-End to C, Luck to B -First Noble Phantasm rank to C. -Second Noble Phantasm rank shouldn’t be scalable. Change to B+.
No changes required.
-Luck to B -Split Genjutsu into Ninjutsu and Mechanical Illusion Arts, the former at B or so, the latter at C++. -Replace Natural Body with Self-Modification. -Remove the anti-demon trait on the first Noble Phantasm, change the range to 0-6 -The second Noble Phantasm shouldn’t be a Reality Marble, but having it be a High Thaumaturgy akin to Nero’s Aestus Domus Aurea is fine. Remove the line about a confusion status and a curse, but you can elaborate on it impeding movement and potentially drowning enemies so long as they believe the illusion.
-Change Demonic Strength to Oni-kind Demon at rank C (description is 'A Skill that represents the superpower and demonic nature of an oni. It is a composite Skill of the Natural Monster Skill, Monstrous Strength Skill, Charisma Skill, Magical Energy Burst Skill, etc.. In her case, the Magical Energy Burst is that of Flames.') -Change the first Noble Phantasm to rank D, range 0. -For the second Noble Phantasm, change the range to 1-2. The last sentence is also confusing wording, so make sure to note that the ‘chance’ to inflict death is there on the last strike regardless of how many of the previous strikes hit, but that it scales ranks with each hit. You can also note that the ‘killing blow’ can be moved to any point in the combo to give it more flexibility, if you want.
No changes required.
-Attendant of the End doesn’t really work, change or remove it. -Change the comparison to High Speed Divine Words to be closer to High-Speed Incantation, remove the line about requiring more Magic Resistance to overcome.
The first round of character reviews. Even if no changes are necessary, or the changes are simple and immediately implemented, they aren’t considered accepted just yet, and can’t be moved to the character tab.
-Change Circuit ranks to - and note that she has a dragon core. -Note a level of Magic Resistance of B rank due to phantasmal blood. -Specify whether the blood thickness is closer to a Stirring Ancestry or Thick Blood.
-Strength to C. -Have the Maximum targets on the second NP as how many people can be kept in the torture chamber, if it isn’t already. Reduce the range to either 0-1 or -.
-Avenger Skill to B+ -Have Self-Replenishment sublimated into the Galvanism mutation.
No changes required.
-Clarify the effect of the first Noble Phantasm.
No changes required
No changes required
-Make the parameters clearer. If the skills are permanently active, there don’t need to be more ranks in brackets. -Renouncing wealth while keeping Golden Rule still at B makes little sense. Either have it at A- with this justification, just at A rank, or remove it entirely, sublimating it into the Noble Phantasm. -Affections of the god being a curse and its removal make little sense, and the boost to luck is not accounted for in the rest of the sheet. Consider a different effect for affections. -Philosophy of the Satyr simply adding plus modifiers to physical parameters does not fit with its description. -The first Noble Phantasm requires some clarification as to its effect on humans, both normal and those with circuits. -Gordius Wheel as a Noble Phantasm on a non-rider without much heavier alterations is impermissible. Consider doing something with the knot itself instead.
-Replace the composite skill with Disengage. -The Noble Phantasm needs a range. Sword range, preferably, so 1 or 1-2.
Come, heroes of the present. Come, heroes of the past. Try your luck against the roulette of fate.
Who will fall? Who will rise? Who will be blessed by luck, and who will be cursed by misfortune?
Your lives are the ante. The prize is beyond measure. Only one of you can achieve victory.
Background Information
After the conclusion of the Great Holy Grail War in Trifas, various imitations of the ritual continued around the world. This is simply the story of one of them.
In 2007, the Second Owner of Las Vegas extended an invitation to several powerful people, offering the chance of a wish.
In a world that’s no stranger to multiple imitations of the Holy Grail War, this one stood out. It managed to attract magi and others of a higher calibre than the standard ritual, and had the capacity for a full roster of Servants, despite the weakness of the spiritual land of Las Vegas.
The Masters and Servants must fight to the death, but the Second Owner offers no oversight. There is no safe haven for those who lose their Servant. The rules of the moonlit world are implicit - nobody must learn about the secret world dwelling beneath the surface - but beyond that, there are no rules.
Rules
1. Respect both your fellow players and the GM. 2. Try and work things out between players where possible, but if not, respect the ruling of the GM when it comes down to a disagreement. 3. This is ultimately a PvP roleplay, so it’s a zero-sum game. Please accept losses with grace, and victories with dignity.
Applications
All 7 basic Servant classes, plus the extra class Avenger, are allowed. However, when it comes to Assassins, since their niche of targeting masters in this war is largely irrelevant, any Assassins must be abnormal; competent frontliners rather than true assassins who strike from the shadows.
Initial Slots are for 7 Servants and 7 Masters, though an eighth of both will be opened if enough interest is expressed.
The Master Archetypes represent slots, but other than that are simply prompts. Don’t feel constrained by them beyond the essentials.
This isn’t first come, first served, and slots cannot be reserved. If multiple people contest for the same slot then it will come down to the judgement of the GMs as to which is more fitting for the RP. However, it’s still probably best to declare interest in a particular slot and outline character concepts so that there isn’t too much overlap or writing of multiple sheets.
Each player will play a single character, though any number of applications are allowed. Character Sheets don't need to follow any particular format, but make sure all the information in the CS is included.
Gilgamesh, Ozymandias, Heracles, all instances of Hassan-i-Sabbah, and North American heroes are banned. All other Servants, canon or otherwise, will be judged on a case-by-case basis.
Character Sheets
Class:
True Name:
Titles:
Sex:
Attribute: (Leave blank for now)
Personality: A brief summary of personality. Too much detail isn’t needed, since it’ll come out in play, but their interactions with a master and wish for the grail should be detailed here.
History: A brief summary of the history or mythology behind the Servant. Not much detail is needed, but cover any difference between agreed history and this interpretation, or which of multiple mythic interpretations you’re using.
Parameters: Strength Endurance Agility Mana Luck
Class Skills: Skills of the Servant’s class. Magic Resistance for Saber, Lancer, Archer and Rider, Riding for Saber and Rider, Independent action for Archer, Mad Enhancement for Berserker, Prsence Concealment for Assassin, Territory Creation and Item Construction for Caster, and Avenger, Memory Correction and Self-Replenishment for Avenger.
Personal Skills: Personal Skills of the Servant. Generally number from 2-4.
Noble Phantasms
Archetype:
Name:
Titles:
Sex:
Personality: A brief summary of personality. Too much detail isn’t needed, since it’ll come out in play, but their interactions with a Servant and reason for participating in the war should be detailed.
History: A brief summary of the character’s history.
Quality of Magic Circuits: Level of magic circuits.
Quantity of Magic Circuits: Number of magic circuits. Together, these determine the level of mana to sustain one’s Servant.
Abnormal Abilities: Abilities derived from Magecraft, Training, or one’s nature as a Supernatural being. The physical abilities of a Dead Apostle. Psychic mutations, etc. Any abilities that are outside of normal humanity.
Equipment: Any Mystic codes or otherwise important equipment.
Miscellaneous: Abilities within the scope of humanity, mundane equipment. Essentially, anything minor but noteworthy.
Dead Apostle:
A member of the cycle of Dead Apostles. The end of the transformation that comes from having one’s blood sucked by a Dead Apostle or True Ancestor, one gains a blood-fuelled immortality.
Having gained independence as a Dead Apostle, you hold a familiarity and ability with your natural vampiric gifts and the power that comes from the diluted blood that has tainted and transformed humans.
Dead Apostle Parameters and Abilities: Power to crack concrete in your hands without reinforcement. The speed to dodge bullets without foreknowledge. Your physical stats are high above any human, although in comparison to servants they do not quite match up.
Curse of Restoration: The curse that restores the bodies of vampires. Rather than healing injuries through an infusion of magic energy, the stimulation of regrowth or one’s natural healing abilities. It heals through a reversal of time, returning the state of the body to a previous state by reversing the flow for the body. A very potent curse.
Eyes of Enchantment: Mystic eyes that allow for hypnosis just by looking. A trait common to vampires. For a high class dead apostle they typically reach the rank of Gold.
Abilities of the Body: Whether it’s a refinement of the natural vampiric talents taken to extremes, odd modifications or a special nature accentuated. What’s special about you can be said to be your heightened natural abilities.
Archetype Examples: Ortenrosse, Sumire.
An independent ascension. The product of research and the application of ritualistic work. Untied to Dead Apostles, you arrive at a similar result by your own efforts. A bloodsucker still, your inherit vampiric abilities may not be as intense or niche, but you hold the immortality of an apostle, the body that can heal from wounds and the physical attributes that allow one to dodge even a fired bullet.
At the core however you are a magus, and all that is just a means to an end in pursuit of one’s path in magecraft.
Dead Apostle Parameters and Abilities: Power to crack concrete in your hands without reinforcement. The speed to dodge bullets without foreknowledge. Your physical stats are high above any human, although in comparison to servants they do not quite match up.
Archetype Examples: Nero Chaos, Shirley.
Knight Captain:
One of the leaders of the Knight Orders of the Holy Church, and one of the high ranking warriors of the organization. As a martial combatant few can match them in the modern age, and certainly they are a feared threat to any magus or bloodsucker.
Knight Captain Ability: The level of combat training, experience and ability that one brings to not just face, but hunt the enemies of the Church. While not at the level that can match the Knights of the Grail War, they are at a level where one can, with the proper equipment, fight defensively against a servant. Their abilities are second to none, and one’s ability can be compared to one of the 30 Sealing Designate Enforcers, or the Burial Agency that concerns itself with only extermination and power.
Weapons of the Church:Conceptual weaponry created to strike out against the enemies of the church. Created by utilising sacred relics and rituals of the church, sometimes for fighting of single enemies, or sometimes as general purpose weapons. These can take various forms, from the shield of True Apocrypha to the Pile Bunker of the Seventh Scripture.
Monster (Vampire) Hunting Tactics: A familiarity and focus on hunting those that are inhuman and violate the teachings and rules set by god. The abilities and focus that make one well suited to fighting those that are fundamentally not human. Vampires, half-bloods, monsters. Tactics that utilize their own abilities against their inhuman abilities. Skill that compensates for power. Knowledge that closes the gap, hatred that crosses the divide in blood.
This is the sum of a human who fights monsters.
Magus (Heretic) Hunting Tactics: Magecraft: The scriptures of the Holy Church, even the heretical magecraft that one punishes. A sin utilized to excise sin. Knowledge of how it works, knowledge of how to utilize it. The land, the cultures involved, the flow of magical energy and its tendencies. How to crush it, how to make it crumble, how to utilize its weaknesses and strengths for its own.
Knowledge also on the doctrine, abilities and facts of magi. Armed with such knowledge one is without doubt a magic user for the purpose of being a magus hunter.
Typically, specialisation towards one of the two is preferable.
Archetype Example: Kotomine Kirei, Riefsbyfe.
Atlas Sage:
Low Level Circuits: The Dogma that one has no need to be strong when creating the strongest. There is no need to become a Magus who can serve as a weapon by casting various spells, when it’s possible to simply create a weapon for that purpose.
High-Level Computation: The ability to parse and utilize great amounts of information and data with one’s mind. The utilization of magic circuits for the sake of processing data, a prepared mind, and genius allow for one of the Institution to have a mind powerful enough to be their greatest asset.
At this level analysis, creation of various items, and even predicting the future is possible.
However in a ritual where the existence known as heroes roam, the set in stone future can be overturn.
Alchemy of the East: The process of transforming not physical matter or properties, but instead events. The original alchemy that works to unravel the truth of the world. A matter of bringing forth desired results, and seeing the path, along with much more.
Mental Partitions: One of the core and secret atlas techniques of creating parallel copies and partitions of the mind. A method to boost the already great computing power further. A normal alchemist of the Institution reaches around the level of two to three partitions, while some geniuses reach five… and one of the kind masters reach even seven or more.
With the individual and yet cohesive processes computing and processing information, calculating odds, analyzing what is known, mapping out both event and layout is all a matter of course. Predicting the path of bullets, reading into the future a number of moves and taking note of all the different branching potential paths that are born from action to action. The mind could be called a simulated branching tree of time
Lifting the Giant’s Seal: Lift not the seal of Atlas lest you destroy the world seven times over. In their desire to save the world, Atlas has created many things that can be said to exist only within their organization. The greatest taboo and the most important rule is that nothing of Atlas leaves Atlas. Utilizing the creations, or weaponry of Atlas. This weapon is given special rights as a unit to potentially incorporate, access, or make use of many taboos.
The Aqua Vitae that can cure even vampirism and heal all. The utilization of Philosophers Stone, the high purity quantum computing crystal. The utilization of replicas of the great seven weapons including guns that strike at one’s lifespan conceptually, seal and replicate personalities of even heroes, or even create a “world” through simulation.
Self Destruction Protocols: Of course it goes without saying that more than victory or success of the mission. More important than staving away failure is the need to make sure nothing of the weapon is lost and stolen. Multiple ID locks based on ego, genetics, mystic energy codes and passwords are redundantly stacked to ensure that a mere corruption of ego, override of personality or consumption of soul would not allow for given wisdom to fall into other hands. In the event of failure or death a final self destruction sequence will occur that is sure to wipe all traces.
Archetype Example: Hermes
Magus Lord:
Paragon of Magic: The pinnacle of the Clock Tower. A lord is among the greatest of magi, and the representative of a great old family. Few exceptions exist among their status and all of them can be called, by virtue of their birth and blood alone, the greatest among the modern age. Whether young, or a practitioner who has lived for hundreds of years. Their ability, knowledge and gathered tools are without a doubt the envy of all.
Affluent Association: The pinnacle of affluence, if not in material wealth, then certainly in political connections, backing and friendships. The weaved web of politics and relations at the Clock Tower is a treacherous one, and yet what is woven to protect one’s self and choke out the enemy can become a line to call for aid or favors as well. To attain most things, or find a path for collaboration or procurement for whatever is needed is certainly easier when one is an esteemed lord. Synchronized Focus: The talents of focusing on, and putting effort towards a select handful of fields, applying them together and learning how to blend them. Taking the aspects of utilizing spirits from Evocation along with the creation of tools to give them will. Applying one’s self to the nature of flow and creating a masterful mystic code of mercury. Creating a reflection of the planet utilizing astrology and magic that deals with the land both.
Archetype Example: Kayneth El-Melloi Universal Mastery: The master of all, the fool of none. While your studies and knowledge do not lean in any particular direction, with magecraft in general, and with the magic of your family you can be said to be an exemplar. A genius in the most general and renaissance sense.
Archetype Example: (Tohsaka Rin)
Specialist
To focus on a single discipline, or an application. Whether it’s turning your back to the path of mystics and magi to instead use your knowledge and abilities to a cause, or focusing solely on an aspect of your inheritance or knowledge.
While your rank and your full breadth of knowledge and ability is not as wide and expansive as that of a lord, no other matches you in your field. You are a finely honed blade, molding yourself for a purpose and that purpose alone.
Archetype Example: Bazett.
Abnormal Focus:You are a circuit that does but one thing. The conventional is not possible for you, instead with your unique makeup and talents you have a different unique path. An abnormality of elemental affinity, a strange way you interface with foundations or even a strange make up of circuits. You are physically and metaphysically limited, and your slice of the world is narrower than any other. But it is a path that cannot be taught or learned.
As a magic user you can be said to be a mutation among mutations, closer to a one of a kind.
Archetype Example: Emiya Shirou
Psychic:
Those with an abnormal circuit, an abnormal brain. A power born from being different, a normal part of one’s self. Talking to plants is just part of life. Things explode to flames in your hands or the future is seen just as normally as one sees normal life and the physical world around them.
To be a psychic means a different life, and extra abilities and information that come with that. Abnormal normalcy. One being different leads to power.
Internal Power: A power turned into one’s self. A power that looks to one’s self, that affects one’s self. Changing the body, shifting as seems obvious. The ability to understand and come to an understanding with plants or beasts, or perhaps even the wind itself. The ability to see the future, to make sense of it and make it a solid inevitable thing.
This is a power that works through the self and change oneself without changing anything at all. After all, this is just how the world works, no?
Archetype Examples: Kamekura Mitsuru, Lady of Mifune, Seo
External Power: A power that reaches out and applies itself to change the world. Creating flames to burn what is in view, twisting and bending what lies in one’s sight and perception. Or perhaps even ripping apart the seams of love or bonds between flesh, space and atoms. This is a power of how one views the world, applying one’s view to it to change it.
Archetype Examples: Mikiya Azaka, Asagami Fujino
Half-Blood:
Phantasmal/Inhuman Blood: Once in your family’s history there was blood and relations inhuman. A pact, a degradation, an ascension, or perhaps an abnormal coupling. Regardless your inheritance runs true and whether it has been cultivated in your family, or has awakened spontaeneously in your generation you are different from a normal human. Abilities born of your lineage, the use of it as a foundation as a magus. Plenty can be achieved, and plenty born of such things.
Whether it allows one to feed on different energies or forms of sustenance, allows for greater strength, or the ability to release jets of magic energy as reinforcement in mimicry of the Mana Burst of Phantasmals, there is much that can come of such blood.
Yet to lose one’s self in their own blood and impulses is a danger any has so long as it surges.
Thick Blood: While you are not quite at the level of achieving Ancestral Return (the state of drawing out the full potential of your inhuman blood), you are familiar and used to your blood. Your existence is less of a human with repressed blood and more a normal life as a more full-fledged halfblood. Among others of your kind you’d be seen as one exhibiting traits very strongly in a normal environment and manner.
Compared to others you would be akin to a level 5 when they are stuck at levels 2 or 3.
Archetype Example: Kishima Kouma.
Stirring Ancestry: The human self is strongly exhibited, yet it is only one side of a two-faced coin. If flipped the startling transformation can only be called dramatic. Your attributes aren’t as obvious as those who are further along but you teeter along a suppressed line between man and monster. The moment it awakens it’d be a loss, a gain, an irrevocable transformation. To awaken and take control of the state that comes right before Ancestral Return is difficult. But those surges of awakened blood grant you a state of power that could be called the peak of a halfblood.
A deadly Devil Trigger, one could say.
Archetype Example:Tohno Akiha.
Constructed Being:
A subservient or a non-human master. You fight not for your own desire, but as a piece and representative of your creator. Perhaps you have no wish or even a ego, or perhaps you’re a loyal friend as much as you are a construct. Perhaps your goal is not even that of a direct order but an instilled directive you were created with. An inherited and passed on task or role. In such a case your identity could be called to be the master of this grail war.
Homunculus
Child of Nature:An imitative nature spirit, an artificial elemental. The ability and robustness as a Homunculus as a lifeform and as a person is weak. Even if one holds the specializations that leave one combat able, with strength to compete with even a high class servant. The frailness of a homunculus is still one that leaves them “inferior” to humans.
Living and walking circuits. One’s od (lifeforce) is very low, but the input and output of circuits, and the ability to utilize the pulse of the land (Mana) is second to none.
As a master one is guaranteed to be top of the line, and the inherited knowledge makes one complete as a magic user.
Archetype Examples: Irisviel, Rani.
Independent Familiar: A familiar yet not. An independent subservient creation. Created for a role, created for a purpose. The forms one can be made in are without a doubt varied, and your abilities and nature of course relates to that as well. The veil of a fairy, the creation of a spirit with the memories of the dead, the putting together of holy faith and creation.
Either made by a genius and with a quality high enough that one could be called a trump card of a magus, or with enough age to build up one’s mystery and power over the centuries to become a one of a kind. You are without a doubt something that could be called as valuable as a magic crest.
I’ve been thinking of running a Fate Rp for a while, and now seems a pretty opportune time.
This RP will be set in Las Vegas, with a small cast of only one servant of each class and one master for each, with each person playing one character. There will be a couple minor NPCs, but I don’t intend to throw Beasts or the like at everyone. This will remain PvP the whole way through.
In addition, the masters will all be abnormal people able to fight defensively with a Servant. Since masters seem to trip people up, or at least be slow to fill, I’ll be offering archetypes for the masters that should make them easier, as well as assistance. Essentially, things like Dead Apostle, Church Knight, Atlas Sage, etc, serving as prompts to make a cast of characters with a little more variety than the usual spread.
Since the slots are so few, I’m uncomfortable offering them to the first person who expresses interest. Rather, it would be better to express interest in a slot or two, and make sheets for those.
So far, the only bars to go forward are me finishing said archetypes and interested people, so please tell me if this sounds good.
A bitter woman who had her future stolen by inhuman creatures.
She has little patience for niceties, and speaks her mind without reserve. As stubborn as a bull, and just as quick to rage, particularly when her herd is threatened.
Despite that, she’s hardly uncaring. She has strong moral standards, and despises those who carelessly trample over the lives of others. She’ll step up as a hero when necessary.
To certain people, though, she can be as sweet as milk. Perhaps it’s the remnants of a personality that was trampled by hardships, or perhaps it’s simply her core nature. The calmness of a grazing creature. The softness of a protective mother. She simply cuts those parts away where possible.
She often has trouble telling if certain things are real. As if reality were simply an ephemeral illusion, that could burst apart like a dream at any moment.
The O’Murricane family began centuries ago. A druid, tending to a herd of cows, made a contract with the fae. He would be granted a core for a Magic Crest, but the fae would return in 700 years to reap the fruit of the family’s efforts.
The crest was borrowed, so the crest would be returned. Effectively, a time limit on his descendants’ ability to reach the root. And once the crest was taken, it would be as if a tree’s roots were removed. The family would essentially be destroyed.
So, the family came up with a countermeasure, of sorts. Rather than making the Crest an organ, they made it into a tree. Each family head would die and feed the tree’s soil, adding to the knowledge of the yew tree in the centre of their grove.
As further generations progressed, they took on the practice of beast magecraft. A dangerous method generally, but the family stabilised it - as the heads were overcome with the nature of the beast, they ate the poison of the yew tree, and passed on their knowledge to the crest. A brutal method, but effective, in a way.
As a tree grows, it branches, and sheds leaves. Even if the fae were to take back the tree, it was nonetheless a seven-hundred year project that had produced many things that would remain behind - planted in the grove, locked in vaults, entrusted to other families.
That way, the fae were deceived. Or so the family thought.
Foolish.
Perhaps the original words of the contract were lost. Perhaps the family simply convinced the ‘fruit’ of the family’s efforts could be nothing but the Crest.
Eithne was the next in line to inherit the headship of the family. She’d taken well to the teachings of the family, and had consumed the fruit of the tree. Her father was excited for her progression, as an intelligent child who had no problem securing a place to study at the Clock Tower. Perhaps it was the blind pride of a father, but he believed that his daughter would prove to revolutionise the entire family.
Two days before she was due to leave for London, Eithne disappeared. The fruit of the family’s 700 years was taken.
Seven years later, she found her way back to the world, after a long journey through an alien land. The fae had hardly considered her a prisoner - rather, her theft was meant to catalyse something interesting. The repayment of a debt, and the start of a heroic epic, just as all the various epics of Ireland began with the theft of a cow.
By her return, perhaps destabilised by the grief of her disappearance, her father had already given himself to the crest tree, which remained unstolen.
She could never return to the family’s work. The fairies had altered her body, stealing her fertility. Certainly, she had her own life to live. But as a Magus, she represented a dead end. After realising that, it was hard not to become bitter.
Upon hearing of the Holy Grail War, and the ability to make a wish - well, her attendance went without saying.
Country: Ireland
Affiliations: Mercenary
Rank: -
Alignment: Neutral Good
Circuit Switch: The sensation of being milked
Number of Circuits: B
Quality of Circuits: B
Elemental Affinity: Fire, Water
Origin: -
General Magecraft
The basics.
Beast Magecraft
Magecraft based around bringing forth the aspects of beasts. In particular, Eithne makes use of cows and bulls. The strength of bulls, to fight. The fertility of cows, to align with druidcraft.
Familiars (Fae Cattle)
A herd of cattle consisting of both cows and bulls. Not true Fae cattle, but rather akin to half-bloods. Not created by the family, but bred over generations. Their fae ancestry can be glimpsed by their white colour and red ears.
Most aren’t true familiars, but rather simply a herd used to produce milk. The lead bull, however, as the guardian of the herd while Eithne is absent, is a true familiar, and has the strongest trace of Phantasmal blood.
Sacred Milk
The production of milk. Milk as a river that feeds the land. Milk as nourishment for the body. A mana-rich and nourishing milk that serves to encourage the growth of all life. Both that which grows in the earth, and that which walks the earth.
Druidcraft
A broad form of Magecraft revolving around nature and its cultivation, drawing out the meanings and power of trees and plants, healing techniques, and taking on aspects of animals.
In particular, Eithne specialises in the fast growth of plants into a grove, as well as the sacrifice of plants by fire for various effects.
Lamentation Engine Banshee
A fae modification, made to Eithne after her kidnapping. The removal of her womb, and its replacement with an engine that turns sadness into magical energy. It is coloured with those feelings, and can only be used as an invisible attack transmitted through a banshee-like screaming. The greater the loss, the greater the power.
The misery of being ripped from one’s home. The sorrow of being a living dead end for one’s own family. The mourning of the family lost in the time it took to return.
To the fae, even these were simply toys to play with.
Claiomh Solais
A sword received from fairies. A sword of light and fire. It is not ‘the’ Claiomh Solais, nor is it a mystic code imitating it. Rather, it is a single instance of the recurring fae phenomenon that is the sword Claiomh Solais. A fae construct received by completing three tasks within the land ruled by those beings.
It is a sword carrying the concept of light, sparking into fire as it is fed magical energy. Eithne has modified it to have a prana battery in the pommel.
Seeds
An enormous variety and quantity of plant seeds.
Sacred Milk
A large supply of the milk that Eithne’s cows can produce. More can be made, but a good starting supply is essential for her magecraft.
Farming
The talent to run a farm. Includes economic management, animal husbandry, and various modern and ancient farming techniques.
Cooking
Culinary ability, particularly using dairy products and beef.
Swordsmanship
The ability to fight with swords. Of no particular style, learned among the fae. One can consider it an unpredictable, flashy method that might trip up even a veteran swordsman.
Aliases: Jacob, Patriarch of the Israelites, He Who Struggles with God
Gender: Male
Attribute: Heaven
Era: Genesis
Alignment: Lawful Good
Qualified Classes: Caster, Ruler
Character Objective: To achieve ‘Heaven’
Weapon: His own body. Nothing more is required.
A strong father. A hero of justice. A calm and measured man who would be content to simply run a farm, though is willing to fight anything when it becomes necessary. One who believes that all should achieve heaven.
He’s not worried about his descendants; why should he be? Though there is enormous tragedy in the history of the people he fathered, God has already assured him that they will all eventually reach heaven. Rather, it is the rest of humanity that ISRAEL wishes to save.
Perhaps it’s conceited, wishing to impose a salvation upon humanity that they never wished for - but for ISRAEL, this is the firm hand of a father, granting something necessary, even if the children do not yet understand.
He has high standards for those who call themselves heroes. Basically, anyone who can’t defeat an angel with their bare hands is little more than a child. Though he doesn’t look down on those who fail to meet those; he would rather help build them up.
Of all his descendants, it is his son Joseph who is his favourite, his great-great grandson Moses who is the most impressive, and his descendant David who he is most proud of. Overall, he has the pride of a doting grandfather over those who followed in his family line, though he’s certainly not above favouritism.
One of the twin sons of Isaac, detailed in the book of Genesis. He was born wrestling his brother, Esau, and the two would continue to fight each other throughout their lives. His father favoured his brother, while his mother favoured him. Through his mother’s trickery and god’s will, he was able to usurp his brother’s inheritance and blessings.
His brother wasn’t content to let this lie, and vowed to kill Jacob as soon as their father died. Though Jacob wasn’t afraid of his brother, he listened to his mother's fears and fled to live with his uncle. On the way, he received a covenant from god; the assurance of Jacob’s ladder.
He spent 14 years in exile, marrying multiple women and fathering 12 children. He worked as a shepherd, looking after his uncle’s flocks with great care and the blessings of god, but eventually the mood between them soured. After the birth of Joseph, his favourite, he decided to finally return home.
On the way back to his home, he learned that his brother Esau was approaching him with an army of 400 men. As he prayed, an angel approached him. After Jacob demanded a blessing, the two of them wrestled until the angel was defeated, though his thigh was injured. It was here that he earned the name ISRAEL.
Upon reuniting with his brother, ISRAEL pacified his brother, calming his vengeful spirit with the elaborate gifts of his large flock of sheep. He settled in a small parcel of land with his family.
Though there are various anecdotes that take place after this, those are of ISRAEL the father of Jacob, within Jacob’s own legend. By that point, he was past his prime, and his own legend was largely finished.
Parameters:
STR: C ||| END: A ||| AGI: C ||| MAN: B ||| LCK: -
Item Construction: B
The ability to construct various magical items, though it requires time to gather the necessary components and to complete the process of creation.
For ISRAEL, the most famous of these is the ‘coat of many colours’ that he crafted for his most favoured son. In this sense, the items that ISRAEL creates can contain multiple different contradicting attributes and functions together in harmony. Though the upper limit of what can be achieved with this skill is unavailable to ISRAEL, breadth and versatility, particularly of individual items, are higher than would be expected.
Territory Creation: -
The skill has been sublimated by Caster’s Noble Phantasms.
Jacob’s Limbs: EX
A method of hand-to-hand combat, primarily a form of wrestling. Caster is not simply a master of the art, but the inventor and point of origin for it. An unquestionably powerful combat style that, at this level, allows one to beat to death an ‘angel of destruction’ with only their own bare hands.
One who was wrestling even before his birth, as he grappled with his twin in the womb, being born grasping the heel of his brother Esau. The ability of one who endeavoured towards his goals with every tool at his disposal even in a state where all that existed was his own body and the body of his opponent. It can be said that this skill is the very essence of Caster’s being, a combat ability on par with a Noble Phantasm.
Since he prefers the name ISRAEL, he’d rather it was called ISRAEL’s Limbs, but the current name is fine, too.
Blessings of the Firstborn: A+
Blessings received from Isaac, ISRAEL’s father. Both blessings of good fortune and leadership, but also the ability to share blessings and curses among those that inflict them upon him. Even if the blessing is rejected, or the curse is countered, the attempt to give it to Caster results in it being returned to the originator, whether it ultimately connects to Caster or not. A powerful ability that spreads blessings among allies, and returns curses to enemies.
Though Isaac wanted to grant them to Esau, ISRAEL tricked his father with the guidance of his mother and his god, he was able to usurp the position of ‘firstborn’ from his brother. Because even though his father wanted to bless Esau, it was the will of god that he was to be blessed. So he struggled, and with fate on his side, succeeded.
The skill also denotes the ability to distribute blessings.
Revelation: A
The ability to hear the voice of the heavens, and act optimally in accordance. Not only is it a sixth sense during battles, but also has broader applications in the larger achievement of goals, such as choosing a path to travel or a place to settle.
Caster is one who received various dreams and guidance from both angels and god, in order to save him from various perils and inform him of his children’s destinies.
Battle Continuation: C++
A skill that allows for the continuation of a battle despite major wounds. Derived from ISRAEL's continuation of his struggle with the angel until dawn, even as it permanently wounded his hip.
Under normal circumstances, continuing the battle despite serious injury is possible, but when it comes to wrestling, he will never release a hold once he has someone grappled. The type of skill suitable for a stubborn fool who will never let go until he achieves his goal.
Israel Father of a Nation
Rank: C Type: Anti-Unit (Self) Range: 0 Maximum Targets: 1
One from whose body sprung forth the twelve tribes of Israel. Though not the first of the Israelites, he was the one who gave them their name, and the names of their tribes.
A body that is, conceptually, a ‘nation’, a ‘people’. To face its blows is to face the blows of a nation. To stand against it, one must be able to destroy an entire people.
A supreme power of both offense and defence that is fitting for the father of a nation.
It also has the bonus effect that while grappling another, that person is no longer considered within their own territory, but within ISRAEL’s, and therefore any bonuses from territory are nullified.
Jacob’s Ladder Stairway to Heaven
Rank: A Type: Anti-World Range: 0-100 Maximum Targets: -
The actualisation of a vision that ISRAEL received, of a great ladder or stairway leading to ‘heaven’. Fundamentally, it is the ability of ISRAEL and the ‘chosen people’ that he fathered to achieve heaven. An assurance that those who god has selected will receive his blessings. A covenant on the level of the Ark given to his son, David.
But for ISRAEL, that is not enough.
Those who cannot hear the voice of god. Those who do not know his plan. It is they who suffer for it, as they struggle in futility against the preordained plans. The people who can fight the fate god has ruled - they are few indeed.
The world would simply be happier if they could see God's will.
Jacob’s Ladder is a method of achieving heaven. As a pact with god, a dream of assurance of the eventual fate of Jacob and his descendants, it is a vision, spread to the world with a force akin to gravity.
In another sense, a method of imposing ISRAEL’s own Revelation upon the world. The words of god, that Jacob hears, are spread over the world. And in being spread, they are imposed on the world. The fate ordained by YHVH is solidified into the world, in such a way that all within the territory are aware of it. A perception of the future that all can share - though naturally perceiving the future doesn’t mean one can change it.
The ladder forms a territory upon activation, starting small but growing to encompass an enormous area as ISRAEL gathers magical energy. It is a territory that is completely advantageous to him as the word of god ensures his success.