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Hidden 6 yrs ago 6 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Estelle Varianbec
  • Age: 4. Physically she can be said to look around nine or ten, and mentally she is roughly in her late teens or early twenties.
  • Gender: Female
  • Appearance: "You lost this fight the moment you doubted me."
  • Personality: Estelle is seemingly a cocky, arrogant girl who flaunts her inherent aptitude with magecraft. She is a well-read and knowledgeable girl on top of this, quick to use all forms of research to support her perceived superiority. She has very little patience for others as well, and is prone to begin mocking and taunting those she believes deserve it without hesitation. Estelle is also liable to flaunt what she believes is a cute and endearing appearance granted to her by the Varianbec family. Beneath all of this is a childish wonder at the world, and a desire to experience as much as she can in spite of the situation her life has been spent preparing her for. She feels some level of resentment towards her family, in a way, due to tight control that is normally kept on her movements. Estelle is determined to do whatever it is she can to enjoy herself in whatever amount of time she has. While she is not without compassion, she is still a very haughty and bossy girl with a mild sadistic streak.
  • Skills:
  • Abilities: As Estelle is a homunculus, it is more accurate to describe her as a human created to be a magic circuit rather then a human created to be a magus. Her body contains an enormous amount of high-quality circuits, making her an incredibly potent wielder of magecraft. Her body is frail, but her magecraft carries an intense potency most exemplified in her choices made when in battle. She can construct a localized bounded field to defend herself from damage, and produce multiple points from which to fire beams of intensely destructive prana. A high-grade mystery in terms of modern magecraft, these beams are devised from numerous formulas from the Varianbec family's past in order to create a potent offensive weapon, a tool created specifically for the Grail War in order to best assure her own survival and defeat of the other Masters if she must. If required, she can unite the independent points to create a single, more dangerous blast of prana. As a homunculus, she is capable in all areas that her family excels in, such as the direction and flow of prana and the reconstruction of damaged familiars. Finally, she is accompanied by an assortment of homunculus maids. These maids may be converted into a set of Mystic Codes if absolutely necessary, a defensive dress and a wand for channeling prana.
  • Brief Backstory: Estelle was created as a receptacle for all of the Varianbec family's artifice. A sole individual who could continue the family's work even after the rest of them were gone. And, indeed, the rest of the Varianbec family no longer exists. All that remains is Estelle and the series of lesser homunculi they created for her care and upkeep. These homunculi were left with a strict series of orders ensuring that Estelle is not permitted to wander freely due to the importance of her existence. However, one of their key purposes was in grooming Estelle for participation in a future Grail War. The Varianbec family participated in the conception and creation of the Redrock Grail prior to their sudden disappearance, and as a result, Estelle was groomed to be their entry into the Redrock Grail War.
Hidden 6 yrs ago Post by Crusader Lord
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Crusader Lord A professional, anxiety-riddled, part-time worker

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Name: Evangeline Henderson

Age: 32

Gender: Female

Appearance:



Personality: A scholar and hard worker by nature in those things she finds interest in, Evangeline's lack of innate talent did not stop her from becoming a magus. This being said she comes off on the average looks rather lazy, yet easy to approach in a relaxed sort of manner for some reason. When not putting her work into the things she is interested in or has set her mind to, she can usually be found lazing off or slacking in some manner, whether it be sleeping, eating, drinking with friends, or the like. Easily underestimated on first impressions alone, she takes comments about her in stride and is more likely to shrug them off than the average person. Even so, she takes her work on her magecraft rather seriously, but all the same could easily becoming a drinking buddy under the right conditions that people feel like they want to talk to. It is an odd assortment of traits to some perspectives, but to her she is just..."herself", nothing more, nothing less.

Though in regards to this Holy Grail, she has some mixed feelings. On one hand, she feels her wish might be best spent on forming her own family and moving away from the parents who rejected her presence being around them a long time ago. To be able to create a situation where she could be independent and stake it out on her own even more so. Still, she also feels that perhaps the Grail could be used to do something better, to better benefit herself or others in some manner. In what manner might that be? Even she is still trying to think it over.

Skills:

-Can drink like a champion in any form of drinking competition, personal or formal, with a gut like iron and a liver that has been enhanced via magecraft by a co-worker to withstand this stuff. Takes a lot to get her drunk as well, actually.

-Is familiar with all sorts of basic household things like cooking and cleaning, the necessities to live on her own as a magus.

-Superb driver when it comes to cars, mainly from many days spent driving to get food and such. Albeit, she is a notorious speeder on or off of the highway.

Abilities:

-Familiar Creation (Worms): She is notably skilled in the realm of creating familiars, even if in many other ways she is an average magus. In particular she has a breed of worm familiars she has created through her time spent at the Clock Tower, bred to multiply incredibly fast, create mostly self-sustaining colonies she can control with a far greater ease, to have powerful jaws and dig very quickly, and finally to be able to transform what they eat into minerals of various sorts (including jewels) or just eat away things like solid rock and earthen substances to convert them into mana for the worms themselves (or to be injected back into their creator physically to restore her reserves and such). These familiars of sorts could be considered the "pinnacle" of her magecraft, which can be employed in various ways.

Simply by planting them in the ground she can create an area wherein the worms create a massive underground colony that continues to spread over time, and by accessing their senses via using Shared Perception magecraft (which she can use rather well) she can even use individual or small clusters of worms like spy cameras to spy on various places. Further, with the worms being sensitive to sensing mana and prana, she can use them to detect where enemy magi are better and better as the colony spreads underground.

She uses an array of single-action spells to direct her worms in various ways and to do things like sense the condition of the worm colonies she has planted from even miles away. From directing them to attack targets to using a single one of these small but very hardy worms to spy on others, the earth is generally not one's friend when facing her. But the independent nature of the worms to the extent it exists allows them to survive an amount of things and not require constant maintenance. Further, as they eat to generate their own nutrients and prana, the worms are far less of a drain on Evangeline herself to use.

-Elemental Magecraft (Earth): She has a level of competency in earth magecraft, using it to generally work in tandem with her familiars, to fight against enemies, or defend herself in some manner. She is no genius in this area, but is a generally skilled magus in this area who knows many spells.

-Other Magecraft: She is familiar and average in skill with the other basic things a magus should be able to do, bounded fields, locking/unlocking doors, creating basic familiars out of animals and such, using Shared Perception on familiars, and the like.

-Magic Circuits: Her magical circuits are of high quality, albeit are in rather average quantity.

Brief Backstory: Evangeline is a member of the Henderson magus family, who in the early 1800's moved to America as a break-off of another magus family that had lost so much power they were nearly nonexistent among magi. With them they took half of the family's crest as well. However, the family used what influence they gained over their first several generations of independence, greater in their fraction than in the main family they had left, to secure the remnants of the main family's assets once it finally caved in due to the death of that family's last viable heir who had possessed their remaining half of the magic crest.

Since then, the Henderson family has kept two "homes" as magi, their main one in America where they possess land over a leyline in the Southeast United States, and the grounds of the main family back in England which acts as a home for their European branch where many experiments and tests are performed in regards to their magecraft. Many family members travel using their private jets from one home to the other, usually for purposes of getting data in one place, assisting in an experiment with the staff and family members who live at the England residence, perform business transaction that have kept the family prosperous financially, and to take successful subjects back home with them for practical tests in the field.

Among this family was born Evangeline herself at the England location, to the head researcher of that facility and his wife. She did go to America from time to time to visit relatives, lived there partly even, and got very used to the traveling that this would put her through. As it were, she proved to be no prodigy as a magus, but did manage to do one great thing in her parents' eyes in regards to their work: develop her personal familiars. Though this was not enough to keep her from being sent to take classes at the Clock Tower in an attempt to better develop her overall as a magus in the future. Such was the intent of her family.

Though her basic skills as a magus rose to average and acceptable levels, though after being handed around lot a "hot potato" to the Zoology, Botany, and then finally the Mineralogy/Geology department when she went out seeking for internships. Though what she picked up from each area seemed to build on her development to a certain extent, in the end she found some form of success the lattermost area much to some surprise. By no means was she a magus of great talent in many areas, nor the best magus among her peers, but she was a magus who was notably good in regards to applying her knowledge and learning from various areas to the application of creating, developing, and employing her personal familiars.

Eventually she went off on her own, seeking to hone her magecraft individually in order to continue the development of her familiars. She was only 21 when she set out and bought a place in Midwestern America to make her workshop, but since has put considerable time into her work, whilst keeping in touch with the few she decided to keep contact with back at the Clock Tower from her many years spent there. Further, she made acquaintances in her local area among magi, doing odd work for them at times just to make some money and some connections around her. Albeit, only four years later she would find herself in another situation that would perhaps be a change to her entire life.

A female associate from one of the families she would work for at times eventually told her one morning, after they had woken up together on her couch due to a night of a celebratory drinking, about an odd "ritual" going to be held that her own family had gotten wind of. Some backwater ritual hijacked from Japan or something, a pathetic little thing that offered the chance at getting some magical cup, a "holy grail", that could grant some sort of wish. Intrigued by the prospect, Evangeline set off to gather more information on this matter, finding that it would be occurring in a little town called "Redrock" on the coast and things about summoning a servant and such. Nothing seeming too special to many, but altogether too interesting for her curious mind to let go of. Readying her things, she set out eventually to participate in this ritual, this war for a "holy grail", with the intent to fight for this prized wish herself in the end.
Hidden 6 yrs ago 6 yrs ago Post by Drifting Pollen
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Drifting Pollen Lady of War

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Hidden 6 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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  • Name: Isabelle d'Antibes
  • Age: 20
  • Gender: Female
  • Appearance: Small, delicate, capable of ripping your heart out of your chest.
  • Personality: Due to her circumstances, Isabelle maintains a stoic demeanour in the face of anything that the world might choose to throw at her. Anything, without qualification; despite her age, she has already faced vampires, demons, and rogue mages without baulking. Isabelle is more scared of losing control like that than she is of anything that the world might choose to throw at her and for good reason: her ancestry, at best, gives her an extremely high propensity towards madness if she remains human. As one of mixed-blood, the idea of losing control over herself and succumbing to the Inversion Impulse is the one fate that actually troubles Isabelle.
    Raised by the Church, her devotion and faith is night unshakeable. Perhaps it would be better for her to doubt more--her view on that which threatens humanity extends to herself as well. Embodying that which exists to destroy humans makes merely existing a sin in her mind, one that no amount of devotion will ever wipe clean--at best, she can balance the scales through the Church's work, eliminating that even more corrupted than herself. It is this view that convinces her to stray beyond the purest course of action as an Executor and utilise heretical abilities such as magecraft or her innate powers, even though to use those extensively risks her very mind.
    For all her involvement in the violent side of humanity, Isabelle has no experience with relationships or erotic acts, viewing them with confusion when her duties would lead them to cross her path. On a personal level, she is simultaneously easily manipulated and unpredictable; having neither desires of her own or understanding those of others yet her lack of desire providing little resistance to anything that she would consider to not be sinful.
  • Skills: Isabelle is a trained Executor and, as such, highly proficient in fighting entities beyond a human level though to her, the difference between her and them can lead to either party having an advantage. Primarily, she prefers to use the Black Keys, seeing them as something intrinsically human and superior to the corrupt abilities that she otherwise holds. As normal, they are primarily useful for throwing--though she doesn't know the Burial Agency's techniques to multiply the force they hit with, she achieves much the same thing with only her body--and using them as swords is a poor decision, though with her small hands they can be used as such as well as wielded in their more exotic manner.
    Her true fighting potential can only be realised when using her bare hands, a style created from a combination of instinct and some basic attempts to teach her self defence. Defence becomes a lower priority with her abilities and as such it favours an aggressive approach intended to defeat all enemies by inflicting unavoidably fatal wounds. The results of the grisly style leave the environment and Isabelle coated in crimson, a scene every bit as bad as that created by a ravenous vampire.
  • Abilities: Though blessed with the ability to be a magus, Isabelle has no real training in mystical arts--it would be another heresy atop the heresy of her existence and, coming from a family with no standing in the world of magecraft, it can be said that her ability to support a Servant on her own is on the low end. The only spells she has learned are those related to modifications on the Black Keys, rites to cause their targets to burst into flame and other such things including being swarmed by crows. Yet as a pious member of the Church, her reluctance to put these spells to use is readily apparent.
    The true breadth of her abilities is apparent in her body. Though physically small of frame and possessing a harmless air when relaxed, Isabelle possesses the strength to bend steel with her bare hands and rip through bone to get at hearts without difficult. Her physical capabilities are above the level of a human, yet below that of the vast majority of Servants, and as such she needs little else to equalise the playing field with the monsters that the Church hunts. Even serious injuries can heal in just a night--though with everything, she worries that use of such inhuman attributes could too easily tip her over the edge into being a monster in mind as well as body.
    Her blood's strength is evidenced in her personal ability, Binding Steel--an ability that allows her body to be a suit of armour, hold itself together after debilitating attacks, and strengthen her offence. All parts of her body can be painfully turned to metal at will, blocking an attack, and even forced into a new shape--her hand itself can be a lance. More useful, with this, she can force the two ends of a severed body part to reconnect and then allow the wound to heal itself. Naturally, the intrusion of cold metal into flesh is painful as long as it is maintained, with the metal being oddly numb.
  • Brief Backstory: Isabelle's heritage is as obvious as her family isn't. Her appearance and the presence of Oni blood clearly mark at least one of her parents as hailing from Japan, yet all the Church can say for certain is that her father is unknown and her mother succumbed to their own impulses and had to be killed--leaving them with an orphan born in France and no obvious family to seek out. Yet to the more pragmatic elements of the hierarchy, this was the perfect opportunity: an unshaped existence, certain to become a first-rate Executor should her inhuman blood turn out to be strong.
    The mere possibility guaranteed that she would never have a normal childhood and when her blood surfaced, steps were taken to prevent it from going completely beyond control and her fate was determined. With her trained skills and natural abilities, she would become a target of her own agency in the event that she ever left the Church's guidance--and thus, the choice was made. She would become an Executor despite her age, sacraments and rites would be used to destroy her heart and head should her baser impulses take over, though her own defences make it doubtful that they could be activated in time to put her down immediately.
    Her current charge is to represent the Assembly of the Eighth Sacrament. By partaking in this war, her instructions are to determine if this is the Fuyuki Grail or the true grail, and in the eventuality it isn't to limit the inter-magus war if this is to turn out the same way the Fuyuki Grail did. Not having been sent on her own, an older and more orthodox nun with a talent useful for containing the Inversion Impulse has been sent with her as well. Of course, her role is also to make sure that Isabelle dies if the stresses demanded by the War cause her to give in.
Hidden 6 yrs ago 6 yrs ago Post by RolePlayerRoxas
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RolePlayerRoxas The Thirteenth Something Or Other

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Hidden 6 yrs ago Post by KoL
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KoL Knight of Lorelei

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• Name: Emilia Warov
• Age: Unknown
• Gender: Female?
• Appearance: Who's the puppet and who's the puppeteer?
• Personality: Creepy would be the first word to come to the mind of almost anyone who meets Emilia at first. She's fond of riddles and words with dark meanings and seems have little in the way of empathy, almost as if she took fun in others reaction to her behavior. Whether she's teasing or not is, is up to her interlocutors to decide.
• Abilities & Skills: Emilia is a very skilled magus with a focus on Kabbalah traditions and golemancy. Animating temporary golems using Jewish scriptures, in a manner similar to Nordic Runes, is one of her biggest specialties. She can also create more elaborate dolls if she has the time to prepare them.

Emilia's magecraft is naturally inclined to deal with soul manipulation, including emotional states and draining the prana from living beings. She can manipulate others emotions and even summon wraiths, however, this requires a special, hard to produce mystic code in the form of a whole pipe organ which can only work when installed in a synagogue or similarly hallowed grounds. She can convert a church's organ into this type of mystic code, but it's usually harder because they tend to have their own enchantments which. Nevertheless, the older the instrument, the better the effects will be.

As a side effect of her skill at playing with others' shapes, Emilia is well-acquainted with physical alteration magic. She can easily change her own form but tends to use this skill only to change between different version of 'herself', making things such as guessing her age all but impossible.

Lastly, Emilia has a second mystic worthy of note: Ain Soph Aur, a set of ten wrought silver rings, each representing one of the ten Sephiroth of the Tree of Life. The abilities of this mystic code depend on which combination of rings are active at any given time. However, all of them can be spawn reinforced silver wires, which are Emilia's primary means of offense and defense when she cannot count with golems.

• Brief Backstory: Emilia is a genius belonging to the Prague branch of the Mage's Association, said to be a descendant of the legendary Rabbi Judah Loew ben Bezalel, more commonly known as the Maharal of Prague. As is expected of one of Judah's descendants, Emilia has an astounding knowledge of the Kabbalah traditions especially golem construction and Jewish magecraft and philosophy.

Emila's immediate family and upbringing are mysterious. She grew up in a haunted house surrounded by nothing but dolls and other automata servants, which were crafted and repaired by her most of the time. Her parents were largely absent and there's no shortage of rumors about their fate, including Emilia turning them into dolls for reasons that generally boil down to insanity or loneliness. The truth may as well never be known since few who ever stepped into the Warov's state bounded field returned.

Nevertheless, the Prague Association decided to send her to this Holy Grail War that's going to take place into the USA, not only because Emilia is their most promising prodigy or because the United States has historically been a place of interest for them, but because the Einsbern are not directly involved this time. Maybe taking the Holy Grail from the Clock Tower's hands will allow them to search for more important relics, like the Arc of the Covenant. At least that's what the heads of the Prague Association seem to think.




  • Name: Euryale
  • Class: Archer
  • Appearance: A true literal goddess.
  • Personality: Euryale is a vain and cruel goddess that delights in the worship of others. While she isn't incapable of conceptualizing love, her idea of it is completely different than that of mortals. To be loved by one of the Gorgon sisters is at the same time both a great blessing and an even greater curse.

    Since she and 'herself' were never able to experience life to its fullest in the Age of the Gods (thanks to their self-imposed confinement along their youngest sister), Euryale has plans to take this summoning more as a chance of having unrestrained fun away from the dull world she knew in life.

    A true literal goddess that's completely independent of her Master, not even Command Spells can sway her opinion if she doesn't want them to. However, as long as you adore her and ask nicely, Euryale will lend her divine talents. Just be sure to not think about putting her into a hopeless fight, right?
  • Stats:
    • Strength: E
    • Endurance: E
    • Agility: C
    • Mana: EX
    • Luck: EX
    • Noble Phantasm: C
  • Class Skills:
    Magic Resistance: A
    Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'.

    Independent Action: A+
    Euryale has a high ranked Independent Action Skill; the goddess is essentially free.

    Goddess' Divine Core: EX
    A Skill that expresses one being a perfected goddess from birth. A composite Skill that comprises the Skill Divinity, preserves the absoluteness of the mind and the body, repels all mental interference, prevents the body from growth and prevents the figure from change no matter how much calories are absorbed.
  • Personal Skills:
    Vampirism: C
    For Euryale and Stheno, sucking blood will recover one's own magical energy. While this recovery will happen with anyone's blood because the blood of their sister Medusa is the one they like the most, Euryale and Stheno recover greatly when sucking Medusa's blood.

    Alluring Nightingale: A
    A mesmerizing-kind of Skill possessed by those with a beautiful natural voice; it is also a declaration of the exercise of power by the royalty. It works as a charm magecraft-like effect towards those of the user's opposite sex, but evasion is possible by means of a Magic Resistance Skill. Even without Magic Resistance, one can abate it to some extent so long he or she maintains a will to resist.

    Goddess' Whim: A
    It bestows several varied effects, but they are not necessarily limited to beneficial things. The set of varied effects differs between Euryale and Stheno.
  • Noble Phantasm:
    • Name: Eye of the Euryale, Goddess' Gaze
    • Rank: B
    • Type: Anti-Unit
    • Range: 1 ~ 99
    • Maximum number of targets: 1
    • Effects: The charm of the goddess, that captivated braves with a single attack, made form as a Noble Phantasm. The bow, her bewitching charm; the arrowheads, her sweet, sweet whispers. An arrow that will pierce the heart of any male, be they a human or a god. The external appearance is extremely sublime, and also cute. It is a golden bow patterned with multiple heart shapes.

      "Isn't that Cupid's..." is what her little sister started to say before meeting a terrible fate.
  • Alignment: Chaotic Good
  • Changes: -
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CrystalApple Take a bite, I wont mind~

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Hidden 6 yrs ago 6 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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  • Name: Evelyn Fehrenbach
  • Age: 22
  • Gender: Female
  • Appearance: The one on the right.
  • Personality: Evelyn is normally a pretty relaxed girl--she can certainly be moody, but she's normally inclined to let things go and not work herself up about stuff. Well, aside from getting annoyed... rapidly when people bother her about the blindfold are start annoying her about her eyes. Quirk aside, out of the pair of them, she's by far the one acting as the voice of reason.
  • Skills: She's pretty good at getting around despite being blindfolded most of the time, and without it on her ability to dodge something is pretty amazing. She is also pretty amazing at mathematics... but really, her skillset isn't one that's too inclined to being a magus, just being a normal person trying to get a normal job.
  • Abilities: Evelyn possesses the Mystic Eyes of Momentum--something that definitely has more in common with psychic powers than normal magecraft, despite its origins and the obvious presence of magic circuits in her body. They're of the unusual sort, in terms of Mystic Eyes, in that they enable the user to interfere with the world directly--in this case, altering the momentum of some object, which is much easier if it's smaller and already moving in the right direction. But they're also Pure Eyes of a kind--because such an ability would be entirely unusable without knowing the direction something was moving and the forces involved. It's an extremely useful view at times. Particularly as it doesn't matter if it should be something visible to humans; magecraft with a physical component is still something she can shove around.
    But to have it on constantly, unable to turn it off, and coupled to an ability that if overused or pushed could incapacitate or kill you? She would rather see nothing at all.
  • Brief Backstory: Evelyn's family could lay claim to being a long line of psychics, if they actually cared to--but it was something of a dwindling talent, and so it wasn't even mentioned to her, or ever explained. It was simply a talent rarely there from birth, normally suppressed by medicine but occasionally surfacing for a brief period. And then, as an adult, she had the misfortune to actually see a doctor who would tell her that there was no illness that required it.
    She wishes that she'd listened. Now always on, and too easily used... simply looking is too dangerous most of the time. But it gave her a more fervent wish, a wish to be rid of them entirely, or to at least have control. A wish that manifested in a series of seals on her arm, something entirely beyond her knowledge.
    But not Elisabeth's. Elisabeth, the friend who'd always been there for her, was the one to know about magecraft--barely a mage at all, only able to push her body past fair limits for minor contests or brawls. But she knew enough to find out about the war and explain it--and there was no way that she was going to leave her friend to wander blind in America, was she? Even so, Evelyn's situation still looks a hopeless one.
Hidden 6 yrs ago 6 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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