[hider=Master] Name: Amina Eldar Age: 27 Gender: Female Master of: Archer Command Seal Location: Back Wish: JUSTICE Origin: Right Appearance: [img]http://i.imgur.com/gCC1GE1.jpg[/img] Personality: Amina is a righteous individual who holds noble convictions to heart. She is an austere, reserved woman whose unyielding passion to duty is an unquenchable flame. Her mannerisms are severe yet elegant. From her calm, measured gait to wary and permanently cool gaze, Amina presents herself as a bastion for her beliefs. She believes strongly in moral justice and honor, with these concepts being tied into her existence at the spiritual level. At the same time, Amina values individuality and freedom, respecting those that can firmly place their convictions into a deviant, obstacle ridden path of life. As such, Amina does not look down on or despise those that can potentially be called unjust or amoral, as long as these individuals truly and firmly believe that they are within the right. She does, however, act on her sense of duty to her values. Respect will not hold her from actively opposing an unjust enemy, nor will she hesitate to strike down any that stray against her perceptions of right. Her blade may steadily pierce foul throats, but her blade will still possess a poise that exudes respect and dignity. Amina's system of values can somewhat be summarized as a warrior's code of honor. If an equivalent had to be drawn somewhere, it would be found in the values of the ancient warrior Cu Chulainn. Biography: Amina is the current head of the Eldar family, a group within the Mage's Association that is peculiar for their lineage alone. The Eldar family is perhaps the last surviving line of the Narts, a race of superhuman humanoids that ruled the Caucasus during the age of myth. The Eldar family used to be composed of exceptional witches who could fully use their monstrous blood to incredible effect, but lately, most likely due to the fact that every Eldar has been obnoxiously stubborn, the heirs of the family have practiced witchcraft less and less. Amina is no exception. She reviled the selfish nature of magecraft and only learnt the basics of it, making sure to keep her bloodline's secrets and spells alive with a bare minimum of effort. Instead of magecraft, she instead trained herself in the physical arts instead. From an early age, she mastered hand to hand combat and usage of her spirit weapon: the rapier. Eventually, she found herself working in the clocktower as a hand to hand combat teacher, which best suited her needs and talents. On the side, she worked together with Enforcers, helping them when they needed extra support. It is from these excursions to hunt down heretical magi that she has gained an understanding of the injustice that people can commit to accomplish their goals. When she heard of the holy grail war ritual, she immediately took to participating in it after leaving her will and family affairs in order. Element: Water School of Magecraft: Ossetian Witchcraft Magecraft Section: Amina is by no means adept at her native magecraft. She is not a traditional magus by any means, and what she learned is just from a largely unsuccessful apprenticeship to a true witch. She holds no magic crest nor does she have a personality that is compatible with the ruthless and selfish nature of magecraft. What she does know is mostly relevant towards healing in both the physical and spiritual realms. Spells: Potion Crafting Amina can create potions with natural materials. These potions are limited to being simple healing ones. Diagnose Amina can diagnose the physical or spiritual ailments harming an individual through physical contact and expenditure of magical energy. -3 times a day Wellspring A spell that represents the Ossetian well of life that cured any ailment. By using water as a catalyst, Amina can channel her magical energy and imbue a powerful concept of healing to it. Quantity of water and magical energy limits this spell. The more water there is, the more healing Amina can perform. -4 times a day Purifying Hands A spell that hearkens back to the Ossetian mother goddess Satanaya, whose hands could remove any defilement from an object. By using this spell, Amina can exorcise powerful curses and influences from others through her hands. The effectiveness of exorcisms are equivalent to a Baptism rite from the Church. -3 times a day Iron Imbue A spell that mimics the goddess Satanaya granting her son an invincible body of iron. This spell is in effect an extremely advanced form of reinforcement that only works on living beings. Rather than enhancing the structural concept of the organism, it instead simply adds a concept of invincibility to it. The invincibility is simply a name, and does not actually grant true invulnerability. Once this blessing is imbued on an individual, that individual gains a powerful resistance to physical and magical harm for a few seconds. Conceptual weapons bypass this blessing. -1 time a day Witch's Favor Amina can grant her favor to an individual, blessing them with a spiritual link that strengthens their mental state. Through this link, she can provide magical energy and healing. This link can only be established once to a single individual. Skills: Nart Amina descends from the Narts, a race of superhuman peoples in Ossetian myth. As a result, she has extraordinary physical power, letting her match Church executors and Eastern martial artists in a test of fists. In addition, her skin is hard like steel, representing the Nartian legend that the Narts were forged for battle. It is extremely difficult to significantly harm Amina through physical means alone. Magic that does not use natural means such as a simple fireball or force blast will bypass Amina's durability. So spells such as curses will not be negated. The Narts swore an oath to always be heroic lest they die, and this oath still binds Amina, albeit to a lesser extent. Her mental state is unassailable and constantly aligned with good, but if she were to break her values of honor, she would lose her iron skin and superhuman strength for a day. It was also said that the Narts were one with war and weaponry, and indeed were so close with their weapons that their very souls resided in them. A Nart and his weapon were not two separate items, but rather a cohesive whole. Amina continues that tradition. Her soul rests in her weapon, a rapier. This rapier is in turn supernatural by nature. It has high affinity to slay spiritual beings and is nigh indestructible, as destroying it would equate to destroying Amina herself. The humanoid body that wields the sword is more of an anchor that stabilizes the spirit blade in the world. Amina can actually survive if her body is destroyed as long as she is wielded by another being and thus anchors herself to them. Master Fencer Amina is an extraordinarily skilled fencer, outclassing human limits by a long shot. Her skill reaches into the realm of monsters and myth, which is fitting considering her blood. She compensates for her lack of magical prowess with her raw finesse in swordplay, letting her fight distinguished magi and executors on even ground with bladework alone. Combined with her raw strength, this skill allows Amina to be a monstrous force in close quarters combat, but at the same time leaves her completely unable to handle long ranged combat. She is also geared towards dueling single targets, so being swarmed would severely limit her combat capabilities. Martial Arts Amina is a formidable martial artist, with heavy experience in the Grecian fighting style of Pankration. She has a mixed fighting style that she composes with the material of her training, but her foundations lie with Pankration. The grappling and wrestling of Pankration particularly suits her as her iron body can withstand the strongest of struggles while mercilessly crushing with iron grip. Amount of Magecraft Mana: C [/hider] [hider=servant] Class Name: Lancer Alignment: Lawful Neutral Height: 185 CM Weight: 78 KG Servant of: JAMES Catalyst For Summon: A shard of silver Weapon(s): A silver spear. Wish: To have another chance at leading his people back into prosperity. Class Skills: Magic Resistance: A/C Skills: Divinity: A Olyndicus has attuned himself artificially with the divinity of the Dagda, the high god of the old Irish pantheon. As a result, his body has attained divine positrons that infect his spiritual composition, causing him to attain the divinity rank initially at A. As the god Dagda was a patron of the mystical arts, Olyndicus gains a magic resistance rank equal to his divinity. However, beings that also have divinity will bypass this magic resistance and only encounter an opposing resistance of C rank. Druid: B++ Olyndicus was a renowned druid and prophet of his people even before wielding his famed spear. His knowledge in the mystic arts of nature and fate allowed him to rally the support of his kinsmen. This skill is also what allows Olyndicus to channel the strength of his divine disease without self-destructing. Capability to use druidic magecraft and revelation at B rank are implied in this skill. The double modifiers appear when Olyndicus channels the strength of the Dagda during the night. Infernal Guerrilla Tactics of the Midnight God: A Olyndicus was famed for his cunning and tactics employed during the cover of the night. With but few tribesmen, he constantly warred with the numerically superior Roman forces, proving to be a sharp thorn in their side. Olyndicus was known to have mirrored the infernal night god Dagda, and thus employed devious tactics in his name. This skill grants Olyndicus exceptional strategic insight during the night, granting him an affinity to fight against greater numbers or stronger individuals than himself. It is also difficult to sense his presence during the night, as he visually melds into darkness and his spiritual presence attains a masking equivalent to presence concealment at the B rank. During the cover of night, Olyndicus gains a "right of way" for his first attack coming out of unnoticed darkness, letting that attack be unnoticed until the moment it is unleashed. In essence, this skill grants Olyndicus an exceptional capability for hit and run tactics in the night that leaves targets bleeding out rather than defeated in a single grand encounter. Olyndicus can be called a specialized "giant slayer" who is most at home fighting targets more powerful than him. Base Parameters: Strength: C(B) Endurance: C(B) Agility: B(A) Magical Power: B(A) Good luck: E Noble Phantasm: A+ ()Parameters indicate stats boosted under the effect of Olyndicus's Noble Phantasm Noble Phantasms: Name: Dhagho-Deiwos Title: Shining Silver Spear of Heavenly Pestilence Rank: A+ Type: Anti-Unit Range: 1-3 Description: The silver spear that fell from the heavens. Olyndicus was said to have received a spear from the heavens that granted him the right to power. This spear has been compared to the mythical Gae Bolga and Brionac, spears of Celtic myth that represented bolts of strength that rained down from the realm of the gods. It is in reality an artifact that houses the prototype of the original divine spirits of the Irish pantheon. [hider=Background info]The gods of South America were developed from alien microbes, and the alien mechanism ATTILIGHT formed the basis for the Olympian gods. This spear holds the original alien microbe that formed the basis of the Irish pantheon. Remnants of the Irish gods originating from microbes remains strong in the God's Holder tradition, where a hereditary virus passes down authority to wield divine weapons for human beings, as is the case with the enforcer Bazett. To be specific, this spear holds the divine makeup of the high god Dagda, who was described as a great divinity that controlled life and death within the old Irish pantheon. Olyndicus was said to be much like the infernal night god Dagda by the Romans, operating in the night and performing rituals in his name. By holding this spear and channeling its strength, Olyndicus infects himself with the disease that composes the Dagda. [/hider] Olyndicus keeps his infection at a measured level through his knowledge of Druid magecraft. Becoming fully infected would replace his ghost liner spiritrons with divine spiritrons, which are incompatible with the modern world. Having too many divine spiritrons would massively enhance his strength, but it would also cause him to eventually self destruct as the world erases his anachronistic being. The extent of the power up he receives without full activation are massively enhanced capabilities in Druidic magecraft, a full rank up to all stats, divinity at A rank, and resistance to curses and sicknesses. However, all of these benefits only activate during the night. By piercing another being with this spear, Olyndicus can transfer this divine disease. Beings with divinity have a built up resistance to this disease, and will be completely immune to it even with a divinity of E rank. If the infected being is not divine, then the disease slowly converts their spiritual particles into divine positrons, enhancing their general abilities day by day. However, divine spiritrons are incompatible with the modern world, meaning that eventually those infected will be purged by the world's system itself. True Name: Olydicus Appearance: [img]https://s-media-cache-ak0.pinimg.com/564x/2c/9f/d2/2c9fd2b1162cfcadfd14e9386dcdd156.jpg[/img] [/hider]