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

As the ashes settle, and the ultimate enemy of the Global Grail War has been defeated. Only three Masters and three Servants remain, with an untainted grail that has enough energy to make a wish that can change the very nature of reality. A winner we be declared, yet what will they ultimately do? Will the world fall into ruin, hands reaching towards a burning sky? Will nothing change, or maybe a benefactor gives humanity what it needs to make it's next giant leap? It's all in the odds, as we reach the closing chapter of our contest.

A temporary truce is formed to allow for a moment of calm, but this is only before a greater storm.



Now, It's time to decide. WHO IS THE DEADLIEST?! ROUND 3: RACE TO THE GRAIL

The Dropouts of Round Two
'''The fight against Risei was not without loss. Half of the remaining masters and servants from Round 2 remain, and our voters decided that these warriors could not cut it.'''

6th Place - The Phantom Don and Shaka Zulu (Wassboss)


The Don managed to barely scrape by the first round in voting, and with good reason. Shaka's headfirst combat, leak of compatibility with his master, and the overwhelming force of Bhishma and Risei make him likely to be one of the first servants to be killed, especially when you put his personality into the situation. As for the Don's fate, experts agreed he would cooly withdraw from the contest after realizing he was out of his own depth. He is too paranoid to broker an alliance with the other masters, and cares too much about himself and his own to even stay in Paris after his servant is offed.

5th Place - Rhoswen Llyod and Samson (Laquearius)


Both master and servant here make for one of the most explosive combinations to hit the tourney, yet it is ultimately their lack of trust in the other servants and masters as well as their lack of versatility that make them a poor match for Risei and Bhishma. Rhoswen wouldn't want to ally with anyone, seeing everyone there as just as much of a threat, but this will ultimately cost them their lives. A direct confrontation with either Risei or Bhishma, even a coordinated and planned one, needs multiple masters and servants to pull off. While I see Samson opening the gate for other masters to attack with his powerful strength and NPs, he is no match for Bhishma, nor is Rhoswen to Risei.

4th Place - Christian Cannavale and Lucifer (Cfp3157)


Christian was voted out of the last round by a hairline thin margin, mainly because his combat strategy weighed him down, but his ability to be one of the better alliance brokers helped him get as far as he did. Directly combating either Risei or Bhishma is a terrible idea, and while Christian might have allies to help him achieve his goals, all of his abilities and those of Lucifer place them at a range that is too close for comfort, right on the front line.

Now, let's look at the final 3 Masters and Servants of this Tourney!

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.

Erwin van der Zwan and Michiel de Ruyter (Appelmonkey)

 * -|Servant=



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

- Michiel


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

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

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

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

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

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

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

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

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

Skills

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

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

Trivia

 * -|Master=



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

- Erwin


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

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

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

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

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

Relationship with Servant
~

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

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


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


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


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


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


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

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

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.

Your Vote


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

Each of our remaining masters will have three days of prep time and recovery after the battle with Risei Kotomine. After this, they will meet up at a designated arena to duke it out one last time, with the winner claiming the Holy Grail for themselves.

Only one master will survive today. Please list each servant and master pair you think will be eliminated for this round, and why. I give master and servants in the votes values from one to three (Lowest rank gets three points, highest gets one) with placements for this round. The master with the lowest point value for this round will be declared as the winner of the Global Grail War. '''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 !!!


 * Since there will be a large amount of preparation time, focus on masters who can use this effectively, to strategize a plan to take down their opponents.
 * Vote on Masters as they are eliminated. A master is removed from the war if they either A) Yield their command seals and withdraw intentionally, B) Die, or C) Use all their command seals and their servant dies.
 * You're allowed to vote, even if you didn't send in an entry. However, remember, I will be reading for accuracy.
 * Servants and Masters can telepathically communicate and coordinate even while separated, and under the beckoning of a command seal servants can teleport to their masters, even through strong magical barriers.
 * Masters can still continue to participate in the tourney, even if their servant gets offed. They can pick up servants without masters, and play into the long game. Focus your votes on masters who will get entirely eliminated. If a master is killed and the servant remains, they are still out of the race.
 * Command Seals play an important part here. Once a master has used all three of their command seals to control their servant, they have no sway ultimately over the servant's decisions past feeding them mana, and will be a target for elimination. Masters who are at odds with their servants will generally need to consume more command seals to keep in the game.
 * Remember: Normal Humans < Magi < Servants. Some warriors have outside assistance, but realize that even trained military professions struggle against experience magi. I use Kirigitsu vs. Keyneth as an example of this. The former's expertise in killing mages does jack shit without the fact that he was a mage himself and could counter other mage's abilities via Dues ex Rib Bullets.

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

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



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

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

Do focus on the the final battle for this vote though. I don't want people to go crazy writing out a plot while we still need to decide a winner!