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| | The Grail Games | |
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Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: The Grail Games Sun Jul 21, 2013 2:28 pm | |
| The Story Heaven's Feel A ritual by which seven Servants, spirits of fallen heroes from the past, are summoned by seven Masters to fight for the legendary Holy Grail, an almighty wish-granting machine. The secrets of this divine mystery were long lost, even before the days of the Great Magi War. As the major magi factions of Clocktower, Atlas, the various components of the Sea of Estray, and the relatively new organizations as Ygddmillennia and the Eastern Magi Alliance finally had their hatred and grudges boil to the forefront, an all-out war for supremacy broke out that cost each group money, research, and lives to the point where the fiercely guarded secrets of magecraft were nearly revealed to the world. One magus, Alderic Dowth, was able to use his charisma and influence to forge an alliance between Sponheim Abbey and Clocktower. With this powerful alliance struck, Dowth was able to bring the other groups in the Sea of Estray, the Prague Association and the Thule Society, into the fold. Faced with this force, the new alliance was able to intimidate the other groups into an uneasy ceasefire. Seizing upon this opportunity, Dowth was able to propose an event to celebrate the end of the magi war. A competition to give the various groups a chance to prove their supremacy without more losses while simultaneously reminding them all that despite their many differences they all had one very common root - to reach Akasha. And so the secrets of the Heaven's Feel ritual were once more extracted to enact the famed competition that began in the Japanese city of Fuyuki many years ago. "A Holy Grail War?" Alistair Lorelei, Head of Clocktower, asked as he took a sip of the wine in his goblet, eyes fixed on his guest. "I think we've had enough of war, don't you?" Dowth answered softly, stroking his beard. "I was thinking.. the Grail Games." ----------------------------------------------------------------------------------------------------------------------- The Factions Clocktower Currently the headquarters and main branch of the Mage’s Association, the departments that compose it as well as the workshops of its members (which are mainly underground facilities) are located in the British Museum. From the outside, Clock Tower appears to be an appealing and welcoming place, but the truth is not so bright. Actually, the inner workings of the place are ruled by the power struggles between several factions of Magi. Clock Tower is currently under the control of a pseudo-aristocratic elite called the Lords. Each Lord holds great political power within the Association just by himself, and there is also those who associate themselves to other talented Magi or an important Magi lineage in a sponsor-sponsored relationship so to increase their influence. Maybe due this elitist background, preconceived and discriminatory behavior is somewhat widespread inside Clock Tower. Rune and Witchcraft Thaumaturgy are not very popular in the main branch, the latter not being taught as an academia at all. It is home to the most diverse studies of magecraft, however, with departments devoted to such magecraft as minerology, spiritual evocation, spiritual invocation, and universal research. Sponheim Abbey One of the main groups within the Sea of Estray, an integrated conglomerate of minor organizations of magi that are spread throughout Europe. It was the original Mage's Association that predated the Clock Tower. Sponheim Abbey is an institution that works closely with Clock Tower and resembles its more diverse academic structure. Thule Society Another of the components of the Sea of Estray, it is a group of magi that study rune magecraft. They are said to possess the original runic scripts. Prague Association The last of the component groups within the Sea of Estray. An organization that researches on alchemy, its members follow the traditional precepts of alchemists. Consequently, they are on bad terms with Atlas Atlas The Atlas Academy, also known as The Giant’s Pit, is located somewhere among the mountains of Egypt. An institute focused on the study and development of Alchemy, but with members that diverge from the classical view of the alchemist from the Middle Ages and are more worried about the greater truths of the universe. The most independent of the Three Great Branches, it has its own terms of relationship with the Holy Church and other magic organizations. Not surprisingly, these traits cause Atlas to be disliked by the Clock Tower and the Prague Association. Atlas has a number of unique customs for a magic association. One of them is that, at times, the institute has been known to lent its alchemist to other organizations such as the Holy Church, although the particulars of the process dictate that the other party must possess one of the seven special contracts that Atlas has printed in the past. One of the organization's main concerns in the present is the recovery of said contracts. Another custom is for the directors of Atlas to adopt the name of Atlasia during their time in office. Members of Atlas utilize a method of prediction based on Laplace's Demon. After its first director theoretically predicted the end of the world, the alchemists of Atlas have dedicated themselves into developing methods capable of avoiding it. However, because anything potentially capable of preventing the end of the world might also create even greater devastation, eventually rules dictating that everything created in Atlas must be kept and disposed of within the domains of the organization were established. They believed that the magi war was a sign of the end. Yggdmillennia The Yggdmillennia: Tree of a Thousand Realms is a unique family of magi that takes in other families rather than continue a single bloodline. Though they have a long history, they are not a family of Lords. They are speculated to have lost a power struggle with the three royal families of the Association in the past or have been estranged from others due to the poor quality of their magic circuits. They neither belong to or have a connection to any other group, and they are often not recognized as a noble thamaturgical family. Having abandoned the common method of thickening the blood of thaumaturgical potential over generations while mastering the thaumaturgical system chosen by the first generation, they instead took in all magi families with even the smallest connections to them from all over the world. They focused on taking in those with little history and weak Magic Circuits, those with their Magic Circuits on the decline with successive generations, those defeated in power struggles that were forced into ruin, and those with a price on their head as a punishment by the Association. Though the families had strayed from the core of the Association, they had refused to give up the path to the Root, so Yggdmillennia gave them the chance to leave their blood's legacy and a mark upon history. Their family names are given as middle names to each member of the family, and the Thaumaturgical Crests of each family are still passed down within each one rather than having a single unified crest for a single successor. This has caused them to develop a broad range of study with each member pursuing a different path, which include Western alchemy, dark arts, witchcraft, astrology, Kabbalah, and runology. Eastern Magi Alliance The newest of the magi groups, the Eastern Magi Alliance was formed in response to the growing tensions before the magi war. Fearing that they would be taken advantage of by the Association or one of the other victorious factions, the magi of the East banded together to form their own alliance to prevent encroachment of foreign magi on their practices and ways. Though there is little relation between any of these groups, the similarity in their magecraft and approach to magical studies given them a strong common ground. ----------------------------------------------------------------------------------------------------------------------- The Battlegrounds ----------------------------------------------------------------------------------------------------------------------- The Guidelines It is expected that participants will post at least once a day unless a reasonable excuse is given to one of the GMs ahead of time. One unexcused absence will be allowed for one day before the player's character is killed off. Players who have their characters killed off may NOT reapply with a new character. If you believe you are unable to keep up with this, then PLEASE do not bother applying. Players who are online all day and don't post because they are either lazy or too busy posting in other threads will be kicked out immediately. I don't share well. It should also be noted that the GM's word is final. And if I approve something and later decide against it, don't put up arguments about how I approved it before. Sometimes things are difficult to tell before the fact, so I will make changes as the rp goes. Additionally, please don't harress the GM (moi) and the assistant GM (Jorg) with unimportant things. Perhaps most importantly, be aware that characters WILL die in this rp. If you have a problem with parting with your character, please don't sign up. In this type of rp, characters need to be expendable, and I don't want to have to fight over this. I shouldn't have to mention this, but keep in mind godmoding and meta-gaming are not allowed. This is particularly important in a Fate rp where information is power, and your character should ONLY be allowed to use information revealed to them inside the rp. By submitting a character for this rp, you are agreeing to these guidelines. If you break them, I reserve the right to hold a grudge against you indefinitely. ----------------------------------------------------------------------------------------------------------------------- Collaboration Since Masters and Servant will likely need to collaborate on posts together, particularly for battles, you might want to use this site to do so. http://titanpad.com/ ----------------------------------------------------------------------------------------------------------------------- The Application Name:Age: Appearance:Description:History:Status:Origin:Attribute(s):Weapon(s): Mystic Code(s):
- Name
- Type: Amplifier or Specialized
- Appearance:
- Effect:
Skills:Magecraft:
- Spell name
- Type: (Earth, Fire, etc)
- Speed: (Single-Action, One Verse, Two Verse, etc)
- Chant: (if applicable)
- Rank: (E-A, +/-)
- Range: (in meters)
- Effect:
Servant Type:Base:
Last edited by Prisma*Illya on Fri Dec 13, 2013 10:26 pm; edited 5 times in total | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Sun Jul 21, 2013 2:38 pm | |
|
Last edited by Prisma*Illya on Wed Oct 16, 2013 1:23 pm; edited 7 times in total | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Sun Jul 21, 2013 2:46 pm | |
| The Masters Sponheim Abbey Faction - Spoiler:
Name: Alderic Dowth Age: 58 Appearance:Description: Dowth is a man of humble means and humble origin who lusted for power, fame, and wealth. Through treachy, intrigue, and unspeakable deeds, he has managed to claw his way to the top. He is a charismatic, influential and manipulative man whose ruthless cunning and insatiable determination to overcome the sad hand that fate had dealt him and achieve greatness has made him into a very dangerous individual indeed. History: Dowth was born to a family once powerful and prominent. In time, however, their heirs began to possess fewer and fewer magic circuits with less and less quality. By the time of Dowth's birth, the family was in disgrace for its lack of talent and potential. Determined to never be scorned or looked down upon again, Dowth set about with the only unique skill he was born with, magical surgery, to acquire the magecraft of other magi. If he could not learn magecraft by skill alone, then he would take it the only way he knew how. No magi would willingly give up the secrets of their family, however, and it became necessary to use deceit, murder, and other unspeakable acts to acquire the necessary magic crests to give him the respect he needed. With his natural talent for leadership and politics, he was finally able to bring his name into the spotlight, earning him the leadership of Sponheim Abbey. During the Great Magi War, it was his skill in negotiation that allowed him to forge an alliance with Clocktower and quickly bring about a ceasefire with the other magi groups. Seizing upon this opportunity, he sought to enact the now-extinct Grail Wars whose fabulous power would be able to give him the magical talents he always deserved. Status: Head of Sponheim Abbey; appointed representative of Sponheim Abbey Origin: Envy Attribute(s): Fire Weapon(s): None Mystic Code(s):
- Fabian's Cage
- Type: Specialized
- Appearance: a cane with a white stone on the top
- Effect: When mana is channeled through the staff, it casts a powerful barrier of wind around the wielder as dense as steel. Although a spell of this power would normally take several lines, its utilization into a Mystic Code has made it into a single-action spell.
[/ul] Skills: Magical surgery - the rare and unique ability to remove the magic crest from one individual and transplant it to another.
Magecraft: assorted spells/no specialization
Spells:
- Flametongue
- Type: Fire
- Speed: Single-Action
- Rank: D
- Range: 3m
- Effect: Ignites a fiery whip in the caster's hand. Condensed inside Dowth's magic crest.
- Heat Lance
- Type: Fire
- Speed: One count
- Chant: Ignite.
- Rank: C
- Range: 5m
- Effect: Ignites the oxygen in the air in a straight line toward the target, resembling the movement of a lance flying through the air. Condensed inside Dowth's crest.
- Great Mire
- Type: Earth
- Speed: Single-Action
- Rank: D
- Range: 3m
- Effect: Transfigures the ground around the caster into a thick, dense bog. The bog reacts to the presence of mana, and thus will drag down stronger magi more rapidly. Condensed in Dowth's crest.
- Gandr
- Type: Curse
- Speed: Single-Action
- Rank: C
- Range: 10m
- Effect: A simple curse originated from Scandinavia that decreases the physical health of the target. Because the curse properly said is released from the caster’s index finger and the target must be within the field of vision to be aimed at, it is dubbed Gandr Shot. A Gandr with so much prana concentrated into it that becomes capable of physical interference is called Fin Shot. Dowth's Fin Shot has roughly the destructive power of a pistol bullet and while a single hit is not enough to kill someone, is still capable of knocking out a normal person. Condensed inside Dowth's magic crest.
- Burning Tide
- Type: Fire
- Speed: Four Count
- Chant: Burn and boil over/ Sweep fast like the tide/ Crash like a wave/ Consume with fire
- Rank: B
- Range: 15m
- Effect: Creates a fast-moving wave of fire that surges at the target. Condensed inside Dowth's magic crest.
Familiar: Ranunculus the Silver Wolf - a powerful familiar that Dowth obtained some years ago. Although it is unsuitable for an assistant, as its will is far too strong, the power of such a familiar made it difficult to resist acquiring. The wolf is quiet and short-tempered, ill-pleased to serve any master but himself. Both cunning and powerful, it takes a great deal of skill to keep him in check. Servant Type: Saber Home Base:
---------------------------------- - Spoiler:
Name: Alice Harper Age: 17 Appearance: Description: Alice is quiet, docile, and entirely subservient to her grandfather. Though she has exceptional talent at magecraft, she does not appear to be enamored of the life of a magus, simply seeing it as fulfilling the expectations for her. History: Alice was born to Cecil Harper, the adopted son of Alderic Dowth, and Adriana De Vere, who died giving birth to her. Though her father was no special magus, Alice showed exceptional talent at a young age. However, she exhibited no typical characteristics of a normal child, instead acting like an emotionless porcelain doll. Dowth took no issue with this, finding it easier to mold her into a perfect magus heir, but her father grew more and more disgusted with her until he vanished one day without word. Dowth, who felt no love for his adopted son, and Alice, who appeared to feel no love for anything, made no mention of his sudden abscence. During the War of Magi, Alice was kept safely locked away at Sponheim Abbey. In the wake of the war, however, her grandfather began to take exceptional interest in her. With plans for the Grail Games in motion, Dowth decided to use her as the mana source for his Servant as the much greater magus, leaving him without the burden that other Masters would have. Alice gave no complaint, though for the first time she felt a mild spark of curiosity at the concept of an almighty being like a Servant. Status: Heir of the Dowth family Origin: Emptiness Attribute(s): Average One Weapon(s): None Mystic Code(s): None Skills: None Magecraft:
- Guillotine
- Type: Curse
- Speed: Single-Action
- Rank: D
- Range: 15m
- Effect: A simple curse that manipulates shadows into razor-sharp slicing waves, easily cutting through flesh and bone like a sword. Due to the spell simply being a manipulation of existing shadows, the mana output is very low and can be used in rapid succession. However, the attack is highly linear, and can thus be dodged. It also can be deflected with a strong enough weapon, due to its physical interference nature.
- Malus II
- Type: Curse
- Speed: Single-action
- Chant: N/A
- Rank: C
- Range: 7m
- Effect: Sends a slashing shockwave of dark energy that not only deals physical damage but affects the magic circuits beneath the target area. Attempting to use the damaged circuits can lead to an overload or other irrepairable damage.
- Horrification
- Type: Curse
- Speed: Single-Action
- Rank: D - A+
- Range: Within eyesight
- Effect: a suggestion spell cast with the eyes, projecting the concept of "fear" into the target's mind. The effect varies depending on the target's mental resistance. Someone with a strong mind and will might simply feel intimidated by the caster, while someone weaker can become terrified and unable to move. Particularly weak minds will turn on themselves, casting hallucinations that torture the target's mind. If the spell is kept up, it can cause them to go insane, or even break their minds.
- Dark Kiss Mark
- Type: Curse
- Speed: Four count
- Chant: This mark I bestow/ A symbol of my will./ Know well that when I speak/ To hear is to obey.
- Rank: A
- Range: 5m
- Effect: Places a sigil on the target that acts as a single-use Command Spell.
- Vapors of the Styx
- Type: Bounded field/curse
- Speed: Four count
- Chant: Nine times it winds/ The river of hate/ Boundary of death/ Its vapors negate
- Rank: B
- Range: 100m
- Effect: A bounded field filled with a thin mist that, as inhaled, begins to cause rapid apoptosis (cell death) in the body. Prolonged exposure to the field will cause sickness, organ failure, and eventually death.
- Flowers of Thanatos
- Type: Curse
- Speed: Four count
- Chant: The blossoms of unliving/ From the garden of death/ Today is that day/ I scatter petals on your grave
- Rank: A
- Range: 10m
- Effect: Unleashes a torrent of razor-sharp, black flower petals. Any wounds inflicted by these petals infect the target with a curse that causes rapid necrosis of the target area.
- Beckon to the Grave
- Type: Shadow
- Speed: Single count
- Chant: Die for me.
- Rank: A++
- Range: 7m
- Effect: Encases the target in a coffin of shadows, which is then impaled the target inside.
Servant Type: None Home Base:
---------------------------------- Yggdmillennia Faction - Spoiler:
Name: Miliardo Eames Yggdmillennia Age: 30 Appearance:Description: Eames is an unaggressive, unambitious magus who prefers to work quietly in his workshop that engage in politics and social exhibitions. This is not to say, however, that he is not clever schemer when the need arises, though his cynical and standoffish nature makes him rather unpopular. This surface nature belies a hidden sadism that perfectly suits his true magecraft. History: Eames comes from a relatively new family of magi, who originally called Clocktower their home. Despite their natural tendency to keep their heads down, it was still discovered that they were practioners of an unsuitable magecraft for a Clocktower family, voodoo. As such, the family was drive out and found refuge with Yggdmillennia, known for taking in families that had strayed from the core of the Association. Despite having found a place to accept them, the Eames family decided to take up a more accepted magecraft, at least as a front to their other studies. As such, they found themselves natural practioners of puppetry, which became passed on as well. Miliardo Eames, although not the most talented member of the Yggdmillennia group, was chosen to represent them in the conflict. Many of the more prestigious magi in the group had perished during the Great Magi War, and Yggdmillennia was unwilling to risk offering any more for the Grail Games. As such, Eames found himself being unwillingly made to participate in the competition. A troublesome situation indeed, it seemed, though one Eames was determined to profit from in some way. Status: Representative of Yggdmillennia Origin: Sadism Attribute(s): Shadow Weapon(s): various puppets Mystic Code(s): Arachne - a specially devised puppet core that attaches itself to spine, allowing impulses to be sent from the brain to the four extendable limbs attached to the core as though they were a part of the magus' own body. Skills: None Magecraft: Puppetry, Voodoo Spells:
- Darkness from Life
- Type: Curse
- Speed: Two count
- Chant: Payment in blood/ Received with a knife/ Link body to vessel/ With Darkness from Life.
- Rank: B
- Range: 10m
- Effect: Places a curse on the target that links them to an imitation of their form, usually a doll. This requires something from the target, such as blood or hair. When it does, anything done to the imitation is felt by the target to which it is linked. Although no physical damage is experienced, the pain felt is quite real. As a result, stabbing the heart or the brain can cause a fatal reaction.
Servant Type: Assassin Home Base:
---------------------------------- Clocktower Faction - Spoiler:
Name: James Avery "Jamie" Lannister Age: 28 Appearance:Description: Jamie is proud, entitled, and selfish. Although intelligent and capable, his arrogance often clouds his judgment. As such, he can often be rash and impulsive. He is also incredibly vindictive and will seek relentlessly to punish anyone who has done him any wrong. Although he once cared for his sister, he know views her as nothing but a tool. History: The Lannister family is an old and prominent family of Lords in the Mage's Association. Both powerful, exceedingly wealthy, and respected, they have had a hand in many of the politics involved in the Association. It was particularly during the Great Magi War that they emerged as perhaps the most notible and feared magi in the Association, below the Loreleis themselves. As such, it was natural that they were given the honor of representing Clocktower in the Great Magi War. The representative chosen, Jamie, was raised to inherit the title of Lord for the Lannister family. Although he was once close with his younger sister, they grew apart when he was taken to begin learning the secrets of the family magecraft. It was then that he began to grow arrogant and entitled as the Lannister family poisoned him with the notion that their wealth, power, and affluence made him more special than others. Determined to prove both his own talents and uphold the great name of Lannister, Jamie eagerly accepted the opportunity to serve as Clocktower's Master. Status: Representative of Clocktower Origin: Narcissism Attribute(s): Earth and Wind (Lightning) Weapon(s): Rapier Mystic Code(s): Crown of the Serpent God - a ring in the shape of a coiling serpent that contains a basilisk familiar. Its Mystic Eyes are capable of causing instant death to those who meet its gaze. The effect is dependent, however, on the quantity of mana in the target. Those at Servant level will not be effected, whereas very powerful magi may only feel somewhat ill. Lesser magi will feel incredily weak and ill, and eventually succumb to death under prolonged exposure. Amateur magi and normal humans will instantly be killed. Furthermore, its fangs are incredibly poisonous, and the venom will melt muscle, bone, and internal organs. Due to the enormous amount of mana needed to maintain it, the use of other spells in conjunction with it is nearly impossible Skills: None Magecraft: Earth, Lightning Spells:
- Sparks Liner
- Type: Lightning
- Speed: One count
- Chant: Spark.
- Rank: C
- Range: 10m
- Effect: With a tap of the foot, a shockwave of electricity is sent along the ground toward the target. On contact, it will both shock the target and knock them back. Those with lower magic resistance will also find certain nerve impulses in their bodies affected. For instance, attempting to move the right foot might instead cause lift the left index finger.
- Starbow
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: A spell that applies the concept of the basic Bolt spell and is designed to be used like a bow. It is a "stretched" lightning bolt, like a bow, between two hands that is then shot as a projectile. A specialty of the Lannister family, whose power level is a rank higher than ordinarily. It is also condensed in their crest.
- Thunder Rain
- Type: Lightning
- Speed: One count
- Chant: A rain from heaven/ A wrath of thunder/ Strike down the unworthy.
- Rank: B
- Range: 4m
- Effect: Creates a ring of thunder bolts around the user to strike down at opponents. This spell can be used both defensively and offensively, making it very versatile.
- Stampede
- Type: Lightning
- Speed: Two count
- Chant: A charge like stallions/ A glorious stampede
- Rank: A
- Range: 10m
- Effect: A spell that builds of Thunder Rain. When the bolts crash down, the static electricity is gathered up and blasted outward in a powerful surge of lightning.
- Alter Form
- Type: Ether
- Speed: Single-Action
- Rank: E
- Range: 3m
- Effect: A spell that coats an object in the caster's mana. This then allows moderation alteration and reforming of the object. A stone, for instance can be sharpened into a dagger. The larger the object and the more drastic the change, the more time and mana is required.
- Terra Shift
- Type: Earth
- Speed: One Count
- Chant: Shift
- Rank: D
- Range: 5m
- Effect: A spell that coats an object in the caster's mana. This then allows for the object to be controlled remotely, similarly to telekinesis.
Servant Type: Rider Home Base:
---------------------------------- - Spoiler:
Name: Calisa Lannister Age: 26 Appearance: Description: Due to her brother's domineering personality, Emilia is ordinarily subdued and composed, only doing what is needed of her. In reality, she is forced daily to suppress her personality, which is strong, bold, and commanding. By nature, she is also kind and compassionate, particularly toward other women and children. She is a strong believer in equality and in authority by effort, experience, and knowledge rather than inheritence or in the right of rule. History: Unusually for most magi family, Emilia was not given away as the second child of the Lannister family, but instead raised alongside her brother due to her mother's insistence. Once Jamie began the process of learning the family's magecraft, Emilia was instead raised to be a proper lady. However, Emilia sought the knowledge of the magi lore and spent her spare time in the family's archives, reading their works. When it was realized that Emilia would not simply be a proper lady, she was instead trained to be the protector of the family's heir. Though she was able to train herself in a unique form of magecraft, her brother's anger at her daring to use magecraft in the presence of the family's true heir forced her to learn to fight with a rapier instead for the purpose of keeping him safe. As someone whose Origin is Synchronization, Emilia is most comfort when coordination is found. Music is her forte because synchronizing her voice makes her comfortable. Since she wasn't taught magecraft formally, she had to find her own ways to do it herself. She doesn't have her magic circuits active, but after significant training, singing allows to temporarily switch them on, allowing her to utilize magecraft. Furthermore, her brother doesn't let her sing in his presence, so she was taught to fight with a rapier instead of magecraft in order to defend him. She can sing innerly to cast runes and reinforcement on herself. Status: Bodyguard of Clocktower's representative Origin: Synchronization Attribute(s): Wind Weapon(s): Rapier Mystic Code(s): None Skills: None Magecraft: Sonata Spells:
- Starbow
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: A spell that applies the concept of the basic Bolt spell and is designed to be used like a bow. It is a "stretched" lightning bolt, like a bow, between two hands that is then shot as a projectile. A specialty of the Lannister family, whose power level is a rank higher than ordinarily. It is also condensed in their crest.
- Siren Serenade
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: For as long as the caster can hold the final note of the serenade, all members of the opposite gender will be almost completely immobilized. In addition, the caster may grant one of those immobilized a kiss, making that person the equivalent of a slave for a period of twenty seconds.
- Crescendo
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: On the final note of the verse, the air around the caster explodes outward, creating a localized sonic boom that originates from the caster's mouth. Anyone caught in the blast will be thrown backward, and anyone in immediate proximity will experience extreme disorientation, due to the rupturing of their ear drums.
- Requiem For The Guilty
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: For as long as the caster can hold the final note of the requiem, all enemies within earshot will have their arms locked behind their backs, touching at the wrists, by an irresistible compulsion.
- Fantasia Rhapsody
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: For as long as the caster can hold the final note of the rhapsody, all inanimate objects in close proximity to the caster will take on a life of their own, doing whatever is necessary to protect or remove any threats to the caster.
- Aria Of Sacrifice
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: As the aria is sung, the caster heals the wounds of the person being sung over at the cost of the caster's voice. Healing minor wounds can be done with little side effect, but large wounds can rob the caster of their voice for hours, and mortal wounds for days.
- Endless Nocturne
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: Demon familiars spawn from the caster's mouth for as long as the caster can hold the final note of the nocturne. These familiars appear to be semi-transparent, can travel through the air, and have no physical form. However, contact with their shapes causes a noticeable drain of prana.
- Silent Symphony
- Type: Lightning
- Speed: Single-Action
- Rank: B
- Range: 15m
- Effect: Using the mana around them, the caster manipulates nearby objects to create a 'music of life' that most would be unaware of if they weren't actually listening for it. Allies, including the caster, within earshot of this spell are reinforced and revitalized, increasing their speed and physical strength by half. This spell also creates an influx of mana in the air, making any spells cast within the area more powerful. However, this second effect isn't limited to allies.
Servant Type: None Home Base:
---------------------------------- Atlas Faction - Spoiler:
Name: Sima Zeltran Atlasia Age: 42 Appearance: Description: Sima is a grave and determined man, perhaps to a fault. This has not won him much favor with the social elitists of magus societ, though his quiet and calming presence has made him a considerably efficient leader for Atlas. He is known for his single-minded focus - perhaps obsession, even to those at Atlas - with determining the end of the world through the Laplace's Demon and finding ways to prevent it. History: Atlas was one of the first factions to enter into the magi conflict, desiring to counter Clocktower's efforts at expanding its power. Rumors spread that the real drive behind Sima's forcing Atlas into conflict with Clocktower was that he'd calculated the end of the world yet again and was seeking to prevent it. This led to much ridicule of Atlas and its leader, but Sima strove forward undaunted. The last faction to accept the ceasefire, Sima only grudgingly allowed peace at the begging of Atlas' magi. Though the taunts of Sima's obsession with the end of the world seemed only a malicious rumor, the announcing of the Grail Games seemed to ingite a sort of frenzy in Sima. Perhaps he had indeed forseen the end of the world in the near future. Whatever the reason, he refused the council of Atlas' influential magi and took the position as representative. Status: Representative of Atlas, Director of Atlas Origin: Perseverence Attribute(s): Ether Weapon(s): None Mystic Code(s): Serpensmalus - a glove that produces thin, thread-like whips from the tips of the fingers. These threads are controlled and manipulated by thought. When they strike at an opponent, they send painful synaptic impulses to the brain to shortcircuit it. If they are able to connect to the mind, it is possible to override the mind with these impulses until it shuts down. Skills: None Magecraft: Spells:
- Memory Partition
- Type: Ether
- Speed: Single-Action
- Rank: D
- Range: N/A
- Effect: An ability the alchemists of Atlas use to split the mind into several autonomous parts like a computer. The average alchemist can create three to five partitions, while someone of Sima's talents can create up to six partitions.
- Thought Acceleration
- Type: Ether
- Speed: Single-Action
- Rank: D
- Range: N/A
- Effect: The ability of alchemists of Atlas that allows them to perform high-speed calculations. It is considered the necessary skill for being an alchemist in the first place.
Servant Type: Caster Home Base:
---------------------------------- The Moderator - Church Faction - Spoiler:
Name: Raphael Mercadier Chevalier Age: 27 Appearance:Description: Marcel is quiet and determined, and unwavering in his faith. He attempts to bury the tragedy of his past under stoic servitude to the Church, though the memories hide just beneath the surface History:Marcel Mercadier Chevalier was born to a fatherless family. His mother, a woman of devout faith, raised him alone, sacrificing many things to give him a good life. She was always diligent in reading him the Word and trying to lead him in the ways that were right. Always one to help those in need, she often helped to care for orphans and the sick in the town, and tragically contracted a fatal illness. Though stricken with grief at her passing, Marcel resolved to honor her memory and join the Church. He studied the Word diligently and dedicated his life to the faith for many years as he grew into a man, with the intention of becoming a priest. That is, until he met her. During a trip to the market, Marcel spotted a young woman shopping for produce. A beautiful and vivacious girl named Lilian, she was the only daughter of the wealthy Delacorte family. Being stricken at once by both her beauty and disposition, Marcel began to routinely visit the market to simply catch a glimpse of her. Despite knowing that he was neglecting his studies, he could not stand the thought of a day passing where he could not see her. Then one day, while Lilian was shopping, a man robbed her of her purse and hurried off down the street toward where Marcel was. In an instant, Marcel had laid the man flat on his back in the street, unconscious. "I can't thank you enough," Lilian said, taking his hand. "Though, I am a bit surprised. I didn't think priests decked other men." Her laugh was intoxicating to Marcel's ears, and the feeling of her hand in his erased everything around him. "I didn't think angels still appeared to men," he replied quietly, before he realized the words were out of his mouth. Lilian stared up at him, her cheeks flushed adorably, before she pulled away. "Would you.. like to visit our estate?" she asked, not quite meeting his eye. "I would like to find some way of rewarding you." "Helping you was reward enough," Marcel said, beginning to feel self-conscious. "I really should be returning.." "Then as a favor to me," Lilian pressed, taking hold of his hands once more. Marcel knew he could never deny her anything, and he found himself nodding. In little time at all, Marcel found himself spending less time at the chapel and more time with Lilian. It didn't matter if it was simply to help her with errands or to sit still by the lake and watch the clouds drift by. And that night where he held her in his arms and their eyes met before pulled her into a tender kiss, the young man only knew there could be no greater happiness than this. It came at a cost, however. One he hadn't imagined paying before - he would have to give up his life in the Church to take up a place in her father's business, or else he would not give his approval of their marriage. Forsaking the vow he'd made after his mother's passing, Marcel chose to pursuit this new life. However, Lilian had her reservations about this. "Marcel, I can't ask you to give all that up for me," she whispered, her green eyes shimmering with tears. "I love you too much to do that." "I would give up anything for you," Marcel replied softly, placing his forehead against hers. "There's no life for me where you're not in it." Perhaps it was these words that brought disaster down on Marcel. Whispers began to emerge in the town that a killer was on the loose, one with vampiric tendencies. One day, however, only a month away from the wedding, the vampire felt strong enough to emerge fully. Hordes of the Dead attacked the mansion, with Marcel and Lilian only narrowly escaping and Marcel injured in the attempt. With nowhere to run, they attempted to hide in the church in town. However, they knew it was only a matter of time before they were found. Lilian determined then that she would need to lead them away. "I love you, Marcel," Lilian whispered softly, pressing her lips to his in a tender kiss. "That's why I want you to live." "Lilian, no!" Marcel said desperately, trying to stop her. But he couldn't move well in his condition. "Your life has a far greater calling than mine," his beloved fiance replied. "It has to be this way." Leaving her lover sobbing in agony and despair, Lilian hurried out in the town. Marcel sat for what seemed like an eternity when distant sounds began to catch his attention. Suddenly, a body slammed through the window, a strange sword like a cross buried through its heart. The man's corpse dissolved into ashes moments after it had hit the ground, the blade clattering to the floor. Before Marcel could ponder this much further, the door to the chapel opened. He stayed quite still in his hiding place until he saw, to his intense relief, the face of his fiance. "Lilian!" he cried, moving out from behind the pulpit, only to freeze at the sight of her grey, waxy skin and venomous yellow eyes. The very sight seemed to make his blood run cold, and his body go rigid. "Marcel, my love," came Lilian's sickly sweet voice. "It's all right. Don't recoil. We can truly be together now. Forever." "You're not.. you're not Lilian," he replied, his voice of mixture of anguish and horror. Lilian snarled, tossing him across the room as though he weighed little more than a rag doll. Marcel gasped as he slumped to the floor, his hand brushing against something. "Marcel, it's so cold," Lilian gasped, her body convulsing. "I'm.. so scared. It hurts." No matter what she was, seeing the one he loved so desperately racked with pain like that made Marcel move toward her, to comfort her, to help her, to do something. It was his fault she was like this. He was responsible for her becoming this.. this monster. "If we can be together.. then the pain won't be so bad," Lilian whispered, her lips splitting into a wicked smile as she held out her arms to him. But something in Marcel stopped him short. This wasn't Lilian. It couldn't be. Her sweet, angelic face could never look like that. The momentary hesitation caused Lilian to snap. She lunged forward with snarl, slashing across his chest with her claws. Marcel fell once more to the ground, his hand grabbing around the handle of the blade. As Lilian dove for his throat, Marcel thrust the blade forward without thought, piercing his fiance through the heart. Lilian fell into his arms, her head resting in the crook of his shoulder in that perfect way it always did. "I'm so sorry, Marcel," she whispered in the voice he knew and loved. "For putting you through this." He could feel the familiar weight of her ice cold body vanishing as it slowly dissolved into dust. For several moments, Marcel could only stare blankly into space, his whole body numb. Then the emotions crashed over him, and he sobbed wretchedly as the realization finally caught up with him. Lilian was gone. He'd killed the woman he loved with his own hands. And in the end, she'd apologized for what he'd had to do. Marcel wasn't sure how long he'd laid there in the desolate sanctuary, tears running from his face into the old wooden floor, before slow footsteps approached. A man in priestly garb kneeled beside him, the same swords that Marcel had used between his fingers, as he laid a hand on Marcel's shoulder. "Only one survivor," the man murmured in a solemn voice. "It seems God isn't finished with you yet." Unable to even bury a body, Marcel was only able to place a marker on the property of the Delacorte's for Lilian and her family. After paying his respects, Marcel turned away from the graves, approaching the robed man who had found him. It was his sin, the breaking of his vow to God, that had sowed tragedy on his town, his soon-to-be family, and his beloved fiance. "I'm ready to make penitence," he said, his heart cold and dead. "This time, my life is fully the Lord's." Status: Moderator of the Grail Games Origin: Penitence Attribute(s): None Weapon(s): Black Keys Scripture(s): Shroud of Turin - A holy relic that prevents unnatural influence from corrupting the body of the one who is wrapped in it, rendering them generally impervious to lesser demonic weapons and attacks, curses, and any heretical magecraft that targets her specifically. As an example, a sword enhanced by magecraft would slam into it as though it were steel armor, but a normal knife would rip through it like simple cloth. This provides an excellent advantage in combat against magi and vampires. Skills: None Sacraments:
- Cremation Sacrament
- Chant: None
- Rank: B
- Range: 15m
- Effect: A spell sigil engraved in the Black Keys that makes them burn once they pierce the target. Since it is originated from the "heretical" thaumaturgy, not many Executors can use this.
- Baptism Sacrament
- Chant: I kill, I give life. I injure, I heal. There are none who escape from my hands. There are none who escape from my eyes./
May it be so that you are shattered./ I welcome the defeated, the aged. Surrender to me, learn from me, obey me. May you be at rest./ Do not forget the song, do not forget the prayer, do not forget me .I relieve you of all burdens./ May it be so that there is no deception./ Retaliation unto forgiveness, betrayal unto belief, despair unto hope, darkness unto light, death unto life./ May you rest in my hands. Let there be mark of your sins. Eternal life is found only in death./ Forgiveness is before you, and so my incarnation vows./ May God have mercy of this soul.
- Rank: A
- Range: On contact
- Effect: A purification incantation. The sole mystery that is freely taught to all members of the Church. A simple ritual with an aria that falls on the Ten-Count category, it is capable of exorcising Demons and sending Wraiths back to the world of the dead. Possess weak capacities of physical interference, but its power is overwhelming against spiritual bodies.
- Confirmation Sacrament
- Chant: The grinding of the earth, the wheezing of humanity's breath./
A torrent of echos washing through the mortal mind./ So many distractions, but beneath it all, a silent voice whispers./ Open up your heart and soul, and let the Master in.
- Rank: C
- Range: On contact
- Effect: A powerful incantation normally used to reaffirm the indwelling of the Holy Spirit. This mystery allows the caster to delve into the target's thoughts and memories. The target must be unconscious for this mystery to be initiated, and while inside the target's mind, the caster will enter a trance-like state.
- Eucharist Sacrament
- Chant: This bread, a broken body. This wine, the spilling of blood.
Death brings life, a reflection of the Father's love.
- Rank: E-A
- Range: On contact
- Effect: A holy incantation normally used for the consecration of Mass. This mystery allows the caster to change any one physical object into another physical object of equal mass for as long as it remains in contact with the caster. Once contact is broken, the object will immediately return to its original state.
- Ordination Sacrament
- Chant: Straight is the path and narrow the way, hidden amongst the thorns./
Can you be sure you won't stray from the course?/ Many have been martyred, and many more will follow./ Can you continue, knowing your own fate?/ Great are the rewards, and yet we shall throw them all away./ Can you live by the Word of God alone?/ A life of humble service now lies ahead./ I welcome you to the faith, my brother in arms.
- Rank: B
- Range: On contact
- Effect: A powerful incantation normally used to ordain new ministers into the service. This mystery allows the caster to take possession of the target's body and senses for up to an hour, but does not allow the caster to access the target's memories. During the time of possession, the caster's body will appear to be sleeping. Physical contact with the target is necessary to initiate this mystery, and any damage done to the target's body during possession will be reflected upon the caster's body as well.
Servant Type: None Home Base: Chapel
_________________ ~Vae Victis - The Black Lily Blooms~
Last edited by Prisma*Illya on Fri Dec 06, 2013 12:25 am; edited 10 times in total | |
| | | NoIn-LoKi Celebrity Composer
Posts : 5051 Join date : 2013-08-19 Location : home
| Subject: Re: The Grail Games Thu Aug 22, 2013 3:26 am | |
| Name: J.C. pronounced Jayce (Jonathan Charles) Age: 27 Appearance: - Spoiler:
Personality:He is comfortable being in the background playing a supportive role rather than taking the initiative and standing in the spotlight. Most tasks he completes, though creative and motivated at the beginning, aren't always done on time. His emotions rarely get in the way of his work unless someone really tries to piss him off. When he does get angry, it is a cold anger that he can hold for days even weeks until it finally bursts loose. Usually, he is very down to business, unflinching even in the face of most horrible actions if they are part of the job. Whenever he loses his initial motivation, he can appear a little unfocused and his lack of interest after the main objective is fulfilled can lead him to leaving open ends. He is analytical and has a good eye for details. Together with his creativity, it helps him come up with ideas that appear to be reckless and irresponsible at times. Character:Unless he's known a person for quite a while he stays formal and critical in his interactions. When he does know someone closer, he is a loyal companion, most cheerful and sociable as long as it doesn't relate to his work. Pleasing in his behavior, Jayce can be charming in an unobstrusive way to the point where people will talk to him and then forget about him a moment later. However, he immediately becomes serious when more sensitive topics, such as missions, are discussed. His biggest weakness is, perhaps still a remnant from the time he spent admiring his brother, that he keeps trying to prove himself over and over again. With no interest in money, his goal is recognition and respect for his talents above all. History:- Spoiler:
Jayce grew up as the younger son of a moderately influential family in the Clocktower. They had high ambitions for their children, something the older son seemed perfect for. He was self-assured and confident, though only moderately gifted with magic circuits, he was pushed to become better. One defect in his character was, that he tended to exploit people weaker than him, mainly his brother.
Being almost five years younger Jayce had no way to match the same expectations as his brother, nor had he the confidence to even try out in the same field as his brother did.
Jayce grew up to be a quiet young child, trying to stay out of everybody's way and left to find his own way while the world focused on his brother. His own parents dismissed him as slow and stupid, because he did not excel the way his brother did. Despite this uneven relationship Jayce idolized his brother, believing just like the rest of the world that he was destined for greatness. He would do anything his brother asked, sometimes being quite gullible and naive. His try to gain recognition from the older sibling outweighed any moral doubt about what the were doing.
One day his brother asked him, practically dared him to do something, something clearly dangerous. Yet with the temptation to finally be an equal to his brother, Jayce does try.
However, the dare goes terribly wrong and instead of helping his little brother, he leaves him alone, not caring if he dies or not.
Only through luck, Jayce is saved by a by-passer. An elderly lady with a kind heart takes him in and with her healing abilites he becomes well again. However, when he finally returns home, he is not the same child as before. Finally his eyes to the true character of his brother were opened. Instead of idolizing him, he began to despise him. This destroyed their already unbalanced relationship completely, which made the situation at home even more strenuous.
In the following years, Jayce found himself trying to stay away from home as much as possible, visiting the elderly lady often that had saved him.
As soon as he was old enough, he left home and started his career as an Enforcer, something he was quite good at.
Status: Enforcer? Origin: Flow Attribute/s: Water Weapon/s: 2 daggers (one of them being Sicarii) Mystic Code/s:- Name: Circuit Breaker "Sircarii" -Type: Specialized -Appearance: - Spoiler:
-Effect: This weapon has the appearance of an elegant hand crafted dagger, with an adamantine blade that is engraved with tribal markings. On the outside it looks like a normal dagger and while inactive it can be used as such. Once activated by passing prana through the blade and calling out its name ("Sicarii"), it will amplify the pain from a wound tenfold, making it last much longer than it normally would. The pain is spread not only through the nervous system of the opponent, but also through the magic circuits without damaging them. As an after-effect to the pain, it also mimicks the effect of a cleansing agent, burning away all traces of magical interference done to a persons mind or their circuits. Even a small cut will inflict far greater pain than a normal blade on those two levels, even though the physical damage may be minor. This allows the user to inflict wounds with greater effect, especially since it can range from dazing the opponent to torturing them. Skills: Mystic Eyes of Illusion These eyes allow the user to create a life-like illusion. This can range from simple objects appearing to the user clouding and changing his appearance in the eyes of the one affected. Depending on the strength of the illusion and the mental state of the one affected, it can last from several seconds to hours. It has tendencies to imitate the effect of hypnosis, only quicker and with a single word and glance. Magecraft: Water, Ice - Spoiler:
-Spell Name: Dragon's Rage -Type: Ice -Speed: Single-Action -Chant: Cloud -Rank: E -Range: 10 m -Effect: Around the user, the temperature drops and a cold fog obscures anything within range from view.
-Spell Name: Rising Sun -Type: Ice -Speed: Two Count -Chant: Coming down from frozen crystal rays, icy spears to pierce the heavens -Rank: D -Range: 10 m -Effect: Creates three lances made of ice, directed towards the target with rapid speed.
-Spell Name: Winter Storm -Type: Ice -Speed: Eight Count -Chant: A dark night, a winter's kiss Silence falls, A trickle can be heard Water rises from the ground Freezing into blades of ice Still, reaching up to heaven Rising, rising from the earth Until all is lost. -Rank: A -Range: 25 m -Effect: A ring appears around the caster and outward from that, sharp icicles appear from the ground, growing in size and strength, ready to impale anyone within range.
-Spell Name: River Blast -Type: Water -Speed: Single-Action -Chant: Crush -Rank: C -Range: 10 m -Effect: Two waves of water rush up from both sides of the target/s and blast them into the air with tremendous force.
-Spell Name: Hydro Shield -Type: Water -Speed: Two Count -Chant: The sudden kiss of water, Rising to protect me from the flames -Rank: B -Range: upon contact -Effect: Dropping a little water on his skin, allows the caster to manipulate the water into spreading out over his whole body in a thin layer. This has the same effect as an armor, as the water absorbs the energy of physical attacks and in addition, he can use that energy to heal shallow wounds.
-Spell Name: Aqua Blade -Type: Water -Speed: Four Count -Chant: Lady of the winter's night, Mistress of the ice, Lend me the unerring blades, For aim that cannot fail or For a storm shall rise -Rank: B -Range: 15 m/2 m -Effect: The user casts scythe-like blades of water and, with a swipe of their arm, sends the blades to slash their target.This spell can slice through solid rock. An adaption of this includes that the user only casts one or two longer blade/s and uses them to fight close range.
Familiars:Falcon - it used to be a real tamed falcon, loyal to Jayce until one day it was heavily wounded. Sad, that his companion and friend might die, he decided to make him into a familiar, that he now uses for recon and obervations. Appearance: - Spoiler:
Last edited by NoIn-LoKi on Fri Nov 01, 2013 8:19 am; edited 6 times in total | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Thu Aug 22, 2013 1:48 pm | |
| Name: Jacques Nold Age: 60 Appearance: - Spoiler:
Description: A kind-looking, physically fit, but rather weary looking old man seen holding a cane for an odd reason. He constantly walks around with his shoulders held high and respect and attention and listens the views of a lot of other people. Though, he's also strange in the regard that he records almost every act he does in some form. That being said, the old man always seems very strangely distant, always lost in deep-thought. History: - Spoiler:
Jacques was originally from a island set near Europe. It was a very small and underdeveloped island that only a few selective families lived at. Though, it was beginning to slowly catch up to other nations due to the German and French traders that influenced the islanders and their language that showed up once in a while. Still, the island had a very interested flair to it. They ran off oral tradition, which involved selecting a speaker who would remember the chronicles of the entire islands history and be able to recite it from word, just like the African countries in the south would do. these islanders respected this tradition, and didn't want it to be washed away in the European influence so they kept it, almost as a sign of individuality.
Then one day, the islanders began to come down with a breakout, a new sickness that was killing the small population on the islanders left and right due to the diseases that were brought by the merchants overseas. This disease being foreign to the islanders didn't build up an immunity it, making it more devastating then normal. This wasn't a new process to the islanders though, the older members were used to these outbreaks so they quickly called for help from the European nations.
The medics arrived and were only able to save the now sickly 18-20s younger adults, while the other ages died before they could truly be treated from the savage sickness. This sickness was taken as an ill-omen by many of the younger generation, and they began to forsake the traditions of the island, moving to the European countries, but Jacques was the speaker of the island and a Magus of his family. So, he felt it was his duty to upkeep the tradition, to save the history of the island through oral tradition, because recording it in a book would be a disgrace to his ancestors who worked so hard to preserve this practice.
Still, Jacques was forced to move to the European nations but still he would recite the oral tradition over and over again into his head until it became second nature, the history of his island would literally echo in his head, his sleep, he would never forget and never lose memory of it.
However, just reciting the history of the island ended up bringing Jacques into a depression of sorts. He still didn't feel like he was doing anything with the island; he had a plan of what he wanted to do when he was older, but that was all on the island not here....
That was until he noticed a familiar figure passing him by, it was Marie, she was the Magus of another family on the island, and Jacques seeing something that was related to the island took this chance and immediately confronted her and began to talk to her, asking her how she was and was doing.
"Oh, it's been going pretty well Jacques. I have a daughter and a husband now, but I've given up magecraft at this point." Marie responded with a bittersweet smile, as she could tell that Jacques was rather burdened after being detached from the island.
"Well... Hey! Before I decided to give up magcraft I discovered this organization called the Thule society... maybe you should check it out, and you know.. make your own history?" Marie responded with a little more hope in her eyes, as the two spoke a little more to each other, and quickly parted ways.
Jacques took what Marie said to heart, and went to this organization called the Thule society. Upon arriving tried his hardest to add to the oral tradition of the island of his history now not just others. And sure enough this hard work paid off, as he quickly rose in the ranks of Thule society and earned medals and honors due to his advancement in rune magic.
This process continued, until one day Jacques found himself forgetting part of the oral tradition. He was actually forced to find younger members of the Thule society who he told that part of the story too and relearn the history himself, though their explanation was horrible to say the least.
This servery worried Jacques, as he didn't know what to do know. Here he was with no dedicated heir, and his memory was fading quick. He still thought he had time but... apparently it wasn't as much as he though.
"Mr. Nold, you have a letter from Abella Morain." A courier stated behind Jacques, as the man quickly turned around his eyes lit up with surprise. He didn't know who this Abella was, but that last name Morain... it was the exact same name as Marie. So, Jacques quickly grabbed the letter with an insane amount of curiosity growing inside of him. Dear Jacques Nold
I'm really excited I finally send you this letter sir; I'm Marie's daughter Abella Rose... Rose being my father's last name. I've become very interested in what my late mother has told me about the island and its history and one day she let your name slip so I took the liberty of looking it up. And let me say this sir, I want to continue the oral tradition that you have worked so hard on as your successor, but my father, who is a powerful man, won't let me leave the country and is keeping a close eye on me... he says you're... a lunatic... which is understandable since he's not a magus unlike the two of us. But, if you know a way for us to meet since you're a magus, I would greatly appreciate it.
From Abella Rose
P.S. Unfortunately this letter was a one shot deal, so I won't get a letter if you respond, sorry.
This sent a large amount of hope and sadness through Jacques Nold since there was a willing member of the island, but at the same time... he couldn't get hold of her due to some man that apparently didn't let the girl think without him butting in.
Jacques didn't give up, he developed a new rune that would be able to contain information, as he tried to use this rune to transfer information to Abella, but there was never a response... he never knew if she got the message or not which continued to leave a gnawing feeling.
That's when Jacques discovered the Grail games were coming up and how it would grant wish to the winner, and began to study it intensely. It seems that he would have to kill a few people to win, which at first hit Jacques the wrong way, but he knew that it was worth it if it could preserve his legacy.
His wish? To recover his memories and transfer the history of the island residents to Abella to where she can continue his work without them having to meet. It's a stupid wish yes... But to him it had more worth then the world.
Status: Archive and researcher of Thule society; Representative Origin: Memory Attribute(s): Wind and Lightning Weapon(s): Dual Glaives Mystic Code(s): Name: Emperor's Guard Type: Specialized Appearance: A very well forged golden-looking metallic glaive, it is inscribed with various symbols that resmble royal and various writings from past ages that come with holders that attach to the bottom of one's arm that allows the glaive to fold up when it reaches the owner. Effect: Once these glaives are inscribed with the insigna of their power they will always return to the owner like a boomerange as long as they have the momentum to do so. Skills: Besides his near photo-graphic memory, nothing Magecraft: - Spoiler:
Spell name: Bolas Type: Lightning and Rune Speed: Two Verse Chant: Bind my foes Bring them into heaven's light Rank: D Range: Direct contact to place rune, but can be activated from any distance Effect: Bolas is a dual rune spell when cast the caster has to quickly place two runes on certain spots, when the spell is activated a line of poweful static charge that will begin to pull the two objects together. The attack does no damage by itself, but the line of static can entagle foes.
Spell name: Zio Type: Lightning and Rune Speed: Three Verse Chant: Become my sword Allmighty lightning Pierce thy foes Rank: C Range: Direct contact for placment, activation distance is about 10 meters Effect: Sends a single bolt of lightning in the direction that the rune is facing.
Spell Name: Orkan Type: Wind and Rune Speed: Four Verse Chant: A storm is coming To tear asunder It'll Never be quelled And will Overwhelm Rank: B Range: Direct contact for placment, activation is a sphere shaped with a meter radius that grows a 5 times the length overtime. Effect: A sphere shaped controlled explosion of wind that will attempt to tear anything inside of it apart, but it grows weaker and unstable overtime.
Spell Name: Isanda Type: Unknown and Rune Speed: One Verse Chant: Remember Rank: E Range: Direct contact Effect: A rune that will hold the information placed inside of it, so when it's activated again it will recite the information again in whatever form it was placed in (vocal, documentation, ect). This rune is incredible hard to detect and see until activation, and if the record was thorugh Jacques mind then when the rune is activated the activater will hear in their head.
Spell Name: Emprisonner Type: Wind and Rune Speed: Two Verse Chant: Lost in the sky Imprison Rank: C Range: Direct contact Effect: Emprisonner is a dual rune spell that must be placed on two spots when cast. Once these runes activated, they will cause a sphere of wind to surround whatever is in-between the two of them that will cause the object to float in the air rendering it helpless while knocking away anything that tries to leave or enter the field .
Servant Type: Archer (Most likely) Base: Underground Archives
Last edited by Dannytheman1 on Fri Sep 06, 2013 12:48 pm; edited 3 times in total | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Wed Aug 28, 2013 2:15 am | |
| I think we are going to go with Dusseldorf after all. :0 They have castles there! Jorg, Caster could set up here: Kaiserpfalz (Emperor's Palace) Kaiserswerth The ruins of the medieval Kaiserpfalz or Emperor's Palace, which was built in 1180 by the legendary Friedrich I. "Barbarossa" is a must-see for those interested in history. Restorations since the beginning of the past century have preserved the monument. In the neighbouring basilica, in a golden shrine lie the remains of St. Suitbertus. While Clocktower's faction, the Lannisters, set up here. :0 Scloss Eller Not all of Düsseldorf's palaces can be seen from the inside. In contrast, their parks and English gardens are mostly accessible and offer beautiful walks. Especially in the summer months, the forest-like parks of Schloss Eller or Schloss Heltorf in Angermund are a cool oasis. Of course, Dowth will mercilessly criticize Jamie Lannister's pompous and foolish decision to take up residence in such an easily noticeable spot. But Jamie travels in style. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Guest Guest
| Subject: Re: The Grail Games Wed Aug 28, 2013 8:37 pm | |
| I may change my character by the time this starts.
Whats your opinion of werewolves in the Nasuverse? |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Wed Aug 28, 2013 8:51 pm | |
| They do exist, technically.
http://typemoon.wikia.com/wiki/Lugh_Beowulf
I'm not sure how you'd work that in though. Since they're phantasmal creatures, I don't see them being part of magi organizations. Unless, of course, you have him kill the Master from the Eastern Magi Organization and steal his Command Spells at the start of the war. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Guest Guest
| Subject: Re: The Grail Games Wed Aug 28, 2013 8:58 pm | |
| Well that says that only Lugh was a phantasmal creature. But hrmm.
I'm only considering it because I thought I should make a Werewolf Original Character, so I doubt I'll actually use one. I'll try to keep it mind that they're more wild beast in origin than man though. |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Wed Aug 28, 2013 9:28 pm | |
| Well, Lugh is on a completely different level. But they're still of that kind of species.
All right. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 1:39 pm | |
| This works out really well though, Jacques is quite familiar with France and Germany because of the island he lived on and trade... so I can probably do quite a bit with him.
The biography of that person was really interesting, what's he from? The VN that has the red haired woman as a MC? | |
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| Subject: Re: The Grail Games Sun Sep 01, 2013 2:14 pm | |
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| | | NoIn-LoKi Celebrity Composer
Posts : 5051 Join date : 2013-08-19 Location : home
| Subject: Re: The Grail Games Sun Sep 01, 2013 2:49 pm | |
| Okay, here's the map. First is an overview of the area, second is a close up with the main points marked and in the third one, I overlayed the subway map just to get a general idea of where the lines run not all of these buildings are actually where I put them, but I guess this will work, right? Let me know what you think.... - Spoiler:
download link: http://www.mediafire.com/download/05q9gikfxtn0pdk/map_overview.jpg - Spoiler:
download link: http://www.mediafire.com/download/ebg8587ccnz7k0g/map_close_up_v1.jpg - Spoiler:
download link: http://www.mediafire.com/download/x84o5w4790z88ek/map_close_up_metro_v1.jpg
Last edited by NoIn-LoKi on Fri Sep 27, 2013 6:07 pm; edited 1 time in total | |
| | | Guest Guest
| Subject: Re: The Grail Games Sun Sep 01, 2013 2:51 pm | |
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| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 2:51 pm | |
| Do you know where a library is on the map noin? I'm trying to find a good one for my workshop :0
I do agree, it does like good though | |
| | | NoIn-LoKi Celebrity Composer
Posts : 5051 Join date : 2013-08-19 Location : home
| Subject: Re: The Grail Games Sun Sep 01, 2013 2:59 pm | |
| there are no pretty libraries in Dusseldorf, I checked... but just pick a spot on the map and a fancy library building from some city and i'll put it in... | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 3:11 pm | |
| Well, I don't think Jacques is going to want a pretty one :p
I'll look around and tell you if I find anything then :0 | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Sun Sep 01, 2013 3:19 pm | |
| I'm not sure which character you mean, Danny. :0
Very nice, Noin. ^^ _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 4:08 pm | |
| Who Jacques? My master? :x | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Sun Sep 01, 2013 4:18 pm | |
| - Dannytheman1 wrote:
- This works out really well though, Jacques is quite familiar with France and Germany because of the island he lived on and trade... so I can probably do quite a bit with him.
The biography of that person was really interesting, what's he from? The VN that has the red haired woman as a MC? You're saying the biography of the person your character is based off of? _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 4:57 pm | |
| Oh, that's the werewolf guy you linked from earlier
and no I didn't base my character off him, I was asking what he was from
Last edited by Dannytheman1 on Sun Sep 01, 2013 4:58 pm; edited 1 time in total | |
| | | Prisma*Illya Paramount Pagemaster
Posts : 34036 Join date : 2013-07-11 Age : 33 Location : The Black Versailles
| Subject: Re: The Grail Games Sun Sep 01, 2013 4:58 pm | |
| Ohhh Lugh Beowulf from Witch of the Holy Night. Yeah, pretty interesting. _________________ ~Vae Victis - The Black Lily Blooms~ | |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 4:59 pm | |
| Oh okay I see :0
I assume it isn't translated yet lol | |
| | | Guest Guest
| Subject: Re: The Grail Games Sun Sep 01, 2013 5:01 pm | |
| and it's only part 1 of a trilogy |
| | | Dannytheman1 Simplistic Scripter
Posts : 2292 Join date : 2013-08-20 Age : 30 Location : Eithir
| Subject: Re: The Grail Games Sun Sep 01, 2013 5:03 pm | |
| Oh that's pretty cool, I wonder if it's going to make time skips to show various points of her life :0 | |
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