We are taking a second try at the greatest RP of all time. Let's hope it works out better this time.
So, for the uninitiated (seriously, there's 14 roles to fill here, feel free to join, people), this is a roleplay based on the Typemoon setting, primarily inspired by FATE: Zero (if you haven't watched this show, what are you even doing with your life?). It is a very complicated setting, but here is the basic premise:
Once every so often, the Holy Grail appears somewhere in the (modern for this RP) world, and seven wizards gather together to fight a death tournament to obtain it. They fight said death tournament by each summoning a Heroic Spirit from the past to fight as their proxy.
Things to know going in:
1.) The illiterate need not apply.
2.) This roleplay is FAR more about getting your character killed in magnificent, heart-wrenching ways (and really, really badass battle scenes), than it is about winning the Holy Grail War. It really doesn't matter who wins in the end, as long as we tell an amazing story on the way there.
3.) I am not allowing any Heroic Spirits that have been used in the main FATE franchises, I want creative, new faces, not Arthur and Gilgamesh for the seventeenth time.
4.) You MAY play two characters, if you wish, but one is also fine. If you make two, you will make one Master (wizard) and one Servant (Heroic Spirit). Do note, YOU DO NO GET TO SELECT WHICH SERVANT YOUR MASTER IS PAIRED WITH, AND YOU ARE NOT ALLOWED TO BE PAIRED WITH YOURSELF. This rp rewards private out-of-game strategizing between players.
5.) As I said, FATE is a massively complicated universe, if anyone is interested in the idea but doesn't know the setting, private message me and I will give you a crash course. (I'm not exactly an expert, but I know it well enough to be able to approximate some rules for a roleplay at least)
6.) This one is really important. Do not enter this roleplay if you can't commit, the entire thing falls apart if even or two people drop out too early.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
Leila Aliyah Elshtein AFFILIATION Zürich College of Numerology AGE 47 GENDER Female NATIONALITY Swiss (Jordanian by birth) HEIGHT 5'5” WEIGHT 129 lbs HAIR Black EYES Black
MAGIC DISCIPLINE – Numerology B (9)
ELEMENTS
Aether – A (17) Earth – C (4) Fire – B (9) Water – C (4) Wind – C (4)
Mana Affinity – B (9)
Mana Reserve – B (9)
SERVANT STAT MODIFIERS - +1 Agility, -1 Strength
SPELLS KNOWN
Tarterus Tetragrammata – Uses Fire, Earth, and Aether mana to compute the cosmic formula for infernal punishment. Creates a cage of hell-fire around the Magus that attacks both the body and soul of anything it touches for EX-rank damage. Fire resistance lowers the damage to A-rank. The cage can be manipulated by altering variables in the formula to encase a target rather than the caster, or to appear as a solid barrier rather than a cage, which reduces its offensive abilities by 1 rank, but protects the Magus from physical attacks as an EX-rank shield or from magical attacks as an A-rank shield.
Concordant Cardinality Matrix – Uses pure Aether mana to create a symbiotic bio-feedback effect between the Magus and the surrounding environment, allowing them to temporarily incorporate the local mana source as part of their magic circuits, feeding the energy directly into their life-force. This spell will rapidly deplete the environmental mana present in the locus, due to the massive inefficiency of the ad-hoc circuit, but while it is maintained, the magus is effectively immortal and possesses infinite mana which they can feed to their Servant. When the spell expires, the Magus's internal mana reserves are completely depleted. The variable in the formula can also be reduced to 0 to allow the spell to function as a sort of “mana-vacuum”, turning the locus into a magical dead zone and draining any nearby Mages of their mana reserve. This can even cause weakened Servants in the area to temporarily dematerialize.
Imaginary Parallax Hyperbola – Uses Water and Aether magic to alter the target's time-progression to a fraction of its normal state, essentially freezing them in stasis for as long as the spell's tremendous mana cost can be sustained. The variable in the equation can be modified to allow for multiple targets but doing so both weakens the potency of the stasis – making it more of a slowing spell – and increases the mana strain on the Magus. By emptying all of their remaining mana into the spell before it expires and zeroing the equation, the Magus can rapidly accelarate the target back to their normal time progression, inflicting B-rank Aether damage on them in the process as their internal organs rupture under the sudden burst of metabolic activity.
Annulus Aleph-nul – A spell specifically researched by Leila and her magnum opus, it is actually a Kabbalic Gematria equation incorporating the Sephir of Keter in a negative expression utilizing raw Aether to launch a devastating attack on the spirit of an opponent. Leila can only cast the spell in a locus possessing high ambient mana levels that she can draw on, and even then must burn a small part of her life-force each time she casts it. Almost no human magic can resist the attack, and even the magic resistance of most Servants has a severely diminished effect against it. While the damage of the spell is properly classified as EX for a Magus, its power is more fitting for that of a Noble Phantasm possessed by an average Servant. Leila has never attempted to cast the spell inside of her Concordant Cardinality Matrix, fearing that conflicts between the equations would result in catastrophic consequences within her magical circuits, let alone to the environment should such a spell be invested with the infinite mana of the CCM.
Biography: Born Leila Aliyah Bendayan to a family of Jordanian Jews living on the Isle of Peace in the years before the Sequestration, her youth was a time of near-constant upheaval as the persecution of her people and her family drove them out of the country and they fled from one exile to the next until they were finally evacuated to Switzerland by humanitarian services, where they settled in Zürich.
A natural genius in logic and arithmetic, Leila excelled in her schooling and was accepted into the College of Numerology at 15 after passing the detection test for latent magical circuitry. While her family was appalled by her decision to learn magic, she had found her calling in life in the intersection of the theoretical world of mathematics with the realities of magecraft to which they could be applied, and dedicated herself entirely to her studies. A decade later, she was certified as a Numerological Magus by the college, earning her Magus Doctor for her work in applying the Concordant Cardinality Matrix to practical magecraft. She also, in the interim, was engaged to and married one of her professors, Dr. Johannes Elshtein, the young head of the Kabbalic Numerology department at the university.
Together, they pursued post-graduate studies in the Gematric application of Numerological Magecraft, an endeavor which occupied the following 23 years of Leila's life, culminating in the creation of her masterwork formula, the Annulus Aleph-nul, perhaps the most powerful practical application of Numerology ever recorded. As a reward for her distinction, the College promoted Leila to the rank of Magistra-Rabbi and entered her as its representative in the coming Grail war, believing that with the Annulus as her secret weapon and her mastery of Numerology, she would be able to to win the Grail for the honor of College. It is also possible that they have sent her off to die, fearing that her research has led her to discovering magics that mankind should not possess, given that her grand masterwork has no practical application besides the total annihilation of souls. The college benefits by either her victory or loss in the coming war.
A scholar at heart, Leila desires the grail only to perfect her understanding of magecraft by attaining the Absolute and reaching the Akashic Record. Knowing that reaching such a pinnacle of omniscience would be a one-way trip, she has already said her good-byes to Johannes as she leaves for the war. She is fully willing to do whatever is necessary to achieve victory, and cares little for any collateral damage that her spells or her Servant might cause. Whether she wins the Grail or loses her life in the process, she does not intended to come back.
2. Galla
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 (4) Curses – B (9) Jewelcraft – B (9) Mysticism – C (4) Necromancy – C (4)
ELEMENTS
Aether – E Earth – B (9) Fire – D (1) Water – B (9) Wind – C (4)
Mana Affinity – B (9)
Mana Reserve – C (4)
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.
3. Dr. Gabriel
MAGUS NAME:Benji “Mr. Kite” Gabriel AFFILIATION: The Lonely Hearts Club/Gabriel Family AGE: 25 GENDER: Male HEIGHT: 6 ft (183 cm) WEIGHT: 143 lbs (65 kg) HAIR: Golden Yellow EYES: Yellow/Gold
APPEARANCE:
MAGIC DISCIPLINE: Alchemy [A] FAMILY SPECIALTY: Sanguinem Alchimia
ELEMENTS
Aether [D]
Earth [E]
Fire [A]
Water [A]
Wind [D]
Mana Affinity [B]
Mana Reserve [C]
SERVANT STAT MODIFIERS: +1 Luck/-1 Magic Resistance
SPELLS KNOWN:
[Selfish Sanguinis]One of the Gabriel Family's signature spells, using the principles of fire and water, Mr. Kite can drain an enemy's blood and use it as a catalyst to amplify and accelerate his own natural healing. For this to work, both drainer and drained must have an open wound for the blood to transfer from. Depending on the amount of blood syphoned, Mr. Kite can do anything from healing minor cuts and bruises to mend broken bones and repair damaged organs. The more blood he drains from his opponent the stronger the healing becomes, effectively meaning that the more damage he does, the more he heals himself.
Mr. Kite, given the time, can also imbue a weapon with this spell, allowing the wielder to heal from their attacks as he would, again, given that they have an open wound for the blood to transfer through.
The spell can also be used, to a lesser extent, to transfer information, given that it’s rooted deep enough in the subject that the knowledge is part of their blood.
[Selfless Sanguinis]The other side of Selfish Sanguinis’s coin, this spell uses the same principles but reverses them. Mr. Kite can use his own blood to heal others the same way he heals himself, as always given that both he and his target have an open wound to facilitate the transfer. Unfortunately, he cannot cast both spells simultaneously, meaning that he must rely on his own blood to heal his friends. Once he has replenished his own blood through either Selfish Sanguinis or medical treatment, he can use the spell again, but he must take care not to drain himself completely before he gets the chance.
[Cruor Hastam Assault]Mr. Kite’s only long range offensive spell, this technique involves coagulating any blood available (his own or any lying around during a battle) to form razor sharp spears that he can fire at enemies with deadly precision. Depending on the amount of blood used to make them, the spear can be only dense enough to pierce flesh or strong enough to fire through stone.
[Irrefragabiles Juggernaut Coagulation]A more defensive spell which requires a substantial amount of blood to perform. Mr. Kite can manipulate the iron in a large amount of blood, typically that of himself or a heavily wounded allie, to create a dense layer of coagulated blood armor around the target. The armor is durable and conforms to the recipient’s form, allowing for excellent protection without hindering movement.
The density is comparable to iron plate armor and may be broken with enough force, but when formed, closes all wounds on its wearer.
[Sanguinis Fluxum Patiebatur Trump Card]The final and most powerful spell passed down only to the heads of the Gabriel line. Mr. Kite can, as a last resort, inject 75% of his blood into an opponent through their wounds with a particularly dense Cruor Hastam Assault. The spell has no immediately apparent effects, but once his blood has sufficiently intermingled with that of his foe, Mr. Kite can forcibly coagulate all blood in their system and force it to erupt from within them in the form of numerous razor sharp spikes.
Due to the heavy toll it takes to perform, Mr. Kite has never used it, but always has it in his back pocket for the day death finally gets close enough to force his hand. If the target isn’t killed by this spell, Mr. Kite is essentially defeated as with only 25% of his blood left, he’s unable to use his other spells and can barely remain conscious.
Biography: Benji Gabriel is the first born son and heir to Canada’s most infamous family line of Magi: The Gabriels. The Gabriels were outcasts and pariahs of The Mage Association and The Church due to their unique specialty, “Sanguinem Alchimia” or Blood Alchemy. Mistrust and rumors had circulated about the Gabriel Line for generations, leading many to believe they were at best debased psychopathes and at worst Dead Apostles. The Gabriels did not pay the rumors any mind, almost grateful that their notoriety allowed them the piece and quiet to practice and hone their techniques. Had they been less apathetic, perhaps they could have been better prepared for what was coming.
When Benji was but 5 years of age, the Gabriel Manor was assault by a joint coalition of Inquisitors and Wizard Marshalls. Upon realizing that there was almost no chance of him making it out alive, Benji’s father, Alexander Gabriel, rushed his son to the estate’s basement. While his family was slaughtered upstairs, Alexander frantically performed a rushed version of the ritual to transfer the family’s Crest to his son. He’d only barely finished when the door was smashed down and he was executed on the spot.
Luckily, Benji had escaped through an old service tunnel with Alexander’s brother in law. Benji would be raised by his “Uncle Theo” in Toronto until the man drank himself to death when Benji was 16.
Theo had never told Benji about his family’s history or the world of magi, but the young man had always been drawn to the occult and supernatural. He’d been planning to study mythology and occultism in college, but his uncle's death forced him out of high school and into the workforce.
Benji was able to get by with unskilled part time labor and various odd jobs. He hated Toronto, especially the closed door politics and under the table dealings the city’s government had become known for. Even so, he had nowhere to go and no one to turn to, so he was forced to grin and bare it.
Upon his 18th birthday, which he celebrated with one of his only friends, Christian Pepper, and box of wine, Benji Gabriel received a package from his late father. Inside was a journal Alexander had kept and ensured would find it’s way to his son in the event he could not give it to him himself. Inside was five centuries worth of the Gabriel’s knowledge and techniques.
Upon discovering that he was, in fact, a magus, a smirk spread across Benji’s face. When his very drunk friend asked why he was so happy, Benji responded, “Because now I can do something about everything that’s wrong with this city.”
Benji Gabriel decided to use his newly discovered talents to help make the city he’d grown up in somewhere more interesting and safer for the lower class. So, while he honed his skills, he and Christian established The Lonely Hearts Club; a gang of outcasts and upstarts that took it upon themselves to bring vigilante justice to the corrupt capital of Ontario. The name was the result of a running joke between the two friends based on Christian's last name and as such they thought it only fitting to re-christen themselves “Sargent Pepper”and “Mister Kite,” in keeping with the theme of the group’s namesake.
Sgt. Pepper lead the organization while Mr. Kite advised and studied behind the scenes. The group started by targeting and attacking police officers notorious for abusing their power and moved on to robbing small banks and city officials. Eventually, the city became a war zone between the local law enforcement and this modern day band of Merry Men. After three years of conflict, the balance of power shifted in The Lonely Hearts Club’s favor, thanks in no part to Mr. Kite’s “otherworldly vampiric abilities,” and both sides came to an unspoken truce.
It was in this time of relative peace when Mr. Kite discovered the existence of The Holy Grail War and learned that one was fast approaching. Now modestly well off with the ill gotten loot of various public officials and bank branches, he was able to afford a plane ticket and a small apartment in the French city the Holy Grail was to appear in.
As such, he left the group in the capable hands of Sgt. Pepper and left the city he’d fought to change in the hopes of returning with the Holy Grail in hand to finally wipe corruption and systematic oppression off the face of the Earth.
4. Dead
Elaine Louise Parker AFFILIATION: None AGE: 28 GENDER: Female Nationality: American HEIGHT: 5’8” WEIGHT: 145 lbs HAIR: Ash Brown EYES : Blue APPEARANCE: Ell’s shoulder length hair is always pulled up and out of her face, often with the addition of a pink fabric headband to keep any hair completely out of the way. Her eyes are a light blue, being completely blind in her left eye she has no pupil size variation. She is naturally well tanned, and has a single tattoo, a five petaled white flower on her left bicep. She constantly wears dark jeans and dark green canvas shoes. Her shirts are various colors of the same style tank top, worn under a heavy blue canvas jacket.
MAGIC DISCIPLINE –
Curses C (4)
Elementalism A (17)
Jewelcraft C (4)
ELEMENTS
Aether E (0)
Earth B (9)
Fire B (9)
Water C (4)
Wind C (4)
Mana Affinity – B (9) Mana Reserve – C (4)
MASTER-SERVANT MODIFICATIONS: +1 Luck, -1 Endurance
Signature Spells:
Uzhegh Tend: By reversing the healing intent of the Bloodstone this curse is used on a specific target. Initially the curse presents itself as a high fever, uncomfortable but not deadly. Prolonged exposure changes the target’s symptoms to those more akin with Hyperthermia: unconsciousness, organ failure and eventual death. Due to the mana and proximity requirements of this curse, death is easily avoidable.
Lodernden Schutz: A spell that combines both fire and wind elements to form a tornado like spire around the target. It is intended as a shielding spell and should only be used in short bursts as the visibility of the target lowers to near zero for the duration of the spell. With more focus it could become a short range attack spell, though the targeting ability is not very accurate.
Hölle Kröte: Despite being very visually impressive, this spell is largely illusionary. Fire and Earth are combined to create a 7 foot tall toad that looks to be made of liquid lava. While the toad can be effective as an independant offensive opponent it is not particularly strong, it is generally used as a diversion and to look impressive.
Plamya Lechit': With the use of a prepared Citrine, basic flame centered healing magic is amplified. The healing magic can be used for any physical wounds, but it is especially useful for ridding one of poisons as Citrine does not require cleansing.
Biography
Ell was born the eldest of, eventually, two children. She and her sister were close, if not in age. Though her parents were not anti-magic in any sense neither one really had the passion for magecraft, despite this each still contributed to the family crest out of obligation more than true interest. Ell showed an early interest in Elementalism and was tutored in this fashion rather than attending a specialized school. Her parents hoped that it might be just a phase. Her sister eventually joined her passion with an interest in Alchemy.
At fifteen, while rescuing her sister from drowning, Ell sustained extensive ocular damage to her left eye that left her completely blind on that side. While it is well within the capabilities of some healers to fix she decided to keep it as it was, despite her parent’s insistence. She was, and still very much is, insistent that magic shouldn’t be used to fix all of life’s imperfections.
This philosophy was applied without fault to most of her life, until her greatest tragedy. Her young sister, attempting a complicated spell well above her means, managed to destroy herself beyond fixing. There was nothing to heal. Nothing to work Necromancy on.
It had been initially thought that the crest would be given to the younger sister. When that was no longer a possibility the family magic was past to the living child with no complications.
Ell’s only hope is that the Grail can bring back the sister she lost.
5. Salone
Isaac Darby Hemlock AFFILIATION: Royal Army Medical Corps (retired) NATIONALITY: British (English) AGE: 62 GENDER: Male HEIGHT: 5'10" WEIGHT: 164 HAIR: Silver, more silver than he cares to admit. EYES: Green
MAGIC DISCIPLINES
Alchemy A
Mysticism C
Necromancy C
Curses D
Aether – A Earth – D Fire – C Water – B Wind – D
Mana Affinity – C
Mana Reserve – C
Servant Stat Modifiers: +1 Luck, -1 Strength
SIGNATURE SPELLS
Cellular Suggestion
Hemlock passes his mana through the cells and structures of small living and non living organisms, taking control of them. From here he uses the spell to either move the cells from their host to another location (Him or another target), or to alter and grow them.
Expulsion
Disguised as a violent cough, Expulsion moves a chosen contagion through Hemlock's mouth, essentially turning it in to a ranged breath weapon. With a mix of Wind and Fire, the contagion attempts to take hold and fester at an extremely accelerated rate. With enough power, this spell can fill the air around Hemlock to make a large but hardly perceived cloud of disease and plague.
Terminal
Isaac takes time to take hold of a larger organic structure, attempting to control an entire organ of his target. Once taking hold, he alters or completely shuts down the organ, rendering it unable to be controlled by the host body.
Transfer
Hemlock weaves the very life force from one living being to another. This allows him to restore life to a dying creature at the expense of another living one. The process is time consuming and requires an incredible amount of focus, and therefore is impossible to perform during combat.
Suspension
Hemlock manipulates every cell in an organism's body, slowing them to a near complete standstill. This prevents all active effects or dying for the target body, and the body stays in this state until the spell is suspended. Hemlock can use this spell upon himself, but he would essentially be dead since he would have no way to end it.
Biography:
Isaac Darby Hemlock was born in Sunderland, England. From an early age he was conscripted by his father to help in the family veterinary practice. With guidance from him, Isaac grew to become a skilled practitioner of the healing arts, both in animals and people. This was attributed to his study under his father, but the actual reason was his passing on the gift of magics to a young Isaac. His magical talents manifested in the form of manipulation of the very cells of a body, allowing him to remove diseases from his patients. He quickly outgrew his father's talents and advanced in the medical field, mostly due to his supernatural understanding of how the body and organisms functioned. Instead of becoming a famous surgeon or specialist, he decided to remain in the countryside as a village physician, making house calls and visiting the more remote locales.
Isaac's life took a turn for the darker side when The Troubles spilled over in to England. He lost his father to the violence, and enlisted in the Royal Army Medical Corps to help aid and heal those affected. His military time took him from sporadic relief efforts with the The Troubles to the Dhofar Rebellion in Oman to the notorious Falkland War. Always passing up promotion to stay in the field, Isaac had a "knack" for bringing back fellow soldiers alive, saving many a life under fire. He had a habit of refusing both commendation and attention, wanting to keep his abilities and exploits in the obscurity where they belonged.
During operations in Oman, Isaac was responsible for evacuating several wounded civilians. One of his rescued was a grievously injured mage, delirious and on the brink of death. With many wounded and unable to save them all, Hemlock was forced to let the wizard perish. In his final minutes, the mage told Isaac of the coming war over the Grail, and where it was to take place. Isaac took the man's babbling as mere reaction to trauma, but his words stuck with him, and as the year of the fabled war drew closer, Isaac's mind has begun to slowly turn to the matter.
In retirement, Hemlock has taken up his old practices of visiting rural communities as a physician and veterinarian. His time in the military, as well as the tragic loss of his father, has darkened his outlook on life. What appears to be a deceptively aged man as the picture of perfect health conceals a darker reality. His body houses the diseases and afflictions of those he has healed, and is a cesspool of contagion. His lungs are riddled with cancer from his constant smoking, held inert by his own magic. The mass of pain and disease he has seen, as well as his age, have left him bitter towards others. In the last few months he has vacationed to France. Specifically Avignon, continuing his practices as a small-time doctor on the side but secretly watching for those who would participate in such a foolish war. If the Grail is real, and its power is true, then Hemlock would like to see one more war through, even if it means taking the life of those involved.
6. Galla
Erik Claude
AFFILIATION: Clock Tower AGE: 23 GENDER: Male HEIGHT: 6'2" WEIGHT: 187lbs HAIR: Black EYES: Green
MAGIC DISCIPLINE
Elementalism – B (9)
ELEMENTS
Aether – E Earth – B (9) Fire – C (4) Water – C (4) Wind – C (4)
Mana Affinity – A (17)
Mana Reserve – A (17)
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.
7. Suze
Father Heinrich Antonius Rosenbach AFFILIATION The Holy Church AGE 54 GENDER Male HEIGHT 5'9” 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
Servant Stat Modifiers None. Has no innate Mana.
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.
Seal of the Inquisition -- Taking the form of a tattoo covering the upper portion of his face, this mark is invisible to conventional eyesight. It is a potent conceptual protection employed by high-ranking members of the Inquisition preventing magecraft of any level from gaining access to their inner thoughts, effectively making their mental landscape appear to be constructed of mirrors to any power attempting to read his mind.
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. As such, with the revelation of the Grail's appearance in Avignon, he has been dispatched to France with a singular mission: to determine if, perhaps, this new Grail is in fact the Cup of Christ, and to secure its possession for the Church. He has been given the Shroud of Saint Peter and the Relic of the True Cross to aid him in winning the Grail war. Further, upon his departure, he was presented with a pair of entwined, petrified branches of some ancient lineage to use as a summoning focus.
Unsure of which Heroic Spirit he will be summoning, Heinrich has little cause to doubt in his victory, convinced that he will be able to hunt down and eliminate the enemy Masters personally.
SERVANTS
LANCER: The Fisher King (Suze)
Pelles, The Fisher King of Corbenic
Lancer Strength: B Endurance: A Agility: B Mana: B Magic Resistance: B Luck: C
Casual Appearance: Stands over 7 ft., severely emaciated, skin so pale as to be translucent, body is covered in weeping lesions and leprous tissue. Hair has fallen out in clumps, what remains is colorless, falling in ragged strands down past his waist. One eye is a hemorrhaged mass of ruptured tissue that bleeds endlessly; the other is cloudy brown obscured by cataracts, the lid drooping heavily. He wears a rotting robe that hangs off his frame, revealing his execrated body.
Battle Appearance: His hair is tied back into a tight braid, and a crown of thorns surmounts his head. His robe is replaced by a suit of rust-mottled plate armor that encases his entire body; the pestilence from his wounds leaks through the gaps in the plates and stains the armor further. He wears a tattered cloak of regal bearing, violet and gold-embroidered, lined with rich furs but devastated by age and lack of care. In this form he reveals his Noble Phantasm, the Lance of Longinus, a 9 ft. spear with a haft of twisted briars, the thorns of which pierce his hand as he wields it. The blade of the spear is a 2 ft. spike similar to that of an ahlspiess, wrought of pristinely white metal, the tip of which is stained indelibly crimson.
SKILLS
Battle Continuation – B (8)
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.
Grail Champion – (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 – B (8)
If the Fisher King is killed during the course of the war, his master receives a permanent bonus of 12 parameter points that he must allocate immediately.
NOBLE PHANTASM
LONGINUS God-Piercing Deicide (27)
Rank: A/EX
Effect: By invoking the moment of the Death of God, the Fisher-King creates a temporal singularity focused at the tip of his spear, in which a nearly infinite amount of mana is coalesced into piercing ray of holy light. This attack cannot be dodged by less than an EX dodging ability, as it strikes within a span of nonexistent time. Further, the divine order of the attack pierces any barrier or armor of less than EX rank effortlessly. Targets with Divinity are killed instantly if they are struck, this ability cannot be resisted.
If the Fisher King is actually summoned using the Divine Lance as a focus, the spear is empowered even as use as a normal weapon, causing wounds it inflicts to flare with a mana burst that attempts to burn out the magical circuits of the target by overloading them with mana. If the target is able to sustain the mana burst in their circuits, the infused mana is dissipated within seconds, rendering them unable to use it. This additional effect is added to the true Noble Phantasm as well, inflicting an EX-class mana burst upon the target's magical circuits, which is all but certain to overload them. Finally, possession of the true Divine Lance as an artifact reduces the Mana cost to unleash the Noble Phantasm by one step.
GOLGOTHA And He was wounded for our transgressions...(Free)
Rank: EX
Effect: The Fisher King only gains access to this Noble Phantasm if he is one of the two remaining Servants alive at the end of the Grail War. It symbolizes his intimate connection to the Grail and its original owner. By activating this Noble Phantasm, the Fisher King creates a Bounded Field 10,000 ft. in diameter appearing as a barren plain with a rocky hill in its center. Enemy Servants trapped within the Field are crucified upon the hill with conceptual nails that repel all magecraft. The Master's mana cannot be used to resist the Noble Phantasm and the Servant takes continuous damage as long as they are crucified, being able to escape only by burning through their own Mana Reserve (this is a permanent reduction in the Servant's capacity to process mana). The only other known way to counter this attack is for the Master to expend a Command Seal ordering their Servant to free themselves. This Noble Phantasm requires a truly outstanding amount of mana to evoke, and will leave both the Fisher King and his master extremely vulnerable if it is countered.
CASTER: Rasputin (Salone)
Grigori Yefimovich Rasputin
Caster
Strength: E
Endurance: C
Agility: C
Mana: A
Magic Resistance: A
Luck: B
Casual Appearance:
Battle Appearance:
SKILLS
Item Construction C
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 A
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 Servant'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.
Omnipresence (C) - Rasputin is able to quickly manifest from his spirit form to his physical form in any location inside his Territory.
Presence Concealment EX
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.
Familiar D
Rasputin possesses a familiar that he may communicate with as well as from. While capable of observing and reporting information, the familiar itself is physically harmless and possesses no other magical capabilities.
NOBLE PHANTASMS
Raspad Magiya A
Rasputin cuts directly in to the mana flow between a master and their servant from the shadows. After achieving the connection, he drains power from the servant in to his own reservoir, greatly weakening and all but dematerializing the servant.The excess power raises his Item Creation skill to EX for a short time, allowing him to forge a magical version of one of the weapons used to end his life. This weapon is then unleashed upon the weakened target, directly severing their soul from their body.
RIDER: Da'vinci (Quiet)
Leonardo da Vinci
Rider
Strength – C
Endurance – B
Agility – B
Mana –A
Magic Resistance – A
Luck - D
Casual Appearance: a fit young man with a red painter's cap over chin length curling hair. Resembles a typical student with paint stained trousers and a t-shirt bearing the Vitruvian Man. His pockets and a satchel are stuffed with brushes, art supplies, and note pads.
Battle Appearance: da Vinci is recognizable as who he is to anyone familiar with his latter self portraits. He has long, white hair and a beard, and wears brightly coloured Florentine dress from the Renaissance with a red, lopsided woolen cap.
Skills
Riding – B
The Servant is able to ride both animals and vehicles with expertise. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill.*
Item Construction – EX
Da Vinci can use this skill to craft his war machines and items of his own invention as well as mimic items or creatures that he sees via prototype robotics, solar power, mechanics, or sculpture.
Polymathematica – A
Da Vinci is able to copy the skills of enemy Servants or Masters after observing them. The copied skill essentially replaces the Polymathematica ability, functioning at A-rank. He may dismiss the copied ability at will to assume a new one. He may not copy Noble Phantasms with this skill.
Noble Phantasm
The Last Supper – C
Do this in memory of me....
Da Vinci calls forth a Bounded Field 1,000 ft. in diameter which replicates Holy Ground under which no Servants can commit violent action. He can maintain this as long as he is supplied mana by his master, but can take no hostile action himself.
SABER: Don Quixote (Dr. Gabriel)
Name:Don Quixote de La Mancha Class:Saber
Appearance: Basic
Mad Knight's Fallacy
Statistics
Strength:A Endurance: B Agility:B Mana:C Magic Resistance:B Luck:A
Skills
Single Combat:D Battle Continuation: B Stubborn Old Fool: The more times Don Quixote is defeated or beaten to near death, the stronger he becomes. After being beaten a certain number of times, his mana stat permanently increases, allowing him to maintain his Noble Phantasm longer:
1st Defeat Raises His Mana From C Rank To B Rank
3rd Defeat Raises His Mana From B Rank To A Rank
7th Defeat Raises His Mana From A Rank To EX Rank
Once his Mana reaches EX he can maintain his Noble Phantasm all but indefinitely.
Noble Phantasm:EX Mad Knight’s Fallacy: In dire situations, Don Quixote can briefly alter his reality to take the form of the heroic knight he always saw himself as. He actually becomes his delusional, heroic self image; youthful with resplendent armor and weapon and becomes devastating on the battlefield to boot. He is nearly undefeatable while Mad Knight’s Fallacy is in effect, but the state of being requires a tremendous amount of mana and puts a great deal of strain on both himself and his master, meaning he can only maintain it for a matter of minutes at most without risking killing his master and himself.
ASSASSIN: La Voisin (Suze)
Catherine La Voisin, Madame Deshayes Assassin
Casual Appearance
Battle Appearance
Strength: E
Endurance: C
Agility: A
Mana: A
Magic Resistance: A
Luck: B
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 Mystère 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.
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.
BERSERKER: Mary Reid (Poggio)
Name: Mary Reid
Strength: C (B) Endurance: B (A) Agility: C (B) Mana: C (B) Magic Resistance: B (A) Luck: A (EX)
Casual Appearance: (._. I don’t think Mary gets a casual appearance)
If Mary is sane enough to get a casual mode she would dress in black leathers, boots, pants and a mid rise jacket. Her shirt is a simple wife beater and she wears a backwards baseball cap.
Battle Appearance:
Mary stands at 5’7 and has sun burnt mocha colored skin. She usually appears wearing battle worn attire befitting a buccaneer complete with chest bindings to make her appear as though she is a young man. Crowning the top of a head full of black curls, sits a brown leather tri-pointed hat. Hoisted to her waist is a metal flask. Nesting within belted holsters are her weapons, a cutlass and a pistol.
Skill`s:
Collector: B
( according to the wiki)
is the "talent" to collect high quality goods -- a "luck" that draws rare items into the possession of the Servant. However, the Servant's Master derives no benefit from this personal skill.
(According to Suze:
I suppose what it would do at lower levels is basically give your character access to various magical items or weapons that could help in battles and such. The higher the rank, the more she'd have and the stronger they'd likely be. )
Madness Enhancement: B
Swag: B
( The ability to jack your shit and hide it. )
This skill is of particular note to those in history bearing the ideals known as Pirates. This skill allows the servant to take what is commonly known as ‘treasure’, swag or booty and hide it. Servants with a lower rank (Ranks E-D) of this skill produce maps that are decipherable by their enemies. Pirates with Ranks C-B, produce maps that are decipherable in conjunction with the enemies level of mana. Pirate servants with a mastery in this skill rarely return their treasure. Although they produce a map, a servant will likely die before the map is obtained by their enemy. Their enemies mana rank must then be sufficient (higher than the servant) to decode their map and find their treasure.
Swag is commonly taken by a pirate either through raids or by personal attacks. During a physical attack the swag will be grabbed. In its place a map will appear in the pirates hand. In the case of Mary, she is able to sometimes use her collectors skill or luck to procure rarer swag.
Noble Phantasm: Rum Fog: EX
“Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.”
The Rum Fog affects masters, servants as well as civilians or anyone that happens to get in the general pathway of the Rum Fog. Due to the toxicity of the Rum, the fog lowers the cognitive responses (Strength and Agility -1) of those who breathe in its fumes clouding judgement releasing one's inhibitions towards debauchery. For those with no mana resistance, the Rum fog will likely cause liver failure or extreme inebriation to the point of severe vomiting (esophagus erosion) within seconds of breathing in the poisonous alcoholic gas.
For those with mana resistance: Each moment becomes a perilous race to neurological illusionment, in a domino effect that trickles upwards the ranks the longer the noble phantasm is in play. Once the Rum Fog is gone, the effects still linger on a master/servant until they are sober.
If the battle persist for longer than five minutes while the Rum fog is still in effect:
Those with a Mana resistance of D or lower have likely perished or succumb to permanent drunken madness.
Battles longer than 10 -15minutes: Those with a mana resistance of C-B are affected by drunken madness.
After 20 minutes even those with A-Ex can not resist falling into drunken madness, although with high luck they may be able to break out of their self deprecating stupor in varying moments. (Endurance or Luck ranks A or higher )
Drunken Madness:
A depressive state that traps a person inside their minds eye. While their bodies are able to physically function in reality, their minds are trapped within illusion of reality conjured up by their subconsciousness
.
ARCHER: Askr & Embla (Galla/Dead)
Askr & Embla
Archer
Askr Strength: A Endurance: B Agility: A Mana: C Magic Resistance: D Luck: D
Casual Appearance:
Askr has rich red hair, kept just past his shoulders, with a modest beard. His skin sports the slightest of tans, and his eyes a dark brown. He wears a long shirt covered in large giraffe spots, with a low swooping collar and a plain brown leather belt at his waist. Under it, he wears tight brown pants tucked into long black boots.
Battle Appearance:
He wears a thick green shirt covered in chainmail and a leather breastplate. While one arm is missing its sleeves almost entirely, the other has both a leather bracer and single pauldron. He has fur lined boots over dark brown pants, and a short cape of matching dark fur. He wields a bow made of elm, decorated with intricately carved leaves and vines.
Embla Strength: A Endurance: C Agility: A Mana: D Magic Resistance: B Luck: C
Casual Appearance:
Elbow length white blond hair that has just a hint of wave. Pinned away from her face, but left mostly down and loose. Her eyes are a dark blue, and her skin looks untouched by the sun, only the slightest hint of color touches her cheeks. A form fitting, leopard print, pencil skirt that cuts just above her knees. A simple pair of black ballet style flats, paired with a modestly cut black long sleeve shirt complete the look.
Battle Appearance:
Hair is pulled back into twin braids, decorated with thin strips of dark leather. A thick leather breastplate, gifted to her by her gods, covers a long shirt of heavy blue cotton, the sleeves capped by dark leather gauntlets that match the breastplate. Dark brown pants, the same heavy cotton as the shirt, are tucked into fur lined black boots. She carries a single spear made of the wood of an Ash tree.
SKILLS
Independent Action - C
The Servant is capable of acting without its Master's mana supply for a period of time. C = 1 day
Bonded Souls - A
When both Askr and Embla are still alive, this skill increases the rank of all parameters by 1 and allows Hoddmímis Holt to be used. If either of them is killed, all bonuses will fade within ten minutes of the death and allows Call of Garmr to be used.
Shared Perception - D
Allows Askr and Embla to share sensorial inputs (sight, hearing, etc.) with one another from a distance as if a Shared Perception spell was used.
NOBLE PHANTASM
Götterdämmerung
Rank: EX
Effect:
Hoddmímis Holt
May only be used when both Askr and Embla are alive. When activated, their weapons are combined into one and a Bounded Field is created. Should Askr and Embla attack within this field, a torrent will be called forth to batter and drown the enemy, while they themselves are shielded by the branches of Yggdrasill and invulnerable until their attack is completed.
Call of Garmr
May only be used when either Askr or Embla is dead. Activation of this Noble Phantasm will strike their foe with natural disasters such as earthquakes, lightning strikes, and crashing meteors. Unlike Hoddmímis Holt, the damage caused by this attack is not contained within a Bounded Field, and no protection is given to the surviving Servant, leaving them vulnerable if their enemy can overcome the attack.
RULER: Merlin (Suze)
Merlin RULER
Strength: C Endurance: B Agility: B Mana: EX Magic Resistance: EX Luck: A
SKILLS
True Name Discernment EX
Merlin 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.
Elementalism A
Merlin is a master of elemental magic and can evoke spells far beyond human ability with her magic.
Shapeshifting A
Merlin can assume any form she wishes, even that of other Servants, gaining the physical parameters of the form taken.
Natural Incarnation EX
Merlin is manifested by the Grail itself, and has no master. She draws mana directly from the Grail and has nearly limitless mana, as a result.
Clairvoyance EX
Merlin has true sight in all things, being able to see infinitely far into the past and future, and into the innermost thoughts of any soul.
Command Seals EX
Merlin 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.
NOBLE PHANTASM
Noblesse Oblige
Rank: A ~ EX+
Effect: Merlin is able to call upon the Noble Phantasms of the other Arthurian figures: Arthur's Excalibur, Lancelot's Arondight, Gawain's Galatine, and Mordred's Clarent. It is also possible, in truly dire circumstances in which a Grail War has descended into complete anarchy, for Merlin to use these Noble Phantasms to summon the Heroic Spirits themselves, acting as their Master and using her own Command Seals to control and power them.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
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.
Oh, I forgot an important piece of information. All these rules and stats are only supportive to story-telling. They're to give us an idea of how interactions between characters will go, they're not absolute hard-and-fast determining factors.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
Going to do some more reading up on Leo so I can form something of a personality for him. Anyone know if he was religious? I know he wasn't big on wars.
Also, Espy, if you do re-use your character(s), do keep in mind that the rules have changed slightly since the last game. Masters get 6 more stat points to allocate, and now get a +1/-1 modifier to their Servant's stats, and Servants now have Luck as a proper stat, and get 4 extra stat points to help pick up the load.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
Character sheet for Rider so far, pending more research.
Leonardo da Vinci
Rider
Strength – C
Endurance – B
Agility – B
Mana –A
Magic Resistance – A
Luck - D
Casual Appearance: a fit young man with a red painter's cap over chin length curling hair. Resembles a typical student with paint stained trousers and a t-shirt bearing the Vitruvian Man. His pockets and a satchel are stuffed with brushes, art supplies, and note pads.
Battle Appearance: da Vinci is recognizable as who he is to anyone familiar with his latter self portraits. He has long, white hair and a beard, and wears brightly coloured Florentine dress from the Renaissance with a red, lopsided woolen cap.
Skills
Riding – B
The Servant is able to ride both animals and vehicles with expertise. Rank B allows the Servant to intuitively ride any vehicle or mount with masterful skill.*
Item Construction – EX
Da Vinci can use this skill to craft his war machines and items of his own invention as well as mimic items or creatures that he sees via prototype robotics, solar power, mechanics, or sculpture.
Polymathematica – A
Da Vinci can copy a skill that he's observed in use and use it as an ability at his Polymath rank.
Noble Phantasm
The Last Supper – C
Do this in memory of me....
Da Vinci calls forth a Bounded Field 1,000 ft. in diameter which replicates Holy Ground under which no Servants can commit violent action. He can maintain this as long as he is supplied mana by his master, but can take no hostile action himself.