[hider=Berserker - Ajax the Great] [center][img]https://i.imgur.com/IB9LmlR.png[/img] [b]Class:[/b] Berserker [b]True Name:[/b] Ajax, Ajax the Great [b]Master:[/b] Serafina Whitehall [b]Gender:[/b] Male [b]Alignment:[/b] Chaotic Neutral [b]Birth and Death Date:[/b] 1260 - 1180 BC approx. [b]Personality:[/b] In his right mind, Ajax is a decently kind man. He has a strong moral compass, and understands the right and wrong of things without exception. He is very prideful, however, and doesn't take kindly to insults against it. His short temper is one of his key defining flaws, but it is one he has relatively under control. Relationships are things he holds very dear, especially the one between him and his Master, but also between friends, whomever they are, including other Heroic Spirits. None of this shines through, though, due to his summoning as a Berserker. The effects of Athena's mental manipulation still linger within his mind, distorting all rationale besides that of "Kill". However, one thing that does remain is his strong sense of preservation as a primarily defensive hero, resulting in the full and adept use of his Noble Phantasms, especially that of Rho Aias[sub]The Seven Rings that Cover the Fiery Heavens[/sub]. [b]Biography:[/b] Ajax is the son of Telamon, who was the son of Aeacus and grandson of Zeus, and his first wife Periboea. He is the cousin of Achilles, and is the elder half-brother of Teucer. In Homer's Iliad he is described as of great stature, colossal frame and strongest of all the Achaeans. Known as the "bulwark of the Achaeans", he was trained by the centaur Chiron (who had trained Ajax' father Telamon and Achilles' father Peleus and would later die of an accidental wound inflicted by Heracles, whom he was at the time training), at the same time as Achilles. He was described as fearless, strong and powerful but also with a very high level of combat intelligence. Ajax commands his army wielding a huge shield made of seven cow-hides with a layer of bronze. Most notably, Ajax is not wounded in any of the battles described in the Iliad, and he is the only principal character on either side who does not receive substantial assistance from any of the gods (except for Agamemnon) who take part in the battles, although, in book 13, Poseidon strikes Ajax with his staff, renewing his strength. Unlike Diomedes, Agamemnon, and Achilles, Ajax appears as a mainly defensive warrior, instrumental in the defence of the Greek camp and ships and that of Patroclus' body. When the Trojans are on the offensive, he is often seen covering the retreat of the Achaeans. Significantly, while one of the deadliest heroes in the whole poem, Ajax has no aristeia depicting him on the offensive. In the Iliad, Ajax is notable for his abundant strength and courage, seen particularly in two fights with Hector. In Book 7, Ajax is chosen by lot to meet Hector in a duel which lasts most of a whole day. Ajax at first gets the better of the encounter, wounding Hector with his spear and knocking him down with a large stone, but Hector fights on until the heralds, acting at the direction of Zeus, call a draw, with the two combatants exchanging gifts, Ajax giving Hector a purple sash and Hector giving Ajax his sharp sword. The second fight between Ajax and Hector occurs when the latter breaks into the Mycenaean camp, and fights with the Greeks among the ships. In Book 14, Ajax throws a giant rock at Hector which almost kills him. In Book 15, Hector is restored to his strength by Apollo and returns to attack the ships. Ajax, wielding an enormous spear as a weapon and leaping from ship to ship, holds off the Trojan armies virtually single-handedly. In Book 16, Hector and Ajax duel once again. Hector then disarms Ajax (although Ajax is not hurt) and Ajax is forced to retreat, seeing that Zeus is clearly favouring Hector. Hector and the Trojans succeed in burning one Greek ship, the culmination of an assault that almost finishes the war. Ajax is responsible for the death of many Trojans lords, including Phorcys. As the Iliad comes to a close, Ajax and the majority of other Greek warriors are alive and well. When Achilles dies, killed by Paris (with help from Apollo), Ajax and Odysseus are the heroes who fight against the Trojans to get the body and bury it with his companion, Patroclus. Ajax, with his great shield and spear, manages to recover the body and carry it to the ships, while Odysseus fights off the Trojans. After the burial, each claims Achilles' magical armour for himself as recognition for his heroic efforts. After several days of competition, Odysseus and Ajax are tied for the ownership of the divine armour, which had been forged on Mount Olympus by the smith-god Hephaestus. It is then that a competition is held to determine who deserves the armour. Ajax argues that because of his strength and the fighting he has done for the Greeks, including saving the ships from Hector, and driving him off with a massive rock, he deserves the armour. However, Odysseus proves to be more eloquent, and with the aid of Athena, the council gives him the armour. Ajax, "Unconquered", and furious, becomes crazed and slaughters the Achaians' herds of captured livestock, believing them to be his enemies through a trick of Athena. Unable to deal with this dual dishonour, he falls upon his own sword - the one gifted to him by Hector - "conquered by his own sorrow," and commits suicide. [b]Weapons:[/b] The weapon Ajax uses is what can only be described as a simplistic spear. It has a wooden handle, and a metal head and pommel. Besides being impressively large, and being in immaculate quality, the spear appears to have no other notable features. [hr] [b]Stats:[/b] [b]STR:[/b] B+ [b]END:[/b] B+ [b]AGL:[/b] A [b]MAG:[/b] D [b]LCK:[/b] D [hr] [b]Class Skills:[/b] [b]Mad Enhancement:[/b] C After the Trojan War, many heroes laid claim to the deceased Achilles's magic armour. Ajax and Odysseus stood as the final two with claim to the armour, but in the end it was given to Odysseus. Ajax found himself furious with the result, and Athena took the chance to cloud his mind. His sanity dissipated and he slaughtered a flock of sheep believing them to be the Achaean leaders. Grants a rank up to all stats excluding Mana and Luck, but in exchange thought and language is completely lost to the Servant. [hr] [b]Personal Skills:[/b] [b]Deific Rejection:[/b] - A culmination of experiences from the life of Berserker, including the Trojan War, and after it. A hero on the fields of battle, without divine favour, surrounded by heroes such as Achilles, Odysseus, and Hector, backed by their Godly patrons. The final straw came about as Athena broke his mind, resulting in his summoning as a Berserker. While Ajax under any other class might have been summoned with Divinity, Berserker rejects it, instead favouring a hatred for both Gods and their heroes. When fighting against Servants with Divinity or blessings from Gods, Berserker is granted temporary modifiers on both his Strength and Endurance stats, becoming more akin to an embodiment of rage against them. A skill befitting one undefeated in a world blessed by the divine. [b]Guardian Knight:[/b] A Ajax, the Bulwark of the Achaeans, a towering figure, a mountain of a man, wielding a shield larger than that of a wall. Throughout his legends, he was known to protect his fellow soldiers, covering their retreats and shielding them from arrows; he even rescued the bodies of both Patroclus and Achilles after their respective defeats. Such is the legend of a defensive warrior, whose prowess lies in defense of something, whether that be the armies of his fellows, the warriors alongside him, or the bodies of his comrades; the effects of this skill are great, bestowing upon Ajax tremendous power in these states, raising his defensive capabilities to extreme levels so that he may properly defend that which he must. [b]Eye of the Mind (True):[/b] B The skill of calm and logical rationale in the face of danger and adversity, garnered through immense training training and experience. The ability to keep cool in battle and determine a clear path to victory. Even despite The effects of Mad Enhancement, the skill remains as part of Berserker's kit as second nature. It is born of his many battles during the Trojan War, and his training under the eye of Chiron at the same time as Achilles. [b]Battle Continuation:[/b] B The capacity to continue on with a battle even in the face of perilous and nigh fatal injury, to fight until ones very last despite overwhelming odds. Berserker ended his life undefeated, known to continue through fights and survive despite the odds. Seen in his battle against Hector throughout the Trojan War, his tenacity is unyielding and his capability unmatched. [hr] [b]Noble Phantasm(s):[/b] [i][sub]The Seven Rings that Cover the Fiery Heavens[/sub][/i] [b]Rho Aias Barrier[/b] [b]Rank:[/b] A+ [b]Range:[/b] N/A [b]Maximum Number of Targets[/b]: 1 [b]Description:[/b] Rho Aias is the impenetrable shield of Ajax the Great, a hero of the Trojan War. It is a shield of ultimate protection, especially effective against projectile attacks, that can repel even the strongest of blows from the mightiest of weapons. In its transition from existence to the Throne of Heroes, the shield has become more than a mere item, and has become a Conceptual Weapon incorporated into the very being of Berserker. Its activation can be likened to that of a Bounded Field, though one of absolute defence. Out from its centre blossom seven rings, the seven layers of Ox hide atop the bronze base. In regards to projectile weaponry, the shield needn't be activated at all, simply granting immunity from ranged weapons in the form of Protection From Arrows, thanks to its nature as a Conceptual Weapon. It is no longer just a shield, but a passive defensive attribute, one of absolute defence and a constituent part of Berserker and his legend. This passive activation, though, is only attributed to defence against ranged. To utilise it as a true shield, the name must be recounted. It continues to grant its Protection From Arrows, however it completely seals all other weapons Berserker possesses. It changes from an absolute defence from projectiles to an unassailable and impregnable shield capable of reflecting all but the mightiest of Noble Phantasms, being those of above an A+ in Rank. To penetrate the Aias one must shatter the seven rings that make it up, but such a feat is night impossible, even for an attack such as the A Rank Spear of Hector. Shattering even the rings, though, can and does provide some respite. Damage is dealt upon Berserker as the rings are destroyed, though whether he can be affected in his maddened state is another matter. Destroying the Aias renders it useless - that is, useless up until enough magical energy can be supplied to restore it to its original state. [hr] [sub][i]Bulwark of the Achaeans[/i][/sub] [b]Dieisdytikó Dóry Anti-Unit[/b] [b]Rank:[/b] D ~ D+ [b]Range:[/b] 1 ~ 50 [b]Maximum Number of Targets[/b]: 1 [b]Description:[/b] Perhaps not the most well known of feats, but one Ajax would be remembered for: his prowess with a spear. Throughout the years of the Trojan War, Ajax time and time again proved himself to be a skillful wielder of the armament, killing and wounding many in the years of combat, including fighting on equal footing with Hector, the Trojan’s greatest hero. Hector and Ajax may have stood on equal footing, but consistently did the latter mortally wound the hero only for him to return renewed by the Gods. A Noble Phantasm, with power based on fighting style than anything more. As in their fight, Ajax’s spear did pierce both Hector’s shield and armour, and stab through his shirt. It is a passive Noble Phantasm that activates at the moment a spear is thrown, inherent in the very concept of throwing the spear, bestowing upon it the capability to bypass defenses such as armour and shields. The spear need not merely penetrate them, but in the face of the weapon, such defenses will be nullified. Its power, however, lies solely within its usage, for when used aggressively, as an offensive means to conquer the foe, Dieisdytikó Dóry is merely a D Rank Noble Phantasm capable of puncturing magically enhanced structures with greater efficiency. When utilised on the defensive, however, typically in conjunction with the Guardian Knight Skill, the ability is elevated to a D+ Rank Noble Phantasm capable of bypassing shields and armours entirely to deal devastating blows to even the most powerful heroes. Only those with skills such as Eye of the Mind or Instinct may find themselves able to dodge the blow, as the attack often comes as a reaction, that even the fastest of Servants may find inescapable, forcing upon them an Agility check lest they be caught in the blow.[/center] [/hider] [hider=Serafina Whitehall] [center][img]https://i.imgur.com/MpOorQP.png[/img][/center] [color=4682B4][b]Title(s):[/b][/color] [indent]Whitehall Family Head, The Runekeeper.[/indent] [color=4682B4][b]Gender:[/b][/color] [indent]Female[/indent] [color=4682B4][b]Age:[/b][/color] [indent]20[/indent] [color=4682B4][b]Alignment:[/b][/color] [indent]Chaotic Good[/indent] [color=4682B4][b]Rank:[/b][/color] [indent]Fes: Festival[/indent] [color=4682B4][b]Objective for the Grail:[/b][/color] [indent]Most Magus of the world wish to reach the Root and the Akashic Records, but not the Whitehall Family. Their true goal is the creation of the "Perfect Rune", a shifting rune, that can both change its shape, and also act as a carrier for itself. Such a rune would allow for remote inscription on far surfaces, and allow for complex sequences to be achieved in a fraction of a second. It would easily allow for the Whitehall family to take their place as one of the greatest magic families in the world.[/indent] [color=4682B4][b]Command Seal:[/b][/color] [indent][hider=Command Seals] [center][img]https://media.discordapp.net/attachments/331882990734934016/449622983019855873/IMG_20180525_181851.jpg?width=400&height=300[/img][/center][/hider][/indent] [color=4682B4][b]Personality:[/b][/color] [indent]Serafina is what some might consider the antithesis to her sister. She is still bound by her own morals, much the same as Sofia, but they are looser in what they allow for her to do. Unlike most within the Mage's Association she is far from a stickler for the rule that Magecraft must remain unnoticed by the masses, and is therefore perfectly okay with fighting in front of a crowd if it means accomplishing her goal. Civilian casualties are fair game provided she can justify it, as well. She effectively directs herself on two primary things. 1) Will this bring me about the best result? and 2) Will this bring any misfortune down on my family, or Sofia. In regards to Sofia, she can be considered her one weakness. Despite carrying on the wishes of her family, she despises them internally for the way they treat her. If she hadn't a smart mind she might have killed the people responsible, considering just how powerful a Mage she is. But she isn't that stupid. It would only blow back on Sofia, and that is a situation she wishes to avoid at all costs. She even had issues with the girl joining with the Fuyuki Grail War, considering her ineptitude as a Mage, but still allowed for her to continue on as her ally. Sera can be hard to describe succinctly. Sometimes she appears calculated, as though she has some kind of plan with which she can attain victory, but half the time she acts on whims with reckless abandon in pursuit of her goals simply because it is the fastest method. She's not the most hyperactive, but she can and does get excited somewhat easily. This is truly most reflected when spending time with Sofia, simple because of the bond the two share as sisters.[/indent] [color=4682B4][b]Bio:[/b][/color] [indent]The Whitehall family. Not your most prestigious, and definitely not your most powerful family. They can't have been said to have been particularly noteworthy, either; they might have been one of the greatest Rune using families with the Mage's Association, but Mages always had a kind of stigma when it came to Rune users, as though they weren't real Mages. So, even from the advent of the family, they wished to be recognised properly. At the time when their Crest was only in its third generation, the efforts of the family finally paid off. They excavated Runes. Not just any Runes, though: Old Runes, created by the Giants of Scandinavia during the times long past, beholding power unmatched in Modern Magecraft. Using them as a fast pass, the family quickly grew to be one of the more noteworthy groups within the Association. Holders of over a dozen Old Runes, of more variety and number than had ever been held by a single family. From that point on, the Whitehall family became recognised as the greatest Rune-focused family, maybe in the world. Fast forward, to 1867. The Crest was in its fifth generation, and the family was becoming greedy. They wanted to produce more powerful offspring who, with the power of the Old Runes at their backs, could challenge the Three Great Families of Fuyuki, and more. They sought to, artificially, through the use of Magecraft, replicate the speciality of the Edelfelt line, and give their own family the Ore Scale Sorcery Trait. A ritual was set up to ensure twins would be birthed, and to manipulate the fetus's so their Magic Circuits would be some of the finest ever seen in the world. Except the ritual didn't quite work as planned. Instead of both children being born with vast numbers of circuits, all with impeccable quality, one was born defective, with so few Circuits they could barely be called a Mage, and a child with so many Circuits their sheer output would no doubt lead them to rank highly in the world. The more powerful was named Serafina, whilst the weaker was named Sofia. These names would soon come to represent the way the two were treated within the family. Sofia, weaker, more fragile, was nigh abandoned by the family, only allowed to live and study under their roof as to not damage the Whitehall name, and to provide Sera with someone to play with. On multiple occasions did the family attempt to have Sofia adopted, but no family wished for a defective Mage. Therefore, she was allowed to remain, but barely educated in the families art. Instead of pampering both daughters, Sera was favoured, and given all the attention she needed and more. She was trained in the most expert ways for Runic Magic, and taught to use the families Sorcery Trait, the usage and replication of their Old Runes. Despite her family telling her to, though, Sera never gave up on Sofia. She has no idea what she did in her spare time, but whenever she could she would spend time with her sister. It felt wrong that the family could just cast her out like that when in the first place it was their fault she was like that. Neither of them asked to be changed, or messed with, yet they still were, and thus Sera chose to ignore what her family said, and made Sofia her closest, and nigh only friend. Outside the home were Mages, conceited and smug, looking down upon a family that used Runes. Considering Sofia's defective nature, she needed her. At first Sera was against having Sofia join her in the Second Fuyuki Grail War, but after some convincing on the latter's part and a healthy dose of sibling love, she reluctantly agreed. [/indent] [hr] [color=4682B4][b]Magic Circuit Switch:[/b][/color] [indent]A tome opens, its pages shuffling and fluttering in invisible wind, before the paper ignites and burns into nothing.[/indent] [color=4682B4][b]Number of Magic Circuits:[/b][/color] [indent]A+[/indent] [color=4682B4][b]Quality of Magic Circuits:[/b][/color] [indent]B[/indent] [color=4682B4][b]Elemental Affinity:[/b][/color] [indent]Fire, Wind.[/indent] [color=4682B4][b]Origin:[/b][/color] [indent]Discovery[/indent] [hr] [color=4682B4][b]Magecraft:[/b] [/color] [indent]As the favoured child of a powerful Magical family, Serafina is of course well versed in the basics of Magecraft. Great effort was taken to ensure that she had a firm grasp on the generals of the art, and her tutelage began it a very young age. It can't be said that all her education came from formal teachings, though, as a lot of time was spent reading books on Magecraft, as well as playing with Sofia, including practising said basics. Sera's true skill comes into play with regards to Runes. As she belongs to one of the most powerful Runic Families in the modern world, it comes as no great surprise that she is an expert, nigh master, of Runic arts. If one considered her to have been exceptionally trained within the basics of Magecraft, then one could say she was groomed to become an exceptional user of Runes, as is the families craft. At her back is also the families so called Sorcery Trait, the ability to replicate and utilise Old Runes. These Runes date back to the Giants of Scandinavia, which the Whitehall family excavated in their Third Generation. The family itself possesses 18 unique Runic Scripts of the Giants, which have all been delicately restored and duplicated. Serafina has many copies of these Runes, and while their power is lesser than that of the original Scripts, their power completely dwarfs that of Modern Runes. For the purpose of the Second Fuyuki Grail War, and due to Serafina's exceptional talent, the family has granted her the Magic Crest, making her the family head. It is a Fifth Generation Magic Crest, containing vast knowledge of Runic Magecraft, as well as varying other methods of Magecraft, including Alchemy and Golemancy, although she tends not to use them. They primarily serve as backups and contingencies in the event she needs to do something outside what can be considered the Whitehall Comfort Zone. This also includes the usage of Gandr, with which Sera is surprisingly proficient, as per her parents request. Despite Healing Magecraft being outside her specialty, for the Grail War she has been given something of a crash course. Due to the healing limitations of Runes it was deemed necessary that she be able to heal both the wounds of her Servant as well as her sister in the event something bad happened; though it can be said the only reason Sofia has been allowed to join is because the Whitehall family wishes for her death, they can't reasonably allow their children into a bloody battle without some kind of safety net, hence the training.[/indent] [color=4682B4][b]Crest:[/b][/color] [indent]The Whitehall Crest is currently on its 5th generation, wielded by the current family head Serafina Whitehall for the purposes of the Second Fuyuki Grail War.[/indent] [color=4682B4][b]Weapon:[/b][/color] [indent][list][*]While not technically a Mystic Code, Sera's own body can be considered a powerful magical source. All across her body, barely perceptible to the human eye, in magical ink, are dozens of different runes for varying different purposes. There are strengthening ones, speed increasing ones, sight increasing ones, and many more, including some of the Old Runes excavated and duplicated by her family. They are placed strategically, wherever they would be most effective, and can provide Sera with extreme boosts to her combat capabilities, even beyond that which could be supplied through the use of Modern Magecraft or Mystic Codes. One of these ruins in particular is the rune of Thurisaz, ᚦ, and the rune of Uruz, ᚢ, both of which are inscribed onto each of Sera's index fingers. Channelling Prana through these ruins causes the Thurisaz rune produces a flame, while the Uruz rune generates a small wall of air before her finger. This allows Sera to engrave runes into the very air itself using merely her fingers, allowing for on the fly inscriptions and spell casting. [*][i]God's Ears[/i] - a small automaton, animated through the usage of the Berkano Rune. This grants it a seeking property, and can be used to track down people or things from afar. It is also engraved with the following Rune Chain: ᛈᚨᚲᚷ - ᛈᛗ. This bestows upon the automaton the ability to detect sound within 15 meters of it, and relay it back to a designated point. [*][i]Regarding the King[/i] - At first glance, and even with detailed inspection, the book Sera carries around appears to be a science fiction novel, which tells the story of a rebel group attempting to defeat a super advanced artificial intelligence which made the world perfect, but at the same time destroyed freedom and civil liberty. In actuality, the real book is something much more interesting - a portable Bounded Field generator. By passing her Mana through it, she can place Runes inside of the pages, effectively making it a portable spell tome. Runes engraved in this way take up a lot more magical energy than they might do otherwise, however they do not incur extra costs to keep active. The runes do have to be re-inscribed after sometime, however it allows for the creation of Bounded Fields that can remain active for much longer than otherwise and with much greater efficiency, provided the book remains static. Moving the book disrupts to spell, thus in order to keep the field active the book must be left behind, or the runes must be re-engraved. [*][i]A Gift from Hector[/i] - An astoundingly sharp sword, gifted to Ajax the Great by Hector as a gift due to his courage and skill in battle. The sword is double edged, and mostly non-descript, however the edges are incredibly sharp. It is the weapon Ajax would later on use to kill himself after disgracing his honour under the manipulation of Athena, and also the Catalyst Serafina used to summon her Servant. It is equivalent to a D Rank Noble Phantasm, though without any exceptional traits. Through manipulating the weapon with Runes, it has become much more durable, especially considering it has existed for many thousands of years.[/list][/indent] [color=4682B4][b]Exceptional Benefit - Sorcery Trait - Runes of Old:[/b][/color] [indent]The very thing that put the Whitehall family on the track to becoming recognised as a powerful family within the Mage's Association - the power to use and replicate Old Runes. While most people that possess these kinds of Old Runes have very few, the Whitehall family is in possession of 18 different original scripts. Great care has been taken to ensure they maintain their power, and great lengths have been taken to replicate them, with a large majority of the experiments being a success. Serafina, as the current family head, for the purpose of the Second Fuyuki Grail War, is in possession of both the Magical Crest of the family, as well as a large assortment of Runes replicated from originals created by the Giants of Scandinavia. They are not as powerful as the real scripts at the Whitehall Mansion, but they are capable of much greater levels of power than modern day Runes. [/indent] [/hider]