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Tea Party; Player Sheets
Topic Started: Nov 24 2010, 02:47 AM (488 Views)
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Kakarot
Name: Enzo Seranno
Gender: Male
Age: 33
Nationality: Spanish
Alignment: Lawful Good
Classification: Human

Description: A squarely built man of around average height. He has his brown hair tied back into a long ponytail, with strands hanging in front of his face, which is lined by a rough beard. Wearing full plate mail and carrying an incredibly large axe possess a fanged mouth-like wedge that seems to open and close periodically. Enzo's piercing green eyes are hardly noticed by those he encounters. Something strange appears to have happened to his right arm, however, as he wears only light armor there, and the skin appears to be rough and blackened.

History: A knight in service to a great king of Spain, Enzo is loyal to his home country. Known well by the entirety of the people he protects, Enzo was given leave to his hometown on return from a campaign through England. While there, Enzo reacquainted himself with the countryside of his birth. Upon reaching a small village, Enzo was unable to locate his family and many of his old friends. Feeling an imposing dread over the small village and thinking something had to be wrong, Enzo began searching for the problem. Sorting through the stories of despondent and melancholic villagers, who themselves were few and far between, Enzo determined what he thought to be the cause.

Making his way to a small hovel at the edge of the village, Enzo threw the warnings about 'the witch' from his mind and forced his way inside. All throughout the shelter Enzo could see occult objects and bones. Receiving no response after calling out, Enzo searched through the building and came across a hatch in the floor. Opening it and following the passage it revealed, Enzo found himself in an underground cavern, adorned even more occultly than the hovel above. Without warning, Enzo was engulfed in a brilliant light.

Waking up in a forest with a wounded arm, Enzo tried to make it back to the town. After many days of haphazard travel, he stumbled upon a city teeming with tall building, rolling machines, and people dressed much differently than he had ever seen before. Trapped in the present day and aided slightly by a magus he encountered, Enzo searches for the Holy Grail in an attempt to make it back home. Trapped in this strange world, Enzo treads with caution; but now that he's stepped onto the battlefield of the Holy Grail war, he feels almost at home, and begins to treat the island as his home.


Health: 180 (22)
Mana: 24 (5)

Strength: B
Endurance: B+
Agility: C+
Magical Energy: E
Magical Defense: D+
Luck: C-


-----Abilities-----

Honor Code - A
-The honor and pride of a knight capable of reinforcing the abilities of a soldier while under vow. This ability allows Enzo to make a pact with one target, that is not his servant, at any given time. This pact increases all of both Enzo's and the target's stats by +. This ability also disallows Enzo himself to break an alliance, causing him to only counterattack an ally who attacks him initially. After that, they are fair game.
-In addition to the natural effects of Honor Code, Enzo is also capable of blocking for his own servant. This is not the class ability, Defending, and only applies to female servants on Enzo's team.

Military Training - B+
-Through years of harsh practice and life on the battlefield, Enzo has learned of many techniques, strategies, and tactics. The effect of Anti-Army skills are reduced by 25% when used against Enzo or his servant(s). Any servant contracted to Enzo will gain a 15% increase to the damage they deal with any Anti-Army attack, after calculations. Enzo may also take both a Support and an Offensive Action each turn, despite being a Master. A bonus effect of Military Training is that Enzo may not lose mana by a flat rate, and only by skills or abilities that use a percentage. This is strangely due to Enzo's arm, but also to his unwavering will as a commander.

Riding - D
-As a soldier, Enzo is naturally able to ride any animal bred for war, as well as carts and basic wooden vehicles.

-----Skills-----

Brutal Assault
Rank: C
Type: Anti-Personnel
Damage: Strength +18
Maximum Targets: 1
Classification: Physical
Description: Strikes the target a multitude of times with Enzo's overwhelming axe. The damage done by this skill decreases based on which material Enzo's arm currently consists of. (Flesh by 0, Earth by 10, Wood by 20, Stone by 30, Metal by 40), as the different materials make using the weapon increasingly difficult. This decrease happens before the target's Defense is calculated.

Cursed Envelopment
Rank: A
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect.
Description: Consumes material in the area.
Enzo's right arm, as well as his axe, have become corrupted. Enzo's axe bears a fanged mouth along the blade that attempts to consume anything it isn't cleaving through. Bound together by some form of black magic, anything consumed by the axe may envelope Enzo's arm. The stronger the material, the stronger his arm becomes, but the harder it is to weild the axe. Consumable materials include Flesh, Earth, Wood, Stone, and Metal; these materials are consumable in every area. Enzo cannot stack a material more than once, Fallen masters and servants may be consumed by the axe, though no health or mana is restored (See: Spoils of Victory).

Manufactured Assault (4)
Rank: C
Type: Anti-Personnel
Damage: Strength - 22
Maximum Targets: 1
Classification: Physical. Magical Effect
Description: Using his corrupted right arm, Enzo strikes the target. The damage for this skill increases based on which material Enzo's arm currently consists of. (Flesh by 0, Earth by 10, Wood by 20, Stone by 30, Metal by 40). This increase happens before the target's Defense is calculated. The damage from this attack is reduced by Magical Defense, but is not affected by Magical Resistance.

Devout Tempest (6x)
Rank: A
Type: Anti-Army
Damage: Strength + 12
Maximum Targets: 4
Classification: Physical
Description: Releasing some of the energy within his corrupted arm, Enzo braces his axe and begins to spin wildly, essentially become a sawblade, and launches himself towards his targets, grinding through the ground as he goes. The number of times this ability strikes each target is dependant on how much mana is spent.

Crippling Blow (7)
Rank: C
Type: Anti-Personnel
Damage: Strength +10
Maximum Targets: 1
Classification: Physical
Description: Enzo cleaves into a vital area of his target, dealing his damage but wounding them heavily. As he does so, his Axe's defiling nature seeps into the victim, and causes them to no longer regenerate for two turns, starting from the moment they are hit, as well as losing 50% of the effectiveness from the next Restorative classified skill used on them while this skill is active. Corrupting Blow is affected only by Barriers ranked higher than B, and this effect may only be applied to the same target once every four turns, starting from the turn the target is first struck.

Amalgamated Bow
Rank: C
Type: Anti-Personnel
Damage: Endurance + 10
Maximum Targets: 1
Classification: Transformation. Ranged. Magical.
Description: Fusing his now corrupt axe with his mutated arm, Enzo creates a longbow of flesh and steel. Drawing back to fire, Enzo endures the pain and strain of the task as he takes aim. The strength of this shot, of which the arrow material is unknown, is enough to lower the target's Endurance by -. Enzo may strike targets in adjacent areas, if he knows they are present. Attacking this way applies no debuff.

Spoils of Victory (11)
Rank: ~
Type: ~
Damage: ~
Maximum Targets: ~
Classification: Absorption.
Description: Enzo allows his axe to consume a fallen master or servant. He does not gain any health or mana by doing so, but after consuming the body, Enzo gains access to any purely Physical ability the target had. By utilizing the cursed power of his arm, Enzo may pay the mana cost of these skills with his health, if he does not have enough mana. Bodies of masters remain indefinitely. Bodies of servants dissipate in the Decay Phase of the turn they died.

Prayer - God of Battle (7)
Rank: D
Type: Support
Damage: ~
Maximum Targets: 3
Classification: Magical Effect. Holy.
Description: Uttering a Prayer to one of the ancient gods of war, Enzo blesses up to three targets with renewed vigor. This effect causes the targets to gain a + in Endurance or Magical Defense, and a + in Strength or Magical Energy, whichever is the already higher stat in both pairs. This blessing also causes the target to deal and take 5% more damage from all sources after calculations. Has a duration of 2 turns, starting the turn after use, and only one blessing may be active on one target at any given time. Enzo may not bless himself.

Prayer - God of Prosperity (7)
Rank: D+
Type: Support
Damage: ~
Maximum Targets: 3
Classification: Magical Effect. Holy.
Description: Similar to his Prayer to the God of Battle, Enzo will say a Prayer to one of the ancient gods of prosperity, fortune, or largess. Those under the effects of this Prayer will have all of their regeneration increased by 15%, and the extra health regeneration granted will presist in battle. Has a duration of 3 turns, and only one blessing may be active on one target at any given time. Enzo may not bless himself.
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Kakarot
Name: Amelia Moretti
Gender: Female
Age: 24
Nationality: Italian/English
Alignment: Lawful Good
Classification: Human

Description: A young woman with shoulder length blonde hair and sharp blue eyes, typically dressed in a white blouse with a black skirt, obviously complemented with knee socks. Having studied magic rigorously for essentially the entirety of her life, she possesses a calm focus that rivals that of Mages four times her age.

History: The Moretti name had always been synonymous with excellence amongst the magic using community, and Amelia's father Luca Moretti had been no exception, being considered by many to be the single most powerful and influential magus to come out of Italy. His high position amongst the magi community made it even more surprising when he decided to marry Amelia's mother, Dr. Catherine Davis, a leading researcher in Bio-technologies.

The clashing disciplines of her parents may have had an effect on Amelia had her father not died when she was very young. Amelia's father's last dying wish was for his first born child to follow in his footsteps and become a great magus, carrying on the Moretti name. She was quickly sent to the Clock Tower in London, leaving her Mother and little brother while she studied.

Now, nearly 20 years later, Amelia has grown into not only a beautiful young lady, but one of the most powerful magi of her generation, quickly surpassing her teachers. Quickly running out of challenges, a colleague of hers mentions a battle royal between mages, with the winner earning a single wish. Now, Amelia prepares in secret for the long voyage to the far away Rokkenjima Island, the setting for the 15th Heavens Feel.

Health: 120 (14)
Mana: 200 (21)

Strength: E
Endurance: E++
Agility: C
Magical Energy: C
Magical Defense: D
Luck: B

---Abilities---

Mana Detection - B
-Amelia has a heightened sensitivity to magic use. Whenever a spell or ability is used that costs more than 50 mana, Amelia will know about its activation and in what direction the spell was used relative to her own location.

Compassionate Contract - A
-The summoning of Caster went extremely well, allowing Amelia to give up her own mana regeneration and in exchange, Caster will have half of Amelia's mana regeneration added to her own. The decision to do so will be entered into your nightly moves.


---Skills---

Arcane Eye (30) (3 Upkeep)
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Summoning
Description: Amelia summons a small orb of glowing blue energy to use as a scout. The Eye is able to move three areas at a time, and should it encounter anyone, Amelia will be able to communicate with them as if she herself is there. The eye is unable to tank for anything, and should anything deal damage or use an ability on it, the eye will disappear instantly.

Magic Circle (X)
Rank: B
Type: Support
Damage: ~
Maximum Targets: All contracted to Amelia
Classification: Restorative
Description: Amelia lays down a magic circle made of pure energy. Amelia can charge the circle with as much mana as she desires to. At any time, Amelia, or any servant contracted to Amelia may access the mana stored in the circle, taking up to 50 mana from it per turn, as long as they are in the same area as the circle. Amelia may lay down as many magic circles as she wishes, however there cannot be more then one circle per area at any one time.
-Anyone with a Magical Energy rank of B or higher will be able to find the circles, and if they attack the circle for over 20 damage, the circle will be destroyed, and the mana lost.

Mystic Connection (60)
Rank: A
Type: Support
Damage:~
Maximum Targets: Self
Classification: Escape. Magical.
Description: Due to the deep connection between Amelia and Caster, Amelia is able to instantly teleport to Casters location at any phase. Timing within that phase is still determined by Agility.

Power Shield (X)
Rank: B+
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Barrier
Description: Amelia is able to generate a shield of pure mana around a target. For every 3 points of mana used, the shield will block 1 point of damage. This shield lasts until its health is fully depleted. However, the attack that breaks the shield will do full damage, regardless of how many health points remain on the shield. Only one shield may be on a target at a time. The shield also must break before a new one can be put on; it cannot be despelled by Amelia.

Slow (45) (25 Upkeep)
Rank: C+
Type: Anti-Army
Maximum targets: ~
Classification: Magical Effect
Description: Amelia exercises her control over the residual mana in the area, thickening it so that it causes resistance, lowering the agility of everyone in the area by 1 rank. This spell does not affect anyone with Magic Resistance or with a Magical Defense of A or more.

Magic Missiles (15X)
Rank: D
Type: Anti-Personnel
Damage: Magical Energy + 3
Maximum Targets: 1
Classification: Ranged. Magical
Description: Utilizing a basic spell sometimes viewed as being more rudimentary than the Gandr Shot, Amelia shows her adept ability at magecraft. Amelia fires a barrage of magical missiles, dealing damage for every wave, to a maximum of 5 waves. X determines the number of waves.

Mana Explosion
Rank: A
Type: Anti-Army
Damage: (2/3)Stored Mana.
Maximum Targets: Entire Map.
Classification: Ranged Magical
Description: Making the sacrifice of her arcane caches, Amelia brings about an advanced use of a simple magical theory. Causing the mana deposited in her magic circles to burst and burn, Amelia deals magical damage equal to 2/3 of the mana stored to everyone in the area of the circle. Using this skill destroys all circles placed at the same time. Amelia can use this spell in any area.
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Kakarot
Name: Mafuyu Ko
Gender: Male (Ambiguous)
Age: 19
Nationality: Japanese
Alignment: Chaotic Neutral
Classification: Human.

Description: A young man wrapped in a shimmering cloak, covering his clothes that seem to change every day, varying between assorted silks, suits, and outfits. Wearing a mask that changes expression, Ko's features are hidden, showing only neck length strawberry blond hair. Without his mask, Ko appears rather feminine, his features sleek, his body lithe, and his voice soft and musical.

History: A young man from Japan living two sides of life, Ko was often confused as a foreign exchange student as he progressed through school. He was also often seen as a woman. Originally, both of these issues had bothered Ko, but by the time he reached High School, Ko had embraced what used to bother him, and began to act as a woman from time to time; doing so only to confuse and perturb others.

The other side of Ko's life was that of an heir to a Magus family. Trained since he was young to be successful as a normal human and as a magus, Ko was taught magic based on manipulation or alteration: the only magic he could truly comprehend. With the implantation of his family's magic crest, Ko's natural affinity to the magic sealed within the crest acted as catalyst to an even greater change. With the perfect match of Ko and crest, the two existences became one, and Ko's body is now essentially made of magic, functioning as a sorcery in itself.

Learning of the Holy Grail War through the Magic Association, Ko journeyed across the world to learn what he could. Upon discovering the remnants of the Seventh Holy Grail War, Ko met a distraught woman who was around his own age. Deciding to help her out, Ko explained what he knew, and that he was going in search of the next nearest Grail War. He didn't know why he helped the girl, but it was a decision he doesn't regret even today.

Searching for the Holy Grail in order to bring back somebody important to her, the young woman recruited both Ko and a participant from the Eighth Holy Grail War's, whom they met shortly after its finish, arriving too late to observe or plan anything. In an attempt to steal the Holy Grail from the winners of the Tenth Holy Grail War, Ko company failed, though a moderator from that War had instructed the young woman to hold her own Grail War. Taking the Eighth Participant with her, the young woman abandoned Ko due to some harsh words between them. Seeking the Grail himself, Ko has come upon something rather... familiar...



Health: 80 (10)
Mana: 300 (28)

Strength: D
Endurance: EX
Agility: C
Magical Energy: A
Magical Defense: E
Luck: C


-----Abilities-----

Mana Body - B
-Ko's body has formed with his magic crest and is not a sorcery unto itself. All damage that Ko takes is divided, 25% going to his health, and 75% going to his mana. Anyone casting a Magic or Magical Effect type skill in the same area as Ko will grant him mana equal to 10% of the skill's cost. If Ko has no mana, all damage will be dealt to his health.

Crest Control - EX
-Ko's magical crest resonates when in the presence of great power. When a noble phantasm is used and directed towards Ko or his servant, his magical crest reforms his body. Becoming a formless entity of congealed power, Ko's altered body moves automatically to intercept the phantasm, nullifying its effect without a natural penalty. In the event a noble phantasm targeting many people is used, and Ko or his servant are included, Ko will prevent the entire phantasm. Nullified noble phantasms have their cost refunded completely if Ko nullifies it; the mana coursing through his body and into the environment, then the user. This ability does require Ko to have over 40% maximum mana, however, and will not affect the phantasms of any being classified as Divine Beast, or possessing Divinity greater than Rank B.

-----Skills-----

Nexus (115)
Rank: C+
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Magical Effect. Bounded Field.
Description: Ko opens a very large disturbance around his current area, turning it into a Nexus. This bounded field causes everything that tries to enter the area to appear at an adjacent area that is different from the source area. This includes people traveling by any means short of teleportation and attacks that are not involved with barrier penetrating skills. Those locked within the Nexus are capable of leaving if their Magical Energy is higher than Rank B. Nexus

Set the Stage (150)
Rank: A++
Type: Anti-Army
Damage: 25 Magical on Activation.
Maximum Targets: ~
Classification: Magical Effect.
Description: Focusing his powers on the mana locked within the land itself , Ko taints and releases the energy, causing a torrent of corrupt energy to wind its way through his current area. The affected area loses any effects it previously had, be them by nature or creation, and gains the effect of allowing no one to regenerate while present in the area. This effect is permanent, and on activation, deals damage to everyone in the current area, except Ko.

Chimera (50) [28 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Transformation
Description: Ko transforms his body into various creatures of interest, mythology, and fantasy. Doing so allows Ko to swap any of his stats (Excluding Endurance) with another, but is not limited to changing only one stat a turn, ie Changing Agility to be A from Magical Energy, making Magical Energy C. This skill also allows Ko to Fly with Rank C flight, as well as allowing him to swim, being able to stay in the Ocean and travel through it. Ko has no personal classification while this effect is active. Chimera lasts until the end of the turn after it is used, and disallows the use of Mana Body, Earthen Brace, and Timely Welcome. Chimera may be canceled at the beginning of any upkeep phase.

Gift of Life (65)
Rank: D
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Restorative. Magical.
Description: Ko spreads his body into the land around him and pulls the life force from it. Doing so allows him to heal his target for 15% of their maximum health. This skill is only usable outside of combat, and cannot be used two turns in a row on the same target, or in the same area that Set the Stage is active.

Mana Infusion (0-15% Max Mana)
Rank: D
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Restorative. Magical.
Description: Ko brings his magic crest into a solidified form and forces energy from it, giving up to 15% of his maximum mana to his target. This skill is only usable outside of combat.

Earthen Brace (55)
Rank: D
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Magical Effect. Earth. Barrier.
Description: Ko consumes and refines a portion of earth, creating a piece of armor from compacted dirt and minerals which he then attaches to his target with solidified mana. Earthen Brace raises the targets Endurance by +, but fades after the target takes 40 damage. This ability may effect one target up to 3 times, with each application renewing the amount of damage to take, to a maximum of 40, and ultimately raising Endurance by +++. Targets affected by Earthen Brace are classified as Earth for the duration of the effect. Earthen Brace lasts until the turn after it is used or until 40 physical damage has been taken.

Voracious Assault (30)
Rank: C
Type: Anti-Personnel
Damage: Strength + 15
Maximum Targets: 1
Classification: Transformation. Physical.
Description: Throwing himself at his enemy, Ko transforms his limbs into those of various animals, striking with bear paws, wolf jaws, cat claws, bird beaks, raptor talons, squid tentacles; just about anything.

Semblance of a Warrior (80)
Rank: A
Type: Anti-Personnel
Damage: Magical Energy + 5, Strength + 10
Maximum Targets: 1
Classification: Magical. Physical. Transformation.
Description: Ko transforms his hands into twin cutlasses, his body into something more rotund, and his spirit into that of a warrior's, then encompasses the weapons in his insubstantial magic crest, turning them into weapons of might and magic. Going into a surprisingly skilled but playful whirl of gouges and lunges, Ko launches fields of magical energy from his weapons as they assault the target. This attack deals magical damage reduced by Magical Defense, and physical damage reduced by Endurance.

Timely Welcome (100)[68 Upkeep]
Rank: B
Type: Support.
Damage: ~
Maximum Targets: ~
Classification: Reality Marble. Magical Effect.
Description: Ko spreads his arms wide and showers his current area with fragments of his crest-altered body. Coalescing himself to form a field, Ko activates his personal reality marble. While inside the marble, Ko is not a valid target to be attacked and may not take any other actions. At the start of each turn, Ko may choose to replace the images of anyone inside to be that of any other participant in this Grail War, effectively fooling anyone but himself and those with the ability to see through illusions or disguises. If someone's image is replaced on one turn, their image must be replaced every turn that the marble is active after that as well. Those trapped in the marble may not be tricked into attacking their own masters, however.
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Kakarot
Name: Jack Fiddler
Gender: Male
Age: 27
Nationality: American
Alignment: Lawful Neutral

Description: A man standing in at around five and a half feet tall, Jack is rather physically fit. He wears loose, torn jeans, a light blue shirt, a black leather jacket hanging to mid thigh, and a revolver at his hip. His groomed blond hair hanging only to his forehead, Jack's eyes hold a piercing quality, similar to his light hearted personality, which is given to bouts of extreme seriousness.

History: Jack entered the police force immediately after finishing high school, and by his early twenties, was a fully fledged Officer. Assigned as a second to an aged detective, Sergeant Fiddler, Jack spent the next two years working on cases with his superior, and shortly began training as a detective himself, idolizing the man. A large number of murders had been building up in Jack's jurisdiction, and Sergeant Fiddler became curious.

Realizing that all the murders might actually be connected, Sergeant Fiddler began prying deeper; eventually discovered a link to a certain man, and promptly contacted Jack. Sergeant Fiddler was cut off in the middle of the conversation before telling Jack exactly what he knew. Worried at the disconnect, Jack rushed off to Sergeant Fiddler's location only to find his mentor dead. Torn by grief, Jack was given leave from the job to deal with the stress of losing his partner. Eventually returning months later, Jack seemed a little more empty, and a lot more cold. Though with a few more months, a certain kindness and a sense of deadpan humor had worked itself back into Jack.

Picking up the case himself, Jack had assembled every tool he could in order to find Fiddler's killer, eventually taking up basic magic from a distant relative. Now pursuing the assassin, Jack followed a lead and joined the Holy Grail War, striving farther than many magus could ever hope to dream for. Taking his mentor's name as his own, Jack Fiddler searches for personal justice and revenge.


Health: 130 (18)
Mana: 130 (16)

Strength: D+
Endurance: C
Agility: D
Magical Energy: D
Magical Defense: C-
Luck: B


-----Abilities-----

Journey of Truth - C
-Fiddler has, above all else, studied the art of looking for clues. Upon entering an area, Fiddler will look for the signs of battle and movement, becoming aware of any fights that happened over the past 4 turns in that area, and being told which turns the fight occurred, as well as tracking the movement of anyone who was present. Footprints from the previous turn, as well as the current turn, will be displayed to Fiddler, as well as the direction they travel in on a compass bearing. This ability does not track the presence of Flight based movement.

-----Skills-----

Evidence Tampering (75 Mana, 40 Health)
Rank: C+
Type: Anti-Personnel
Damage: ~
Maximum Targets: 1
Classification: Magical Effect
Description: Fiddler has cast off his life as a proper detective, as his search is currently one of personal justice. Using the complex application of strengthening magic he was taught alongside his knowledge of human nature, Fiddler tampers with the attributes of his target. When used against a servant, this skill swaps all of the target's stats with their contracted master's, causing the servant to have their master's stats and the master to have the servant's. When used against a master, this skill causes the same effect, but if that master has more than one servant, the master's original servant is the one affected. If the target master has more than one servant and none of their contracted servants are their original servant, then the servant with the highest luck is selected. This effect lasts 2 turns, beginning on the turn after use and can only be used on each target only once in the entire war, unless that target is a servant who acquired a new master, or a master who contracted an extra servant, in which case the original servant would be immune to the effect. This provision also disallows the ability to use this ability on a servant whose master was struck by this, causing them both to be affected, and vice versa.

A Mentor's Lesson (25)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect
Description: When used, this ability awakens Fiddler's sense of duty and justice. While focused, no Physical Barrier will affect Fiddler in any way. This ability lasts until the end of the turn after use but does not affect his servant.

Justice (50) [30 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Magical. Bounded Field
Description: Constructing a field woven with the values and morals of law he upholds, Fiddler casts his spell, creating a bounded field around the current area. Entry and exit are permitted from the field, but those of a Chaotic or Evil alignment receive a - in all stats. Those with Lawful and Good aligments receive a + in all stats. Chaotic Evil and Lawful Good alignments will only receive one - or + in all stats, and Chaotic Good and Lawful Evil aligned characters are unfazed.

Investigate (40)
Rank: D
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Physical Effect.
Description: Fiddler spends an hour or so investigating the entrance of an adjacent area. By doing so, Fiddler will discover any traps, bounded fields, reality marbles, or familiars present in the target area.

Interrogation Room (50) [30 Upkeep]
Rank: B
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Magical. Boundary Field.
Description: Using a boundary field that feeds upon the tension in the air, Fiddler creates an environment in his current area that allows masters to combat one another directly. Servants will protect their masters from attacks by enemy servants or those servant's familiars, but the masters' familiars as not guarded against.

Cold Regard (15)
Rank: C
Type: Anti-Personnel
Damage: Endurance + 10.
Maximum Targets: 1
Classification: Physical. Ranged.
Description: Drawing his generally unused revolver, Fiddler takes aim with surprising skill and contempt, and fires at the targets non-vital areas, intending to cause wounding and pain..

Snakefire Shooter (45)
Rank: B+
Type: Anti-Fortress
Damage: 11 Magical per shot.
Maximum Targets: 6
Classification: Magical. Ranged.
Description: Loading six specially made bullets into his revolver, Fiddler takes aim at the target and fires. Snaking out in a winding path from each chamber of his revolver, glowing projectiles light up the sky. Colliding with the target and taking root into their body, the shots incubate for a small period of time. Occuring at the beginning of the movement phase, the shots explode.

Broken String (60)
Rank: B
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Physical Effect. Trap.
Description: Fiddler employs a long trusted tactic. Tying a long segment of instrumental string across the entrances to an area, Fiddler lays his trap. Anyone who enters the trapped area, Flying or not, will break the strings, causing a number of flares to be remotely fired, illuminating the area for 3 turns, starting on the turn activated. No form of concealment is able to be used while the flares are active, and the events happening in that area will be visible to the public, though in less detail than the users private update would entail.
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Kakarot
Class: Rider
Identity: Count Cidolfus Orlandu - Thunder God Cid
Series: Final Fantasy Tactics
Alignment: Chaotic Good
Classifications: Human

----------Stats---------

Health: 240 (26)
Mana: 250 (16)

Strength: B
Endurance: C-
Agility: C+
Magical Energy: C
Magical Defense: C-
Luck: D-
Noble Phantasm: A+++

------Abilities------

Defend - D
-Years on the battlefield have taught Orlandu one thing: Never do nothing. Any turn in which no offensive actions are taken, Orlandu takes up a defensive position, reducing all damage taken by 15%.

Riding - D
-The ability to ride various animals designed for the purpose. Years in the military trained Orlandu in mounted combat, and especially on chocobos.

Loyalty - A
-Orlandu with faithfully serve his master's cause at all times. Should all of Orlandu's master's command spells be used, the contract will remain, and with no penalty. In addition, the 'Just Die' command spell does not kill Orlandu, but simply breaks the contract with his current master. Orlandu may not, however, attack his current master under any circumstances he has control over. Actions explicitly performed with a 'Listen You!' command spell will have a 30% increase in effectiveness, although the duration of the command spell will be only one turn.

Counter Tackle - E
-When struck in combat, Orlandu throws himself into his attacker, causing them to take 10 absolute damage.

-------Skills------

Punch Art - Wave Fist (20)[10 Health]
Rank: D
Type: Anti-Personnel
Damage: Strength + 15
Maximum Targets: 1
Classification: Physical. Ranged.
Description: Orlandu has studied the combat art of Monks, over the years, and has retained a few of their skills upon entering the Grail War. Wave Fist allows Orlandu to strike a target from a distance with his bare fist, by utilizing air pressure and body energies. Though after years of practice and aging, this skill takes a small toll on Orlandu.

Equip Change - Gae Bolg (40)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect. Item.
Description: Orlandu has spent many years of his life as a soldier, and though he regrets many things, he cannot argue against the skills he's gained, regardless of their applications. Equipping the powerful spear, Gae Bolg, allows Orlandu to fight particularly efficiently while mounted. Normally, Gae Bolg will raise Orlandu's Luck by one rank, and cause his Basic Attacks to become Strength + 1. While mounted on a Chocobo, or any other vehicle or mount, Orlandu will employ defensive tactics as well, causing him to take 10% reduced damage from all sources while this skill is active. Orlandu cannot use any Holy, Mighty, or Fell Sword abilities while Gae Bolg is equipped. Gae Bolg may be unequipped during the Decay or Support Phase of any turn.

Holy Sword - Stasis Sword (30)
Rank: D+
Type: Anti-Personnel
Damage: Strength + 12
Maximum Targets: 2
Classification: Magical. Holy.
Description: Orlandu encases the target in condensed mana, halting their motion and harming them. After being struck, the target becomes unable to take more than one offensive action the next time they act, be it a basic attack, a skill, or a Noble Phantasm.

Holy Sword - Split Punch (45)
Rank: C
Type: Anti-Personnel
Damage: Strength + 14
Maximum Targets: 1
Classification: Magical. Holy.
Description: Using holy energy to drag up the negative wishes and desires of demons and devils, Orlandu strikes the target with the hardened edge of those intentions. This skill is not affected by the Abilities (does not include Skills) of anyone but Orlandu.

Holy Sword - Crush Punch (40)
Rank: C+
Type: Anti-World
Damage: Strength + 22
Maximum Targets: 1
Classification: Magical. Holy.
Description: Bringing about an embodiment of planet death, Orlandu stabs the target with the concentrated energy. If the victim is at or below 10% health, or if they currently possess E-- Luck, then they will instantly die regardless of any skills or abilities.

Holy Sword - Lightning Stab (60)
Rank: B+
Type: Anti-Personnel
Damage: Strength + 36.
Maximum Targets: 2
Classification: Magical. Electric.
Description: A powerful strike of lightning from the heavens. The victim of this skill ends up being magically restricted, losing 10 base, and 10% after calculations, damage from their next skill powered by Magical Energy. This effect does not stack.

Mighty Sword - Shellbust Stab (60)
Rank: B
Type: Anti-Personnel
Damage: Strength + 28
Maximum Targets: 1
Classification: Magical. Holy.
Description: Assaulting the target with divine energy, Orlandu shatters their physical defenses. Shellbust Stab ravages the target's armor and defenses, lowering the victim's endurance by -- until the end of battle. This effect does not stack.

Mighty Sword - Blastar Punch (55)
Rank: B
Type: Anti-Personnel
Damage: Strength + 28
Maximum Targets: 1
Classification: Magical. Holy.
Description: Assaulting the target with divine energy, Orlandu shatters their physical defenses. Blastar Punch uses its terrible energy to strike at the target's head, addling them and their natural abilities, causing the damage dealt by this skill to not be healed by any means except standard regeneration for 5 turns afterward. The duration of this effect is refreshed on repeated uses, but the damage that cannot be healed will accumulate.

Mighty Sword - Hellcry Punch (55)
Rank: B
Type: Anti-Personnel
Damage: Strength + 28
Maximum Targets: 1
Classification: Magical. Holy.
Description: Assaulting the target with divine energy, Orlandu shatters their means of physical attack. Hellcry Punch weakens the victim's arms and attempts to tamper with their weapons, lowering the victim's Strength by -- until the end of battle. This effect does not stack.

Fell Sword - Dark Sword (0)
Rank: B++
Type: Anti-Personnel
Damage: Magical Energy + 20
Maximum Targets: 1
Classification: Magical. Absorption.
Description: Utilizing some of his darker sword skills, Orlandu strikes at the lifeblood energy of the target, dealing damage directly to their mana, instead of health, and refunding that amount to Orlandu.

Fell Sword - Night Sword (50)
Rank: B+
Type: Anti-Personnel
Damage: Magical Energy + 20
Maximum Targets: 1
Classification: Magical. Absorption.
Description: Utilizing some more of his darker sword skills, Orlandu strikes at the tethers of the target's life, draining health equal to the damage he dealt.

Gyashl Greens (50)
Rank: E
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Summoning.
Description: Orlandu uses the entire turn to call a Chocobo mount. The Chocobo may be any colour. While mounted on a Chocobo, the rider's agility is raised by one rank, and their movement range in increased by one. The rider of the Chocobo is also able to use the Ocean to travel through, but not stay in. The Chocobo may not be targeted while mounted.

-While on their own, Chocobo's have 30 health, E rank Everything, are classified as Animals, and will attack anyone who attacks them for Strength + 1 before they are actually struck. If a Chocobo is not attacked, at the end of turn it will heal the player who has taken the most damage (as a percentage) that turn for 15 health. If no one has taken damage in combat, then the Chocobo will heal whoever is missing the highest percentage of health, then flee to another area.


------Noble Phantasm-----

Equip Change: Excalibur (80)
Rank: EX
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect. Item. Holy.
Description: Bringing forth his battle hardened blade, Orlandu takes up his true mantle as Thunder God Cid. The holy power of Excalibur causes Orlandu to regen 15 health at the end of every turn this sword is active, as well as raising his Strength and Agility by +++. This sword stays active for 3 attacks, but cannot be used until 2 turns after it wears off. While Excalibur is equipped, all damage classified as Holy will heal Orlandu as opposed to harming him. In addition, if Orlandu becomes unable to use his weapon, be it his basic weapon or Excalibur, he will not be able to use his sword skills.

Holy Sword - Holy Explosion (100)
Rank: A+
Type: Anti-Civilization
Damage: Strength + 72
Maximum Targets: 5
Classification: Magical. Holy.
Description: Taking aim at the target master, Orlandu calls down the divine wrath of Heaven, and causes damage to each servant that is contracted to that master, and every familiar they control to a maximum of five targets. Each target must be in the current area, and if the master is alone (or the target is alone and not a master) then damage is done to this target normall. All victims of this skill are gripped by a zealous insanity, and will strike a random target immediately after this skill is used with a Physical attack of Strength -5.



__________________________________
Reminder: Despite using Strength to power his moves, all of Orlandu's attacks classified and Magical will be reduced by Magical Defense.
Orlandu also will naturally have a basic sword equipped, so his sword techniques are available from the start. There is no cost for this weapon to be Equipped.
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Vara
Member Avatar
Kakarot
Class: Assassin
Identity: Cyborg Children/Gunslinger Girls: Henrietta, Rico, and Triela
Series: Gunslinger Girl
Alignment: Chaotic Neutral
Classifications: Human. Mechanical.

Henrietta

Stats
-----------------

Health: 100 (20)
Mana: 170 (16)

Strength: D
Endurance: D+
Agility: C
Magical Energy: D
Magical Defense: D
Luck: A+
Noble Phantasm: C


Abilities
------------------

Independent Action C
- Allows Henrietta to wait 1 night after Master death before mana decays. May only be in the presence of 1 other child at any given time, with the exception of the start of the game.

Presence Concealment - C+
- Able to blend into area's inconspicuously. Only those with detection skills may see through this. Attacking with the Walther will not break Concealment.

Assist - B
- Henrietta has the ability to utilize the class abilities of her allies while they are present and using them. This includes Perception, Presence Concealment, Sniping, Defending, and Riding.

Sisterhood - C
- The bonds of friendship and camaraderie are strong in many military units, and the fratello are no exception. Through kindness and teamwork, Henrietta is able to redirect 10% of any an all incoming damage she would take to Rico, and another 10% to Triela, regardless of distance. Cyborg Children undergoing Surgery are not subject to this effect.

Skills
---------------------

Pistol (15)
Rank: D
Type: Anti-Personnel
Damage: Strength + 5
Maximum Targets: 1
Classification: Physical. Ranged.
Description: Henrietta always carries a service pistol. This is her standard weapon for impromptu engagements.

Submachine Gun: FN P90 (60)
Rank: C++
Type: Anti-Personnel
Damage: 25 Absolute Damage
Maximum Targets: 5
Classification: Physical. Ranged
Description: Opening her violin case, Henrietta pulls out her P90 submachine gun and fires upon her target(s), valuing suppression above precision. Cannot hit each target more than once.

Sniper: Walther WA 2000 (50)
Rank: C
Type: Anti-Personnel
Damage: Strength + 30 in the current area. Strength + 20 in an adjacent area. Strength + 10 with 2 areas of distance.
Maximum Targets: 1
Classification: Physical. Ranged
Description: Taking the rifle which has been strategically placed wherever she needs it, Henrietta takes aim. Not desiring a lethal shot however, Henrietta snipes her target in the arm, reducing Strength by 1 rank. This effect lasts until the end of the battle and does not stack with itself.

Deceptive Appearance (20, Disables Regeneration)
Rank: A
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Physical Effect
Description: Henrietta acts like what she truly is: a little girl. In doing so, Henrietta may pose as an NPC and follow around her intended target for as long as she desires; doing so allows her to ambush her target at any given moment. This effect is only able to be seen through by someone who has personally witnessed Henrietta in a fight, as well anyone with the Perception class ability, but no other abilities allow detection of Henrietta being a servant. May be canceled at any time.
Should Henrietta's target enter combat while she is in this state, Henrietta will not enter combat and will be removed as a target. Henrietta may choose to enter combat however, but doing so makes her a valid target. While in combat and following a target, Henrietta's first attack will deal an extra 25% damage and breaks the pursuit effect.
The only players capable of attacking Henrietta while she is in this state are the ones she is following. This ability may only be used outside of Presence Concealment, and may be used against someone in another area. Henrietta will not appear hostile to the target.
Henrietta may communicate with the target by giving them messages and requests (Such as to move to area X). This function is carried out by the GM at the request of the player, but happens only during status updates.



Rico

Stats
--------------
Health: 100 (15)
Mana: 180 (20)

Strength: D
Endurance: E++
Agility: D+
Magical Energy: D+
Magical Defense: D
Luck: D
Noble Phantasm: C


Abilities
---------------------
Independent Action - C
-Allows Rico to wait 1 full night after Master death before mana begins to decay. May only be in the presence of 1 other child at any given time, with the exception of the start of the game.

Perception - A (Distant Viewing Only)
-The viewing of distant targets; this ability allows Rico to see into adjacent areas. Adjacent characters will only be assigned extremely vague descriptions, like being tall, short, dark clothed, or brightly colored. Rico is not able to see into the Jail Cells or Hidden Passage from the Forest.

Presence Concealment - C+
-Able to blend into area's inconspicuously. Only those with detection skills may see through this. Attacking with the Dragunov will not break Concealment, but anyone in the same area will be able to instantly detect Rico and the victim of an attack by Dragunov will be alerted to the direction it came from. If a servant present in the same area as Assassin attempts to consume a civillian, Assassin will be revealed in its entirety.

Sniping: B+
-The ability to attack enemies that Rico can see, or has direct knowledge of through another member of Team Assassin, to a maximum distance of two spaces. Only the Dragunov may make use of this.

Sisterhood - C
- The bonds of friendship and camaraderie are strong in many military units, and the fratello are no exception. Through kindness and teamwork, Rico is able to redirect 10% of any an all incoming damage she would take to Henrietta, and another 10% to Triela, regardless of distance. Cyborg Children undergoing Surgery are not subject to this effect.

Skills
---------------------

Pistol (15)
Rank: D
Type: Anti-Personnel
Damage: Strength + 5
Maximum Targets: 1
Classification: Physical. Ranged.
Description: Rico's pistol does not see much action, yet she always keeps it prepared and ready.

Sniper: Dragunov (30)
Rank: B+
Type: Anti-Personnel
Damage: Strength + 30 in the current area. Strength + 20 in an adjacent area. Strength + 10 with 2 areas of distance.
Maximum Targets: 1
Classification: Physical. Ranged
Description: Rico's rifle is never far, and the Russian made weapon excels at its job, just like Rico does. A cripling shot is taken at the enemy's legs, dealing damage and reducing their Agility by 1 rank until the end of combat. This effect stacks twice.

Battle Plan: Overseer (40) [40 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Physical Effect.
Description: Rico uses her training and experience as a scout to direct one ally along the best course of action. The target ignores all Classification and Flight related calculations for as long as this skill is active. This skill is maintained by Rico, but may only be active on one target at a time.

Just a "Prank" (75)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Area
Classification: Trap
Description: Rico organizes a trap in her current area, which will activate on the first person to enter. Traps will not effect members of Team Assassin, and Team Assassin is able to make specific targets bypass the trap. Doing so is a free action, but requires a member of Team Assassin to contact that target in some way before the trap is activated. Targets made aware of the trap must be revealed to the GMs. Only one trap may exist in an area at any given time, and only 2 traps of each type may be set at one time. Traps cost no mana to activate, and may be done as a free action, from anywhere on the map. Any trap made be set to not trigger on entrance, but instead later. Almost magically, the Deadfall can select its targets...

Deadfall
Type: Anti-Personnel
Damage: 20 Absolute. 25 Physical.
Maximum Targets: 1
Classification: Physical. Trap
Description: A very old method of trapping, the deadfall trap causes various objects, traditionally logs, to fall on the victim,

Claymore
Type: Anti-Personnel
Damage: 15 Absolute. 15 Physical.
Maximum Targets: 4
Classification: Physical. Trap. Fire.
Description: An ring of explosive devices are set through the area, all of which explode independently, damaging up to four people who enter the area. Will effect masters even if their servant is present. Reduced by Magical Defense. This effect will hit targets in the order of Lowest Luck > Highest Luck, and circling in that order if there are less than 4 targets entering. On remote activation, Claymore targets can be designated. When the number of targets available is less than the maximum amount, the targets are struck in repeating order, causing 50% less damage on successive hits to the same target.

Undertaking
Type: Anti-Army
Damage: ~
Maximum Targets: ~
Classification: Physical Effect. Trap
Description: Upon entering or leaving the trapped area, all of the victims will trigger a series of trip wires which in turn activate planted devices which assault the victims' legs. Those who are affected have their Agility reduced by one rank, and aren't able to continue movement this turn, or move next turn. This trap affects everyone in the area who has not been granted immunity to the effect, and can only be triggered by those who do not have this immunity unless they specify to do so. Undertaking will not affect anyone with the Flying ability.


Triela

Stats
--------------
Health: 125 (24)
Mana: 180 (12)

Strength: C
Endurance: C
Agility: D
Magical Energy: D
Magical Defense: D
Luck: B
Noble Phantasm: C


Abilities
---------------------
Independent Action - C
-Allows Triela to not lose mana until the end of the turn after Master death or contract breaking. May only be in the presence of 1 other child at any given time, with the exception of the start of the game.

Perception - A (Detection Only)
-Through the utilization of infrared scopes, the chances of detecting concealed enemies increases dramatically, allowing Triela to view any stealthed or cloaked target who's stealth skill is ranked lower than A+.

Charisma: C
-The ability to lead and instill confidence in her team mates. Raises the Endurance and Agility of all nearby team mates by +.

Presence Concealment: C+
-Able to blend into area's inconspicuously. Only those with detection skills may see through this. If a servant present in the same area as Assassin attempts to consume a civillian, Assassin will be revealed in its entirety.

Battle Continuation: D
-The ability to not die when killed. Triela's health may not be reduced past -25, and in the event she escapes battle and is able to restore her health on the next turn, then she will continue to live.

Sisterhood - C
- The bonds of friendship and camaraderie are strong in many military units, and the fratello are no exception. Through kindness and teamwork, Triela is able to redirect 10% of any an all incoming damage she would take to Rico, and another 10% to Henrietta, regardless of distance. Cyborg Children undergoing Surgery are not subject to this effect.

Skills
---------------------
Submachine Gun: H&K UMP (60)
Rank: C+
Type: Anti-Personnel
Damage: 30 Absolute damage.
Maximum Targets: 4
Classification: Physical. Ranged
Description: Skilled in a variety of weapons, pistols simply don't pack enough punch for Triela, and her standard option for combating groups of enemies is to open fire with her UMP submachine gun. May not hit the same target more than once but may strike protected masters.

Shotgun: Winchester (40)
Rank: C ---> B
Type: Anti-Personnel
Damage: Strength + 10 split. Strength + 22 single.
Maximum Targets: 2
Classification: Physical. Ranged
Description: Triela prefers to enter combat with her Winchester shotgun, which has proven itself to be more than effective time and time again. With a spreading shot, Triela may hit up to 2 targets with one strike, but deals more damage against a single target. After taking damage from the Winchester, Endurance is reduced by 1 rank for the next turn; this effect will only refresh itself, but may stack with any other Endurance reducing effects.

Bayonet (15)
Rank: D
Type: Anti-Personnel
Damage: Strength + 4, 100% Bleed over 2 turns.
Maximum Targets: 1
Classification: Physical
Description: An attack with the deadly bayonet attached to the Winchester, Triela shies from nothing. After dealing it's damage, the target bleeds for that amount of damage done over 2 turns. This effect does not stack but will refresh itself on continued use.

Battle Plan: Blitzkrieg (40) [40 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets:
Classification: Physical Effect.
Description: Triela uses her natural powers of command and experience to direct her Teammates in battle. This skill may be used on up to two members of Team Assassin, but those two must be in the same area. This skill allows both of the selected members to take 40% reduced damage from any skill that targets more than one person. If this skill is used on only one member of Team Assassin, that member will take 80% reduced damage from any skill that targets more than one person.. The upkeep cost of this ability is paid by whichever member of Team Assassin is currently under its effect.

Poison (40)
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect.
Description: Triela uses a poison to make her next attack inflict a specific effect on the target. Various poisons may be used, though only one at a time. Different poison effects may stack on one another, but applications of the same poison will not stack.
__________
Standard Poison: 30 health damage dealt over 3 turns. 10 damage a turn, starting the turn after application.
Magebane Poison: 30 mana damage, dealt over 3 turns. 10 damage a turn, starting the turn after application.
Fatigue Poison: 8 health damage every time the target uses a skill. Lasts 3 turns, starting the turn after application.
Mindnumbing Poison: 8 mana damage every time the target uses a skill. Lasts 3 turns, starting the turn after application.
Strange Mixture X: The adjustment of stats according to the chart below (Only one is used per application), for 2 turns, starting the turn after application.
__________
*All stat reductions are as follows.
Strength: (--)
Endurance: (---) but Agility (+)
Agility: (--)
Magical Energy: (---) but Strength (+)
Magical Defense: (---) but Magical Energy (+)



Noble Phantasm (Shared)
------------------------------

Reconstructive Cybernetic Surgery (60 Mana from each Child using the technique)
Rank: B
Type: Support
Damage:
Maximum Targets: Self (3)
Classification: Restorative. Physical Effect.
Description: Sends up to 3 of the Cyborg Children back to the Agency for reconstructive surgery, restoring all of their health and mana. Cyborg Children sent away may not be used for 2 full turns after the turn this is used, returning in the upkeep phase. While away, the Cyborg Children are removed from play and are unaffected by anything, even mana loss due to master death. May only be used twice per Cyborg Child. Can not be used on dead Children or in combat.

According to Plan (280, split between all 3 girls in any amount)
Rank: E-EX
Type: Anti-Personnel
Damage: 15 Absolute AoE, 15 Physical AoE, 50 Physical, 30 Physical AoE, 35 Physical AoE, 30/20/10 Physical.
Maximum Targets: ~
Classification: Physical. Ranged. Trap.
Description: Following protocol and strategy; Henrietta, Rico, and Triela, begin their operation. If they are placed in the target's area, Rico detonates the Claymore mines and instantly deals 15 absolute and 15 normal damage (reduced by Magical Defense) to everyone in the area. Henrietta will immediately ambush the chosen target in the area with her Submachine Gun, dealing 50 damage, and 30 damage to everyone else present (Reduced by Luck and affected by the damage increase from Deceptive Appearance, regardless of the target). Triela will follow this attack with an assault from her shotgun, dealing 35 damage to everyone in the area (no debuff). Rico will then fire her Dragunov at the original target, dealing regular Dragunov (affected by distance) and lowering both their Agility and Endurance by --- until the end of next turn.

Following these events, all three girls will have the ability to enter Presence Concealment and flee the area with their master. This Noble Phantasm does not require Henrietta and Triela to be present, or Rico within range. However, their effects will not happen unless they are. Rico must be within range to use her Dragunov in order for it to take effect as well.



________________________________
A note:
A contract formed with any of the Children binds all 3 to the new master, regardless of the location of the two Children who did not form the new contract. All damage done is reduced by endurance unless otherwise specified.

All three children count as Assassin. If the identity of one is guessed, it is correct. You are not obligated to state that there are others, but all 3 children, and 1 alone, consist of Servant Assassin simultaneously.
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Supremezero
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There is no such thing as society.
Name: Uso Davis
Gender: Male
Age: 21
Nationality: Italian/English
Alignment: Neutral Evil
Classification: Human

Description: Wearing a loose fitting, green, hooded sweater, Uso hides his family's signature blond hair and ruby red eyes.Wearing a nondescript silver ring on each finger, Uso keeps his hands in his pockets any time he's not manipulating his puppet, Abetoir. Uso's sandals and camouflage shorts seem to be too light for Rokkenjima's cold weather this time of year, but to each their own.

History: When Uso first came into the world, he had a loving sister, mother, and father. In the first years of his life, Uso was happy, but by the age of 3, Uso's father died, and from that moment on, his entire family seemed to change. His older sister began to invert, immersing herself in the world of magic and fantasy. Uso, not having inherited the magic crest of the family, was excluded from this. His mother taken by grief also began to invert, and Uso watched in sorrow as his only family turned away from each other and himself, regarding others as if they were just interfering.

When Uso's older sister left in order to pursue magic further, their mother, Catherine Davis began to show affection to Uso once more. Taking him under her wing, she immersed him in the world of science and technology. Growing through school while attempting to specialize in engineering and biology, Uso graduated with a scholarship to enter into the same field of study as his mother. It was at this point that Uso's family shrank once again, as Catherine Davis was murdered by a magus on the run from the Association. Developing a deep seated hatred for magic, Uso took his mother's name and set out into the world.

Only three years into his bio-technological career, Uso found himself well past post-secondary education and in a position of power in his mother's company, well ahead of where any of his peers could have been at this point in their lives. All the while, Uso searched for traces of his sister, planning for her future pain, his revenge on her and all things magical; everything that took his family never to come back. Embracing technology made for combating magic, Uso brings his wrath to bear on the Holy Grail War, seeking the ultimate... satisfaction.


Health: 50 (5)
Energy: 10 (4)

Strength: E
Endurance: E
Agility: E
Magical Energy: E
Magical Defense: E
Luck: E

---Abilities---

Palpable Hatred - A
-Uso's hate off all things magical has, oddly enough, manifested itself as a magical occurrence. Everyone in Uso's current area has their Luck reduced by -, in addition to dealing 2% less damage on all Magical attacks for every Rank of Magical Energy they have higher than E. Very grudgingly, Uso may set aside his inner complications to exclude his own servant from this effect. However, doing so requires Uso to exclude a second target from this effect as well. This second target cannot be Uso or Abetoir.

Corrupt Lifeblood - D
-With a soul tainted black and a heart rendered cold, Uso contains a most curious corruption. Between his magical studies, innate happenstancial magical abilities, and desire for revenge; Uso's life force, his very blood, contains power. Every drop of blood spilled is returned in full, with interest. All damage dealt to Uso is also dealt to whoever caused it, with an additional 20% added on.


---Skills---

Activate: Abetoir (8)
Rank: C
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Summoning. Physical Effect.
Description: Uso brings out his only friend, and his last bit of family, Abetoir the Puppet, and controls his actions through the rings on his fingers. This may be used to send Abetoir away as well, but Abetoir cannot be Activated while he is destroyed.

Repair: Abetoir (10) [4 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Restorative. Phyiscal Effect.
Description: Uso sinks into uncharacteristic silence and focuses intently on fixing Abetoir. Abetoir will not be repaired until the Decay Phase of the turn after use, and Uso will not be able to do anything aside from moving until after this skill is finished.

Cyberform Net (3)
Rank: D
Type: Anti-Personnel
Damage: Strength + 5
Maximum Targets: 1
Classification: Physical. Item.
Description: Uso is a man of science, and not all of his gadgets are built into Abetoir. Releasing a net formed from a strange metal but containing a mix of various chemicals and elements mixed to counter magical entities, Uso traps his target, dealing small damage in the process. Targets trapped in the net lose 1 rank in flying and receive a - to their agility. This effect lasts until the turn after next, and will stack, but the effect will not refresh.


Name: Abetoir
Gender: ~
Age: 6
Nationality: ~
Alignment: Chaotic Evil
Classification: Item. Mechanical.

Description: A small robot standing around two and a half feet tall. There are curved blades along the arms that retract within the forearm, and talons on the hand. Abetoir has four legs, each with two joints. The head is vaguely human shaped, but the face is covered in a polished mask of white metal, marred with the occasional burn mark or scratch. Abetoir is colored a dark blue, with black covering the small armor patches on each joint. There are sliding plates all over Abetoir's body that move away to reveal various tools and gadgets. Small gossamer threads connect from various spots on Abetoir's body to the rings on Uso's hands.


Health: 100 (20)
ร†ther: 50 (5)

Strength: D
Endurance: C+
Agility: C+
Magical Energy: E---
Magical Defense: A-
Luck: D-

---Abilities---

Dependency - B+
-Abetoir cannot function without Uso at his side. If Uso dies, then Abetoir can take no action. Due to being a puppet, of sorts, Abetoir also requires Uso to be within the same area as him, or else he cannot take any actions. Not that Uso would ever allow him to stray, if he had any say in the matter. Abetoir is also able to guard Uso against any skill that would normally strike him, either directly or indirectly.

Heavy Body - C
-Abetoir is surprisingly heavy, and it seems Uso has packed him full of parts. Unfortunately, Abetoir can not be carried during flying, as a result, and cannot enter the Ocean under any circumstances. Doing so would invoke his immediate and un-Repairable death.

---Skills---

Communications Relay (10) [10 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Item. Physical Effect.
Description: Abetoir's primary function was to interrupt magical communications and allow Uso to track down the users and kill them. Since then, Uso has outfitted Abetoir with a long distance microphone and surveillance set. While this ability is active, all abilities that are used to gather information of any kind within movement range of Abetoir are affected. Affected abilities will, when used, return no information to their user, but instead returns the information to Abetoir. If any of these abilities are used, but are not magical in any way, then they still return information to the user, but Abetoir gains it as well. The victims of this skill will get no notification of this effects short of not receiving their own information. Lasts until canceled.

Nullmagic Generator (10) [6 Upkeep]
Rank: C
Type: Support
Damage: 30 for A. 25 for B. 20 for C. 15 for D. 10 for E.
Maximum Targets: ~
Classification: Physical Effect. Magical Effect.
Description: When hunting down high ranking Magus, Uso made a discovery into human nature. Those with power will flaunt it. Using this as a basis, Uso engineered a device that alters the magical structure of spells, causing them to inflict backlash damage on the user depending on how complicated the spell is. Now, the device has been modified to affect not only magus, but anything with a magical circuit, or that depends mana to take action. Namely, servants and masters. This device causes damage to anyone in the current area who uses a skill that costs mana. The damage dealt is a flat rate dependent on the Rank of the skill used. This damage is reduced by the Noble Phantasm stat of servants, and the Magical Energy stat of masters, and is not magical or physical.

Magical Containment (20)
Rank: D
Type: Support.
Damage: ~
Maximum Targets: 1
Classification: Magical Effect. Transformation. Absorption. Priority.
Description: Within the robotic puppet is a device capable of preserving and containing magecraft. This is similar to the jewels used by many different magus, though different in the development. This device allows Abetoir to absorb one magical attack directed at itself or Uso, taking only 30% of the damage, and storing the attack for later. The damage (That Abetoir did -not- take) and mana cost of the skill are preserved, and will lose some of the effectiveness each turn, during the decay phase, at a rate of 25% a turn. Only attacks that are Anti-Personnel and are classified as only Magical, (Thus, not also Physical. Other classifications are allowed), can be absorbed. Only one attack may be stored at any given time.

Magical Containment: Refine/Backlash (0/20)
Rank: C
Type: Support/Anti-Personnel
Damage: ~/Magical Energy + [Current Skill Damage]
Maximum Targets: 1
Classification: Magical Effect. Restorative OR [All classifications of the original skill]
Description: Abetoir has two options for using stored skills. He may refund 10% of the current mana cost of that skill to his Ether, with 5% of the current mana cost healing him. Abetoir also has the option of releasing the attack at a new target, using his own paltry Magical Energy in conjunction with whatever damage is left from the stored skill.


______________________________________________________________
A note: Uso and Abetoir do not use Mana. Neither one has any magic circuits, and as such, cannot lose Energy or Ether to any skills that effect mana, or mana costs.
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Supremezero
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There is no such thing as society.
Class: Lancer
Identity: Fate Testarossa Harlaown
Series: Magical Girl Lyrical Nanoha
Alignment: Lawful Good
Classifications: Human

------Stats------

Health: 240 (26)
Mana: 300 (24)

Strength: C
Endurance: D+
Agility: A
Magical Energy: C+
Magical Defense: C
Luck: C
Noble Phantasm: A+

-------Abilities-------

Mana Conversion Affinity - C
-Fate has a natural affinity for magic, specifically electricity based magic. Any time Fate is struck by a Magical skill, she gains mana equal to 10% of the damage she took. Should a spell be Electrical, Fate gains 50% of the damage taken as mana.

Flight - B
-The ability to fly. Fate's movement through the sky is fast and skilled, yet she is hardly a master at it so far.

-------Skills--------

Barrier Jacket
Rank: ~
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect. Magical Effect. Barrier. Transformation.
Description: Fate's barrier jacket is the magical armor that protects her, and has two forms.
-Lightning Form: Fate's stats are normal. It appears to be a swimsuit with a skirt and kneesocks; as well as a large cape.. This is the default form, and costs nothing to switch back to.
-Sonic Form: Fate's Endurance lowers by One Rank, her Magical Defense by --, but her Agility rises by ++++, and her Magical Energy by +++ . Sonic Form appears as a black swimsuit, with two thick belts looping around the waist; thigh high stockings; with gauntlets and boots, protected by metal plates. Has an upkeep of 25 mana.

Sonic Move (30)[20 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect.
Description: Fate boosts herself with magical energy, which allows her to move at speeds where the human eye can no longer track her. While active, Fate's Agility raises by +++, her Flight by one rank, and she gains 1 extra basic attack, in addition to any naturally by Agility.

Defenser (50)
Rank: C
Type: Support
Damage: ~
Maximum Targets: 3
Classification: Magical Effect. Barrier.
Description: Fate creates a magical barrier around up to three targets, protecting them from assault. This barrier absorbs the first 40 damage that the three targets would take. This includes damage they take separately, and subtracts from the same total. The targets cannot leave the area this ability was used in, or they lose the shield. Defenser may not be used on anyone who attempts to guard for Fate. This effect lasts until it breaks.

Lightning Bind (65)
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Magical. Electrical.
Description: Fate binds her target with magical energy, stopping them from leaving their current area, and causing their Agility to drop by one rank. This effect lasts until the end of the turn after it is used.

Bind Break (20+10x)
Rank: B
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Magical.
Description: Fate attempts to remove the magical bindings on a target. For each rank above E that the target debuff is, the mana cost will increase by 10. The only debuffs able to be removed by Bind Break are those that have less than 3 targets, are Magical or Magical Effects, and either lower the agility of the victim, or cause the victim to be unable to move to their full potential.

Thunder Arm (45)
Rank: D
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect. Barrier. Electrical.
Description: Fate creates a shield of concentrated mana and lightning on her arm, raising her Endurance and Magical Defense by ++ until the end of the turn after use.

Sprite Zanber (40)
Rank: A
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Physical. Magical Effect.
Description: Fate uses Bardiche in Zanber, or Riot Zanber Calamity, Form to cleave through a magical barrier or illusion. This skill may be used to dispel Bounded Fields that restrict movement, Reality Marbles (Whether inside or out), and to destroy illusions.

Hakken Saber (35)
Rank: D+
Type: Anti-Personnel
Damage: Strength + 20 per hit.
Maximum Targets: 2
Classification: Magical. Ranged.
Description: Bardiche switches to scythe form, and Fate swings the device, releasing the energy blade as she does so, and flings it at her target. The blade then boomerangs back, hitting a second target if available.

Riot Slash (25)
Rank: C
Type: Anti-Personnel.
Damage: Strength + 35
Maximum Targets: 1
Classification: Physical. Magical Effect.
Description: Using the Riot Blade or Riot Zanber Stinger, Fate attacks the target with Bardiche, cleaving through armor, magic, or anything else that gets in the way. Any extra attacks Fate gets while using this skill will deal an extra 3 absolute damage, for each successive attack.

Plasma Lancer (22x)
Rank: C
Type: Anti-Personnel
Damage: Magical Energy + 18 per hit.
Maximum Targets: 6
Classification: Magical. Ranged. Electrical.
Description: Fate creates up to six bladelike magical bolts in the air, and fires them at her targets. X is the number of bolts. May be used to strike the same target up to twice, with the second hit dealing half damage.

Plasma Smasher (45)
Rank: C+
Type: Anti-Fortress
Damage: Magical Energy + 45
Maximum Targets: 1
Classification: Magical.
Description: Fate charges up a large amount of magical energy and takes aim at the target. Creating a rune to focus the blast through, Fate strikes the energy with Bardiche and blasts a massive amount of violent energy at her target. This effect will lose no more than 40% of its effect by any barrier on the target, however, multiple barriers still affect by their respective amounts, to the maximum loss of 40%.

Plasma Zanber Smasher (75)
Rank: B
Type: Anti-Fortress
Damage: Magical Energy + 70
Maximum Targets: 1
Classification: Magical.
Description: Performing the Plasma Smasher with the reinforcement from Zanber, or Riot Zanber Calamity, Fate creates a larger array and hurls an even larger amount of violent energy at her target.

-----Noble Phantasms-----

Bardiche - Zanber Shift
Rank: ~
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect. Physical Effect. Item. Transformation.
Description: Fate transforms Bardiche into one of his many Zanber forms, each with their own effects. None of the below forms are able to use Plasma Smasher, Hakken Slash, or Hakken Saber. Riot Blade, and Riot Zanber Stinger grant the use of Riot Slash. Fate must be in Sonic Form to use Zanber Shift. When switching between forms, the mana cost is equal to 1.5 x Difference in Mana Cost. This means that to switch from Zanber to Riot Blade, is 22.5, to switch from Zanber to Riot Zanber Stinger is 45, and to switch from Riot Zanber Stinger to Riot Zanber Calamity is 15. All forms listed below have a duration of 3 turns, ending at the end of the third turn. Switching forms refreshes this duration. If Sonic Form is lost while Zanber Shift is active, Zanber Shift will also be lost.

Zanber Form (35)
Rank: B
Description: Bardiche transforms into Zanber form: Bardiche's blade splits in two and a spike emerges from the top of the head, forming a trident shape which becomes the hilt of an enormous energy sword. This form can use Jet Zanber, Sprite Zanber and Plasma Zanber Smasher. Zanber form raises Fate's Strength by ++ and her Magical Energy by +,but lowers her Agility by --.

Riot Blade (50)
Rank: B+
Description: Bardiche transforms into a compressed version of Zanber Form the size of a normal sword. This form enables the use of Sprite Zanber and Riot Slash. Fate's Strength rises by +++ and her Magical Energy by +, but her Agility is unaffected.

Riot Zanber Stinger (65)
Rank: A
Description: Bardiche takes the form of two Riot Blades connected by a string of energy at their pommels. This form enables the use of Sprite Zanber and Riot Slash. Fate's Strength Rises by One rank, her Magical Energy by ++, and Agility by ++.

Riot Zanber Calamity (75)
Rank: A+
Description: Fate must be in Sonic Form in order to use this form. Bardiche transforms into a much larger version of Zanber Form, enabling the use of Jet Zanber, Sprite Zanber, and Plasma Zanber Smasher. This form raises Fate's Strength by One Rank, her Magical Energy by One Rank, and leaves her Agility unaffected.

Trident Smasher (115)
Rank: A+
Type: Anti-Fortress
Damage: Magical Energy + 30, Magical Energy + 1 (x2)
Maximum Targets: 3
Classification: Magical
Description: Fate fires the stronger smasher spell she has, hitting up to three targets. The main beam deals larger, and the two side beams each deal identical smaller damage. Each beam may be used on the same target, but the side beams lose 50% of their damage while doing so. Multiple beams striking the same target will be treated as separate hits, with the side beams hitting first.

Thunder Rage (150)
Rank: A
Type: Anti-Army
Damage: Magical Energy + 40, Magical Energy + 1 for Outskirt Damage.
Maximum Targets: ~
Classification: Magical. Ranged. Electrical.
Description: Fate calls down many bolts of lightning to strike the entire area, causing the electricity to harm and course through every servant and unprotected master within range. All adjacent areas are also effected, with all servants and unprotected masters in those areas taking Outskirt Damage. Thunder Rage may be cast on adjacent areas, treating them as the center, intentionally without being able to see into them, but the mana cost is raised, to a value of 150% of the original. Thunder Rage does not hurt any member of Fate's Team.

Thunder Blade (120)
Rank: A++
Type: Anti-Army
Damage: Magical Energy + 60
Maximum Targets: ~
Classification: Magical. Ranged. Electrical.
Description: Standing on a platform of pure magic, Fate seeks out each and every target within range and unleashes a concentrated and more powerful version of Thunder Rage. Fate focuses the energy and lightning into individual blades which fly at and pierce the target(s). Thunder Blade strikes every servant and unprotected master in the current area for substantial damage and is entirely indiscriminate, excluding any members of Fate's team, of course~

Jet Zanber (60)
Rank: A
Type: Anti-Fortress
Damage: Strength + 80
Maximum Targets: 1
Classification: Physical. Magical Effect
Description: Fate sends a shockwave through the target, stunning them momentarily as she muster her strength and swings Bardiche, who extends himself enough to cut through any foe. Requires any form of Zanber Shift.
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Supremezero
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There is no such thing as society.
Class: Caster
Identity: Marisa Kirisame
Series: Touhou - Scarlet Weather Rhapsody
Alignment: Chaotic Good
Classifications: Human.

-------Stats-------

Health: 200 (20)
Mana: 400 (31)

Strength: E
Endurance: D+
Agility: C
Magical Energy: A
Magical Defense: C+
Luck: A
Noble Phantasm: EX



-------Abilities------

Territory Creation - B (40)
-As Caster, Marisa is able to take any area and recreate it, making it appear as her home, the Forest of Magic. While in the Forest, anyone with Magical Energy below A rank takes damage equal to 15% of the mana they use. This Territory takes two turns to create.

Graze - B
-When struck by a Ranged attack, Caster attempts to graze it, restoring 25% of the damage taken to her mana pool.

Flight - A
-The ability to fly. Caster has retained the ability to fly for a very long time, and has accumulated many hours, days even, of time spent in aerial combat.

------Skills------

Focus (35) [25 Upkeep]
Rank: D
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical Effect
Description: Caster focuses intently on the battle around her, increasing her Endurance and Magical Defence by ++, but reducing her Agility by 1 rank.

Magic Sign - "Stardust Reverie" (10% Current Mana + 20)
Rank: C
Type: Anti-Personnel
Damage: (1/3)Magical Energy + Agility + 10.
Maximum Targets: 1
Classification: Physical
Description: Marisa mounts her trusted broom and, powering it with explosive magical energy, rams her target, sending both her and them careening through the air after the impact. This attack is reduced by Agility, and no, you cannot see Marisa's panties.

Star Sign - "Meteonic Shower" (40x)
Rank: C
Type: Anti-Personnel
Damage: Magical Energy -5 per shot.
Maximum Targets: 1
Classification: Magical. Ranged.
Description: Bringing out her first bit of flashy power, Marisa fires scattering shots towards the target, which then explode in light and colour. X is the number of shots fired, reaching a maximum of 3.

Star Sign - "Dragon Meteor" (65)
Rank: B
Type: Anti-Personnel
Damage: Magical Energy + 50
Maximum Targets: 1
Classification: Magical
Description: Marisa fires a high-output laser from the sky great pain and a bad case of being slammed into the ground. When striking a flying target, this skill treats the target as if they are not flying, though will still receive the bonus of Aerial Combat. This skill also lowers the target's Magical Energy by -- until the end of next turn, and this effect does not stack.

Star Sign - "Escape Velocity" (40)
Rank: C
Type: Support
Damage: 40 Absolute
Maximum Targets: 1
Classification: Magical. Priority.
Description: If someone travels through the area Caster is in by air, she may surge upward, striking them with a blast of magical energy attached to her hand; this includes anyone who becomes flying an in attempt to leave the area or use a skill, or would otherwise be treated as flying. This ability will not activate automatically unless stated to happen. Escape Velocity cannot be blocked or intercepted by anyone.

Comet - "Blazing Star" (55)
Rank: A
Type: Anti-Army
Damage: Magical Energy + 10.
Maximum Targets: ~
Classification: Magical. Escape
Description: Caster charges for the turn activated and then releases the built up magical energy on the start of the next combat phase, striking every servant in the area with a wave of force and large magical stars, then escapes to an adjacent area. This may be used on the first turn of combat.

Instrument Sign - "Orrey's Sun" (65)
Rank: B+
Type: Anti-Personnel
Damage: Magical Energy + 25
Maximum Targets: 3
Classification: Magical. Summoning.
Description: Caster summons three balls of concentrated energy at her side. After taking aim at whatever desired targets, the balls release their energy in a steady, alluring, beam. Orrey's Sun can strike the same target repeatedly. But doing so causes each beam that hits to deal 50% less damage than the last. Barriers will only effect Orrey's Sun by 50% of their normal efficiency.

Perverse Love - "Easy-Harvest Master Spark" (60)
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect
Description: Raises the base damage of the next magical attack by 12. Each strike of Orrey's Sun is boosted, but only the first hit of Meteonic Shower is boosted. When used to power a Master Spark or Final Spark, this skill does not add to the base damage but instead causes either Spark to deal 10% more damage after calculations.


-------Noble Phantasm-------

Love Sign - "Master Spark" (190)
Rank: EX
Type: Anti-Fortress
Damage: Magical Energy + 100
Maximum Targets: 1
Classification: Magical
Description: Caster brings out her raw power, and takes in the residual energy in her current area to fire a gigantic rainbow laser at the target. This skill is not affected by any skill or ability that would cause a target to take 0 damage. Targets blocking this attack with take an extra 20% if they are not the original target or are not a servant current guarding for their master. This skill can only be used on the second full turn of combat, and cannot be used more than once every 4 turns, or immediately after Final Spark is used.

Magicannon - "Final Spark" (180)
Rank: EX
Type: Anti-Army
Damage: Magical Energy + 50
Maximum Targets: ~
Classification: Magical. Ranged.
Description: An incredibly high output laser is fired which consumes the target area dealing damage to every servant, familiar, and unprotected master present. This attack is so powerful that all areas adjacent to the target are also consumed by the blast, dealing 50% of normal damage to every servant, familiar, and unprotected master present. This skill may be used on Caster's current, or adjacent areas. If used in combat, this skill follows the same rules as Master Spark, in regards to when it can be used. If outside of combat, this skill cannot be used more than once every 5 turns, or 2 turns after Master Spark is used.
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Vara
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Kakarot
Name: Karima
Gender: Female
Age: Unknown
Nationality: Libyan
Alignment: Chaotic Evil
Classification: Human. Spirit.

Description: Karima appears to be a woman in her early thirties, with wavy black hair highlighted with crimson streaks, falling to her thighs. She wears a studded leather hauberk that extends only to her ribs, leaving her midriff bare. There are dagger sheathes strapped to each forearm, and Karima also wears archaic breaches, banded with leather belts. Various chains of different lengths and thickness are attached to Karima's armor in places here and there.

History: Karima was born early in the fourteenth century. Her family was poor, and had migrated to the Byzantine capital. They lived very meager lives, and Karima took to being a pickpocket, to help her family out. During her teenage years however, Karima had been accosted by thugs while returning from a night of pilfering the houses of the nobleborn. Fleeing through the streets, the young girl managed to evade the men. Returning to the small building serving as her family's home, Karima was struck to the ground. One of the earlier thugs had recognized her, and brought a few strongarm friends to Karima's household. Stabbing the girl lying at his feet, the thug and his fellows turned their attentions to the house behind them. Everything shifted black.

Waking up feeling very cold, and finding herself wrapped in bandages and lying in a house of some kind, Karima was greeted by an unfamiliar face. The old man had found Karima, while moving about at night, and had checked inside her house. All but Karima's younger sister, Isabella, had been butchered. Even the young girl had been left... scarred. Over the next few years, the old man raised and supported Karima and her sister, teaching them many life skills, and eventually revealing himself to be a magus. Karima never took to the arts, not immediately, but her sister had.

Spending the time until her early thirties learning the skills she would need to track down and kill the men who destroyed her family, Karima was finally ready. Setting out during the night of what had become the Fall of Constantinople, Karima murdered each and every man who had killed her family and raped her sister. Returning to Isabella and the Old Magus, Karima found them nearly ruined, as had her original family. Slaying the Turk soldiers who were pouring into the house, Karima rushed into the building to meet a wounded, dying Magus, and a terrified Isabella, sapped of all magical strength and looking terribly gaunt. The Magus informed Karima that the girl's body couldn't handle the power she tried to force through it, but that he had a solution that would keep the two together forever. Using both his own, Isabella's, and some of Karima's blood, the Old Magus invoked a ritual. Sealing Isabella's soul into Karima's body, and granting Karima's body the longevity of three humans, the old man smiled at his last act, sparing Isabella an untimely death, and Karima yet another loss.

Setting out into the world and evading capture by the Turk invaders, Karima held close her sister's company. The two used their powers of Assassination and Magic to overcome many obstacles, including the issue of age. Living well into the present day, the two women absorb and consume the souls of those they kill in order to keep living, though that seems to be necessary more frequently. Recently however, the two acquired the soul of an aging man that they could not consume. That soul now lives within them as well, all three bitter and resentful of the situation. Karima is a cold, archaic Assassin in a modern day world. Isabella is a partially insane magus of great power. Alex is a man who secretly enjoys his newfound longevity, and who desires to claim the Grail even more than his two cohorts.


Health: 130 (14)
Mana: 110 (10)

Strength: C
Endurance: D
Agility: C
Magical Energy: C
Magical Defense: D
Luck: E(Isabella)/D(Karima)/A(Alex)


-----Abilities-----

Maleficent Calling - D
-Karima has dedicated centuries of her life to toppling power structures all across the world, and because of this, she has to be aware of the bigger picture. Karima will be informed every time combat begins, and every time combat ceases as defined in the rules, though she will not know where, or who is involved.

Omniscience - B
-Karima, Isabella, and Alex all share the same body, and are all conscious beings at all times, regardless of which soul controls the body itself. The three souls are able to work together and communicate, and as a result, no one can hide from them in any way while in Karima's current area.

Contaminating Personality - C
-Alex is infectious at the best of times, and he really does enjoy it. Any time Alex's soul is in control of the body, he is able to change the alignment of one character in his current area to any variation of the Evil alignment during the Upkeep phase, or when his soul is shifted to.

-----Skills-----

Soul Shifting (25)
Rank: B+
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Transformation. Magical Effect. Priority.
Description: Karima, Isabella, and Alex all share the same body. Each one is able to control the body, simply by asserting a more powerful will over the other two souls. Karima and Isabella will acquiesce to one another, but Alex must make an effort to take control. Certain skills are available to only one soul, however, Soul Shifting will always be available, and will not cost an action for this master, yet still may only be used once per turn, and cannot be used if Soul Shift has been used over the past 5 turns. Karima may only use Chain Arts; Isabella may only use Shadowcraft; Alex may only use Overbearance.

Chain Arts - Knife Play (10 Health and Mana)
Rank: D
Type: Anti-Personnel
Damage: Strength + Agility.
Maximum Targets: 1
Classification: Physical.
Description: A complex series of acrobatic feints, lunges, thrusts, slashes, stop-hits, and parries with the pair of long knives sheathed on Karima's forearms as she traipses along the chains that spring into place under her, giving her footing wherever she needs it. This skill will strike Flying targets as if they are not Flying.

Chain Arts - Ethereal Chain (30) [5 Upkeep]
Rank: C
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Magical Effect.
Description: Karima pours magic into one of the chains attached to her armor and forces it into the fourth dimension before attaching it to her target. This chain stays connected as long as Karima desires, and will reveal the target's location to Karima at all times. Only one target may be affected at a time.

Chain Arts - Earthbound (45)
Rank: D
Type: Support/Anti-Personnel
Damage: Target's Rank of Flight + 5.
Maximum Targets: 1
Classification: Physical. Physical Effect.
Description: Controlling the chains falling around her body like many serpents, Karima attaches multiple chains to her target and threads them through the ground. This effect keeps the target from using Flight, or leaving the area for two turns, beginning on the turn after use. The target may spend a Support Action to free themselves of the chains, but will still be unable to fly on the turn they do so. Target's that are already Flying are violently dragged into the ground, taking damage as if their Rank in Flight was Karima's offensive stat. Using this skill on a Flying target is Anti-Personnel, instead of Support, but will still keep the target from Flying or leaving.

Chain Arts - Heavy Burden (5x)
Rank: C
Type: Anti-Army
Damage: ~
Maximum Targets: ~
Classification: Physical Effect.
Description: Karima has suffered many lessons over the past few centuries, and carries the burden of everything her and her sister have done in the form of the chains draping her body. Though small and few in number, that is an illusion, and there are, in truth, thousands of chains bearing millions of links bound to the soul of Karima. Shirking herself of some of this burden, Karima can attach chains to the target, and lowering their Agility by - for each chain, and may attach a chain up to 4 times (for a Rank Down in agility) to each target. This effect lasts as long as Karima desires, but she must pay the cost of the skill every turn she keeps it active. X is the total number of chains attached. Karima may attach chains to however many targets in her current area she desires.

Chain Arts - Cold Link Barrier (45)
Rank: B
Type: Support
Damage: ~
Maximum Targets: 2
Classification: Physical. Barrier. Magical Effect.
Description: Karima has long ago learned the value of protecting those near her. Though the lesson was learned the hard way, and Karima has long since evolved past keeping anyone close to her, from time to time necessity demands it. Karima can lock her chains into an interweaving pattern around her targets in an instant, reducing all damage they take by 50%, until a maximum of 60 damage is absorbed. This effect lasts until 60 damage is absorbed in total, cannot be present on the same target more than once, and cannot be reapplied to someone who has been affected by Cold Link Barrier within the last three turns. This effect will only stack with other abilities that reduce incoming damage, or used on targets that are not part of Karima's Team, with partial efficiency, causing it to reduce incoming damage by 25% to a maximum of 40.

Shadowcraft - Shadegate (35)
Rank: A
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Magical Effect. Bounded Field.
Description: Isabella uses her mastery over the dark and hidden to open a portal to the space between the standard three dimensions. However, in order to actually use this door, another must be placed. Only 2 Shadegates may be placed at any given time. When someone steps through one Gate, they arrive in the area the second Gate was placed. Any Gates placed after the second will replace one of the preexisting Gates of the player's choice. Individuals without Magical Energy of B or higher are not able to see Shadegates. Those who can see the Gates may also make use of them. This Magical Energy requirement excludes Karima's body, of course. Karima and Alex are able to make use of the Gates, but cannot create or dismiss them.

Shadowcraft - Fear Blanket (30)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical Effect. Bounded Field.
Description: Isabella is still a scarred young girl, no matter how many years she has aged. Her fears are very real to her, and the only true escape for her is her magecraft. Quite literally. Isabella can fashion a cloak of shadows around herself that causes her to become completely invisible. This cloak will last 5 turns, beginning on the turn used, or until Isabella uses a skill other than Soul Shift.

Shadowcraft - Rolling Terror (20 +15x)
Rank: C
Type: Anti-Personnel
Damage: Magical Energy + 8
Maximum Targets: 1
Classification: Magical. Ranged. Bounded Field.
Description: Isabella's only true offensive action can be quite potent under the right circumstances. Weaving a skein of dark magic around her, Isabella will release the charged barrier as a rolling hammerblow of pure shadow. If Isabella is currently effected by Fear Blanket, then this skill may strike twice. If Isabella is in the same area as a Shadegate, she may consume the gate to cause this skill to deal Absolute damage. Both effects can be applied at the same time, for two hits of Absolute damage. The mana cost will increase for every Bounded Field incorporated into the attack.

Shadowcraft - Lost Barrow (75) [10 Upkeep for the 2nd and 3rd turns of creation]
Rank: A+
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Reality Marble. Transformation. Magical Effect.
Description: With pity in her eyes, Isabella expands her consciousness across her current area on the turn this skill is used, sensing any and all effects present in the current area via bounded fields or reality marbles, and eliminates them. On the turn after, the area is sanctified as a Shrine of Shadow. On the third turn, the area is transformed into a Lost Barrow. Isabella may not take any other action or movement while this skill is being used. Being attacked will cause the process to stop, allowing Isabella to act and move as she desires. Shrines of Shadow cause all Evil aligned characters to gain a + in all stats, and will lower the damage done by all Holy skills by 15%. Lost Barrows cause all present masters to take 25 base magical damage during the decay phase of every turn they are present; will cause all purely Human classified characters to be classified as Undead while present; and raises the stats of all Evil aligned characters by ++. This reality marble allows entry and exit, as it is actually imprinted onto the world, and may effect more than one area at time, allowing multiple Lost Barrows and Shrines of Shadow to be present at any given moment. Isabella may choose to end the process of transforming her current area early, if she desires. As such, these effects are permanent, unless removed.

Overbearance - There Is No Justice! (45)
Rank: B
Type: Support
Damage: ~
Maximum Targets: 1
Classification: Priority. Physical Effect.
Description: Alex is, above all else, obnoxious. And hateful. And angry. Making a ridiculous proclamation to insult his foes is almost a past time for the man, and he'll almost never pass the chance up. This skill allows Alex to interrupt the use of skills by any one master in his current area. This could be the first, second, or any specified skill coming from any specific master, but will only work on one skill per turn.

Overbearance - Wither (25) [15 Upkeep]
Rank: B
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Physical Effect. Magical Effect. Boundary Field.
Description: Ever the sneering bastard, Alex genuinely hates almost everyone. The mere presence of his soul is like a taint on all those around him, and when he so desires, Alex may strengthen that, lowering the Magical Energy and Luck of everyone in his current area by -. The malice in this gesture is almost palpable, and accordingly requires mana to sustain this septic effect. After being exposed to this effect for two turns, all affected targets lose another -, in addition to the original -, and another - after another two turns, for a final total of --- for the remainder of the effect.

Overbearance - Magnanimous Glee (35)
Rank: C
Type: Support
Damage: ~
Maximum Targets: 2
Classification: Physical Effect.
Description: Whether being caught in a bad situation, or in the middle of nowhere, Alex can be a surprising optimist. There's always something to be happy about, even if your reasons are a little twisted. Looking to the brighter path, Alex kindly ignores the target, allowing them to relax and focus, raising the damage of their next offensive skill by 15. Someone has to suffer Alex's light hearted spite, however, and that target will lose 15 damage off of their next offensive skill use. Both of these effects take place before defenses are calculated.

Overbearance - Skill Steal (2x)
Rank: ~
Type: ~
Damage: ~
Maximum Targets: ~
Classification: ~
Description: Inhabiting the mind of women is, above all else, a pain for Alex. They're confusing and annoying, with far too many secrets for his liking. However, some of those secrets are available to him. Alex may cast Chain Art skills or Shadowcraft skills, at an increased mana cost. X is the original cost of the skill.

Overbearance - Lively Bastard (40)
Rank: C
Type: Support
Damage: ~
Maximum Targets: 2
Classification: Restorative. Magical Effect.
Description: Such youthful energy! Its been years since Alex has felt, or looked, this good. This joy is almost palpable, and he's surprisingly willing to let others share in the good feeling. Alex is capable of allowing two others to have their health and mana restored at a value equal to their regeneration. Alex is restored by half of his current health and regeneration when using this skill on someone, and may not be targeted himself. This skill can't be used twice in a row.

Overbearance - Sees Ya Later (20)
Rank: D
Type: Anti-Personnel
Damage: 15 Absolute
Maximum Targets: 1
Classification: Physical. Physical Effect. Escape.
Description: Alex is a lazy coward. He doesn't like pain, fighting takes effort, and magic is too complicated. But when it comes down to a sticky situation, Alex won't hesitate to save his own ass. Delivering a swift strike to a vulnerable part of the target's body, Alex flees the current area and guarantees that he moves before his target on the next turn. This skill does not allow any servants in a contract with Karima to flee with Alex.
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Kakarot
Name: Linnea Matic
Gender: Female
Age: 37
Nationality: Croatian
Alignment: Chaotic Insane
Classification: Human.

Description: A woman beginning to approach middle-age with messy, dark green dyed hair hanging down to her shoulders. Wearing a tight, sleeveless, dark purple bodysuit that reveals her lithe figure; arm warmers from mid-bicep to her hands, coming into gloves; Linnea' movements are lined with a feline grace. Despite her outward demeanor revealing an unsteady mindset, Linnea's coal eyes hide a vicious cunning, enhanced by the mad desperation in which she pursues her goal.

History: Rising through the grades as a child, Linnea learned quickly. Leaving her home country of Croatia at the beginning of middle school, Linnea continued her education in France. Entering high school, Linnea met Luka, a boy her own age who originally came from Norway, and had been studying abroad just like Linnea. Becoming good friends, and eventually young lovers, Luka and Linnea graduated high school together and moved to Norway to settle into their life together.

Spending eight years in each other's presence had not dimmed the romance between the still young couple. Carrying on in their lives, Linnea opened a business she could run from her home in order to spend more time with Luka, who was infrequently busy with tasks from the Magic Association. Her business thriving, Linnea took up the mantle of apprentice to Luka and began learning magic, eventually rising to become a Wizard Marshal, accompanying him as he traveled out on jobs.

Years later, the couple, now only 32 years old with 14 years together, were sent out on a contract to investigate a magical disturbance, and stumbled into a Holy Grail War. Caught unawares in the midst of the night by sudden, explosive combat between servants, the couple were injured in the collapse of their hotel building. Waking up weeks later from severe trauma, Linnea looked up into the face of her doctors expectantly, only to be met with pitying eyes and news that would wrench the heart from her body, and send her mind to the limits of its capabilities to cope. Taking her husband's grim fate as a cause, Linnea set forth on her own hunt for the Holy Grail, though her mind hardly seems to been severely rattled by the loss.


Health: 130 (12)
Mana: 140 (18)

Strength: E
Endurance: D
Agility: B
Magical Energy: B
Magical Defense: D
Luck: D-


-----Abilities-----

Apathy - A
-Linnea has only one goal, only one motivation. Nothing may impede Linnea's ability to carry out her actions, rendering all effects that would affect Linnea's ability to act useless. This effect includes anything Linnea comes into contact with, allowing her to ignore barriers that nullify damage (But not ones that reduce it) and pass through Bounded Fields and Reality Marbles that limit movement in and out.

Military Training - C
-Spending a number of years commanding a cadre of Mages with her once enticing personality, Linnea had learned of many techniques, strategies, and tactics for the battlefield. Despite abandoning her position, the knowledge remains. The effect of Anti-Army skills are reduced by 15% when used against Linnea or her servant(s). Linnea, as well as any servant contracted to Linnea, will gain a 10% increase to the damage they do with any Anti-Army attack striking more than one target, after calculations.

Spark of Madness - C
-Driven by grief and desperation, Linnea's cold and calculated actions occasionally fall victim to the insanity encroaching on her mind. This madness is especially notable while Linnea is present among other females. While in the presence of other females, Linnea's jealously and experience allow her to predict what they will do shortly before they act. This ability only allows Linnea to know if she will be attacked by a female, however, and not by whom.

Fragile Psyche - A+
-Linnea's will to proceed with her dream is nearly unending, and she will stand strong through any further hardship to achieve that. However, whenever Linnea is separate from her servant, the abandonment sends her into a depressive mood that saps her power, causing her Magical Energy to be reduced to Rank D+. If Linnea's original servant dies, the shock of the loss will derail her motives and call her to fall into a shattered state of mind, reducing the damage she does by 50%.

-----Skills-----

Ascension (10)
Rank: D
Type: Support
Maximum Targets: Self
Classification: Physical Effect
Description: Linnea leaps into the air and continues her path with magical reinforcement, suspending herself in the air until she attacks or leaves the area and releasing the energy with force, bolstering her next attack. While this effect is active, Linnea is classified as Flying, but no Flight Calculations are used, and Linnea's next attack will deal 10% more damage. None of this happens until the moment Linnea enters combat.

Weave (25)
Rank: D+
Type: Anti-Personnel
Damage: Magical Energy + 1
Maximum Targets: 1
Classification: Magical.
Description: Suffering the tale of a life long lost, Linnea gives form to her words. Muttering the story only she may hear, Linnea sends forth weaving threads of prana, condensed and lethal, at her target. Deals damage reduced by Luck, and damages the victim's mana instead of their health.

Mournful Scatterfall (30)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Entire Map
Classification: Magical. Physical Effect. Water.
Description: Linnea brings forth the tears for the fallen to rain from the sky, causing the Shrine, Dock, Beach, Rose Garden, Forest, Cliffs, Private Docks, and Ocean to become rainy. All Fire classified attacks are reduced by 15% damage, after calculations, and all Electric, Ice, and Water classified attacks are increased by 15% damage, after calculations. The rain effect lasts 4 turns, ending on the turn after it was used. Cannot be used until 2 turns have passed since the last weather effect ended.

Flames of Revelation (30)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Entire Map
Classification: Magical. Physical Effect. Fire.
Description: Linnea brings out the sun to reveal the destruction wrought by the War, causing the Shrine, Dock, Beach, Rose Garden, Forest, Cliffs, Private Docks, and Ocean to become dry, hot, and sunny. All Fire and Earth classified attacks are raised by 15% damage, after calculations, and all Water and Ice classified attacks are reduced by 15% damage, after calculations. The sun effect lasts 4 turns, ending on the turn after it was used. Cannot be used until 2 turns have passed since the last weather effect ended.

Fellclaw Crasher (30)
Rank: C
Type: Anti-Personnel
Damage: Magical Energy + 20
Maximum Targets: 1
Classification: Magical. Electrical.
Description: Linnea generates an intense electrical current in her arms and gives it shape with dark energy, forming large claw-like protrusions from her arms. Reveling in the pursuit of love, Linnea assaults her target.

Valley of Darkness (65)
Rank: B
Type: Anti-Fortress
Damage: Magical Energy +18
Maximum Targets: 10
Classification: Magical. Earth.
Description: Drawing the mana accumulated throughout the island over the years into her body, Linnea forces it into the earth, creating jagged spires of rock to jut from the ground throughout her current area. Weeping at the loss of life, human and part of nature, Linnea causes harm to many targets, reduced by Endurance. Does not strike flying foes.

Depth Lasher (40)
Rank: C+
Type: Anti-Personnel
Damage: Magical Energy +30
Maximum Targets: 1
Classification: Magical. Water. Ranged.
Description: Bringing forth the water from the ocean, Linnea drapes herself in a shawl of turbulent water. A frantic expression takes the woman as she remembers the gifts her husband used to give her, so similar to the shawl, and assaults her target in a jealous rage with a barrage of condensed and fast moving water. Linnea is classified as Water on turns she uses this skill.

Flames of War (85)
Rank: B
Type: Anti-Army
Damage: Magical Energy + 40. 40 Magical on movement.
Maximum Targets: ~
Classification: Magical. Fire. Boundary Field.
Description: Using her mana to concentrate motion into nearby particles, Linnea makes her surroundings combust. Directing the fire as if it were alive, Linnea spreads waves of flame throughout her current area, burning everyone not a member of Linnea's Team. The dancing flames bend to Linnea's unconducted will, erecting a burning barrier around the current area. This barrier lasts 3 turns, and allows entry and exit. However, anyone not on Linnea's Team that does so will be dealt 40 Magical Fire damage. Anyone in adjacent areas will be made aware of this wall of fire.

Laconic Dirge (85)
Rank: A++
Type: Support
Damage: ~
Maximum Targets: 1
Classification: ~
Description: Linnea unlocks her heart and unleashes her grief on the world. Everyone in Linnea's current area will lose 10% health and 5% mana at the end of every support phase as long as this skill is active, Linnea's Team included. While this skill is active Linnea deals 45% less damage with all attacks and Ascension becomes unusable, and cannot leave the area she started using this skill. Anyone attempting to leave the area will be confused by the palpable madness, and end up in a randomly allocated area within their range.
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Kakarot
Class: Saber
Identity: Riesbyfe Stridberg
Series: Melty Blood Actress Again
Alignment: Neutral Good
Classifications: Human. Spirit.

------Stats-----

Health: 275 (30)
Mana: 180 (22)
Meter: 0/200%

Strength: D
Endurance: A
Agility: D
Magical Energy: C+
Magical Defense: B
Luck: C
Noble Phantasm: C+


-------Abilities------

Magical Resistance - B
-As an agent of the Church, and a Knight of the Shield, Ries has developed a kind of immunity to spells. Ries may only be effected by purely Magical attacks ranked higher than B, partially Magical attacks ranked C or higher, and Magical Effects higher than C. Naturally, Physical skills with no addition of Magical or Magical Effect, of any Rank, will still effect Ries.

Defending - A
-Ries may block for any character she chooses to. While doing so, Ries nullifies any physical attacks ranked below D+, but increases all damage taken by 15%. May not be used to guard people who are flying, and this ability cannot be used to cover for Saber's master. Defending consumes Ries' support action each turn its active.

Combination - B
-The ability to link moves together. Allows the use of an extra Wrist Staggarto against 1 target in 1 turn, in addition to any CQC granted by agility. This ability also causes all damage done and taken to add directly to Ries's heat meter.

-------Skills------

Wrist Staggarto
Rank: D
Type: Anti-Personnel
Damage: Strength + 15
Maximum Targets: 1
Classification: Physical
Description: A combination of Ries's basic punches, kicks, and strikes.

Wrist Pizzicato (15)
Rank: C
Type: Anti-Personnel
Damage: Strength + 5
Maximum Targets: 1
Classification: Physical. Barrier.
Description: Ries tackles the target with her shield, dealing damage, but taking 15% less damage from the first attack used against Ries by that target this turn. Does not stack with Defending.

Wrist Mordent (50)
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical. Magical. Barrier.
Description: Ries purposefully sets her shield and readies herself to block the opponents blows this turn. Upon being struck, a rune appears on her shield and the first attacking foe is dealt damage equal to 1.5 times what would have been dealt to Ries, with Ries taking 0 damage. Both the outgoing and incoming damage for this skill are calculated after all other skills, abilities, and Classifications are calculated. May not attack on the turn used, or cover for anyone who isn't Ries's current master while this effect is active. This skill may not be used 2 turns in a row.

Pile Alcarto (40)
Rank: B
Type: Anti-Personnel
Damage: Strength + 15 initial target. 30 Physical secondary target.
Maximum Targets: 2
Classification: Physical
Description: Ries charges and stabs the first target with the point at the end of her shield, then immediately follows up by throwing the impaled enemy at the second target causing damage, and them to crash into anything between them and the ground. Of course, a servant being thrown at their master may not block the hit for them.

Breath Aftact (60)
Rank: A
Type: Anti-Personnel
Damage: Magical Energy + 1
Maximum Targets: 1
Classification: Magical. Barrier. Fire
Description: Ries leads an attack with her shield while it is coated in fire. This move may not be interrupted, and Ries will take 70% less damage from all sources until this move takes place. May not be used 2 turns in a row.

Charge Meter (25)
Rank: C
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical
Description: Ries consumes an entire turn to charge her heat meter. Meter +40%.

Burst
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical
Description: At 200% Meter, Ries may enter Heat. This doubles health regeneration outside of combat, and enables normal health regeneration in combat. Enables the use of Noble Phantasms. The use of any noble phantasm consumes the Heat effect. Lasts 2 turns.

-------Noble Phantasm-------

Official Apocrypha (90)
Rank: C
Type: Anti-Personnel
Damage: Magical Energy + 75
Maximum Targets: 1
Classification: Magical. Physical. Holy
Description: Ries stabs the target with the charged point on her shield, and fires the magical energy contained within it through the target pinning them in the air. The bolt of energy then explodes in a cross pattern within the target, causing intense pain. Reduced by Magical Defense.

Official Apocrypha: Embrace of the Original Sin (100)
Rank: B+
Type: Anti-Fortress
Damage: Magical Energy + 100.
Maximum Targets: 1
Classification: Magical. Barrier. Holy.
Description: Only usable while also attempting to use Wrist Pizzicato, Wrist Mordent, Breath Aftact, or Defending, while in Heat and Ries is hit. The use of this skill replaces the use of any of Ries' aforementioned skills. Neither Ries' original action, or her attacker's action will take place, and neither will cost mana. Ries places her shield in the ground before being hit and a rune appears within it. The rune then glows extremely brightly, causing some form of damage to the target in a manner unbeknownst to all. The use of this skill must be included in the nightly actions, and it will not take place otherwise.
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Kakarot
Class: Berserker
Identity: Kurokami Medaka
Series: Medaka Box
Alignment: Chaotic Good/Chaotic Insane
Classifications: Human.

---------Stats---------

Health: 260 (25/50)
Mana: 220 (20)

Strength: B+/A
Endurance: C++/B++
Agility: B+
Magical Energy: E
Magical Defense: B/A
Luck: C/E
Noble Phantasm: A+/E


--------Abilities--------

Riding - C
-Capable of riding easy to use vehicles such as bicycles, rowboats, etc.

Battle Continuation - B
-Medaka may not die when she is killed. Medaka's health will go as low as -50. If her health remains at or below 0 by the Decay phase of the first turn she is out of combat, or the third turn of combat after going below 0, she will die. This health may be regenerated. May still die from mana loss normally.

Certain Determination - EX
-Not even death can stop Berkserker. Any actions planned to happen, will happen, even if Medaka dies (From either health or mana), but only on the turn her health or mana was reduced to zero. This determination also makes her immune to any debuff that would limit her physically or change her stats negatively. Medaka's determination will not affect a debuff she willing places upon herself. Certain Determination will also cause Medaka to regenerate health in combat at 20% of her normal rate.

Intimidation - A
-Medaka carries about her an oppressive nature noticeable by anyone. Animals in particular receive a a full rank down in Strength, Agility, and Magical Energy while
Medaka is near them. Ranks may not be decreased past E---

The End - EX
-Medaka's innate ability to passively become the 'Perfect Person'. This ability allows Medaka to understand abilities she views and experiences, and if she spends 12 total turns with a character, she will gain all of their Abilities. This does not affect Medaka's original master, Mafuyu Ko.

Acquired from The End
_____

Apathy - A+
-Medaka has one goal, and that is to help everyone, and she isn't about to let anyone stop her. Nothing may impede Medaka's ability to carry out her actions, rendering all effects that would affect Medaka's ability to act useless. This effect includes anything Medaka comes into contact with, allowing her to ignore barriers that nullify damage (But not ones that reduce it) and pass through Bounded Fields and Reality Marbles that limit movement in and out.

Military Training - C+
-Despite not spending a number of years commanding a cadre of Mages with her master's once enticing personality, Medaka has now learned many techniques, strategies, and tactics for the battlefield. Despite abandoning not actually being a magus or commander, the knowledge remains. The effect of Anti-Army skills are reduced by 17% when used against Medaka or her master. Medaka, as well as any Master contracted to Medaka, will gain a 12% increase to the damage they do with any Anti-Army attack striking more than one target, after calculations. This effect will not stack with other Military Training abilities possessed by other members of Medaka's team.

Spark of Madness - C+
-Now driven by grief and desperation from being separated from Zenkichi, Medaka's warm and uncalculated actions occasionally fall victim to the insanity encroaching on her mind. This madness is especially notable while Medaka is present among other females. While in the presence of other females, Medaka's jealously and experience allow her to predict what they will do shortly before they act. This ability only allows Medaka to know if she will be attacked by a female, however, and not by whom.

Fragile Psyche - A++
-Medaka's will to proceed with her dream is nearly unending, and she will stand strong through any further hardship to achieve that. However, whenever Medaka is separate from her master, the abandonment sends her into a depressive mood that saps her power, causing her Strength to be reduced to Rank D. If Medaka's master dies, the shock of the loss will derail her motives and call her to fall into a shattered state of mind, reducing the damage she does by 60%.

Magical Resistance - B+
-As an accidental test subject in a series of tests involving weirdos, Medaka has developed a kind of immunity to spells. Medaka may only be effected by purely Magical attacks ranked higher than B, partially Magical attacks ranked C or higher, and Magical Effects higher than C. Naturally, Physical skills with no addition of Magical or Magical Effect, of any Rank, will still effect Medaka.

Defending - A+
-Medaka may block for any character she chooses to. While doing so, Medaka nullifies any physical attacks ranked below D++, but increases all damage taken by 17%. May not be used to guard people who are flying unless Medaka is as well, and this ability cannot be used to cover for Medaka's master. Defending consumes Medaka's support action each turn its active.

Combination - B+
-The ability to link moves together using martial arts, timing, and awesome. Allows the use of an extra CQC against 1 target in 1 turn, in addition to any CQCs granted by agility. This ability also causes all damage done and taken to add directly to Medaka's urge to pose and strip.

Territory Creation - B+ (40)
-As Student Council President, Medaka is able to take any area and recreate it, making it appear as her Student Council Office. While in the Office, anyone with Magical Energy below A rank takes damage equal to 15% of the mana they use due to not having an all important armband. It's a shame Medaka has 4 and won't share.. This Territory takes two turns to create.

Graze - B+
-When struck by a Ranged attack, Medaka attempts to stylishly avoid it, restoring 25% of the damage taken to her mana pool by the rule of cool.

Flight - A+
-The ability to fly. Medaka has sprouted the ability to fly after watching far too many magical girl shows during the latest camping session. I suppose this is all for the better.

--------Skills---------

Medaka Punch (30)
Rank: B/A
Type: Anti-Personnel
Damage: Strength + 40
Maximum Targets: 1
Classification: Physical
Description: Medaka posses, without question, unreasonable strength. As out of character as it is, Medaka understands the needs of the Grail War. Punching her target, Medaka shows her animal strength for everyone to admire.

Medaka Kick (50)
Rank: B+/A+
Type: Anti-Personnel/Support
Damage: Strength + 55 (0 as Support)
Maximum Targets: 1
Classification: Physical
Description: When used as an attack, Medaka delivers a crushing kick to the opponent, dealing damage.
-May instead be used as a support skill against a target holding a weapon.
-Conjured weapons are destroyed, and physical weapons are knocked aside, causing the target to have to pick it back up. Either effect causes a stat which corresponds to the weapon being wielded to lower by 1 rank, this will effect all weapons and Items the target is holding, reducing stats for each one. As a support skill, this may target masters without their servant blocking. When a new weapon is viewed, it will instantly be added to this skill as a description. If this move is set as a conditional towards an unknown opponent as a support skill, it will still disarm them, applying an debuff you have no knowledge of yet.

Bouncy Balls (70)
Rank: D
Type: Anti-Army
Damage: 50 Physical.
Maximum Targets: ~
Classification: Physical. Ranged
Description: Stealing is wrong, but sometimes it is certainly right! Ignoring the calculated intention for the toys, Medaka throws the plethora of rubber balls with all her might, ricocheting them off whatever is possible, and striking her targets with surprising force. May only be used once per battle. Deals damage to everyone except Medaka in the area, including Medaka's master. Reduced by Luck. Does not hit anyone with Agility greater than or equal to A rank. What would happen if she did this in the Ocean?

Bunshin (30x)
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self (4)
Classification: Physical
Description: Medaka moves faster than the human eye in order to create identical afterimages of herself. As a game mechanic, each clone as well as Medaka will be labeled with a number from 1-5. You choose which number you will be. This ability is always activated last, allowing the enemy to select it's targets for the next turn. Hitting the clones makes them disappear, but all clones only last 1 full turn. May be used while Riding. If clones are active and someone attacks Team Medaka without witnessing the creation of the clones, then they will strike a clone with the number that matches their luck value, attributed to a number between 1 and 6, with 1 being Rank E.

Activate Reflexes (60) [40 Upkeep]
Rank: B
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Physical.
Description: Medaka naturally has no reflexes, but through sheer force of will and intelligence - she turns them on. Medaka will take 30% less damage from all Ranged attacks, and all abilities striking more than one target for the duration of this effect. Lowers Medaka's Agility by a rank and a - while active.

Unreasonable Taxation (60)
Rank: B
Type: Support
Damage: ~
Maximum Targets: ~
Classification: Physical Effect
Description: Medaka uses her acquired power to create mind control through the use of words. She may select as many targets as desired in her current area, and instructs them to hold still, lowering their Agility by 1 rank.

Sonic Boom (100)
Rank: A++
Type: Anti-Personnel
Damage: Strength + Endurance + 55.
Maximum Targets: 1
Classification: Physical
Description: Medaka utilizes her far above average knowledge, calculational skills, and physical prowess to move beyond the speed of sound; and tackles her target causing great harm to both of them. This causes the target to take massive damage, however, Medaka takes 60% of this damage herself. Medaka herself may not die from this damage however. For three turns after use, Medaka suffers a penalty to Endurance and Magical Defense of 1 rank down in each. Entering Perses Mode (Mad Enhancement) will not erase this debuff, but will still boost the above stats by the listed amounts.


------Noble Phantasm-------

Perses Mode (120)
Rank: A++
Type: Support
Damage: ~
Maximum Targets: Self
Classification: Magical
Description: One of Medaka's famous powers, yet the most applicable as a servant. Medaka enters Perses Mode, turning her hair white, her eyes 'crazy' and raising all of her stats to the second parameter listed, regeneration included. This doubles as Medaka's Mad Enhancement class ability however, and stops her from being able to use any skill except for Medaka Punch, and Medaka Kick. The bonuses from Medaka Box will not be utilized while in Perses Mode. May be deactivated as a free action, but consumes the master's actions for the turn it is deactivated.

Medaka Box
Rank: A
Type: Support
Damage: ~
Maximum Targets: ~
Classification: ~
Description: Medaka wishes to make everyone happy and fulfill any wish she can. To do so, she invented the Medaka Box: a suggestion box. When this ability is used, a suggestion box will be placed in the care of the IGM, and all players will become aware of it. They will also be able to add 1 request to it along the lines of "Eliminate Player X from the war". If Medaka decides to heed this request, she gains +5% damage (after calculations) against the target for all requests against them. Medaka will not be told of who made each request. Should someone decide to put in a suggestion to remove Medaka, Sonic boom will do 5% more damage to Medaka, raising from the initial 75% of damage dealt; this effect will always be present unless their request is changed, though it will not overwrite the limit of fulfilling 1 request at a time.


Berserker's Viewed Weapons to Disarm
_______________________________

Assassin - Gun
Caster - Broom (caused MagEn debuff)
Archer - Bow
Saber - Shield
Rider - Sword
Lancer - Polearm
Lancer - Dual Swords
Fiddler - Gun
Edited by Vara, Jan 4 2011, 12:31 PM.
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