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Fate/Final Deluge: Kinda-Not-A-Signup-Thread

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troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#1: Jul 13th 2017 at 8:28:11 PM

It is the year 2993 CE. The city of Shelter, for the half-a-million souls who inhabit her, is the protectress and matron of the human race. The world above is a cracked shell under an orange sky; down in Shelter the monorails still run, the police drones still function and the sun still shines bright in the blue heavens.

The Sheltered themselves are a hodge-podge of humanity, dressing and styling themselves after every era and race of mankind: at the end of history, new fashions somehow matter somewhat less. Crinoline skirts creak against obi sashes; steel heelspurs scratch sealskin sandals. The city herself is a sprawling structured mess of architecture, teased and pried by the municipal board into a semblance of order - curved Chinese eaves stare haughtily over the bright silver monorails, hovercars glide under the taciturn eyes of mehnirs and dolmens, and children play around the transcendentalist fountains of New Arcady, twisted plexiglass forms which spit blood and not water.

Most of the time their parents join them. There has been an outpouring of apathy in these last days, ever since the tremors began ten years ago. Schools teach nothing, save as student interest dictates; there is nothing left going forward. Adults do not work; the Department of Health synthesises more than enough food with more than enough flavor to keep five Shelters sated and satisfied. Even pensioners do not, as a general rule, die - meditech keeps the hand of death at bay. Two hundred is the new eighty.

As no-one in Shelter expects to survive past 3000 CE, this is small comfort to anyone.

The city's lodestone, its magical core, the only thing keeping her impossible utopia alive and afloat two kilometers deep in the Atlantic seabed, is failing fast. Perhaps once the Mages could have helped, but no longer. Shelter's great Mage families, forcibly registered fifty years ago and marked by the hereditary pewter 'M' on their left shoulders, are now no more than vengeful, cheeping chicks, staring balefully out of their ruined nests into a dark and brooding sky.

Magic died in Shelter when the Mayor broke it.

Your friends say that's the reason for the ten-year costume party; boredom, and dead magic. There just isn't anything exciting in the world anymore. All the mysteries were explained fifty years ago, when Dr. Larson and his team mapped the magic chromosome and found a way to cripple it, and the Mayor had the nanotech blocking proteins spliced into every single Mage. And besides, most of the world is dead.

But you aren't too sure, because no matter how you try, you can't explain the dreams.

Over the past few weeks you've been dreaming. Not too uncommon, in a city of layabouts and fancy-dressers, but still quite unnerving. Some nights, you see a green field and a blue sky - the bluest you've ever seen, brighter than even Shelter's on minimal occlusion days, and they designed that one. Other nights, you see other places. A hill of swords. A sea of black mud. A burning city, looking vaguely early twenty-first century with its blocky buildings and short squat suburbs. A ziggurat in a desert, watered by rivers.

And then, on the seventh of July, seven years to the end of the world, you see a woman in white. In cold and dolorous tones she says, her pale hands stroking the red welts of a flayed and weeping back:

''Come to the Ark of the Ways. Receive your mandate for the world's mending. I name you Master; fight, therefore, for the cup of Christ. Seek the Sangreal."

And so, waking on the morning of the eighth, you find yourself where you last laid your head, smarting strangely, the name of a five-thousand-year-old criminal ringing in your ears.

There is a bruise on the back of your hand.


Hello, and welcome to the not-a-signup thread for Fate/Final Deluge, a traditional seven-team Grail War set in the far future! I'm troydenite, your non-host, but you can call me Troy. This is not a signup thread because I've solicited most of my players off-site - if you're looking to join as an already-reserved character, I'm sorry, but we're all booked. However, there is one Servant and possibly several Master slots available: ideally, each player would handle both his or her own Servant and another Servant's Master, but just as not everyone can juggle their socks and fight an orca at the same time, two characters aren't for everyone.

Before I go into the reserved characters, here is the ground rule - and because this is a Fate RP, I feel I have to say this: if, for whatever reason, you come in with your signup and expect an acceptance as a matter of obligation, I will make doubly sure not to provide one. I will be selecting new characters with extreme prejudice, based on whether or not I see them fitting into both the setting and our current playerbase. That being said, if you do get rejected, please don't take it personally. Life is too short to get angry over a forum game.

This goes doubleplusextra for any potential Servants.

With that said, the reserved characters are:

  • Servant Saber and one Master, played by LittleMako.
  • Servant Archer and one Master, played by Doctor Thunder.
  • Servant Rider and one Master, played by Joergen Jetsam.
  • Servant Caster and one Master, played by secretlyasuperhero.
  • Servant Assassin and one Master, played by wikkit.
  • Servant Berserker, played by Oni-Lord.
  • Master of Lancer, played by Lemurian.

There are thus two open slots for Servant Lancer and one Master, although as the current Masters have not all been confirmed, this may change. Current players will, however, get priority should they choose to play a Master before signups close. Masters will ideally contract with a Servant of another player.


Here is the Master Template. Have fun.

  • Name: Self-explanatory.
  • Age: I know it's rude to ask, but still.
  • House: Which clan/family/lineage does your Mage belong to? Are they old and established, or generally new?
  • Appearance: Image is good, but a description is fine too.
  • Command Seal: The red mark of a Master, divisible into three parts, and located on the back of the hand. What does this look like?
  • Personality: Does he like cats? What does she think of the world ending? Does he secretly desire to become a burger flipper at the fabled MacDonalds'? Do not disclose your Master's wish.
  • Life Story: What has your Master been doing in Shelter all this time? No need to elaborate anything you want kept a secret, although I'm always open for super-secret plotting on the mysterious Skype.
  • Origin: The defining concept that determines one's fate, and in many cases influences one's Magecraft. A certain soulless ginger with the Origin of Sword, for example, has an uncanny ability to Project and Trace them.
  • Magic Circuits: The subcutaneous, mystical vessels that allow a Mage to siphon ambient mana and perform Magecraft. Please subdivide into Quality and Quantity, from Ranks A-E, with C being average, A being prodigious and E being dismal. Quantity determines the prana capacity of a Mage, while Quality determines the efficiency with which he can use said prana. Ballpark figures are fine. The older a House in general, the more impressive the Circuits.
  • Magic Crest: A hereditary patch of ancestral skin, grafted from generation to generation, and containing the cumulative magical knowledge of the Mage's entire house. What does it look like, how many generations back does it go, where on the body is it and what kind of spells does it contain?
  • Elemental Affinity: Fire, Water, Earth, Air, or Aether, also called Void. No-one knows what Void is. Generally affects the type of Magecraft a Mage can cast in a vague and conceptual fashion. A Mage with the affinity of Fire, for example, would be excellent at destructive spells, and a technologically-minded Mage might very well have Earth. Dual, triple, and even quadruple affinities are known, but extremely rare.
  • Magecraft: What type of spells can your character cast? Describe in not-overbearing detail.
  • Mystic Codes: Magical artifacts, tools, and/or heirlooms, if any.
  • Other Things Of Note: If you want to mention the claret-powered elephant butler, now is the time.

I understand this is terribly complicated, so here is an example.

  • Name: Silly von Simpleton XII
  • Age: 43
  • House: The von Simpleton clan has been in Shelter ever since its founding in 2651 CE. Despite its impeccable pedigree, it has perpetual trouble substantiating its territorial claims, due to being exceedingly bad at bookkeeping. When the Mayor rounded up all the Mages in 2940 and branded them, crippling their Magic Circuits, the family head, von Simpleton X, lay in his living room and did his best impression of a sofa. Surprisingly, this worked, and the state troopers went right past him. Von Simpleton X then choked to death on his celebratory peanuts, leaving his inspired son the family head.
  • Appearance: A man in a plain beige, early-twenty-first-century shirt and tattered jeans, with about twenty chins and three spare tyres. Has an alarming amount of facial hair.
  • Command Seal: A squiggly attempt at a figure-eight, divided somehow in three.
  • Personality: A quiet protuberance in any room, Silly von Simpleton XII has the energy of a dumpling and the wit of a sponge. He is therefore easier to sum up than more other people in Shelter.
  • Life Story: Silly von Simpleton XII spent most of his childhood in a cardboard box under the kitchen sink. He then moved, happily, at the ripe old age of twenty-eight, into the kitchen sink, remaining there until the passing of his father. Due to prolonged conversations with the automatic dishwasher, he does, in fact, have the wit of a sponge.
  • Origin: Silliness. Von Simpleton is impossible to take seriously, and those who try are foiled by his strange destiny.
  • Magic Circuits: Quality E, Quantity E. Due to a disastrous genetic explosion, Von Simpleton XII has exactly one Magic Circuit, capable of carrying no more than two units of prana. On good days, this is enough to create half a squeaky noise.
  • Magic Crest: Von Simpleton's Magic Crest, a wobbly circle that spasms at one point into a nonagon, is located on the side of his right glute. It contains venerable and arcane sorceries that reached their zenith twelve generations ago, with Slappy von Simpleton XXV. These are, by and large, completely useless.
  • Elemental Affinity: Air. He just doesn't have much substance.
  • Magecraft:
    • Squeaky Noise: Once per day, von Simpleton XII can create a single squeaky noise of moderate intensity. The combat applications of this spell are endless, making him a terrible force in combat.
  • Mystic Codes:
    • Silly Sofa: A powerful ancient recliner, containing the salted dust of many generations of von Simpletons. What it does is unclear.
  • Other Things Of Note: He has a claret-powered elephant butler.

And now, the Servant template. Canon Servants are allowed, but no Gilgamesh/Karna/Mushroom Antoinettes. No fandom characters, please, there are plenty of those crossover R Ps elsewhere. The only slot open at present is Lancer.

  • Name: Name and class, please.
  • Tale and Time of Origin: What legend is he from, and which historical period can one link her best to?
  • Appearance: If you don't have an image, you can write it out. Saberfaces are subject to a strict tax.
  • Personality: Do not, under any circumstances, disclose your Servant's wish.
  • Parameters, Stats and Skills: All stats are relative, A being the highest and E the lowest. No-one has any idea what they actually mean. Ignore Luck. Base class parameters can be found on the TYPE-MOON wiki, under Parameters.
    • Servant Parameters
      • Strength:
      • Endurance:
      • Agility:
      • Prana:
      • Luck:
      • NP:
    • Class Stats:
      • ???:
    • Personal Skills:
      • ????:
      • ?????:
      • ??????:
  • Personal Skills:
    • Explain Personal Skills Here, particularly any made-up ones. Armor and non-NP weapons go here too.
  • Noble Phantasms:
    • Don't kid me, you thought of this part first. Don't sprain your fingers.
  • History:
    • This Is Your Life: Servant Edition.

And, because this is also a very complicated template, I have written an example using everyone's favorite lady-king, Arturia Pendragon. Your actual sheets do not need to be this long, I just have too much time on my hands. And no, I did not write this in 2015 why did you ask

  • Name: Arturia Pendragon; Servant Saber
  • Tale and Time of Origin: The Arthurian romances, historically rooted in Celtic times.
  • Appearance: Hail to the King, baby.
  • Personality: Serious and aloof, Saber seems more a man than a woman - appropriate, given that she acted as a man for all her adult life. Though not incapable of smiling, she seems constantly pressed by a sense of duty, chased by a past life of leadership with all its responsibilities. She holds strictly to the code of chivalry, dislikes scheming, and will never refuse to help the innocent. When faced with an honorable duel, she will complete it by any means, to the point of handicapping herself to give her opponent a fair fight. Saber has no sense of femininity. Her interactions with females hold the noble courtesy of a knight, and her interactions with males hold an air of military formality.
  • Parameters, Stats and Skills:
    • Servant Parameters
      • Strength: A
      • Endurance: B
      • Agility: B
      • Prana: A
      • Luck: A+
      • NP: A++
    • Class Stats
      • Magic Resistance: A
      • Riding: B
    • Personal Skills:
      • Charisma: B
      • Instinct: A
      • Prana Burst: A
  • Personal Skills:
    • Expert Swordswoman: Saber possesses a profound and instinctive mastery of swordplay. She can disarm a tournament-level kendo practitioner in one second with an unfamiliar bamboo blade, and her skills with her own sword far surpass any human.
    • Factor of the Dragon: As holder of the Element of the Red Dragon, Saber possesses a Magic Core that allows her to generate vast amounts of prana merely by breathing - the prana she receives from her Master is then used to activate this stored supply. This grants her a tremendous amount of energy, but also renders her susceptible to anti-dragon weapons.
  • Prana Burst: The main element of her fighting style. Saber uses her enormous reserves of prana to augment every move she makes, granting her blows tremendous force. Her strikes generate so much energy that they become visible, and even her steps can crack concrete. This compensates for her slender frame and natural frailty, giving her attacks the metaphorical punch of a shotgun. Metaphorical because they tend to be stronger than a shotgun.
    • Instinct: Saber has supernatural intuition, allowing her to evade attacks out of her field of vision and assess even unknown threats with a degree of accuracy. This allows her to ascertain the probability of victory and when she has made a grave mistake, though it is by no means infallible. Treachery has a lessened chance of working against her, but it can.
    • Armor: Formed from solidified prana, Saber's armor can be called up in an instant, affording her considerable protection and augmenting her close-range, explosive fighting style. It does encumber her, however, and dispelling it allows her to gain maximum mobility at the cost of almost all protection.
    • Blessing of the Lady of the Lake: Under the Lady of the Lake's auspices, Saber can traverse water as if it were solid ground.
  • Noble Phantasms:
    • Invisible Air; Bounded Field of the Wind King: A Bounded Field of swirling air that surrounds Saber's blade, rendering it invisible. This allows her to both conceal her true identity from other Servants and exploit the fact that she has, in essence, an invisible sword. The high-pressure wind augments the power of her sword, crushing and tearing like a vortex. When released, it can take the form of a cyclonic burst or a barrier of wind, the latter of which she can sustain for several minutes.
    • Excalibur; Sword of Promised Victory: The fairy-forged sword of the King. Excalibur acts as the manifestation of Saber's ideals, and the people who looked up to her, wishing to be saved. Ninety centimeters in length and twelve centimeters wide, it is indestructible and will never lose its edge. When revealed and charged with prana, it glows with a bright golden light that evokes serene memories in the minds of the beholders. Upon activation with its true name, almost all Saber's prana surges into Excalibur, allowing her to release an all-consuming wave of energy capable of incinerating fortresses. The all-out nature of Excalibur means she cannot use it frivolously, and even a single use must be only as a last resort.
  • Avalon; The Everdistant Utopia: Saber's greatest Noble Phantasm, the sheath of invulnerability. Unlike her other Phantasms, this one exists in reality, still in pristine condition after 1500 years. Upon activation with its true name, Avalon dissipates into golden light and surrounds her, granting an ultimate defense - for a moment, she exists both in reality and in the fairies' Bounded Field, the utopia Avalon, allowing her to phase through almost any attack on any level of reality and deliver her own.
  • History:
    • there was a girl who pretended to be well-hung and one fine day she was
    • and then it killed her

So yeah, I think that's enough from me. Looking forward to seeing all your characters!

Edited by troydenite on Feb 17th 2020 at 9:41:17 AM

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
DoctorThunder Since: Sep, 2010
#2: Jul 13th 2017 at 8:45:13 PM

Behold, my infinite words.

  • Name: Lyudmila Petrenko
  • Age: 17
  • House: The now-defunct Petrenko banking family; once established, now dead, save for her. Their fortune has dwindled, and their status wiped clean.
  • Appearance: Straw-blonde hair to her waist, kept straight; blue eyes; fair complexion; very slim; both legs amputated below the knees. She is almost always in a wheelchair.
  • Command Seal: Three bird's wings, facing right, branching out from a single point at the center of her hand but never quite touching.
  • Personality: Lyudmila carries herself with quiet pride and poise, fancying herself as a business-lady and negotiator. She is charismatic one on one, but not loud about it, but nervous when addressing a room. Lyudmila dresses for meetings she'll never attend, and she wears prostheses below her knees; both of these are to maintain the picture of a girl with more control than she could ever possibly have.
  • Life Story: Lyudmila was born into the Petrenko mage family as one of their last generation, though none of them knew it at the time. Though influential and of high status, the Petrenkos never practiced their magic openly, so their eventual downfall came as a surprise to those within and without. For reasons Lyudmila only understood after the fact, her entire family was systematically targeted and killed six years ago. She was lucky enough to have been placed in hiding at the time, and as far as anyone knows, she died as well. Through her own research, she has the names of the ones who killed her family, but cannot move against them; she's only one girl, and they are a family as prestigious as hers once was. She has no idea if they are magi or just a powerful family her parents crossed. Regardless, she is powerless against them, and she knows she would be killed if her continued living were revealed. Lyudmila enters the War for reasons unrelated to her family's murder, though the power she might obtain would place her in a position to finally do something about that, as well.
  • Origin: Freedom
  • Magic Circuits: Quality and quantity are both C. Far from the most proficient her family has produced, Lyudmila is an average magus in all regards, with one exception – she possesses the Mystic Eyes of Charm, allowing her to bewitch those who look into her eyes. This does not constitute full mind control, but it does make her appear significantly more charming and convincing than otherwise.
  • Magic Crest: Passed down four generations, Lyudmila's magic crest is a patch of skin between her shoulder blades, darker than her usual pale tone.
  • Elemental Affinity: Earth
  • Magecraft: Alchemy, golemancy, and fine control of clockwork mechanisms, via thought. Lyudmila can create clockwork constructs by combining these three types of thaumaturgy. She mostly creates human-sized golems, which are armed with pistols infused with prana, and disguised in heavy coats and winter hats. This allows them to blend in with crowds when necessary. She is also capable of creating larger, stronger clockwork golems, which are usually armed with prana-infused rifles or swords. These are much more difficult to create and maintain, however, and she does not currently have any standing by, and will have to create them during the War.
  • Mystic Codes: None
  • Master of: [Will be edited in once she's paired with a Servant]
______________

  • Name: Odysseus, king of Ithaca - Archer

  • Tale and Time of Origin: The Odyssey, Ancient Greece

  • Appearance: This guy.

  • Personality: Cunning and calculating, courageous and shrewd, arrogant and ingenious. Odysseus is a loyal and larger than life hero who thinks quite highly of himself. His wits are his greatest weapon, but his greatest weakness is his pride. He can never abide someone telling him he "cannot" do something, and though each time he has defied such warnings has ended in tragedy and setback, Odysseus cannot resist a chance to prove his doubters wrong.

  • Parameters, Stats and Skills:

    • Servant Parameters

      • Strength: B

      • Endurance: A

      • Agility: B

      • Prana: C

      • Luck: C

      • NP: A

    • Class Stats:

      • Independent Action - B

      • Magic Resistance - C

    • Personal Skills:

      • Eye of Mind (True) - A

      • Instinct - A

      • Marksmanship - B

      • Charisma - B

      • Military Tactics - C+

  • Personal Skills:

    • Eloquent Speaker: Even before the Trojan War or his journey home, Odysseus was known as a great public speaker and settler of disputes. He does not give many speeches, but he is a fair and just man, and when he talks, others listen. This is not a supernatural ability, but is an extension of his personality, and amplifies the effects of his Charisma and Military Tactics skills while speaking to a crowd of individuals who already view him as either an ally or their rightful king.

    • Blessing of Aeolus: On his journey, Odysseus was given a bag containing all the sea's winds by their keeper, Aeolus. Famously, the bag was opened by Odysseus' crew, sending their ships all the way back to Aeolus' island, where Odysseus had to report his failure in shame. Despite Aeolus' admonishment at the time, Odysseus was still thought to be worthy of taming the winds, however briefly, and that blessing has stuck to him long after. Odysseus is naturally resistant to any wind effects, upon him or any weapons he uses. He can fight, throw javelins, or even fire arrows in heavy windstorms as if it is a clear day. In addition, he is not slowed down by winds or storms of any kind, magical or otherwise.

    • Moly Herb: During his journey, Odysseus faced the witch, Circe, and saved his crew from her powerful transformative enchantments. In order to do so, he ate a special herb called Moly, given to him by the god Hermes. Odysseus is completely immune to any effects which alter his form or bind him, and his Magic Resistance skill is boosted from D to C.

    • Ithacan Armaments: In addition to his Noble Phantasms, Odysseus fights with a multitude of weapons; these include a xiphos, javelin, and large shield. All of these, as well as the armor he wears, are formed from his prana. Their upkeep is next to nothing, and they can be summoned or dismissed with a thought. Odysseus' armor provides excellent protection against most attacks, and does not encumber him at all.

  • Noble Phantasms:

    • Greatbow Iphitus - Unstrung and Unerring to Bring Home the King - B

Apart from his mind, Odysseus' most formidable weapon is the bow which he strung to slay the Suitors and reclaim his home. No two men could draw it. Capable of firing at a remarkable speed and shearing straight through modern ceramic armor, the Black Bow allows Odysseus to hold mastery of the mid-range. In line with his original epic, Odysseus does not activate the bow's ability with its name; rather, he must proclaim his own identity to all present. On doing so, twelve great axes fall from the sky, each one enough to take a limb off a Servant. Odysseus then draws his bow to the full and fires a perfect, prana-charged shot through the rings of the axes. The shot's power is not overwhelming, compared to many other Noble Phantasms. But it is precise, and requires little prana, allowing him to spam shots as soon as the initial condition has been met. He can also cause the axes to fall in non-linear formations, allowing him to predict and restrict the movement of enemies. The law, abiding by the rules of the legend, is that once the arrow passes through the first axe it must clear all twelve.

  • Dirus Ulixes - I Am No Man - C

Odysseus' most reliable skill is his knack for deception, even against the most discerning eyes. Three times in his journey, he disguised himself to escape harm or catch his enemies off-guard. This phantasm is always active, and causes Odysseus to appear in the form of a feeble and unassuming old man in the eyes of others. He can speak, interact with, and even engage others in combat, but all attempts to discern his true identity through magical means will be thwarted, though mundane means will still function normally. Only when he declares his true name – thereby invoking the true power of his bow – will the spell be broken, allowing others to see him for who he really is.

  • Et Dona Ferentis - The Greatest City, Toppled by Hubris - A+

The legend of the Trojan Horse is inextricably linked with Odysseus, as he was the strategist behind such a daring ploy. Calling upon this iconic story, Odysseus encases himself and a platoon of fifty of his Ithacan soldiers (summoned by his own power) inside a replica of the mighty wooden gift, hewn from his own prana. While inside, the group's exact numbers and strength cannot be determined by any means, and the horse will shield them from harm. In addition, any attempts to magically scry the horse are thwarted, and it is quite durable in the face of attacks from potential opponents, nullifying any Noble Phantasms of C rank or below.

Because the Trojan Horse is so well-known, it is unlikely that anyone would ever fall for such a ruse again, but to compensate for this, Odysseus can steer the horse forward at blinding speeds, and its true purpose as a transportation vehicle and potential battering ram are soon made clear. While it is not strictly designed for offensive purposes, the horse can be used to run over or smash into other servants. It is very durable, but should it take sufficient damage, it will cave in and splinter in a magnificent thunderclap, causing colossal damage to anyone in the area save those who were housed safely inside the horse. Once their transport has been destroyed or reached its destination (preferably the latter), Odysseus and his crew (each one a minor heroic spirit in his own right) engage their enemy as a cohesive and deadly unit, bringing the full strength of their military tactics down upon their hapless foes.

It should be noted, however, that there is only one Trojan Horse, so should it be destroyed, Odyssesus will have to go without for the remainder of the war.

  • History:
    • The mythical king of Ithaca, called to fight in his friend Agamemnon's war. For ten years, he and his Ithacan soldiers fought alongside the Greeks to take the city of Troy and bring home Agamemnon's wife, Helen. Odysseus served as both a brilliant commander and strategist, and while Achilles was the most powerful man on the Greeks' side, it was ultimately Odysseus' famous plot - the Trojan Horse - which snuck them past the gates and won them the war. But it would be another ten years still before Odysseus could return home.
    • On his way home, Odysseus and his crew of fifty fell prey to a cyclops named Polyphemus. Though Odysseus was able to lead his men to safety by blinding their captor, he boasted to the cyclops during his escape that he had been bested, and he loudly proclaimed his name. Little did he know, however, that Polyphemus was one of Poseidon's sons, and the sea god took great offense to the maiming of his children. Thus began a long and terrible journey home, during which Odysseus would lose all his ships, all his crew, and ten more years to Poseidon and his anger, as well as many other hardships along the way.
    • Upon finally reaching home, a full twenty years after he was called to war, Odysseus reclaimed his kingdom and killed the suitors who had taken over his palace and pursued his wife in his absence. With the help of the goddess Athena, Odysseus was able to quell the anger of the suitors' families, and as rightful king, he took his place back on the throne, earning himself one of the only happy endings in all of Greek mythology.

edited 13th Jul '17 8:46:12 PM by DoctorThunder

wikkit Since: Sep, 2009
#3: Jul 13th 2017 at 10:05:47 PM

  • Name: Zorana Dojinovac
  • Age: 31
  • House: Not a true mage herself, but works under the Couhendove family, a relatively young (in magus terms) and inexperienced lineage that managed to avoid registration through sheer lack of notoriety.
  • Appearance: Like so. Average height, understandably thin body, grey hair, skin has the patina of aged pork. Eyes appear to have lost all feature beyond the pupil. Wears a grey robe when going about town. Nowadays, such fashion is only strange in how bland it is compared to the usual wear, so you can reasonably get by without people calling you a Sith.
  • Command Seal: A triskelion of angles spiraling into themselves, each line circling with 90 degree turns...or like this image except better drawn.
  • Personality: Really, really hates mages. She's honestly rather friendly in good circumstances, likes talking with people (especially if they can get past her appearance) but she's only met mages that she tolerates, none that she likes. Lives for the thrill of doing all sorts of fun stuff, like mage hunting, and tends to easily get too excited or angry to sensibly carry on polite conversation. Speaks extremely informally, and with the mouth of a sailor, even though sailors don't exist anymore and...yeah. Though there's all manner of exciting violence she's not against performing, she tends to only let those kinds of impulses out when dealing with, you guessed it, mages, and can come off as friendly if a little coarse to most others. Not extremely bright.
  • Life Story: For generations, mages have had a long and frankly disturbing interest in using harmful and degenerative magics to make wizards out of ordinary men. Usually this doesn't work very well and ends up with people thinking poorly of those who came up with the idea, but it still has its supporters. Even in the far future, this practice has continued, despite technology having almost caught up to the mysterious abilities of those old men of the past.
    • One such person, having decided the benefits outweigh the risks, was Zorana. Even as magic dwindles and its users are all but pariahs, some folk have found that they have legitimate reasons to dislike that aspect of life. At the tender age of...24 her family had the now rare misfortune of inadvertently going too far into mage affairs. Zorana is obviously not dead yet, however, and she decided to do something about it. Yes, the problem of mages was all but solved, but what if they came back? She found all knowledge, all the history that Shelter could provide her on these people...and decided that it simply wouldn't do. Magic was going on its way out before everyone else did, so help her God!
    • That was the beginning, however, and as time goes on it turns out that mere spite doesn't fuel a person's life. Zorana ended up continuing her one-woman crusade against all things to do with magic because it was all very enjoyable stuff! Everyone else nowadays has decided to live for themselves, and nobody likes wizards, so who cares if a few die ahead of time! Since most therapists are either booked until the end of the world or out enjoying themselves, the answer wasn't to seek professional help! It was to find one's own way to happiness.
    • And, luckily for her, there was one group of people that was at least willing to help her achieve her dream. The Couhendove family approached her with the tool that would make everything easier, along with a hint that something even greater was in the cards for her. Yes, let's become a wizard who hunts wizards, and then this mysterious event in the future will bring out a whole group of powerful wizards! The Couhendove Method of Magical Integration was developed on the side over the years, and the only user is Zorana. It provides magic without a guaranteed loss in lifespan, less pain than usual, and it's even faster to complete! It's at the cost of the user literally falling to pieces in body and, to a lesser degree, in mind, but that's an acceptable cost. Medicine's real advanced nowadays, yeah? It's totally fine. So, with a group of shadowy people at her back that obviously have the best in mind, a disposable income to spend, and a great deal of bravado, it's time for Zorana to make her final wish come true!
  • Origin: Elation. Despite initially being fueled by the very simple notion of getting revenge on wizards, it turns out that running around, shooting people with letters on their shoulders and evading the police is really fun, yo.
  • Magic Circuits: Quality E, Quantity B-. The Couhendove Method is rather random, but it's foolproof!
  • Magic Crest: The Couhendove Method is unique in that, instead of something dumb like worms or bacteria getting stuck inside of you, it's technically a method of transposing an artificial Crest onto one's body along with forced genetic activation of Magic Circuits. It's a very simplistic design on the back of the body, just a stylized eye of sorts. It has no set spells due to being artificial, but in this instance is loaded with a small amount of lesser spells dedicated to strengthening one's body against wear and tear.
  • Elemental Affinity: Water
  • Magecraft: Zorana has absolutely zero sense for magical rituals and will have to probably have the Servant Summoning Ritual's instructions printed out for her. But, more importantly, what spells she does know require little in terms of mana or preparation, and tend to involve strengthening her own body or that of objects in her possession. This means she's really hard to kill.
    • Self-Preparation: Though it can't reverse the more extreme effects of her Crest, and sometimes certain wounds "slip through" and become permanent, her body can regenerate an incredible amount of damage, up to severing body parts, and null pain to negligible levels. Obviously it takes a while to grow back your arm, but even being on fire isn't that big of an issue. Sufficient damage to the brain or heart will permanently kill her, and the mana reserves held in whatever part of her body that is damaged or lost can't be used until fully healed. This means she can easily run out of mana temporarily if this ability is overused. Also looks kinda gross.
    • Preparation for Others: The only thing she decided to learn was how to pierce magical barriers. She can impart this property to anything she can hold in her hand for a short period of time, and since that means "bullets" usually a short period of time is all she needs. The larger the object, the worse it is at penetration, and she can only transfer this property to things at a certain range. Things like energy or light can't have this property. Sniping won't work, but rifles can, and shotguns are the best. Yes, shotguns exist in the future. Also, strong enough barriers will rebuke any attempt to break it.
  • Mystic Codes: Nah, those are too expensive.
  • Other Things Of Note: Where the Couhendoves lack in expertise, they sure don't lack in material wealth. Zorana may lack wits, but she won't be lacking money any time soon.
  • Master Of: Berserker Ivan

  • Name: Assassin Hassan-i-Sabbah of the Divine Garden
  • Tale and Time of Origin: The Original Order of Assassins, circa early 13th century.
  • Appearance: A man wearing a mask that just so happens to look like the one this handsome fellow is wearing. Usually wearing a heavy, ragged black cloak whose fringes drag on the floor; underneath that is a stocky and heavily-muscled man with similarly black skin. Also, he has six arms.
  • Personality: Despite his relatively frightening appearance, Hassan is a nice guy. He does fully believe that, as an Assassin, anyone his master orders dead must die without thought and without relation to his feelings about them, but he's very polite about it. When it comes time to not stab people, he is simply a joy to be around. Amiable, kind, always willing to talk to others, and not even that formal, he almost gives off the air of a well-known friend. Someone you could trust.
  • Parameters, Stats and Skills:
    • Servant Parameters
      • Strength: C+
      • Endurance: C
      • Agility: A
      • Prana: C
      • Luck: B
      • NP: C
    • Class Skill:
      • Presence Concealment A+: Hassan hides his presence as a Servant. It's possible to become all but invisible and evade detection from sight and other methods, even Servants. The effect tends to weaken once Hassan attempts to attack someone, however.
    • Personal Skills:
      • Self-Modification C: Though they are "merely" mundane arms, he retains the ability to graft the limbs of others onto himself from one of his predecessors, to replace lost ones and amplify the amount of actions he can perform.
      • Night's Shade B: Truly of little use to befuddling the more attuned senses of Servants, Hassan can snuff out lights of any non-magical source in a given area for as long as he resides in it. This extends to devices which use electrical illumination, such as screens, HUDs, and even light-based weapons.
      • Projectile: Daggers A: Throwing knives not only at high velocity, but at high rates. Using all six arms, he can keep up a continued assault from a distance. Usage of all his arms in this manner does preclude him from retaliating in close quarters, obviously. The knives themselves seem to have no particularly fantastic abilities beyond being quite sharp, and Hassan seemingly never running out of them.
  • Noble Phantasm:
    • Zabaniya: Heaven's Hidden Nature: Affecting not only the five senses, but the "sixth sense" of magical detection as well, with a touch Hassan seals the ability of a single target to take in the world around them. Those affected can only see themselves and their physical surroundings for a short period of time; all other living and magical beings are hidden to all senses. For the duration of this Noble Phantasm, they are in a false state of being all but "alone." There is one thing left unaffected by the Noble Phantasm: the mental link of communication between Servant and Master, which will have to operate with one side of the equation blinded.
  • History: For close to two hundred years, from the late 11th century to the middle 13th century, in the lands of the Middle East there lay a group known as the Hashshashin. They were known for quite a few things in their time, but obviously one factor of which is assassination. One other element to their legend came from the apocryphal description of their initiation rites, that one would be inducted into an amazing place of beautiful women and serene gardens, with the promise that they could return once they had served their superiors. As it so happens, many people believe that this never happened but nevertheless, it remained one of the most tantalizing aspects of the mythology surrounding them. Moreover, the title of Old Man In the Mountain has passed from man to man, the newly inducted Hassan forsaking all identity to remain as a faceless master of the order. Thus, the Hassan-i-Sabbahs of the world are unique in their nature as Heroic Spirits. They have little identity of their own, taking their history and appearance from their entire group's history, almost blending into the shadow of the past.
  • Servant Of: Lyudmilla Petrenko

edited 26th Jul '17 12:10:28 AM by wikkit

secretlyasuperhero someone from somewhere Since: Mar, 2016 Relationship Status: You cannot grasp the true form
someone
#4: Jul 13th 2017 at 10:38:06 PM

  • Name: Elaine of Astolat, Lady Of Shallot, Lady Of Fair, Lady Of White. Caster.
  • Tale and Time of Origin: Elaine is from the titular legend and connected poem. Arthurian legend, whenever that is (500 AD-ish?).
  • Appearance: Elaine has an ageless kind of face, the kind of look that could make her 16 or 40. Her blue eyes are blindfolded, a strip of white cloth that doesn’t quite cover the nose, while her black hair is just visible under the white hood she also wears. The hood is connected to the white floaty robes she wears, with large sleeves that reveal enough of her hand to show the twenty-centimetre diameter mirror she carries everywhere.
  • Personality: Elaine is kind, with an innocence that comes from being imprisoned in a tower for most of her life. She’s also not great with people, with an odd way of speaking and a tendency to commit social faux pas, with manners that would be impeccable in her time but that are just weird now. She is curious, and wishes to see the world. A strong believer in love, she will support it whenever she can.
  • Parameters, Stats and Skills:
    • Servant Parameters
      • Strength: D
      • Endurance: D
      • Agility: B
      • Prana: A
      • Luck: E
      • NP: A
    • Class Stats:
      • Item Construction: A
      • Territory Creation: A
    • Personal Skills:
      • Weaveth Steadily: A
      • God’s Grace: D
      • Half-Sick Of Shadows: A
      • The Mirror Crack’d: Unrankable (but fucking terrible)
  • Personal Skills:
    • Weaveth Steadily: She’s a great weaver. An excellent weaver, capable of weaving any fabric, no matter its origins.
    • God’s Grace: Wished upon her by Lancelot, God’s Grace allows her to briefly raise her Luck stat from dismal to slightly less terrible. (E to D). This doesn’t mean much, but it’s something.
    • Half-Sick Of Shadows: Elaine’s mirror sees through illusions, and considering that it is linked to her sight, she does too. With use of prana, she can discern the names and true natures of anyone but Servants, including Masters
    • The Mirror Crack’d: Her curse. If Elaine ever views the true world, she will die. In a about an hour. For this reason, she wears her blindfold. Her mirror is the way by which she views the world, and everything that is seen through the mirror is automatically recorded in a huge tapestry. Both of which will be talked about more later. Her curse being broken is signified by the mirror she holds cracking into pieces.
  • Noble Phantasms:
    • Mirror Of The World: The mirror from the tale, it has truly incredible powers. It reflects the world as it is, revealing illusions and stripping away disguises. When used normally, it may also reflect attacks under a certain strength. Elaine may also change its size and strength by investing prana into it, an important skill when it’s the only way for her to see and react to stuff. When its name is called, however, it becomes an ultimate defence, gaining in size, and reflecting any attack back at the user. Attacks from a Noble Phantasm of Rank B or above, however, will crack the mirror, fragmenting her sight and forcing her to retreat and repair it.
    • Tapestry Of The World: Elaine can actually manifest her tapestry as gilt threads, whether in small amounts to mummify someone, or over an entire building to control the area. She can take off her blindfold while surrounded by her tapestry, and non-magical humans who touch the thread are slowly absorbed into the grand design, granting her their prana (she tends to try and avoid this). Servants also have their prana drained, although they can cut the threads fairly easily. The larger the tapestry becomes, the more threads Elaine can manifest, though it is already quite huge.
  • History:
    • Elaine is afflicted by an unknown and terrible curse. Born to a noble family, Elaine spent her time in the Tower of Shalott, watching the world go by. Through a mirror. Because she can’t actually view it herself. While constantly having to weave it. Because if being trapped in a tower isn’t bad enough, constant manual labour will make it worse.
    • She spent several years in the Tower, watching the road outside Camelot and the travellers that walked/rode upon it. Through her mirror, as mentioned earlier. All was...okay? Until one person decided to walk down the road.
    • Lancelot. Unable to merely view him through the mirror, Elaine turned to the window to watch him go by. The mirror crack’d from side to side, and Elaine’s curse came upon her. She left the tower, and floated down the river to Camelot on a barge in the hopes of seeing Lancelot again. She died on the way there.

edited 13th Jul '17 10:48:30 PM by secretlyasuperhero

[TOP SECRET]
LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#5: Jul 14th 2017 at 5:04:00 AM

Servant character sheet

Name: Frederico da Montefeltro, Saber

Tale and Time of Origin: The Light of Italy, the crucible of the Renaissance - Italy in the 1400s

Appearance: A sturdily-built man with a disfigured face – one eye is sewn shut, and the bridge of his nose is gone.

Personality: Genial and magnanimous, shrewd and razor-sharp. A master of strategy and manoeuvre, a skilled warrior with an iron-clad sense of honour. He is also an intellectual, a humanist, believing in the enlightenment of mankind through education and philosophy.

Parameters, Stats and Skills:

  • Servant Parameters
    • Strength: A
    • Endurance: B
    • Agility: B
    • Prana: C
    • Luck: D
    • NP: B
  • Class Stats:
    • Riding: B
    • Magic resistance: C
  • Personal Skills:
    • Charisma: C
    • Military Tactics: B
    • Eye of the Mind (False): C
    • Bravery: A+
    • Command of the Strategist: A
  • Personal Skills:
    • Patron of the Arts: This skill allows him to absorb the culture of whatever era he is summoned into, helping to disguise his period of origin if he wishes
    • Incorruptible: Due to his extremely high Bravery rank, and his steadfast sense of honour in an age of bribery and corruption, he is immune to all methods of persuasion or influence.
    • Armour: A suit of plate mail, exquisitely crafted, provides excellent protection from melee strikes and adequate protection from ranged attacks.

Noble Phantasms:

  • Giustizia Cieco - All Equal Under Law (Rank C): A passive effect that allows him to easily gain the loyalty of any soldier, law-keeper or officer he meets.
  • Occhio Chiaro – Unerring Eye (Rank B): Frederico lost his right eye in battle, but told his physicians to remove the bridge of his nose so he could see the entire battlefield clearly with just one eye. He can always see through his left eye - no matter what conditions are upon him, his eyesight is always perfect and unobstructed. He can also use the strength of his presence to quell hostilities around him. This effect is even powerful enough to give servants pause. When he does fight, this effect drains the will of those opposing him, making them feel as though they are struggling through heavy blankets.
  • Blade and Shot (Rank D): Frederico is armed with a noble phantasm arming sword and single-shot matchlock pistol. Neither weapon can be destroyed by anyone other than himself.

History:

  • Born illegitimately in 1422, he was adopted into the Montefeltro family and given the best classical education money can buy.
  • He became a condotierri (mercenary) at age 16, and soon distinguished himself as a warrior of peerless skill. He eventually became the captain of his own mercenary company, and came to control the city-state of Urbino, which would be the seat of his influence for the rest of his life.
  • One of the few condotierri captains who inspired unwavering loyalty among his men, he developed a reputation for unflinching honour – he would never, ever, betray a client once he was hired. This, plus the fact that he never once lost a war he was hired to fight, meant that he was eventually able to charge other cities a fee to not fight against them if requested.
  • Frederico poured the profits of his military campaigns back into the city of Urbino, which he ran according to his humanist principles. He ensured that every man was equal under the law, personally arbitrated any conflict that was brought to his attention, and built a huge cathedral and university complex to house his court. This he filled with artists, mathematicians, philosophers and scholars, making the tiny Urbino into a renowned centre of learning and culture. His personal library was the most comprehensive collection of literature outside the Vatican. This was his most lasting legacy – his concept of a court of intellectuals became popular all over Europe, hastening the advance of the renaissance long after he died of fever in 1482.

edited 14th Jul '17 5:17:08 AM by LittleMako

Oni-Lord Since: May, 2010
#6: Jul 14th 2017 at 6:47:03 PM

  • Name: Ivan Vasilyevich aka Ivan the Terrible, Berserker
  • Tale and Time of Origin: Ivan the Terrible, 1500's Russia
  • Appearance: An older looking man, gaunt in face and sporting a full beard that is starting to show the salt and pepper of time. He stands with a constant hunch, which makes it odd that his face is still eye level with most people. His skin is incredibly pale, and what remains of the hair on his head is stubbornly trying to remain a dark brown. This fuzzy look is completed by an untold number of fur coats that reach down past his ankles and a dark brown Ushanka.
  • Personality: Even in his most coherent of moments, Ivan can be fairly stand-offish. In conversation, he is terse, harsh, and all to happy to point out any flaws people display. Anyone who spends more than five seconds around him can tell Ivan is a barely contained ball of rage at most times. He mutters to himself and will always choose to silently judge someone over starting a conversation. Despite his Madness Enhancement, he is capable of holding rational conversation a majority of the time with only the occasional sprinklings of paranoid ravings.
  • Parameters, Stats and Skills: All stats are relative, A being the highest and E the lowest. No-one has any idea what they actually mean. Ignore Luck. Base class parameters can be found on the TYPE-MOON wiki, under Parameters.
    • Servant Parameters
      • Strength: D (C)
      • Endurance: D (C)
      • Agility:C (B)
      • Prana: E
      • Luck: E
      • NP: A
    • Class Stats:
      • Madness Enhancement: A
    • Personal Skills:
      • The Terrible: EX
      • First of the Tsar: A
      • ''Eye for Art: B
      • ''Mental Disorder: C
    • Personal Skills:
      • The Terrible: A title branded to Ivan's legend, and even more recognizable than even his surname. Granted in the classical meaning of terrible, Ivan struck terror into his enemies and even some of his own people. This personal skill is a passive semi-illusion on his appearance. Any person who Ivan does not view as an ally is affected by it. When they look at Ivan, they are filled with a sense of dread. They won't be able to place why, but Ivan's presence becomes incredibly unnerving.
      • First of the Tsar: Ivan was the first to adopt the title of Tsar, and set the precedent for all of his successors, for better and for worse. One of the aspects that later leaders tried to emphasize was his good relation to the common man. This skill makes Ivan better able to communicate and connect with the downtrodden and poor. It acts as if it was the skill Charisma when conversing with such individuals.
  • Noble Phantasms:
    • Ivanovich - The Kin-Slaying Staff - C: One of Ivan's most infamous bouts of rage and insanity. He lashed out and ended up killing his oldest son with his cane. A moment that has been immortalized in paintings and art, immortalizing the man's irrational and indiscriminate paranoia. This Noble Phantasm materializes as a simple wooden cane that Ivan carries with him at all times. It is indestructible, and so long as Ivan holds the cane in his hand it grants him limited precognition. He is able to predict the actions of enemies, familiar or complete strangers, and react accordingly.
    • The Flames of Novgorod - A+: Ivan was known for his bouts of rage, and Novgorod was the culmination of it. His hatred and distrust of the nobility lead him to issue the sack of one of his own cities, leading the the deaths of a believed 60,000 of his own citizens. When activated, this Noble Phantasm creates a blaze in the area surrounding Ivan. It steadily spreads and expands outwards from him the longer it is active. He is always considered the center of this blaze, and as such, whenever he moves froward the flames in front of him will spread while the flames behind him extinguish. Objects caught in the flames do not burn, but any person will feel the incredible heat given off by the flames. The true effect of this Noble Phantasm activates when another Servant enters the blaze around Ivan. Depending on the fame and legacy left behind by the Heroic Spirit Ivan is facing, both the flames and he will grow stronger. Multiple enemy servants will increase this effect. Ivan can also control the flames to a certain extent and send fireballs at his opponents. This Noble Phantasm is one that must be maintained, and as such will be quite the drain on Ivan's Master.
  • History:
  • Ivan was crowned the Grand Prince of Moscow when he was only three years old as his father's dying wish. Initially, the young prince's Mother acted as his reagent, but died when he was eight to what was believed to be an assassination through poison. In the years that followed until he was sixteen years old, Ivan and the regency changed hands between many different nobles who were all vying for power. In those days, Ivan was barely seen as more than a trophy and struggled just to feed and clothe himself. Once he was old enough to finally be recognized as his own leader, he crowned himself the First Tsar of All the Russians. By tying this title closely with religion, Ivan was able to elevate himself to a position of power that could not be questioned.
  • Ivan was an intelligent man, who shaped Russian culture and expanded her borders. He was a staunch supporter of the arts and is responsible for bringing the first printing press into Russia. Underneath, he suffered from incredible paranoia and rage which would surface at several points during his life, His hatred for the nobility came to a boil in 1570, when Russian was bombarded with plague and famine. Ivan had become convinced that the rich city of Novgorod was going to defect from his country and join Lithuania. He would not stand for that and ordered his standing army to raze Novgorod to the ground. The death count is estimated to have been at about 60,000
  • That would not be the last tale of Ivan's rage and paranoia getting the better of him. One day he beat his daughter-in-law for wearing improper clothing. When his son found out an argument ensued, which resulted in Ivan striking him down in a fit of rage and killing him. Ivan could hardly believe what he had done. As he held the body of his son, it was clear that his insanity was getting worse as he grew older. Ivan would not live munch longer past his son. Three years later, Ivan would die of a stroke in the middle of a game of chess, leaving his throne to his incompetent middle child.

edited 14th Jul '17 7:03:49 PM by Oni-Lord

joergenjetsam from The city of constant rain Since: Dec, 2012 Relationship Status: Shipping fictional characters
#7: Jul 14th 2017 at 11:38:16 PM

Master Character Sheet

  • Name: Adeline Thérèse Viviani
  • Age: 19
  • House: The Vivianis are proud to count themselves amongst the first immigrants to Shelter, before it was even a proper town. They were mages long before that of course, one-time members of the Mage’s Association of decent standing. Before 2940, they were secure in the knowledge of their superiority over the local mages. Since the branding, the family has tried to take their fall with good grace, though success on that front varies. They are united in their loathing of the mayor and little else these days.
  • Appearance: A brunette of average height and slim build, Adeline has grey eyes. Her skin is pale and her hair reaches to her shoulders.
  • Command Seals: These here.
  • Personality: Adeline is generally fairly reserved and strives to maintain a dignified, aristocratic air in all situations. She’s never sure if it works, and that feeds her insecurities. Likewise she’s earnest when set on something, though her achievements always fail to satisfy her. The world's impending end aggravates her whenever she thinks much of it, especially the part about how mages might have prevented it. In her eyes, the Vivianis would no doubt have risen to the occasion and secured mankind's future but for the mayor, and their lives would not be unfairly cut short.
  • Life Story: The great-granddaughter of the Viviani family patriarch, Adeline might once have expected to inherit that post one day, following strict primogeniture. Alas, life at Shelter means that is unlikely to happen, and Adeline oft wonders why she even lives, born scant decades before the end. Otherwise her upbringing has been the same as most Vivianis, taught what little magecraft can be taught since the branding and given a decently broad education otherwise. As of late she's been increasingly left to her own devices as apathy sets in, similar to her cousins.
  • Origin: Patronage
  • Magic Circuits: Quality and Quantity both are B. Though gifted, the Vivianis have by now produced more than their share of A-rank mages, whom are the only ones Adeline feels are worth comparing herself too. As a result, she sometimes feels inferior.
  • Magic Crest: The Viviani Magic Crest is grafted to ones abdomen traditionally, resembling a flowering vine coiled around ones waist. Though the Viviani crest in full is very impressive and boasts perhaps the largest repertoire of spells in Shelter, the family itself having lost count of how many generations back their house goes, Adeline does not possess the full version. Her great-grandfather does, and her grandfather perhaps as well, but with their magecraft forever crippled by the Mayor they decided against risking any future children's lives with a full transplant. The incomplete Crest offers Adeline some basic strengthening magic to make her quicker and stronger, along with a few other basic spells, such as the creation of lights.
  • Elemental Affinity: Water
  • Magecraft:
    • Adeline can specially prepare blood for combat use. She can use it to lengthen her sabre if need be, or use it in conjunction with her strengthening to enhance her physical capabilities further. Otherwise she can fire the stuff as high-pressure projectiles or manipulate it to form tendrils. She can also absorb lifeforce from the shed blood of others if it's fresh. She's only recently began using blood in her magecraft, and in truth it disgusts her somewhat. But it distinguishes her from her family members, and intellectual honesty demanded she explore it further when she chanced across it with ordinary hydromancy.
    • Hydromancy. Manipulation and control of water. Findings so far suggest blood may be a medium more suited to her, which she finds unsettling.
    • Shared Perception: The sharing of sense input with a consenting partner via magecraft.
    • Others: As might be expected from a scion of a respected and established family, Adeline understands and can proficiently apply more ubiquitous magecraft such as bounded fields and familiars. She can write up Geass Scrolls, knows how to set up a workshop, and has knowledge of all the common branches of study.
  • Mystic Codes: None that are seriously magical. The family has some, but none have been granted to her. She does however possess a plain sabre which she trained with growing up. Logically she could use it in real combat as well.
  • Master of:

Servant Character Sheet

  • Name: Basileios II Makedon, or Basil II. Servant Class Rider
  • Tale and Time of Origin: Byzantine Emperor between 976 and 1025
  • Appearance: The man himselfMoustache. A stocky figure, usually dressed in Byzantine military regalia.
  • Personality: In life, Basil II seemed to prefer military to court life. His sensibilities are comparatively ascetic, but he possesses a good mind for strategy and leadership, and considerably administrative skills as well. He thinks highly of being dutiful and less highly on those who spend all their time on literature, oratory, theater and similar cultural pursuits. They have their time and place, but one who focuses on such things while more pressing matters are on hand is not one Basil II thinks very highly of.
  • Parameters, Stats and Skills:
    • Servant Parameters:
      • Strength: B
      • Endurance: A
      • Agility: C
      • Mana: D
      • Luck: C
      • Noble Phantasm:
    • Class Skills:
      • Magic Resistance: D
      • Riding: A
    • Personal Skills:
      • Charisma: B
      • Golden Rule: C
      • Military Tactics: B
  • Personal Skills:
    • Born in the Purple - B: Basil was born to the Emperor of the Romans, in Gods own city, and himself crowned as such in the sight of Iesous Kristos Pantocrator. Boosts Magic Resistance and all personal skills by one rank when acting on behalf of his people and the Lord above.
    • Imperial Privilege - B: When invoked, Basil is granted increased weapon proficiency and Eye of the Mind (False) for a short while. If boosted to A by Born in the Purple, will also grant Instinct.
    • Armour: Basil's armour is not quite the stuff of legend. Still, this suit of mail and lamellar armour is of excellent make and quality.
    • Weaponry: None of Basil's weapons are Noble Phantasms, but fitting the flexible Byzantine military doctrine he has access to a few. These are:
      • Akontia - A three metre long javelin, usable by cavalry and infantry both.
      • Siderorabdia - A heavy iron mace for smashing through armoured infantry while on horseback.
      • Paramerion - A curved sabre like sword for slashing whilst on horseback.
    • Imperial Steed: Basil can summon a noble destrier to ride. Though history tells of no one horse the emperor favoured, any horse picked by the emperor was undoubtedly a fine specimen indeed. Like its rider, the horse is clad in armor of fine make.
  • Noble Phantasm:
    • Allelengyon - C: Reflecting his tax that in effect made the wealthiest liable for the poorest, allowing him outfit and finance his army, all who accept the Emperor's leadership will see their capabilities heightened. Increases by one rank two parameters of allied Servants. Which parameters are chosen by the Servant in question.
    • Tagmata Scholai - A: The Byzantine military in Basil's time were divided into three groups, the levied themata, the foreign hetairea, and the professional tagmata. Of the tagmata, the scholai formed the senior-most unit. Basil can summon a squad (10) of these able men to aid him.
    • Just War - B: The Byzantines never accepted the idea of an Holy War. Only defensive wars and wars to avenge and reclaim that which was lost were considered acceptable, with the support of God. Against Servants to whom he's earlier lost, all of Basil's Servant Parameters are heightened by one. Born in the Purple will also automatically come into effect if Just War is invoked.
  • History:
    • Basil II is known as one of the great military emperors of the Byzantine empire, presiding over what many consider its medieval apogee. His conquests reclaimed territories lost over a century prior, and under his rule the military was revitalized. An able administrator too, Basil II instituted tax and land reforms with the aim and protecting the poor peasantry (penetes) against the powerful noble landowners (dynatoi). Basil left the world in 1025, leaving behind full imperial coffers his successors would use to defend the empire against foreign incursions. Some his more noteworthy achievements include:
      • Putting down the rebellions of Bardas Phokas and Bardas Skleros, two mighty members of the dynatoi.
      • The reconquest of Bulgaria, restoring the empire's frontier on the Danube that had been lost many decades prior.
      • Reconquests in Anatolia, Armenia and Georgia, all of which served to make the empire the mightiest realm in the region for many years to come.

edited 19th Jul '17 2:29:06 PM by joergenjetsam

Conception is sin Birth is pain Life is toil Death is inevitable
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#8: Jul 15th 2017 at 5:00:11 AM

  • Name: Marlene Fournier
  • Age: 18
  • Master of Lancer
  • House: The Fourniers is a small but old family, their legacy stretching back over a millennium. When registration hit, the Fourniers could do nothing to stop it, so instead they settled in for the long game. They wear their M with pride, keeping the old Magecraft secrets alive and stockpiling knowledge and equipment. The Fournier Foundation is known as a safe haven for all those carrying the pewter M, a place where they'll receive teaching and care. Because the Fourniers know that sooner or later, an opening will appear; the nanotech will fail or opinion will change, and when that happens, they'll be ready.
  • Appearance: On all counts, Marlene is a very average girl. She is average height and build, not out of shape but not particularly athletic. She has long blonde hair that reaches past her shoulders and brown eyes, but is otherwise quite unremarkable in looks. As a member of the main family, her clothes are of high quality and a classical sense of style. Usually she wears an asymmetric blue top, leaving her left arm and shoulder bare to show off the M, and a long white skirt.
  • Command Seal: A Fleur de Lis

  • Personality: Marlene is a quiet and dutiful girl, who does what people tell her and is generally nice. Sometimes this leads to her getting exploited, as she can be a bit of a pushover, but she is an honest woman who doesn't look away when there's something she can do to help. Marlene's greatest point of pride is her skill in magical Chants, which she has been practising and praised for all her life. However, she does not even consider the possibility that she'll be one of the first new mages in 50 years, and tries not to think about the end of the world too much.
  • Life Story: Marlene has for the most part lived a quiet and sheltered life in the safety of the Fournier Foundation. As a member of the main family, she has been taken extra good care of, but on the whole her life has been like that of many who are born into the Foundation's safe haven. From morning until evening, she practised her chants and rituals, and poured over copies of grimoires and read about Mystic Codes until she could describe them in detail. Her days were happy, nearly blissful, filled with meaningful work and chores, which protected her and many of the other students from the apathy spreading outside.

  • Origin: Salvation
  • Magic Circuits: Quantity: C, Quality: A
  • Magic Crest: The Magic Crest of the Fournier family is four interlocked circles, placed on the chest directly above the heart. It is over half a century old and contains a large number of spells. The full crest is currently held by Marlene's grandfather, the grand patriarch of the family, waiting for an heir to appear.
  • Elemental Affinity: Wind and Water
  • Magecraft:
    • Although Marlene could be said to be proficient in all kinds of spells (although only in theory), her skills with chants makes her most adept at large-scale spells. Combined with her elemental affinity, she is best suited for spells that are cast in advance, such as counter-techniques and barriers, or powerful healing and purification spells that require a long casting time.
    • The chants that Marlene knows can be divided into three types. There are the Songs, which are longer chants that have been passed down with melodies to make them easier to learn. Then there are the Rhymes, the simpler incantations, and finally the Tonguetwisters. The Tonguetwisters are in truth emergency spells meant for battle or dire situations where the Magus has to act in haste.
  • Mystic Codes: To begin with, none. However, the Fournier Foundation has several well hidden stockpiles around the Shelter, which she may be allowed access to in the future.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
Oni-Lord Since: May, 2010
#9: Jul 21st 2017 at 6:48:21 PM

  • Name: Konrad Monday
  • Age: 32
  • House: Konrad belongs to the House of Monday, a family two centuries old that once jostled for supremacy with the Couhendoves and Petrenkos. Most of its members are currently frozen in punitive cryostasis, Shelter's equivalent of life imprisonment.
  • Appearance: Chestnut brown hair that is kept cut short with the sides and back buzzed down. Light hazel eyes and a light olive complexion. Konrad keeps himself fit and is visibly in good shape. He likes to wear open jackets most of the time.
  • Command Seal: A series of three arrows facing down that bend at jagged angles to cross with each other, finally connecting into the base of a cage at the end.
  • Personality: Konrad is a taciturn, stern-jawed man, with a firm belief in the necessity of law and order. He has great personal integrity, and commands respect from even the criminals he apprehends. Because of his unwavering dedication, however, he is usually more personally invested in his cases than he should be. He is polite when asked about his personal life, but keeps at an arm's length from friends and colleagues. He recovered from the news of the impending end of the world fairly quickly, determined to spend his last days keeping the peace as much as he could.
  • Life Story: Konrad was born in 2961 CE, eighteen years after the Cleansing, when the Mayor broke and imprisoned most of his family members. Born and bred in the neon desolation of Electric Hades, he managed to enter the Shelter Police Department in spite of his name and pewter M, and as a Special Detective, is one of the few individuals in Shelter to have his Magecraft authorised and government-sanctioned for use at full strength. Some whisper that this is in fact due to his connection with Commissioner Balakrishnan, but due to Konrad's unimpeachable record, no-one has dared to say it to his face.
  • Origin: Hunt
  • Magic Circuits: Quality B, Quantity D. Despite their limited number, Konrad's Magic Circuits far exceed the requirements for his relatively basic Magecraft, and allow him to use his spartan training to its fullest.
  • Magic Crest: None. The current holder of the Monday family crest will be in deep cryostasis for the next 150 years.
  • Elemental Affinity: Fire.
  • Magecraft: Self-reinforcement. Konrad has trained this rudimentary Magecraft to an astonishing level of mastery, allowing him to maintain constant self-strengthening for periods that would exhaust or even kill most other Mages. With his enhanced capabilities, he can see for great distances, leap many meters into the air, and break bones with even glancing strikes. His current best for sustained self-reinforcement is twenty minutes, although this was under sparring conditions.
  • Mystic Codes: None.
  • Other Things Of Note: As a Special Detective, Konrad has access to the considerable resources of the Shelter Police Department. He is trained in the use of firearms and energy weapons, and, despite the general laxity of unarmed combat drilling in the SPD, possesses a black belt in judo and mild boxing training. He has extensive practical knowledge of Mages and how to neutralise them.

edited 21st Jul '17 6:49:03 PM by Oni-Lord

LittleMako A dogged fellow, aren't we? from the Great Indoors Since: Jul, 2016 Relationship Status: [TOP SECRET]
A dogged fellow, aren't we?
#10: Jul 23rd 2017 at 2:53:08 PM

Master character sheet

Name: Emilie Eberhardt

Age: 20

House: The Eberhardt family arrived in Shelter in one of the later immigrant waves. Decedents of the alchemists of Atlas, their specialties lay in clairvoyance and transportation magic, and with these they quickly set about carving themselves a powerbase. However, the family would not survive to see the fall of magecraft in Shelter – almost a century after their arriving, most of the higher-ranking members of the clan vanished without a trace during a failed experiment. Only a few non-practicing branches of the family survived.

Appearance: Like so

Command Seal: At first glance, it resembles a rod of caduceus, with two serpents intertwined around a central staff. Closer inspection reveals that there is actually only one serpent curled back on itself, with a head at each end of its body. The crest is divided in three at the points where the serpent intersects with the staff.

Personality: Stoic and somewhat stern, although not entirely humourless. Driven and highly self-reliant, with a thirst for knowledge and self-improvement. Emilie refuses to give in to the apathy that has claimed most of Shelter, and has little patience for anyone who has. While not shy by any definition, she has a habit of hanging around the sidelines, observing others carefully before acting herself.

Life Story: Where many others have allowed themselves to fall into apathy, Emilie has always insisted on continuing onwards, even from an early age. Showing a keen skill for mathematics and physics, she threw herself into her studies even as school ceased to be compulsory, even as people told her that there was no longer any point. When she found about her family’s magical heritage, she demanded her parents tell her everything they knew, even if it no longer seemed useful. Now approaching graduation, she finds herself trying to find a way to actually put her skills to good use.

Origin: Enterprise

Magic Circuits: Quantity D, Quality A. The Eberhardt family were renowned for having instilled their line with extraordinarily high-efficiency mage circuits. Several generations without the family’s guiding hand, however, have seen a reduction – not in quality, but in quantity.

Magic Crest: The Eberhardt crest was not passed on to Emile’s branch of the family. However, her parents have manually taught her a few of the spells that they know.

Elemental Affinity: Air.

Magecraft:

  • Memory Partition. Allows her to partition her thoughts to form multiple independent conscious thought processes, albeit all still focused towards a single goal. Emilie can currently maintain two stable “rooms”, and is working on developing a third.
  • Thought acceleration. Speeds up her thought processes to super-human levels. Usually paired with Memory Partition.
  • Glam Sight. Not a spell, so much as an inherited Mystic Eye, thought to have vanished with the main branch of the family. Allows her to easily absorb and adapt to information normally imperceptible to humans, especially visual information.

edited 23rd Jul '17 2:53:23 PM by LittleMako

troydenite sword of promised halp from Somewhere South Since: Mar, 2011 Relationship Status: [TOP SECRET]
sword of promised halp
#11: Jul 24th 2017 at 2:41:49 AM

  • Name: Yue Fei; Servant Lancer
  • Tale and Time of Origin: Chinese folk hero; historically lived from 24 March 1103 to 27 January 1142, in the years of the Southern Song dynasty.
  • Appearance: A fierce-looking man, with a sharp warlike beard and an intense aura of command. Clad in linked gray mountain-pattern armor, with an engraved mirror breastplate, a red-maned helmet and a red cape.
  • Personality: Ferociously loyal to his Emperor and dynasty, Yue Fei burns with a patriotism so intense that it boggles the modern mind. Despite the fact that China is now little more than a shriveled, desolate husk, he is still fully convinced of the Song's right to rule all under heaven - and even if the country no longer exists, he possesses no doubt as to the continued existence, and thus vacancy, of the Mandate of Heaven. Aggressive and abrasive at times, but also fair-minded and honorable to a fault, Yue Fei possesses that strange mix of military genius, unwavering purpose and sheer bloody-mindedness that makes a legendary general. He has the fiery soul of a warrior and poet both.
  • Parameters, Stats and Skills:
    • Servant Parameters
      • Strength: B
      • Endurance: C
      • Agility: A
      • Prana: D
      • Luck: E
      • NP: B
    • Class Stats:
      • Magic Resistance: C
    • Personal Skills:
      • Riding: C
      • Military Tactics: B
      • Martial Blessing: A
      • Chinese Martial Arts: EX
  • Personal Skills:
    • Riding: Despite not possessing the Riding class skill, Yue Fei spent the majority of his career on horseback. He can ride most mundane animals and vehicles with above-average skill.
    • Military Tactics: Constantly winning battles while outnumbered, outmatched, or otherwise disadvantaged, Yue Fei is considered one of the greatest generals in China's storied history.
    • Martial Blessing: Despite his class limitations, Yue Fei possesses consummate skill in all Eighteen Arms of Wushu, and thus retains the ability to wield all of them to a high degree of mastery, equalling or in certain cases surpassing other Servants at their specialist disciplines. The eighteen arms are the bow, crossbow, spear, saber, sword, pike, shield, axe, greataxe, dagger halberd, iron whip, bar mace, pole pick, staff, trident, rake, rope, and the bare hand. It is worth noting, however, that he lacks the ability to manifest such weapons from prana - instead, he must empower perishable mundane weapons with his Noble Phantasm.
    • Chinese Martial Arts: Said to be the progenitor of numerous schools of martial arts, including xingyiquan or Xingyi Boxing, yingzhaopai or Eagle Claw, fanziquan or Tumbling Boxing, chuojiaoquan, also known as yuanyang tui or the Mandarin Duck Leg, and yuejiaquan or Yue Family Boxing, Yue Fei is a pugilist among pugilists, and is perhaps more deadly without his spear than with it.
  • Noble Phantasms:
    • 盡忠報國; Serve The Country With the Utmost Loyalty - Rank B, Anti-Unit: The four characters tattooed on Yue Fei's back by his mother; the burning reminder of his purpose for living. Serve The Country With the Utmost Loyalty, or Jin Zhong Bao Guo, allows Yue Fei to empower any mundane weapon he touches without the use of prana, which he can then use to harm Servants as if his arms were prana-formed. However, the weapon must be one of the Eighteen Arms of Wushu, and any flaws in its construction will carry over to its empowered version. Most importantly, his empowered weapons are not rendered indestructible: blows of sufficient strength from a prana-formed weapon will destroy them, forcing him both to stockpile mundane weapons in advance and to rely heavily on his martial versatility. When Yue Fei bares his back and announces the name of his Noble Phantasm, it covers him in an aura of prana-infused qi, giving him even more protection than his armor with virtually no encumbrance. However, this creates a rapid drain on his prana reserves, which together with his lackluster reserves limits the amount of time he can leave the Noble Phantasm active.
  • History: An accurate and factual account.

All Masters and Servants hitherto posted are accepted; with the final Master played by me, and hidden, the RP is declared closed for signups.

edited 24th Jul '17 2:45:40 AM by troydenite

'Being around you guys makes me go "wtf" instead of pondering the ever increasing dread of time' - EchoingSilence, 2023
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