Fate/Zero + Fate/Stay Night

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Wasn't this cancelled which was why you put up your RP? Or is that a separate thing?
 
Just thought I'd mention that I was planning on creating Assassin's Master, which kind of goes against the whole "Random generator" thing...
 
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Name: Diarmuid Ua Duibhne
Master: (Can be left blank for now)
Class: Lancer
Alignment: Lawful Good
Height: 184 cm
Weight: 85 kg
Armament: Dual Spears
Likes: Friendship, Codes of Honor
Dislikes: Smitten maidens, Extremely jealous men
Wish: For his Lord to forgive him

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Stats

Strength: B
Endurance: C
Agility: A+
Mana: D
Luck: E

Class abilities

Magic Resistance - Rank B
Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected.

Skills

Eye of the Mind (True) - Rank B
Calm analysis of battle conditions, by which competent grasp of the status of the self and the opponent are obtainable even in the midst of danger; utilization of such to deduce the appropriate course of action that permits escape from a lethal predicament

Mystic Face - Rank C
Effects are similar to those of Charm-type Mystic Eyes

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Noble Phantasms

Name: Gáe Dearg: Crimson Rose of Exorcism
Quote: (None needed to use NP)
Rank: B
Type: Anti-Unit
Range: 2-4 meters
Maximum target: 1
Description:​
Is a two meter long spear that renders magical enhancements and projections useless by severing all ties with prana. It was passed down to Diarmuid Ua Duibhne from his father, and he normally keeps it wrapped in a talisman cloth to seal its abilities and keep it from revealing his identity. Unlike most other Noble Phantasms, the abilities of the spear are passive in nature. It does not require its name to be called upon in order to be utilized, allowing it to instantly affect whatever it strikes.
The spear will pierce directly through any projection made of prana, such as Saber's summoned armor. Bounded fields, such as Invisible Air, will have small fissures created that slowly chip away at them with each strike, any weapon that is magically enhanced, such as those enhanced by Knight of Honor, will have its enhancements and ability boosts rendered useless when struck by the spear, and any item that acts as a prana source, such asPrelati's Spellbook, will have all connections severed to its recipients.
The nullification is not strong enough to cancel or break the source of the magecraft, making it unable to sever completed magecraft such as contracts exchanged in the past or curses in the way that Rule Breaker completely nullifies them. The effects only last while the tip of Gae Dearg is in contact with the object, which allows it to function as normal after the spear is lifted away. While it is not a weapon one can pride on its destructive power, it can be considered a threatening "anti-Noble Phantasm" and "Noble Phantasm killer" to those that find pride in the power of the armaments, forcing them to defend only by physical means.

Name: Gae Buidhe: Yellow Rose of Mortality
Rank: B
Type: Anti-Unit
Range: 2-3 Meters
Maximum Target: 1
Description:​
Is a cursed spear 1.4 meters long that inflicts wounds that cannot be healed naturally or with magecraft. It was a gift given to Diarmuid Ua Duibhne by Manannán mac Lir, the king of fairies, and he normally keeps it wrapped in a talisman cloth to seal its abilities and keep it from revealing his identity.
Unlike most other Noble Phantasms, the abilities of the spear are passive in nature. It does not require its name to be called upon in order to be utilized, allowing it to instantly actualize its curse of mortality upon striking the enemy. The spear lowers the opponent's maximum health limit, thus limiting healing and regeneration abilities to the point where the opponent received the injury. When Saber receives a light wound on her left arm that severs her tendons, Irisviel is unable to heal it with magecraft due to her being considered in a state of full health. The effect cannot be dispelled, and canceling the curse requires the destruction of the spear or the death of its owner. While Saber's wound is shallow, it seals off her ability to use Excalibur properly until Lancer forcefully destroys the lance on his own. The enormous curse contained within gushes out in a whirlwind, scattering into nothingness and allowing Saber to return to full health instantly.
 
Ah, I see.


Roland
First Paladin of Charlemagne
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Class:
Berserker
Alternate Classes: Saber, Rider
Master:
Alignment:
Neutral Good → Neutral Mad
Sex: Male
Height: 168 cm
Weight: 57kg
Armament: Armour, Horn, Sword

STR: B+ → A+
CON: A → A+?
AGI: B → A
MGI: C → B
LCK: C → B
Noble Phantasm: A+ / B / C

Class Abilities

Mad Enhancement: B
Rank up for all parameters, but takes away most of sanity.

Personal Skills
Battle Continuation: A+
Makes it possible to operate even after receiving decisive fatal wounds and can remain alive so long as the Spiritual Core is not completely destroyed.
Even after suffering countless wounds, having his head split, his body skewered with spears and arrows, his temples explode, and even his brain stream from his ears, Berserker was still able to cut down the remaining forces of his enemies as they fled, cross the battlefield multiple times to bring the bodies of his comrades to be blessed by a bishop, break two Noble Phantasms, and then choose a faraway place to confess his sins and die.
Bravery: A
Sealed under Mad Enhancement.
Ability to nullify mental interference such as suppression, confusion and charm. Also increases the damage inflicted upon the opponent during melee combat.
Instinct: B+
The ability to always "feel" the best course for oneself during combat. Additional effect of reducing by half the penalties caused by obstructed vision and hearing.
Because of a good balance with Knight Errant, it is possible for refined sixth sense to border true precognition.
■ Knight Errant: B
Sealed under Mad Enhancement.
A Skill equivalent to Guardian Knight.
Guardian Knight grants a temporary attribute bonus when acting in defense of others, whereas Knight Errant grants its bonuses when acting in defense or pursuit of a cause, as well as subtly guiding the Servant along paths that coincide with his causes.

Noble Phantasms
Lunatic Moon: Orlando Furioso
Rank: B
Type: Anti-Unit (Self) Noble Phantasm
Range: 0
Maximum Number of Targets: 1 Person
"I am not -- am not what I seem to sight / What Roland was is dead and under ground / Slain by that most ungrateful lady's spite / Whose faithlessness inflicted such a wound. / Divided from the flesh, I am his sprite / Which in this hell, tormented, walks its round / To be, but in its shadow left above / A warning to all such as thrust in love."
A Noble Phantasm whose activation is triggered by the activation of Mad Enhancement.
When this Noble Phantasm is active Berserker is forced into his spiritual form and rendered immobile. In his place takes a 'shadow' appearing as a large suit of armor wreathed in darkness, not unlike the fog of a certain Berserker. It possesses no weapons, for it is a shadow, and shadows do not need arms. The shadow has all the abilities and parameters Berserker would have had under Mad Enhancement, and for all intents and purposes, is considered to be Berserker until the true Berserker reveals himself. And even after that, if the shadow appears again.
The shadow radiates an aura that plants images of desolation, of grief, of suffering, of anguish and all the horrid emotions and terrible atrocities experienced and committed in the name of love within the minds of those around it. The strength of this mental interference is increased when touching or looking directly at the shadow, or the more the target has experiences in line with the images.
When the shadow is killed and fades away, or the Noble Phantasm is deactivated, the true Berserker will materialize in the area no matter where he was previously, so long as it is within the World (Meaning if Shadow gets ganked in an RM, he goes to the real world). Berserker retains knowledge of the shadow's experiences, the ones it could understand under Mad Enhancement at least, but apart from that the shadow is considered independent of Berserker himself.
Maintenance of this Noble Phantasm is surprisingly cheap. About the cost of maintaining a Servant in spirit form compounded with the cost from active Mad Enhancement.
Olifant: Final Song of the Setting Sun
Rank: C → A++
Type: Suicide Attack Noble Phantasm
Range: 1 - 50
Maximum Number of Targets: 100 People
Crimson stained were the lips of Roland. His cheeks were sunken and white, yet once again he raised his horn. Faintly now, in sadness and in anguish, once again he blew. The soft, sweet notes took on a tone so pitiful, they wrung the very heart of Charlemagne, where, full thirty leagues afar, he onward rode.
"That horn is very long of breath," he sighed, looking backward anxiously.
"It is Roland," cried Duke Naimes. "It is Roland who suffers yonder. On my soul, I swear, there is battle. Some one hath betrayed him. If I mistake not, it is he who now deceives thee. Arm, Sire, arm! Sound the trumpets of war. Long enough hast thou hearkened to the plaint of Roland."
Sealed under Mad Enhancement.
A horn of a unicorn from India, sounded only twice in Berserker's life: during his travel into Elfland to signify his arrival at the Dark Tower, and at the end of his life to call aid from the armies of his king.
It is a last-ditch Noble Phantasm that can only be activated when certain requirements are met: Berserker is being sustained by Battle Continuation, Berserker no longer has a Master supplying prana, no miracles remain in Durendal, Berserker is fighting an opponent who had betrayed him, or Berserker is fighting an opponent greater than himself. Once at least two of these requirements are met, the horn will become a A++ Noble Phantasm, and Berserker will be allowed to blow it at the cost of his own life.
Once blown, it releases a bellowing sound, full of the pain and grief of those who had cried for help and vengeance with their last breath. The sound of the horn carries potent anti-spirit attributes due to being the horn of a soul-consuming Phantasmal Beast. Spirits within Range 5 of the source, and lesser or unanchored spiritual entities are immediately absorbed into the horn, while Servants in range will be forced to its outskirts and temporarily have their capabilities reduced, as if they had improperly crossed into the anti-spirit barrier around a certain temple. The duration of this effect is primarily dependent on the capability of a Master to support it, with its minimum time being about an hour and its maximum at a day. Other methods exist to decrease this duration, such as restoring prana using means as usurping leylines or "other" means of restoring prana.
However, this anti-spirit function is but a side-effect of the horn's true purpose. For the sounding of the horn bears the concept of "calling Roland's reinforcements". If there are any Peers present and/or Servants with whom Berserker has developed and maintained sufficiently close and positive relationships, they gain a boost against Berserker's enemies that will always put their stats one above the enemy if they are not greater already and allow them to strike through any of the enemy's defenses. In addition, they gain the ability to track Berserker's enemies' locations and do not recieve the negative effects of the horn's sound. They are also supernaturally influenced in a manner not unlike a Command Seal to protect Berserker's Master should the individual remain alive, and are restricted from directly attacking other members of "Roland's reinforcements" for the duration of the effect. Naturally these effects dissipate with the death of the enemy.
On another note, the horn can also be used as an spike with effects similar to the Seventh Holy Scripture.
If Berserker is summoned both as a child and under the Saber class, this Noble Phantasm definitely assumes an entirely different effect, most assuredly one less fatal and relating towards his history with the feyfolk.
Durandal: The Peerless Sword
Rank: A+ → C
Type: Anti-Unit Noble Phantasm
Range: 0 - 3
Maximum Number of Targets: 1 Person
Then came Charlemagne with the swords which he had taken from the altar. To Ogier he gave a plain steel blade bearing the inscription, WEAR ME UNTIL YOU FIND A BETTER. But to his nephew Roland he gave a wondrous weapon with jewelled hilt, and a fire-edge gleaming like the lightning's glare.
Sealed under Mad Enhancement.
The holy sword gifted to Berserker by King Charlemagne of the Frankish Empire. A symbol of power splendidly forged by an existence beyond humanity.
It is an indestructible sword that maintains its supernal sharpness even after its owner's prana is depleted, and possesses three miracles within it, similar to but far greater than the Command Seals of the Masters, to be used by Berserker at will and independent of his or his Master's prana. These miracles can be used to actualize mysteries that can affect others - for example, healing an ally's wounds - as well as mysteries that benefit oneself. Once these three miracles have been depleted, Durandal becomes a Rank C Noble Phantasm. Due to the legends in which Berserker defeated monsters and fairies, as well as its blessings and status as a heathen-smiter, Durandal deals additional damage to enemies with "monstrous", "elemental", or "unholy" attributes.
In addition, while not technically a Noble Phantasm in and of itself, Durandal does possess a "technique" of sorts known as Durendal: La Brèche de Roland, an Anti-Fortress attack that simulates Berserker's attempt and failure to create a Broken Phantasm Durendal before he died, creating a large gap within the mountains of the Spanish/French border. By pumping prana into Durendal and striking something, an explosion of prana is emitted in the direction of the swing.

Anyway, there's the sheet post-nerfing I had to do.

Also, should I give up my spot as Caster in your other RP if this is indeed still a thing?
 
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I'll be entering a servant and master pair in this war, with the servant and master coming form the previous war. Take out my master spot from sign ups for now since I won't be able to replace that spot until later next week and someone may come.
 
Name: KIng Solomon The Wise
Master:
Class: Caster
Alignment: Mixture of Lawful and Chaotic Good
Height:6'3
Weight:around 170 pounds
Armament:Magic and any magical items he may create
Likes:Women, Sex, that's about it
Dislikes:Evil and dishonest peoples, those who take advantage of others, injustice, fools, and ignorance
Wish: None
Stats:
Strength:E
Endurance:E
Agility:C
Mana:A
Luck:B

Class abilities:
Item Construction: Rank A, He can make powerful magic items that can have a myraid of abilities, if given the proper material to make such an object. Focuses mostly on making jewelry and such, but can make a decent weapon as well.

Territory Creation: See Noble Phantasm
Skills:
Charisma: Rank B,the natural talent to command an army. Increases the ability of allies during group battles. The rank he has is suitable for the king of any country.

Revelation: Rank A, is a Skill equivalent to Instinct, a sixth sense regarding battles; however, "Revelation" accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling).


High speed Divine Word: Rank B,
the power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. At Rank A, Caster is able to use High-Thaumaturgy at the speed of a single action spell.



Noble Phantasms: http://typemoon.wikia.com/wiki/Noble_Phantasm
Name:Seal of Solomon
Quote:?
Rank:A
Type:Anti-Army/Anti-Unit
Range:
Maximum target:
Description: A ring which can be used to summon/create imaginary demons. He can also summon 7 powerful demons that operate similarl to some classes, the strength of each depending on Solomon's vices.
Lust:The strongest and work like the Saber class
Pride:Second strongest and hates it, he is like the Archer Class
Sloth:The Slowest of them, he is like the Caster class
Wrath: The strongest in a physical sense, he's like the berzerker class
Greed: The fastest and most agile, he is like the Lancer class
Gluttony: The second weakest, he is like the Rider class
Envy: The weakest of them all, he's used for reconnaissance more than anything else, he is like the Assassin Class. Solomon can have only one of the big seven out at any given time. They can also be turned into items, in which about 3 of them can be out at anytime, and give it to allies, giving them a boost to the corresponding demon's highest stat(class base stat) and one of the class skills at Rank C. This requires the Demon to be sacrificed, however, and while they can be resummoned, it will cost more prana than before, and the drain on solomon will be greater. Either way, doing this leaves Solomon weakened, as he has to put a great deal of focus on maintaining the greater summons.

Name:Throne of Solomon
Quote:?
Rank:B or A
Type:Support
Range:
Maximum target:
Description:
Allow him to mark a building as his throne. This building is then guarded against attack by several golden statues that come to life whenever someone with hostile intent is near. Gives him +1 to his parameter's that are under rank A. He can also take a small portion of a person's Prana upon entering the building as tribute, which he can either use, or store inside of one of the rings he wears.

Name: Solomon's Judgement
Quote:?
Type:Anti-Unit
Range:
Maximum Target: 1
Description: As a reflection of Solomon's great wisdom, as well as his most famous verdict, this Noble Phantasm allows Caster to do two things.
1)He can half the attack power of any offensive NP.
2)He lowers the ranks of an opponents stats and skills by 1 if they try to fight him while he is in his throne.

Caster reporting for duty.
 
I'll slip into that last spot, then.
 
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Name: Chinatsu, (N/A)
Servant:
Assassin
Alignment: Chaotic Neutral
Age: 25
Gender: Female
Height: 5'7
Hair colour: Black/Red (See Mixed Blood)
Eye colour:
Blue
Blood type: B
Likes: Fighting, Exercise, Snow, Baths/Hot Springs, Quiet.
Dislikes: Foul odours, Obnoxious individuals, Weaklings.

Magic Tier
-Quality: C
-Quantity: EX (See Mixed Blood: Infernal Reaction)

Unnatural Abilities
Mixed Blood: Chinatsu is an existence dangerously close to being overcome by their demonic ancestry, and while this means she has her fair share of mental instabilities, she is also a brutally powerful opponent that could be considered unbeatable to ordinary humans. Even members of the Demon Hunter clans would have trouble taking her down, due to a combination of her special ability and her raw, overwhelming attributes. She only just barely manages to hold herself back from going completely over the edge, and any amount of excessive pressure could easily cause her to slip past and never be able to return. As she approaches the edge of her humanity, her hair changes from its ordinary colour and turns a brilliant red hue.
Enhanced Physical Capabilities: As a side effect of the thickness of her Oni blood, Chinatsu's body has always shown itself to be unnaturally powerful, especially once she began to train it regularly. As she is now, she would have no trouble overpowering several dozen ordinary humans at once, although she has yet to reach the level of "that man". In a pinch, she may be able to match powerful beings of human origins, such as Dead Apostles or the weakest of Servants, however this would certainly be pushing her abilities to their absolute limits.

Instincts: Since ancient times, Chinatsu's family has been in a constant struggle against a particular, local Demon Hunter Clan that had arisen for the sole purpose of combating them. Because of this and their Oni blood, certain instincts have been passed down to all those in the family's main branch, instincts that aid in detecting danger and ensuring the greatest possible chance at victory in battle. However, because of the strength of their instincts, her family often had problems adapting to ordinary life, leading to most of them living almost entirely as hermits in their lifetime.

Infernal Reaction: An innate ability of Chinatsu's, which has been described several times as being "basically cheating". It is an absurd power that is strangely similar to the natural characteristics of dragons, providing natural Magic Resistance, regeneration, access to Prana Burst, and tremendous prana output. It is said that her blood itself acts as a furnace, taking in mana from the air and converting it into massive amounts of prana, which she can use to accomplish pretty much anything. If she were to be trained past the level of a novice in the arts of Magecraft, she would be pretty much unstoppable to modern magi, as the combination of her ridiculous energy stores, natural resistance and increased physical abilities would completely overwhelm any opposition. She can boost her output even further by consuming more readily available energy sources, such as life force or the fluids of a Magus.

Unfortunately however, this ability is not without its accompanying problems. When not being suppressed, it causes her bodily functions to go haywire, greatly increasing her body temperature to the point of burning anybody who comes in contact with her. Her emotions run wild, and she will certainly find herself becoming gradually more controlled by her instincts, until eventually she completely loses herself to the strength of her demon blood. The only way to prevent herself from completely losing control is to revert to a near-human state, stripping her of much of her natural capabilities and leaving her once-again vulnerable to the spells of others.

While she may not be able to produce the same massive amounts of energy when suppressing her Oni blood, she is still able to store an immeasurable amount for general use.
??? Clan Special Techniques: The rituals and techniques once practised in depth by the family of Chinatsu's origins, now lost following her Clan's recent extinction. While she is the last true user of her Clan's techniques, she was never properly tutored prior to her teacher's death, and is still only what they would have called a complete amateur. Still, what arts she does know may prove useful in the upcoming war, and her special ability DOES serve to beef up what would otherwise be a pathetic collection of spells.

Skills
-Martial Arts/General Combat
-Manipulation of Killing Intent
(Includes Masking and Intimidation)
-Sharpened Hunting and Killing techniques
-Natural Athlete
(Good at sports, athletics, acrobatics)
-Very basic weapon use
(Edged, blunt, thrusting weapons)
-Able to speak, write and understand Japanese fluently
-Can operate very basic technology, such as Telephones and Vending Machines
-Minimal cooking ability
-Survival skills such as fishing, tracking and fire-making


Equipment
-Water bottle (full)
-
Misc. coins, amounting to less than a thousand yen.
-A Box of Matches
Backpack:
-Two changes of clothes
-Hygiene products (Including towel)
-Binoculars
-Five rice crackers
-Pocket watch

Wish: Immortality.
 
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Name: Achilles
Master: (Can be left blank for now)
Class: Rider
Alignment: Lawful Neutral
Height: 185cm
Weight: 97kg
Armament: Spear and shield
Likes: Women, Greeks, His mother
Dislikes: Apollo, Paris, Trojans
Wish: He wishes to fulfill the vow he made with his mother, "live like a hero and die like a hero".

Stats:
Strength: B+
Endurance: A
Agility: A+
Mana: C
Luck: D

Class abilities:

Magic Resistance: C
Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.

Riding: A+
Expertise to ride animals and vehicles. Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind



Skills:
Battle Continuation: A
The strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated. Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a decisive fatal wound.

Bravery: A+
The ability to negate mental interference such as pressure, confusion and fascination. Bonus effect of increasing melee damage.

Affections of the Goddess: B
Affection is from his mother, Thetis. Other than Mana and Luck, all stats are Ranked-Up.

Divinity: C
The measure of whether one has Divine Spirit aptitude or not. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig. Achilles is the son of a Goddess and a human.



Noble Phantasms:

Name: Andres Amarantos
Rank: B
Type: Anti-Unit (Self)
Range: 0
Maximum target: 1
Description:
Achilles' gift of immortality from having been blessed and exalted by the Olympian Gods. Any type of attack against him is nullified, physical damage, the "normal attacks" of Servants, and even great Noble Phantasms like the A+ rank Balmung. It cannot be pierced by power alone, but rather only those who possess the blood of a god within their veins are permitted to harm him. It can only be negated by those with Divinity of a certain rank, at most C-rank, or higher, allowing those of that rank to harm him with any attack.


Name: Dromeus Cometes
Rank: A+
Type: Anti-Unit (Self)
Range: 0
Maximum target: 1
Description:
Although his physical prowess is high, it is not an impossible standard for a Servant, but his speed greatly stands out, equated to instantaneous movement. It allows him to run through a giant battlefield in a single breath, and obstacles on the field will not slow him even as he charges through a dense forest. Its usage requires that his weak-point, the Achilles Heel, be exposed, but not many Heroic Spirits can keep up with his speed.


Name: Diatrecon Aster Logche
Rank: B
Type: Anti-Unit
Range: 2-7
Maximum target: 1
Description:
Achilles' Hero-killing spear given to him by his father, Peleus, previously given to Peleus as a wedding gift by Chiron. It is a simple spear with sturdy workmanship that is well designed for close combat. Able to destroy all defenses and pierce the chests of heroes, he holds it lightly in one hand as a means of using for its original purpose as a throwing weapon. Having been able to pierce through all other heroes, he feels it is superior to any other weapon in the aspect of its thrust, allowing it to pierce hearts and penetrate skulls with every strike he makes. Wounds inflicted by the spear cannot be healed by any means, other than by scraping parts of the spear into the wound.


Name: Troias Tragoidia
Rank: A
Type: Anti-Army
Range: 2-60
Maximum target: 50
Description:
Achilles's three-horsed chariot that is able to move through the sky. Summoned by whistling with two fingers in his mouth, it appears from the sky, controlled by reigns on the driver's stand. It is drawn by three strong-muscled horses, two immortal divine horses bestowed by sea god Poseidon, Xanthos and Balius, and lesser than the other two, a "fine and famous" great horse pillaged from a city, Pedasos. It boasts extraordinary power, firmly charging and "riding like lightning", which is very difficult to stop. Using it, he tramples throughout the battlefield with godspeed, easily trampling one-ton golems and scraping up the ground simply from riding it, increasing in damage dealt proportionally to its increase in speed. It can be likened to a "giant galloping lawnmower" at its highest speed.


Name: Achilles Cosmos
Rank: B+
Type: Anti-Unit
Range: 1-20
Maximum target: 1
Description:
The shield of Achilles, a physical encapsulation of the entire world, made by Hephaestus himself after Hector had taken his original armor from the dead Patroclus. A Noble Phantasm actualized through the magecraft he taught himself. It has an active and passive effect to it: Any attack that hits his shield will instantly be transported to a different world, effectively nullifying it.

When he activates it, the world engraved on the shield expands and transports Achilles and his enemy into a different dimension. Inside this dimenson, any kind of protection, be it because of a god's blessing, dragon blood or anything else, gets removed, even his very own Andres Amarantos. It is the perfect one on one fight, without any second chances or interference from the outside, which will only end once either of the two warriors has died.
 
I'll be getting a sheet up sometime tonight. ie, when I'm at a keyboard.
 
Archer_of_red.png

Name: Atalanta

Class: Archer

Alignment: Neutral Evil

Height: 166 cm

Weight 57 kg

Armament: Bow

Likes: Children, Animals

Dislikes: Men making advances on her


Stats:
Strength: D
Endurance: E
Agility: A
Mana: B
Luck: C
Noble Phantasm: C

Class abilities:

Magic resistance: Rank D
Cancels single-action spells. Magic resistance is equal to that of an amulet that rejects magical energy.

Independent Action: Rank A
Can remain in this world for a week after losing her master. However the use of a Noble Phantasm of great prana consumption requires a master.

Skills:

Aesthetics of the Last Spurt: Rank C
Is a skill that allows Atalanta to anticipate her enemy by letting them take the initiative and then confirming there actions.

Crossing Arcadia: Rank B
Can move while jumping over all kinds of obstacles on the field, including enemies.

Noble Phantasms

Phoebus Catastrophe:
"The complaint Message on the Arrow"
Rank: B
Type: Anti Army
Range: 2-50
Maximum target: 100 people

By attaching a letter to her arrow, and shooting it into the air she will call upon Artemis and Apollo to call down a rain of arrows that attacks all enemies. By focusing it on a single spot she can increase the power of this noble phantasm.

Agrius Metamorphosis
Boar of Divine Punishment
Rank: ?
Type: Anti Unit (Self)
Range: N/A
Maximum Targets: Self

This Noble Phantasm is clothing made out of the Calydonian Boar. It enhances her movement, offensive power, defensive power and one life force can be recovered about just as much as the damage dealt to the enemy. In addition it also allows high speed travel in a long line by releasing prana. People in the travel route will get confused and start attacking each other by mistake.
AgriusMetamorphosis.png



Other Information:
Wields the bow "Tauropolos: Bow of Heaven" which allows her to do attacks that exceed A rank in physical power.

She is able to hit targets as long as she can see them, even if they are but a dot during night time with much trees and other obstacles in the way.
 
Lina Sevaille

Servant: Assassin
Alignment: Chaotic Evil
Age: 11
Gender: Female
Height: 161 cm
Weight: 48 Kg
Hair color: White
Eye color: Golden
Blood type: B
Likes:
-Retribution
-Suffering
-Her servant
-Obedience

Dislikes:
-People in general

Magic Tier:
-quality of Circuits: A
-quantity of Circuits: A

General Magecraft:
Dream Magecraft
Lina and her family specializes in the magecraft of dreams. More specifically, in high tier familiar summoning by utilizing dream imagery to give substance to creatures with properties similar to ploys. However it is extremely difficult to give substance to the imaginary without some sort of collective will producing a single image such as in the case of demons, and it is this hurdle that the Sevaille family has attempted to overcome for eight hundred years. Two hundred and fifty years ago, the head of the Sevaille family became a dead apostle through artificial means, and has since then attempted to produce a heir that could act as a conduit to give substance to dreams. His opportunity came in the form of Lina, who had an origin that had a strong affinity to the dream magic, and a personal world completely replaced by the substance of her dreams. He had hoped to utilize Lina as a storage space where the imaginary was not simply imaginary, but merely inside a different inner reality which would allow for facilitated summoning. However the necessary resources the Sevaille head required had long since eroded away from the world, and thus he sought the Fuyuki grail among the countless false wars in the world for it's exceptional quality. Thus when Lina was but a small child, he shut her eyes forever and sealed her mentality inside her own dream world forever, rendering her inert in an endless coma. He planned to utilize the child as a participant to the grail war by allowing her to summon a servant within her dream world for several advantages. However his plans turned sour when Lina summoned a primordial existence beyond his control which shattered his mind and enslaved his will to Lina. Lina's magecraft essentially allows her to maintain a personal reality marble that is a summation of her dreams. The mental strain of keeping this world together combined with the influence of her servant has twisted the dream world into one of unspeakable horror and despair. The dream world is where her servant resides and was sustained for the past years, but it can manifest itself outside when the grail is present to do Lina's bidding if it is inclined. Lina's magecraft essentially has her inner world replaced by her dream world, and aside from this she cannot really do anything to affect the outside world.

Skills: Lina does not have the opportunity to exercise any skills as she is in a comatose state.
Equipment:
Dress of Immersion
A mystic code that takes the shape of a black and white frilled dress that shines with a radiant splendor that awes the eyes of those that view it. It is a top tier mystic code that is capable of drawing energy from a selected leyline and connecting to it efficiently and reliably and funneling retrieved pa directly into prana for the master, effectively providing an unlimited source of prana with an extremely fast recharge rate. However, the main flaw in the dress is that it renders it's user under extreme strain unless they spend the prana recharged immediately, which is not a problem for Lina who burns prana in immense quantities per second to sustain her dream world. Also has the bonus effect of maintaining the health and condition of the one who wears it indefinitely as long as a prana source is present, as well as significantly slowing down physical aging to the point where a decade ages one only a single year at the cost of snatching away all physical movement.


Wish: To bring hell and destruction upon humanity.

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The Bogeyman
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Master: Lina Sevaille
Class: Assassin
Alignment: Chaotic Evil
Height: 302 cm
Weight: Varies
Armament: No physical weapons
Likes:
-Death
-Slaughter
-Torture
-Fear
-His master
Dislikes:
-Humankind, young children in particular.

Wish:
Whatever it's master's wish is, in this case, the destruction of humankind.
Stats: (See the following link for information http://typemoon.wikia.com/wiki/Parameters )

Strength: D
Endurance: A
Agility: D
Mana: A
Luck: A

Class abilities: http://typemoon.wikia.com/wiki/Skill
Presence Concealment
EX: Bogeyman lurks in the shadows. He is under the bed. He is in the closet. He hides within the pits of darkness. You know he is there, you check under the bed, you open the closet, you illuminate the shadows - But you never find him. You feel the eyes on your back, you turn, you see nothing. The malignant and everlasting presence of the Bogeyman, distinctly present but never traceable. The presence concealment of EX allows Bogeyman to hide in any form of shadow or darkness and literally sink within it, becoming untouchable and undetectable. He will emit a distinct aura of oppressive fear nonetheless, but this aura can not be traced nor can Bogeyman be sensed in any physical way. Destroying the shadows he sinks in does nothing, as Bogeyman merely moves to the nearest shadow. In pure darkness Bogeyman can be said to be ever present, and in pure light Bogeyman has no place to hide. Bogeyman can transfer himself to any shadow within a fifty meter circular area around himself. The ability functions through the use of a pocket dimension accessible to Bogeyman through the body of shadows, only exitable through shadows as well. As such nothing may harm or interact with Bogeyman when he hides himself, and since he is literally removed from the world, his presence is un-discernible.


Skills: (See the previous link)
Shapeshifting
A++: Bogeyman is an universal phenomenon, a worldwide fear that takes shape to terrorize the young. He has countless forms and incarnations, all influenced by the culture sphere and fears of those within the sphere. He is one with countless faces all designed to reflect the primordial fear within the hearts of men, and as such it is no exaggeration to state that Bogeyman is capable of shifting into any form he desires so long as he is able to sense a vision of fear that corresponds to the form he desires. The form he takes does not grant him any specialized abilities and retains his original strength no matter the form, so turning into a dragon will not grant him draconic properties. However shapeshifting may rank up to EX under the usage of Bogeyman's noble phantasm, allowing him to assume a form conceptually and physically. Bogeyman is able to, however, assume the form of any of his incarnations and all the attributes attached to them at his base. His current form is an amalgamation of an European incarnation of a shadowy, tall and hooded man like creature and an African incarnation that wore the faces and skins of those it kidnapped.

Mystic Body of Fear
A: Bogeyman's entire body emits an oppressive aura of abject terror that negatively affects all those that gaze upon it or are even in it's near vicinity. Those affected will have clouded vision, increased pulse, heightening terror and panic, as well as a feeling of utter helplessness. Those tht gaze directly at Bogeyman will feel a crushing fear that paralyzes them, striking at the very core of their beings with a poisonous fear that chips away at mental stability. Servants largely go unaffected by this skill, and those with skills that defend against mental interference suffer little from Bogeyman's presence, but his aura of fear will still be felt distinctly. Masters will be affected severely without any mental defense though, and those with little magical capacity who cannot over ride the fear through circuit renewal will be near paralyzed by fear and slowly dip into insanity. Effects of the mystic body increase drastically upon activation of Bogeyman's noble phantasm.

Discernment
D: Bogeyman is able to uncover and identify the fears of those he gazes at, but beyond this his discernment is lacking and cannot perceive a full character such as Karna's discernment of the poor.

Mental Pollution
A++: Renders Bogeyman immune to mental interference thamuaturgy, due to possessing a distorted mentality. However, at the same time it becomes impossible to come to an understanding with individuals that do not possess an equivalent rank of mental pollution. A twisted manifestation of evil and fear, Bogeyman plays every bit the horrors that humanity has enforced upon his existence, being a warped and sadistic killer. Bogeyman is rather fond of his master however, as one incarnation describes him as a loving parent that steals abused children to raise them well. It is this specific incarnation that activates in the presence of Lina, and as such Lina is possibly the only one that can come to an understanding with Bogeyman both through her own broken psyche and status as his "child".




Noble Phantasms: http://typemoon.wikia.com/wiki/Noble_Phantasm
Darkness of Humanity: The Bogeyman
Quote: "Terror. Anguish. Hate. Suffering. All have been pinned to me, and I am glad to accept them. And return them from whence they came."
Rank: A++
Type: Self
Range: 1-???
Maximum target: 1-???
Description:
The ultimate noble phantasm of Bogeyman, derived from his primal status entrenched from the will of humanity. For Bogeyman who exists in all cultures in some way, shape or form, it can be said that all lands are his domain. For Bogeyman who has become a euphemism for the devil, a collection of humanity's primordial fears and terrors, it is natural that he is able to manifest the fears of mankind of which he is an innate representation of. Upon activation of this noble phantasm, the area around Bogeyman becomes distorted, wavering as if reality itself was being rent apart. A pitch black darkness spreads all around Bogeyman, turning the environment slowly into a dispassionate canvas of darkness like a rampant disease. The ability is not summoning an alternate or personal reality such as a reality marble, rather it "painting over" reality with a temporary hue of the fears and terrors that comprise the Bogeyman's existence. It is not so much "replacing" as it is "adding", and as such Gaia does not seek to destroy this mutation of the world. The darkness has an extremely powerful repressive effect that seals all attributes of existence from the environment it paints over, draining any prana and placing all things in an inactive stasis. From these splotches of darkness, Bogeyman can materialize and summon manifestations of all the fears of those within the area of darkness. These physical embodiments all retain conceptual and physical attributes toward them if there were any. Essentially every ounce of shadow becomes an elaborate and top tier summoning vessel, and the fears of those around the shadows become catalysts for automated summoning. The shadowy territory feeds on fear, and those that step in it forcefully have their memories of fears pulled forth from their memories to actualize summons, as well as having their prana drained significantly. All the shadows can act as entrances for Bogeyman's presence concealment. The shadows also heavily empower Bogeyman, allowing his mystic body of fear to forcefully break through any mental defense below B+ rank to affect even servants. Not only this, but Bogeyman is able to shapeshift into fears conceptually and physically, which increases his shapeshifting skill to the rank of EX. Bogeyman is also capable of controlling the shadow and forming constructs of his own devise with it, such as walls and weapons, but these will not have any special properties other than prana draining capacities and fear manifestation, with the prana draining capabilities being far enhanced when actively wielded by Bogeyman, while untouched shadow merely drains slightly and continuously. The area of darkness continually spreads, sustaining itself by consuming any prana it runs over to grow endlessly but slowly. The territory is extremely hard to continually sustain even as it feeds off of the environment, leaving behind desolation and barren earth wherever the shadows encroach. However, the more the territory grows, the easier it becomes to sustain as substance conversion into fueling prana outweighs the cost of expanding the territory greatly. It is still impossible to maintain the territory indefinitely, but it can be maintained for over thirty minutes without disruption in most cases. It is an exceptionally powerful noble phantasm with no solid cap on capability due to it being entirely contingent on the fears of those within it. Bogeyman chooses not to expand the territory beyond the reach of sixty meters as more will strain and harm his master, whom he cares dearly for.
 
Woops. Nevermind. I forgot
 
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Name: Rayne Kanzaki
Servant:
Alignment: good neutral
Age: 17
Gender: Female
Height: 5-2
Hair color: White
Eye color: Red
Blood type: B+
Likes: Splurging (though she never gets to do it), hard work for the people she cares about, cheese, being forceful, and getting to do things the way she wants to do them even if they aren't practical.
Dislikes: Rayne dislikes the mage's association for considering them not worth bringing up. Anything against her family, meat (she'd be vegetarian if it was consistently the cheapest stuff to eat), people who take stuff for granted, and being forced around because others think themselves superior. She hates it even more when she has no realistic choice but to comply.
Magic Tier:
-quality of Circuits: E-->B+?
-quantity of Circuits: D

General Magecraft: Reinforcement and magic stacking. To explain the quality of circuits, to an average mage, Rayne would be a flat out D because her range of spells is absolutely garbage. She can do just about one thing: reinforcement. However, her mastery of that single magic is pretty high for being the scrub of a magus she is. As compared to other users of reinforcement alone, she is somewhere in between a B and an A ranker, mostly because of the lack of specialization of the higher class magi in the field. The quantity of circuits adjustment is to account for the fact that she almost never uses just one spell but rather a chain of small spells to create the effect of a much stronger one without the proper prowess to actually do so normally. The spell chains of reinforcement put considerable strain on her both in terms of circuit use and physically.

Rayne has a pretty short magical background, mostly learned from books. Incapable of any elemental spells, her origin is Effort and her magic is mostly physical enhancement magic which is usually considered support magic for the weak who are unskilled in dueling. She can chant for them at high speed, almost on par with a high speed aria. Her personal magic is spell stacking, allowing her to cast multiples of the same spell and layer them. It has better efficiency and can be done by her despite her level due to it being her origin but it is nothing that a stronger magus couldn't technically accomplish though they probably never would. Thus by sheer practice alone, she exceeds most of them in that respect. She does exactly one thing and she does it profusely. The mass of casting even cheap spells makes her ill suited for long fights but that doesn't make much of a difference since she can't hold up to most magi in straight power to begin with even with her enhancements. So she either finishes it quickly or won't be able to. Reinforcement might be so cheap that she could create a number of smaller chains of spells but she generally stacks enough so she can go off maybe 5-6 times when being conservative, 2-3 if she really needs the power. Against an expert magus, about the only chance she has in the first place is being able to blitz them while they're still looking at her like the scrub of a magus she is. If they fight drags on and they adjust to her fighting pace, it would be very likely that she'd never get the chance to hit them again.

In summation, she chain casts a bunch of reinforcement spells to move absurdly fast and hit really hard, much, much more than a magus of her stature should be able to manage.

Personality: Rayne is an honest hard worker. She doesn't take shortcuts and thinks practical, probably a lot more practical than befits her age for understandable reasons. Having to take care of everything for their family for several years now, everything had to be handled by her and no bundle of money was going to make her not have to learn it. The collective fortune was reasonable but not all that great, not enough to keep them going for the rest of their lives. She is more fun loving by nature but has major issues with duty and responsibility vs loosening up since she feels the duty to be just that necessary. Even participating in this war is a gamble to her as she is well aware that she might die over the course of it. She has an extremely one track mind, though, and tends to tunnel vision hard. So despite her lack of being so sure, she is going forwards with full focus. And yes, she is juggling preparing for the war with taking care of her brother and will probably still be doing that during the war.

Bio: There are some families blessed with great status and magical ability and some that are not. The established ones have a lot of support and curry the favor of the Mage's association in the name of preserving magical purity. Those not so pure are hardly considered so important and only by a few possibilities can they become anyone significant in the magical world. The Kanzaki family was one of generally D rank magi and an occasional C rank, nothing that impressive. If there was anything special about them, it was their tendency to produce specialists with no elemental affinity but rather a specific origin that they would focus on. In magus terms, that meant that they were unimportant plebeians who lacked talent and occasionally would produce a one trick pony. They weren't entirely wrong but it was rather insulting to be classified like that. They didn't dwell too deeply on it as a family, though, content with not being in the center of all the scrabbling for influence. That was fine for them as they were different from other, more pure families anyway. They lived normal lives, held non-magical jobs, and hung out with non-magical people. They had few books on magic since the family tendency made them inept at the most mainstream kinds of magic. This of course made them especially deplorable for "treating magic as a hobby". While they mostly didn't care and on their way towards dying out, Rayne was made to care. Her mother had already died from an illness and when she was 14, her father died from being shot during a petty robbery as a bystander. Saddled with a fair sum of money left over from her father and some extra baggage in the form of a 7 year old younger brother with no relatives to speak of, she turned to the mage's association for some help, knowing that adoption was fairly common with magical families due to the issue of getting magically gifted kids.

As it turned out, Rayne got pretty much laughed out. The Mage's Association wasn't interested in finding a place for the magically viable but not so gifted. In not so many words, they were interested in retaining purity and not so much about helping anyone for the sake of helping them. Being ever the practical one, Rayne did the math and figured out pretty quick that the chances of being able to live on the inherited money till she was making her own were pretty bad. She was too young to legally work in the non-magical world so she bit her lip and began working as something akin to a servant girl for various families contacted through the mage's association while she doubled with going to school. Manual labor was decently rare among the Mage's association on account of pride so only the really desperate ended up doing it. The more affluent magical families couldn't hire normal humans either as they wouldn't understand the magic that went on and would panic. Of course, Rayne was never allowed near any of the libraries and was sent off to cook, clean, and serve while being treated more like a dirty piece of hired labor. The more affluent the family, the more poor the treatment. Nevertheless, she put up with it for three years, honing her small brand of magic in between after receiving the brand of a potential master a year in. Rather than try to match the other magi in power, she aimed to beat them in application. She saw the holy grail war as a way to prove her worth. If she won, they would be instantly recognized as an important magical family on par with the three great families. Their deplorable family trait would be heralded as a great gift. The glory she cared little for but the position would allow her and her brother to grow up without him worrying because he saw her up late at night studying all the time or because of the concerned look she had whenever she balanced the checkbook which wasn't really that bad at the moment but she was always looking years into the future and projecting her dismal part time income. So no matter how much she saved, it wasn't realistically going to look good. Already graced with the advantage of living in Fuyuki, she knew the area well and stopped working 6 months prior to the start of the war to focus on school, actually get some rest, and prepare for the war. Unlike the major families, that included very little spell learning and a lot more moving about. At the unintentional behest of her brother who was much more magically gifted but woefully uneducated magically, she took what she knew of kendo, got a real sword, and aimed to make it her medium. His logic was based on anime. If you couldn't blow up big buildings, you should get a sword instead and cut them down instead. In final fantasy terms "If you ccan't be a black or white mage, be a red mage". He was of course also unaware of the impending war and treated magic more like a hobby and a game, less like the life and death war that Rayne was about to wade into.

Skills: Rayne has reasonable skill with her sword and is practiced at fighting at high speed. She figured that with her personal lack of ability, this was about her only recourse to fight in the war, unconventional methods that most magi would look down upon. There is some formal kendo and kempo background to supplement this though it was originally done with a shinai before she applied it to a real sword. The kempo was something she did much earlier before she was forced to fend for herself. Thus the skill is shallow even though it was still practiced. She is also a decent cook and can perform anything else the average student can.
Equipment: A katana that Rayne uses as a medium for her spells. It is not really special other than having runes carved into it to facilitate her particular magic. She also carries money, usually food, whatever school supplies she needs, a watch, and her cell phone. Her family wasn't in the condition to be making mystic codes, nor did she have the money to afford one.
Wish: To one up the Mage's association and pave a better life for her family. In effect, merely winning the grail would probably accomplish that.





Btw, two of you seem to be under the impression that assassin is your servant. And were we allowing canon servants? I do spy one.
 
Like, 4/7 Servants are canon xD

And NRVNQSR and Tatsua Aiisen are Mastering different Assassins, since there are two.
 
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