New
Dec 21, 2014 12:13 PM
#1
Appearance: Name: Nickname(s): Servant: Age: Gender: Height: Weight: Alignment: Personality: Mana: Elemental Affinity: Sorcery Trait: Abilities: [*]Ability – Equipment: [*]Tool – Spells: [*]Spell Name: Letter Rank – Maximum of Five Spells History: Code: (b]Appearance:[/b) (b]Name:[/b) (b]Nickname(s):[/b) (b]Servant:[/b) (b]Age:[/b) (b]Gender:[/b) (b]Height:[/b) (b]Weight:[/b) (b]Alignment:[/b) (b]Personality:[/b) (b]Mana:[/b) (b]Elemental Affinity:[/b) (b]Sorcery Trait:[/b) (b]Abilities:[/b) [Add Asterisk](i]Ability –(/i] (b]Equipment:[/b) [Add Asterisk](i]Tool Name –(/i] (b]Spells:[/b) [Add Asterisk](i]Spell Name: Letter Rank –(/i] (b]History:[/b) |
ChotgoriinDec 22, 2014 7:45 AM
Dec 22, 2014 2:33 PM
#2
Appearance: Name: James Cutler Nickname(s): J, Cursed Child Servant: To be Summoned Age: 19 Gender: Male Height: 172 cm Weight: 58 kg Alignment: Neutral Good Personality: James never had many friends. A fact that becomes obvious after a single conversation with him about one of the many subjects he is fond of discussing. From exotic forms of taxidermy to the amount of coffee needed to kill a grown man, he has an expert knowledge of the macabre. Although his appearance instantly hints at his peculiar personality, his deeper joys are far more terrifying than his quirky interests. He has killed a few people - with motives varying - and even after each gaping wound, blood gush and pain filled scream his apathy remains untouched. He does not follow a particularly rigid set of rules towards his prey; neither does he target random nobodies simply to amuse himself. He follows what he rationalizes as the most optimal decision without ever second-guessing the morality behind it, forming a set of obvious notions that only he understands. He will kill without feeling guilt and he will get wounded without becoming alarmed because he does not truly value life, putting curiosity and logic above it. He is usually harassed by the people around him. leaving the impression of being spineless. While this is mostly true , it stems from a lack of interest in living rather than cowardliness and poor self-esteem. If something does catch his interest, he becomes able to perform feats of bravery that are uncharacteristic of his usual personality. Mana: 18 Circuits, each handling 10 units allowing for a max output of 180 prana. Elemental Affinity: None Sorcery Trait: [*]Bad Omen – A Sorcery Trait unique to James that acts as a curse to every sentient being close to him. It creates mental instability in those around him and simple routine actions that would rarely fail will become prone to disaster, leading to a series of 'mistakes' like tripping and falling or performing poorly on certain activities. It's something that has always been part of him and it actually provides him with a strong resistance to curses as long as they're not on the level of miracles. While it cannot be turned off, it can be mitigated until it's close to void, if James concentrates on doing so. Abilities: [*]Cursing Specialist – The only branch of Magecraft James has any talent for. His affinity for this field however is so prodigious that he was able to dominate it simply by studying curses engraved on ancient objects. [*]Knowledge of the Mythical – Although only proficient with a specific kind of sorcery, James is familiar with many forms of Magecraft due to his study of mystic codes and rare items from all over the globe. He can use the experience gained to grasp the workings of a phenomenon that would elude less traveled Magi. This is especially true when dealing with mystical objects, since he can tell where and when an object was created based solely on its physical and magical properties. Equipment: [*]Set of Talismans – A common item found during his travels, talismans and amulets make up for a large part of Jame's collection of trinkets. Most of these are completely useless except in very specific situations related to the nature of whatever amulet is currently being carried They are also rather poorly made and their only function is to automatically absorb as much of whatever ailment was directed at the holder and then proceed to burn out, making them a one-use-only protection. They're of such low quality that they won't even fully block anything above a Rank C Single Action spell. He currently has one for each of the standard European elements and a handful that ward off weak evil spirits and prevent mental interferences. [*]Straw Puppet – A pocket sized doll made of straw, created using a complex ritual James was able to replicate. It is a key element in Jame's Azazel spell and they can only be created twice a year. He is currently in possession of 2 puppets. [*]Set of Silver Daggers – Seven Arabian looking daggers bought in a market in Cairo. Not mystic in any way but they definitely possess some sort of story. They are not suited for hand to hand combat but they are well made and James keeps them sharp. Regardless of whatever their original function was, they are now used by him for everything from combat to cooking. [*]The Cursed Stone Seal – A stone tablet the size of an infant engraved with hieroglyphs, recovered by James from the corpse of a long dead Egyptian grave-robber. It guarded the Pharaohs funerary chamber with a powerful curse said to bring misfortune to any who would dare enter the tomb. It synergizes incredibly well with Jame's Sorcery Trait and it causes everything within a 20 meter radius to suffer from a debilitating pressure that degenerates and weaken structures, starting with their more delicate and frail parts, making people hallucinate and feel an increasing pain. The probability of failure that is natural to any task will be multiplied by a factor of 10. Mages won't be able to focus on complicated spells, martial artists will feel tired and will injure themselves more easily, machines that were perfectly functional will encounter complications and act abnormally and aiming weapons will prove difficult. After about 10 minutes of exposure the target is so disorientated that even an experienced assassin would be more than vulnerable in a knife fight against James. To prevent unwanted victims, this mystical code has to be stored in a chest full of sand from the Valley of Kings, since it neutralizes the tablet's curse. Spells: [*]Azazel: B – A powerful spell originating from Haiti and commonly associated with Voodoo. It involves linking the concept of a person with a effigy using a series of chants and ingredients, eventually being able to use that object as an actual representative entity of the target. James came into contact with the spell and was able to reverse engineer a portion of it. His version however works differently. By reciting a Five-Line incantation while having the puppet gained from the ritual near him, he will undo all the damage given to him in the past hour. The spells consumes the doll and causes a random person within a 2 mile radius to suffer whatever ailment was directed at James. It is beyond his capacity to target a specific person and for it to work, James has to stay alive long enough to activate the spell. [*]Gandr: C – A simple curse originating from Scandinavia. When used, a hazy black projectile is released from Jame's hand. It weakens the physical health of a target and while Jame's version lacks any real stopping power, it causes mind numbing pain to anyone unlucky to be hit. History: It was in the outskirts of a peaceful town that Vincent Cutler and his charming wife Mary decided to anchor down and like many others start a family. The Victorian manor they had bought possessed a certain glow to it, and it served perfectly over the years as a playground for the two children the couple raised. The young boy and his older sister lived happily with their parents until a mixture of psychosis and alcohol drove their once kind and caring father to commence an incestuous relationship with his 16 year old daughter. The affair was quickly discovered and the father committed suicide before ever facing trail, leaving his dear wife to take care of the two children with the addition of a baby boy that had resulted from his immoral actions. This child had been born of the 13th of January, a Friday, and named James by his grandmother Mary. The stress of taking care of the whole family took its toll and eventually drove the woman to attempt murder-suicide, killing her two children but leaving poor three year old James alive. After that, the boy was passed around foster homes giving birth to legends of a demon child that brought misfortune to whoever took him in. When he was seven, a strange, well-dressed man visited where he was, requesting to see him. Bypassing all adoption protocols, he took James to London, where he was studied by several mages. The man who had brought him there worked for the Clock Tower, and believed the many misfortunes that had befallen people close to the boy were the result of a mystical ability of sorts. They theorized that he possessed an incredible rare and unknown trait, the noticeable effect of it being that it applied a powerful pernicious influence to those around him, while also making him remarkably resistant to curses. It was also discovered that he possessed Magic Circuits of low quality, which allowed him to be taught basic thaumaturgy. He was mentored on the workings of Magecraft, and later started working for the Department of Universal Research at the age of sixteen, the very same department where he was once a subject of study. He spent the last three years in and out of what can be called a warehouse for mystical objects. His tasks are usually the identification, retrieval and study of artifacts that may possess interesting magical properties, and he is in charge of retrieving this relics from wherever they were kept. Although suffering a complete lack of ability as a magus, he is proficient at formal craft and curse spells, a talent that was augmented by coming into contact with powerful artifacts with malignant abilities. He never had any significant relationship with anyone, actually believing he has no need for anything but material possessions. The collection of artifacts in his apartment grows each time he is sent on a mission because of his ability to discern the valuable from the trash, and bringing home more than he was asked to retrieve. |
ChotgoriinDec 30, 2014 2:44 AM
Dec 23, 2014 8:55 PM
#3
Appearance: Name: Erika Erikson Nickname[s]: Servant: TBS Age: 16 Gender: Female Height: 5'6" Weight: 104lbs Alignment: True Neutral Personality: Quiet and strange. Seems to enjoy painting, and little else. The truth of the matter is that she uses painting as a form of emotion dump, as she is frequently fighting back her anger. She has a sort of serene quality to her. She has a tendenct act very underwhelmed when given typically "surprising" news. For example, when she found out she could use magecraft, she tried to light someones hair on fire with her mind. When she found that she could not, her only word was "meh." Mana: 10 circuits each handling 40 units. Maximum output of 400 units. Elemental Affinity: "Is paint an element?" Sorcery Trait: Berserking: With the activation of her runic tattoo (which doubles as her family crest), Erika is able to enter a berserk state, being empowered by her viking ancestors. In effect, it grants her Mad Enhancement (Rank B...for a human) temporarily. Despite being the strongest berserker in her bloodline so far, she still cannot match the power of a servant. Abilities: *Runic Mastery - Was taught every rune and what they do from a very young age. Writing them is second nature to her. *Adequate Alchemist - Not a master of the art, but good enough to create paint specialized in runic magic (her own personal blend) *Air Writing - With her unique paints, Erik is able to write runes even in the air. Equipment: *Erika's Extraordinary Palette [EEP] - A painting palette treated with an experimental alchemical formula that causes it to resist damage and to hold alchemical paints. Brush not included. *Erika's Personal Blend [ESB]- An assortment of paints made by Erika. Alchemically treated to be able to carry prana: a feature that's essential for her brand of runic magic. Colors include Viking Red, Pillaging Orange, and Eggplant. *Custom Paintbrushes - Yes,these are also alchemically treated. They were dipped in a resin that increased the handles hardness to terrifying proportions. Spells: *Thought Acceleration: C - At rank C, she can think 3x faster than the ordinary person while this spell is in effect. *Flash Air: C+ - Displacement magecraft that substitutes something for something else. Derived from Alchemy, the system has a fundamental rule that the replacement will always suffer from degradation. At rank C, she is not capable of amazing feats like the Ainsworths, but in conjunction with Kenaz and Thought Acceleration, she can temporarily boost her ability with it, being able to substitute herself with nearby large objects even in the heat of a battle with another magi (and potentially merely annoying a servant in the same capacity.) *Kenaz: A - A rune that enhances sight. Although she cannot possibly match the sight of an archer class servant (or perhaps any servant at all), while this rune is in effect, her sight and attention to detail are unmatched by humanity. *Thurisaz: A - One of the runes tattooed onto her back. This rune activates her berserking ability while drawing an "Uruz" rune on her will forcibly deactivate it. *Uruz: A - A rune of healing. Capable of healing wounds, illness, and other maladies, but cannot heal a fatal blow. Also has a calming effect [Add Asterisk]Spell Name: Letter Rank – History: Descended from a long line of magus and the vikings of old, the Erikson family is ancient, but its magical capabilities put them back on the map only about 100 years ago when one of Erika's ancestors stumbled upon an ancient secret of the vikings: a ritual to channel the spirits of the deceased ancestors. Performing this ritual awakened the latent abilities in the bloodline that have been thought to have been lost. This bloodline, ever since, has caused the Erikson's blood to run a little hot. The family crest was developed in order to help seal the truly destructive tendencies of their blood. From a young age, Erika was taught the art of runes and their virtually endless applications. She learned all of them at an unprecedented speed because, and I quote: "They're pretty." It would seem that Erika always had an appreciation for beauty, and continues to this very day to find the beauty in things that others wouldn't give a second thought. Erika herself has very strong ties to the berserkers blood, so the crest is barely enough; instead she has taken to the arts in order to let out the anger in controlled bursts. She's no Da Vinci, but she is featured in art exhibitions regularly and occasionally wins prizes. (and yes...she's related to Leif Erikson. Now please stop asking.) It was one such exhibition, when she was 10, that caused her to be taken under the wing of an alchemist. A not very well known alchemist, but an alchemist who taught her alchemy nonetheless. She doesn't really have a wish, nor does she really feel like putting forth all of her energy in order to win it. She's only participating because, and I quote (in a monotone manner): "Sounds like fun." |
Dec 23, 2014 10:16 PM
#4
Appearance: Name: Reiko Shizukara (Alias) Nickname(s): Shizuka-sama, Miss Shizuka, Rei Servant: Saber Age: 19 Gender: Female Height: 5’11 Weight: 136 lbs Alignment: Neutral Evil Personality: At first glance, Reiko can seem very lazy, spoiled, nonchalant and even flirtatious to an extent. She, ironic to her position, appears to not take much seriously and will always keep a smile or innocent look on her face. Reiko will also go as far to state that she hates guns and weaponry, as well as act candidly perverted at times. Contrary to this, she is far from any of the previously stated traits, minus disliking guns. Her true, however hidden, personality is quite stoic, calculating, cold and blunt. Some people see that Reiko’s smile is not a true smile and are often annoyed by it, mistaking it to be some sort of Cheshire grin, however it proves to be bad news for everyone when that smile disappears. Mana: 20 Circuits, each handling 25 units for a max of 500 prana. Elemental Affinity: Sorcery Trait: [*]Gaze of the Snake - Even while still wearing her “mask”, one cannot help but gain unease at Reiko’s gaze. Her eyes resemble that of a snake’s, hissing and capable of striking at their prey with a lethal, decisive strike. Those caught by her gaze normally cannot stop the feeling of unease, anxiety as well as their very will to stand against her diminish slightly. For the full effect, eye contact is necessary. Abilities: [*]Mind of the Strategist – Due to her upbringing, training and status, Reiko’s mind is by far the most honed part of her. She is capable of quick decision-making, strategic planning and, most importantly, keeping a calm and leveled head in most situations. Provides resistance against psychological attacks as well as allows superior strategic and rational thinking above that of normal individuals. [*]Forked Tongue - Reiko is a master at persuasion. Though she will most commonly use this skill for trivial reasons, such as making jokes, playing pranks and entertaining others with tall tales. However, in a desperate situation, it may definitely help her. A shield is probably best for deflecting a blade, however the spoken word does hold a strong power of its own. Equipment: [*]Flick Blade – A small flick blade Reiko always carries around and seems quite defensive over it. When asked how she came to acquire it or why she carries it around, she constantly fabricates some tall-tale. The tales can range to one of humor to tragedy to some common, uninteresting story, and the tale will change each time she is asked. Spells: [*]Psycho-Bullet: B-A – A projectile-based spell with varying effectiveness with an ebony transparent aura. Depending on how much prana is used, contact with target will cause minor disruption of senses such as blurry vision and distortion of hearing or mental hallucinations. Attack does cause some mental strain each time it is used, however, so it should not be used carelessly. [*]Blood-Bullet: A - A projectile-based spell with a blood-red aura. Using both blood and prana, Reiko may fire a highly piercing “bullet” at a target. Unlike the Psycho-Bullet, the Blood-Bullet is meant to be solely physically damaged rather than mentally. Must have some sort of wound in order to draw blood from. History: The Shizuka family is known as one of the largest manufacturers and distributors of various weapons and arms across the world, powerful enough that their word carried much weight and they as well conscripted their own personal PMC. Reiko, being the first born was of course destined to be the heir, though not alone as all members of the Shizuka family were expected to go into the family business. Until the day when they were legally allowed to be considered employees, they would be treated as royalty and heavily educated in the arts of their future career. Reiko especially was treated like a princess due to her prodigious intelligence and being the first-born. One day, however, their property was invaded by a “terrorist attack”, in which the CEOs, her parents, as well as her twin little brothers were killed. Reiko wasn’t foolish enough to believe the news broadcasts. She at first assumed it was of a rival company, wishing for the downfall. However, digging around into the roots of her family and those affiliated with them, she discovered a link to magic. It seemed as though her father was not some ordinary entrepreneur, but was a magus who apparently wished to leave his lineage behind. Though much of the history and answers she sought were just… gone, many other variables were made clear. Perhaps, rather than a rival company, it was someone affiliated with her father’s magus past. Regardless, it didn’t matter. Reiko didn’t see revenge, she sought for the companies and her own success as well as learning more about this hidden “occult” world. Rather than let the company fall, Reiko took up the mantle. Well, unofficially at least. She originally wished to officially take the title of CEO for the company, but was convinced otherwise by the one closest to her since that day. A man by the name of “Slade” Caulburn. Originally, he was a mercenary, later recruited for the Shizuka’s armed forces. However, ever since a young age, Reiko had taken a liking to him. Due to that and his wisdom on top of his combat skill, he, although unofficially, acted as her bodyguard and, later in her life, adviser. He felt that her becoming the head would endanger her and so, suggested that he would act as the head officially with her acting as the true one from the shadows. That way, she would still be in control of the company, yet she would be safe. Eventually agreeing to the plan, Reiko went into hiding and adopted another last name, ruling the Shizuka Arms Corporation from the sidelines as well as learning more of and training herself in the magus world that was hidden from her her entire life. |
EmperorsChosen01Jan 6, 2015 1:45 PM
Dec 24, 2014 10:43 AM
#5
Appearance: Name: Mokoto Saratomi Nickname(s): Moko, Demon Child, Tea Girl (by locals) Servant: Rider Age: 19 appears 12, Homunculus Gender: Female Height: 127cm (4'2") Weight: 32 kg (70 lbs) Alignment: Chaotic Evil Personality: Whimsical, friendly, well mannerd, always smiling and happy. However under the surface is a demon with few equals. Given her upbringing Mokoto was only praised for showing her power, and the best way to do that was inflicting harm on others in tests. For her killing with a smile is as natural as typical child of her apperance smiling at the praise of ones drawings. She loves setting traps or pretending to be an innocent. She is capable of wonton cruelity or giving a person a cup of tea with a smile. does not like fighting directly however, and the only thing in life she seems to love is her magically created kitten Koko...well minus harming others, or rather the praise she recived from it. To her the Strong rule, the weak die. For her this isn't a horrible way to be or live, its as natural as breathing. Thoughts of any other sort of life or way of living are alien to her. Though she does know how to show kindness and to act civil. Mana: 40 circuits of 15 each for 600. However 250 of this total is in constant use to aid in influcing the servant, it is lacking in the power a command seal but the constant influx of prana is released it keeps the servent somewhat controled better than most. An Additional 50 Prana seems to be kept in reserve, with a small amount towards the upkeep of her Golem Kitten. The additional 47s purpose is unknown but is assumed to deal with her own upkeep or stability. This leaves 300 to 340 for spell usage. Elemental Affinity: Earth Sorcery Trait: Eyes of Judgement: A joint form of Mystic and Pure Eyes, Mokoto can has the ability of the eyes of binding, while being able to "see" via colours the mindsets of others, as well as life sources. Albit the system is rather primitve in its detection ability, while a great means out of mystic attacks it can only detect how a person is at that time. For example Red for hostility, gold for tranquil. The binding concept being the most common of the eye types can upon direct eye contact stop most in their tracks, albit it carries the same weaknesses as the original. Abilities: [*] Alchemic Master Prodegy in the Use of Alchemy. Primarily in conjunction with Earth and Golemancy, she has a robust means of spells at her use. [*] Puppet Master: With her eyes and Alchemy skills, Mokoto can make, and control a golem as if it were childsplay. But this ability relates to far more than that. Given her training and tests on her abilities, she can use her transmutation abillities to move and herd others into death traps, albit not a tactical skill, it is honed by years of "play". Equipment: [*]Poisoned Blade: Small Iron Tanto. Nothing special, its just coated in a fast acting neurotoxin that the smiling child has put in the chest of more than one person. [*]Chemcial Vials: Used to make various alchemic goods and poisons. [*]Alchemic Dirt: Prana infused dirt, hard to make, in limited supply and used in specialist roles only. Mostly used to assit in large scale transmutations. There are only a few vials and it takes a full day to make a new one. [*]Koko: This..pet is a magically created Golem that is made up of the souls of dozens of pets Mokoto befriended then killed. It is her principle Golem though its use tends to be non-combative mostly. Spells: Thought Acceleration:A Rank. Her thinking and processing ability allows her to perform alchemy on the move and to plot complex plans at a momments notice. Golemancy: Rank B+ A Master Golem maker, Mokoto however is still no where near the level of the most well known master her skills with golem making and control is far past most modern mages. Proof of this is in her pet Koko. She can make and control up to eight lessser Golems. (equal to normal people) Often formed of clay and dirt. Or up to four Standard Golems typically seen in Magus hands. Or up to two Mythic Golems Made from Rock or metal. However these golems are more or less set on a automatic program and cannot think or act outside of that programing. Any being controlled by her Directly however will act noticeablly different from the others. However should the one under her control be broken, then it breaks the lines of control to all the rest causing them to reset and breakdown. Transference of Consciousness: Rank B: Mokoto can transfer her own concious to inanimate objects and her own dolls. This allows her better control of at least one golem and allows her to communicate and observe from safety, she often uses Koko for these roles. If her body is distrubed the spell breaks, and she can't posses a living creature. Dead bodies can be taken over, albit for a very limited time. Overall she has a high profiency in this skill, only being limited by her own endurance. Transmutation: Rank D to A+, Mokoto is able to send Prana through the earth its self and to do basic transmutations, as well as a few basic. However she lacks the control over some mediums. Given her affiliation with Earth elements. Mokot for example can make use of all metals, rocks, and soil, be it to make golems, or in her flash air skills, but plants, living beings, and artifical or corrupted objects are very difficult for her to make any use of. Flash Air: Rank E to B. As with Transmutation, Mokoto's earth Affinity comes back to haunt and help. Able to alchemicly make short term alchemic structures, she can also change the interior of some areas to a limited degree, such as switching doors with windows, or turning the halls in a structure for a limited time. Her Main skills in this field are two fold. First is conducting simple soul or mana traps to aid in her golem creation. Lastly is making Walls of Earth. these varry in scale and scope, can be used as a Shield, or more oftenly, by using her abilities in conjunction, to herd people to locations she wishes. Such as by throwing up a rock and Dirt wall in one direction, forcing someone to go around, or to by pass it. Unless they wish to waste time breaking it down. It can also be used offensively, to make Earth Waves, or to fire spikes made of metal or earth, albit the range is limited, its also possible to move segments of walls into traps and ramparts, but the larger it is the more magic power is used up, ditance and several other factors must be called into account. In general while powerful she prefers to use mostly her golems and trickery. History: Mokoto Saratomi is a naturally birthed Homunculus of the Saramoto family. Having learned of the mistakes and design of the last Homunculus that was a combatant the Saratomi's set about making modifications to the base design from what they could gather. The end result was a child that would live slightly longer than the previous, but whom was less of a magical battery, while her Prana could influence greatly, it could not operate as a endless supply of command seals, so much as a false command seal. It would require she be of like mind to some degree with whom ever she summoned in the next War. Because of her nature, plus the fact mana from a earth demon was used heavily in her creation Mokoto developed a quick affinity for magic of that element albit at the expense of others. All in all the Child was a good development for the "2nd rate" family as they had been called for generations, unable to even join in the war. Given the above Makoto was mostly isolated, well tutored, and was put in death games of sorts, given the praise and affection she would get after doing these tasks she quickly took to them. One tactic she developed was using all of her abilities in combination with one another, while acting as a sweet innocent girl, her golems would chase her and hapless victims, untill she would turn on them when they though they were most safe. She also was using at times in assassination work. Her eyes however were not by design, the strong will of her ancestors was transplanted into her, tired of being 2nd best they would win the grail this time no matter the costs. During her early childhood, she had a morbid habit of killing her pets and collecting the Od to make a semi-living golem. Though made of a sort of soft rock, with an alchemic fur it isn't alive in the traditional sense, in some manner it blurs the line between Homunculus and Golem. For the last four years of her life she has been sent out into the world to learn more crafts and to pratice her function as a magical battery. Interestingly she picked up a hobby of selling tea, using alchemy to make a stand she'll travel from place to place selling Tea. Though keeping with her assassin work sometimes the Tea is poisoned. Worryingly she once had a vauge contract, and rather than investigate the issue she simply poisoned and killed all seventy of the villagers living there. Because of all of this she carries a warped sense of purpose, responsibilites, and notion of right and wrong. It is questionable how much if any her family cares about her, though she does have a human brother and sister. However she has never met them. Happily living her life the day had finally come to bring the Saratomi's dreams to reality. To win the Grail. However events robbed them of this...untill now that is. |
RedArmyShogunDec 30, 2014 9:51 PM
Dec 29, 2014 6:17 PM
#6
Name: Calantha Emeline Fortuna, Countess Goldwin-Lyle. Since her name is "long as what's atop balls", she however prefers to go by simply Emeline. Nickname(s): Emma, Emi; Lady Goldwin; Emily Lyle Servant: Jack the Ripper Age: 26 Gender: Female Height: 5ft 1in (155cm) Weight: 88lbs (40kg) Alignment: Chaotic Neutral Personality: Whimsical and unpredictable, Emeline is a rather strange individual. Blessed with many gifts, one would consider her a fortunate woman, both as a magus and as a regular human; an agile mind, unparalleled skill in her fields of study, a pleasant appearance that rests easy on the eyes regardless of the watcher's sex. Underneath the exterior of a well-bred noble with a quirky personality, however, lurks the true face of a shrewd and conniving person with morals that are dubious at best. She will not back down when she sets her sight on a goal, and she will do everything that it takes to make ends meet. She is not, however, without sympathy, compassion or mercy, making her even more boggling to deal with. She regards life as one would a game, and rarely if ever seems to take things as seriously as she should. Accent on the seems. Emeline never speaks without meaning, be it one hidden or not. In this sense, one could describe her as "silver-tongued". Mana: 20 circuits, each handling 40 units for a maximum output of 800 units. Elemental Affinity: Fire, Earth (Metal), Water, Wind, Ether (focused on Life). Sorcery Trait: Haemomancy The Trait of the Goldwin family, it is the ability to manipulate blood for various purposes, be it one's own or another's. In Emeline's case specifically, she can produce crystals from her own red cells, forcibly accelerate the reproduction of cells and heal local injuries, stop blood from flowing in certain places (thus having a counter to hemorrhage) etc. One of the lighter side-effects of prolonged usage is anemia, from which a large portion of the family suffers. It can, however, lead to the most severe consequence of all: death - or worse yet, premature aging, if excessive forced regeneration has been undertaken. Mystic Eyes of Deconstruction The Trait of the Lyle family, this is an ability that enables one to look at an object or being and "radiography" it - to see its' chemical makeup and extended properties. It can be turned on and off at will. Abilities:
Equipment:
Spells:
History: Born to Earl Maverick Goldwin and Dame Jenna Lyle, she shouldered from an early age the immense expectations placed upon her by two old-blooded lines of magi - one disgraced and one falling out of favor of both the world and fate itself. She managed to not disappoint. Thus, Emeline is the (rather unwilling) heir of both the Goldwin and Lyle families. Once she ascends to her birthright, she will effectively become the seventeenth head of the Goldwin line, respectively the ninth of the Lyle. She has also inherited her father's title of nobility, as she is the oldest child and he has no male heir. The Goldwins are a nigh-ancient lineage of magi, having existed for at least 800 years; initially affiliated with the Mage Association following its' founding, they chose to leave it once their study and usage of forbidden teachings was exposed. Most members of this family are blessed with an affinity for Ether, which enabled them to delve into the darker sides of Thaumaturgy, predominantly necromancy. On the other side of the coin, the Lyle specialize in mystic codes and metallurgy, and although still affiliated with the Association, their position has taken a decline after the marriage of their heir to Maverick. This union was a political one, if you will, as the truth kept under wraps is that the Lyle are suffering form an inability to produce proper mages, Jenna herself being a fortunate miracle as she is fairly skilled, but far from brilliant. Emeline was born superior to both her mother and father, inheriting as it was hoped the traits of both families and having the superior magic circuit quality of the Goldwin, despite not possessing a number worth writing home about. Her younger sister, Genevieve, also seems to follow in her footsteps, despite not being strong enough to constitute a match. Taking an interest in the Grail War, she eventually follows the trail of the rumored New War to the French Alps, and becomes the Master of Assassin; a peculiar choice - one might've expected her to attempt the summoning of a Saber, as it is said to be the best among the seven classes. Her reasoning is "something so flashy does not quite fit my style. I'd rather have an underdog, an unseen, phantom man." |
AngelicXIDec 30, 2014 10:23 AM
Jan 6, 2015 1:09 PM
#7
Appearance: Name: Nate Nickname(s): Servant: Archer Age: 17 Gender: Male Height: 5'11 (182cm) Weight: 160lbs (72.5kg) Alignment: True Neutral Personality: Cold and distant, Nate seems to be a rather introverted individual. Though no stranger to humor, if you're able to tell a good joke or make a fool of yourself. He'll be right there to laugh at it and compliment you or help you up. While friendly he doesn't put in the effort to make friends. Loyal to the ones he does have, he'll go to great lengths for them. Calculative to a T, when shit hit's the fan he's able to keep his cool. Focusing on solving the problem at hand he seems to not be phased by the terror and distress that plagues others. Mana: 20 circuits, each handling 10 units for a maximum output of 200 units. Elemental Affinity: Wind Sorcery Trait: [*]Mystic Efficiency - Similar to Aoko Aozaki. Over the years of practice and ingenuity, Nate has acquired great utilization of his mystic energies. While not as fast or efficient as Aoko because he hasn't seen much combat. When compared, Nate possess about half the speed and efficiency of Aoko. A car able to run 500 miles on a liter of gasoline. Contributing to this are shortcuts he's developed with his specific style of magic craft. Instead of manipulating space in large quantities for extended periods. He precisely can manipulate it down to a few cm and for shorter than a second. The only limitation of his abilities are the speed of his body and mind to interpret data. So while able to deflect objects traveling faster than sound, if he's too slow to react it could prove fatal. Abilities: [*]Alchemy Prodigy - A genius in the art of alchemy. In four years time on his own he mastered Memory Partition and Flash Air. With the remaining three he crafted and tested new techniques. [*]Genius - Clever, creative and knowledgeable. Nate was reading and understanding college books at the age of 14. Having a immense understanding of physics and mathematics. He incorporates it into his mage craft to improve their effectiveness. [*]Athletic - Apart of the school baseball team, Nate is required to stay physically fit. Able to perform hours on end while being physically exerted before becoming exhausted. Equipment: [*]Baseball Bat - An ordinary baseball bat(wooden/metal). Nate carries it around by habit and necessity. [*]Bag of Baseballs - Ordinary baseballs required for practice. Nate occasionally carries these with him, mainly for after school. Spells: [*]Flash Air: Rank A – Displacement mage craft that substitutes something for something else. Derived from Alchemy, the system has a fundamental rule that the replacement will always suffer from degradation. (At Rank A Nate is able to pull off feats similar to the Ainsworth family. Can change the relations of door and windows in a building, allowing for them to be changed in an instant to confuse enemies. Displacing a portion of space can place hostile projectiles behind the enemy, allow for projectiles to change trajectory by shifting space, allow for him to have his limbs appear anywhere, and make his enemy's sword swings miss their target. As well as remotely project his voice to others without sound being produced and view events from far away.) [*]Memory Partition: Rank A - The ability to partition their thoughts to form multiple independent thought processes. While normal people can only have a single "room" in their brain and focus on one thought, partitioning adds partitions to the one room to create multiple rooms. (At Rank A, Nate can create up to six rooms. Along with minor first−order tetration of his thought into rooms. The rooms being synergistic allow for 120 thought processes with all six rooms. Though they all work towards one goal and does not allow for separate calculations. Also without thought acceleration they're limited to how swiftly Nate can process data.) [*]Reinforcement: Rank C - It is the foundation of all Magecraft that enhance the existence of the target by pouring prana, but as no clear expression of how much it can be enhanced is defined, almighty reinforcements are rare. It is the same as adding something to an object that is already complete. (At Rank C Nate is able to increase the durability and shape of most blunt objects. Particularly a baseball bat which he is most familiar with and was the subject of his Reinforcement experiments/training.) History: Born and raised as a normal child until the age of 10. Nate didn't really know about the world of mages until his decade of age. Growing up with his loving mother, his father was mainly absent. Eventually choosing to abandon them completely for the sake of his research. Which was centered around saving the world at Atlas Academy. Upon stumbling into his father's private study room. Nate had found a book on the basics of alchemy. Being found by his mother, instead of trying to keep him from learning about such things. She encouraged him and marveled at all his progress. In some ways it reminded her of her husband as they had been childhood friends. It brought back memories to her of Nates' father when he was young. In a way it was father like son, except Nate could care less about the world's end. In just four years time he mastered Memory Partition and Flash Air from the books available in his father's study. Going off on his own to secluded places he would practice his mage craft so no one could see. Instead of showing it off and using it to his advantage. Nate understood it could cause him and his mother trouble. So choosing to be responsible with it, he only used it outside of school or when he couldn't be caught. After mastering everything possible from the library he began experimenting on his own. Sometimes it lead to new innovations and techniques, as well as learning the dangers and limitations of spacial manipulation. It soon progressed to where he would try and use it in broad daylight without anyone noticing. Changing small things here and there and seeing peoples reactions. Usually when someone misplaced something it was because of Nate. However the same could be said for when they finally found them. |
AstrosJan 6, 2015 1:17 PM
Jan 14, 2015 6:17 PM
#8
Appearance: Name: Tanigawa Kyouya Nickname(s): N/A Servant: Lancer Age: 19 Gender: Male Height: 5’10” (1.78 m) Weight: 170 lbs (77 kg) Alignment: Lawful Neutral Personality: Kyouya is well-mannered, respectful, and calm and collected. While he would rather avoid fighting if possible, he isn’t afraid to be the one to strike first should the opportunity arise and certainly isn’t afraid to defend himself if need be. Mana: 25 circuits with an output of 16 each. Maximum output of 400 units. Elemental Affinity: Water, Wind, Fire Sorcery Trait:
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History: The Tanigawa clan of mages is a fairly old lineage dating back at least 700 years and was one that was renowned among the magical clans of feudal Japan up till roughly 400 years ago. Originally, a clan of Buddhist warrior monks and priests in Kaga Prefecture, they played a key role in the overthrow of the prefecture’s tyrannical samurai overlords and also in the defense of the fortress known as Ishiyama Hongan-ji under Kennyo Kosa against the (in)famous Oda Nobunaga. Using bounded fields filled with illusions as well as their sorcery trait, Mystic Eyes of Divination, they were able to divine troop movements and see through the schemes planned by Nobunaga and effectively counter them however, the defense of the fortress ultimately ended with a letter from the Emperor himself asking Kennyo’s forces to surrender and with everyone being able to walk out of the city alive. However, Nobunaga knew the ultimate cause of the all of this was the Tanigawa clan and so he sent assassins on a manhunt to destroy them. Knowing this from the divination of their leader, Tanigawa Yoshiro, the Tanigawa clan scattered like the wind taking up different names and taking refuge in various temples throughout the country. However, Nobunaga was an extremely ruthless man and despite their best efforts, the Tanigawa clan was essentially wiped out. It wasn’t until roughly 200 years after Nobunaga’s passing that the remnants of the Tanigawa clan were finally able to recover and produce a mage, though at this point, they were a ghost of their previous glory. Kyouya grew up in one of the many temples in the rural parts of Kyoto, learning the mostly forgotten ancient arts of the onmyouji as well as the way of the warrior monks of the Tanigawa clan of old. While not of the capacity of a true prodigy or genius, he was able to pick up on most concepts fairly easily and was well respected by all members of the clan. He has lived fairly peacefully and since graduating high school, he has been working as a spiritual and Zen advisor to all kinds, from superstitious grandmothers to powerful members of Japanese high society. |
Newmn84Jan 14, 2015 6:25 PM
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