User blog:Dargoo Faust/Dargoo Faust's Fate Tourney: The Second Vote

'''Eleven warriors have forged their way to the city of Paris, and the first blood of servants and masters has been shed at the gates of one of the great cultural centers of the world. '''Yet something greater lies in work, behind the violence that decimates the entire city. The Third Grail war ended in slaughter of all Masters and Servants, yet the Mage's Association and Church never reported the death of the Overseer. Their fears were founded when they received a letter entitled with the initials R.K., detailing a new, Globally orchestrated Grail War would take place.

It's time for the game of the Grail War to end, and it's true purpose to be revealed. Confident that his servant can and will defeat the remaining masters and servants after the initial combat, Risei Kotomine, survivor and slaughterer of the Third Grail War takes to the stage in this Bonus Round of Epic Proportions. Tainted by All the World's Evil, fueling a wish to remove the all the curses of humanity itself, the Grail nears the amount of energy it needs for a wish that can rewrite the very nature of human kind.

Yet human desire and evil is eternal. The curses mankind will produce will forever be a burden on Risei as long as humanity exists. Therefore, this wish will make something alien, far away from what it means to really be human. A state of perfection that can only be granted by a miracle of the Grail.

A servant summoned with the power of the Grail itself... which of our lineup of masters and servants can band together and adapt to this tumulous situation? Risei's evil will be stopped, but many will fall against the curses of Angra Mainyu, and the greatest hero of the Mahabharat, Bhishma?



Now, It's time to decide. WHO IS THE DEADLIEST?! ROUND 2: TO END ALL THE WORLD'S EVIL

The Dropouts of Round One
'''First, it's time to look at the results for Round One. There was much debate, however our voters agreed on five users who will not be facing our great challenge today.'''

11th Place - Dante and Theseus (Duncan332)


Experts agreed that while Theseus was a formiddable servant, it was ultimately Dante's lack of knowledge on his situtation and the grail war, and the diametrically opposed skillsets of himself and his servant that made them the first dropout in this race. Dante's use of runes makes for a great duck and cover strategy, yet he is being guided by a berserker, who has lost most reason as a result of the Mad Enchantment. Due to this, Dante would be put in many random, violent encounters, and eventually one where his servant cannot cash him out of. In a game with many well-prepared masters for the long game of shady alliances and backstabbing trickery, Dante's amnesia will have to be left unsolved.

9th Place - Mercy and Urduja / Colleen and Ned Kelly (Venus01 and Battlegames1)


Looks like we had a tie for our second dropout, and many users agreed that both these pairs would have to go for different reasons. In the case of Mercy, her lack of honor and her conviction to win the war at all costs, regardless of methods put her at odds with her servant, and she personally lacks any formal way to combat enemy masters. Urduja herself is one of the weaker servants, yet can still hold her own, yet her honor will get in her way once again. Especially when it comes to the Noble Phantasm 'Queen with no Rivals', which has the terms for a dual set by the enemy, she suffers against the many servants who wouldn't Think Twice about playing dirty. With all these negative factors going for the pair, they sadly won't make it through this one.



Colleen's case, sadly stems from her loyalty and freindship with her servant, Ned Kelly. Ned himself is a brash and emotional indiviual who wants to face his opponent head-on, which will use up much of Colleen's manabase especially with the EX ranked phantasm, 'Bunyip Armor', which he will need to combat any servant reguarly. Since Collen is likely to be next to Ned to provide him benefits like the Mighty Bush, this works as a double edged sword - she will be in the crosshairs of other servants, which means Ned will either take hits to protect her, or she will be killed by them herself.

8th Place - Knor and Hamlet (Dargoo Faust)


This chalks up to Knor's character, who is selfish and only cares about his own safety, only led into the war by the deception of Hamlet. Experts cited that eventually Knor would find out, either through combat or an ally, that Hamlet is lying, and that a master can escape the war if their seals and servant is forfeitted, and once this happens, he will leave on his own violition. Pair that with Hamlet's poor skillset for an assassin, and Knor's own bad matchups against the many masters who can harm him with physical weapons or indirect magic attacks, and there is no doubt their defeat is not a matter of if, but when.

7th Place - Marcus and Richenda (LB&SCR)


Marcus makes it this far due to the awesome servant that his Richenda, however he will eventually work against the efforts of his servant due to his inexeriance in combat, lack of magical skill, and poor magical circuits, which will hamper Richenda despite her skillset easly being one of the best in the tourney. She will carry him this far, no doubt, but in a game with carfully calculated masters who can support their servants and then some, Richenda won't be able to pull her own weight once the ball gets rolling.

The New Challenger: Risei Kotomine and Bhishma!
Our remaining fighters will have to face the deadly pair of Risei and his archer class servant. Here's a profile on both, so that your voting will go smoothly.

{| class="wikitable mw-collapsible mw-collapsed" ! Hidden Master



"I know humanity will never be perfect. All I will do, then, is change what it means to be human."

- Risei Kotomine

History
Risei Kotmomine was the Overseer of the later escapades Third Holy Grail war, and was formerly a loyal member of the Church in its mission to recover holy relics from from around the world as a pilgrim. On the eve of world war two, however, he was tasked by the Church due to his proximity to the Grail War's grounds to act as a neutral party once the lesser grail was destroyed and a participant ran away from the conflict. He would be charged with the role of supervisor, and given sets of command seals left over from the two previous Grail Wars. He became friends with the head of the Tohsaka family head at the time, however he initially had no hand in the war due to his deep connections to the Church as a neutral party.

However, this version of Risei would never be. When he was acting as a mediator in evocating the grail in the Fuyuki City Church, an impossible error in summoning the grail caused the ejection of the Heroic Spirit Angra Mainyu, or the Zoroastrian god associated with All the World's Evils. This sudden expulsion of endless curses being purged from the grail set of a massive explosion, killing all remaining masters of each family line, as well as any other spectators involved.

Since the summoning of the grail was, in a 'correct' universe, supposed to summon the grail infected with Angra Mainyu, this untainted grail was an irregularity that made Risei a living paradox, with the ejected Heroic Spirit entering his mind and altering his personality to one that aligns with the Church's more vindictive side, worse than most executioners.

Escaping from the Blast zone with a vessel for the grail, Risei traveled around the world once more after being proclaimed dead, however instead of living as a peaceful monk, he actively eliminated family members of each surviving mage linage from the Fuyuki Grail system.

Decades later, when the Mage's Association and Church stopped even thinking about the Grail War system, Risei would manipulate the Grail to choose a total of twelve masters, including himself. Setting magical barriers around the city of Paris, he had the arena he would need to harvest the energy of heroic spirits, and fulfill his wish.

Personality
Risei is criminally insane, and suffers from a constantly changing personality that alters from being vindictive and spiteful, to kind and forgiving. While he poses his intentions for using a massively powered Greater Grail to wish for the removal of the concept of Evil from humanity due to his disgust with the world around him, this is a farce. He only wants to wish this as it is the only way to remove the presence of Angra Mainyu from within him, which through years of its curses taking hold of him have drove him to simplemindedly seek to eliminate it, at all costs.

Strategy
Risei is confident in his servant's abilities, so much so that he sends out his servant and even enters the fray himself to actively Hunt Down other masters once the Grail War had neared its half-way point.

Risei is also not one to work within the shadows. He will confront enemies personally, seeking to "purge their curses and make them his own".

Magecraft
None. Risei Kotomine never trained in magecraft, nor does he desire to. While he possesses magical circuits, he can only use them to channel the vast power of the command seals he has on his arm and reinforce his body.

While being possessed by Angra Mainyu, Risei is able to conjure a sludge similar to that produced by the grail in another universe, typically using it to coat a set of Black Keys he stole from the church. The sludge carries countless curses with it, and without a broken plot device, instantly destroys the mind of whatever sentient creature touches it.
 * Command Seals - Risei possesses numerous command seals numbering around 10 remaining, typically using them to enhance himself and his servant in one on one combat. He can also use this as surrogate to fuel his own pathetic mana source, meaning that Bhishma can activate his phantasms and weapons unabated.

Physical Weapons
Risei Kotomine is an expert in hand-to-hand combat and is a master in the art of Baliquan. While he only learned these arts as a form of meditation, he eventually began to use them to express his growing joy in the pain of humanity, fighting practiced mages to the death without casting a single spell.


 * Black Keys - A set of 13 black keys he stole from the Church before being declared dead, alongside each other master of the Last Holy Grail War. They are long, rapier like swords with blades that are over a meter (around 3 ft) with remarkably stout hilts, appearing to be more suited to thrusting attacks rather than slashing attacks. While appearing oddly balanced as a melee weapon, surprisingly the keys function as a thrown projectile in spite of their length and construction, with experts using them with the precision and speed of bullets. They can immobile enemies by being thrown on their shadow, and are particularly effective against incorporeal spirits and dead apostles.
 * Baliquan - Risei is a master in Baliquan, a Chinese martial art that features explosive, short-range power and is famous for its elbow and shoulder strikes. He demonstrates an ability to blitz mages at a close range, enhancing himself with a command seal before ripping apart their internal organs.
 * Mystic Code: Timeline Watch - Created from the paradox that was spurned from Risei being contaminated by Angra Mainyu, and the contradiction that he embodies by merely existing. If deployed, Risei himself begins to writhe in pain, 'glitching' like malware in a computer program. However this allows him to preform several feats that are indistinguishable from true magic, such as phasing through physical and magical barriers, teleporting, and removing himself from causality. He cannot interact with anything but himself while it is deployed, however the immense pain in deploying it leaves him with only seconds before he enters shock.

Trivia

 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Hidden Archer



"There was no greater hero in Indian folklore. His demise only came from betrayal and guile, and we won't have those options in this fight."

- Rhoswen Llyod, on Bhishma


 * True Name: Bhishma
 * Master: Risei Kotomine
 * Class: Archer
 * Alignment: Lawful Neutral
 * Title: High-Souled Grandsire
 * Weapon: Bow and Arrow, Mace
 * Catalyst: None (Summoned Directly from the Grail)

Many thanks to Leolab for the concept and creation of Bhishma!

History
Archer is Bhishma, also known as Devavrata or Gangeya, is the eighth child of the king Santanu by Genga, a river goddess. An earthly incarnation of Dyu, one of the Vasus - Indra's divine attendants - he was saved by his father from drowning, but was taken by his mother to be raised amongst the gods and goddesses. He next appears on Earth glimpsed by his father on a hunt as he halts the flow of a stream with an arrow from his bow. He was taken back to the city of Hastinapura to live with his father as a prince. Shortly after this, his father fell in love with a fisherman's wife, but her father wished her offspring to inherit the throne rather than Bhishma. In order that his father might marry her, Bhishma took the oath that gave him his name - a vow to forsake his claim to the throne and to remain celibate.

He performed many great feats in the years before the war, such as kidnapping wives for his half-brother and slaying all who would take them back. Afterwards, he was asked by his teacher, Parashurama, to take a course of action that contradicts his vows. Firm in his virtue, he refuses and challenges his teacher to a fight, despite Parashurama having killed all the Kshatriyas twenty-one times over in the past. They fought in a battle lasting twenty-three days, fighting so fiercely that their arrows blotted out the sun. During this match, he regained knowledge of his former life as a Vasu and used that knowledge to force his teacher to admit defeat.

He also presided as an esteemed adviser to his half-brothers and nephews who sat on the throne, as well as a mentor to his great-nephews who were princes. He gained a reputation for being just and wise, giving sound advice to his king and kin. For all his virtue, however, his vows did not let him disobey his king, and he was forced to stand by as his great-nephew did evil.

When the war started, he was installed as the commander-in-chief of the Kuru army. He retained this position for ten days out of the eighteen-day war, slaying hundreds of thousands of foes, horses, and elephants per day. He fought fiercely, decapitating foes with his arrows and sowing fear into their ranks, firing enough arrows single-handedly to blot out the sun. He managed to not only fight evenly with his great-nephew's son, but also to drive him away. On the first day, most of the Kuru army retreated out of fear of the foe, and Bhishma remained the only warrior on the field. He still fought the entire Pandava army to a draw until the Kurus rallied, and later disabled the Pandava's generalissimo.

Like many other heroes in the Mahabharata, Bhishma was a consummate archer. He was able to select, knock, draw, and fire arrows quicker than the eye could see, shooting with such speed that his bow seemed to be issuing arrows in a continuous stream. Without the aid of his Celestial Weaponry, he was able to fire so many arrows so quickly that his foes were forced to fight in the shade. His arrows, like those of others in the epic, were capable of decapitating foes with a single shot to the neck. Using this, his vast military knowledge, and his Celestial Weaponry, he wreaked havoc amongst the Pandavas. He is later said to be equal in combat strength to 5 Maharathis (lit. Titans; basically, the highest and most powerful warrior ranking in the Mahabharata), making him the strongest warrior on either side by a wide margin.

By the tenth day, Bhishma was considered such a great threat to the Pandava forces that the flow of the tenth day's battle revolved solely around the Pandavas trying to kill him and the Kurus trying to defend him. In the end, Bhishma was slain by his great-nephew Arjuna - with the help of Sikhandin, who was birthed solely for the purpose of aiding Bhishma's death. They succeeded by exploiting one of the vows Bhishma had taken to attack him while the vow prevented him from striking back. After being knocked down, he held onto life through his boon of Ichcha Mrityu until a more auspicious time for death arrived.

Personality
Through use of numerous command seals, as well as the tainting sludge of Angra Mainyu, Risei was able to turn the great heroic spirit Bhishma into a silent, remorseless killer, completely loyal to him. While initially Risei embodied everything that Bhishma hated in a master, a follower of Adharma in every way, there are few Heroic Spirits whose wills cannot be quelled by the extraordinary binding magic of dozens of command seals.

This change means that Bhishma acts almost like a Bererker in terms of his attack strategies unless commanded by Risei. That said, there are some parts of Bhishma that plainly cannot be changed. He will particularly target female enemies.

Wish
If Bhishma would have been able to wish from the grail, he would have ironically wanted the opportunity to follow a virtuous lord; as Duryodhana was on the path of adharma, he did not get the chance to end his life serving a man of virtue.

Abilities


~

Skills

 * Class Skills
 * Independent Action (B++) - Independent Action is the ability to remain independent even without the Magical Energy supply from the Master. At the higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. It is both useful and troublesome depending on the disposition of the Servant and the rank of Independent Action. Acting in autonomy from the Master's Magical Energy supply, the Master can concentrate their own Magical Energy on large spells, or the Servant will be fine even in the case they can not supply Magical Energy due to injury. The downside is that they can be harder to control and keep by their side, making the only true way to command them by utilizing Command Spells.
 * Magic Resistance (C+) - Magic Resistance grants protection against magical effects. Differently from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether.


 * Personal Skills
 * Battle Continuation (EX) Battle Continuation is the strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated. Ranked EX due to the boon Bishma received from his father, Ichcha Mrityu, which allowed him to choose the time of his death. It's a boon so powerful that it's actually considered a curse, though Bhishma only sees it as a means to help his king rule wisely.
 * Celestial Weapons (B) Bhishma was a master of several Celestial Weapons, known as Astras. These are spells which are released by firing arrows accompanied by a mantra. The Astras Bhishma has access to are as follows:
 * Aindra Astra: Launching an arrow from his bow, Bhishma calls down a rain of such arrows from the heavens onto his foe.
 * Agneya astra: The arrow Bhishma launches becomes a fire, only quenchable by magic.
 * Vayu astra: The arrow Bhishma launches becomes a gale, strong enough to lift armies off the ground.
 * Varuna Astra: Launching an arrow from his bow, Bhishma strikes with a massive deluge of water.
 * Surya Astra: Summons a light that will dispel any darkness and can dry up bodies of water.
 * Vajra Astra: Bolts of Lightning Strike the target.
 * Mohini Astra: Dispels any magic in the area.
 * Twashtar Astra: Causes a group of foes to fight each other.
 * Bhauma Astra: Creates tunnels in the earth and can summon gemstones.
 * Naga Astra: Takes on the form of a snake, poisoning the target on impact.
 * Rudra Astra: Penetrates any magical defenses, or kills an undefended target.
 * Parvata Astra: Causes a mountain to drop on the target.
 * Soul of Virtue (N/A)- Soul of Virtue is a skill that reflects part of the source of Bhishma's strength, as well as one of the themes of Hindu mythology. Bhishma's strength of character directly bolsters his Strength of Arms, and as long as he remains virtuous all his skills, parameters, and Noble Phantasms are boosted by one rank.
 * Terrible Oath (N/A) - Terrible Oath is a reflection of the vow of celibacy he took during his life. As long as he remains celibate, his parameter, Noble Phantasm, and skill ranks are boosted by one.

Nobel Phantasms

 * Five Golden Arrows: O King, Thine Enemies Will Perish [Anti-Army] (EX) - Five golden arrows imbued with the virtue of Bhishma's asceticism to have great enough power to destroy an army. While he does not have to speak the name of the phantasm, simply drawing one of the five arrows from his quiver, it does require mana to be shot. As the name implies, it can only be used five times.
 * Praswapa Astra: O Dyaus, Grant Thyself Thy Strength [Anti-Unit] (C) - The Celestial Weapon of Dyauṣ Pitā, whose earthly incarnation Bhishma is. An arrow discharged from his bow, it will put anyone it hits to sleep instantly.
 * Bhramashira Astra: O Bhrama, Grant Me Victory [Anti-Country, Anti-Phantasm] (A++) - A special Astra which, when invoked, is a weapon that releases enough energy to not only destroy armies, but nullify the effects of other weaponry. Takes a form of an arrow discharged from his bow, and can counter other Noble Phantasms. The effects of two Bhrama Astras colliding was said to put the world itself in jeopardy, and the Bhramashira Astra is an upgraded version of the same, about four times stronger.

Trivia

 * }

The Remaining Masters and Servants


{| class="wikitable mw-collapsible mw-collapsed" ! Tanis Faucheux and Cao Cao (Leolab)


 * -|Servant=



"'I would rather betray the world than let the world betray me,' huh? I never actually said that, but I do not dislike the sentiment."

- Cao Cao


 * True Name: Cao Cao
 * Master: Tanis Faucheux
 * Class: Assassin
 * Alignment: True Neutral
 * Title: Grand Ancestor Emperor Wu of Wei
 * Weapon: Jian
 * Catalyst: Bone fragment from Cao Cao's tomb

History
Assassin is Cao Cao, styled Mengde, who started his life as a low-ranking noble whose worth shot down due to his status as the grandchild of a eunuch. Even as a child, Cao Cao was crafty and cunning, skillfully defeating those much older than him in displays of wit. When an appraiser of talents spoke to him, he was judged a "capable minister in times of peace, and a crafty hero in time of chaos." His early posts showed his nature as a leader; he would treat all the same before the law, regardless of rank, and would promote based on merit. This got him promoted to a remote location, as those in charge were not fond of his disregard for ancestral power.

Eventually, he had gained the trust of Dong Zhuo, the Prime Minister who had usurped power from the Emperor. He tried and failed to assassinate him, and was sent on the run. He returned home, and joined Yuan Shao in his alliance of 18 lords against Dong Zhuo. He eventually left the alliance once it was clear that Yuan Shao and the 18 lords were simply in it for their own schemes, and returned to build his power. He somehow found himself taking charge of the Emperor himself, and set himself up as Prime Minister.

Much like Dong Zhuo before him, he usurped power. Unlike Dong Zhuo, however, he did not act in excess, and was crafty and careful rather than brutal and despotic. His campaigns brought him a reputation for intelligence, cunning, and trickery to the extent where he was able to make tactical blunders and come out unscathed because his foes thought he was feinting. He grew his empire, taking a pragmatic and ruthless approach to quelling the chaos that ran through the land.

He met his demise of illness, suffering from severe headaches at the end of his life. He never explicitly seized power for himself; the one who actually deposed the Emperor to rule the Kingdom of Wei in name as well as fact was his son and successor. The Romance of the Three Kingdoms later exaggerated his pragmatic actions into outright villainy, something his Heroic Spirit finds endlessly amusing.

Wish
Cao Cao's dearest wish is to be reborn and achieve greatness in the world.

Skills

 * Class Skills
 * Presence Concealment (C-) Hides one's presence as a Servant. Suitable for spying. The rank of Presence Concealment drops considerably when preparing to attack. While Cao Cao's most notable personal assassination attempt ended in failure due to being spotted by his target, he was able to evade pursuit and capture for long; he was even able to fool Lu Bu into thinking one of Lu Bu's men was actually him.
 * Personal Skills
 * Advise of the Strategist - (B+) Cao Cao is an very skilled strategist, giving accurate advice that was often ignored due to his low station. Able to give precise and accurate tactical advice, taking the current situation into account. It has a very high chance of being right, though unexpected factors can make it false.
 * Charisma - (B+) Cao Cao was immensely charismatic, able to lead an entire nation as a highly effective shadow-Emperor. His abilities and promotion based on merit endeared him to his followers. Charisma is sufficient to lead a nation as its King/Queen. The morale of military forces he or she commands is extremely high.
 * Outnumbered - (N/A) All of Cao Cao's greatest victories came when he entered the fray at a disadvantage. Outnumbered raises Cao Cao's parameter ranks when he is at a disadvantage in proportion to how much of a disadvantage he is at. e.g, he will get a larger boost if outnumbered 3-to-1 than if he is outnumbered 2-to-1, and will get a larger boost against a Servant with mostly A-rank skills than against one with mostly C-rank skills
 * Disengage (EX) - Cao Cao is known for his uncanny ability to evade capture. Disengage allows him to flee from any battle, and returns all conditions to what they were beforehand. At an EX rank, this means that the battle is treated like it never happened in the first place, with the exception of the use of Seven Star Sword and the memories of those involved.

Nobel Phantasms

 * Seven Star Sword: Kill With a Borrowed Knife [Anti-Unit] - (EX) A sword borrowed from Wang Yun that can cut any material like butter, bypassing any form of protection, including Noble Phantasms. Seven Star Sword can only be activated while Cao Cao is undetected; if the foe detects him before he can kill them with the sword, he gives it to them, permanently and irrevocably loses the use of the phantasm, and escapes. If Dong Zhuo is his target, he will always be detected.
 * Women in the Woods: Reputation of a Trickster [Anti-Mind] - (A+) Women in the Woods is a manifestation of Cao Cao's reputation for trickery and craftiness, and does not require an incantation. When active, it interferes with the opponent's mind, making them far more cautious of him than is truly necessary. Every action, every opening, is considered a possible trap, making the opponent to hesitate to take even sure kill shots. This ability continuously drains mana while active.
 * Prime Minister of Wei: Servile Usurpation [B] - (Anti-Self) Prime Minister of Wei is a manifestation of Cao Cao's usurpation of the Han while serving them loyally. Using this Phantasm gives Cao Cao the effect of an Independent Action skill of equivalent rank for one hour.

Trivia



 * -|Master=



"... ...

...

Hi."

- Tanis


 * Name: Tanis Faucheux
 * Gender: Female
 * Nationality: French
 * Alignment: True Neutral
 * Age: 32
 * Affinity: Blood

History
Tanis is the second child of the Faucheux family, which specializes in binding magics. Despite both children having an immense magic potential, only one child may inherit the Magic Crest. Fortunately for the siblings, this conflict was quickly resolved when Tanis was found to have a unique ability, Blood Control. Her elder brother was chosen to be the Faucheux's 510th heir, while Tanis was taught in secret, her family fearing a sealing designation. She quickly manifested a love of knowledge and learning, throwing herself into her magical and mundane studies. Due to her need to conceal herself from the Mage's Association, however, she found herself dealing through intermediaries, such as the PMC known as Codex. This lead to the self-perception that she was reaping the rewards of others' work, which later manifested into her reality marble.

After graduating college, her parents died in an accident, leaving her brother - now an Enforcer for the Mage's Association - as the head of the family. Growing paranoid about his sister getting a Sealing Designation, he placed her under permanent house arrest in their mansion in the Paris suburbs. In order to keep her from getting dangerously bored, he gave her charge over the family's finances. Her ever-increasing thirst for knowledge drew the Grail's attention to her, which then bestowed command seals to her. After summoning her Servant, she leaves her house for the first time in a decade, interacting with the world outside rather than simply learning about it.

Tanis is defined by her lust for knowledge and the near-isolation she experienced during her house arrest. The acquisition and study of all subjects is her life's aim, and she fights for the grail so as to document it. Having been locked away in her home for over a decade, she is very hesitant to interact with others socially. Many mistake her taciturn shyness for cold unfriendliness, so she finds it hard to get along with others and make friends. Owing to her isolation, she is extremely awkward when interacting with anyone other than her family or her Servant. Unlike many prominent magus families, she is proficient with modern technology; this was a necessity in order to acquire materials without exposing herself. Her wish is for the Grail to create a book (written in French) which has every bit of information relating to itself, which she will then study. She has a slight complex about her build, and hates being mistaken for a child or being found childish.

Relationship with Servant
Tanis has great respect for her Servant. She realizes he is extremely capable, and seeks his advice when she is unsure; given his reputation for betrayal, however, she does not trust him fully. She also likes the fact that he lets her make her own decisions, which is a welcome change from her overprotective family. If the Grail functions here as it did in Fuyuki, she also won't hesitate to use her command spells to kill her Servant once the war ends.

Strategy
Tanis tends to put more importance on information gathering than on seeking combat. She will attempt to find out every possible aspect of a foe before setting out with her Servant to kill unawares. Due to having an Assassin-class Servant, she wants to avoid direct combat. While she is hesitant to use her Reality Marble, she will do so immediately if she feels the threat is large enough or the advantage gained is too large to ignore.

Tanis' brother, Hector Faucheux, is also assisting her in the war. He is one of the Magus Association's Enforcers, a mage specialized in hunting down rogue mages. He is skilled in information gathering and has a network of informants rivaling that of his sister. His primary goal is to ensure that no harm comes to Tanis. He is nearly two meters tall, lean, and has dyed his hair green because it "looks cool," though Tanis disagrees. He wears casual clothes, and utilizes his variation of the Faucheux Family's binding magic. His Origin is Protection and his Affinity is sound; this means that his restraints are not capable of killing, and he utilizes sound waves to bind a foe. His Mystic Code is a tungsten-crystal tuning fork which amplifies any sounds that pass through it, though he also has a miniature boombox and an MP3 player if he encounters a troublesome situation. While outside help was barred from the Grail War, Hector's localization in France led him to be within Paris when Tanis was discovered to be a Master, and thus circumvented the magical barrier around Paris.

Magecraft
Blood Control - Specializes in Blood Control. Can't use any other magic. Activated by the incantation "Tourne la Page" (fr:Turn the Page). When activated, a quantity of blood from Ex Sanguin materializes to be controlled as an extension of Tanis' will. Said quantity of blood can be increased or decreased without further incantation.
 * Reality Marble: Ex Sanguin.
 * Ability: Manifests an ocean of blood, with the practitioner and any other beings caught in it on a raft in the middle. Is able to passively manifest blood from that ocean into the world to be manipulated by the user.
 * Chant (English):
 * All knowledge has a price
 * Some writ in ink
 * More writ in blood
 * I will not pay the toll
 * Another pays the price, I take the reward
 * Yet a drop can't quench the mind
 * To know all, all must bleed
 * Feed my hunger, Ex Sanguin!

Physical Weapons
Tanis is usually seen carrying around a heavy book. While this is is simply her reading material, the bookmark inside is made of steel. Her brother has found that it really hurts when she stabs him in the eyes with it. The book is also capable of inducing blunt trauma.

Trivia

 * Tanis tends to give feminine nicknames to masculine servants/masters and vice versa once she knows their true names. Nicknames are posted blow; will add once more masters/servants are entered.


 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Christian Cannavale and Lucifer (Cfp3157)


 * -|Servant=

"I'd ask where everyone got the idea "Lucifer" was a boy's name, but I know it's some sick joke by my father to make me the bad guy and a dude."

- Lucifer


 * True Name: Lucifer Morningstar
 * Class: Caster
 * Master: Christian Cannavale
 * Alignment: Lawful Evil
 * Title: Prince of Darkness
 * Weapon: Hellfire Projection, Flight, Pitchfork
 * Catalyst: Core of the Garden Apple

History
Caster is Lucifer, known more well as Satan, the Devil, Old Scratch, the Serpent, and a variety of other names, has no concrete origin among the populace. What is known is that Lucifer was one of the oldest and most beloved archangels of God. In the time before man, Lucifer honestly and earnestly served her God and Creator diligently and without question. However, when God began to create mankind and prioritize them over the angels, Lucifer protested that the angels should be served by humanity, not the opposite. Although God tried to forgive Lucifer, she eventually led a contingent of fellow angels to war against God. God easily defeated his child, with his son and Lucifer's own brother Michael casting them out of heaven and into Hell, where she became its ruler.

Her first action against humanity in her long desire for vengeance is against the first ones, Adam and Eve. Disguising herself as a serpent, Lucifer traveled into the Garden of Eden to tempt Eve. Although God warned the couple not to eat of the Forbidden Tree, Lucifer tricked them into believing that eating the fruit would make them equals to God. In truth, it only enlightened them of their inferiority, and as punishment God cast both the couple and Lucifer from Eden. From then, Lucifer returns to hiding from humanity, appearing infrequently throughout the Old Testament and the Tanakh- she tortures Job in an attempt to make her swear blaspheme against God, as well as serving as an adviser of the kings of Tyre during the time of Ezekiel.

Lucifer appears much more prominently in the New Testament, with both the Hebrews and followers of Jesus Christ using her name as an insult of the highest degree. she has gained the title of Prince of The World, coming to embody all of humanity's worst traits and inclinations. she became the Father of Lies, and was called the Tempter. she sends her demonic minions out into the world to corrupt and possess humans, having them wreak havoc in their villages. As Jesus began to cast out demons, some claimed she did so through the power of Lucifer herself.

Amused by ther, Lucifer approached Jesus once while she prayed in the desert. Lucifer offered three great boons, debating that as the Son of God she should be able to accomplish these feats as proof; turning the barren stone into bread, falling from a great height to command God's angels to save her, and finally every kingdom on Earth. Each time Jesus rebukes her, and Lucifer suffers her greatest defeat and leaves. As revenge, some scholars claim that Lucifer herself possessed Judas Iscariot to begin the chain of events that led to her death.

Towards the end of the world, Lucifer will once again rise up and make one final attempt to destroy humanity and the world. Taking the form of a dragon or otherworldly beast, Lucifer will place her lieutenants as leaders of the world's countries. With her wickedness destroying the world for one thousand years, Jesus Christ will return and save the innocent and righteous, while Michael the Archangel will kill Lucifer once and for all.

Personality
Lucifer hides her cold, pessimistic, and downright suicidal nature beneath a charming and aloof facade. Association as the Prince of Liars, she has become unparalleled in her ability to deceive, with only beings of immense piety being able to completely resist him. In addition, her legacy as a trickster and hedonist have bled into her own personality- she enjoys all earthly pleasures such as fine drink, passionate lovemaking, and selfish greed. She is also quite upset to discover that the entire world perceives her as a man, and while she does encourage prejudice for both genders to split humanity apart, she does not like that people did not label her correctly. She regards his own Master with curiosity, seeing in him not necessarily an equal but the peak of humanity's most useful traits. Seeing her Master as cunning and cruel, Lucifer intends to make him a lieutenant during the Battle for Armageddon.

Wish
Although she will claim her wish is to survive the Armageddon and return to God's good graces, in reality she wishes nothing but the opposite. she is well aware her final fate is to be killed by Michael, but she has grown bored and tired by humanity's insistence on neither falling completely into her realm of evil nor completely surrendering to the goodness of God. Her true wish is to simply exterminate humanity, rushing armageddon to that moment and finally ending her existence.

Abilities


Lucifer is highly ranked in all stats save for raw strength, however she makes up for ther with the immense power her NP and magics carry. she thinks and acts much like Gilgamesh in Fate/Zero, playing in the game to satisfy a sadistic thirst for entertainment, and is mostly curious about the other masters and servants. Her offensive options are mainly tied to her ability to analyse her enemies down to everything but their identity and noble phantasm, focusing on using her ability to peer into their souls in order to disorient them emotionally and trip them up, creating opening for powerful magical attacks.

Skills

 * Class skills
 * Territory Creation - (B) Territory Creation is the skill to build a special terrain that is advantageous to oneself as a magus. Lucifer has placed ancient, powerful wards as protection for her Master's residence. These wards, along with the her Master's own privately hired security operators, make her mansion nearly impenetrable except for the most skilled and magically powerful individuals.
 * Item Construction - (B) Item Construction is the skill to manufacture magical items. Lucifer, as a skilled practitioner of witchcraft, can create items such as hex bags and bad luck charms. These charms can decrease a Servant's Luck by one rank if they are within the her conscious vicinity.


 * Personal Skills
 * Demonic Mutation - (A) Demonic Mutation is a Skill that denotes how a hero or god was transformed into a demon in life. A Skill that considerably strengthens the abilities as a Servant by emphasizing a fact from the past. Lucifer is the very definition of a Demonic Mutation, when her place as the Left Hand of God was eroded by her pride and eventual Fall from Heaven.
 * Divinity - (E-) Divinity is the measure of whether one has Divine Spirit aptitude or not. It has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. Lucifer, as an archangel prior to her Fall, retains the most basic divine abilities despite her more contemporary image as a demon.
 * Witchcraft - (B) Witchcraft is the Dakini heavenly methods. It includes methods to discern one's time of death and secret arts to obtain influence. Lucifer, as one of the most important figures in common witchcraft lore, is highly skilled in the art of manipulating luck.
 * Collector - (EX) Collector is the 'talent' to collect high quality goods -- a 'luck' that draws rare items into the possession of the Servant. The most valuable possession of any being is their soul- as the ruler of Hell, Lucifer has a great many souls in her arsenal to use as she wishes. Lucifer can channel the souls of the damned as a source of mana, so she need not rely on the mana of his Master during his battles. Even outside of battle, the amount of mana required for Lucifer to manifest herself is minimal. This is a significant advantage, as it means that Lucifer's Master can utilize all of their mana for themselves and expend none to him.

Nobel Phantasms

 * Matthew 4:9 - All of This I Will Give You, If You Bow Down and Worship Me [Anti-Mind] - (B) Lucifer is feared most for her ability to blur the lines of right and wrong, tempting others with what they desire and what they know is wrong. Lucifer begins to corrupt the mind of her target, offering them everything they truly desire in exchange for their defeat. Increases in rank for those that have a fatal flaw that correlates to one of the Seven Deadly Sins, decreases in rank against those with the Bravery skill. It also increases in rank should Lucifer learn their true name.


 * Isaiah 66:24 - Their Fire Will Not Be Quenched, and Be An Abhorrence to Mankind [Anti-Unit] - (B) Lucifer's domain in the Hell has become associated with pain and fire. Lucifer channels that into a particularly powerful burst of flame that depletes mana as well as health.


 * Revelations 11:7 - The Beast that Ascendeth Shall Make War Against Them [N/A] - (EX) Lucifer takes her ultimate form; the infamous Beast, a seven-headed dragon that breathes fire and towers over entire skylines. This dragon form is exceptionally powerful, and were it not the combined effort of her Collector of Souls Noble Phantasm using souls as mana and Cannavale's own untapped mana source due to the previously mentioned Noble Phantasm, would kill her Master outright. Utilizing this form will decrease her durability and agility one rank should she go against a famously Christian warrior.

Trivia

 * Lucifer is nicknamed Lucy by Tanis Faucheux.


 * -|Master=



"You are all ants, scurrying out from your holes in the dirt to try and take my scraps. And like an ant, I will crush you beneath my boot."

- Christian "Carnage" Cannavale


 * Name: Christian Cannavale
 * Gender: Male
 * Nationality: American
 * Alignment: Neutral Evil
 * Age: 37
 * Affinity: Beast/Shadow

History
Abanadoned as a child into the foster care system, Christian Cannavale was exchanged multiple times between parents and his orphanage of Saint Michael's Shelter for the Abandoned. With his temporary host families ranging from poor and incompetent parents to a string of abusers, both sexually and physically, Cannavale developed a cynical and survivalist attitude early in his life. He had no true friends, relying only on himself and often resorting to physical violence to defend himself. Despite this, he managed to do decently well in schooling, with a noted proficiency in history.

Once he became 18, he joined the United States Marine Corps, where he excelled. His efficiency in combat and tactical manuevers, as well as his above average knowledge in long term strategy, led to his recruitment into the distinguished and secret entity dubbed Operation Midnight, a covert task force responsible for scavenging the Middle East for hidden terror cells. It was during his tenure as a member of Operation Midnight that Christian discovered two things- it was a front for a private military company that uncovered artifacts that acted as catalysts during Holy Grail Wars, and that magic is real. His own magical untapped magical prowess served as the primary reason for his reassignment, with his uncanny potential and his evident callous apathy for human life making him a prime candidate to serve as a mercenary within the Mage Association.

Studying with intense vigor, Cannavale was given three options of magical schooling to study; Beast, Runic, or Elemental. Find the other two defensive and too unfocsed respectively, Cannavale decided to study Beast Magic; a primal, powerful school that emphasized aggression and physcal fighting. Eventually, Cannavale ascended to a high-ranking position within Operation Midnight. He rebranded his sect of the organization, dubbing it under the simple name "Codex" and acting solely for the magical community. His reputation, and bank account, grew immensely, so far that his task force was both universally feared and hired by families during various magi conflict. He frequently engaged in these battles himself, having acquired an ancient sword that had hundreds of people's mana donated into it.

His potency for magical skills and spells, as well as his brutal and ruthless nature, made him a highly sought ought choice between several magus families to serve as the bodyguard to their chosen champion for the upcoming Holy Grail war. The family that eventually paid him the best, the Arabic clan of the Abdel Nour family, with $1,00,000 upfront with an additional $2,000,000 paid should he succeed, as well as their family's most precious artifact, the legendary Zulfiqar. Having gathered information and gossip about the fabled Holy Grail, Cannavale decided to instead kill the family's champion and take their artifact for himself, seeking the ultimate prize to take for his own. He intends to disband the peacekeeping efforts around the world, with world leaders becoming blindly devout nationalists, which will trigger several small wars that culiminate into another world war- with his own company of Codex thriving in the war business.

Relationship with Servant
Both Master and Servant are on the same brainwave- they see this as an alliance of strength and are utmost professionals about it. However, raised in a Catholic orphanage, Cannavale cannot help but be in awe of Lucifer's existence, the fact that she is a woman, and her surprisingly lax nature. As time progresses, both Cannavale and Lucifer soon become genuine companions as opposed to just allies, seeing and respecting the other's callousness and practicality. He is notably more serious than Lucifer, who takes little seriously outside of Holy Grail War affairs. While she may have an intense hatred for all of humanity as a species, Lucifer will see Cannavale as an interesting human that is noticeably superior to the rest of his species.

Strategy
Preferring to be the aggressor, Cannavale has utilized his vast resources and considerable wealth to develop an intelligence team outside of Paris, and enlisted six of Paris' greatest mercenaries to help help actively take town other Magi. Once he has a target, he will snuff out the threat in the quickest and quietest way possible so as not to raise attention. He is not above making alliances of convenience, but will easily severe them the moment he decides his ally is a liability.

Cannavale has enlisted twelve of his most skilled and dangerous soldiers from his PMC to assist him during this fight. Three specialize in espionage, three specialize in demoltion, and the remaining six are specialized in various kinds of pitched combat. None of these mercenaries have magical skills themselves, but they all have been adequately trained in engaging with magus. They are all equipped with military-grade equipment to counteract their lack of magical powers.

For the purposes of voting, eight of them are strictly guarding Cannavale's base of operations, and four are actively working with him on the battlefield.

Magecraft
Beast Aura - The school of magic Christian choose to learn, Beast Magic allows Christian to take on the spiritual aura of an animal and unleash a single technique that surrounds Christian in a "combat avatar"- that is, a temporary form of pure magic that takes the shape of whatever animal he channels. Despite his ability to utilize the Beast Magic, he prefers to rely on his sword and Shadow Magic to do a majority of his fighting. Techniques and spells of his Beast Magic are merely used to augment his style of swordfighting, interrupting the flow of combat to give him an advantage or escape danger.
 * "Romulus!" - Christian takes the avatar of a wolf, pouncing forward and gnashing his target apart with the avatar's teeth.
 * "Kong!" - Christian takes the avatar of a gorilla, that smashes its two large arms down onto the target with immense strength
 * "Pegasus!" - Christian takes the avatar of a stallion, allowing him to sprint with incredible speed for as long as he occupies the form.
 * "Taurus" - Christian takes the avatar of a bull, recklessly charging forward and barreling through anything in his path.
 * "Callisto!" - Christian takes the avatar of a bear, who stands tall and lashes out with the avatar's claws.
 * "Aquila!" - Christian takes the avatar of an eagle, soaring forward and knocking down his foe before flying upward and away from danger.
 * "Primordia!"- Christian's most powerful and mana-draining attack. Christian takes the avatar of a Tyrannosaurus Rex. Christian becomes embedded in a 20-feet tall avatar of a T-Rex that he attacks from.

Physical Weapons
Christian utilizes a deadly combination of enchanted melee weapons and conventional firearms, reflecting both his acquisitions of the Abdel Nour Family assets and his training within the US Navy.

Zulfiqar - The fabled sword of Ali ibn Abi Talib gifted from the prophet Muhammad, which in turn was a gift from Allah. Zulfiqar has changed throughout the centuries, now refashioned into a cane sword to appear more respectable and hidden in the public eye. The sword has a unique characteristic that has been passed through the Abdel Nour family- to ensure that there would not be a threat to their champion within the family, the siblings of the fighter would donate their mana into the sword. This tradition has been carried out since they acquired it in 700, with entire dynasties of mana stored into it. Cannavale is a proficient swordsmen, training with it extensively. His technique, while not masterful, is deadly and combined with his magic makes him a dangerous physical foe.
 * Gone with the Day: Christian swings his sword down, retreating to any shadow away from the attacker.
 * Night Slash: A basic attack, where Christian focuses the shadow cast by his sword outward to extend his blade.
 * Darkness Rising: Christian thrusts into the ground, and the blade leaps at his target from it's shadow.
 * Shadow Storm: Christian lashes forward with his sword, launching a crescent-shaped projectile of hardened darkness at his opponent. These projectiles can slash through stone with ease, and he can repeat this technique multiple times without significant mana usage.
 * Cloudy Dusk: Christian cloaks himself in shadows, making him practically invisible during the night. During the day, he utilizes this to leap from shadow to shadow, essentially giving him teleportation at the expense of his mana.
 * Armor of the Night: Christian utilizes his own mana in conjunction with mana stored within the blade to encase himself in shadowy armor that protects him against most magical attacks, as well as all earthly means of harm. Due to its extensive protection, this armor can only be upheld for a short period of time. Small arms fire and blades do little to reduce that time, but powerful magical attacks and heavier arms fire will drastically affect it.

Winchester 70 - In addition to utilizing his sword, Cannavale is not above utilizing firearms throughout this tournament. His primary weapon will be his own Winchester Model 70 Extreme Weather SS. A black bolt action rifle with a five-round 243 Win magazine. He is extremely proficient with this rifle, preferring it to his sword when appropriate.

Trivia

 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Erwin van der Zwaan and Michiel de Ruyter (Appelmonkey)


 * -|Servant=



"Many leaders make a fatal mistake when it comes to those under their command. They view them as resources, things to be replaced, like one replaces a candle when it's reached the end of its wick. As for myself? I view my men as my children, and I will mourn their loss as if they were just that."

- Michiel


 * True Name: Michiel de Ruyter
 * Class: Rider
 * Master: Erwin van der Zwan
 * Title: Supreme Admiral of the Dutch Navy
 * Weapon: Sabre
 * Alignment: Neutral Good
 * Catalyst: Wood of the Steering Wheel of De Zeven Provincien

History
Rider is Michiel De Ruyter, who was born in 1607 in Vlissingen, Netherlands, as the son of beer porter Adriaen Michielszoon and Aagje Jansdochter. Michiel's first become a sailor when he was only 11 years old, but left the navy to fight under the command of Maurice of Nassau against the Spanish during the Eighty Year War. He soon returned to sea, however. Michiel would work various jobs, as a merchant, and as navigator. It wasn't until he became a pirate hunting privateer when he earned the nickname of De Ruyter, or The Raider, something he frequently did. He eventually married Anna van Gelder and decided the time had come to retire. He bought a house in Flushing, but his blissful family life did not last long.

During the First Anglo-Dutch War, Michiel was asked to join an expanding fleet as a subcommander, while he initially refused, Michiel soon accepted. This marked the start of his journey to greatness but also started the events that lead to his death.

Michiel fought in several naval battles, earning several victories against the English, but sadly didn't prevent the English from winning to war, nor the death of his longtime friend and mentor Maarten Tromp. After the war, Michiel was offered the position of Supreme Admiral but refused out of respect to his lost mentor and to those who had more seniority than him.

In peacetime, Michiel hunted pirates like he used to before the Anglo-Dutch War. He was even able to spend some time with his wife and children. For a while, things seemed to return like they used to be, but it wouldn't be long until Michiel once again had to take arms up against the English.

During the Second Anglo-Dutch War, he sailed to the New World in an attempt to retake the lost colonies but failed. Despite not achieving his main objective he was able to capture several British merchant ships and significantly weaken their hold over the New World. Upon his return, Michiel was treated as a hero by the Dutch people but was saddened by the death of his friend and Supreme Admiral, Jacob van Wassenaer Obdam. Out of respect for his fallen friend and having finally enough experience Michiel accepted the offer to become the next Supreme Admiral.

Now possessing full control of the navy Michiel began to use exploitive strategies, earning the Dutch Republic several victories, even giving the British their biggest naval defeat in history. Thanks to his cunning the small republic managed to defeat one of the world's biggest empires, but also made him popular with the Dutch people which in turn earned him the distrust of the government. Fearing (unjustly) that Michiel would try to stage a coup, the government sends Michiel pirate hunting in the Mediterranian where he was killed during a fight with French privateers.

Personality
Michiel often values loyalty and kinship between himself and those under his command. While he holds the position as a Servant, Michiel prefers to work with rather than for his Master, this reflects in his habit of referring to people by name rather than by title. While he does view his Master as his equal, that doesn't stop him from giving advise, whether it be just about small daily things like how to talk to people about battle strategy. He is also very protective, often rushing headfirst into battle even if it means risking his own life.

Wish
Despite being a skilled sailor, Michiel wishes nothing more to just settle down and have a quiet life with a wife children.

Skills

 * Class skills
 * Riding - (B+) Being the Supreme Admiral of the Dutch navy, and having worked on ships himself for a very long time, Michiel is an expert in piloting ships of any type, even modern ships that weren't around during his lifetime. However, he is not as equally skilled when it comes to piloting other vehicles, only possessing the skill any normal person would have.
 * Magic Resistance - (C) Because he was summoned under the Rider-class, Michiel has a defense against magic, but since he never possessed any magic resistance during his lifetime, his magic resistance is relatively low.
 * Personal Skills
 * Charisma - (B) A composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles. Michiel was really well liked and respect among those who served under him to the point they called him "grandfather" out of respect for his wisdom
 * Military Tactics - (A+) Tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm. He was able to give the British their biggest naval defeated in history and was the main reason the Second and Tirth Anglo-Dutch War.
 * Instinct - (C) The ability to instantly identify “the best personal course of action” during combat. Because this Skill allows for the prediction of trajectory, it is possible to avoid attacks from firearms. Because of his experience as a sailor, Michiel has a keen sense for when deciding when it's time to strike, exploiting weaknesses in someone's defenses, and attacking when the enemy is not able to defend.
 * Voyager of the Storm - (A+) The talent to sail vessels recognized as ships. Because the ability as a group leader is also necessary, this unique Skill also has the effects of both Charisma and Military Tactics. Being an experienced sailor, captain, and Supreme Admiral, Michiel's skill is only rivaled by other true Supreme Admirals.

Nobel Phantasms
Personality
 * De Zeven Provinciën [Anti-Army] - (A+) Michiel's flagship. Its dimensions are the same as an old ship of the line. It can sail through the ground as if it was water. Michiel has full control over the ship, being able to change its direction and fire its canons without the aid of the wind or a crew.
 * Fleet of Orange-Nassau [Anti-Army] - (EX) The trump card of the Supreme Admiral, it summons a Reality Marble that embodies Michiel's experience and skill as a sailor and the bond formed with the people under his command. The reality marble takes the form a vast sea with what resembles the coast of the Netherlands and Britain on either side of the reality marble. The opponent will be set on a raft on the side of the British Isles' while Michiel and his fleet is on the side of the Netherlands. There are 100 warships each filled with their own crew armed with swords, flintlock pistols, and muskets. Michiel himself, and his master will be on De Zeven Provinciën.

Trivia

 * }


 * -|Master=



"I smell. I'm miles away from my home, and I'm living on the streets. I couldn't be happier."

- Erwin


 * Name: Erwin van der Zwaan
 * Gender: Male
 * Nationality: Dutch
 * Alignment:
 * Age: 21
 * Affinity: Familiar/Elemental

History
Born to the wealthy Van der Zwaan family, Erwin hoped to one day use his families' wealth to travel the world much like their ancestors did, sadly this didn't seem possible. Having gotten wealthy the Van der Zwaan family has gotten lazy and careful as well, much to Erwin's dismay who idolized his ancestors. In order to suppress what they saw as rebellious attitude, Erwin's parents frequently locked him up in his room and home schooled him. This seemed to have the opposite effect as Erwin only grew more and more interested in the outside world as he began to hate his house, as well as his parents.

During his early teens, he mostly read books on history, magic, and various kinds of fiction. He also took his time mastering their family crest, being the only one in years to unlock all of the elemental familiars. When he became 18 years old Erwin finally escaped his overprotective parents and traveled the world as a vagabond, while most would be eager to return to the safe and comfortable surroundings a mansion would offer, Erwin finally felt happy in the open world, even if he only had his familiars for company.

The more he traveled the world the more he realized that one day he would run out of places to travel to. After getting word of the Holy Grail, Erwin summoned his Servant and joined the Holy Grail War, hoping that by winning the war he would not only be able to travel the world, but also other dimensions.

Despite living on the street Erwin is surprisingly jovial and happy. Often striking up conversations with random people he just met on the street. He rarely stays in one place for long as he intends to see as much of one town or city as possible before moving onto the next one. Despite his friendly attitude, he is very slow to trust other people (perhaps as a result of his upbringing).

Relationship with Servant
~

Strategy
Despite the fact that the purpose of the war is to kill enemy Magi and Servants, Erwin rarely looks to fight, preferring to keep his head low and hide while the others fight it out. When he does encounter an enemy he rarely involves himself in the fight, preferring to let Michiel and his familiars do the work, though he will involve himself in the fight when backed into a corner. Having in-depth knowledge of Paris' layout, he uses his knowledge to look for hideouts, he switches hideouts every 12 hours. When resting, he lets Michiel and one of his familiars patrol the area.

Magecraft
Erwin's family, which had an extensive and fruitful history specializing in familiar creation, eventually studied the workings of eastern spiritual summoning, an art alien to many of the modern magus families operating within the Clock Tower. Erwin, bearing his family's crest, is able to summon powerful familiars based around the Taoist elements and became a master of the art at a young age. When used as familiar the spirits actively seek out and attack anything that poses a threat to their master, if a spirit is killed Erwin needs to rest and recharge his mana in order to summon it again. Alternatively, Erwin could absorb the spirit and take its power for his own. Only one spirit (power) can be used at a time.


 * Fire Vermilion Bird: A pheasant-like bird with a five-colored plumage and four wings which is perpetually covered in flames. It is able to spew fire as well as generate and manipulate by flapping its wings. It can also increase the temperature of a room by will or specifically an object by touch. It's immune to heat and fire. Erwin lovingly names it Big Bird.


 * Yellow Earth Dragon: A Chinese dragon entirely made out of yellow stone. Because of its stone body, it's often deployed as when Erwin is on the defense. It's able to create stone walls or create stone domes around itself for protection or it's enemy to trap and even crush them. It is also able to go through stone or brick. Lastly, the yellow dragon is able to add to its own mass by absorbing stone and brick around itself. When absorbed, Erwin's body becomes stone. Its nickname is Rockie.


 * Black Water Tortoise: A giant black tortoise the size of an adult grizzly bear. Though it is slow on land, his speed drastically increases while submerged in water. When submerged it can manipulate the waves and the current. While on land it can shoot water out of its mouth with enough force to cut through brick, though Erwin uses it rarely when he's not on water. Erwin named him Squirtle.


 * White Metal Tiger: A white tiger with steel claws and teeth. The tiger is able to manipulate the metal and steel around him to add to his own claws and teeth or create makeshift suits of armor. When using the tiger's powers, Erwin gains the same sharp claws and teeth. Erwin lovingly names him Simba.


 * Azure Wood Dragon: Another Chinese dragon made entirely out of azure colored wood. While low in durability, the dragon constantly regrows lost parts. The dragon's main attack is to shoot needles of wood at its target or summon roots to constrict it targets. Because of his lack of destructive power, it's often deployed when Erwin needs to retreat. When absorbed, Erwin's body turns into wood. Its nickname is Woody.

Physical Weapons
Erwin usually carries a backpack filled with food, bottles of water, maps, various books about various kinds of subjects (mostly about history and geography), and various kinds of currency. He also carries a swiss army knife in his pocket, but other than that, that's all he has on him.

Trivia

 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Marshall Umber and Odysseus (WanderingSkull)


 * -|Servant=



"Keeping your eyes on a goal is never a bad thing, always remember that. Just make sure to look behind and around you while you're chasing the bright light ahead. A King should never have to return home alone."

- Odysseus


 * True Name: Odysseus
 * Class: Lancer
 * Master: Marshall Umber
 * Title: King of Voyages
 * Weapons: Dory and Sheild
 * Alignment: Neutral Good
 * Catalyst: Cloth of Odysseus’ Sail

History
Lancer is Odysseus, Hero of the Trojan War and King of Voyages, favored tactician of Athena and the ire of Poseidon. He is a man of many tales who fought during the Trojan War against the City of Troy on behalf of his homeland. From here he would begin to truly carve his tale in the stone of history as he brought about tactical choices through the conflict and promoted wisdom in with his tact. He with his cunning brought order to the Greeks as their failings and fears became evident in the long conflict that was faced. During this conflict, Odysseus would draw the eye of Athena who with her blessing managed to overcome Ajax in single combat much to the surprise and shock of those who bore witness to the match. It was he who sent the poisoned gift of the Horse to the Trojans and brought an end to the conflict in the favor of the Greeks. Yet his travels and exploits would not end there.

Following the destruction of Troy and the celebration of victory, Odysseus wishes to return to his home and beloved wife, embarking on his decade long journey back to Ithaca. From this journey, Odysseus would draw upon the wrath of Poseidon for his part in blinding his son. The God of the Seas would make the journey difficult, his wraith filling the very seas which Odysseus would travel upon, yet he would persist and rule over the domain which Poseidon held as his greatest advantage. Yet his journey would face many missteps whether it be through the failure of his crew or the beasts of the Sea wishing to bring an end to the man. His journey would finally come to end as he returned home, only to find the suitors pursuing the hand of his beloved wife. His loyal hound being the only one who recognized Odysseus before resting in an eternal sleep. Outraged at how these suitors defiled his home and swearing to return as a champion. Odysseus would preform another great feat as he who launched an arrow through twelve axe shafts to the amazement of those around him before revealing himself and slaughtering the suitors. Athena would once more come to man’s side and stop the mob from killing the returning hero and finally Odysseus was given rest.

Personality
Odysseus is a man of great cunning, power, charisma and intelligence, respected by his fellow man and favored among Athena for his wits. He is self-assured and driven in his pursuits, not even Poseidon could stop the man as he traveled along his domain of the Seas. Often seen as the opposite of Achilles, a man of great power and wrath in the conflict, Odysseus was tempered and calm in his mannerisms throughout the war.

A man who takes time to examine a situation with his wits and cunning to determine the best course of action. He contains many great wisdom which he imparts on Marshal through their time together and bringing much joy to their travels in the conflict. He is well-disciplined and self-confident throughout his travels, never seeing that the end is truly near, instead pursuing a route that will bring him closer to his goals, not matter the circumstances. His curiosity is high and may lead him to trouble, but with the blessing of Athena and his experience, there is a great joy in these challenges.

Wish
He does display a sense of regret, having wished to not left his wife for so long and wishing to be a better King to his people, Odysseus desires the Grail to make amends, but is grateful for one more journey.

Skills

 * Class Skills
 * Magic Resistance (A) Odysseus managed to prevail over the very powers of Poseidon for years despite the God’s mastery over the very seas which he strode across in his quest to return home, cancelling spells of A-Rank or below, no matter what High-Thaumaturgy it is.
 * Personal Skills
 * Battle Continuation - (A) Makes it possible to fight even with deadly injuries and can remain alive so long as one does not receive a decisive fatal wound. Notable for his constant ability to survive and endure for his travels to reach his beloved home. Odysseus fought against the wrath of Poseidon and Apollo on his journey, suffering numerous setbacks yet persisting all the same. This manifests into a powerful battle continuation technique that can allow Odysseus to face the most grueling of punishments at the hands of his opponents. His indomitable will shows itself as he neared a decade of travels to reach home and reclaimed his property and family after having fought in the horrid Trojan War. A blessing bestowed upon such a man with great will and survive of hardships.
 * Divine Protection - (C+) Granted by Odysseus in his abilities to overcome the many trials upon his journey to reach home. He who blinded the Cyclops, fooled Apollo and overcame the very wrath of Poseidon for years. He is granted further power against those who seek to bring about his destruction by the Beasts of sin of those who contain evil or demonic nature or divine status. This relates to his journey in having battled many creatures and those of dark or demonic nature his battles. Along with the power bestowed upon him by Athena and his ability to grant the favor of the Gods during combat and his travels.

Nobel Phantasms

 * Athena’s Blessing [Anti-Unit (Self)] - (A) A blessing bestowed upon Odysseus as the favored tactician of Athena through his travels and his service in the Trojan Wars. Odysseus is granted tactical senses and know-how to a greater degree and deeper understand of his opponent upon examination. He will be given ‘advice’ of sorts that determines the best course of action and possible exploits against his opponents. The longer a fight against Odysseus the more knowledgeably on an opponent he becomes to a shocking degree. This Noble Phantasm is consistently active and passive through Odysseus’ activity as a servant, and acts as an extension of his divine protection.
 * Bow of Eurytus [Anti-Unit] - (B+) The bow that brought about an end to those who occupy his home and ended his journey back to his beloved wife. During this process, the original bow is summoned, transforming the lance that he possesses, turning it into a massive ranged tool. Once the arrow is let loose it creates a rapid streak behind it capable of cutting through any who contact the streak. Contact with the arrow itself results in massive explosion. It follows targets unless it is dodged at the last moment, is blocked, or lands a direct hit.
 * Trojan Horse [Anti-Mind/Anti-Army] - (EX) Based upon the creation of Odysseus that brought about the Trojan war and resulted in the very destruction of Troy. This magic manifests itself into the target’s most desired object and will manipulate the opponent through whispered words and manipulation of their heart. Servants and Masters with high mental resistance may avoid the afflictions of such temptations, but those who find themselves unable to resist its temptations and grasp it will find their destruction to be spelled out. The desires are said to be so great that they will ignore the warnings of those able to resist and pursue the object. Upon making contact or reaching out to their desires, in a blinding light the summoning of hundreds of soldiers that served Odysseus and heroes of Greece will arrive and have their opponent surrounded and locked away in the formation. From here they will charge and move finish off their foe through their spears, swords and tools to bring about the end of another war. This reality marble transports them to an area similar to that of ancient Troy. Containing those forces that have fought in the Trojan War, both soldier and heroes of the great tale.

Trivia

 * -|Master=



"This is an objective. Not an adventure. I'll keep on looking forward, thank you very much."

- Marshall


 * Name: Marshall Umber
 * Gender: Male
 * Nationality: American
 * Alignment: Lawful Neutral
 * Age: 22
 * Affinity: Reinforcement

History
Marshal Umber was born into the Umber family as their second child. The Umber family has one of the great distinctions of being one of the most prominent mage families within the Americas as their lineage traces back to some of the first to ever travel the Atlantic and begin setting up a presence for the Association within the New World. Naturally this comes with high praise and pedigree as Marshal's family was given great expectations to continue to perform well and continue their legacy. For centuries the family enjoyed success and championed the cause of Mage’s within the New World as new opportunities sprung up.

Recently, the family has run into issues concerning its magical prowess as it appears the bloodline is weakening in their ability to produce successful heirs. Marshal's older brother Jonathan was born with exceptional magical talent and as expected was meant to continue the family lineage and return them to even greater fame. Marshal for all intents and purposes was still trained in mage craft and developed his own little magic game as he used it to explore through the method of teleportation magic. He as well displayed exceptional talent and helped assure the family of a strong future that was going to be guiding them. From here, Marshal would often travel among the families many travels when his brother was relegated to more important training sessions or his studies, something that Marshal was perfectly content with as he worked to perfect his art and began taking pride in other 'normal' activities. This continued his love for traveling and his desire for freedom which he still carries in his heart today and sorely misses. Known as a man quick to be on his feet and typically seen as a bit unruly by traditional mage society standards.

Things would begin to rapidly shift after an incident against Jonathan was uncovered, but not before most of the young man's circuits were destroyed. With the current heir out of commission, Marshal was forced into training and given the position of heir along with the responsibilities that came with it. With this came the end of Marshal’s once peaceful and relaxed existence as he was trained rigorously to have the capabilities of leading the household to a prosperous future. This drew the ire of his brother who felt that his opportunities and destiny were torn from him.

From here Marshal’s old spirit would begin to fade as he worked towards becoming the proper heir the family needed. His talent was observed and his skills were sharpened and before long it was determined that he was trained and prepared for the family crest. With his position within the family being truly locked in, Marshal strode into his new role and worked for the greater good of the family. Soon though he was offered a new chance to travel, but not towards a vacation or for pleasure, but rather to compete in the Holy Grail War. Seeing it as a chance to escape momentarily and bring some more joy into his life, he accepted. From here, he would summon a servant and companion that would serve him in the time to come, Odysseus.

Personality
Marshal will be more reserved in his actions with Odysseus. This stemming from the fact that he originally didn’t want to join the Holy Grail War as he has no real wish for the Grail and simply wishes to claim it for his family. As time passes in preparation and during the competition, Marshal will begin to revert to his pre-heir personality. He will be more excited and express more joy in his time spent with Odysseus by exploring the city and regain his sense of freedom once more.

Strategy
For the Holy Grail War, Marshal and Odysseus have decided to combine their effective strategies with each other. Marshal and Odysseus will be traveling across the city through the means of Marshal’s teleportation technique as manner to both avoid detection and active reconnaissance. They will be searching for any battles that encompass the city and to get ideas on their opponents by using Odysseus’ Athena’s Blessing as a means to gather as much info as possible on opponents to decide whether or not they should attack or in preparation for future combat. This allows them to strong idea as to the level of power of their opponents and possible exploits that be present in their fighting style so the two can adjust accordingly when the fight happens. It also gives them an idea as who seem trustworthy with Athena’s Blessing if any possible chance of alliances may appear as with her guidance and his own intelligence and stratagem Odysseus will be able to advise how to proceed and optimal strikes or partnerships. Provided they wish to enter combat or defeat any weaker foes, Trojan Horse can be implemented within the fight leaving the group who was already tired or the middle of combat to be surrounded and forced to contend with numerous new foes who are at the top of their abilities and attacking from all sides.
 * Marshal intends to use the portals as a technique to confuse his opponents as well. By opening and opening several exits around his opponent’s intent on confusing them as to where he might appear, Odysseus lance or any throw objects. As previously mentioned, Odysseus’ bow itself will be used in this trick as a means to use the cutting streak to trap foes within the prison of angles leaving them trapped with the only escape being forcing themselves to get past the cutting streaks or even destroying their environment. The resulting explosion causes massive trauma or even defeat to those within.
 * As expected, his hardening magic will be consistently added to both his own body in order to increase his defenses and strength, but that of Odysseus as well. This allows them to be more effective in combat and maintain themselves throughout the fighting while avoiding any potentially serious injuries and sparring themselves from being drained too much in combat. He’ll be attaching the additional power to their tools as well to defeat their opponents and break their defenses down.
 * Intent on maximizing the effectiveness of the Crest, Marshal has drawn upon the ideas of using the environment as an integral part of his defenses, whether that involve using slabs of road as makeshift shield combined with the hardening magic within the crest. Using it upon items he picks up and throwing them with tremendous strength. Or simply using it to enable himself to beat down other Masters if need be.

Magecraft

 * Reinforcement Magic - Experienced and well versed in reinforcement magic, Marshal is more than willing to combine its many properties into enhancing his own abilities or that of his servant. Combined with the various tools at his disposal, he strikes a strong balance between understanding the offensive and defensive abilities of the magic. He will use the magic presented to him as a means of further increasing the strength of Odysseus’ lance. He also uses reinforcement magic upon his own body which is enhanced by the Umber family crest. • Umber Family Crest: As expected upon becoming future head of the family, Marshal was granted the family crest. The crest further enhances the defensive and offensive capabilities of reinforcement magic by adding a new layer. Upon activation, it causes the skin to become smooth and black due to it creating a new layer of defense that responds to his own desires and acting as a defense against attacks, capable of withstanding most damage heading towards the man. Marshal has learned to combine this new hardening technique with his own fighting abilities as he can manipulate the magic into weapons or posses it to turn his nails into claws. The additional strength and durability is greatly mixed in allowing him to throw blocks of concrete with ease at high speeds. Capable of using his environment as defensive material for all within the potency of the magic. And withstanding major blows from his opponents either on Odysseus or himself.


 * Portals: Marshal’s most commonly used magic, he essentially uses mystic codes to create portals that allow for teleportation. These portals open and can only allow two objects to enter them at once and allow for quick mobility. Or as Marshal previously used them for as a means of traveling from location to location, he’s gotten quiet proficient in operating these portals and controlling their outcome destinations. He will be using these portals as a means of traveling around the battlefield and obtaining intelligence with Odysseus throughout the war. This does not mean these portals have no combat application, far from it. He’s using these portals to close distances or trick foes by attacking from several angles or the illusion of trickery. One such technique will combine Odysseus’ Noble Phantasm and the portals to cause cutting streak from multiple angles or tossing the lance or launching himself in for a quick sucker punch. Allows for the two to strike at melee distance by simply letting Odysseus use the portals to pierce with his lance forward, but maintaing a distance.

Physical Weapons

 * Throwing Knives: Knives that can be throw in the air to hit things dead. Combined with his Umber family crest and portal magic, these knives become all the deadlier aimed with the intent of striking from varying angles. This makes them difficult to predict and painful to those faced on the receiving end.


 * Void: The Umber family sword passed down through generations, the weapons resembles a typical longsword with runes engraved into the hilt. Used as a mystic code to enhance the abilities of the Portals that Marshal uses as previously they could only be used to travel a couple dozen feet in a direction. Void gives Marshal free control over where his portals appear and re-appear. He can open several at once and at varying angles. As mentioned above the Umber Crest can be used with this weapon to increase its durability and power. Marshal has been trained in sword fighting as to prepare him for usage of the sword.


 * }

{| class="wikitable mw-collapsible mw-collapsed" ! The Phantom Don and Shaka Zulu (Wassboss)


 * -|Servant=

"I'll knock off your dome, wrap it up in your own banner. Send you back home with a message from the Zulu; If you battle Shaka this what happen to you!"

- Shaka Zulu


 * True Name: Shaka Zulu
 * Class: Lancer
 * Master: The Phantom Don
 * Title: King of the Savannah
 * Weapons: Iklwa & Ishlangu
 * Alignment: Lawful Evil
 * Catalyst:

History
TBD

Personality
Shaka has a loud, proud and bombastic personality. Shaka has little time or patience for the stealth and subtly that other servants and masters practice and ideally would like to just have an all out brawl for possession of the Grail. He abhors cowardice and despises anyone who would flee from combat with him; in Shaka's mind once a battle begins it must end with either him or his opponent dead. Shaka is a ruthless and brutal man and has no hesitation butchering those he feels have disrespected him. Despite his vicious outwards appearances Shaka can be jovial and humours at times especially when things are going well for him.

Wish
Shaka adored and worshipped his mother because of the hardship they endured together and her death left him absolutely devastated to the point of executing thousands of his own people for not showing enough grief at her passing. His wish therefore would be the bring his beloved mother back to life.

Skills

 * Class skills
 * Magic Resistance - (B+) Cancels spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be effected.
 * Personal Skills
 * Advice of the Stategist - (B) Owing to his numerous revolutionary changes to tribal conflict in Africa Shaka is able to read the situation at hand and the tactical advice he gives is more often than not correct.
 * Battle Continuation - (B) Shaka trained himself and his men to ignore pain with activities such as running barefoot over thorns for hours. Due to the nature of his birth Shaka has also had to fight to gain everything he has and can fight on even with near fatal injuries.
 * Bravery - (A) Shaka often fought alongside his men in battle and his acts of courage were what lead to him being made into a war-chief by Dingiswayo. Shaka will fight relentlessly in any battle and will never run from a conflict even when odds are firmly stacked against him.

Nobel Phantasms

 * Spit of Poison [Anti-Unit] - (C) Shaka can summon a pouch of poisonous herbs which he can chew and spit into an opponents eyes, blinding them. This lasts until either Shaka or the affected person is killed but Shaka can call off the blindness on his own accord should he so wish.
 * The Bull's Horns [Anti-Unit/Anti-Group] - (A) Shaka's ultimate attack involves him summoning a herd of African Buffalo. Weighing in at half a ton each they are a formidable force to be reckoned with and can attack individually or in groups. Despite their offensive power Shaka often prefers to use them non-offensively to conserve mana with his favored tactic being to use their numbers to hide himself and catch an opponent unawares by jumping out at them. He also uses them as a defensive barrier to protect himself from attacks from an opponent. Shaka may also use the buffalo to trap an opponent inside a makeshift arena by forming a circle around them, forcing them to fight Shaka head on instead of fleeing. Shaka's ultimate attack incorporates his famous Buffalo Horn formation by having the buffalo form up the pincer movement, the "horns" attacking the opponents flanks while Shaka holds steady the forces in the middle. Obviously summoning the attack drains mana at a fast rate although as previously mentioned using the Buffalo non-offensively reduces the mana output significantly.

Quotes
"I've heard of your play. Tell me, how does it end? Oh yes. You get stabbed many times by your friend."

- Shaka Zulu, roasting Hamlet

Trivia

 * -|Master=



"The fear of the unknown is deeply rooted within all of us. That's what makes this guy so terrifying. We don't know much about him or even really what he looks like. Hell I could have passed him in the street on my way to work this morning and I'd be none the wiser."

- A Paris police chief on the Phantom Don


 * Name: The Phantom Don (real name unknown)
 * Gender: Male
 * Nationality: French
 * Alignment: Neutral Evil
 * Age: Somewhere between 40-50
 * Affinity: Puppet Familiar

History
The Phantom's origins are a mystery. Some say he was a former member of the Sicilian Mafia, striking out on his own in a new country. Others say that he was a former French Foreign Legionary who was forced to go into hiding after deserting. There are even those who believe he is a high ranking member of the political elite, maybe even the President himself. Wherever he came from and whoever he is the Phantom quickly built up a criminal empire and controls virtually the entire illegal drug trade in France. Almost every dealer, pimp, bootlegger or small time mafioso works for the Phantom in some capacity. However many of them have never dealt with the Phantom directly and many do not even know that he is involved as they all work through a middle man. Indeed most of the middle men work through a middle man themselves leading to an extensive and convoluted web of middle men, all carefully designed to make sure the Phantom is impossible to track down. Only the very top members of his organisation have even ever met him and even they have never seen what he truly looks like behind his mask.

The Phantom's connections run deep into France and he has informants working in nearly every police station, every gang; he even has ministers of the republic on his payroll. The Phantom also has a number of Magus working for him and he himself also dabbles in magic and it is through this that he first found out about the Holy Grail and it's wish granting properties. Making use of his criminal connections he was able to procure what he initially believed to be a knife blade which he could use to summon a servant to compete in the Grail War. Unwilling to leave the safety and security of his home country to compete he sat out previous Grail Wars until he caught word that the Grail would be appearing in Paris.

Personality
The Phantom is an incredibly paranoid and cautious individual. Working through layers of middle men and a tightly knit and incredibly loyal inner circle the Phantom has taken every precaution necessary in order to keep his real identity a secret to the point he always wears a mask and uses a voice distorter whenever dealing with anyone in his organisation. So paranoid of betrayal is the Phantom that despite having several powerful magus in his organisation that could help with the Grail War he's sent them all out on "missions" outside of France just in case they try and usurp the Grail for themselves. As to be expected from a mob boss he's also incredibly ruthless and brutal and in his tenure he's masterminded the brutal execution of all who stand in his way, up to and including members of the government. The Phantom hides this latent brutality and paranoid delusions behind a calm facade and he never raises his voice nor betrays a hint of negative emotion and if someone was to meet him outside of his role as a Mafioso they'd never guess he was the most powerful man in Paris.

Relationship with Servant
To describe the relationship between the Phantom and Shaka as frosty would be an understatement. Shaka is disappointed in having such a cowardly Master who will not fight alongside him in battle and also greatly dislikes the level of secrecy and trickery around keeping the Phantom's identity a secret. Conversely the Phantom himself was hoping to get an Assassin Class Servant or at the very least a Servant with a bit of nuance and tact, not a large ham with a blood lust. Despite their obvious differences they don't completely hate each other. Shaka can see some of his self reflected in the Phantom and can at least respect the "empire" he has built for himself. And while initially annoyed at not having a more Stealth based Servant he does come to see the advantages of having a more combat orientated Servant especially when dealing with some of the more powerful opponents also involved. Ultimately while the two cannot and will not get along on a personal level they are both pragmatic enough to understand they have to work together.

Strategy
The Phantom himself has no plans of actually physically competing in the Grail War himself and intends to use his Servant to do his fighting for him. He'll send out a network of informants to locate and watch the other masters and servants, finding out about what their own powers are and waiting for an opportunity to strike when he thinks it is in his favour to do so. Originally hoping to have gotten the Assassin Class he was planning on using his Servant for sneak assassinations on the other Masters and Servants. However with having summoned a more combat orientated Servant he will instead try and lure other servants into battle in territory which suits Shaka's fighting style or just send him to attack when he thinks his opponent is vulnerable. The Phantom will send out a puppet familiar to pose as the Master to throw the other real masters off his scent and as with his other business ventures everything will be done through a string of middle men to make tracking him down nigh impossible.

As you'd expect being the head of a powerful crime syndicate the Phantom has a private army's worth of goons and thugs to carry out his orders. The Phantom uses these low level mobsters to act as surveillance on masters, servants and their hideouts and they are given orders from the Phantom via middle men so as to not lead back to him in any way. They are all armed but are given express orders not to attack unless they are attacked themselves or if the Phantom sees a possible opportunity to kill a naive master. The mobsters themselves are unaware of Magic, Magus or the Grail War, they simply follow the orders given to them.

Due to the unique situation of already having his thugs localized in Paris, The Phantom Don fanatically abuses a loophole in the Grail War's rules.

Magecraft
The Phantom is a relative newcomer to magic in that he never really used or trained in it until he was already a powerful don, only discovering about it from a Magus under his employ. The Phantom uses Alchemy as his Magecraft of choice specifically the Flash Air tree. The Phantom uses this magic in the following way:


 * Puppetry: The Don has crafted several puppets of differing sizes, shapes and genders. The Phantom intends to use this puppets as a place holder for himself, sending them out with his Servant in order to try throw the others masters off his trail by making them think the puppet is the real master. The puppets themselves are relatively crude but their imperfections are masked by having them wear long thick coats and gloves which enables focus to put on making their faces as human like as possible. The puppets themselves have no combat ability and the Phantom will use Shared Perception to see and hear what they can in order to get a better idea of his opponents. They can also be used simply for recon although the Don prefers to send out his own mobsters as they are more dispensable.


 * Room Manipulation: The Phantom can also use Flash Air to move about the doors and windows of whatever building he is occupying around. This is useful for confusing anyone who enters and allowing the Phantom to make his escape if he is discovered.


 * Displacing Space: As Flash Air allows him to displace portions of space. He primarily uses this as a form of defence; displacing bullets, knives and other projectiles heading towards him away from himself or causing melee attacks to miss. He can also use it offensively by firing a bullet and then displacing the space to make it strike the target from an unexpected angle.

Physical Weapons
White Mask: The most prominent piece of gear is a white mask which covers his entire face. It has a built in voice distorter and is tough enough to take a bullet without harming the wearer.
 * Colt M1911: The Don carries on his person a M1911 with a 7 round clip as his primary form of defence.
 * Various Firearms: The Don naturally has a cache of weapons in various locations around Paris. These usually include a sawn-off shotgun, a uzi, a tommy gun and a couple of spare handguns.
 * Bullet Proof Vest: Underneath his clothes the Phantom wears a bullet proof vest.


 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Rhoswen Lloyd and Samson (Laquearius)


 * -|Servant=




 * True Name: Samson
 * Class: Berserker
 * Master: Rhoswen Lloyd
 * Title: Thirteenth Judge of Israel
 * Weapons: Donkey's Jawbone
 * Alignment: Chaotic Good
 * Catalyst: Lock of Hair

History
In a time when the Philistines ruled over Israel, there was a man named Manoah, who had a wife that was barren. One day, an angel of God appeared to Manoah's wife, and told her that she was to have a son, who would be a Nazarite from birth and a great warrior of impossible strength who would deliver Israel from the oppression of the Philistines. The angel's words rang true, and Manoah's wife gave birth to a son, who she named Samson, and the couple raised him according to the angel's instructions.

As a young man, Samson left his home to travel throughout the land of the Philistines, where he met a woman from the city of Timnah, who he fell in love with. He told his parents that he wanted to marry her, and despite their initial objections, they eventually agreed. At the wedding feast, Samson made a bet with his groomsmen over whether or not they could give the correct answer to a riddle. The groomsmen threatened Samson's bride into giving them the answer, which they relayed to Samson.

Although angered, Samson admitted defeat and went to get the groomsmen their reward. When he returned, he was enraged to learn that the wedding had been called off by his bride's father, and that she had been instead married to one of the groomsmen. The furious Samson burned the Philistines' crops. When they learned what Samson had done, the Philistines murdered Samson's former bride in retaliation. Samson began to slaughter whole armies of Philistines in his anger, unaware that everything that had happened up to that point was part of God's plan to free Israel.

Samson eventually found himself in the Valley of Sorek, where he fell in love with Delilah, a woman that lived there. The Philistines learned of the pair's relationship, and they bribed Delilah to discover the secret to Samson's strength. Samson lied to her multiple times about his secret, but Delilah persisted, and he finally revealed that his strength came from his Nazarite vows. She then called the Philistines to return, who cut Samson's hair (refraining from cutting one's hair was part of the vows) while he slept, depriving him of his strength. He was easily overpowered and imprisoned.

The Philistines tortured Samson, and forced him into a life of slave labor. To celebrate Samson's capture, the Philistines prepared a public sacrifice in the temple of their god Dagon, and brought Samson before the great crowd that had gathered to watch. Chained to the pillars of the temple, Samson prayed to God to forgive him for breaking his vows. Samson's request was granted, and his strength returned, which Samson used to tear down the temple's pillars, bringing the entire building down on him and the crowd. With this act, Samson killed more people than he ever did in his life.

Samson's body was recovered from the ruins of the temple by the Israelites, who buried him next to his father. Samson is considered to be the thirteenth in a line of "judges", who served as Israel's leaders during times of crisis.

Personality
Samson is outwardly a friendly and jovial man. He relishes opportunities to fight, and has no problems taking any aggressor head on. However, he is unlikely to start any kind of conflict, preferring to take a reactive approach. On the inside, Samson harbors a great amount of self-loathing, born of his failures in life. This is what fuels his Mad Enhancement, as he determined not to allow himself to be overcome like he was before. He has learned from his past mistakes, and is very slow to trust anyone, although he would never show it. Despite this, Samson is still not too bright, and may end up making ill-advised choices. He is also very pious, and will frequently pray for God's guidance.

Samson has no trust in and little respect for his master. He is quite vocal of his disapproval of her pagan heritage, and will frequently ignore what she has to say on such grounds. He grows to accept her presence over time, understanding that she is necessary if Samson wants a shot at the Grail. However, if he were ever to suspect his Master of betraying him, he would have no issue with turning on her.

Wish
Delilah's betrayal is still fresh in Samson's mind. As Samson staunchly believes in the Old Testament adage of "an eye for an eye", if he were given the chance to make a wish, Samson would only want an opportunity to ensure that the Queen of Traitors receives the fate that she deserves.

Skills

 * Class skills
 * Mad Enchantment - (E~B) Naturally, as a Berserker, Samson has the power of Mad Enhancement. In life, Samson had a hair-trigger temper. His entire personal war with the Philistines began after an argument over a riddle. As a Servant, Samson is remarkably easy to piss off. Any insults or disparaging remarks, especially ones about his faith, will be enough to send Samson into an frenzy (B), in which his physical abilities are all increased, but he becomes incapable of communication or reason. Despite the detrimental mental affects of Mad Enhancement, Samson recovers rather quickly after his frenzy ends, regaining his senses (E) after his foe is defeated or routed almost instantly.


 * Personal Skills
 * Magic Resistance - (C) Chosen by God to free Israel of the oppression of the Philistines, Samson possesses the protection of God himself against evil. This grants him a resistance to magical and mental attacks, especially ones of a demonic nature.
 * Bravery  - (A+) Fear is not an emotion Samson knows. Mostly due to his unwavering faith in God, Samson is capable of facing down any threat, no matter the risk to his own safety. His high Bravery negates the affects of mental interference while increasing his physical damage. Bravery's effects do not function while Mad Enhancement is active.
 * Revelation  - (A) Being one who was chosen by God to be his instrument in the freeing of Israel, Samson frequently hears the voice of God, directing him on his path. Revelation grants Samson a sort of "sixth sense", which allows him to perceive incoming danger. However, it is completely up to Samson to act on these precognitions, and he can still be taken by surprise if chooses to ignore them.
 * Nazarite Vows  - (N/A) Samson has taken the vows of a Nazarite, or an Israelite who is consecrated into the service of God. These vows involve abstaining from alcohol and non-kosher foods, avoiding touching dead things, and never cutting one's hair. Following these vows (and in turn, keeping his promises to God) are what gives Samson his strength. If they are broken, Samson's physical abilities will decrease, worsening with each broken vow, although they will slowly return to their original levels over time. If Samson activates Let The Spirit Of The Lord Come Upon Me/Let Me Die With The Philistines, the effects of broken vows vanish instantly.

Nobel Phantasms

 * Oh Lord, Strengthen Me Once More [Anti-Fortress] - (B) Samson summons a Reality Marble in the form of the location of his death: the Temple of Dagon. With his strength now at its peak, Samson uses the chains bound around his arms to tear the temple the piece, and hurl the resulting rubble down on his opponents in a rain of destruction.
 * Let Me Die With The Philistines [Anti-Unit (Self)] - (A+) With a prayer to God, Samson casts aside any inhibitions, attaining the true power of his Heaven-sent strength. His Endurance, Agility, and Magic Resistance are all boosted to A+ rank. Mad Enhancement also becomes active, but he better retains his ability to focus on his target. Once this ability's time frame expires, all of Samson's stats that were boosted will be temporarily weakened, although his recovery can be sped up with the use of mana. If Samson is killed, this Phantasm activates instantly, granting Samson one chance to take his opponent down with him.

Trivia

 * -|Master=




 * Name: Rhoswen Lloyd
 * Gender: Female
 * Nationality: Welsh
 * Alignment: Chaotic Neutral
 * Age: 29
 * Affinity: Mineral/Metal

History
The Lloyd clan of magi can trace their roots back to the days of Anglo-Saxon Britain, in which they were one of the few groups that continued to resist Christianization in the eighth century. While they still celebrate their pagan heritage, their ultimate mission has changed over time. They have made it their goal to keep magical artifacts out of the hands of ambitious mages and careless ordinary people, in which they could potentially be incredibly dangerous.

Rhoswen was born in Cardiff as the latest member of this clan. Her aptitude for magic revealed itself early on, and at age fourteen, she was introduced to the cause that her family had served for so long. At first, she wanted no part in the magical world. She had dreams and aspirations of her own, and refused to be involved in her family's covert activities.

Her attitude changed on one winter day, when she was fourteen. Rhoswen was walking home from school, and everything seemed calm and peaceful, as it usually was. Then there was bright flash, a deafening boom, and a moment later Rhoswen was sprawled out on the ground. The city block across the street that had been there just a moment was gone: obliterated in an eruption of magical power.

The police said it was a gas explosion caused by faulty piping. But the Lloyds knew better. They had no doubt that a rogue mage was responsible. Right in front of her, Rhoswen had watched an entire city block and everyone in it go up in flames, and magic was to blame. Rhoswen then knew that the magic world wasn't one that could be ignored. She accepted her place in the clan, and her magical training begun.

With the announcement of a new Holy Grail War, the Lloyds deemed it a necessity that the Grail be recovered and secured. When such a powerful artifact is only available to the winner of a deadly competition, only the most ambitious, or the must desperate, will try. And a desperate man is a dangerous thing indeed.

Rhoswen personally volunteered for the position of being the one to attempt to obtain and secure the Grail. She knows firsthand the destruction that magical artifacts can cause when in the wrong hands, and allowing the Grail to fall into the possession of a potentially dangerous mage is a risk that she will not take.

Rhoswen has no wish. If she were the one to win the War, she would secure the Grail and return it to her clan, who would decide the next course of action. If her Servant were to survive to the end along with her, Rhoswen would not hesitate to order her Servant to kill himself, so that she may retrieve the Grail unchallenged.

Personality
Rhoswen is quiet, focused, and determined. Having overcome her initial opposition to her family's activities long ago, she now wholeheartedly believes in the cause of protecting the world from dangerous magi. She has nothing but contempt for her fellow competitors, who she believes are motivated purely out of greed.

Relationship with Servant
Samson was actually not the Servant Rhoswen intended to summon at all. Out of respect for her pagan heritage, she wished to summon the Gallic hero Vercingetorix to fight for her, and she was sorely disappointed when she summoned Samson, a man of Jewish faith, by accident. Although disappointed with this outcome, Rhoswen is determined to make the best of what she has. She is patient in her dealings with him, and does her best to keep him calm when his battle rage is not required. However, because Samson's blatant distrust of her, and the fact that she frequently make mental comparisons between Samson and Vercingetorix, the war will push her patience to the limit.

Strategy
Rhoswen is crafty and cunning, preferring to remain out of a full-on fight until she knows the circumstances are in her favor. She sees no shame in retreating if this is not the case, which puts her at odds with Samson and his more head-on approach. Her goal in dealing with any foe is to test the waters a little to learn what her opponent's skills and strengths are, and then to figure out a method to nullify those advantages, before unleashing her Servant when the time is right. She is very cautious, and is unlikely to take any risks that might put the success of her mission in jeopardy.

Magecraft

 * Earth Manipulation: The magi of the Lloyd clan have always been adept in various forms of magic relating to the natural worl. Rhoswen's affinity is earth, more specifically Mineral and Metal. This can be applied in a variety of different ways, including but not limited to:
 * Creating platforms and barriers.
 * Binding stone to her clothing to create armor.
 * Creating storms of fast-moving shrapnel.
 * Sensing approaching foes through vibrations in the ground.
 * Covering herself with material to form camouflage.

Physical Weapons

 * Ichaival: Among the Lloyd clan's collection of magical artifacts is the mystic code Ichaival, the legendary bow of the Germanic god Odin. As it will be used for a just cause, the clan's elders have deemed it appropriate for Rhoswen to use the bow in the Grail War. Ichaival is unique in that, with every shot, it fires ten arrows. The ten arrows can be fired in a stream, one after the other, or in a wide spread, depending on the will of the user. It requires no physical arrows, as a knocked arrow will manifest as soon as the bowstring is pulled.
 * Athame: Rhoswen also has an athame, or a black-handeled knife of pagan origin. It is about 5" long and double-edged. Rhoswen mainly uses it for utilitarian purposes, but it can make an effective weapon in a pinch, such as at close ranges when there is not enough natural material for her to utilize effectively.
 * }

Your Vote


Tourney Navigation Submissions → First Five Elims→ Special Round → Final Battle (3-Way FFA)

Three servants and masters will be leaving this stage today. Please list each servant and master pair you think will be eliminated for this round, and why. I give master and servants in the votes values from one to three (Lowest rank gets three points, highest gets one) with placements for this round. The three servant/master pairs that have the highest vote values will be knocked out, and unable to proceed in the next vote. '''Please read the disclaimers, they will help guide you in deciding your votes. '''

I will only count votes with clear reasoning and detailed explanations. I don't want to kill myself with math, so a vote either counts or it does not. 'I will be reading each and every vote and will'' notify you if things don't add up. '''While everyone here seems great, I don't want any people steamrolling their own OCs without good reason.

!!! DISCLAIMERS !!!


 * RISEI AND ARCHER  WILL  BE KILLED BY OUR SELECTION OF MASTERS. VOTE ON WHO IS MOST LIKELY TO DIE.
 * Masters need to be able to adapt, form allies, and improvise in dire circumstances like this Grail War. Focus on who can take advantage of their enemy's weaknesses or properly band together to take their foe down.
 * The Masters themselves can attept to combat Risei himself if they wish, although he is a monster to take down. If Risei dies, Bhishma will likely dissapate regardless of his Ind. Action skill due to his large mana consumption.
 * Vote on Masters as they are eliminated. A master is removed from the war if they either A) Yield their command seals and withdraw intentionally, B) Die, or C) Use all their command seals and their servant dies.
 * You're allowed to vote, even if you didn't send in an entry. However, remember, I will be reading for accuracy.
 * Servants and Masters can telepathically communicate and coordinate even while separated, and under the beckoning of a command seal servants can teleport to their masters, even through strong magical barriers.
 * Masters can still continue to participate in the tourney, even if their servant gets offed. They can pick up servants without masters, and play into the long game. Focus your votes on masters who will get entirely eliminated. If a master is killed and the servant remains, they are still out of the race.
 * Command Seals play an important part here. Once a master has used all three of their command seals to control their servant, they have no sway ultimately over the servant's decisions past feeding them mana, and will be a target for elimination. Masters who are at odds with their servants will generally need to consume more command seals to keep in the game.
 * Remember: Normal Humans < Magi < Servants. Some warriors have outside assistance, but realize that even trained military professions struggle against experience magi. I use Kirigitsu vs. Keyneth as an example of this. The former's expertise in killing mages does jack shit without the fact that he was a mage himself and could counter other mage's abilities via Dues ex Rib Bullets.

The "Plot"
'''Intresting in reading what we have up for the Tourney? '''

A link to a doc with my current progress will be pinned to the Tourney Chat on Discord.



Feel free to recommend ideas, theorize routes, hypothesize alliances, and even PM me or message me on the discord about your ideas for the narrative. Your characters should ultimately be, well, yours, so when I go to write the narrative for this tourney I want to full backing of every member. I will go as far as to rewrite entire sections of the plot if the owner of a character finds it unsatisfactory. Due note however, that alliances should only play into votes in terms of how likely one is to abuse them or use them,not who they team up with and why. Ultimately random chance means many different scenarios will play out, and we can't be certain what alliances will form. That said, recommendations are surely welcome!

If you want this to be an opportunity to expand on your character, or want to give me more juicy details, please do so via PM or discord. While this chat should be a nice place for theorizing, making additions to backstory is something I need to hear mono e mono.

Do focus on the first four eliminations for this vote though. I don't want people to go crazy writing out a plot before we're even halfway through the voting process!