The Fourth Day Where blood is no thicker than water. |
"part of me prefers just thinking Links a dumbass. if i wanted to summon the apocalypse and destroy Hyrule id built a little fence around myself and theres not a god damn thing he can do about it" - Naomi Welcome to the Fourth Day, where everything's made up and the points don't matter. That's right, the points are like Drae's opinion. Colors are now freely available, PM Drae to ask him for yours! |
| | Fate/RP Character Thread | |
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Where should this take place? | New York (Downside: I know nothing about it.) | | 0% | [ 0 ] | San Francisco (Downside: Too many high-rise building) | | 0% | [ 0 ] | Los Angeles (Same as San Fran) | | 13% | [ 1 ] | Chicago (A nice balance) | | 50% | [ 4 ] | Anaheim (I'm well acquainted with it, it's a large city, and has few high buildings) | | 13% | [ 1 ] | Other (Specify in a comment) | | 24% | [ 2 ] |
| Total Votes : 8 | | |
| Author | Message |
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Zalty ➳ ➳ ➳ ┌( ⁰△⁰)┘
Posts : 3570 Friendliness : 3637 Reputation : 24 Join date : 2010-12-08 Age : 30 Location : Arkansas, usually
| Subject: Fate/RP Character Thread Fri May 30, 2014 8:45 am | |
| This RP is based on the Fate series of games, specifically the canon in which Fate/Stay Night, the most iconic title, takes place. The minimum number of players is 6, and the maximum is 14. Each application is to include two characters: A Master and a Servant. More details on those will be provided in the spoilers below. The way this will work is that you will control your Master, and be assigned to control somebody else's Servant. This will put both your ability not to metagame, and your ability to adapt to a different character to the test. Alternatively, if you simply must control both of your characters, you could trade slots with someone, so that your Servant works for somebody else's Master. In the event that we get more than 7 players, Some of the players will need to abandon one of their characters, be it their Master or their Servant. Keep in mind that only one servant per class can be summoned, so keep an open mind. The World (READING THIS IS MANDATORY!) - Spoiler:
In (insert town), USA, signs of the appearance of a Holy Grail have been found. In the hopes of being granted a wish, Mages from all around the world have set their sights on the war that is sure to develop, coveting one of the seven spots for participation. The LeBlanc family are the supervisors of the war, and have already secured their participation. Two(?) other major families are expected to participate as well, and the four mages quickest to summon their Servants will be competing with their lives on the line to attain their wildest dreams.
Each participant is known as a "Master", and enters the war with the summoning of a "Servant", a legendary hero of past, present or future (though in this case, it's exclusively past). A servant is summoned via a ritual, which will either summon a specific servant with the use of a relic they used in life, or a random servant that suits their personality or past without the relic. Servants whose character suits their summoner benefit from increased power. However, the more famous the servant, the more powers they possess. Striking a balance is the best way. A servant's power is also influenced by the magical energy their Master possesses. A master with a high magic capacity can sustain and power a servant much better than a weak one can.
Servants fall into seven categories, listed below. Some servants can belong to multiple ones, but their skills and strengths depend on which one they are summoned as. Only one hero can be summoned per slot, so grab them while they're open. It would be a good idea to mark the ones you want, and to choose multiple ones in case you don't get the one you want in time. Servants have the power to detect one another within a certain range, unless the one being searched for has the ability Presence Concealment. Related skills such as Tracking can get through this, as well as increase the range of detection.
Each servant also possesses and ultimate attack/ability/weapon known for whatever reason as a "Noble Phantasm". This ultimate thing is related to who they were, usually a weapon, but sometimes a passive ability. Some examples would be Excalibur for King Arthur, and Hercules's 12 trials, which give him a passive ability that allows him to die 11 times without dying permanently. Take this into account when choosing a Servant, as a lot on this list don't have any thought up.
Servants can also switch between a physical and spiritual form. Both are anchored to reality, and so move at the same pace, but in spirit form are more difficult to detect, and are undetectable to the 5 senses. Physical form also is more taxing on the Master, draining mana more quickly, though usually not quickly enough to be a problem when there's no fighting going on. Dematerializing takes whatever the hero is wearing when the do it, but they cannot carry anything with them, including backpacks. They have no need for sleep or food, but maybe restore small quantities of mana through eating, and preserve it while sleeping. Plus, who would turn down eating good-tasting stuff. They also don't gain weight.
Masters are all mages by default. Magic is mostly rather standard, as it uses up the magic within the mage to cast spells. Every person has a maximum capacity for magic, as well as an affinity. Families of mages spend generations strengthening and developing their "Magic Crest", a magic symbol implanted into the successor of each generation (the oldest child), that contains the one magic that the family specializes in. As an example, the Tohsaka family specializes in disease, and the Makiri family specializes in draining magic. More powerful families have more powerful and developed Magic Crests.
Most classic magics are available. Elemental attacks, alchemy, necromancy and summoning familiars are all rather common. Familiars have a high energy cost, however, and maintaining one even half the size of the caster for a long time is impractical. Becoming well-verse in any type of magic is a long process, so I'll limit specialization to two subjects, though you can be a jack of all trades, master of none if you want. Magic require incantations in gratuitous German to cast. The weaker the attack, the shorter the incantation, and vise-versa, with the most powerful attacks usable by modern mages requiring three 'lines'.
Mages all possess a 'workshop', which is actually an area that belongs to them within which their mana recovery, healing, and magic power are all boosted.
Affinities: This can range from the classic elements (including ice and metal separately) to something rarer like 'Imaginary Elements' (shadow, cold, silence, death), or extremely specific stuff like 'swords'. Basic elements are most common, and more likely to be higher in number. If one is specialized in an Imaginary Element, I'm capping it at one. The same goes for extremely specific specializations, not because of the potential power it has, but simply because it is so specific.
Alteration magic falls into three categories: Strengthening, Altering and Projecting. Strengthening increases an aspect of a tarted (person or thing), such as hardness or sharpness. Altering allows you to change one thing into another, so long as it contains some similarities. Project conjures something from nothing; it is considered highly dangerous, as even projecting something within your affinities will damage a mage's Magic Circuit (what allows them to use magic at all), and can potentially kill you; in addition, it disappears with a firm hit or when the caster stops applying magic to it. Attacking magics, like fireballs and such, are not Projection, though, so it's safe to do those.
Magic Crests are gradually implanted into the successor from a young age, usually completed around age 12-ish. The process is extremely painful, hence why it is done bit by bit. It is never put into more than one child, as that would halve its potency. As a result, after the first child, any children afterwards are not only not taught magic, but often are kept entirely in the dark about the fact that magic even exists at all, and sometimes are put up for adoption instead.
Most mage families are greedy or selfish, but not evil, and all pursue knowledge, discovery and fame. The greatest magics of all time are called "sorceries", and only five have been created. Just some background info for you guys.
The two main magic-related factions are the Magic Association and the Holy Church. Although they often operate together, they are bitter enemies. The Magic Association's duty is to further the advance of magic in any way it can, while the Holy (Catholic) Church's duty is to stamp out what it considers heresy, among which is the use of magic. Being the massive hypocrite it is, the Holy Church uses magic to accomplish this goal. The biggest law in the magic world is that magic must never be publicly revealed. If it is, then any evidence of it is stamped out as efficiently and completely as possible, and the one responsible is executed.
Internal magic energy is known as mana. It is the energy used to create spells. Environmental magic energy is called odo. Unless it is a family's specialty, mages do not have access to odo, except through passively recuperating used energy. Completely draining yourself of magical energy is not fatal to a human, but is to a servant, though this is difficult to do, as servants are constantly fed magical energy from their summoners. Mana can be stored in jewels for later use in order to cast spells over the mage's normal capacity.
Odo naturally runs through the planet via Leylines. At convergence points, mages can restore their mana more quickly, and powerful mages can tap into its energy to affect the currounded areas. Such places are usually sites of temples and other places where people practice magic.
Each master is given three "Command Spells" upon summoning a Servant. Each one allows them to force their Servant to obey their will, no matter how much they disagree. Archers have the highest degree of free will of the classes, and so show the most resistance to these, but still inevitably succumb. Command spells show up in the form of a design somewhere on a Master's arm, consisting of three shapes that can greatly vary. After using a command spell, one of the shapes will turn from its reddish color to black. When all three are used up, the servant is free of its master as soon as the last command is accomplished. Most servants will kill their master after this, due to the fact that they were made to go against their principles three times.
Masters have the ability to gauge any Servant they encounter to discern their stats: Strength, Endurance, Speed, Magic, Luck, and the power level of their Noble Phantasm.
Servants that have lost their masters, be it to death or Command Spell use, are still able to be contracted by another Master, as long as they still have their own command spells. Most will not last long, however, except Archers, who last two days before fading out of existence. Most will do it in about half a day. Killing one's Master before the CSs are used up is impossible.
Servants should keep their names secret when possible, in order to avoid any potential weaknesses or tactics being revealed.
Master Template: - Spoiler:
Name Age- Minimum 16 Appearance Family- Any details on the family go here. I need to know their Magic Crest, how many generations it's been a magic family for, how powerful they are in their place of origin and how far their reach is, as well as any other details you could provide. Most magic families have a business too. One more person can be a member of a major family. Affinity- See the paragraph on affinities. Common affinities are limited to 3 at max, less common ones can be 2 but depending on what it is I might cap them at 1, and specific affinities are limited to only 1. (I've allowed Darc an exception from the 3 limit, on account of his character being weak with them.) Magic Crest- Can really be anything, as long as it's got strictly outlined limits. This is much more specific than general magic, and always something that's not normally achievable. Personality- Go into as much detail as you can. This will determine how your Servant's stats are affected. Alignment- Lawful/Neutral/Chaotic Good/Neutral/Evil. The former defines their means, and the latter defined their goal. Wish- What do they want from the Holy Grail? Strengths- Go into some detail with this too. We don't want powergaming and god modding to fly under the radar because you weren't specific enough. Weak points- Not necessarily their kryptonite, just whatever it is they're less than stellar at. Backstory- Not that much is needed, but it's always good to flesh them out. Anything that could be useful to know in battle. Secret attacks should be PM'd to me.
Servant Template: - Spoiler:
Identity Class Appearance Noble Phantasm- Not always an ultimate attack, as mentioned before. It can be a weapon, a single attack, a spell, a summon/mount, a passive ability, or anything you can think of that could work. Personality- You could go into excruciating detail here, or just give some vague idea and leave the rest to the one who will play them. Skills- Will be added by the DMs, but you can make suggestions. These are based on who they were in life, so a person like a ruler would have Charisma, or a tenacious fighter would have Battle Continuation. Go wild. 3 per servant for a class with 2 Class Abilities, 4 for those with one. Alignment Wish Strength- Often depends on the class. Read below for more details. Weak points Backstory- Not everyone might know your character's story, and they may be aspects that differ from what history tells. Don't go nuts with this, though. We don't want any more "Caesar Nero was a woman" bull. Stats- Strength, Endurance, Agility, Magic, Luck, Noble Phantasm. These are often affected by the Servant's class, but put in what you believe would fit here based on this person's history. Ranks go from E-A+.
How to describe a Noble Phantasm: - Spoiler:
Rank- How powerful/potent is it? Class C is equivalent to a class A 'regular' attack, and A++ is hax. Classification-
- Anti-Unit- Specializes in hitting a precise target, but dealing massive damage to that particular target. Has little effect on non-living beings. Very energy-efficient and can usually be used multiple times.
- Anti-Army- A wide-range dreadnought attack with a high energy cost, specialized in striking a massive area. Should be avoided in populated areas.
- Anti-Fortress- Distinguished by its sheer power, capable of leveling a fortified structure. Has a high energy cost as well.
- Anti-Divine- Usually single-target, and becomes more powerful the more divine the target.
- Anti-Attack- Defensive Noble Phantasms.
- Effect- Primary function affects the user in a positive way.
Target- How many targets it's capable of hitting with one attack.
A list of servants we've thought up can be found at: https://titanpad.com/JGptiSqC5bDa rules: - Spoiler:
Rules:
- Do not expect to win. Even if your characters form an alliance, things happen. RPs have a lot of independent variables, and are inherently unpredictable. If you do manage to win, it should be a pleasant surprise and not a foregone conclusion.
- The servants will die. Do not complain if/when it happens to yours. Masters do not have to die, if other masters do not want to kill. But if this isn't the case, and your master dies, the only right you have to complain is if you feel it was done unfairly. You can continue to play after your servant is dead, if you want. Who knows, you might pick up a servant someone else lost.
- Speaking of which, RP within your characters' abilities. If your character's strength is in speed, but lacks in offensive power, then no pulling off overpowered moves.
- No meta gaming. This game will be an exercise of sorts in this. The characters you will be playing as will be enemies, or perhaps allies through an alliance, but will not have a Master-Servant link.
- Once the Servant you created is given to the person who's to play as them, they are no longer your character. If you feel that they aren't playing them correctly, then be sure to respectfully tell them why you disagree, and what you think would be more suitable.
- Keep arguments outside of the chatbox. Having a DM listen in would be a good idea.
- No autohitting. And no autododging unless it makes sense. The outcome of a battle should be a result of the skills, strengths, weaknesses and resources of the characters. If you control Shadower and get into a head-on fight, don't expect to win.
- Whether a surprise attack or a sniping is successful will be determined by a random number generator, influenced by the skills of those involved. An accuracy+ skill will raise the chances of success, while an instinct+ skill will lower them. Sorry, but luck will be an element of this game, and complaining about it will not help you have your way.
- There's no obligation, but I think it would be good if some of us created evil/selfish characters. We don't want a situation like the DRP, where nobody wants to hurt each other. Most mages are selfish by default, and are after the Holy Grail for either their own ambitions or their family's.
In addition to all this, there's a poll on where it should take place. I would like at least one more character in addition to Curse's and Mine to be a member of a larger family. Really, they could all be if you all want to, but it's better with 3-4, I think.
Last edited by Mj. Spoilers on Wed Dec 10, 2014 8:26 pm; edited 12 times in total | |
| | | Zalty ➳ ➳ ➳ ┌( ⁰△⁰)┘
Posts : 3570 Friendliness : 3637 Reputation : 24 Join date : 2010-12-08 Age : 30 Location : Arkansas, usually
| Subject: Re: Fate/RP Character Thread Fri May 30, 2014 8:48 am | |
| My character as an example: Master - Spoiler:
- Name- Lucia LeBlanc
- Age- 22
- Appearance- Waist-length, platinum blonde hair that she lets flow, but styled with several small braids. Gray eyes that most compare to silver; full of energy, despite their flat color. Average in size, with a lithe and toned body from her training. Almost always wearing something primarily white, and fondest of long, flowing dresses when not out in public. Small of breasts and wide of hips, with the posture of a noblewoman. Her face is not outstanding if her striking hair is not taken into account.
- Family- LeBlanc, the supervisors of the city. The family keeps a sharp census on all mages within their area of influence, but are unaware of the identities of the Masters themselves. They are an unconventional family that selects a successor out of the first two children, rather than immediately choosing their firstborn; the selection is based on whichever child shows the strongest morals, sense of justice, and willpower. As this selection occurs much later than most, the Magic Crest is implanted much more quickly, resulting in higher pain, hence the need for willpower. The family values justice above all else, a fact that ensured their continued function as supervisors. Their methods are less savory, however, willing to go to just about any lengths to bring evildoers to justice. Mercy is not in their dictionary, which has garnered some scrutiny towards them. All of their children practice magic, but only the heir possesses the Crest. The family business is various luxury goods, including furniture and jewelry.
- Affinity- Lightning and Fire. Her specializations are Healing and creating familiars, though she has enough experience in offensive magic to make use of it.
- Magic Crest- Barriers. The LeBlanc barriers can come in spheres, domes and walls, which can be manipulated with respect to the user's body. Their range is very wide, and they can be used to move things, but not the user him/herself. They can be physical or magical, meaning that they can stop physical or magical attacks. They can also be invisible, or silver in color, depending on whether they allow light to pass through or not. Physical barriers are airtight, and both kinds of barriers are two-way, and so prevent attacks from going out as well as coming in. Lucia herself is limited to creating 3 of either kind at once. Usually not considered offensive magic, but is potent if used right.
- Personality- Quiet and introverted, but not shy. She won't reach out to people, but when approached, opens up a great deal. Usually wears a calm smile in all situations, save for when she's dealing with injustice. Serious and motherly in nature, and empathetic, which contributes to her strong sense of justice and will to put herself in harm's way for the sake of others. Her definition of evil is "abuse of power to take away others' freedom", and she will mercilessly and ruthlessly pursue anyone guilty of this.
- Alignment: Neutral Good; Pursues justice and goodness above all else, and will stop at virtually nothing to get it. Technically Lawful Good, as her family makes the rules, to an extent.
- Wish- To end all political corruption once and for all.
- Strengths- Incredible willpower, resulting in immense pain tolerance. If something is physically possible and she wants to do it, you bet she will. Strong hand-eye coordination, and in excellent physical condition. Clever and a fast learner. Skilled with the sword.
- Weak points- Her biggest flaw is her reaction time. Her barriers are necessary to allow her to process information safely as she comes up with plans. Her body itself is not that resilient. Rather gullible.
- Backstory- The oldest among four. She was brought up with loving yet strict parents, whom she took after with her motherly nature. Guiding her younger siblings strengthened her willpower and leadership skills, and the justice instilled in her by her parents guaranteed that she would succeed them. It was official when she used her magic to kill a would-be rapist that was threatening a child she saw. The implantation of her Crest began at age 10. The process was more painful than usual, but she took it without complaint, knowing that it was essential to her family. From that point on, she was raised to become the successor they wanted, put through a strict training regime and with her family's values instilled and reinforced within her even more strongly than ever.
- Other- She possesses three offensive techniques using her barriers: two ranged and one melee, two physical and one magical.
Servant option 1 (Paired with Lucia, controlled by someone else) - Spoiler:
Identity- Sitting Bull (Tatanka Iyotake)
- Class- Rider (Class abilities: Magic Resistance C, Riding A+)
- Appearance- A Native American man in his 40s, with prominent cheekbones and a large nose. He wears his hair braided over his shoulders, adorned with a single feather when in casual dress, and opts for a more traditional war chief hat during battle. He usually wears a long-sleeved shirt with Native artwork on it, but when he doesn't, the scars on his arms from performing the Sun Dance for the battle against Lt. Col. Custer in 1876 can be seen. His face naturally has a slight smile to it, but his eyes are always hard. http://puu.sh/94QYi/11f69068ad.jpg
- Noble Phantasm-
Sun Dance- An active buff to be used between battles. Raises Rider and allies' Strength, Endurance and Luck by 1 for the duration of his next battle, and also grants him enhanced healing. Using this heavily scars his body, however, and makes movement painful until they have healed. As a pact with the spirits, this NP only taxes the user's body, and relies on atmospheric Odo rather than Mana. (Rank- B; Effect; Range- N/A; Maximum Target: All allies.) Tatankaska A powerful summon that grants Tatanka Iyotake his Rider class. Summons a white spiritual bison with immense defensive capabilities. When passive, it provides a strong anti-magic barrier for Rider, but moves slowly, offers no offensive bonuses and is unaffected by his Sun Dance. When activated, however, it drags the target(s) into a reality marble resembling his great battle against Custer, in which two thousand Native warriors bear down on the targets. Unlike Alexander the Great's Noble Phantasm, the warriors are not Heroes, and so lack skills and classes. They do, however, benefit from both Charisma and Ghost Dance. During the use of this skill, the White Bison sits and becomes immobile. (Rank- A; Anti-Army; Maximum Target: 50)
- Personality- Bitter and gruff. Has a heavy disliking of non-Native Americans, but will respect those who understand the plight of his people, and those who value justice. Still gruff against Natives, particularly those who do nothing to change the reserve system. He will casually toss out insults in Lakota at people that he does not respect, and lie through his teeth when they ask what he said. Stoic as a rock, and an excellent liar and actor. Has a strong paternal nature, and, when he has the chance, will take time to explain the value of freedom and fairness to children. He's a born leader, though not particularly charismatic, garnering loyalty through actions rather than words. Very patient, but believes that might makes right and so will resort to violence to achieve his goals. Has little regard for the lives of those who do not care about the fate of others. He is vocally opposed to any centralized government, seeing being ruled by a man far away as impersonal, and lacking empathy. Never call Native Americans 'Indians' in his presence. Holds heavy disdain towards electronics and any system related to them, such as banks and e-mail, and refuses to make use of them. Pretends not to comprehend the concept of money out of spite (potential source of comedy). Basically hates everything about modern American culture, except for sports, which he gets quite heated about. Will not admit to liking processed foods. Despite all his bitterness, he was reputed far and wide for his wisdom, and never acts rashly.
- Skills-
Charisma: B- (Sitting Bull inspired thousands to follow him into battle.) Natural talent to command an army, it increases the ability of one's allies during large-scale combat. Restart: D- (Sitting Bull specialized in Guerilla tactics.) The ability to escape from battle easily. Healing is increased after a successful escape. Tracking: B- (Natives were taught tracking from a young age.) Allows one to track a target up to a day after they have been somewhere, as long as the user knows who they are looking for. Can detect a Servant with Presence Concealment of rank B or below. At this rank, doubles the range of the servant's detection abilities, up to 400m. Presence Concealment reduces range to 200m.
- Alignment- Chaotic Good; Desires freedom and rights for his people, and will stop at nothing to achieve his goal.
- Wish- That the Native Americans might have their freedom.
Strength- His charisma and battle skills acquired during his lifetime. Level-headed and logical. Weak points- Bull-headed (no pun intended), but never call him by those words, as one of the men who killed him was actually called "Bull's Head". Unwilling to compromise in most cases.
- Backstory- Tatonka Iyotake was a leader in the Native American resistance against European rule. He fought for most of his adult life against those he considered invaders, fighting a losing battle using guerrilla tactics. After several heartening victories, he moved to the Northern Territories (Canada) where he lived a much more peaceful life as a performer. He had a son he named after another Native leader, Crow Foot, and adopted a white daughter named Annie Oakley, whom he referred to as "Little Sure Shot". His dislike of European invasion never left him, and he was said to curse the spectators of the shows he put on in his native tongue, which they couldn't understand. He met his death at the hands of American Police, who arrested him out of fear that he would join the "Ghost Dance" movement. Enraged, his people attacked the police, and two Native officers shot him, once in the chest and again in the head, killing him.
- Stats-
Strength- B Endurance- B Agility- C Magical Energy- C Luck- C Noble Phantasm- A+
Servant option 2 (Controlled by me, paired with another Master) - Spoiler:
Identity- Crazy Horse (Tasunke Witko)
- Class- Rider (Class abilities: Magic Resistance C, Riding A+)
- Appearance- A thin but muscular Native man in his thirties. Naturally dressed in light buffalo hide leggings, with his long black hair worn as a twin braid. In battle, he wears war paint: a yellow lightning bolt on his right cheek, and white dots over his exposed torso. He’ll always have feathers in his hair, but doesn’t wear the stereotypical war bonnet. He has a large scar on the left side of his jaw.
- Noble Phantasm-
Kangwapaha- A weapon Noble Phantasm, consisting of a flimsy-looking long stick tipped with strips of ermine and hawk’s feathers at the tip, what was known as a “Coup Stick”. It has no offensive abilities whatsoever, instead boosting the user’s Luck, Strength, Endurance or Agility at random, by one point for every mage/servant enemy struck with it until the stick is unsummoned. Striking one target more than once does not add to the effect. Each stat has to be raised once, unless maxed, before one can rise a second rank. The upper limit is A-level. (Rank- C; Effect; Maximum Target: 1/Self) Inyan- A summon Noble Phantasm that grants Tasunke Witko his Rider status. On its own, Inyan has no power, but when ridden, it and Rider become spirits, capable of flitting around a battlefield as they please, with greatly enhanced Agility. Hitting them becomes difficult with the Luck granted to them by the spirits. Rider’s physical offensive power becomes electrically charged in this state, his attacks becoming on par with a C-level Mage’s lightning strike.(Rank- A; Anti-Army; Maximum Target: 50)
- Personality- Serious and gruff. Has a heavy disliking of non-Native Americans, but will respect those who understand and empathize with the plight of his people, and those who value justice. Still gruff against Natives, particularly free ones who do nothing to help their brethren in reservations. Stoic as a rock. He's a born leader, though not particularly charismatic, garnering loyalty through actions rather than words. Very patient, but believes that might makes right and so will resort to violence to achieve his goals. Has little regard for the lives of those who do not care about the fate of others. He is vocally opposed to any centralized government, seeing being ruled by a man far away as impersonal, and lacking empathy. He has a grudging respect for Obama, though, despite this fact. Never call Native Americans 'Indians' in his presence. Holds heavy disdain towards electronics and any system related to them, such as banks and e-mail, and refuses to make use of them. Pretends not to comprehend the concept of money out of spite (potential source of comedy). Basically hates everything about modern American culture, except for sports, which he gets quite heated about. Will not admit to liking processed foods. He has many regrets over his past life, which he may tell his Master about. But for all his regrets, he does not want to undo his mistakes, choosing instead to raise his people back to what they should be.
- Skills-
Charisma: C- (Crazy Horse was a born leader in battle.) Natural talent to command an army, it increases the ability of one's allies during large-scale combat.) Eye of the Mind (False): D- (Natives had a keen 6th sense.) The chances of a sneak attack succeeding are 1 in 10. Heightens a user’s reflexes in battle. Tracking: B- (Natives were taught tracking from a young age.) Allows one to track a target up to a day after they have been somewhere, as long as the user knows they have been there. Can detect a Servant with Presence Concealment of rank B or below. At this rank, doubles the range of the servant's detection abilities, up to 400m. Presence Concealment reduces range to 200m.
- Alignment- Chaotic Good; Desires freedom and rights for his people, and will stop at nothing to achieve his goal.
- Wish- That the Native Americans might have their freedom.
- Strengths- He was a warrior, honored both in battle alone and at the command of an army. Once he has the lay of the land, provided he has the time and resources to do so, he can skillfully set up a battlefield to suit his needs.
- Weak points- The greatest loss on the battlefield that Crazy Horse experienced was when his people were faced with a gun they had never seen before. Lack of knowledge of the enemy’s weaponry and power are his greatest weakness.
- Backstory- He was born and raised an Oglala Lakota Sioux, to the name Among the Trees. At a young age, he undertook a long meditation that ended with his receiving a vision from the spirits. He was given the name Crazy Horse by his father when he told him of it, based on the way the horse in his dream flickered like a fire. From there he began his great rise, becoming the most skilled and revered warrior of his tribe over the course of the years. He fought back against the invading United States military, winning a number of overwhelming battles that only propagated his fame. After the Wagon Box Battle, in which he and his people were overwhelmingly defeated, his life began to spiral downwards, however. He was attacked by his wife after he was found alone in a married woman’s tent, leaving him with a large scar on his jaw as well as on his pride. The incident stripped him of his status as a war chief, but the people nonetheless saw him as the incredible warrior he was. He participated in the Great Sioux War, in which he was considered one of the greatest fighters in the whole battle. However, as the war neared its end, his people were hungry, starved by the invaders, and he had no choice but to surrender. He was given one last meal of honor by the Sioux people, before surrendering and living in a reservation. Still, his misfortune did not end there. Rumors about him circulated within the reservation, and suspicion among the whites towards him grew. He ran away with his sick wife before the people planned to kill him, and went to another reservation, where they were tracked down and made to return. He was then asked to fight against the Nez Percé people but the military, to which he refused. The refusal became a matter of great controversy, which ultimately resulted in him being seized, fighting back, and ultimately being killed on the end of a bayonet.
- Stats-
Strength- B Endurance- C Agility- B Magical Energy- C Luck- D Noble Phantasm- A+
You aren't expected to fill in absolutely everything like I did, just do what you can according to your knowledge. Message me if you have questions.
Last edited by Mj. Spoilers on Sun Jun 22, 2014 7:43 am; edited 9 times in total | |
| | | Fire Ferret No-Life
Posts : 804 Friendliness : 855 Reputation : 2 Join date : 2012-12-15 Age : 24 Location : in the Kitchen making pizza
| Subject: Re: Fate/RP Character Thread Fri May 30, 2014 10:44 pm | |
| For your approval: Master - Spoiler:
Stephen Loyd Age-21 Appearance- 6'2" casual, Short dark hair, blue eyes. Often carries a wooden cane sword that he made from a spare piece of wood. Family- The Loyd family owns the lumber industry, and has worked with the LeBlanc family on occasion. They are an average-sized family, 8 generations of mages, with a fair bit of influence in the Colorado Springs area. Their ties with other lumber-related companies extend through most of the United States, though they don't hold any power worth writing home about. Magic crest: Defense of Life. Every living organism below human level instinctively protects the user. This includes plant life. The user doesn't have any conscious control over the organisms, but can strengthen them slightly both offensively and defensively. Affinity: Sound. He can bend the sound waves to mess with the frequency and pitch, as well as create shockwaves for offense, and fields of silence for stealth. Specializes in Alteration and Offensive magic. Personality: Slightly withdrawn, a fighter- he won't stop before his opponent does, he feels oppressed by society and his parents. He stays calm in all situations his masquerade of his blank face blocking anybody from the outside knowing how he truly feels. The only emotion ever outwardly expressed is joy, though he is a good listener whenever somebody is telling him something personal. In a fight he could never consciously kill his opponent but he sometimes looses control and needs someone to stop him. Alignment: Chaotic good as he has his own sense of justice that is usually different from the laws' sense of justice. but he still prefers good over evil and does not stop trying until he's dead. Wish: nothing Strengths: Speed,stamina, power. Relatively good strategist Weaknesses: A major defensive lack which tends to leave him open in battle. A relatively low pain-tolerance which he compensates for with his stamina. He feels the pain but can ignore it. Back-story: Oldest of two children, his younger sister is 15. The two are rather distant, largely due to Stephen keeping his magic a secret from her. His family's base of operations is in Colorado Springs, CO. He is very talented at his magecraft and trains in secret. His parents plan to claim a monopoly of everything related to the lumber industry. They are greedy everyone thinks Stephen has been spoiled but really his father just trains him nonstop in his magecraft. Other: through his training he gained much skill in battle and practical application of his magecraft. He is also left handed.
Servant - Spoiler:
Bruce Lee Class Shadower (Class Skill: Presence Concealment- B) Appearance: everyone knows what Bruce Lee looks like. Noble phantasm: - Fists of Fury: Hundred Hands – Rank B Anti-Soldier- taking the form of a flurry of attacks capable of shattering bones and reducing sheets of metal to twisted scrap. - Game of Death: Exceed Your Limits – Rank C Support-Every wound he takes acts like adrenaline, sharpening his reflexes. Repeated damage raises his Endurance and Strength slowly. Personality: Friendly, but only to people he has become familiar with. Puts on a smile, but doesn't talk too much around people he does not know. Dead serious in battle, and fights with honor, very unlike most Shadower Servants. Alignment: Lawful good Wish- to bring back his son. Back-story: Born in Chinatown L.A. He held dual citizenship in Hong Kong and the U.S.. He directed and performed in many feature films. He reshaped the way Chinese were vied in American Holywood. Skills:
- Fists of Steel B: Lee's forearms and lower legs could stop a tank shell. They are much more resistant to blades, but not completely. The rest of the body remains the same.
- Bravery A: The ability to negate mental interference such as pressure, confusion and fascination.
- Chinese Martial Arts A+: Mastery over Chinese Martial Arts. At this level, the Servant is beyond a prodigy.
- Bullet Time D: The user can change their perception of time, able to see thing in slow motion. They move at their regular speed, however.
Stats: -Strength: A -Endurance: C -Agility: A -Mana: D -Luck: D -Noble Phantasm: B
Last edited by Fire Ferret on Mon Jul 07, 2014 5:59 pm; edited 3 times in total | |
| | | Curse Newb
Posts : 4 Friendliness : 2 Reputation : 0 Join date : 2013-09-22 Age : 29 Location : Chicago, Illinois
| Subject: Re: Fate/RP Character Thread Fri May 30, 2014 11:33 pm | |
| - Master:
Name- Kaspar von Wilhelm (alias Kaspar Langley)
Age- 25
Appearance- Short-ish blonde hair that he wears straight. Icy blue eyes that could only belong to a shrewd businessman. Average in size, highly toned body due to a detailed work routine he has been following for long time. Always chooses to wear a large tie-up trench coat to conceal the multiple weapons he carries on his person at all times. Hard face with a square jaw. Very refined posture belonging to that of a noble.
Family- von Wilhelm of Germany. From a very long line of German lords varying in power. In the 1800’s, one of the von Wilhelm lords started an arms company, currently known as Kriegwaffen GmbH, and that has been the business of the Wilhelms ever since. Today, the Wilhelms specialize in the production and distribution of various types of firearms and military equipment. They supply to militaries, mercenaries, rebels, anyone in need of a weapon. They also have a small private military company that offers their services out to anyone with a price.
Affinity- Space- Specializes in the manipulation of space. Able to move objects and persons, including himself, from one place to another, as long as that place has been previously linked. Also able to form temporary pocket dimensions. Magic skills include Alteration, limited "Projection", and Destruction.
Magic Crest- Guns- Heavily modified from its original form when firearms became major weapons, the Wilhelm crest specializes in “gun magic” wherein the gun literally becomes an extension of the user’s Magic Circuit. This allows the bearer of the crest to manipulate guns with various magics, including but not limited to magically charging the ammunition, shooting things like fire, lightning, or darkness out of the weapon even if there is no ammunition loaded, and forming large bayonet-like swords. All weapons in Kaspar’s arsenal have been modified to accept the crest.
Personality- As Kaspar was alone most of the time while growing up, he is naturally an introvert. Though this does not get in the way of his business. He carries an extremely charismatic nature that could only be held by a professional arms dealer, and it is said his negotiative abilities have prevented wars. Due to his experience in combat with Kriegwaffen’s private military and fascination with military history, he has surprising leadership abilities. He chooses to lead from the front lines, but he will put his men’s lives on the line if that will win the battle. Suffers from severe depression which sometimes gets in the of his decision making abilities and generally causes him to think very poorly of himself in comparison to others. Despite his charisma, Kaspar is very cold and detached from everyone around him and chooses not to get close to others. Is very guarded and shrouds many aspects of himself in secrecy.
Alignment- Chaotic Neutral- Often attempts to make the best decisions when dealing with less than savory types that he often comes in contact with due to his business. But due to his nature, he does not make attempts to interfere with other’s lives, so in the end, if the client has good money, they’ll get their weapons.
Wish- End the Grail Wars
Strengths- Highly intelligent and charismatic. Tactical genius due to a fascination with military history and experience with Kriegwaffen’s private military company. Good negotiation skills. Years of shooting and hunting have made him into a lethally accurate shot. Knows the strengths and weaknesses of any given firearm. In peak physical condition and very agile.
Weaknesses- Depression hampers decision making ability and overall drive. Can become very unhinged during combat due to the rush it gives him, making him destructive and liable to use large amounts of magical energy.
Backstory- Kaspar was only an only child, and his parents were away on business very often so they were never very close to him and he never grew close to them. Received very much education in a private school, but never made many good friends. Due to being alone most of the time, reading and studying became favorite hobbies of his. However, shooting quickly became his favorite hobby due to the prevalence of firearms in his life. The magic crest was implanted at early age, so he learned how to perform many “tricks” with his weapons. His affinity for transportation magic heavily helped him around his large castle home. During his young adult years, due to his fascination with combat and military operations, he was the one who proposed the idea to form a private military company for Kriegwaffen. He himself took part in many operations along with the mercenaries, traveling to areas of combat and unrest including South Africa, the Middle East, Mexico, and South America. These operations are largely what defined him in his early adult years, and gave him a lust for battle. He highly enjoys the rush combat gives, and can become very bloodthirsty in battle.
Other- Carries with him at all times a pair of CZ-75 handguns, of the rare machine pistol variant, and an AAC Honey Badger assault rifle. His castle is also home to a large personal vault of weapons and ammunition, which he can draw on at any time using transportation magic. Transportation magic also allows him to teleport himself or others to the vault at any time. His mercenary company will be joining him in the Grail War.
- Servant:
Identity- King Leonidas I of Sparta
Class- Lancer (Class Abilities: Magic Resistance A, Battle Continuation B)
Appearance- Though the Spartans fought in the nude in real life, popular culture depicts the Spartans with bronze armor. Due to this, Leonidas in his Servant form wears this armor. Has a large red cape that he often wraps himself with. Made of pure muscle. Carries a large spear known as a Xyston, and a large, heavy round shield.
Noble Phantasm- The 300 (Anti-Army)- At Leonidas’ command is the famous army of 300 Spartans. These Spartan warriors held off an army of nearly 15,000 Persians plus a unit of the feared “Immortals”. These warriors are highly proficient in combat and are viciously loyal to Leonidas. Pulls enemies into a reality marble.
Personality- Leonidas is an extremely aggressive combatant who was feared on the battlefield. He leads by example and shares a strong bond with his men. Wholly believes he is a superior king due to the Spartan hardships he survived. Very likely to cause conflict and believes he can defeat all who stand in his way. Believes battle to be a test that he can pass with ease. Off the battlefield he was a strict but fair ruler who was widely respected by the people of Sparta.
Wish- Secure victory over the Persian Empire
Skills- Charisma (B)- Leonidas got along well with his men and inspired the Spartans Staunch (B)- Can remain calm and create sound plans in any situation Valor (A)- Raises strength, endurance, and luck when facing unfavorable odds
Stats- Strength (A) Endurance (B) Agility (D) Luck (D) Magic (C) Noble Phantasm (B)
Alignment- Neutral Good- Has a tight grasp over Sparta but is otherwise a fair ruler. Cares highly about his men but will not hesitate to put them in danger if it means victory.
Pictures of primary weapons https://imgur.com/a/KNurrPictures of other weapons he may or may not use (will be updated if he uses something not in the gallery) https://imgur.com/a/d1w5o
Last edited by Curse on Wed Jun 25, 2014 7:01 pm; edited 9 times in total | |
| | | Soulless Dragon No-Life
Posts : 892 Friendliness : 886 Reputation : 1 Join date : 2011-03-08 Age : 29 Location : The Underworld
| Subject: My submission Sat May 31, 2014 11:32 pm | |
| - Master:
Name: Jessica Martin Age 19 Appearance: 5' 10", dark brown hair of shoulder blade length with dyed red tips either left straight down or tied back in a ponytail, emerald-like green eyes, moderate sized breasts and hips with her body being deceptively toned. Usually wears clothes that arent restricting and more common with the fashion of the lower classes in the area. Family: Maarten, although more commonly known in the Magus community as the leading family of the Reformed Organization of Magic, she has no siblings and her mother died shortly after child birth, being taught and trained by her father into becoming the next family head. The family originally came from The Netherlands during the turbulent religious conflicts of the 17th century, settling in New Amsterdam during the 30 years war. (I'll touch up on that faction later) Affinity: Water and Lightning, she specializes in offensive magic and uses the offensive capabilities of her magic as defensive as well, like knocking an incoming attack away, Magic Crest: Weather. Although it sounds so simple, it enables the full control of weather around the user, creating extreme weather conditions, its scarier than it sounds I swear. Personality: Talkative and inquisitive, however she knows that there are times when it is better to be quiet. She dislikes things considerably when they don't go according to plan and she can be manipulating in making sure they do. One of her favourite things to do is discuss history, particularly military history. Alignment: Neutral Neutral, she keeps her goals in mind and will do anything to make sure they are met, she mostly does what she feels is right but isn't so stringent that she only does 'what is right', whether anyone else sees her goals as good or evil is of no concern to her. Wish: Her family gives her the pressure to answer their wish "to reshape the world into one without borders or conflict ruled under them", however she isnt 100% on what she herself wants yet. Strengths: Athletic abilities as well as a strategic and creative mind. She is a master at planning and understand tactics, and is of a high degree in several martial arts particularly grappling. Weak points: Overestimating her opponents and things which don't follow logic, she also doesnt like sour food. Backstory: Raised by her father, the current head of the family in a variety of subjects including and especially magic, she was groomed to be the next head and if a Grail War is to occur, win it. To possibly give her an advantage she was given many classes in history, something which was and is a joy to learn for her (she likes it a lot and talks about it a lot). The process of being implanted with the Magic Crest started at the age of 4. She quickly abandoned the noble side of her family during her adolescence to fit in easier with the rest of society as she hated the whispers and looks whenever she was let outside.
- Servant:
Identity: Edward "Ned" Kelly Class: Archer Appearance: A white man in his mid twenties, 5' 8" with a muscular body and a large beard (which he will probably shave off), wears a long 19th century trench coat and thick leather boots with riding spurs, he wears a plain white top with a green sash over it underneath, he (dual)wields 2 Rifles and 3 revolvers but is more than likely to steal better guns once summoned. Pic of him day before his execution here; http://en.wikipedia.org/wiki/File:Ned_Kelly_in_1880.pngNoble Phantasm; [*]Armour of the Final Stand, Anti-Attack A: Ned materializes his armour and and becomes immune to outward attacks so long as it is on, the effect works for his whole body and consumes mana to keep active. [*]Necessity of the Bush, Effect B: Anything Ned has stolen counts as his own and he can fully wield it as such (except Noble Phantasms), he can also summon objects he has stolen to him, but the costs are greater the larger the object. Personality: A rough and crude man as bespeaks of his country life, he has a clear disrespect for authority particularly the police and has a policy of 'shoot them before they shoot you', although he does in some ways believe in whats right, however that only extends to those close to him. Class Skill; [*]Independent Action A - Can remain in this world for a week even after losing his Master, can also nearly resist Command Spells. [*]Magic Resistance B - Cancels Spells of B rank or lower Skills; [*]Riding A - Is able to ride any animal or vehicle proficiently [*]Nature of a Rebellious Spirit A - Is unaffected by others Charisma [*]Toughened Spirit B - The endurance stat cannot be lowered Alignment: Chaotic Neutral Wish: To live a fair life without contempt from others Strengths: He quickly understand terrain and masters it as done with the tough Australian bush. Weaknesses: He is quick to defend those close and can fall into ambush because of it, also seems to have a soft spot for women. Backstory: Ned grew up as an Irish Australian whose family suffered due to unfair targeting by the police of the time, he eventually became an outlaw, robbing banks and stealing cattle, until he was finally caught and hanged. Stats: [*]Strength: A [*]Endurance: A+ [*]Agility: D [*]Magic: D [*]Luck: D [*]Noble Phantasm: B
Last edited by Soulless Dragon on Tue Jun 24, 2014 3:20 pm; edited 3 times in total | |
| | | didems Newb
Posts : 1 Friendliness : 0 Reputation : 0 Join date : 2014-06-05 Age : 33 Location : Behind You
| Subject: Re: Fate/RP Character Thread Thu Jun 05, 2014 8:21 am | |
| - Master:
Name - Jack Miller Age - 35 Appearance - A tall (6'5") middle aged man with a beard. He has brown shoulder length hair, green eyes. Broad muscular physique. Notable clothing is an overcoat and boots. Weapons hunting rifle and axe concealed under overcoat. Family - No Magic Crest, only has begun occultist practices recently in search of way to bring back dead wife who was murdered. Affinity - Wood Alignment - Chaotic Evil. Wish - Bring back dead wife. Strengths - Wood-chopping, occultist practices, marksmanship. Weak points - Magic, conversation. Backstory - Jack's wife Jill who was killed and hacked up by so called friend Geoffrey, who used Jack's very own axe to frame him for the murder of his wife. He has since then secluded to the woods and has done much studying and testing of the occult.
- Servant:
Identity - ??? Class - Berserker Appearance - ??? Noble Phantasm - ??? - ??? Class Skills - Mad Enhancement C Skills - Animal Dialogue B can interact and communicate with animals without the use of words Innocent Monster A since the story has changed form from once it was the servant has changed accordingly Instinct C is able to gauge enemies that pose an immediate threat Protection of the Woods B increase in luck when not in confined spaces is twice as effective when surrounded by trees Alignment - Chaotic Evil Wish - ??? Strength - ??? Weak points - ??? Backstory - ??? Stats - the following stats are unaltered by Mad Enhancement Strength - D Endurance - D Agility - B Magic - C Luck - C Noble Phantasm - B
The information will be added once the servant is known, this was allowed by Drae the DM for a surprise.
Last edited by didems on Fri Jun 13, 2014 12:57 pm; edited 1 time in total | |
| | | Omnipotato Warming up
Posts : 48 Friendliness : 108 Reputation : 7 Join date : 2010-12-08 Age : 28
| Subject: Re: Fate/RP Character Thread Thu Jun 12, 2014 8:55 am | |
| - Master:
Name: Logan McAslan
Age: 20
Appearance: 6'1", short, messy light brown hair, and blue eyes. Quite thin. Tends to have dark circles under his eyes, and he clearly spends a lot more time indoors than outdoors. Accent? Scottish. Hell yeah.
Family: The McAslan family is among the longest running lineages of mages based in Scotland. They are a noble family that own a large private property in Scotland. They are among the most elite magical families in the world at crafting boundary fields, and their early ancestry are thought to have been involved in the creation of the first ever reality marble magics. Since the loss of a part of the family's magic crest eight years prior, they began to take great interest in the holy grail in order to restore the family. Both of his parents are strong magi, and are alive and well in the McAslan estate in Scotland.
Affinity: Sensory alteration - Magic that alters the senses of the target, such as impairing, strengthening, or creating illusions. Strongest with the senses of sight and touch.
Magic Crest: Boundary fields - The ability to create boundary fields up to a certain size (About that of a large room). The uses of these boundary fields are varied, and can be used in defensive and offensive ways, even able to cancel out other boundary fields provided they are not too large.
Personality: Timid to stranger, and almost never takes the first step in getting to know somebody. When around friends or acquaintances, he's more outgoing and can be quite funny, be he's not outspoken and considers everything before saying it. He is afraid of being judged by others in almost all cases.
Alignment: Neutral neutral or chaotic neutral. The exception to Logan's timidness mentioned above is when it relates to very important objectives for him. If it is important enough, he could do anything short of killing his best friends to have his way. In any other case however, he generally tends to do what makes the most sense to him, though even then he can do it in some eccentric ways.
Backstory: Logan McAslan lived his entire life in Scotland in the family's manor prior to coming to the USA to search for the grail. He was the second born child to his parents, and thus should normally have lived out his life not knowing about magic and mages. His older sister by one year, Freya McAslan, was very close to him and had begun learning magic from the age of six years old. Because of the immense power of the magic crest of the ancient family, in order to avoid hurting her, the transfer of the crest began when she was eight years old and was to be completed when she turned eighteen and officially became the successor of the family. On her thirteenth birthday, Logan watched her die in a tragic accident and was devastated and traumatized. Furthermore, he was left as the only heir of the McAslan family, and more than half of the power of the magic crest had been lost. His learning about magic and inheritance of the rest of the magic crest began immediately after this. Though overwhelmed, Logan picked up on it very quickly and his family had high hopes for him. Though he behaved well and always acted like an ideal successor, he always held in resentment the fact that from the moment of his sister's death, his parents seemed to be more concerned about the loss of the magic crest, this proof of heritage, than for the loss of their daughter's life (Though this did still cause much grief for them). Now that he has been sent away for the holy grail war with the instructions to restore the McAslan family, his resentment has been renewed, and he has no intention of following the whims of his ancient and selfish family.
Wish: He makes it appear as though his only wish is to restore the glory of his family, but in truth he plans to wish to go back to the day his sister died and re-do it so her life is saved. Nobody knows this, however.
Strengths: He's a schemer- he always has a plan to reach his goals, short or long term, as long as the means to do so are present. He is good as misleading people both through the use of his sensory magics and without any magic by putting on a facade. While he is not necessarily book-smart, he excels at coming up with creative and resourceful solutions, using everything at hand.
Weak points: He always overlooks small details as he hates remembering "useless facts", which sometimes leads to him ignoring something subtle but important. He also has serious emotional scarring and can have serious breakdowns or fits of anger when his sister is brought up, depending on the context. (You don't know this right now though). He often overthinks things and wastes time without taking advantage of all present opportunities, and if he feels like he's being outdone or he has no hope in a certain regard, he sometimes becomes desperate and sloppy.
- Servant:
Identity: Clíodhna (Pronounced clee-O-na), Queen of the Banshee Class: Caster Appearance: A beautiful and tall young woman with deep red hair and blue eyes. A good picture of her "disguised" appearance: http://fc08.deviantart.net/fs70/i/2012/209/0/5/cliodhna_the_queen_of_the_banshee_by_artstain-d590214.jpgNoble Phantasm: "Birds of Rhiannon" - Clíodhna is always accompanied by her three colorful songbirds. When one sings, anyone who hears it enters a state similar to a dream, where although they have control over their own actions, their reasoning is impaired and everything appears normal, no matter how absurd the situation, making them susceptible to illusions (For reference, a more potent variation of the enchantment of the Blarney Stone). When two sing, everyone who hears enters a deep sleep. When all three birds sing, anyone who hears it enters a deep sleep, during which they experience extremely rapid healing. This music is induced by powerful magic, so high magic resistance or countering spells could potentially greatly reduce the effects. Because it is a powerful magic, the singing cannot be blocked out by physical means of protecting the ears, i.e. earplugs. Personality: Usually extremely pleasant and sweet, unless intentionally acting otherwise with people she knows very well. For anyone else, she will always act very pleasantly and naturally. Even if she hates someone and would gladly murder them at a moments notice, she will wear a perfectly convincing smile and speak in a way that is impossible to hate, and makes one feel safe, but never seeming sarcastic or over the top. In this regard, she is the perfect actress and is unmatched in deceiving people and lulling them into a false sense of security. Being queen of the banshee, however, she is not unfamiliar with death and is by no means a pacifist. If she holds someone in contempt and curses them with the banshee's curse, they will hear the scream of a banshee, and from then on Clíodhna has no higher priorities than seeing to it that the target dies, by her hand or by someone else's. Hearing the banshee's scream indicates that the victim will definitely die soon (Timeframe undefined) unless Clíodhna is killed first. Class Skill: Item Creation: B, Territory Creation: A Skills: Deception: A - Extremely talented at deceiving, misleading or manipulating others Mind's Eye (True): A - Able to remain calm and logical in all but the most mentally strenuous, borderline torturous conditions. Banshee Magic: A - As queen of the banshee, her voice is imbued with magic that serves as an extension to her magical circuits, allowing her to cast magic very quickly by speaking, singing, or shrieking, without having to incant the spells. Alignment: Neutral Neutral - Willing to do what needs doing, though usually she is good natured when matters do not directly relate to her. Wish: To be reunited with her lover, Ciabhán Strengths: Extremely proficient with sound based magic. Very good at dealing with people, and takes advantage of this. As a caster, she is very thoughtful and will always try to find the subtle solution to a problem through deception and manipulation before resorting to any sort of confrontation. Weaknesses: Though she has a very strong mind and very powerful magic, and therefore will not often fall prey to mind tricks, enemy magics and illusions or the like, her low physical capabilities mean that she is very weak in any situation where magic is not effective. She can use sorcery level magic for movement, but without using that her mobility is very limited. Backstory: Back in the age of the gods, Clíodhna was a powerful sidheog (fairy woman of the hills) and daughter of a powerful druid, hailing originally from Manannán mac Lir's lands, a legendary land of supposed everlasting youth. She was the queen of the banshee, and the most powerful and beautiful of the practitioners of black-magic (curses and sound related magic) among the sidheog, the banshee. Some even worshipped her as a goddess, though she was not one. Because of the eternal youth granted by Manannán mac Lir's lands, and her status as queen and most powerful among the fairy people, she was ascended far beyond normal mortal men, and was allowed to rule from Tir Tairngire, the land of promise. However, she was in love with a mortal man, Ciabhán (pronounced Keevan), and left the otherworldly land of Tir Tairngire to be with him. One time, during her escape to be with Ciabhán, they are on the beach together when Ciabhán goes off to hunt in the woods. Clíodhna, who remains on the beach, is caught off guard and lulled to sleep by fairy music played by a minstrel of Manannán mac Lir, as the tide rises and an enormous wave carries her away back to Tir Tairngire, never to return, and never to see Ciabhán again. Stats:
- Strength: E
- Endurance: D
- Agility: C
- Magic: A+
- Luck: B
- Noble Phantasm: B+
Last edited by Omnipotato on Sun Jun 22, 2014 8:25 am; edited 1 time in total | |
| | | Omnipotato Warming up
Posts : 48 Friendliness : 108 Reputation : 7 Join date : 2010-12-08 Age : 28
| Subject: Re: Fate/RP Character Thread Sun Jun 22, 2014 8:25 am | |
| Hnngg, awkward, I missed Cliodhna's weaknesses and so it just stayed as the weaknesses of the one I copied from. Cliodhna does NOT, I repeat she does NOT have a soft spot for women. :p | |
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