Here you go. Also, to my knowledge nobody's making a Rider so far, so if don't mulligan this and decide you want to have a Rider, you can swap the rank of one of your class skills with one of your A-rank personal skills in order to have a sufficiently-ranked Riding skill for that class.
Chariot
- STR: A
- END: D
- AGL: B
- MAG: E
- LCK: A
- Class Skills: C, B
- Personal Skills: 4: A, A, B, D
- Noble Phantasms: 1: A+
edited 13th Apr '15 11:18:04 AM by nman
- Name: Sanada
Yukimura
- Summoning Age: 25
- Sex: Female
- Class: Lancer
- Master: To Be Determined
- Appearance: As a Male
, as a Female
- Personality Blurb: Yukimura is a woman who values duty above all else. She possesses unforeseen bravery even when she's faced with overwhelming odds, passionate in her task to defeat the enemy. The young warrior is very devoted to her lord and is humble in her presence. A true warrior at heart, Yukimura believes every man's worth —including her own— can only be seen in the battlefield. In spite of her good deeds for the Toyotomi family, she doesn't always gain the complete trust of her allies due to his selfless if dated beliefs. She also has a hard time relaxing, which is sometimes seen as personal flaw, however, she is noble to his friends and will unquestionably come to their aid if they face danger. Yukimura focuses on her values with such zeal and honesty that she unintentionally neglects her surroundings, causing her to sound rather shortsighted for anything outside of her duty. Yukimura is aware of her shortcomings and offers polite apologies for any inconveniences she may cause with her inexperience. A woman that was born in a time of action, of intrigue, brutality and war... a time for sons and not daughters. Due to her high spiritual capabilities and pure spirit, Yukimura was able to learn ancient arts to control and raise the energies of her Yang, willingly trusting herself into the role of a man since a short age in order to best serve her family and bring honor to her clan.
- Parameters:
- Strength: C
- Endurance: A
- Agility: A
- Magical Energy: B
- Luck: E
- Class Skill(s):
- Battle Continuation: A+
- Magic Resistance: A
- Personal Skill(s):
- Mastery of Energies Yin-Yang (C): Allows the user to control the flow of the twin energies of Yin and Yang within their bodies and spirit, raising the influence of one while diminishing the other. At this level, by expending magical energy, it is possible to affect the body in its entirety as well as obtain a degree of dominion over either the element of fire or water. Yang dominates maleness, positiveness, activity, the sun, light, openness, fire, of the physical world. Yin dominates femaleness, negativity, repose, the moon, darkness, closeness, water and the spiritual world. Yukimura uses this skill extensively in battle, feeding her Yang to obtain greater physical prowess and energy to fuel her attacks.
- Eye of the Mind (False) (A)
- Knowledge of Respect and Harmony (B)
- Vitrification (D)
- Noble Phantasm(s):
- Yukimura - Crimson Demon of War
- Rank: B
- Type: Anti-Army
- Effect: Yukimura's Noble Phantasm, representing the height of his accomplishments and legend as the Number One Hero of Japan, the Crimson Demon of War. The Noble Phantasm is innate to Yukimura, however it is solidified into his three pronged spear, the symbol of his legend. The weapon can normally become bathed in magical flames in battle, feeding and growing in size as they are fed prana. However, upon calling onto this Noble Phantasm, Yukimura herself becomes bathed in flames and light as she reproduces her defense of Osaka Castle... enduring enemy attacks as they hit her body and further feed the flames of her Noble Phantasm. This gives her no benefit to resilience and she can die of her wounds normally without finalizing her attack... however, after absorbing attacks for up to five minutes or less, Yukimura releases the brunt of what she receives, launching herself against an enemy and striking back, launching herself towards her enemy in a powerful lunge which imparts all the strength of this NP... and then as an explosion of magical flames, the damage she received before launching this attack.
- Denshin Gesso - Proof of the Master of Gesso Shrine Mountain:
- Rank: C
- Type: Support
- Effect: Yukimura's samurai katana, a blade that wasn't as used by his famous three pronged spear but that as a samurai, was still considered his soul. Representing her pure nature and an encounter where visiting Gesso Shrine she handed over her katana quite easily, showing her openness of spirit to a head priest. The priest, after Yukimura and her people rested, granted the blade and Yukimura a new name, Denshin Gesso and named them Master of the Mountain and the serene temple. While working perfectly well as a Noble Phantasm blade, with a light spiritual increase in effectiveness against fell spirits, the true utility of this blade is shown when Yukimura calls its name and strikes it against the ground... generating a bounded field in the area which begins to resemble the peace of that mountain. A territory up to the size of the temple grounds becomes Yukimura's territory, preventing detection from the outside and allowing for quicker healing and spiritual replenishment as a light snow starts to fall in the area... the sounds of peaceful nature giving whatever the place may be an aura of utter serenity.
- Sanada Ten Braves - Ninja Heroes of Osaka Castle
- Rank: C
- Type: Support
- Effect: Allows for Yukimura to call upon his ten most trusted retainers, a group of ninja shades who loyally would follow Yukimura to certain death. Agents capable of manifesting on the world to perform recognizance, guard duties and other services for Yukimura, even battling at his side. Their strength, however, is quite lacking due to Yukimura's poor abilities for summoning and maintaining spirits and entities as a non caster. Their total level of effectiveness when away from his drops to that of a summoned guard familiar, though at his side he can given them more prana to light increase their combat abilities. They are adept at disguises, espionage, acrobatics, combat and hiding their presence as proper of their shinobi status.
- Yukimura - Crimson Demon of War
edited 14th Apr '15 1:05:59 AM by daltar
- Name: Aisha Hassei
- Age: 7
- Sex: Female
- Servant: To Be Determined
- Appearance: A being of the sands.
- Personality Blurb: Aisha is loyal to a fault, a being that was born for a specific purpose onto this world and who, due to it, has little hesitation and wavering in her heart when it comes to what must be done. Usually somewhat stoic, her face isn't used to big expressions of her emotions, though they do show within it. While capable of enduring confinement, Aisha's nature is one of freedom, flow and movement, thus she is most fulfilled when she can feel the wind on her face, the environment passing her by at great speed. Upon the Grail War, Aisha experiences her first instance of independence and takes advantage of it to look upon the world with new eyes, exploring the opportunities given by it when not engaging in her labor.
- Brief Background: Aisha is the product of a Middle Eastern Mage Clan to produce a most suitable candidate for participating in the bloody affair of the Grail War, without risking the integrity and life of their members. Their answer was to create a special homunculus, using their vast wealth and connections to secure the knowledge and assistance required for the project. After many failed attempts, the most promising creation, Aisha was taken as their best product and thus prepared and educated in order to serve as a Master. While her body is that of an artificial homunculus, her spirit and essence was built upon by trial and error out of a human soul, a desert nature spirit and a long living jackal familiar of the family. Taking cues from contacts on Atlas as well as their own studies, she was given a highly extensive curriculum to learn and develop her skills in only seven years. The end product was a loyal and expendable tool, with a spirit beyond humanity and with enhancements custom made for what the family believes most important in a Master.
- Skills/Abilities:
- Stats
- Magical Circuits: Good
- Magecraft: Adept
- Crest: Average
- Strength: Poor
- Endurance: Great
- Agility: Exceptional
- Guns: Poor
- Melee: Average
- Wealth: Great (Approximately $5 million net worth)
- Description: The focus of Aisha's creation was based upon three essential things a Master ought to be good at before everything else in a Grail War. Supply Mana, Escape From Trouble and Survive.
- Mana Capacity: While lacking the know how of the great Einzberns for creating a truly powerful mana battery, Aisha still has greater than average magic circuits, a feat the Hassei are very proud off. While not a superpower on this regard, Aisha should be able to supply her assigned Servant without any problems even on strenuous situations.
- Homuculus Endurance and Speed: Her endurance is near top notch as her creation was meant for resistance from near the get go, going around many human deficiencies. Stabbing, shooting, loss of limbs and other wounds that would be serious for a human being are little more than setbacks for a humanoid doll. So long as she can escape trouble, she should be able to heal up with magic near any wounds. However, the greatest accomplishment of her construction lies in her ability for movement and escape. Her greater soul, made out of a spirit of the desert winds inspires in her and her magic a natural affinity for movement and the enhancements to her body allow her to travel at incredible speeds... capable of jumping high, climbing easily by carrying her light weight and running even faster than a speeding car.
- Magecraft: Her level of magecraft is better than average, the enhancements from Atlas dividing and altering her mind to act as a computer in some matters... upon which, a section of her brain is dedicated entirely to housing by rote the knowledge and application of spellcraft that an adult fifth generation magus should know.
- Magical Crest: Her magical crest, in comparison, is not at all impressive, merely a few spells etched into her spirit and skin given how, despite they staking a lot into Aisha, she ultimately represents an expendable tool to be used in order to avoid risks to the Hassei family. The crest of the family, thus, couldn't be entrusted to her. Despite this, she has a few useful spells stored within, one of which is a repair spell to be used upon her own body, reinforcement, hypnosis and a spell to reduce her weight and gravity.
- Mediocre Strength, No knowledge of Guns: Both her strength and abilities with modern weapons were scoffed when it came to raising Aisha, believing that if their trump card ever needed to shoot someone or engage in a battle of strength, then they may as well have lost... thus, her emphasis on avoidance and resistance.
- Assassination Training and Stealth: On the other hand, with such agility they opportunity may present itself for Aisha to carry out a covert assassination or surprise attack... for the which, she was given basic training in melee weapons, concentrated on daggers. Finally, as a mere homunculus acting as a human, Aisha can quite effectively mask her presence reducing her magical signature and stopping her breathing and other functions as she becomes more akin to an object than a living being when she needs to hide from enemies.
- Stats
- Equipment/Stuff: Aisha has been outfitted by the Hassai with as many tools as she may need in order to take care of the job.
- Magic Cloak of the Desert: A reinforced cloak, meant for both protection, physical and spiritual, as well as inbued with magic of the winds. With her great speed and movement ability, when decreasing her gravity with magic, she may glide in the air by the use of the cloak.
- Poisoned Daggers: She was also given a pair of daggers to use as a weapon in case it may be necessary, imbued with a poison which causes numbness and lose of strength in the affected area. The daggers as well have been treated for enhanced edge and strength.
- Homebase equipment: Within her safehouses she possess a good amount of magical tools to ensure powerful bounded fields in order to safeguard them and her, magic reserves in the form of a few jewels and scrying devices meant to survey the field as well as allow Aisha to communicate with her family to report her progress as they lounge in the safety of their home in the Middle East. Additionally, despite all the expenses she retains a good amount of cash on hand to deal with emergencies.
- Location: Aisha's family has prepared beforehand a few bases of operations for their homunculus to reside in. First and most obvious is a villa on the outskirts of town, with big terrain and a veritable magical fortress... or as much as the Hassei could make it with their expertise and resources. A good amount of homunculus and hypnotized humans labor within the villa, providing security and comforts. While it is the first place Aisha went to when arriving at Rome, the place is more of a decoy and place of last resource than her main base of operations. Most of the time she dwells in a far smaller house set in the heart of Rome, maintained by two maids of the family who pretend to be the owners of the place since a few years. The house is modest and comfortable within, however it is covered in a subtle bounded field which prevents magic from leaking out of the residence. It additionally has a tunnel leading into old catacombs granting a secret escape route. Her final accommodation is a small studio apartment set near the Colosseum where a hypnotized college student now resides with a bunch of magical tools guarded in a duffel bag... their trip to Rome postponed indefinitely as they found themselves with a love for sightseeing in the city and a good amount of funds to not worry about staying for a while.
edited 22nd Apr '15 2:07:12 PM by daltar
No one really likes playing as masters it seems? I tend to think they're the most fun.
Haven't been following Fate too much lately and I am a bit rusty, but I wouldn't mind taking the reigns of the last two Masters if it means getting the RP rolling for everyone.
Now just to see what I get from the lottery.
Edit: On second thought, just roll stats for one master for me if you would be so kind since I don't want to have too much responsibility. I don't want to be too selfish in case someone else wishes to play, but if we are desperately in need of someone to fill in the last spot, I'll do so.
edited 18th Apr '15 6:05:59 AM by Patchis
"...Maybe he just wants some hot cocoa... No? How about some water?" -Later- "HE AIN'T THIRSTY! HE HUNGRY FOR ME DAMN IT!"Not much of a fan of the whole massive gender bending stuff myself... but eh, each to their own.
You and me both, Amporiusrex. I find it sad how it is the Archer class that gets the least amount of loving despite the rich potential it can have.
Sorry, I forgot to post that all the master slots are taken up now. Regular Defender Skyped me a while back and there's a couple other people who have been messaging me for the eighth master, so there's no more room. It's my fault, the thread was quiet so I thought there would be enough time for Ragna and me to review signups first, but seeing as there's this sudden influx of activity I better say it. All current master and servant positions are now filled or claimed.
Also yeah, Chariot, you don't have to worry about any class being OP or not, since your stats and such are already rolled. Class mainly affects your class skills, as well as what 'appropriate' Noble Phantasms would be. So you can feel free to pick whatever strikes your fancy if it fits the legend.
Double also, I had a few minutes and made a status screen for Dalt's Lancer.
◊
Regular Defender
- Magical Circuits: Exceptional
- Magecraft: Great
- Crest: Exceptional
- Strength: Good
- Endurance: Poor
- Agility: Exceptional
- Guns: Good
- Melee: Adept
- Wealth: Exceptional (Approximately $50 million net worth)
edited 18th Apr '15 4:12:00 PM by nman
- Name: Lugh
- Summoning Age:
- Sex: Male
- Class: Rider
- Master: ???
- Appearance: A fair-haired warrior, with a full beard and sharp grey eyes. His leather armor is red in color, decorated with almost solar imagery.
- Personality Blurb: Lugh is an honorable warrior, despising people who commit treachery and the craven who fight from the shadows. He encourages others to stand tall and fight against those who would seek to cause them harm, and to live their lives to the fullest.
- Parameters:
- Strength: C
- Endurance: D
- Agility: A
- Magical Energy: C
- Luck: B
- Class Skills:
- Magic Resistance (E): While normally Lugh’s magical resistance would be near B-ranked, his summoning was unable to fully realize this, leaving it nearly nonexistent, only capable of slightly reducing the effects of magic.
- Riding (A+): Lugh is capable of riding creatures near the level of Phantasmal beasts.
- Personal Skills:
- Divinity (A): Born to a fomorian mother, and human father, Lugh was half-divine during his lifetime, and ascended to the rank of a god after his death, thus leaving him with the highest level of divine potential. The cost to maintain his form is reduced, and any effect he has on the World will take longer to degrade.
- Expert of Many Specializations (A): Whether in tale-telling, swordcraft, or any number of other skills, Lugh is an expert in them. His variety of skills is so great that he was admitted into the Tuatha Dé Danann, despite the order already have members who could individually do what he was capable of.
- Warrior of Honor (B): Lugh was a warrior who wished for fair fights, and refused to lay down before oppressors. When fighting against a force that seeks to prevent him from fighting, or who fight in a cowardly manner, he gains some bonuses to his stats.
- Eye of the Mind (False) (B): The capacity to understand the flow of battle, deriving from an innate sense. Lugh is capable of reading the flow of battle, and greatly improving his chances in battle.
- Noble Phantasms:
- Gae Assail - The Thirst For Battle (A): The infamous yew spear used by Lugh during his lifetime, it bears a powerful curse that causes it to thirst for blood. When drawn, it will burst into flame and seek harm against anyone but Lugh. The spearhead will become sharp enough to create deep cuts from the slightest brush, the flames surrounding the spear will reach out to try and burn anyone near the spear, and should someone else grab it, the wood itself will try to stab them with splinters. Its thirst for blood is so great that it will become sharp enough to pierce through barriers and nearly anything in its way not a Noble Phantasm. It cannot rest until it has drawn blood, although it can be quenched in large amounts of water to temporarily negate the effect of the curse. In addition, the curse’s energy has infused its already sturdy frame, making it nearly impossible to break or bend.
- Aenbharr - The Gifted Mount (A): The horse on which Lugh rides, it was a gift to him from the god of the sea, Manannán mac Lir. As such, it is a horse who only barely does not cross the threshold of a Phantasmal Beast, having stamina, strength, endurance, and speed many times that of even the best ordinary horse. Its most unique ability is that it is capable of crossing any surface - whether on land, at sea or on any other surface, it can transport Lugh with ease. However, Lugh will not allow anyone else to use it, as it was a gift to him alone and he does not feel that lending a gift is appropriate.
- Tathlum - The Eye-Sealer (C): The stone with which Lugh slew his father Balor, king of the fomorians. When thrown, it moves with enough velocity to tear fully through bodies. It slightly increases damage the closer the being it hits is to a Nature Spirit, dealing twice the usual damage against such creatures as Fomorians. It's most powerful ability only shows when used against a target who possesses some form of Mystic Eyes. Such a target, when struck, finds their Mystic Eyes completely destroyed, along with their physical eyes, regardless of where the stone actually struck them. Even if they heal their eyes, they can never again possess Mystic Eyes.
- Failinis - The Greatest Hound (D): A hound owned by Lugh as reparation from the children of Tuireann for their slaying of his father. It is a peerless hound, standing as tall as Lugh’s waist, with silvery fur. It automatically commands the respect of all animals that perceive it, who view it as a superior being to them. Its endurance, speed, and strength are also much greater than a normal dog of its size, and as a result of being made into a Noble Phantasm of Lugh, it is capable of tracking spiritual beings as easily as physical ones. Finally, any water that touches its fur is automatically transmuted into wine, though this process is both automatic and drains Prana.
edited 22nd Apr '15 2:47:30 PM by Krika
Al right- What do you think?
Name: Alba Lock
Age: 19
Sex: Female
Servant: To Be Determined
Appearance: Simply marvelous.
◊
Personality Blurb: She's a stoic, not because she's humble or anything- far from it. She's aware of her position in society, and has a lot of quiet pride in her family. She likes to keep people at a safe distance, and is not-at-all a touchy person, but when her emotions flare up- they flare up as if it was hydrogen introduced to a match.
Brief Background:
As a child, she mostly grew up sheltered, and raised on a pedestal by her Father, brutally criticized by her mother. Eventually, as is a regrettable family trend that seems to occur once every century due to their affinity with blood, her Mother became involved in research that led to her becoming a Dead Apostle and killing everyone close to her at the time, at which point all of her Elders died leaving Alba with the multimillion inheritance. She didn't mourn for long, as it was taught to her to be simply a part of life, and in some ways- it allowed her to choose her own path, rather than follow her Fathers' plan to put her in the position of uniting the Locks' bloodline to the more prestigious name of the Matou.
Skills/Abilities:
- Magical Crest "Blood Veins": This is a variety of spells beneath one umbrella, specialized in using strings or ropes of semi-congealed blood, that can become like razor-wire in effect, and are extremely good at entangling a foe. There is- however- not much staying power in the entanglement, it's brief at best as most people can break out of it, though the longer someone is entangled, the more blood can be drained from them- as well as the capability of the 'string' to develop thorns and barbs.
- Magical Crest "Melty Blood": It's sort of just a buff that lasts for a moment, and again- it's sort of in the name. Alba is able to heat the blood she uses to the point where its' boiling hot, or even fiery in some extremes. Obviously that hurts a lot, usually.
- Magical Crest Miscellaneous: She has quite a few other blood-related powers to a lesser degree, such as being able to manipulate the blood-flow within a body, as long as she has physical contact, though this doesn't allow her to move limbs in a living body, it can allow her to cause someone to feel weaker, or even pass-out unconscious due to a lack of blood flowing to the brain. She can make a weak shield out of the blood that won't stop anything above a bullets' power, and is next to useless against any blade.
- Mystic Eyes of Blood Detection: What it says on the tin, an old Family Enchantment. She can tell whether something is dead or alive with a glance, as long as it has flowing blood- she knows its' alive. This can also be applied to heart-beat, as she can tell how quickly the blood flows.
Equipment/Stuff:
- Mystic Code "Blood-letter": What looks like a simple, but ornate, letter-opener is... well- actually quite a sharp blade in disguise, which usually causes quite a lot of bleeding even with a small cut. Its' purpose is mostly to provide material for people of the Lock family to use.
- Family Heirloom "Sanguine Key": This is a mostly sentimental small key, that has a metal that seems- almost dyed, in the color of dried blood. It has been in the family since the very first generation in the 1600s, and has been considered a good luck charm on the person holding it.
Location: Naturally, as she doesn't want to stay in Rome longer than she has to, she bought a Penthouse Apartment, with a nice view- and even a small swimming pool. A small private study is inside, which she turned into a workshop, where the bookshelf never gets used, and neither does the large Italian-to-English Dictionary that rapidly gathers dust each day it sits there.
Statistics:
- Magical Circuits: Exceptional
- Magecraft: Great
- Crest: Exceptional
- Strength: Good
- Endurance: Poor
- Agility: Exceptional
- Guns: Good
- Melee: Adept
- Wealth: Exceptional (Approximately $50 million net worth)
@Nman: Mind if I ask who is the last Master? If I recall after a little skimming back, you did give daltar rolls due to circumstances. If you could give this mysterious person rolls as well, it would put my conscious at ease.
I just want to know that you're not being picky because I'm a new player is all, or that there is favoritism. :/
Sorry if it seems that I'm coming off a little rude of anything.
"...Maybe he just wants some hot cocoa... No? How about some water?" -Later- "HE AIN'T THIRSTY! HE HUNGRY FOR ME DAMN IT!"- Name: Lancelot
- Summing Age: Early twenties.
- Sex: Female
- Class: Lancer
- Master: To be determined.
- Appearance: When fighting without armor.
With armor on.
Casual wear.
- Personality Blurb: Lancelot is a woman who puts loyalty and doing your best first. She strives to do the best she can in all areas of her life and she shows loyalty to those around her. She is a copy from before the affair and as such feels ashamed of what she is said to have done in the myths. This pushes her to try and show loyalty in everything she does in an effort to better clear her name and make for certain that the myth of the affair be put to rest in the minds of those around her.
- Parameters:
- Strength: A
- Endurance: D
- Agility: B
- Magical Energy: E
- Luck: A
- Class Skill(s):
- Battle Continuation - Rank B
- Magic Resistance - Rank C
- Personal Skill(s):
- Eternal Arms Mastership - Rank A
- Riding - Rank B
- Blessing of the Fairies - Rank D - Permanently raises the rank of the user's magical energy by one.
- Joust - Rank A - Enhanced skill when fighting on a mount. The user has increased capacity for aiming their blows even while moving at incredible speed.
- Secace - Rank A+ - Lancelot's true weapon. The spear used to battle the Saxons at Saxon Rock. Is commonly mistaken in legend as a sword. Increases the stats of Lancelot's allies by one parameter when wielded by them.
edited 22nd Apr '15 9:38:05 PM by Chariot
edit: fuck yea
- Magical Circuits: Exceptional
- Magecraft: Great
- Crest: Exceptional
- Strength: Exceptional
- Endurance: Adept
- Agility: Average
- Guns: Great
- Melee: Exceptional
- Wealth: Poor (Approximately $500 net worth)
They led a dual life, experimenting on their bodies, generally seeking to be cleaner, healthier, or stronger than the mortals of the age, while attending the Olympics to compare their progress against the physically peak people at the time. They would of course intentionally lose, given that it is not in the spirit of competition to use an unfair advantage. However, when Theodicus outlawed the Olympics, the Hadjatos family never bothered with its rebirth, preferring to seclude themselves in order to continue their efforts at creating a better body.
However, along the way, Nestor Hadjatos, in a moment of shortsighted brilliance or insanity, proposed a different path. To infuse specific parts of the body with specific elemental properties. After all, what better way to make your body attuned with the world other than through the elements?
As it turned out, this was a bad idea. For example, you know what happens when you infuse your skin with rock over and over again? Your body slowly becomes that. And skin isn't meant to be rigid. However, magi are not necessarily known for their forethought or logical thinking. By the time the consequences of Nestor's shift would be fully realized, the results were irreversible. Although some dove recklessly into the research - after all, glory was not easy. The Hadjatos line was slowly killing itself off. Although their Crest was top-tier, the consequence a drastically reduced lifespan, death coming in the 30-40's age range. The very apex of the Hadjatos magecraft may very well be a single flash of absolute brilliance and perfection before withering away.
Enter Apollo. He, too, will die. The elemental affinity of fire runs through his veins, boosting the limits that his muscles are capable of reaching. It will end up burning him out - quite literally.
At first, Apollo did not know better. What child does? He gleefully threw himself into the work, balanced with learning the martial forms of pankration and other such things. When the truth came to him, he was shocked. Angered. His life was forfeit to millennia of pointless research. However, he hid his resentment, until he was allowed to leave the confines of his family's estate. He left, ostensibly on a a coming-of-age journey to learn the ways of the world, but... simply refused to return. He would not advance the research that was literally killing him. If anything, he would let the line die with him, the Crest destroyed.
Obviously, the Hadjatos family took offense to that. They hired hunters to retrieve the lost heir, so that they may recover the Crest from his living, breathing body, and continue their work. This was, however, easier said than done, for Apollo had gone to ground, leaving little to no trace of himself. Eschewing money and companions, Apollo has hidden himself away... until now.
Whispers of a War. Whispers of a Wish. Words from fellow fugitives made their way to his ears. It was a gamble. Apollo needed to only wait another three years... but what if he found this War? It would be a glorious fight indeed. His mettle tested against others. And if he won, he could fix the flaw in his magecraft, thereby ensuring that everyone in his little drama walked away unscathed.
- Skills/Abilities: Although there is a gap in Apollo's education after his self-imposed exile, the ancient and venerable crest, shaped like an overly elaborate laurel, has accumulated a wealth of knowledge and spells throughout the years.
- Given that the Hadjatos had spent all their time experimenting on their bodies, it's not all that surprising that they know where how and what works with the human body.
- Imbue: Capable of imbuing objects with elemental properties. Not only can it, say, set a metal rod ablaze with fire, but it can also imbue a car engine with an entropic property to make it more likely to explode. Though normally restricted to his inner element, fire, Apollo can draw on and consume surrounding elements to imbue their properties. This is due to the storied history behind his Crest, complete with deviations in the family's elemental bent, allowing for a greater variety. Can only last for so long before the elemental force coursing within the object ends up degrading it permanently.
- Full Bodily Reinforcement: A standard in the Hadjatos Crest. Can be selectively done to eyes, ears, skin, muscles, etc, or all of them at once.
- Pretty good at the Greek martial forms of pankration (wrestling) and boxing.
- Equipment/Stuff: What little money he has earned was set aside buying pain medication. Furthermore, he has been cut off from his family, so there's no stream of revenue from there. Apollo has gotten by taking odd jobs under the table. Or betting on fights. It's some but not a lot. For the most part he is a hobo of adventure, wandering from place to place. Aside from the clothes on his back and some amount of cash, he has:
- Baggie with pain relief medication
- Well-worn bronze knuckles. He calls them Pollux. Especially enchanted to resist degradation from Imbue.
- Five ancient bronze discuses. He calls them Castor. The discuses and knuckles are a set of Mystic Codes collectively known as the Dioscuri. Attuned to his knuckles, they can return to his hands from wherever they are - or at least try to, no matter the obstructions.
- Location: fuck if i know he's a hobo and hobos go wherever they want
edited 25th Apr '15 9:44:00 PM by HazzyHaz
Since Sanada might be changing, I'll skip her until you decide what servant to go with. (She seems fine though)
@Aisha: Her sheet is really hard to make out right now. Make it more readable by adding in bullets, line breaks, categories, etc, to make it easier to review her, similar to the other signup sheets.
@Lugh. Accepted, however limit Expert of Many Specializations to more mundane skills. Sorcery and Magecraft should be their own independent skills if you want to use them.
@Alba: Accepted
- Name: Atalanta
- Summoning Age: 22
- Sex: Female
- Class: Archer
- Master: To Be Determined
- Appearance: The Great Huntress, though with a lion tail and ears
- Personality Blurb: A young woman with the mentality of a wild animal, though with knowledge of civilization. Once the sworn hero and representative of the Goddess Artemis and sworn chaste, a wild representative of nature and the hunt, though she was tricked by the magic Apples of Aphrodite into losing a race and become wed. Although she regrets breaking her vow and losing some of the support of the Goddess that raised her, she still can't resist the taste of the Apples of Love which keep her happy with her husband and satisfied in the stomach. Still, she remains an independent entity that prefers working on her own and can't resist authority. Although as any hunter she can cooperate for a goal, she retains bad experiences from the hunt of the Boar which ended in a terrible tragedy. She's good with children and animals, loves to compete though she is mostly indifferent to men except for her husband.
- Parameters:
- Strength: C
- Endurance: A
- Agility: A
- Magical Energy: B
- Luck: E
- Class Skill(s):
- Independent Action - A+: As a natural hero of the Age of the Gods, boasting near unmatched independence in all her actions until her deceit by Aphrodite, Atalanta boasts Independent Action of the greatest level. The presence of her Master is basically unneeded for her to operate on any level, be it in fight, recovery or use of Noble Phantasms. Just as when she was born in life and then cast away to fend on her own, Atalanta needs nobody to survive. Her own high levels of Mana are more than enough to sustain her properly, though any extra her Master provides can be useful.
- Magic Resistance - A: As a Hero from the Age of the Gods and bearing the mighty skin of the Calydonian Boar, it takes nothing less than the enchantment of a Goddess for magic to actually touch her.
- Personal Skill(s):
- Clairvoyance - A: Capacity to track fast moving objects at unspecified distances, perfect dark vision and even the capacity to look a few moments into the future. Eyes of the greatest quality, with unmatched visual capacity, as fitting for one of the greatest hunters of myth.
- Retaliator of the First Move - B: Capacity of Atalanta in life, master of letting others take the first step and then overcoming them. The power and capacity of Atalanta in a competition or check becomes greater when she's moving after someone else, countering their move or giving them a lead to then overcome them. A skill borne out of a deep competitive spirit and an innate skill to counter moves taken in her sight. In a standout, enemies may feel a great sense of danger from Atalanta should they dare try to take the first move. Also increases her speed when running, as she was only barely beaten on a foot race by cheating.
- Wild Fighter - C: Atalanta's nature as a child of the wild and forest's abandoned by humanity and taken in by animals and the Goddess Artemis. Atalanta's nature is that of a beast and besides her learned bow skills, can fight by instinct and rage like an animal of the wilds. Additionally, all woodland and nature are her natural haunts, allowing her to hide and move through them with incredible ease and make friend with their creatures. Additionally, Atalanta possesses as pair of lion ears and tail plus the instincts of a beast due to her curse to become a lioness for desecrating Zeus' temple under the control of Aphrodite.
- Presence Detection - D: Borne out of her heightened senses as a bestial human, Atalanta's eyes, hearing and sense of scent give her increased capacity to detect presences and feel the world around her. It expands the range of detection for other presences and magic and can counter Presence Concealment depending on its rank. Weak ranks of Presence Concealment will be detected from farther out, while strong ranks will only be detected when they approach more closely.
- Noble Phantasm(s):
- Khryselakatos - Bow of the Hunt Goddess
- Rank: B
- Type: Anti-Army
- Description: The very bow of the Goddess Artemis, given to her closet champion which she raised during her childhood. Original rank of this weapon when wielded by Atalanta used to be higher, however, after she lost her purity and broke her vow of chastity, Atalanta can no longer access the bow's full strength. A beautiful golden bow of the greatest construction, whose string seems to be made out of moonlight. Each shot is reinforced by the strength of the pull on the string, the careful aim and speed of the draw and the mana of the user which imbues and empowers the arrows. Arrows shot can move without an arc, moving as pure moonlight until they hit their target, though Atalanta can give weight to them in order to arc them to fire over obstacles. Imbued arrows hit physically like a B rank attack and then can make a small explosion of magic damage for the same rank. It's greatest ability can only be activated when calling upon its name, at which point Atalanta knock a special arrow into the bow and calls for title of Iokheira, Showered by Arrows. The powerful missile is shot as a powerful beam of moonlight, hitting with the full strength of a B rank Noble Phantasm and then exploding from the point of contact into a thousand arrows shot all around.
- The Skin of the Calydonian Boar - The Rage of Artemis
- Rank: C
- Type: Support
- Description: The skin of the mighty Calydonian Boar which was given to Atalanta by its slayer after she drew it's first blood. It is the remains of a powerful beast which tasted the blood of heroes from all around Greece, in a hunt on which some of the greatest fighters of the time participated. Having it is what gives Atalanta her great physical endurance and boosts her Magic Resistance to the point at which it is now. Additionally, by drawing upon it's power as the creature which her Goddess sent as punishment for forgetting her, Atalanta can receive a boost to her Strength and her curse as a beastly creature, growing powerful claws and obtaining the capacity of fighting in close range in a mighty rage like the Calydonian Boar once did. It's rank as the remain of such a mythic creature should be higher, however, as Atalanta didn't give the final blow to the boar and the skin was given to her, she can't claim the full power of its legend.
- Golden Apples of Aphrodite - Symbol of Temptation
- Rank: C
- Type: Support - Anti-Person
- Description: The alluring apples of Aphrodite which saw Atalanta's nature as a virginal follower of Artemis end. Used by her would be husband to cheat in a foot race, Atalanta saw herself unable to resist the sight of the Golden Apples as they were thrown, forcing her to run off to fetch them each time they were cast. Falling for their powerful allure, Atalanta agreed to marry her husband only if he would keep providing her with such entrancing, delicious apples. The apples are awfully shiny and tempting by their own, though dangerously they can have the effect of a light love potion due to their nature as creations of Aphrodite. While Atalanta regularly eats them as the offering from her husband, she can only produce three of them for use in combat every day, as three of them were used to make her lose her footrace. In combat, Atalanta can throw the apples which shine with great allure... enemies with Luck stat below C or lacking Magical Resistance won't be able to resist them and become forced to run after the apples to obtain them. Enemies who resist the allure though are faced with a choice... they can go after the apple anyway and be safe, but if they don't Atalanta will be able to unleash a C rank Noble Phantasm arrow at them, empowered by the power of Aphrodite for daring resist the allure of the Apples.
- Khryselakatos - Bow of the Hunt Goddess
edited 22nd Apr '15 5:37:21 PM by daltar

Roll me up a Servant?