Avatar of Raineh Daze

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5 mos ago
Current i'm not sure the appropriate use of an OLED TV is to play random scenic train videos but here we are
2 likes
7 mos ago
swish
8 mos ago
Being truly on my own is a bit of a weird feeling. It's never really happened.
2 likes
9 mos ago
Let it never be said that sometimes extreme brevity isn't the most appropriate post, though. Everything is a tool.
2 likes
11 mos ago
a loaf is a surprisingly hard thing to make
2 likes

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Most Recent Posts

  • Name: Mori Hoshiko
  • Age: 13
  • Gender: Female
  • Race: Human
  • Personality: If you wanted to pick the most glaringly obvious facet of Hoshiko, it's that she's incredibly shy and still has to occasionally be all but dragged to show up to meetings of the Youth Organisation. She's pretty quiet even with people she knows, though more than happy to talk about video games. The other glaringly obvious thing about her is that she finds her own ability terrifying and tries to avoid using it if that can possibly be avoided, let alone being made to talk about it or accidentally using it.
  • Abilities: Hoshiko has a powerful version of her family's magical trait, which, when explained in general terms to most other people, is generally interpreted as 'ESP eyes'. She actually has two of the possible effects: the ability to telekinetically affect anything that she can see and a clairvoyance that pretty much replaces regular eyesight. Unfortunately, she's one of those people whose magical traits are always active... and because of how the clairvoyance works, Hoshiko can't even blindfold herself and expect them to go away.
    The clairvoyance, for instance, allows her to see through things with concentration and potentially take in more visual information than the human eye can normally process. Mostly, it just gives her exceedingly good vision and a tendency to see people coming from behind (or actually work out what the odd shape in their pocket is). Because it's always active, it compensates for the near-blindness that she's actually unaware she has.
    The other effect, telekinesis, she actively tries to refrain from using, which is harder than it might seem when thinking about moving something in her field of view can do it, or a panicked reflex might cause more damage than she intended. Because of how much the white-haired girl tries to avoid using it, she has no idea what the limit is or if it's stronger than when she was younger. At the least, it can break a non-magical child's arms and legs when Hoshiko's trying to defend herself.
    Hailing from a mage family, she should really know how to do something magical, but she's refused to learn. Her affinity is for Motion, like a minority of her family, though given she's also got pretty good clairvoyance, the gap between that and her actual ability with any spells affected by a Perception affinity is small.
  • Skills: She's about as good at playing video games and a guitar as you might expect a somewhat shy girl to be. She can also do a little basic cooking. Oh, and she knows how to open any mechanical lock that happens to exist, not that she's the type to be a thief.
  • Equipment: Nothing much.
  • Brief Backstory: Hoshiko was actually born outside the Imaginary District, as her family has extensive dealings on both sides of the border and across the world in general. It was noted almost immediately after her birth that her variation on the family's magical trait combined a number of desirable and undesirable attributes: it wasn't going to be a late-blooming power, she was able to keep it on at all times, and she had more than one of its possible manifestations. The downside was having to suppress it until Hoshiko grew enough to control it and the evident danger posed if she turned out to be particularly strong.
    So, of course, the first time her unusual appearance attracted trouble in school, Hoshiko reacted instinctively. Completely mundane children against telekinesis of any potency had a horrifyingly one-sided and sickening outcome that raised a lot of questions about how so many limbs could break in a school of all places.
    This ended up making Hoshiko afraid of using her own abilities and reluctant about spending time with normal people and she ended up moving to the Imaginary District, where the chance of doing any damage like that was vastly lower, staying with an older cousin that works with the police and isn't around much. This has also left said cousin with little time to spend on pushing Hoshiko to attend school... or learn magic like the rest of her family. Or even go out.
    Until Makiko literally dragged her outside.





  • Name: Mori Nana
  • Age: 29
  • Gender: Female
  • Race: Human (Mage)
  • Personality: Nana is a diligent and serious person at work or when out in public, striving to maintain an approachable demeanour without losing what little intimidation factor she has: she has to at least seem competent at her job rather than "small and cute mascot". Out with friends or at home in private, she's a lazy tease who seems to do nothing but take it easy, which doesn't do a lot for her ability to be a stern parent, though she can occasionally bring her professional demeanour out when trying to relax.
    Oh, and don't poke fun at her height.
  • Abilities: She also has a version of her family's magical trait, though it's a considerably milder version than Hoshiko's. It can be activated or deactivated at will and gives her telepathic abilities--reading surface thoughts primarily, though it can be used to communicate with someone else or amplified with the appropriate spells to dig around a lot deeper.
    As a fully trained mage with a Perception affinity, aside from the very basics--such as reinforcing her physical strength and durability to not be immediately squashed by youkai she has to deal with in her job. It makes her especially good at scrying or any other magic aimed at gathering information and observing a place without being present. Or improving upon senses; it's not a good idea to assume she can't see in the dark just because she's a human being...
  • Skills: Seeing as she works in a police force, Nana has a lot of martial arts practice, which is only enhanced when she actually needs to fight by being able to pick up what the other person's going to do before they even begin to do it. Or, calling on her own experience, Nana can be a straight-up brawler (especially if there's something nearby to use as a bludgeon). She's in general pretty good at her job, but not a domestic person--the average cleanliness and quality of food at her place went up when Hoshiko moved in with her.
  • Equipment: Those (actual) earrings? They're enchanted and actually improve her eyesight. Without them, she'd need some pretty thick glasses to see clearly.
  • Brief Backstory: Nana was born and raised in the Imaginary District, making her no stranger to the vast number of nonhuman entities that live in this world--or humans having to compensate for their comparative lack of natural abilities. The number of fights she picked with everything during her teenaged delinquency made that perfectly clear. Then she spent a few years after highschool studying more in the normal world, then returned to the Imaginary District and followed in her father's footsteps by joining the police force.
    Until just a year ago, her life was nothing much to write home about: she became a detective and maintained an inability to find a lasting romantic relationship. It was about that time that her family was looking for someone in the district with enough space (and willingness) to take in someone with powerful, and potentially dangerous, abilities. So Nana took Hoshiko in.
    Unfortunately, between her job keeping her busy and her own lack of parenting skills, she wasn't very good at getting Hoshiko to attend school or go outside much. It was a good thing that the mayor's daughter decided to help everyone then, wasn't it?
  • Name: Mori Hoshiko
  • Age: 13
  • Gender: Female
  • Race: Human
  • Personality: If you wanted to pick the most glaringly obvious facet of Hoshiko, it's that she's incredibly shy and still has to occasionally be all but dragged to show up to meetings of the Youth Organisation. She's pretty quiet even with people she knows, though more than happy to talk about video games. The other glaringly obvious thing about her is that she finds her own ability terrifying and tries to avoid using it if that can possibly be avoided, let alone being made to talk about it or accidentally using it.
  • Abilities: Hoshiko has a powerful version of her family's magical trait, which, when explained in general terms to most other people, is generally interpreted as 'ESP eyes'. She actually has two of the possible effects: the ability to telekinetically affect anything that she can see and a clairvoyance that pretty much replaces regular eyesight. Unfortunately, she's one of those people whose magical traits are always active... and because of how the clairvoyance works, Hoshiko can't even blindfold herself and expect them to go away.
    The clairvoyance, for instance, allows her to see through things with concentration and potentially take in more visual information than the human eye can normally process. Mostly, it just gives her exceedingly good vision and a tendency to see people coming from behind (or actually work out what the odd shape in their pocket is). Because it's always active, it compensates for the near-blindness that she's actually unaware she has.
    The other effect, telekinesis, she actively tries to refrain from using, which is harder than it might seem when thinking about moving something in her field of view can do it, or a panicked reflex might cause more damage than she intended. Because of how much the white-haired girl tries to avoid using it, she has no idea what the limit is or if it's stronger than when she was younger. At the least, it can break a non-magical child's arms and legs when Hoshiko's trying to defend herself.
    Hailing from a mage family, she should really know how to do something magical, but she's refused to learn. Her affinity is for Motion, like a minority of her family, though given she's also got pretty good clairvoyance, the gap between that and her actual ability with any spells affected by a Perception affinity is small.
  • Skills: She's about as good at playing video games and a guitar as you might expect a somewhat shy girl to be. She can also do a little basic cooking. Oh, and she knows how to open any mechanical lock that happens to exist, not that she's the type to be a thief.
  • Equipment: Nothing much.
  • Brief Backstory: Hoshiko was actually born outside the Imaginary District, as her family has extensive dealings on both sides of the border and across the world in general. It was noted almost immediately after her birth that her variation on the family's magical trait combined a number of desirable and undesirable attributes: it wasn't going to be a late-blooming power, she was able to keep it on at all times, and she had more than one of its possible manifestations. The downside was having to suppress it until Hoshiko grew enough to control it and the evident danger posed if she turned out to be particularly strong.
    So, of course, the first time her unusual appearance attracted trouble in school, Hoshiko reacted instinctively. Completely mundane children against telekinesis of any potency had a horrifyingly one-sided and sickening outcome that raised a lot of questions about how so many limbs could break in a school of all places.
    This ended up making Hoshiko afraid of using her own abilities and reluctant about spending time with normal people and she ended up moving to the Imaginary District, where the chance of doing any damage like that was vastly lower, staying with an older cousin that works with the police and isn't around much. This has also left said cousin with little time to spend on pushing Hoshiko to attend school... or learn magic like the rest of her family. Or even go out.
    Until Makiko literally dragged her outside.
Need more music:

  • Name: Honoria Sigurddottir
  • Age: 28
  • Appearance: Not your average magus.
  • Personality: "Unable to settle down" is the most accurate description you could give Honoria: any sort of consistent existence grates against her on a fundamental level and even at the calmest, she keeps rearranging things. The word "focus" is also just a word as far as she's concerned. "Tact" is another thing that seems to exist in her vocabulary only to ask what it is, as she's a pretty damn blunt person in general.
    Despite the callousness her lifestyle engenders, she can be noble enough when someone's in trouble, and charming enough if she finds someone worth the time.
  • Abilities: On the surface of things, Honoria is a pretty average magus: average circuits, average quality, and her sole affinity is for fire. Whilst her method of actually putting spells into practice is esoteric, choosing musical notes or progressions over words or runes, it's simply unusual in the grand scheme of how magecraft varies. What makes her abilities actually unusual is that she's fully aware of her origin: disruption.
    Her ability to establish bounded fields or a workshop is nil and any projection she might try may as well be a way to intentionally exhaust herself: it will barely last a second. Any spell meant to create or endure either doesn't work or fails almost immediately. The converse is that she finds it a lot easier to use magecraft to break, to confuse, to change. The mental confusion that can be caused through music is even more noticeable but this isn't her party piece.
    Honoria's biggest trick, though limited by her relative inexperience and lack of magical potency, is the ability to dismantle spells used by another magus', completed or not. Reinforcements, bounded fields, and runes all have the possibility to be torn apart with the right spell or washed away entirely, if they're weak enough. The ability to eventually conquer most defences with one skill makes her a magus killer of sorts, though her defensive abilities are lacking.
  • History: Though a long-lived family, Honoria's ancestors never rose above mediocrity and came to the startling, to them, realisation that they had as much chance of reaching the Root as they did of spontaneously turning into peacocks. One man realised that if they couldn't attain such a goal by raw talent or brute force, then each child should learn what they can be good at and strive down that path.
    This lead to a family tradition of making each and every heir aware of their origin, disposing of them if it would be inconveniently troublesome. Fortunately for Honoria, disruption isn't as negative as being worthless from the get-go and she got to live.
    Her adulthood has been marked by an inability to settle down in any way, taking the long path between places and acting as much as a musician as a magus when passing through, and visiting Japan regularly after a magus there caught her interest. Despite Honoria's regular contact with the Association, she has no official rank or position within it, simply offering her services as a freelancer should there be someone they want removed in her current destination... or if an Enforcer wants some sort of backup.
    Naturally, when she heard about something as strange as this ritual, Honoria couldn't help but join.
  • Other: Though the guitar is a Mystic Code and works perfectly fine without any actual power source, she doesn't really need it to use magic--she just prefers it. Whistling works just as well.


Need more chivalry:

  • Name: Lancelot du Lac
  • Class: Saber
  • Abilities:
    • Strength: B (A)
    • Endurance: B (A)
    • Agility: A (A+)
    • Mana: C (B)
    • Luck: B (A+)
    • N.Phantasm: A++
  • Class Skills:
    • Magic Resistance: B
    • Riding: B
  • Personal Skills:
    • Eternal Arms Mastership: A+
    • Protection of the Fairies: A
  • Noble Phantasms:
    • Arondight, Unfading Light of the Lake. A++, Anti-Unit/Anti-Army. A sword forged by the fairies and a counterpart to Excalibur, it is a holy weapon that can take any attack without receiving the slightest bit of damage and shines like the lake constantly, to boot. It's also longer than King Arthur is tall, so it's a pretty damn huge sword.
      When wielded, it increases all parameters by one rank and doubles the effectiveness of saving throws (whatever that might possibly mean), whilst being extra effective against anything with some sort of draconic attributes. Or it can just be pumped full of mana to the point a normal weapon might as well break and achieve the same effect as Caliburn. Though the weapon does have one downside: its enormous mana cost, therefore...
    • Knight of Honour, A Knight Does not Die With Empty Hands. A++, Anti-Unit. Because Lancelot once beat someone with a tree branch, he has the ability to wield anything that he can conceive as a weapon as if he'd trained with it for his entire life... and make it a D-Rank Noble Phantasm to boot. Of course, if he has someone else's weapon, he can use that just as well. Whilst constantly changing weapons is quite mana-intensive, at least it isn't Arondight.
  • Personality: As someone formerly regarded as the perfect knight, it should come as no surprise that Lancelot is actually a pretty nice, polite guy. His loyalty is without question, faithfully serving the king and keeping her secret even after being forced to leave her side, then trying to return for the final battle regardless, and still seeking penance even in death. Having finally managed to get the punishment he felt was deserved in the first place, at least some of the self loathing is gone... though for a just knight, he still has an extremely low opinion of himself.
Ryuuko took a look at the complicated design, then the sheet of paper and pursed her mouth in thought. It was complicated, certainly, but some of the skills her family had pushed her to work more on made sense in light of her need for magical as well as mundane education. Calligraphy, for instance, not only served to indicate her refinement but to make the replication of a design like this simply an extension of abilities she already had.

Not that she was entirely happy about having to do it with something like chalk.

Soon enough, the sound of chalk clicking against the blackboard replaced the opulent quiet of the dining room, the humble sound of the circle's faithful replication being almost entirely out of place in such lavish surroundings. Pouring molten gold into marble etchings would really have been a better flavour for this house.
medical problems. post may take longer to type.


Well... take your time?

Why are you a green goat, anyway?
Sorry for the wait. IRL had me tied up.

BTW, does Saber not notice that Lancelot isn't a Berserker this time, or am I misreading things?


You're misreading things.
A ladle is a reasonable weapon.
Meanwhile, In Babylon


Svetleaze von Einzbern


Unfortunately, it seemed that the disrespectful Servant wasn't even willing to converse with a Master, no matter that the entire system made Masters every bit as valuable as the heroes they were paired with. It didn't matter how much power one might have if they couldn't even exist in the world without extreme support. She would have to work out a way to force the braggart to acknowledge her directly in the future.

For now, it was a simple choice of where to go. Now, she was far more suited to heading to icy landscapes... but to miss a chance to go explore some new environment? That would be even worse. That it was also so old meant that the potential secrets that could be understood simply by standing there...

Her hands were itching to clear up the mess that stood in front of them. It would be trivially easy to swing her weapon and cut a chunk out of the soldiers that way. There was an even easier option, though.

"Kintoki, clear a path. I'll follow."

However he did it, it wouldn't be hard for her to stick close behind.




Honoria Sigurddottir


Meeting that amusing Japanese girl once again had almost made this trip worth it on its own but her Servant... to have such an unimposing and pretty Servant was a pretty damn good deal. Especially because she didn't have to foot the bill for feeding the glutton. Who knew that King Arthur was so small and hungry? Though to be interrupted partway through the meal by another knight that got into a contest of trying to shoulder more and more blame for how Camelot had fallen apart had been a bit strange...

It had also cost them quite a bit of time in actually getting to the meeting but the four of them had gotten there in the end. Only to step forward into annoyingly blistering heat and the threat of a fight.

Not wanting to be unprepared in case the soldiers turned on them, the tall magus kept her fingers at the ready, picking off a note or two. If they made an aggressive move, there would be fire.




Sir Lancelot


To have been summoned twice out of the pool of all heroes that could have ever been summoned was astonishing. To be summoned in a position to make amends for his chain of failures and having already attained the punishment he deserved had to be an act of God. Though the king remained resilient in her belief that the kingdom's downfall was to be entirely shouldered by the one person blameless in the acts that lead up to it...

Neither of their Masters had the time to allow the discussion to play out to conclusion and now here they stood, armoured beneath a blazing sun with a large number of particularly on-edge soldiers around.

And the Knight of the Lake had only a ladle for a weapon.
If only that didn't require assuming every picture he'd ever had came long after said glory days.

The whole head's a write-off. Good thing someone fixed it. :T
>Uses that redesigned Lancelot with long hair

I love you @Raineh Daze

Also...I'll continue my discussion with Beloss regarding the new direction. I've been really out of touch with Merrodach and my plans for him, and I need to jog my memories again to get him to work.


Official picture makes no sense AND has terrible face art. All his other artwork had long hair, so...

It's sad with how good the rest of the image is that the Saber art makes him look like his face was ironed flat.
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