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[OOC] Fate/Reborn 2.0 [Second War Active]


Shamitako

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TTG Discord This is the best place to contact me about RPs, click the pinned messages thing and ask for the F/R role

Type-Moon Wiki Since I'm bad at explaining things, refer back here for canon information on Fate. There's also a list of canon skills which will come in handy when submitting a servant

 

Welcome to Fate/Reborn, a needlessly complex merger of Fate and the Reborn Creative Works section. Before I get to anything else let me make something 100% absolutely clear: This RP is about PvP, but it is not about winning. The goal is to have fun and write interesting stories, try to focus on that

 

Following this, I'm not going to be putting any real rules in here. The goal here is to work together on this, and not doing that covers just about every issue that could actually occur. If I see someone causing strife, I will speak to them about it and if necessary resolve the issue by removing them entirely. But I really, really don't want it to come to that, so please do try to play nice

 

~Plot & Setting Basics~

 

A group of mages gather in a city to fight for a wish-granting holy grail. they do this not by fighting one another, but by summoning fictional heroes into physical form to fight in their stead. The Grail will grant any wish to the master who manages to lead their servant to victory against all others. But victory is no easy task, most servants are powerful and most masters incompetent. Overcoming all foes to gain victory will take strategy and cunning, or at least an overpowered servant to carry their master to victory.

 

The city in which this battle takes place is known as Caudoran. It is a place which does not have a proper location, and yet still plainly exists. It will not be found on any map, but those who search it out will have no trouble finding it. Magic is common knowledge in this strangely detached city and those who excel in magic gain status. It's a perfect place for such a battle to take place, hidden away from the eyes of the world.

 

The Holy Grail War itself is secret, even in Caudoran, only the participants and a select few powerful members of the magic community know of its occurrence. Revealing it out of turn could easily cause trouble, and only the less stable masters are likely to do so.

 

Map. Every player will be responsible for maintaining their own position on the map once the war begins.

 

~Masters and Servants~

 

In this RP, each player will play both a master and a servant (but not a pair) in the war for the Holy Grail. Servants are powerful warriors, most far beyond the powers of the mages that serve as their masters. But a shared goal of attaining the Grail, as well as a leash the Grail provides in the form of Command Seals (I'll get back to those shortly), provides a chance for the master to maintain control and reach victory.

 

Each player wishing to join a war will submit a master and up to two servants per war (you must have at least one in the pool to participate). Masters are completely original for this RP. Servants submitted must be OCs from within Reborn's Creative Works section (characters from stories or RPs that began or continued elsewhere are also permissible). Servants will be sent into a collective pool and chosen (largely at my whims) to be summoned for each war, with newer servants gaining some priority.

 

As mages, each master will possess some affinity for magecraft, to be described in their sheet. They may use their magic to assist their servant in the war and help them achieve victory. As a master is much easier to kill than a servant, it will likely be common for masters to be targeted instead of their servants. Masters from larger families and with a greater aptitude for magic may be well known in the magic community, particularly if they live in Caudoran. Fate magic is far too complicated for me to explain, so here's the wiki page on magecraft.

 

Servants have several statistics which show how well they perform. They also possess skills which effect how they perform in different scenarios. And finally, servants may possess noble Phantasms, powerful weapons and abilities unique to them and their stories. Servants are summoned into the world with basic knowledge of the location, time period, and Grail war. They also have some general knowledge about one another, and in time can come to recognize one another. Learning an opposing servant's identity can often be key to defeating them.

 

~Command Seals, Tier, and Flair~

 

Command Seaals are special devices granted to each master by the Grail. They appear on the master's skin as a red, tattoo-like symbol with three parts. When used, they can force a servant to perform an action (although more independent servants may resist them) the more simple the command, the more powerful and harder to resist it will be. Each master has three command spells, corresponding to the three parts of the physical mark.

 

Tier is a statistic separate from all else which indicates a master's affinity for summoning and maintaining their servant and a servant's drain on their master. A master with a servant below their tier will have next to no issues maintaining their servant. One with a matching tier will be unlikely to struggle but will be more draining in times of stress (such as when unleashing a powerful Noble Phantasm). And a master outranked by their servant here will find themselves under increasingly great strain with each successive overtier. Masters will be unlikely to be paired with a servant above their tier unless they specifically aim for that servant while summoning or it's required for OOC reasons.

 

Certain characters could have a temporary rank-up in tier by changing forms or entering an enhanced state that causes them to take more from their masters, beyond simply added drain from exerting effort. A TTG mech user entering their mech form could have a low tier normally, but take much more in their mech for. EX: A werewolf might be a C+, being a C to maintain while human but taking twice that while transformed into their wolf form. One might also have a rank-down from being less draining than seems immediately apparent, for example a character capable of taking a lot of energy from their environment. A rank-down to tier could also be acquired by having a strong affinity with the master or by using... alternative methods. A rank-down can be considered halfway to the rank below the listed rank, two would be a full rank below, three would be one and a half, and etc.

 

Flair is another statistic that's largely separate, though it intertwines a little more closely with raw power level than tier. It indicates how recognizable a servant is and how much being recognized gives away their abilities. In Fate proper, how recognizable a servant is is tied to how old they are (more or less), and how old they are is tied to how powerful they are (more or less). Since legend age is a little tougher to work with here, Flair is tied more directly to power. A more powerful servant will be easier to recognize (more or less). In addition to raw power, there are other factors that can play into tier. A Saber or Lancer with a signature weapon will be much easier to recognize, while being a Berserker or Assassin could obscure a servant's identity. Having certain skills or noble phantasms could also play into Flair.

 

Flair is much less likely to have a rank-down or rank-up than Tier, but it is not immune to them. Transformation again being the simplest way to achieve this.

 

~Character Sheets~

 

Master

Spoiler

Player: [Put yourself here]

Name: [Your master’s name]

Age: [How old your master is]

Alignment: [D&D alignment]

Tier: [What tier of servant your master is capable of maintaining stability at]

Appearance: [Describe what your master looks like with enough detail for others to describe them when they’re encountered in the RP]

Magic: [Describe your character’s magic style and affinity here and then list their statistics below]

  • Offense: [How well your master ranks in magic used to cause harm to foes]
  • Defense: [How well your master ranks in magic used to defend against attack]
  • Utility: [How well your master ranks in magic not used for offense or defense. Healing qualifies for this as it is used after taking an attack]
  • Mana: [How much mana your master has at their disposal]

Other: [Anything else that needs mentioning]

 

Servant

Spoiler

Origin (Player): [The story the servant comes from as well as the player they belong to]

Name: [The servant’s name, feel free to tack on a title as well if you like]

Class:  [All classes available to the servant, bold their primary class]

Alignment: [D&D alignment]

Tier: [What tier your servant belongs to]

Flair: [How much Flair your servant has, C is considered the default]

Appearance: [Describe what your servant looks like with enough detail for others to describe them when they’re encountered in the RP]
Parameters:

  • Strength: [A servant’s physical power ranking]
  • Endurance: [How durable a servant is]
  • Agility: [How fast a servant is and how quickly they react]
  • Mana: [How much magical power a servant has]
  • Luck: [How lucky a servant is]
  • Phantasm: [A ranking based on how numerous and powerful a servant’s Noble Phantasms are]

Class Skills: [Make a list of class skills with rank. A only class skills from the current class should be applied. Describe how the skill functions with your servant as necessary]

  • Name Rank: Description

Personal Skills: [make a list of personal skills with rank. It’s preferred that you use canon skills where possible, but if you can’t find something that covers what you’re looking for you have permission to invent things, just run them by me first. Either way, please describe how the skill functions with this servant]

  • Name Rank: Description

Noble Phantasms: [Make a list of your Noble Phantasms out using the following template]

 

Name (Rank; Type)

[Description]

~The Anti-Lexi Failsafe~

 

If any player does not post for ten days after everyone else in their interaction has already gone, then their character may be freely killed by anyone in the RP and their partners will be cast to fend for themselves (better you die alone than sit in time-stop for months, no?). If they are in a fight, their opponent may win freely. If they're alone with their partner, anyone may run over and assassinate them. If you expect to be busy and unable to post for a long period of time, you may notify the rest of the RP and set a date of your return, your ten days will then count from this date. This rule applies especially to myself, so please do use it to keep me honest.

 

~War Threads~

 

First War

Second War

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~Second War Masters~

Nadia (Huk)

Spoiler

Player: Hukuna the Undying

Name: Nadia Darke

Age: 30

Alignment: Chaotic Neutral

Tier: B

 

Appearance: Nadia has long jet black hair, usually done up in a sloppy ponytail of some sort or another. Her eyes are a deep emerald green, that seem to harbor something sinister. She is around 5'6 with a lithe athletic form, not tiny, but not big either. Her typical attire consists of a black dress suit, underneath she wears an emerald green vest to match her eyes along with a tie of the same colour. She is always wearing gloves, and is almost never seen without. Her skin is a slightly tanned colour.

 

Magic: Nadia uses a form of magic that focuses around reinforcing darkness into objects or constructs for different types of use. She excels highly in using the them for combat but in general has decent grasp of using them for other purposes. Her control over mana isn’t exactly the best, her spells tended to be overly expensive. Most other mages couldn’t cast them as she does, but this leaves what would be a strong pool of mana quite mediocre in effectiveness. As a result she needs to manage her spells much more than your average mage. Her best construct is that of her her sword, Blank, a weapon believed by her to be utterly perfect in it’s balance as a sword. She can create exact copies of it from darkness. She can replicate other items those she is more familiar with are stronger. This leaves her defense and utility a little more limited as she not as used to using them. However the defensive capabilities and utility are powerful enough cases this doesn’t cause the rank to sink extremely low. ((she is able to makeshift healing by stitching things together with darkness however it’s not as effective as true healing for example. Nadia is actually more efficient just amputating a limb if it’s too damaged and replacing it with a construct limb then healing it to get it in combat shape sooner. [however this obviously has… other drawbacks])) Her affinity is that of Void.

  • Offense: A
  • Defense: C
  • Utility: C
  • Mana: C

Marian (GoG)

Spoiler

Player: GodofGamingRWBY

Name: Marian Lavitiel Matrinox

Age: 20

Alignment: True Neutral

Tier: B

 

Appearance: Marian appears as a 5’6” woman with medium length brown hair, generally smoothed out around her and kept completely out of her face. Along with this, she is fairly pale, with dark grey eyes to go with her skin. Her outfits tend to shift around, but are generally expensive and elegant due to her ‘standing’.

 

Magic: Marian does not know how to use her magic too well, despite having a deep reservoir of magic at her disposal. She can use it to create small magical shields that can protect her from weaker Servant attacks, as well as use a bit of healing magic to fix lower-scale wounds, but she can’t last past a single strike from a focused, determined Servant.

  • Offense: --
  • Defense: D
  • Utility: D
  • Mana: A

 

Other: Marian’s father was originally sent by the Mage Association to investigate an incident from seven years ago, bringing her mother along for the investigation. Unfortunately, the two came across a terrible accident that took both of their lives. As their only child, the task was then dropped onto her to complete, which she had begun to do so due to believing that she owed that much to her father.

Min (Strider)

Spoiler

Player: Strider03

Name: Min Chae-Won Tsoi

Age: 32

Alignment: NE, perhaps mild CE. This is still an open question to me.

Tier: B

Appearance: His face is definitively asian, with a prominent jaw, and high cheekbones. His black hair is usually spiked up into points, at least when he's not putting on a show of normalcy. While his gaze might be interpreted as intense, or simply highly invested when he is making said show of normalcy, when his hair is styled like this, one can't help but feel that there's a little less sanity in this man than there's supposed to be. He consistently wears two small unadorned steel loop earings. His attire is most often a green designer suit, worn in a way that was most certainly not intended. He wears the jacket on his shoulders without an arm in either sleeve, like a cape over a plain white t-shirt. Though of unremarkable height, he is quite skinny.

Magic: Offensively, Min focuses on light based attacks, focused on blinding and burning. Extremely painful, but only deadly given time. However, his specialty is imbuing magical properties into porous or powdered materials. Specifically his own. He can force an object to glow brightly on a timer, or cause it to emit heat. He can't imbue any other types of magic into materials, except magical power itself. This is useless (as it's entirely unfocused), unless it is ingested, and even then, it's generally weak, without some form of. . .force multiplier Basically, he can imbue either his specific focus of magic, or raw unfocused mana into objects. The items with his specific branch of magic in them can be activated at will, and those with simply mana stored will give a small magical boost when ingested. Combined with some specifc stimulants, the effect is much more potent.

  • Offense:C
  • Defense:C
  • Utility:A
  • Mana:B

Other: He's the leader of an international drug production and trafficking business. He sells both mundane "goods", and his magecraft enhancing drugs, in a weaker version. The uncut stuff is just for him. It's unlikely you would know who he is, but he has recently set up a distribution facility in Caudoran, so some of those who pay attention to the drug trade might know of his business in a vague sense, and would know the effects of this mage stimulant.

Erica (Twin)

Spoiler

Player: Twinwolf

Name: Erica Thorton

Age: 24

Alignment: Neutral-Good
Tier: A+


Appearance: In the intervening 7 years between wars, Erica has grown a few inches - she's 5'3" now. Otherwise, her appearance has remained largely as it was. She has mildly curly red hair that goes a bit past her shoulders, and similarly colored eyes made to look large by her glasses. She’s not bad, in terms of attractiveness - reasonable curves and high-b cups, and her face is cute - although marred by some small scars now. She prefers to wear practical clothing - she has fancy dresses and such, but doesn’t like how they get in the way all the time. While normally she's fine, when tired she walks with a noticeable limp as old wounds come to haunt her. 


Magic: Eri has an affinity for Water magic. She tends to use it mostly for defense and utility, although in a pinch it can be used more offensively - magically hardened ice can be sharp! The defense is largely in shielding against magical attacks and an amount of natural magical resistance, although her magically toughened ice can protect her physically as well. In terms of utility, she can set traps - or turn existing water into a trap, and has some healing ability - she’s not going to fix a severed arm but she can close a bad gash. She’s quite efficient in her mana usage and her reserves in general, subsequently having the potential to control a rather draining Servant or perform a lot of spells before running out of it. Her mana reserve is due to being a seventh-generation mage, along with natural talent.

  • Offense: C.
  • Defense: B
  • Utility: B
  • Mana: B

Isis (Lexi)

Spoiler

Player: Lexi

Name: Lady Isis Jourdain-Frederickson II

Age: 18

Alignment: True Neutral

Tier: C

Appearance: Rather short with fair skin. Short, straight hair dyed a deep red, her natural brown given away by her eyebrows. Her pale green eyes are quite large compared to her rather petite and rounded nose, being further accentuated by her black eyeshadow. Her earlobes and the right of her nose are adorned with small silver and diamond studs. She dresses pretty, but effectively, wearing a tan blouse and blue jeans with tan slip-ons. Her left hand is covered by a fingerless red glove with a seven-pointed star emblazoned on it in doubled black lines.

 

Magic: Isis is a magus of distinguished decent with extensive training. She possesses an extremely strong affinity for fire magic and can control heat and flame with great precision. Due to certain circumstances, however, she is effectively a first-generation mage, leaving her with only a small pool of mana to work with and making it impossible to use her magic to its full potential.

 

To help mitigate this issue, Isis has developed a unique casting system wherein she rapidly dispels large chunks chunks of mana and then attempts to reabsorb as much as possible. To assist with this volatile style of spellcasting, Isis has coded many of her spells into single-word incantations.

 

TL;DR, she casts in bursts and she calls all of her attacks.

  • Offense: A - Having such a connection to fire, Isis is well versed in its destructive potential. She has many potent offensive spells, most revolving around flames and explosions, though using the more powerful ones can be extremely draining.
  • Defense: C - Though lacking compared to her offenses, Isis can still defend herself adequately. She can create barriers of flame or flash-freeze incoming attacks.
  • Utility: B - Isis can use her flames for all kinds of utility. From lighting her way to searching for things with heat vision to laying explosive traps to surprise her foes.
  • Mana: D+ - Though Isis has a small pool, her strange method of spellcasting allows her to use it rather efficiently so long as she's careful not to overexert herself.

Other: Though she is born of a distinguished lineage, her brother stole her family's magic crest, heavily limiting her magical abilities.

Karsten (Murdoc)

Spoiler

Player: King Murdoc
Name: Karsten Solberg
Age: 34
Alignment: Chaotic Neutral
Tier: B
Appearance: A tanned man with light brown hair and blue eyes. Tall, but not so tall as to be towering. Wears a dark-colored coat slightly over waist length, and a broad-brimmed hat, with a high-quality undershirt and practical, drab pants. He also wears gloves on both hands; this is to assist in concealing his artificial right arm, created by an associate of his using some golemancy and tuned to his particular brand of magecraft. 

Magic: A magus with an Earth affinity specialized in the manipulation of magnetism and exploiting such, who prides himself on being prepared for any situation. His magic primarily consists of manipulating specialized projectiles and target tracking. His prosthetic golem arm was built by an associate; he himself knows only enough to repair it, and enhance its strength temporarily. 

  • Offense: A. Prepared spell bullets, magnetic shot that tracks the target, two-stage Bounded Field-piercing rounds, et cetera, as well as middling talent in attacking actively with spells by bending metal about or hurling bolts of magnetic flux at enemies. 
  • Defense: D. Defensive capacity mainly consists of the ability to place durable objects between himself and an attacker, and simply killing the attacker before they can post a significant threat.
  • Utility: C. Not good at setting large-scale magical traps or intelligence networks, and his knowledge of Bounded Fields is limited to methods of piercing them, but he is a good tracker.
  • Mana: C. His circuits are of somewhat high quality but low quantity, giving him only middling amounts of mana to work with. His supply is mostly stretched by relying on portable, prepared spells.

Rosie (Frog)

Spoiler

Player: Bfroger6

Name: Rosie Laov 
Age: 45 
Alignment: Chaotic Good 
Tier: C
Appearance: Dirty blonde hair, sideburns + sunburns, ruff stubble on the chin, well built (179 cm/81 kg), cowboy hat, unbuttoned hawaiian-pattern shirt, shorts... 

Magic: Rosie's affinity towards the water element had allowed him to, throughout the years, train a particular methodology of delivering bursts of localized tissue damage, therefore debilitating his enemies before going in from the strike himself, using freezing primarily. In addition, he's trained a certain level of self-reinforcement magic which allows him to strengthen his arms' physical power and his speed slightly. In short, he focuses on debilitating the enemy, while delivering powerful boosted blows himself. Ice itself can be used both as a projectile or as a means of destroying the opponent's body by merit of considerably and swiftly plummeting their temperature, whilst the reinforcement serves as both a defensive and offensive boost, though of low effectiveness, as reinforcing beyond a certain point, at his level, could spell severe trauma to himself. 
His family's crest has been lost upon him, or to be frank, he already gave it up willingly, limiting his repertoire of already straightforward spells, and acting as his most prominent weakness.

  • Offense: B
  • Defense: D
  • Utility: C
  • Mana: D

Other: He dresses, looks and acts like a total tourist idiot. 
Aside from that, former detective.

Julius (Pidgyboi)

Spoiler

Player: PigeonOfAstora (LucidRain)
Name: Julius Carsten
Age: 19
Alignment: Neutral Good
Tier: B


Appearance:

Curly, short bleach-white hair, starkly contrasting his bold black eyes. He is of average height and looks rather unassuming on the surface. His usual attire is a plain white T-shirt with brown khaki pants, with a black leather jacket wrapped around his waist like it's a belt. He'll sometimes don the jacket if he feels cold. Looks something like this. 


Magic:

Julius’ power revolves around the manipulation of highly concentrated ‘bullets’ of ether. With use of each bullet he can reinforce people’s physical capabilities, or use them offensively to directly attack enemies. Physical enhancement is initially slight, but with total dedication to enhancement it can create a significant boost both power and constitution. To a lesser extent, he can use ethers as shields against enemy attacks, parrying their attack away, or heal moderate wounds with some time. He can currently only manipulate 3 bullets at once from his mana pool, but given time he can become more efficient and draw more units.

Aside from magic, Julius also practised in martial arts and is often seen controlling his magic through martial arts movements, and after sufficient training, can incorporate martial arts attacks with ether attacks.

  • Offense: B
  • Defence: C
  • Utility: D
  • Mana: C

Kazuki (Noir)

Spoiler

Player: Noir
Name: Kazuki Hiroyuki 
Age: 24
Alignment: Lawful Neutral 
Tier: B

Appearance: A fairly well-toned man with slight muscle, sitting at 175 cm. Possesses brown hair tied in a shoulder-length pony tail. Often dresses lightly, preferring robes and singlets, but is most commonly seen with a aqua T-shirt with trousers of a slightly darker shade of his top's color. A mole can be visible atop the right of his forehead slightly obscured y his hair.
Magic: Possesses a familiar manifested as the form of his previous pet, a deceased hawk, whom he calls Takeya. They possess the ability to sight share, granting Kazuki sharper and long-range vision without having to move, being able to see in birds-eye view. 

  • Offense: E No real magic-based offensive capabilities as a pacifist.
  • Defense: -
  • Utility: B Possessing greater eyesight and scouting ability by virtue of his familiar hawk. 
  • Mana: C  Enough to keep his familiar consistently.

 

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~Throne of Heroes: Standard Classes~

Archers

Merlin, The Prince of Halloween (Lexi)

Spoiler

Origin (Player): The First Witch (Lexi)

Name: Merlin (Mackenzie Cloud), The Prince of Halloween, The Second Prince of Magic

Class: Archer, Lancer, Caster

Alignment: Chaotic Good

Tier: D (Extremely competent with magic and possesses an ability that helps reduce her magic consumption in battle, these combined with her Independent Action make her very easy to maintain)

Flair: B

Appearance: A tall, light-skinned woman with red hair, glasses, and freckles. Wears a black bikini top and a short black skirt. Her head wields a wide-brimmed and pointy black hat that folds over itself at the tip. Has a small pouch on a strap attached to her right arm which she uses to carry a deck of playing cards. Carries a wooden broomstick and has a Scottish accent. Can equip herself with a much less revealing outfit when she feels like getting serious
Parameters:

  • Strength: E
  • Endurance: E
  • Agility: B
  • Mana: A
  • Luck: C+
  • Phantasm: B

Class Skills:

  • Independent Action B
  • Magic Resistance C

Personal Skills:

  • Collector E: Merlin has a strange propensity for finding rare copies of books and games, almost as though they’re drawn to her
  • Mental Pollution C+: Allows Merlin to resist mental interference. Although she is still perfectly rational, Merlin’s long life has caused her to see the world in a different light than a normal person. In other words, she gets a little more eccentric with each passing day
  • Go Fish A: Merlin loves simple games with little skill. Grants a rank-up in Luck so long as Merlin is enjoying herself (which is almost always). In addition, turns games of go fish that Merlin participates in into high-stakes battles of luck manipulation
  • Trick-or-Treat 😄 A skill denoting Merlin’s affinity for the celebratory aspect of Halloween increases the strength of her attacks when near to festivals and celebrations

Noble Phantasms:

Spell Memory, the Witch’s Spark of Mind (D; Anti-Self)

Merlin need only properly cast a spell once. Once she’s learned a spell she can instantly replicate it exactly the same way it was cast the first time. This allows her to cast rapidly and expend very little mana in battle. It is as though Merlin has a perfect memory of every spell she has cast

 

Halloween Bomber, End to the Festivities (A+; Anti-Unit, Anti-Fortress)

Merlin forms several black spheres with orange jack-o-lantern faces on them and fires them at her target to deal an absolutely massive amount of damage. Can only be used if Merlin has already gained the upper hand in a fight and may only be used once per opponent per battle

Hoshiko, the Righteous (Murdoc)

Spoiler

Origin (Player): FEF: Ashes (King Murdoc)
Name: Hoshiko the Righteous
Class:  Archer, Rider, Lancer, Berserker
Alignment: Chaotic Good
Tier: C

Flair: C+ (She tends to yell her name at people)
Appearance: A girl, seemingly only in her late teens or early twenties. She has pink hair tied into two large tails on either side of her head, and wears a small, white headband. She wears a dark green breastplate, a red shirt, and a set of (oddly) practical brown trousers and boots. She sits astride a snow-white pegasus, and from its back wields a either a bow with a somewhat intricate design, almost appearing to be two separate bows with a sort of lattice joining them.
Parameters:

  • Strength: C+
  • Endurance: E
  • Agility: A
  • Mana: D
  • Luck: C
  • Phantasm: C

Class Skills: 

  • Independant Action B: It is possible for Hoshiko to stay materialized without a Master for up to two days, if combat is avoided.
  • Magic Resistance 😧 Conferred upon Hoshiko by the containers of Archer and Rider. Not a skill naturally held. 

Personal Skills:

  • Revelation 😧 Hoshiko claimed that the Goddess spoke to her in life; she joined the group that made her famous on the basis of a dream she deemed prophetic. Grants a small chance to receive visions or dreams that guide the holder of this Skill to success in their endeavors.
  • Evaporation of Sanity E: The owner is basically incapable of subtlety at a fundamental level, having a fondness for shouting, posing, and calling their attacks. 
  • Eye of the Mind (True) 😄 As an experienced hunter, archer, and soldier, Hoshiko is adept in striking her targets in difficult conditions.  
  • Riding A+: Enables Hoshiko to ride everything up to and including the Phantasmal Beast category, but not Divine Beasts or Dragonkind. 

 

Noble Phantasms:

Blessed Arrow: Divine Strike of the Fiery Goddess (Anti-Unit, C)

A shot fired from Hoshiko's bow, said to pierce any defenses and to be blessed by the gods themselves - it is derived from talents she held in life in shooting out enemy weak points, ultimately derived from hunting experience. As a Noble Phantasm, it completely ignores all defenses other than the opponent themselves being healthy enough to be wounded and continue fighting; however, it does not directly inflict any more damage than her normal shots or spear blows (though those aren't exactly something to sniff at.)

 

Airheaded Pegasus: Rayne (Anti-Unit, D)

A mount Hoshiko acquired during her adventure with the Misguided Children. It is not particularly old or endowed with great magical power, but it is dependable. . . for the most part. Mostly suitable for use in one-on-one fights. 

Darien (Strider)

Spoiler

Origin (Player): Strider, from a short-lived RP known as Lowlife       

Name: Darien Polk       

Class: Archer, Caster   

Alignment: CN       

Tier: B

       

Appearance: Darien is a troll, around 8’7”, which is slightly smaller than what would be average, but obviously imposing to any humans. He has a pair of upward-pointing tusks jutting up from his lower jaw, and a pair of horns on his head, slightly asymmetrical, with the left one being slightly further back than the right one. If you compared him to a human, you would see that his arms longer in relation to leg length than would be normal on a human. In general, Darien would be imposing to any human, but this is nullified by an almost constant babyish grin on his face. On his arms, things that look sort of like crude plates are apparent, a natural feature of trolls. He’ll often had a few buzzing creatures floating around himself which he sometimes uses to defend himself, resembling modern drones, but slightly more organic looking, and unpredictable.

 

Parameters:        

  • Strength: C           
  • Endurance: B           
  • Agility: E          
  • Mana: B           
  • Luck: E            
  • Phantasm: C++

Class Skills:       

  • Independent Action: C
  • Magic Resistance B: Darien has decent resistance to physical magic, such as enchanted weaponry and blunt force based magic. He has lower resistance to things that more closely resemble telekinesis, mental manipulation, and elemental stuff.   

Personal Skills:

  • Rain of Lead 😄 Darien is proficient with firearms, and when he uses a human gun, it becomes a magic weapon in his hand, actually being able to hurt servants, and gaining the resilience that an enchanted weapon would have.   
  • Attendant of Iron 😄 Darien is such an imposing wall of brute force that he can increase his master’s physical fortitude simply by his presence.
  • Familiar (Drones) B: Darien is capable of creating drones to use in battle, capable of hurting even servants.

 

Noble Phantasms:

Fanatic Swarm (C-A; Anti-Army) Darien commands his drones to chase down a target. They will attempt to charge the target and explode, dealing a large amount of damage. If they cannot get close enough to self-destruct, they will fire a high-powered shot (weaker than the explosion but still formidable) and then return to Darien. Increases in power the more drones Darien has constructed

Victoria (Twin)

Spoiler

Origin (Player): Trespassers of the Multiverse Gaiden v2 (Twinwolf)

Name: Victoria Denton

Class:  Archer, Caster, Berserker

Alignment: Lawful Good

Tier: B+. Victoria’s magical nature makes her take a lot of energy to maintain, although reduced to a more manageable B by her Independent Action. Circumstances may lead to a dramatic increase in her cost, however.

Flair: C

Appearance: Victoria a tall girl with straight brown hair down to the middle of her back and green eyes, with rather attractive features. In normal form she tends towards comfortable clothing in bright colors, whereas in magic form it's replaced by a sort of armored green dress.

 

Parameters:

  • Strength: E
  • Endurance: A
  • Agility: B
  • Mana: C
  • Luck: E
  • Phantasm: C+

Class Skills:

  • Independent Action (D): Skill granted by the Archer class.
  • Magic Resistance (C) : Being a magical girl and of the Archer class, Victoria has a fair amount of magic resistance.

Personal Skills:

  • Battle Continuation (B): Victoria’s body is, for the most part, essentially a flesh golem animated by her Soul Gem. As long as that is intact and her body is physically capable of moving, she can continue the fight, and even if the latter status is lost, if her master manages to get her away and healed she’ll get back to it.
  • Transformation (D): Victoria can change between a normal human form and the form of a magical girl at will.

Noble Phantasms:

Tetrarchia Solais (C; Anti-Unit): Victoria’s magical weapon, an extension of her soul. While she can make it take a few different forms, it’s normal form is some sort of cross between a crossbow and a rifle, giving Victoria significant range on most opponents. It is capable of channeling magic to create a variety of effects on it’s shots, from poisonous shots to ones that detonate on contact.

 

Like A Girl Will Become a Woman… (A+; Anti-Self): ...So to does a Magical Girl become a Witch. Victoria’s legend is one of fighting for hope with all her might… but one of the better known parts, is her fall. It was not an easy process - it wasn’t one push but many, accumulating over time until she broke. It was terrible… and magnificent. Now that she’s aware of this attribute as a Heroic Spirit, it’s significantly harder to trigger on accident, and she would rather die than intentionally trigger it. If it is somehow triggered - more than likely by command seal - Victoria will transform into a Witch.

 

 

Assassins

Debronee (Noir)

Spoiler

Character (Original RPer): Gratteras: A Clash of Fates(Noir)

Name: Debronee
Class: Assassin, Saber
Alignment: Lawful Neutral
Tier: D (Debronee is mostly just a really fast swordfighter and thus takes little maintainence)
Appearance: Debronee is a man of above average height, sitting at 6'1''. He possess a fit and properly body honed through countless battles, lean, although not muscular. Debronee commonly hides his face with a spiky mask that only reveals a violet right eye, and as he was an Elf in his former life, has pointed ears and pale, silvery hair, mixed with a slight tinge of gold. He wears fully black cloth-made attire, with black, light plated armor on his shins, elbows, and chest, leaving part of his arms bare. His attire is hidden by a poncho most of the time.

Parameters

  • Strength: D
  • Endurance: E
  • Agility: A 
  • Mana: E
  • Luck: C
  • Phantasm: C


Class Skills

  • Presence Concealment C :Hides one's presence as a Servant. Suitable for spying. The rank of presence concealment drops considerably when preparing to attack. Low for an Assassin, but enough to prevent detection from other Servants within close vicinity.


Personal Skills

  • Eternal Arms Mastership 😄 Having been thoroughly trained in the art of battle, this prevents degradation of fighting skills when under the effect of mental hindrance.
  • Eye of the Mind (True) B: Gained through many ordeals and adventures, he is capable of calm analysis of battle conditions, by which competent grasp of the status of the self and the opponent are obtainable even in the midst of danger; utilization of such to deduce the appropriate course of action that permits escape from a lethal predicament. 
  • Magic Resistance C+: Elven lineage and exposure to human magics makes Deb slightly resillient and aware of magic. 
  • Reduced Earth 😄 Debronee flashes forward a short distance, a technique used to cut down the distance between opponents instantly.


Noble Phantasms
Diplomacy (D; Anti-Unit)
An adept and defining epitome of speed and agility, Debronee excels in mobile, fast-paced melee fighting. Debronee teleports behind his target from a short distance and extremely rapidly strikes four times in quick succession.

Holocaust (B; Anti-Army)
Debronee performs a posture of sorts that implies a form of summoning or calling, summoning a giant sword-like wave of energy crashing down at incredibly fast speed after casting.

Liliya (Strider)

Spoiler

Origin (Player): Comes from Trespassers, played by Strider.          

Name: Liliya Ivanenko   

Class: Assassin

Alignment: CN   

Tier: C Requires average Mana to maintain.   

Appearance: A fairly standard European looking woman, Liliya is 5'4”, and has a fairly lithe figure. She has brown eyes with thin arched eyebrows, and brown hair, quite common for her part of the world. She appears in a brown leather duster, which seems unnaturally resilient, and short scuffed brown boots. Her eyes will constantly be seen to be flicking about, almost as though she’s watching something that isn’t there.; Her hair is free, and will often seem to flutter a bit in the nonexistent wind.

 

Parameters:        

  • Strength: E           
  • Endurance: D           
  • Agility: A           
  • Mana: D       
  • Luck: C   
  • Phantasm: B+

Class Skills:

  • Presence Concealment: B

Personal Skills:

  • Expert of Many Specializations: C Liliya was the leader of a gang in life, and well acquainted with intimidation, theft, secrecy, and finding contacts.
  • Eye of the mind false: B Liliya’s general precognition is manifested in this skill, which allows her to avoid danger and obstacles and such in combat.
  • Magic Resistance C-: Liliya has some experience with magic, and tells of her fighting against people skilled in its use.

Noble Phantasms:        

Eastern Gale, the Imminent Apocalypse: B+ (Anti-Personnel): A decently mana-intensive NP, meant to take down a single opponent. Puts Liliya into a state of near invulnerability (lasts for like a minute at max), and during this time, her knife is guaranteed to kill if it hits the part of a servant without armor. The knife cannot penetrate armor, but Liliya is decent at finding exposed areas. Basically you have to parry and stall her out for a minute.

Sybil, the Queen of Blood (Huk)

Spoiler

Origin (Player): Heartless Souls; Journey into Darkness. Hukuna the Undying

Name: Countess Sybil Contiello, The Queen of Blood, The Baying Widow

Class: Assassin, Caster, Saber.

Alignment: Chaotic Neutral

Tier: A- ((possibly as low as E depending on the master’s willingness to allow her to feed on innocents))

Flair: D+ (Becomes much, much easier to recognize once her Presence Concealment and Suppression are seen through)

Appearance: A flawless beauty, her skin is the normal pallor of an undead but it doesn't affect how beautiful she looks. In fact it only enhances the her looks as she looks as if made of alabaster, like a perfect statue come to life. She has a voluptuous figure of an older woman in around her 30's. She tends to wear blood red gowns and clothing easily considered garish. She accompanies it with a brooch fashioned to look of a black widow.  On occasion she wears one of a baying hound. Both are symbols of the Contiello family. While the Hound is typically for the males of the family, Sybil doesn't care about semantics and wears it anyway. Her being the "head" of the family... most don't say anything.

 

Parameters:

  • Strength: C
  • Endurance: C
  • Agility: A
  • Mana: A
  • Luck: C
  • Phantasm: A

 

Class Skills:

  • Presence Concealment: EX, Sybil is a master of hiding in plain sight or making herself appear to be entirely harmless usually through people underestimating her to be of any ability due to her obvious privilege. As a result she can easily hide her status as a Servant without as much a second thought.
  • Suppression: EX, Sybil has the ability to hide her murderous intent so well that one can only discern it if they see her make the attack. This plays perfectly with her Presence Concealment as lt causes it to only lose effectiveness if her target sees her make the attack. If they do not, they have no idea she ever made it and therefore no reason to suspect she was the source. This is the case even if there is no other visible origin is present, one would sooner assume “My attacker must be hiding and launching these attacks from a distance!” than suspect the woman right next to them.

Personal Skills:

  • Mana Burst (Blood): B, Sybil can control her own blood quite well and is able to use it to accelerate herself to move faster or clot it quickly to defend from attacks.
  • Battle Continuation: A++++, due to her nature as a vampire this ability is quite more effective in practice. Her personality is one that is needless to say persistent. Sybil… DOES. NOT. LOSE. She gets what she wants, and she WILL. HAVE. HER. WAY.
  • Manifestation of Beauty: C+, Sybil is hard for not only men to resist but everyone. Her form is perfection, and as a result one finds it hard to lay a hand on her in a violent act. This effect is only magnified by Mental Pollution.
  • Natural Body: D, Sybil can temporarily draw upon her body for more strength applying a rank up to her strength.
  • Shapeshift: C, the natural ability of a vampire. Sybil can change into mist or a swarm of bats. Or even a wolf. However these forms don’t have a lot of combat usage other than using them to mitigate some kinds of damage or escaping.
  • High-Speed Divine Words: C, her rank in this skill is lowered due to not being a Caster but she still has access to it when casting spells.
  • Independent Action: A+, Sybil’s personality and Noble Phantasm gives her this ability. Due to the nature of her magic she can easily sustain herself without a contract. ((especially as she’d then have free reign to feed on the souls of humans etc to sustain herself.)). Sybil could theoretically sustain herself forever if she avoided combat. However if trying to win the war she’d probably only be able to maintain herself for a month of time.

 

Noble Phantasms:

Bloody Rose, The Bloody Crown, The Flower that Sucks on the Lifeblood of the World (A: Anti-Unit, Anti-Life, Anti-World), Sybil’s whip blade, however this NP encompasses more than that. The Bloody Rose is the source of Sybil’s blood and lifeforce magic. By sucking the souls out of creature’s and adding them to the collective pool she gains immense power. She can draw on this source for mana making sustaining her mana supply far easier than one would guess, and even possible for her to sustain herself. Even one lash from the Bloody Rose will cause one to feel their soul start leaking out.

 

Crimson Climax, The More They Bleed the More Pleasure l Feel, My Love, A Crimson River. (EX, Anti-Soul, Anti-Matter), Once a target “has bled til they reek of crimson”, Sybil can initiate this magecraft. it causes all of their remaining lifeforce to immediately burst, in a gush of red. It will affect each and every target that meets the requirement. This can be metaphorical as well as Sybil can destroy buildings or objects that are stained in a bloody aftermath. This can even destroy Noble Phantasms if they are soiled enough.

 

Berserkers

Trick, the Ghost of Reason (Lexi)

Spoiler

Origin (Player): ANKL (Lexi)

Name: Trick, the Ghost of Reason

Class: Berserker, Saber

Alignment: Chaotic Neutral

Tier: C (As Berserkers go, Trick is rather weak but not too hard to maintain)

Flair: D

Appearance: A small girl with red hair and green eyes. Wears a short purple dress and black shorts.
Parameters:

  • Strength: D
  • Endurance: C
  • Agility: D
  • Mana: D
  • Luck: B
  • Phantasm: C

Class Skills:

  • Mad Enhancement 😧 Trick is capable of fairly normal speech, but due to a heavily fractured mind, it’s almost impossible for her to maintain a single train of thought for any extended period of time

Personal Skills:

  • Divinity 😄 Trick houses the soul of a deity, drawing it out would take a great deal of work however
  • Illusionism C++: Trick can cast powerful illusions that can fool even the most discerning under the right conditions. When used in tandem with her Noble Phantasm these illusions can become much more powerful
  • Goddess Incarnate -: Locked by Mad Enhancement
  • Territory Creation (False) B: Trick can create a “library” which seems to be a sort of territory, but in actuality is no more than an illusion created to fool its creator. Inside this false territory Trick’s Fingersnap and Mad Enhancement are both ranked up (she gains no statistical bonuses on Mad Enhancement)

 

Noble Phantasms:

Fingersnap, the Sound of Madness (C; Anti-Unit)

A power over “destruction of the soul.” Though not very powerful, Trick can affect the minds and souls of others with a mere snap of her fingers, wearing down their soul and killing them. Servants possess a natural resistance to this, and many but nothing can ever prevent it entirely. Trick simply thinks she’s pulling pranks

 

Fractured Soul, the Culmination of Tragedy (D; Anti-Self)

Trick is more than just a single soul but rather many broken souls rolled into one. As part of her contract with her master, their soul will be attached to hers. Her master will then become unable to die unless Trick is killed. The only way to cancel this unique bonding is by expending a command seal

 

Blades of Ice and Soul (-; -)

A pair of Noble Phantasms locked by Mad enhancement

Nick and Jack Sloane, Twin Berserkers (Elf) - Inactive

Spoiler

Origin (Player): [Trespassers of the Multiverse v1] (ElfCollaborator)
Name: Nick and Jack Sloane
Class: Berserker, Rider
Alignment: True Neutral    
Tier: B (C) One brother is easily controlled, even with the madness of Mad Enhancement upon him. Two such Servants, however, increases the drain on the master, increasing their rank to B.
Appearance: Both Sloane brothers are tall, lithe men with brown hair and steely grey eyes. They tend to wear the same attire; black shirts under brown biker jackets and thick steel boots over navy blue jeans. Nick wears a chain around his neck, whereas Jack has a scar over his cheek. In combat, they assume their Rider forms, wearing light suits made of some polymer-metal mix. Nick wears the Sol armor, consisting of copper-colored armor over a tough, flexible black undersuit with a helmet with a golden visor covering most of the face, a stylized sun etched into the chestplate. Jack wears the Luna armor, consisting of silver armor over the black undersuit, a stylized crescent moon etched into the chestplate and a silver crescent visor across the helmet. Both of their helmets have the same two antennae in a V-shape across the top-center of the helmet.


Parameters:

  • Strength: B
  • Endurance: C
  • Agility: A
  • Mana: D
  • Luck: D+
  • Phantasm: B


Class Skills:

  • Mad Enhancement D-: The Sloane brothers are capable of normal speech and advanced tactics are not beyond them as long as said tactics are limited to themselves due to their Skill [Blood Brothers] overriding the madness brought about by this skill. Overly complex thought and tactics that do not involve fighting in tandem are beyond them still. Should one brother be slain, [Blood Brothers] is lost and this skill increases to B, increasing the survivor's parameters.


Personal Skills:

  • Riding D: Nick and Jack are capable of using their motorcycles for quick transport around and are skilled drivers of modern vehicles.  
  • Magic Resistance C: The Luna and Sol Gears were designed to deal with magical assaults from the various supervillains that fed upon the cities, in particular the Channeler Riders who made deals with Youma. As such, they will do handily with countering mere mortal magecraft. This skill is lost should the Noble Phantasm [Arcana Gear] be destroyed.
  • Blood Brothers A: Nick and Jack are akin to one soul in two bodies, and their strength and skill at fighting in tandem is unparalleled. Even the madness brought by Mad Enhancement cannot affect their fighting capabilities as long as the brothers fight together. This also permits Nick and Jack to be summoned into the same Container as one Servant. Should one brother be slain, [Blood Brothers] is lost and the survivor instead gains [Mad Enhancement] at Rank B. 
  • Mental Pollution C: The Sloanes are driven purely by the desire to fight, and resound best with those who can grant them their wish. Their outlook is altered from those with normal moralities; the closest things they have to allies are those along whom fights are good to engage with. Mental resistance is increased.

 

Noble Phantasms:
Arcana Gear: Luna and Sol  (C; Barrier)
Their armor, the first forays into Armored Rider technology that the late Dr. Toshiba executed, worn to protect the wearer from the attacks of supervillains or Mysterious Beings, superpowered monsters that roam the cities. This grants them the Skill of Magic Resistance while worn.


Finishing Strike: Final Trigger  (C; Anti-Unit)
A powerful technique consisting of a kick (Nick) or a punch (Jack) powered with enough energy to shatter concrete completely or destroy reinforced steel barriers. Most often used as finishing moves to utterly destroy an opponent.

Ashnard, Slaughterer of Mankind (Huk)

Spoiler

Origin (Player): Graterras: A World in Peril, Hukuna the Undying.

Name: Ashnard Judakis, A Wolf in Man’s Clothing, Slaughterer of Humankind, Cruel Lightning

Class: Berserker, Assassin

Alignment: Neutral Evil

Tier: A+, Ashnard is quite difficult to control and due to his hatred of humans actively draws more mana then he needs on purpose in attempt to kill his master. Further, his body is terrible at managing mana.'

Flair: B (Notable for his body magic and being a powerful werewolf)

Appearance: Ashnard when in a Berserker container is locked to his werewolf form or his so called “true form”. His size is massive, hulking, standing well over the height of an average person. His fur is mostly an earthy brown, though towards his face it is flecked with an ashen grey. His eyes are a shocking green that stand out amongst his earthen colours.

 

Parameters:

  • Strength: A++
  • Endurance: A
  • Agility: A
  • Mana: E
  • Luck: E
  • Phantasm: D

Class Skills:

  • Mad Enhancement: B

Personal Skills:

  • Battle Continuation: A+ Especially strong due to his nature as a werewolf and regeneration.
  • Mental Pollution: A Due to his immense hatred of humans.
  • Murder of the Misty Night: A Locked while in a Berserker class container.
  • Presence Concealment: C Locked while in a Berserker class container.
  • Monstrous Strength: A Cause you know… Werewolf. Classes up his Strength by 1.

Noble Phantasms:


True Form: A+, Anti-Self: Ashnard’s werewolf form, it confers all the abilities one would associate with such. As a Berserker it is always forced on.
 

Lightning Rune Cage: D, Barrier: Ashnard summons a cage of pure Lighting around himself. It traps himself and any other inside of it. The walls, floor and ceiling are made from a type of hard light. Touching any of them leads to being shocked by a powerful current of lightning coursing through one’s body so long as they remain in contact. It is unbreakable to normal attacks, but can be shattered by powerful magic or somehow dislodging the cage from the ground. The cage must be anchored to some surface and cannot be created in midair.

 

Casters

Azegeor, the 13th Lord of Night (Hukuna)

Spoiler

Origin (Player): Heartless Souls; Venture into Darkness (Hukuna the Undying)

Name: Azegeor, the 13th Lord of Night.

Class: Caster

Alignment: Chaotic Good

Tier: C ((superior control of magic, however he can’t make it’s cost nothing.))

Flair: C

Appearance: Azegeor cuts a strong imposing figure, which is strange for one that is primarily a mage. He has the bone structure of one that was noble in life, if he had skin he'd probably be pretty handsome... or vilely repulsive, it's hard to tell. He wears Robes as black as night and a matching cloak studded with small shining diamonds to represent the stars. It is the well known Cloak of the Night, the right of any Lord of Night. He also is always wearing a necklace that ends with a motif of a raven clenching a skull. It is attached to a simple string, rather simple and mundane of an article for a lord.

 

Parameters:

  • Strength: D
  • Endurance: A
  • Agility: C
  • Mana: A
  • Luck: E
  • Phantasm: A+

 

Class Skills:

  • Item Construction, 😄 Was never really a skill that Azegeor focused on, leading it to be rather weak. He can conjure most things but not really excel at anything in particular.
  • Territory Creation: EX, Due to being part of the Castle Dour, Azegeor may summon some of it’s power to summon the “Throat of the Castle”, or manifest Castle Dour’s throne room.

 

Personal Skills:

  • Mind of Undeath, B: A skill that prevents mental manipulation. An Undead’s mind cannot feel as a human’s or even a servant’s can and therefore it renders the magic much less effective. It dulls the effects of them even if they do manage to stick.
  • Body of Undeath, EX: Body cannot be afflicted with poisons or other physical ailments as there’s simply nothing to affect. Conveys the effects of Battle Continuation as long as Azegeor’s head remains attached to his body.
  • Charisma 😄 Azegeor rules the Castle Dour, however this can hardly be considered a true nation leaving his skill much lower.
  • Mind of the Eye(True) B-, From Azegeor’s former life before he became a Lich. He was a holy paladin well renowned for fighting legions of the undead along with his army. As he learned this, he never really lost the ability, however his amnesia of his past life dulls it.
  • High-Speed Incantation: A

 

Noble Phantasms:

Heartstopper Grasp, The Grasp of One with Nothing Left to Lose, The Grip of The Heartless Soul (A; Anti-Unit)

Azegeor has the power to attack one’s soul directly, centered on the physical manifestation point of it, their heart. This Attack can outright kill beings with weak souls, but otherwise only inflicts damage. It is more potent the closer Azegeor is to the target. Even if he could physically touch them his hand will pass through them instead into their body. This attack directly causes harm to their soul and physique, weakening their will with every hit. If it is ever low enough their heart will burst into a fountain of blood in the grasp of Azegeor’s bony fingers.

 

The Throat of the Castle, The Throne of Eternal Night. (A; Anti-World)

This replaces Azegeor’s typical Caster territory. In place of it he summons the throne room of Castle Dour onto an area. With this it also summons the “Heart of the Castle” or a useful tool. It has the ability to survey the surrounding area, relaying this information to its owner. It also heightens its user’s mana perimeter((and acts as a font of passive mana regeneration)) in addition to increasing their overall combat ability in terms of the damage they can inflict.

Ciri, the Plant Girl (Twin)

Spoiler

Origin (Player): Books, Dreams, and Bleeding Things (Twinwolf)

Name: Ciri Mycroft, The Plant Girl.

Class:  Caster, Saber, Berserker

Alignment: Neutral-Good

Tier: B

Flair: B (Possesses a very unique and powerful territory)

Appearance: A short girl, who doesn’t look like she could be older than 16. She has waist-length green hair that looks like it’s made of vines and leaves, and a bit thorny, and the right side of her face seems to be sprouting leaves. Her eyes are rather disconcerting - pure green, with no visible pupils. Her right arm seems to be some sort of wood, a twisted and thorn-covered plant.  Her human skin is tinged green, and covered in dirt no matter how clean she should be.

Parameters:

  • Strength: C
  • Endurance: C+
  • Agility: D
  • Mana: C
  • Luck: D
  • Phantasm: C+

Class Skills:

  • Territory Creation: A. Ciri can create a “Nightmare Canvas”. The Nightmare Canvas is a deep maze of which Ciri has perfect knowledge and control. It helps her gather mana, allowing her Master some time with less strain on them. Inside of it, are rather weak Shamblers. They’re not particularly powerful, but numerous and may pose a threat to a lone master.
  • Item Creation: E+. Ciri can create seeds, which when planted will eventually grow into more of her plants. They’re not particularly more powerful than her normal ones and take time to grow (although at a rate far quicker than a normal plant), but with patience and preparation can be a threat.

Personal Skills:

  • Mental Pollution (D): Ciri has been somewhat corrupted by the Book of Plants. She’s still herself, but has had her moral restraints rather loosened - she’d prefer not to kill someone, but if they refuse to surrender, her master won’t need to use a Command Seal. The Pollution also makes her slightly harder to effect mentally, as all Skills of it’s type.
  • Self Modification (C+): Ciri has extensive control over her plant parts, being able to change her arm’s form and strengthen it and other such things. If the plant arm is destroyed, she can easily replace it given just a few moments. If her human arm is destroyed, it can be replaced with another plant arm, although Ciri may miss her thumbs. Her legs can be replaced in much the same way. Generally, she can grow plants from any part of herself, with the proviso that she must be alive to do so - no recovering from a severed head.

 

Noble Phantasms:

Book of Plants (C+; Anti-Unit)

An old looking, leather-bound book with a sigil of a green leaf on it, covered in vines. The book contains the power of the Earth, but some things are not meant for mortals to know and it slowly corrupts it’s reader. It enhances Ciri’s magic, allowing her to grow her garden across all that lives on the Earth and not simply her own body. However, a host with sufficient resistance to magic may be able to prevent the plants from taking root.

Proditor (GoG)

Spoiler

Origin (Player): Trespassers of the Multiverse: Director’s Cut (GodofGamingRWBY)

Name: Proditor

Class:  Caster

Alignment: Lawful Good

Tier: B

Flair: B

Appearance: Proditor is a giant, nine foot being who wears a large, exotic helmet on his head that covers his shoulders as well, along with royal blue robes that cover the rest of his body. He is obviously not human, and carries with him an air of authority and power.

Essentially, this but with blue robes.

 

Parameters:

  • Strength: E
  • Endurance: D
  • Agility: D
  • Mana: A++
  • Luck: C
  • Phantasm: B

 

Class Skills:

  • Item Creation (C): Proditor was a military tactician, not an inventor. Nevertheless, his knowledge of advanced technology that combined psionics wasn’t nothing.
  • Territory Creation  (B): Generally, one must make use of the landscape in order to achieve victory, something Proditor has learned well in his time. Territory's that he  claims/creates are generally made to resemble advanced, futuristic areas with psionic beacons placed about to enhance Proditor's psionic powers.

 

Personal Skills:

  • Eye of the Mind (True) (B): Proditor’s power gives him a rather good sense of his surroundings, simply by expanding his mind to cover more area.
  • Instinct (B): Proditor’s experienced mind has been through countless of stressful situations, giving Proditor a generally good feeling on what he needs to do to win.
  • Magic Resistance (C): Proditor’s sheer mastery of his own power has made it extremely difficult for he himself to be affected by magic.
  • Psionics (A): Proditor’s source of ‘magic’ takes the form of psychic powers, granting him a large range of abilities stemming from mental influence, teleportation, farseeing and communication.
  • Strategy (B): Proditor was the single military mind of ADVENT, and a very good leader that was enough to conquer Earth. His ability to lead was only matched by one person in his time, the Commander.


Noble Phantasm

Mind Domination (EX)
Type: Anti-Mind Noble Phantasm

Proditor’s ultimate strength with his power, completely dominating the mind of an individual, or many, depending on the targets. This Noble Phantasm allows Proditor to not only take over the mind of an unprepared enemy Master, but can even take over the mind of a Servant if given enough time.

Herrman (Frog)

Spoiler

Origin (Player): FEF: Stellar Margin (Bfroger6)

Name: Herrman

Class: Caster, Assassin, Rider

Alignment: Chaotic Neutral

Tier: D

Flair: C

Appearance: A petit young girl with a straight-cut blonde hair tied into two tiny braids on the back of her head. She is dressed in a simple hooded shirt over a white dress. Wields a staff.


Parameters:

  • Strength: E
  • Endurance: E
  • Agility: C
  • Mana: B
  • Luck: E
  • Phantasm: C

Class Skills:

  • Territory Creation: B
  • Item Construction: A, Magical poisons and remedies.

Personal Skills:

  • Riding: A+, Can ride Pegasi among the Phantasmal Beasts.
  • Healing Mageraft: C
  • Loss of Sanity: D+, Gained through her assassin training and upbringing as a young child. Grows more severe under certain conditions.
  • Espionage: C+, Herrman hardly feels or looks dangerous, of course, until found out as such. She appears as a weak young polite healer girl. Her actual Presence Concealment is lost due to her clumsy nature, even if summoned as an Assassin.

Noble Phantasms:

Stave Magic - Ailment Magic (C+; Anti-Unit) 
The magic staff capable of causing various ails in the victims as Herrman so desires. Able to cause furious, mind-numbing rage in the target, as well as calm them down and make them sleep. It can also be used to cause a blowback force to push the target away, cause pain, erase memories or even lower one's luck. 
The staff's power is limited, however, in its durability. Herrman herself is unable to restore magic into the staff and once it's been spent, it cannot return.

It has enough power to remain activated (as in, casting) for around 10 minutes total, with a bit of leeway depending on which spells it is being used to cast.

 

Reborn Mule, Bel (E; Anti-Unit)
An ugly pegasus. Does not have many redeeming features aside from the ability to fly at sort of average speeds.

 

Lancers

Klaren (Frog)

Spoiler

Origin (Player): Fire Emblem on the Forums: Ashes (Bfroger6)

Name: Klarenfilia

Class:  Lancer, Caster, Berserker

Alignment: Chaotic Good

Tier: E

Flair: E

Appearance: Klaren is a tall and lanky figure with vibrant purple hair falling over one of his eyes and a quirky smile on his face. He wears robes primarily pale blue in color with purple and bright yellow ornaments.
Parameters:

  • Strength: D
  • Endurance: A+
  • Agility: D
  • Mana: C
  • Luck: E
  • Phantasm: D

Class Skills: 

  • Magic Resistance 😄 Low level Magic Resistance granted by the power of belief. Cancels low-level magic cast upon Klaren.

Personal Skills: [make a list of personal skills with rank. It’s preferred that you use canon skills where possible, but if you can’t find something that covers what you’re looking for you have permission to invent things, just run them by me first. Either way, please describe how the skill functions with this servant]

  • Battle Continuation B: Klaren not only has the ability to endure a fair level of physical abuse, he thrives on the sensation, and heavy injury might just push him to fight harder in some cases.
  • Evaporation of Sanity E: Klaren can often mentally be...not present in the moment at times, unless reminded so, carelessly discussing whatever first crosses his mind.
  • Baptism Rite 😧 A low degree of knowledge in the arts of the holy sacraments.
  • Mana Defense 😧 After attacking, expels mana to provide a weak and temporary defensive barrier, blunting enemy blows. 

 

Noble Phantasms: [Make a list of your Noble Phantasms out using the following template]

 

Masochism (D; Anti-Pain)

[A Personal Skill that has evolved beyond the limitations placed upon it, becoming a Noble Phantasm itself. It was the source of Klaren's suffering throughout his entire life, yet also his only escape, integrating itself deeply into his very being. Additionally, the most prominent symbol of it to Klaren are lances so, upon taking on the Lancer class, Klaren's Masochism evolved into a Noble Phantasm. Pain excites Klaren, to the point where inflicted injuries are converted into a temporary boost to his power and Mana Defense, turning him stronger and more durable. As his body is torn to shreds, the effect only grows further.]

Penelope, the Masked Rider of Fortune (Elf) - Inactive

Spoiler

Origin (Player): Trespassers of the Multiverse v1 (ElfCollaborator)

Name: Penelope Alexander, the Masked Rider of Fortune

Class: Lancer, Saber, Archer, Rider

Alignment: Neutral Good

Tier: A (As Lancers go, Penelope is one of the stronger ones.)

Appearance: A tall woman who appears to be somewhere between 19 and 22 years of age. In her civilian attire, she wears a white blouse and dark jeans over black leather boots, under a long, dark brown trenchcoat. Her long red hair is kept in a ponytail down the back of her head, capped with a black beret and a pair of thin-rimmed glasses over her green eyes. In Rider form, her whole visage is covered up with silver armor over a dark blue flexible undersuit, the chestplate engraved with the symbol of a stylized spoked wheel. A red scarf is wrapped around the neck below the helmet, which covers the whole head, the visor forming a green chevron around eye level with two flared triangles on either side of the top of the helmet.
Parameters:

  • Strength: A
  • Endurance: B
  • Agility: B
  • Mana: C
  • Luck: C
  • Phantasm: A

Class Skills:

  • Magic Resistance A: Penelope's own robotic body and the technology behind the Aeon armor both employ simiar defenses to magical assault to protect them from the Youma and Mysterious Beings that ravage the city. The Aeon armor is a massive improvement both over the Luna and Sol Gear and Penelope's own body; should the Aeon Gear be destroyed, Penelope's rank of Magic Resistance is reduced to C.

Personal Skills:

  • Riding D: Penelope is a skilled driver of modern motorcycles and other such vehicles. 
  • Independent Action B: Arete-class Combat Platforms were designed to independently protect large swathes of the city from kaiju attacks on their own, with little hope of assistance from other platforms. Penelope retains this trait and is thus skilled at operating on her own for moderate periods of time.
  • Battle Continuation B: Penelope's sheer determination is evident even with her robotic body; even when her body took catastrophic damage against the Kaiju Kinmamon, she survived and repaired her own body. Had she been summoned in her Combat Platform incarnation, this Skill would be lost and replaced with the skill [Combat Platform].
  • Combat Platform -: Locked by Penelope being summoned in her Rider of Fortune incarnation.
  • Heart of Gold A: Penelope's robotic body is powered by the soul of one of Dr. Toshiba's daughters, an attempt to preserve them after their deaths, enabling Penelope to be summoned as a Heroic Spirit despite her robotic nature as her very core is human. This skill also contains Poison Resistance at a B rank.
  • Bravery B: Penelope is resistant to mental interference due to sheer mental fortitude and discipline from years of fighting monsters and supervillains alike.

 

Noble Phantasms:

Arcana Gear: Aeon, the Gear of Fortune (B; Barrier)

Her armor, one of the four First Generation Arcana Gears that Dr. Toshiba created for the defense of the city. The Aeon Gear was the most adaptable, capable of suiting any situation, fighting supervillains, Mysterious Beings and Kaiju alike. This increases Penelope's Magic Resistance to A while possessed.

 

Arcana Arms: Aeon Rouzer (A; Anti-Unit)

The adaptive Arms that Penelope employs as her weapon. This weapon is capable of transformation into a spear, xiphos-style sword or a rifle, though Penelope prefers to use it as a spear, which is the origin of her designation as a Lancer. 

 

Finishing Strike: Final Trigger (B; Anti-Unit)

A powerful technique consisting of Penelope charging her weapon- or her foot- with enough energy to utterly disintegrate an enemy. The culmination of energy weaponry tech pioneered by Toshiba, channeling vast amounts of energy through a small area to create explosive amounts of force. Amplifies in power when used with the Aeon Rouzer, but drains mana heavily due to the combination of two Noble Phantasms.

 

Combat Platform Arsenal (-; -)

The guns, weapons and other devices once contained in Penelope's body that have been lost due to the damage she took in the battle against Kinmamon. Locked due to her being summoned as her Rider incarnation.

Visrii (Pidgyboi)

Spoiler

Origin (Player): Trespassers V2 (PigeonOfAstora)

Name: Visrii, the Just Champion of the Divine

Class: Lancer, Caster

Alignment: Neutral Good

Tier: B

Appearance: Visrii is a short man of 25 with fiery red hair and equally fiery red eyes. Although his face is battle-worn, he is usually seen gently smiling with a sympathetic look, though he can get serious when his duty is threatened (in this case, hurting his Master). Constantly wearing a battle armour enwreathed in a silver-blue Divine symbol alongside his old red-black Watcher crest.

Parameters:

  • Strength: C+
  • Endurance: B
  • Agility: A+
  • Mana: B
  • Luck: C
  • Phantasm: B

Class Skills:

  • Magic Resistance (C): His status as a Lancer and affinity to chaos grants him a minor resistance against Magic, cancelling lower level magic.

Personal Skills:

  • Battle Continuation (A): Visrii’s greatest asset was within his sheer force of determination to carry out his duty, even beyond his mortal limits. In spite of receiving injuries, Visrii can still fight to his full strength, only stopping until the battle is over and his duty fulfilled.
  • Eye of the Mind (True) (B): Visrii’s extensive experience in combat allows him to calmly analyse the battlefield even through pain and exhaustion.
  • Zealotry (A): Spending most of his life as a fanatic zealot to the fire, and the last years as a Divine's Champion has honed Visrii's mind to remain singularly dedicated to serving his duty and shields his mind against an enormous amount of mental attacks.

Noble Phantasms:

Axiom (B, Anti-Unit)

A halberd made of Damascus steel and originates from a Fire Visrii used to protect. It also augments Visrii’s attacks with Fire and Lightning, giving his attacks a piercing nature and an unnaturally high range.

 

Re-ignition (B, Anti-Self)

Visrii re-ignites the cinder within, increasing his agility and strength by immense amounts at the cost of exhaustion and heavy mana draw after its duration. All his attacks also gain a heavy void affinity that disrupts magical defences.

 

Riders

Ignacio, the Dread Pirate Lord (Hukuna)

Spoiler

Origin (Player): Graterras Universe (Hukuna the Undying)

Name: Ignacio, the Dread Pirate Lord. He who walks the Abyssal Path, The Avatar of the God Seeker.

Class: Rider, Berserker, Lancer,

Alignment: Chaotic Mango

Tier: A- ((explained later.))

Flair: A (An octopus-faced man with a giant anchor and a flying pirate ship)

Appearance: Ignacio wears a heavy overcoat, befitting of a pirate captain. To match he has a tri corner hat. His face is unlike that of your typical human, sporting a beard seemingly made of octopus tentacles. He’s got a fair few barnacles stuck to him in places. His teeth are nearly rotted all the way through, a sickly brown and blackish colour. His eyes, surprisingly gentle, a soft baby blue. His skin is discolored, a sickly yellowish hue. ((really think Davy Jones from the Pirates movies.))

 

Parameters:

  • Strength: A
  • Endurance: B
  • Agility: C
  • Mana: A+
  • Luck: D-
  • Phantasm: EX, due to the large power of his ship and having a divine artifact.

 

Class Skills:

  • Riding: A, Allows him control of his Phantom Ship, The Iron Mango. It can soar through the skies as well as it can brave the seas.
  • Magic Resistance: B, Being a Rider degrades this slightly however Ignacio still has quite the resistance to magic.

 

Personal Skills:

  • Voyager of the Storm: A Ignacio was once the Dread Lord of the Dread Bay, The Lord of all Pirates. And, the first of them. He helmed the mighty Iron Mango.
  • Dragon Slayer: E-, Received by helping in the battle with the Faceless Dragon God, a being that tried to destroy Graterras out of jealously. However he rarely actually helped and cause more problems than anything else, causing its rank to be extremely low.
  • Honor of Pirates: B He was a leader amongst pirates and one dreadfully feared. To this day all lords of the Dread Bay are known as Dread lords. He is akin to the “Patron Saint of Pirates” or “the God of Pirates”
  • Mental Pollution: A+, Ignacio’s mad mind works unlike most others and is as a result nearly impossible to comprehend. Being in possession of a page of the Book of Maddening Waves only adds to the interference of which mind affecting magic must cut through to actually affect his mind.
  • Omen Sense: B, Ignacio can choose to trigger an omen sense when making a course of action. It only gives him a general sense of what will happen, ranging from Super Fortuitous, Fortuitous, Neutral, Disastrous, and Super Disastrous. ((this power is similar to clairvoyance powers etc… however it’s more limited due to be activatable at will up to 3 times a day.)) Passively, it acts as the Skill Instinct of the same rank.

 

Noble Phantasms:

Cojiro, The Biggest Pain in the Ass (E; Anti-Ignacio)

A unique type of sea parrot native to Graterras known for their long scarf-like tails. Cojiro is a brilliant cerulean blue that almost hurts to look at. He is more or less a familiar but his presence alone makes Ignacio’s luck that much worse. There’s nothing Cojiro loves more than playing pranks on his master… or stealing his rum and mangoes.

 

Mad Man’s Anchor, The One that Tethers to the World, The Breaker of All Things (A; Anti-World, Anti-Material)

A giant anchor from Ignacio’s ship he wields as a weapon. It was enchanted by Seeker to have strange properties meant for the travel of different planes of existence. The first being that it could crack and establish a hold in any material. It turns out this is an amazing property for combat as well. The second is it’s ability to anchor the Iron Mango to any plane of existence it is currently in. This allows it’s phantom nature to exist within the world.

The Iron Mango, A Ship with a Name so Stupid, Yet Somehow Still Feared (A+; Fortress, Anti-City.)
Ignacio’s ship manned with a ghostly crew. Works much like a regular pirate ship except for that fact it can sail the skies. How it does this is entirely unknown but it is figured that such is the work of Seeker’s magics. This ship’s guns have taken down many a fort and it’s large storage space allowed many a siege on a city to be successful.

Pilfered Page, From the Book of Maddening Waves. (EX, Anti-Self)
A page from the book of Maddening Waves Ignacio managed to steal from the god Seeker. The page is filled with incomprehensible secrets of the universe. As a result it enemates a natural source of mana that Ignacio can tap into. In addition, it relieves his master’s strain of maintaining him somewhat. It also bestows Mental Pollution rank of A+, while in his possession.

Red Riding Hood, the Wolf Bringer (Lexi)

Spoiler

Origin (Player): Fate/EV (Lexi)

Name: Red Riding Hood, the Wolf Bringer

Class: Rider, Caster, Berserker

Alignment: Chaotic Good

Tier: D (A)

Flair: A (Instantly recognizable by her extremely distinctive hood)

Appearance: An alluring maiden hidden under a red cloak. She wears a green dress with a white half-apron, long white socks that end just short of her dress's skirt, and green mary janes. Her cloak covers her upper body entirely, ending just past the edge of her dress. The front falls loosely and glimpses of her dress can be seen through when she walks and she pushes it aside when using her arms. The hood is kept up at all times, its deep cowl hiding her facial features entirely. If it were pulled back, it would reveal a fair young woman with blue eyes and thin features and long blonde hair tied in a loose side ponytail with a green ribbon.

Parameters: (Parentheses are stats based on assimilating the Wolf)

  • Strength: E (B+)
  • Endurance: E (B)
  • Agility: D (A)
  • Mana: C (E)
  • Luck: D (D)
  • Phantasm: A+

Class Skills:

  • Riding A+: Capable of Riding vehicles and animals up to the rank of even a Phantasmal Beast or Divine Beast
  • Magic Resistance 😄 Conferred by the Rider class and Red's general knowledge of magic.

Personal Skills:

  • Magecraft 😄 Red possesses powerful magic which is highly specialized to manipulating animals and their corpses, often to disturbing results.
  • Mental Pollution A: Red carries an overwhelming desire to kill and assimilate that completely removes all sense of reason from her. It becomes almost impossible to interfere with her mind. Negated while Red Riding Hood is active.
  • Self-Modification A: Red is capable of fusing her body with living creatures to gain their abilities. Over a short time this has little in the way of side-effects, but extended use places great strain on both herself and the assimilated creature and can potentially result in death for the weaker party.

Noble Phantasms:

Red Riding Hood, Restoration of Long Lost Sanity (D; Anti-self, Barrier)

Red’s namesake, a magical cloak passed down through her family. It negates all forms of mental interference so long as the hood is up, including Red’s own innate insanities.

 

The Wolf, Wise Devil of Folklore (A+; Anti-army)

The very concept of a wolf itself given physical form. A figure that depicts great wisdom and even greater ferocity, the original wolf in folklore. The Wolf is a powerful phantasmal beast that is itself on par with a Heroic Spirit. She has a long standing alliance with Red, but may choose to cease aiding her at any time. The Wolf may be summoned to fight at Red's side, or assimilated temporarily using Red's magic.

 

Sabers

Masaru (Murdoc)

Spoiler

Origin (Player): Trespassers of the Multiverse: Gaiden^2 (King Murdoc)
Name: Yamaguchi Masaru
Class: Saber
Alignment: Neutral Good
Tier: B

Flair: B
Appearance: A muscular and quite tall man with blonde hair and dark violet eyes. He has a somewhat angular, sharp face, with thick eyebrows. His hair is kept at a bit shorter than shoulder length and is the sort of "organized mess" that one tends to see. His outfit is mostly black, with a slightly form-fitting shirt with a low neck and functional pants. He wears a cape that splits into three sections; the collar and the portions near the pins at his shoulders are trimmed with yellow. Wields a very broad sword larger than most people with a flat end, and with the blade simply thickening further near the base instead of having a true guard. 
Parameters:

  • Strength: A+
  • Endurance: C
  • Agility: B
  • Mana: A
  • Luck: B
  • Phantasm: C

 

Class Skills: 

  • Riding 😄 Capable of controlling most vehicles instinctively. Conferred by the Saber class container. 
  • Magic Resistance A: Masaru, as a member of the Dragonkind, has exceptionally high magic resistance. 

Personal Skills:

  • Bladeform A: Masaru's signature fighting style, based on existing martial and magical arts and adapted to his own strengths and skills. Functions similarly to Mana Burst, but trading speed for efficacy. 
  • Monstrous Strength A: Masaru's draconic heritage grants him strength beyond what is humanly capable. His Strength is always considered to be Rank-Up. 
  • Charisma 😧 Masaru lead his adventuring group to success and fame for years, though he never had authority beyond them.  
  • Collector E: As befitting any dragon, Masaru had a habit of gathering treasures to himself - particularly precious gems. 

 

Noble Phantasms:
Dragon's Crushing Fang (Anti-Unit, C)
Not the strongest bladeform Masaru has in his arsenal, but certainly the most well-known. Launched out of the Fang Stance, an almost-crouching one with the blade held behind him as if it were a baseball bat. It consists of an overhand strike that lands as if Masaru had twice the strength he already possesses normally, and will destroy shields or other protective measures used on-hit if they are of a lower rank - including Noble Phantasms. (This effect does not function unless it is specifically used to guard; it won't shatter magical armor in one hit, for example.)

Tess (Frog)

Spoiler

Origin (Player): Lightgivers (Bfroger6)

Name: Tessalyva Serenade von Whipschnapps

Class: Saber

Alignment: Lawful Neutral

Tier: C

Flair: C

Appearance: 167 cm / 49 kg.

Tessa has pale greenish, neatly cut shoulder-lenght hair, with bangs strapped to the side with a cross-shaped ornate pin. Her outfit is a white dress with frills reaching up to her knees over a neat shirt. Around her neck lays tied a tie decorated by an imposingly gleaming diamond pin.


Parameters:

  • Strength: C+
  • Endurance: D+
  • Agility: B+
  • Mana: D
  • Luck: E
  • Phantasm: C

Class Skills:

  • Magic Resistance: C
  • Riding: D

Personal Skills:

  • Charisma: E, She thinks she's fit to give direction but in reality she's unpopular, ranking down her potential skill level.
  • Blessing of the Coreators: A, Granted Lumen, the power of the gods, by the 'gods'.

Noble Phantasms:

Lumen, Mental Database (E-~A+; Anti-Chaos)

The light granted to Tessa's existence. A magical database separate from her being which serves to register and file any and all observed enemy patterns at all times, behavioural as well as combat ones, in turn allowing Tessa to predict, with nigh perfect precision, her target's following move. In truth it organizes everything she experiences into a manageable and naturally accessible network of data, wasting almost no mana in the process.

After having observed a target in active combat for at least the duration of one post, her parameters against the target effectively skyrocket as she is able to redirect her will and energy into manipulating the situation at hand. Small cues others would miss her Lumen would surely pick up on. Precision of prediction and resulting effective parameter boost are amplified through further observation.

 

Its effect is comparable to Eye of the Mind (True), as it allows proper situation control through experience, although in Tessa's case, the experience gain is nigh-instantaneous. 
Additionally, it is also comparable to Human Observation, as it's active at all times, detecting and writing behavioral patterns down without fail. However, the Observation and resulting Understanding are at a purely behavioral level.

Peter (Noir)

Spoiler

Character (RPer): Peter Pan (YagamiNoir/Jhin of the Opera)
Classes: Saber, Caster
Alignment: Lawful Good
Tier: A

Flair: A

 

Appearance: A bit short for his never-growing 16-year-old age, at 160 cm. Dressed in leaf-like, delicate clothing with the only ample protection with a cap with a robin's wing at it's tip and being a light breastplate made of enchanted, hardened metal. He wields a sword always kept in his scabbard and a dagger in at his right. 
Parameters

  • Strength: A
  • Endurance: A
  • Agility: B
  • Mana: B
  • Luck: B
  • Phantasm: A

Class Skills

  • Magic Resistance A (As a continual fighter and guardian of Neverland, Peter's long-term exposure of usage of magic has also granted him resistance to other harmful forms of it that vary from his usual Pixie dust.)
  • Riding D (Peter knows how to ride anything between any relatively large mammal such as a horse to a motorcycle.) 

Personal Skills

  • Flight B- (Peter’s flight is bound by his emotions, the presence of Pixie Dust, and subsequently Tinker Bell and her condition; jubilant and positive feelings enable him to fly and accelerate his speed, but negative feelings, particularly fear and sadness, slow him down or cut his speed entirely.)
  • Charisma B (Leader of the Lost Boys and revered as a hero throughout his time in Neverland, Peter has experience in commanding forces against the evil Captain Hook's pirate crew in defending Neverland's inhabitants. Thus charimastic enough to be de facto "ruler" of Neverland.)
  • Bravery A+ ("No one calls Pan a coward and lives!" Significantly increases Peter's melee damage and, especially when jubilant, prevents mental interference.)
  • Independent Action B (Peter possesses the limited ability to act independently of his Master, being a "free boy".)
  • Battle Continuation A (Positive feelings such as joy, relief, and amusement replenish Peter, allowing him to recover from mortal wounds better in comparison to others.) 
  • Trickster A: (Greatly increases Luck when performing tasks perceived as mischievous)
  • Ventriloquism EX (Peter can imitate the voice of anyone he desires without significant lip movement, so long as he has heard the voice of the person he wants to imitate once.)

Noble Phantasms:

Tinker Bell, Fairy Companion (Anti-Self, A+)
Peter Pan is accompanied by his best friend Tinker Bell, a miniscule fairy with the natural ability to produce an infinite supply of Pixie Dust unless severely ill or weakened. Pixie Dust causes Peter and his allies to freely levitate whereas levitation hampers enemies affected. Tinker Bell acts individually though quintessentially in favour of Peter, and thus their Master’s, will and orders. Tinker Bell also glows and gives off a significant bit of light, which coincides with Peter’s next Phantasm. Capable of flight at high speeds, she also serves as an annoyance and distraction for targets, though she offers very little offensive presence. Tinker Bell does have her own personality, and while the Servant-fairy duo pair’s loyalties and responsibilities to the Master take precedent, she’s feisty, a bit hot-tempered, and gets jealous of anyone flirting or romantically involved with Peter Pan.

Living Shadow (Anti-Self, B+)
Peter Pan has a sentient shadow that splits from Peter himself and acts individually, though again in favour, of Peter and his affiliated Master. Apart from being useful as a means of defense and deception, the shadow can morph into any shape and size and has conscious-triggered intangibility and tangibility, meaning it can touch and grip things, though it is also vulnerable to being damaged and worn out; Peter's shadow cannot touch things if intangible and cannot be immune to attacks vice versa. Peter can always touch and restrict his shadow and his shadow is limited by a certain leash distance away from Peter.

 

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~Throne of Heroes: Special Classes~

 

Rulers

Hiroki, God of Hope (Murdoc)

Spoiler

Origin (Player): The Tenth God (King Murdoc)


Name: Yukimura Hiroki, God of Hope
Class:  Ruler, Rider, Archer
Alignment: Chaotic Good
 
Tier: D++ (Requires a fairly low amount of mana to maintain due to her low baseline physical stats, however her Hellfire Knight form makes her drain mana at a rapid pace roughly equivalent to a B-rank Servant.)

Flair: A-, C-, E- (For mech, goddess, and girl forms respectively. Discerning the identity of one form doesn't give away the existence of the other forms.)


Appearance: Normally appears as a young-looking girl with somewhat pale skin, standing at only 142cm tall. Her eyes are naturally a violet color and she has very long (about hip-length) silver hair of a fine consistency. Her face is best described as "princess-like," though her often-nervous expression can spoil the effect. Typically dresses in a long-sleeved, light colored blouse with undershirt and a darker-colored skirt, about knee length, with dark leggings.


Hiroki's mech is quite bulky, making her appear larger than she really is upon initially sighting her piloting it. Its most striking features are the large cannon mounted at about the elbow of the right arm, and the "wings" that are actually an array of thrusters and guns. The cannon is orange and has a hexagonal shape, extending almost down to the feet in a neutral position, with the distinctive yellow and black "caution" pattern in a stripe at the end of it. There's a squarish panel on the back underneath which many of the important systems are housed, though this is of course covered by the heaviest armor. The plating overall is a dark gray, with faulds protecting the waist area. The chest and legs are divided into four plates each. The outer and inner edges of each plate on the chest have blue stripes along them, and similar stripes are found along each joint of the mech. An orange glow can be seen leaking from underneath the plating. The mech also features a somewhat angular helmet covering her whole face, the visor leaving just her eyes and nose visible. The visor darkens in response to intense light. Finally, it also has two shoulder-mounted cannons that can be set to automatic fire or slaved to the main gun.


Parameters:

  • Strength: E (B)
  • Endurance: D (A)
  • Agility: E+
  • Mana: A- (Has strong magical power in the form of Favor, but cannot use magic in the typical sense)
  • Luck: A
  • Phantasm: A+

Class Skills:

  • God's Resolution A+: Grants the holder two Command Seals for each Servant in the Holy Grail War. Due to the effects of her status and how she gained her abilities in life, it is possible to take the Command Seals of others if they are defeated in open battle, or if the seals are given willingly.
  • Magic Resistance B: Cancel spells with a chant below three verses, and grants significant resistance to the effects of greater spells. Hiroki's resistance comes in the form of a sort of active rejection of magical force, rather than passively sloughing it off.
  • True Name Discernment A: During a direct encounter, automatically reveals the status and true name of another Servant. A luck check is performed if a Servant possesses concealment abilities, but this check is made with advantage.

Personal Skills:

  • Mana Burst (Hellfire) B: A skill that Hiroki developed partway through the tournament that handed her godhood. It doesn't function as a direct attack, but is used to shove herself about with sudden bursts of speed, which can be used to ram targets or simply reposition unexpectedly.
  • Riding C: An unusual incarnation of the Riding skill. It does not function on animals, but rather allows Hiroki to control most modern vehicles, even complex ones. Stems from her legend as a mechanized fighter.
  • Mechanized Armor -: The effects of this skill are not present due to being subsumed by her Noble Phantasm.

 
Noble Phantasms:
Hellfire Knight: God of Three Faces (A+ Anti-Self)
 
A multifaceted Noble Phantasm, representative of the disparate entities Hiroki holds.
 
The first, the armored fighter, manifests as a suit of mechanized armor, capable of spewing forth prodigious amounts of plasma. While this is active, all physical parameters rise significantly due to the effects of the armor, and Hiroki can use the weapons in direct combat.
 
The second face, that of the mysterious competitor who became the God of Hope, grants a ranking of Presence Concealment equal to C. It also masks her parameters to the casual observer, though close tracking, observation or knowledge of the user will negate the effect.
 
The third face is simply her "normal" form, the one entrusted to the fewest people. It exerts an effect similar to the Espionage skill, causing her to appear as "one that does not pose a threat," though this is cancelled under the same conditions as the second face.
 
In addition, all three forms register as "different entities," who must manually be connected to one another.

 

Avengers

Twilight Avenger, The One Who Brings True Justice to Both Light and Darkness (Lexi)

Spoiler

Origin (Player): Myriad of a Thousand Worlds - Ashes of War (Lexi)

Name: Twilight Avenger (Lisa Fujita), The One Who Brings True Justice to Both Light and Darkness

Class: Avenger

Alignment: Chaotic Good

Tier: C

Flair: D (A- while Chuunibyou Bracelet is active. Gives away her identity as Twilight Avenger, but not the secret to her bracelet's power)

Appearance: [Normal] An average height teenage girl with short black hair and grey eyes. Lisa looks vaguely East-Asian but with slightly less rounded features. She wears a black sailor fuku with the tie-thing and accents being red, knee-high red socks and black shoes. Her gun is strapped to her left ankle and her sword is sheathed to her right hip (the sheath is just plain black)
[Chuuni] When her powers are unleashed, Lisa's appearance changes drastically. Her hair changes color to red and grows longer, reaching to her hips. Her eyes also change to red and start glowing. Her sword's blade turns to black fire and her gun starts to glow brightly. A ruby attached to a silver chain latches itself around her right wrist. She keeps the sailor suit, but it doesn't even shrink like it's supposed to. She also sprouts one black bat-like wing and one white-feathered wing to represent her fantasy heritage

Parameters:

  • Strength: E (B+)
  • Endurance: E (B)
  • Agility: D (A)
  • Mana: D (A)
  • Luck: D (A)
  • Phantasm: EX

Class Skills:

  • Avenger B: Lisa gathers the anger of those who hate the light and those who hate the darkness onto herself as a creature that embodies both. She gains a burst of mana whenever attacked which she can immediately turn on her attacker
  • Oblivion correction A: Lisa endlessly looks for vengeance against the light and the dark, her infinite resentment of them grants her increased power on her critical attacks
  • Self-Replenishment (Mana) B: Lisa’s lust for justice grants her an endless well of mana that shall not cease until her goal is achieved

Personal Skills:

  • Eternal Arms Mastership D: Lisa’s endless days of practice with her weapons allows her to continue using them even while her mind is dulled
  • Executioner C: Severing evil by means of evil; the ultimate judgement act. Grants a small bonus in damage against servants taking actions perceived as evil
  • Presence Detection D: Lisa seems drawn to other servants, the range of her natural sense for other servants is increased to 100 meters
  • Protection from Arrows D: Lisa has a natural propensity for detecting incoming projectiles. She gains the ability to avoid projectiles fired from extreme range

Chuunibyou Skills:

  • Battle Continuation A
  • Bravery A
  • Clairvoyance A
  • Magic Resistance A
  • Mana Burst (Light/Dark) A
  • Overload A
  • Supernatural Power A

Noble Phantasms:

Chuunibyou Bracelet, the False Power of Those Lost in the Fantasy of Youth (EX; Anti-Self, Anti-Unit, Anti-Army, Anti-World, Anti-Sanity)

Lisa is a powerful being capable of turning her fantasies into reality. She has immense power, but this power hinges entirely on her opponent accepting that she has access to it. As soon as her opponent ceases to believe in how strong she is, she loses access to that strength. This Phantasm remains active so long as her opponent does not discover her true name. While active, Lisa gains greatly increased stats and the following skills at A rank: Battle Continuation, Bravery, Clairvoyance, Magic Resistance, Mana Burst (Light/Dark), Overload, and Supernatural Power

"You are the witness. The conditions are fulfilled. Twilight Fantasy, open!"

 

Multiclass

 

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suicidally overconfident waver

 

Player: Adamance Ascendant (King Murdoc)

Name: James Eichthighearn
Age: 19
Alignment: Neutral
Tier: C
Appearance: A lanky teen of slightly below average height, originally from America. He has medium-short, bright red hair kept neatly combed. He tends to overdress for most occasions, wearing somewhat overly formal clothing; his usual attire consists of a dark-colored Clock Tower blazer and khaki pants. Has a voice that's rather higher than he wishes it was. 
Magic: A formally trained magus with an Earth affinity - though he didn't quite finish his courses before seeking out Caudoran. His ability to sling large, impressive spells about is limited; he instead focuses on more specialized spells tailored to deal with a specific task or threat. Adept with shields, traps, and information gathering. 

 

  • Offense: E. Virtually no means of direct magical attack. 
  • Defense: C. If he has decent information as to the nature of an attack, he can fend even weaker strikes from Servants; however, each of his spells is quite specific in what it does and does not block, and he lacks the raw power to throw them out willy-nilly. 
  • Utility: A. He focuses on low-power but highly practical applications of magecraft, particularly information control spells (such as tracking, alarms, covering one's own tracks, etc.) Also quite competent at laying magical traps, since those can be built up over time or set up to take energy from the environment. 
  • Mana: D. Third-gen magi don't have a ton to throw around. 

 

 

THE GODDESS'S CHOSEN HERO

 

Origin (Player): FEF: Ashes (King Murdoc)
Name: Hoshiko the Righteous
Class:  Archer, Rider, Lancer, Berserker
Alignment: Chaotic Good
Tier: C
Appearance: A girl, seemingly only in her late teens or early twenties. She has pink hair tied into two large tails on either side of her head, and wears a small, white headband. She wears a dark green breastplate, a red shirt, and a set of (oddly) practical brown trousers and boots. She sits astride a snow-white pegasus, and from its back wields a either a bow with a somewhat intricate design, almost appearing to be two separate bows with a sort of lattice joining them.
Parameters:

 

  • Strength: C+
  • Endurance: E
  • Agility: A
  • Mana: D
  • Luck: C
  • Phantasm: C

Class Skills: 

  • Independant Action B: It is possible for Hoshiko to stay materialized without a Master for up to two days, if combat is avoided.
  • Magic Resistance D: Conferred upon Hoshiko by the containers of Archer and Rider. Not a skill naturally held. 

Personal Skills:

  • Revelation D: Hoshiko claimed that the Goddess spoke to her in life; she joined the group that made her famous on the basis of a dream she deemed prophetic. Grants a small chance to receive visions or dreams that guide the holder of this Skill to success in their endeavors.
  • Evaporation of Sanity E: The owner is basically incapable of subtlety at a fundamental level, having a fondness for shouting, posing, and calling their attacks. 
  • Eye of the Mind (True) C: As an experienced hunter, archer, and soldier, Hoshiko is adept in striking her targets in difficult conditions.  
  • Riding A+: Enables Hoshiko to ride everything up to and including the Phantasmal Beast category, but not Divine Beasts or Dragonkind. 

Noble Phantasms:

 

Blessed Arrow: Divine Strike of the Fiery Goddess (Anti-Unit, C)

 

A shot fired from Hoshiko's bow, said to pierce any defenses and to be blessed by the gods themselves - it is derived from talents she held in life in shooting out enemy weak points, ultimately derived from hunting experience. As a Noble Phantasm, it completely ignores all defenses other than the opponent themselves being healthy enough to be wounded and continue fighting; however, it does not directly inflict any more damage than her normal shots or spear blows (though those aren't exactly something to sniff at.)

 

Airheaded Pegasus: Rayne (Anti-Unit, D)

 

A mount Hoshiko acquired during her adventure with the Misguided Children. It is not particularly old or endowed with great magical power, but it is dependable. . . for the most part. Mostly suitable for use in one-on-one fights. 

 

WHOOOAAAAYEEAAHHHH

 

 


Origin (Player): Trespassers of the Multiverse: Gaiden^2 (King Murdoc)
Name: Yamaguchi Masaru
Class: Saber
Alignment: Neutral Good
Tier: B
Appearance: A muscular and quite tall man with blonde hair and dark violet eyes. He has a somewhat angular, sharp face, with thick eyebrows. His hair is kept at a bit shorter than shoulder length and is the sort of "organized mess" that one tends to see. His outfit is mostly black, with a slightly form-fitting shirt with a low neck and functional pants. He wears a cape that splits into three sections; the collar and the portions near the pins at his shoulders are trimmed with yellow. Wields a very broad sword larger than most people with a flat end, and with the blade simply thickening further near the base instead of having a true guard. 
Parameters:

 

 

 

 

  • Strength: A+
  • Endurance: C
  • Agility: B
  • Mana: A
  • Luck: B
  • Phantasm: C

 

 

 

Class Skills: 

  • Riding C: Capable of controlling most vehicles instinctively. Conferred by the Saber class container. 
  • Magic Resistance A: Masaru, as a member of the Dragonkind, has exceptionally high magic resistance. 

Personal Skills:

  • Bladeform A: Masaru's signature fighting style, based on existing martial and magical arts and adapted to his own strengths and skills. Functions similarly to Mana Burst, but trading speed for efficacy. 
  • Monstrous Strength A: Masaru's draconic heritage grants him strength beyond what is humanly capable. His Strength is always considered to be Rank-Up. 
  • Charisma D: Masaru lead his adventuring group to success and fame for years, though he never had authority beyond them.  
  • Collector E: As befitting any dragon, Masaru had a habit of gathering treasures to himself - particularly precious gems. 

Noble Phantasms:

 

Dragon's Crushing Fang (Anti-Unit, C)

 

Not the strongest bladeform Masaru has in his arsenal, but certainly the most well-known. Launched out of the Fang Stance, an almost-crouching one with the blade held behind him as if it were a baseball bat. It consists of an overhand strike that lands as if Masaru had twice the strength he already possesses normally, and will destroy shields or other protective measures used on-hit if they are of a lower rank - including Noble Phantasms. (This effect does not function unless it is specifically used to guard; it won't shatter magical armor in one hit, for example.)
 

 

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reserf

Hot Scoop

Spoiler

Player: ElfCollaborator
Name: Sophie Wilson
Age: 24
Alignment: Neutral Good
Tier: E
Appearance: Sophie is of average height and build, originally an American journalist. She has long light brown hair, carefully groomed to keep it out of her way, and has somewhat formal dress, generally with lavender blouses, black skirts and black stockings. She also tends to wear a black beret and light black winter coats.
Magic: Sophie, being a journalist descended from Caudoran mages who left the city to escape the shenanigans, has absolutely no knowledge of magecraft whatsoever. Her only benefit as a mage is her higher-than-average amount of magic circuits; if she were to somehow acquire magecraft during the War, she might perhaps be good at it.
● Offense: -
● Defense: -
● Utility: -
● Mana: C
Other: An American journalist who went into Caudoran on holiday from her last scoop, busting the activities of a corrupt pharmaceutical company despite their attempts to forcefully detain her, blackmail her and have her committed for insanity. Got involved in the Caudoran Grail War after an anonymous tip-off while on vacation led her to acquiring basic information on summoning a Servant, in an attempt to discover the truth behind said tip-off; if she were to succeed, this would be by far the greatest scoop of her career.

Twin Berserkers

Spoiler

Origin (Player): [Trespassers of the Multiverse v1] (ElfCollaborator)
Name: Nick and Jack Sloane
Class: Berserker, Rider
Alignment: True Neutral    
Tier: B (C)

- One brother is easily controlled, even with the madness of Mad Enhancement upon him. Two such Servants, however, increases the drain on the master, increasing their rank to B.
Appearance: Both Sloane brothers are tall, lithe men with brown hair and steely grey eyes. They tend to wear the same attire; black shirts under brown biker jackets and thick steel boots over navy blue jeans. Nick wears a chain around his neck, whereas Jack has a scar over his cheek. In combat, they assume their Rider forms, wearing light suits made of some polymer-metal mix. Nick wears the Sol armor, consisting of copper-colored armor over a tough, flexible black undersuit with a helmet with a golden visor covering most of the face, a stylized sun etched into the chestplate. Jack wears the Luna armor, consisting of silver armor over the black undersuit, a stylized crescent moon etched into the chestplate and a silver crescent visor across the helmet. Both of their helmets have the same two antennae in a V-shape across the top-center of the helmet.


Parameters:
Strength: B
Endurance: C
Agility: A
Mana: D
Luck: D+
Phantasm: B


Class Skills:
Mad Enhancement: D-
    - The Sloane brothers are capable of normal speech and advanced tactics are not beyond them as long as said tactics are limited to themselves due to their Skill [Blood Brothers] overriding the madness brought about by this skill. Overly complex thought and tactics that do not involve fighting in tandem are beyond them still. Should one brother be slain, [Blood Brothers] is lost and this skill increases to B, increasing the survivor's parameters.


Personal Skills:
Riding: D
    - Nick and Jack are capable of using their motorcycles for quick transport around and are skilled drivers of modern vehicles.  
Magic Resistance: C
    - The Luna and Sol Gears were designed to deal with magical assaults from the various supervillains that fed upon the cities, in particular the Channeler Riders who made deals with Youma. As such, they will do handily with countering mere mortal magecraft. This skill is lost should the Noble Phantasm [Arcana Gear] be destroyed.
Blood Brothers: A
    - Nick and Jack are akin to one soul in two bodies, and their strength and skill at fighting in tandem is unparalleled. Even the madness brought by Mad Enhancement cannot affect their fighting capabilities as long as the brothers fight together. This also permits Nick and Jack to be summoned into the same Container as one Servant. Should one brother be slain, [Blood Brothers] is lost and the survivor instead gains [Mad Enhancement] at Rank B. 
Mental Pollution: C
    - The Sloanes are driven purely by the desire to fight, and resound best with those who can grant them their wish. Their outlook is altered from those with normal moralities; the closest things they have to allies are those along whom fights are good to engage with. Mental resistance is increased.

 

Noble Phantasms:
Arcana Gear: Luna and Sol  (C, Barrier)
    - Their armor, the first forays into Armored Rider technology that the late Dr. Toshiba executed, worn to protect the wearer from the attacks of supervillains or Mysterious Beings, superpowered monsters that roam the cities. This grants them the Skill of Magic Resistance while worn.
Finishing Strike: Final Trigger  (C, Anti-Unit)
    - A powerful technique consisting of a kick (Nick) or a punch (Jack) powered with enough energy to shatter concrete completely or destroy reinforced steel barriers. Most often used as finishing moves to utterly destroy an opponent.
 

The Rider of Fortune

Spoiler

Origin (Player): Trespassers of the Multiverse v1 (ElfCollaborator)

Name: Penelope Alexander, the Masked Rider of Fortune

Class: Lancer, Saber, Archer, Rider

Alignment: Neutral Good

Tier: A (As Lancers go, Penelope is one of the stronger ones.)

Appearance: A tall woman who appears to be somewhere between 19 and 22 years of age. In her civilian attire, she wears a white blouse and dark jeans over black leather boots, under a long, dark brown trenchcoat. Her long red hair is kept in a ponytail down the back of her head, capped with a black beret and a pair of thin-rimmed glasses over her green eyes. In Rider form, her whole visage is covered up with silver armor over a dark blue flexible undersuit, the chestplate engraved with the symbol of a stylized spoked wheel. A red scarf is wrapped around the neck below the helmet, which covers the whole head, the visor forming a green chevron around eye level with two flared triangles on either side of the top of the helmet.
Parameters:

  • Strength: A
  • Endurance: B
  • Agility: B
  • Mana: C
  • Luck: C
  • Phantasm: A

Class Skills:

  • Magic Resistance A: Penelope's own robotic body and the technology behind the Aeon armor both employ simiar defenses to magical assault to protect them from the Youma and Mysterious Beings that ravage the city. The Aeon armor is a massive improvement both over the Luna and Sol Gear and Penelope's own body; should the Aeon Gear be destroyed, Penelope's rank of Magic Resistance is reduced to C.

Personal Skills:

  • Riding D: Penelope is a skilled driver of modern motorcycles and other such vehicles. 
  • Independent Action B: Arete-class Combat Platforms were designed to independently protect large swathes of the city from kaiju attacks on their own, with little hope of assistance from other platforms. Penelope retains this trait and is thus skilled at operating on her own for moderate periods of time.
  • Battle Continuation B: Penelope's sheer determination is evident even with her robotic body; even when her body took catastrophic damage against the Kaiju Kinmamon, she survived and repaired her own body. Had she been summoned in her Combat Platform incarnation, this Skill would be lost and replaced with the skill [Combat Platform].
  • Combat Platform -: Locked by Penelope being summoned in her Rider of Fortune incarnation.
  • Heart of Gold A: Penelope's robotic body is powered by the soul of one of Dr. Toshiba's daughters, an attempt to preserve them after their deaths, enabling Penelope to be summoned as a Heroic Spirit despite her robotic nature as her very core is human. This skill also contains Poison Resistance at a B rank.
  • Bravery B: Penelope is resistant to mental interference due to sheer mental fortitude and discipline from years of fighting monsters and supervillains alike.

 

Noble Phantasms:

Arcana Gear: Aeon, the Gear of Fortune (B; Barrier)

Her armor, one of the four First Generation Arcana Gears that Dr. Toshiba created for the defense of the city. The Aeon Gear was the most adaptable, capable of suiting any situation, fighting supervillains, Mysterious Beings and Kaiju alike. This increases Penelope's Magic Resistance to A while possessed.

 

Arcana Arms: Aeon Rouzer (A; Anti-Unit)

The adaptive Arms that Penelope employs as her weapon. This weapon is capable of transformation into a spear, xiphos-style sword or a rifle, though Penelope prefers to use it as a spear, which is the origin of her designation as a Lancer. 

 

Finishing Strike: Final Trigger (B; Anti-Unit)

A powerful technique consisting of Penelope charging her weapon- or her foot- with enough energy to utterly disintegrate an enemy. The culmination of energy weaponry tech pioneered by Toshiba, channeling vast amounts of energy through a small area to create explosive amounts of force. Amplifies in power when used with the Aeon Rouzer, but drains mana heavily due to the combination of two Noble Phantasms.

 

Combat Platform Arsenal (-; -)

The guns, weapons and other devices once contained in Penelope's body that have been lost due to the damage she took in the battle against Kinmamon. Locked due to her being summoned as her Rider incarnation.

 

Edited by ElfCollaborator
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Reserved

 

Master:

 

 

 

 


Player: Noir
Name: Eleonore Lefebvre 
Age: 20
Alignment: Lawful Good 
Tier: C

Appearance: Eleonore is slightly tall, sitting at around 5''9. She is a brunette with hair that ends at her waist in a delicate curl, blending in well with her hazelnut eyes, in shape and color, and her fair complexion. Usually leaving her hair flowing, Eleonore is accustomed to modest, albeit dainty clothing that usually has her brown overcoat as a denominator. She possesses a family heirloom in the form of a sapphire necklace inherited by her mother, though what its sentiments entail to are unknown, 

Magic: Eleonore possesses the ability to create moderately durable magical barriers (or kekai), spanning up to the length of her own height and the breath of about half a meter -- the larger the barrier, the more mana she expends, and the more concentration it demands to maintain it, so Eleonore can create smaller barriers easily for milder skirmishes if need be. Eleonore also possesses above-average healing capabilities, being able to rapidly regenerate moderate flesh wounds and swiftly stopping blood flow from open wounds, but cannot rejuvenate conditions such as blood loss, certain illnesses, and other graver forms of injury as well. 

 

  • Offense: E
  • Defense: B
  • Utility: B
  • Mana: C

 

 

 

Servant:

 

 

 

Character (Original RPer): Debronee (Gratteras: A Clash of Fates)(Noir)
Classes: Assassin/Saber
Alignment: Lawful Neutral
Rank: C (The descendant of two powerful swordfighters brought together by forbidden love and trained under a renegade of a legend, he has pretty strong swordfighting skills, but that's the only thing he has going for him.)
Appearance: Debronee is a man of above average height, sitting at 6'1''. He possess a fit and properly body honed through countless battles, lean, although not muscular. Debronee commonly hides his face with a spiky mask that only reveals a violet right eye, and as he was an Elf in his former life, has pointed ears and pale, silvery hair, mixed with a slight tinge of gold. He wears fully black cloth-made attire, with black, light plated armor on his shins, elbows, and chest, leaving part of his arms bare. His attire is hidden by a poncho most of the time.

Parameters

Strength: D
Endurance: E
Agility: A 
Mana: E
Luck: C
Phantasm: C

Class Skills
Presence Concealment C :Hides one's presence as a Servant. Suitable for spying. The rank of presence concealment drops considerably when preparing to attack. Low for an Assassin, but enough to prevent detection from other Servants within close vicinity.

Magic Resistance C+: Elven lineage and exposure to human magics makes Deb slightly resillient and aware of magic. 


Personal Skills
Eternal Arms Mastership C: Having been thoroughly trained in the art of battle, this prevents degradation of fighting skills when under the effect of mental hindrance.
Eye of the Mind (True) B: Gained through many ordeals and adventures, he is capable of calm analysis of battle conditions, by which competent grasp of the status of the self and the opponent are obtainable even in the midst of danger; utilization of such to deduce the appropriate course of action that permits escape from a lethal predicament. 

Reduced Earth C: Debronee flashes forward a short distance, a technique used to cut down the distance between opponents instantly.

Noble Phantasms

Diplomacy (D, Anti-Unit)
An adept and defining epitome of speed and agility, Debronee excels in mobile, fast-paced melee fighting. Debronee teleports behind his target from a short distance and extremely rapidly strikes four times in quick succession.

Holocaust (B, Anti-Army)
Debronee performs a posture of sorts that implies a form of summoning or calling, summoning a giant sword-like wave of energy crashing down at incredibly fast speed after casting.

Edited by Noir
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1 minute ago, Cool Girl said:

I think I'lll reserve, but I may need help creating the character...so yeah....

If you can, head to the Discord, it's a lot easier to help with this sort of thing in real time

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Master Sheet: Nadia Darke

 

Spoiler

 

Player: Hukuna the Undying

Name: Nadia Darke

Age: 23

Alignment: Chaotic Neutral

Tier: B

 

Appearance: Nadia has long jet black hair, usually done up in a sloppy ponytail of some sort or another. Her eyes are a deep emerald green, that seem to harbor something sinister. She is around 5'6 with a lithe athletic form, not tiny, but not big either. Her typical attire consists of a black dress suit, underneath she wears an emerald green vest to match her eyes along with a tie of the same colour. She is always wearing gloves, and is almost never seen without. Her skin is a slightly tanned colour.

 

Magic: Nadia uses a form of magic that focuses around reinforcing darkness into objects or constructs for different types of use. She excels highly in using the them for combat but in general has decent grasp of using them for other purposes. Her control over mana isn’t exactly the best, her spells tended to be overly expensive. Most other mages couldn’t cast them as she does, but this leaves what would be a strong pool of mana quite mediocre in effectiveness. As a result she needs to manage her spells much more than your average mage. Her best construct is that of her her sword, Blank, a weapon believed by her to be utterly perfect in it’s balance as a sword. She can create exact copies of it from darkness. She can replicate other items those she is more familiar with are stronger. This leaves her defense and utility a little more limited as she not as used to using them. However the defensive capabilities and utility are powerful enough cases this doesn’t cause the rank to sink extremely low. ((she is able to makeshift healing by stitching things together with darkness however it’s not as effective as true healing for example. Nadia is actually more efficient just amputating a limb if it’s too damaged and replacing it with a construct limb then healing it to get it in combat shape sooner. [however this obviously has… other drawbacks])) Her affinity is that of Void.

Offense: A

Defense: C

Utility: C

Mana: C


 

 


Servant 1: Ignacio, The Dread Pirate Lord (Rider)

Spoiler

 

Origin (Player): Graterras Universe, Hukuna the Undying

Name: Ignacio, the Dread Pirate Lord. He who walks the Abyssal Path, The Avatar of the God Seeker.

Class: Rider, Berserker, Lancer,

Alignment: Chaotic Neutral

Tier: A- ((explained later.))

 

Appearance: Ignacio wears a heavy overcoat, befitting of a pirate captain. To match he has a tri corner hat. His face is unlike that of your typical human, sporting a beard seemingly made of octopus tentacles. He’s got a fair few barnacles stuck to him in places. His teeth are nearly rotted all the way through, a sickly brown and blackish colour. His eyes, surprisingly gentle, a soft baby blue. His skin is discolored, a sickly yellowish hue. ((really think Davy Jones from the Pirates movies.))

 

Parameters:

Strength: A

Endurance: B

Agility: C

Mana: A+

Luck: D-

Phantasm: EX, due to the large power of his ship and having a divine artifact.

 

Class Skills:

Riding: A, Allows him control of his Phantom Ship, The Iron Mango. It can soar through the skies as well as it can brave the seas.

Magic Resistance: B, Being a Rider degrades this slightly however Ignacio still has quite the resistance to magic.

 

Personal Skills:

Voyager of the Storm: A Ignacio was once the Dread Lord of the Dread Bay, The Lord of all Pirates. And, the first of them. He helmed the mighty Iron Mango.

Dragon Slayer: E-, Received by helping in the battle with the Faceless Dragon God, a being that tried to destroy Graterras out of jealously. However he rarely actually helped and cause more problems than anything else, causing its rank to be extremely low.

Honor of Pirates: A He was a leader amongst pirates and one dreadfully feared. To this day all lords of the Dread Bay are known as Dread lords. He is akin to the “Patron Saint of Pirates” or “the God of Pirates”

Mental Pollution: A+, Ignacio’s mad mind works unlike most others and is as a result nearly impossible to comprehend. Being in possession of a page of the Book of Maddening Waves only adds to the interference of which mind affecting magic must cut through to actually affect his mind.

Omen Sense: B, Ignacio can choose to trigger an omen sense when making a course of action. It only gives him a general sense of what will happen, ranging from Super Fortuitous, Fortuitous, Neutral, Disastrous, and Super Disastrous. ((this power is similar to clairvoyance powers etc… however it’s more limited due to be activatable at will up to 3 times a day.)) Passively, it acts as the Skill Instinct of the same rank.

 

Noble Phantasms:

Cojiro, The Biggest Pain in the Ass (E; Anti-Ignacio)

A unique type of sea parrot native to Graterras known for their long scarf-like tails. Cojiro is a brilliant cerulean blue that almost hurts to look at. He is more or less a familiar but his presence alone makes Ignacio’s luck that much worse. There’s nothing Cojiro loves more than playing pranks on his master… or stealing his rum and mangoes.

 

Mad Man’s Anchor, The One that Tethers to the World, The Breaker of All Things (A; Anti-World, Anti-Material)

A giant anchor from Ignacio’s ship he wields as a weapon. It was enchanted by Seeker to have strange properties meant for the travel of different planes of existence. The first being that it could crack and establish a hold in any material. It turns out this is an amazing property for combat as well. The second is it’s ability to anchor the Iron Mango to any plane of existence it is currently in. This allows it’s phantom nature to exist within the world.

The Iron Mango, A Ship with a Name so Stupid, Yet Somehow Still Feared (A+; Anti-Fortress, Anti-City.)
Ignacio’s ship manned with a ghostly crew. Works much like a regular pirate ship except for that fact it can sail the skies. How it does this is entirely unknown but it is figured that such is the work of Seeker’s magics. This ship’s guns have taken down many a fort and it’s large storage space allowed many a siege on a city to be successful.

Pilfered Page, From the Book of Maddening Waves. (EX, Anti-Self)
A page from the book of Maddening Waves Ignacio managed to steal from the god Seeker. The page is filled with incomprehensible secrets of the universe. As a result it enemates a natural source of mana that Ignacio can tap into. In addition, it relieves his master’s strain of maintaining him somewhat. It also bestows Mental Pollution rank of A+, while in his possession.

 

 

Servant 2: Azegeor, The 13th Lord of Night. (Caster)

Spoiler

 

Origin (Player): Heartless Souls; Venture into Darkness, Hukuna the Undying

Name: Azegeor, the 13th Lord of Night.

Class: Caster

Alignment: Chaotic Good

Tier: C ((superior control of magic, however he can’t make it’s cost nothing.))

 

Appearance: Azegeor cuts a strong imposing figure, which is strange for one that is primarily a mage. He has the bone structure of one that was noble in life, if he had skin he'd probably be pretty handsome... or vilely repulsive, it's hard to tell. He wears Robes as black as night and a matching cloak studded with small shining diamonds to represent the stars. It is the well known Cloak of the Night, the right of any Lord of Night. He also is always wearing a necklace that ends with a motif of a raven clenching a skull. It is attached to a simple string, rather simple and mundane of an article for a lord.

 

Parameters:

Strength: D

Endurance: A

Agility: C

Mana: A

Luck: E

Phantasm: A+

 

Class Skills:

Item Construction, C: Was never really a skill that Azegeor focused on, leading it to be rather weak. He can conjure most things but not really excel at anything in particular.

Territory Creation: EX, Due to being part of the Castle Dour, Azegeor may summon some of it’s power to summon the “Throat of the Castle”, or manifest Castle Dour’s throne room.

 

Personal Skills:

Mind of Undeath, B: A skill that prevents mental manipulation. An Undead’s mind cannot feel as a human’s or even a servant’s can and therefore it renders the magic much less effective. It dulls the effects of them even if they do manage to stick.

Body of Undeath, EX: Body cannot be afflicted with poisons or other physical ailments as there’s simply nothing to affect. Conveys the effects of Battle Continuation as long as Azegeor’s head remains attached to his body.

Charisma C: Azegeor rules the Castle Dour, however this can hardly be considered a true nation leaving his skill much lower.

Mind of the Eye(True) B-, From Azegeor’s former life before he became a Lich. He was a holy paladin well renowned for fighting legions of the undead along with his army. As he learned this, he never really lost the ability, however his amnesia of his past life dulls it.

High-Speed Incantation: A

 

Noble Phantasms:

Heartstopper Grasp, The Grasp of One with Nothing Left to Lose, The Grip of The Heartless Soul (A, Anti-Unit)

Azegeor has the power to attack one’s soul directly, centered on the physical manifestation point of it, their heart. This Attack can outright kill beings with weak souls, but otherwise only inflicts damage. It is more potent the closer Azegeor is to the target. Even if he could physically touch them his hand will pass through them instead into their body. This attack directly causes harm to their soul and physique, weakening their will with every hit. If it is ever low enough their heart will burst into a fountain of blood in the grasp of Azegeor’s bony fingers.

 

The Throat of the Castle, The Throne of Eternal Night. (A, Anti-World)

This replaces Azegeor’s typical Caster territory. In place of it he summons the throne room of Castle Dour onto an area. With this it also summons the “Heart of the Castle” or a useful tool. It has the ability to survey the surrounding area, relaying this information to its owner. It also heightens its user’s mana perimeter((and acts as a font of passive mana regeneration)) in addition to increasing their overall combat ability in terms of the damage they can inflict.

 

 

Have some sheeeeeeeeets.

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Master: Erica Thorton

 

Spoiler

Player: Twinwolf

 

Name: Erica Thorton

 

Age: 17

 

Alignment: Neutral-Good


Tier: A


Appearance: Eri is a shorter girl, only an even 5 feet.. She has mildly curly red hair that goes a bit past her shoulders, and similarly colored eyes made to look large by her glasses. She’s not bad, in terms of attractiveness - reasonable curves and high-b cups, and her face is cute. She prefers to wear practical clothing - she has fancy dresses and such, but doesn’t like how they get in the way all the time.  


Magic: Eri has an affinity for Water magic. She tends to use it mostly for defense and utility, although in a pinch it can be used more offensively - magically hardened ice can be sharp! The defense is largely in shielding against magical attacks and an amount of natural magical resistance, although her magically toughened ice can protect her physically as well. In terms of utility, she can set traps - or turn existing water into a trap, and has some healing ability - she’s not going to fix a severed arm but she can close a bad gash. She’s quite efficient in her mana usage and her reserves in general, subsequently having the potential to control a rather draining Servant or perform a lot of spells before running out of it. Her mana reserve is due to being a seventh-generation mage, along with natural talent.

  • Offense: D.

  • Defense: B

  • Utility: C.

  • Mana: B

 

 

Servant 1: Ciri Mycroft, The Plant Girl

Spoiler

Origin (Player): Books, Dreams, and Bleeding Things (Twinwolf)

 

Name: Ciri Mycroft, The Plant Girl.

 

Class:  Caster, Saber, Berserker

 

Alignment: Neutral-Good

 

Tier: B

 

Appearance: A short girl, who doesn’t look like she could be older than 16. She has waist-length green hair that looks like it’s made of vines and leaves, and a bit thorny, and the right side of her face seems to be sprouting leaves. Her eyes are rather disconcerting - pure green, with no visible pupils. Her right arm seems to be some sort of wood, a twisted and thorn-covered plant.  Her human skin is tinged green, and covered in dirt no matter how clean she should be.

 

Parameters:

  • Strength: C
  • Endurance: C+
  • Agility: D
  • Mana: C
  • Luck: D
  • Phantasm: C+

 

Class Skills

  • Territory Creation: A. Ciri can create a “Nightmare Canvas”. The Nightmare Canvas is a deep maze of which Ciri has perfect knowledge and control. It helps her gather mana, allowing her Master some time with less strain on them. Inside of it, are rather weak Shamblers. They’re not particularly powerful, but numerous and may pose a threat to a lone master..
  • Item Creation: E+. Ciri can create seeds, which when planted will eventually grow into more of her plants. They’re not particularly more powerful than her normal ones and take time to grow (although at a rate far quicker than a normal plant), but with patience and preparation can be a threat.

 

Personal Skills:

  • Mental Pollution (D): Ciri has been somewhat corrupted by the Book of Plants. She’s still herself, but has had her moral restraints rather loosened - she’d prefer not to kill someone, but if they refuse to surrender, her master won’t need to use a Command Seal. The Pollution also makes her slightly harder to effect mentally, as all Skills of it’s type.
  • Self Modification (C+): Ciri has extensive control over her plant parts, being able to change her arm’s form and strengthen it and other such things. If the plant arm is destroyed, she can easily replace it given just a few moments. If her human arm is destroyed, it can be replaced with another plant arm, although Ciri may miss her thumbs. Her legs can be replaced in much the same way. Generally, she can grow plants from any part of herself, with the proviso that she must be alive to do so - no recovering from a severed head.

 

Noble Phantasms

Book of Plants (C+; Anti-Unit)

An old looking, leather-bound book with a sigil of a green leaf on it, covered in vines. The book contains the power of the Earth, but some things are not meant for mortals to know and it slowly corrupts it’s reader. It enhances Ciri’s magic, allowing her to grow her garden across all that lives on the Earth and not simply her own body. However, a host with sufficient resistance to magic may be able to prevent the plants from taking root.

 

 

Servant 2: To Be Created

Edited by Twinwolf
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Alright, I guess I'm going to try this. Critiques are, of course, welcome.

Master:

Spoiler

Player: Strider        

       

Name: Alexander Nottingham

       

Age: 29

       

Alignment: NE (I think?)       

       

Tier: C   

       

Appearance: Alexander is a decently tall man, but not overbearing in physique. He has a large scar across his forehead, a mark left by his father when Alexander was 7. He has an unadorned gold ring on the middle finger of his right hand. Alexander’s hair is blond, and his face is clean shaven, and other than the scar, bordering on childlike. He is usually dressed in a fashionably subdued way. His styles are not flamboyant, but the fabrics would be recognized as expensive and well tailored to the trained eye.

       

Magic: Alexander is rather weak with magic. He could probably be considered average to some, but as the sole heir to the esteemed Nottingham family, he was a disappointment. He is capable of summoning small, weak fireballs for his limited offensive magic, which are powerful enough to burn, but even the lightest wards or armor will stop it immediately. His true strength lies in his ability to create illusions. He has an affinity or this, but is limited by his overall weak magic, so it’s unlikely that he could pull off anything large scale (like an illusion of a car moving on a road), but he can hide small things, and make other small images. He will often be wearing warded and enchanted clothing in order to compensate for his weak magic. Elemental Affinity is void.

       

Offense: E

Defense: D

Utility: A

Mana: C   

Other: English by birth, his family name might be familiar to those who concern themselves with mage politics, as one of the more magically powerful families. Not the most politically powerful though.

 

Servant#1

Spoiler

Origin (Player): Comes from Trespassers, played by Strider.       

       

Name: Liliya Ivanenko   

       

Class: Assassin

       

Alignment: CN   

       

Tier: C Requires average Mana to maintain.   

       

Appearance: A fairly standard European looking woman, Liliya is 5'4”, and has a fairly lithe figure. She has brown eyes with thin arched eyebrows, and brown hair, quite common for her part of the world. She appears in a brown leather duster, which seems unnaturally resilient, and short scuffed brown boots. Her eyes will constantly be seen to be flicking about, almost as though she’s watching something that isn’t there.; Her hair is free, and will often seem to flutter a bit in the nonexistent wind.

 

Parameters:        

       

Strength: E           

Endurance: D           

Agility: A           

Mana: D       

Luck: C   

Phantasm: B+

       

Class Skills:

Presence Concealment: B

 

 

Personal Skills:

Expert of Many Specializations: C Liliya was the leader of a gang in life, and well acquainted with intimidation, theft, secrecy, and finding contacts.

Eye of the mind false: B Liliya’s general precognition is manifested in this skill, which allows her to avoid danger and obstacles and such in combat.

Magic Resistance C-: Liliya has some experience with magic, and tells of her fighting against people skilled in its use.

 

Noble Phantasms:        

    Eastern Gale, the Imminent Apocalypse: B+ (Anti-Personnel): A decently mana-intensive NP, meant to take down a single opponent. Puts Liliya into a state of near invulnerability (lasts for like a minute at max), and during this time, her knife is guaranteed to kill if it hits the part of a servant without armor. The knife cannot penetrate armor, but Liliya is decent at finding exposed areas. Basically you have to parry and stall her out for a minute.

Servant #2

Spoiler

Origin (Player): Strider, from a short-lived RP known as Lowlife       

       

Name: Darien Polk       

       

Class:  Archer, Caster   

       

Alignment: CN       

       

Tier: B

       

Appearance: Darien is a troll, around 8’7”, which is slightly smaller than what would be average, but obviously imposing to any humans. He has a pair of upward-pointing tusks jutting up from his lower jaw, and a pair of horns on his head, slightly asymmetrical, with the left one being slightly further back than the right one. If you compared him to a human, you would see that his arms longer in relation to leg length than would be normal on a human. In general, Darien would be imposing to any human, but this is nullified by an almost constant babyish grin on his face. On his arms, things that look sort of like crude plates are apparent, a natural feature of trolls. He’ll often had a few buzzing creatures floating around himself which he sometimes uses to defend himself, resembling modern drones, but slightly more organic looking, and unpredictable.

 

Parameters:        

       

Strength: C           

Endurance: B           

Agility: E          

Mana: B           

Luck: E            

Phantasm: C++

           

Class Skills:       

Independent Action: C

Magic Resistance B: Darien has decent resistance to physical magic, such as enchanted weaponry and blunt force based magic. He has lower resistance to things that more closely resemble telekinesis, mental manipulation, and elemental stuff.   

 

Personal Skills: [make a list of personal skills with rank. It’s preferred that you use canon skills where possible, but if you can’t find something that covers what you’re looking for you have permission to invent things, just run them by me first. Either way, please describe how the skill functions with this servant]

 

Rain of Lead C: Darien is proficient with firearms, and when he uses a human gun, it becomes a magic weapon in his hand, actually being able to hurt servants, and gaining the resilience that an enchanted weapon would have.   

Attendant of Iron C: Darien is such an imposing wall of brute force that he can increase his master’s physical fortitude simply by his presence.

Familiar (Drones) B: Darien is capable of creating drones to use in battle, capable of hurting even servants.

 

Noble Phantasms:        

       

Fanatic Swarm (C-A; Anti-Fortress) Darien commands his drones to chase down a target. They will attempt to charge the target and explode, dealing a large amount of damage. If they cannot get close enough to self-destruct, they will fire a high-powered shot (weaker than the explosion but still formidable) and then return to Darien. Increases in power the more drones Darien has constructed

 

Edited by Strider
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  • Artifact from the previous game that I didn't think to remove
  • airports are n9t just for travel
  • I never said you coildnt fly out, although I woupdnt reccomend it

 

Also elf I specifically said no bribing command seals from people :/ and immediately after offered an alternative (though I forget what it was atm)

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You suggested that they get obsessed with the holy grail for some reason or other and end up in the city somehow, and become a Master. You did not go into specifics, iirc

Edited by Twinwolf
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7 hours ago, Clownpiece said:
  • Artifact from the previous game that I didn't think to remove
  • airports are n9t just for travel
  • I never said you coildnt fly out, although I woupdnt reccomend it

 

Also elf I specifically said no bribing command seals from people :/ and immediately after offered an alternative (though I forget what it was atm)

I also forgot what the alternative was, so I'll just retcon out how she got her hands on Command Seals and leave it at that :\ Better to leave it more mysterious.

 

And also, she DID choose to go there. Her parents asked her to, she decided to go because they asked (and you know, they're her parents, why would she say otherwise). The pilot and the plane were her method of getting there. 

Edited by ElfCollaborator
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First War servant assignments:

Kevin: Darien (Archer)

Nadia: Masaru (Saber)

James: Merlin (Archer)

Erica: Ignacio (Rider)

Alexander: Ciri (Caster)

Sophie: Klaren (Lancer)

Orin: Deb (Assassin)

Eleonore: Twins (Zerker)

 

Please post your servant being summoned beginning with the flash from your master's post. Also, masters, please add you and your servant's approximate location to the map based on where you summoned them at

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  • 2 weeks later...

Official unofficial Shiori sheet. she's not so much a proper character as an NPC I expect to be very relevant due to her power level being so high and her allegiances so fragile

 

Name: Kitani Shiori 

Age: 22

Alignment: Neutral Evil

Tier: A

Appearance: A young and fair Japanese girl with black hair and brown eyes. Consistently found wearing some form of cosplay for her job

Magic: The prodigal daughter of a long-lived mage family of fifteen generations. She is very knowledgeable in magic, although her combination of skills makes one wonder as to what that magic might be used for. Has an affinity for Wind magic

  • Offense: A; Shiori's family specialty is crafting weapons out of the air itself, using a technique called "Air Sharpening." She can create nearly invisible weapons of almost any type so long as there is air at her disposal, her weapons must be created in hand but can be released without consequence afterwards. Weapons crafted in this manner are extremely sharp and can slice through most anything, although thick metals will stop them. Shiori can also attack in more standard ways such as firing magical blasts or using bursts of wind to push and shatter.
  • Defense: D; Although not as adept at defense as she is in other areas, Shiori is still capable of placing decently powerful wards and crafting simple magic barriers. To a small extent, her Air Sharpening can be used to cut through ranged attacks.
  • Utility: B; Highly adept at scouting using a special technique that turns the air itself into a familiar of sorts. This familiar is almost entirely undetectable by means of magic and essentially its only trace is the unnatural breeze it causes when it moves. Shiori can also perform many other basic scouting techniques. She is well versed in the manner of magical poisons, many of which she can synthesize directly inside a target given the proper circumstances. Finally, she can greatly enhance the speed and eyesight of herself and allies.
  • Mana: A; A formally trained mage of a long bloodline, has a large amount of mana at her disposal.

Other: Considers life to be about two things: inevitable death and acquiring wealth. She's most certainly an easy bribe

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  • 4 weeks later...

Juust passing by to say I´ve catch up and read through the six pages. This is looking great and I´m really liking the characters, keep it up guys!

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  • 6 months later...

One sexy vampire lady coming right up~!

Spoiler

 

Origin (Player): Heartless Souls; Journey into Darkness. Hukuna the Undying

Name: Countess Sybil Contiello, The Queen of Blood, The Baying Widow

Class: Assassin, Caster, Saber.

Alignment: Chaotic Neutral

Tier: A- ((possibly as low as E depending on the master’s willingness to allow her to feed on innocents))

Appearance: A flawless beauty, her skin is the normal pallor of an undead but it doesn't affect how beautiful she looks. In fact it only enhances the her looks as she looks as if made of alabaster, like a perfect statue come to life. She has a voluptuous figure of an older woman in around her 30's. She tends to wear blood red gowns and clothing easily considered garish. She accompanies it with a brooch fashioned to look of a black widow.  On occasion she wears one of a baying hound. Both are symbols of the Contiello family. While the Hound is typically for the males of the family, Sybil doesn't care about semantics and wears it anyway. Her being the "head" of the family... most don't say anything.

 

Parameters:

  • Strength: C
  • Endurance: C
  • Agility: A
  • Mana: A
  • Luck: C
  • Phantasm: A

 

Class Skills:

  • Presence Concealment: EX, Sybil is a master of hiding in plain sight or making herself appear to be entirely harmless usually through people underestimating her to be of any ability due to her obvious privilege. As a result she can easily hide her status as a Servant without as much a second thought.
  • Suppression: EX, Sybil has the ability to hide her murderous intent so well that one can only discern it if they see her make the attack. This plays perfectly with her Presence Concealment as lt causes it to only lose effectiveness if her target sees her make the attack. If they do not, they have no idea she ever made it and therefore no reason to suspect she was the source. This is the case even if there is no other visible origin is present, one would sooner assume “My attacker must be hiding and launching these attacks from a distance!” than suspect the woman right next to them.

Personal Skills:

  • Mana Burst (Blood): B, Sybil can control her own blood quite well and is able to use it to accelerate herself to move faster or clot it quickly to defend from attacks.
  • Battle Continuation: A++++, due to her nature as a vampire this ability is quite more effective in practice. Her personality is one that is needless to say persistent. Sybil… DOES. NOT. LOSE. She gets what she wants, and she WILL. HAVE. HER. WAY.
  • Manifestation of Beauty: C+, Sybil is hard for not only men to resist but everyone. Her form is perfection, and as a result one finds it hard to lay a hand on her in a violent act. This effect is only magnified by Mental Pollution.
  • Natural Body: D, Sybil can temporarily draw upon her body for more strength applying a rank up to her strength.
  • Shapeshift: C, the natural ability of a vampire. Sybil can change into mist or a swarm of bats. Or even a wolf. However these forms don’t have a lot of combat usage other than using them to mitigate some kinds of damage or escaping.
  • High-Speed Divine Words: C, her rank in this skill is lowered due to not being a Caster but she still has access to it when casting spells.
  • Independent Action: A+, Sybil’s personality and Noble Phantasm gives her this ability. Due to the nature of her magic she can easily sustain herself without a contract. ((especially as she’d then have free reign to feed on the souls of humans etc to sustain herself.)). Sybil could theoretically sustain herself forever if she avoided combat. However if trying to win the war she’d probably only be able to maintain herself for a month of time.

 

Noble Phantasms:

Bloody Rose, The Bloody Crown, The Flower that Sucks on the Lifeblood of the World (A: Anti-Unit, Anti-Life, Anti-World), Sybil’s whip blade, however this NP encompasses more than that. The Bloody Rose is the source of Sybil’s blood and lifeforce magic. By sucking the souls out of creature’s and adding them to the collective pool she gains immense power. She can draw on this source for mana making sustaining her mana supply far easier than one would guess, and even possible for her to sustain herself. Even one lash from the Bloody Rose will cause one to feel their soul start leaking out.

 

Crimson Climax, The More They Bleed the More Pleasure l Feel, My Love, A Crimson River. (EX, Anti-Soul, Anti-Matter), Once a target “has bled til they reek of crimson”, Sybil can initiate this magecraft. it causes all of their remaining lifeforce to immediately burst, in a gush of red. It will affect each and every target that meets the requirement. This can be metaphorical as well as Sybil can destroy buildings or objects that are stained in a bloody aftermath. This can even destroy Noble Phantasms if they are soiled enough.

 

 

and one angery wolf boy!

Spoiler

Origin (Player): Graterras: A World in Peril, Hukuna the Undying.

Name: Ashnard Judakis, A Wolf in Man’s Clothing, Slaughterer of Humankind, Cruel Lightning

Class: Berserker, Assassin

Alignment: Neutral Evil

Tier: A+, Ashnard is quite difficult to control and due to his hatred of humans actively draws more mana then he needs on purpose in attempt to kill his master. Further, his body is terrible at managing mana.

Appearance: Ashnard when in a Berserker container is locked to his werewolf form or his so called “true form”. His size is massive, hulking, standing well over the height of an average person. His fur is mostly an earthy brown, though towards his face it is flecked with an ashen grey. His eyes are a shocking green that stand out amongst his earthen colours.

 

Parameters:

  • Strength: A++
  • Endurance: A
  • Agility: A
  • Mana: E
  • Luck: E
  • Phantasm: D

Class Skills:

  • Mad Enhancement: B

Personal Skills:

  • Battle Continuation: A+ Especially strong due to his nature as a werewolf and regeneration.
  • Mental Pollution: A Due to his immense hatred of humans.
  • Murder of the Misty Night: A Locked while in a Berserker class container.
  • Presence Concealment: C Locked while in a Berserker class container.
  • Monstrous Strength: A Cause you know… Werewolf. Classes up his Strength by 1.

Noble Phantasms:


True Form: A+, Anti-Self: Ashnard’s werewolf form, it confers all the abilities one would associate with such. As a Berserker it is always forced on.
 

Lightning Rune Cage: D, Barrier: Ashnard summons a cage of pure Lighting around himself. It traps himself and any other inside of it. The walls, floor and ceiling are made from a type of hard light. Touching any of them leads to being shocked by a powerful current of lightning coursing through one’s body so long as they remain in contact. It is unbreakable to normal attacks, but can be shattered by powerful magic or somehow dislodging the cage from the ground. The cage must be anchored to some surface and cannot be created in midair.

 

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