Masters
Suze
Andreas Ragnvaldr IX
AFFILIATION: Ragnvaldssen Clan
AGE: 13 /468
GENDER: Male/Male
HEIGHT: 5'5”/6'4”
WEIGHT: 155 lbs / 0 lbs
HAIR: Brown / None
EYES: Unknown / Mystic Cerulean
MAGIC DISCIPLINE
Mysticism: EX
ELEMENTS
Aether: A
Earth: E
Fire: E
Water: E
Wind: E
Mana Affinity: E
Mana Reserve: B
MASTER-SERVANT MODIFICATIONS
+1 Luck / -1 Mana
SPELLS
Due to the extenuating circumstance of Andreas' possession, and the vessel's high-functioning magic circuits, coupled with Andreas' inhuman skill at Mysticism, the following reinforcements are always active on the vessel unless nullification magic of some kind is applied:
- Strength is elevated to E-rank on the Servant scale (10x peak human limit)
- Endurance and Agility are elevated to D-rank on the Servant scale (20x peak human limit)
- Damage from magic attacks is reduced by 1 step though spiritual dampening encasing the vessel's body
- The vessel possesses the ability to walk on air through balance reinforcement
- Nonfatal damage to the vessel is rapidly reconstituted with mere minutes of rest
- Immune to mind-affecting magic, even that of powerful Servants
Concussive Projection
The vessel's Mysticism skill is of such a degree that it can effortlessly express a manifestation of its own soul in a projectile blast, traveling at roughly half the speed of bullet, these blasts are purely magical in nature and strike with sufficient force to blast apart concrete or dig trenches a dozen feet deep on impact with the ground.
BIOGRAPHY
A warlord of some renown in 16th-century Iceland, and a magus of even greater repute, Andreas Ragnvaldr I was a dominant force, conquering his neighbors before growing bored of rule and turning his attentions entirely to the pursuit of arcane dominance. The first and only Dead Apostle to arise in Iceland, he has dwelt there unmolested for centuries, keeping largely to his own devices. He dwells deep beneath the permafrost in a titanic frozen sepulchur-library, pursuing research into the furthest reaches of magic. After four centuries, he is an utter master of every school of magecraft and now seeks to pursue true magic. To that end, he has inserted himself into the Grail War via proxy, taking his ninth-generational grandson as a host to house his spirit.
The boy's mind has been completely effaced; Andreas I acts through him as though it were his own body, but is limited by the boy's magical circuits – prodigious as they may be, they are as nothing to the Dead Apostle's limitless capacity. As such, he is limited solely to Mystical reinforcement of the vessel, though even so restrained he is able to empower the boy's body to a level on par with low-class Servants.
Emilie Knöchenmaus
AFFILIATION: Der Bruderschaft Roterhöhe (The Brotherhood of Red Eminence)
AGE: 29
GENDER: Female
HEIGHT: 5'6”
WEIGHT: 136 lbs
HAIR: Varies
EYES: Blue
MAGIC DISCIPLINE
Necromancy: A
ELEMENTS
Aether: B
Earth E
Fire: E
Water: B
Wind: A
Mana Affinity: C
Mana Reserve: B
MASTER-SERVANT MODIFICATIONS
+1 Magic Resistance
-1 Strength
Possessions
1x HK MP7 Silenced Submachine Gun
1,000x 30mm ammunition in 25x 40-round extended magazines
1x Modified HK USP Syringe Pistol
50x Necrobiologic Syringes in 5x 10-syringe clips
1x Utility belt holding spare ammunition and dozens of test-tubes full of catalytic matter.
1x KM2000 Kampfmesser Fixed-Blade 172mm Combat Knife
SIGNATURE SPELLS
Die Schläue der Toten
Cunning of the Dead
Utilizes wind mana passed through the caster's own cells to mask their energy signature, rendering them dead to observation in all spectrums. Rather than an illusion, this spell uses necromantic transmutation to accomplish its end, making it proof against enchantments of true sight and similar. Whilst maintained, the caster is effectively invisible and undetectable to any senses short of Servant-tier Presence Detection. The high mana cost and required concentration make it impossible to cast any other magic while maintaining the spell, though if dismissed it will linger long enough for a single follow-up casting, on average.
Das Erbgutverändernd Heilen
Mutagenic Healing
A necromancy of water, manipulating the flow of life-mana through cells. Uses dead tissue as a catalyst to ground the energy, making its mana cost relatively small, but it can also function absent direct contact with the subject, using live matter at a much higher rate of consumption. Allows for the rapid regeneration of tissue and organs, and can be accelerated as an offensive spell, producing egregious, carcinomatous tissue growth that will rapidly kill the subject.
Knecht des Lufttoter
Slave of Dead Wind
A defensive necromancy invoking wind mana to animate dead cells around the caster into a vortex of microscopic necrotic tissue. Each of the billions of cells animated this way is a separate familiar imbued with only the tiniest parcel of mana, functioning in a hive mind as a single entity that both protects the caster from offensive magic and may be used it self as a weapon, blinding, restraining, or choking foes. It is very difficult to destroy the manifestation, given its self-propagating nature; only powerful area-effect magic will suffice. Because it functions as a familiar, concentration by the caster is not required, but commands can be given with direct attention.
Die Hautenskulptur
Flense Sculpting
A powerful necromancy of mixed wind and water mana, it requires both significant time to cast and expenditure of energy on the part of the caster. Choosing a target, the mage concentrates on the matter of the underlying skeletal structure, carefully transmuting every cell contained therein into quasi-dead matter under the necromancer's control. Once control is established, the skeleton is violently extracted, ripping through the muscle and skin of the victim, killing them immediately. Further, the skeleton then functions as an autonomous familiar under the control of the necromancer. A single familiar active in this fashion imparts almost no burden of mana-upkeep to the caster, but additional familiar beyond the first have a multiplicatively expensive energy cost.
Das Wutausbruchleiche
Corpse Explosion
On the surface a relatively simple necromancy, causing a nearby mass of dead cells to violently explode, however, the normal form of the spell relies on fire mana to excite the energy into detonation. This is a modified version, injecting extremely volatile water mana into the circuits of a fresh corpse to overload them, causing an eruption of magical power. While it has a significantly lowered rate of damage-per-mana-invested, the nature of the damage is purely magical in nature and will ignore any physical barrier. The amount of mana required does not scale with the amount of dead matter available, but the potency of the explosion does, the effect varying from a that of a small grenade produced from a foetus-sized corpse, to a building-leveling blast generated from something closer to the size of a horse.
Der Knöchenklingesturm
Bone-blade Storm
A rapid-cast necromancy using blended water and wind mana to form dead matter near the caster very briefly into dozens upon dozen of razor-sharp bone shards, projecting them in a storm from the caster's outstretched hand. Rather than physically shaping the bone into weapons, it is used as a medium to ground the water mana into coherent form long enough to evoke the blade, which is then propelled by powerful wind mana. While the effect is only moderate in terms of damage (an unprotected human will be perforated as though shot at medium-range by shotgun scattershot), the spell is extremely mana-efficient and can be used many times in succession if the caster has the opportunity, enough to overwhelm magical shields through the sheer number of impacts produced.
BIOGRAPHY
She was born in Heidelberg, the second daughter of wealthy parents, her father a professor of semiotics, her mother an engineer and adjunct instructor tenured at the Pädagogische Hochschule Heidelberg, the city's college of applied science. Doted on, though not so much as her elder sister, she was raised and nurtured by the best nannies and tutors money could buy. Much to her parents distress, however, she quickly proved to be dissatisfied with a young life of pampered privilege and through her teenage years descended into one prioritizing boys, drugs, petty crime, and a fascination with the occult before eventually running away to Austria at 17.
There, she fell in with criminals, gangsters, and political terrorists, scraping out a hard life on the streets and struggling with all her might to rise in their esteem and to be treated as their equal rather than their toy. In aid of that, she continued her studies into the occult with renewed earnest, eventually hunting down an old necromancer and forcing the man at gun-point to transplant his magic crest into her, gaining access to his lifetime of accumulated magicks. It was a difficult process to adapt to the foreign crest, one in which she nearly died, persevering mostly through the desperate consumption of opiates and psychadelics, until her body finally relented and awoke her dormant magical circuits.
Now in possession of real power, she left her abusive family of thugs behind, striking out on her own at 22, doing illegal artifact research and recovery in Romania, and running afoul of several arms-smuggling rings in the process. One of whom, the Brotherhood of Red Eminence -- an anti-Association coalition of renegade mages dealing in the trafficking of unlicensed Mystic Codes -- eventually caught her and gave her the choice of death, or joining them as a partner, she having killed some dozen of their operatives with her necromancies. Making the sensible choice, she found that she enjoyed her new sponsored criminality, both for the money and access to drugs it provided, and the chance to visit far-off countries in the old Soviet bloc, where she would tend to leave a trail of murdered and harvested short-term lovers from among the local populace while seeing to her official duties.
In the last year, she has run somewhat afoul of the leadership of the Brotherhood, owing totally to a newfound disinclination to carry out her missions in favor of attending raves and club parties, or taking long weekends in exotic locales with some poor young man she's entranced and a briefcase full of drug paraphernalia.
Hearing of the upcoming Grail War through her most recent victim, who happened to be an accredited member of the Mage's Association, she's now on her way to France to claim it or die trying, her wish to be totally free of the Brotherhood and its splinter cells for the rest of her likely to be rather short life.
Galla
Erik Claude

AFFILIATION: Clock Tower
AGE: 23
GENDER: Male
HEIGHT: 6'2"
WEIGHT: 187lbs
HAIR: Black
EYES: Green
MAGIC DISCIPLINE
Elementalism – B
ELEMENTS
Aether – E
Earth – B
Fire – C
Water – C
Wind – C
Mana Affinity – A
Mana Reserve – A
SERVANT STAT MODIFIERS – +1 Mana, -1 Endurance
SIGNATURE SKILLS
Earthly Bond – By making direct contact with a solid, natural material such as earth or stone, the Magus can draw out mana that isn’t readily available on the surface or in the air. This allows mana to be utilized from multiple sources at once without depleting the Magus’ own mana reserve.
Grounding – By making direct contact with a solid material such as earth or stone, the Magus can redirect and release mana into the surrounding environment that would have been dangerous to absorb themselves. This prevents damage to the Magus by limiting the number of magic circuits the mana passes through, and can potentially nullify or weaken curses meant to attack the Magus’ ability to perform magic.
Overgrowth – When activated, the environmental mana becomes attuned to the Magus. Effected mana will be as easy for the caster to use as if it were from their own reserve, while making it more difficult for others. Those with high mana affinity will be less affected, but elemental attunements will no longer apply until the effect wears off. When the Magus leaves the area or Overgrowth is deactivated, environmental mana will return to its normal attunement in a matter of hours.
God’s Hand – A general use healing spell, taught to Erik by his older brother.
Projection – The specialization of Erik’s family, he was taught how to create objects out of magical energy. This is limited by his understanding of the object in question and how vivid his mental picture of it is. As his lessons were incomplete, he can only make objects as strong as they would normally be, and they only last around an hour. Alternatively, Erik can create an illusion instead of fully crafting the object. An illusion will only be maintained for as long as Erik can focus on it, and will dissolve once the image is lost or mana is no longer supplied.
Biography
Erik was born the youngest of his family, a full year after the family's magical inheritance had passed to his eldest sibling. From a young age, he showed extraordinary potential for managing his mana, but no consideration for the dangers or consequences of spells. Because of this, neither his parents nor his siblings would teach him more than the safest spells and techniques, leaving his mage education much to be desired. Despite their concerns, none in his family treated him differently otherwise, giving him a normal, unremarkable childhood.
When Erik decided to enroll in University at the Clock Tower, his brother and sisters were already out of school and starting their own lives. It didn't take long for him to lose contact with his family completely as his studies overtook his life. As enthusiastic as he was, however, he did poorly in everything past the initial examinations. His sudden bursts of mana did him little favors with his professors, but earned him notice by the Mage Association itself. He was pulled from his courses and taught more efficient ways to gather an expend mana by participating in complex rituals as an additional supply to draw from, and for a time, acted as a temporary apprentice to other mages attending the school.
Erik, while as poor as ever at working Magecraft of his own, was dedicated to every task he was given. Through this, he earned his share of allies in the Association. Allies that, in a few short years, acquired the Magic Crest of a defunct mage line compatible enough to attempt transferring it to Erik.
It was only thanks to his talents controlling mana that the Crest wasn't rejected by his own magic circuits. Now, healed from the ordeal and capable of more than his previous life would have ever allowed, Erik has been sent to participate in the Holy Grail War. Should he obtain victory, he is expected to pay back the kindnesses shown by his friends in the Mage Association.
Lucienne Dior Moreau
AFFILIATION: The Moreau Family Clan
AGE: 83
GENDER: Female
NATIONALITY: French
HEIGHT: 5'7"
WEIGHT: 124 lbs
HAIR: Brown
EYES: Green
MAGIC DISCIPLINE
Alchemy – C
Curses – B
Jewelcraft – B
Mysticism – C
Necromancy – C
ELEMENTS
Aether – E
Earth – B
Fire – D
Water – B
Wind – C
Mana Affinity – B
Mana Reserve – C
SERVANT STAT MODIFIERS – +1 Magic Resistance, -1 Luck
SIGNATURE SPELLS
Revigorée Quartz
Tuned into the caster's unique mana signature, quartz crystals act as general use spell amplifiers. The effect is less powerful than specialized stones, but will give the same level of improvement to a variety of spells.
Graines de Lemurian
Use of Lemurian Quartz alone or in a larger device allows for communication across vast distances. This is made easier when a second stone or device is used by whomever the caster wishes to communicate with.
Dolomite Bouchon - 2nd Chakra
A Binding spell augmented through use of prepared Dolomite. When cast, the spell attempts to stop unintended leaks of the target's mana or, if no issues with mana flow are found, strengthens the magical circuits in the target's body, temporarily making them less vulnerable to attacks on their magic itself.
Rafraîchissant Olivine - 3rd and 4th Chakra
Healing spells augmented through use of prepared Peridot. The gem improves tissue regeneration, cleanses through the blood, and fights the aging process.
Nephrite Curatifive - 4th Chakra
Healing spells augmented through use of prepared Jade. The stone aids recovery from wounds, minor illness, and helps to prolong life.
Apatite Liquide - 5th Chakra
A Curse augmented through use of prepared Blue Apatite. When cast, the target's larynx spasms and clamps shut, as if they were drowning. If the spell persists, the vacuum of the lungs and heightened blood pressure will pull fluids from the body into the lungs, drowning the target without the need for water.
Lepidolite Charmé - 6th Chakra
Memory and Command spells augmented through use of prepared Litha Mica, which calms the target and makes them more vulnerable to manipulation. The stone encourages the target to recognize flaws in the caster and see them in a positive light, making the target more trusting.
Biography
Lucienne was born to a long line of sculptors and healing mages, the second of what would be four children. Her elder brother was planned to be the heir to their family crest from the time that he was born, until Luci began to show her own talent for magic. A prodigy, they claimed. A natural mystic. She was accompanied by her grandfather to the East, where she could be taught exactly what she was capable of. Years were spent learning alongside the handful of others that had been found with gifts like hers, with her grandfather taking up what free time she had to prepare her for the passing of her family's Magic Crest. With so many miles between them, her brother could do nothing to fight the loss of the inheritance.
When she finally returned to her home in France, Luci was guided by her family's expectations of her. The study of Mysticism was never ending, a lifetime promised to learning in the hopes that she would one day be able to teach another prodigy. Practicing as a healer was a necessity to maintain her image as the Moreau heir. From beginning to end, her life was mapped out for her, a plan that would guarantee her success, and thus her happiness.
As she grew older, Lucienne heard more and more of the great magical discoveries and achievements of her former peers, while all she had for herself was the legacy she was born into. Convinced that every sign of aging was proof that her magic, always used for restoring the body to perfect health, was fading. Luci left her practice and began her studying anew, intent on recovering her power and youth with her magic.
While she found many spells to lengthen her life, none could give her the true immortality she had begun to crave. Worse yet, Luci found herself with another talent: Curses. Decades of experimenting, of testing the limits of her abilities, twisted the benevolent lessons of her childhood into dangerous spells that turned the body and soul against itself.
With the ample Moreau magic and fortune behind her, Lucienne seeks the Grail to gain the true immortality she has chased for more than half of her life.
Ari
Donovan Miller
Donovan [Don - Not Donnie!] has no affiliation to any groups, he is a nineteen-year-old male of average-to-tall height, and weighs very little. His hair is black, and his eyes are gray - which he has never attempted to change, even by contacts or dyes, and probably never will. His magic discipline is Jewelcraft at Rank A, which aligns with what he used to do before he found out he was a Magus.
POSSESSIONS
- Jewelry-Making Tools [Best set money can buy]
- His Pomeranian, Frankie [Black, Small, Quiet]
- An Ancient Book he doesn't understand locked in his attic
- His car [Black, Honda Fit Sport, Seats 5]
- Skeleton keys to most all hospital-room doors [Created by his father]
ELEMENTS
Aether: E
Earth: D
Fire: C
Water: B
Wind: B
Mana Affinity: Rank B
Mana Reserve: Rank A
MASTER-SERVANT MODIFICATIONS
Because of his unerring tendency to faint or get sick during stressful situations, or simply because the world has it out for him, he boosts the Luck [+1] of whatever Servant he's controlling. This is so that they don't suffer the same fate as he. The downfall to this is that he lowers the Servant's Strength [-1] to match his own.
SPELLS
Darkest Night, and Darkest Day
This spell allows Donovan to imbue any small piece of jewelry with a fragment of his own emotions. This can be done multiple times, but only once per item. The person or Servant can then use those emotions in battle to increase their performance. For example - increasing focus, making one angry, or using the power of grief to empower their strikes.
Love Potion #69
Similar to Darkest Days, this spell allows Donovan to create a piece of jewelry or a trinket that instantly ramps up a target's sexual drive to maximum. This works on humans, Servants, animals, and arcane beings, so long as they are within the spell's range of 100 meters, they're game. He has jokingly nicknamed this one the "Orgy Bomb".
Guardian Angel With Crystalline Wings
This spell allows Donovan to take an already-created piece of jewelry or a trinket with a gem inside of it, and treat it as an instant shield. This can be targeted to himself, or someone he chooses - which can be decided at creation. If the target of the spell is not within the city, the spell causes the trinket or jewelry to crumble to dust. If the target is himself, the effect can be triggered instantaneously upon him holding it, but can also be delayed if needbe.
Sleeping Bomb of Sweet, Sweet Revenge
This spell works two-fold. Donovan must put this spell in a small piece of jewelry like a ring, a pendant, or an earring. Once it is created, the spell will only activate upon being thrown by a Servant or Human. If the spell is activated when the Servant or Human has taken no damage, the spell simply explodes, and releases a quick-acting sleeping spell that keeps anyone within a fifty-foot radius deeply asleep for six hours. If damage has been taken by the one that threw it, the spell also does damage that is equal to what has been dealt, AND puts them to sleep. The downside is that the one who threw the thing also falls asleep - can't help that.
By Our Connection, You Cannot Go Unnoticed
The jewelry imbued with this spell will keep a running monitor on the vital signs of whoever or whatever wears it. If it is used on something without anything to monitor - or an arcane creature - it will explode. This spell can only be cast using a deep emotional or psychological connection. It cannot monitor strangers. It also strictly does monitoring - unless the heart stops. In which case, it will act as an AED as long as necessary. The downside is that it links Donovan with the one he's monitoring. Everything they feel, he feels.
Away From Prying Eyes Will You Dwell
Donovan can imbue this spell into any wearable jewelry to create a sort of 'cloaking device'. It will conceal the wearer from anyone with ill intent, other Servants, other Humans, or other Masters - although this must be specified on creation. Multiple 'cloaking' jewelry can be stacked to increase the effect, or spread the effect between different types of people. It cannot hide the wearer from animals, gods, or arcane beings.
BACKSTORY
Donovan was born into vast wealth, and grew up as a happy child. He was never healthy, however, and spent much of his childhood in and out of various hospitals. Since his father and grandfather were prominent doctors in their respective fields [cardiology and neuroscience respectively], he spent much of his time learning from them. He originally had wanted to become a doctor, as he admired his father and grandfather, and wanted to be "just like them" when he grew up. He never knew his mother, as she had left when he was a couple of months old, and was subsequently hit by a car on the way to the airport. Thus, he had no other role models in his life.
When Donovan was fifteen, his grandfather passed. The event depressed the boy to the point where he attempted suicide by not taking his heart-medication, and running himself ragged with small errands. It almost worked, as he had a heart-attack shortly after going off of his medication. His father found out, and forced him into an institution. Donovan remained there for two years - during which, his father stopped coming to see him. Once he was declared "safe" again, he was allowed to go back home, only to find out that his father had been lost at sea while sailing to a foreign country to offer his skills there. This left Don as the sole inheritor of his father's rather large estate and fortune.
Instead of risking going back to the institution, he threw himself into a self-created business in creating and selling small jewelry and trinkets. This business wasn't very profitable, but it made him some spending cash on the side. His father hadn't mentioned anything about magic, but while he was going through his attic one morning, he found an old book in his grandfather's handwriting that detailed some sort of strange war that was going on between elements. He didn't understand it at the time, and put it away to study at a later date. That date never came.
Donovan turned nineteen without much fuss, and had very few friends to celebrate with. He continued his business without investigating further, bought a dog, and generally lives a non-threatening sort of life without much fanfare. The one interesting thing he found... was a key that was in the attic. He doesn't know what it does, and has had no chance or motivation to find out. Even so, he keeps it around his neck for now.
"I wish I could eradicate all disease from this world."
PAIRED WITH CATHERINE
Kiki "Key" Bennet
Kiki, or "Key" as he's known affectionately, is the child of a prominent member of the Spanish Mafia who was killed during a mission of secrecy. He is ten years old, and carries a pink plush rabbit with button eyes. While he is decent weight for a child, he is rather short. His hair is often dyed, and naturally is strawberry blonde - although spends most of it's time pink. His eyes are brown, and he has coffee colored skin. His magic discipline in Curses at Rank A means that he can use his childish imagination to perform some pretty devastating things.
ELEMENTS
Aether: C
Earth: E
Fire: A
Water: E
Wind: E
Mana Affinity: Rank B
Mana Reserve Rank C
Artifact:
Kiki doesn't have any spells, per se... but he does have one very specific skill that has a variety of effects. "Mr. Ploosh", his stuffed rabbit, has been imbued with a curse that he unwittingly placed on himself during a rather disturbing nightmare. Afterward, the bunny was able to manifest the creatures from his 'bad dreams' to attack or protect, either him, or someone he cares for. These things can range from giant dogs, spellbooks, daggers, hands, things that a small child would find terrifying. He activates this Artifact by holding up Mr. Ploosh as a shield. The manifestations come from the plush bunny's button eyes, and are nigh-on unstoppable. The manifestations do not dissipate until Key is no longer afraid, the threat has been chased a safe distance away [usually about twenty city blocks], or Kiki is suddenly rendered unconscious.
MASTER-SERVANT MODIFICATIONS
Since Kiki is a small child, and rather resilient, he gives more Endurance [+1] to his Servant, as children have a tendency to bounce back from setbacks and damage both. Unfortunately, since he IS a child, he does not have the full power of a grown Master, and his Servant takes a hit to the Mana [-1] they can wield as a result.
BACKSTORY
Kiki isn't very old, so his history isn't super-long. He is the son of a prominent member of the Spanish Mafia - as stated above. Her name was Maria, and she was killed dramatically while trying to recover valuable documents from a rival faction. Not wanting her son to remain without protection, she placed an order in her Will that Kiki should become head of the Mafia in her place. Maria was, indeed, the head of the Spanish Mafia - and now that position falls to Kiki - not that he knows what to do with it.
At any one time, he has several large, burly guys at his beck and call to soothe his fears about anything, and bash heads if necessary. Mostly, he just plays with them. One of them could very well be his father, since Maria would name a different man every time Key asked about his parentage. He has no idea WHO his father is, and couldn't care less. He has a great deal of money - but doesn't know and doesn't really have any idea what he'd do with such a sum.
"I wish everybody would stop killing each other!"
PAIRED WITH BLACK HORSE
Quiet
Henri Blanchard
AFFILIATION: Loups du Gévaudan (Wolves of Gévaudan)
AGE: 32
GENDER: Male
HEIGHT: 5'8”
WEIGHT: 158 lbs
HAIR: Red
EYES: Pale Green
MAGIC DISCIPLINE
Curses: A (17)
ELEMENTS
Aether: B (9)
Earth E (0)
Fire: C (4)
Water: B (9)
Wind: C (4)
Mana Affinity: A (17)
Mana Reserve: D (1)
MASTER-SERVANT MODIFICATIONS
+1 Endurance
-1 Luck
Henri is physically resilient but an uncomfortable person to be around.
Possessions
- Backsword
- marksman pistol
- shuko, enhanced with extended blades on top suitable for combat as well as climbing.
SIGNATURE SPELLS
Marqué pour la Mort
(Marked for Death)
Using a combination of water and wind magic to bund and twist this curse onto it’s target, Henri makes them more susceptible to his attacks, Through the flow of mana, Henri can also spot special weaknesses particular to the individual targeted, and can impart this knowledge to his servant so long the mana flow between them is active.
Cécité, Surdité
(Blindness, Deafness)
A curse that tangles the sensory input to an individual’s brain, making them blind and deaf to Henri’s presence. The more latent mana in the area, the more people he can affect or the stronger his affect against a single target can become. He uses his skill with water to redirect and confuse the energy flow. He remains the source of the flow and once out of sight or hearing of the target, the spell’s effect on that sense ends. This ability is negated by a servant’s presence detection.
Escalade d'araignée
(Spider Climb)
Utilitarian spell that allows him to scale any surface that will allow his physical form to pass over or through. His curse travels through his hands into the surface he is touching, making it warp and alter into something suitable for him to climb with ease. The curse is in his hands so once he let’s go of the surface the magic is drained out and the surface returns to normal. He uses fire and earth to infuse, expand, and warp the surface.
Yeux écrasés
(Crushing Eyes)
Through intense focus, Henri can manipulate in individual’s energy or mana flow, choking it and causing the person to suffer a reduction in their abilities or skills, or their mental state, making them weaker relative to the nature of the curse. Magic resistance does not affect the mana flow from Henri, but can mitigate the affects, forcing Henri to put more mana behind the curse or to abandon it if the cost becomes too great. It is possible to extend this ability to multiple people, but it is very inefficient and Henri has no ability to make the effect stronger, only add an additional target, and any magic resistance negates the effect immediately.
Biography
Henri was born looking like he had already died. His appearance as well as his general discomforting vibe meant that he was often avoided by other people. Apathetic from the beginning, Henri never really bothered to put much effort into correcting any social perceptions of him and slid easily into a youth of unpunished (and largely un-caught) juvenile delinquency. As he got older, he shifted from petty crime and self-interested behavior to theft, burglary, and in general getting whatever ever he wanted through whatever means he deemed practical, He was already accomplished in infiltration with a few murders to his name when he joined the Loups du Gévaudan, a secret agency in magus society that specializes in intelligence, infiltration, and assassination. Indifferent as ever, he became an operative without too much thought into why he was doing what he was doing, just that he was good at doing it.
Not from a wizard family by birth, Henri acquired his crest through from the agency’s personal collection reserved for it’s agents and operatives, dutifully retrieved and reused as necessary. Henri’s Crest comes from a line schooled in curses, which he finds come to him easily with his now sociopathic regard for the rest of humanity. He developed a specialty in assassination, removing the targets given without any concern over how they may have attracted the Agency’s attention. His grail mark appeared suddenly and for no discernable reason that he could tell, but as with other endeavors in his life, Henri is now entering the Grail war merely because the opportunity presented itself.
Henri’s wish for the grail is entirely self-serving; in brief, everything he can get for himself by way of wealth, fame, and leisure, beholden to no other person or group.
Servants
Lancer (Suze)
King Macbeth mac Findláich
Casual Appearance
Battle Appearance
Strength: A
Endurance: EX
Agility: C
Mana: B
Magic Resistance: D
Luck: C
Battle Continuation: C
The Servant is capable of surviving and recovering from what should be fatal encounters. D allows the Servant to recover from a fatal wound if healing magic is applied immediately by the Master. C allows the Servant to survive fatal attacks as if their Endurance were one rank higher.
Instinct: C
The Servant possesses a natural acumen for battle and sense the relative threat posed by opponents. D allows the Servant to discern the enemy Servant's class. C allows the Servant to accurately judge the rank of the enemy Servant's Noble Phantasm.
Sadistic Constitution: B
The Servant revels in inflicting pain upon enemies, and grows more powerful the longer a battle persists, but more reckless as well. At B-rank, an enemy Servant cannot escape battle with this Servant except by the use of A-ranked, or higher, escape abilities. Further, after successfully wounding the enemy Servant, this Servant's Strength is raised by 1, and their Endurance is reduced by 1 for the duration of the current encounter.
Demon King: B
The Servant possesses a dual nature of regality and diabolism. They may transform at will into their true hellish form. While human, it provides them the equivalent of Charisma B (Master's stats all raised by 1 in battle together) and in demon form, it instead provides the Servant the equivalent of Unholy Equilibrium B (all of this Servants parameters, except Luck, are raised in battle to be equal to those of its opponent's, if the opponent's parameter is higher).
NOBLE PHANTASM
THE AUSPICE OF DREAD HECATE EX
No man of woman born...
Macbeth is protected by an incredibly powerful curse cast on him by the goddess of witches. So long as his connection to his Master remains intact, he is invulnerable to all attacks by enemy Servants who were born by natural means. The Divinity skill, or a Noble Phantasm of Divine origin, allow a Servant to bypass this protection automatically.
Caster (Quiet)
George Gordon, Lord Byron
Casual Appearance
Battle Appearance
Strength: E
Endurance: B
Agility: B
Mana: B
Magic Resistance: A
Luck: A
Territory Creation: B
Lord Byron can construct his deranged mansion wherever he sees fit, a structure 1,000 ft. square full of strange animals (many experimented upon with magic) and the artistically-presented remains of dead humans in varying states of decomposition. While inside his territory, Byron and his Master have their Mana and Mana affinity parameters raised by 1, respectively, while enemies Servants and Masters have theirs decreased by 1, respectively. Further, there is a constant supply of ambient mana within that only Byron and his Master can make use of.
Blood-Sucking: C
Lord Byron can drink the blood of living creatures to restore his health and mana. The amount healed in this fashion is relative to the quantity he can consume at once, and the potency of the victim's soul. Sentient creatures provide more energy, and mages/other Servants the most. Further, using his Alchemy, Byron can replicate the blood of his opponents in small quantities, to drink from his iconic skull goblet, though used in this fashion, the ability represents more of a temporary burst of energy than true regeneration.
Alchemy: B
Byron can manipulate matter through his magic, allowing for the creation, reinforcement, modification, and destruction of organic matter through a variety of spells.
Mystic Eyes of the Depraved: A
Byron's presence is a storm of licentious psychic energy, bombarding minds in his vicinity with urges of outlandish, and often self-destructive, lust. This is a passive, psychic, magical attack. Further, by actively speaking (reciting poetry), Byron can intensify this effect to EX, threatening even highly magic-resistant Servants with distracting emotions.
Illuminatus: C
The Servant is privy to secret arcane knowledge about the fundamental nature of magic. They may utilize magic from any discipline at 1 rank lower than their lowest magic discipline. At C-rank, spells cast this way cost three times (3x) as much mana as they would normally.
NOBLE PHANTASM
DELUSIONS OF GRANDEUR: A
And his cohorts were gleaming in purple and gold...
For all his effete and scandalous behavior, Byron harbors a deep-seated romantic desire for heroism in battle. By channeling this dream, he can temporarily assume a resplendent martial aspect, ludicrously decorated in full field-plate and astride a magnificent war-horse. Losing access to of his other abilities, Byron's Strength is increased to A, and he gains the abilities: Single Combat A, Battle Continuation A, and Riding A for as long as he maintains the transformation.
Saber (Suze)
Janina Talhoffer, Oberfechtmeister
Casual Appearance
Battle Appearance
Strength: A
Endurance: B
Agility: A
Mana: B
Magic Resistance: C
Luck: B
Single Combat: B
The Servant's Strength, Agility, and Endurance, parameters are increased by 1 when facing only a single enemy Servant.
Eternal Arms Mastery: A
Talhoffer's martial skill is so intuitive that no inhibition to her mind can dampen her abilities. She is effectively immune to mind-affecting magic for purposes of combat, though a sufficiently powerful compulsion such as a Command Seal could still command him to fight against her will, merely with no degradation of ability.
Eye of the Mind (True): A
The ingrained wisdom of martial expertise. At A-rank, the Servant cannot be surprised except by enemies with Presence Concealment or similar abilities of EX-rank or higher, and such abilities are reduced by 1 rank against the Servant once combat begins.
NOBLE PHANTASM
DAS MEISTERHAUS: A
Knights hate her! Come to her Fechtschüle to find out why!
An arsenal of closely guarded fighting techniques useful only against opponents who are already very skilled. All but useless against novices, this Noble Phantasm becomes more powerful relative to the skill of Talhoffer's enemy. Their overall power is irrelevant, merely their martial technique. Against a true master, Talhoffer's skill is all but infinite. This effect is passive, scaling dynamically based on the caliber of Talhoffer's opponent.
Assassin (Suze)
[LEFT] Catherine La Voisin, Madame Deshayes
Casual Appearance
Battle Appearance
Strength: F
Endurance: C
Agility: A
Mana: A
Magic Resistance: A
Luck: A
Presence Concealment A
Cannot be detected when not in combat, this will fool even magical senses unless they are of EX rank. May end combat at any time by disappearing.
Clairvoyance A
Can perceive surroundings out to 5,000 ft. in precise detail, perception is totally unimpaired by physical barriers. Possesses precognitive abilities that allow her to react to attacks that would otherwise be impossible to defend oneself against.
Alchemy B
Able to poison mana sources both in the environment and within the bodies of opponents. Her own magical circuits respond more efficiently to poisoned mana, and she herself is totally immune to any, even magical, poisons. When drawing upon poisoned mana, an enemy inflicts damage to their own body but is still able to utilize their own magic. Can create potions that will produce an array of positive effects within humans, most notably her own master.
Shadow Lantern C
Can use ambient Darkness as a Mana source. Reduces the Mana-cost of her manifestation to her master to almost nothing while she is able to feed on darkness.
NOBLE PHANTASM
LA MYSTÉRE DES ARCANES FATALES: A
La Voisin is a fortune-teller par excellence, among the greatest who ever lived. As her Noble Phantasm, she draws from the Major Arcana, allowing Fate itself to dictate the course of a battle. Each Arcanum is a separate A-rank Noble Phantasm, drawn at random when La Voisin activates this ability. Due to its lowered rank (this skill normally manifests as EX but the Assassin container is too weak to express it as such) this Noble Phantasm requires an incredible amount of mana to activate for each draw.
- The Fool – La Voisin's Presence Concealment is permanently raised to EX rank against a specific enemy Servant of her choosing.
- The Magician – Creates a permanent Territory that acts as a bounded field 1,000 ft. in diameter in which La Voisin may manipulate the ambient mana as she sees fit, amplifying her ability to poison enemy Servants and suffocating their access to mana.
- The High Priestess – Utilizes a limited form of the 3rd Magic to create a permanent clone of La Voisin's soul that enshrouds her Spirit Core, allowing her to survive a fatal blow by directing damage to the cloned soul. Only one such soul is created, and she is vulnerable as normal once it is killed.
- The Empress – Permanently grants La Voisin the ability Ignoble Spirit A, which reduces the Rank of any Noble Phantasm used against her by 1.
- The Emperor – Gains a false Command Seal by which she may compel an enemy Servant. This is an A-rank spell and may be resisted.
- The Hierophant – La Voisin becomes immune to the Noble Phantasm of a Servant of her choosing. The Servant is not aware of this effect's existence.
- The Lovers – La Voisin becomes the object of total infatuation of an enemy Servant, who will cease all hostile action toward her and act in her defense as if a Command Seal had been used to compel them. This is a Rank A Anti-Mind Noble Phantasm. She need not be able to perceive the Servant in question, only envision their Class archetype at the time of drawing this card.
- The Chariot – Permanently grants La Voisin access to a limited form of the 2nd Magic for the duration of the Grail War, allowing her to teleport within 5,000 ft. at will.
- Strength – The card becomes a permanent magical, autonomous sword which strikes using La Voisin's Mana stat in place of Strength.
- The Hermit – Permanently raises La Voisin's Alchemy skill to A rank, granting her control over biological matter and allowing for the creation of combat familiars from her own cells.
- Wheel of Fortune – La Voisin's Luck stat is raised to A permanently.
- Justice – Permanently grants La Voisin the ability Unjust Equilibrium A which causes any damage inflicted on her to also be suffered conceptually by the attacker, reflected as an A-rank Anti-Personnel Noble Phantasm.
- The Hanged Man – Permanently grants La Voisin the ability Pariah A which imposes a Luck penalty on any Servant taking hostile action against her, reducing their Luck stat by 2 letter ranks for the duration of combat.
- Death – Inverts the relationship between a chosen Servant and their Master. The Servant becomes anchored to the World and may process Mana normally, while the Master becomes tied to the Servant's Mana supply and will die if it is cut off. Further, the Servant gains possession of the Master's Command Seals. This effect is reversed if La Voisin is killed.
- Temperance – Permanently merges the magical circuits of La Voisin and her Master, allowing the Master to utilize her Shadow Lantern ability and cast spells from her very large Mana reserve rather than their own.
- The Devil – Summons 3 A-rank demon familiars under La Voisin's permanent control.
- The Tower – Evokes an inverse Reality Marble which traps an enemy Servant in a 5th-dimensional prison extracted from linear time. The effect is temporary in the physical world, but is effectively eternal from the Servant's perspective, inflicting significant damage to their sanity upon their return.
- The Star – Permanently grants La Voisin Mystic Eyes of the Spirit Inferno, a spell which induces internal burning within the target's magical circuits by concentrating on them. This is a Rank A Anti-Personnel Noble Phantasm.
- The Moon – La Voisin gains the ability to temporarily become Le Loup-Garou, the werewolf, effectively gaining a form of Madness Enhancement which raises her Strength and Endurance to A-rank for the duration of the current combat. She is unable to activate her Noble Phantasm while transformed.
- The Sun – Permanently allows La Voisin's Shadow Lantern ability to function on Light mana as well as Dark.
- Judgment – Lightning strikes an enemy of her choosing repeatedly, ignoring physical barriers and distance. This is an Anti-Personnel Rank A Noble Phantasm
- The World – La Voisin may imprint the effect of any other card onto this one when drawn. That card is removed from the deck once this ability is manifested.
Archer (Ari)
Victor Frankenstein
Victor Frankenstein {Yes, THAT one} goes by "Vik" most of the time. He generally wears typical 'doctor' garb all the time. He likes creeping people out like that. The only difference between he and his literary counterpart is that the years and madness have turned his hair stark white.
When he is in his Battle Form, he becomes what everyone fears about doctors and science in general - the Unknown, the Sharp, the Dark. He becomes his worst self, skin going pitch-black, and eyes turning blood-red with white pupils. In this form, he laughs [insanely] damn near constantly, and has a tendency to creepily giggle in the middle of whatever he says.
STATS
Strength: A
Endurance: C
Agility: A
Mana: C
Magic Resistance: B
Luck: B
SKILLS
Victor has Rank A Independent Action, meaning that he can act independently from whoever his Master is, and can remain in the world once his Master is gone - indefinitely. The only thing he cannot do without the aid of his Master's Mana, is fight. Which he would probably prefer not to do anyway.
He also possesses Rank A Item Construction. He likes to call this ability his 'little friends', since he uses it to create scalpels out of nowhere. Sometimes he uses this as a battle tactic - raining scalpels down from above an enemy, or sending them up from the ground - other times, he simply creates blades out of nothing to cut bread with. It depends on what he's doing, and his mood.
With his Territory Creation at Rank C, he can create an exact replica of his laboratory that is five-hundred square feet. It has enough supplies for one or two experiments (or operations, depends on his mood), and enough electric supply and water supply to last quite a while. He can only do this OUTSIDE of battle, but it can come in handy for wounded comrades or treating his Master (if such a thing becomes applicable). While in his lab his madness increases, however. It's not a sure thing that he'll use the lab's equipment to help. He may decide to see what makes someone tick, instead.
Victor has Presence Detection at Rank C, which means he can "sort of" see where other Servants and Masters are at - if they're within three-thousand feet of him. He's not real good at remembering to USE this skill, so having it is almost a formality. His Master generally would have to remind him to check for people around them... since his mind is generally elsewhere than the present.
It is well known that in the time-period where he was drawn from, there were no cars, planes, or motorcycles. However, with his Rank D Riding, he can figure out pretty much any vehicle or riding thing if he has some time and opportunity to test and study. Horses are easy to understand. Carriages are child's play. Cars? ... Eh, not so much. He'd much rather have his Master do the driving if that's a thing that needs to happen.
NOBLE PHANTASM
"It's Alive!" {Rank A}
Since in his story, Victor used Lightning to push the boundaries of what medical science, and science in general was capable of, he can electrify anything with a simply touch (and usually a creepy giggle, but that's not exactly a requirement). The lightning is strong enough to fry most anything, so he can't use it on electronics or phones unless he WANTS to short them out. The ability can extend to the floor or walls around him if he chooses. The downside to the ability is that his Master tends to feel the after-effects once the battle is over. Sore muscles for days. Heart palpitations, the works. He cannot, however, shock his Master - or anyone his Master forbids him to harm. He also cannot shock himself.
"The Dismay of Human Frailty" {Rank D}
Victor hates to see death and decay among people he considers friends and (even if grudgingly) family. He can tune his scientific mind to the medical aspect of life and death, and work some of his craft on injuries. However, extra mana works through him without his knowledge to make this 'first aid' far more effective. Not perfect, of course, but more effective than if done without magic assistance. This ability is triggered without his direct knowledge, occurring whenever he attempts to patch someone up, reattach a limb, or perform otherwise life-saving medical procedures. When it does trigger, his hands glow and spark as if coated in electric energy - but the change is cosmetic, and fades when the skill is done.
Berserker (Galla)
Odette
Berserker

Strength: C (B)
Endurance: B (A)
Agility: A (EX)
Mana: C (B)
Magic Resistance: B (A)
Luck: C (B)
Skills
Madness Enhancement A
The Servant cannot communicate and resists orders from their Master. Their base parameters are increased beyond normal levels for their class. Rank A boosts all parameters and the Servant's Noble Phantasm by 1. Servants with the Madness Enhancement trait put a tremendous strain on the Master's mana and can potentially kill them, depending on how low their own Mana score is.
Territory Creation C
The Servant is able to create a Bounded Field that amplifies their own abilities and the abilities of their Master while they are within it. Rank D provides abundant mana that can be shaped to any element by either the Servant or the Master. Rank C increases the Servant's Mana and the Master's Mana Affinity by 1 rank.
Item Construction C
The Servant is able to create magical items. These items range in nature depending on the Servant, but have a power level consistent to their rank and can be overcome by attacks or defenses of a higher rank.
Dawn's Light B
By taking the form of a swan, the servant can hide their presence as if they had Presence Concealment of a rank higher. While in swan form, their Noble Phantasm cannot be activated.
Presence Concealment: Rank A allows the Servant to disappear completely even in mid-battle.
Swan Maiden A
A pair of familiars taking the form of beautiful young women, each with stats a rank lower than the servant they belong to. Each familiar posesses the skill Dawn's Light, but do not share the madness of their Queen, and cannot activate any Noble Phantasm.
Martyr D
If the Servant is slain, a large portion of their mana is invested into the Master's magical circuits, providing an immediate number of attribute points that the Master can (and must) allocate as soon as this ability to activates. The number of points bestowed is proportionate to the rank of the skill, as follows: D: 3
Noble Phantasm
Swan Song A (EX)
By the secret water's edge...
Consumed by her own grief, the Swan Queen lashes out at anything and everything that dares to draw near her. Lost feathers, fallen tears, and the song of her soul become a storm of magical attacks, an innumerable flurry that destroys everything in its path, more powerful in its center where Odette resides. The range of this attack only grows as she falls deeper into her misery, and if not stopped, will end with the death of both her and her master.
Rider - (Ari)
Horse
'Horse'
Strength: B
Endurance: EX
Agility: A
Mana: D
Magic Resistance: B
Luck: C
SKILLS
Battle Continuation A
The Servant is capable of surviving and recovering from what should be fatal encounters. D allows the Servant to recover from a fatal wound if healing magic is applied immediately by the Master. C allows the Servant to survive fatal attacks as if their Endurance were one rank higher. B allows the Servant to recover from injuries within minutes outside of battle. A allows the Servant to continue fighting after sustaining fatal injuries by drawing on their Master's mana.
Clairvoyance A
Can perceive surroundings out to 5,000 ft. in precise detail, perception is totally unimpaired by physical barriers. Possesses precognitive abilities that allow him to react to attacks that would otherwise be impossible to defend oneself against. Horse can only use the active form of this ability when posed a question his Master.
Mana Burst B
When attacking, Horse can amplify his attacks by channeling explosive mana into his spike. This raises the power of his attack by one step and knocks the enemy back, but this imposes a significant mana strain on his Master.
Riding A
Horse is supernaturally fast, even for a Servant of the Rider class, and moves as though he had EX Agility when chasing an opponent, running away, or crossing significant distances (but not in-combat tactical speed). Further, he imparts the ability to ride him to his Master, and take damage in place of his Master while mounted.
NOBLE PHANTASM
Son of Kings D
When killed, Horse returns to life as a human, no longer a Servant, no longer bound to his Master, and possessing none of his other abilities. His stats are reduced to that of an average human.
Ruler - (Suze)
Refulgent Empress of the Saints, Carliemagne
Ruler
Casual Appearance

Battle Appearance

Strength: EX
Endurance: EX
Agility: A
Mana: A
Magic Resistance: EX
Luck: A
SKILLS
God's Resolution EX
Carliemagne has been given 14 Command Seals by the Grail, which she may dole out to the competitors as rewards as she sees fit. She also has ability to revoke Command Seals from a Master, if they are found to be in violation of the rules of the Grail War.
True Name Discernment EX
Carliemagne knows the identity and statistics of each Heroic Spirit called forth in the Holy Grail War, as well as the precise nature of their Noble Phantasms.
Grace of God EX
Carliemagne is in the highest favor of the divine and was ordained from birth to rule as Holy Empress. She is appallingly beautiful to look upon, not merely physically lovely but spiritually perfect, radiating profound holiness from every pore of her skin. This ability compels any who see her to carry out any command she gives them with fanatical devotion, to the death, and if she so wishes, she can literally stop the hearts of those who gaze upon her.
Imperial Privilege EX
At any given time, Carliemagne benefits from one of the following EX-ranked skills, which she can switch at will: Battle Continuation, Guardian Knight, Single Combat, Riding, and Territory Creation.
Supreme Virtue EX
A divine protection of the mind, renders the Empress impervious to any magical or natural effect that would alter her thoughts or intentions beyond the innate direction of her soul.
NOBLE PHANTASM
Joyeuse
Ordained Sword of the Sainted Queen
- Divine armament
- Bypasses any defense due to its 7th-dimensional nature
- Can be released into a blade of pure light, reaching to the horizon
- Blinds any entity guilty of sin within visual range of Carliemagne when released
Uniting Scepter of the First Holy Empress
Endless Vigil of the Paladins
Allows Carliemagne to summon any or all of the Twelve Peers as her Servants for the duration of the grail war, using her own Command Seals to compel them, if need be.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
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