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Dec 15, 2013 3:32 PM
#1

Offline
Jul 2009
2634
Class Name:
General Appearance:
Full Name:
Aliases:
Master:
Catalyst:
Gender:
Height:
Weight:
Hair Color:
Eye Color:
Alignment:
Likes:
Dislikes:
Natural Enemy:
Personality:
"Quote "

Trait


Trait


Trait


Trait


Legend:
Identity:
Armament:
Noble Phantasms:

[Name]
Rank:
Type:
Range:
Max Targets:

Class Skills:
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Personal Skills:
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Attributes:
Strength:
Endurance:
Agility:
Mana:
Luck:

Code. Delete the Asterisks and add relevant information
ChotgoriinDec 15, 2013 3:42 PM

Stop. Calm yourself. You're an idiot.
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Mar 24, 2014 2:02 PM
#2

Offline
Jul 2009
2634
Chi You


Afrasiab
ChotgoriinApr 3, 2014 1:22 PM

Stop. Calm yourself. You're an idiot.
Mar 24, 2014 2:14 PM
#3

Offline
Jun 2011
3969
Class Name: Caster
General Appearance: http://i.imgur.com/iFQQFJq.png
Full Name: Morgana Le Fay, Queen of Avalon, the Isle of Apples
Aliases: Morgan le Faye; Morgan, Morgen, Morgue, Morgane, Morgaine; Lady Morgana; Lady Morgaine; Lady of The Lake
Master: Benedict Delacroix
Catalyst: An ornate amulet made from an amethyst gem encased in silver and hung on a silk ribbon. Runes were carefully embedded into the stone as it was polished, and later sealed with magic; due to this, the amulet became a magic item. Crafted by a skilled dwarf jeweler and blacksmith, it was a gift Morgana received as a sign of appreciation for a favor she bestowed him with. With her death, the now Magical Artifact was considered to be lost – it was, however, discovered in the mid 1900s and recovered from an archeological site. Seeing it at an exposition, Benedict recognized quickly what the beautiful piece of jewelry truly was. He smuggled it.
Gender: Female
Height: 5 ft 3 in (160cm)
Weight: 130 lbs (59kg)
Hair Color: Black
Eye Color: Lavender / Violet-blue
Alignment: Chaotic Neutral | Magnificent Bastard
Likes: Magic (especially powerful spellcasting and Dark Arts), nights, rain, general darkness, forests, quiet times, power play, messing around with people's heads, teasing Merlin (and, later, her Master), children, tea.
Dislikes: Condescending people, arrogant assholes, idiocy, inefficiency, being helpless, perfectionists, perfection.
Natural Enemy: Herself; the Pendragon House and all whom are affiliated with it (particularly King Uther).
Personality: “...Your idiocy is astonishing. Sit down and have a cuppa before you further make a fool out of yourself, dear.”

A Woman of Mystery


Brilliant


Charismatic


Daredevil


Deceiving


Fiercely Independent


Kind, If or When Convenient


Lethargic


Manipulative


Patient


Sarcastic & Sassy


Whimsical


Legend: here.
Identity: Caster's true Identity is that of Morgana Le Fay, Queen of Avalon, the Isle of Apples.

She is the daughter of a Celtic High Priestess and of the god Nuada Airgetlám, twice-King of the Tuatha Dé Danann, and herself a High Priestesses of the Celt Dea Nantosuelta. Due to her distinct heritage, she holds the divinity of a half-god and meets thus the qualification for the status of Divine Spirit. She has eight younger half-sisters from her mother. Born in the temple she would later serve under, her father's identity remained a mystery for a long time. She is the natural heir to her mother's legacy, and this brands her younger sisters as her to-be guardians and helpers. They are all trained in the various arts that the Celts were pioneers of; Druids served as her caretakers, and they taught her magic in an extensive fashion, in awe of the child's potential and of her eyes. She surpasses her teachers, her magic proving to be so potent that a point is reached where nothing can touch her – not even Death itself.

Eventually, this prowess will be spoken of fearfully, and her reputation will morph Morgana into the first incarnation of the entity known as “The Morrígan”, a Goddess of War, Death, and bloodshed, her name now synonymous with impending doom. Turned into a legend, her divinity itself is affected, the demigod now having become a full-blown deity. Of course, this event has its' perks. Morgana uses her newly strengthened power of Authority to create the Kingdom of Avalon on an infertile patch of land found in the middle of a forgotten, dirty lake, crowning herself as its' Queen. Through her set rules, the gates of Avalon are open only to those “whom are lost and only seeking purpose, oblivion, salvation, or forgiveness” and to those who “are lost and wish to be found”. Only people who aren't looking to bring harm to the inhabitants of the Isle, and who are meeting the Queen's set criteria, can possibly find the Lost Land (unless an inhabitant directly leads them to the Gates, or they are otherwise invited by the Queen herself, directly or indirectly). An area unbound by the normal limits of time, Avalon is the place that doesn't age, and which will never know an end; a place that Death itself has lost, and whom it is not destined to find.

After the end of the Age of Gods, she meets the young Merlin in the third century (A.D.) and takes him under her tutelage; aside from their teacher-student relationship, they have also been best friends and, later, occasional lovers. After he leaves her side in search of his own destiny, she has on-and-off wanderings during which she manages to get involved in several wars. On one such travel she meets her most faithful companion, the ancient dragon Ty'Naan (who, unfortunately, falls for her). Early in the fifth century, she meets Prince Arthur while visiting King Uther's court, and subsequently befriends the young boy. They remain friends for the remainder of their lives, despite tragic events that they have had no control over. Unwillingly, she bares him a son: Sir Mordred, the Black Knight of Camelot.

Following the conclusion of the Battle of Camlann, she desperately attempts to heal them; while she succeeds to steer Arthur's death to an indefinite coma, she fails to save her son. Heartbroken, she buries Mordred under the largest apple tree in Avalon by a riverside, and has Arthur's living-dead body be placed in her temple's chapel. She mourns them both for sixty-four weeks together with Merlin – after their separation shortly after that, the rest of her destiny is shrouded in mystery. Most likely, she set on an aimless voyage around the world, accompanied only by Ty'Naan.

Her death took place somewhere between the eighth and seventeenth century.
Theme Color: Lavender
Armament:
1. Éolande, The Sword of Eternity
A sister sword to those of Excalibur, Clarent, Excalibur Galantine, and Arondight, Éolande is, in a sense, their prototype. When it fell upon her to forge the container that would receive the crystal that would become the core of the holy sword Excalibur – a crystal made deep in the Earth from the will of the World itself, a stone that would symbolize perpetual, undying hope in a positive outcome –, Morgana took preparations: she forged numerous prototypes, carefully measuring which materials are the best, honing her own craftsmanship to perfection. The last of these prototypes for the sword of the Once And Future King was the sword whom Morgana named Éolande: an empty shell with no core, it was forged by using a Dragon's Breath to melt the metal and mold it for perfect durability, and then carved with the sigil of its' maker only once, right over the juncture of the hilt and blade so that it would be known it wasn't a man-made object. The sigil was then covered with a single crystal so that it would be protected from exterior damage. For a while, the sword sat in storage, a simple object of decoration. The creation of Excalibur complete, however, gave Morgana the time and freedom to return to the weapon she had developed a strange fondness for. Extracting a couple of her own circuits, the powerful sorceress manufactured a divine crest and laid it within Éolande, thus bringing the product to fulfillment. An extension of its' creator and wielder, the blade can be used to channel Morgana's Black Fire throughout and exude it by covering itself in the flames and the firing it in the form of a wave; or, it can be used to fire a silvery, pale lavender energy wave with a power comparable to a B rank Phantasmal attack. As she does not meet the requirements of a Saber-class Servant, she cannot utilize the sword's true abilities to their full capacity. Hypothetically, if someone who met the criteria of a Knight received her permission to use Éolande, they could potentially utilize the sword at its' optimum parameters.
2. Lady Morgana's Amulet, the Pendant of Yzár
A gift of appreciation that Morgana received from a – dwarf – jeweler and blacksmith as a token of his gratitude for a favor she done him, this pendant bears the name of its' maker. It is crafted from an amethyst gem upon which runes were carefully embedded as it was polished by skillfully carving the stone itself enough to leave the trace of the drawn rune, but not enough to make it ostentatiously noticeable. The runic symbols were later sealed with high-ranked magic, and the jewel was encased in silver and hung on a silk ribbon. An empty shell lacking a true purpose with an use meant to be found, the amulet is an apparently infinite container that can be filled with anything.
3. The Ring of Aithé
The jewel destined to sit on the finger of the High Priestess. One was crafted specifically for each of the ascending women that took up the robes and the role of the highest authority within a given Temple. Much like a modern-day Magic Crest, it was crafted around a bundle of Circuits that grew bigger and bigger, all holding the knowledge of the past holders of the title. Once a Priestess slipped it on her finger, it automatically connected to her Circuit Network, becoming an externally held Crest rather than an internal one. Made from an alloy of gold and something else, it was made using craftsmanship on par with that of fays by Druid pioneers of the Temple, so that it could not be damaged easily. Morgana was the last inheritor of the Ring of Aithé, as she disappeared whilst still wearing it and had no heir take up the title.
4. The Staff of Mór
Although most would expect it to be a simple object worn for dramatic effect, this staff is far more than a decoration. Carved from rowan wood, the entirety of the shaft is scattered with a long string of carefully crafted Fairy Letters – inscribed so tenderly that only those with a formed eye can tell them for what they are; the bottom of the shaft ends with a large ruby gem, whilst a beautiful gem sculpture of a Phoenix bird embracing a single tear-shaped aquamarine jewel lays at the top end. A gift from the Fairies and Elementals that found their home on Avalon, it is a powerful standalone weapon that can convert raw prana into any given element (Fire, Water, Earth and Air, as well as the afferent subtypes), or manipulate any given element that existed in the current environment at the time of the channelization.
5. The Vermillion Mantle of Sovereignty: God Bless The Monarch (And May He Have Mercy on Anyone Else)
Crafted from the finest velvet, silk, furs and gold string, this is a mantle sewn to be worn by a true ruler; enhanced with magic, it was originally a gift from Morgana to Arthur – one more layer of armor to protect the Once and Future King from harm. Impossible to tear by using anything short of miraculous power, the mantle can shield its' wearer from both blades and magic (particularly, Fire based attacks), on the condition that the wearer is a rightful ruler, or the rightful heir of one. Although Arthur worn it for quite a while, an incident involving a maid turned to ash made him reluctant to wrap it around his shoulders again. Subsequently, Morgana asked of him to return the item if he does not desire it anymore: she could put it to use herself. Once it entered her possession, she began frequently wearing it, particularly when riding Ty'Naan over dangerous territories. During the Holy Grail War, she has taken on the habit again, although more often than not she coerces her Master into using the garment.
Noble Phantasms:

  • Bannaí Teaghlaigh: Chónaisceann Dearg Linn Trí Am – The Tie of Nine Cursed Sisters
    Rank: B+
    Type: Support / Anti-Personnel
    Range: N/A
    Max Targets: Self (Ante Summoning) / Variable (Post Summoning)
    The Tie of Nine Cursed Sisters is a Noble Phantasm that embodies the relationship between the witch-queen Morgana and her eight younger sisters (Moronoe, Mazoe, Gliten, Glitonea, Gliton, Tyronoe, Thiten and Thiton), as well as their connection – a connection realized through both blood and magic, as well as voluntary loyalty. Once subordinates of her in the times when she was a High Priestess, and later her personal guard during her reign as Queen, her sisters were prolific magi themselves. Specialized mostly in Rune Magic, as runic spells could be cast without the necessity of actual verbal activation which suited the times just fine, their purpose was to amplify Morgana's magic and “have her six” when needed. They were also bodyguards in the traditional sense, and dubbed as spies and recons if required. By employing the use of this Phantasm, the Lady of Avalon calls them forth: drawing a circle of specific runes with her own blood, Morgana will seat herself in its' center and crest her body, allowing a good amount of her life force to fall and fill up the physical part of the ritual. Chanting the required incantation and channeling prana through the blood, she will summon her sisters into the real plane of existence. Once summoned, they will require no further prana from her in order to sustain themselves, using their pseudo master (Morgana) as a medium to draw prana from the Root on their own in order to sustain their existence and magic.
    The abilities of the Sisters, once summoned, are:
    – Expert hand to hand / close quarters melee combat aptitudes;
    – Expert usage of Runes: curses, bounded fields, long-distance traps – everything that can be made with runes, they are capable of doing;
    – Potent illusory capacities. They can create complex mirages and induce hypnosis upon any given target of their choosing;
    – Casting of rudimentary magical attacks, using four of five elements of the Old Religion teachings (Fire, Water, Earth and Air, the fifth being Essence and a particular case of standalone usage in the school), separately or in combinations. The resulting attacks can vary from simple things such as blasts of water, balls of fire, small to medium-sized cyclones etc. to complex electromagnetic storms if the two or more sisters combine their powers. It should be noted that on Avalon their power increases tenfold, making them capable of producing things that near the levels of natural disasters alone, without their summoner's involvement.
    The primary purpose of the sisters is however that of boosting their elder sibling's independent magic. The moment they are summoned, a spell is automatically cast and it remains active for as long as her sisters exist in the physical plane as Souls, with or without physical bodies. The effect of the spell is the following: the rank on all of Morgana's phantasms will be boosted by one level (i.e. B → B+ / B+ → A / A → A+ / A+ → EX), the prana cost being lowered and potency of the magic heightened as a result. This is possible because of their original purpose as Temple Servers (clergywomen of inferior rank) to the High Priestess – to amplify the power of their superior.
    Additionally, they are Morgana's pseudo-prophets, for lack of a better term. They communicate telepathically through a mental link that cannot be fully disrupted by outside interference, a particularity that allows her to collect data through and from them. She can also assume temporary control of their bodies with an astral projection over distance by sending her Soul over using their connection; this is however risky. The more she occupies a body, the more she'll merge with it and become trapped inside, weighted down by a tightening bond with the sister whose body she has claimed. Morgana generally uses this to cheat Death, and only when it is truly mandatory. Once she astrally projects, her body turns to ash and dust, reforming when she decides to build it again and transfer herself.

  • Chruthú Aindleathach: Saol Saorga – The Druid Art of Forbidden Creation
    Rank: A+ (EX)
    Type: Support / Anti-Personnel / Anti-Army
    Range: It is recommended that they stay within a radius of 500 km2 around the caster.
    Max Targets: Variable
    The Druid Art of Dark Creation is a manifestation of Morgana's origins: that of druid descent among the Celts. Well-known for their skill and finery in the field of Alchemy, this was the most commonly taught and accentuated specialty found within the arsenals of the elite druid magi of Caster's era; given her identity, she has been no exception. Furthermore, her expertise and calling for the darkest branch-art of Alchemy, that of creating artificial life, was almost as great as her calling for the art of Healing – which, says a lot. This proficiency has been transferred into a Noble Phantasm, which, once activated, enables Caster to:
    – Create a large number of humanoid Homunculi in a short span of time (granted that she possesses the basic materials and work space to do so);
    – Create a large number of animal Homunculi in a short span of time (granted that she possesses the basic materials and work space to do so);
    – Create a large number of hybrid Homunculi in a short span of time (granted that she possesses the basic materials and work space to do so).
    Their abilities, as well as capacities, differ depending on the genes of the person, animal, or creature that were used as a base genetic material in their creation – materials which can be hair, skin, sperm etc. Morgana predominantly uses blood as her genetic base of choice. Crested with a runic sigil unique to their creator and master, it is possible for them to communicate telepathically among themselves and with Morgana via a close circuit connection, and to be summoned by their Master, whenever and wherever she requires them to leave their sentient state. Generally, they can be found hibernating in an annex of Morgana's Temple when she does not require their presence.

  • Éilliú an Dhiaga: Banna Síoraí de Dhá – The Draconian Servant of Lady Morgana
    Rank: A (A+)
    Type: Support / Anti-Army
    Range: Variable
    Max Targets: Variable
    This Noble Phantasm is a manifestation of the legend(s) according to which a dragon rescued, healed, housed and fell in love with the fairy-slash-goddess-slash-druid-Queen-of-Avalon. The creature, old and powerful, sworn his loyalty to the fallen woman-turned-goddess-turned-woman using a cursed vow. Ty'Naan, for that is the serpent's name, took an oath to follow his mistress everywhere, even beyond the lines of time and dimension – subsequently tying his Soul to hers for eternity in all realities. For a long, long while, he was her only companion through her aimless wanderings that followed Arthur's death and Merlin's mysterious disappearance; more than that, he was the one who saw to it that her body is returned to her sisters on the Isle of Apples for a proper mourning and burial. Even when summoned by the Grail, the bond that he has formed between the two of them couldn't be broken, and thus the dragon is following his chosen god into this battle to serve her will once more, this time as her summon instead of her friend.
    Ty'Naan is a Western Dragon of a dark plum color; he carries the Attribute of Darkness. His Breath, the capitalization of this attribute, manifests typically in the form of black, cursed fire that burns just like the waters of the River Styx from Greek myths – you cannot escape its' utter consuming; these flames will devour everything. His capacities, aside from his Attribute, include:
    – Flight (Morgana has had and still has the habit of using him as a means to travel);
    – Hypnosis-like charms;
    – The ability to speak all languages (including lost, dead tongues);
    – Casting of spells (although, because he is a summon, he has little access to them).
    Additionally, he can produce and control a type of really thick black smoke by breathing through the nostrils. This is another manifestation of his Attribute; a cursed breath that oxidizes metals and rots flesh and other textile substances. Just like his Fire, his Breath's effect cannot be canceled unless Ty'Naan wishes it so, or his Lady orders him to. Due to their bond, Morgana is the only one immune to all of his magic. It should be noted that since he is her summon, Caster does not require the need of an EX rank in Riding (or even the possession of this skill) in order to fly Ty'Naan.

  • Neamh ar Domhan: Avalon, An Oileán na Úlla – The Sacred Ground of The Once-Queen
    Rank: ? [EX]
    Type: Support
    Range: Variable
    Max Targets: Variable
    This Noble Phantasm is a representation of the tie between Morgana and the kingdom that she had built so long ago; the Lost Land of Avalon. Once activated, it becomes possible to access the isle in one of two ways: the first would open up a temporary Gate, a passageway that can be used to enter the real Avalon (as the kingdom still exists into the physical plane of the current world), whilst the second would materialize Avalon in a manner similar to that of a Marble Phantasm – simply put, Avalon's location would change, and the isle itself would appear within the target space, bringing up a Bounded Field around itself.
    While the first method of accessing the kingdom can be used anywhere, anytime, and as many times as Caster desires to utilize it during the War, the second can only be used once and only when certain requirements have been met: a proper territory must be set up in advance, marked by a complicated Magic Circle made of runes and Morgana's own sigils. The location should be chosen carefully, as it cannot be changed afterward.

  • Class Skills:
    Item Construction - EX
    The skill to manufacture magical items. As the credited author of numerous magical items of impressive potency (including the swords Clarent, Excalibur, and all other sister swords), Morgana has received an excellent rank in the Item Construction skill following her summoning as a Caster that enables her to forge items capable of producing effects falling under True Magic. Mainly, Morgana will use her aptitudes of crafting magical items to forge traps, weapons, and healing ointments – thus, to build her forces and ensure her survival.
    Territory Creation - A+
    The skill to build a special terrain that is advantageous to oneself as a magus by altering one's surroundings in various ways via magic. Rank A in this skill signifies that the creation of a Temple has become possible – a vast area is thus accessible for coverage. Morgana can occupy around 6 km2 of terrain with ease and transform it into her domain. She uses this skill to mark the territory on which she summons the Isle of Apples.

    Personal Skills:
    Banríona Dhiaga, Bandia an Aislingi Agus Bás – Royal of Highly Divine Origins [?/EX]
    A skill unique to Morgana which embodies the essence of her legend and the core points of her identity; thus, it is a skill that manifests all of her proprieties as a living woman and as deity, now transcending onto her person as a Servant under the form of qualities; embedded into her very Soul, they have remained intact even after her physical death. These attributes are as follows:
    → Her original divinity, ranked two quarters out of four (2/4), makes her a demigod. Effects of this status – such as virtual immortality, granted by the possession of a body immune to the decay caused by the passage of time, and a higher rate of natural regeneration that works in the favor of a faster healing process by far superior to a mortal – are present as a result;
    → A famed Healer during her lifetime, Morgana retains her original proficiency in spells meant to mend and alleviate injuries;
    → The Morrígan's ability to shapeshift, predominantly into birds (particularly, a crow or a raven), as well as her frightening aura, that Morgana can make use of at will, which induces uneasiness and fear symptoms even into the bravest of people (regardless of skills such as Protection of The Mind or Bravery), making them reluctant to strike and making their movements hesitant and slow;
    → As the “Queen of Fairies” and an honorary member of nature, she is granted with both an effect similar to the skill Blessing of The Fairies (which boosts her LUCK stat to an EX rank) and a Protection From The Beasts, something that makes creatures see Morgana as one of their own and gives them impulse to protect her rather than attack;
    → Her own honed skill in the art of crafting, reflected partly by her more than excellent rank in Item Construction, which has remained intact and would potentially allow her to create swords capable of matching the likes of Arondight and Clarent, given that she acquired the needed materials to forge them, and that a proper Saber were to wield them once done.
    These attributes cannot be negated forcefully, nor made to wane in strength. They are something timeless, much like their owner, and everything that she came in contact with.
    Dark Fire: The Legendary Wrath of Lady Morgana [?/EX]
    This is a skill that permits Morgana the usage of her own brand of fire: cursed black flames that burn everything in their path to ashdust. An embodiment of her own self, it is a materialization of her darkest emotions: anger, hatred, grief, the desire to break and to kill. The flames that she is capable of exuding are thus an extension of herself as their Caster through their nature; that of giving destructive shape to destructive emotions. Although impossible to classify under a known type of magic, this Skill is most likely to be some sort of curse than anything else.
    Éyranna: Mystic Eyes of Perfect Perception [?/EX]
    An abnormality in the Circuits around her eyes appeared as her physical body was taking shape inside her mother's womb and caused a mutation to occur, resulting in the eyes with which Morgana first saw the light of day. Something of her own, rather than something that can be inherited or forged artificially, these are eyes only she will ever posses. They have a beautiful color, a gradient made up of shades of purple and blue, intermixing and perpetually shifting, thus giving birth to a kaleidoscope composed of a myriad violets and blues and making the telling of their true shades be impossible. Divine in nature, they are classified under Jewel in the Noble Colors System due to their capacity of perceiving what is normally impossible to glimpse – not even leylines and Magic Circuits are hidden from the Éyranna, as these eyes can perceive the very Soul housed within a body. They allow their possessor to see through illusions or mirages due to their capacity of always seeing the true form of things, and make Morgana immune to charm-type enchantments. Unlike most Mystic Eyes, Éyranna: Mystic Eyes of Perfect Perception is an ability that can be activated at will by focusing prana into the eyes, rather than a passive skill.
    High-Speed Divine Words [EX]
    The power to activate Thaumaturgy without the use of Magic Circuits – the language of the Age of Gods, back when words played a heavy role in spellcasting (as such, it is power long lost by modern magi). As one of, if not the most potent magi of her time, Morgana is prone to casting high-rank spells non verbally, by simply thinking the result of the intended spell. The most she will ever require in order to cast a spell is less than a single line, even in the case of rituals that would normally require a full chant for activation.

    Attributes:
    Strength: B
    Endurance: B+
    Agility: A+
    Mana: EX
    Luck: A (EX rank due to one of the Royal of Highly Divine Origins effects)
    Mar 24, 2014 2:17 PM
    #4
    CSS Wizard

    Offline
    Jul 2009
    1511
    Class Name: Berserker
    General Appearance:Full Name: Loki, The Trickster God
    Aliases: Lokke, Loptr, Hveðrungr
    Master: Leon Grünstrauss Schwarzvolf
    Catalyst: An ancient Norse stone tablet, depicting Loki.
    Gender: Male
    Height: 195 cm
    Weight: 110 kg
    Hair Color: Black (turns white as the rank of Mad Enhancement rises)
    Eye Color: Dark grey (turn red as the rank of Mad Enhancement rises)
    Alignment: Chaotic Evil
    Likes:
    Dislikes:
    Natural Enemy: The Aesir
    Personality:
    ""

    Mischievous


    Bored


    Mad


    Impulsive


    Destructive


    Legend: here
    Identity:
    Armament: A greataxe, Hyrrbeygja, and a greatsword, Bálhjarta, both forged by, (and stolen from by Loki), the Fire Giants. Both weapons are magically strengthened, and specially made to conduct heat, allowing Loki to channel his fiery attacks through them.
    Noble Phantasms:
    Demonic Possession: Infernal Frenzy
    Rank: B+
    Type: Support (Primarily) / Anti-Personnel (after activation)
    Range: Self (Primarily) / Variable (after activation)
    Max Targets: Variable
    Tapping into his hellish nature, Loki engulfs himself with flames and transforms into an enraged blazing demon. While in this form, all his stats are increased by one rank, and his fire increases its temperature and potency. He is constantly engulfed in searing flames, which are also channeled through his weapons. When he enters this frenzied state, he loses all reasoning, caring only for the destruction of his enemies, and will not stop until he achieves it; thus he is unable to manipulate his flames into any elaborate or complicated shape, and he mostly focuses on fireballs and burst attacks.

    Infernal Frenzy: Sea of Flames
    Rank: B+
    Type: Anti-Personnel / Anti-Army
    Range: 1-500 m
    Max Targets: Variable
    Usable only while under the Infernal Frenzy effect, Loki stabs his weapon into the ground, sending a circular wave of flames up to 500 meters around him. The flames burn continuously and inextinguishably, melting the ground and anything within them and creating a sea of lava. He can use it to attack the enemy, but is again only limited to basic shapes such as pillars or walls. Once his Infernal Frenzy ends, the flames will die out and the lava will very quickly cool down and harden.

    Summoning of the Divine Children
    Rank: EX
    Type: Support / Anti-Personnel – Anti-Army (after activation)
    Range: Variable
    Max Targets: Variable
    This phantasm allows Loki to summon one of his demonic children: Fenrir, Jörmungandr or Hel. To activate this phantasm, Loki must not be under the effect of Infernal Frenzy, though in some cases he may activate it later. Drawing a specific pentagram (depending on which child he intends to summon), he will lay his axe in the center (if he intends to summon Fenrir) / his sword (if he intends to summon Jörmungandr) / both weapons (if he intends to summon Hel); with the weapons acting as catalysts, he will bring forth the intended child to aid him in combat. The weapon(s) that were used as a medium will be traded for the duration of the summoning as an exchange good for the child they have brought forth – they will, however, be returned to him once his child is sent back. The Children who appear are:

    • Fenrir, The King of the Beasts
      A gigantic, enraged wolf emerges from the circle. His long thick fur is bristled, his breath steaming, and his eyes glisten with fiery rage. With a ferocious roar, he charges towards the enemy.
      Armament: Gleipnir: The Shackles of the Godslayer’s Fate. Fenrir was tricked by the gods into being shackled with Gleipnir, the indestructible magical fetters, which would keep him at bay until his destiny as the killer of Odin during Ragnarök arrives. Through this summon, the shackles manifested as a part of him, granting him protection. This passive ability spreads the fetters’ durability to Fenrir (raising his END to EX), shielding him from physical and many magical attacks. It also grants him protection from any divine-based attack or ability. The level of the protection rises together with the level of the divinity the attack possesses.
      Strength: A+
      Endurance: B (EX due to Gleipnir)
      Agility: C
      Mana: C
      Luck: A

    • Jörmungandr, The World Serpent
      Deep rumbling and rising waves signal the emergence of an enormous, deep crimson, serpent. He hisses and coils, his deadly jaws oozing with even deadlier poison.
      - Thor’s Nemesis: The Godslaying Venom
      Jörmungandr is Thor’s arch enemy, fated to die by his hand during Ragnarök, Jörmungandr’s poison subsequently killing him. Thus, Jörmungandr has the ability to produce venom so potent it can even kill gods. Depending on how the venom comes in contact with the target’s body, it has two possible effects:
      As soon as Jörmungandr releases the venom, it contaminates the air and water around him, immediately killing any animal, plant, or human within the area. Any enemy that comes in touch with the poisoned air or water will have their physical stats lowered by two ranks, while the direct contact with the venom will lower all parameters to E.
      If the poison enters the target’s body (for example, through a bite), in addition to the lowered parameters, they will, over nine turns, experience a growing weakness and immense pain, before ultimately dying as the poison destroys them from within.
      Strength: A
      Endurance: B+
      Agility: A
      Mana: B
      Luck: B

    • Hel, The Goddess of Afterlife
      The temperature drops and the darkness thickens as a strange woman appears from the circle, surrounded by wailing souls of the dead. Her right side is normal, while her left side is black, and she wields a black and white staff. Anyone in her presence becomes gloomy and downcast, while their darkest memories start to resurface.
      Armament: Gagnvart, the Scales of Balance. This 6-foot-tall, polished quarterstaff is made half from white ash and half from darkwood so black it resembles a clouded sky on a moonless night. At the center of the staff, the two woods fuse together in a blend of neutral gray. Plants seem to grow and blossom with greater facility in the vicinity of the ash end, while vegetation is more prone to shriveling and withering near the darkwood end.
      While made of wood, this staff is magically protected, allowing Hel to use it as a weapon in combat. It also has a dual ability: the touch of the black half can inflict severe wounds and drain life force, while the touch of the white half can heal wounds and cleanse from any negative effects.
      - Servants of Hel: Shadows of the Unworthy
      Hel was appointed by the gods as a ruler of a realm that bears her name. It is an equivalent of Hell, where souls of those unworthy of ascending to Valhalla gather, and serve their mistress. Unleashing her power, Hel can summon up to 300 of these souls, in the form of incorporeal shades, and send them on her enemies. Since the shades are not material, no type of attack can harm them, but a powerful source of light can destroy them. Upon manifesting, the shades will gather around any living being near them, except for Loki and his master. A touch from the shade, while not physical, feels extremely cold, and drains positive emotions and life force from the victim. It also induces depressive hallucinations, loss of will and a feeling of weakness. During nine turns, all the parameters of the victim will decline; upon hitting E, they will lose all emotion and thought, becoming a void, living puppet, trapped in illusions. If the contact prolongs further, during nine more turns, the shades will drain the life force of the victim, ultimately killing them.
      Strength: C
      Endurance: C+
      Agility: A
      Mana: A
      Luck: A
    Note: It should also be noted that each child can only be summoned under specific circumstances: Fenrir can only be summoned on land, Jörmungandr in water, and Hel only during nighttime and with the absence of any strong light. Thusly, Loki cannot activate Infernal Frenzy while Hel is present, otherwise his continual fire would destroy her shades. He can still use minor fire attacks, as long as they are not too bright.

    Brand of Divine Fury
    Rank: B++
    Type: Support
    Range: 100 km
    Max Targets: 1 (at a time)
    The ultimate mark of Loki’s hatred and enmity towards someone, upon activating it his flames turn deep crimson. If the target is touched by these crimson flames, a mark in the shape of the command spells of Loki’s master, appears somewhere on the target’s body. This mark renders the bearer extremely vulnerable to fire, and also enables Loki to know his target’s precise location and status when anywhere within 100 km of him. Only one target can be marked by it at a time, and the only way for it to disappear is either the target’s or Loki’s death.
    Note: This ability cannot be activated while Loki is under Infernal Frenzy, and if it is already active and he is under Frenzy, the range of tracking is reduced to 1 km, and he is only able to discern the general location of the target, and is unable to comprehend its status.

    Class Skills:
    - Mad Enhancement – D (A)
    A skill which raises basic parameters in exchange of hindering mental capacities. Due to Loki's fluctuating insanity, and to the fact that he gradually grew more and more insane, his rank in this skill changes depending on his status quo. At the default level of D, Mad Enhancement will rank-up his STR and END without robbing him of much reason – he will be irascible and twitchy, but not uncontrollable; once he enters the state of Frenzy (and thus becomes engaged in combat), the rank of this class skill will go up to A and Loki will receive a rank-up in all parameters, although most of his reason will be lost as a price. His master's orders might be ignored as a consequence, although he will generally become obedient if his survival instinct will dictate this course of action (n. listening to his master).

    Personal Skills:
    - Flame Manipulation [?/EX]
    As a deity of fire, Loki is able to conjure up and manipulate flames at will, ranging from a heatless light to a raging inferno. Thus he can use the fire to attack his opponents, typically by making fireballs or walls of flame, though he can make the flames take any shape. It also grants him immunity to any and every kind of fire and heat, whether natural or magical.

    - Blessed by Fire [?/EX]
    Aside from being able to control the flames at will, the fire itself is favored towards Loki. Any form of magical fire that is near Loki will automatically be drawn towards him, creating a kind of a shield, its strength depending on the power of the magic that was used to create it, and will try to protect him from his opponent’s attacks. Also, if Loki is in his Infernal Frenzy form, the fire will also heal him, again the amount of healing depending on the power of magic in the fire. This is a passive effect that is always active.

    - Shapeshifting [?/A]
    Loki often used to transform himself, usually to play tricks on other gods and mythical creatures. He can use this ability to transform into anything he desires, though it is only limited to living beings.

    - Trickster’s Luck/Madman’s Will [?/EX]
    A passive ability that works in two ways:
    • Trickster’s Luck boosts his Luck to EX rank. Being a trickster god, Loki’s been blessed with exceptional luck, which he mostly uses to escape retribution for his pranks.
    • Madman’s Will provides Loki with protection from mind-affecting abilities, and its level rises with his Mad Enhancement. Once he enters Infernal Frenzy the level of protection increases by one additional rank, as while he is under its effect, he effectively becomes a mindless monster, and thus no mind tricks can really affect him.
    - Flight [?/EX]
    The Skill which marks one's ability to fly by himself without the help of a winged mount. As it is a skill never possessed by regular beings, it is impossible to compare the expertise of winged individuals in operating their extra appendages; subsequently, Flight will always be marked with an “?” in theory and valued as EX in practice. The actual speed at which one can fly will be equal to one's AGILITY stat and always treated as a + rank. While Loki does not normally have wings, he grows a pair when under his Demonic Possession, rendering this skill active.

    Strength: B (A when under the effect of Mad Enhancement (rank D/A))
    Endurance: B (A when under the effect of Mad Enhancement (rank D/A))
    Agility: B+ (A when under the effect of Mad Enhancement (rank A))
    Mana: B (A when under the effect of Mad Enhancement (rank A))
    Luck: B (EX due to Trickster's Luck. Would have been A when under the effect of Mad Enhancement (rank A))
    Half_Bl00dMar 24, 2014 2:22 PM
    Mar 30, 2014 10:19 AM
    #5
    Offline
    Oct 2012
    610
    Class Name: Archer
    General Appearance:
    Full Name: Arjuna
    Aliases:third of Pandavas, hero of Mahabharata
    Master:Nicol Kaynezberg
    Catalyst:dust from his Astra
    Gender:male
    Alignment:Neutral Good
    Likes:archery, peace
    Dislikes:lies,
    Natural Enemy:Karna
    Personality:
    " I can simply fire a thousand arrows per second and all of them would hit you, but go on, insult me."

    Enemy of liars
    He always tells the truth, and hates those who cheat and lie.

    Idealist
    Wishes a perfect utopia, but since he is a demigod, his dreams are more than dreams.

    Fierce
    A contradictive trait to his peaceful dreams, Arjuna possesses quite a fierce habitat. If he decides to kill someone, he will give it all.

    Competitive
    He gets a lot of joy by having a worthy opponent, like Karna, and proving their skills in an even battle.

    Legend: here
    Identity:he third of the Pandava and the son of the King of the Devas Indra, Arjuna always had great expectations on his shoulders ever since he was young. The curse that plagued Arjuna’s ‘step-father’ Pandu made it impossible for him to sire a child, so her wife Kunti used a boon she got from a sage named Durvasa, which enabled her to invoke any deity of her choice to impregnate her by a child of that deity. Pandu, realizing he can’t sire a heir anymore, decided to let his wife use the boon to sire heir that would make his kingdom prosperous. Arjuna was the third of the child chronologically, invoked of Indra, the King of the Devas by Kunti. The middle child of what was eventually the five of the Pandavas, Arjuna struck a nice balance between the more hot-headed of the siblings (like Bhima and Nakula) to the more level-headed one (Yudhistira and Sahadeva).

    Armament:Gandiva, Brahmastra and Pashupastra - personal Astras of Arjuna.
    Noble Phantasms:



    [Gandiva - bow of thunder]
    Rank: B
    Type:anti unit
    Range: any range
    Max Targets:1
    The bow was created by Brahma, the Creator of universe, the supreme God in Hindu theology. Brahma held it first for a thousand years, then Prajapati held it for five hundred and three years, Indra, for five hundred and eighty years, and Soma for five hundred years. After that Varuna held it for a hundred years before handing it to Arjuna along with a Kapi/ Hanuman bannered chariot, and two inexhaustible quivers, as requested by Agni during the Khandava-daha Parva. The bow was decorated with hundreds of gold bosses, and had radiant ends. The bow was worshiped by Devas, Gandharvas and Danavas. Arjuna used it in Kurukshetra war and he was invincible. It is said that beside Lord Krishna no mortal but Arjuna could wield the bow. When fired, the bow made the sound of thunder. In order to use and lift gandiva, one has to bow and respect it first and then the bow would allow the person to lift it, just because the bow had a life in it.

    After the war, in Svargarohanika Parva, Agni reappears before Arjuna and asks him to return Gandiva along with the quivers to Varuna. Arjuna had killed Karna, wounded Bheeshma Pitamah badly with the help of Gandiva.

    [Brahmastra - deadliest weapon in the universe]
    Rank: EX
    Type:anti unit/anti army
    Range: any range
    Max Targets:1-1000
    As described in a number of the Puranas, it was considered the deadliest weapon. It was said that when the Brahmastra was discharged, there was neither a counterattack nor a defense that could stop it. The Brahmastra never missed its mark and had to be used with very specific intent against an individual enemy or army, as the target would face complete annihilation. It was believed to be obtained by meditating on the Lord Brahma; it could only be used once in a day. The user would have to display immense amounts of mental concentration. According to ancient Sanskrit writings, the Brahmastra is invoked by a key phrase or invocation that is bestowed upon the user when given this weapon. The target, when hit by Brahmastra, would be utterly destroyed.

    The weapon was also believed to cause severe environmental damage. The land where the weapon was used became barren and all life in and around that area ceased to exist, as both men and women became infertile. There was also a severe decrease in rainfall with the land developing cracks, like in a drought.

    [Pashupastra - death upon enemies]
    Rank: A+
    Type:anti fortress
    Range: ?
    Max Targets:1
    In the Mahabharata Arjuna obtained this weapon from Lord Shiva but did not use it because this weapon would destroy the entire world, if used against a mortal enemy. Some versions of Ramayana say that it was used against Lakshmana by Meghanada. It is returned without causing any harm since it can be used only to uphold Dharma.It is the ultimate weapon (according to Shiv purana) and is unbeatable. It is the Lord Pashupati himself in the form of an astra.

    This weapon takes the form of mind, word, or bow. It has a similar effect as Brahmastra as it destroys anything in it's way. However, to use this Noble Phantasm, Arjuna must meet 2 conditions:
    1) The enemy must be overwhelming him by power, and it cannot be used on lesser foes.
    2) Arjuna must be sure that this attack won't hit any other being besides the enemy, so if foe has a hostage, this Noble Phantasm would be rendered useless.

    Class Skills:
    Independent action - B

    Magic resistance - B

    Personal Skills:
    Clairvoyance- B

    Divinity - A
    The measure of whether one has a Divine Spirit aptitude or not. Arjuna is a demigod.

    Pure mind - [?/EX]
    An unique trait that of Arjuna. He was said to have a completely pure mind, free from sins and evil thoughts. This skill allows him to sense the aligments and intentions of anyone in his presence.

    Attributes:
    Strength:B
    Endurance:B
    Agility:A
    Mana:A
    Luck:C
    jokubasincMar 31, 2014 10:54 AM
    I am the bone of my sword
    Steel is my body, and fire is my blood.
    I have created over a thousand blades,
    Unknown to death, nor known to life.
    Have whitstood pain to create many weapons,
    Yet, these hands will never hold anything,
    So, as I pray: Unlimited Blade Works
    And though I had slain a thousand foes less one,
    The thousandth knife found my liver;
    The thousandth enemy said to me,
    'Now you shall die,
    Now none shall know.'
    And the fool, looking down, believed this,
    Not seeing, above his shoulders, the naked stars,
    Each one remembering.
    May 4, 2014 10:00 AM
    #6
    Offline
    Oct 2012
    610
    Class Name:Berserker
    General Appearance: http://www.gothambynight.com/scion/cernunnos.htm
    Full Name:Cernunnos
    Aliases:Gpd of Wild Hunt
    [b*]Master:[/b*]
    [b*]Catalyst:[/b*]
    [bGender:Male
    Alignment:Chaotic neutral
    [b*]Likes:[/b*]
    [b*]Dislikes:[/b*]
    [b*]Natural Enemy:[/b*]
    [b*]Personality: [/b*]
    [i*]" "[/i*]

    [u*][/u*]


    [u*][/u*]


    [u*][/u*]


    [u*][/u*]


    Legend: here
    [b*]Identity:[/b*]
    [b*]Armament:[/b*]
    [b*]Noble Phantasms:[/b*]

    [quote*]

    [*u][**] [/u*]
    [b*]Rank:[/b*]
    [b*]Type:[/b*]
    [b*]Range:[/b*]
    [b*]Max Targets:[/b*]
    [/quote*]
    [b*]Class Skills:[/b*]
    [u*] -[/u*]
    [u*] -[/u*]

    [b*]Personal Skills:[/b*]
    [*u]- [/u*]

    [*u]- [/u*]

    [*u]- [/u*]

    [*u]-[/u*]


    [b*]Attributes:[/u*]
    [u*]Strength:[/u*]
    [u*]Endurance:[/u*]
    [u*]Agility:[/u*]
    [u*]Mana:[/u*]
    [u*]Luck:[/u*]
    I am the bone of my sword
    Steel is my body, and fire is my blood.
    I have created over a thousand blades,
    Unknown to death, nor known to life.
    Have whitstood pain to create many weapons,
    Yet, these hands will never hold anything,
    So, as I pray: Unlimited Blade Works
    And though I had slain a thousand foes less one,
    The thousandth knife found my liver;
    The thousandth enemy said to me,
    'Now you shall die,
    Now none shall know.'
    And the fool, looking down, believed this,
    Not seeing, above his shoulders, the naked stars,
    Each one remembering.
    Jun 9, 2014 1:48 PM
    #7

    Offline
    Mar 2014
    2
    Class Name: Rider
    General Appearance: http://www.deviantart.com/art/Hannibal-Barca-Reaches-Italy-389024719
    Full Name: Hannibal
    Aliases:
    Master:
    Catalyst: Ancient Poison Ring that Hannibal used to commit suicide after losing the war to the Romans.
    Gender: Male
    Height: 5 foot 7 inches
    Weight: 155 pounds
    Hair Color: Brown
    Eye Color: Blue
    Alignment: Lawful Neutral
    Likes: Strategy, loyalty, revenge
    Dislikes: Stupidity, failure, insubordination
    Natural Enemy: Rome, Scipio Africanus
    Personality:
    Quote: I swear as soon as age will permit I will use fire and steel to arrest the destiny of Rome
    Arrogant:
    Hannibal is arrogant and believes no one can surpass him in terms of strategy. The only person he believes to be his equal is his rival Scipio Africanus.
    Revenge bound/ vengeful:
    He swore on an oath to destroy Rome and as long as he is still breathing he is solely focused on this task.
    A master at strategy:
    He is considered one of the best tacticians in history for a reason.
    Introspective:
    Hannibal often assesses his own performances on the battlefield and judges them to critique and perfect them in his head. He is also prone to going into deep trains of thought.



    Legend: http://en.wikipedia.org/wiki/Hannibal
    Identity:
    Armament: Weapons: Falcata and Caetra. Armor: Chest plate and helmet
    Noble Phantasms:
    Blood oath: Hannibal repeats his oath aloud and allows his own blood to pour over his Falcata. The blood glows red fueled by Hannibals deep and unsated anger. Any opponent that looks upon the Falcata will start hallucinating and seeing traumatic visions of their past while any opponent within 100 feet will become filled with rage and begin to go insane over a period of time. They will also be compelled to continue fighting Hannibal for as long as blood oath is activated whether or not their master is in danger or another servant is nearby. If the opponent is wounded by his Falcata the process of insanity will increase tremendously and will fall into insanity within 1 minute if they do not leave the blood oaths range. If the opponent finishes the process of insanity they will be unable to use their noble phantasms for the rest of their existence. However, if Hannibal is killed the ability to use noble phantasms will return.
    Rank: A
    Type: Anti-Mind
    Range: 100 feet
    Max targets: N/A

    Carthaginian Retribution: Hannibal summons a majestic war elephant and charges straight ahead towards the enemy along with a herd a war elephants along either side of him. At the end of the charge the herd disappears but Hannibal can choose to remain on his mount far as long as he likes.
    Rank: B
    Type: Anti-army
    Range: N/A
    Max Targets: 500


    Class Skills:
    Riding:A+
    Hannibal has an incredible aptitude for riding beasts due to his fateful journey across the alps with war elephants.
    Independent Action: B
    Since Hannibal is extremely intelligent and a masterful strategist, he is prone choosing the best course of action in his opinion rather than his masters desire.


    Personal Skills:
    Military tactics: A
    Charisma: B
    Instinct: A
    Disengage: A

    Attributes:
    Strength:B
    Endurance:B
    Agility:C
    Mana:D
    Luck:A+
    IredawnJun 9, 2014 1:55 PM
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