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

The Matous, the Einzberns, the Tohsakas... Fuyuki's circle of mage families have no end to their conflicts, personified by the blood-tainted cup that is the Holy Grail. But the Grail's blood runs dry, and the pavement of Fuyuki city is crimson. Their lines are extinct, the Mage's Association up in the air, and the Church confused as all can be. The Third War ended with every master and servant slaughtered, the grail was never tainted, but no wish was made.

The timeline is in dissaray, and the greatest magical treasure has disappeared from the prying eyes of mages around the world. Years pass, and the it eventually forgets Fuyuki, the families, and the Grail. The destructive conflicts of servants have been dormant for nearly a century, and the golden chalice is silent.

2018, Paris France. The Louvre Museum reports a massive break in, and the destruction of the Mona Lisa, among other great arts. But as the world turns its eyes to the city of the World's Fair, the world of magecraft underneath flies into an even greater panic. The Global Grail War has been announced from an anonymous source, and masters have been discovered around the planet, making their way towards the greatest french city.

In a gambit to preserve secrecy, the Mage's Association evacuated much of the city, but many remain, unware of what is about to occur. A new grail war beckons to begin, one with drastically different rules.



'''Now, It's time to decide.  WHO IS THE DEADLIEST?!''' ROUND 1: THE WAR BEGINS

A Letter to Ambitious Mages.
Why was a war for omnipotent power, with the most potent magecraft seen in centuries, localized to a single city?

Pride, and Greed.

''These families wanted power for themselves, and themselves only. Sadistic bloodlust, misguided heroism, it was all the same sludge from a different angle. But the world's ambitions are too big to be contained in this small chalice.''

Paris beckons, and the promise for an unyeilding wish from an artifact of legend, only touched by the same seven hands with different faces.

''The Mage's Association and Church, you already know who I am. You're welcome at the betting table, not in the race.''

''Mages of unknown history or make, it's time to make your mark on the world. From the poorest street artists to the richest lineages, all are equal in ambition. Let's see which one of you has the largest stake.''

I only give five rules.

A vaincre sans péril, on triomphe sans gloire.
 * There shall be no outside help. I'll keep a close watch on who you decide to bring to the city, and don't think that trick will work.
 * There shall be no masters or servants leaving the city once entered. Your battlefeild is wide, not infinite.
 * There shall be no puppets. You come on your own inititive, and won't represent some larger power.
 * There shall be only one servant alloted to each master.
 * There shall be no foul play with bystanders, and persons outside of this game.

~ RK 

The Masters and Servants of Global War


{| class="wikitable mw-collapsible mw-collapsed" ! Knor Seigel and Hamlet (Dargoo Faust)


 * -|Servant=



"I was a king in history, killed thousands of Danish traitors and courted dozens of women. That fool made me hate that, and I hate him for it."

- Amleth


 * True Name: Amleth
 * Class: Assassin
 * Master: Knor Seigel
 * Alignment: True Neutral
 * Title: Crownless King
 * Weapon: Rapier and Two-Handed Sword
 * Catalyst: First manuscript of "Hamlet"

History
Assassin is Amleth as well as Hamlet, the former being a figure of Scandinavian myth that the later, created by William Shakesphere, was inspired from. He is a character of controversy, mainly spurned through Shakespeare's ambiguous interpretation of him, representing a fluctuating set of ideals that contradict themselves and lead to drawn out bloodbaths and deceit. While his mythical origins are much less known, his fictional successor became an icon of culture for centuries.

In his original interpretation, he was much more ruthless and brutal, where much of his signature indecision and humanitarianism was instead that of an ideal Warrior-King, who swam in brothels of Women, terrified his enemies, and killed his father-in-law after discovering his murderous plots. His father, Horvendill, after returning from a war-bound expedition, was brutally killed by his brother Feng, who claimed his brother's wife for his own and took hold of what was modern day Denmark. Amleth, fearing that he would face a similar fate, pretended to be mentally insane, and was subject to various trials in order to verify this fact including an attempted seduction by his sister.

After Amleth killed an eavesdropper (proto-Polonious), Feng ultimately discovered that this madness was an illusion and sent the prince to a death in England. Amleth's cunning saved himself once again, however, as he escaped the ship and altered sealed documents to order the deaths of his captives and the hand of the English princess. When he arrived at his homeland, he killed his stepfather with his own sword, and put the rest of his court onto wooden hangings before lighting the palace aflame while they were in a drunken haze.

Shakespeare's interpretation changed the nature of his Heroic Spirit, however, giving him a conscience, something he dreads to this day. Instead of killing usurpers and using his cunning to exact brutal vengeance, he now spent hours of each day repenting his actions that caused the death of all of his friends and family, especially Ophelia.

Personality
This duality of ancient myth and modern reinterpretation is what defined Amleth as a heroic spirit. Hamlet makes no distinction of good or evil, nor does he make any distinction of orderly or chaotic, due to his different interpretations and his hollowness as a fictional character. What little emotions he feels are obsession and frustration, mostly directed towards himself. Most of his meaningful actions are actually made as a means to balance out his tattered personality. He has a trigger in hearing about Shakespeare, who he holds in great contempt in for forcing emotions onto his character that were never meant to be there. Surprisingly, he has a warm side towards those he deems as trustworthy and those who recognize him as a proper King.

Wish
Amleth's motivations for the Grail surpass those of his master; he desires to wish away his own existence from history, at the very least the play that gained him enough notoriety to become a Heroic Spirit.

Abilities


Hamlet is one of the lowest ranking servants in the Global Grail War, often outclassed in speed, strength, and even mana. Instead, he thrives on his cunning and outward appearance, being one of the few servants in existence that are able to mask their presence from other servants. Alongside his other abilities, he uses this to pull of intricate executions through careful manipulation, even going as far as to form long-standing friendships before violently ending them. He kills indirectly, preferring to use poison or his Nobel Phantasm to leave his opponents raving on the floor, waiting for them to ask for death before granting it. He also has a very high Luck stat, which allows him to escape unfavorable situations, this skill being amplified by his Phantom Eyes.

Skills

 * Class Skills
 * Presence Concealment (C+) Like other Assassins, Hamlet can conceal his presense visually and magically, however this becomes much less effective when he is preparing a physical attack. However, this does not apply to poisons or indirect killings.
 * Personal Skills
 * Mental Pollution - (B+) Mostly from his Hamlet persona, Amleth is in constant mental turmoil, although it's more of a controlled storm. Despite an inner grasp on his madness, it makes any attempts at mental attacks or mind reading come out as incoherent screaming.
 * Powerless Shell - (A) Amleth in his normal state is indistinguishable from a normal mage, although he comes off as pretty deranged. Even strong magical detection barriers and other servants need close concentration in order to even note that he is strange.
 * Charisma - (C) Despite having a off-putting personality, Hamlet is actually in a tight control of his outward appearance and emotions, although this is a bit of a tug of war. He's very good at convincing people that he's not really what he actually is.
 * Phantom Eyes (B) - Famously interacting with the forlorn spirit of his father, Hamlet can use a form of Mystic Eyes that allows him to perceive and interact with the spirits of the recently deceased, outwardly appearing to be speaking to himself. He uses this ability primarily for recognizance; he uses wandering spirits to spot hidden enemies and tell when danger is near.

Nobel Phantasms

 * Not to Be [Anti-Unit (Self)] - (A) Hamlet's inner turmoil becomes visible on his exterior, as he struggles between his bloodthirsty Danish/Medieval side and his charismatic humanitarian Renaissance side, flipping his personality into that of pure combat. He loses many of his skills like Presence Concealment, Powerless Shell, and Charisma, but his Stats are flipped; his Strength, Endurance, and Agility become rank A, and his mana and luck go down to rank E. This also constitutes a Class Change from Assassin to Saber. As a consequence of limiting his own mana, this state is strenuous, and drains every mana source available without preparation. He can't use his rapier, either, resorting to his two handed sword.
 * Rosemary [Anti-Unit/Anti-Mind] - (C) Hamlet's Rapier. Its noble phantasm doesn't go into effect until after it touches the blood of his enemy. Although less effective on Servants, especially of the magic resistance classes, once wounded the victim will begin to experience a deep depression or violent madness caused by constant flashbacks to moments they regretted in life. This is much less effective, however, on people who have very little regret (like Blondie from Stay Night). Like Diarmuid's Gáe Buidhe, its effects don't wear off until the weapon or the wielder is destroyed.
 * Columbine [?] - (?) Hamlet's Two Handed Sword. It starts as a level D/E phantasm at first, but the more Amleth feels he has been injured, spurned, or betrayed by his foe, the higher its rank becomes, even reaching rank A if he is near death and is stripped of all his honor. Theoretically it could go all the way into A+ and EX ranks, however this is extremely circumstantial. While it is normally an anti-unit phantasm, it's higher ranks can reach into the realms of anti-army and anti-fortress phantasms, with no upper limit.

Trivia

 * Hamlet is nicknamed Hannah by Tanis Faucheux.


 * -|Master=



"I hide, I steal, I kill, because that's who I am. I'm a survivor. All you've done is made that job ten times harder."

- Knor, to Amleth


 * Name: Knor Seigel
 * Gender: Male
 * Nationality: Canadian
 * Alignment: Chaotic Neutral
 * Age: 24
 * Affinity: Bounded Feilds/Wards

History
Knor Seigel had always been scared of what the world had to offer. His youth was spent in northern Quebec in the wilderness, raised by his grandfather and grandmother whenever his parents would be on business trips to Vancouver. His life changed, however, when he learned that his parents worked for the Mage's Association, and of the existence of magic, which was always kept as a closely guarded secret from him. Stealing a book from his father's secret archive on wards and protective magic, he began to intensely study it and try and see if he had the capability for magic so he could accompany his father and mother on their trips. He would play around with different barriers by applying them to himself, thinking they were meant to protect from physical damage and constantly thinking he was failing. When his father found the stolen book and confronted his son, he attempted to use a memory-wiping spell on him, before all the wards Knor had used suddenly backfired and sent the spell back at his father with such power that it completely wiped his mind. Knor picked up his book and accidentally some papers his father was carrying and ran away, leaving his father dying on the floor since he forgot how to breathe.

He eventually found an abandoned cabin in Newfoundland that he called his own, and lived in solitude, with his work on wards being the only thing left for him. He went through the book and by combining spells made larger and better wards, eventually reaching mastery by picking apart the spells themselves and making completely new ones. Around the time of the Holy Grail war, he found that the papers under his book were a page of the first manuscript of Hamlet handwritten by William Shakesphere, and a page instructing him how to summon a servant. Trying the spell for himself, he becomes the _th master, forming a pact with Hamlet, otherwise known as the Scandinavian 'king' Amleth.

Relationship with Servant
Knor is initially distant from Amleth, not sure what to make of him. In reality, Hamlet is sizing up Knor, toying around with his emotions and trying to get an image of who he is. He is manipulated by his Servant in participating in the Holy Grail War, not by his own motives, although he eventually discovers his desire to have a normal life with his mother and father, not one isolated from the outside world. If this continues for a while, they eventually have an explosive confrontation, however Hamlet learns through this to respect Knor and even trust him, as Knor opens up onto him and reveals his true tragic emotions towards his family. Both would have a close conversation where they would be brutally honest to each other, and eventually work far more closely together.

Strategy
Knor is a survivalist, and is not above using underhanded tactics and even murder. He highly values his own well being as he has never really formed meaningful connections in his entire life, and is highly unlikely to form allies (that being said, if he does he'll form a very tight bond with his allies, as he's never really had people he could trust). He knows how to avoid human contact and is especially paranoid, often placing intricate magical detection systems around where ever he takes residence in.

Magecraft

 * Bounded Field - Knor also builds an iron-defense with a variety of magical barriers and wards that surround him, and has an invisible shell around him built over his entire life that reflects most light and moderate magecraft attacks. Powered by the family crest covering his entire back, he has fed this field around him with a lifetime's worth of magical energy. It's more powerful when he's actively keeping it up, but he's invested so much mana over such a long time into it that it can protect him from surprise attacks with less success. It only interacts with projectile spells and curses as opposed to physical attacks. It can also function as a massive reserve of Mana to fuel his servant, however he will only tap into that as a last resort.


 * Spell Reflection - Knor's barrier, when he's actively keeping it up, reflects light/moderate spellcraft spells with unpredictable and catastrophic reactions to both Knor and especially the spell's caster. Advanced spells that were cast with his barrier in mind, however, can bypass this with some difficulty. Even a small magical flame produced within its radius can create a massive explosion the size of a house. Knor's wards, however, usually keep him relatively unharmed. While it can't block stuff indirectly manipulated by magic (rocks launched by a magical attack) it reacts to direct magecraft creations and manifestations (a familiar made from rocks). In the case of familiars and lower magical beings, they either violently explode or slowly break apart in his vicinity, and enchantments become less reliable.

Physical Weapons
Knor is a seasoned hunter, having had to get his own food and water from the wilderness around him or by stealing from small towns when it came to getting books and entertainment. He has a hunting rifle, crossbow, and other survival gear.

Knor is also experienced in stealth and guerrilla combat, although this was mostly limited in his escapades in combating local authorities and stealing from small towns.


 * Savage Model 99 - A lever action hunting rifle. Has a mounted rifle scope, and uses .38-55 Winchester Rounds. Average range is 300-400 yards.
 * Hunting Crossbow - Knor uses a hunting crossbow of unotable make, although it resembles a Horton Scout. It uses modern crossbow bolts and shoots one at a time, with Knor usually carrying a package of twelve extra arrows. Range is around 20 yards for Kill Shots, although it can still be dangerous up to 100 yards away.
 * Hunting Knife - Knor uses a hunting knife with one serrated edge and one cutting edge, around 6 inches long. A trick that Knor likes to use on his knife is to put a strong magical barrier around it, allowing it to in turn bypass weaker magical defenses when used as a melee weapon.
 * Camouflage Hunting Outfit - Knor has around three leather braced hunting outfits with camo for different environments, although they benefit from northern forest environments.
 * Enchanted Hiking Boots - Knor's greatest steal was from an enchanter from the outskirts of St. John's, which was a pair of hiking boots meant to be sold to the highest bidder among rich hunters. They are enchanted with a weak sound reduction field, making Knor's light movements completely soundless.

Trivia

 * Knor is nicknamed "Cathy" by Tanis Faucheux.


 * }

{| 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=

"A lot of 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" ! Colleen Faraday and Ned Kelly (Battlegames1)


 * -|Servant=

"People called me a brute, jailed and executed me. Even said that my last words were 'Such is Life'. But, life shouldn't be such! The real brutes are the boots that stepped on my people! The real monsters are the suits, ties, and uniforms that killed their freedom."

- Ned Kelly


 * True Name: Edward "Ned" Kelly
 * Class: Archer
 * Master: Colleen Faraday
 * Title: The Bushranger
 * Weapons: "Betty" Snider-Enfield Rifle, Colt Revolvers
 * Alignment: Chaotic Good
 * Catalyst: The Jerilderie Letter

History
Edward "Ned" Kelly was born on December 1854 to Irish immigrants in the farmyards of Beveridge in rural Victoria at a time when Australia was still a British frontier colony. His father, Red, was a former convict who resettled in Australia as a freeman, laborer and gold-digger; his mother Ellen was the daughter of one of Red's employers who was a farm owner. Ned's childhood and adolescent years were rough-and-tumble for most of the time - despite an adequate education until his adolescent years, the stability of his lifestyle was not as adequate due to family resettlements, financial issues and brushes with the colonial police force. In fact, when Ned was 12 years old, his father died after he was imprisoned; and just 3-4 years later, Ned was harassed by local police in connection with several charges and conspiracies such as assault and livestock theft. Although such crimes were common in the era, the Kelly family received more attention from the police than other suspects in connection with them - fuelling the inner hatred that Kelly has for what seemed to be police harassment spiralling into police brutality.

Ned's connections with the outlaw lifestyle began in 1870 when he became an accomplice for notorious bushranger Harry Power who provided the young Ned with the lowdown on bush survival and strategies to aid in the bushranging business; in return, Ned accompanied Harry in committing highway robberies. This connection may have been short-lived due to untimely arrests and long prison sentences but to Ned, the knowledge couldn't be any more useful and valuable. Following his release in 1874, he relapsed into the life of crime by working with his mother's new spouse in the theft of horses and cattle; his true descent into becoming the folk legend he is, however, started in 1878 when a Constable named Fitzpatrick intruded into the Kelly household forcing Ned to shoot him in self-defence... well that's the version of events according to Ned, but according to Fitzpatrick, it was more pre-meditated and geared towards potential murder. Following this, Ned and his brother Dan fled to the bush while Ellen and the rest of the Kelly family were arrested and imprisoned for their complicity in abetting wanted criminals - and in the latter case, the police hoped to lure the brothers out of hiding to save their beloved.

This trick didn't work however, prompting the Victorian police to go out into the bush and look for Ned themselves. Again, the plan on the part of the police failed leading to the renowned incident being called the Stringybark Creek murders in which 3 Constables were killed. Following this, the Kelly Gang (Ned, Dan and their two friends Steve Hart and Joe Byrne) began their spree of Robin Hood-esque robbery from the rich banks and charity to the poor and poverty-stricken of the Victorian "squattocracy". Such acts have led the Kelly Gang to become a legend and gain public sympathy and support among the local Australian populace - one that was further enhanced by the raidings of a sheep station, a police station and a hotel complete with hostage-taking.

It all came to a rather abrupt end in 1880 when the Glenrowan siege occurred. Despite equipping themselves with their iconic armour and police-issue firearms at Glenrowan train station, it was the escape of one of the hostages that pulled the Kelly's plans apart - and by the morning of 29 June, the police descended upon the station and the gang with great fury and force, killing Steve, Dan and Joe (Joe by gunshot, Steve and Dan by fire) while also seriously wounding Ned.

Ned was sentenced to death by hanging on 29 October and despite the public's outcry for their folk hero, the execution happened on 11 November with Ned seemingly being a bit... calm about the occasion - his last words being "Such is life". Despite being buried in Melbourne Gaol alongside other condemned criminals shortly after execution, his remains were stolen and have never been recovered - all that is left of Kelly and his legendary status are the memorabilia and printed records of his existence in museums all over the country.

Personality
Due to the turbulence of his upbringing under not-so-sophisticated circumstances, Ned often presents himself as rather hotheaded, arrogant and looking for the thrill of the fight even where there is none - an anti-heroic personality one might say. Indeed, Ned see himself as an anti-hero using the ends to justify the means. But there's more to him than that - there are certainly aspects of heroism that lie within the flawed man. The plight of his poor and starving brethren has instilled with him a sense of paternal compassion which means he will fight to protect anyone he cares dearly about even if it means risking his own life. Gratitude, loyalty and respect are other traits that set Ned apart from your stereotypical outlaw - as long as you throw your undying support for Ned, he will reciprocate that tenfold. When combined with his fiery temperament, these qualities turn Ned into a very driven and courageous person who will do all that it takes to prevent his comrades from falling in battle - strategy may very well also exist in his mind but duty is foremost.

Wish
Because he feels that he, his family and the entire Irish immigrant population of Australia have been unjustly harassed and betrayed by the corrupt colonial government in his day, his wish is to simply seek justice and reparation for the poor and poverty-stricken families that not only have existed in his day but continue to exist in the modern world.

Skills

 * Class skills
 * Magic Resistance - (E--) Is one of the Three Magic Resistant Classes. Kelly never encountered magecraft in his life, nor was he ever familiar with it, and he was born far after the Age of Gods. He receives a negligible decrease in spell effectiveness, nearly indistinguishable from that of a normal servant.
 * Independent Action - (A) Independent Action is the ability to remain independent even when rejecting the Magical Energy supply from one's Master; the ability that allows for action even in the absence of the Master. At an A rank, it is possible for a Servant to stay in the world for about a week without a Master. It is also possible for a Servant to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary.
 * Personal Skills
 * Clairvoyance  - (C) Clairvoyance is a visual ability that is also called 'Eagle Eye' which connotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons. At a C rank, Archers are capable of keeping track of fast-moving object within a range of four kilometres
 * Protection of the Mighty Bush  - (B+) Just like Sherwood Forest in the tales of Robin Hood, the Australian bushland serves as a defensive outpost for Kelly, especially considering that it is there that Kelly was born and raised as an outlaw. As such, this Skill increases Kelly's Luck by 1 rank and renders him undetectable through magic and other servants while out of combat, although he has to be surrounded by nature for it to be activated.
 * Sympathy for the Outlaw  - (B-) There's no denying that Ned Kelly, despite his methods, was trying to do his best in highlighting and correcting the plight of the poor people that surround him and (like him) are fed up with the "Squattocracy" system they live under - even the police in his day that tried to capture him admit that he "weaved a certain halo of romance and rough chivalry...which was worth a good deal". Although he isn't a leader of a country or army, Kelly's special kind of charisma helps him to avoid capture out of battle.
 * Bravery  - (B) Of course who can forget the Ned Kelly Gang that he formed with his friends such that he would fight with them to the bitter end? Ned Kelly's acts of dangerous but thrilling infamy have led people to regard him as a courageous and independent spirit who is unafraid to back away from any fight - even if he has to make a last stand in order to prove his point.

Nobel Phantasms

 * Betty, My Beloved High-Caliber Friend  [Anti-Unit/Anti-Team] - (D~A ) Kelly's most prized personal rifle (a .577 calibre Snider-Enfield to be precise) in life. Although magically-infused firearms are a rarity in the Fate universe, Betty's significant role in shaping the Ned Kelly legend allows the rifle to become one. The effectiveness of this weapon as a Phantasm against Servants is reduced down the ranks as the distance between Kelly and his opponent is closed.
 * Glenrowan, The Last Stand [Anti-Unit] - (D) Another of Kelly's magically infused firearms - this time a pair of Colt revolvers that he uses at closer ranges than his rifle (and most of the time he wields akimbo). Although he holds 11 rounds altogether in these revolvers, Kelly cannot reload these revolvers once all 11 are spent; hence, Kelly has to be very careful about when and where to place his shots.
 * The Armour of the Bunyip [Anti-Unit(Self)/Anti-Mind] - (EX) Kelly's iconic suit of Armour that, while made from ploughshares, has protected him and his comrades in their armed engagements. When this Noble Phantasm is activated, Kelly's Stats/Ranks are altered, increasing strength and endurance/durability while reducing agility. Furthermore, the armour reduces a combatant's mental acuity significantly for as long as Kelly wears it, cancelling skills like Eye of the Mind and Clairvoyance. Particularly devastating against enemy archers.


 * -|Master=



"[He's/She's/You're/I'm/That's] apples, mate!"

- Colleen's most (sometimes unintentionally) repeated phrase in conversation


 * Name: Colleen Faraday
 * Gender: Female
 * Nationality: Half-Irish/Half-Aboriginal Australian
 * Alignment: Lawful Good
 * Age: 29
 * Affinity: Nature

History
Born in the northern Australian city of Darwin, Colleen was the only child of Adam Faraday, a former Irish Army Ranger who settled down in Australia after his discharge, and Gisela, a Yolgnu Aboriginal social worker whom Adam had met whilst on tour of the Northern Territory. Although Colleen's early childhood was relatively peaceful, this was cut short when 2 things were discovered about her: that she had Asperger's Syndrome and thus had difficulty socializing with other children, and that she possessed magical circuits. The latter condition, particularly, caused a breakdown in the family dynamics since Gisela wanted to make use of her child's latent abilities and train her based on books about magic, mysticism and the occult that her Aboriginal community have read about from a visiting Mage; Adam, due to being the black sheep of his family for disassociating himself from his family's ties to the Mage's Association, wanted to suppress these growing new abilities and have her lead a 'normal' life. Although divorce was not immediate, an estrangement between the parents developed with Adam forcing Colleen away from magic (and her mother) and receiving therapeutic help for her mental condition while Gisela, in secret, has been showing Colleen the books on thaumaturgical theory, spell casting, etc.

While she loved both parents equally, this divide in lifestyle confused Colleen to the point where she argued with both of them frequently. Finally, when Colleen was 18 and finishing her high school education, the divorce finally came and Colleen, feeling emotionally damaged, ran away from home determined to live the life that she wanted. Living in government housing and employing herself as menial labour, Colleen spent most of her days indoors reading up on and practicing the magic that lay within her. She sought out the help of Gisela's Aboriginal mates (and elders) who taught Colleen how to use her magical abilities in tandem with the natural world around her - learning to contact and 'become one' with the spirits behind the Australian landscape (in the outback, the bushlands, the creeks and rivers, the air, etc.) so as to use them as an outlet for her rather hyperactive mind and imagination. In the process she has also been privy to Australian Aboriginal folklore, rituals, art and dance to the point where she becomes very obsessed with it.

What the Aboriginal elders were unable to help Colleen with, however, was how to cope with some of her more specialized abilities (a fact she found out the hard way when she accidentally converted a telegraph pole into a tree). To this end, Colleen reluctantly traveled to Ireland to look for more guidance on how to unlock her abilities - and it is her arrival that attracts the attention of the Irish branch of the Mage's Association. Although they offer her a place among them, she senses that a trap lays within (subconsciously remembering her father's warning about 'sealing designations') and thus sought refuge under her father's wing in Dublin. For the next 5 years, Adam protected her daughter (as well as himself) from the Association - and it is during these turbulent times of seclusion that she learns of the Holy Grail War. Although her father was reluctant to let his little girl go, Colleen was determined to use the Grail to ensure that no other potential child in the world had to go through what she experienced. Hence, she ended up choosing a... unique Servant that the Association never expected and one that was based on a folklore tale she heard back from her days in Australia - the legendary outlaw Ned Kelly.

Personality
Colleen is afflicted with Asperger's Syndrome (a milder form of autism) and although she was diagnosed with it early on, the divorce of her parents left treatment of it in limbo. As a result, she experiences some difficulty when it comes to social/conversational interactions with strangers, adolescents and adults (except when around Ned, her parents, children or the elderly). Some of the time she will be withdrawn and a bit shy because her mind tends to race, and at other times she will have no filter or volume control on what she says (coming off as obnoxious at times if not controlled).

However, in spite of the difficulties, she is a very very cautious person with a great attention to detail - she will always keep an eye out on everything around her and avoiding any potential hazards she manages to spot (which may come off as being a bit unpredictable to some people). She also has a great degree of focus which, if pointed at the right direction, will drive her to accomplish whatever goal is foremost in her mind - even if her adherence to following some 'rules of engagement' (as inculcated in the texts she has read) does irritate her Servant in some fashion.

Relationship with Servant
The relationship between Colleen and Ned is akin to that of brother and sister albeit, the sister in this case is austere and seeking control/order over Ned who comes off as Colleen's rather bratty and self-entitled younger brother - after all, Colleen likes to think that she knows about the 'rules of engagement' when it comes to fighting, while Ned is a more 'outside-the-box' risk-taker. Seeking advice then from each other becomes rather difficult especially if neither can make any headway or both end up stuck/out of ideas.

In spite of this power struggle, they share a deep protective, almost familial/clan-like, bond owing to their shared Irish heritage and similar upbringing in less-than-illustrious circumstances and will not hesitate to pull each other out of any mess that either or both of them wind up in.

Strategy
Because neither she nor Ned possess any combat-ready melee weapons, the duo will spend as much time keeping their distance in combat with Colleen finding at least some way to make herself invisible to other combatants while also passively assisting Ned with her powers (and her boomerangs if need be). Since she has a reference guide/maps of Paris, she can help herself and Ned find places to hide and either reformulate their strategy or prepare for an ambush. A favored tactic of theirs is also seeking out higher ground whether it be up a tree, hill or a building/wall.

Magecraft
Mystic Eyes - Mother Earth: Due to Colleen's "physiological mutation", she also has acquired a mutation in her magical circuits especially in the area around her eye. With these Mystic Eyes, Colleen is granted the power to interfere with the outer world. They usually work like Single Action spells and are activated through the use of mana. In Colleen's instance, thanks to years of meditation in the Australian outback connecting with Gaia, her Mystic Eyes grant her to the ability to manipulate the natural world around her.


 * Reclamation: This ability allows for Colleen to focus her mana on a specific man-made object within her surroundings (excluding man-made objects possessed by other Mages and their Servants) so that it can be taken apart and, if she so decides, reconstituted into a natural item (be it a mass of sticks or vines to a giant boulder or tree, depending upon the object).
 * Overgrowth: When surrounded by any plant matter, Colleen can use mana to manipulate it in such a manner that it grows or shrinks at an exponential rate such that it can be used to clear obstacles or grow onto and restraint enemies.

Physical Weapons

 * Boomerangs: During her stay with the Aboriginal community, she became fascinated with the boomerang not just as a tool for hunting/distracting/potentially maiming but also as a mode of distraction should she ever become bored and her electronic mode of entertainment (more on that below) is unavailable. She carries at least 3 on her.
 * The usual equipment of food, water and Euros packed up in a simple rucksack
 * iPad: Before she left for Paris, Colleen spent most of her time copying as much information as she can from her thaumaturgical texts onto her electronic device (since such texts are not available in the public domain); other than those notes, her iPad contains other reference material (like maps, encyclopaedias, books about history and geography, etc.), a copy of the Jerilderie Letter, puzzle apps (like crossword and sudoku) for mental stimulation, and music to help calm her down in case of sensory overload.


 * }

{| 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" ! Dante and Theseus (Duncan322)
 * }


 * -|Servant=


 * True Name: Theseus
 * Class: Berserker
 * Master: Dante
 * Title: Champion of the Labyrinth
 * Weapons: Xiphos
 * Alignment: Neutral Good
 * Catalyst: A Peice of Ariadne's String

History
Theseus was the son of Aegeus, king of Athens, and of Etra. Aegeus had killed the son of Minos, so Crete laid siege to Athens, which was quickly devastated by hunger and disease, so Aegeus had to accept the conditions of Minos.

The city of Athens had to give a tribute every year to Minos, king of Crete. Each year they had to deliver 14 young people from the noblest families of the city, seven girls and seven boys, who would be handed over to the Minotaur who was in the labyrinth of the city.

Theseus, having knowledge of this, decided to offer himself as an annual tribute despite the fact that his father insisted on not doing so in order to end the beast. In the end he managed to convince him, affirming that if he succeeded and got back, he would put white candles on his boat, and if he had failed, the candles would be black.

Upon arriving in Crete, King Minos himself examined them to confirm that they served as human sacrifices. Theseus, being in court, met his daughter, Ariadna, whom he fell madly in love with. She found out about Theseus' goal and, having also fallen in love with him, decided to help him, because even though he managed to kill the Minotaur, leaving the maze was an impossible task. For that, he handed her a ball of gold thread.

When he entered the labyrinth, Theseus unrolled the ball and then found the exit. When he finally found the Minotaur, the first thing he did was make a detour to try to exhaust the beast. When at last he was exhausted, he confronted him until he expired. Then he followed the thread that his beloved had given him to find the exit.

After the victory, Theseus met with the young men who had accompanied him and with Ariadna. Together, they soon embarked and set off for Athens. During the trip, a great storm took place that made them stop on the island of Naxos. Ariadna, who was indisposed, got off the ship. Some legends say that Theseus abandoned it, others that forgot that it had gone down, and others that the ship went away due to weather conditions. The truth is that the ship left leaving Ariadna on the island and therefore separating the young.

Theseus, due to the euphoria of the triumph, forgot to change the black candles for the white ones. Aegeus, seeing the black candles that meant his son had failed, believed that his son had died. He could not stand it and threw himself into the sea. Theseus decided to call the Aegean Sea, like his father, once he ascended the throne. Thanks to his appointment as king, he managed to unite the peoples forming the Athenian state.

Personality
As a Berserker, Theseus is closer in method to his brutal and unforgiving persona exhibited during his trials against the bandits, rather than the wise ruler that he was in his later life. The Mad Enchantment robs him of much of his wits, however he still retains a calculated approach to combat, and has a vindictive attitude towards his opponents, looking to punish them for their wrongdoings.

Wish
As a Berserker under the Mad Enchantment, Theseus lacks the capability to form a wish for the grail. Although, should he be given the opportunity, he would wish away his pride in triumphing the maze, which had led him to lose both his love and his father.

Skills

 * Class skills
 * Mad Enchantment - (C) While Theseus was a kind and just king, his personality during his trials was unforgiving, relentless, and downright inhumane. While under the mad enchantment, Theseus is more instinct driven and doesn’t interact much with his opponents in terms of speech, however he retains the deadly tactics he maintained in his life. His strength is increased because of the enchantment, despite having comparatively poor feats.


 * Personal Skills
 * Battle Continuation - (B) Can continue to fight even with lethal wounds. Theseus’s legendary fight with the Minotaur and many other beasts involved him receiving grevious wounds that never hindered him from catching his prey.
 * Beast Killer - (A-) Theseus was known for hunting down various legendary beasts and wild animals, and at A rank this skill allows him innate knowledge in tracking and hunting down magical animals and Servants who have undergone a transformation into a beast.
 * Divine Protection - (B+) Theseus was favored by several Greek gods, including Athena, who guided him on his journey through the labyrinth. At B rank, this skill allows him to strategize and form tactics in combat despite losing his sanity to the Mad Enchantment. Due to the favor of Poseidon, this lowers the rank of water-based attacks against him by one, and allows him to walk on water.
 * Brutality - (C) During his trials, Theseus thought of horrendous methods to kill the various bandits that threatened the land, based on their own sins and examples of hubris. While he is under the Mad Enchantment, he still slowly analyses his opponent, looking for the most brutal way to punish them for their wrongdoings, if they commit any.

Nobel Phantasms

 * Ariadne’s Favor: The Abandoned Queen [Anti-Unit (Self)] - (B) The gift of his lover, and his most trusted phantasm. While deployed, it guides him and his master to favorable situations, and increases his luck stat to rank A, however it passively consumes mana, and cannot be constantly active.
 * Minotaur Buster: Maze's End [Anti-Unit] - (A+) Embodying the myth of Theseus defeating the Minotaur in one on one combat, he abandons his weapons to initiate a high-risk, high-reward attack on his enemy. While it is activated, his Endurance is lowered to rank E, however he braces his enemy into an inescapable lock within his arms, making conventional physical attacks difficult to execute. This attack only ends with the death of him and/or his enemy, and without Ariadne’s Favor active, it is more likely for him to perish with his enemy.

Trivia

 * -|Master=




 * Name: Dante
 * Gender: Male
 * Nationality: Colombian
 * Alignment: Neutral Good
 * Age: 20
 * Affinity: Rune

History
'Dante' had a family of good economic resources that treated him well. Fine parents, you name it. However, while his family was on a business trip to Paris, their plane experienced a fatal malfunction, crashing into Farmland hundreds of miles away from the city. However, Dante miraculously survived, awoken by an masked mage and without a single clue of his past.

The Magician took pity on the child and named him Dante, although his version of pity was forcing the child to be his personal servant and assist with his experiments in Magecraft, never explaining why he even decided to save Dante in the first place. Eventually, the mage revealed that Dante has a surprisingly extensive set of magical circuits, which activated and summoned a rune of air that suppressed his fall, and offered apprenticeship, intent on using Dante to publish a paper on resurfacing of Runes as a form of magecraft.

Dante reluctantly accepted, although he looked for a way to escape the mansion, looking for a reason and rhyme in his sense of self and his past. However, this moment never came until the year 2018, where, suddenly, a mysterious symbol appeared on his hand. His mentor had been acting frantically at the time, attempting to summon something, but would hush and push out Dante when it came to the details. Eavesdropping while his mentor enacted some sort of chant, Dante accidentally became a master in the Global Grail War, with the Berserker Theseus recognizing him as his master, not the mage.

Theseus helped Dante escape from a furious magician, and while Dante still has no clue what exactly is going on, his servant... no, his new friend, carries him towards the city of Paris.

Personality
In the beginning he was somewhat shy, but with time in his adventures he lost this trait, he had more confidence in himself, and with his partner he decided that anyone he knew would try to get along but if they get in the way of him and a treasure not will show mercy

Strategy
Dante doesn't exactly have a strategy, nor does he know exactly what his going on. While he knows from the small exchanges of dialogue with his servant that there is some sort of tournament or war, he is simply attempting to survive and learn why people are trying to kill him and his friend.

Magecraft
Learned from the wandering Magician, Dante is unaware that he possesses a fine talent in the creation of runes, an art thought to be lost to ancient Celtic Mages. Utilizing a Magical crest inactive for most of his and his family's history, he can produce three different runes to set traps for unwary opponents.

Kaun - The Fire Rune: A small glowing red rune that functions like a land mine, setting off a small, potentially fatal explosion if stepped on. It can be spotted by wary mages, however.

Hagall - Wind Rune: Can only be used in an open environment, typically placed outside of building entrances as a ward/trap. Invisible, but can be detected by trained mages or by its signature gusts of wind. It sends enemies that step on it flying dozens of feet into the air, typically killing lower level magi and humans.

Logr - The Water Rune: An invisible rune that slowly drains the magical circuits of enemies in its immediate vicinity. Like a rapid undercurrent, it tows away magic and limits his opponent's skillset, however it is largely ineffective against servants and higher thaumaturgy.

Physical Weapons
Dante is only equipped with the bare essentials: a backpack with food, water, and a map of Paris.


 * Improvised Flashbang Grenades - Stolen from his mentor's mansion, Dante has a pair of stun grenades that he uses as a last resort to attempt to disorient masters and make an escape.

{| 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: Lawful 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 came true, and Manoah's wife gave birth to a son, who she named Samson, and the couple raised him according to the angel's directions.

As a young man, Samson left his home to travel throughout the cities 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 objections, they eventually agreed. At the wedding feast, Samson made a bet with his groomsmen over whether they could give the correct answer to a riddle. After threatening Samson's bride, the groomsmen gave the correct answer 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 with his great strength 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), depriving him of his strength. He was easily overpowered and imprisoned.

The Philistines tortured Samson, and forced him into a life a slave labor. To celebrate Samson's capture, the Philistines prepared a public sacrifice in the temple of their god Dagon, and brought him 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 defeated 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.

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 sworn to serve 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 Me Die With The Philistines, then 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.
 * 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: Earth

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, or rather she wishes for the Grail to be in safe hands. 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 Elemental Magecraft: The magi of the Lloyd clan have always been adept in various forms of magic relating to the natural world. Rhoswen's particular form of magic focuses on the manipulation of natural minerals and metals. 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, named for 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.
 * }

{| class="wikitable mw-collapsible mw-collapsed" ! Princess Urduja and Mercy (Venus01)


 * -|Servant=


 * True Name: Urduja
 * Class: Saber
 * Master: Mercy-Noelle Reyes
 * Title: The Fighting Princess
 * Weapons: Kampilan
 * Alignment: Neutral Good
 * Catalyst: Elephant Tusk Gifted to Ibn Battuta

History
Various different kingdoms in the Philippines were in a crisis, due to the prominence of the Shri Visayan Empire, littered with political dominance, conquests, and wars. After years of bloodshed had depleted the male population, the women of the land took arms out of necessity, and took the place of warriors on the battlefield, developing a high art of guerilla and naval warfare to preserve their political state.

Pangasian was notable among these kingdoms, and no ruler of the time was as legendary as the young and beautiful princess, Urduja. She had the reputation of a talented warrior without peer, and had absolute control of her land, ruling that no king would take the throne he could defeat her in one on one combat. No man would challenge her due to fearing shame and defeat, so Urduja's entire life was spent as a leader of her country. She personally led an elite battalion of female warriors dubbed the Kinalakian, dubbed the Philippine Amazons.

Urduja's legend originally came from letters from Ibn Battuta, a visitor from Moracco who refused Urduja's counsel due to the notion that the denizens of the Philippines islands were "savages". Determined to disprove this fact, the princess personally called the travelling merchant to her palace, chastising the man and presenting him with bountiful exotic spices and gifts, including two entire elephants.

Personality
Urduja is a woman of honor, vauling a good and fair fight overall. In her mind, to win without honor is to belittle the reputation of her people to the savages that travelers such as Ibn Batuta perceived them to be. Her status as a ruler and a warrior make her a formidable opponent in battle with her ability to think quickly on her feet in a fight as well as being able to strategize the best way to bring down opponents. She is also able to easily adapt to situations, an ability gained over the years with the Philippines undergoing multiple changes throughout local wars and being conquered by larger powers forcing the people to assimilate parts of their conqueror's culture in order to adapt. She holds no mercy for those who belittle others, and especially for those who put down her people, but for those who display honor and kindness to her will receive the same courtesy. Sometimes she will even go as far as to want to help them should they be heavily injured with food and protection until they have recovered enough to give her a fair fight another day.

Wish
After years of witnessing her people be trampled by other countries, she only wishes to grant the Philippines true freedom by giving them the power to stand as equals with the world's greatest powers. ​​​​​

Skills

 * Class skills
 * Magic Resistance - (E) Is one of the three magic resistance classes. Due to only hearing about magecraft from legends and never personally encountering it, Urduja only receives a slight decrease from the damage of magical attacks.


 * Riding - (B-) Urduja was trained in horse riding, as described by the Ibn Battua. While her legend never described her as such, this skill allows her to to ride horses with great skill, and other vehicles with the skill of a novice.


 * Personal Skills
 * Royal Hospitality - (EX) A skill that denotes one’s ability to host and serve guests. Determined to dispel the notion that her kin are “savages” Urduja has the highest rank in this, being able to conjure food, drink, mounts, and valuables, even being able to summon ships and elephants, focusing on making her master or any allies as comfortable as possible. This skill cannot be used during combat.
 * Eye of the Mind (False)  - (C) A natural talent to foresee/sense and avoid danger on the basis of an innate 6th sense, intuition, or prescience. The accuracy of this instinct can be augmented by experience.
 * Instinct  - (B) 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.
 * Military Tactics - (C) 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.

Nobel Phantasms

 * Queen with no Rivals: Fight for the Throne [Anti-Unit/Anti-Unit (Self)] - (A+) If used while in combat, binds her opponent with a magical energy, forcing them to drop all but the most basic weapons, inhibiting skills, magic, and phantasms, leaving the servant only with their wits and physical stats. She initiates a duel with her opponent, until a party yields or a condition set by the opponent is met (first hit, first blood, knock out, etc.). If the enemy yields, the Phantasm dissipates, yet the opponent suffers a rank decrease of each skill, phantasm, and stat when facing Urduja. If Urduja herself loses the match fairly, she will refuse to kill the servant without the use of a command seal.
 * Tawalisi’s Might: Kinalakian Armada [Anti Unit ~ Anti Army] - (C- ~ B-) Urduja was renowned for leading an elite group of warrior-women, dubbed the Kinalakian. She is able to summon the spirits of the warriors that fought beside her individually to aid her in battle, each wielding a C rank phantasm. Urduja can also summon the entire armada at once as a B - ranked anti-army phantasm, however this consumes all of herself and her master’s mana, and is a high-risk, high-reward gambit.

Trivia

 * -|Master=




 * Name: Mercy-Noelle Pagorn Reyes
 * Gender: Female
 * Nationality: Filipino
 * Alignment: Chaotic Neutral
 * Age: 23
 * Affinity: Illusion

History
Mercy was, at first, a kind and caring person. Born to a family of poor underdogs, she was never shown the good life. Between her four siblings, she was considered the runt of the litter, and was always being picked on for being incapable unlike her brothers and sister. However, eventually they realized she had extensive magical circuits, but the result was the opposite of the praise she so craved. Threatened, her siblings belittled her into believing that she could do nothing, causing her to question her own worth and resulting in a poor academic output and lack of self care. Her parents only made matters worse by forcing her to follow the path they arranged for her since they believed she would never be able to achieve what her siblings have done. Years of this treatment have worn her down, destroying the kind woman that could have been. However, when she reached adulthood, she learned that she was indeed gifted. In a fit of rage she swore to prove her family wrong, and practiced magic almost religiously.

Once she was gifted with command seals, she entered the Holy Grail War and traveled with Urduja to France to grant her greatest wish, because even though she strides forward with a desire to prove her family wrong, the scars of their treatment have taken an effect on her personality, and she really only wishes to rid herself of the past that haunts her.

Relationship with Servant
Mercy isn't afraid of using “dirty” tactics, she's fragile and can't hold her own in a fight. Used to trickery to escape situations, she uses magic to weaken opponents or support her servant. She forges alliances only to break them when it's no longer useful to her. All her life she was taught that she was lower than her older siblings, and would never be able to compare to them despite being naturally gifted in magic. In order to prove them wrong, she set out to win the Holy Grail and intends to destroy all those who stand in her way by any means necessary. Anice person on the surface, at her core she's only looking out for her goals and hers alone. However, despite her selfish nature, she can show hints of compassion if one is able to break past her walls, but in the end her desire to win will always overcome her sense of kindness.

Strategy
Urduja wants to prove her people are strong and capable while the master wants to prove to her family that she is capable of winning this war since they're one of the underdogs in the competition. Two really driven people who wish to prove themselves, but their methods are on two different ends of the spectrum. Her main conflicts with Urduja arise there, so they could have problems with how to kill or subdue other opponents and the Mercy isn't beyond forcing her servant to do her bidding. However, despite their differences, both have a sense of respect for the other as women who only want to prove to the world that they are more than the expectations set upon them. This respect makes Urduja the only one capable of convincing Mercy to show mercy, while Mercy is the only one who can make Urduja land the killing blow (before commanding her to by force anyway).

Magecraft
Mercy's linage specialized in a special form of Mental Interference Magecraft, which utilizes a variety of enchanted optic illusions to damper the perception of other mages. She carries with her a sheaf of 12 papers with 3 of each type. When each is revealed, it releases its magic and becomes inert.


 * Checker Shadow Illusion: For 45 seconds, renders a mage without training in mental resistance unable to perceive large differences in luminescence. As a result, at appears that the entire world is cloaked in a shadowy darkness, as if it was nighttime.
 * Figure-Ground Illusion: For one minute, makes observers of the spell switch their perception of Mercy and another object (a lamp would look like Mercy crouched on a table, and Mercy would look like a lamp).
 * Kanizsa's Triangle: Makes sources of light blindingly bright for 30 seconds. During daytime in the outside, this effectively blinds unaware mages, however during the night they can allow Mercy herself to obtain a form of night vision.
 * Ponzo Illusion : Makes Mercy's size appear to be the same size despite distance if viewed, for 45 seconds. If seen from afar, Mercy will look nearly invisible up close, and if viewed from up close, makes Mercy look like a Giant in the distance. Usually used to intimidate or for stealth.

Physical Weapons
Mercy is unarmed, and she relies on Urduja for vehicles and food.

{| class="wikitable mw-collapsible mw-collapsed" ! Marcus Burroughs and Richenda I (LB&SCR)
 * }


 * -|Servant=

"I'll help those in need, but that's the last chance they'll get. "You're either with me or against me", some people say. I like to say, "you're with me until you're against me". Let's see who's against us, Master, and bring them hell."

- Richenda, to Marcus


 * True Name: Richenda I (Richard I)
 * Class: Saber
 * Master: Marcus Burroughs
 * Title: The Lionheart(ed)
 * Alignment: Lawful Neutral
 * Weapon: Knightly Sword/Arming Sword & Heater Shield.
 * Catalyst:

History
Saber is Richenda the First, a famous English king known as 'The Lionhearted'. Born Richard Angevin of Queen Eleanor of Aquitaine and Henry II of England, Richard was a very attractive young woman: with long red-gold hair and a very tall stature. However, Richard's older brother Henry (the Younger), wanted to independently rule England, and recuruited Richard and Geoffrey into a rebellion againt their father, backed by French King Louis VII. However, the rebellion was quickly ended by the superior forces of Henry II, and Richard threw herself at her father's feet, begging his forgiveness. Henry however, bestowed the 'Kiss of Peace' upon Richard; and granted her two castles & half the income of Aquitaine. However, her mother Eleanor was locked away as a prisoner to ensure that Richard cooperated. Richard was then dispatched to deal with the rebellious barons who sided with her, and it was here, during the two-month siege of Castillon-sur-Agen that Richard earned the moniker of 'The Lion' or 'The Lionheart,'and then assaulted Chateau de Taillebourg; a supposedly unconquerable castle accessible from only one area. She took it in two days. However, Richard then again challenged her father a second time by refusing to pay tribute to her older brother Henry. Finally, Henry (the Younger) and Geoffrey invaded Aquitaine, and succeeded in turning Richard's baron's against her. However, despite the odds, Richard succeeded in holding back her adversaries. To make the situation even more embarrassing, Richard allied with Phillip II of France. Then on 3rd September 1189, after the death of her father Henry, she was given the crown. Her first order of business was to stop the persecution against the Jewish, where anyone who committed such acts punished severely. Richard, alongside Phillip II, swore an oath to go on a Third Crusade after Muslim Warlord Saladin retook Jerusalem. After making sure that no one (William I of Scotland, or his youngest brother John) could usurp the throne while he was gone, Richard and Phillip went off on crusade. They arrived in and occupied Sicily from Tancred I, who was holding Richard's sister hostage. Richard made a deal to get her released, in return for her nephew Arthur promising to marry one of Tancred's daughters. Moving on to Cyprus, she conquered it from the ruler holding several survivors of a storm hostage. While this can't be proved, it is said that she had a slight fling with Berengaria of Navarre, and she even accompanied Richard on her travels. Landing in the Holy Land, Richard conquered Acre, Israel. It was here, that while struck down with scurvy, Richard supposedly still picked off guards on the walls with a crossbow... while being carried of a stretcher. However, in the Holy Land, all of his allies abandoned him. Phillip II, in ill health and constantly arguing with Richard, left alongside Leopold V of Austria. However, Richard showed his prowess, fighting the warlord Saladin at Jaffa and Arsuf. However, these victories couldn't bring the Crusaders Victory, and with both Phillip and his brother John attempting to usurp her throne, he and Saladin signed a settlement. However, on the way back to England, Richard was taken prisoner by Leopold V of Austria (who was in turn excommunicated from the church), and handed over to Henry VI of the Holy Roman Empire to be held for ransom (Henry VI was then excommunicated by the same Pope who'd tossed Leopold out of the Church). She was finally released in 1194 after a two-year imprisonment. Returning to England with her army, John begged forgiveness, and she granted it; naming him her new heir. He then went to war against her former friend, Phillip II. With her allies Baldwin IX of Flanders, Renaud of Boulogne, and Sancho VI of Navarre (the father of her supposed... consort Benegarria), he went to war, winning many victories against Phillip. However, on March 25 1199, Richard was walking around the perimeter of castle Chalus-Chabrol, she was examining the progress of the sappers on the castle walls... without her chain mail. She was also applauding the nerve of a young crossbowman who was deliberately aiming at her. It was during this praising of bravery, that another crossbowman made a lucky shot into the area where her left shoulder met her neck. Returning to her tent, she attempted to pull the arrow out herself, but upon that failure; a man described as a 'butcher' removed it, carelessly mangling her arm in the process. Upon the wound becoming gangrenous, she ordered that the crossbowman be brought before her. Instead of executing him like her men wanted, she gave the crossbowman (who was barely a boy) mercy, and reportedly said "Live on, and by my bounty behold the light of day," before ordering the boy freed and sent back to the castle with 100 shillings. She then calmly went about setting her affairs in order, bequeathing her territory to her younger brother John, and her jewels to her nephew Otto. Richard died 11 or 12 days later in the arms of her mother, Dowager Eleanor of Aquitaine. Her heart was buried at Rouen in Normandy, her entrails in Chalus, and the rest of her body at Fontevraud Abbey in Anjou. She had no children.

Personality
Richard was considered both a king and a knight, and was famed for her martial prowess. A competent military leader and individual fighter, she was courageous and very generous, but very prone to the sins of lust, pride and greed; and above all... excessive cruelty. She was also criticized by the church for taxing the clergy, whereas normally they were exempt. She is a rather serious and stern character, having little time for people who lack the seriousness to expend effort. She also believes that no task is impossible, as she 'accomplished the impossible' several times during her lifetime. However, she seems to have a soft spot for those in dire need of help. However, against enemies, her excessive cruelty sometimes leads to extremely vicious moves and almost a taunting nature.

Wish
TBD

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.
 * Item Construction - (B+) Most Vehicles can be handled with above average skill. Cannot ride Phantasm races. She tends to specialize in horses.
 * Personal Skills
 * Bravery  - (A) Most odds don't appear to frigthen her, and her numerous successes at 'accopmlishing the impossible' has made her courageous almost to the point of non-chalance. However, a severe blow or defeat will send her spiralling back down to earth, and (literally) beat the hubris out of her.
 * Advice of the Strategist - (B) Regarded as an excellent tactician in her day, Richard is able to gain a decent grasp of the situation at hand and give advice upon her opinion of the situation. While not always correct, most of her advice is at least somewhat useful in either stemming the tide or turning it.
 * Military Tactics - (B+) Regarded as an excellent tactician by both her contemporaries and by modern historians, skilled in seiges and open fields of battle. She recieves an advantage when fighting enemies of a completely different culture (as in the Western vs. Islamic ideals in the Crusades).

Nobel Phantasms

 * Knight of the Cross: Deus lo Vult [Anti-Unit] - (Varies) Richard the Lionheart, despite never recovering the True Cross in life, is strongly associated with it and with cruelty to non-Christians. Using his faith, she channels the holy relic to imbue her sword with Christian fervor to strike a blow. This attack gains one extra rank against non-Abrahamic heroes, and gains more power in proportion to their Divinity rank. Base level C, ranks up equal to an opponent's Divinity rank.


 * Cry of Gisors: Dieu et mon Droit [N/A] - (B) The phrase on the Royal Arms of England, a cry that Richard herself created in order to tell friend from foe, it literally translates to 'God and my right.' Believing that the crown came to her from God and God alone, and that also supports her claim to the French throne. This enables extra attack rank


 * Call of the Crusader: To the Holy Land! [Anti-Army] - (A+) With a cry of both courage and anger, Richard summons her fellow crusaders. Due to the nature of their fight and training, the crusaders are best suited to fights on open ground, and are generally armed with arming swords and shields adorned with crosses. They get combat bonuses on unfamiliar terrain (aka, the terrain that isn't like that of England or Europe).

Trivia

 * -|Master=



"I was always looking for an excuse to get out of my house but, this? Yeah, it wasn't exactly what I had in mind."

- Marcus


 * Name: Marcus Burroughs
 * Gender: Male
 * Nationality: American
 * Alignment: Chaotic Good
 * Age: 20
 * Affinity: Mental Interference

History
Mark is a direct descendant of Rev. George Burroughs, the only religious man to be executed in the Witch Trials at Salem. Although said ancestor was cleared of the witchcraft charges later on, as it turns out there actually was some magic in that old man. However, the Burroughs family strayed away from magic after Rev. Burroughs' hanging; and as such Mark is actually the first person in his family in ages to actually perform any acts of magic... although it was all an accident. As such, Mark is a fairly inexperienced magus, generally only teaching himself by taking very slow steps at a time. The thing that keeps him back, is the nagging fear that something really bad will happen if people find out! Personal history-wise, Mark is a loner and a loser, with a younger sister of 17, Sharon, and a single living parent, his mother.... who tends to just nag him constantly.

Marcus is a rather snarky induvidual. At first glance he appears to lack manners or the ability to communicate with anyone in a friendly manner, often conflicting with people rather rapidly and burning bridges in an extreme manner. Stressful circumstances often bring out his inner vulnerabilities; exposing the likes of paranoia, and to his chagrin, cowardice. However, the same pressure can also bring out the buried good side and sacrificial tendencies... then again he probably isn't someone's friend so that probably won't happen.

Relationship with Servant
To put it kindly, Richenda and Mark share a fluctuating love-hate relationship that seems random on the outside, but closer looks reveal stress levels and other factors. Richenda-Mark: Richenda views mark as a slovenly individual who lacks the drive to accomplish anything important and instead focusing on making relationships with him as difficult as possible; but understands that Mark has many of the flaws that plague(d) her... and working those out is easier with two people. Mark-Richenda: Mark tends to view Richenda as an uptight being with an obsessive drive to always be in action or working on/accomplishing higher and higher goals of increasing difficulty; however he will admit that she brought quite a bit of order stability to his life which he'd like to keep, not to mention she's easy on the eyes too... just don't tell Richenda either.

Strategy
While not exactly careless, Mark has a tendency to not think plans entirely through, placing trust in his split second decisions and flying by the seat of his pants to get through tough situations. His skills at lying also give him an extra oomph in this situation. He also doesn't like getting involved in situations that don't involve him unless he has an attachment to something/one involved, sees an advantage in doing so... or just wants to play the hero, but.... people die when they are killed

Magecraft

 * Mental Interference - Unbeknownst to Marcus, he possesses a rather rare form of Mental Interference Magecraft. While normally the spells under this category involve around mental interaction between minds, Marcus' family line instead studied the gap between the mental and physical world, and painstakingly crafted a passive form of telepathy directly linked to their magical circuits until the death of Rev.


 * Telepathy - Marcus's Mental Interference manifests as a pair of invisible hands that he can focus his circuits into in order to preform tasks without the knowledge of other people, mainly annoying them.

Physical Weapons
Marcus is experienced in hand to hand combat, albeit not by much. His combat abilities are extremely poor, he mainly focus on improvised escape of conflicts or a quick route to success.


 * Grandfather's Handgun - Resembling a Colt M 1911, his handgun fires .45 rounds out of a 7-round magazine.He is by no means an expert at using it, but he can pull enough crap to possibly get away.

Trivia

 * }

Your Vote


Voting Progression

First Five Elims → ??? → Final Battle (1v1)

Five 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 five (Lowest rank gets five points, highest gets one) with placements for this round. The five 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 !!!



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.
 * 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.
 * Look for Masters that can play into the long game. While Servants usually do most of the fighting, it is ultimately their masters that decide when, where, and how they fight.
 * 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"


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!