So similar lines as Prisma, except much less I guess?
Class Cards were the way they were in Prillya due to various in-universe factors such as the Ainsworths putting bad and naughty Servants in the Mud Cube for time out until they behaved and then all eight getting farted through a wormhole into a parallel dimension. These Class Cards aren't those Class Cards, although they function similarly enough as a frame of reference. Further details will be revealed and discussed IC.
 
The extra stuff about Camelot does come across as strange and unnecessary, when 'construct a pseudo-Camelot Territory' is a perfectly fine Caster NP.
True enough I suppose, but it's there in Arturia quest for plot reasons. Here, it's just for completionisim. I don't intend for it to ever become relevant in game. If it's important I can change or remove it at your request.
 
I mean either way class cards sensibly and thematically are definitely inferior to the real deal, albeit to varying extents.

Unrelatedly phone posting is hell, help.
 
Name: Nanaya Kenshin
Age: 26
Gender: Male
Element: Fire
Origin: Tranquility

Appearance:

Mature and with soft features, should he age gracefully he will probably appear half his age when he hits sixty. Black hair contrasts tremendously against his all-too-pale skin, almost to the point of looking sickly, and his eyes are an unnatural icy blue when taking his roots into account. His body is lean, athletic--and riddled with scars of varying age, some old reminders of the limits he has pushed himself to and others newer warnings of times he courted death too close for comfort. Regardless, all of them represent a failure, a movement that could have been executed better, a kill that could have been cleaner.

Yet he would not trade them for anything.

He carries himself with elegance, and the air about him is almost placid--but the hint of steel in his every movement and the glint in his eye already make it clear that he is far from what he appears, even to those that do not know his name.


Background:

The perfect scion.

Dedicated to a fault, calm and composed, embodying the picture of quintessential serenity and dignity, he was the kind of natural that understood the requirements to master his clan's secrets in little time. Even as a youth, he took to Sensa and Sensou like a fish to water--anything less would have been an absolute disappointment. Kill the limits on the body, let your mind reside in a weapon made of flesh. Such is the way of the Nanaya.

A clan raising child soldiers--though perhaps assassins is a better word, he never once complained. In fact, the way he took to studying such things would be better described as enthusiastic. As he grew, so did his skills, and he seemed to be the ideal of what any member of his clan should strive to be.

However, Kenshin was possessed by certain ideas. While mindful of tradition, he could not help but find some of the ways Nanaya went about their business to be antiquated. He could not help but find their determined isolation to be obtuse, he could not help but feel that such path was not the most optimal to accomplish their goals.

In the end, that simple belief spurned him to try and experience the outside world. Whether or not he chased after a mirage was unimportant in the grand scheme of things--if there was something to help them in their mission, he felt it his duty to ascertain such possibilities.

So it was that he left home, with nothing more than a shrug and the words 'I'll be on a sabbatical for a bit'.
His mother wondered where had they gone wrong.

Regardless of the place or his beliefs, however, a Nanaya is a Nanaya, and as he wandered the world, it was perhaps inevitable that his talents would be noticed. His specialization with regards to picking apart supernatural threats only made him a more attractive asset, and his apparent dispassionate nature meant he looked to be fantastic fit for the goal of retrieving the Grail.

After all, he seemed thoroughly indifferent to it.

However, while such indifference is certainly there, that is more due to his own disposition making him treat it as a 'well, it would be nice' situation. Truthfully, he obviously has a wish--he doubts there is a single human so content with their lot in life so as to claim they cannot think of anything to do with 'an almighty wish-granter'.

Its nature is exceedingly simple: complete, absolute eradication of all demons and half breeds in the world, to the last. Children or adults, those who have harmed many or those who have harmed none or those who can no longer harm anyone or those who do not wish to harm anyone, their intentions, conditions and desires are irrelevant.

After all, all monsters must die. After all, all monsters exist to be exterminated.

If nothing else, he sports the single-minded drive of a true Nanaya.

Magecraft:

Houjutsu: Binding Edict.

An easy spell to learn by the standards of Houjutsu, but certainly one that serves its purpose well. All it requires is some unsullied Ofuda, some magical energy, a non-human (demon) target and, hardest of all, calligraphy. The spell, as its name indicates, binds the target and restricts their movements in order to render them easier to dispatch.

It is, however, absolutely useless on human targets, even if they were to possess mixed blood.

Pure Eyes: Determination of Greatest Danger.

The manner the Nanaya ESP abilities have manifested in Kenshin's case. The 'karma' inherited by the Nanaya family. Fundamentally, allows him to perceive those that are 'a threat, whether current or potential' and 'how much of a threat they are'. In that regard, it could be linked to divination--though his sight is not perfect, mistakes are far from the norm.

This applies not only to combat, but also to those that could be qualified as a threat in a variety of subjects--though perhaps the most important is 'that which would be a threat to Kenshin's principles as a Nanaya'.

If he were to meet that sort, it would doubtlessly end in bloodshed.


Family History:

Nanaya, the family once called 'the trump card of the Demon Hunter Organization', a clan of killers whose purpose was the indiscriminate murder of demons and half-breeds, forming the backbone of the organization alongside the Ryougi, Fujo and Asakami families.

However, time passed and Japan changed. As the country became a nation and left its isolation, the half-breeds that once threatened society organized and found their place in it, going from 'an evil easy to exterminate' to 'one that was needed'. Because they were no longer worshipped, they chose to instead compromise and organize--and thus, those four families became obsolete.

The Asakami fell due to their choices, and the Ryougi and Fujo possessed other skills that allowed them to, if nothing else, make a living in other ways. The Nanaya, however, did not fall, but instead continued to hunt demon hybrids even in the modern age.

These were not the desperate throes of a dying breed, nor a shout of defiance. Bluntly put, the Nanaya continued to hunt because hunting is all they were good for. Raised from birth to become weapons, their practices had managed to guarantee that their children would possess ESP, and had the side-benefit of Circuits of notable quality in Kenshin's case (though they do not see much use with him at all outside of Houjutsu), but their true worth and danger laid in the training and honing of their bodies and minds to become 'perfect murderers of monsters'.

This manifests in two gifts of heritage:

Nanaya Killing Arts: Techniques which can only be mastered by those who have pushed their body to the absolute human limit, techniques created to slay something far more dangerous than men or magi. They can be broken up into two categories: Sensou, the ability to move faster than the human eye can perceive, and Sensa, the ability to attack with that same speed. Fundamentally, one can say that Sensa refers to techniques that employ the arms, whereas Sensou refers to techniques that employ the legs. Combined, they create a combatant far more deadly than most men on the planet.

Murderous Impulse: The instinctive Nanaya drive to 'kill inhuman foes', kicking in when faced with such. The swap in mentality means that while Kenshin can be considered a deadly combatant normally, he becomes far more efficient at utilizing his family's techniques in this state.

Equipment:

A sword, passed down to him by his father. While old, it seemingly lacks any power of note outside of exceptional quality. It is relatively short for ease of use in close quarters, which he claims to be 'the range he excels in'. Ironic, considering his card.

Class: Archer
True Name: Houyi
Gender: Male

Alignment/Traits: Lawful Good. Mystery Killer. Probably Insane, But Who Isn't?
Attribute: Earth.
Culture Sphere: China

Likes: Justice, helping those in need, showing off, the Moon.

Dislikes: Evil, the Moon.

Parameters

STR: D
CON: C
AGI: B
MGI: C
LCK: A+

Class Skills:

Magic Resistance: C. Ability to negate magecraft that affects the self. Spells of C-Rank and below are negated, though he remains susceptible to High Thaumaturgy and Greater Rituals. Perhaps lower than one would expect of him, but he is prone to simply laughing and saying he 'never really gave them time for more'.

Independent Action: A. Ability to remain on Earth without an established contract and survive damage to the Spirit Core. He can remain around for up to a week even Masterless.

Personal Skills:

Clairvoyance: A. A 'must have' skill of the Archer Class. The quality of his eyes is truly exceptional even by the standards of Heroic Spirits, and he is also endowed with a limited form of 'precognition' when assessing his targets. While lacking that hero of Iran's ability to gaze into the hearts of others, however, he instead possesses the capacity to 'see through illusions'--effectively, this translates into being capable of tracking the flow of magical energy and ability to discern spiritual bodies concealed through a rank lower than the Skill's own.

Traveler of the Winds: C. An ability he picked up from his time battling the Court of the Winds and its canny leader, Feilian. Fundamentally, refers to the ability to both read the currents of wind and treat air as 'solid' for his purposes.

Shè Dào: A+++. 'Way of Archery'. While many Heroic Spirits can be classified as 'archers', not all sport this skill. It is close to other martial arts in the sense that it can be treated as a 'philosophy to achieve', a way of life rather than a distinct technique. While acknowledged as the most legendary amongst legendary archers in his homeland, the Rank in the Skill stems from the fact that Houyi 'understood the principle behind archery'. According to their philosophy, the true archer is the one that achieves the realm of 'unarchery'--that is to say, perfect clarity of mind and soul, regardless of the circumstances, surpassing the 'tools' of their trade. Target, shooter, bow and arrow are all as one. Therefore, with his skill, he will challenge the heavens.

Regardless of mental interference, he will not be deterred. Even if it is the eye of a raging hurricane, his mind and soul are a calm lake reflecting the skies above.

Three-Legged Crows on a Mulberry Tree: —. The ultimate expression of skill permitted to one that has achieved the 'pinnacle of archery'. Perhaps it could be compared to the techniques of two certain sword-masters. Fundamentally, it is the 'replica' of the shot that managed to fell even those that resided at the peak of the sacred mountains, the greatest proof of Archer's skill as a mortal that stepped into a realm forbidden for mortals, and made it his. A shot that 'both defies and determines' fate. The prana cost is what would be expected, but the ability, if used strategically, is well-worth it.

Standard parameters are meaningless in the face of it. The arrow's flight is a formality. The question of 'will the target be slain?' has already been answered. A foregone conclusion, should the target not possess appropriate, equally absurd gifts that make heroes what they are.

An absurdity that parallels Archer's own absurd existence. The skill of one that felled monsters and demons and gods with mundane arrows as though it were a matter of course. When it comes to those existences that are beyond humanity, Archer needs only to notch an arrow in response.

It is by all rights 'something that should be a Noble Phantasm'. In the hands of anyone else, perhaps it would have been. But to Houyi, it is merely 'something that comes as breathing'. At no point in his life did even a single one of his arrows fail, regardless of what they were aimed at, so rather than 'a singular feat that exemplifies Houyi', it can be said that the capacity to breach this realm is 'a prerequisite to be Houyi'.


Noble Phantasm:

Xiàngyá Jiàn

Tenth Ivory Arrow to Challenge the Heavens

Rank: A+
Type: Anti-Army
Range: 1-99
Maximum Number of Targets: 1000

The last arrow he had left after massacring nine of the ten sunbirds, the sole arrow he never shot and something he kept until his death.

As the tale goes, Emperor Jun handed him ten arrows, white with blue fletching, in order to 'scare his children straight' due to the problems they caused, certain that Houyi would be able to convince--or, failing that, threaten--the sunbirds into coming down from the mulberry tree and spare the earth. However, he underestimated Houyi, for better or worse.

The arrows, which were to serve as proof that he had been sent by their father and intimidation tool, became instead the tools of their destruction as Houyi raged at their lack of care over the damage they had caused. One by one, he pierced their hearts and slayed the suns, until only a single weeping bird remained. It was only then that he was dissuaded from his course of action by wiser voices that reminded him of what would happen should he shoot down the last of them.

The Noble Phantasm is not truly something he accomplished in life, but rather, the logical endpoint of his feat. Once the true name is released, the arrow's flight path determines the limits of a bounded field enforcing the idea 'the sun does not exist in this world'. In that dreary plane, nothing can live or grow--death is the ultimate outcome as the force of providence of those caught within is sapped until there is nothing left at frightening speed.

Essentially, generation of a localized pseudo-underworld.

Due to the nature and history behind the Noble Phantasm, it is one of those types that can only be used once. Naturally, it will also exhibit superior killing power when dealing with those related to the 'Sun'.

China's most legendary bowman. China's most feared and revered mystery killer, in a similar vein as those such as the Peach Boy or Minamoto no Yorimitsu and the Four Heavenly Kings. There is not a single child that does not know of his tale, at least the broad strokes--the gallant bowman that fell prey to anger upon witnessing injustices, that ultimately reigned it in, traveled far and wide throughout China slaughtering monsters, found love and had that love taken from him.

Houyi was a hunter, leader of a certain tribe, living in China during what is today known as the Xia Period. Bluntly put, the country was still under the rule of the gods. Despite the fact that not too far in the past, in another place, a certain King had spearheaded the start of their downfall, the magical creatures and deities were still strong enough to wander throughout the land as though they owned the place.

Because, bluntly put, they did.

Humans were not strong enough to challenge them--beast and monsters of fantasy, those that could shift the land with but a thought--and so, they submitted under them still. Perhaps they would have continued, were it not for a certain incident.

As legend goes, there were once ten sunbirds, sons of Emperor Jun, and they would be ferried day-to-day to and from the mulberry tree in order to illuminate the world, always one at a time. However, they grew weary of that routine.

For too long, they decided, had they repeated the same motions without a care. For too long had they mindlessly obeyed their father, for too long had they struggled with endless boredom sitting there. And so, they decided they would rise all at once.

That spell of mischievousness was a catalyst for disaster.

The land could not handle the inhumane heat. Forests caught on fire, entire rivers evaporated, people died for no other reason than the boredom of the birds. Thus, Houyi entered the scene--Emperor Jun decided to request an 'executor' of sorts to scare his children into submission and convince them to cease that foolishness, and Houyi was spoken of favorably as a man uniquely suited for the task. A man with a kind heart, he would surely do everything in his hands to see the world restored to its proper state.

The Emperor merely underestimated how much that was.

Houyi thus left his village for the mulberry tree, and as he approached, the reality of the tragedy exceeded his wildest expectations. All around him he could see the world transition to an empty wasteland, with those that had not died begging for a single drop of water, for even a small help in sheltering from the inhumane heat. As he hurried to meet the sunbirds and demand they cease, he was answered with mocking laughter, leering and an uncaring disposition with regards to those suffering due to their actions.

It was then that he remembered the countenance of Emperor Jun--simply annoyed. And his orders--simply to convince them to cease being fools. As though a mild inconvenience.

And then, Houyi realized.

Without any doubt, beyond any question, they were evil.

And then, his second realization--the reason for the strength and power he was blessed with from birth despite being a human.

He existed to slay evil.

So, he notched his arrow, took aim, and fired. Some would say that what was heard was a horrible scream.

One. Two. Three.

Others would deny it, proclaiming it to instead be a terribly loud bang.

Four. Five. Six.

Regardless, all concluded--that must indeed be what a god's death sounded like.

Seven. Eight.

Regardless, it was proof of Houyi's deed--the slaying of gods themselves. As he aimed toward the final, weeping sunbird amidst the corpses of its siblings, however, others who realized what he was doing came to stop him. They begged him to reconsider, to let the last remain, for he would doom them all should he lay it low.

And then he realized, if he did that, he would be no better than those he had sought to stop. So, upon exacting an oath that the sunbird would remain in place, he left, now awakened to his true nature.

Returning would simply not do. After all, because he was strong, he had a responsibility towards the weak, tormented as they were.

"You are all monsters, are you not? Ah, well."

It did not matter. They were all the same. They were all evil. And so. . .

"In the end, all monsters exist to be killed by me."

And so he did, carving a bloody path throughout the entirety of China. While there were certainly those tales that were more renowned than others, wherever Houyi travelled, death would soon follow to the inhuman inhabitants of those lands. He was, in a sense, the monster monsters were afraid of--humanity's answer to those that were beyond it.

He was a hero.

In his travels, he came across a troublesome river god, and, inspecting his hiding place, he shot to coach it and its entourage to come out. They did, and at once, Houyi took his enemy's eye with a single arrow and they attempted to escape. Determined to leave no survivors, he trained his arrow on the next target. . .

And his bow clattered to the ground as he took in the sight of the most breathtaking young woman he had ever seen. He forgot himself. He forgot his oath.

Houyi professed love at first sight, and Chang'e answered his earnest devotion. For the first time in years, he could finally let his bow rest.

Yet, with that happiness came a newfound fear. Fear of his own mortality, as he had found a gift he wished to keep for all of eternity. So it was that he traveled far and wide, and he finally met with the Queen Mother of the West. She told this man--this slayer--that she would only give him that which he sought if he agreed to build her a palace. Disgruntled but determined, Houyi carried out the task and earned two elixirs that would make him and his wife immortal.

So it was that he returned home, but soon heard of trouble being stirred up in another land. What happened next goes without saying--as he left to quell the issue, Chang'e would drink both the elixirs and thus ascend to the Moon as a goddess.

She solemnly extended her hands toward her love without being able to reach him, and so did he towards her. But she was now lost.

Thus, Houyi laughed.

He laughed and laughed, so hard that he burst into tears. Where some men would have cursed the world, he could only laugh as he understood the truth.

As he understood why Chang'e had been taken from him.

It was because of that weakness, it was because he had forgotten his justice, because he had forsaken his oath, all to be with that person, and the world had punished him for trying to shirk that responsibility.

Yeah. he would not forget. Never again.

"I will slay all that is not human, my dear Chang'e, I swear! Do not worry, I will get to you someday, and free you from evil!"

Perhaps it is only fitting that he would partner with a Nanaya.


Perhaps if he were inclined to the way of the bow, he would have manifested Houyi's--nameless though it might be, a weapon of that caliber, even if not a Noble Phantasm, is certainly something to watch out for.

However, Kenshin is a Nanaya through and through, and that means that he prefers to get up close and personal with his prey. However, Install of Houyi's card can still be rather useful. By utilizing his sword as a medium,what was once a simple blade becomes so much more, a weapon that is uniquely suited for the hands of a demon-killer.

After all, Houyi is amongst the most revered of mystery-slayers. Thus, regardless of the weapon, it is only natural that it would gain the same trait once the effect is actualized.

When used in this manner, the Class Card makes Kenshin's hair turn white, and his clothing shifts to a black coat, sandals and a white travel cloak. He gains access to Houyi's bow--nameless, but of the same ranking as Tauropolos as 'a weapon worthy of a Servant' and may utilize Houyi's abilities and share in his stats. Furthermore, the effect of his psychic capacity is added to Houyi's Clairvoyance.

Perhaps the most troubling side-effect is a shift in mentality due to the nature of Houyi's personality and beliefs, turning his thoughts and reactions into something more in line with the spirit's pertaining certain matters.

Such as the nature of monsters.

After all, monsters are 'those who commit evil acts'. Even if all monsters can be classified as evil due to their nature, and such stance applies to half-breeds, as well. . .

. . .Surely, there exist monsters with skin and blood no different to any other man's.
 
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@ZerbanDaGreat

I added my Master sheet to my post.
To give some advice.

You won't get much from sapping 10% of someone's od just letting you know. In terms of magical energy conversion of mana is most of what fuels most spells. Absorbing od as an idea is fine but that's a very small number.

A curse like that will probably kill you in the long run since it's messing with force of providence stuff it sounds like, and curses are things that come back to you/you curse yourself when you curse others in Nasu.

On a related note its like how when you spam mental magic your own mind falls apart in Nasu.

Just letting you know. Nothing wrong with it but it's not something to use much.

Magic bullets from a gun are generally going to be weaker than normal bullets, because science is generally better at destroying things with biggatons and such. Sure Medea lasers exist but at that point you're comparing it to missiles which can mass produced and theoretically bought by anyone and fired. So on.

If you're using a gun it's much more effective unless you're doing some big scale ritual beams that go beyond simple bullets to use actual bullets, and augment them at least.

Alternatively you do what's fun and you do things like Kairi.

Finally

"Descended from Hercules."

Uhh.

Well if Zerban allows it.
 
To give some advice.

You won't get much from sapping 10% of someone's od just letting you know. In terms of magical energy conversion of mana is most of what fuels most spells. Absorbing od as an idea is fine but that's a very small number.

Yeah, I know it's a small amount. I was basing it off the transfer of energy in a food chain. I wanted to to be unsustainable, the idea being that she expends say 20% of her mana over the course of a battle against an opponent she then get's ten back over the course of the battle. It keeps her running longer, but not indefinitely.

As well, the effect is pretty quick on those with poor mana producing capabilities, like normal humans. If it was used on, say, Rin who has 40 circuits and a max of 1000 units, it would take a bit but it would still be a noticeable strain on her capabilities.

A curse like that will probably kill you in the long run since it's messing with force of providence stuff it sounds like, and curses are things that come back to you/you curse yourself when you curse others in Nasu.

On a related note its like how when you spam mental magic your own mind falls apart in Nasu.

Just letting you know. Nothing wrong with it but it's not something to use much.

Ok, yeah i'll include that as well thanks.

Magic bullets from a gun are generally going to be weaker than normal bullets, because science is generally better at destroying things with biggatons and such. Sure Medea lasers exist but at that point you're comparing it to missiles which can mass produced and theoretically bought by anyone and fired. So on.

If you're using a gun it's much more effective unless you're doing some big scale ritual beams that go beyond simple bullets to use actual bullets, and augment them at least.

Alternatively you do what's fun and you do things like Kairi.

Sorry if it wasn't clear, but the bullets don't actually pierce the body. They dissolve on contact and transfer the concussive energy, but the real effect is setting the connection. The sun can still fire regular bullets of course, but sometimes you slip one into the cylinder along with the normal ones and the mage doesn't treat it like a proper magical effect.

Finally

"Descended from Hercules."

Uhh.

Well if Zerban allows it.

That's mostly a fluff thing more than anything else. At this point the connection is so diluted that there would have to be a major family reunion to summon Heracles by the blood connection alone. Besides, Aikaterine's family derives more of their abilities from their female ancestor rather than BROKEserker.
 
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Name: Sir Leo Edefelt
Age: 37
Gender: Male
Element: Water
Origin: Seek


Magecraft:
Gandr: Leo is a master of his family's Gandr. Which only makes sense as someone who spend most of his days traveling around the world and fighting constantly, it is hard to obtain the materials necessary for Jewel Magecraft to be effective. Furthermore he has long since developped his own deadly variant of the famed Gandr Shot. By infusing his Gandr with his element of water, Leo can fire off Gandr Shots that stick to their targets like goop, allowing for uses such as tracking his target, or entrapping them or eating/wearing away his target like some kind of acid. The second fire is for him to fire his Gandr not as shot, but as a stream. Giving it much greater penetrative power to easily pierce through steel and flesh, all while passing along the curse inherent in the shot.


Reinforcement: As any Clocktower Mage with good breeding and a desire to fight, Leo can reinforce his body in order to perform superhuman physical deeds.

Jewel Magecraft (Scrying): With his limited supply of Gems, Leo has found more efficient uses for the incredible power of Jewel Magecraft. By combining it with the knowledge of scrying he stole from Iranian Magic and his own water affinity, he can turn any surface of water into a scrying tool simply by performing a ritual that involves placing a charged jewel into the center of the water. There are of course limitations involving the size of the body of water, which demands scaling costs in Jewels, and it is much harder to use running water and distance also raises the costs. But if the resources and time are available, he can use this method to acquire a significant amount of information.


Family History:
The twin brother of the current head of the Edelfelt House. It was clear from their childhood that Leo would not be the heir, not because of a lack of talent or drive, but simply because he lacked the personality and the mindset to be the head of a household. Leo was always far more comfortable with the side of the family that acted as expensive mercenaries and rowdy meddlers across the planet, and once he came of age it was exactly what he did.

the 20th century was a profitable time to be a mercenary and muscle for hire. No matter the battlefield and the horrors he witnessed, Leo was a chilling presence on the battlefield. Always kind and always with a friendly face on his face, and with a easy laugh in peacetime and in battle. No if anything he looked happier in the latter scenarios and he submersed himself in the joy of not only battle, but his pay and the loot he would obtain.

In one adventure, he spend months fighting in Persia and eventually he hunted down a family or Persia Magi and beat the secrets of the famed Iranian Scrying Magecraft out of them.

When the Conflicts over the Grail began, he was hired by both the Clocktower and the British Government where he served with distinction and prowess. Leading to his knighting by the mortal government at the end of the war, something that he is quite proud of. Sir Leo has a nice ring to it.

Mystic Code:

Vainota and Jahti: A Pair of Gauntlets covered in precious jewels. Their most simple function is to serve as the cannon to the guns of his fingers. Instead of being energy containers, the Jewels on this pair of mystic code serve first and foremost as focuses for Leo's Gandr. Allowing them to hit with far more force, speed and at a greater distance.

As the Jewels held inside the gauntlet are empty of any mana most of the time, they can also be used to in a manner of speaking catch spells and store the energy of those spells inside the gauntlet for Leo's own issue. This is of course rather inefficient and dangerous, and depending on the spell, might even overload the crystals, causing them to start breaking and thus drastically lowering the gauntlets' effectiveness.

Beyond that, the gauntlets can, through the same principles that amplify Gandr, greatly amplify the power of Leo's physical attacks with his arms. Triggering blows of explosive force.
Class: Rider
True Name: Zāl
Gender: Male
Alignment/Traits: Albino, Son of the Simurgh, Prince of Birds, Of the Legacy of Heroes, Raised by Spirits, Last King of a Dynasty, the End of an Age
Cultural Sphere: Iranian/Persian Cultural Sphere

Strength: B
Endurance: C
Agility: C
Magic: B
Luck: A

Class Skills:

Riding: B

Magic Resistance: C

Personal Skills:

Animal Dialogue (Birds): C -> A
Having spend most of his early life living in the mountains with his adoptive mother and her subjects, Zāl naturally developed the ability communicate with all the birds of the world. However, it was not a skill that he had the time to truly develop in life. Yet thanks to the gift of her feathers given to him by the Simurgh, he is able to command birds with utter loyalty as one of their royalty. This allows for complex orders and ideas to be communicated between them.

Mana Burst Wind: C
The ability to control and expel wind from his body and attacks. A skill granted to him by the sacred feather left to him by his mother, allowing him to wield a small fraction of her powers of the winds. Mostly used for strategical speed bursts, giving his attacks a sharper edge on a wounding/killing strike and to embue his mace with far greater striking power when necessary.

Eye of the Mind (True): A
Zal was king, general, hero and protector of Iran for over 3 centuries. In his long life, he led many military campaigns and won many wars. He had internalized the wisdoms of the Simurgh and the greatest scholarly works of Ancient Iran. He is able to clearly and calmly judge the situation based on the gathered intelligence to reach the most desirable outcome. So long as he himself isnt crippled, there is no situation he cannot find a way to manage.

Noble Phantasms:

Sacred Feather of the King - Bond between Mother and Son: C+
Anti-Unit/Support
When Zāl's birth father heard of his survival and his vitality, the Shah marched his armies to the mountains he had grown up in to claim him as his heir. His mother knowing that this was his true destiny tearfully bade him to go, but not before giving him one last gift, a talisman made out of her feathers, with which he could use to call upon her and her status as a Divine Spirit for aid.

The Feather itself is a beautiful thing of constantly shifting vibrant colors. Big enough to be used as a weapon with a decent weight, yet light as wind to Zāl's hands. Soft and comforting to him and his allies, yet in combat its edge can carve through his foes with ease. And using it, Zal can channel the winds as a weapon with all the ease and efficiency of a true master of the wind. All of which makes it a decent weapon.

However, it's true power lies in the fact that ownership of this feather is a symbol of his status as the son of the King of Birds, and thus their Prince. Meaning that all the birds in the skies are his subjects and thus his soldiers. Through the reciprocal nature of the bond between a lord and his subjects, just as they fight for him, they receive his blessings in return and can thus harm enemy heroic Spirits like any weapons wielding by a Hero.

Simurgh - The Conference of Birds: A
Anti-Army
The Greatest favor given to Zāl and thus the greatest power of the Feather is its ability to call forth his mother to his aid. In life, he used this ability twice. Once to safely deliver his son, the legendary Rostam and to insure that his wife survives the difficult birth and the second time to try and save his son's life against the young hero Esfandiyar.

In this age and in the diminished form of a Servant, it is no longer so simple to just call summon his mother. However, it does not mean that he cannot bring forth an imitation of her using her gift to him. By calling upon the Simurgh and flooding the feather with his mana, Zal can set his Noble Phantasm ablaze. This allows it to become the pseudo spiritual core for a new Simurgh, as 30 birds will come to merge with the feather, becoming it's muscles, limbs, talons, beak and skin. For as the legends of the Simurgh states. The King of Birds is merely the collective greatness of all avians, just as a king is only as great as the entirety of his kingdom.

This new Simurgh is a powerful creature indeed in this age. It can call upon wind and lighting to strike down at Zal's foes. It's speed is unmatched. It's feathers are as sharp as the greatest of swords and can be launched at the enemy and it's beak and talons are some of the sharpest things in existence.

Biography:
One of the last Great Kings of Iran's Heroic Age. Descendant of the Lineage of heroes and kings from the golden age of Iran, and father of the legendary Hero Rostam. For all he seemed born to rule, there was a time in his life where Zal's fate was much different.

Born healthy and strong as his father's long awaited heir, he was rejected by his father at birth because of his white hair and his pale skin. Believing him to be a curse sent to ruin the kingdom by Ahriman. Zal was thrown into the wilds, left to die while his father worked on making a new heir.

His wailing were heard by the mighty Simurgh Greatest of Birds, who came down to fetch him as food for it's young. The blood and flesh of a heroic bloodline would do well to empower it's chicks. Yet as fate would have it, the mighty creature eventually came to pity and to love him. And instead decided to raise him as one of it's own in the mountains of Iran.

He would grow up to become a strong and wise young man living as a beloved Prince of the wilds. It was during one of his adventures that word of his survival would spread and reach his father, who was still without heir. Realising his foolishness, or maybe because he didnt want to have to fight a civil war, the Shah decided to retrieve his son and marched upon the Simurgh with an army and readied to besiege the sacred mountains.

Realizing that her son's destiny had come to claim him, the Simurgh called upon him to fufill his destiny and gave him back to his father, all the while giving him 3 of her feathers that he could use to call for her assistance, two of which he would use to save his family.

Zal would grow to become one of the Greatest Kings in Iranian history and one of it's greatest generals and warriors. His Son would become one of the most beloved heroes of Ancient Iran, and for a while it had seemed that his children and grand children would carry forth the legacy of his kingdom to the end of time itself. But it was not how this tale would go. His Children and grandchildren would eventually meet heroic dooms and descend into fraticide, leaving his dynasty barren.

When he finally died at 300 years old, he found himself in the same position as his father had been. An Old, Sad, bitter and broken man, who had no heirs to speak of, and as he died, the of gods within Iran would end. Passing on to the age of man.

Include: When the card is included feathers of all colors will grow out of the jewels of Vainota and Jahti. Mostly it just looks pretty, though the feathers themselves are pretty sharp which have their uses.

Install: When installed, Leo's hair turns pale white and he grows a magnificent white beard like Zal's. His suit will also be replaced by a magnificent set of robes. The sacred Feather can be grown from either hands, essentially fusing with his mystic code.
 
Hypothetically judging could start now without an assassin...

Edit: 4 Archers, 3 Lancers, 2 Casters, 2 Sabers, 1 Berserker, 1 Gunner, 1 Rider.
 
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I'veBeenWaitingForThis.jpg

Name: Edward Dempsey (Edward Ó Díomasaigh)
Age: 32
Gender: Male
Element: Wind/Earth
Origin: Binding

Description: A tall, handsome man with a wiry build that's almost always kept hidden under his long black coat, with red hair that would stand out in any country in the world as being quite unusual. Almost always with a smile on his face, the kind that makes you wonder if he knows something you don't. Always fiddling with the sleeves of his coat, and it's not hard to see the outline of a pack of cigarettes in one of his pockets. All in all, a charming looking man, if a little mysterious.

Magecraft: Edward rejected the notions of continuing on his family's magecraft as a simple researcher, and as such turned his studies towards the more practical applications of magecraft which would serve him better as an Enforcer. He maintains moderate competence in most "simple" areas of magecraft, such as Reinforcement and simple control of his elemental affinities, and ultimately has no true area of expertise or specialization. Among the skills he chose to learn, he has studied Runes as simple and effective way of enhancing his Mystic Code and his physical body, though he is no true master of the art, and as a result of his family's tendency towards studying magecraft to captivate, beguile, and control, he boasts rather potent hypnotic magecraft. In practice, Edward prefers to focus on his Mystic Code when necessary, with other skills such as Reinforcement, Runes, manipulating the elements, familiars, Bounded Fields etc. being secondary and supplementary.

Family History: The Ó Díomasaigh clan date back hundreds, if not thousands of years, back to when Ireland was a cradle of magic and mystery, where faeries walked the earth and monsters and men fought for supremacy. Though there were many branches and dead ends, the main clan has survived all this time, albeit not without complications. While their Crest was lost once, an event that nearly destroyed any hope of the magus clan continuing, they managed to endure and prosper again, thanks to a unique blessing they possessed.

Whether it was a reward for services rendered, a curse that became a benefit, or perhaps even simple interbreeding between man and myth, the Ó Díomasaigh clan were once touched by the Aes Sídhe, and that touch will very rarely manifest itself. A child with pointed ears was born in the clan's greatest hour of need, and with their miraculous ability as a magus, magnificent Magic Circuits, and their innate abilities as an existence close to one of the fair folk, they allowed the clan to continue, even prosper. Another child of the fae wouldn't be born for several more generations, but this second miracle child was as wondrous as the first, and soon the clan's worries were swept away completely. In 1932, another child with pointed ears was born, and the entire clan rejoiced.

Almost as an afterthought, her twin brother was born a few minutes later.

Edward Dempsey, as he chooses to be called, was raised knowing that he was simply a "spare". He was their backup plan, in case the unthinkable happened and his sister Niamh were to be slain before she could produce an heir herself. Despite being a relatively good magus in his own right, with a useful Origin and rare dual affinity, he had no hope of surpassing a child of the fae. He grew up being treated the same way he had been when he was born, an afterthought. Eventually, Edward's irritation and dissatisfaction with constantly being considered nothing but a backup reached its peak, and he made a choice. On his 21st birthday, rather than choose to continue quietly studying the family's magecraft until he died, he chose to become one of the Sealing Designation Enforcers of the Mage's Association.

Naturally, for a traditional family like his, his parents were furious. Despite their faith in Niamh, they didn't want to leave anything to chance, but couldn't stop Edward from walking out and moving to London. He made a name for himself over the years, never quite managing to apprehend anyone that would make him famous within the Clock Tower, but never being slain by a rogue Magus or Dead Apostle either. As a result of his eleven years of experience, he was selected by the Mage's Association for their delicate operation in Switzerland, and received the Berserker Class Card.


Mystic Code (if applicable): Origin Chains: Slabhra de na Sídhe

The armament that Edward believed to be the natural evolution of both his talents at manipulating things, and his Origin. In its first iteration, it was no more than a Reinforced chain composed of hundreds of small links, which he controlled using the wind. Over time, he began refining it into a true Mystic Code, discarding his original armament and forging one anew from the very beginning. He extracted two of his ribs and mixed the powdered bone into the molten metal as he began the process, and cooled each individual link that he forged in a vat of his own blood. His objective was twofold, both to imbue the chain with the ability to actualize his Origin as necessary, and to create a spiritual link between himself and the physical chain links.

Each link is carved with several small runes, designed to amplify Edward's natural control of them through the manipulation of wind and earth, and at each end of the chain, he has forged and affixed a flat blade carved with those same runes. As a result, with no more effort than a small activation of his Circuits and a thought, the chain comes alive, capable of being used to manoeuvre himself and allies, attack, defend, and manipulate the environment. Typically concealed underneath his coat as it wraps around his chest and arms, Edward generally prefers to keep it hidden, only exposing it if absolutely necessary. Should Edward manage to pierce a target with the blades at the ends of the chain, he is capable of actualizing his Origin of "binding" within them, forcibly seizing control of their limbs as though they were bound tightly in chains of their own. Should his blades continue to pierce the victim, he gradually begins to bind them in a more esoteric sense, their mind and soul being subdued and forced to act according to his will as they become a pseudo-familiar. Unfortunately, this process takes a prohibitively long period of time to reach completion when used on anything sapient, and is only truly useful in the quick conversion of local wildlife to loyal familiars, as those without a sufficient level of intelligence can be subverted in a matter of minutes, if not seconds.

Class: Berserker
True Name: Duryodhana
Gender: Male
Alignment/Traits: True Neutral
Cultural Sphere: India

Strength: C (B) (A)
Endurance: C (B) (A)
Agility: B (A) (A+)
Magic: B (A)
Luck: B+ (A+)

Class Skills:
Mad Enhancement: E+
The Class Skill of the Berserker Class, which raises basic parameters and physical power in exchange for destroying the sanity of the Servant. As Berserker's connection to the Class is tenuous at best, he qualifies only for the lowest rank, receiving no benefits besides a dulling of pain in exchange for no penalties save becoming slightly rougher. However, in the case of entering into combat with one of those Berserker despised in life, the rank effectively becomes equal to C, conferring a rank up to all physical stats and reducing his sanity until he can no longer speak and think properly.

Personal Skills:
Charisma: B
A composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. At this rank, it is possible for one to truthfully call themselves a king, and the morale of forces under their control will be extremely high. Despite his flaws, Berserker was truly suited to the position of being a king, and he strove to be the best he could regardless of his fate.

Battle Continuation: B
A Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce mortality rate from injury. Despite suffering mortal wounds from his bout with the second of the Pandavas, Berserker is said to have survived long enough to enact his final vengeance upon them, sending Ashwatthama and two others to slaughter the victorious army for the crime of having dishonourably slain Ashwatthama's father. Berserker is capable of fighting on for some time with deadly injuries, and requires a decisively fatal blow to be slain.

Proof of Friendship: EX
A Skill to suppress an enemy Servant's fighting spirit to a certain extent, where then a dialogue can begin. However, the enemy Servant must not possess a Mental Pollution Skill. With regards to a Holy Grail War, an advantageous check can be obtained when constructing temporary alliances. Berserker's rank in this skill comes from his legendarily strong friendship with the Hero of Charity, whose death caused him to weep uncontrollably even after shedding not a single tear for his hundred fallen brothers, inspiring tales of Duryodhana and Karna walking hand in hand to heaven together. At such a high rank, the benefits of Karna's friendship remain even when he is not with Berserker, the memories of their time together providing just as strong an effect. Berserker's connection to the apocalyptic demon of Hindu legend is suppressed, and can be channelled for a limited time using his second Noble Phantasm without ill effects. While this would allow for an all but irresistible compulsion to engage in a dialogue with Berserker in most circumstances, it is naturally sealed away when he activates his second Noble Phantasm.

Noble Phantasms:

Gandhari's Gaze: Blessings of the Blind Mother: Anti-Unit (Self) (B)
Despite his superior skill with a mace, Berserker knew he would be no match for Bhima, second of the Pandavas, whose strength was renowned throughout the world. As such, his mother, who had willingly blindfolded herself so as to be equal to her blind husband, decided to lift her blindfold for the first time in decades so as to pour her power and blessings upon her eldest son, making his body invulnerable save for his groin, which Berserker was tricked into covering up. This later led to his death, as Bhima crushed his thighs during their duel. Berserker's skin is as armor, impenetrable to almost all attacks, save for the area around his groin and thighs which remain as vulnerable as ever. Additionally, as a result of being slain by a demigod, the defense has weakened, allowing those with C rank Divinity or above to negate it entirely.

Kali Yuga: He Who Brings All Evil Into This World: Anti-Unit (Self): (A+)
While Berserker aspired to be a great king, his wish was tainted and doomed from the beginning, his birth cursed with ill omens and unnatural phenomena. The reason for this was that Berserker was unknowingly an incarnation of the demon Kali, the root of all evils in Hindu lore, prophesied to rule over the final stage of the cycle of the world, where sin and depravity ran rampant. While ordinarily Berserker's ignorance and denial of his nature would seal this Noble Phantasm away, his Proof of Friendship Skill allows him to activate it at will, Karna's acceptance of his true nature inspiring Berserker to do the same. Due to Kali's connection to madness, depravity, and corruption, it allows Berserker to just barely qualify for this class despite never having flown into an insane rage in life.

Upon activation of this Noble Phantasm, Berserker's form distorts, becoming more demonic and reminiscent of another incarnation of Kali, the demon Ravana. He grows two new pairs of arms, a mace or sword in each hand, and all his stats are Ranked Up. Additionally, he gains access to a variety of skills at B~A rank, including Natural Demon, Monstrous Strength, Mana Burst (Poison), and Illusionism. Berserker also gains access to the skill Shapeshift at the same rank, however, choosing to change his form in any way removes the protection of his first Noble Phantasm until he has reverted to his "base" form.

This power is dangerous to Berserker, and he can only remain in this state for a brief period of time. In ordinary circumstances, three minutes is the absolute limit before he must wait a day for its influence to fade. Should he ignore this limit, Berserker becomes unable to revert back, his transformation continuing as he begins to emit waves of corruptive miasma, the true form of Kali leaking out of his Servant Container. This is naturally an event that would shatter the Saint Graph of almost any Servant, but there is a more terrifying possibility. Should Duryodhana somehow endure the stress of Kali's existence subverting his own, it would be possible for the great demon to truly manifest, unleashing upon mankind an evil for which they would be sorely under prepared.

Biography:
Duryodhana's birth was the first sign of his unnatural nature, and all but the most accepting could see that it was a mistake to bring him into the world. Unfortunately, his loving father and mother, King Dhritarashtra and Queen Gandhari, were accepting to the point of willful ignorance, and so Duryodhana and his siblings came into this world. Their mother had been pregnant for an unusually long time, and having learned that the wife of her husband's younger brother had given birth already, she pounded her stomach in frustration. What she produced was nothing more than a small, grey lump, which the sage Vyasa then divided into one hundred and one equal parts, before leaving these parts in earthen pots filled with ghee to incubate properly. The first child born of the artificial wombs was Duryodhana, and though his parents rejoiced at finally being blessed with a child, those wiser than them were worried. An unnatural birth to begin with, it had been marred further by the screeching of donkeys and other such omens, and those such as Bhishma and Vyasa begged the ruling couple to kill Duryodhana, foreseeing that he would bring destruction upon their land. Naturally, the king and queen rejected this, and so Duryodhana was born into the world, followed by ninety nine brothers and one single sister.

Despite being brought up alongside the Pandavas as their cousin, a deep dislike of them began to worm its way into Duryodhana's heart. His father had first been forced to pass up the throne for his younger brother Pandu, for no greater crime than being a blind man, and when Pandu had found himself cursed and renounced the kingship that his elder brother took up, in Duryodhana's eyes, he had renounced the claim of his children to the throne. However, despite being the eldest son of the ruling king with a just and righteous claim to that throne, the eldest child of Pandu and Kunti, Yudhisthira, was a few days older than him, with an equal claim to the throne in the eyes of the law. This insult nestled into his heart as he realised that his birthright may be stolen away by the child of a man that abandoned the throne, and it proved to be the first spark that lit the flame of hatred that he and others fueled throughout his life. Between his cousin Bhima's ruthless bullying of him and his brothers, and his uncle Shakuni's poisonous words and schemes enacted for the sole purpose of selfish revenge against the Kuru family, that spark became a roaring bonfire, and regardless of his genuine desire to be a good man and good king, he was never truly able to let go of his hatred.

Many things happened in Duryodhana's life, most important among them his meeting with Karna. Despite having wished to use him as a weapon at first, Duryodhana quickly forged a true bond with the supposed peasant, and by the time of their deaths, they loved each other more fiercely than could be put into words, each the most important person in the other's life. Of almost equal importance was the fateful dice game that his uncle had arranged, wherein Duryodhana used magical dice that would ensure his victory. Had it not been for the kindness of his father Dhritarashtra, he would have taken the Pandavas and their wife Draupadi as his slaves, and ruled the kingdom completely unchallenged after humiliating the cousins that he despised in front of many, many kings. Instead, they were merely exiled for thirteen years, and while Duryodhana sought to enjoy himself over those years, he always knew that the Pandavas would return, and sought to conquer the world before they revealed themselves again.

Return they did, and war was the inevitable result of challenging a man who truly, honestly believed himself to be the rightful king. Eighteen days of terrible, terrible war raged on between the Pandavas and the Kauravas, and both sides experienced terrible tragedy as their loved ones were slain, the rules of warfare abandoned for the sake of victory. At the end of that conflict, when Duryodhana lay dying in a pool of water after having been dishonourably defeated by Bhima in a duel, he cursed and mocked the Pandavas on his deathbed, inviting them to live in the unhappy, death-filled world that they had created as punishment for their cheating and dishonour, while he had experienced every joy the world had to offer in his thirteen years of rule and would continue to experience joy in heaven now that he was dying, the gods raining flowers down upon him as if to nod in agreement at his words. As a final act of vengeance, Duryodhana held onto his life long enough to instruct the warrior Ashwatthama and two others to kill the Pandavas as they celebrated, an act that Ashwatthama willingly went through with due to the Pandavas having cheated to kill his father. While they were unsuccessful at slaying everyone, they reported back to the dying Duryodhana that they had slain their children, and satisfied that he had contributed all he could to wiping out their line forever, Duryodhana lay his head back and passed on, and the world was saved from the influence of an early apocalypse, called forth by an ignorant man who did not wish to believe that he was a demon.

Include: A simple mace, albeit several times larger than a "normal" one, and more ornate as well. Duryodhana dedicated himself to mastering the mace in life, and by the time of the Kurukshetra War, was said to be so skilled that even Bhima's supernatural strength fell short when they dueled. However, this skill was Duryodhana's and nothing else's, and as such the mace is merely a mace. Due to its size, some form of Reinforcement or other strength-enhancing method would be required to wield it, but thanks to its mundanity, it's capable of lasting a very long time.

Install: Merging with Duryodhana's Class Card causes Edward to take on the attire of the ancient king, his chains remaining wrapped around him as the regal outfit forms, alongside Duryodhana's trusty mace. In this base form, it is costly all by itself thanks to Gandhari's Gaze, but it is even more so when his second Noble Phantasm is activated. The potential to kill the user or worse through Kali's influence isn't a concern, but only because manifesting two powerful Noble Phantasms at once reduces the time that this can be used for from a maximum of three minutes to far, far less. While the destructive power of Kali Yuga and the defensive power of Gandhari's Gaze cannot be underestimated, neither can their truly enormous drain of mana. As if to mirror the extremely cheap Include, it would be nearly a miracle to ever reach the true time limit of Duryodhana's second Noble Phantasm while using this card.
 
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I'm looking at what I've written so far, and now I'm seriously wondering whether it should actually be a thing.
 
I mean, if you admit you should've taken away the cloak, and then also admit that's the only thing connecting him to Robin Hood, it seems like you already agree that William Tell isn't close enough to also be Robin Hood.
Fair enough. I still like it, but I am a man of my word (usually), and I do understand what you're saying. I'll change it up to get rid of the Robin Hood part, and also write up a master.

I might make him an assassin to. We'll see.
Hmm... in order:
I considered NoaRS, but while he certainly doesn't like nobility, he wasn't the kind of person to refuse to stay in one place, as he did have a son and wife. Admittedly, I may change some things up to give it to him, but I'm still not sure it quite fits.

I actually did give him subversive activities at first, but after thinking about it I decided planning made more sense. In the main legend that I focused on, Tell never really kills any troops or engages in guerilla warfare. He does however make a plan to assassinate said Noble from a rather far distance (I don't remember the specifics) with the very bolt that he promised to kill him with.

I think that, for Tell, Voyage and Voyager of the Storm both work, but I think VotS works a bit better. After all, Tell did manage to convince the other sailors to let him steal the ship, and it was literally in a storm.
 
Still interested, but I've had less time to think on this than I'd like, thanks to working until three in the morning last night.

Going to get some heavy brainstorming in--but I'm thinking of making a bid for Avenger!Dantes ? Just need to figure out a good Master to tie in with that.
 
Name: Arnborg Weitsichtig
Age: 40
Gender: Male
Element: Air
Origin: Archer

Description:
Personality: Arnborg was born into a Magus family and as such, he was trained in Magecraft from a young age. Arnborg was intelligent and skilled in the use of his family Magecraft, but he wasn't ever truly enticed by the idea of reaching the root. Perhaps it was because he was a little to close to an origin that had nothing to do with research, maybe it was just a lack of interest in such activities, but either way he had trouble truly advancing the family Magecraft in a way that furthered their journey to the root.

Unfortunately, Arnborg was the first child of the head of the family, so he was resigned to the fate of being a head of his house and a researcher, at least up until he had a child to pawn the work off on to.

Eventually, Arnborg did just that, having a child named Gittan. She was everything he had hoped for and more, and with her as the heir Arnborg, as well as his father, knew that the family legacy was secured. Unfortunately, he never did have an excuse to get away from the life of a researcher, at least until the call for fighters was sent out. Arnborg jumped at the chance, as, while he was a poor Magus, he was not by any means a poor magic user.

Magecraft:
Vision Enhancement:
The Weitsichtig have always sought to find the path to the root in a bit more literal of a path then other Magus. As such, they have focused their Magecraft mainly on the enhancement of vision. As such, magecraft such as ocular reinforcement, along with magic that can extend the distance of one's sight by up to two miles when unobstructed are in Arnborg's arsenal. Arnborg can also use magecraft to look into other parts of the electromagnetic spectrum, being able to see everything from Gamma-Rays to Long-Waves with the right spell.

Scrying: A rather self explanatory spell, but one that the Weitsichtig family are particularly skilled with. Arnborg can theoretically scry anywhere in the world, assuming he has proper coordinates, but in practice he can only do this if he has ruffly 30 minutes to cast the ritual, a flat reflective service, and the area he's scrying isn't protected from the spell in some way.

Wind Arrows (Saethau Gwynt): Most mages have some sort of spell to use for self defense, and this is Arnborg's. Casting this spell fires a number of wind based arrows, with strength, speed, and distance fired variable depending on the amount of Prana used. They are arrows however, and as such their maximum parameters are similar to those fired from a bow. As Saethau Gwynt is aligned with both Arnborg's element and origin, it is much more effective when cast by him then by another user.

Pure Eyes: Pure Eyes run in the Weitsichtig family, and grant those that possess them to see through any form of magical invisibility. These cannot see through something like presence concealment, as they only see through magical invisibility, not more mundane skill at hiding.

Family History: The Weitsichtig family is a family that originated in Switzerland. The founder was born with pure eyes of exceptional power, and often claimed that he could see the entrance to the root, just not how to get inside. He believed that, by using magecraft to further enhance his eyes, he could finally peer into the root. It was on this tenant that the family was started. Unfortunately, there has never since been a Weitsichtig born with pure eyes of the same quality, but what they have lost in the power of their eyes, they have attempted to make up for using magic. While this has yet to be achieved, there is hope, as the current heir, Gittan, has pure eyes stronger then any that have been seen in the Weitsichtig family for centuries.
Yes, Arnborg is a Magus currently experiencing a midlife crisis. I strive to make semi-realistic characters when they aren't ancient heroes of legend.
 
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Still interested, but I've had less time to think on this than I'd like, thanks to working until three in the morning last night.

Going to get some heavy brainstorming in--but I'm thinking of making a bid for Avenger!Dantes ? Just need to figure out a good Master to tie in with that.

A former French partisan?
 
Yeah, I know it's a small amount. I was basing it off the transfer of energy in a food chain. I wanted to to be unsustainable, the idea being that she expends say 20% of her mana over the course of a battle against an opponent she then get's ten back over the course of the battle. It keeps her running longer, but not indefinitely.

As well, the effect is pretty quick on those with poor mana producing capabilities, like normal humans. If it was used on, say, Rin who has 40 circuits and a max of 1000 units, it would take a bit but it would still be a noticeable strain on her capabilities.

Well, the thing is I think you're misunderstanding the total capacity of how much a circuit can channel with how much energy someone has as their od.

Most spells are fueled by mana as using one's od is both bad for you since you're using your lifeforce, and also because od isn't really enough to fuel larger spells. Unless you're a Barthomeloi or something.

Magic Circuits work by converting life energy (Od or Mana) into magical energy, connecting to a foundation, and then using self-hypnosis to put the energy into a foundation. A spell is cast when they activate a formula within the foundation by putting the energy within it to have the world enact the phenomena of that spell/cast the spell for them.

Generally most people don't have nearly as much energy themselves, yet that doesn't prevent them from being unable to cast spells because they can take in mana from the enviroment and convert that into magical energy.

The best way to illustrate that I would say are Homunculi who are very weak as lifeforms, and as such have low od. However as they are children of nature/walking magic circuit clumps (figuratively) they're pretty great at casting spells and utilizing a lot of energy.

Draining someones life force can be plenty nasty, but it's not really going to be a thing that fuels you unless you're kind of desperate and are in a Second Owner's territory that locks down the mana, or in the Forest of Einnashe that has a lockdown on the mana so you can't cast any bigger spells.

Man being a magus in the Forest of Einnashe must be hell.

Sorry if it wasn't clear, but the bullets don't actually pierce the body. They dissolve on contact and transfer the concussive energy, but the real effect is setting the connection. The sun can still fire regular bullets of course, but sometimes you slip one into the cylinder along with the normal ones and the mage doesn't treat it like a proper magical effect.

I might be misunderstanding things, but my point is more is that if you're using a gun to fire blasts of energy then you're most of the time better off using a normal gun.

Guns are pretty good at killing most people, honestly.
That's mostly a fluff thing more than anything else. At this point the connection is so diluted that there would have to be a major family reunion to summon Heracles by the blood connection alone. Besides, Aikaterine's family derives more of their abilities from their female ancestor rather than BROKEserker.

Well, the question is what does that fact really add? You say its fluff, but it doesn't really seem to be all that relevant to the family or history in truth. Even if it is a minor connection, if its still enough for you to mention it, then shouldn't it have some sort of significance?

My apologies if I'm coming across as hostile.
Still interested, but I've had less time to think on this than I'd like, thanks to working until three in the morning last night.

Going to get some heavy brainstorming in--but I'm thinking of making a bid for Avenger!Dantes ? Just need to figure out a good Master to tie in with that.

Just be Touko.

Except not Touko specifically because Touko is way too unbalanced.

It's more the idea of a spurned elder sibling who lost what they should have inherited and their rightful place.
 
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William Tell
Class: Assassin
True Name: William Tell
Gender: Male
Alignment/Traits: Neutral Good
Cultural Sphere: Switzerland

Strength: C+
Endurance: C
Agility: B
Magic: B
Luck: B

Class Skills:

Presence Concealment: B
(Hides one's presence as a Servant. Suitable for spying. It is possible to disappear and become extremely difficult to be detected. The rank of presence concealment drops considerably when preparing to attack.)


Personal Skills:

Voyager of the Storm: D-
(Counts as a combination of charisma and tactics at a D- rank. Also represents a skill in sailing ships.)

Disengage: C
(Bonus effect of returning battle conditions to what they were at the beginning of the match.)

Planning: A
(Skill in tactical thinking based around assassination. Works best with fewer people, and at this rank allows for the incorporation of one's own survival into the plan)


Noble Phantasms:

Apfelschuss
Twin Bolts of Rebellion
C++ Rank Anti-Personnel/Anti-Nobility Noble Phantasm

The twin bolts with which Tell pierced the apple and Gessler, refined by the reference of the Helvetic Republic.

The first bolt is unerringly accurate, even beyond Tell's already formidable skill. With this bolt, a called shot in the realm of "I will split every arrow by rebounding" becomes viable.

The second is an Anti-Nobility effect. When it strikes a noble, it recreates the bloodbaths caused in revolutions against nobility, and decapitates the target. It is worth noting that such an effect only works on nobility of the modern era, who could be overthrown by the hands of man. While it still does enhanced damage against nobility from the age of gods, the decapitation effect will not apply.


Biography:

William Tell was a prodigy with a Crossbow, known all across Switzerland for his skill. He was said to be the most skilled crossbowman in the land, one who never missed a shot.

Tell's legend began when he visited the town of Altdorf with his son. There, the noble in charge of the town had made a rediculous law, stating that all who passed through the town had to bow to his hat, which he had hung from a pole in the village. William hated those that abused their power, and as such he refused to obey such an unjust law.

William was arrested, but the noble in charge, a man named Gessler, was intrigued by William's skill with a crossbow. He devised a test, William would have to shoot an apple off of the head of his son. If he succeeded, he would be set free, but if he failed he'd be arrested and have killed his own son.

The day arrived and an apple was placed on William's son's head. William drew two bolts, and with one shot the apple off of his son's head.

When Gessler questioned why William drew two bolts, and William informed him if he had missed he would have used the second bolt to kill Gessler. Gessler was enraged and had William arrested, however the boat taking William to the prison was caught in a storm. The guards feared the boat would sink, and so they allowed William to drive it. He managed to steer the boat to safety, but also managed to escape. He then traveled to Küssnacht, and assassinated Gessler, sparking a rebellion that swept across Switzerland.

Include: Including this class card will give the user access to the crossbow of William Tell. This weapon can be invoked as a noble phantasm, but otherwise provides no benefit beyond what an ordinary crossbow would.

Install: While installed, the class card grants access to all of William Tell's skills and stats, along with his noble phantasm. The stats are ranked down however.
Name: Arnborg Weitsichtig
Age: 40
Gender: Male
Element: Air
Origin: Archer

Description:
Personality: Arnborg was born into a Magus family and as such, he was trained in Magecraft from a young age. Arnborg was intelligent and skilled in the use of his family Magecraft, but he wasn't ever truly enticed by the idea of reaching the root. Perhaps it was because he was a little to close to an origin that had nothing to do with research, maybe it was just a lack of interest in such activities, but either way he had trouble truly advancing the family Magecraft in a way that furthered their journey to the root.

Unfortunately, Arnborg was the first child of the head of the family, so he was resigned to the fate of being a head of his house and a researcher, at least up until he had a child to pawn the work off on to.

Eventually, Arnborg did just that, having a child named Gittan. She was everything he had hoped for and more, and with her as the heir Arnborg, as well as his father, knew that the family legacy was secured. Unfortunately, he never did have an excuse to get away from the life of a researcher, at least until the call for fighters was sent out. Arnborg jumped at the chance, as, while he was a poor Magus, he was not by any means a poor magic user.

Magecraft:
Vision Enhancement:
The Weitsichtig have always sought to find the path to the root in a bit more literal of a path then other Magus. As such, they have focused their Magecraft mainly on the enhancement of vision. As such, magecraft such as ocular reinforcement, along with magic that can extend the distance of one's sight by up to two miles when unobstructed are in Arnborg's arsenal. Arnborg can also use magecraft to look into other parts of the electromagnetic spectrum, being able to see everything from Gamma-Rays to Long-Waves with the right spell.

Scrying: A rather self explanatory spell, but one that the Weitsichtig family are particularly skilled with. Arnborg can theoretically scry anywhere in the world, assuming he has proper coordinates, but in practice he can only do this if he has ruffly 30 minutes to cast the ritual, a flat reflective service, and the area he's scrying isn't protected from the spell in some way.

Wind Arrows (Saethau Gwynt): Most mages have some sort of spell to use for self defense, and this is Arnborg's. Casting this spell fires a number of wind based arrows, with strength, speed, and distance fired variable depending on the amount of Prana used. They are arrows however, and as such their maximum parameters are similar to those fired from a bow. As Saethau Gwynt is aligned with both Arnborg's element and origin, it is much more effective when cast by him then by another user.

Pure Eyes: Pure Eyes run in the Weitsichtig family, and grant those that possess them to see through any form of magical invisibility. These cannot see through something like presence concealment, as they only see through magical invisibility, not more mundane skill at hiding.

Family History: The Weitsichtig family is a family that originated in Switzerland. The founder was born with pure eyes of exceptional power, and often claimed that he could see the entrance to the root, just not how to get inside. He believed that, by using magecraft to further enhance his eyes, he could finally peer into the root. It was on this tenant that the family was started. Unfortunately, there has never since been a Weitsichtig born with pure eyes of the same quality, but what they have lost in the power of their eyes, they have attempted to make up for using magic. While this has yet to be achieved, there is hope, as the current heir, Gittan, has pure eyes stronger then any that have been seen in the Weitsichtig family for centuries.
Yes, Arnborg is a Magus currently experiencing a midlife crisis. I strive to make semi-realistic characters when they aren't ancient heroes of legend.
Is this better?

Also, Arnborg does have mostly non-combat spells, and he's not a great Magus, but he isn't incompetent. He's very skilled with the spells he can use, and as his origin is Archer, Arnborg is very good with his main combat spell. Even so, the reason he isn't great with combat is that, quite frankly, the purpose of magecraft isn't combat. As such, I find it weird when Magus have heavily combat oriented family magecraft.
 
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Well, the thing is I think you're misunderstanding the total capacity of how much a circuit can channel with how much energy someone has as their od.

Most spells are fueled by mana as using one's od is both bad for you since you're using your lifeforce, and also because od isn't really enough to fuel larger spells. Unless you're a Barthomeloi or something.

Magic Circuits work by converting life energy (Od or Mana) into magical energy, connecting to a foundation, and then using self-hypnosis to put the energy into a foundation. A spell is cast when they activate a formula within the foundation by putting the energy within it to have the world enact the phenomena of that spell/cast the spell for them.

Generally most people don't have nearly as much energy themselves, yet that doesn't prevent them from being unable to cast spells because they can take in mana from the enviroment and convert that into magical energy.

The best way to illustrate that I would say are Homunculi who are very weak as lifeforms, and as such have low od. However as they are children of nature/walking magic circuit clumps (figuratively) they're pretty great at casting spells and utilizing a lot of energy.

Draining someones life force can be plenty nasty, but it's not really going to be a thing that fuels you unless you're kind of desperate and are in a Second Owner's territory that locks down the mana, or in the Forest of Einnashe that has a lockdown on the mana so you can't cast any bigger spells.

Man being a magus in the Forest of Einnashe must be hell.

Alright I'll give you that. The Idea I had was something like Kiritsugu's Origin Bullets, though obviously less powerful and with a drain vs a severing of the circuits.

So for a new idea, what about something like this.

The bullet doesn't deal any physical damage besides the concussive force, but instead a seal forms at the point of impact. Any attempts to convert Mana or Od into a foundation by the target are instead transferred to Ainkaterine, completely shutting off a Magus' ability to perform magic. This also has the effect of both healing Aikaterine as well as making her a living mana battery, requiring her to unload the excess energy either onto others or outwards in an effect almost like a Mana Burst.

The seal also allows Aikaterine to know the location of the target for up to a day, afterwards which the seal dissipates and the target can perform magecraft once more.

Reading this I might rework the Curse spell to be the general spell and then specify from there.

I might be misunderstanding things, but my point is more is that if you're using a gun to fire blasts of energy then you're most of the time better off using a normal gun.

Guns are pretty good at killing most people, honestly.

True, but then you get shit like Kotomine who can block bullets with his body or Kayneth with his Volumen Hydrargyrum. The point being guns kill shit good till they don't, and mages are pretty good at the don't part.

Well, the question is what does that fact really add? You say its fluff, but it doesn't really seem to be all that relevant to the family or history in truth. Even if it is a minor connection, if its still enough for you to mention it, then shouldn't it have some sort of significance?

My apologies if I'm coming across as hostile.

Okay, I see where you're coming from. The point is that their their female ancestor who they got their magic from, Melite, was a consort of Heracles, hence being his descendants despite their family name being from the female ancestor. Second he idea was that since the family has been, somehow, chugging along since the Age of the Gods, their connection to Heracles has served them well in obtaining a number of artifacts from that period.

Thanks for this by the way, do you have any critiques for Lancer?
 
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Magic energy bullets aren't really going to be any better against Kotomine. Nor will it against something like a Moecury Blob or Doctor Octopus. I don't get the rationale because that won't change anything.

Like the thing is you're firing energy, but that energy is less destructive than using a normal gun. You're also doing magic stuff when you could just buy bullets instead?

I'm sure you can't quite form a link like that. But if you were to,someone better than you could destroy you by just forcing more than what you can handle. If they're a faucet that can output more water than the hose that is you can handle then you'll rupture.

Also at that point if you're shooting them and riddling them with bullets why not just try to do things to kill them.

Connection stuff makes more sense as being exceptional with being able to handle the karmic link burden with familiars, so you can have a bunch of familiars/more than usual without dying. Or something else. Could go with reflectory curses and such too.

I guess you could make yourself a proxy/battery the way Rin does for Shirou. Or do some Kayneth and Sola stuff.

Honestly she doesn't feel anything at all like someone from an old family. She only has her own individual stuff that's basically from scratch.
 
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That moment when your first attempt at a Master sheet becomes a Gaara rip-off.
 
rough draft yaaaaaay

Name: Arkady Siber
Age: 25
Gender: Male
Element: Water
Origin: Moon

Description:
A lanky, bony man from the depths of the Russian wilderness, his pale skin tanned by the sun and his shaggy hair is snowy white. He always dresses simply and much of his clothing seems to be handmade. Easygoing and more than a little lazy he's content to let others take the lead. And generally has a constant air of faint bewilderment about him, equal parts fascinated and a bit bemused by the modern world around him. All coming together to give the impression that he's either not especially smart or particularly talented. But there's a lean kind of strength to him and a deceptive agility. And when he smiles he shows his teeth: iron grey and subtly sharp, the edges able to pare through flesh like a knife.

Magecraft:
House Familiar: A present from his mother, his aunts, and elder sisters. A handsome piece of luggage, all well worn, elegant leather and metal framing that very well may be gold. Arkady carries it with him always and it is deceptively light. When opened it inverts upon itself, unfolding and unfurling into a small, cozy house with a stove and chimney. And enormous chicken legs. There are bounded fields woven into the structure of the home, enough to allow mortal eyes to slide past the fence of bones and burning skulls and for it to weather some degree of hostile magecraft. But its main function is as a mobile Workshop.

Deep Forest Communion: His are the creatures of the Northern wilds, those depths so far removed from the encroaching, eroding, advance of human civilization that monsters still dwell in seas of endless, softly falling snow. Gods and older, stranger things lurking in the shadow of the trees. Arkady speaks the tongues of beasts and can direct them to action, or take their characteristics for himself. At the crudest level he may simply overwrite himself with their features. But the true application is in consumption. What Arkady eats he integrates and understands.

Family History:
The Baba Yaga are not one, they are many. The Baba Yaga are not human, they are something more. Something other. Something straddling the line between merely mortal and godlike so long have they been separate from the rest of mankind. In character they are elitists of the strangest stripe, shunning the more cosmopolitan Clocktower as having already succumbed to the advance of human inquiry. The path to the Root lays in the Age of the Gods, this is known, when the divine walked and countless possibilities unfolded. To that end they hoard knowledge among themselves and safeguard the elder wilds of Siberia. To that end they send their lesser daughters and the men of the sprawling clan out into the world to do the family's dirty work while the core cabal remains in pristine seclusion, possibly no longer even on Earth. Untainted and untouched, an enigma even to their more junior members. If being a particularly self-aware guard dog and glorified errand boy troubles Arkady he gives no sign. Indeed quite happy in general to spend his days playing with the mutated fauna and primordial beasts of his home environs.

Mystic Code (if applicable):
Iron Teeth of the Baba Yaga - The color of stormclouds, of iron and lead. They come in a little like a shark's, a little like a crocodile's. Losing one hardly hurts and new, freshly sharpened teeth grow in smoothly as older ones are damaged and discarded, systematically cycled out. Fashioned to be used in conjunction with the family's brand of Magecraft it is not only his jaws but Arkady's mouth, tongue, and much of his digestive system that's been enhanced and augmented. Beyond allowing him to bite through concrete or composite alloys it also makes him a bit of an amateur food connoisseur.
Class: Avenger
True Name: Fenrir
Gender: Male
Alignment/Traits: Chaotic Neutral
Cultural Sphere: Scandinavia

Strength: A+
Endurance: B
Agility: C
Magic: D
Luck: B

Class Skills:
Avenger B - Avengers cultivate the hatreds of others, gathering their grudges to themselves, becoming figures of fear and loathing in the process. This skill denotes a Servant's proficiency at capitalizing upon this bleak, bloody legacy. Functioning as a kind of "taunt" when facing the enemy in the field, driving them to careless rage. Born to Loki and the giantess Angrboda Fenrir, like his siblings, was prophesied to bring great harm upon the Aesir. Prompting his fettering at the hand of his sole friend Tyr, god of War.

Oblivion Correction C - Avengers emerge from the past to inflict pain upon the present. The shock and violence of their re-emergence proportionate to how far they have passed out of contemporary memory. This skill enhances damage inflicted by an Avenger, the wounds they leave a deeper, bleed more freely, by their very nature they are made to harm. Fenrir's return was terrible but it was known, at the final battle he would devour the Allfather and have his jaws torn asunder by Odin's son, killing him in turn. A grim and terrible fate, but one that is known.

Self-Replenishment A+ - Avengers endure until their task is completed or they perish in the attempt. As Servants this manifests as a spontaneous self-generation of mana, stores of energy steadily replenishing of their own accord allowing for sustained battle. Bound by Gleipnir, and lashed to the great stone Gjöll with a sword pinning his jaws apart, Fenrir would endure until the very end of the world. Until the dying of all things and that last clash at the plains of Vígríðr.

Personal Skills:
Mana Burst (Blood) C - The ability to increase the performance of weapons or one's own body by infusing them with magical energy and instantly expelling it. From his pierced maw flowed forth a mighty river of ichor and drool and beneath his pelt powerful sinews knotted. The blasts created by these strikes are sloppy and wide-ranging, the raging wolf barely able to focus his attention.

Monstrous Strength B++ - Temporarily ranks up a Servant's Strength for a time period dependent upon the rating. Two godly chains did Fenrir snap before finally being subdued by trickery and magic. Leyding snapped in a single kick and a shrug. Dromi, twice as strong, shattered so forcefully that the broken links flew for miles. Fenrir may mitigate the mana cost so long as he is acting for the sake of fame and recognition amongst his peers.

Noble Phantasms:
Gleipnir - Sixfold Silken Ribbon: C
The dwarves made it out of impossible things for nothing less would suffice for a binding impossible to break: a cat's footfall, a woman's beard, the roots of a mountain, the sinews of a bear, a fish's breath and a bird's spittle. These were the ingredients of its construction. Yet even then this is something of a lie, while it is the only thing that can hold Fame-Wolf it will not hold him forever. At the end all things come undone. At the end even Gleipnir snaps. The silken bands of Gleipnir coil around Avenger's body, curling about his limbs and crossing his chest, wrapping about his waist and preserving some small shred of his modesty.

While he would very much prefer not to have it while he wears it it functions as a fine suit of improvised armor (albeit not one with particularly comprehensive coverage) and extra loops can easily be repurposed as whips or throwing-leads for his second Phantasm. In the presence of Gleipnir any other Bounded Field or restraint acting upon Fenrisulf fades and frays. They cannot measure up to it and ultimately not even it can imprison him.

Vanagandr - Wolven Blood Delta: B
From his wounded mouth came forth a mighty river. From his loins a lineage of world-chewing wolves. This Phantasm is both altogether. It is Fenrir's sons who will swallow the Sun and rend the Moon, plunging all the earth into darkness. It is Fenrir's children who prowl the Winter forests, hungry and hateful. In form it is an ancient, blackened blade. The edges chipped and corroded, stained with so much blood the tainted metal gleams with a reddish light. Behind it lies an entire river, in metaphor and literal fact. By calling forth its name Avenger brings forth a raging torrent of monstrous ichor, within which snarl and snap the half-liquid, clotted forms of countless monstrous wolves. Their very presence swallows the light and anything else in their path, heeding only their progenitor's commands.

Biography:
Loki's son, brother to Hel and Jormungandr, raised in the home of the Aesir before being cast out like the rest. As a Servant Avenger takes the form of a shaggy, silver-haired man, skin laced with scars and lips peeled back over too-sharp teeth. He is often angry, short-tempered, and rash and slow to trust. But this stems more from hard experience and ill-healed wounds than ingrained malice.

Include: Arkady draws forth Vanagandr from his mouth, Gleipnir's bonds wrapping around his arm and spreading out from the point of contact.

Install: Full Cosplay Magical Boy Mode + ANGERBORK
 
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