[hider=Master- You Need Healing?] Name: Jack Kaybernett Nicknames: The Meatmaster Age: 28 Gender: Male Master of: Saber Command Seal Location: Left Shoulder Origin: Structure [img]http://images5.fanpop.com/image/answers/2831000/2831946_1340825065724.06res_500_281.jpg[/img] - [u]Personality[/u] Someone who easily confuses business and pleasure, and doesn't particularly like being in the spotlight. Tends to give encouragement like "You did your best," while healing wounded fighters. Doesn't expect a whole lot from others, but has an easy time laughing at his own failures. Since his failures often include having people die in his arms, this can get a little fucked up. Since he spends a lot of time around killing intent and death, he isn't troubled too easily. Likes to make conversation in any situation, but has no problem shutting up and standing by. Insists on pronouncing certain things wrong. [u]Biography[/u] Born as Jaques Cabernet in the French countryside, he was the third son of a house of magi who had defected from the Mage's Association and were in hiding. Because the family fortune was running dry, Jaques' parents used their healing magecraft to work as doctors for criminals injured during their activities. Since he displayed powerful circuits and a penchant for learning the family arts, they began preparing him to be the family head over his siblings, readying themselves out of fear that the Clock Tower would soon find and annihilate them. The Cabernet children were rarely let outside the house, since anyone they met could've been a scout for the Association. Thus, their social skills were mostly developed among each other during their early years. When he was nine, though, Jaques snuck out and played with some other children he met in the woods, just a single time. His father beat him quite badly for that. His parents told him that [i]he[/i], as the future head, was the only child that really mattered, and that they just wanted him to be the best. His brother and sister became resentful, and so they would often beat and bully him as well. No matter who struck him, Jaques would be expected to heal his own wounds. When he was fifteen, Jaques snuck out of the house for the second time in his life. This time, he went further than the woods where the children played. He caught a plane to London, and before his family realized what was happening he had reported their hidden home to the Clock Tower Enforcers. His family was dealt with, but for coming forward Jaques was given the opportunity to cut ties with them and become a mage of the Association. He changed his name, and Jack Kabernett was given a formal education in simple things like familiars and boundary fields, as well as mainstream forms of healing. Jack's healing was considered very high-quality by the English magi, and it became common for him to be present during duels of magecraft, standing by to save the loser, and sometimes winner, from death. Quarrelling mages loved to have a strong healer on hand, as it meant they didn't have to hold back at all, since Jack would be able to handle the healing even if they beat their opponent within an inch of their life. Jack engaged in duelling as well, once he got involved with that community, losing more fights than he won but still walking away with more money than he started. His cleverness and strength was rarely enough to stand up to the more establish duellists, but his reputation as a subpar fighter was outweighed by his reputation as a great healer. He would be called on as a 'safety net' when magi were working with risky spells or creatures, and even got the opportunity to teach a few classes on healing to young mages. Now, he's been called on to support the Masters and Servants of the Black Faction with his skills, and summon a Servant of his own. - [u]Magecraft Section[/u] School of Magecraft: Healing/Flesh Manipulation [u]Skills/Spells List[/u] -Bodysmithing (10/day): Forge simple objects and structures from corpses. -Create Fleshling (8/day): Forms a small familiar out of willing or defenceless biological material. A fleshling is only about the size of a hand and has not much fighting power, but can be configured to have wings, gills, legs, etc. -Minor Healing (8/day): A quick healing spell with range equivalent to a large room. Each casting can completely clear a person's body of small scratches, remove one moderate wound, or something in between those two. -Open Wounds (6/day): A magical attack that manipulates the target's flesh to deal damage. -Moderate Healing (4/day): Requires a few seconds to work and for Jack to touch the target, but heals for a much larger amount, capable of removing multiple wounds. -Physical Rush (4/day): Physically strengthens a target for a few minutes by improving the functions of their body. -(Un)Natural Weapons (4/day): Adds to a target some sort of attack method, such as bone blades, claws, fangs, horns, or acid spit. -Disable (4/day): A magical attack that morphs the target's body to make fighting more difficult. Possibilities include disfiguring the tongue to stop magical incantations, or merging the legs together to prevent running. -Group Healing (3/day): Heals all allies within an area. Range and healing amount are similar to Minor Healing. -Create Monster (3/day): Transforms a dead or incapacitated creature into a familiar for combat. As with fleshlings, they can be configured to have different natural weapons during creation. -Restoration (3/day): Removes negative status afflictions from a target at moderate range, and also provides minor healing. -Resistance (2/day): Makes a target's body much more resilient against one particular physical phenomenon, such as fire, cold, poison, etc. -Extreme Healing (1/day): Massive healing to a touched target over a few seconds, clearing most wounds. Can't regrow limbs, but can reattach them if they are stuck onto the body during the spell. -Extreme Restoration (1/day): A spell that works over a few hours, during which both Jack and the patient must not move around much. Can remove extremely bad effects on the body, and regrow missing parts. Amount of Magecraft Mana: A- Other: Medical expertise. Moderate hand-to-hand skill. High strength and stamina. [/hider] [hider=Caster- Dorf Wizord] Class Name: Caster True Name: [url=https://en.wikipedia.org/wiki/Alberich]Alberich[/url] Nicknames: The Dwarf, Oberon, Lord of the Nibelungen, Fairy King Alignment: Lawful Evil Servant of: Vladimir Moroz Wish: Being able to feel love again. Weapons: Whip [u][b]Parameters[/b][/u] Strength: [b]B[/b] Endurance: [b]D[/b] Agility: [b]D[/b] Mana: [b]A[/b] Luck: [b]B[/b] Noble Phantasm: [b]A[/b] [u][b]Class Skills[/b][/u] [b]Item Construction A:[/b] As a dwarf, craftsmanship is Caster's bread and butter. He forged a ring of power which the gods fought over, and a Noble Phantasm for Theodoric the Great. When working with metal, he will make unparalleled magical items. [b]Territory Creation B:[/b] Creates a sort of workshop which is essentially a 'forge' and 'vault'. [b][u]Personal Skills[/u][/b] [b]Liebesverzicht -:[/b] Denial of love. Caster gave up love in return for the ability to forge a ring from the Rhein. This is generally a drag, but it does grant complete immunity to charm, seduction, fascination, etc. [b]Primordial Rune A:[/b] Knowledge of Primal Runecraft spread around by Odin during the Age of Gods. Very different from the runes modern magi use. A versatile magecraft that involves drawing symbols to apply effects, used in tandem with Item Construction to inscribe powerful spells into objects. The runes Caster inscribed into his magical ring are of this nature. [b]Auberon -:[/b] Status as a chief of the Nibelungs and essentially the Fey King Oberon. Nature spirits can be drawn out of the surrounding world and raised up into phantasmal beings such as dwarves, elves, giants, faeries, etc. These beings are at Caster's command, and can serve as both a powerful fighting force, and also workers in the tasks of forging and construction. Considering the mythical items that can be attributed to the craftsmanship of dwarves, they are no mere assistants, as their work is the stuff of legends. [b]Fey Magic C+:[/b] Fairies often provide blessings onto heroes they support and curses onto those who offend them. Thus, magecraft using fortune and misfortune is possible. Alberich is lacking in blessings, but his ability to curse is quite high. [b][u]Noble Phantasms[/u][/b] Name: [b]Tarnhelm[/b] Rank: [b]B[/b] Type: Anti-Unit Range: 0 Description: A magical helmet crafted by Caster's brother at his request. Grants abilities of invisibility and shapeshifting to the wearer. Caster makes use of this to change into terrible beasts for combat, various people for trickery, a swift wind for transportation, and so on. In cases of transformation and invisibility, status display and magical energy emanations will shift accordingly, meaning they'll vanish completely in the latter case. Taking on the shape of a monster or warrior can be useful in battle, but Caster's form will not quite match up to the real thing if he tries to become something 'greater' than himself. Name: [b]Der Ring des Nibelungen[/b] Rank: [b]A[/b] Type: Anti-Unit Range: 0~30 Description: The magical ring Caster forged from the gold of the river Rhein by giving up his ability to love. Engraved with powerful runic spells, it is a 'ring of power' that even ancient gods and giants saw as a valuable bargaining chip. Its exact abilities are not explained in any legend, but it contains a reserve of magical energy and can raise the abilities of anyone who wears it, on top of being able to quickly activate the runes already engraved onto it. It is a simple but useful buff. However, Caster also laid a curse on the ring when it was stolen from him, saying that until it returned to him all others who possessed it would fall to ruin. Using its true name, the ring can be launched as an attack and embedded into the target's skin. From there, a powerful force of grudges is unleashed on the Saint Graph, wreaking havoc on the body and reducing abilities by an amount depending on the target's Luck. As long as the ring is left on another person, Caster can't access its other powers, but the passing of time will only make the curse worse on the target. He can re-materialize it on his finger when he needs its power again or when the curse finishes off an enemy. [img]https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Fiwww.otakutale.com%2Fwp-content%2Fuploads%2F2017%2F10%2FNanatsu-no-Taizai-Imashime-no-Fukkatsu-Character-Designs-King.jpg&f=1[/img] [i]Despite being a bearded dwarf in most dominant tales, certain poetry describes Alberich as having the appearance of a young boy, and that is the appearance he has taken.[/i] [/hider]