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Thread: Sheet Graveyard

  1. #181
      Reiu's Avatar
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    An early idea for Reclamation that never reached its final completion stages since I moved onto a new concept (my current one).





    Tohsaka Sakiya

  2. #182
    Are you for real? Katie's Avatar
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    it's over

    old shit
    Name: William Tenevere

    Gender: Male

    Age: 18

    Faction: Sea of Estray

    Alignment: Neutral Good

    Description
    A kid who looks exactly his age. He usually wears a black leather jacket, no matter what the temperature is. He often has a bored expression.

    Will's personality is incredibly family oriented, with love and friendship being not-so-important things. He likes a nice book once in a while, and likes stargazing. He prefers to hold his anger in, and seems to be a relatively nice, though kind of an ass. He has a fear of automobiles of any kind, due to some family incidents.

    Stats
    STR: E
    END: D
    AGI: C
    CAS: A
    PRA: A

    Perks
    Hermit
    Cost: 20 AP
    Sea of Estray only. You are one of the few who have attained extraordinary power during through your research. You can have one A ranked “Forgotten Spell” free of charge. However, those with the Perk “Enforcer” know everything about you, and they are granted access to your character status.

    Magic Crest
    Cost: 20 AP
    You possess a magic crest that has been passed down to you, the heir of your noble lineage. In it are stored spells researched and perfected by the generations before you. You can store up to 3 spells inside a magic crest. When spells inside magic crest are used, they ignore the CAS rank and are performed instantaneously. Spells inside magic crest also have their prana cost lowered by 10 units.

    Thaumaturgy Special Trait
    Cost: Free
    You possess a special trait in your magecraft that is unique to you only. Depending on its power, the amount of AP it costs fluctuates. Grants bonuses depending on the power.
    Special Trait
    Dragon's Blessing: A blessing given to Will's lineage by the dragons themselves, it grants him a Dragon Affinity, increases PRA one rank, as well as lowering PRA cost for all spells by ¼. However, when facing against one that has slain a dragon or has a weapon that has done so, spells regain their normal prana cost and PRA is lowered by one rank.

    Spells
    Moonwalk (Magic Crest, Rank C) 6 AP: A spell that lowers the effects of gravity to a level comparable with the moon. It only works on one person, for roughly six turns, and increases AGI by two ranks. While this is used, Gaia is busy attempting to correct the gravity difference, and Will suffers random pain when using it, lowering his END one rank. It isn't used very often, due to the fact he often has trouble adjusting to the difference in gravity, and has often smacked into things when using it.

    Zeus (Forbidden Spell, Rank A) Free: A spell that increases the Earth's gravity to that of Jupiter's, which is about 2.5 times heavier. At this point, people can not even stand. It effects only one target. Only a Servant with at least C STR or a Master with A STR to stand, but they need at least C AGI or B AGI to move, respectively, but they are still hampered by the gravity increase. As Gaia will forcefully correct the gravity, the spell only lasts for 4 turns, with a one turn casting time. If the spell is interrupted when being cast, it is canceled and the prana goes to waste. Will can't move as long as it is being cast, so he's a sitting duck.

    Shooting Star (Magic Crest, Forbidden Spell, Rank C) 4 AP: A Fin Shot, a Gandr spell that is capable of interfering with the world physically. It shoots a fast, small fireball at the target, and causes mild burns if it hits. Is spammed. A lot.

    Eltanin (Forbidden Spell, Rank A) 8 AP: A burst of golden flame erupts for the user's hands, and works much like a portable flamethrower, incinerating things in it's path. It can only last for roughly 10 seconds, and Will can burn himself when using it.

    Black Hole (Rank B) 8 AP: A spell that causes metallic objects to be attracted to the target. E Rank strength is required to pull objects off, but it's main usage is for a weapon to always strike an object, letting Will stall for time and effectively defend himself. It can be cast on Will himself, or other people.

    Save it for Later (Magic Crest, Rank C, 37 PRA) 6 AP: A spell used for transfering prana to inanimate objects that are lying around. When used, it lets an object store up to 30 PRA, and the prana can be taken out at any time by a Magus or Servant.

    -----------------------------------

    LAUGH AT MY NOT OP-NESS.

    AND....

    Class: Archer
    True name: Robin Hood (OF COURSE)
    Alignment: Chaotic Good

    Attributes:
    STR: C
    END: C
    AGI: C+
    MGI: C
    LCK: C+
    NP: B

    Class abilities:

    Independent Action
    The capacity of Servants to subsist without a Master.
    - A: At this rank, the Servant can exist without a Master as long as they have an alternate means of gaining Mana. If there are no means, the Servant is able to last a week before disappearing.

    Magic Resistance
    The ability to cancel or diminish the effects of magecraft used against oneself.
    – D: At this rank, rank of spell is lowered by one and E rank spells are nulled.

    Personal Skills:

    Charisma
    Natural talent in commanding and inspiring large numbers.
    - D: A necessary skill required to lead her/his merry band of outlaws. At this rank, the Servant gives a slight bonus to the ability of a medium-sized platoon of about five hundred warriors.

    Disengage
    The ability to break away from battle.
    - C: At this rank, the Servant can retreat from battle effectively. Also has the ability to return an unfavorable battle to the first turn and return technique stats to their defaults.

    Protection of the Fairies
    The ability of calling luck by the blessing of the fairies. Activation is limited to where demonstration of feats of arms may be performed.
    – B: Robin's protection from the fairies comes in this form. At this rank, the Servant is able to dodge even sure-kill hits with some frequency.

    Clairvoyance
    Enhanced visual perception.
    - C: Given to Robin due to his/her amazing accuracy with a bow. At this rank, the Servant is capable of accurate aim in a four-kilometer range. Servant is able to track down moving targets with considerable ease.

    Mana Burst
    The temporary raising of stats by soaking one's weapon or body with magic energy and immediately expelling it.
    - A: How Robin can shoot his/her arrows so far. Robin loads mana into his/her arrows and expels it as s/he releases the arrow, causing the added force to make it fly much farther and faster. At this rank, a normal weapon without great divine protection will not be able to endure the Servant's magical energy-fueled attack and will be damaged. For prana cost of 15 units, Servant’s AGI, END or STRE gains a momentary boost of a single rank. It is possible to boost all of the attributes at the same time, but the prana cost for each is combined.

    Noble Phantasms:

    Many Faces of One ~The Boldest Way is Always the Safest~
    Rank: B
    Type: Anti-Unit
    Range: -
    Max AOE: 1

    A passive Noble Phantasm, based on Robin Hood's countless disguises. It lets Robin Hood disguise his/her identity by rendering his/her stats invisible as well as changing her/his physical appearance and voice to almost anything s/he wishes. Changing into the form of another Servant or Master is off-limits. S/he uses this to effectively conceal his/her true appearance as well as her/his identity. Those that can see through illusions, such as those with Pure Eyes and other things will occasionally get glimpses of his/her true appearance. Out of habit, s/he often tends to reveal his/her identity to those s/he has tricked at the last minute.

    Yew Bow ~Bow of Prayer~
    Rank: B
    Type: Anti-Unit
    Range: 5-70
    Max AOE: 1

    A bow crafted from a yew in Sherwood Forest. When activated, an arrow fired from it will never miss, and exploits the Second Magic to do so, having it literally teleport to its target. However, a Servant with B Rank luck or higher causes the arrow to just strike the target, not the specific spot it was intended to hit. A Servant with A Rank Luck can avoid it completely, and those with C Rank luck or lower shall always be hit in the intended spot.

    Sherwood Forest ~The Forest of Outlaws~
    Rank: D
    Type: Support
    Range: -
    Max AOE: -

    A Reality Marble formed by Archer's and her merry men's countless love of the forest they lived in; it recreates the forest in its entirety. It is incredibly hard to walk through, as much of it is thick forest, even though the sky above is bright as day. As Archer is familiar with the forest, his/her AGI is raised up one rank. This also temporarily grants her/him D Rank Presence Concealment, as s/he knows where to hide in the woods. This lets her/him usehis/ her final Noble Phantasm.

    Horn of Sherwood ~A Merry Man's Call~
    Rank: A
    Type: Anti-Fortress
    Range: -
    Max AOE: 1-50 targets

    A Noble Phantasm that works by having it blown. When blown, the Merry Men quietly surround its target/s, and then unleash a seemingly infinite barrage of arrows. As there is nowhere to dodge the onslaught of arrows, it must be endured, requiring A END. This lasts for five turns until they finally run out of arrows. If over half the outlaws are killed, the Reality Marble is destroyed, as it is powered by the combined effort of their love of the forest.
    here are the same characters except for the regalia resubmission that never happened, consider it the difference between a person before and after eight years of RP

    ALSO THE MYSTIC CODE I GOT FROM SELLING FOUR'S PANTIES IS IN THE NEW SHEET

    Will and Archer
    Last edited by Katie; January 2nd, 2018 at 11:59 PM.

  3. #183
    No glasses, huh? Mooncake's Avatar
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    Maibe and Marauder also changed a lot after the resubmission, mostly because (big reveal) I actually didn't know we had to make Masters as well until some time after I got in, so Maibe was always a little rushed. Even though I'd never played a female character before, Maibe was a lot of fun and I enjoyed messing around with her sheet during class, after school, etc. I still have a lot of diagrams and stuff about Regalia sheets in my notebooks

    Wew lads

    Maibe Shenouda, Master of Marauder



    Profile: One of the homunculi belonging to the faction “Remnants of Timaeus”, Maibe was chosen to take part in the Heavens End, recently becoming Master to Servant Marauder. Quiet, but kind to her friends, this Second-Year student is actually an incredibly competent magus and student, putting hours of study into her studies every week. Her sole purpose in life was to follow the commands of her faction faithfully, and when they entered into the Holy Grail War, she was among those chosen to become students at OLYMPUS. She does not have a very good understanding of relationships yet, friendly or otherwise, though she has begun to learn more after spending time with those outside of her faction. Maibe longs for something she doesn’t know the name of, and will most likely spend the remainder of her long, long life without knowing that deep down inside, she desired to be human. She projects an outward aura of quiet confidence, which hides the uncertainties brimming below the surface. Her combat style revolves almost exclusively around Magecraft, and pelting her opponent/opponents with powerful spells from afar.


    Stats:


    STR: C (3)
    END: E (Due to Ethereal Perk) (3)
    AGI: B (4)
    CAS: A (5)
    PRA: A

    3 AP

    Perks:


    · Ancient Purpose
    Cost: 20 AP
    - From the very start, you have where you are now for one very specific reason. This purpose has been dictated by someone who came before you, be it an ancestor or your creator. In your endeavors that are in-line with this purpose you do exceptionally well, but those that do not fall into that category are cripplingly difficult to you, some even managing to reduce your attributes.

    · Ethereal
    Cost: 30 AP
    - Remnants of Timaeus only. Your very existence is more akin to that of a spirit. Built to resemble an artificial fairy, you are granted with flight ability through a pair of transparent wings, and with the ability to influence spirits and spiritual concepts with your physical touch. Even the weapons you touch are capable of harming spirits, such as Servants. Due to your close association with the Ether, you are able to store 200 more prana points. However, your existence is also very fragile, reducing your END by two ranks.

    · Innate Knowledge
    Cost: 25 AP
    - You are not truly original, but rather, based on someone who has once lived, in a way or another. This allows you to have knowledge that you could not otherwise possess, something that was developed by another person through his or her whole life. Your CAS requirement for every spell is lowered by one and prana cost is lowered by 20 prana units.




    Spells:


    Barrier-Breaker (Rank A): Taking the form of a pure white orb, this spell is the most powerful spell Maibe possesses. The orb is made of condensed lightning and prana, and will rocket forward at intense speeds before violently exploding when it touches something. This spell can break through most all magical and physical barriers, but it only travels in a straight line, and requires a turn of cooldown to use again.

    Shine Barrier (Rank A): This spell is both a defense and an amplifier. Taking the form of a shimmering blue-white hexagon, this spell can block C-Rank and below spells and send them back at the opponent after giving them a boost in the spell’s rank. B-Rank spells can also be blocked, but not that easily, while an A-ranked spell can only be blocked two or three times before the shield breaks. If the shield is overused too much, it will break, although the lower the power of the spell it reflects determines how much damage the shield will take. Every time a spell is sent back, it costs Maibe 20 units of prana to give it a rank increase, which must always take effect. After the shield is broken, it cannot be used until six turns have passed.

    Scarlet Spear (Rank B): A single spear of red-colored lightning, this spell can be used to strike at enemies fairly quickly. A piercing attack, it can penetrate through most materials with ease, but is rather small.

    Electric Haze (Rank B): Multiple streams of lightning that come forward from Maibe’s fingertips. A mid-to-close range spell, this can cause a decent amount of damage, depending on how many streams connect and how close the opponent is. The main purpose of this area-of-effect spell is to cause paralysis, allowing for Maibe to get distance and attack the opponent(s) with her other spells.

    Blue Thunder (Rank C): A small ball of bluish lightning, which can be controlled with ease. It moves very quickly, but is not as powerful as Maibe’s other spells. This is the spell she most often uses.




    MarauderFrançois l’Olonnais



    Stats:

    STR: B (13)
    END: C (9)
    AGI: B (13)
    MGI: C (9)
    LCK: D (5)



    Profile



    François l’Olonnais was one of the most infamous and brutal pirates to ever walk the Earth. A Frenchman, he was sold into “indentured servitude” (slavery) the age of fifteen, and was brought to the Spanish-controlled island of Hispaniola, now the Dominican Republic. Here he preformed the back-breaking labor that would grant him his strength and fluent mastery of Spanish. After his time was up, he moved to the island of Tortuga, one of the most infamous, vile cities of the time, and went on to become possibly the most sadistic, brutal pirate ever. A master of torture, l’Olonnais hated the Spanish with a vengeance, and habitually executed every Spaniard found on a ship save for one, to spread word of his comrade’s fates. This led to Marauder’s nickname, “The Flail of Spain”, and seasoned veterans of the Spanish Navy often lept overboard rather than fight him. L’Olonnais eventually died after being burned, sliced slowly into little pieces, and being eaten alive by the Darien Indiens after escaping capture by the Spanish. Karma’s a bitch.



    Class Abilities



    Conqueror Arms
    The ability to pillage or steal the enemy’s weaponry, and use it against them during a battle. Reserved solely for Marauder class.
    - B: At this rank, if Marauder manages to disarm the enemy, he can use the enemy’s weapon against him with a considerable skill. He is unable to use activation-type Noble Phantasms though, and only passive effects are used.
    As one of the most infamous pirates of all time, Marauder stole hundreds of weapons from hundreds of different situations, and has gained familiarity with all of them.

    Cunning Mind
    The ability to manipulate any type of situation into a more favorable position through tricks, schemes, plots, plans, etc.
    - C: At this rank the Servant is famous for their intellect and cunning. Can increase LCK and AGI by one rank for two turns. All combat and escape rolls have a higher chance of success.
    Marauder successfully tricked his way into Spanish ports and bases, and escaped multiple times from the hands of his enemies.



    Personal Abilities



    Navigator of the Storm
    Capability and charisma as a leader, as necessary to captain a ship and lead a naval fleet.
    - D: This rank is enough to lead a small group of ships.

    Discernment of the Poor
    This skill is the insight to see through the opponent’s character and attribute.
    - C: At this rank, the Servant can, for the most of times, understand when he is being fooled by something.

    Revelation
    Skill equivalent to Instinct, a sixth sense regarding battles; however, "Revelation" accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling). Because there is no basis to it, it cannot be explained to others clearly.
    - C: The Skill will activate in life-and-death situations.

    Harmony
    Attack accuracy does not decrease no matter how many times the same technique is used against the same opponent.
    - D: At this rank, the opponent will find it hard to predict the attack until the moment of execution.
    During life, Marauder’s violent and sadistic nature made it hard for the enemy to predict his style, as he focused on killing his enemies efficiently and painfully, or slowly and painfully.

    Mental Pollution
    Thanks to a twisted mind, the Servant is offered a degree of resistance to magic interfering with the mind.
    - D: At this rank, the Servant is protected against some mental interference magecraft. However, communication with individuals without the same rank of Mental Pollution becomes difficult, but easy with those of similar views.

    Instinct
    The continuous ability to "feel" the most appropriate development(s) during a battle.
    - D: At this rank, this resembles an adept sixth sense. It reduces by a fifth any obstacles to vision and hearing.
    Marauder’s style of fighting relies mostly on instinct, as he was never formally trained. As such, he has developed a fairly strong sixth sense.

    Eye of the Mind (False)
    Resistance to changes of visibility caused by visual interferences. Also called the sixth sense, or prescience; an innate talent to sense danger.
    - E: At this rank, the Servant is able to sense a few changes made on the battlefield, as well as perceive the killing intent of others flawlessly.



    Noble Phantasms



    The Flail of Spain– Wrath of a Maddened Pirate
    Rank: B
    Support
    Range: Self
    Max Targets: Self

    "L'Ollonais grew outrageously passionate; he drew his cutlass, and with it cut open the breast of one of those poor Spanish, and pulling out his heart with his sacrilegious hands, began to bite and gnaw it with his teeth, like a ravenous wolf, saying to the rest: I will serve you all alike, if you show me not another way."

    Marauder was infamous in life for his cruelty and savage passion for torture. As a Servant, l’Olonnais is much the same, but tempered with a more mischevious side. Still, the embers of the monster that he was still lurk inside of him, and they can boil over to give him massive boosts to his STR, END, and AGI. However, during this time, his Mental Pollution is boosted to Rank A, and he will be all but impossible to communicate with. This also eliminates the bonuses from ‘Cunning Mind’ until it ends.



    As you can see, for Marauder I tried to grab a lot of skills that didn't really add up together well, while with Maibe I didn't have a clear sense of what I wanted for her. She was always meant to be Lightning-based, though. My plotline for her was that she would feel more and more caged in by her faction, where everything you do is bound to your core principle (hers was 'Grace') until she snapped and had a breakdown. However, before things got to that point, I was hoping she would forge connections with other students that would poke her out of that path. Marauder was a bit of a foil to that, as well as me wanting to explore new dynamics in a mismatched Servant-Master pair - because Marauder would have killed her if he had the chance.

    The only reason her picture changed was because Verg needed something new for his anime opening, but I always preferred the old one.

    For the remake, Maibe was much the same, though some things were changed (my shorthand notes here):

    Stat Shuffle:
    STR: D (2)
    END: E (Due to Ethereal Perk) (3)
    AGI: A (5)
    ABI: A (5)
    PRA: A

    Spell List Changes (don't forget):
    E Rank Familiar

    E Rank Attack Spell Lightning Darts
    B+ Rank Attack Spell Engorging Spears of Lightning – passes through opponent spells by stealing some of the spell’s prana to power the spear; not actually dispelling, but “piercing through”
    B+ Rank Defensive Spell Refractive Barrier – Shine Barrier. Sends spells back at the opponent for a cost of 20 prana from Maibe and ranks them up or something
    A Rank Greater Ritual Forgotten Spell Blessings of the Soul of Light – Growth spell, growth growth growth. Cuts time required to do anything significantly, increases chances for inspiration and focus, one day inside equals three without.

    Marauder was the one who really changed, and this was his new skill-set. He would have been scary, it's a pity I never got to fight with him, but he was very momentum based. Basically, the plan was to trigger every self-buff at the start of the battle, plus the pre-planning phase, and then shank the enemy for massive damage - basically trying to end the fight as soon as possible. It's because of this that he weakens considerably as the fight drags on, which is why the NP needed to have some auxiliary effects.
    Die Hard 2 was all right

    Regalia Servant Sheet


    Marauder is one of the unorthodox Servant classes summoned for the Holy Grail War. Servants placed within this class are incarnations of great raiders, pillagers, warlords and conquerors. They are known for their STR and special class-ability to use their enemy’s weapons, if acquired. They are also known to be great strategists.
    · Marauder is required to have “Conqueror Arms” class ability of at least C rank.
    · Marauder’s Noble Phantasm limit is five.
    · Marauder is given 50 GP to spend on his attributes.
    · Marauder is given 66 TP to be spent into his personal skills and class abilities.
    · A Heroic Spirit requires at least C STR to be rolled into the Marauder class.
    Marauder – François l’Olonnais

    https://i.imgur.com/xK0i7zp.jpg

    · Human
    Heroic Spirits belonging to this category were those contributed to the existence of humanity and were regarded as heroes, maybe even deified, by the masses after their deaths. Logically, they are often people who existed after the start of Christian Era, when such thing started to be more common. It is a natural category for great men of their era.
    Damage Effect: +1 Wound vs. Earth. -1 Wound vs. Heaven.
    Social Effect: Route Links with normal humans 20% faster.
    Extra Effect: [Mortal Presence]
    If necessary precautions are taken, may appear as normal human even when in materialized form. Any action that results in shifting of one’s aura, such as attacking, dispels this effect. However, if you simply walk around and talk to people, you are able to fool their eyes.

    Stats:

    STR: A (17)
    END: C (9)
    AGI: B (13)
    MGI: C (9)
    LCK: E+ (2)

    Noble Phantasm – I never actually finished it, but it would have either been his gun, which would have Rank Down effects similar to status conditions (randomly applying one), or most likely a sword with the same features, plus an effect that would sharpen his Berserk skill. I never quite decided what level of Quality to take, but it would have related to how strong I wanted to make his NP - if I'd made it a sword, the points for Marksmanship would have gone into Quality and Unyielding Spirit. Weirdly for a Marauder, he did not revolve around Conqueror Arms; the B Rank was just in case a disarm really did happen.

    300 Prana Units (120 point regen)
    40 Wounds

    Profile

    François l’Olonnais was one of the most infamous and brutal pirates to ever walk the Earth. A Frenchman, he was sold into “indentured servitude” (slavery) at the age of fifteen, and was brought to the Spanish-controlled island of Hispaniola, now the Dominican Republic. Here he preformed the back-breaking labor that would grant him his strength and fluent mastery of Spanish. After his time was up, he moved to the island of Tortuga, one of the most infamous, vile cities of the time, and went on to become possibly the most sadistic and brutal pirate ever. A master of torture, l’Olonnais hated the Spanish with a vengeance, and habitually executed every Spaniard found on a ship save for one, to spread word of his comrade’s fates. This led to Marauder’s nickname, “The Flail of Spain”, and seasoned veterans of the Spanish Navy often lept overboard rather than fight him. L’Olonnais eventually died after being burned, sliced slowly into little pieces, and being eaten alive by the Darien Indiens after escaping capture by the Spanish. Karma’s a bitch.


    Class Abilities:

    Conqueror Arms
    The ability to pillage or steal the enemy’s weaponry, and use it against them during a battle. Reserved solely for Marauder class. Disarming the enemy is a separate action that must be done by a contest of LCK and AGI versus those of the enemy.
    · B: At this rank, if Marauder manages to disarm the enemy, he can use the enemy’s weapon against him with a considerable skill. He is unable to use activation-type Noble Phantasms though, and only passive effects are used.

    Treacherous Endangerment
    The ability to strike in the most brutal and damaging way. Higher ranks allow the user to carefully observe his opponent and time his strike to maximize accuracy. This ability can be used once per battle, and lasts for 15 turns.
    · A: At this rank the Servant is capable of greatly enhancing the damage of his blows and greatly improves his accuracy. All offensive actions are counted two ranks higher in damage and for the purposes of dodging attacks, the opposing Servants AGI is counted two ranks lower.


    Personal Skills

    Planning
    Skill that denotes the ability to plan and plot. By spending the Phase immediately before the battle as a Preparation Event, it is possible to gain various bonuses to the first turns of the battle. These bonuses stack between the Ranks. Skill meant for quick murder.
    A: Double the previous bonuses. Double the amount of Wounds made with first strike.
    ● B: Even a head-first charge counts as an Ambush for the first attack you make in the battle.
    ● C: Seal the use of Noble Phantasms of the enemy for 3 Rounds with your first strike.
    ● D: Inflict automatic Shock status effect for 3 Rounds with the first strike you make.
    ● E: Siphon 30 pp from the enemy with your first strike. This attack cannot be evaded with Desperation Maneuver.

    Honor of Pirates
    There is honor, even among scoundrels of the world. Thus, they should be accused only by their actions, not by their nature. However, nobody can run from their hearts’ desires. This is a pirate’s life for them.
    · A: Is immune to all manner of actions pertaining to Alignments unless he or she wishes otherwise. In addition, if victorious in battle, will steal 25 AP from the enemy if they have it in stock.

    Berserk
    A skill that permit the user to enter a state of controlled rage. Unlike Mad Enhancement, this skill does not forbid the user from logical thinking or communication. Instead, it is a valid strategy of wrath. It can be used once in a battle.
    ● A: When this skill is active, damage dealt is increased by +5 Wounds but damage taken is increased by +5 Wounds. Maximum duration is 8 Rounds.

    Mental Disorder
    Illness of a mind that has transformed into an actual skill. While sharing some characteristics with Mental Pollution, it also has the shades of a Mad Enhancement, without actually being one.
    · A: At this rank, the Servant is unable to feel the pain of others or read the mood of one's surroundings. Has the ability of mental super armor, protecting them against mental interference and anything that would affect their mood.

    Quality as a Target of Abuse
    Strangely enough, the mere fact that the owner of this skill is likely to be attacked has given a form to a skill like this. It is taking even the worst of you, and honing it to the point it is qualified for a Heroic Spirit.
    · A: Even if presented with a free chance to kill the Master of this Servant, the enemies cannot help but to attack the owner of this Skill. In addition, the more they attack, the more he or she begins to fill their minds. When targeted by multiple enemies, END gains a boost of +1.
    · B: Even in the thick of a battle with multiple sides, most enemies are likely to attack the owner of this skill unless well-guarded against mental interference. When targeted by multiple enemies, END gains a boost of +1.

    Marksmanship
    An unusual skill for a typical Heroic Spirit, it is more common among those of almost modern origin. Through careful application and years of experience, guns have become a viable option even in fights between Servants.
    · C: Attacks can never be truly dodged. When facing an enemy with up to C-rank AGI, gun-based attacks do half of the physical damage even if dodged via Desperation Maneuver.

    Unyielding Will
    A spirit that never gives up and never breaks, even if the body has been destroyed and is unable to continue anymore. Provides boost to attributes when near the end of one’s life, but makes one unable to escape from battles without the use of Command Spells.
    · E: Earns a boost of +1 Ranks to STR, END and AGI when 2 Wounds remain.


    Last edited by Mooncake; January 3rd, 2018 at 03:22 AM.
    [12:37] <I3uster> if playing overwatch would save my mother from the deathbed
    [12:37] <I3uster> id probably flip a coin
    [12:38] <I3uster> to see if i play or not

    [18:23] <frantic> spinach is like a caffeine zombie

    [18:23] <frantic> in AX he would like
    [18:23] <frantic> drink 8 shots of espresso
    [18:23] <frantic> then he'd turn to me an hour later
    [18:23] <frantic> 'frantic', he'd say, his eyes wild and his lips smug
    [18:23] <frantic> 'i need coffee'

  4. #184
    The Dragon of Dojima MssrNeko's Avatar
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    Here's Assassin from Fate/Moon White Redux.

    Spoiler:


    Assassin
    Hassan-i Sabbah
    Neutral Evil
    "Only fools pledge life to honor."
    Statistics (42 GP)
    STR:
    C (9)
    END: D (5)
    AGI: B+ (14)
    MGI: C (9)
    LCK: D (5)
    NP: C+

    Class Skill (66 TP)
    Presence Concealment
    The ability to conceal the Servant's presence, granted usually to the Assassin Class.
    Rank: A (10)
    At this rank, the Servant only reveals his presence during physical contact, but in most cases, concealment is strong enough to mask presence completely. The probability of stealth attacks to succeed is increased greatly.

    Personal Skills
    Discernment of the Poor
    This skill is the insight to see through the opponent’s character and attribute.
    Rank: C (6)
    At this rank, the Servant can, for the most of times, understand when he is being fooled by something.

    Disengage
    The ability to break away from battle.
    Rank: B (8)
    At this rank, the Servant can retreat from battle with little chance of failing. Also has the ability to return an unfavorable battle to the first turn, along with the status of the battlers.

    Field of Detection
    Detects presence of others within a particular distance. Combined with Presence Concealment, this ability is optimal for reconnaissance.
    Rank: C (6)
    Servant can sense presence of others clearly in his general location.

    Information Erasure
    The removal of in the removal of information regarding the Servant's true name, abilities, and appearance from the records and memories of all witnesses, including the opponent, following the conclusion of an engagement.
    Rank: B (8)
    This effect is enforced even within digital recordings by a closed-circuit camera in broad daylight. However, evidence of the engagement is not removed from the scene, and by way of logical deduction, the Servant's identity may be revealed

    Human Observation
    The technique of observing, understanding and eventually, knowing people. Simply through the process of watching and listening to someone else, understanding their nature as a human and as a hero becomes possible.
    Rank: A (10)
    Not only observing, but the capacity to conjecture about the daily activities, likings and even the lives of people whose names are unknown. This includes committing these facts to memory. Visually observing a target reveals their personality profile fully, as well as possibly some plans.

    Torture Techniques
    Knowledge of pain and misery, and how to apply them perfectly so that the desired effect is reached. An useful skill when it comes to interrogation.
    Rank: B (8)
    Highly adept in torturing, and more often than not can gouge out the information required. Only a mental resistance skill of same level can withstand this.

    Noble Phantasm
    Zabaniya
    Shattered Reflection
    Rank: C+ (10)
    Type: Support
    Duration: 10This Noble Phantasm, when activated, allows Assassin to enter a reflective surface to hide and/or strike from. Actions performed in the reflection are transferred onto the target’s real body but as these actions are more magical in nature than physical, magical resistance can help reduce damage inflicted. The world in the reflected surface is the only area that Assassin can travel in and he must rely on jumping from reflection to reflection if he wishes to move outside of his original area. If the reflective surface that Assassin currently inhabits is destroyed or damaged, Assassin is rejected back out into reality.

    Background
    Assassin is, as his class defines, one of the nineteen legendary Hassan-i Sabbahs that oversaw the radical sect of assassins in the Middle East. He was an orphan donated to the Alamut stronghold. Assassin carved his path through the ranks and eventually took upon himself the title of Grand Master and the name Hassan. Assassin is a methodical and shrewd man, always analyzing everything and anything for faults and advantages. Betrayed by his most trusted adviser for his position in life, Assassin distrusts everyone save himself.


    Kind of wish I made more of an effort to flesh out his backstory and personality in the sheet but I tend to let my posts speak for my characters.
    Last edited by MssrNeko; January 9th, 2018 at 12:08 AM.

    Spoiler:

  5. #185
    The smell of the lukewarm ocean and the chorus of cicadas RoydGolden's Avatar
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    ^I guess you wanted to use every available Skill point, but you really stuffed that guy full of Personal Skills. Including ones that are kind of redundant together like Human Observation and Discernment Of The Poor.

  6. #186
    No glasses, huh? Mooncake's Avatar
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    This is a sick sheet Neko, I'm simultaneously impressed and glad I didn't have to fight you.

    I don't wanna be killed out of my own arrow
    [12:37] <I3uster> if playing overwatch would save my mother from the deathbed
    [12:37] <I3uster> id probably flip a coin
    [12:38] <I3uster> to see if i play or not

    [18:23] <frantic> spinach is like a caffeine zombie

    [18:23] <frantic> in AX he would like
    [18:23] <frantic> drink 8 shots of espresso
    [18:23] <frantic> then he'd turn to me an hour later
    [18:23] <frantic> 'frantic', he'd say, his eyes wild and his lips smug
    [18:23] <frantic> 'i need coffee'

  7. #187
    The Dragon of Dojima MssrNeko's Avatar
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    Quote Originally Posted by RoydGolden View Post
    ^I guess you wanted to use every available Skill point, but you really stuffed that guy full of Personal Skills. Including ones that are kind of redundant together like Human Observation and Discernment Of The Poor.
    It was an experiment in making a less combat-statted Assassin that had skills to check against social rolls and NPC checks that Verg would throw at I3 and I. And DotP is more for catching people lying while HO is more... well, observation.

    Spoiler:

  8. #188
    Gläubig müssen die nicht sein, daran glauben müssen sie I3uster's Avatar
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    Oh right since I didn't put them in here, for FMWR, Mister Delacroix and Olga Nowak:

    Spoiler:
    FC Delacroix: http://danbooru.donmai.us/posts/1096...8dorohedoro%29
    FC Olga:
    http://danbooru.donmai.us/posts/1580...mi_%28hetza%29

    Appearance: A man that looks barely 20. Black. Has fuzzy often unkempt hair, and brown eyes, though there are people that swear having seen them flare up in a sickly yellow. Is usually seen wearing either an old suit that seems to be coming apart at the seams with leather dress shoes or a simple vest over a long sleeved shirt with loafers. Never wears shorts or shirts with short sleeves to cover up a few unsightly livor mortis-like stains. Usually smells like a mixture of moth balls, hard booze and fireworks. Is usually seen smiling widely.


    Personality: He is usually described as “being a little off, but nice”. He is very open and loves to talk, though his prying nature and strange, morbid sense of humor seems to often cause discomfort. Uncharacteristically for most vampires he enjoys being dramatic and loud at every occasion and has been known to become very flirtatious (to both genders) if the signs have been given, though his interpretation of said signs is quite wide, often adding to his lack of social graces. However he is quite well-spoken and curses rarely.

    His worldview is very fatalist. While a long time ago he might have felt guilty about killing he has since then accepted it as a part of his life, and has even been able to see a lot of positives in it, being an optimist at heart. As a believer in an afterlife he thinks that any good people he might have killed will enjoy a good existence in there in any case, and any bad people had it coming.


    As such he fears death as he himself is by no means a good person, but he regardless enjoys combat, as he sees any bout he survives as reaffirmation that he still has a place in this world.

    Hobby-wise he enjoys drinking, sewing and novels, as he only had the opportunity to become literate way late in his life.


    Backstory:Born in 1823 in Port-au-Prince, Haiti, the man who would later be known as Mister Delacroix was born to two poor plantation workers. Although several factors, like a rather long passage of time, alcohol and involvement with the kind of people or spirits any rational and logically thinking individual would rather avoid, make recalling details hazy, a few impressions remained with him. The days were hot, long, and full of misery. As a young boy the only thing he could ever recall enjoying were tales of a better life after the current one, and the amazing culinary wonders his mother could conjure out of what little they could afford. However, one particular incident would not be washed away so easily by the various mind-addling factors that contributed to his current state. He was 16, maybe 17, possibly 18, definitely not 19 or 15 though, that much was clear, when a white man and a kreyole speaking-lackey approached him, asking for a strong and willing escort accompanying him and his associates to a small village inland. The pay was extraordinarily high for the time served, something that the poor young man should have taken as a warning sign. If not this, at least the man's strange robes, or his unclear and isolated destination. But the boy was not exactly blessed with perceptiveness of earthly matters, and so decided to follow along.


    As the trip proceeded the man seemed more and more willing to share information. He was a Frenchman, a priest of some sort. Apparently he had heard rumors about unnatural happenings in a remote little village, and seemed quite concerned.


    Again, the boy would probably not have followed further if he had noticed that the man who was so worried did not seem worried in the slightest, no matter what the translator said. In fact he seemed more tired than anything. Like this was a routine job.

    And he had the strangest look of pity whenever he looked at his hirelings.


    They were maybe half a mile from their destination when something truly, truly horrifying would happen to his entire investigating, or better, adventuring party. For some reason the boy had a strange premonition, as if somebody wanted to tell him..something. Only mintues later the Frenchman seemed to sense it himself, but it was too late.

    Only dug in in the most shallow way possible corpses rose from the ground, grabbing the mostly unsuspecting wanderers by whatever they could hold on to and dragging them to their ravenous mouths. The Frenchman put up quite the fight, handling mysterious red-handled swords to fend off at least four of them by himself, but having no eyes on his back a fifth would escape him and take a healthy chunk out of his shoulder, prematurely ending the trip.

    The boy, for some reason, was spared in the attack. But it was neither a miracle nor mercy that ensured his survival, but rather greed. Greed by the one in command of these living dead.

    It was not like he had a choice anyway. First struggling and resisting but later just accepting, he was swiftly transported to the man who commanded them.


    He had heard of the likes of him. Bokor. Magi who strike bargains with loa for powers and hexes. The magus informed him that he had great potential, and that he would be sacrificed to appease his guardian. He spoke those words with unnaturally sharp teeth and insanity in his eyes, and yet there was something more there. Not just the ramblings of a maniac who sold who knows what to an entity that should not be taken lightly. It was fear. Something had to exist that drove even the likes of him, someone who was no longer rooted in sane, normal behavior, a man who had to fear nothing, to express terror of a lifetime. He would have a few days to find out, as the sacrifice would take place during a full moon.


    It only took one night to meet what scared the magus.


    At first the boy wasn't sure what exactly it was, maybe a hallucination from a lack of food and water, his mind finally turning on him in the isolation or a trick by the bokor to ensure he would not resist whatever hell he would put him through. It was a voice, and yet not. A feeling that something wanted to communicate. Something simple.

    He gives you me, or you give me him.


    Every night brought another message. The deal was sweetened every time. He would take care of him for a long while he said. He would give him the knowledge the Bokor possessed. He would give him a taste of his power.


    And last but not least the voice seemed to suggest that he could promise that he would never die from starvation, thirst or sickness. In fact he would outlive everybody else he knew.

    It was one night before the sacrifice would happen. The boy accepted the deal.

    What happened next he could not remember, and yet it was not taken away by anything. It simply never existed. The boy never did offer up the Bokor. Whoever that voice was, it had taken matters in its own hands. Taken control of the boy.


    The sight of the dead magus at his feet was etched into his memory. He still remembered his first taste of the blood of another man. It was different, strange, but so sweet that he would not stop. It took him mere seconds to drink his fill. Only after quenching his thirst he would take note of the fangs in his mouth.

    The feeling of accidentially biting himself was the last thing he remembered. That and the voices final message.


    He had made a bargain. And they would meet again.


    All he knew from this on were fragments, even moreso than before. Unclear, smeared pictures of walking the earth like an animal. Consuming corpses, scaring whoever was unlucky enough to lay an eye on him, and later eating them.


    No Hougan came to lay him to rest. As if something was protecting him.


    It took a long time for him to regain something that could be called a conscience. The time was 1980, and the world had changed. He had to adapt. Slowly. Steadily. And what he wanted more than anything was a change of air.


    He knew how to call the one that made him this way. For five dead men the loa would allow him to cross the ocean.


    The first kill was still hard. It felt as if he finally took responsibility for what he did. That he enjoyed the power, the taste of flesh, and maybe even talking to his strange companion. To wield the power of a Bokor was simply awe-inspiring. He was no longer the poor plantation worker's son. He was a rumor, a legend people spoke about only in whispers.


    It was not enough to sustain him however.


    His goal was something else. The United States. To flee the influence of the Church and the Hougan and to start a new life, surviving, and maybe even enjoying doing what he does best.


    Through a proxy, an American Freelancer that found a rather gruesome end at his hands, he would soon be able to sustain himself by hunting magi for the association. On one of his later jobs he found his long-term business partner. (More about her in the Phantasmal Familiar section)

    It was a good life. In the city of Miami people could disappear without too many questions being asked, the associations influence did not extend too far in here and there were even other countrymen of his.


    However, it would not last forever. Two letters were sent to the dead man that Delacroix simply could not ignore.


    He wasn't sure if the letters were meant to the dead freelancer or him, but a bit of a vacation could not hurt either way.




    Stats:


    STR D
    AGI D
    END A
    PRA A
    ABI B


    Perks:


    Blood Lust: 0 AP


    Mystic Eyes of the Confidant: 15 AP


    A small gift from the Loa that took possesssion of Delacroix, a set of mystic eyes that put him in a favorable position in all interaction, granting him a sliver of Kalfu's talent. Alters people's perception of the user. Though they won't be able to pin down the reason they will feel a strong bond, like a good, year-long friend towards Delacroix. The effect is cumulative and becomes more effective the more often it is used on the same target. While a first use might only be able to extract information frequent usage will slowly allow deterioration of will to the point where orders can be given and will be followed as if they were true and honest wishes of the target. Due to its insidious nature it is hard to fight, but its combat use is limited. Its effectiveness is increased on sufficiently poisoned targets (they have to be delirious).




    Thaumaturgy Special Trait: Ribbons of Night, 20 AP


    All of Delacroix's magecraft bases itself around the manipulation of the strange concoction that allows a bokor to create his zombies which now runs through his veins. While it takes form as a physical poison it is a spiritual weapon, designed to create undead slaves via inducing a departure of the soul, the catatonic state. Every time Delacroix uses an applicable spell a tether forms from his fingertip to the target. A person touching this tether in any way will be poisoned, and any touch will alarm Delacroix as the tethers are connected to his fingers. At first the poison only causes numbness, sweating and unusual cold of an affected area but a lack of resistance or more contact will quickly turn the cumulative effects worse. Intense pain, slight hallucinations, paralysis, delirium and finally a state of suspended animation are the consequences of exposure. Due to this effect being used in the creation of his Ghouls, exposure to their blood also inflicts this poison effect.


    Solar Weakness 15 AP


    Vampiric Abilities:


    Phantasmal Familiar: Bloody Olga, 29 AP


    STR: E (D in Vigor Mortis)
    AGI: A
    END: C
    ABI: -
    PRA: -


    Not quite a zombie, not quite alive either, the story of Delacroix's closest assistant is a bit of a strange one.


    The girl was not born with any spiritual aptitude. Her family was a completely normal one, no magi, no ESPers, no blood of the gods in her veins or demonic heritage. Just a normal girl in a Polish immigrant family, with two bigger brothers, living in Chicago. Her life was relatively uneventful except for a few instances of almost dropping out of high-school due to various violent outbursts. After finishing this she had set her eyes on armed service, but to her disappointment infantry was out of the question in the US.
    After serving a rather boring time in the Army's civil affairs program which ended abruptly after another disciplinary incident she was hired by a private security firm and deployed in the Iraq war. Due to a PR disaster for said firm its contract was swiftly revoked and Olga had to return home once again. What she had left from her pay as the company rebranded itself was quickly invested in booze, cigars and assault lawsuits.


    With only one thing she really enjoyed she quickly got hired by a small security company that did not mind having people of questionable backgrounds. On her first day she would even meet the company CEO.


    The only problem was said CEO was a sealing designated magus who scouted combat-capable thralls to defend himself in case of an enforcer's attack. Quickly she was put under mental control and made to work for him.

    It was there where she would meet her current partner, 5 years before he would decide to follow the letter's invitation.


    Literally swarming the place with ghouls Delacroix broke through the small, trained army of the magus and eventually managed to push him back to his innermost sanctum, where he was alone with just Olga to back him up.


    After having swiftly dealt with him, Delacroix was prepared to make the quite shaken and now unarmed Olga his ghoul servant.


    But sometimes the loa's plans do not align with those of humans.

    It was spontaneous. Usually the loa had to be called upon to do anything, but it seems that one of them had taken quite a liking to the foul-mouthed, aggressive, violent and promiscuous woman, and would save her from her fate as a mindless servant.


    The loa of death, Baron Samedi, had taken hold of Delacroix.


    When he came back, he only remembered laying on the ground, dazed and confused, and the woman he believed dead giving him a hand to get back up.


    She was his familiar, yes. But she was no mindless zombie. Her soul was her own, sent back by the loa, or so he perceived it at least. A unique existence, dead and yet in full control of her actions.

    She did not feel pain anymore. Her strength and speed amplified by her supernatural state of existence and a parting gift by the Baron.

    Her blood was not full of the toxins Delacroix used on his familiars usually. It was cleaned through a divine blessing, ensuring she would never be taken as his zombie.


    It was the beginning of a partnership by necessity. But Olga had always her handwork. There was always something twisted about her that seemed to enjoy death, and now she finally had the confirmation that death loved her back.


    Olga is usually stored in a big suitcase Delacroix carries around, cut into pieces, and instantly assembles her body on command.


    Phantasmal Familiar Abiliy: Come to Papa


    The blessing of the Baron is, theoretically, the worst nightmare of Delacroix. Her blood will, on contact with his poison, instantly cause catastropic, fast-acting rot, the size of which depends on the amount of poison in their opponent. With high concentration this the rot needs less than a second to eat off all the flesh off a body, leaving only skeletal remains. It carries a concept of “rest”, thus purging all the poison from the body when it hits, curing the target of whatever effects they might suffer from (in exchange for the rot).


    This causes the poison to take on an aerosol form in which it may be inhaled and thus poison surrounding victims. This fact is often exploited in battle, as Olga can just shoot one of Delacroix's ghouls and thus cause a cloud of poisonous gas that causes strong poison effects (refer to the Sorcery Trait for the exact effects).

    She mostly uses this technique by cutting her fingers on her shotgun's bayonet and trickling her blood over a shell she loads manually. However contact with the blood is enough.


    Flock of Familiars: 15 AP


    Curse of Restoration: D, 20 AP


    Spells:


    Clinging Darkness: D, 4 AP


    Creates a small shard that shoots out from Delacroix's fingertips with the power of a handgun bullet, connected to them via a tether. Depending on the END of the target it will either shoot through or stick to the target, however it can also be simply used on walls to create a tether. Causes light damage and poison if it hits. Penetrating the target will cause additional poisoning.


    Glimpse the Unthinkable: C, 6 AP


    Injects a concentrated amount of the poison directly into his eyes, causing them to transform into their true form, the eyes of Kalfu. The first side effect of this transformation is that Delacroix now sees the world like a Loa would. Physical, lifeless objects become hard to make out but anything with a soul, be it Servant or Master, can be seen for long distances and even through walls. When Delacroix uses the eyes this effect disappears, however the way this use works is changed. Rather than imbuing trust and instilling a false sense of security, the eyes now show a different side to Kalfu's negotiation tactics. Fear. Depending on the affliction with poison and how often the eyes have been used on the target the target will find itself unable to move or use a random ability in an act of sheer panic against whatever they see, be it their own Servant or even themselves. In ideal conditions (multiple Mystic Eye usage, strong poison affliction) this might even completely erase the targets will, turning it into a lifeless husk and thus easy prey.


    Last Gasp: C, 6 AP


    Shoots a tether at a target and animates it as snake-looking Baka (no not the japanese one, the haitian one). Any number of other currently active tethers may be animated the same way (Vigor Mortis tethers will make the effect of the spell end instantly if animated this way.)
    Seeks out an opponent and ensnares him, causing poison and making them unable to move if they fail a STR check. For every additional animated tether additional poison is inflicted, making this a potent finishing move with a high enough number of tethers. However, since the animation is taxing on the tethers they disappear after 2 turns.


    Moonlight Bargain: B, 8 AP


    A non-combat spell that requires the body of a recently deceased to work. Offers Kalfu two parts of the person's existence and allows the manipulation of the remaining one.
    If one gives Kalfu the body and the mind, one receives the soul, which has to be caught in a bottle. It can be fed at any time to the Servant for prana restoration or used differently (see house upgrade section)
    If one gives Kalfu the soul and the body one receives the mind, which too has to be caught in a bottle. Drinking the contents of the bottle will allow full access to the knowledge of the target before it died.
    If one gives Kalfu the soul and the mind the body can be manipulated, allowing its parts to be grafted onto another being. This allows Delacroix to repair his familiars or even improve his ghouls by adding extra limbs and creating abominations.


    Vigor Mortis: B, 8 AP


    Shoots a tether from his fingertips into the spinal column of a target and imbues a concept of “permanence”. An offshoot of the zombie creation technique this essentially anchors the soul of the target to its body and instilling a directive onto the tethers implanted in its body to preserve the bodily condition the image of the soul suggests. This grisly technique will, as long as this tether persists, react to any damage done to the body of the target. Damage done will cause a spontaneous formation of hundreds of tethers, imitating the former state of the body by layering themselves over wounds or in the worst kind of injuries replacing entire limbs and organs until the spell duration ends. While it only allows a temporary healing and thus might only delay death where a regular healing spell would prevent it outright, the tethers react amazingly quick and can keep even a decapitated target functional until the end of the spell duration. Further, a Ghoul affected by this spell will have his rotting musculature and deadened nerves revitalized and thus perform much better. After the duration the tethers dissolve, instantly reopening wounds and making limbs disappear again.




    House:


    Old Town: Old Butcher's Shop, 4 AP


    Not a very popular hangout this run-down butcher's shop was a hard sell due to the Traditionalists taking care to not suffer ritual uncleanliness. It has a small storefront area that has been shut to nosy outsider's looks with a bit of cardboard, making it hard to believe anybody lives in there. For a short-term arrangement for a foreigner it was probably the best he could hope for.


    6 spaces.


    Upgrade: Kalfu's Altar, A-Rank, 10 AP


    Allows the usage of souls of the departed for various uses. A new soul takes up one upgrade space in the house.


    The altar's function must be maintained with an offering of gunpowder-infused rum each day, otherwise the souls are taken from the house and move on to the afterlife.


    For every soul anchored to the house the rank of the altar rises by one. Without a soul bound to it its rank is considered – and thus unusable, with one soul it's E, two D, three C, etc.


    The souls can provide one of three functions:


    -They can be sapped for their energy, increasing prana recovery rate.
    -They can be used to haunt the area, making normal people avoid the house entirely and requiring a mental resistance check before entering is possible
    -They can attack any incoming spiritual invaders. They can not attack corporeal beings.


    Switching the respective function of the altar requires an additional offering of rum.


    The Servant may also choose to consume any haunting souls to instantly recover a bit of prana.


    Extraordinary souls might provide additional boni.


    - - - Updated - - -

    neko ;_;
    Last edited by I3uster; January 9th, 2018 at 02:16 AM.
    [04:55] Lianru: i3uster is actuallly quite cute

  9. #189
    Inspired Pervert hero's Avatar
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    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  10. #190
    Vlovle Bloble's Avatar
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    Is this really a hero sheet?

  11. #191
    Inspired Pervert hero's Avatar
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    I just grabbed the stronkest class then dumped abi... I assume that alone qualifies
    [18:30] RacingeR: Max S.Link with hero is when you promise your daughter to him
    [18:31] RacingeR: Which means Airen and me are the only ones that maxed it (I promised Spin to him, and Spin is my daughter)
    [18:32] hero: oh shit
    [18:32] hero: spincess get
    [18:32] hero: suck it fuckers

  12. #192
    地獄待ち Spinach's Avatar
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    By now I've seen most of the MW sheets and it's a tossup between this and Lefts for the best. Next level murder mystery implementation.

    Also who runs a base build


  13. #193
    Are you for real? Katie's Avatar
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    why did everyone have fast wheels

  14. #194


    rip the dream of the motorbike race fight

  15. #195
    The Long-Forgotten Sight Rafflesiac's Avatar
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    Made two Assassins for Mellon's Hassan rush and figured I'd post the better one.
    Spoiler:


    True Name: Hassan-I-Sabbah
    Attribute: Man
    Alignment: Neutral Evil


    Personality:
    Calm, collected, logical, and rational. Assassin meticulously searches for the path to victory, compensating for every circumstance and accounting for every possibility before taking action. He is patient, content with making a small step forward, for he knows that the tightening of the threads is inevitable. He dislikes killing, treating it as an inelegant, blunt-force solution to life’s amusing puzzles.

    He holds no respect for the personalities, circumstances, or wishes of others. Assassin finds all other people inevitably lacking, and ultimately unworthy of the free will they exhibit. They stain and snarl the orderly skein of fate; and thus, they must be corrected.

    Assassin’s default manner is placid, almost kind. He speaks dispassionately, rarely raising his voice, and fails to react to whatever quirks any other people may have. However, while manipulating and influencing others, he shifts his patterns to whatever seems appropriate, adding a tic here, subtracting an intonation there, leaning slightly on this syllable to pull a target closer and ensnare them.

    Background:
    Assassin served as the 12th Old Man of the Mountain, tasked with executing God’s judgment on the sinful. He excised the wicked with zeal for years, yet there was always more. Always another greedy king, always another bloodthirsty general, always another mad magus. The people never learned. The people never changed. Assassin left on a journey seeking answers, and came to the Atlas Academy. There too were people attempting to protect humanity, but the longer he stayed there, the more Assassin saw the people who tasked themselves with humanity’s protection failing again and again, merely creating more instruments for mankind’s own destruction. Disgusted, he returned to the Order, pursuing its interests anew, before reaching a conclusion - killing was not the answer.

    Assassin began to correct people, no longer excising tumors, but remolding flesh, no longer killing one, but changing many. Armies, cities, kingdoms moved under his will, and at last people began to act as they should, as they were meant to. And as Assassin beheld his tapestry, marveling at the perfect order, he saw Death, and Death rendered judgment. As Assassin’s head fell to the floor, he reached a final realization.

    Even the Order was corrupt.

    STR: E
    END: D
    AGI: A
    MGI: B
    LCK: B

    Class Skills:
    Presence Concealment: A+
    The ability to erase one’s presence and figure and avoid detection. At this rank, Assassin’s presence as a Servant is eliminated, and he is extremely difficult to detect even for Servants. Covert action is child’s play. Concealment is decreased when hostile action is taken; however, Assassin does not consider his Noble Phantasm as hostile.

    Personal Skills:
    Mental Pollution: A
    Corruption of the mind that indicates drastic deviation from the normal and just. Assassin is nigh-immune to mental interference due to the twistedness of his psyche, but as a result, mutual understanding with his Master is impossible. Assassin will never understand the desires of others. Assassin will never accept the beliefs of others. Assassin will never respect the authority of others. Assassin will never forgive anyone else who holds the strings.

    Independent Action: D
    The ability to act independently of a Master and to endure in the world while lacking an anchor. While Assassin has obtained this skill due to his personality, it is weakened by his nature as the head of an organization and his membership of a collective. At this rank, Assassin can survive for half a day without a Master without another form of sustenance such as soul-eating.

    Disarming: A
    The ability to reduce hostility from others and lower their guard. At this rank, people are naturally compelled to treat Assassin as a friend, and easily reveal their secrets and worries. Attacking Assassin becomes a thoroughly alien notion, akin to lopping off a finger because it had a hangnail. If Assassin takes hostile action against a person, a successful Luck check is required for this skill to maintain its effectiveness. Rather than Magic Resistance, equal levels of Valor, Defiant, or similar skills are required to resist this effect.

    Projectile (Daggers): C
    Proficiency with throwing weapons. As an Old Man of the Mountain, Assassin is proficient with daggers, and can hurl them with enough force to shatter bone. While he is capable of throwing them independently, Assassin prefers to tie strings to their handles and manipulate them into unpredictable - and lethal - trajectories.

    Aptitude (Strings): A
    The ability to manipulate strings through physical, as opposed to supernatural means. At this rank, Assassin is a master puppeteer and weaver, and can control countless threads at once while manipulating them independently. Incidentally, he enjoys knitting and crocheting in his spare time.

    Noble Phantasm:
    Zabaniya: Devil’s Gossamer
    Anti-Unit | Rank B

    An irregular Zabaniya that does not take the target’s life. Assassin carries with him meters of thread inspired by the etherlite of the Atlas Academy that he uses to manipulate his daggers, set traps, swing through the air, and more; he is capable of producing more from his own magical energy. However, its primary purpose is to correct the countless flawed people surrounding Assassin. Assassin implants strings loaded with directives into a target, altering the spiritrons composing their soul to bend them to his will. Each string offers a minute shift in the target’s personality and morals, like a niggling voice making a suggestion that won’t go away, akin to the irrational impulse to jump off a bridge one is walking on. The more strings that Assassin places in someone, the stronger a hold these directives have on someone until before even realizing it they are a thrall to Assassin’s every command.

    While creating and implanting each string has a minute magical energy cost, Assassin can fully invoke his Noble Phantasm with its true name to actively control a target. However, doing so burns out any strings implanted with them, and once those are gone Assassin must maintain a direct connection to ensure his control.

    Even when his strings are gone, the damage inflicted remains. Assassin does not take a person’s life, yet with one of a person’s three chief components irrevocably scarred, the person they once were is without a doubt, dead.

    Wish: To correct everyone alive, ensuring they follow his vision, and more importantly, to be the sole arbiter of humanity’s worth.

    ------------------------------------------------------

    He was inspired by Twice H. Pieceman, spiritron hacking and code casts. Also this is the last time I ever draw my own FC, I had to darken the stupid thing in GIMP after it scanned light.

    Wish I came up with an idea that was actually suited for an RP first, but the brain does what the brain wants.
    Quote Originally Posted by Arashi_Leonhart View Post
    canon finish apo vol 3

  16. #196
    夜魔 Nightmare Express's Avatar
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    Assassin
    Hassan of the Haunted Wind


    “The winds of fate have blown me fore and aft, and now they have means to direct me here. Do you believe you can harness the harshness of the desert...Master?”


    Desiccation of the Soul

    Water.

    You must go to the land far in the west

    Water.

    There is a ruler there that has made himself an enemy of Allah

    Water.

    Kill him. Bring his head

    Water.
    water
    Sup his blood if you have to

    But there had been no man. No head to bring back. No blood to sup. No mission to complete. Nothing. No, that’s not to say nothing, it had simply happened that he had failed. The fickle violence of the Arabian Desert had betrayed him and his senses, that was all. Traversing the dunes, navigating the sandstorms, it was all part and parcel of being part of the order.

    But even that he had failed at utterly.

    There was nothing left. No future with the order--failure was a death sentence, and he agreed with it--no foreseeable future for his short, measly life at that rate. Nothing but the wide, endless expanses of the desert.

    He didn’t even have a blade capable of ending his own life.

    Cowardice.

    So this was the best he could do; this was the best I can do, Grandmaster. Delivering his head to his Grandmaster to save himself any shred of dignity was a forgone impossibility. So he hoped that his suffering in the void among the sandstorms would suffice as suitable self-flagellation.

    It’s such...a pain, isn’t it?

    He wasn’t aware of the passage of time anymore. How could he? Aside from the occasional shift to night, nothing about the desert ever changed. Days. Months. Years. Hours? It was impossible to tell. A part of him didn’t even want to. A part of him...understood the desert. A harsh environment that gives nothing in return and promises nothing to the prospect of life, and yet life continues to thrive throughout it anyway. The desert doesn’t care what you think, what you are or what you were, and especially what you plan to be. It just is. Its impassiveness was blessedly comforting in a way, even as it was the cause of his slow death.

    Water.

    At night, the jeering of the djinn and the ifrits threatened to drive him insane. Maybe they did. Maybe he was imagining their laughing voices in his head the entire time.

    All he knew was that soon enough it was day again, and his savior had arrived.

    A black spot on the horizon. Closer. A slightly larger spot. Closer. A figure in the distance, pressed to the ground. Closer. It was something. It was a human being. It was civilization, one he wasn’t sure even belonged to anymore. It was.

    An ifrit. Skating along the ground, a loathsome thing hated by Allah. He’d heard of legends about the djinn and ifrits being successfully converted, as well as the Prophet’s hated snakes. Perhaps, he hoped that this one would be friendly. Or at last finally kill him. He steeled what little resolve he had left, he knew the ifrit would take his form. Tempt him. Scorn him. It took him all day, but by nightfall he eventually made it within the ifrit’s presence. As soon as it sensed him, it laughed its terrible laugh.

    “A hash-eater, separated from its flock. What a pathetic sight you are, Allah’s khara.”

    Maybe so.

    “Ha! When night comes I’m going to feast on your brains, hashshashin.”

    Maybe so.

    Night came. The ifrit made good on its promise, and attacked. He wasn’t sure why he’d done it, if perhaps due to some last vestiges of his training screaming during the only relevant moment he could use them. Every member of the order were taught charms to keep the evil spirits of the desert at bay. But due to the greater hierarchical nature of the ifrit race, the spell could only greatly weaken the demon. So he cast it again and again. Adrenaline pumping through starved veins, a survival response that had remained dormant until such a direct threat to his life was made.

    He snapped the thing’s neck.
    water
    He drank of its blood.

    According to very early legend, ifrits are said to be formed from the blood of a murder victim. It was only later when they became conflated with the secondary type of djinn, that which is formed from the smoke of a fire. Perhaps he was the murder victim here, and the desert the murderer. Was that why the ifrit had appeared to him? He didn’t know, and didn’t care anymore.

    And yet...there was one thing he still felt he needed to do. He knelt down, and after a struggle snapped one of the demon’s fingers off. Another aspect of ifrit myth states that to banish one, or stop their formation entirely, an unused iron nail could be driven through the thing’s blood. He didn’t have a nail, so this would have to do. Coating the finger in the ifrit’s blood and his own, he pierced his own heart.

    Grandmaster, this is all I can do.

    He waited to die. But he didn’t.

    No, for the wild winds of the desert had chosen to carry him off the ground. He was reminded of the Prophet being carried through the air by Gabriel, and desperately wanted to weep for even thinking he deserved something so beautiful. But no tears came. Truthfully, his body had ceased to be human. He was of the desert, carried wherever the wind should decide.

    It took him many years to return to the order. He’d been expecting death, but the response he received was shocking. They told him he’d received Zabaniya, the sacred killing art of the masters. That couldn’t be right. It was impossible. Inexcusable.

    But you modified your body, right?

    Well yes, but--

    But you mastered this ability, right?

    I suppose, but--

    You brought the Grandmaster the head of the target, right?

    Yes, but--

    But his simple personal wishes were not answered. Rather than receive the punishment he’d wished for, he was instead richly rewarded. But that, he supposed many years later, was life. The success of the order was of an incomprehensibly higher magnitude than the individual achievements of the members; and so for that which he had previously sworn to forsake in the desert, he continued to live.

    The Grandmaster had passed on, and he had inherited the title. Now the end that he so selfishly clung to as a finality to his life was no more. Eventually, he left the order. He wandered back into the ocean of sand, the site of his previous death and rebirth, and the only homeland he felt he had anymore. It was here that he contemplated his deeds to himself, quietly. It was ironic that such an event had happened when he was so young, for he had lived to more than twice the age he had been when he encountered the ifrit, and accomplished much for the order.

    But then, that was life.

    He scattered himself to the four winds, and was no more.

    Interlude//: End


    Parameters
    STR - D (2 LP)
    END - D++ (4 LP)
    AGI - A+ (4 LP)
    MGI - E
    LCK - C

    Class Skills
    Presence Concealment: A+ (12 SP)
    Presence Concealment is the capacity to hide one's presence as a Servant. It is a common Class Skill of the Assassin class.
    Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.

    Personal Skills
    Protection from Wind: A+ (12)
    Protection from Wind is a chant that offers prayers to God, that oneself might receive a charm (spell) of protection against the calamity of evil spirits. This charm originates from the Middle East, used mainly for protection against sandstorms and evil spirits such as Jinns. To call it a 'charm' smacks of superstition, but the strength of its warding is tremendous.

    A skill originating from the time when he was alive. At a rank considered to be beyond the ceiling of such a Skill, perhaps it is more fitting to simply call it an ability concerned with the free manipulation of wind for one’s own purposes. Rather, it is acceptance that the “charm against wind” has fundamentally failed, instead seeking to manipulate and adapt to the strong gusts of the desert. Wind and wind-based magecraft are less nulled completely as they are redirected under Assassin’s own power.
    Through careful manipulation of Protection from Wind and Transformation, Assassin is capable of periods of sustained “flight”.

    Self-Modification: B (8)
    Self-Modification is the aptitude to remold one's own body or merge one's own flesh with body parts of others. The higher the ranking in this Skill, the further away one is from being a proper hero

    The severed finger of the ifrit Assassin met that fateful day in the desert, soaked in the demon’s own blood and embedded into his heart. The blood that has since been pumped through his veins has removed Assassin’s status as a pure human. A Skill born from Assassin’s desperation.
    Further allows for the merging of mineral sources into Assassin’s body.

    Transformation: C (6)
    Transformation is a Skill that allows one to change form.

    Through the excitation of the Ifrit blood he injected himself with, Assassin is capable of transforming any portion of his body mass into sand. As sand is coarse, rough, and gets everywhere, dextrous or cerebral decisions become a physical impossibility. Should Assassin render his entire body into sand, a modicum of complexity is restored to his movements.
    Spreading his “body” out too thinly over a wide surface will eventually lead to deterioration of mental faculties, unconsciousness, and death. However, the more of his body that Assassin has turned into sand, the higher his Endurance modifier becomes.

    Voice of Panic: A (10)
    Voice of Panic is a mental attack that weakens the hearts of those who hear it.

    The haunting voice of the desert, the ifrits and djinn that travel the sand and make light of the suffering of man. The jabbering and harassment that Muslims blame mental illness on to this day. It is a cry that evokes the absolute loneliness of the individual surrounded by the desert, an oppressive hopelessness that will never leave until life is swallowed up by the sand.
    Powerful Mental Interference or other mental resistance is necessary to withstand the blow to the soul.


    Noble Phantasm
    Zabaniya
    Delusional Tempest

    Anti Army: C
    Range: 1~99
    Max Target: 500 people

    A Hassan raised in a time when assassins were as much saboteurs as they were poisoners and spies. Legends of armies who enter the desert and are swept away by the comings and goings of the great sandstorms. Riding through the wind like it were a cloak, slipping through the storm with ease, Hassan ravaged armies through illusions, mysterious illnesses, theft, and unexplainable loss of livestock or supplies. Ravaging men through complete destruction of the will and sanity, this anecdote has manifested itself as a Noble Phantasm that, when activated, conjures a localised sandstorm by dispersing Assassin's body over a wide area, no larger than the size of an army's encampment area. Those caught within may suffer from illness of the lungs and eyes, see or hear things that Assassin can conjure, and lose all sense of direction.

    Might as well throw this here.

  17. #197
    Gläubig müssen die nicht sein, daran glauben müssen sie I3uster's Avatar
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    I actually like this one a lot, must've been tight competition.
    [04:55] Lianru: i3uster is actuallly quite cute

  18. #198
    No glasses, huh? Mooncake's Avatar
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    That's a really good sheet, Express. I wouldn't be surprised if the final coin toss ended up being between you and Ark
    [12:37] <I3uster> if playing overwatch would save my mother from the deathbed
    [12:37] <I3uster> id probably flip a coin
    [12:38] <I3uster> to see if i play or not

    [18:23] <frantic> spinach is like a caffeine zombie

    [18:23] <frantic> in AX he would like
    [18:23] <frantic> drink 8 shots of espresso
    [18:23] <frantic> then he'd turn to me an hour later
    [18:23] <frantic> 'frantic', he'd say, his eyes wild and his lips smug
    [18:23] <frantic> 'i need coffee'

  19. #199
    Are you for real? Katie's Avatar
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    since tang is very indisposed he asked me to post this for him

    his assassin folks

  20. #200
    夜魔 Nightmare Express's Avatar
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    Thanks fellas.

    I also really like that sheet, Raff. The drawn FC is just the icing on the cake.

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