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FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#1: Mar 15th 2015 at 4:48:49 PM

What a drag.

My name is William Sherman, here in Handayashi as a supervisor sent by The Church. For reasons I can't quite describe Handayashi Grail has been under some particularly careful observation and it is my job to enforce that everything goes smoothly.

Here, in this Cathedral you can ask for whatever you need to know, seek the safe ground or claim your walkover from the Grail War. As long as God watches over you, you are free of harm. If one wishes to violate these rules... well, I was made a supervisor of this conflict for a reason.


Without further ado, let me present a sheet format for the RP in question!~

MASTER SHEET

  • Name: Obvious enough. Nicknames are very well acceptable.
  • Age: Teenage Masters can work though they preferably should have 17 years at least. Younger ones would probably need an explanation as to why they're here of all places.
  • Gender: Well, duh.
  • Servant: Who's your Servant?
  • Appearance: Both a description or a picture work.
  • Personality: What are they on the inside? What makes them tick? What do they like and what do they dislike?
  • Abilities/Skills: Both their magical capabilities as Magi and other useful albeit ordinary skills such as driving, handling weapons etc.
  • Equipment/Assets: Under Equipment go any personal stuff they carry on themselves. Assets represent stuff like cars, apartments, general money etc.
    • Mystic Code: Every Magus' most prized possession, this is their ace-in-the-hole closely related to their heritage, to their greatness. Having one is not strictly necessary however.
  • Bio: A brief history of theirs, mentioning what were they doing before Handayashi and how did they come to know of it.

SERVANT

  • Name: Link an appropriate franchise for them to make us know what are we dealing with, i.e. Asura.
  • Gender: Duh. They can be genderless though, who knows...
  • Class: Let me elaborate on it:
    • Saber: Warriors renowned for their swordsmanship. Usually the strongest combatants out there.
    • Archer: Ones who rely on ranged weaponry. Can work without their Master's assistance for quite a while compared to any other Servant.
    • Lancer: Swift strikers wielding polearms. The fastest out there, but with usually less-than-stellar Luck.
    • Rider: Ones who ride powerful mounts or vehicles into battle, owners of extremely powerful Noble Phantasms.
    • Berserker: Madmen who gave in to their insanity, becoming husks of themselves. Very strong, but hardly controllable and requires a lot of prana - think mana - to upkeep.
    • Caster: Spellcasters of most various types. Subpar in physical combat, but can make up for it with their versatility.
    • Assassin: Ones who hide in shadows and prefer fighting Masters rather than Servants.
    • Shielder: Warriors wielding shields, much more common in fiction than they were in reality although still one of the more elusive types of Servants.
    • Avenger: The strangest of Servants, ones who suffered for the good of others. More often than not much weaker than all other classes, but with unique abilities to make up for their inferiority.
  • Master: Who's your Master?
  • Appearance: Same as Master's.
  • Personality: Same as Master's.
  • Parameters: Ranging from A(the best) to E(the worst):
    • Strength: Raw physical strength of a Servant.
    • Endurance: How much damage can they take?
    • Agility: How swift are they?
    • Magical Energy: How good is their prana storage?
    • Luck: How lucky are they?
  • Class Skills: Refer to this here thing.
  • Personal Skills: Refer to this little thing here. If no Perosnal Skill fits, you are more than welcome to create your own if they reflect a part of the Servant.
  • Noble Phantasms: Servant's most prized possessions, these can range from their weapons to their mounts to their deeds conceptualized into a power. Refer to this little page here for more details.

MASTERS: SERVANTS(Sign-ups for these closed):
PAIRS:
  • Josaku-Satsuki
  • Beatrice-Mami
  • Hiro-Dresden
  • Jacob-Anders
  • Gwen-Overlord
  • Richard-Banshee
  • Mack-Albus
  • Margarita-Raime
  • Francis-Vezon
  • Vladimir-Artanis
  • Sakura-Nozomi

SERVANT RESERVE:

edited 24th Mar '15 3:36:51 AM by FergardStratoavis

grah
RagnaTheSaviour Since: Oct, 2011
#2: Mar 15th 2015 at 5:03:58 PM

  • Name: Mami Tomoe
  • Biography: A girl who made a wish to save her own self rather than her family. Through this wish she obtained the power of a magical girl. The wish was granted by a magical agent that only goes by the name of Kyubey. After this, she fought against Witches all by herself. Witches being eldritch horrors created from the curses of the same world Mami lives in. The Witches drive people to commit suicide, heinous crimes — all sorts of harmful things. Mami was all alone, destined to fight, she kept going until she met a girl named Kyouko Sakura. A sort of innocent, naive girl who just became a magical girl recently herself. The two found commonality with each other and Mami took the job of her 'senior'. Later on the two have a falling out and Mami was left all alone again. Mami continued on with her job as a magical girl even a year later. From here the rest of her story unfolds.
  • Gender: Female
  • Class: Archer
  • Master: n/a
  • Appearance: "I'm not afraid anymore!"
  • Personality: She has a strong sense of personal justice, which keeps her on the path of helping innocents despite gaining little reward for it. This sense of justice also makes it difficult for her to team up with other magical girls for more than short periods, as many will only fight witches for the chance of finding a Grief Seed or in self-defense, and many others are against teaming up with their "competition" in hunting witches. These circumstances compound with her lonely nature as an orphan who has trouble making friends at school due to her having little time for much outside of witch hunting, which has turned Mami into a very isolated person looking for friends.
  • Parameters:
    • STR: C
    • END: B
    • AGI: B
    • MAG: C
    • LCK: E
  • Class Skills:
    • Independent Action — Rank B
    • Magic Resistance — Rank D
  • Personal Skills:
    • Magecraft— Rank B
    • Capable of enchanting items, healing small wounds and healing others over time.
    • Battle Continuation — Rank A+
    • A Personal Skill that comes from the fact that the Soul Gem is the true body for a magical girl. She can sustain heavy and mortal blows while continuing to fight.
    • Eye of the Mind (True) — Rank B
    • Mami's experiences as a magical girl have allowed her to accumulate battle experience against eldritch horrors. This strange battle experiences combined with fighting against more conventional opponents earns her this Personal Skill.
    • Mental Pollution — Rank X (E~EX)
    • A Personal Skill that will only be active should her Soul Gem be corrupted. The higher the Rank, the harder it will be to talk to and reason with Mami. Once she reaches the Rank of EX, Mami will transform into an existence far from a Servant. She will become a 'Witch' as defined by the Soul Gem. A demon that houses itself in a mobile Reality Marble, stalking around to devour souls to sustain itself.
  • Noble Phantasms;
    • Name: Credens Justitiam
    • Title: All for Justice
    • Type: Anti-Army, Anti-Unit
    • Rank: B
    • Effect: The percussion muskets that Mami summons to fight with. They can be numbered in few or many and they have different implementations. Mami is capable of summoning hand-guns as well as other firearms utilizing this Noble Phantasm. Her preferred method of dispatching enemies is to form a wall of guns and reign down fire upon the enemy until they're destroyed. She's also capable of fighting hand-to-hand with her guns in a practice called 'gunkata'. For humans, it's an unsafe way to use guns in battle - but for an experienced magical girl like Mami - it's the best way to maximize her fighting potential in close range.

  • Name: Tiro Finale
  • Title: Let Justice Shine Through
  • Type: Anti-Army, Anti-Fortress
  • Rank: (B) A+
  • Effect: A large cannon mounted on a tank that's capable of blowing away anything in its path. It is considered Mami's strongest Noble Phantasm due to the amount of mana required to use it. In its 'Anti-Army' form, it is but a large gun capable of barreling through any number of enemies. In its fully realized state as an Anti-Fortress, it takes on the form of the tank mentioned earlier. It is a powerful weapon capable of its Rank's namesake. Blowing a Fortress sky-high.

  • Name: Soul Gem
  • Title: One Wish for Everything
  • Type: Personal
  • Rank: A
  • Effect: The source of Mami's magic and her prana reserves. It is what allows her to heal her wounds and to keep fighting even though she should be tired. It is connected to her wish which is - ironically - to 'connect to life'. This allows her to materialize ribbons to use in battle. They can do a lot of things like bind enemies, create razor wire to slice foes, create clones that she's capable of controlling form afar. It's a handy Noble Phantasm, but it is also the vessel for Mami's soul. Destroying the Soul Gem will end Archer's life. With this, it can be said that the Soul Gem is the Heroic Spirit Mami Tomoe herself. Once Mami accumulates enough 'grief' or 'despair', the Soul Gem will transform into a Grief Seed. At this point her psyche is corrupted, she gains the Personal Skill Mental Pollution and a unique variant. It begins at E, but as the corruption continues - it gradually continues until it reaches the Rank of EX. At this point the Soul Gem will be fully corrupted and Mami herself will cease.

edited 16th Mar '15 11:01:42 AM by RagnaTheSaviour

Taco Since: Jan, 2001
#3: Mar 15th 2015 at 5:38:01 PM

  • Name: Harry Blackstone Copperfield Dresden
  • Gender: M
  • Class: Rider
  • Master: Hiro Protagonist
  • Appearance: Harry is enormously tall and rail-thin, built like a track runner; he is 6'9" tall. He has rough, short brown hair and a perpetual growth of stubble on his face. His features are hawkish and archetypally Wizardy, and he has a nasty scar running down one eye. He wears a Metallica tee under a leather mantled duster with jeans and cowboy boots. In spite of his Class limiting his Magic, Harry still carries around his battered, rune-carved staff.
  • Personality: Harry Dresden thinks himself a standard hero-type guy. He believes that Wizards have enormous responsibility to themselves and everyone around them, and that his powers must be used to defend life. He has a weakness for women; he doesn't want them hurt and believes strongly in chivalry in spite of the dozens of times his misogyny has gotten him in loads of trouble. He believes in upholding the Seven Laws of Magic: "Thou shalt not kill," specifically humans, "Thou shalt not transform others," "Thou shalt not invade the mind of another," "Thou shalt not enthrall another," "Thou shalt not reach beyond the borders of life," "Thou shalt not swim against the currents of time," and "Thou shalt not open the Outer Gates." Harry is rebellious and bull-headed, and viciously fights back against people trying to push him or others around, but he gets that those laws are important morals.
  • Parameters:
    • Strength: C
    • Agility: C
    • Endurance: A
    • Magical Energy: B
    • Luck: E
  • Class Skills:
    • Magic Resistance (A): Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected.
    • Riding (A+): Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. Enables the ability to ride Beasts of "Distant Relation" to Dragons.
  • Personal Skills:
    • Battle Continuation (C): Reduces combat penalties from injuries. Grants the ability to eventually recover from any wound, even one that would normally be permanently crippling.
    • Eye of the Mind (True)(B): Capable of calm analysis of battle conditions even when in danger and can deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.
    • Discernment of the Poor (C): Enables a "Soul Gaze" if eye contact is maintained for 7 seconds. Upon doing so, an time slows to an indeterminate crawl and both participants see the other's "True Nature" reflected in visual metaphor. The experience is often extremely disorienting and disturbing, and may only happen once between individuals.
    • Magecraft (C): The magical equivalent of a black-belt in life, Rider still carries a measure of magic with him even into a class that dampens his magical abilities. Dresden is primarily limited to evocation and thaumaturgy—the arts of unleashing energy and tracking things and people through sympathetic connections, respectively.
    • Surprising Tactics (B): "Few people expect a Wizard to come at them with a kick to the face." Rider emanates an aura of low-grade Mental Interference that prevents Servants from considering personal melee combat as a "possible tactic" for Rider to take without first seeing him do so.
    • Nature of a Rebellious Spirit (C): Negates Charisma of equal rank and dampens Charisma of greater ranks; this skill counts as a rank lower when influencing the Charisma of female Servants older than 25.
  • Noble Phantasms:
    • Sue - Archetype of the Wyrm (A++): A reanimated Monstrous Beast from before the existence of Humans, Dresden may call the Tyrannosaurus Rex known as Sue to his side. Sue is mana-intensive and unsubtle, but also perhaps the oldest and strongest of Monstrous Beasts, predating humanity and owing heritage to a deformed offshoot of Dragonkind. Sue also requires some form of "Heartbeat Replacement" in order to stay under Rider's control—some kind of steady, loud, and rhythmic beat. In life, Dresden used a "One Man Polka Mortician" in order to maintain the "False Heartbeat."
    • Find The Path - Mother's Guidance (A): Rider's Pentacle Amulet acts as a "map" that enables the easy traversal of space through portals, provided the two places can be considered "Connected in more than one way." While Dresden could not bridge a gap between two graves, he may be able to connect a portal between two fallen soldiers' graves, or those of fallen family members.
    • Blue Beetle - Unending Machine (D): Rider transforms any car he drives into the Blue Beetle, his famous beaten-down Volkswagen. The thing's ability to be repaired endlessly has manifested into a magical ability to self-repair—if the car takes damage, it will forcefully steal replacements from nearby vehicles within 100 feet.

edited 18th Mar '15 6:02:32 PM by Taco

PhatPhish Dis Bear from United Kingdom/Limey Country Since: Jul, 2014 Relationship Status: A cockroach, nothing can kill it.
Dis Bear
#4: Mar 15th 2015 at 6:09:39 PM

  • Name: Satsuki Kiryuin
  • Gender: Female
  • Class: Saber
  • Master: Josaku Joajima
  • Appearance: Somewhat annoyed she was summoned with long hair again, but she's not petty enough to complain.
  • Personality:
    • Satsuki was once known as a powerful and intimidating dictator, a powerful force of will dominating and controlling a hellhole in the middle of Tokyo Bay. This reputation has definitely affected her nature as a Servant, but she is decidedly more complex than this; aside from her true nature, she retains the personal development she obtained after finding her long-lost sister and joining her to defeat their insane mother. Whilst scarily stubborn and strong willed, and rather sharp-tongued in battle, Satsuki is not beyond giving thought to the feelings of her allies, as well as resolving conflicts in a manner that does not require violence. Whilst still rather high-handed, she is not beyond relinquishing authority to a Master; though she is inclined to observe them and make a judgement of their character before fully pledging loyalty. Her respect can be earned with more than just strength; she respects character and resolve more than she does power alone.
    • However, one fatal flaw in the scope of the Grail War is her seeming refusal to kill; before she put her sword away in her lifetime, she concluded that 'nobody deserves to have their life taken from them'. Whilst this is a lesser problem with Servants, as they have already passed through their natural lifetime and so only return to the Throne when cut down, it causes her to be borderline impossible to bend on the matter of killing Masters, unless a Command Seal becomes involved.
  • Parameters:
    • STR- C
    • END- C
    • AGI- B
    • MAG- B
    • LUK- C
  • Class Skills
    • Magic Resistance (C)
    • Riding (C): The Servant is capable of handling most mundane animals and vehicles with considerable skill. They can achieve difficult maneuvers with some effort.
  • Personal Skills
    • Bravery (B): At this rank, the servant is highly resistant to all mental interferences, including distractions, emotions, illusions, etc. The servant gains a chance to completely resist mental interference below the level of High Thaumaturgy, and even if they fail, the duration and potency will be reduced.
    • Charisma (B): The Servant is compelling in conversation. They can make lifelong allies easily and inspire entire nations. Their followers will be strongly loyal to them.
    • Instinct (C): The Servant has a strong feeling for how combat might play out, which lets them gauge the threat posed to them by enemies, and lets them quickly realize when the fight is turning against them, granting bonuses to defense.
    • Prana Burst (Wind)(D): Whilst her base rank is low, Saber's specific use of Prana Burst makes it a dangerous weapon anyway; rather than using it to enhance her body, she uses it as an outwards blast of energy/Kiai.
  • Noble Phantasms
    • Secret Sword Bakuzan- The Fangs of Rebellion
      • Rank- B+
      • Type- Anti-Unit
      • Description: Saber's standard weapon Noble Phantasm, a sword made of hardened life fibers that had been passed down through the Kiryuin family for generations. Whilst the sword itself is simply a B-Rank weapon, it becomes a much more potent Noble Phantasm when split in two; in life, the sword was reforged into the two separate blades Gako and Koryu by one of Saber's Generals after her mother broke it, meaning that the sword can become two separate B-Rank Noble Phantasms. Additionally, once split, the two weapons can be used in sync to deal unhealable wounds to a foe; in life, when attacked from both sides by the swords, even Life-Fiber Hybrids were unable to regenerate their wounds.
    • Kamui Junketsu- The Pure Red Blood of our Covenant
      • Rank- A++
      • Type- Anti-Unit
      • Description:Saber's main and most powerful Noble Phantasm, an outfit woven entirely from Life Fibers. As befitting of such a potent garment, the Noble Phantasm has several functions; firstly, activation will raise the physical parameters of the user by two ranks each, and gives the user access to Prana Burst the equivalent of Rank B, allowing for extreme high-speed movement via the exhausts on the garment's fins. Secondly and thirdly as of Junketsu's repair and enhancements by one of her Generals, it can assume the forms of Junketsu Senpu and Junketsu Zankan, a flight-enabled mode and a hyper-offensive mode embedded with C-Rank Blades, respectively, as well as Junketsu Senpu Zankan, which combines the two for an increased prana cost.

edited 18th Mar '15 1:30:58 PM by PhatPhish

Krika Since: Dec, 2010
#5: Mar 15th 2015 at 6:49:07 PM

  • Name: Vezon
  • Gender: Identifies as male, but is biologically genderless
  • Class: Rider
  • Master: ???
  • Appearance: Yo. A biomechanical entity with silver-grey armor, wearing a ragged cloak. His head is a single piece of metallic armor, and has the appearance of a mask fused to the back of it. He stands about six and a half feet tall.
  • Personality: Vezon’s two primary traits are his cunning and his insanity. “Born” half a being, he inherited the cunning of the original Vezok, but none of the sanity. He is likely to be friendly one moment, fake betraying you the next in order to actually betray you to an unknown third party, and then fight to the death defending the second person from the third, all for no particular reason. Normally this would make him somewhat less than dangerous, but at the same time he possesses a keen cunning, able to analyze situations and act to turn them to his advantage.
  • Summary: A biomechanical being “born” from an event which split another entity into two separate ones, Vezon can call upon two power beasts that aided him in the task he was forced into by an extremely powerful magical artifact - namely guarding it after it had fused to his skull.
  • Parameters:
    • Strength: D
    • Agility: C
    • Endurance: C
    • Mana: B
    • Luck: A
    • Noble Phantasm: A+
  • Class Skills:
    • Riding (A+): Rider is capable of controlling and riding a draconic being.
    • Magic Resistance (C): His alien nature, along with his experience being cursed by the Ignika gave him a slightly higher magical resistance than most Riders. He can ignore spells of C rank or lower, and spells of higher rank have their damage reduced slightly.
  • Personal Skills:
    • Alien Nature: His nature as a biomechanical being from a extremely different universe has left Rider with several benefits: Firstly, any ability or attack that relies on human physiology will fail when used against him, and any mental attack designed to alter his thought processes will have a significant chance of failure. Secondly, he gains Mental Pollution at C rank (since he already possess this skill at a higher rank, this effect instead adds a + to his Mental Pollution rank).
    • Mental Pollution (B+): As the result of being half a being, Rider was not given much in the way of sanity, leaving him extremely nuts. His thought processes are nearly impossible to understand for someone not similarly insane.
    • Eye of the Mind (False) (B-): Rider possesses an innate tactical cunning and battle sense, capable of being able to combat a team of six opponents successfully. This is, however, affected by his insanity, and thus not always as effective.
  • Noble Phantasm:
    • Fenrakk Spider/Kardas Dragon - Guardian Beast of the Ignika (B/A, Anti-Team): Creatures that Rider rode while fused to the Kanohi Ignika, and from which his class derives. The first of them is a modified and enlarged Fenrakk Spider, which possesses potent venom in its bite (it has B rank Strength, Agility, and Endurance according to the Servant scale). When the Fenrakk Spider is defeated, then it mutates and changes form, becoming the Kardas Dragon, a dragon-like entity of enormous power. Its Strength and Endurance go up to A, and it contains a Prana Reactor of incredible power inside of itself. While a side-effect of this is that it requires no prana upkeep to maintain, it produces so much Prana that it must release the energy in the form of explosive blasts of incredible power (an A-rank attack). If it does not release these blasts periodically, then it will explode from the force of bottled energy. Both of these beasts are biomechanical like Rider is, and thus they possess the same Alien Nature skill as him.
    • Blessings of the Kanohi - Ignika and Olmak (A+): In his life, Rider was on two different occasions fused with a Kanohi Mask of power, granting him extra abilities. While he did not possess both at the same time, his status as a Servant drawing on his complete legend has let him possess the abilities from both fusions, though his abilities granted by the Ignika are lessened due to having lost them in his legend. From the Ignika he draws two main abilities - a form of future sight that emulates Instinct at Rank A, and partial immunity to kinetic energy - any physical attack against him is effectively reduced by two ranks, with D rank or lower damage being reduced to zero. This ability is shared with the Fenrakk Spider, but not with the Kardas Dragon. From the Olmak he gains the ability to teleport, though he does not control this ability - instead he teleports randomly. While he was alive this ability could cross dimensions, but it has been limited to mere spacial transportation as a Servant.
    • Spear of Fusion - One is Two is One (B): An extremely powerful tool that is capable of unleashing blasts of energy that can fuse two separate entities into one, or split one entity into two separate one. Should Rider be summoned as a Lancer, he would be able to use his staff’s power, but as a Rider it is sealed. He possesses it as a weapon (and it deals C-rank damage), but its power of fusion is sealed.

edited 16th Mar '15 11:33:46 AM by Krika

TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#6: Mar 15th 2015 at 7:32:25 PM

  • Name: Artanis
  • Gender: Male
  • Class: Rider
  • Master:
  • Appearance: The second coming of Tassadar. Which would make him the third coming of Adun?
  • Personality: Having served alongside the great hero Tassadar in the Great War, Artanis strives to become like him. He does his very best to be good and honest as the leader of his people, and will show everyone the respect they deserve. However, he is also young as a leader, and this might cause him to become idealistic against his better judgment. Those who do him wrong will find a sworn enemy, but those who he finds to be truly trustworthy companions will find a loyal and unfaltering friend.
  • Parameters:
    • Strength: C
    • Endurance: B (B+)
    • Agility: A
    • Mana: C
    • Luck: D
  • Class Skills:
    • Riding (A+): Allows the mounting of Phantasmal Beasts and Divine Beasts, but does not apply to Dragon Kind.
    • Magic Resistance (D): Grants complete protection against single-action spells.
  • Personal Skills:
    • Psionic Shield (B): A staple of Protoss technology, giving Artanis an invisible shield of prana to protect him from harm. The shield can take punishment equal to roughly B rank in Endurance. Additionally, when out of battle, the shield can recharge fully in approximately 24 hours of rest.
    • Charisma (B): Draws people to them to the point that they are fit to lead a civilization. Warriors shall cry their name as they rush into battle.
    • Military Tactics (B): Knowledge of tactics for engagements of armies. This ability powers up the user’s Anti-Army Noble Phantasms while weakening the opponents'. Even if an Anti-Army attack should wipe out every unit, this ability will still ensure the army's survival.
    • Bravery (A): Grants the ability to negate all mental interference, and grants a slight bonus to melee damage.
  • Noble Phantasms:
    • Name: Psionic Blade
    • Title: The Righteous Blades of Aiur
    • Type: Anti-Unit
    • Rank: C
    • Effect: The light blue blade that Artanis wields using his left hand. It is not a conventional blade, but a concentration of prana manifested by psi-blade focusers mounted on the forearms that is in the shape of a short blade. This blade allows Artanis to cut through any material, and can only be parried by a weapon of equal or higher rank. Also useable as a handy-dandy light source.

    • Name: Warp Blade
    • Title: The Wicked Blades of the Void
    • Type: Anti-Unit
    • Rank: B
    • Effect: The green blade that Artanis wields using his right hand. The warp blade is a modified version of the psi-blade, created by the Nerazim using the powers of the Void. In addition to only being blockable by weapons of equal or higher rank, this blade also prevents the reincarnation of anything it slays. Just like the psi-blades, it can also be used as a lamp.

    • Name: Spear of Adun
    • Title: The Last Light of the Protoss
    • Type: Anti-Army
    • Rank: A++
    • Effect: During the “Lost Age” of the Protoss, the Khalai created three arkships to sustain their civilization should they ever near extinction. After the fall of the Protoss homeworld of Aiur and the subsequent attempt to take it back, the Protoss awakened the last of these great ships: The Spear of Adun. The ship is humongous, big enough to ferry an entire civilization. The ship is also equipped to field armies, and carries an entire army of Protoss warriors in stasis, ready for deployment at any time with the ship’s ancient yet highly advanced weapons manufacturing system. In addition to warping in units, the ship also has weapons of its own. It is capable of attacking with its numerous gun batteries, disrupting time and lowering the Agility of all Servants by one rank in a set radius, recalling units to either protect the ship or rescue the unit itself, or firing off its Anti-Fortress type Purifier Beam. Due to how much mana this takes, once Artanis uses even one of these abilities, the Noble Phantasm is done.

edited 16th Mar '15 12:27:58 PM by TehStanman

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
Gladonost Too Orky For You from Exterminatus'd Since: Dec, 2011 Relationship Status: GAR for Archer
Too Orky For You
#7: Mar 15th 2015 at 7:32:30 PM

SERVANT

  • Name: Trazyn the Infinite (AKA Trollzyn the Tarpit Breaker)
  • Gender: Mentally male, robotic body
  • Class: Lancer
  • Master: To be decided
  • Appearance: Forward! To new acquistions!
  • Personality: Trazyn views himself as a keeper of history and preserver of artifacts and events, acquiring and storing artifacts and personages from across the galaxy. He is extremely cautious and oft baits foes with false information to either lure them into a trap, or to send them elsewhere while he loots their artifacts. He is impeccably polite, almost to an insulting extent at times, never failing to send his thanks to those he 'appropriates' his acquisitions from.
  • Parameters:
    • Strength: A
    • Endurance: A
    • Agility: D
    • Mana: C
    • Luck: E
  • Class Skills:
    • Magic Resistance: B
  • Personal Skills:
    • Battle Continuation: A+
      • Necrons are innately difficult to kill due to their robotic bodies, further complicated by the fact that the Necrodermis making up their form is innately self-repairing
    • Charisma: A
      • Trazyn is the Overlord of an entire planet, and several other Overlords of other Tomb-worlds answer to his direction
    • Collector: EX
      • Trazyn collects relics, artifacts, and persons who have a notable impact on history into his vaults in the heart of Solemnance
    • Eye of the Mind(True): C
      • Trazyn's mind catalogues and processes all the data his body takes in and calculates the probabilities and consequences of actions at lightning speed
    • Librarian of Stored Knowledge: A
      • Trazyn is possessed of a truly eidetic memory due to his robotic state
    • Mental Disorder: A
      • His truly alien mindset makes empathizing with others in any way truly impossible
  • Noble Phantasms
    • Empathic Obliterator: Bane of Armies: Anti-Unit/Anti-Army: B
      • A truly unique piece of technoarcana, the Empathic Obliterator usually functions as a normal Warscythe, but upon dealing a killing blow, it releases a pulse of psionic energy that ravages the minds and bodies of those who are close to the initial victim excepting Trazyn.
    • Mindshackle Scarabs: The Mind in Flesh is Weak: Anti-Unit: B
      • A cloud of nanoscarabs surrounds Trazyn in a near undetectable cloud, subtly influencing the minds of his enemies to strike at themselves and their allies rather than him. This effect is treated as magecraft on the level of a Ten-Count Aria.
    • Reanimation Protocols: Undying Metal: Personal: B
      • All Necrons have these processes that, upon receiving a wound that mars their nearly indestructible bodies to the point of non-operation, boosts the restorative properties of the necrodermis they are constructed from tenfold in a bid to continue the battle or to heal from injury.
    • Surrogate Hosts: I am Infinite: Personal: C
      • Trazyn is capable of constructing false bodies he may temporarily possess out of mundane materials. Their inferior construction leaves them with all skills and parameters ranked down and no ability to activate Trazyn's Noble Phantasms.

edited 16th Mar '15 11:50:50 AM by Gladonost

/人◕ ‿‿ ◕人\ Will you make a contract with me?
SarcasticallyInsane The Titleless from Tommorow Since: May, 2010
The Titleless
#8: Mar 15th 2015 at 8:05:12 PM

  • Name: Anders
  • Gender: Male/Genderless (Anders being male, Vengeance being not)
  • Class: Avenger
  • Master: Who's your Master?
  • Appearance: I will have Vengeance!
  • Personality: Anders is a very caring, big-hearted person. He comes from a world where mages have suffered greatly, and wants to help their plight. Vengeance has warped him, though, to where they are compelled to go to any length to prevent what they view as injustice.
  • Parameters:
    • Strength: E
    • Endurance: B
    • Agility: C
    • Magical Energy: A+
    • Luck: B
  • Class Skills: None listed for Avenger... If I can make one that fits, though...
    • Revenge: A. When Anders is avenging wrongdoings against [mage-kind], he gains a bonus to all his stats equal to a "+" rank. When fighting others who stand for [mage-kind], however, he takes a hit to all stats equal to one "-" rank.
  • Personal Skills:
    • Battle Continuation: B. Anders's body became a puppet to Vengeance when they merged. His healing skills compliment this even further, allowing him to heal almost any wound over the course of a few days. During battle, however, he can still be disabled.
    • Evaporation of Sanity: E. Anders won't betray his team's secrets, but his evangelical nature means he is single-minded in his pursuit of vengeance and is practically unable to use subterfuge.
    • Magecraft: B. Anders is an accomplished mage housing a spirit of the Fade. Also, he was an apostate abomination in Kirkwall. Many suspect him of blood magic, and now he can more easily utilize the life force of others as prana, and manipulate blood for healing, control, or offense.
    • Mental Pollution: B. Even before his transformation into Vengeance, Anders willingly became an abomination by taking Justice into his body. Things went downhill from there.
    • Fade Burn: B. Anders can utilize Vengeance to disorient magically-attuned people with a sudden, concentrated form of prana. Anyone with an Endurance of B or higher is unaffected.
    • Taint: B. Ander's body is irreparably tainted with the Darkspawn Blight, which was amplified when he housed a demon in his body. His blood is poisonous to others, causing degrading mental faculties and eventually death. Due to his newly-acquired blood magic abilities, he can weaponize this.
    • Sense Corruption: C. Between Vengeance and his own darkspawn taint, Anders has the ability to sense corruption. For him, this merely allows him to detect truly corrupted beings and items that are infused with darkness.
  • Noble Phantasms:
    • Name: Sunburst Vengeance
    • Title: Inevitable War
    • Type: Anti-Fortress
    • Rank: B
    • Effect: It was a last resort. The injustice had to end, by any means necessary. Anders unleashes a magical bomb that razes whatever it was placed in. Gains an extra rank against religious buildings.

  • Name: Coat of the Renegade
  • Title: The Betrayed's Tatters
  • Type: Self
  • Rank: C
  • Effect: Anders's black coat that he donned once he knew there was no turning back. The clothes were designed to minimize the effects of a Templar's abilities on his magic, giving him a bonus against disruptive effects. It also gives a bonus to all skills when he is facing an agent of religion.

  • Name: Vengeance
  • Title: Justice Perverted
  • Type: Self
  • Rank: B
  • Effect: Vengeance is a spirit housed inside Anders, though a more accurate description would be that Vengeance was Anders. The two are not separate entities, but Vengeance's spirit form grants Anders many abilities, and many more mental health issues. Mainly, Vengeance is a powerful source of Prana, but he is also the driving force of Anders, both mentally and physically. If Anders's body is injured, Vengeance may animate it and they can continue fighting. As a last case resort, Vengeance may evacuate Anders's body. If there is not a suitable vessel (i.e. dead body) extremely nearby, Vengeance can turn himself into a Sunburst Vengeance explosion.

edited 16th Mar '15 2:04:10 PM by SarcasticallyInsane

Hey look!. Yu-Gi-Oh meets wrasslin'!
StephanReiken Since: May, 2010
#9: Mar 15th 2015 at 9:56:31 PM

Seems I was too late for Desco unless I wanted Torn Desco Berserker.

Questor The Protagonist Since: Oct, 2013
The Protagonist
#10: Mar 15th 2015 at 10:49:34 PM

  • Name: Sir Raime the Rebel
  • Gender: Male
  • Class: Berserker
  • Master: In truth, he serves only his one true master: Nadalia, the Bride of Ash. But as it stands in the Holy Grail War, he is forced to be another's lapdog.
  • Appearance: With an apparition of his lady Nadalia embracing his form.
  • Personality: Nothing more than a mad beast due to Madness Enhancement along with the effects of becoming hollow. Though when both are cleared from his mind; Raime will show himself to be a sad, bitter and angry man who had lost everything when he tried to do what he saw as the right thing. As such, he has completely lost all belief in the concepts of justice, honor and loyalty as it has only led him to ruin and hardship, despite that; his knightly instincts and the shriveled up husk that used to be his idealism drives him to protect those who are precious to him with the ferocity of a lion. Also, one surefire way to utterly enrage him; with or without Madness Enhancement or hollowing, is to use deception and subterfuge against him or those he cherishes.
  • Parameters: Ranging from A(the best) to E(the worst):
    • Strength: A (A+)
    • Endurance: A (A+)
    • Agility: B (A)
    • Magical Energy: C
    • Luck: E (D)
  • Class Skills:
    • Madness Enhancement (B): One rank up to all physical stats, but becomes nigh-uncontrollable and will only listen to the most basic of orders like: "Kill that", "Guard here" or "Don't kill that"
    • Magic Resistance (C)
  • Personal Skills:
    • Prana Burst, Abyssal Flame (B++): Sir Raime can unleash tainted black flames from within himself to enhance his strikes with fire and darkness or to immolate an area with dark fire that will not die even under a rainstorm. ++ Modifier only applies when the Noble Phantasm Fume Ultra Greatsword is active.
    • Eternal Arms Mastership (B): Was once known as one of the most skilled and talented swordsmen in his land, and even after being disgraced; his skill with the sword actually grew. Although because of his spectacular defeat and consequent disgrace, the rank of this skill has been reduced.
    • Hollowed (A+++): As a hollow, Raime is not only completely immune to pain and highly resistant to mortal injury, but he is also completely unknowable to his master or others who retain their sanity as his mind is literally nothing more than an empty, barren, barely-sentient shell that constantly craves Humanity (Od) to fill in the void inside of his soul, due to this; Raime is rather difficult to control and Madness Enhancement further exacerbates the issue. Acts as Battle Continuation and Mental Pollution Rank (A) and once Raime consumes enough Od, he can gain a minor increase in luck, retain some of his memory and sanity back along with becoming more manageable, though with a reduction of both BC and MP by two ranks; that is up until he runs out of Od and reverts to a hollowed state.
  • Noble Phantasms:
    • Fume Sword, Blade of the Black Raven (C-): A plain, worn but excellently forged longsword that was once Raime's mainhand weapon, as a Noble Phantasm, it is a rather unremarkable weapon with no real strengths or weaknesses other than the fact that it is imbued with dark energy; allowing greater effectiveness against those who are weak against it and is consequently weaker against holy and light-attuned attacks or defenses. The negative modifier is due to the fact that Raime himself dislikes this weapon despite having mastered it due to it reminding him of his defeat and everything that he had lost.
    • Fume Ultra Greatsword, Haunted Ashen sword of the Abyss (A): A massive slab of ash-caked iron forged from the finest iron in all of Raime's homeland and with the fragment of a being close to the power of a Dead Apostle ancestor. This "sword" is more of a massive sharp-edged club than anything that can be classified as a sword and is both hard and heavy enough for Raime to effectively utilize as a makeshift shield. Aside from that; this weapon is possessed with a dark spirit that Raime can pull prana from in order to strengthen his Prana Burst skill as well as gaining the ability to execute more potent and dangerous techniques with that skill, the most powerful of which is a long "beam" of abyssal flame that can easily cleave a fortress wall in twain. As a consequence of possession, the Sword moves with a will of its own; though unfortunately it is a will that completely wants to protect Raime; thus making any duel with him essentially a Two-on-one handicap match.

edited 16th Mar '15 3:00:05 AM by Questor

   Foolish donkey, you would not be able to resist me if I wished your annihilation.   
nman Since: Mar, 2010
#11: Mar 16th 2015 at 2:20:31 AM

  • Name: Richard Smith
  • Age: 27
  • Gender: Male
  • Servant: Banshee
  • Appearance: Tan white skin, black buzz cut hair, perpetual five-o'clock shadow, and blue eyes. Wears a Park Ranger outfit.
  • Personality: Neutral good. Has a strong respect for nature, as well as a desire to preserve life when possible, but a reluctant acceptance that it's not always possible, such as when he has to put down a bear or mountain lion that's attacked campers.
  • Abilities:
    • Nature's Wrath: In addition to the basics of magecraft, Richard can shift his form into that of a bear, or turn his skin to bark.
    • General outdoor survivalist skills from being a park ranger.
  • Equipment/Assets:
    • Winchester: A .338 Win Mag Winchester Model 70 hunting rifle with a cheek pad on the stock.
    • RV: He used his assets to rent a motor home, and plans to stay at parks during the grail war. He made sure to buy the insurance option at the rental place.
    • Mystic Code: Not the bees!
      • He can summon bees, wasps, and hornets.
  • Bio: A National Park Service Ranger from Yosemite National Park, Richard always enjoyed nature. He preferred to spend his time among the trees and animals instead of studying, much to his parents' chagrin. He reluctantly learned magic from his parents to prepare for a grail war, since he knew that if someone else wins, they might not have nature's best interest in mind.

  • Name: The Fourth Overlord
  • Gender: Male
  • Class: Muscle Caster
  • Master: Gwen Remington
  • Appearance: Boop
  • Personality: He puts the awful into Lawful Evil. Preferring to dominate the land rather than destroy it, the Overlord is the devil you know. Believes that "In order for there to be evil, there must be good, and the only thing that could destroy a great evil is an even greater evil." He seeks to subject the world to the his rule in exchange for protecting it from other great evils and the forces of chaos. His is a sustainable form of evil,
  • Summary: The Overlord is a Sauron-looking dude from a world blending aspects of Medieval Europe, Viking society, and Roman/Greek society and myth, depending on where one goes. He battles everything from armies of legionnaires and elves, to baby seals and yetis, in order to spread his control of the world. He resides in the Netherworld in a large tower, visiting the Earth when he needs to exert his influence on his subjects, or defend his claims from others. He has a horde of impish orc-looking things, a few magical powers, a giant mace/axe/sword, and heavy armor that he uses as his tools to further his goals. His dad once fought a 10-foot halfling, his grandpa was a wizard, his mom was a hot red-head, and he accidentally invented global warming.
  • Parameters:
    • Strength: D
    • Endurance: D
    • Agility: C
    • Magical Energy: A+
    • Luck: B
  • Class Skills:
    • Territory Creation: A+
      • Construction of a "Netherworld Tower" becomes possible. The Netherworld Tower resides in the Netherworld, rather than the real world, and territories where he builds Nethergates in the real world function as waypoints to his tower. The Overlord's minions reside in the tower, making it his ultimate fortress against the forces of good. Resembling a large castle castle built into the heart of a volcano, the Netherworld Tower has dozens of personal rooms, a large main hall, a throne room, enormous personal quarters for the Overlord and his mistresses, a foundry, and spawning pits.
    • Item Construction: B
      • The minions of the Netherworld Tower are capable tinkerers, able to create items and equipment for the benefit of their Overlord, or perform construction and maintenance on the tower.
  • Personal Skills:
    • Bravery: A+
      • The Overlord seeks to be the terrifying presence on the battlefield, rather than the other way around.
    • Disengage: C+
      • The ability to break away from combat. The effectiveness of the Overlord's ability to disengage can be greatly increased by sacrificing one or more of his minions to take hits for him as he withdraws.
    • Golden Rule: C
      • The Overlord has a decent hoard of gold, and can engage in looting and collection of tribute to bolster his coffers.
    • Military Tactics: B
    • Magecraft: B
      • Unlike most casters, the Overlord only knows three spells. Because three spells is all any proper Overlord needs. The first is the Target spell. Sending out an arc of lightning for a few meters, it can dominate the minds of weak-willed peasants, or simply deal damage. The second spell is the Halo. It lets him cease attacking and charge up energy that will boost the attack and defense of his minions as long as he holds it, and generates a small earthquake when released. The third spell he knows is the Minion spell, which lets him transfer magical energy between himself and a minion. If he charges a minion with a little bit of magic, it launches as a becomes a destructive suicidal missile, while if he puts more magic into the minion it becomes much more powerful for a short while, at which point its body can't handle the energy anymore and dies. If he drains its energy instead, he can take the life force out of a minion to heal himself.
    • Magic Resistance: D+
      • The Overlord is no stranger to subjugating magical creatures to his command, and is somewhat resistant to magical attacks. He gains a + modifier against evil magic.
  • Noble Phantasms:
    • Tower Heart - The Core of Evil: B, Fortress
      • The tower heart is not a weapon in and of itself, but rather it is an object that allows the Overlord to further exert his power on the world. While the Netherworld Tower is capable of functioning without the tower heart residing in it, the tower heart is what makes it sing. Acting like a large reserve of magical energy, the tower heart stores and transfers magic beyond what the Overlord himself can by himself, and increases the security of the tower.
    • Gauntlet of the Overlord: A, Anti-Army
      • The Overlord's gauntlet is the physical representation of his command over the magics and minions of the Netherworld. With it, he can summon up to fifty minions into the real world, instead of having to leave them behind in the Tower. Minions are goblin-like creatures that aren't very smart but they are extremely loyal to the Overlord to the point that they would die for him without a second thought. The four types of minions are brown, red, green, and blue. Brown ones are tough and strong but have nothing special. Reds are weaker but can survive infernos and throw fireballs. Greens are toxic and aren't as strong as browns head-on, but they can turn invisible, sneak around, and ambush or colossus climb for increased effectiveness. Blues are amphibious and not very good physically, but they have healing magic, can attacks aquatic targets effectively, and have a magical attack that can damage magical creatures, or ones immune to physical harm.
    • Mistress of the Overlord: D, Anti-Unit
      • Behind every good man is a good woman. And behind every evil overlord is his harem of mistresses. The Overlord can designate up to three women as his mistress via a short ritual, providing them with a minor magical boost. An ordinary human would have the equivalent of being a servant with all parameters at E, while a servants would get a rank-up to their three physical parameters (Someone with A would become "AA" or whatever you want to call it, not A+. So if an A were 50, she would have a 60. Not a 100.) The Overlord and his mistresses can see what the others see, and communicate with each other mentally. He can also transfer magical energy with them remotely or the old-fashioned way, or sense betrayal from them.

edited 20th Mar '15 2:36:29 AM by nman

FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#12: Mar 16th 2015 at 11:57:25 AM

Alright, piece by piece~

  • Mami: Seems to be missing the further description of the Soul Gem, otherwise fine. Welcome aboard. :)
  • Dresden: Probably gonna ask to tune down Magical Energy to B. Otherwise welcome aboard. :)
  • Satsuki: Looking fine. Welcome aboard. :)
  • Vezon: Not sure on complete physical attack immunity. I mean, I assume this extends to Servants' normal attacks which compared with his bigass spider-dragon - who is also partially immune to such attacks - might be too much. Tone these down, then he should be good to go.
  • Artanis: Hm. Looks quite good though I'd say the Warp Blade should probably be a rank higher due to its unique ability. Otherwise, welcome aboard. :)
  • Trazyn: I'll give him an extra look, but seems to be good
  • Anders: Hm. Probably gonna ask you to nerf his Endurance. Also, wouldn't he be better off as a Caster?
  • Sir Raime: Hm... I'm curious to see just when will he go rogue and will have to be shot down. Welcome aboard. :)
  • Overlord: Probably gonna ask to cut down on Endurance - he's already plenty strong physically for a Caster. ^_^; Otherwise however all seems fine for him. Do that and we're good to go.

  • Richard Smith: Looking good to me. Welcome aboard. :)

grah
nman Since: Mar, 2010
Taco Since: Jan, 2001
#14: Mar 16th 2015 at 12:25:31 PM

I have dropped Dresden's magic to B, and made a Master.

  • Name: Jacob Anderson
  • Age: 40
  • Gender: M
  • Servant: Anders
  • Appearance: He is the Omnidad. Big and tall and sturdy and unshakable.
  • Personality: Jacob is an unshakable rock. While he projects that kind, friendly exterior all Dads project, he does so because of an underlying intensity to protect his family. He doesn't get freaked out, everything is a mild setback. He employs Dad Humor at every chance he can, and doesn't let anyone bully him. In fact, he brings up those Dad Lessons whenever someone acts like the person Mr. Rogers knows you aren't. He views the Mage's Association as necessary to protecting the world, and hopes his kids can get in some day. His wish is just that 'everything turns out okay for my family.'
  • Abilities/Skills:
    • Jacob Anderson's magic is flashy and ridiculous. He is a specialist at projecting elaborate, excessive beams of fire, brightly colored and known to arc in ways lasers shouldn't.
    • Jacob also possesses training in the preparation and control of Formalcraft, inparticular making magical landmines out of household products and imbuing objects with spells intended to create massive, flashy explosions.
    • Jacob has a degree in Accounting, a Driver's License, and knows how to shoot a gun.
    • The origin of Protection. If Jacob is casting a spell that will save someone's life, it will become supercharged and meet the spells of those he wishes to defeat, turning it into a power struggle over magic lasers.
    • The Mystic Eyes of Heat. These eyes allow Jacob to see in infra-red heat-vision out to fifty feet—everything past that point is just black void. While the infravision is active, he can extract heat from the environment in order to power his spells instead of casting from mana. However, he can't convert the heat into anything else or otherwise store it—he can hold onto a charge for five minutes at the most.
  • Equipment/Assets:
    • A Nerf Maverick with two dozen darts, all prepped to create explosions of the same potency as your average hand grenade, but neon-colored and ridiculous. Given to him by his Son.
    • A Dodge Taurus
    • A nice house out in the 'burbs.
    • The average amount of money any given WASP would have.
    • A wife and two beautiful children, age 8 and 10.
  • Mystic Code: A pair of big, square-rimmed glasses known as the Surprise. They are a Mystic Code that allow him to cast his spells without verbal or somatic components via line-of-sight.
  • Bio: Jacob grew up in a family of WASPs in good old Georgia. There he learned the important values of family and responsibility, alongside the magic he'd have to use to defend them. They said that the world of Magic should live alongside that of Mortals; that he would learn Magic, but he'd better have a damn mundane job too. As man of the house—dear old Dad passed away when he was young—Jacob had to learn to keep an eye on the rest of the family. Learned how much control to leverage, and what it meant to work to support someone. When he went to college, it was to get an Accounting degree and get a good, solid job. In college, he met his future wife, a kind, loving woman that he just wanted to protect from all the bad in the world. Sadly, that bad came knocking when a Mage's Association rep, previously just some guy Jacob paid dues to to get services of the Association, informed him of the Grail War. Jacob is going to get the summoning done, introduce his Servant to the kids, then get out of there. To win the Grail War.

edited 18th Mar '15 6:00:05 PM by Taco

TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#15: Mar 16th 2015 at 12:28:22 PM

Warp blades edited.

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
Krika Since: Dec, 2010
#16: Mar 16th 2015 at 12:39:35 PM

Changes made to Vezon - he now reduces physical attacks by two ranks, ignoring D rank or lower ones.

StephanReiken Since: May, 2010
#17: Mar 16th 2015 at 12:50:01 PM

You aren't making limits to Servant classes?

FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#18: Mar 16th 2015 at 1:14:44 PM

Alright. Everybody who made their adjustments, you're welcome aboard. :)

@Andersen: Looking fine to me. Welcome aboard. :)

@Class Limits: Nope. As long as we don't have like 10 Sabers and 8 Riders running around, you're free to pick whatever you wish to.

Thinking of my own Master/Servant combo as well. ^_^;

grah
SarcasticallyInsane The Titleless from Tommorow Since: May, 2010
The Titleless
#19: Mar 16th 2015 at 1:40:20 PM

I'll lower Anders's endurance. Is "Able to heal from injuries in a day or two, but still able to be disabled in combat" good? Or lower?

Also, I think personality-wise he fits Avenger so much more than Caster- I mean, he literally IS Vengeance. He was a mage/has magical abilities, yes, but everything that drives him is to avenge. Also, he doesn't really fit Caster's class skills, with no territory to speak of an no creation abilities.

On that note (assuming I can keep him as Avenger) can I switch out Sense Corruption to a Personal Skill (and nerf it to a C or D skill where he can only sense corrupted beings, not how he is now) and give him the class skill "Vengeance" that gives him a bonus when he is fighting for his "cause" (Mage freedom, which probably won't come up much) but is more applicable to an Avenger-type person in general (say, The Punisher would get a bonus against organized crime if he had the skill).

Hey look!. Yu-Gi-Oh meets wrasslin'!
PhatPhish Dis Bear from United Kingdom/Limey Country Since: Jul, 2014 Relationship Status: A cockroach, nothing can kill it.
Dis Bear
#20: Mar 16th 2015 at 1:46:40 PM

  • Name: Beatrice LaForet
  • Age: 28
  • Gender: Female
  • Servant: Archer/Mami Tomoe
  • Appearance: About 5'10". Also, what guns? I see no guns.
  • Personality:
    • By nature, Beatrice is rather charming and cheerful, but also pretty boisterous and perhaps even a tiny bit sadistic- having grown up with a large emphasis placed upon honour and strength by those around her, she is very proud and enjoys a good old fashioned duel more than almost anything else. Despite the emergence of her family back into a high-class environment, she only really seems to be at home in a fight or a hunt.
    • Has a bit of a complicated relationship with the male gender; whilst she dislikes being expected to act 'proper' on account of her gender and family and so finds a lot of her male peers in the Association to be a bunch of simpering snobs and wimps, it's not universal. She gets along quite well with other Enforcers, as well as males that don't give her any real reason to dislike them.
    • Also somewhat of a social mixed bag, as whilst she's pleasant enough on a general level despite her boisterousness, and capable of communicating with people, she doesn't quite get society as a whole or buy into a lot of the ideas surrounding it, and has a tendency to be pretty damned blunt and a little insensitive at turns. That and there's the knock-on effects of her slight sadism; whilst she doesn't partake in outright emotional torture, there's a definite sense of her taking pleasure in teasing other people and making them squirm.
  • Abilities/Skills:
    • A-Rank Circuit Quality and B-Rank Circuit Quantity.
    • Dual affinity- Beatrice has an affinity for two elements, with those elements being wind and earth. The former is used mostly in conjunction with Grasscutter for spellcasting and the creation of gusts and blades of wind, the latter as a means of enhancing her family's usage of Jewel Magecraft.
    • Jewel Magecraft- Due to her family's long term project and its completion within her lifetime, Beatrice has been taught how to make use of Jewels in storing prana and casting spells; and shows a particular aptitude for it as a result of her earth affinity.
    • Deadly physical combatant- As a result of her combined use of Grasscutter and Reinforcement Magecraft.
  • Equipment/Assets: Whilst not exceedingly wealthy by the standards of the Clock Tower, the La Foret family was well-off before they commenced their project and continue to be in the present day, so Beatrice generally has enough money to arrange accommodations and take care of herself adequately when on the job. At present, she has a small apartment in Handayashi, as well as a workshop somewhere else in the city.
    • Mystic Code: Beatrice has a handful of Mystic Codes, most being of the same design and inherited from her family, and the remaining one collected by 'other means';
      • Circuit Prisms: The Mystic Codes that the La Foret Family spent several generations developing. A rather costly and time-consuming project, it was intended to be a replacement for Jewels in Jewel Magecraft, offering a conduit for prana that could be used to cast High Thaumaturgy in an instant. The project was carried out on a handful of jewels of different elements, and was mostly a success; whilst the overall capacity of the jewels were reduced, in turn limiting the power of the spells and techniques that could be deployed with their usage, they were also made robust enough to survive the deployment. Whilst still outclassed in terms of overall power in combat by the use of regular jewels, the sheer utility of the Circuit Prisms is invaluable for an active combatant like Beatrice.
      • Grasscutter: A longsword and sheath set designed to channel the elemental affinities of the wielder into either enhanced physical attacks with the longsword or enhanced spellcasting using the body of the sword as a conductor. The longsword was originally the possession of a rogue magus who became a fugitive from the association after several unethical experiments; Beatrice ended up prying it from his corpse's cold, dead hands after he refused to go down without a fight, and she has since renovated it into its current form. Specifically, she has altered it to be especially compatible with her own wind affinity and her family's Circuit Prisms (several of which have been embedded into the hilt); but also created a sheath for it that allows for the sword to be fired outwards hilt-first at speeds rivaling that of a railgun being fired. This works via the buildup of wind prana collected at the tip of the sword and the bottom of the sheath whilst the Mystic Code is inactive, which is used to launch the former outwards at extremely high speeds from the latter. An invisible link exists between the two items to allow the sword to be recalled after being fired.
  • Bio:
    • Beatrice is the current head of the LaForet Family, something of a darkhorse in the modern Clock Tower. Whilst they faded out of prominence in the early 1900's, the completion of their long-term project, the Circuit Prism Mystic Code, brought them back to attention and relevance in the early 2000's. Due to this, the environment in which Beatrice was born and spent much of her early life in differed from that of the children of other Clock Tower families; and by the time she was set to take over as family head, it emerged she was something of a deviant. Whilst a competent and powerful Mage with a thirst for knowledge and a willingness to prove herself, she had developed too much of an interest in dueling and combat to truly fit in- her rather aggressive and boisterous personality didn't do much to endear herself to others in the Clock Tower, and neither did her love of picking fights. On top of that, she had very little interest in the politics of the Clock Tower and Mage Society as a whole; on the contrary, she seemed outright dismissive of them. Whilst she did assume the role of family head from her father, she chose to distance herself from the society he had worked hard to become integrated into again, joining the Enforcers and choosing to pursue an active career in the field until the time came for her to settle down and pass on the Crest to her own heir.
    • As of the present day, Beatrice has been working as an Enforcer for around nine years, and was living and working in the American Midwest when she received her Command Seals for the looming Handayashi Grail War. Whilst she had no particular wish in mind for the Grail, the promise of a battle royale of such a magnitude was reason enough for her to involve herself until she could figure that wish out.

edited 18th Mar '15 1:25:10 PM by PhatPhish

FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#21: Mar 16th 2015 at 1:55:09 PM

[up][up]That works with me. Do that and he's welcome aboard. :)

[up]Looking good for me. Welcome aboard. :)

grah
StephanReiken Since: May, 2010
#22: Mar 16th 2015 at 3:25:25 PM

Well, I've found that for the most part Original Characters are not my forte. But I kinda feel bad putting up yet another Servant when Masters are needed.

I may need to tone things down all around, but I wanted your thoughts before I changed anything.

  • Name: Desco
  • Gender: Female
  • Class: Rider
  • Master: Unknown/Unsummoned
  • Appearance: A small, young girl who looks to be Elementary Age. What is immediately noticeable about Desco is that she had otherworldly clothes on her. Alien looking looks that almost look as if they were a part of her body if not that you could tell the dress she had on was really a dress and not a mass of flesh her legs stuck out of. The purple dress and boots she has with the red gloves and red outline of a miniskirt underneath at the bottom of the dress match her small red horns on her forehead, purple hair, and red eyes. On top of this, she had yellow snake-like eyes all over her from the three down the front of her body to the four at the top of her boots, the one in her hair, and still another on both hands and shoulders. If she turned around you'd also see that most of her back was bare and the dress didn't actually reach all the way around her but left an opening from which the skirt could be seen and a small tail could be seen.
  • Personality: Desco could be best described as a good little girl whose purpose in life just happens to be taking over all of Earth and becoming a Magnificant Final Boss for her Big Sister. She is generally naive and extremely loyal to her friends and she can show surprising moments of insight in her own twisted way of looking at things. Desco will do almost anything to prove her worth as a Final Boss and will happily commit the gravest of sins in the name of Evil to show how Evil she is. Despite this, she still comes off as and defaults to being a good person when she isn't focused on her evil nature. Despite her abilities and skills, Desco tends to be easy to manipulate when you understand her values.
  • Parameters: Ranging from A(the best) to E(the worst):
    • Strength: B
    • Endurance: A++
    • Agility: C
    • Magical Energy: A
    • Luck: E
  • Class Skills:
    • Magic Resistance Rank A - While Desco has high Magic Resistance, it is notable that it is only Rank C for Wind element spells.
    • Riding Rank A - Desco was not known to have had any particular skill at riding so her riding skill is generally new to her. It is her Noble Phantasm which qualifies her as Rider which she uses as though it was a mount while at the same time an extension of her body.
  • Personal Skills:
    • Battle Continuation Rank A - While Desco can be a bit of a coward at times, she all but ignores the injuries she takes in combat. A Final Boss fights with all of its ferocity until its dying breath.
    • Final Boss Setting Rank B - A natural talent manipulated into her body by her father in his experiments, Desco gains + in all attributes for each ally fighting beside her within 10 feet. to a maximum of ++. A sometimes difficult skill to use.

  • Noble Phantasms:
    • Magnificent Final Boss Rank EX
      • Having proven her worth by taking over the world, defeating the armies and Avatar of God, Desco has gained the abilities she conceptualizes as essential attributes to a Final Boss. This Noble Phantasm shows this by the following two effects. First, it negates Magic which would alter Desco's Mind or has the effect of 'Instant Death' (That is not to say that it negates death but only attacks which would magically kill her without allowing her a chance to defend such as the Eyes of Death Perception or an attack that reverses cause and effect. In the second case, it would correct Cause and Effect but Desco would otherwise be harmed as normal), a Final Boss cannot be brought down so easily or manipulated against her will. Second, Non-Heros who engage her in combat cannot deal a killing blow to Desco or otherwise deal damage to her that ends in her death, only a Hero can defeat her.

    • Yogsothoth - Rank EX
      • The thing humans know Desco most for would be the tentacled creature that seems to sit behind her back. Those that know a little more about her know that her father specially coded this creature into her body and has always been an extension of herbody. He is the primary tool she uses to do everything. This Noble Phantasm takes almost no Prana to summon or banish at will and can come or go at an instant. Its Tentacles are capable of stretching out 20 feet in its normal mode and act as Rank C Anti-Unit NP attacks when they open their maws and bite down. As Rider, Desco has full access to all of her special abilities that use Yogsothoth directly. As long as Yogsothoth is close to her body, Desco is capable of flying through the air. However, because of this Noble Phantasm, Desco requires an extraordinary amount of Prana to maintain herself in the world whether she is actively using it or not.
      • Yogsothoth is also capable of instinctively defending her body from attacks she isn't even aware of. Desco herself cannot consciously see out of the yellow eyes all over her body but Yogsothoth uses them to quickly defend from incoming attacks. The main downside to Yogsothoth is that as an extension of her body, it is no more or less tough than any other part of Desco's body and damage to Yogsothoth is akin to damage of any other part of her body. Other than this instinct, Yogsothoth is not self-intelligent and will only act by itself in defense when not guided directly by Desco's will.
        • A Final Boss Arises - Rank C Anti-Army
          • Desco opens up the top two of Yogsothoth's tentacles and charges then releases two streams of magic, one Fire and Wind and the other Ice and Wind. This was the first of her genetically gifted skills she revealed when she was released from her prison in Hades.
        • True Godly Weapon - Rank B+ Anti-Fortress
          • Desco surrounds herself in blue magic and catapults herself into the sky. She then holds out her arms and moves Yogsothoth independently, transforming him into a Sword and then making him giant and finally dropping him down. Where he lands, a large explosion occurs strong enough to destroy structures in its way.
        • True Yogsothoth - Rank A++ Anti-Fortress
          • Desco merges with Yogsothoth into one body and grows into a huge monstrosity. In this temporary form she lashes out with her tentacles to grab onto her targets, then concentrates and lets loose a beam of destruction. Despite its power, this blast is only intended for localized destruction.

edited 16th Mar '15 3:39:32 PM by StephanReiken

FergardStratoavis Stop Killing My Titles from And Locations (Not-So-Newbie) Relationship Status: And here's to you, Mrs. Robinson
Stop Killing My Titles
#23: Mar 16th 2015 at 4:18:11 PM

I'm gonna have to say no.

On top of being another Rider she's just... too powerful. Her NP that disallows Non-Heroes from killing her is too much in an environment where at least five other Servants aren't heroes at all. The shoggoth is also crazy strong and she has powerful stats on top of it. I imagine that nerfing her would prove too much of flavor-taking, so I'm gonna have to reject her altogether.

grah
StephanReiken Since: May, 2010
desdendelle (Avatar by Coffee) from Land of Milk and Honey (Ten years in the joint) Relationship Status: Writing a love letter
(Avatar by Coffee)
#25: Mar 16th 2015 at 4:36:12 PM

Herp a derp.

Servant

  • Name: Banshee.
  • Gender: Female.
  • Class: Archer.
  • Master: Richard Smith.
  • Appearance: Fashionable asymmetry indeed.
  • Personality: Banshee barely talks. When she does, her whispers are almost always musical. Even then she is close-mouthed and secretive, never revealing anything about herself. Her blindness makes her somewhat weird to converse with. She is a staunch protector of the balance — as she sees it, now that she is away from the Lotus' guidance — and will stop at nothing to maintain it.
  • Parameters:
    • STR — B.
    • AGI — A.
    • END — C.
    • MAG — D.
    • LCK — D.
  • Class Skills:
    • Magic Resistance (C): Banshee's Void Imprint cancels spells with a chant below two verses, but cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
    • Independent Action (B): Banshee is capable of remaining in this world for two days without an established contract. She is also capable of living on for a short period of time after suffering extensive damage to her spiritual core.
  • Personal Skills:
    • Battle Continuation (B): Banshee's shields regenerate and allow her to come back from seemingly-fatal injuries.
    • Eye of the Mind (True) (B+): a veteran of countless battles, Banshee is capable of calm analysis of battle conditions even when in danger and can deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning. Her Sonar (see under Noble Phantasm) grants a + to this ability as long as it is active.
    • Virtification (A): A serene existence based on sounds only. Nullifies mental interference and allows Banshee to conceal herself.
  • Noble Phantasms:
    • Name: Weapons of the Old Ways
    • Title: The Three Armaments
    • Type: Anti-Unit
    • Rank: C
    • Effect: Since the Sentients subverted any high-tech weapons the Orokin produced, they outfitted their Tenno soldiers with the low-tech weapons of old. This Noble Phantasm takes form as a matching set of weapons: a bow, a set of throwing stars and a jet-powered warhammer. All three can damage Servants.
      The bow, Paris Prime, increases the kinetic energy of its arrows to tremendous levels. Those struck by them suffer a – to AGI and find themselves prone to firing on their allies by mistake.
      The throwing stars, Hikou Prime, are deadly as any bullet and corrode any surface they strike. Banshee is treated as having Projectile (Throwing Stars) at rank B when she uses them.
      Finally, the warhammer, Jat Kittag, strikes with such power it blasts the things it hits away. Activation of the jet boosters on its head allow for a variety of interesting manoeuvres.

    • Name: The Four Notes
    • Title: Music of Destruction
    • Type: Anti-Unit, Anti-Unit (Self), Anti-Army
    • Rank: A
    • Efffect: The four ways Banshee controls sound.
      • Sonic Boom: a high-speed sound-generated shockwave. Damages all in its path and pushes or knocks enemies down.
      • Sonar: Banshee's echolocation allows her to track enemies and friends at a wide range. Furthermore, it locates weakpoints that can be struck for increased damage and highlights them for Banshee and her cell. Grants a + to her Eye of the Mind (True) while active.
      • Silence: creates a zone of complete silence around Banshee. Enemies entering the zone will be momentarily stunned and will remain effectively deaf as long as they are inside.
      • Sound Quake: Channelling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground. All things in the area-of-effect are stunned and take heavy damage during the ability's activation.

edited 19th Mar '15 3:27:40 PM by desdendelle

The voice of thy brother's blood crieth unto me from the ground

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