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Suzerain of Sheol
![]() Desolation Denizen
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Fate: Soteria (OOC) | #1 | |
Ally Masters
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:
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. He uses the bodies of his many descendants as familiars and currently occupies the form of his 9th-generational grandson. 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 Endurance +1 Mana 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 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. 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 millions 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 itself 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. 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. Leicheknall 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. Knochenklinge Sturm 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. Körperdämpfung Not Dying from Overdose Spell The most important spell in Emilie's arsenal, and the only one of her own devising. It is a subconscious manifestation of water mana within her body, attenuating her cells to halt toxic reactions from the chemicals she shovels into her body, while retaining their euphoric or hallucinatory effects. This takes no effort of will or concentration on her part, and has the additional effect of making her extremely resistant to poisons. 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 six 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. 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 young man she's entranced and a briefcase full of drug paraphernalia. She is currently on vacation with the remains of her last boyfriend, Rupert, who tragically fell down the stairs and snapped his neck during a particularly bad trip, but thankfully Emilie had just the spell to keep (some of) him around. She even managed to fix his neck! Erik Claude Carnet Erik Claude Carnet ![]() ![]() AFFILIATION: The Carnet Family 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 the Carnet 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, he can create an illusion instead of fully crafting the object. An illusion will only be maintained for as long as he can focus on it, and will dissolve once the image is lost or mana is no longer supplied. Frost – Activated through his Magic Crest, this spell sends a creeping frost outwards from the caster, able to be pointed towards a specific target or left to spread in all directions with no distinction between ally and foe. This ice can cross several yards of ground in mere seconds, encapsuling everything in its path. Arctic Lung – Activated through his Magic Crest, this spell creates a flurry of snow and shards of ice expelled from the mouth. Shatter – Activated through his Magic Crest, this spell instills the target with a conceptual cold so penetrating that it compromises the target's structural integrity, and in the case of living targets, renders them vulnerable to further attack. 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 drift apart from his family 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 and 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. Ally Servants Elijah (Saber) Elijah of Tishbe Saber ![]() Strength: D Endurance: B Agility: C Mana: A Magic Resistance: A Luck: A SKILLS Single Combat D When facing a single opponent, Elijah's Endurance is raised to A. Mana Burst (Fire) B Elijah may instill his melee attacks with a powerful burst of burning mana, dealing B-rank Fire damage. Revelation A Functions as Instinct B (Raises Agility by 1 Rank for purposes of dodging and negates the effects of blindness/deafness) and Presence Detection B (Allows the detection of Servants out to 5,000 ft. and negates Presence Concealment B or lower. Allows the precise discernment of a magus's elemental affinity and schools of magic.) NOBLE PHANTASM Syndelfonia Trisagion EX Holy Rite of Transmigration The secret Noble Phantasm of the Prophet. While his skills as a Saber are limited due to his legacy as a teacher and holy man, when pressed to his limit, the Heroic Spirit Elijah may unveil the second mystery of his legend: his ascended celestial fate as the Ophan Sandalphon. This Noble Phantasm is tremendously draining on his master's mana, and even with a powerful bond to an efficient master, Elijah cannot sustain this form for more than five minutes without the use of a Command Spell. While transformed, his parameters are modified as follows and he gains the following abilities: Strength: A Endurance: A Agility: A Mana: E Magic Resistance: EX Luck: A Mystic Eyes of the Lord's Judgment A Pierces Presence Concealment A or lower, reveals the flow of Mana within a Servant by focusing upon them, and lowers Magic Resistance by 2 Ranks whilst focusing upon an enemy Servant. Mana Burst (Fire) A All attacks are instilled with divinely-burning Mana, inflicting A-rank fire damage with every strike. 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 the Servant to react to attacks that would otherwise be impossible to defend oneself against. Divinity EX Totally immune to Mind- or Form-Altering attacks and magecraft. If dealt fatal damage, is merely dispersed into Spirit Form and may reform a short while after. Immanence of the Shekhinah A Final Seal of the Sefirot The Divine Phantasm of Ophanic Sandalphon, who embodies the transcendent Sefir of Malkhut and receives the presence of the feminine Godhead. It is unfortunately constrained by the vessel of the Saber class and cannot be fully manifest but nonetheless remains immensely powerful. An expression of Divine-order Numerological Magecraft, it transfigures the Mana within Sandalphon's body into raw light, becoming an unbearable beacon of radiating holy power. Humans without Servant-tier Magic Resistance within 1,000 ft. are instantly reduced to ash, while those out to 5,000 ft. are permanently blinded. Servants within 1,000 ft. are blinded while they remain within range and take repeating A-rank damage every second. This damage is reduced to B-rank out to 5,000 ft. While outrageously powerful, this Noble Phantasm cannot be sustained for more than a few seconds without an influx of Mana from a Command Spell, and use of it without a Command Spell will completely drain Elijah of Mana, rendering him helpless after it fades. Further, due to its repressed nature as a mere A-rank Noble Phantasm, Sandalphon cannot move or otherwise act while manifesting Immanence of the Shekhinah, needing to concentrate fully to maintain it. Should Elijah be dealt a fatal amount of damage in his mortal form, he automatically reforms as Sandalphon, unable to end the transformation, fighting on until he no longer has the Mana to physically manifest. There is a good chance his Master will die from Mana-shock in this scenario, especially if Sandalphon elects to invoke his Noble Phantasm and die in a blaze of glory. Maugris (Rider)
Maugris le Fils-d'Aymon
Rider ![]() Strength C Endurance B Agility B Mana A Magic Resistance B Luck B SKILLS Riding A Allows him to communicate instantly with his steed, Bayard, from any distance, to summon it to his side with no delay, and to protect it with his Magic Resistance. Elementalism B Allows him to cast powerful spells utilizing Water and Earth Mana. Single Combat C Raises his Strength to B and his Endurance to A when facing a single opponent. Flight A Allows him to fly utilizing his full Agility in combat, and to extend flight to his mount as well. Madness of the Faeries B Owing to his faery ancestry, Maugris is able to disturb local elemental spirits to harass the minds of enemies, distracting, stunning, or even hypnotizing them dependent on their Magic Resistance. NOBLE PHANTASM Bayard B The mythical steed once subjected to attempted murder by Charlemagne himself, only to crush the stone that sought to drown him and escape into the forest, where he was tamed by Maugris' sorcery. He is exceptionally strong and able to bestow limited invisibility (Presence Concealment B) to himself and his master in short bursts between attacks. Bayard's Parameters are as follows: Strength A Endurance C Agilty A Mana C Magic Resistance E Luck B Frobèrge B Maugris' magical sword, forged for him by his mother Oriande, it is shrouded in ice, causing wounds it inflicts to require triple the time or mana investment to heal, and against Servants with C-rank or lower Magic Resistance, each strike from the sword will temporarily stun them with unbearable cold. Lord Byron (Caster)
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. Odette (Berserker)
Odette
Berserker ![]() ![]() Strength: C (B) Endurance: B (A) Agility: A (EX) Mana: B (A) Magic Resistance: C (B) 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. Bourrée Couru C When attacking, Odette moves with such incredible speed that she can strike multiple times in the same instant. She gains one bonus attack against an enemy for every rank of Agility lower than A that they possess. These extra attacks are considered one Rank lower than normal. 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 skills Dawn's Light and Martyr, 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. Enemy Masters Simoniaş Petrach Gheata ![]() AFFILIATION: Alexia AGE 20 GENDER Male HEIGHT 5'4.5” WEIGHT 177 lbs HAIR Red EYES Bulbous and insectoid, covered in membranous film. He never removes his sunglasses. MAGIC DISCIPLINE None – owing to his mutated Origin, all mana that enters his body is destroyed. Affliction of the Pariah Anything magical touched by Simon immediately begins to suffer mana drain, but rather than gain this stolen mana for himself, it is simply destroyed. Mystic Codes and other magic items will break instantly upon contact with his body, while living mages are able to survive with moderate discomfort by drawing in mana from the environment. The second obvious consequence of this condition is that Simoniaş is completely immune to magecraft that comes into contact with his body. Only conceptual Curses can affect him, and even Noble Phantasms that rely on projected Mana rather than physical strength will be negated. MASTER-SERVANT MODIFICATIONS None – he cannot form a path with a Servant. Possessions PM-63 Assault Rifle 7.62mm ammunition. Composed of melted down Black Keys. Can pierce magical defenses. CNS Gas Grenades Napalm Grenades Thermate Grenades Mechanical insulated Antimony jewel-grenades. A clever design allowing him to activate the 7-month stored mana charges in these jewels without physically touching them. Upon being activated, they explode into shards of slicing light to perforate enemies. Azoth Dagger. The grip is wrapped in impermeable layers of graphene, preventing him from coming into contact with the blade's magic circuits. Runes on the blade apply an A-rank poisonous Curse to anyone stabbed by this weapon. Contact with his own body will cause the weapon to crumble to dust. Biography Born the son of influential and powerful Romanian mages, the life of Simoniaş Petrach Gheata has been an abomination. It had been thought, in the months leading up to his birth, that he would inherit a magnificent mage crest from the union of his parents' lines, but a horrible mutation resulted in his Origin becoming twisted into the concept of Negation. The very act of touching him brought such pain to his parents that, combined with his freakish ocular deformity, they cast him out from their home. His childhood was spent variously between abusive foster care and medical experimentation by unscrupulous doctors. At the age of 12, he killed his then-guardian, stabbing the lecherous man to death as he slept, and went on the run. From there, he subsisted as a street urchin, shunned and hated even by the wretches of society. At one point, he was beaten and left for dead, and only by chance did Alexia Virág, the young girl who would become his only love, happen upon his broken body. The scion of a powerful mage household and possessed of a rare compassion, she saw past his hideous appearance and nursed Simoniaş back to health, from then on doing all she could to bring him food or new clothes. Over years, she taught him to read, and of the mage society he was born into, eventually tracking down the identity of his parents. This led to a disastrous attempt at a legal suit on his 18th birthday, in which he demanded the inheritance due him as his birthright, only to be met with mockery and scorn at court, and no sign of his parents having ever received a summons. Denied any place in mage society and driven to all-consuming fury, Simoniaş has spent the last two years acquiring weapons and searching for any outlet of vengeance available to him. The temptation of the Black Grail thus came as a siren call to the exiled youth, promising him the means to annihilate all magecraft forever, and thus he has become its champion in the coming Grail War, gaining the service of the cursed wish-granter's own unholy manifestation in the form of his Avenger-class Servant. Father Heinrich Antonius Rosenbach ![]() AFFILIATION The Holy Church AGE 54 GENDER Male HEIGHT 5'11” WEIGHT 195 lbs HAIR Gray EYES Blue MAGIC DISCIPLINE – Sacramental A Although having no magical circuit of his own, Heinrich has unshakable faith in his religion and the training to handle divine artifacts. He is able to perform Sacramental magic with the assistance of Mystic Codes loaned to him by the Church Elements Aether – E Earth – E Fire – E Water – E Wind – E Mana Affinity – E Mana Reserve – E Relic of the True Cross – A Mystic Code over 2,000 years old that serves as a mana-reactor for the wielder, even if they themselves cannot use magic. By speaking the invocation, Iesus Nazarenus, Rex Iudea, the wielder can process ambient mana as if possessing an A-rank affinity and use it to fuel the abilities of their Servant. Executor Vestments – Heinrich's robes are interlaced with kevlar weaves and consecrated with protection spells, making them proof against mundane weapons or non-magical attacks of any kind. Black Bible of Carcassonne – An ancient war-text of the Templars once containing 1,000 Black Key Mystic Codes. Over the centuries, they have been expended in various heretic-hunting missions, but 112 of the Keys still remain. By reciting the attuned verse, Heinrich can manifest the conceptual swords to use as weapons, though they break easily once in use. Most of the Keys are standard mana-bane weapons of varying forms, but several, more valuable Mystic Codes contain the meta-information for extremely powerful Sacramental weapons, which are to be used as a last resort, as they are literally irreplaceable. Shroud of Saint Peter – Perhaps his most powerful and priceless artifact, Heinrich wears the Shroud wrapped around his chest under his clothing. It provides him EX-rank Magic Resistance, capable of withstanding even a direct hit by a Servant's Noble Phantasm, but the Shroud deteriorates each time it is forced to absorb magic, and must be used only in desperate situations. Executor Training – As a veteran Executor, Heinrich is among the most finely-trained and tested killers in the entire world. He is essentially immune to fear and possesses rapid reaction times, matched with acute tactical acumen. His body is a living weapon, transmuted by Sacramental rituals to give him combat abilities equal to those of an E-rank Servant. His personal faith is unbreakable, making him extremely resistant to mind-affecting magic of any kind. Biography: Born Rotislav Antochi in Soviet-occupied Czechoslovakia, he lived a youth in abject poverty and waywardness after his parents were arrested by the state for their practice of Orthodox Christianity. In his later teenage years, he became involved in radicalized underground religious circles, which eventually led to him perpetrating several bombings against the regime that had robbed him of his parents. He was later caught, arrested, and sentenced to death, but having heard of his fanatic devotion to the faith and willingness to kill in its name, the Holy Church sent an Executor to break him out of prison in order to recruit him. Witnessing firsthand the seemingly “divine” powers commanded by the Executor's Sacramental magic, Rotislav formally avowed himself to the Church and began training as an Executor. In this time, he changed his name to avoid association with his criminal past, and left behind all memory of his grudge against the regime in favor of the more lofty calling of his Order. It was discovered during the course of his training that he possessed no latent ability to manifest mana, but his athletic and mental abilities more than made up for the deficiency in the eyes of his teachers, and he was trained in the use of Sacramental Mystic Codes to offset his lack of magecraft. Following his promotion to the rank of Executor-Knight, Heinrich began work as an exorcist, traveling from village to village within the bloc to expel demonic possessions. During this assignment, he began to come under attack by powerful adversaries the likes of which he had never encountered before: Dead Apostles and their vampiric thralls, who he later learned had seized shadow-control of the Soviet government and had been responsible for the purges of Christianity within the bloc, in attempt to drive the Church's presence out of the lands they controlled. Upon reporting to the Church Fathers of his discovery, Heinrich was tasked to lead an assault team of Executors into Russia itself to root out the Dead Apostles controlling the regime, and was given possession of the Black Bible of Carcassonne in order to fulfill that objective. And for over 20 years, Heinrich prosecuted his holy war from the shadows, losing many of his brothers in countless battles, but eventually succeeded in eradicating the vampire menace. Upon his return, Heinrich was promoted to the rank of Arch-Executor and given command of the entire order, being the most experienced agent at the Church's disposal by far. Approached by Simoniaş Gheata with the proposition of destroying all Magecraft with the power of the Black Grail, Heinrich has set out to join the exiled mage, taking with him numerous holy artifacts to prosecute the unconventional Grail War that will soon be convening. Alexia Virág ![]() AFFILIATION Simoniaş AGE 19 GENDER Female HEIGHT 5'2” WEIGHT 129 lbs HAIR Red EYES Blue MAGIC DISCIPLINE Jewelcraft B ELEMENTS Aether C Earth B Fire E Water B Wind B Mana Affinity B Mana Reserve A MASTER-SERVANT MODIFICATIONS +1 Endurance / -1 Luck SPELLS Arx Amethystus Shatters a prepared amethyst incubated with latticed earth mana to create a sphere of shimmering plates of light that rotate around the caster, intercepting both physical and magical attacks. By focusing on the spell, Alexia may align the shields into a single many-layered bulwark to absorb more powerful impacts, though a strike from a powerful Servant will more than likely pierce through, albeit with diminished effect. Caeruleum Pluvia Shatters a prepared azurite incubated with spiral formations of wind and water which is thrown as a projectile, bursting into dozens of shards, each of which launch a piercing funnel of rapidly-spinning ice into a target. While each individual strike is relatively weak, the sheer number of wounds can cause swift death from blood loss and punctured organs. Adamentem Corusco Jewelcraft utilizing ground-up dust from a carefully prepared diamond incubated with compressed earth mana, which Alexia wears impressed into her nail-polish. With a command word, she is able to activate the engraved spell to evoke a brief flash of intense light and radiating force. This spell is able to temporarily blind nearby enemies, knock them back, and deflect incoming projectiles so long as Alexia can react in time. A secondary benefit of this spell is that it allows her to activate the jewelcraft along with a physical strike, concentrating the blast and allowing her to inflict significant damage at melee range, albeit as a last resort. Arsenopyrites Vinclum Alexia's most powerful offensive spell, she only has two prepared, each requiring many months to manufacture. The prepared medium is a chain of silver set with prismatic arensic-sulfide prepared with striated earth and wind mana. When thrown, each mineral link explodes in succession, spraying jagged shards of ore in all directions with tremendous force. The incubated earth mana not only pressurizes the explosion but aggravates the poisonous properties of the mineral, causing those perforated by the blast to suffer rapid-onset severe arsenic poisoning. Lacrymae Onychinus A healing spell layered into a rounded onyx with interwoven earth and water mana. Pressed to a body, it will immediately begin repairing cellular damage, counteracting both traumatic injuries and sickness or poison. Use of this spell only drains mana from the stone, allowing for repeated use in healing small injuries. Chrysoberullus Auxilium A simple jewelcraft utilizing aetherized earth to store mana within a charged alexandrite stone, creating essentially a magical battery. While inefficient due to Alexia's poor aether affinity, these gems permit her to maintain prolonged contact with Simoniaş without risk of burning out her circuits, and likewise serve as an emergency source of energy in combat. Emissarius Opalus A complex and demanding jewelcraft mixing earth, water, and wind mana into a large opal to create a two-fold magecraft. In the first stage, the stone itself operates as a scrying locus, providing Alexia sight and sound within 120 ft. of its location. With a command word, she is able to activate the second phase, causing the admixed mana to expand the form of the stone into a human-sized construct that is perfectly capable of tearing an unaugmented human in half, uprooting trees, and absorbing high-caliber gunfire with little deleterious effect. Alexia typically deploys two of these in key locations for espionage while retaining one on her person, should she need the familiar in combat. Geminae Lapis Lunaris An artifact of her father's stolen during her frantic exit from the family mansion, this pair of violently charged moonstones are kept in separate, sealed rune-lockets to contain their power. Once released, they will immediately establish an extreme orbit of attraction to each other, gyrating in an ellipsoid pattern while an arc of volatile, high-potency fire mana connects them. This effectively creates a disc of supernaturally-hot fire fully capable of flash-melting steel and concrete. It can be directed by Alexia's will and with proper technique can be used to attack in frantic, unpredictable, and punishingly-fast patterns while posing no drain on her personal mana. Unfortunately, she has not had a great deal of practice in controlling the spell, and thus it is rather unwieldy and sluggish under her control. BIOGRAPHY The firstborn child of respected mages, Alexia's future was set for her before she was born. A youthful education in all the etiquette of high station, private tutelage in jewelcrafting by her parents, and a scholarship to the Clocktower to complete her upbringing as the inheritrix of the Virág family's legacy. And she was well on her way to fulfilling that vision, eschewing friendships with other children and dedicating herself to her studies until happenstance found her saving the life of a young Simoniaş Gheata as he lay dying on the roadside. This chance encounter awoke a sympathy in the young mage that ran counter to the aloof and uncaring attitude fostered by her parents, and from then on Alexia took every excuse she could to go visit Simoniaş, this first and only friend of hers. With no shortage of curiosity on her part, and with an admirable willingness to see past his deformity, she quickly came to know the abused young man quite well, eventually arranging for him to stay in one of the many properties owned by her family that saw little use. Over years, she taught him to read and write, sharing as much of her education with him as she could – and despite his almost feral demeanor, he was a fiendish learner – and with tender affection, helped him learn to cope with the abuses of his childhood. Her parents eventually discovered this unseemly relationship, and of course forbid her from seeing him, which served only to increase tension in the household and drove Alexia further toward Simoniaş and away from the family that had invested the future of their name in her. When the day came that her beloved Simon begged her to run away with him, she acceded without question, sneaking out of her family's estate with a sack full of powerful spell-jewels. For all that Alexia is brilliant and gifted in academics, she is naive and sheltered, and at a point in her life where impulsive whims rule her more than duty and responsibility ever could. She loves Simoniaş more than anything on earth, and is fully willing to see her own family brought to ruin in fulfillment of his dream. Even the loss of her own magecraft, should he win this Unholy Grail War, seems of little consequence to a future where they can be together without the cruel judgment of mage society persecuting them. While initially excited to summon a Servant, Alexia finds Lilith rather repulsive, both in the demon's flagrant sexuality and the capricious cruelty that seems to bring the hellspawn such sadistic joy. Alexia expects she will have to expend her Command Seals to control the succubus, especially if it attempts to prey upon innocents, but if Simoniaş asked it of her, the young scion of Virág would sacrifice her own virtue and ideals in an instant, or even her own life to bring happiness to her beloved. Enemy Servants The Fisher King (Avenger)
Peles Alter, Fisher of the Damned
Avenger ![]() Strength: B Endurance: A Agility: B Mana: B Magic Resistance: A Luck: D SKILLS Vengeful Spirit A This ability causes Peles' Mana reserve to be replenished each time he is dealt damage. Rather than grow weaker over the course of a battle, he can fight endlessly, unleashing his Noble Phantasm with no concern for conserving resources. Battle Continuation EX Even the most powerful Noble Phantasms are not sufficient to destroy Peles in a single blow, and even from the edge of death, he can utilize his own Mana to restore himself to fighting capacity within moments. NOBLE PHANTASM The Crown of Every Sin Inflicted B A corrupted Noble Phantasm stolen from the savior whose identity Peles has usurped. It constantly wounds him, providing him an endless flow of Mana via Vengeful Spirit sufficient to maintain his presence indefinitely. Further, it charges his blood with corrupt Mana, causing any foe wounding him in melee combat to take B-rank damage each time they strike him. The Dolorous Spear A The Godslaying Lance of Longinus. In this manifestation, it is the weapon that blighted Camelot and drove out the Grail with a single stroke. It retains its special effectiveness against Divine enemies, dealing EX-rank damage when wounding them, but further gains the property that the wounds it inflicts cannot be healed either naturally or by Magecraft, requiring a Command Spell to restore the damage inflicted by the Spear. Excarnation of the Loss of God A The true Noble Phantasm of Peles in his guise as Avenger. It is an Anti-Territory Noble Phantasm, attacking not enemy Servants directly but the land itself with an onslaught of corrupt Mana. Upon manifestation, Peles charges the Dolorous Spear with power, driving it into the earth to release the ruinous desecration that once consumed the land he ruled in life. This ability has a range of 10,000 ft.. Plants wither, stone crumbles to dust, water turns to poison, and all environmental Mana is devoured, never to return. So potent is this curse that not even Peles' death can reverse its effect upon the land. Servants fighting within this Anti-Territory will gradually feel their connection to their Master weaken until their anchor to the world dissolves and they can no longer maintain physical form. A-rank or higher Magic Resistance will mitigate the effects of this ability, and a Mana parameter of A or higher will slow the effects of path-erosion. Lilith (Caster)
Lilith
Caster ![]() Strength A Endurance D Agility C Mana B Magic Resistance A Luck A SKILLS Item Construction C Able to create magical jewelry that protects her like armor, each providing C-rank resistance against a single attack before breaking. She typically wears twelve such pieces at any given time. Territory Creation C With preparation, Lilith is able to evoke The Doom of Eden, a blighted garden five-hundred feet in diameter complete with fountains of blood and petrified flora. Within this domain, her Mana parameter is raised to A. Human Anatomy Expertise B Lilith, as the first woman, possesses a primal and uncanny understanding of the human body. While she more often employs this capacity in providing unearthly pleasure to her victims, it also endows her with the ability to pin-point vital organs with her attacks. Against any Servant with C or lower Agility, damage from her attacks is doubled. Should her target happen to incapacitated or otherwise incapable of defending themselves, she can tear out their Spirit Core, killing them instantly. Endurance A or higher prevents her from activating this special form of the ability. Blood-Sucking A Lilith can drink the blood of living creatures to restore her health and mana. The amount healed in this fashion is relative to the quantity she can consume at once, and the potency of the victim's soul. Sentient creatures provide more energy, and mages/other Servants the most. Further, those she feeds upon are injected with the aphrodisiac venom in her saliva, temporarily bombarding their minds with overpowering lust and preventing them from taking hostile action against her until they regain control of their senses. This effect lasts for 5 minutes and is halved in duration for every rank of Magic Resistance possessed by the victim. (i.e. B-rank resistance will reduce the effect to 18 seconds.) Damnation B Lilith is forever accursed by God as one of the foulest demons to ever crawl from Hell. She takes double damage from attacks by enemies with Divinity and loses her Magic Resistance against Sacramental magic. NOBLE PHANTASM Rib of the Earth B God's Violation A dagger containing the fate of all mortal women. While unsuited for direct combat, any wound inflicted by this weapon will leave a seed of bone within the body of the victim which will feed on their Mana to grow. What begins as mere discomfort will, after several hours or even days for extremely resilient Servants, blossom into a knot of calcified spikes that erupt from the host's body. This effect only inflicts B-rank damage and may very well leave the Servant alive but unable to move, and worst of all, any attempt to break or extricate the spikes will only damage them further as they are a natural growth of the Servant's own Mana. Venus Profana A Syzygy of Samael The dual-natured mystery of the Mother of Succubi. In her human guise, Lilith possesses irresistible beauty and allure, such that any enemy swayed by feminine form will find it almost impossible to take violent action against her. This is a mind-altering Curse and can be overcome with Magic Resistance. In her true diabolic form, she gains unholy mastery over blood as a concept, able to project Magecraft as both Curses and Alchemy at Rank A, using her own blood at a medium. If Lilith is within the Doom of Eden, she can unleash these spells at virtually no cost, assailing her foes with a never-ending barrage of sorcery. Herne (Berserker)
Herne the Hunter
Berserker ![]() Strength: EX Endurance: A Agility: B Mana:A Magic Resistance: C Luck: B SKILLS Madness Enhancement A Rank A boosts all parameters and the Servant's Noble Phantasm by 1, at the expense of the ability to communicate or reason. The Master is able to communicate a single target to Herne and he will hunt it relentlessly until he is called off by his Master. More complicated commands require the expenditure of a Command Seal. Wild Hunt B Herne is able to track his target's Mana signature over great distances and can pierce through B-rank or lower levels of Presence Concealment if the enemy Servant is within visual range. He cannot precisely locate his target at long range, however. Mystic Eyes of Lunar Madness B Herne's eyes constantly shine with a deranged outpoor of mana. Anyone who meets his gaze is temporarily driven into a homicidal frenzy as long as Herne remains within the area. This ability is negated by Rank B or higher magic resistance, but is empowered at night and requires Rank A magic resistance to counteract. NOBLE PHANTASM Hell's Hunt EX Howl of the Black Moon Herne is accompanied 8 demonic hounds. He can replace them if they are killed by drawing on his Master's mana. This hounds are considered divine beasts, and they serve as an extension of the Heroic Spirit itself, meaning that as long as those summoned are alive, the destruction of Herne's body will not dissolve them as mana constructs. If Herne is killed, it is possible for the hounds themselves to take on the role of Berserker in his place, in which case the hound taking up the mantle gains Herne's A-rank Madness Enhancement. The Hounds have the following Parameters: Strength A Endurance B Agilty C Mana B Magic Resistance D Luck C The Hunter's Spear A Murder of Prey Herne's primary weapon, a spear of ancient pattern-welded iron capable of wounding Heroic Spirits. He can recall it to his hand at will if he throws it or is disarmed. Once he has drawn blood from his target with the spear, it becomes impossible to dodge subsequent strikes. Only EX-rank Luck or dodging abilities will allow evasion. Grail's Incarnation Nimue
Savior
![]() Strength D Endurance C Agility C Mana B Magic Resistance EX Luck D SKILLS Counter Hero C Enemy Servants facing Nimue in combat have all of their parameters reduced by 1 rank. Muse of the Great Mage A The affections of Merlin have left Nimue with a limited capacity to wield True Magic, allowing her to teleport within 5,000 ft. at will. Beneficence of the Holy Lake B Nimue acts as a locus of Mana for her allies, able to assist her side's Masters in sustaining their Servants via proximity to her, effectively raising their Mana affinity to A rank. Further, allied Servants regenerate wounds significantly faster in her presence when not engaged in combat. NOBLE PHANTASM Agiospathi Oneiropragma EX A Storm Swells in Avalon In combat, Nimue is able to summon both Excalibur, the sword of the King she anointed, and Arondight, the blade of her doomed child, Lancelot. Although she cannot manifest either of their activated powers, they are the true artifacts of the King of Knights and her greatest champion, each an A-rank Noble Phantasm. She is able to dual-wield the swords in perfect harmony and to channel Mana through them to extend the range of her attacks. Excalibur deals EX-rank damage to enemies of demonic origin, and thus Aronight to dragons. If disarmed, Nimue can instantly materialize the weapons back into her grasp. Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
![]() | Posted 11-24-2017, 04:41 AM |
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#2 |
Suzerain of Sheol
![]() Desolation Denizen
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CHARACTER SHEETS
Master MAGUS NAME AFFILIATION AGE GENDER HEIGHT WEIGHT HAIR EYES MAGIC DISCIPLINE – [Alchemy, Curses, Elementalism, Jewelcraft, Mysticism, Necromancy, Numerology, Sacramental] Alchemy – Matter manipulation by infusing elemental mana into physical structures Curses – Abstract magic that does not interact with the physical world but works, rather, on a conceptual level Elementalism – Pure expression of elemental mana, generally more powerful but harder to control Jewelcraft – Binding mana to the mineral structures of jewels to enhance its effect. Must be prepared in advance Mysticism – Manipulation of one's internal magic circuits and the application of mana to enhance the body directly Necromancy – The binding of elemental mana into the cells of corpses. Fresher corpses hold the magic better than those decomposing Numerology – The binding of mana to mathematical principles, produces very powerful spells, but the formulae take years to work out for a single spell, making this discipline lack in variety for most magi. (Numerology spells are considered one rank higher than they otherwise would be) Sacramental – The secret magic arts taught to Church Executors, binds mana into sacred incatations to produce exotic and unconventional effects. Specializes in combatting other magi. ELEMENTS – [Ranked “E” to “A”] Aether – Manifestation of energy. Must be combined with another element in order to manifest magic. Only rank A in Aether allows the manifestation of pure aether, which affects the spirit directly and can bypass even a Servant's magic resistance Earth – Grounding and multiplication of energy Fire – Consumption and transfer of energy Water – Flow and combination of energy Wind – Movement and binding of energy Mana Affinity – [Ranked “E” to “A”] The mage's efficiency in gathering and shaping local environmental mana and the amount they can hold at any given time. Likewise, it is their ability to re-purpose environmental mana to their element of choice, i.e. using the Fire mana inside a volcano to cast water magic. Mana Reserve – [Ranked “E” to “A”] The mage's internal reserve of mana, much smaller than the amount of enviromental mana they can gather, but can be shaped to any element freely and recovers quickly during periods of rest. A mage can also draw on their life-force to fill their Mana Reserve as a desperate measure, but doing so will severely damage their body and possibly kill them. E – 0 D – 1 C – 3 B – 5 A – 8 66 points total for Master MASTER-SERVANT MODIFICATIONS Choose +1 and -1 to Strength/Endurance/Agility/Mana/Magic Resistance/Luck, your Servant's parameters are modified by 1 letter-rank in either direction, as you choose. Servant SERVANT NAME SERVANT CLASS [Saber, Archer, Lancer, Rider, Caster, Assassin, Berserker] Strength: [Ranked E to A], Servant's power in physical combat Endurance: [Ranked E to A], Servant's ability to withstand damage Agility: [Ranked E to A], Servant's movement and reaction speed Mana: [Ranked E to A], Servant's efficiency in storing and multiplying their master's mana Magic Resistance: [Ranked E to A] Servant's ability to resist magic of the same rank or ignore magic of lower ranks Luck: [Ranked E to A] Servant's ability to step outside the bounds of fate. (Example, since this is complicated: Gae Bolg will NEVER miss its target, it will rewrite reality to make sure that it strikes the heart, but A-rank luck allows one to dodge it anyway) Base Stats by Class [Strength/Endurance/Agility/Mana/Magic Resistance/Luck] Saber: B/B/C/C/B/B ~ Class Skill: Single Combat – D Archer: A/C/A/E/D/E ~ Class Skill: Independent Action – D Lancer: B/B/A/D/D/E ~ Class Skill: Battle Continuation – D Rider: C/B/A/C/C/D ~ Class Skill: Riding – B Caster: E/E/C/A/B/B ~ Class Skill: Item Construction – C, Territory Creation – C Assassin: C/D/A/C/C/B ~ Class Skill: Presence Concealment – B Berserker: C/C/C/C/C/C ~ Class Skill: Madness Enhancement – C SKILLS [Ranked “D” to “EX”] NOTE: THE ABILITIES DESCRIBED BELOW ARE ONLY EXAMPLES. TALK TO ME ONE ON ONE TO FIGURE OUT SPECIFICS FOR YOUR SERVANTS, PEOPLE.
Single Combat: The Servant's parameter's are boosted when faced with a single opponent. D increases Endurance by 1. C increases Strength and Endurance by 1. B increases Strength, Endurance, and Agility by 1. A increases all parameters by 1. EX increases all parameters by 2.
Independent Action: The Servant is capable of acting without its Master's mana supply for a period of time. D = 1 hour, C = 1 day, B = 1 week, A = indefinitely, EX = indefinitely and can use Noble Phantasm even without a Master's mana supply Battle Continuation: 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. EX allows the Servant to be returned from death by the use of a Command Seal. Riding: The Servant is able to ride both animals and vehicles with expertise. Rank D allows the Servant to handle any vehicle or mount after a few moments of study. Rank C allows the servant to intuitively ride any vehicle or mount with average skill. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill. Rank A allows the Servant to ride even mythical beasts. Rank EX allows the Servant to use anything they wish as their vehicle. Item Construction: 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. Territory Creation: 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. Rank B decreases the enemy Servant's Mana and the enemy Master's Mana Affinity by 1 rank. Rank A increases the Servant's Noble Phantasm by 1 Rank and the Master's Aether Affinity by 1 Rank. Rank EX provides both the Master and the Servant with infinite mana while inside the Bounded Field. The size of the Bounded Field is as follows: D = 100 ft., C = 500 ft., B = 1,000 ft., A = 5,000 ft., EX = 25,000 ft. Presence Concealment: The Servant is able to hide their presence from enemy Servants. Rank D masks the Servant's class identity, this is broken if the Servant attempts to attack. Rank C masks the Servant's spiritual presence as a Servant, this is broken if the Servant attempts to attack. Rank B masks the Servants presence completely, this ability is broken if the Servant attempts to attack. Rank A allows the Servant to disappear completely even in mid-battle. Rank EX allows the Servant to attack even while concealed without breaking their stealth. Madness Enhancement: The Servant cannot communicate and resists orders from their Master. Their base parameters are increased beyond normal levels for their class. Rank D boosts Strength and Endurance by 1. Rank C boosts Strength, Endurance, and Agility by 1. Rank B boosts all parameters by 1. Rank A boosts all parameters and the Servant's Noble Phantasm by 1. Rank EX boosts all parameters by 2 and the Servant's Noble Phantasm by 2. The Servant is now completely uncontrollable save by the use of a Command Seal and will actively attempt to slay their master. 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. Presence Detection: The Servant has the ability to nullify the Presence Concealment ability of one rank less than their rank in this skill. Furthermore, Rank D allows the Servant to detect mana concentrations within 1,000 ft. Rank C allowd the Servant to detect mana concentrations within 3,000 ft. as well as determine which type of elemental mana is present in what quantities. Rank B extends the range to 5,000 ft. and allows the Servant to determine a Master's elemental and mana affinities if they are within the range of this ability, and to track them inerrantly. Rank A extends the range to 10,000 ft. and allows the Servant to detect the movements of enemy Servants within the area. Rank EX extends the range to Infinite. Guardian Knight: The Servant has their defensive abilities increased when they are protecting their Master or an innocent, as follows: Rank D: The Servant's Endurance is increased by 1. Rank C: The Servant's Magic Resistance and Endurance are increased by 1. Rank B: The Servant's Agility, Magic Resistance, and Endurance are increased by 1. Rank A: The Servant suffers no impediment from non-fatal injuries. Rank EX: Enemy Servants' Noble Phantasms only deal half damage to the Servant. Grail Champion – cost 14 This skill does not have ranks. Rather, it grows in power the longer the Servant survives in the Grail War. With all 7 Servants alive, this skill does nothing. With 6, their lowest ranked parameter is increased by 1. With 5, their lowest ranked skill or Noble Phantasm is increased by 1. With 4, their ability to detect other servants is increased, all masking skills are decreased by 1 against the Servant. With 3 Servants remaining, the Servant gains a new skill at the rank of their lowest skill. With only 2, that skill is raised to the rank of their highest skill. Martyr: 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 C: 6 B: 12 A: 18 EX: 30. This skill can allow the Master's parameters to reach EX rank. NOBLE PHANTASM The Servant's signature weapon or attack, ranked “D” to “EX”. Can have more than one. 24 Points for Stats, 60 Points divided between Skills and Noble Phantasm E = 0 D = 1 (1) C = 3 (4) B = 5 (9) A = 8 (17) EX = 20 (37) Cold silence has a tendency to atrophy any sense of compassion between supposed lovers. Between supposed brothers. | ||||
![]() | Posted 11-24-2017, 03:52 PM |
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sylvanSpider
![]() Weaver of Webs
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#3 | ||
![]() GREGOR SAMSA ASSASSIN Strength: C (+1) Endurance: C (+1) Agility: A (+1) Mana: C Magic: A Luck: A SKILLS Class Skill: Presence Concealment-- Rank A—The Servant is able to disappear completely even mid-battle. Presence Detection: Rank B—Gregor has the ability to nullify the Presence Concealment ability of C or lower. Furthermore, Rank B allows Gregor to detect mana concentrations within 5,000 ft. and allows the Servant to determine a Master's elemental and mana affinities if they are within the range of this ability, and to track them inerrantly. Battle Continuation: Rank A—Gregor is capable of surviving and recovering from what should be fatal encounters. Gregor can continue fighting after sustaining fatal injuries by drawing on his Master's mana. Single Combat: Rank A—Gregor's parameters are boosted when faced with a single opponent. His Strength, Endurance, and Agility each increase by 1. Noble Phantasm—The Ungezeifer [A]: Vermin Creation: In passing, Gregor is able to create one or more roaches or other verminous insects imbued with Presence Concealment and Presence Detection. The insects' perception is matched with that of Samsa. The fewer insects generated the less mana consumed. Swarm: In battle, Gregor is able to summon massive amounts of mana consuming verminous insects, the most common being that of the Blattodea order. These insects instinctively attempt to burrow into the flesh of opponents, digging under the skin and attempt to continue on their path to their end goal, the brain of their enemy. Once there, the insects hunt for the enemy's weakness, thus making that weakness known to Gregor. When focused on a single enemy, damage done will be greater, as will the chances of a discovered weakness. When the swarm is divided among several, damage and chances will decrease based on number of opponents. | ||||
![]() | Posted 12-27-2017, 01:31 AM |
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