[hider=Farren Mac Rohard][center][img]https://i.imgur.com/wLOATW9.png[/img] [i][h2][color=85B06B]Farren Mac Rohard[/color][/h2] Betrayer of Secrets, Collector of Knowledge[/i][/center] [b]Team[/b]: [s]Spiders[/s] Undecided [b]Sex[/b]: Male [b]Alignment[/b]: Chaotic Neutral [b]History[/b]: [indent]Farren grew up as part of the secretive druidic order of Ireland. This particular group of magi, called druids, used thier magecraft to commune with and learn the secrets of nature, and had been doing so for thousands of years. For Farren, the knowledge limited to what the order knew wasn't enough. As he got older he fully braced his patron animal, the spider, and grew interested in learning as much information about the world as he could. From children's gossip to government secrets, he was happy to learn anything. So once he'd learned all there was to know at home, he ventured out, getting into contact with the Mage's Association. Some in the association were glad to trade knowledge for knowledge, which Farren had no issue with. Rather than keep everything he'd learned for himself, it was more fun to share with others. Naturally the druidic order didn't take kindly to that, as they preferred to keep thier history and methodology a secret to outsiders. So Farren was branded a traitor to the order, never allowed to return. [color=85B06B]"Well, not that I was going to anyway. I have all I need from there."[/color] From then on Farren studied across all of the British Isles and Europe, taking in any piece of information he could. This involved scouring libraries, speaking with elders, and at times stealing secrets. Sometimes other magi would seek him out to learn what he knew, sometimes assassins tried and failed to dispose of him for specific knowledge he possessed. Most of the time he was left to his own devices. He became known as a traveling druid, a man with no ties or allegiances save his pursuit of information. And there is a wealth of information to be gained from a gathering of magi and heroic spirits.[/indent] [b]Personality[/b]:[indent]A free spirit, as cliche as that sounds when applied to a man of nature. Farren doesn't like being tied down, he goes where his whims take him. Given the choice between taking responsibility and enjoying himself... well, who would choose former anyway? He is selfish in that he only truly cares about himself, but he isn't unkind. He very much enjoys talking with others, sharing experiences and debating philosophy. He is very generous with knowledge, and will spread any secrets around freely - save ones that will directly endanger his own life of course. Many take this to mean he is untrustworthy. Well, maybe he is. In his pursuit of knowledge he'll side with anyone so long as they teach him something new. [/indent] [u]Magecraft[/u]: Quality of Circuits: C Quantity of Circuits: A Elemental Affinity: Earth Attribute: Absorption [i]Druidcraft[/i] [indent]Farren can attune himself to nature, in particular flora. With some minor concentration he can hear the whispers of plants and insects to gain information from them. Once he is on the same wavelength, Farren can coax the nature around him to act in his favor. In addition, with preparation he can take some attributes of the nature he is attuned to: enhance his senses, hardening his skin, photosynthesis to reduce his need to eat and drink, the ability to breath through his skin, etc.[/indent] [i]General Magecraft[/i] [indent]Learned after leaving his druidic order and integrating himself into modern magus society. Besides nightvision, self-healing and bounded field creation, he is basically a novice with the basics of magecraft according to the Mage's Association.[/indent] [i]Advanced Familiar Creation[/i] [indent]The pride and joy of Farren's sect of his order, one that he seems to have perfected: the breeding of a particular type of creature specifically for the purpose of serving as specialized familiars... the [url=https://i.imgur.com/Sk7Fmye.png]Mana Weaver Spider. [/url][sup]CW: spider lol[/sup] These spiders are cultivated inside the druid's own body, with the spiderlings raised feeding on their prana. As adults completely in sync with their parent druid, the spiders make excellent scouts and supporters. The webs they lay down can cover vast areas, giving Farren a rough knowledge of everything contained in and around those webs - let alone what the spiders see and sense themselves. With the strengthened threads it's possible to bind things together and even ensnare others that stumble into them, in which case hostile victims will be set upon by the brood of spiders, but in most cases they aren't used offensive. It's also possible for Farren to impart a fragment of his own mind into a spider or spiders, but this has obvious danger associated with it.[/indent] [i]Absorption[/i] [indent]This is done through the use of Farren's spider familiars. The mana weavers can break down matter directly into prana, storing it inside the spikes on their body. It can be "harvested" safely from them, but in a pinch Farren can simply consume the spiders for a quick boost.[/indent] [i]Weave Language[/i] [indent]Drawing from the concept that the spider is the originator of the ogham (and all written language), Farren can decipher spells, codes, and foreign languages so long as it's through a physical medium (i.e. not spoken aloud). Likewise he can send messages along through his [url=https://pbs.twimg.com/media/ET10POuX0AA_9ab?format=jpg&name=medium]spider's webs[/url].[/indent] [u]Mystic Codes[/u]: [i]Ocular Brood Room[/i] [indent]A specialized crystal right eye. Inside are where the mana weaver breeder pairs, eggs, and spiderlings stay until they reach adulthood. Not only does it serve as a safe, inconspicuous space for the spiders, but the Brood Room also doubles as an automatic transfer of consciousness. Through this eye alone, Farren can see what all of his individual spiders see, their experiences refracted in crystal to lessen the burden of thousands of perspectives on his brain - that is, thier experiences are displayed separately in each face of the crystal. It's akin to watching flicking through several security feeds at once.[/indent] [i]Silk Record[/i] [indent]A relatively new mystic code for Farren, of his own design. It's an extremely... extremely tiny record, the sum of all of his knowledge. It's constantly being woven by the spiders under his command, in ancient ogham text so small that only an insect or arachnid could read it - or one that could see through those small eyes. In function it's like a miniature library of Alexandria, or even a primitive magic crest. It collects and records all the knowledge Farren learns in micro. [/indent] [b]General:[/b] Farren is very much a "lie in wait" type of magus. He prefers casting his web and letting everything else come to him. He is efficient at managing his mana. His ability to function without expending much energy combined with his familiars' ability to generate and contribute extra mana to him make Farren the ideal partner for servants with a high mana cost. [sup]Or at least that was the idea.[/sup] [i]Non-Magecraft Abilities/Items:[/i] Farren has an eidetic memory, as he commits information to his brain like weaving threads together. Other than that, none to speak of.[/hider] [hider=Berserker of Blue][center]π“‡“π“π“Š΅π“™π“Š©π“Ήπ“ƒπ“‹€π“…‚π“ŠΉπ“‰»π“ŽŸπ“‹π“ˆ‹π“ƒ€π“Š–π“€π“„‹π“ˆπ“¦π“ŽŸπ“‡Ύπ“ˆ…π“€π“‚¦π“ˆ‰ [img]https://i.imgur.com/WCyj2CF.jpg[/img][/center] [color=705FD9][b]Class:[/b][/color] [indent]Berserker[/indent][color=705FD9][b]Team:[/b][/color] [indent]Blue (Trojans)[/indent][color=705FD9][b]True Name:[/b][/color] [indent]Tutankhamen[/indent][color=705FD9][b]Title(s):[/b][/color] [indent]The Boy Pharaoh, King Tut, Beloved of Amen-Ra[/indent][color=705FD9][b]Gender:[/b][/color] [indent]Male[/indent][color=705FD9][b]Alignment:[/b][/color] [indent]Lawful Evil[/indent][color=705FD9][b]Attribute:[/b][/color] [indent]Man[/indent] [color=705FD9][b]Biography:[/b][/color] [indent](Obviously very abridged) Berserker was a young pharaoh of Ancient Egypt, taking the throne after the death of the previous pharaoh at age eight. His father, Akhenaten the previous-previous pharaoh, left the country in turmoil. He let the military and the populace degrade in favor of usurping the Egyptian pantheon and installing his own god: "Aten." The effects of Akhenaten's reign were immense, so most of Berserker's reign was spent reversing decisions his father made and reinstating religion and places of worship that had been neglected. Although at this point the citizens had lost some of their faith that the "pharaoh" was as divine as they thought, Berserker's actions made him popular leader with both these citizens as well as foreign dignitaries - he often received gifts of all kinds. Berserker's reign even saw Egypt reclaim some of it's lost territory. Although trained in archery and magics, Berserker was a small, frail boy and did not directly participate in the few battles that took place during his reign. Things seemed to be going well within the Kingdom of Egypt, and slowly but surely the god Amun reclaimed his throne in the eyes of the people. However, there some that couldn't forgive Berserker. Whether the scattered remains of Aten's few devoted, or the priests of Amen whose hatred for Akhenaten extended to all who shared his blood, Berserker did have his enemies. And, after ten years of ruling Egypt, he died suddenly and mysteriously. Much later on, archaeologists discovered his tomb, sparking widespread interest in Egyptology. Even after his death, it seemed that Berserker was a popular Pharaoh. His death legacy of magic items, gold and jewels was eventually overshadowed by something [i]else[/i] found his tomb: an alleged curse. This "curse" captured the mind of people around the world, claiming that those that angered a Pharaoh's spirit would soon die a mysterious death just as Berserker did. This curse, whether it was real or not, became entwined with Berserker's legend. Because of this, when Tut is summoned into the Berserker class, the curse will begin to consume his Saint Graph and rewrite his personality.[/indent] [color=705FD9][b]Personality:[/b][/color] [indent]A boy that wears the facade of a man. Berserker is someone that desperately clings to the image of the ideal Pharaoh: dignified, wise and powerful. Although he tries to embody these traits, he is fully aware of the curse attached to his Spirit Origin - and since he was already a sensitive soul in life, the knowledge of his curse makes him into a... depressing person. Although pessimistic, he is devout and will follow any order his master gives him. He will try to remain a stoic, noble personality for as long as possible, but as time goes on his facade will crack and fade. He will be prone to sarcastic comments, angry teenage outbursts, and bear genuine feelings on the outside.[/indent] [color=705FD9][b]Armaments & Fighting Style:[/b][/color] [list][*]An ornate bow of gold: though Berserker is proficient with it, he is no match for an Archer. [*]The meteoric dagger: a gift sent from the heavens, yet it's true power appears to be sealed. [*]Berserker's preferred fighting style changes as his madness increases. Ideally he would not see combat at all, as he is a weak existence. With his mind intact he prefers to fight at a distance with his bow and magecraft, supporting a thought out strategy. As his Spirit Origin is devoured, he shifts into a close range fighter, lashing out with his dagger and fists to experience death firsthand. He uses his Noble Phantasm to survive and counter heavy blows.[/list] [color=705FD9][b]Parameters:[/b][/color] [indent][b]STR:[/b] D | [b]END:[/b] D | [b]AGI:[/b] E | [b]MGI:[/b] C | [b]LCK:[/b] D[/indent] [color=705FD9][b]Class Skills:[/b][/color] [list][*][b]Mad Enhancement[/b] EX[list][*]The class skill of Berserker. As the [i]Pharaoh's Curse[/i] takes over his Saint Graph over the course of the war, the rank of [i]Mad Enhancement[/i] itself will increase appropriately. It's base rank is equivalent to D+, and boosts only his [i]STR[/i] and [i]END[/i] by one rank (already reflected). As the rank increases, each of his parameters see an increase. When an enemy specifically makes a slight against Egyptian Pantheon which Berserker worked so hard to restore in life, the ranks of [i]Mad Enhancement[/i] are further increased by one more when engaging said enemy.[/list][/list] [color=705FD9][b]Personal Skills:[/b][/color] [list][*][b]Cursed Body[/b] A[list][*]A skill that both helps and harms Berserker. [i]Cursed Body[/i] makes it so that any spells that can be considered 'curses' have no effect on Berserker. If he is so inclined, Berserker can consume the curse (transforming it into mana) or counter it with his own. On the flip side, this skill also represents the binding of the 'Pharaoh's Curse' to Berserker's legend, a source of dismay for him. Eventually the curse will completely take over his body and spirit, increasing his madness.[/list] [*][b]Divinity[/b] C[list][*]A pharaoh presides over both man and gods, and are considered the offspring or reincarnation of gods themselves. In his purest form Berserker would have had a higher rank of this skill as the "incarnation of Amen", but his corrupted legend along with his father's destruction of the Pharaoh's legacy has decreased it. [i]Divinity[/i] makes it possible to break through skills that grant divine protection.[/list] [*][b]Egyptian Magecraft[/b] D+ [list][*]As a frail [s]child[/s] king, Berserker was instructed by his court mages in the ways of dark magecraft. In life Berserker was very skilled with magecraft, but as a "servant of rage" it's rank is significantly lowered. Ironically, or perhaps not, he is proficient with curses. When handling a certain Noble Phantasm of his, he is better able to focus on magic and sees a slight boost.[/list][/list] [color=705FD9][b][i]Noble Phantasms:[/i][/b][/color][hider=π“€Ύ π“€Ύ π“€Ύ π“€Ύ π“€Ύ π“€Ύ] [color=705FD9][b]Name:[/b][/color] Urt-Heka Ma Kheru [color=705FD9][b]Title:[/b][/color] [i]Divine Sounds of Destruction[/i] [color=705FD9][b]Rank:[/b][/color] C [color=705FD9][b]Type:[/b][/color] Anti-Army [color=705FD9][b]Range:[/b][/color] 1~50 [color=705FD9][b]Targets:[/b][/color] 100 [color=705FD9][b]Description:[/b][/color] [i]Seshen[/i], the silver horn of magic. [i]Maahes[/i], the bronze horn of war. Two magic artifacts found among the treasures in Berserker's tomb, whose power was revealed to the world in modern times. It's said that when the horns were stolen from the Cairo, they were quickly returned by the thief who couldn't bear to be close to them; and whenever the pair were sounded, war soon broke out. These pair of trumpets were gifted to Berserker as the commander of Egypt's armies. Despite what effect they may have had in life, as a servant infected with the "Pharoah's Curse" and the mysterious controversy surrounding them in the modern era, the trumpets also take on a corrupted effect. Each are considered mental interference and can be resisted by a sufficiently high rank, but those that suffer their effects suffer them deeply, like maddening music seeping into their heads. The bronze horn, credited with the signaling of war and originally calling warriors to battle, now sparks bloodlust and temporary insanity in enemies who hear it. The silver horn, originally meant to boost the magic and morale of Egypt's forces with a spell, now disrupts magic in the area it sounds in. As a general wide range disruptor, it's effectiveness is limited. [color=705FD9][b]Name:[/b][/color] Nebkheperure Ẋer AusΘ§r [color=705FD9][b]Title:[/b][/color] [i]Gilded Mask of Death[/i] [color=705FD9][b]Rank:[/b][/color] A [color=705FD9][b]Type:[/b][/color] Anti-Army [color=705FD9][b]Range:[/b][/color] - [color=705FD9][b]Targets:[/b][/color] 999 [color=705FD9][b]Description:[/b][/color] [indent]The shame of Tutankhamen, the invocation of one of the most famous curses in the world, the crystallization of the so-called Pharaoh's Curse phenomenon. Activating this Noble Phantasm wraps Tutankhamen's famed [url=https://upload.wikimedia.org/wikipedia/commons/2/27/CairoEgMuseumTaaMaskMostlyPhotographed.jpg]death mask[/url] around his head, instantly revealing his identity. An aura of dread radiates from the mask, and cloths emerge from it to wrap about Berserker's body in stereotypical "mummy" fashion. The wrappings can be used to ensnare enemies, but provide no defense - however the mask, inscribed with a protective spell, raises his [i]END[/i] and [i]MGI[/i] by one rank. When the mask is on, Berserker is once again safe in his tomb - and any who disturb and "desecrate" the body of the pharaoh must pass a steep [i]LCK[/i] check or become cursed. That is, any who attack, touch, or are touched by Berserker. The curse's effects are amplified each time a "desecration" occurs. The [i]Pharaoh's Curse[/i] is one of misfortune. It takes effect as soon as a "desecration" occurs, and it's power grows stronger when Berserker is in close proximity to the cursed. Once the curse is applied, it can only be removed by an extremely powerful mage on the level of the Age of Gods - not even Berserker can remove it. It's effect is this: those cursed see their parameters other than [i]LCK[/i] steadily decline. As the curse grows strong, either through amplification or proximity to Berserker, it also drains away their mana and life essence. The more the curse has been amplified against the target, the faster the drain becomes. This NP is especially deadly for humans. Berserker's master is not immune to it, so they should take care not to touch him while the NP is active. Activating this Noble Phantasm also as an adverse effect on Berserker. While the mask is on, it speeds up the rate at which his own curse devours his spirit and increases his madness. Berserker can deactivate this NP at any time (though this does not stop those cursed from feeling it's effects), but the higher his madness level is, the less likely he is to do so. At a sufficiently high level of madness, it may even take the use of a command spell to deactivate.[/indent][/hider] [center]π“‡“π“π“Š΅π“™π“Š©π“Ήπ“ƒπ“‹€π“…‚π“ŠΉπ“‰»π“ŽŸπ“‹π“ˆ‹π“ƒ€π“Š–π“€π“„‹π“ˆπ“¦π“ŽŸπ“‡Ύπ“ˆ…π“€π“‚¦π“ˆ‰[/center][/hider]