[hider=Trick or Treat][center] [color=ed1c24]"Oh do tell me you've brought something new and fun. Something I have not heard or seen, a new little tidbit of information, a novel formula, or even a brand new poem. Or at least a trick if you want to take something from me. To have no trick or treat is just not fun and the worst of all."[/color][img]https://i.pinimg.com/originals/27/6f/ba/276fbaa0e29887758cca2aa4852518c5.jpg [/img][/center] [b]True Name:[/b] Tlachtga [b]Title(s): [/b]The Hollow’s Witch. Spear of the Earth. [b]Class:[/b] Caster [b]Gender:[/b] Female [b]Birth and Death Dates: [/b]Age of Gods to Age of Faeries [b]Alignment:[/b] Neutral Good [b]Personality:[/b] A druidess, wisewoman and mother. Yet despite all that she comes off as a spirited young woman in various aspects despite the many many years she lived traveling with her father across the world. A spirit of adventure and whimsy that never left her even after being taken advantage of by one of the men that the two had learned of foreign arts and knowledge of, the apostle of the Messiah, Simon Magus. Nor even when she struggled in the childbirth that led to her death. A lady who departed, even wracked with pain and blood, with a smile to offer her three newborns and a whisper of promises of their bright future. This natural inclination was only increased by her association with the holiday that’s all about merriment, pleasure, treats and tricks. Perhaps she was always meant to be a Halloween Witch? Her attitude is whimsical not in the sense of the fey, or monsters and spirits who play tricks. But rather of a curious and knowledge-hungry lady. However is it because of her experiences late in life, or because of the attribute of Hallow’s End? Compared to the woman that makes up the records of this Ghost Liner she does enjoy more schadenfreude type humor than the woman who walked the earth, and can sometimes be mean without even thinking about that as her intent at times. Still she is not fundamentally an evil witch or anything like that. After all she is just a person, even if she is wise. [b]Motivation for the Holy Grail: [/b] To have another life, to study the workings of the Holy Grail War and the means that modern magi have decided to pursue to fulfill their own wishes. My, it’s even collected an assortment of great heroes too! She awaits an answer from those who participate, and perhaps she shall end up the victor who will mark it as a monument to their second and new wishes just as those runes in Italy left the tale of those warriors and sages long gone. Appearance: A woman with the appearance that holds the beauty and vibrancy of the prime of her maturation, and the energy of youth. Keen eyes that know the world and arcane lore carefully look at all sorts of things… although perhaps not as carefully as some others, deciding that knowing the general nature of things at first is enough, and that if it’s important she’ll get to it again later as she moves onto the next thing in the interest of spreading her awareness wider. Clad in various sorts of wear fitting for a wise-woman, and carrying a trusty satchel that carries much more than it looks like it should be able to hold. The bounty of the western world’s forests and lands, along with various tools and traveling supplies are always on hand, and the smell of both earth and ozone seem to accompany her at all times. Most importantly however… She has a little purse dedicated solely to candy that appeals to everyone’s tastes. Bio: The red-haired daughter of the Arch-Druid Mug Ruith. The apprentice, and fellow adventurer that saw and travelled through the world. She learned from him and the many wise-men and practitioners that they encountered over the hundreds of years they traveled not just Ireland and Britain, but the mainland itself. In an adventure she took alone she explored Rome, finding herself drawn to the land that was the symbol of mankind and perhaps of the age that they were transitioning into, away from faeries and dragons, from gods and mystery. That was not to say that it did not hold great occultic knowledge, or culture, and indeed it was a great mixing pot, the golden capital that collected all blessings and wealths. It was in that land that she surprisingly found a treasure of knowledge that came from the north, undiscovered by others, unlocked and inherited by her. A path that made her more than just the shade of her father, and a path that she would pass on in the future as one of her two marks upon the world. Her end came after learning from the Apostle of the Messiah and his arcane ways before his repentance and baptism. Overcome by lust for his female student, Tlachtga was raped. Impregnated with triplets, she eventually gave birth and died, but not without whispering her blessings and hopes for her children that would grow to become chieftains themselves. Where she dies marked the Hill of the Ward, the mound Tlachtga. The site of the Samhain ritual that formed the basis of the Hallow’s End Ritual. Just as the sun died and sunk into the earth before it would rise again, she has come forth as a hallow’s end witch. Ah, what shall we see in this new world today? [b]Equipment:[/b] A Druid Staff created and given to her by her father. [b]Parameters:[/b] [b]Strength: E[/b] [b]Mana: A[/b] [b]Endurance: E+[/b] [b]Luck: D[/b] [b]Agility: D[/b] [b]Noble Phantasm: A[/b] [b]Class Skills: [/b] [b]Territory Creation: A+:[/b] The ability to create a territory to gather magical energy, and a alien space that supports the caster. A druid from the age of the gods who lived through to the beginning of the Age of Man and the Age of Faeries. Creating a Temple greater than a workshop is possible. Beyond that the creation of a festival to expand her territory, and to create a support infrastructure that involves and utilizes civilization and the people of the land is within her abilities too. Ah, what was it that they said? Trick or treat! [b]Item Creation: A:[/b] A skill of the Caster class. It is possible to construct magical items, from implements of war, to items meant for daily use. All sorts of different articles can be made at will. The wisdom of the druids allow for various draughts, mystic codes and handy items and medicines to be made. Of course some more foreign tricks can be included too. By no means does she have access to the wondrous machine of her father, the Roth Rámach. But creating a mimicry of it is within her knowledge and abilities, and utilizing her own unique knowledge that she acquired separate of her father. [b]Personal Skills:[/b] [b]Divinity:[/b] D Daughter of the Arch Druid Mug Ruith that is thought to be by some scholars to be a god of the Sun or Storm. Coupled with her own connection to a grand festival and ritual honoring the god Lugh, and the sun her rank is while low, a tangible connection to the divine and aptitude. [b]Varangian Runes (Lombardy):[/b] A The secret of the runes that came from Scandinavia. Discovered in her life and legend, Caster has studied and disseminated the sacred knowledge passed down through the sacred stones left in the land of Italy. What was recorded is not just the sacred knowledge and magic crest of the great god Wotan, but also the stories of the adventurers, warriors and heroes that fought and perished in the land. Whether it be unnamed and forgotten heroes, or the Vanagarian Guard. Perhaps it is because of her connection to a certain festival, but sometimes as she traces those symbols it looks as though the hands of others who have long passed from this world overlay her own slender fingers to draw with her. [b]Wisdom of Mug Ruith:[/b]B The inheritance of the wisdom and teachings of her father, Mug Ruith. The apprentice, assistant and travel companion of the great Archdruid. While not on the level of Mug Ruith himself, the mysteries and magical knowledge she has learned both from, and alongside him mark her in ability as a peer to the greatest of druids. Perhaps it is no surprise that she does not quite reach the same heights without giving up her sight and becoming blind as her father. Beyond that, knowledge of various curiosities and foreign lands were engraved into her heart through their wondrous journeys. ..Of course this includes the knowledge taught to them by the Apostle, Simon Magus. A bit of an ultimately unpleasant tale. Although she does not begrudge the knowledge or magic itself. [b]Noble Phantasm[/b] Darkest Half Brightest Flame [b]True Name: Samhain Tlachtga[/b] [b]Title: Bonfired Festival Around The Sun-Grave.[/b] [b]Rank: A+[/b] [b]NP Type: Anti-City[/b] [b]Range: 1-70[/b] [b]Maximum Number of Targets: 800[/b] [b]Description:[/b] The castle that is her grave, the end of summer, the descent of the sun. The beginning of winter and the new year. The fall of the sun, yet the promise of the retreat of darkness. A time of debts to be settled, for wars to be stopped with the onset of the cold. However it is not a day or ritual that has the attribute of halting, or freezing. But rather the attribute of renewal and decision. It was when the future was looked to and decided while the past lingered in the form of visiting ancestors. The Sun would be celebrated and its return and vibrant energy worshipped. A castle that is close to the sun, similar to the castle that holds the place closest to the moon. This closeness is not about physical distance, but rather a spiritual attribute. Yet it is still a grave, and a castle that is inherently as such, connected to the hill it is built upon and the earth. The connection of heaven and earth, of the rotation of the celestial body and the circuits of the planet. The connection of heaven to earth, of life to death, wax to wane. The grave that is the home of the sun, the festivals that collect light and illumination. The hill of Tlachtga to which a bonfire that gathered all the flames from every household is fed. A festival that supports the grave-castle of the sun, and sweeps the city into a ritual now known as Halloween in the modern day. A blessing of providence and light upon all, and the sanctity of community and household is upheld.[/hider] [hider=Dragon Mud Warrior][center] [color=ed1c24]"It's time to crush the foe. Engaging in battle/victory." [/color] [img]https://i.imgur.com/plF4VoV.jpg[/img][/center] [b]Name: [/b]A-1-R E(limnation)+/GS (Grail Scalper) model. Series: H(ippolyta) Number: M (13)/GC [b]Unit Title: [/b]MGS [b]Titles: [/b] Spartoi. Ransomer. Geis of Defeat. Grail Scalper. Monina’s Blade. [b]Sex:[/b] Irrelevant. Female. [b]Alignment: [/b]Lawful Gun/Bone [b]History:[/b] The Monina family of Thebes has always been an odd distant sort. Their power and wealth could not be denied however, living in a spiritually powerful land and being a name with influence within their sphere. Their influence comes from their patent, and the commerce and power born from their product. A family that makes warriors, or rather, artificial soldiers, utilizing the mystery of the Spartoi. A Guard in a box, a killer in a box. Such a direct and easy selling point, on top of competitive prices and guaranteed quality made them an easy name among those who required muscle for various purposes. A few of their products were said to even leak outside of the magical community, leading to the rise and fall of various regimes and cartels… With the proliferation of holy grail wars their reputation has only risen as various magi who have decided to wage battle bought the products of the Monina. Not only that they have even sent some of their veteran products and personal guard that have completed their contracts and duties to participate in such contests to varying levels of success. Now on the cusp of rising to the position of the Second Owner of Thebes, the future of the Monina looks bright indeed. When it was heard that the ritual of the Einzbern was to be reignited, the original Holy Grail of the Holy Grail War system rediscovered, the Monina found themselves preparing a dedicated response and candidate. Oh? For the holy grail? No, not at all. Their interest is in proving the ability of their Spartoi as the premiere soldier of the modern magical world, and to compete against the creators of true homunculi. A house-grown A-1-R of the E model, series H was chosen as the candidate at the end of a ritualistic tournament of newly grown models of every line in production (and a few that aren’t. Units made with the refined records from various subspecies grail wars and services. The losers were utilized for their magic circuits to help create weapons. The survivor was in turn recycled for their circuits for a special support unit (familiar), and its memories and experiences were disseminated for the creation of a new model standard. The Grail Scalpers. This process was repeated again with the first batch of 26 of the GS model units, with the 25 that died turned into circuits for equipment once more. The final survivor and winner was number 13, MGS. Her mission is to travel to Fuyuki and prove the superiority of the Monina Spartoi [b]Personality:[/b] A tool born for battle and covert operations. To preserve mystery, to achieve victory, to honor contracts, gain profit and glory. Those are the guiding principles of the Spartoi. In other words, Kleos for herself, Kleos for her creators. To be a model that inherits the records of a successful model is to carry on the burden of Kleos of the past generation. Her tendencies are to be aggressive, to be swift. A weapon that prefers to be on the offensive, and enjoys flexibility and mobility. Despite what may seem like a lack of caution, MGS has won against 25 of equal base models as their first task in their life service record. To begin with, the survival of this unit is not the priority, so perhaps it all works out just fine? [b]Magecraft:[/b] [b]Quality of Circuits: [/b]E [b]Quantity of Circuits:[/b] C [b]Elemental Affinity:[/b] Earth [b]Attribute:[/b] Soaking (To permeate, and disseminate. Colors and directions are taken in, and blending with the world is a matter of course. An attribute that can both greatly relate to, and set the color of an environment.) [b]Magecraft: [/b] [b]Spartoi:[/b] The existence of a homunculus colored in the energy of a dragon. By no means does this grant a magical core, or lungs that are spiritual worlds. The spiritual level of the Monina creations are due to focus, about on par as a normal homunculus, despite the ingredients and expertise of the creators. The level as a lifeform is still low, but higher than most homunculi, and the magical energy and od is fashioned after that of a dragon’s. Knowledge of the earth blends with service records from previous units and ancestral models. A newborn warrior with experiences of countless battles. [b]Bone Rattling Awakening (Ancestral Return): [/b] A utilization of the base of their body, the dirt of Albion mingled with mystery and the existence of animals, and the savagery and animalistic descent associated with the War God Ares in the modern day. A sort of Ancestral Return caused by a self-hypnosis trigger (magecraft) that brings a state of savagery, and regression. An Amazon’s rage. [b]Old Soldiers, Old Fields. Shrine of Red Mist:[/b] The establishment of a shrine to the war god Ares through battle. The sounds of preparing for battle, rituals to anoint one’s self as a warrior, and the noises from one’s beating heart, the clashing of metal and war form a color that stirs up the earth, leylines and establish a boundary of a “battlefield”. A battle/temple where Ares could exist, a battle in which the old ways are brought to the throe and savagery is given precedence. Savagery and Glory are made to go hand in hand, and the greater the Kleos the further performance synchronizes with the ideal. A burden similar to the Knight King of the Paladins [b]Mystic Codes: [/b] [b]Jewel of Discord[/b]: A pretty jewel that has the use of being a wavelength adjuster, in other words a pocket tuner of sorts. A tuner of discordance that puts MGS into flux at a new wavelength separate from its normal existence.. Normally this would be a negative effect, but in synchronization with the concept of the Spartoi and the god Ares it is an abandoning of structure, civility and humanness to become a full tool of war. To kill everything around. Everyone at this battlefield is an enemy. Finally it is also used in conjunction with the greatest weapon this unit possesses beyond itself. [b]Trophy of the Victor, Fangs of the Fallen:[/b] An armory of weapons created from the bodies and circuits of the the fallen from the original classification tournament.. High-quality armaments to fill an armory. Generally they take the shape of traditional weaponry fashioned in modernistic ways. MGS’s reliables are that of Xiphos based knives. Knives, blades, folding spears and javelins, shields. All of these things are of course necessary! Still not all of them are always carried at one time and frankly usually only a third of the total armory is brought out in any given fight. [img]https://doomwiki.org/w/images/7/7f/Codex_bfg.bimage.png[/img] Photon Ray [b]Wavelength Unscrambler Destructor. Mars Drop:[/b] A direct smiting weapon that incorporates the circuits of all the failed MGS units, the knowledge of the Monina as crafters, and various formulas and tweaks cultivated from countless wars. The weapon works through the utilization of the Jewel of Discord, and the rotation and records of the 25 homunculi that were turned into the magical core of the weapon. A wavelength scrambler that becomes a vortex of chaos, violence and magical energy that tears apart all sorts of spiritual bodies. Against those who are physical and non-spiritual it is still a dangerous weapon that may cause circuit damage, or even through vicinity of its firing path, cause painful and magecraft inhibiting clashing between the circuit and land, or self and magic crest. The special weapon created just for the Holy Grail War to damage servants. The concept comes from that of the sword of god. The weapon of Atilla the Hun linked to divine right, protection and the destruction born from the divine. In other words, the precedent for a mortal to utilize the weapon of the great War God. Of course being a worshiper makes it much better than some random Scourge of God... [b]War God’s Scarf:[/b] A support Mystic Code prepared from various circuits, and blood-soaked threads. Originally it was built as a priestess’s wear that invokes the idea of the War God’s Sash passed down to his children, the Amazons. Rather than something that carries divine od, it is something that carries the curses (blessings) of the war god as something that allows for unending war. To carry armaments, to create ammunition. It is what allows for quick switching of weapons and non-stop combat without a need for rest. It is akin to a cheat item from a certain stealth action game that takes the form of a Bandana and a self-drugging. Although it seems that something akin to cursed tranquilizer darts are something that's being made lately too.. Lastly it acts as an emergency sustainer in fields of inoperability (an area where the world is cut off from access). An operational time of three minutes can be given as a sort of battery, supplanting the land and earth with the blessing of the divine (air). of course this is just an emergency measure. [b]Spartoi Battlesuit:[/b] A defensive suit that provides adequate protection against threats. Hostile Interference is reduced at a level beyond the protection of an Albion Diving Suit, and magical energy is dispersed and soaked into the atmosphere and fabric rather than the wielder through the attribute. Made out of materials from the Spirit Tomb Albion, and the help of a partnering school. In terms of effectiveness against physical interference it is of course, something that's beyond the level of modern military gear as well. [img]https://www.anime-planet.com/images/characters/210253.jpg?t=1614644548 [/img] [b]Rooster Familiar: Ialmenus[/b] The lifeform and familiar that was made of the winner of the first selection tournament. The familiar shipped with MGS as their support operator. An observer that relays information to the family, and also analyzes the feed of information. His ability to fight is on par with a decent quality battle familiar, as is fitting a sacred beast of Ares. To foretell and curse one with victory, to foretell the coming of the sun. Despite whatever you might think he is however definitely not an emergency ration. His name is Ialmenus. [b]Non-Magecraft Abilities/Items:[/b] Combat Skills: Utilization of all sorts of weapons, knowledge of Grecian martial arts and styles primarily. However knowledge of all sorts of battle styles and techniques past and present are known due to records of enemies. [b]Cleaning:[/b] Good at polishing, cleaning and taking care of weapons. Ransoming: A matter of technique at engaging in combat in a non-lethal manner to disable foes. Even knowledge on how to disable foes with magic crests and circuits so as to capture them is known. Beyond combat is also the ability to set up negotiations for ransoming and selling of captured beings. It's important to make a profit after all. Negotiation and commerce equipment: The connections of partnership and certification with Dark Amazon, and various magical world vendors. Seal-geis scrolls, and other negotiation equipment. With this sort of set up, ordering new goods and getting delivery in just a day or two is a matter of course. An emergency allowance for a delivery that would take onlyfrom Britain/the Clock Tower 4 hours is given. However this can only be done twice. A couple of guns: A few pieces of modern ordinance. Reliable, and usable weapons. Ranging from a Shrike 5.56, to a high-power, tranquillizer gun with a SIG-Sauer P226 as the base. More than enough to fill the first quarter of an action stealth game's inventory with. Modified with custom orders and tweaking to better make use of the abilities of its users. Notably in terms of weight, heft, and caliber. [/hider]