us to know about your char): He is very experienced in street brawl.


+1 attack


Favorite Animal : Snake
 
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Name: Zaphiel Conway (Donnadieu)


Gender: Male


Age: 25


Ethnicity: Caucasian (French)


Current Occupation/Education: (Informal) Head of Conway Family/ Teacher

Appearance:




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Tends to wear light colored dress shirts, a blazer, a dark tie, dark slacks and shoes. He dons glasses because they give him a much more serious look, even though he has absolutely no problems with his vision. Other outfits might include jeans and t-shirts if he feels casual enough. Zaphiel stands at 5'9".

Personality: Proud, Analytic, Aloof


Background:

Blessed with the name of an angel, Zaphiel Donnadieu was originally a boy living in an orphanage somewhere along France's southernmost region; he never got to know his parents and hardly ever dwelt on those thoughts, he was usually more preoccupied with how the world around him worked, much to the dismay of the children who wished to play with him.




Day after day, he read what the run down building's library offered on every subject and nurtured his curiosity with knowledge.




When Zaphiel turned 8 years old, a young English couple stopped by the orphanage and asked him if he would like to be a part of their family, to which he answered with another question:

"Do you any have books?"

and, after making them laugh for a few minutes, the couple replied with a confident yes, sealing the deal for the young scholar. From that moment on, he was no longer Zaphiel Donnadieu, but Zaphiel Conway, son of Mary Anne and Lucius Conway.




After what seemed like an eternal flight, they were in London, and Zaphiel was introduced to his new living environment: a large house with shelves full of old books to read; though those books came at a price, or so they mentioned, but said fee would be stated once he had read to his heart's content.


The days went by without many hardships, it took Zaphiel a while to warm up to his new family... But in the end he started to consider them a necessity in his life, and the smiles they exchanged on a daily basis were proof that he loved them as much as they loved him.


Two years after his adoption, Mary Anne told him that it was time for him to know what they really were, and so she explained that she, as well as her husband, hailed from families of magi and that she needed to produce an heir soon, but found herself unable to give birth to children. She also mentioned that her family crest could not be given to just anybody, she had to trust that person, even if that person was not related to her by blood, thus they chose him to be the next head of the Conway family of thaumaturges.


He understood very little, but he agreed he would help them because of what they did for him. Plus... it sounded interesting.


On that day his training as a mage began. He was physically hardened with a strict regime of fencing, imparted by his father; and tempered his mind with excruciating meditation, spellcasting and rune crafting exercises, with the help of his mother; honing both his ability to control prana as well as the potential to infuse it into an object. Daylight burned quickly while he was occupied with his academics and physical practices, while the time when the Moon was glowing was often used to study the magical arts, if not to get some well deserved rest.


He inherited his mother's Magic Crest a few years later, although the process to do so was harsh, as his body was rejecting it at first, nevertheless he withstood the pain and accepted his new role as the heir of the Conways.


With access to the magical knowledge stored in the implanted circuit, he learned of the family's alignment to flow and transfer magecraft, as well as research into the Aether element and the Fourth Magic, although little information was available on the latter, being something that hadn't been witnessed by anyone yet.


Mary Anne told him of the obligations he would now bear as head of the family, including the research on the Fourth Magic and how it was imperative that he gather knowledge on it. Zaphiel nodded in agreement and set out to research the matter, eventually coming to the conclusion that the best, and probably only, answer was to rip the information straight from the Akashic Records (the origin of Magic).


He only knew of one way to accomplish this, and that method was to participate in the Holy Grail War... Which would mean pitting himself against other magi, and their respective Heroic Spirits, in a battle to the death.



Magic: He is naturally aligned to the Water and Wind Elements, implying that he understands both their sub-elements (Ice and Lightning). However, his Magic Crest has allowed the Aether affinity, which, in tandem with Flow and Transfer of Power, make him a powerful healer, as Aether is directly related to lifeforce. Excessive use of this rather new affinity strains his body, as the rebound of the Crest transfer returns until he stops pouring Prana into it.


*Heals 0.5 dmg*


Greatest Fear: Being unable to improve.


Reason you participate in the war: To obtain information on the Fourth Magic.


Wish if you win the war: Obtain access to the Akashic Records.


Other:






->He teaches Chemistry at a university.


->He still knows French, even if it is a bit on the rusty side.


->Gets trapped in his head easily, his imagination can run pretty wild.


->Despite his physical discipline, he smokes.


->He started wearing glasses after one of his students said he would look a lot more like a teacher if he did.


->His Clan is rather young, a measly 4 generations.


Favorite animal: Dragonfly
 
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Master CSName: Theresa Nguyen


Gender: female - Age: 13


Ethnicity: mixed (british and vietnamese)


Current Occupation/Education: student


Appearance: 1.45 m (about 4'9")

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Personality: calm, gentle, shy


Background: She was born into a normal family and just happens to have magical potential. Been taught magic for about 3 years, she doesn't have much relation to the world of supernatural beings.


Magic: Her basic magic is in a sphere form around her body, with the center is the same as her center of mass. That's called Serie Mirror.


- Mirror of defense: A defense form that acts like a crystal wall, protecting the space inside from magical power and reflect it back to the attackers. The performance bases on the difference between her power source and the other power.


- Mirror of reflection: Copy only one magic within its range, adjusting it to suit her, in the form of her genetic system power (serie-chain, tree form or linear). That creates its own system within her, so it makes a pressure on her body and mind, and consumes a lot of energy until she gets used to it. The power will disappear when she copy another one.


- Mirror of amplification: Amplify the powers that's performed within its range.


+2 magic to allies


- Mirror of judgement: Create a new rule within the sphere range, in exchange for an equivalent condition on her.


Greatest Fear: being alone


Reason you participate in the war: To find out the meaning of her power.


Wish if you win the war: She doesn't have any wishes.
 
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Name: St. Nick (i.e. Santa Clause, Kris Kringle, Father Christmas. Sinterklaas)


Gender: Male



Servant Class
(saber, archer, berserker, assassin, lancer, rider, caster): Rider


Age(how old you appear to be): His years are the years that love, charity, and compassion have existed in the hearts of men.


Ethnicity(at least which country your legend is from): Of everywhere and nowhere. Wherever there is faith, to there does he belong. All the world is his people. Belief his nation.


Appearance(same as master cs. Include details about armor, etc.):


The physical manifestations of Old Nick are as numerous as the titles he bears. Indeed, it might be said that his true appearance is whatever someone expects to see when gazing upon him. He is, in this way, as in many, a quite accommodating being. Due to the nature of his existence Nick is able to manifest himself as need requires. To the child of England, he appears a rotund rosy cheeked grandfather. To the child of the Netherlands, he becomes a statue of saintly regalia. But now, in this time, he appears a warrior. For every pound of jolly flesh he bears in times of peace, there are layers of hardened muscle with which to drive back those who would use the Grail's power to threaten peace and goodwill. He sheds his soft robes for the armor of a holy paladin, bearing the hopes and dreams of humanity beneath his thick breastplate. A common factor remains however. No matter his form, ever does he bear the merry blend of red and white that so many have come to associate with his station and cause.


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Legend/History(Why you became famous/notorious. Include time period and background):


He is known to many across a vast swath of cultural borders as a mythical giver of gifts, doer of good deeds, and harbinger of charity. No one, however, has ever actually seen Nick apart from representations (i.e. people impersonating him, pictures, statues, etc). Many sceptics would say that this is because he does not exist. That may or may not be the case. Regardless, whether a man, many men, a force of nature, or simply a deep and irrepressible sentiment among the denizens of the whole world, the Grail was able to manifest something which very much resembles the one known as Santa Claus.


Personality(choose 3 words): Kind, Compassionate, Unwavering


Weapons:


In his right hand he bears the broadsword Dreamer, for with the dreams of the world he forges a path to peace.


In his left hand he bears the shield called Hope, for with the hopes of the world he defends against the fear and destruction of the dark.


Skills:

  • The Spirit of Christmas: To gaze upon St. Nick is to gaze upon goodwill manifest. Indeed, all who hold him in their sight are inclined towards thoughts of comfort, hope, and joy. As such, dealings with Nick are often peaceful and favorable. This is not to say that He creates goodwill where there is none. Thus, the most corrupt of beings usually find no solace or effect from his presence.
  • An Ideal: Since Nick, for all intents and purposes, embodies an ideal, he is immune to mental manipulation. His sense of purpose is unshakable, for his purpose gives him being.
    *immune to rps involving mental manipulation*
  • Discernment: He has a keen sense for evil intent, thus he is able to sense corruption and the intent to harm within a close vicinity.
  • Riding: He exists to do it and all things submit before his ability to ride them.


  • Magic Resistance: A
  • Universal Entrance: The world bends itself to allow entrance to the charitable heart of St. Nick. There is nowhere he cannot leave a gift, and thus, no place he cannot enter. Where there is no path, one will appear. (I imagine this probably syncs up with his Rider combat withdrawal capabilities).


*instant access to all buildings/constructs*


Noble Phantasm(Only up to 3 noble phantasms. Be as descriptive as possible. Noble phantasm must have name. If your char is accepted we will discuss how it affects the battle system)

  • Santa's Slay (yes, that was intentional): An beam of brilliant ethereal red light streaks down from the sky momentarily dazzling most within a moderate range. From the light materializes a team of battle-hardened flying reindeer (led by Rudolph of course) leading an armored sleigh. The sleigh can be used for quick travel, quick espcape (it can move deceptively fast), and devastating destruction in the form of trampling and/or crashing. When being used offensively, the slay is surrounded by spiraling funnel of red prana. Incantation Variant: Shouting the names of the reindeer in order, followed by the phrase “Dash away all” increases the potency of the NP by exactly .0000125%.
    *Type of move: attack

    Power: 3 dice add together.


    Activated Effect: incantation causes +1 pwr*

  • Voordekinder (For the Children): For Nick, the safety of children is paramount. Thus, in the event that the life of a nearby child is immediately threatened he is granted momentary invulnerability (I mean just long enough for him to do the following) and teleports directly to the child's position with Command Seal level priority.
    *instant dodge, +2 def
  • Reality Marble – Santa's Study: St. Nick is able to exert his will over a small area perfectly recreating his study back at the (proverbial) North Pole. The study comes fully equipped with immunity to the elements, a beautiful wood fireplace, an unlimited supply of milk and cookies, and mindless elf constructs to do menial grunt work such as fetching milk and cookies.


*Territory Effect:


immunity to all elemental attacks



heals 0.5dmg to all allies,



+1 def when in territory.*


Greatest Fear: That no one will believe in him, and thus all that is good.


Reason you participate in the War: To keep the grail from corrupt hands.


Wish if you won the war: To heal corruption in the world through compassion and kindness.

 

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Name: Alabaster Cadmia


Gender: Female



Age: 23



Ethnicity: Unknown



Current Occupation/Education: Bodyguard



Appearance
(a pic is fine, but include height and the clothes the char generally wears):


images



Height: 5'6


Personality(Choose 3 words that best represent your character):Tough, Brave, Adventurous


Background(character’s family and any notable experiences the character may have had):


Alabaster was a very strange name even for her family of mages. It's because of her white hair that she was named such. Her family is a result of two mage families fusing together through marriage. Her Father's side focused on some sort off creating magic while her mother's side focused on a very difficult to control type of elemental magic, added to the fact that they really don't like the word witch made them very...explosive. During the years of her growth she was always found reading books about fiction and she loved them. She had always imagined herself as a traveler, an interloper of the worlds, changing fates of others with her very presence. And this war is a chance to make her dream come true.


Magic(be as detailed as possible and try not to be too rigged. If you are accepted into the rp we will discuss how your magic affects the battle system): She has created thirteen Mystic Codes and compiled them into one blade she calls Mercy. 12 of which are from The Book of Swords series(Just look up 12 Swords of Power). And a final thirteenth that she dare not use.


Coinspinner- Increased luck to her and decreased luck to her opponents.


Roll Steal: +1 to her -1 to opponent's rolls





Doomgiver- Reflects any nonphysical damage.


Normal roll required





Dragonslicer- Only works on dragons. Ignores their toughness and cuts them like hot knife on butter.


+2 roll against dragons or dragonic things





Farslayer- Can be launched like a homing projectile at high speeds.


Normal roll required





Mindsword- Hypnotism to serve her.


Roll for resistance, if successful target will serve her for the battle.





Shieldbreaker- Only works against armed opponents, destroys weapons easily and controls her arm.


+2 to Roll, if critical the weapon is destroyed, if not weapon is damaged.


Sightblinder- Disguise


-2 whenever trying to see through her deception.


Soulcutter- Causes depression on an area and in a level that anyone caught is rendered apathetic.


Normal roll required. If successful -2 to every roll of any opponent in the area.


Stonecutter- works on structures only. Cuts them like flamethrower on butter


+Infinity against structures. (I put it like that because no need to roll for this)


Townsaver- only works when defending unarmed person/s at a fixed point. Controls her arm and let's her move her arms at high speeds.


+1 to rolls and added .5 damage negation


Wayfinder- Locates stuff or people.


Woundhealer- Heales people by harming them.


.5 Heal


Chaoseater- Her worst mistake and the most powerful of her 13 Mystic Codes. Forced by her mother's family to take up their art, or some of it, she reluctantly created her best and worst Mystic Code. This should never be realesed, ever.


???





Greatest Fear: Being the last person on Earth.


Reason you participate in the war: To be given the chance of a great adventure.


Wish if you win the war: To be an immortal world jumper. She doesn't need to attain Sorcery unless it's the only option.


Other(anything else you want us to know about your char):


She knows how to use a sword.


+1 to attack rolls


NEVER CALL HER A WITCH. She gets that from her mother.


+.5 damage and +1 roll whenever called a witch.
 
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Master CS


Name:
Jack C. Trinity

Gender: Male

Age: 22

Ethnicity: British

Current Occupation/Education: Freelance Magus killer (unknown employer).

Appearance(a pic is fine, but include height and the clothes the char generally wears): Exactly like the pic, he wears a red-hooded jacket, black pants, bandages around his hands to protect them from the claws he wields, and has multiple piercings. That's it. Height is 5'11''

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Personality(Choose 3 words that best represent your character): Cruel, Sadistic, Carefree

Background(character’s family and any notable experiences the character may have had):

Jack's father was an abusive drunk and his mother a prostitute. They never cared about Jack and, as a result, Jack never cared about them. Therefore, Jack's parents never realized that their son was born with weak magic circuits. The only person who Jack cared for was his teacher and Magic instructor, Emily Vance, who also happened to be a heretical magi according to the church for her work with demonic runes. When she was killed by a Church Inquisitor, Jack swore vengeance against the church. He stopped caring about the world and became a freelance magus killer, employed at the highest bidder. Jack doesn't care who or what he works for, simply taking satisfaction from killing to ease the emptiness in his heart. He became known by the police as the second Jack the ripper due to his method of killing and the fact that he has never been caught or seen(he's using magic to keep himself hidden from normal civilians). Even the church isn't exactly aware of who he is yet...but they know there is a mysterious magus whose going around killing magi.

Magic(be as detailed as possible and try not to be too rigged. If you are accepted into the rp we will discuss how your magic affects the battle system):

He uses demonic runes drawn on his arms and legs to enhance his speed, durability, and fighting capabilities. His claws have been enchanted by his employer to extract command seals. He's also skilled at using runes to search for other magi, as well as runes to keep himself undetected.

+2 hunter, +1 attack




*when he kills a Master, he gains their command seals*


Greatest Fear: Nothing, he stopped caring about everything. Even his own death.

Reason you participate in the war: His employer ordered it.

Wish if you win the war: The destruction of the Holy Church.

Other(anything else you want us to know about your char): He likes sweet foods and will occasionally be seen with a lollipop in his mouth. He doesn't know the name of his employers...nor does he care. He's slightly psychotic.

Favorite Animal : Monkey.​
 
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The Warrior of Athena:

Diomedes

Class: Berserker

Gender: Male

Ethnicity: Greek (Caucasian)

Appearance Details:

For his features Diomedes is a battle hardened warrior, and as such, his body is ripped and toned with muscles that expands over his 213 centimeter figure (7 feet) and only adds to his weight of 136 kilograms (300 pounds). Diomedes' eyes lay no where in records, and as such his helmet only shows red glaring pupils that seem to search for a fight. Diomedes'stature hold tried and true to all warriors, for his head is always up and hisshoulders always back, slouching anddoubting is not something he could ever do. His lower half is chiseled from days of running into combat, so even his bulky and slow shell has a base capable ofcarrying it huge speeds. All in all for his physical manifestation Diomedes seems like the typical Greek hero, one who defeated countless enemies for a causeand a God, but mentally Diomedes isnothing like his outer shell.

Birth and Death Dates: Between 900 BC and 600 BC

Alignment: Chaotic Good

Personality: Diomedes was born under a royal family, but he chose a life of a warrior, not of a aristocrat. This was the path that also dictated his emotions, for Diomedes was a soldier first and a man second. He was intelligent, sentimental, sympathetic, and soft spoken, but when he was given leadership he became the charming, bold, and ferocious fighter. Diomedes will do what he has to do to complete his mission, whether it be wrong to someone else or civilly correct does not matter.

Mad Enhancement Personality: After suffering through five Gods, Diomedes is left a mental husk of what he used to be. Despite the fact of losing his weapons, armor, and sanity, Diomedes still charges into battle yelling that he is in the favor of the Gods he opposed. This denial is what fuels his Mad Enhancement, the fact that he has been thrown out of favor of Olympus too much for the proud warrior who conquered Troy to handle.

Diomedes becomes sadistic and desperate, wanting to prove to the Gods and himself that he is in favor of them. Whether it means destroying the Master or Servant, he wants another victory to give them pride in their warrior, not a sense of disappointment in his feat.

Bio:

Detailed Description-http://en.wikipedia.org/wiki/Diomedes

Easier and Funnier Description-http://www.badassoftheweek.com/diomedes.html (Warning, very very very vulgar)

Greatest Fear: Diomedes' greatest fear belongs to Athena, with which she made true by abandoning him. Course, Diomedes has drove himself mad to forget this. Thus his greatest fear is realization, even though his powers grow with every distance step away from the gods, his mind can't live without these gods. When Diomedes accepts the abandonment, then he will have reached his greatest fear.

Reason to Participate in the War: Diomedes participates only to please Athena, and to eventually earn her favor.

Wish: To reclaim his lords, all of which he harmed and went against.

Weapon: All weapons and armor are apart of his Noble Phantasm, but I will go into details here.

The armor that he wears was made by Hephaestus, the God of the Forge. This armor was built to resist strikes from swords to arrows, and to retain its power until the activation of his first noble phantasm.

The helmet and plume are imbued with Apollo's rage, seen by the many flashes and lights that bounce off and in the helmet. This is where the light of reason rest, and when he uses Apollo's ability, the helmet becomes dull and shine-less, just like his reason.

Diomedes' weapons were blessed by Athena, and as such hold properties of strength and cunning. These weapons were a connection to the Goddess, making them very hard to sever from Diomedes' hand.

Abilities:​



  1. Athena's Blessing: Diomedes was blessed by Athena in every sense of his life, only losing her affection when he became mad. That being said, he gains her knowledge and wisdom when not in his Mad Enhancement. This is connected to his Noble Phantasm, but it is good to note here as it affects his mental capabilities when not using it.



  2. Weapon Proficient: Diomedes is an accomplished swordsman, effective with any any weapon of his time, especially his spear, but only when he is not enabled with his Mad Enhancement.



  3. Godly Courage: Diomedes also possesses a courage to face his own Gods, including the gods of beauty, archery, and war. This means he does not fear any opponent, his mind shadowing inhibitions against anyone.






Part One: Hephaestus' Armor

*-0.25dmg*

Appearance: In main photo. It's the three pieces of armor: Chest plate, leg braces, and wrist braces. (He does keep his cloak, belt, and waist tassels? I don't know what they're called.)

Details: Hephaestus created this armor with powers of godly proportions, for they were said to be invulnerable to mere swords and arrows. Yes, these greatly increase the defense Diomedes' has, acting as small shields that he moves into position whenever necessary. While these pieces of armor cannot be broken, these act as the first barrier to Diomedes' Mad Enhancement.

Activation Effects: While the armor is just a part of Diomedes' equipment, they do symbolize a lot for him. The studded braces represent the unrelenting force to which he showed his enemies, the leg guard showing that just because they were down doesn't mean he would be any slower, and the chest piece giving him courage as if he though he was invincible. When Diomedes speaks Hephaestus name; he can dispel one piece of the armor and gain a boost from it, the braces being more power, the guards becoming faster, and the chest piece giving him a loss of sense of danger. Course for each piece he loses, the more Mad he is and the less defense he has. Losing these pieces is like losing his connection with Hephaestus, from which he began his first dispel from the Gods.

*Type of Move: Buff


Effect:
+1 attack, +0.25dmg (effects are stackable)

Part Two: Apollo's Light

Appearance: The helmet acts as the bearer of this phantasm, for it is the only armor that housed the pain of the attack. In main photo.

Details: Apollo came down to take Aeneas after Aphrodite ran, but he was also met with opposition. Diomedes attacked three times, and each time was sent flying back by blinding flashes of light from Apollo.

Activation Effects: When Diomedes calls Apollo's name in the fit of rage he diminishes a source of reason, the first from his spear and it is imbued with a ball of light. He may use this again to stop the reason from his shield, creating another ball of light to use. Then he can use it lastly for a third time, creating a ball with the plume on his head. Each one of these balls is the size of baseball when used by Diomedes, but the moment it leaves his weapons or touches another entity, it becomes a devastating, destructive, and powerful fire the size of large boulder. It is slow when thrown, and the attack is very straightforward if he tries to swing at you with it, but the force of the attack makes it one that should not be overlooked. He charged at Apollo three times, each one not fearing for his own well being. For every ball he uses he nullifies a sense of reason, the spear destroys any sense of who he is attacking, the shield destroys any sense of what he is getting attacked by, and the plume destroys any reason towards battle other then to kill. Also this is the mark of when his attacks begin harming him dramatically, for the light of Apollo hurts him to this day too. This is the second barrier, with Ares, Apollo, and Aphrodite all opposed at once.

*Type of move: magic attack


Power: 20-sided dice



Effect:
-1 def (effects are stackable)

Part Three: Athena's Shield and Spear

Appearance: The shield and spear that Diomedes holds. In the main photo.

Details: The shield and spear that Diomedes uses are some of the weapons Athena enchanted, causing them to have divine like durability and strength. When the wars were finally over and Diomedes returned home, his wife had lost favor in him due to his constant attention to Athena. This was when Athena quit blessing him, and when Diomedes went out to become lost in the world to madness.

Activation Effects:When Diomedes pleads for the Gods to return to him, ending with calling Athena, his spear and shield light with fire, growing with every chant he says. When the fire overcomes the weapons, Diomedes is able to use it as a way to discharge the rest of his sanity, throwing them separately. The spear is coated in fire, becoming a raging attack that mixes speed with penetrating power, while the shield becomes a buzzsaw of flames, cutting through anything in its path. This is the last barrier that will unlock Diomedes' Mad Enhancement, leaving him with his bare hands to tear apart his enemies and nothing more.

Type of move: attack


Power: 3 dice added together



Effect:
+3 attack, +0.5 dmg, no other NP is usable, and must roll sanity dice*

Favorite Animal: Penguin​
 
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