Fate/Grand Order Advent of the World Shattering Star - OOC

VanceXentan

Gundam Meister
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
Writing Levels
  1. Adept
  2. Advanced
  3. Adaptable
Preferred Character Gender
  1. Male
Genres
Mecha, Superhero, Anime, Adventure, Magical
===
[youtube]l_GRXxRDi-o]
The world is a fragile place....for hundreds of thousands of years humanity as struggled through the ages to keep peace, and prosperity always falling back on war. Mages, heroes, and normal humans have struggled to reach out to grasp at fame, fortune, and prosperity. Fear of failure, of defeat, of destruction is always a constant thing. Something to be reminded of every time some single individual reaches out to grasp is the fact that things could go horribly wrong at any given moment. A single alteration, a single failure, a single deviation from the norm...it sends the world into a chaotic spiral, and a distortion is made upon an unsuspecting world. Mages are one of the more common reasons things go wrong.

Be it the Dead Apostles, or an overtly ambitious fellow with too much to gain, and not enough to lose the world tends to fall apart at the touch of fate's hand. Hatred, jealousy, justice, despair, honor, friendship, and other self destructive tendencies have been the cause of mages, and humans alike to fall, and break what should be set in stone. Guidelines, and history itself changing to suit the needs of the many, and the hopeless. Be it for good intentions, or for ill the time line of the world is easily disrupted...perhaps a young man wished for peace...perhaps they rescued a friend...or maybe they just wanted a bit more power...and everything went wrong.

This is Chaldea, The Organization for the Preservation of Human Order, Finis Chaldea is it's full name and we have been active for many years now in the Alps. For a time Chaldea held together the world as it stood for centuries. Perhaps correcting a small lapse in time here, or perhaps making sure the evil mages of the world were kept in check in present time. Regardless it seems that the world itself is rebelling against them at times. More frequently enemy magi have been showing up to check, and destroy Chaldea agents and bring doom upon the world. Many have been defeated. The enemy's true name is known. However distortions, and changes in time are becoming more frequent forcing the top team of Chaldea to summon servants in an attempt to stop it. This worked for a time...however the recent anomaly has caused an issue...a rift...the first team is lost...dead more than likely. An attempt to stop the destruction of the world is now in the hands of the second team now allowed to summon their servants they prepare for the worst yet to come.


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Rules:
1. All Standard Roleplay Rules Apply. Power Playing, God Modding, and other assorted non-sense is not allowed.
2. No over powered servants. Demi-Gods, and servants such as Gilgamesh, Beserker Hercules, and folks of that nature are not allowed. I can't have unkillable servants that make everyone else pale in comparison. Ask before you pick a servant, and I'll help you with them if need be. The preference is towards middle of the line servants such as Robin Hood, or Qin Liangyu
3. I must approve of your characters personally before allowing them into the roleplay. Characters not approved do not get noticed in the IC. Post characters in the OOC before approval.
4. PVP is allowed and will be taken up in the arena, or through collab however BOTH parties must agree to the battle. Battles will be done more than likely in a controlled Chaldera environment.
5. Everyone starts with three command seals. Command Seals are renewed once per distortion travel.
6. 2-3 Noble Phantasm limit on Servants whom are not canon. This is to prevent power playing, and shenanigans. I may be considerate of three if the servant warrants it. Remember in the show at least the noble phantasm is suppose to be a defining aspect of the legend of the servant.
7. I reserve the right to gm to reject characters for any basis. Be it for personal conduct, or roleplay reasons.
8. Players are encouraged to make both master and servant in order to make the process move smoother. You can play one of either however the burden of finding a suitable user to help you is between you and whoever else is playing the opposite. I will not make a new character should someone drop out.
====
(Note players can also pick any class already chosen, meaning players can play in a class already occupied by another class, putting this here to differentiate the types of servants)
Servants currently active:
Servant
Saber: Rebellious Red Saber - VanceXentan
Archer: None
Lancer: None
Rider: None
Caster: None
Assassin: None
Berserker: None

=====

Character List:
Leon Winchester - VanceXentan

====

NPC List:
Director Orson Archibald ll
Head of Medical Wing Layla Lawson
Head of Distortion Analysis and Technological Designer: Caster Class - Archimedes
1st Squadron Head: Keiji Togami
====

Character Sheets:


[hider=Servant and Masters]
Magi Sheet:

Name:
Nicknames:
Age:
Gender:
Master of:
Command Seal Location:
Origin: Magecraft
Appearance: (written or anime picture is fine)

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Personality:

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Biography: (include why you were accepted into Chaldea your mage should be of some note be it of birth, magical strength, talent, or accomplishment.)

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Magecraft Section:

School of Magecraft: (what type of abilities do you study specifically see above magecraft link)

Skills/Spells List:

Amount of Magecraft Mana: (A-E) (A being top tier mages like Rin, and Kayneth. E tier being Shirou, and Shinji. D-C is average)

Other: (for anything that I may have missed)

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Servant Character sheet:
Servant

Class Name:

Nicknames:

Alignment:

Weapon(s):

Abilities:

Skill

Skills (Custom ones are allowed Rate A-E):

Class Abilities:

Base Parameters:
(Rate them A-E. Normal Human (or humans that actually existed) Servants will rarely have certain attributes above C unless their history, or tales depict them of being able to use one of them very handily)
Strength: (筋力, Kinryoku?): Bodily might in terms of power.
Endurance: (耐久, Taikyū?): How much damage one can withstand.
Agility: (敏捷, Binshō?): Quickness and speed of reaction.
Magical Power: (魔力, Maryoku?): How much magical energy can be handled.
Good luck: (幸運, Kōun?): The quality of one's luck.
Noble Phantasm: (宝具, Hōgu?): The strength of the Noble Phantasm one owns. While the ranking will often match their strongest Noble Phantasm, it will sometimes only reflect a secondary Noble Phantasm, or display a ranking higher or lower than their available wares.

Noble Phantasms: (Noble Phantasm)
Name:
Quote:
Rank:
Type:
Range:
Description:

True Name: (can be put in hider for those who don't wish to show it to others, and you should link a bio if available)

Appearance:
[/hider]
 
Name: Leon Winchester
Nicknames: None
Age: 24
Gender: Male
Master of: Saber
Command Seal Location: Right Hand
Origin: Calm
Appearance:
https://waifulabs.com/waifu/Kohari-62gquN4MU9CviTWW6N7fkh -
Personality:
Respectful and honest Leon was raised to be a gentlemen by his parents. He always keeps it in mind to treat people fairly regardless of gender, or age. He doesn't tend to look down on people but he does occasionally feel the need to look down on certain people who he feels do not deserve respect. Contrary to this however he is very much an elitist mage and feels that people who look down on him as a magus, or to those can't properly control their magic are beneath him in this regard. He views talent, and hard work is better than prestige or glory. Though he seeks to be the best magus he could possibly be he doesn't intend to get there through ill gotten means however he believe the holy grail is his chance to increase the chances of him making breakthroughs in his skill even if it means using it as a crutch.

Leon as a leader is straightforward, level headed, and deadly efficient. He struggles with making choices though at times leaving it up to group choice which landed him in his current position. He considers loss of life on the team to be abhorrent, and disgusting not willing to live with it. Leon sometimes takes his job too seriously and puts himself in harms way to save his team. As a symbol of authority he is lacking but as a strike team coordinator he excels at fighting.

Biography:

Born in a rural town in the Midwest of America he was the son of a well known magus duo whose families hail from Ireland, and Scotland. His parents were teachers, and instructors of magical arts and worked for the Mage Association's American branch. His parents had great hopes for him, and knew he would be a strong mage someday if they instructed him properly. Though his grand father (mother's side) disliked the idea of forcing on him his parents' highly disturbing fondness for exploring Magecraft he was none the less forced to agree that his parents had the right to raise their child as they saw fit.

Growing up around magi scholars would be both a boon, and a disadvantage for young Leon whom would grow up with some social issues. He would be so used to magic that his parents would have to put spells on him when he was around normal humans to temporarily prevent him from using magic even accidentally. He also knew better than to talk about magic to others and lacking very few other hobbies Leon would make very few friends with normal people. He would also need to work on both normal school curriculum alongside his Magi training that his parents put him through since he was able to comprehend basic level spells. Despite this his parents did indeed very much care for their child, and wanted him to reach his full potential so that one day he could become a strong magus.

He would continue to have very few friends into his teenage years where his father, and grand father would both personally start to teach him their own specialized magical forms. His father was a masterful wind mage, and his grand father knew water magics as well as anyone. He had shown an affinity for both early on in his life and he appreciated his father pushing and leaning on him more than his grand father otherwise he may have never discovered his limits and how to stay within them. He had high ambitions of one day perhaps running his own guild within the magical community, and one of his friends, Gabriel Mackindley, would prove to be a worthy rival as he pushed on Leon to keep himself on his toes. He cherished what few close friends he had, and was grateful for them. Within time he started to develop a certain reputation within his circle of magicians, and even some others as 'The Black Hand Magus' after beating many opponents in a dueling arena while wearing his signature black glove on his left hand. It was not anything he had expected and he only wore the glove because it was a gift from his grand mother whom was also a duelist in her time.

Before he really knew it he was growing into a young adult, and his skills with magic were becoming stronger with each fight as he figured out new ways to use them. Though he was worried he was going to hit his limit soon enough. However destiny was set to change Leon. He was chosen by Chaldea for their attempt to recruit new mages into their organization. The group was led by an old friend of Leon's mother and when pressed Leon was hard pressed to join but after explaining the circumstances of the organization Leon agreed. Leon was tested in Chaldea by their head mages and was found as a talented mage in his own right. Though not top tier Leon was considered strong enough to compete with other mages of quality on his level by Director Orson. Deciding Leon would be best held up as a member of the second group of mages fielded by the organization, in other words the back up team, Leon performed well in the field, and in tests enough to eventually qualify as the head of the second team.
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Magecraft Section:

School of Magecraft: Water, and Air Elements

Skills/Spells List:

Wind Current Change - 4 Times
Powerful Gust - 4 Times
Concussive Bullet - 5 Times
Water Shield - 5 Times
Freeze Water - 5 Times
Hands of Water (ability to conjure hands from water sources) - 2
Liquid Manipulation - 6 Times

Amount of Magecraft Mana: B-



Servant Character sheet:

Class Name: Saber

Nicknames: Saber of Red, The Knight of Treachery, Knight of Londinium

Alignment: Chaotic Neutral

Weapon(s): Clarent

Abilities Section:


Personal Skills:
Instinct
B
Cigarette Lion
B+
Mana Burst
A
Secret of Pedigree
EX

Class Abilities:
Magic Resistance: B

Riding: B

Base Parameters:
Strength: B+
Endurance: A
Agility: B
Magical Power: B
Good luck: D
Noble Phantasm: A

Noble Phantasms: (Noble Phantasm)
Name: Clarent
Quote: "This is my Rebellion against my beautiful Father! Clarent Blood Arthur!
Rank: C/A
Type: Anti Unit/Anti Army
Range: Medium Range
Description:

True Name: Mordred

Appearance:
qt7qqj1oz1e01.jpg
 
Alright, here are my two characters. I hope they are to your liking.

  • Name: Oisín Ó Dubháin-Wolfteich
    Age: 27-years
    Gender: Male
    Master of: Pwyll
    Command Seal Location: His command seal is placed on the inside of his right wrist.
    Origin: Caretaker
    FrUMJ1I.png
  • Personality:
    As his appearance would suggest, Oisín is a bit of a punk. He likes to bend and break rules every now and then, he generally cares little for tradition, and always prefers doing things in his own way. His absolute biggest pet peeve is having others tell him what to do, or think they know better than he does. Regardless if they actually do or not, it is the fastest way to get him to blow up. This in particular often caused him to get into trouble with the more elitist mages at the Clock Tower. God forbid his favourite student wasn't the one from a family with a long and rich history, but the unplanned child of a young witch who was a little careless, which was something that happened surprisingly often. Certain faculty members and students absolutely despised him because of this, while others praised and loved him for it. Oisín really never cared whether his general disregard for mage tradition was approved of or not, he mostly believes a lot of it is bullcrap.

    He's generally a helpful and good soul, doing his best to leave a good or, as he puts it, an "At least not completely shitty" impression on the world. He'd often take time out of his day to help out struggling students, often completely regardless of what exactly they were having problems with, the most notable example was perhaps when he offered a home to a student that had recently been thrown out of their family, despite that student harshly critiquing him for his dislike of mage traditions. He was the go-to guy for most of his colleagues if they were getting drowned in work and needed someone to help take a bit of the workload off. Occasionally, his goodwill would get used by someone here or there. Though Oisín tries to do his best to make sure he doesn't just waste his time on people trying to exploit him.

    Besides that, he's a relatively mellow guy, laid back to the point of laziness, at least on some days. His three biggest hobbies are reading, making music, and cooking and baking. The last one would make a lot of students who didn't already dislike him for not sticking to rules love him, as he'd regularly bring cookies or cake to class, typically on days after some big exam had happened. If he isn't occupied by practising some instrument or singing, he can usually be found hunkered down in a corner with tea or hot chocolate reading either some cheesy romance novel or some crime mystery story.

    "Man, you should've seen the faces of some of the other teachers when I came to work on my first day in a spiky leather jacket and a shirt from a death metal band none of them had ever heard of. I was wearing much more teacher appropriate clothes underneath, but their faces were priceless! Some of the people that work at or with the Clock Tower are so unbearably snobby, almost as if they don't breathe the same air as everyone else.. actually, I'm sure at least one of them has developed some magecraft that lets them do just that. Imagine being hard on someone because they don't have hundreds of years of magi in their family tree and going full lips to arse when they do. It's like they've all gone mad. Although, I suppose that's easy to say for me, given that my mother was a respected magus and all."

    Biography:
    Oisín's mother was a decently talented and powerful magus originally from Ireland working at the Clock Tower. Though she left when Oisín was a two-year-old shortly after his father had died in a car accident. She moved to Switzerland where she re-married a regular man when Oisín was seven years old. Through this, he got one step and one half-sister.

    Though she no longer worked at the Clock Tower, Oisín's mother still taught him and his sisters magecraft as best as she could. His step-sister in particular had no affinity for it, though he and his half-sister were able to pick it up relatively quickly. His mother was very gifted in the somewhat outdated art of runic magecraft and passed it on to Oisín.

    In his life away from magecraft, Oisín showed particular interest in studying history and music. Usually, his performance in school varied between average and slightly above average, but he really shone in those two topics. He took many extra classes in music throughout his life, learning a myriad of instruments and developing a rather nice singing voice, and tried to visit as many historical places as he could in his spare time.

    When he was a fourteen-year-old, his mother slowly began picking up work at the Clock Tower again after focusing on her family. She and the rest of her family moved to London and Oisín got proper schooling at the Clock Tower after years of being home taught.

    Shortly after Oisín had turned twenty-two, his mother had an unexpected heart attack and passed away. After a few months of grieving, the Clock Tower offered Oisín to take his mother's now open spot in the Department of Lore as a teacher. Oisín was initially unsure if he would be up for the task, but chose to accept anyway feeling that in some way he would honour his mother by continuing her work at the Clock Tower.

    Through his position at the Clock Tower Oisín managed to talk his way into his position at Chaldea. He really barely knew why he tried to get into it himself. But, to him, it sounded like a cause worth backing, something that he really wanted to be a part of.
  • School of Magecraft: Rune Magecraft
    Skills/Spells List:

    • A simple rune with the meaning "sun". When inscribed on an object, it will cause that object to create light. It can also clear magically created shadows or darkness to some degree.
      DzPFkBc.png

    • A simple curse originating from Scandinavia decreases the physical health of the target. Because the curse properly said is released from the caster's index finger and the target must be within the field of vision to be aimed at, it is dubbed Gandr Shot. Oisín's Gandr Shot is about as strong as a pistol shot. Not enough to kill outright, but certainly capable of knocking out a normal person.
      8gFeMOh.png

      (This is the Gebo rune, a "Gandr" rune doesn't actually exist)

    • A rune meaning "Survival" or "Endurance". When inscribed on a being of flesh and blood, it heals their wounds. It does not work on beings made of Ether, such as Servants.
      8hz5rUc.png

    • Meaning "Conflict", "Defence" and "Protection". When inscribed on a person it briefly grants them a heightened resistance to physical attacks, it works like a shield applied directly to the skin.
      23V2yCd.png

    • Meaning "Sanctuary" or "Shelter". When inscribed on an object, that object will start moving toward a target pictured when the rune is inscribed.
      EhdlWmA.png

    "Runic magecraft is really quite interesting. Mostly because it's so old that even legendary Scottish, Irish, or Scandinavian heroes used it, albeit, a much more potent version of it. Nowadays nobody seems interested any more. The major problem is that, because it's so old and so much research has already been done with it, it's sort of got nowhere left to go. It's reached the sealing and now there really isn't anything more to invent and that turns off a lot of magi. At least, that's my theory."

    Amount of Magecraft Mana: D+

  • Class Name: Saber
    Nicknames: The Chestnut-Haired Prince, Head of Annwn, Prince of Dyfed
    True Name: Pwyll
    Alignment: Neutral Good
    Armaments: A sword called "Cleddyf Annwn" gifted to him by his best friend, a magical cape

    Wish: Through his immortalisation on the Throne of Heroes, Saber was not able to be joined with his friend in the afterlife as he had promised, perhaps, with a wish he could bring himself and his family there to fulfil that promise.

    W5hIJwjl.png
  • Strength: C
    Endurance: B
    Agility: B
    Mana: D
    Luck: A+
    Noble Phantasm: B
    • Riding - C
      Denotes the ability to ride mounts, with the exception of Dragons. As a hunter, Saber is a formidable rider, he was also able to learn from his wife, believed by some to have been a fairy presiding over horses, though he lacks any impressive feats relating to riding himself.

      "I honestly feel a little stupid now, remembering back when I sent my entire staff chasing after Rhiannon and nobody, not even me being able to catch up with her. And all I had to do was ask her nicely to slow down a little. I'm really a hopeless case sometimes, however does she stand me? I didn't know people nowadays think she was a fairy. I wouldn't doubt it for a second. She has the skill, mind and beauty of one."

      Magic Resistance - B

      Grants protection from magic, by cancelling spells entirely. In his life Saber was able to conquer a kingdom of fairies and defeat a fairy king in single combat, as someone who has defeated many creatures who are not only magical in nature but also incredible practitioners of magic arts, he was granted a suitably high Magic Resistance.

      "I can vividly remember the first time Arawn cast magic on me. It was really strange hearing his voice come from my mouth and my voice from his. Even now magic confuses me a lot. I've learnt to deal with it to some degree, but don't expect me to pick up a magic wand anytime soon. I'll leave that to the experts."
    • Sach Diwaelod - C+
      In life, Saber was gifted a magical, bottomless sack by his wife. Believing the sack to be ineffective to wield in combat, Saber has repurposed it into a cape that he wears into battle. When used, the inside of the cape turns black, becoming a portal leading to a void. His wife was able to retrieve things from this void, making it theoretically possible to catch attacks and release them back at the enemy. Sadly, Saber does not know how to do this.

      "I got this sack as a gift from Rhiannon when I'd gotten both of us in trouble and she needed to bail us out. One of many times... I eventually asked her if she couldn't make a cape out of the sack. Since a cape is much easier to take around. If her eyes weren't attached to her, I think they might have just rolled right off her face. She said something about me being too childish sometimes too."

      Protection of the Underworld (False) - C

      Though Saber isn't truly an Underworld deity, he did rule over the Otherworld, Annwn, a version of the Underworld, for a year and was given the honorary title of Head of the Annwn by its true ruler as a reward for his honourable actions. This skill passively increases the vitality and physical defences of Saber and nearby allies as well as granting them light protection against poison and disease.

      "So Arawn actually gave me permission to, ahem, 'put the moves' on his wife to make our disguises more convincing. But, she was such a smart and fun woman I couldn't possibly damage her honour like that. Plus, despite giving me his permission, I thought I'd still do a great injury to a king. A fairy king no less! Never would I have guessed that Arawn would be so moved by a simple act of common decency. But, here I am, best friends with the King of the Otherworld just by having been a decent person."

      Mana Burst - C+

      Allows a Servant to strengthen their body and weapons by letting Mana flow through them. This was the Skill Saber used to kill another fairy king in just a single strike. Saber prefers to use this Skill on his opening strike, just as he did to defeat the other fairy king, however, he is not restricted to doing this and he can also use this Skill for high-speed movement.

      "I trained for an entire year to be able to defeat Hafgan. It's not every day that you are put into a life or death battle with a fairy king and to top it off, if you hit him more than one time you basically lose outright. Somehow over that one-year time span, I acquired this ability. It also helped that Hafgan was very confident he would win and paid absolutely no attention to keeping his guard up, but saying that really makes everything seem easier than it really was."

      Valour - B

      Saber often showed great determination and bravery in his life. Correctly believing his wife innocent when all evidence pointed to her committing infanticide and facing a fairy king without prior knowledge about him are only two such examples. Through this skill, he is able to much more easily endure physical pain and block out mental interference. It also has the ability to slightly raise the strength of physical attacks.

      "Otherwise known as stupidity... is probably what Rhiannon would say now. She always thought that my impulsiveness was my greatest weakness. Combine that with enough stubbornness and bravery for an entire army and you have a guy who sits himself down on a magic hill that is known to kill the people that sit on it. But, hey, that's what got me to meet Rhiannon and she secretly seems to like my childish antics, so I call it a win."
    • Hunting Hounds of the Otherworld.
      Rank:
      C Type: Anti-Unit

      Description:
      A pack of ghostly hunting hounds that were gifted to Saber by his friend, a fairy king and King of the Otherworld. They are one of the possible origins of the myths of Hellhounds.

      A large pack of hunting dogs seemingly made of grey smoke. These hounds are phantasmal creatures of considerable Mystery. Although they are individually weak, as a group they are potentially able to overwhelm another Servant. They also possess the ability to lower the Luck parameter of their target through their howling.

      Though they do not consume much Mana to maintain, initially summoning them is rather costly. Furthermore, due to their nature as hellhounds, they are incredibly susceptible to holy weapons and magic as well as other forms of exorcism.

      "Man, Arawn was so mad when he noticed I'd driven his hounds away. I didn't know they were his back then. But to gift them to me now... You know, there is not a thing more important to a hunter than his hunting dogs. So, Arawn entrusting me with his beloved hounds is a true mark of trust and confidence. I'm certainly very proud of owning these amazing puppies."
    • The One-Year Promise to my best friend.
      Rank:
      A
      Type: Anti-Unit (Self)

      Description:
      A sublimation of the time, Saber took the name of Arawn, a fairy king and King of the Otherworld and ruled his kingdom for a year. Using this Noble Phantasm, for a short time, allows Saber to assume the form of his best friend Arawn. His entire body as well as his voice change to make him appear as Arawn, a disguise so convincing that even an ability like True Name Discernment may have difficulties distinguishing Pwyll from Arawn.

      While this Noble Phantasm is active, Saber's physical and Luck parameters are raised considerably. He temporarily gains Divinity equal to Rank C+ and his Protection of the Underworld skill is temporarily transformed into its true counterpart and ranked up to Rank A.

      "Ah... We met a Glen Cuch and he was mad that I had just driven away his dogs from a deer. Who knew that an encounter like that would form the deepest bond of friendship I have ever seen? Had he not put me into his shoes for that year, I dare not to think what would have become of me. "Pwyll" means "Wise one", but I was not at all wise. I was a foolhardy ruler with little regard for his subjects who was more interested in fun experiences and hunting. But that year in Annwn certainly changed me. Made me a much better person. This one-year long promise, I will never and I can never forget it and I will be forever grateful for it. Rhiannon would joke that it hadn't changed me one bit now,
  • Pwyll, Prince of Dyfed is the main character of the first part of the Mabinogion, the greatest primary source for Welsh-Celtic Mythology. He is the father of Pryderi, the protagonist of the Mabinogion.

    Initially, Pwyll was a reckless and careless king, not at all suited to be on the throne. One day, when he was hunting, he lost his hunting party in Glen Cuch. He spotted two hunting hounds herrying a deer and sent his own hounds to chase them away so he could claim the deer for himself. A little later he is approached by a man who introduces himself as Arawn. This man is the owner of the dogs Pwyll chased away, Pwyll apologises and asks the man if he can do anything to make up for chasing off his hounds. Arawn responds that his kingdom, Annwn, is currently split in two between him and another king called Hafgan. The two were set to have a fight until the death in a year's time to determine the true king of Annwn. Arawn asked Pwyll to take his place for a year, and to face and defeat Hafgan. He also advised Pwyll that he must not strike Hafgan more than once, if he does all his wounds will be healed by magic. Pwyll agrees to this, but asks what is to become of his kingdom while he is away. Arawn explains that he will take care of it and casts magic that perfectly disguises Pwyll as Arawn and Arawn as Pwyll.

    Pwyll acclimates rather quickly to his life in Arawn's court. His wife was a beautiful and incredibly smart woman and Arawn's land was bountiful and the most amazing sight Pwyll had seen until then. He did his best to rule well for Arawn, Pwyll's impulsiveness and carelessness subsided somewhat and he slowly but surely became a thoughtful and wise ruler.

    When the time came to face off against Hafgan, Pwyll did exactly as Arawn had asked of him. He struck Hafgan exactly once with a grievous blow, and when Hafgan insisted he strike him a second time to end his life and Pwyll refused Hafgan succumbed to his wound. His knights and servants recognised Arawn as their new king with no resistance.

    When the Arawn and Pwyll met again, Pwyll told Arawn of what had happened. Thankful for his work, Arawn praised Pwyll and gifted him a pack of hunting hounds as a parting gift. Pwyll returned to his court to find that his land had flourished under Arawn's rule. He told them of the unbelievable story and promised to be like Arawn, to be a much wiser ruler than he had been before. Arawn meanwhile returned to his court and when he went to go to bed with his wife that night, she was confused and explained he had not even looked at her in bed for an entire year. Moved by Pwyll's honourable action, Arawn granted him the title "Pwyll Pen Annwn", Pwyll, Head of Annwn. Later the two would each gift the other a sword made by the best smiths and the finest materials their kingdom's had to offer. Pwyll received a sword called "Cleddyf Annwn" and Arawn one called "Cleddyf Dyfed".

    In the coming years, Pwyll would go on to rule his kingdom much more wisely than he did before. Only occasionally would a burst of impulsiveness remind his servants of the thoughtless man and terrible king he had been before. One such event was when he heard of a hill called the Throne of Arbeth, which was said to either show someone who sits on it something beautiful or kill them, and immediately decided to travel there and sit on it. When he did he saw an incredibly beautiful woman riding a horse. He sent his best riders after her, but even though she was only in a slow trot, Pwyll's men couldn't catch up with her. Pwyll himself took to the saddle and attempted to go after her, but he too was unable to catch up with her. Only after he had run his own horse to exhaustion did he think to ask the woman to please slow down, which she did without any hesitation.

    The woman introduced herself as Rhiannon and said she was looking for the king of Dyfed, Pwyll, as she wanted to propose marriage to him. This was the only way she could get away from the man she was betrothed to, a man called Gwawl ap Clud, whom she despised. Pwyll agrees to marry her and their wedding was to be set in a year's time. During the wedding, when Pwyll was passing out gifts a hooded man approached Pwyll and asked him for a boon to which Pwyll responded that he may have anything he wanted. The man then revealed himself as Gwawl and asked to marry Rhiannon. Pwyll, now bound by his word, had to honour Gwawl's request. Luckily, Rhiannon had a plan. She gave Pwyll a magical sack and asked him to make a simple request during her and Gwawl's ceremony.

    A year later, when Gwawl was to marry Rhiannon and was passing out gifts an unknown poor man approached him and asked him for a boon. Learning from history, Gwawl said that he may have anything he asks for so long as it is within reason. The petitioner simply asks to fill his sack with food. Gwawl agrees and calls for his servants to fill the man's sack. Though, regardless of how much was put into it, it never filled up. When Gwawl asks the man what is wrong with the sack, he says that he is very sorry that he forgot to mention that the bag will only be full if a nobleman steps into it and tells it to be full. Gwawl, angry at the thoughtlessness of the man, steps into the bag. But, the second he does, the man pushes him into the bag completely, closes it and reveals himself as Pwyll. Pwyll and Rhiannon are finally able to marry and Gwawl is set free after he swears never to bother Pwyll or any of his family ever again.

    However, the marriage is not yet blessed with a son, so the nobles of Dyfed demand that Pwyll reject Rhiannon. In the third year she gives birth to a healthy son, who disappears shortly after his birth. The maids, fearing to be punished for their carelessness, smear the sleeping Rhiannon's mouth with puppy blood, claiming that she ate her own child. As punishment, she has to carry every visitor to the royal seat on her back from the gate to the hall. One day Teyrnon, one of Pwyll's followers, is able to prevent his foal from being stolen and, at the same time, finds a baby outside his house, named Gwri Goldhair. He soon realizes the resemblance to Pwyll, brings him the child. Rhiannon is released from her sentence. In remembrance of the hard times she calls the boy Pryderi.
 
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Name: Grant Morgenstern
Nicknames: N/A
Age: 22
Gender: Male
Master of: Sanada Kuranoshin/Ishikawa Goemon
Command Seal Location: Top of left hand
Origin: Hope
Appearance:
4ea291e728ade3b2029840f14b0e21fa.jpg

"Everything's gonna be A-OK, got it?"​

Personality:
A personality unbefitting of his pedigree, Grant is a carefree sort that doesn't let things stress him even at the worst of times... sometimes to the annoyance of others around him. While he is carefree, that does not mean he's stupid. Far from it, were it not for the circumstances of his birth, his intellect coupled with what were supposed to be "perfect" magic circuits would have lead him to become a shining star "Magician" rather than a magus. (or so his family would say) Regardless, he doesn't let that effect him, and still enrolled in Chaldea's program out of an interest for furthering mage craft, and good will to see that the world is restored to it's proper order. He has no qualms with working as a team, and is not arrogant enough to be blind to his own faults, using his wits and knowledge to win the day, rather than born magical talent.

Grant is not opposed to taking advantage of enemies' weaknesses or trust, and given his history of researching taboo subjects and the experiments he willingly allowed to be done on him, is not above grasping any means, even ones that others would never consider, to succeed. This does not mean, however, that he is willing to sacrifice his friends or allies, or stab them in the back to get ahead. Indeed, he is the sort to take the burden of sacrifice or consequences for failure on his own shoulders. Though he may be willing to use even cheap tricks to win, he understands that there are still lines one does not cross... his are just not the same as the ones others have.

Above all, the mantra that rings in Grants' head before any other, is that there will always be a way forward, no matter how insurmountable the circumstances. One must simply find and grasp it. One is only truly defeated when they surrender.

Biography:
Born to the successful and quite notable Morgenstern family of Magi, Grant was the product of a marriage between two families to create a child with the "perfect" magical circuits. However, what resulted from the his birth was, for all intents and purposes, a failure. Whether it was a fluke or a curse by the gods, Grant had not only been born with less than the amount of magical circuits that had been expected, he had been born with even less than the average magi. Their attempt a failure, Grant's family cast him aside to be attended to by nannies and those who were not primary heirs to the family while they tried again and succeeded... resulting in their firstborn being left to complete obscurity, nothing more than a reminder of a failed experiment to those who saw him.

Of course, being a child, Grant could not have understood that his being unwanted was not a product of anything that he could personally do something about, and even if it had been explained to him, he wouldn't have accepted it anyway. Instead of giving in to hopelessness, he studied long and hard from a young age to try to make up for the magical ability that his parents saw in him with talent. Failure after failure didn't prevent him from learning, learning as much as he possibly could as he held on to hope that one day he might shine enough among his peers to gain recognition by his family... but, no matter what he did, he never managed to draw his family's attention.

He continued to learn and practice in earnest, long into his teens when one day his family decided to experiment further upon him, to "install" more magical circuits in him. He had thought this might be the opportunity he'd longed for, and he eagerly participated despite knowing the risks such an operation might pose on him... the loss of nerves or even death were entirely possible... but he persevered. In the end, like the many tries he'd had to find his calling in magic, the operation failed. He endured excruciating pain from it, and pulled though, but the results had backfired. Instead of producing fresh new circuits in his body, a few of the ones he'd had were permanently burnt out, and he received severe nerve damage. His left arm had been nearly completely numbed. He could feel touch, at the very least in his hands, but sensations like pain, heat, or cold had been lost. Nerves that ere important to motor control had been damaged, and the response time and strength of actions down his whole left arm had been diminished. But... that was the price to pay for hinging a bet against who you naturally were.

It was then that he decided there truly was nothing else he could do. It was not a bitter decision, but one of acceptance. He'd never let his disadvantages get the better of him, and he wouldn't start now. Instead of focusing on filling his mind with more magical information, grasping to try to find any way he could be of use to his family, he'd accepted that there was nothing left he could do for them to love him, and even if he did, love predicated on usefulness wasn't something he desired... So he turned his sights to Chaldea. He had at first never known of it, until his sister, the "success" of the two of them, had been selected to participate in the program.

He pursued Chaldea himself, reaching out to them in the hopes they might have room for someone like himself, even as a support role. Not for acclaim or to prove anything, but simply because it seemed like the right thing to do. He worked harder than he ever had in his life to prove himself, and managed to get through by the skin of his teeth. Not because of his great innate magical power, but because of his knowledge and "potential" as a magus. Naturally he wasn't placed in the A team, but he managed to land a role in a lesser team in a supporting capacity as he was further tested by the experienced scientists in the facility to see what more he was capable of.


-

Magecraft Section:

School of Magecraft:
Ether
Number of magical circuits: 13 (born with 18, but 5 were burnt out)

Skills/Spells List:

Dowsing:
3
A spell that Grant himself doesn't entirely understand, and just recently learned that provides a temporary guiding light to "what the heart wants" though, that might not always be what Grant is dowsing for. Following it's guidance could simply be throwing luck to the wind. The light that appears is stationary, does not extend very far, and is more like an arrow pointing in a direction than a "guiding light". It vanishes in mere seconds. This spell taps into his origin of "hope" using his element of Ether.

Charge: 2
A spell that is useless by itself. Grant evokes his element into another person as they're using a spell to increase it's effects. It's like the magical equivalent of throwing a splash of gasoline on a fire, and has the potential to be dangerous when used with abandon.

Ether Field: 4
A shield-like spell that does not create a physical construct of any sort. It cannot block purely physical attacks, but creates a "force" that redirects magical, or magic-imbued attacks away from the field, typically bending them around and away. Very strong or fast magical attacks (like those of a servant) may not be redirectable, or be less-effected.


Amount of Magecraft Mana: D

Other:



Class Name: Assassin
Nicknames: Thief / Sanada Kuranoshin
Alignment: Chaotic Good
Servant of: Grant Morgenstern
Weapon(s): Katana, Bow, Ninja tools.
Wish: A world where thieves may always exist!

Abilities:
Due to having previously lived life in a samurai family, training to become a samurai, before having become a ninja-in-training, and finally, a thief, Goemon is proficient in usage of swords, spears, and bows from his training, as well as ninja tools, axes, and clubs from his later life as a master thief and bandit leader. Though, as they say, a jack of all trades is a master of none, and Goemon is not in possession of any legendary, mastered weapons himself. Thus, he makes do with deceit, dirty tricks, and ninjutsu.

Skills:

Ninjutsu:
B
Battle Continuation: C
Disengage: B
Charisma: D
Camouflage: C (camouflages as "Saber Class" Sanada Kuranoshin, his identity as a samurai before he became a thief)
Appraisal: A

Class Abilities:

Presence Concealment:
A

Base Parameters:

Strength:
D
Endurance: C
Agility: A
Magical Power: E
Good luck: A+
Noble Phantasm: A

Noble Phantasms:

Name:
Kinmon Gosan no Kiri (The Golden Gate and the Paulownia Crest)
Quote: "These eyes of Goemon... spy a treasure worth taking!"
Rank: A
Type: Anti-Treasure
Range: Contact/Same battlefield
Description:
Similar to Lancelot's Noble Phantasm, "Knight of Owner", this noble phantasm allows Goemon to steal things, including noble phantasms. However, the limits to this noble phantasm are different. The name of this phantasm comes from the play surrounding his story. The power comes from a mix of tales such as Goemon stealing the large golden tiger fish rooftop ornaments from Nagoya castle without being discovered, to stealing the ninja master (and his teacher) Momochi Tanba's own sword before departing for his life of banditry. Many a tale surrounds the great Goemon's exploits in thievery, though whether they are all true is hard to ascertain.

  • Firstly, Goemon cannot steal or use non-valuable objects. Grabbing a stop sign or other mundane object, even something classified as an ordinary weapon would not give it any special properties. This Noble Phantasm cannot render such objects into weapons, nor does this Noble Phantasm grant any stolen objects any more properties than they already had.
  • Secondly, Goemon must ascertain the value of the object to be stolen before committing to stealing it. If he is stealing a noble phantasm, he must have first witnessed it's use. Goemon can't steal anything that would be considered ordinary, without value, or only holds value to it's original owner. As such, A legendary and famed weapon could be stolen by Goemon after properly analyzing it's value, but an ordinary weapon given it's value by the hero wielding it, or something that is a "concept" (or intangible) cannot be stolen.
  • The item or phantasm stolen by Goemon must have a rank equal to or lower than the rank of this noble phantasm. It would not be possible to steal a weapon like Excalibur in it's full glory (A+++ rank) but if it were ranked down (A rank) he could still steal it.
  • When stolen by Goemon, if the Noble Phantasm in question is to be used by himself, it will be ranked down to C unless it is already at that rank, and will be reduced by one rank if below C rank. However, considering his reputation as one who steals to give to others, he can use this Noble Phantasm to grant ownership of a stolen item to another individual, who may use it at one rank less than it's full power, even if it's original rank was A. (So long as there is not a limitation to them doing so that would justify a further decrease in rank)
  • Since he has witnessed the use of the noble phantasm in action before obtaining it, Goemon's (and by extension one who receives a stolen phantasm's) use of a noble phantasm includes invoking it's true power/special abilities, and is not limited to it's use as a weapon or object. (C rank/rank down limitation still applies)
  • Objects and Noble Phantasms are stored in a sort of "pocket space" that only Goemon (or individuals capable of breaking into that space through magical means) may access.
  • Lastly, Goemon may only possess a maximum of two Noble Phantasms stolen by this Noble Phantasm at a time. (Including Noble Phantasms given to other servants for their use) If the owner of the Noble Phantasm perishes, or Goemon strays too far from the original owner of the noble phantasm, the Noble phantasm fades away. (Either permanently if the owner died, or back to the owner if Goemon strays too far away.)

Name: The Ballad of Goemon
Quote:
"The Ishikawa river;
the grains of pure white sand may run out,
but the seeds of thieves will never run out.
"
Rank: A
Type: Suicide-Attack
Range: Close Range
Description:
A Noble Phantasm symbolizing the end of a great thief, and the beginning of a legend. This Phantasm replicates the gallant thief's method of death, and his sacrifice to save his son from burning.

Goemon and his target are trapped within a large pot of boiling oil, which will consume both targets. A phantasmal crowd surrounds the pot to watch the thief burn (and keeps intruders from disturbing the pot) and while within the pot, the abilities of the individual who shares the boiling bath with Goemon are suppressed, with an invisible magical barrier wrapping the pot to keep those condemned to death inside. Only individuals with strong defensive noble phantasms capable of surviving or somehow escaping the pot's intense heat may survive it. This phantasm lasts until Goemon's inevitable death. The pot itself is a sturdy A-Rank noble phantasm capable of resisting most attacks, so breaking it to release the trapped heroes is a tall order, and the suppression and magical barrier aspects of the pot make escaping or surviving difficult as well.


True Name: Ishikawa Goemon

Appearance:

goemon-ishikawa-xiii-8b6fa19a-0fd4-42a1-b2ad-b9bf41391ec-resize-750.jpeg
6c66aea86e159da5399e8b4745b3da7a.jpg
Other:
 
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