[hider=Master- Nori Tohsaka] [img]https://i.pinimg.com/736x/bd/27/3b/bd273ba3de574ce4e45531650a89eff9.jpg[/img] ________________________________________________________________________***_________ [b][u]General[/u][/b] Name: Nori Tohsaka Age: 19 Gender: Male Weight: 165 lbs Height: 5’11” Elemental Affinity: Ice Alignment: Neutral Good ________________________________________________________________________***__________ [b][u]Magic Circuits[/u][/b] Number: [b]A[/b] Quality: [b]C[/b] ________________________________________________________________________***__________ [b][i]Magecraft/Abilities[/i][/b] [b]-A Note:[/b] Because of his lack of training, Nori knows mostly low-level magecraft. However, his naturally high mana means most of the spells seen here can be "spammed" to some extent, because their individual power is low. [b]-Jewel Charging:[/b] The signature Tohsaka art of infusing magical energy into gemstones, essentially turning them into single-use mystic codes. A convenient ability, since it allows for the storage of additional mana outside of his body's limits. Such gems can be crushed to reabsorb the mana or utilized in simplistic energy-based spells, such as an offensive blast or a temporary floating shield. Either way, the gems become useless ash. [b]-Jagged Ice:[/b] A simplistic but versatile spell that creates blades made of durable ice in various shapes. Could be used to fire icicle projectiles or create a melee weapon. Such ice will soon melt in most climates, but that can be staved off while the created tools remain in Nori's hands. [b]-Heat Shield:[/b] A passive protective spell that can be used to immunize the body to cold temperatures, and severely cool down the body, relieving one of heat and even providing moderate fire resistance. [b]-Cold Spot:[/b] A weak projectile attack made dangerous because it cannot be seen. Creates a positively frigid patch of air that flies toward its target. The damage is minimal, but cold of this level takes the breath away and causes the body to seize up for a moment, especially when it is unexpected. Additionally, exposure to an extended barrage may lead to hypothermia or long-term damage. [b]-Ice Familiars:[/b] The creation of ice or snow familiars in the shape of small animals. The abilities of these reflect their appearance, so dogs will run fast, birds will fly, etc. Nori can command such creatures from a distance and share their senses as needed, even talking through them, but to craft one is the work of a few hours for him. [b]-Icicle Trap:[/b] An enchantment to be cast into a point on the ground. Similar to jewels, they are permanent self-contained pools of mana. When the trap is triggered jagged icicles will spring up. It can impale a person's leg, but a wary mage may notice the mana in the ground. The real strength of this spell is the versatility of its trigger. Nori might set a trap for a specific person or type of creature and can exempt certain individuals from it. It could trigger based on movement speed, mana, weight, equipment, or other physical things, but not mental states like harmful intent. Also, Nori knows when one of his traps is triggered, and can catch a mental glimpse of what triggers it. ________________________________________________________________________***__________ [b][u]Other Abilities[/u][/b] [b]-Chinese Kenpo:[/b] The secret martial arts style passed down through the Tohsaka line due to their founder’s insistence on honing both magical and physical abilities. Since his experience is mostly as his brother's training dummy, his greatest martial talent is losing without suffering much damage. [b]-Sketching/Painting:[/b] Nori has an artist's eye and hand, especially for landscapes. ________________________________________________________________________***__________ [u][b]Mystic Codes/ Magical Items[/b][/u] [b]-Jewels:[/b] The tools of the Tohsaka trade. Nori has quite a lot of them, but still less than he wishes he had, since his father is using most of the family reserves for the war in Fuyuki. See magecraft for details. ________________________________________________________________________***__________ [u][b]Weapons/ Other Belongings[/b][/u] [b]-Backpack:[/b] The most convenient way to carry things. Contains some clothes, money, and personal effects, but is mostly full of gems. [b]-Sketch Equipment:[/b] A notepad and a few pencils. Kept in his backpack, but frequently out and in his hands during this trip. ________________________________________________________________________***__________ [u][b]Personality[/b][/u] A quiet sort who has learned to stay out of the way. Nori has a lot of sympathy for others, and will quickly form an alliance, although he is slow to form real emotional connections. He's accepted that he'll have to kill his enemies in the war, but won't do it thoughtlessly, and hopes he can allow a few masters to flee after dealing with their servants. Nori likes to exhaust his options and choose carefully rather than make quickly for the obvious decision. He's alright with most kinds of methods, but not with breaking loyalties or underhanded goals and strategies. [u][b]Background[/b][/u] Born in 1920 to the Tohsaka house of Fuyuki, Nori's circumstances would have been favourable had it not been for his twin brother. His parents were forced to make the decision as to which child would be groomed to take on the family crest and become the next head at an early point in the twins' lives, and Nori ended up left in his brother's dust. It was not that his family despised him, but it was obvious to Nori that he was thought of as having no future. So he ended up in an awkward position, taught the Tohsaka skills of magecraft and combat, but the focus of these lessons was always to train his brother, and Nori ended up being used as an example more often than actually learning anything. Even in the midst of rigorous preparation for the third holy grail war on their own land, the Tohsakas did not miss the unusual proclamation of a non-mage hosting a holy grail war. Although they had confidence in the strategy Nori's father had prepared for his victory, they felt it would be wrong to waste the opportunity to increase their chances of reaching the root even a little, and figured it would be as good a use as any for their futureless son. So, he was equipped with what his father didn't need and sent hastily off to Germany to back the government there. ________________________________________________________________________***__________ [u][b]Wish/Reason for Being in the War[/b][/u] If he believed Dr. M's grail had the capacity to reach the root then he would certainly try his best for it, but since it's a fake grail war, the best he hopes to wish for is a strong magic crest to strike out on his own as a mage. [/hider] [hider=Rider- The Headless Horseman] [img]http://th05.deviantart.net/fs71/PRE/f/2013/275/3/8/the_headless_horseman_by_grivetart-d6ozdyl.jpg[/img] True Name: [color=9e0b0f][b]The Headless Horseman[/b][/color] Aliases: Hessian, Dullahan, Gan Ceann Class: Rider Gender: Was Once a Man Height: 5'5'' (around 6'4'' with a head) Weight: 185 lbs Alignment: Lawful Evil Wish for the Grail: To regain his original head and live out a peaceful life before passing away for good. Then again, he may not be able to resist simply asking for a field of helpless victims. [u][b]Personality[/b][/u] Someone filled with wickedness and cruelty who has long since stopped making excuses for his tendency to decapitate. He tries to recall his attitude as a mercenary for tips about how to act as a Servant, but he can only think of violence and revenge. Nonetheless, he does observe "the honour of the hunt," as he will not steal another's kill out of the blue. The emotions of a headless man can be somewhat hard to read, but if he wears another's head, his personality will become a bit closer to theirs on a superficial level. [color=9e0b0f][i]You may choose who, when, and where, but there is only one method I will use.[/i][/color] ...His master will probably hear dark proclamations like this ringing in their head. [u][b]Background[/b][/u] Rider was a Hessian mercenary hired by Britain to combat the American revolution who lost his head to a canon ball during the battle of White Plains in 1776 and was buried in the cemetery of Sleepy Hollow. In an unusual case for a legend, it was his actions as a vengeful spirit after death pursuing many travellers in an effort to take their heads that gained him fame, and he was finally placated after obtaining the head of Ichabod Crane. However, legends of headless riders long precede that man's life, and in the case of this heroic spirit it would be accurate to say that he is shouldering the legends of those who lack the identities or humanity to be summoned themselves to add to his own power. Specifically because he is summoned in Germany, he has access to the "hunting horn that calls for death" and "black hounds of hell," which stem from the folklore there. [b][u]Stats[/u][/b] Strength: [b]B[/b] Endurance: [b]C[/b] Agility: [b]B[/b] Magical Energy: [b]A[/b] Luck: [b]C+[/b] Noble Phantasm: [b]EX[/b] [b][u]Class Skills[/u][/b] [b]-Magic Resistance B-:[/b] Rider can spells with a chant below three verses targeting him. Even if he is targeted by High-Thaumaturgy or Greater Rituals, it is difficult for him to be affected. In the case of divine magic or the sacrements of the church, however, his resistance is weakened. [b]-Riding A: [/b]Rider can use any vehicle or creature as a mount, with the exception of Phantasmal Beasts and Divine Beasts. [b][u]Personal Skills[/u][/b] [b]-Hellish Hounds A:[/b] The ability produce, through moderate labour, black hounds with tongues of fire that serve as Rider's "hunting dogs." Their power is such that if he has the time and mana to craft twelve or so they can make a difference even against a Servant while alongside him. Even if sent out on their own, they can use pack tactics and the flames of their maws to slow down such enemies. In a pinch, this ability can be used to restore his horse and equipment in the event of their destruction or loss. Restoring his horn is a different matter, however. [b]-Clairvoyance D++:[/b] The ability allowing Rider to pursue his enemies even without a head. It allows for sight in all directions from the body, and the negation of even extreme visual obstructions at close range. It does not grant hearing, taste, or smell, however, but he can still communicate telepathically with his master. Having been an artilleryman, Rider wouldn't be a bad shot with ranged attacks, if he had any. [b]-Unseelie Spirit A:[/b] An ability gained from gathering the power of many legends about "headless riders." A composite skill granting rider access to things like Battle Continuation, Curse Resistance, Death Resistance, Mana Burst (Darkness), Mental Resistance, Monstrous Strength, Passive Health Restoration, and Poison Resistance. In return, he suffers extra damage from holy attacks, and the restrictions of being unable to cross running water or enter holy grounds without suffering a temporary hit to his abilities. [u][b]Combat Capabilities[/b][/u] His omnidirectional sight means he can clash blades with anyone even as he rides in any direction. His fighting style can be called "murderous" and "no-holds-barred." If he has access to his hounds, they go ahead of him in combat, rushing the enemy to throw them off balance before the killing blow is delivered. His mount is a dark and durable creature, and although it cannot take to the skies it does have high physical abilities including strength for extreme leaps, toughness that prevents it from becoming a liability in combat, and speed that allows Rider to pursue most enemies. It also possesses the same strengths and limitations as Rider from his Unseelie Spirit skill. On foot, he can swing his axe and evade more freely, at the cost of mobility. He possesses a whip made of bone, but since it can't decapitate someone and it is visually distinct, he rarely uses it. He also has a black riding cloak with a hood perfect for concealing a face. [u][b]Noble Phantasms[/b][/u] Name: [b]Wild Hunting Horn [/b] Rank: [b]B[/b] Type: Anti-Army/Anti-Unit Description: A black hunting horn that warns of terrible deaths to come. Even if Rider lacks a head, he can hold it aloft to produce a chilling sound. Those in earshot, save for Rider's allies, will be inflicted with a fear effect that compels them to flee or dulls their wits and skills if they have the will to stand and fight. Those who hear it would be wiser to trust their instincts, however, as the sound of the horn also carries a curse. Regardless of whether the fear proves effective, there is now a slowly increasing chance with each attack that Rider will, regardless of intervening factors like speed and toughness, "land a blow that severs the opponent's head," in an attack that bypasses cause and effect to reach the intended result. The Luck stat of Servants allows them to stave off this effect for a time, and even one with D rank luck is likely safe to trade a few blows, though with E rank luck they will likely fall victim to the instant kill within his first few swings. As the fight continues, the chance of decapitation builds up until any sensible fighter would feel the massive killing intent and withdraw. One without the common sense to do so, though, will soon die if they cannot produce a swift victory themselves. Name: [b]Revenge of Sleepy Hollow[/b] Rank: [b]EX[/b] Type: Anti-Unit Description: The manifestation of one eternally seeking a head, Rider can seamlessly bind the severed head of another to his stump of a neck, making it his own. A head can be removed and reattached at will, and while he wears one, he has access to all of its original owner's knowledge, skills, and abilities. In the case of a Servant's head, it will not disappear even though the owner is dead, and Rider can carry it under his arm, on his thigh, or hanging from his saddle until he finds a suitable place to switch heads. He can utilize a Servant's skills and even Noble Phantasms, provided those abilities do not specifically stem from a part of the body other than the head, or from an object, although in either case it is possible to take the item in question for himself and save it from disappearing with the rest of the body. Indeed, even if the ability in question is something like a "cursed arm," it is simply a matter of severing the limb for use as a grim sort of mystic code. Abilities with a physical manifestation, rather than something purely mental or an attribute of the head, will require more mana than normal because he is not the true owner. In the case of Noble Phantasms with great power, they will be weaker than the original by a paper-thin difference. [/hider]