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PhatPhish Dis Bear from United Kingdom/Limey Country Since: Jul, 2014 Relationship Status: A cockroach, nothing can kill it.
Dis Bear
#26: Nov 19th 2014 at 4:04:00 AM

HEEEEEEEEEEEEEEEEEERE'S BERSERKER

  • Name: Wendigo
  • Gender: N/A
  • Appearance: "[LOUD ANGRY NOISES]" (Usually appears in a reduced host body)
  • Personality: By nature, the Wendigo has no personality; it is nothing but a cunning and sadistic animal that runs on its unending hunger and malice. However, by taking a host, it will assimilate the personality of that host and warp it as necessary. Whilst the resulting personality will be a mere mechanism it uses, similar to an advanced artificial interface rather than an actual personality, it does offer a sufficient enough proxy for it to communicate with other living creatures.
  • Bio: (WIP)
  • Likes: Hunting, Eating, Cold Places
  • Dislikes: Pretty much everything that breathes, Heat

Statistics

  • Class: Berserker
  • Master: Long Martino
  • Alignment: Chaotic Evil -> Chaotic Insane
  • Stats (Base)
    • STR- C
    • END- C
    • AGI- C
    • MAG- A+
    • LUK- C
  • Class Skills:
    • Mad Enhancement (-): The effects of Mad Enhancement have been subsumed into the 'Transformation' skill.
  • Personal Skills
    • Monstrous Strength [Varies]: Due to its nature, Berserker has no actual stable rank in this skill; whilst capable of utilizing the benefits of this skill, the extent to which it is able to do so is reliant on how many living creatures it has devoured in its current body. As a result, it can vary from E- to A+ in rank.
    • Mental Pollution (A): Berserker is a monstrous, alien and terrifying existance that is exceptionally difficult to control or comprehend, with any personality being a mere mechanism resulting from the use of the souls it has devoured. All but the most potent mental interference techniques are incapable of affecting it.
    • Self-Modification (Consumption) (A): By devouring other living beings and assimilating their flesh and spirit into itself, Berserker can regenerate from any damage dealt to its body almost instantaneously, and will increase in strength and size for every human it devours.
    • Shapeshifting (C): When Mad Enhancement is inactive, Berserker can perfectly assume the form of any creature it has devoured in its current body.
    • Transformation [Varies]: Upon activation of Mad Enhancement, Berserker will be overcome by a murderous frenzy; but rather than simply increase parameters, it forces Berserker to revert from a human guise to a monstrous form composed of and strengthened by the many lives it has devoured and destroyed. As of this, it has no stable rank in this skill; the Transformed state can vary in strength from absolutely no different from its base parameters to an absolute offensive juggernaut depending on how many living creatures it has devoured, and the same is in effect with the size of the Transformed state. The only constant is the ability of the Transformed state to interact with its Noble Phantasms and freeze people alive if they do not have sufficient prana to resist it.
  • Noble Phantasms
  • Bringer of Famine- All is laid Barren
    • Rank- A
    • Type- Anti-City
    • A crystalization of the idea of a Wendigo as symbolic of famine, Bringer of Famine is a conceptual Noble Phantasm similar in nature to a bounded field that can cover a vast area of land (up to a twenty-five kilometer diameter). The function of the Noble Phantasm is, simply put, to spread ruin and famine; prana will be pulled from all living organisms towards the Wendigo from across the entire diameter of the field (albeit with the amount of prana varying in relation to the current distance from the Wendigo), constantly sustaining and replenishing it whilst those drained slowly begin to succumb to hunger and madness, and eventually death. As a bonus effect, the entire area affected by the field will gradually drop in temperature as a result of the Wendigo's elemental affinity to ice. The Noble Phantasm as a whole serves two main purposes for the Wendigo; firstly, it allows it to constantly replenish prana to sustain itself, and secondly, it prepares many potential hosts for it to assume if its current body is destroyed.
  • Wendigo- Undying Hatred
    • Rank- B
    • Type- Anti-Unit
    • A Noble Phantasm representing the Wendigo's true nature as a malevolent spirit; it has no true physical form, instead relying on the ability to possess a host and corrupt it to become fully incarnate. Upon summoning, the Wendigo will corrupt and possess the human closest to it, and if their body is destroyed without the full destruction of the spiritual core or full obliteration of the Wendigo's spirit along with the body, it is capable of merely moving on to claim a new host. In essence, apart from allowing the Wendigo to constantly take new forms, it also grants it the equivalent of an A+ Rank in Battle Continuation. The Wendigo can survive for a few days in spirit form; assuming the Master is the closest to it at summoning, the destruction of the host body leaves it without an anchor and even the vast amount of prana it can obtain will be futile in sustaining it for too long. If the Master is not the one possessed, however, it becomes much more difficult to permanently destroy.

edited 19th Nov '14 5:44:23 PM by PhatPhish

Krika Since: Dec, 2010
#27: Nov 19th 2014 at 3:01:06 PM

Wouldn't the closest person to where he's summoned be his Master, leading to him possessing said Master, resulting in a Servant with no effective controlling mechanism on them?

Also, you mention him as "Beast" in Monstrous Strength instead of "Berserker". Just something I noticed.

PhatPhish Dis Bear from United Kingdom/Limey Country Since: Jul, 2014 Relationship Status: A cockroach, nothing can kill it.
Dis Bear
#28: Nov 19th 2014 at 5:50:18 PM

[up] Assuming the Master knows what they're summoning, they could easily shove a patsy in the circle for Wendy-chan to take over in their place. Idea of the Noble Phantasm is to grant full autonomy, but it CAN be subverted by a clever/extremely pragmatic Master.

And didn't catch that whilst editing, thanks.

edited 19th Nov '14 5:51:46 PM by PhatPhish

Krika Since: Dec, 2010
#29: Nov 19th 2014 at 6:18:42 PM

Well, then it entirely depends on the Master knowing both who their summoning and the details of the Noble Phantasm prior to the summoning itself. And I don't know what your scenario here is, but knowing specifics of a Noble Phantasm prior to summoning a Servant, assuming you haven't seen said Servant before (looking at you, Apocrypha timeline and their disabling of the Hassan clause), then the Magus is Wendy-food.

But I dunno, you appear to realize this and presumably either that's the point or having a work around. I was just making sure I understood that correctly, and congrats on making a very interesting Servant!

PhatPhish Dis Bear from United Kingdom/Limey Country Since: Jul, 2014 Relationship Status: A cockroach, nothing can kill it.
Dis Bear
#30: Nov 20th 2014 at 7:20:02 AM

[up] Admittedly, it is kind of an issue, mostly because that WAS how Wendy was going to work in the original RP. Given KSPAM volunteered to make a Master, just had to write in a loophole. I guess I'll talk to him about it. And thanks, I'm just glad I could rework this guy into a Berserker from the class he was originally~

Anyways, final Servant from me:

Personal:

  • Name: Marcus Junius Brutus the Younger (Brutus)
  • Appearance: "No, I'm not an alchemist. Why would you think that?"
  • Personality:
    • Contrary to the popular image of him as a wretched, murderous traitor, Brutus outwardly appears to be rather well-adjusted and reasonable, if a little dour in mannerism. Whilst blunt and prone to verbally sniping those who irritate him, he gives off a great impression of reliability and honesty, and generally makes good on that impression. He rarely complains about anything, taking life on the chin with little more than a tired scowl. Whilst seemingly very proud, he is a firm believer in 'Noblesse Oblige' and does his best to adhere to this ideal at all times. Thus, despite his noticeable pride there is no real sense selfishness or ego about him, and so he comes across as a rather likeable individual who can be understood to have earnt his title of 'The Noblest Roman of them All'.
    • However, this belies the fact that he is still a Roman, and the same man who cut down one of his closest friends in cold blood. For all he lives up to his title of 'The Noblest Roman of them All', he is a vicious pragmatist with very little in the way of mercy for his enemies/those he deems to be a danger to the greater good. Whilst Brutus believes in virtue, holding himself to a personal standard of honour, and always acts in the interest of the greater good (or at least what he perceives to be the greater good), he is more than willing to stain his hands in blood for the sake of that greater good, regardless of the consequences to himself. He is selfless in a terrifyingly inhuman way, seeing himself as just one man doing what needs to be done rather than any kind of 'great hero'. However, despite his stoic and pragmatic attitude, he is not without his share of flaws. For one, he absolutely detests those with no sense of regard for the consequences of their actions upon others, to the point of becoming irrational and enraged over it; and despite his claim to stoicism, he is only human underneath it all and is naturally unable to bear the despair and isolation of a tool of justice.
  • Bio: (WIP)
  • Likes: Peace and quiet, sharp things, pragmatism, wine, stoicism
  • Dislikes: Irresponsible, feckless and inconsiderate people, regret and remorse

Statistics

  • Class: Assassin
  • Master: Sue McCoy(?)
  • Alignment: Lawful Neutral
  • Stats:
    • STR- C
    • END- C
    • AGI- B
    • MAG- D
    • LUK- D
  • Class Skills:
    • Presence Concealment (B++): Assassin's Presence Concealment works differently from the Presence Concealment boasted by many other Assassins such as the Hassan-i-Sabbah; whilst it can render him invisible like them, albeit slightly less effectively, it also has the passive effect of completely masking his presence as a Servant to anyone around him. Regardless of whether an onlooker knows he is a Servant or not, they will be unable to perceive him as a Servant on a basic level or even register his Parameters and Skills until they learn his true name. This part of Assassin's Presence Concealment is always in effect, even when in combat.
  • 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 (C): The Servant is persuasive in conversation. They can command troops as if they were born to it, and can inspire those who do not know them personally. Assassin is particularly effective in the former regard; for a member of his class, he is surprisingly adept at winning the trust of others.
    • Eye of the Mind (True) (B): Capable of calm analysis of battle conditions even when in danger and 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.
    • Innocent Monster (B): Due to his infamy as a traitor and murderer, Assassin's default attire as a Servant is a scarred and bloodstained tunic and armour set. Whilst he can easily wear a different set of clothes in his function as an Assassin, he can revert to this appearance at will, at any time.
  • Noble Phantasms
    • Ides of March- Twenty-Three Cuts of the Cursed Fate
    • Rank- C+
    • Type- Anti-Unit
    • Description: The crystallization of the Assassination of Julius Caesar, which Brutus was convinced to take part in and ultimately spearheaded. Due to the circumstances of the Assassination, the Noble Phantasm is split into two distinct parts; the first represents the twenty-two dagger strikes that merely wounded Caesar. Subjecting those targeted to a Luck check against Brutus's own Luck, the Noble Phantasm deals twenty-two rounds of E-Rank damage directly to the enemy's spiritual core in increments of four, eight and ten. As only one of the wounds dealt to Caesar was fatal, this phase of the attack cannot kill; the second phase (Ides of March- The Unkindest Cut of All), however, represents that wound and also the one that Brutus dealt to Caesar personally. Upon the successful execution of twenty-two rounds of E-Rank damage, Brutus will be given the opportunity to close the gap between himself and his enemy in an instant and finish them with a single C-Rank strike. This 'validates' the damage already dealt and combines with it to deliver an almost-certain kill. Whilst this phase of the attack can be blocked by mundane means, the concept of 'The Unkindest Cut' causes the enemy to see Brutus as the one they love/trust the most in the moment before the blow is dealt; there is a powerful psychological element that almost ensures the attack's success.

    • Sic Semper Tyrannis- Death to Tyranny
    • Rank- A
    • Type- Anti-Unit
    • Description: The crystalization of a famous quote attributed to Brutus and the legacy attached to it, Sic Semper Tyrannis is the manifestation of Brutus's resolve to uphold the freedom of the Roman Republic, as well as the resolves of those who followed in his footsteps in protecting freedom. It is a potent curse that serves two functions. The first and most significant is to allow him to use any sword or dagger as a C-Rank offensive Noble Phantasm, the curse and legacy empowering it. The second fuction is the granting of a major offensive bonus against those with connections to Monarchy or B-Rank and up Charisma; attacks executed upon enemies meeting these criteria will be granted a Rank-Up in terms of damage, including the damage dealt by Ides of March.

edited 20th Nov '14 9:00:47 AM by PhatPhish

amporiusrex Bark Bark Man from Dunkland, USA Since: Apr, 2014 Relationship Status: Coming soon to theaters
Bark Bark Man
#31: Nov 23rd 2014 at 9:25:42 PM

MASTER

  • Name: Madhavi Cotterill
  • Age: 16
  • Appearance: "Just get to the point already."
  • Command Spells: A leaf, or maybe something more sinister?
  • Gender: Female
  • Personality: Madhavi is a good natured and honest person. However, should she suspect someone is trying to belittle or make fun of her in some way, her anger will be incensed and she may be overcome with fighting spirit. Even when not angry, her fighting spirit is a vibrant one, and she loves a good brawl. As such, she’s joined the Faecastle boxing club, as one of the only female junior members. She can get impatient around the excessively wordy and poetic.
  • Abilities:
    • Rakshasa Blood - One of Madhavi's ancestors bred with a member of the Rakshasa demons, who are known for their bloodthirsty tendencies and illusionary magic. The blood in her is some what diluted, but it does give her certain abilities. In addition to the following perks, Madhavi gains sharper canines and a penchant for foods revolving around meat.
      • Illusionary Magic - Madhavi's heritage gives her a passive affinity to the magecraft of illusion. A fullblood rakshasa would be able to cast high level spells naturally with ease, but since Madhavi's blood is diluted, it's just easier for her to learn, apply, notice, and comprehend.
      • Increased Prana Recovery Speed - Madhavi’s prana recovers at a higher rate than a regular full blooded magus. It’s not much, but it is a notable amount.
      • Increased Base Strength - Madhavi’s natural muscle composition is different from that of a regular full blooded human. Her mixed blood gives her a high natural strength without the need for exercise or formal training. She likes fighting as a result.
    • Cotterill Mystic Code - A necklace inset with mirrors. The mirrors are akin to chinese magic mirrors in that the binding magic circles within them can be seen if a bright light is shined upon their surface. It can also be seen inscribed on the backs of them. These mirrors help Madhavi focus her illusionary powers. She hasn't had much formal training, so these are like training wheels. It is the “augmentation” type.
    • Magus Training - Madhavi's father has trained her minimally in other forms of magecraft. She knows the basics of reinforcement, alteration, as well as some minor curses. Her magical training is mostly centered around the applications of illusionary magecraft.
  • Magic Statistics:
    • Circuit Quality: B-
    • Circuit Quantity: 28
    • Circuit Composition: Normal
    • Origin: Smoke
    • Element: Fire
  • Bio: The Cotterill family line was never one of powerful magi. They were plagued with substandard circuit composition, and a low number of magic circuits. A “Cotterill” became the Clocktower slang term for a substandard magus or a bad student. However, during the English conquest of India, the family discovered the magical potential in the native Rakshasa, a demonic phantasmal species with innate knowledge of spells and pure magic. Some of the Rakshasa were not like their more wild brethren, and instead chose to live with humans, serving a similar role a magus would among regular humans. The Cotterill family eventually grew close and interbred with some of the more passive and friendly Rakshasa, increasing their family’s innate magical potential.
    • Madhavi is the latest member of this line, living in a moderately sized home with her father. Her mother died when she was young, so she’s only really known her father. Both of her parents were trained magi, her mother coming from an outside family of magi. Her father, Nanda Cotterill, has taught her how to apply her magecraft, and has refined her magical skill somewhat. He was also the one to pass on the Cotterill Mystic Code to help her in her magical ability. He knows of her command spells, and of what it means, but pretends to not notice or recognize them in order to help her realize herself as a magus.

edited 27th Nov '14 2:53:15 PM by amporiusrex

"Gimme your pants.. and now your other pants"
IchigoNeko A Forbidden Rendezvous from New York, 1928 Since: Sep, 2009
A Forbidden Rendezvous
#32: Jan 8th 2015 at 7:03:24 PM

Invited in by Ragna, here's a Master for Lancer! I find myself way too fond of this particular character, so here she is.

Name: Felicia Weinberg

Age: 18

Gender: Female

Description: Small with short hair. She also wears a hoodie most of the time, with the hood down to provide her with a few shadows.

Personality: Felicia is very quiet and very lonely. Her demeanor tends to lead her to be overlooked at school, and her parents, while well-meaning, are oblivious. Not that she would tell them if they asked: after so long of being ignored, she is convinced that it is her fault she is alone. Despite this, however, her greatest wish is to have a friend.

Bio: Both her parents are alive, however their frequent business trips leave her alone in the house a lot. Neither of them know about her powers as a magus, and when she decided to participate in the Holy Grail War, she first made sure they would be out of town for the next few months. She likes reading, and found out about the existence of magecraft when her mother brought her an old, dusty book of "ancient mythology". She had an older sister who died when Felicia was very young; as a result, Felicia daydreams frequently about what her sis might have been like. Her reason for entering the War is twofold: one, to meet a friend, and two, to bring her sister back.

Abilities: Felicia excels in being unnoticed; her Origin is, for lack of a better word, Vanishment. She can manipulate shadows to an extreme degree; if she's out at night and doesn't want you to see her, unless something surprises her, you won't.

She is also able to manipulate shadows and give them tangible form—whether this be creating a barrier across a door, or plucking out daggers from the shadows in the hallway. She's limited by the amount of shadow nearby, however, and any attacks she make will be ineffective against a Servant.

Assets: An empty house, extensive knowledge of the area due to midnight jaunts, listening skills. She's a decent cook and reads a lot.

Avatar from http://x0whitelily0x.livejournal.com/7486.html
AuraofMildChaos In The Zone from Elsewhere Since: May, 2012 Relationship Status: I-It's not like I like you, or anything!
In The Zone
#33: Jan 10th 2015 at 11:15:41 PM

And thus did two new characters, a Master and a Rider, enter the War.

Name: Talia Ferris
Age: 24
Appearance: Talia
Gender: Female
Personality: Talia is the type of person for whom the word “no” means “it's going to take a little time.” Her persistence borders on psychotic and she will keep trying until she finds a way. Her confidence is unbreakable as her very core demands that she press on once she has decided to do something and she believes she will succeed. In general, however, Talia is a kind enough soul even if she does seem over-energetic most of the time.

Abilities:

  • Manipulation of Water: All those with an element are capable of manipulating it but Talia is capable of doing so with great finesse. She can use small amounts of water to great effect with well crafted strikes and the correct amount of prana. This use of water culminates in...
    • Ice Creation: Water is a force that can strike but rarely is considered intimidating. Ice, however, can strike as hard as a car and cut as deep as a blade. So long as Talia has water around her she can freeze it into a shape that suits her needs. This is limited only by her prana and the amount of water she has on hand.

  • Reinforcement: Talia's first use of magecraft was an intuitive form that enhanced her bodies strength, speed, and stamina. Since she spent most of her waking hours playing a sport, practicing a martial art, or simply moving around she was extremely in-tune with her own body. This allowed her to coincidentally tap into her magic circuits. At this point in her life she is capable of extended reinforcement as well as bursts of great power. She now can extend this reinforcement to her water and ice to allow them to function as more effective weapons in combat as needed.

  • Masterful Martial Artist: While calling Talia a natural might be an exaggeration it would be correct to say that she has taken the time needed to master her art. Talia is an expert at Capoera as well as a handful of other popular martial arts. Combined with her ability to reinforce her body she has become a very capable combatant in relation to most magi in modern times who more often than not rely on magecraft alone.

  • Mystic Code: Vista Acqua: This Mystic Code was an inheritance from her great-great-grandfather, the last known magus in her family's line. Being the first child to show any aptitude for magecraft this item, set aside for the resurgence of the family, was bestowed upon her. The skill of her family was noted as being able to shape water and ice into beautiful shapes as if they were works of art. This Mystic Code allows the bearer to sense all water, whatever form it may be in, and shape it/summon it to her. Water called by this Code appears by the most direct path it can unless directed otherwise. Note that this Code does not bring water from nothing but rather allows her to remotely infuse water with her prana and bring it back to her at will. Other magi need not fear this power as the water in their body hold a modicum of their own prana thus making it easy to both sense and stop any attempts to effect their body long before an attack would be successful.

Magic Statistics:
Circuit Quality: B
Circuit Quantity: 30
Circuit Composition: Normal
Origin: Determination
Element: Water, Ice
Bio: Talia was born a normal child by absolutely no standards. Her parents, who already had a daughter, were completely unprepared for the veritable hurricane that was their second child. Talia was always athletic and had more energy than every member of her classes even into college. While her sister was always considered the brighter one between the two of them Talia kept pace with her tenacity. When she first began to understand the magic circuits she was able to tap into she was only able to use it to reinforce her body as a natural extension of her physically active nature. When she dug into her family history to see if she was the only one who was capable like this she uncovered, through relentless city hopping and internet research, that her family was often associated with something only known as the “Mage's Association”. With that knowledge, and the title of mage given to herself, she hunted down whatever traces of her great-great-grandfather that she could find. What she found was the Mystic Code: Vista Acqua and a letter. The letter dictated that her family, for its relatively unimpressive talent compared to others and the dying out of their magic circuits she was the new hope for her family. With no knowledge beyond a few old books and some research she set out to find a way to bring her family back to an honorable status. This search brought her to the stage of the greatest war between magi. The Holy Grail War.


SERVANT PROFILE
PERSONAL
Name: Rama
Gender: Male
Appearance: Rama, minus the elven ears
Personality: Rama is an almost otherworldly calmness about him. As a ruler and as a warrior he has fought with both righteous anger as well as precise action. He carries himself not as one above those around him but humbly as if he were simply another man. When his anger is invoked, however, Rama is a fierce warrior who will tirelessly work to vanquish the evil he sees before him. Rama is also extremely loyal. To the one who summons him he will listen and offer advice but will never deny his Master's will for it was destiny that led him to be summoned he believes.
Likes: Loyalty, Kindness
Dislikes: Rakshasas, Evil, Disrespect, Arrogance
Bio: Rama was born in order to combat the rakshasa Ravana. Ravana had scared the gods with his power and his penchant for evil. Vishnu took human for and thus Rama came to vanquish evil. Even as a child Rama was known as an ideal man for when one of the queen's grew paranoid and forced the king, who had intended to name Rama the crown prince, to instead exile him. Rama, valuing the promises that his father had made, accepted the exile and left for 14 years with only his wife, Sita, and his young brother Lakshmana.

Rama's exile, however, was the tool by which he would come to strike at Ravana. When the rakshasa kidnapped Sita Rama took to battle. He offered peace to the rakshasa but was denied every time and thus Rama went to battle. Untold hordes of rakshasas, including Ravana's own brothers, fell at the hands of Rama's might as well as his companions. In the final battle between the prince and his foe they fought furiously. It was not until Rama finally discovered the source of Ravana's stamina, a small amount of immortality elixir, that he was able to destroy the evil beast with a shot from the Brahmastra.

With the death of the rakshasa and the return of his wife Rama returned to his kingdom and ascended to the throne. For millenia Rama ruled with perfect peace in the land avoiding all natural disasters as well as maintaining a sinless population free of strife. Thus did Rama eventually pass into the Throne of Heroes as a paragon of men.

STATISTICS Class: Rider Master: ??? Alignment: Lawful Good

Stats:
Strength: C
Endurance: B
Agility: A
Mana: B
Luck: C
Noble Phantasm: A++

Class Skills:

Riding A+: Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts.

Magic Resistance B: 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.

Personal Skills:

Divinity A: The unique status of a man who was stated both to be the Avatar of the god Vishnu but also worshiped by some as the deity himself.

Purushottama N/A: This is a skill entirely unique to Rama as he was considered to be an exemplar of men and, as such, is bestowed with a number of blessings. Rama is permanently immune to mental influence for an ideal man is in control of himself at all times such that he might do the right thing. Rama's promises are absolute and he will do everything in his power to keep them. For the sake of fulfilling a promise he has made Rama can receive as Rank Up to the stat most applicable for fulfilling the promise though this cannot stack. In the case of stacking promises the most recent is the only one considered. Rama is utterly incapable of not completing a promise and will die before failing if it comes to it. Rama was also considered such a noble and virtuous soul that even his enemies respected him to the point of considering surrender. This grants Rama a + to Charisma (already factored in).

Charisma A+: Rama was and is a respected leader not simply as the Avatar of Vishnu but as one who led his people to an era of unrivaled peace. His humble nature and regal sense grants him a natural ability to attract followers.

Instinct B: While Rama fought in numerous battle he continued to win because, by his very nature, he could feel in sync with the world and those in it. Therefore Rama can “feel” the flow of a fight and react appropriately allowing himself to win fights he might otherwise have lost utterly.

Noble Phantasms

Name: Agni's Blessing
Title: The Flames of Purity
Type: Anti-Unit
Rank: C
Effect: When finally retrieved his wife Sita she was subjected to a trail of purity. Rama himself claimed that he never doubted his wife and that Agni, god of fire, would not allow her to burn for her lack of sin. Rama is now capable of calling on that same purifying flame to strike at his foes. These flames can be manipulated to whatever shape Rama wishes and strike as if they were solid in addition to their nature as a burning flame. The blessing of this purifying flame, however, is that the fire's damage is treated as if it were rank B if the opponent is evil or has recently been witnessed doing a truly evil act.

Name: Vimana
Title: Throne of the Heaven-soaring King
Type: Anti-Unit
Rank: B
Effect: This vessel is surprisingly advanced seeming for its age but it was the blessed transport of a number of heroes over the ages. This vehicle is capable of a number of things including: Hovering in mid-air, turning invisible, listening in on any location within line of sight as if he was there, detecting other mounts and approaching attackers, and is unbreakable unless hit by another Noble Phantasm of C rank or higher. The Vimana is capable of firing prana infused shots made of Agni flame that move at such speed as to appear to be lasers though this is the only weapon on it short of Rama firing his Brahmastra while piloting.

Name: Brahmastra
Title: The Bow that Wields the Universe
Type: Anti-Army, Anti-Country
Rank: A++
Effect: The legendary bow of Rama and other heroes that was said to be capable of bringing complete annihilation. Since Rama is not summoned as an Archer the bow is nearly incapable of bringing the full destructive power to bear but Rama is still capable of calling upon a glimpse of that power. By invoking the bow Rama can fire a shot that inflicts massive damage in a 40 foot radius around his target or wherever the arrow hits. This powerful blast deals increased damage (equivalent to the power of a full true Brahmastra hit) if the target is known to be evil or has been directly witnessed performing a truly evil act.

Name: Garuda
Title: The Great Inferno of the Skies
Type: Anti-Army
Rank: A++
Effect: The mount of Vishnu himself and the enemy of all serpents. Rama, by calling upon his heritage and Vishnu, is capable of calling the greatest mount to his side. Garuda is a bird that one could claim looked not unlike a Phoenix since it is covered in ever burning flames. Rama can sit or stand upon Garuda's back with no fear of damage from the flames nor worry about being knocked off for Garuda has such mastery of the skies that he can adjust to maintain perfect balance for himself and his rider even in impossible positions or at speeds that should be unattainable (Garuda peaks on speed somewhere around Hypersonic speeds if pressed). Garuda's flames, both on touch with Garuda directly or from flame shot by Garuda itself, can melt and incinerate all but the strongest of metals and Phantasms, though Phantasms burned thusly merely require a short cooldown before being resummoned. While Rama is riding Garuda he is capable of firing arrows made of Garuda's fire in order to inflict grave wounds on his foes. Garuda, and Rama's flaming arrows, are granted a ++ if the flames are used against a serpent or those known for relations to serpents since Garuda was stated to be the ultimate enemy of all serpents.

edited 10th Jan '15 11:26:15 PM by AuraofMildChaos

I, for one, welcome our new Basketball Z overlords. All hail The Generation of Miracles! (Aomine is the best though)
AuraofMildChaos In The Zone from Elsewhere Since: May, 2012 Relationship Status: I-It's not like I like you, or anything!
In The Zone
#34: Jan 30th 2015 at 8:48:45 AM

Double post for more Master/Servant? Double post for more Master and Servant.

Name: Saya Kingston
Age: 22
Appearance: Saya in her "hero" attire
Gender: Female
Personality: Saya comes off as an energetic tomboy. She acts like one who grew up watching television which influenced her outward persona. She plays herself up as a hero like one would see on TV who calls her attacks and generally acts the part of a hero for the weak. This is, however, all a clever facade though as underneath it all she is cold-hearted and ruthless. Willing to do whatever it takes to win so long as she can feign a sense of honor and a decent public image. She lives to become a legend, not a hero but memorable for something. Her greatest fear is dying forgotten and alone and she would never admit it.

Abilities:

  • Mystic Eyes of Flames: While generally considered to to be the most mundane of the Mystic Eyes it holds great utility. These eyes, which are blue when active oddly enough, allow Saya to create, manipulate, and shape fire at will for little mana cost. Typically Saya uses this to create simple flaming spears or fireballs to assault a foe. This, also, is why she carries fake guns so she can use her fire magic and pass it off to non-magi as bullets. Note that these Eyes grant almost complete control over fire so long as it is not Servant-made. She could hypothetically use this to redirect/control another magus's fire spell but to do so would be phenominally draining (think burn down a small house levels of mana cost) and much MUCH less cost effective than simply cancelling the attack out with a duplicated spell to counteract it.

  • Perfect Recall: Saya is one of the few people blessed with an eidetic memory. She can recall almost anything with startling accuracy after being exposed to it for mere moments. This allows her to have vast stores of knowledge but not always the skill to practice it (for example she can remember very elaborate magical rituals but she is neither strong enough nor patient enough to enact them).

  • Basic Magecraft: Saya is very good at burning things but not so good at not burning things. She can do some reinforcement on objects, bounded fields, and a handful of other basic spell but her eyes are her true power. Well, that and she can make objects fireproof as a sort of special long lasting reinforcement. Burning your clothes sucks after the joke wears off...

Magic Statistics:
Circuit Quality: C
Circuit Quantity: C(20)
Circuit Composition: Simple
Origin: To Remember
Element: Take a Guess...
Bio: Saya Merinas was the daughter of a weak family of magi who had no claim to fame truly. When she turned thirteen she activated her Mystic Eyes for the first time in a blaze of pyromancy that startled her magical tutors. She was heralded as her families ticket to glory. She was spoiled and allowed to do as she pleased. She used this freedom to plot her families downfall as she wanted to found her own house of magi not carry her self-proclaimed weakling relatives. And so she split from her old family leaving them to effectively fall to pieces after getting a glimpse of greatness. Thus she took on a new name, Saya Kingston.

She used her eyes and her skills to become a valuable member of the Mage's Association. She was sent to participate in the Grail War for reason's unknown to her but she plans on winning to cement her place in history.


SERVANT PROFILE
PERSONAL
Name: Mochizuki Chiyome
Gender: Female
Appearance: Chiyome, regularly
Personality: Chiyome is the very vision of an upbeat soul who keeps high energy. She has no problem rambling on and revealing more than she intended. Or to be accurate she enjoys putting on a show to hide the reality. Chiyome is a cold-blooded killer who has no qualms doing what must be done to kill her target or reach her ends. She maintains her upbeat persona to get others to underestimate the depths of her talent. However she is just as capable of altering her personality on the fly to adapt to the person she is dealing with.
Likes: Cunning, Wit, Calm Thinkers
Dislikes: Fools, The Uninformed, Hot-blooded people
Bio: Chiyome was born into the Koga clan of ninja. She was raised to be an elegant lady and actually kept from the family business of spying and assassination. Not that this stopped her from picking up a few things here and there. She was married to the samurai Mochizuki Nobumasa who was eventually killed in battle. While her husband was away she spent much of her time conversing Takeda Shingen. He encouraged Chiyome to discover her families ninjutsu for herself. And so she did.

When her husband died she swore to Shingen that she would create an elite force of ninja. A force that would infiltrate where any other would fail. Get information none could get. Kill the unkillable. And so she created her academy to "aid the women effected by the war." In reality she trained hundreds of women to be spys and killers. Chiyome herself quickly surpassed the rest of her Koga relatives in mastering the arts of ninjutsu. Up until Shingen's death she served to keep him ahead of all the other leaders. Once he died she faded into the background and continued with her own spy network and living in the shadows as all good ninja do.

STATISTICS
Class: Assassin
Master: ???
Alignment: True Neutral

Stats:
Strength: D
Endurance: D
Agility: A
Mana: C
Luck: A
Noble Phantasm: B

Class Skills:

Presence Concealment (A++): It is possible to disappear completely and become almost impossible to be detected. However, efficiency will decrease once preparations to attack are taken. (Enhanced further by her Noble Phantasm)

Personal Skills:

Ninjutsu (EX): The secrets and techniques of the ninja. This skill allows Hanzo to expertly wield kunai, disappear in a smoke cloud and reappear a short distance away, as well as extensive knowledge in the fields of espionage, medicine, poisons, and disguises. With an EX rank Chiyome is capable of superhuman feats bordering on or surpassing magecraft with manipulation of the elements. In addition to this she is capable of pulling an almost infinite number of minor items (like smoke bombs, kunai, and clothes) as well as a number of other refined weapons at will. This also allows her to manipulate her appearance (hair color, eye color, and other cosmetic changes) as she wills in order to create a disguise.

Disengage (A): The power of a ninja is such that they may enter or exit a battle on a whim nearly. A ninja comes equipped with tools like the smoke bomb that can be used to reset the battle and give Assassin an advantage if she chooses to reengage.

Seductress (A): Chiyome was naturally talented at swaying the minds and bodies of men to get what she needed. As a result men she faces in battle, unless they are known for chastity, face a rank down in Strength as a result of there subconscious desire to "not harm such a beautiful woman." This ability also extends theortically to woman who can be attracted to women.

Summoning - Familiars (D): Chiyomi is capable of conjuring or empowering animals such as birds, dogs, or other small creatures to act as her eyes and ears as well as sending messages to others. These are only slightly more durable that a normal creature of the species.

Noble Phantasms:

Name: A Million Miko
Title: Those Who Would Be Kunoichi
Type: Familiars/Anti-Army
Rank: C
Effect: Chiyome commanded an academy of young women who often came from nothing and were trained to be deadly kunoichi. These woman follow her still as a Heroic Spirit acting as better than familiars but less than Heroic Spirits themselves. 300 Kunoichi answer the call of their mistress though Chiyome is incapable of summmoning them all at once. At any point she can have five woman active. They are equivalent in strength and speed to a mage who is under permanent reinforcement. In addition they are capable of moving without being sensed as anything other than weak magi. These women are also capable of conjuring a familiar only for the express purpose of sending a message back to Chiyome.

Name: Ninjutsu: The Art of Vanishing
Title: The Illusion of Disappearance
Type: Anti-Unit
Rank: C+
Effect: Presence Concealment is rarely applicable in battle but Chiyome has master the art of distraction combat. The Art of Vanishing allows her to completely eliminate her presence in the midst of battle for very short periods. What this amounts to is that Chiyome is almost completely unpredictable in a fight as she can disguise her strikes to always keep her foes on edge allowing the illusion of simply vanishing only to strike from an angle unexpected.

Name: Ninjutsu: Art of the Doppelganger
Title: A Fighter in My Own Image
Type: Anti-Unit
Rank: B
Effect: The ultimate ninjutsu art is the ability to create a clone of oneself. This clone works alongside Chiyome and can work in tandem with her. This clone has all the same personal and class skills that Chiyome herself has however her stats suffer a Rank Down. This clone can only exist within 100 feet of Chiyome herself. They communicate through telepathy if they need to send a message between the two. For all intents and purposes, however, the two are utterly indistinguishable from one another even when one tries to examine their stats for they will appear to be exactly the same even if they are not. A keen observer, after witnessing them fight at full tilt, would be able to identify the clone by their differing speed and strength.

edited 30th Jan '15 8:49:39 AM by AuraofMildChaos

I, for one, welcome our new Basketball Z overlords. All hail The Generation of Miracles! (Aomine is the best though)
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