The Ninth Holy Grail War of OT - Character Sheets

The following Servants were used in the ninth War:

Servant Saber: Raquel Applegate

Servant Archer: Mana Tatsumiya

Servant Lancer: Eirika and Ephraim

Servant Rider: Arietta the Wild

Servant Assassin: Kirara Hoshizora

Servant Berserker: Ragna the Bloodedge

Servant Caster: Azaka Kokutou

Servant Saber
Name: Raquel Applegate Source: (Game) Wild ARMs 4 - The Fourth Detonator Class: Saber Alignment: Lawful Good Sex: Female Health: 300 (+15) Mana: 175 (+25)

Strength: A+ Endurance: A+ Agility: D

Luck: C Noble Phantasm: A+ Magical Energy: E Magical Resistance: 30%

Description: Raquel Applegate is simply a "Mighty Glacier". She is ridiculously slow yet she hits RIDICULOUSLY HARD. She focuses on both her offensive and defensive traits with two broadswords that amplify one trait as Noble Phantasms. In addition to her high damage output, she also has the ability to parry skills completely while dealing a fixed percentage of it back to the opponent. Built like a tank and handled like a tank, Raquel Applegate's hard hitting attacks and heavy defense is comparable to that of even a Berserker. The greatest skills on her arsenal are Intrude; skill that lets her perform more skills in one turn without a detrimental loss in Potential and Finest Art; the hardest hitting, non-fatal skill made.

Class Skills: - Magic Resistance: C - Further reduces the damage taken from C-ranked spells or below by 20%

Personal Skills: - Instinct: B - Resist debuffs that lower the strength parameter if the skill rank used is B or below. Makes it impossible for her to miss, but also makes it impossible for her to dodge. - Penetrator: A++ - Penetrates the opponent's endurance when using the "Basic Slash" skill if their endurance is rank C or below. - Red Zone: A (20% of remaining mana) - Capable of immediately executing an action when Raquel's health drops below 30%. This bypasses her turn action orders and immediately sets her up to act. This also effectively gives her another action opportunity if ever she has already made an action on that turn. Will still follow Overthrust, though. - Overthrust: A+ - Increases the strength of her physical attacks by 50% (applied after all initial calculations) every two turns and can only perform offensive actions, but she will take 20% more damage. However, during the turns where Overthrust isn't active, she cannot perform any offensive actions, but her Endurance will be raised by one plus and her magical resistance will be increased by 20%. Whenever her health is reduced by an interval of 75 or more she receives a tension point. For every tension point she has, increase her physical damage by 2 points of endurance-penetrating damage. Repeated hits from a single skill increase Tension Points by only one. The player may choose to enter battle in defensive or offensive phase of Overthrust through a conditional. - Blood Poison: E - Raquel's blood has a natural poison in it that slowly kills her. Raquel takes 10 END-piercing damage every three turns during the escape phase.

Skills: - Name: Intrude (A++) Mana Cost: 1 Tension Point + 30 health + 25 mana Range: 0 Maximum Target: 1 Class: Supportive Effect: Increases the number of available actions by Raquel by one. This does not consume an action, but is done during the support phase Update Animation Upon Use: Burst of light from the ground around Raquel. Telltale announcement also comes with the package. - Name: Iron Divide (A+) Mana Cost: 140 Range: 1 Maximum Target: 1 Class: Physical Effect: 110 damage. Debilitate by two ranks for three turns. Prevents enemy escape for the turn after the next turn. Update Animation Upon Use: Handle extension. Raquel jumps and hits the ground below the opponent, causing stone spikes to rise from the ground. She then delivers a side blow to the rocks as well as the target. - Name: Exorcism (B+) Mana Cost: 55 Range: 1 Maximum Target: 100 Class: Physical Effect: 60 damage to all enemy servants and possibly masters if their servants are not with them. Deal additional 40 damage to summoned entities such as mounts, Dark Servants, etc. Update Animation Upon Use: Handle extension. Cleaves in a large arc, creating a slicing hurricane for a short moment. - Name: Moonlight (C) Mana Cost: 30 Range: 0 Maximum Target: 1 Class: Supportive Effect: Regenerate 110 mana. Additional 10 mana recovered per tension point. Cannot be used more than once per turn Update Animation Upon Use: Handle extension. Raise sword to focus moonlight onto herself. - Name: Basic Slash (D) Mana Cost: 20 Range: 1 Maximum Target: 1 Class: Physical Effect: Deal 40 damage to a target Update Animation Upon Use: Run up to the enemy and deal an overhead strike.

Noble Phantasms: Condition: When Saber's health goes below 200, activate only ONE of the following. You can change between broadswords during rest periods. - Name: Macha Brand (A+) Mana Cost: - Range: 0 Maximum Target: 1 Class: Support Effect: Decrease all of Raquel's mana/health cost on her skills (Does not affect Basic Slash) by 50%, but decrease their damage output by 50% as well (does not affect Tension Point increases)(Does not affect Moonlight's mana regeneration). Enables her to use Intrude for up to four times a turn. Gain the skills "Blocking" and "Retaliator". - Name: Blocking (B) Mana Cost: 10/30/50 (Mana cost is not affected by Macha Brand) Range: 1 Maximum Target: 1 Class: Defensive Effect: Whenever an enemy attempts to deal a physical attack at Raquel, if the skill used to attack her is ranked D or below, then reduce the damage by 50% with 10 mana; 30 mana for C-ranked skills; and 50 mana for B-ranked skills. Blocked attacks do not give tension points. Always active during defensive Overthrust mode. Optional during offensive mode. Cannot be used against Noble Phantasms. Update Animation Upon Use: Upon enemy attack, upwards slash to parry the opponent. - Name: Retaliator (B+) Mana Cost: 0 Range: 1 Maximum Target: 1 Class: Physical Effect: Whenever Blocking activates, Raquel will retaliate against that enemy by dealing 90% of the damage she nullified back to him/her (not affected by Macha Brand damage decrease). Always active. - Name: Judgment Scepter (A+) Mana Cost: - Range: 0 Maximum Target: 1 Class: Support Effect: Increase all physical damage Raquel deals by 10% by sacrificing more of her mobility and some of her endurance. Limp herself by one rank and Debilitates herself by two ranks (to C+). She gains the skill "Dragon Edge" and "Poison Fang" - Name: Dragon Edge (B+) Mana Cost: 70 Range: 1 Maximum Target: 1 Class: Physical Effect: 60 damage. Heal herself equal to 50% of the amount dealt. Update Animation Upon Use: Summons the power of the very land she stands on and deals a jumping overhead slash attack on the opponent's standing ground, making it collapse. - Name: Poison Fang Mana Cost: 60 Range: 1 Maximum Target: 1 Class: Physical Effect: Poisons the target for 5 turns. Deal 40 damage. Update Animation Upon Use: Slams the ground the opponent is standing on and releases a cloud of poison. - Name: Sheriff's Star Mana Cost: 10 Range: 0 Maximum Target: 1 Class: Support Effect: Auto-activate once Raquel's health falls to or below 15%. Enables the use of Finest Arts. - Name: Finest Art (EX) Mana Cost: All Tension Points + 150 mana Range: 1 Maximum Target: 1 Class: Physical Effect: Deal massive damage to a target Servant. Takes away 95% of their current remaining life. Will instantly kill an opponent with equal to or less than 75 remaining life before this skill was used. Cripple, enfeeble and limp the target for ranks dependent on how many tension points are used for five turns. The target will also suffer external bleeding after disengaging for a number of turns dependent on how many tension points are used. The damage dealt is cannot be influenced by ANYTHING, including the enemy's endurance and Raquel's strength rating. Can be used on the same turn when Red Zone is triggered, even if Overthrust is in defensive mode.

Servant Archer
Name: Mana Tatsumiya Source: (Manga) Mahou Sensei Negima Class: Archer Alignment: True Neutral Sex: Female Health: 300(+17) Mana: 240(+25)

Strength: C+ Endurance: D+ Agility: B

Luck: A Noble Phantasm: A Magical Energy: C+ Magical Resistance: 35%

Description: Mana comes with a preset amount of money that is used to purchase ammo for her skills. Utilizing her long range skills, Mana can inflict different status effects depending on the body part she snipes. Buying different ammo also yields different effects such as pierce damage. Mana still has a decent upclose fighting game but pales in comparison to other melée oriented classes. Skills include Body Shot Aim which enables you to target body parts for different effects and Akimbo which helps boost close range melée capability. Supply management is key; running out of grenades and ammo without any money could be catastrophic.

Class Skills: - Independent Action(A+) - Mana can remain indefinitely in this world for 10 turns. Regen is null and Mana's Noble Phantasm can not be used. - Snipe(B) - Can attack enemy servants (or masters if their servant(s) isn't with them) on any point on the map. However, the damage dealt will be reduced due to the distance coverage, but the damage will slowly resume their normal potency over time. Damage calculation is as follows: [Final End-Influenced Damage / (Distance the target is + 1)]. By taking one turn to set up at an area, Mana can allow for full damage to stay intact from up to two areas. Takes place during the support phase allowing you to attack before the movement phase, however doing so relinquishes your ability to retaliate against an enemy attack during the offensive phase.

Personal Skills: - Barter(E) - Spends one support action negotiating with the Magic Net Director to lower prices by 25% the next time you shop from the Magic Net. Bargained prices do not stack. Can only be used once every 2 turns. - Bounty Hunter(B) - Killing a Servant rewards Mana with '300,000' yen for their bounty. Every 4 turns, Mana is paid an additional 75,000 yen due to her mercenary contract. - Demon Eyes(EX)(Passive)- Mana's ability to perceive demons and spirits. Enables her to see through Presence Concealment when scouting. Mana also has a natural scout range of 2 areas. Also brings out Mana's true potential, increasing her STR to B+ when Sniping.

Skills: - Name: Access Magic Net Supply: N/A Mana Cost: -- Range: 0 Maximum Target: 0 Class: Support Description: Mana accesses the Magic Net in order to buy supplies for her to use. There is no limit to how many items you can buy at once. In cases of emergency, Mana can access the Magic Net in battle without using up a turn, bur prices are increased by 50%.

Items: Price: Grenades - Chaff Grenades - 5,000 yen - Stun Grenades - 5,000 yen - Semtex Grenades - 5,000 yen

Body Shot Aim Bullets - Normal Bullets - 10,000 yen - Silencer with Bullets - 15,000 yen - FMJ Bullets - 15,000 yen

B.C.T.L. Bullets - 120,000 yen

Magic Displacement Charm - 300,000 yen

Gun Kata rounds 135,000 yen

Cassopeia Full Repair - 600,000 yen

Demon Eyes Snipe Round - 150,000 yen

- Name: Grenades(C) Supply: Maximum of 5 Mana Cost: 30 Range: 1 Maximum Target: 1- 10 Class: Physical Description: Mana cooks a grenade and throws it at the nearby enemies. Starts out with 5. Can be used as a follow up, following offensive skills that do not utilize snipers. - Chaff Grenade: Mana throws a grenade in an area, interfering with enemy scouting in adjacent areas. Lasts 3 turns. - Stun Grenade: Mana throws a grenade that emits a burst allowing Mana to act first in the offensive phase. Can follow into any other offensive skill. Can't be used twice in a row. Used during the support phase. - Semtex Grenade: Mana throws a grenade that sticks to an enemy and explodes, dealing damage to surrounding hostiles. Deals 50 physical damage to the target and 25 physical damage to surrounding enemies. Doesn't affect Masters if their Servants take the blow.

- Name: Body Shot Aim(B+) Supply: Max of 5 Mana Cost: 50 Range: 1-3 Maximum Target: 1 Description: Mana loads a bullet into her rifle and takes aim at a certain area on the victim. Targeting different body parts yields different effects. Can be used with Snipe. Reveals Mana's location unless using a silenced sniper. If used close range, Mana's Agility is treated as if it were one rank lower. Deals 55 base damage. Silenced bullets halve damage, but do not reveal location. FMJ Bullets deal an additional 10 piercing damage, but deals 10 unreducable damage to herself because of recoil. - Head: Increases the chance of a critical by 25% - Leg: Inflicts Limping on the target reducing Agility by one for the next 3 turns - Arm: Inflicts Crippled on the target reducing Strength/Magical Attack by one rank for the next 3 turns. - Heart: Inflicts Debilitation reducing Endurance by one rank for the next 3 turns.

- Name: B.C.T.L, Bullet of Compulsory Time Leap(C) Supply: Maximum of 3 Mana Cost: 60 Range: 1-3 Maximum Target: 3 Class: Magical Description: Mana takes a shot from her sniper rifle, teleporting the enemy to a random location if it hits. Deals 60 magical based damage. Can shoot up to a maximum of 3 targets. If targeting a Servant, their Master is teleported with them as well. Can not be transported to an area where a battle is already taking place. Can be used with Snipe. If sent to an area with dentrimental effects such as mana loss, they do not take effect until next turn. If used close range, Mana's evasion is lowered by 20%. Will reveal Mana's location.

- Name: Magic Displacement Charm(D++) Supply: Maximum of 1 Mana Cost: 100 Range: 0 Maximum Target: Self or 1 Class: Support Description: Mana activates a teleportation charm allowing for two uses. 1) Mana uses the charm to escape with her current Master to a random area escaping from battle. or 2) Mana uses it to teleport behind one enemy allowing for damage calculations to be treated as an ambush against the victim.

- Name: Rakansen Supply: Utilizes money Mana Cost: Dependent Range: 1 Maximum Target: 1 - 100 Class: Physical Description: Mana uses yen coins as her weapon of choice, flicking them at a rapid pace and barraging the enemy with coins. Causes limping in the enemy, lowering the enemy Agility parameter by one rank for 3 turns. Damage dealt depends on how much money is 'spent'. Damage is: [(Amount of Money Used / 1000)*1.05], rounded down, with a maximum money use of 100,000 yen. Mana cost is [(Amount of Money Used / 1000) * 1.25], also rounded down.

- Name: Akimbo(B) Supply: N/A Mana Cost: 20 (6 Upkeep per turn) Range: 1 Maximum Target: 1 Class: Support Description: Mana draws her dual pistols, increasing her Strength parameter by one plus and her Agility parameter by one rank. Allows the use of Gun Kata. Increases the effect of Cassopeia. Attacks utilizing Snipers and Rakansen can not be used when Akimbo is active. - Upon the use of Akimbo, Mana can use Basic Shot as a Free action for 0 mana against one target. Attack uses Mana's STR before the buff from Akimbo

- Name: Gun Kata(B+) Supply: Max of 2 rounds Mana Cost: 55 Range: 1 Maximum Target: 1-2 Class: Physical Description: Gun Kata....a martial art revolving around the use of guns. Using pinpoint accuracy and zoning to determine the enemy's position, Mana rushes in close to deal heavy damage to up to two targets. Deals 60 physical base damage to up to two targets, but cannot hit the same target twice. Causes Limping and Debilitation by one rank for one turn.

- Name: Basic Shot(D) Supply: Infinite Mana Cost: 15 Range: 1 Maximum Target: 1-2 Class: Physical Description: Mana whips out a pistol and shoots the enemy. 20 base damage. With Akimbo activated, base damage is doubled.

Noble Phantasm - Name: Cassopeia(A++) Supply: 2 uses Mana Cost: 120 Range: 1 Maximum Target: 100 Class: Physical Description: Mana activates the Cassopeia, using it's time warp capabilities to rain a hail of bullets upon all enemies in the area. Perceived as teleportation when in fact Mana is actually just traveling through time. Increases Mana's evasion by 75% due to the time-travel capabilities. After two uses, it breaks, but you can have it repaired at a ridiculous cost (600,000). Effect increases when used with Akimbo. Deals 90 base damage to all Servants in the area. When used with Akimbo activated, adds an additional 5 base damage. After its use, it puts a strain on Mana's abilities reducing all of her parameters by one rank, minus Agility which is lowered by two. Strain lasts 3 turns. - Name: Demon Eyes Snipe(A+) Supply: 1 Mana Cost: 80 Range: 2-4 Maximum Target: 1 Class: Magical Description: Mana uses her Demon Eyes to perceive a weakness in the target. Targets enemies Mag Resistance or Endurance, depending on which one is weaker. Charges a bullet filled with energy to pierce the enemy. Takes one turn to prepare and MUST be used with Snipe. Deals 50 endurance piercing damage and an additional 30 base damage. Marks the enemy with a seal, revealing his/her position AND conditions to Mana if they are within 4 areas of each other. Seal lasts for 5 turns. Using this 3 areas away from the target allows for full damage to stay intact. Can only be used once every 5 turns. Counts as being engaged with the enemy.

Servant Lancer
Name: Eirika and Ephraim Source: (Game) Fire Emblem 8 (The Sacred Stones) Class: Twin Lancers Alignment: Lawful Good Sex: Male and Female Health: 300(+13) Mana: 240(+26)

Strength: B Endurance: C Agility: A++

Luck: B Noble Phantasm: C+ Magical Energy: C Magical Resistance: 45%

Name: Eirika Class: Lancer Alignment: Lawful Good Sex: Female Health: 150 Mana: 130

Strength: C Endurance: C Agility: A

Luck: A Noble Phantasm: N/A Magical Energy: B+ Magical Resistance: 45%

Name: Ephraim Class: Lancer Alignment: Lawful Good Sex: Male Health: 150 Mana: 130

Strength: A Endurance: B Agility: B

Luck: C+ Noble Phantasm: N/A Magical Energy: C+ Magical Resistance: 45%

Description: Eirika and Ephraim: blood siblings that are devoted to each other. They have the option of separating to scout multiple areas at once. While apart though, their health and mana are split and they each have separate stats, some higher and some lower than when together. They also gain access to exclusive skills, most notably flanking the enemy in an ambush without needing to prepare in advance. Alone, they can both hold their own. Together, their stats are above average, giving them a massive advantage in speed. Coupled with the critical boost of the Killer Sword/Lance and the multiple attacks of the Brave Sword/Lance, Eirika and Ephraim stand as a large threat to all who oppose.

Class Skills: - Disengage:(A) Increases STR by one rank when attacking an enemy you once fled from. For example, one turn you fight Servant 'A' and successfully escape. Disengage is applied for every successive encounter, but its effect does not stack (escaping multiple times from the same enemy will not double the STR increase). Can't exeed A+ Strength this way. - Magical Resistance:(C+) Increases the Magical Resistance of Lancer by 10% against Spells B-rank and lower after the initial calculations. Eirika and Ephraim can not lose mana due to the effects of an enemy skill. This excludes Noble Phantasms.

Personal Skills: - Support:(C) Spend one turn having Eirika and Ephraim talk to encourage each other. Depending on how many turns they converse, an increase in their stats result from their closer bonds. Can not use Support in the same area two turns in a row. Rank C: Talk at least once. Increases Physical damage by 5% Rank B: Talk at least twice. Increases magical damage by 5% Rank A: Talk fat least four times. Increases both phy. and mag. damage by 8%. Can not scout, move or attack when performing Support. Effect only works when together.

- Pierce:(B) Treat the enemy's END as if it were two ranks lower when dealing damage. For example, if Servant 'A' has B END, their endurance is treated as D in the damage calculations. It does NOT lower the enemy's Base END. Consumes 20 mana. Can only be used when together.

Skills: Name: Separate(D) Mana Cost: 0 Range: 0 Maximum Target: 0 Class: Support Description: Eirika and Ephraim separate. Their mana and health are split into two, but they can now cover double the areas. Separating does not consume a turn. Enables the use of several abilities not normally available, but disables the use of other abilities as well. Eirika and Ephraim must be in different areas to be separated. If they move to the same area when separated, they will automatically rejoin. - Name: Flank(B) - Range: 0 - Mana Cost: 0 - Maximum Target: 0 - Class: Support - Description: When Eirika and Ephraim are in two separated areas that are connected to a 3rd area that contains a Servant, Eirika and Ephraim may converge and ambush the enemy without needing to prepare a turn in advance. Upon attacking the enemy however, Eirika and Ephraim are treated as one entity. - Name: Together, We Ride!(C+) - Range: 1 - Mana Cost: 40 - Maximum Target: 1 - Class: Defensive/Support - Description: When Eirika and Ephraim are in neighboring areas and one is in battle, spend 40 mana to instantly come to a sibling's aid. The rescuing sibling must NOT be in a battle in order to use this. When the two siblings meet up, their actions are counted as one, and damage that turn is reduced by 30%. However, the only offensive skill Lancer is permitted to use is Basic Pierce.

EPHRAIM ONLY WHEN SEPARATED - Name: Guerilla Warfare(B) - Range: 1 - Mana Cost: 5 + Mana of Offensive Skill - Maximum Target: 1 - Class: Support/Activated - Description: Ephraim swiftly attacks an enemy and flees right after, denying the enemy a chance to counterattack. Damage dealt that turn is halved and mana cost for the offensive skill used with Guerilla Warfare is also applied. - Name: RuneLance(C++) - Range: 1 - Mana Cost: 30 - Maximum Target: 1 - Class: Magical/Offensive/Ranged - Description: Ephraim summons the dark weapon, Runelance, to draw out his magic power. Because it allows Ephraim to attack from a distance, Ephraim gains a 15% increase in evasion. Deals 30 magical damage. Can only be used when separated. All damage done with Runelance is converted to HP.

NOTE: Killer Lance, Regenlief, and Brave Lance can still be used although separated.

EIRIKA ONLY WHEN SEPARATED - Name: Swift Recon(C) - Range: 0 - Mana Cost: 30 - Maximum Target: 1 - Class: Support/Activated - Description: Allows Eirika to travel to two different areas, scouting both of them. Scouting in this case counts as a free action allowing Eirika to retaliate in the case of an enemy.The two areas must be adjacent. Due to her speed while scouting, she only discerns whether or not an enemy is present, and cannot distinguish appearances. - Name: Light Brand(B) - Range: 1 - Mana Cost: 30 - Maximum Target: 1 - Class: Support/Activated/Ranged - Description: Eirika summons the divine weapon, Light Brand, to augment her magic ability. Because it allows Eirika to attack from a distance, Eirika gains a 20% increase in evasion. Deals 35 magical damage. Also blinds the enemy target, reducing their accuracy by 20%. Can only be used when separated.

NOTE: Killing Edge, Rapier, and Brave Sword can still be used although separated.

Skills that can be used when together. - Name: Killing Edge/Killer Lance (B+)(C+ when Eirika is alone)(A when Ephraim is alone) Mana Cost: 40 Range: 1 Maximum Target: 1 Class: Physical Description: Eirika and Ephraim summon deadly, sharpened weapons to attack the opponent's weak points. Deals 25 base physical damage with an addition of 33% chance to Lancer's base luck for a critical hit. If the critical lands, base damage is tripled to 75 instead. Can still be used by each Lancer when separated, although the values are changed. Killer Edge's rank becomes C+ for Eirika whereas Killer Lance becomes a rank A for Ephraim. - Name: Brave Sword/Brave Lance(B+)(C+ when Eirika is alone)(A when Ephraim is alone) Mana Cost: 35 Range: 1 Maximum Target: 1 Class: Physical Description: Eirika and Ephraim summon weapons blessed with speed and courage. Base damage of 40. Can attack up to a maximum of four times based on the opponent's agility. Can still be used by each Lancer when separated, although the values are changed. Eirika's Brave Sword rank becomes C+ whereas Ephraim's Brave Lance becomes rank A. On an Enemy with one rank lower than current Agility- Attacks twice, the second attack dealing 50% of the initial hit. Two ranks lower than current agility- Attacks three times, above applies, except the 3rd hit deals 33% of the initial hit. Three ranks lower than current agility- Attacks 4 times, above applies, except the 4th hit deals 25% of the initial hit. - Name: Rapier (C+) Mana Cost: 35 Range: 1 Maximum Target: 1 Class: Physical Description: Allows Eirika to take the initiative in fighting. Base damage of 60. Increases Crit rate by 20%, but reduces STR by one rank for the turn it's used. Only Eirika can use this skill when separated. - Name: Regenlief (A) Mana Cost: 50 Range: 1 Maximum Target: 1 Class: Physical Description: Allows Ephraim to take the initiative in fighting. Base damage of 60. Increases STR by one plus, but reduces agility by one rank for the turn it's used. Only Ephraim can use this skill when separated. - Name: Basic Pierce(D) Mana Cost: 15 Range: 1 Maximum Target: 1 Class: Physical Description: Eirika and Ephraim attack normally, dealing 30 base damage.

Noble Phantasms: - Name: Great Lord Promotion (C+) Mana Cost: --(15 upkeep) Range: 0 Maximum Target: 0 Class: Support Description: By using the powers of the Solar and Lunar Brace, Eirika and Ephraim transform into Great Lords, acquiring mounted horses. Allows the use of new skills. Boosts all parameters by one rank and Magical Resistance by an additional 12%. In order to use the Noble Phantasm, you must encounter 2 Servants and do battle. Running on the first turn does not count as an encounter. Encounters when separated count towards the amount of encounters. If a stat is already at Rank A, it will only go up by one Plus. Can still reach EX if the stat is A++. - Name: Sigmund(B++) Mana Cost: 40 Range: 1 Maximum Target: 1 Class: Magical/Offensive Description: Ephraim summons one of the Sacred Twins, Sigmund the Fire Lance. Ephraim gathers energy in his lance and spears the enemy, setting them ablaze. Lowers Magical resistance by 10% for two turns. Deals 75 magical damage. Deals 5 burn damage for the next four turns. - Name: Sieglinde(B++) Mana Cost: 40 Range: 1 Maximum Target: 1 Class: Magical/Offensive Description: Eirika summons one of the Sacred Twins, Sieglinde the Thunder Blade. Eirika gathers energy in her blade to strike the enemy down with lightning. Lowers Magical Resistance by 10% for two turns. Paralyzes an enemy with B or lower Magical Energy for two turns. Deals 75 magical damage.

Paralyze: Reduces enemy agility by one rank.

Servant Rider
Name: Arietta the Wild Source: Tales of the Abyss Class: Rider Alignment: Neutral Evil Sex: Female Health: 300(+14) Mana: 280(+25)

Strength: D Endurance: D Agility: C

Luck: E+ Noble Phantasm: EX Magical Energy: B+ Magical Resistance: 50%

Class Skills: Riding (A+) - Each turn Arietta remains on her mount, her following attacks increase by 2%. Caps at 10%. Switching mounts resets the counter.

Personal Skills: Fonic Artist(C+)- Due to her status as a High Fonic Artist, Arietta exerts total control over her spells and skills, always using the base cost of Mana regardless of enemy skills. Field of Fonons(B+)- Several of Arietta’s skills contribute a set percentage towards two FOF gauges, Light and Dark. Upon reaching 100% in either gauge, using a skill attributed to either FOF will change its effects. Reprise(C)- When casting the same spell during consecutive turns, reduce mana cost by 25%. Doesn’t apply to Speed Cast.

Skills: -Name: Speed Cast/Instant Cast(C) Mana Cost: Dependent on Spell Range: 1 Maximum Target: 1 Class: Support Description: Casts a spell and cancels the attack before it is cast effectively storing it. Costs the same amount of mana of the spell, but storing it requires no upkeep. Next use of the stored spell in a skirmish will bypass the agility of all enemy hostiles during the support phase, but the cost will be half of its base cost. When used to store a Support Spell, using Instant Cast will allow it to be used as a Free Action. Stored Offensive Skills counts as a normal action, instead taking place during the Support phase. Thus, using a Stored Offensive spell does not count as a support action.

-Name: Sharpness(C) Mana Cost: 25 Range: 1 Maximum Target: 1 Class: Support Description: Increases Self or Ally’s Str and Mag by one ‘+.’ Creates a 50% Light Field of Fonon.

-Name: Barrier(C) Mana Cost: 30 Range: 1 Maximum Target: 1 Class: Support Description: Only usable on self. Decreases damage taken next turn by 20%. Creates a 50% Dark Field of Fonon.

-Name: Bloody Howling/Maelstrom(B+) Mana Cost: 50 Range: 1 Maximum Target: 1 Class: Offensive/Magical Description: Deals 60 magical damage. Creates a 50% Dark FOF. When used on a Dark FOF, it becomes Maelstrom. Deals 70 damage and the torrential waters nearly drown the enemy, reducing their luck by one rank for the next 3 turns and setting their action priorities ONLY after Arietta’s next action. For example, Arietta has B agility and the affected enemy has A. If there is an enemy with C Agility in the same skirmish, the order will go Arietta->Enemy with A Rank Agility->Enemy with C Agility. Can not be used when a mount is summoned.

-Name: Limited/Spark Wave(B) Mana Cost: 40 Range: 1 Maximum Target: 1 Class: Offensive/Magical Description: Deals 55 magical damage. Automatically Creates 50% Light FOF. Only Spell that can be cast on its own Field. When used on a Light FOF, it becomes Spark Wave. Deals 65 damage, and lowers enemy agility by 1 parameter for one turn. Can not be used when a mount is summoned.

-Name: Summon Queen Liger(A) Mana Cost: --(10upkeep) Range: 1 Maximum Target: 1 Class: Support Description: Summons Arietta’s ground unit. Changes Arietta’s base stats. Gives Arietta a new repertoire of skills while removing her offensive spells. Strength: D+ Endurance: A+ Magic Attack: D Agility: C Luck: D Magical Resistance: 45%

Unique Personal Skills: Resilient Fur(B)- All attacks targeting Rider on this mount deal an additional 8% less damage.

-Name: Basic Slash(D) Mana Cost: 15 Range: 1 Maximum Target: 1-3 Class: Offensive/Physical Description: Arietta’s mount slashes at a nearby enemy dealing 25 base physical damage. If used on the same turn summoned, it can target up to 3 people, including Masters.

-Name: Beast(C)/Thunder Beast(B+) Mana Cost: 45 Range: 1 Maximum Target: 1 Class: Offensive/Physical Description: Arietta’s mount charges into the enemy headfirst dealing a heavy blow. Deals 50 physical damage and debilitates the enemy by one rank for the following turn. When used in a completely charged Light FOF, it becomes Thunder Beast. Deals 65 damage and causes the defense of the enemy to be reduced by 15% for the following turn. On an opponent with B+ Endurance or higher, the defense reduction is increasesd to 20%.

-Name: Dragon Surge(C)/Stone Dragon Ascent(B) Mana Cost: 40 Range: 1 Maximum Target: 1-5 Class: Offensive/Physical Description: Arietta’s mount lifts the enemy into the air striking them as they fall down. Deals 60 base physical damage. When used on a Dark FOF, it becomes Stone Dragon Ascent. Arietta’s mount releases a mighty roar, causing the earth to shatter beneath all hostiles in the area. Targets up to 5 hostiles, dealing 65 base physical damage and stuns any enemies with a base stat of C endurance or lower.

-Name: Summon Hraevelgr(A) Mana Cost: --(10upkeep) Range: 1 Maximum Target: 1 Class: -Description: Summons Arietta’s air mount. Changes Arietta’s base stats while giving her a repertoire of new skills while removing her offensive spells. Strength: A+ Endurance: C+ Agility: A Magic Attack: D Luck: D+ Magical Resistance: 35%

Unique Personal Skills: Flight(C+)- When mounting Hraevelgr, Arietta's dodge rate is increased by 18%, but takes 15% more damage from all attacks.

-Name: Basic Claw(D+) Mana Cost: 20 Range: 1 Maximum Target: 1 Class: Offensive Description: Arietta’s mount claws at the enemy from the sky. Deals 25 damage. If used on an enemy with C Agility or lower, attacks twice.

-Name: Eagle Dive(C+)/Frigid Raptor(A) Mana Cost: 45 Range: 1 Maximum Target: 1-3 Class: Offensive/Physical Description: Arietta’s mount spreads its wings and flies down at the enemy striking all enemies in the way. Deals 60 base physical damage. When used on a Dark FOF, base damage increases to 70 and bypasses D-ranked ranged skills. Takes a 25% damage reduction from C-ranked skills.

-Name: Cyclone Shot(C)/Cyclone Blaze(A) Mana Cost: 45 Range: 1 Maximum Target: 1-3 Class: Offensive/Physical Description: Arietta’s mount dives from the sky spinning and piercing through nearby enemies. Deals 55 base damage to up to two targets. When used on a Light FOF, base damage increases to 75 and can target up to three targets. Causes 4 burn damage for 3 turns.

Noble Phantasms -Name: Activate Overlimit(B) Mana Cost: -- Range: 1 Maximum Target: 1 Class: Support Description: Only usable when her OL gauge is filled. For the next 3 turns, Arietta gains a natural 20% resistance against all skills. Stackable with Barrier. Automatically deactivated upon the use of any of her Noble Phantasms. All attacks are increased by an additional 10% and D-rank skills targeting Arietta are nullified. Gives access to her Noble Phantasms. Conditions: One point is awarded for every single HP damage taken and given. Filling the gauge requires 300 points. For example, getting hit for 120 damage will award 120 points towards Overlimit. AoE skills average the damage given to all enemies for the number of points towards the gauge. For example, if Cyclone Blaze hits three enemies for 40, 50, and 55 damage, the amount would be averaged together awarding 48 points.

-Name: Evil Light(EX) Mana Cost: 145(Once every 8 turns) Range: 1 Maximum Target: 1000 Class: Offensive/Magical Description: Only usable without a mount and in OL mode. Deals 130 magical damage to one target and 30 unreducable splash damage to all hostiles in the area, including Masters.

Servant Assassin
Name: Kirara Hoshizora Source: Mahou Shoujo Kirara to Sarara (VN) Class: Assassin Alignment: Chaotic Good Sex: Female Health: 300 (+17) Mana: 300 (+35)

Strength: C+ Endurance: D Agility: A+

Luck: D Noble Phantasm: A++ Magical Energy: C+ Magical Resistance: 20%

Description: "Strike first, ask later". Kirara Hoshizora is one HARD HITTING assassin. She specializes in hand-to-hand combat, and is really good at it. However, her fiery attitude does tend to annoy others and serve as an obstacle to her already weak concealing ability. Yes, her concealment ability is poor, but she more than makes up for it with skills that hits hard and hits fast. To add to that, her lack of concealment is replaced by her keen battle sense; being able to detect servants within a close proximity from her without even having the need to scout! Kirara Hoshizora is one servant you wouldn't want to encounter one-on-one. Even attacking her en masse is risky, for her Noble Phantasm will simply obliterate all within a straight line from her.

Class Skills: - Vitrification (20): A+ - Allows the use of Presence Concealment rank B+ for 3 nights.

- Presence Concealment: B+ - Allows Kirara Hoshizora to prepare an ambush immediately after moving into an unoccupied area. At this rank, she can only completely conceal her presence after a standby move, but Archers can spot her no problem

Personal Skills: - Reverse Mechanics: A - Toggled skill. Kirara starts the War with this activated. Increases damage dealt by 10%, but also increases damage received by 10%.

- Instinct: C - Resist debuffs that lower the strength parameter if the skill rank used is C or below.

- Eye of the Mind (Fake): A - Gives Kirara a sixth sense for detecting danger. All of Kirara's moving actions have the scouting property, allowing her to both scout and use normal actions after moving.

- Hougi Assimilation: B+ - Kirara empowers herself with her own exhaustion by compressing the heat energy her body produces into concentrated cells of prana. For every 35 amount of mana Kirara uses on skills that do not require Hougi Cells, she produces one. For every Hougi Cell Kirara has, it increases her Magical Resistance by 5%. For every five Hougi Cells Kirara has increases her Agility and Endurance parameter by one plus (does not add a rank), her Strength and Magical Energy paremeters by one rank, and her critical and dodge rate by 5% (capping at 20%)

Skills: - Name: Basic Combo (C+) Mana Cost: 6 per hit Range: 1 Maximum Targets: 1 Class: Physical Effects: Deal 5 damage to a target. Can be repeatedly performed with a limit of 14 times. Update Animation Upon Use: A fury of punches and kicks meant to break bones.

- Name: Nova Impact (A) Mana Cost: 65 + 1 Hougi Cell Range: 1 Maximum Targets: 1 Class: Magical Effects: Deal 65 damage to a target and burn him/her for three turns. If used faster than an enemy using a basic ranged attack, nullify it. Forces the enemy's next action to be at the lowest possible priority - even lower than escaping. Update Animation Upon Use: Conjure a Hougi Cell, which is an orb of concentrated prana/heat, and throw it at the enemy in its volatile state. The impact will cause the enemy to stagger

- Name: Double Nova Impact (A+) Mana Cost: 100 + 3 Hougi Cells Range: 1 Maximum Targets: 1~2 Class: Magical Effects: Deal two Nova Impacts to up to two targets. This burns the target for three turns multiplied by the number of times the target is hit. Burn counter stack. Has all the other properties of Nova Impact. Update Animation Upon Use: Conjure two Hougi Cells on both of her hands and throw them one at a time. The impact will cause the enemy(ies) to stagger.

- Name: Rentsukouhan Kanshou / Anti-Nova Buffer (B+) Mana Cost: 100 + 2 Hougi Cells Range: 1 Maximum Targets: 1 Class: Magical Effects: Casting has the same priority as a command seal, but still counts as a normal action. Counter the next offensive skill dealt to Kirara by reducing the damage dealt by 50% and dealing a Nova Impact to that enemy. Kirara can only use this skill once every three turns of encounter, but can start an encounter with this skill. Lasts for one turn. Kirara cannot perform any further actions when using Rentsukouhan Kanshou. Update Animation Upon Use: Cast a thin barrier around herself to defend against the next attack. Upon the attack's impact, Kirara will connect to the enemy using the mana used by the offender and stun him/her for a duration enough to let her cast a Nova Impact.

- Name: Meteor Orbit (B++) Mana Cost: 70 Range: 1 Maximum Targets: 1 Class: Physical Effects: Reduce Kirara's Endurance parameter by one rank for one turn. Deal 4 * 17 base damage to a single target and gain an additional 4 Hougi Cells in the process. Increase Kirara's agility parameter by one plus after use. Update Animation Upon Use: Charge straight at the enemy with her combat dagger. Upon reaching the enemy, Kirara disappears from sight and, in a display of impressive speed, deals multiple cuts in a second. In exchange for the relatively small mana used, Kirara overheats herself.

Noble Phantasms: - Name: Dunamiscale Duo (B+) Mana Cost: 50 + Any number of Hougi Cells Range: 0 Maximum Targets: 1 Class: Supportive Effects: Requires that Kirara's health is below 50% to activate. Kicks Kirara's Agility and Luck parameter by three ranks (capping at B++) and her Magical Resistance to 50% for one turn per five Hougi Cells consumed. Increases Basic Combo's hit rate to 20. Enables the use of Meteor Impact and LINK. Activation does not require a turn. She is stunned for the turn when Dunamiscale Duo is deactivated naturally (not by LINK or Meter Impact), and the cost to cure her stun is tripled. Decrease Kirara's maximum health by 50 but increase her maximum mana by 100. Regenerate 100 mana.

- Name: Meteor Impact (A++) Mana Cost: 150 Range: 1(~3) Maximum Targets: 100 Class: Magical Effects: Requires Dunamiscale Duo to be activated prior to the use of this skill. Deactivate Dunamiscale Duo. Deal 140 damage to the initial target. 100 damage to enemies at range 2. Deal 80 damage to enemies at range 3. Deal 40 damage to enemies at range 4. Skill range is at a straight line from the origin to a chosen point on the map. Also hits allies within the kill range, but only does 50% damage. Does not inadvertently hit anybody within non-hostile areas unless stated by the action post. Start sequence is prioritized as a command seal, but actual cast happens at the end of turn. While casting, Kirara gains one rank in endurance, but will be enfeebled for two turns afterwards. Targets from ranges 1 to 2 are staggered for a number of turns dependent on the number of Hougi Cells used for Dunamiscale Duo, forcing their next actions to the lowest priority (even lower than escaping). Update Animation Upon Use: Kirara summons a gigantic magic circle in front of her, then draws her sword and proceeds to carve a large six-pointed star on the circle. After which, she just gives the star a small push to send it careening towards a path while continually expanding, obliterating all in its path.

- Name: LINK (A+) Mana Cost: 100 + All Remaining Hougi Cells Range: 0 Maximum Targets: 1 Class: Magical Effects: Deal 20 base damage + 1 Nova Impact per three Hougi Cells used when Dunamiscale Duo was activated to a target. Can only hit targets with an agility rank of C or below. Deactivate Dunamiscale Duo. Target is staggered right after, forcing his or her next action to be at the lowest possible priority for a number of turns dependent on how many Hougi Cells are used for this skill alone (0 equals to one turn of stagger). Kirara deals 75 damage to herself, but will not reduce her health to 0. Has all the properties of a Nova Impact. Stuns the target for one turn. Will kick the target to an adjacent area (chosen by the player) if the target has D or lower strength. Burn damage from LINK is tripled. Update Animation Upon Use: Sarara materializes as an illusion and blasts the enemy with a Luna Flare, occupying the enemy as Kirara charges multiple Nova Impacts. She releases all that energy in a single ball of highly explosive prana, completely disorienting the target and sending him flying.

Servant Berserker
Name: Ragna the Bloodedge Source: (Game/VN) BlazBlue Class: Berserker Alignment: Chaotic Good / Chaotic Evil (After Activating Mad Enhancement) Sex: Male Health: 300(+18) Mana: 260(+28)

Strength: B Endurance: B Agility: D

Luck: C Noble Phantasm: A+ Magical Energy: C Magical Resistance: 25%

Description: Ragna draws immense power from the Azure Grimore. His attacks have some of the highest damage of any Servant as well as the highest cost. He has a heat gauge that fills as he gives as takes damage, and certain skills consume portions of the gauge. He can also consume most of it to chain together any two skills in one turn. He can further increase his STR, but doing so drops his END. Some skills have natural follow ups that allow them to be treated as drive attacks; drive attacks restore some health to Ragna. Armagus Overload serves as a defensive skill, enabling him to escape if needed. Ragna is a glass cannon that receives plenty of damage in a short time, but gives out far more.

Class Skills: - Mad Enhancement: Black Beast (C)- Increases all status parameters by one rank at the cost of insanity except luck. Effect is lost when under 10% health. When effect is lost, Ragna exterts more control over his abilities, reducing mana cost by 15%. Mad Enhancement takes effect again once Ragna's HP passes 15% of his max HP.

Personal Skills: - Drive: Soul Eater (B): Absorbs HP by 8% of the amount of damage dealt to the enemy. When under the effects of Blood Kain, absorb 15% of the damage you deal. Only applies to Drive attacks.

- Azure Grimoire (C+): Uses the corrupt power of the Grimoire to increases Ragna's damage by 20% against anyone whose endurance is higher than the skill rank. (Ex: Someone with A Endurance would receive 20% more damage from B rank or higher skills.)

- Half-Vampiric Blood (C+): When consuming civilians, Ragna gains an additional 15 HP. Additionally, Ragna's endurance can not be reduced by enemy skills. In other words, damage taken will always be calculated with his current base endurance.

- Heat Gauge: A heat gauge with a maximum of 100 that is required for certain skills to be used. Attacking adds 15 while receiving attacks adds 10. At 50 Heat, it enables the use of Rapid Cancel. -Name: Rapid Cancel Description: Allows you to chain any 2-3 skills in one turn. Mana cost still applies to all moves, and Noble Phantasms can NOT be one of the moves that are chained together. Second move or third move can target another hostile. Moves that are rapid canceled have a 1.1x multiplier.

Skills: - Name: Armagus Overload (B) Mana Cost: 35 Range: 1 Maximum Target: 1 Class: Support Description: Releases a burst of energy pushing all the enemies and attacks away. Damage done by physical and magical skills are halved minus D-rank skills, in which case they are automatically nullified. Damage done by Enemy Noble Phantasms are reduced by 30%. For the next 3 turns, END is reduced by one rank. Next turn, Ragna and his Master can choose to escape before the opponents' attacks if the amount of damage Ragna recieved that turn is 75 or lower. Can only be used once every 3 turns.

- Name: Summon Nu (C) Mana Cost: 25 Range: 0 Maximum Target: 1 Class: Support Description: Can't be used in combat. Summons Nu-13 from the Black Cauldron to any area on the map. Scouts out the area and gives a description of the targets and sets aside a gravity field for 5 turns. Anyone moving through the gravity field immediately stops at that point. Doesn't prevent enemies from leaving the area however. Her scout only scouts up to the movement phase. Beyond that escapes her vision. Only detectable by the Archer class.

- Name: Blood Kain (B) Mana Cost: 35 +25 Heat Range: 0 Maximum Target: 1 Class: Support Description: Unleashes the energy within the Azure Grimoire to increase his power. Ragna's STR gains one plus, but END is reduced by one rank. Increases the effect of Drive. Enables the use of Darkness Devours. Each turn this remains activated, Ragna's Master recieves 8 damage whereas Ragna receives 10 damage. Halves Ragna's HP regeneration out of battle. Lasts 4 turns. Can be stopped at any time as a free action.

- Name: It's not Over Yet!!(C) Mana cost: 20 Range: 1 Maximum Target: 1 Class: Physical Description: Deals 35 Physical base damage. Can be Rapid canceled for only 25 Heat. However, it can only be Rapid Canceled a maximum of two times per turn. Azure Grimoire does not affect this skill. Has a 1.15x multiplier as opposed to a 1.1x. Update Animation Upon Use: Ragna sweeps the enemy with a low kick and instantly picks the enemy up, delivering a blow to his/her gut as they struggle to stand up.

- Name: Inferno Divider(B+)(Drive Attack) Mana cost: 60(70) Range: 1 Maximum Target: 1 Class: Physical Description: Deals 75 damage while preventing up to a maximum of 20 physical damage. Does not apply to magical and ranged attacks. For example, Servant 'A' attacks using a physical skill dealing 50 damage. By using Inferno Divider, the damage Servant 'A' does is now 30, whereas you attack for 75. It is always used at the same time the enemy attacks you. By paying an additional 10 mana, you can follow up with an overhead kick in the air that deals an extra 10 damage and allows Inferno Divider to be treated as a Drive Attack. Update Animation Upon Use: Performs an uppercut with great strength lifting the enemy into the air, allowing Ragna to deflect enemy physical attacks. Then follows up with an overhead kick in the air, spiking the opponent down.

- Name: Hell's Fang(B)(Drive Attack) Mana Cost: 50(65) Range: 1 Maximum Target: 1 Class: Physical Description: Deals 80 damage. By paying an additional 15 mana whether or not damage is done, Ragna can perform a follow-up, bringing his right hand into the enemy, unleashing a dark wave of energy. The follow up adds an additional 10 damage and allows Hell's Fang to be treated as a Drive attack. The initial hit ignores all form of barriers and defense, targeting their original base END unless it was already debilitated as the result of an effect or skill. Update Animation Upon Use: Charges forward to punch the enemy with his left fist pumped with energy. Then follows up, bringing his right hand up into the enemy and unleashing a dark wave of energy.

Noble Phantasms: - Name: Darkness Devours(A+) Mana Cost: 100 + 50 Heat Range: 1 Maximum Target: 1 Class: Physical Description: Only usable when under the effects of Blood Kain. Deals exactly 100 damage, regardless of buffs, debuffs, END, and any other factors, and absorbs 50% of the damage he dealt towards his health. The high amount of dark energy expelled corrupts the area reducing all Servant and Master Parameters by one rank for the following turn. After its use, Blood Kain is automatically deactivated and END is reduced by one rank for 3 turns. Blood Kain can not be activated again until 3 turns have passed. Update Animation Upon Use: Ragna's right arm becomes a demonic weapon that grabs the enemy and expels an extremely high amount of dark energy, shredding the enemy to bits.

- Name: The Black Beast(A++) Mana Cost: 60 Range: 0 Maximum Target: 0 Class: Transformation/Reality Marble Description: - Only usable when under or equal to 50% of your health. Lasts 3 turns. - D-ranked skills that target Ragna are nullified. - Endurance is increased to A++ before debuffs and Magic Resistance is increased to 65% before debuffs. After its use, END is dropped by one rank for the next three turns. - Enemies in the area when the Marble is cast may not leave unless it is through the effect of a command spell. Enemies may enter, but when entering they too may not leave. - Drive: Soul Eater's capabilty is increasede to 12%. Rapid Cancel is disabled in this form - Ragna may not move when the marble is cast, even with the use of a Command Spell.

Name: Battle Continuation Class:Support Effect: After transforming into the Black Beast, Berserker can not die until after the transformation/3 turns are over. Should Berserker reach below 0 HP during the course of the 3 turns, his attack power drops by 30%

- Name: Wrath of the Black Beast Mana Cost: 30 Range: 1 Maximum Target: 1000 Class: Physical Description: A skill that can be only be used with the Black Beast. The Black Beast performs a sweep of the area using his claws dealing 60 damage to all Servants in the area.

- Name: Black Onslaught Mana cost: 60 + 50 Heat, 15 mana upkeep Range: 1 Maximum Target: 1 Class: Physical Description: A Skill that can only be used with the Black Beast. The Black Beast pins down an enemy with its claws dealing 30 unreducable damage. As long as that target is pinned down, it may not take any actions at all. However, that target can not be hit by any offensive skills from others. The target can only escape via command spell or a skill used by someone other than the captured victim. Black Onslaught can be canceled at any point in the turn as a free action. The turn the captured victim is released, it becomes a target of offensive skills once again and will take an additional 20 damage from Wrath of the Black Beast on THAT turn only.

Servant Caster
Name: Kokutou Azaka Source: (Novel/Movie) Kara no Kyoukai - The Garden of Sinners Class: Caster Alignment: Lawful Good Sex: Female Health: 300 (+8) Mana: 400 (+40)

Strength: C Endurance: D+ Agility: B

Luck: C Noble Phantasm: A+ Magical Energy: A Magical Resistance: 70%

Description: Kokutou Azaka is one fiery Caster. She specializes in completely engulfing the enemy with fire... whether she intends to or not. In fact, she is so fiery in every way that just being in close proximity from her already induces heat exhaustion that will force servants to use more mana for their skills and noble phantasms and in turn, absorb the extra mana hostiles use. Servants be wary when attacking her or they'll find themselves burning in response. Each of her thaumaturgical skills hits hard. That goes without saying that she even has a few skills that can empower her magical damage even more. However, on the downside, she does use a lot of mana. On the upside, she can chain multiple spells at the cost of more mana. If that's not enough, then she can wear her signature salamander gloves to save mana while still being able to bring about hellish firepower on the enemy.

Class Skills: - Territory Creation: B+ - Increase Kokutou Azaka's Strength, Endurance and Agility parameter by one plus after one standby move. The parameter increase lasts until she moves away from the area.

Personal Skills: - High-Speed Divine Words: A - Capable of casting one additional spell with an additional 45 mana cost. Due to the sudden casting nature of this skill, the additional spell will only be 75% of its normal firepower when Proximity Drain is active. - Origin: Taboo: EX - Capable of resisting disadvantageous situations (such as debuffs or any negative effects) by consuming 20 mana per instance. (One instance is one rank of debuff. If a skill lowers Azaka's stats by two ranks, then it counts as two instances.) This is passive, meaning that all debuffs and negative effects will be nullified as long as Azaka has mana stores. Can be deactivated and activated at the cost of 20 mana, though. Azaka starts with this activated. - Lady Luck: A - Increase Luck by two ranks when dealing over 50 damage. Includes Spontaneous Combustion's retribution damage. Luck increased this way cannot exceed EX - Spontaneous Combustion: B - Reduces all physical damage to Azaka by 10% (Applied before END calculations) and deal 10 magical damage to all who attack Azaka and burn them for 2 damage per turn for two turns. Does not apply to ranged attacks and magic spells.

Skills: - Name: Thaumaturgy: AzoLto (C) Mana Cost: 30 Range: 0 Maximum Target: 1 Class: Magical Effect: For three turns: Increase all thaumaturgical damage by 15 before MAG RES calculations. Increase spontaneous combustion damage to 15. Update Animation Upon Use: Announce the spell's name to cast a fireball on her hand.

- Name: Thaumaturgy: FoLLte (C++) Mana Cost: 75 Range: 1 Maximum Target: 100 Class: Magical Effect: Deal 40 damage to all servants (and masters if their servant is not with them). Burns for 4 damage per turn. Absorb 5% of current enemy mana pool if enemy endurance is D rank or below. Update Animation Upon Use: Smashes a fireball to the ground to release a fiery shockwave that burns all nearby enemies.

- Name: Thaumaturgy: MezoFoLLte (B++) Mana Cost: 105 Range: 1 Maximum Target: 1 Class: Magical Effect: 80 damage. Cripple one plus for three turns. Decrease target's Magical Resistance by 10% for two turns. Update Animation Upon Use: Hurls a heavily compressed ball of searing heat at the opponent that will ignite him once hit.

- Name: Aria (A) Mana Cost: 50 Range: 0 Maximum Target: 1 Class: Support Effect: Deactivate Proximity Drain for three turns. Recover 30 health and 150 mana over the course of three turns (10 health and 50 mana per turn). Cannot use if Proximity Drain is already deactivated. Update Animation Upon Use: The surroundings will cool down and enemy servants will feel less tired.

Noble Phantasms: - Name: Proximity Drain (A++) Mana Cost: (In-combat) 10 per turn/ (Non-combat) Reduce passive mana regeneration by 10 per turn Range: 1 Maximum Target: 1000 Class: Aura (Support) (Magical) Description: Kokutou Azaka's presence increases the area's temperature around her to a magnificent degree, causing all enemy Servants and Masters to consume more mana to use their skills due to heat exhaustion. All enemy skills will consume an additional 8% more mana (12% more in daytime) while Noble Phantasms will consume 12% more (16% more in daytime). Additionally, Kokutou Azaka can tap into the environmental heat and regain her energy equal to how much additional mana the enemy servant or master used for the skill/noble phantasm. Passive. This skill's range will increase to 2 if AzoLto is active, but will have only half of the benefits for range 2. Also increases the damage of all her thaumaturgical spells by 5 points. Effect is also halved if enemy endurance is A rank or above.

- Name: Sanshouou - Salamander Glove (B) Mana Cost: - Range: 0 Maximum Target: 0 Class: Support Description: Limits Azaka's firepower to a more stable state, making it easier to manipulate. Exchanges 50% of Azaka's normal firepower for mana regeneration, recovering her energy equal to the amount of damage decreased. Example: She would normally deal 80 damage with MezoFoLLte, but with Sanshouou, she will only deal 40 damage and recover 40 mana. Does not affect the damage increase of AzoLto and Proximity Drain. Example: When using MezoFoLLte together with AzoLto and Proximity Drain, she will regain 40 mana but the damage will be 40 plus the damage increase of AzoLto and Proximity Drain. Calculations for damage and regeneration with Sanshouou on is done before the Magical Energy and Magical Resistance calculation. Does not affect AzoLto.

Saber's Master
Name: Asagi Ninomiya Class: Master Sex: Female Alignment: Chaotic Good Health: 200 (+16) Mana: 1000 (+40)

Strength: E Endurance: B+ Agility: B+

Luck: D Magical Energy: C+ Magical Resistance: 55%

Age: 17 Backstory: Asagi Ninomiya was the daughter of a wealthy businessman whose business suddenly went bankrupt, forcing the parents to hand her over to close relatives as they struggle to recover when she was at the age of 9. There, she was physically abused day by day by her cruel aunt, forced to work at a club and to take cocktails of drugs for whimsical experiments on its effects. Due to this, she grew up with a tremendous hate towards every human being who lived by their desires and swore to herself that she will change how the world worked with her own two hands. However, her abuse continued until her 12th birthday. Tired of being constantly harassed by her relatives, she received the greatest birthday gift she could ever receive: the death of her guardians. Standing on a room painted a lovely shade of crimson, her lips contorted to a huge and sadistic grin. "I did it..." she told herself over and over again for a full three hours until she fell to the floor from exhaustion right when the police came into the scene. She did not resist at all and, instead, offered her hands to be cuffed. Fairly judged to be guilty and sentenced to death, she leisurely spent her time on prison in death's row, planning her escape. After half a year rotting behind bars, she was ready to make her move... until all hell broke loose. Rebecca Armageddon, the Grail Conduit from wars past, still ravages the world continuously, killing hundreds of people whenever and wherever she spawns onto the material world. On that day, she happened to spawn right on the same camp Asagi was locked up in. Her dark servants raided the whole facility, brutally exterminating everything living they see. Wondering what the commotion was all about, she unlocked her cell doors with her pre-prepared key. The moment she stepped outside, she was welcomed by the sight of mutilated bodies, torn limbs and dismembered heads in every direction she looked. She was horrified... but at the same time, was ecstatic. She sight and smell of blood made her feel so good that she fell down on the floor convulsing in pleasure. The massive carnage around was too much for her. Intrigued, Rebbecca, who was calmly watching her reaction from a distance, took her in when she realized that she was helpless beyond measure just lying there, but mainly because her sadism was unique. After three days of dreamlike sleep, Asagi awoke in darkness with a little girl clad in black clothing with blond hair and red eyes holding a staff and a book. She introduced herself as Hayate Yagami - the Servant Caster of the Second Grail War and even gave her a demonstration of her power by transporting themselves to the air and obliterating a military cohort with a spell she managed to translate from German as "Breath of Ice", or "Atem des Eises". Thoroughly impressed by the destruction Hayate could cause, Asagi got down on her knees when they touched soil again and begged Hayate to teach her how to use magic. Hayate's lips grew wide in a sadistic curve and told her that that was exactly what she was planning. And so began her magic training. As for magic circuits, which she obviously didn't have, she resorted to killing unrecognized magi and stealing their magic circuits. As for her style of magic, she stuck with the most basic of forms and trained in manipulating it to the point where she can control even the mana of her target. 5 years later, Asagi was a fully-fledged magi. Hayate was, in fact, proud of her to the point that she even taught her one of her own personal spells: the Stone Spears. Her training was over, however, and by Rebecca's orders, she was to be left alone right after. Now 17, self-sustaining, and a brilliant magi, she turned to politics to try and work on her childhood dream of changing the world, albeit little-by-little. The same year, however, brought upon the next Heaven's Feel. Asagi's sadistic streak took over. She handed her position over to a random citizen that caught her eye and jumped into the fold.

Description: Cold, heartless, cruel and most of all, sadistic; Asagi Ninomiya is somebody you wouldn't want to meet if you're in a bad state. Despite this, her objectives are centered on the improvement of mankind, although her standards of "improvement" is heavily biased by her own experience during her childhood. She has short blue hair with red eyes and a pale complexion and has a particular love of the color crimson.

Skills: - Name: Substantial Power Mana Cost: - Range: 0 Maximum Target: 1 Class: Passive Effects: Asagi regenerates x6 more mana per regeneration or mana restoration in exchange for using 5x more mana per skill usage. - Name: Magic Crasher (C+) Mana Cost: 90 Range: 1 Maximum Target: 1 Class: Magical Effects: Deals 40 base damage to a target servant. The calculation for magical damage is modified to Base Damage * [(Asagi's Magical Energy + Asagi's Servant's Magical Energy - Target's Magical Resistance) * .01] If Asagi has multiple servants, then the calculation would be modified to Base Damage * {[{(Asagi's Magical Energy + (Servant 1 + ... Servant N)) / Number of Servants Asagi has} - Target's Magical Resistance] * .01} - Name: Thaumaturgic Crash (A) Mana Cost: 60 Range: 1 Maximum Target: 1 Class: Magical Effects: Marks a target with an insignia that will induce mana burn for three turns. For every point of mana the target spends, the target will take 0.25 base damage rounded down. This includes the mana paid for upkeep costs. This cannot, however, reduce the target's health below 10. The effect does not stack. - Name: Circuit Conversion (D) Mana Cost: 65 Range: 0-1 Maximum Target: 1 Class: Support Effects: Decreases a target's maximum health by 50 but increase their maximum mana by 50%. Increase target's mana usage by 20%. Lasts for three turns. Can only target servants. Cannot be cast on the same target as long as the initial cast remains in effect. Also recovers the target's mana by how much the maximum mana counter is raised. - Name: Misteltein / Stone Spears (B+) Mana Cost: 55 Range: 1 Maximum Target: 1 Class: Magical Effects: Conjure a black orb of magic that launches seven spears of light at a target, dealing 5 damage each. Will stun the target for one turn, but at the same time, will grant that target an additional 50% resistance to physical and magical attacks made after all initial calculations. - Name: Amplify Power (C+) Mana Cost: 50 Range: 0-1 Maximum Target: 1 Class: Support Effects: Increase the next set of damage a target deals by 10% in exchange for wasting 30% more mana. Can be used on Masters. Non-offensive skills used by a player which Amplify Power was cast on will not trigger Amplify Power's effects, and will stay for up to two turns or until the target deals damage. (Meaning the addition - Name: Mind Break (B) Mana Cost: 50 Range: 0-1 Maximum Target: 1 Class: Support Effects: Increase the next set of damage a target deals by 10% in exchange for using 15% more mana and taking 10% more damage on the next set of damage he/she takes. Non-offensive skills used by a player which Mind Break was cast on will not trigger the amplification, and will stay for up to two turns or until the target deals damage. - Name: Mjolnir (A+) Mana Cost: 100 Range: 1 Maximum Target: 100 Class: Offensive Effects: Asagi electrifies the area, creating a saturated area of magic for five turns. It deals 5 RES-penetrating magical damage per turn to all hostile players. Once any unit leaves the area Mjolnir is set-up, they will receive damage equal to 20% of the total amount of damage they received while inside Mjolnir's area that turn and be stunned if their mana pools are below 25% of their maximum amount.

Archer's Master
Name: Sayoko Aikawa Class: Master Sex: Female Alignment: Chaotic Neutral Health: 200(+18) Mana: 150(+25)

Strength: E Endurance: E Agility: D

Luck: C Magical Energy: B Magical Resistance: 55%

Age: 16

Backstory: While young, Sayoko took up the Aikawa tradition of shrine maidens. While growing up, she continued to attend primary and secondary school all while serving as a miko. Her family bloodline had always been blessed with potent magical energy. Her superiors in the shrine took notice of her innate energy and specially guided her teachings. Sayoko in particular specialized in imbuing seals with her energy, allowing her to sustain or amplify its effect. It was around this time that a mysterious pair arrived at the shrine, one who looked like a servant and a young, unconscious boy. Though she was only around 6, she clearly remembers her guardian explaining everything to her. The boy came from a family dispute and had been left unconscious. His life was in danger, and the servant was sent to take him to their shrine in order to seal his memories. That way, he would be able to live in safety. But despite the powerful sealing techniques of the Aikawa family, it remained imperfect. Some powerful force prevented them from setting an impermeable seal. Thus, it was her role to stay near to him and continue feeding mana to the seal, otherwise it would break. Though she didn't fully understand, she agreed to do it. The boy was raised in the same town, as if he had always lived there. Sayoko fed mana to the seal just by crossing paths with him in school. Despite this duty and her training at the shrine, she lived a normal school life. All the while, she kept watch over her target as she feed the seal. "Good morning~!" "...Don't talk to me. Seeing you once was enough already." Even though he was entirely against talking to her, those brief moments were enough to feed the seal. As time passes, she continued her role all through middle school and into high school. During this time, she hears rumors of an upperclassman. "Did you see her? She's definitely the best girl in school!" "Great figure, great grades, looks better than any other girl in the school...definitely A+ rank for me." Third year: Kanade Tatsumi. Known as the elusive girl that everyone wanted. And yet, she accepted no one's feelings. As much as she would toy with their feelings, she would never accept a confession. Even so, their meeting could only be described as fate. Sayoko was alone on the rooftop, testing out a small seal during break. "Kya! S-senpai, why are you here?" "Hoh~ So I was right. I did sense some magic coming from up here." She learns that Kanade also serves as a miko at another shrine and had also had some magical training. In their shared secret, a certain trust developed. Sayoko, the shy, timid first year; Kanade, the bold, manipulating third year. In spending time together, Sayoko gradually opened up more, often taking after Kanade's personality and starting to play with the feelings of others as well. As their relationship deepened, she began to look up to Kanade as her mentor...as someone she could confide in. And for that reason, she went to Kanade for help. "Tatsumi-senpai...you know that guy that I'm always following?" "Oh, that guy that hates everyone. What about him?" "...I...think I love him..." Sayoko explained almost everything to Kanade. How she had been tasked to following him. How, despite his cold remarks at her, she started to feel something for him. As bold as she was now...she still couldn't bring herself to confess. He had always pushed her away...why would it be any different just because she confessed? Sure, she was only near him to feed the seal...but could this be love? Kanade gave her encouragement and helped her plan. At night, under the cherry blossoms, they would meet, and she would confess. Everything was ready...Sayoko was ready... And then...he left. He suddenly stopped going to school, and Sayoko had no way of knowing where he was. She visited where his home, but he was nowhere to be found. Saddened and heartbroken, she went to Kanade once again. "What do I do...what if he never comes back...what if....what if...." "He'll come back, Sayo-chan. And when he does, you'll be ready." Kanade tells her of the Grail War, and how she could use it to impress him. Despite the difficulty, Kanade deeply believed in Sayoko's magical skill. To impress her loved one...and a wish...for whatever she wanted. Before departing, she stops by the cherry blossoms for one more time. In a whisper, she 'speaks' to her beloved. "It was here...that I would have confessed to you. Please come back and wait for me...I'll show you that I'm more than just 'that annoying girl'." She quietly departs for the city, wishing only to find the love of someone unreachable.

Description: Sayoko tried her best to take after Kanade. As a result, she tends to try manipulating the feelings of others using the same means Kanade used. From simple things like teasing to acting like a sultress, Sayoko is not your typical 'pure' Shrine maiden. She is also willing to use whatever means it takes to proze herself in the war, even if it means killing everyone else. She is only out for herself, the only person she loved being the mysterious, unknown boy that disappeared. Although, should anyone grab her interest in this war......will lead to interesting results. Despite being a miko, she opts for more contemporary clothing, although she does carry some traditional miko items. They include an Omamori, given to her as a gift from Kanade, and an Ofuda, as well as seals that have been partially enchanted with her energy and are ready to use. She has dark brown hair and semi-dark amber eyes.

Skills-

- Name: Crossroad Barrier(D+) Mana Cost: 20 Range: 0 Maximum Target: 0 Type: Defensive Effect: Targets one specific route and sets a seal to create a barrier that blocks off the area. If a Servant tries to pass through the area, they are stopped. However, the next turn, they are given the opportunity to break down the barrier with no mana cost, releasing the seal on that route. Can only have a maximum of three barriers out at once. Can dispel a barrier at any time with no cost. A maximum of 3 pathways can be blocked at a time. However, only 2 are allowed to connect to the same area. For example, you can not block 3 pathways leading to the Concert Grounds. Once an area's pathway has been dispelled, you must wait one turn before putting a barrier on the same pathway. May be used after the movement phase.

- Name: Heaven's Tracker (C++) Mana Cost: 55 Range: 1 Maximum Target: 1-1000 Type: Defensive Effect: Uses magic to partially seal an opponent's knowledge of skills. Has two applications. Against a single target, Sayoko will automatically seal the next offensive skill directed towards herself or her Servant. The targeted skill deals only half damage for the duration of the battle. A maximum of two individual moves can be sealed at once. In the case that a supportive skill is used, Heaven's Tracker will not be cast and will take effect on the next sealable skill that is used. When targeted at an entire area, Heaven's Tracker will remove all secondary effects on offensive moves in the area. For example, a move that normally increases a stat would not give the boost, and a skill that causes status ailments would not do so. In the event that a sealed skill does not have a secondary effect, damage for the skill is decreased by 10. Regardless, both uses require a turn to prepare in advance and Noble Phantasm effects aren't sealed at all. Only one seal may be stored at a time, meaning you can't store Suppression at the same time you store Heaven's Tracker.

- Name: Blast Seal (A+) Mana Cost: 35 Range: 1 Maximum Target: 100 Type: Offensive Effect: Sets up 4 seals in the area in order to charge up the energy needed for Blast Seal for the first turn. On the second turn, the seals release a burst of energy, alerting other enemies in the area of what's to come. On the the third turn, the seals explode dealing 80 magical damage to all hostiles in the area. During all last two turns, the enemy are given a chance to attack the seal. Takes 2 Support actions or one offensive action to dispel. Master actions count as a support unless they use an offensive skill. Only one may be placed at one time. - Name: Suppression (C) Mana Cost: 30 Range: 1 Maximum Target: 1-1000 Type: Supportive Effect: Places a seal on one opponent, limiting their abilities. Decreases one stat of choice by one rank. By taking one turn to prepare, Sayoko gathers her power and can use multiple seals for an area effect that affects all hostiles in the area. The duration of suppression is based on the opponent's Magical Energy stat. A rank lasts for one turn. B and C rank lasts for two turns. D and E rank lasts for three turns. When using the area effect, it creates a barrier that reduces everyone's stat of your choice as long as they stay in the area regardless of their Magical Energy stat. The barrier lasts 3 turns. Only one seal may be stored at a time, meaning you can't store Heavenly Tracker at the same time you store Suppresion.

- Name: Recursive Revision (C+) Mana Cost: 25 Range: 1 Maximum Target: 0 Type: Supportive/Defensive Effect: Attaches a seal to her Servant, switching either END or MAG RES with another stat of your choice for one turn. For example, if your Servant had 'D' END and 'A' Agility, then you may switch the two stats turning your END parameter to 'A' rank but your Agility to 'D' rank. Magical resistance will be given a rank based on its percentage. 0-15% = E, 16-30% = D, 31-45% = C, 46-60% = B, 60%-75 = A, 76-100% = EX

Lancer's Master
Name: Abigail Costeline Class: Master Sex: Female Alignment: Lawful Neutral Health: 200 (+15) Mana: 180 (+30)

Strength: E Endurance: E Agility: C+

Luck: C+ Magical Energy: B Magical Resistance: 50%

Age: 23 Backstory: In a region of Europe, the Costeline family lived as most other magic users. Descended from the noble Costeline name, Abigail showed natural talent for harnessing the elements of nature. Since she was young, members of her family praised her ability and hailed her as the future head of the family. The Costeline family, while magic users, also tapped into the power of lesser demons, contracting them and using them to augment their own magic. And thus, Abigail contracted elemental beings to further her manipulation of nature. And then...her brother was born. If Abigail was naturally gifted, then her brother was a prodigy. He learned magic far more advanced than when Abigail was his age. Yet despite all this, Abigail still loved her brother and always looked out for him. It wasn't a surprise when he started contracting demons at such a young age. When she was 13, her brother only 7, he contracted his first demon, a beast-like familiar. Yet it was somehow different than others in their family. He showed more control over it, even going as far as setting up bounded fields. Such mastery was rare even among the strongest in the Costeline heritage. And it was because of this that the internal strife started. With this much power at such a young age, some wanted him to immediately take over headship of the family. His strength was proof of unmatched power. Yet, all those who opposed argued that he was still unfit for leading. And in the same way, he was unfit to control his power; ultimately it would spiral out of his control. As months passed, the separate factions became increasingly hostile, starting to even duel amongst themselves. Then a turn of events suddenly upset the little order that remained. Abigail's brother, while contracting for the second time, unknowingly contracted a greater demon. "...wake up... Please...wake up...!" Its power far beyond what anyone else could handle, he was overwhelmed and fell into a coma. Abigail could only helplessly watch and care for him. All the while, the family's internal war continued only harder. The side that campaigned for his leadership claimed that contracting a greater demon only showed his true power. The side that was against it argued that his coma proved he was too young and incompetent to lead. Throughout all this, thoughts of murdering him started to take place. Abigail refused to leave his side, acting as the only one who cared for him rather than his power. As tensions kept increasing, Abigail realized that it would be impossible to keep him safe anymore. She called for her most trusted servant, someone she knew would stay dedicated to her "Take my brother and flee to Japan. In this city, you'll find a shrine. Ask them to seal his memories so he'll be safe from our family. Raise him like your son, and keep him safe until I visit." With the orders given, her servant takes her brother and leaves discretely. Too caught up in their strife, the family failed to notice that Abigail's brother disappeared, at least for a time. When news of his disappearance spread, the heated argument cooled, for no one knew or could find out what had happened. Yet Abigail knew, and waited for years to ensure that he stayed safe. During this time, she constantly searched for ways to fully control a greater demon's power. If it had overwhelmed him once, it would surely do so again. But there were ways to strengthen his ability. When she was 23, she set off for Japan on a journey to find the solution and to find her brother again. "When we return home...let us both lead the Costeline family. We'll permanently end this power struggle and lead the family far better than anyone else could." Her journey first took her to a hidden village in Europe, where a population with special powers was rumored to live. They had control over emotions....maybe there was a way to control a demon like this. Human resolve was an amazing power after all. Yet when she arrived where the village should be, she only found ruins. A great force...something that seemed like a civil war...left nothing behind. Nothing except one lone survivor. Mentally broken and distraught, Abigail gave her comfort and kept her as a companion. It wasn't only for the answers she sought, but also she truly felt compassion for her. Like her people, she too had power to control emotions. Her personal strength was song; song that could comfort, give strength, to bring hope. Yet the trauma of war...left her with little strength. So she accompanied Abigail, developing a close bond. Together, they traveled to Japan, where they had to part ways. Their final stop together is at the shrine where her brother's memories were sealed. "But you can't leave me...there's no one else I trust. Who will I sing for?" "I'm sorry we have to separate...but it's time for you to sing for yourself once again." Her final words of encouragement seemed to resonate within her companion, and, despite the bittersweet departure, she left from the shrine knowing that she would be safe. She had entrusted the shrine's family with her brother, and she entrusted them again with her companion. Afterwards, she departed for the city where her brother was raised. Even though she knew his memories would be sealed, she couldn't help but at least see him again. Walking through the streets, her path crosses with his. "T-that....what is that?!" "Hoh...you can see it? ....Hm..this should yield some interesting results..." All through her journey, her familiars stayed near her, invisible to everyone. Everyone except those of the Costeline bloodline. Of course...her brother wouldn't know what it was or remember her. Her reply seemed like she was a random traveler that taught him magic on a whim. Truthfully, she was only teaching him what he should have already known. Years had already passed since the feud, so he would be safe at this point. As much as she wanted to tell him everything...to restore his memories...she still knew that it wasn't entirely safe yet. So she taught him magic once again, and departed before she gave in and revealed everything. Feeling a heavy burden, she wondered if it would be possible to really control the greater demon that her brother contracted. Despite sealing his memories, his ties were still as strong as ever. There would come a time when the power would once again be too much to control. She recalls the Grail Wars and the powerful Masters that participated. The Grail War also contained the power to grant one wish. Knowing all this, she heads for the city of the next War, hoping that she'll find a way to fully reunite with her brother.

Description: Dedicated to restoring the memories of her brother and liberating the power of the demon, Abigail will take most means as an end to her measure when it comes to her brother. Otherwise, Abigail is a woman capable of compassion and at times, is willing to help most in need. Fairly tall, Abigail has black hair, a little bit past shoulder-length as well as dark-blue eyes. Having the ability to control nature, Abigail is always seen wearing a brown overcoat capable of handling the changes in weather. She also has her familiar summoned at all times when controlling the weather, only seen by those with magical ability. Skills-

Name: Territory Resistance(A) - Passive skill. Because of Abigail's attribute with the weather and the environment around you, Abigail resists all changes in the area as the result of a skill. She may choose to have her Servant undergo the same effect at the cost of 20 mana per turn.

- Name: Scorched Earth (B) Mana Cost: 40 Range: 1 Maximum Target: 1(100) Type: Magical/Offensive Effect: Targets 1 enemy, dealing 35 base magic damage. Deals 4 burn damage to everyone except yourself and your Servant for 3 turns. Sets up the pre-requisite for Mist and Magma. Update Use: Call upon a flare to ignite the area, setting the area ablaze.

- Name: Torrential Storm (B) Mana Cost: 30 Range: 1 Maximum Target: 100 Type: Magical/Offensive Effect: Deals 25 magical based damage to all targets in the area (minus your own Servant and Masters protected by Servants). Douses the area for 3 turns reducing enemy agility rank by one and sets up the use of Mist and Pitfall. Update use: Gathers water from the air and shapes it into an orb, where it bursts from a high altitude drenching the area with high water pressure.

- Name: Earth's Fragment (B) Mana Cost: 35 Range: 1 Maximum Target: 1 Type: Magical/Offensive Effect: Deals 35 magical based damage to one target. Reduces the hit rate of all Servants and Masters by 15%. The area terrain is riddled with rocks for 3 turns which sets the pre-requisite for Pitfall and Magna. Update Use: Stalagmites erupt from the earth underneath the enemy targets, injuring them as well as scattering a cloud of dust that blinds and chokes the enemy.

- Name: Steam (B++) Mana Cost: Range: 1 Maximum Target: 100 Type: Magical/Offensive Effect: Automatically activated upon the use of Scorched Earth and Torrential Storm in the same area. Original effect of both Scorched Earth and Torrential Storm are lost. Exhaustion causes enemies to consume 10% more mana for skills. Reduces their END by one rank. Remains for two turns. Update Use: The searing heat evaporates all moisture to fill the area with steam. The heavy steam also opens up the enemy's pores~ Well isn't that nice~

- Name: Pitfall (B++) Mana Cost: Range: 1 Maximum Target: 100 Type: Magical/Offensive Effect: Automatically activated upon the use of Torrential Storm and Earth's Fragment in the same area. Enemies can not leave through normal means, but can do so by the effects of a skill or a Command Spell. Remains for two turns. Update Use: The mud created by the rain and dirt traps the enemy in the area.

- Name: Magma (B++) Mana Cost: Range: 1 Maximum Target: 1-100 Type: Magical/Offensive Effect: Automatically activated upon the use of Earth's Fragment and Scorched Earth. Deals 20 magical damage and deals 5 burn damage each turn it remains. Remains for two turns. Update Use: The rocks melted by the searing heat of the fire creates a torrent of Magma that runs throughout the area.

Rider's Master
Name: Sugata Yukishiro Class: Master Sex: Male Alignment: Lawful Evil Health: 200(+20) Mana: 140(+20)

Strength: B Endurance: C Agility: C

Luck: C Magical Energy: B Magical Resistance: 40%

Age: 17

Backstory: He always remembered a fairly typical life. He had always lived in the same town all his life and nothing changed that balance. Raised by a single parent, he simply attended school and returned home, not taking the time to talk to others. What should have been a normally happy childhood felt like listless wandering to him. What was the point of it all? Talking to others...was just a waste of time. Though he drove others away, there was still one 'companion.' "Good morning~!" "...Don't talk to me. Seeing you once was enough already." This girl was always appearing out of nowhere. Every single day...every single year of school, she would say something to him. As cold as he was towards her, she never left him alone. As time passed, he simply accepted it and just ignored her as best as he could. Through his school life, he was always considered the top of his class. His physical and mental prowess was peerless and no one could even graze his success. Top marks and great at sports coupled with silver-gray hair and a cold gaze that some considered a lone wolf archetype, he constantly received letters from countless crushes. But all the success, the fame, the so-called love...was still nothing to him. He really didn't care about having the best grades or winning the hearts of every girl. It was all meaningless...like he had always felt. As he neared high school, his lone parent left on a business trip to Europe. Or so she claimed. Something about it told Sugata that it might have been a lie. Living alone now, he simply continued going through his daily routine. Going to school, ignoring that annoying girl, and returning home only to repeat it the next day. "Being forced to deal with them all....in the end, they don't know they're nothing more than an annoyance..." "Is this..all I'm good for?...I'm just wasting my time doing whatever others expect me to." Despite being young still, he yearned for something greater. Something had always felt strange...as if there was something he knew was missing. Something that he was longing for. It almost seemed like fate when he encountered a girl with a strange presence following her. "T-that....what is that?!" "Hoh...you can see it? ....Hm..this should yield some interesting results..." According to her, she was a wandering sorceress, traveling in search of something she wouldn't tell him. As if on a whim, she introduced him to magic and gave him a new beginning. Even after she left, Sugata felt as if his newfound knowledge kindled something within him. Only one thing mattered; dabbling in magic. It was a feeling of power. Power to do whatever he wanted. Power that no one else had. Soon enough, he stopped attending school. Not having to deal with others...and having all the time he wanted to further his magic... It felt like that 'something' he always yearned for. In private, he delved deeper into magic, reaching even as far as contracting lesser demons. Through this, he gained control of one being, a familiar of his own. Somehow, it felt like this was his calling, as if it was something he had done once before. Sure enough, his familiar responded perfectly to his orders. It could only be described as perfect control. Amidst his searchings, he reads of the Holy Grail War and the power the Grail can grant. "A way to get more power? At the very least, this is the calling I've been searching for." All those classmates and teachers in school. Who needed them. Especially that annoying girl. With this War...he had his own life. He could finally rid himself of this boring routine for something with limitless potential. He lived alone now, but it was all for the better. He easily left for the city without a word to anyone.

Description: Cold as snow, he doesn't let anyone grow close. He thinks it's better to work alone; less trouble if you don't have to deal with others. He's deeply calculating, often making actions based on what benefits him the most even if it means abandoning an ally or saving an enemy. Still, he avoids pure evil. He believes that there is still a limit to how far one can go until crossing that fine line. About average height, fairly lean, silver white hair and eyes as cold as his personality. Preferring the simple, he wanders the city wearing his school uniform. He carries a single sharpened knife to defend himself but is prepared to use magic and his familiar if he needs.

Skills-

Passive: Tactical Advantage(A)-Upon battling a team, Sugata will be able to discern their weaknesss and figure out their weakest stat.

- Name: Battle Art: Cleave (C) - Quote Name: "......" (C) Mana Cost: 25 Range: 1 Maximum Target: 1 Type: Physical Effect: Withdraws a knife and silently dashes at and stabs the opponent for 25 base damage. Deals an additional 15 damage when Forceful Rush is active. Damage dealt is based on STR and the opponent's END.

- Name: Mana Art: Impulse (C) - Quote Name: "Get out of my way" (C) Mana Cost: 25 Range: 1 Maximum Target: 1 Type: Magical Effect: Gathers energy into his palm, allowing for one powerful strike at the opponent for 25 base damage. Deals an additional 15 damage when Forceful Rush is active. Damage dealt is based on MAG and the opponent's Resistance.

- Name: Bounded Field: Forceful Rush (B) - Quote Name: "You're wasting my time" (B) Mana Cost: Initial Cost 35, upkeep for the following turns(10) Range: 1 Maximum Target: 1 Type: Supportive/Bounded Field Effect: Sugata draws from an unknown power within himself and his familiar to create a mini bounded field around a maximum of two targets, increasing damage done by those targets by 8%. Upkeep for Sugata's familiar must be paid as well. Can't target himself.

- Name: Bounded Field: Sharp Defense (B) - Quote Name: "I don't have time for this..." (B) Mana Cost: Initial cost (35), Upkeep for the following turns (10) Range: 1 Maximum Target: 1 Type: Defensive/Bounded Field Effect: Sugata draws from an unknown power and his familiar to create a mini bounded field around his Servant decreasing damage done that turn by 15%. Subsequent turns only reduce damage by 10%. Upkeep for Sugata's familiar must be paid as well.

Name: Contract Summon: Familiar (D+) Quote Name: "This...is my hidden power!" (D+) Mana Cost: 15(5 upkeep per turn) Range: 1 Maximum Target: 1 Type: Supportive Effect: Summons his familiar. Comes with own set of skills. Upkeep prevents mana regeneration. Summon may be canceled before the regen phase of the next turn to allow regen for mana. Can not be resummoned in the turn you desummon.

Stats: Health: 100(+20) Mana: 120(+20)

Strength: D Endurance: D Agility: A

Luck: B Magical Energy: D Magical Resistance: 25%

Class Skills: -Presence Concealment(D+) – Appears unnoticed when scouting an area. Archers automatically see him however. -Guard(C) – Automatically takes hits for Sugata. Can’t be affected by AoE attacks unless it also targets Sugata as well. -Telekinetic Link(A)- Any information Sugata’s familiar acquires is automatically sent to Sugata -Spirit Form(B)- When not summoned, Sugata’s familiar’s regen doubles -Shared Upkeep(D)- Whenever Sugata activates a bounded field, his familiar must also pay the same upkeep, but at double the rate. In the case where Sugata’s Familiar can not keep up with upkeeps, Sugata’s bounded fields will disappear.

Skills:

- Name: Return(D) Mana Cost: 60 Range: 1 Maximum Target: 1 Type: Support Effect: Can be used as a free action at any point in the turn. Returns to Sugata’s side immediately when separated.

- Name: Scout(D) Mana Cost: -- Range: 1 Maximum Target: 1 Type: Support Effect: Sent to up to two areas away to scout an area. When scouting Presence Concealment automatically takes effect. Anything seen in the areas scouted will be sent to Sugata

- Name: Curse(C) Mana Cost: 50 Range: 1 Maximum Target: 1 Type: Support Effect: When Scouting Sugata’s familiar has the ability to place a curse mark on an enemy for 5 turns. The curse mark acts as an indicator as to where the cursed enemy moves or remain for the next 5 turns. Can only place a maximum of two Curses out at one time. In the case you place a 3rd curse, you may choose which of the existing two curses to remove. Can be used after the movement phase.

- Name: Reality Marble: Incinerate All (A++) Mana Cost: 50% of remaining mana. Must have at least 70 mana. Once every 10 turns Range: 1 Maximum Target: 1 Type: Offensive/Reality Marble Effect: Can only be used after Sugata’s familiar has been summoned for at least two turns, in-combat AND out of combat, and used at least one of Sugata’s supportive skills. A power arises from inside Sugata as the world changes around him, shifting to a dark Reality Marble. Sugata’s familiar at this point is invincible and absorbs the amount of mana used in enemy skills until the end of the turn. Any current bounded fields Sugata has at the time deactivate as well. At that point, depending on how much mana Sugata’s familiar has absorbed from each Servant or Master, it will deal separate damage based on how much mana they spent. Base damage is the amount of mana spent. During the attack, Sugata’s Magical Attack is treated as B+, but the reduction from Magical Resistance after all initial calculations is doubled. For example, if one Servant spent 70 mana and their Magical resistance reduced the damage by 10, it would be reduced by 20 instead only dealing 50 damage. Due to the mana drain of the environment, Mana costs for skills are increased an additional 5% by all hostiles for the next two turns. Additionally, Sugata’s familiar can’t be summoned for the next 2 turns after its use. Will always be the last action of the turn. No enemies can leave this RM the turn it's used.

Assassin's Master
Name: Rhea Telos Class: Master Sex: Female Alignment: Lawful Good Health: 200(+16) Mana: 220(+30)

Strength: E Endurance: D Agility: B

Luck: A Magical Energy: B Magical Resistance: 45%

Age: 20 Backstory:

In the mountains of Europe, there was a secluded city, hidden from normal humans. There, a flourishing society lived, building and constructing their life around their understanding of magic. Rather than chanting words and drawing runes, they learned to harness the natural power within themselves. Emotions: a powerful driving force, healing agent, and a way to speak to nature. Only a gifted few had the ability to invoke emotions at will. Each had a unique skill, ranging from bringing suppressed memories to the surface or being able to hear someone's thoughts. Rhea could stir up emotions through her songs. Throughout the village, she was known for her soft, soothing voice. Her songs resonated deeply with everyone; she never failed to heal someone. The gifted were praised for their healing, but superiors started to explore other uses of this power. If they could soothe, then why not anger...creating hatred would surely create a strong army as well. But the healers would never consent to it. But then...why did they even need to know the truth? "Rhea Telos, show us how your songs work. Sing for us, that we may be healed too." So she sang for them. She resonated deeply within them...and all they needed was a small sample. Even if Rhea and the others would adamantly refuse to make an army, why not create an artificial power? They had heard of another magic; the kind that spells and runes could force someone into your bidding. From what they learned of this power from Rhea, their magic was complete. Choosing a few candidates, they began to test out this new magic. Sacrifice the sanity...replace it with only hatred...make someone who kills endlessly. The first few easily conquered another city. The immense power tore down everything in its path. The officials continued to expand their army. When the gifted learned of what they had done, it was too late to change anything. "This power...is meant for healing! Using it to invoke anger...invoke hatred and destruction...is just...." But there would always be a breaking point. Fed by blind hatred, the insane started randomly killing civilians. The officials quickly died in a swarm. No one else knew how, if it was even possible, to control the deranged. Rhea and the gifted persistently tried to heal the wounded and dying. But the carnage was far too great. Their lives were just as endangered, and slowly the number of healers began dying as well. Rhea, fearful for her life, fled to somewhere in the mountainous caves. She left with others, but only she managed to survive and hide herself. After waiting what seemed like an eternity, she no longer heard the sounds of despair and pain. When she returned to the city, nothing remained. The dead and dying lay strewn, the fury of the insane finally ending by killing each other. With a shaky voice...she tried to heal...tried to ease the pain... But she knew that it was from what she had done...and blamed herself for all that happened. "...It's all my fault...for believing that my song would be used to heal..." "...I...I can't sing... There isn't a song...that could save anyone anymore...." "...I...really can't do anything..." It felt as if her songs would always be choked by the events of those days. Without any other choice, she left to wander. Wandering aimlessly, it seemed as if she would perish in her sorrow. But whether it was fate or fortune, she encountered a wandering sorceress. She felt compassionate for Rhea after hearing about the events of the past and allowed her to accompany her travels. Away from Europe, towards the east, all while gaining a deep trust in each other. The mage freely used her brand of magic in front of Rhea. It was a different magic than her songs, but it was magic nonetheless. Likewise, Rhea sang for her. Her voice resonated lightly, still dulled by the past. But their bond strengthened from what they shared. Ultimately, their time together ends at a small local shrine. The sorceress asks Rhea to part ways. "But you can't leave me...there's no one else I trust. Who will I sing for?" "Rhea...it's time for you to sing for yourself once again." Her search called her elsewhere, and the sorceress had to depart. Rhea remained at the shrine, seldom speaking to the shrine maidens or officials or visitors. Days passed, and she began to hear rumors of a powerful artifact. The Holy Grail has the power to grant one wish to the victor of a war. One wish...one miracle. It was a way to change the tragic past. Despite the healing of time and the sorceress's companionship, her songs still echoed her own pain. Even so, she departs for the city of the Grail War, hoping to restore her past and her song.

Skills-

- Name: Solitude of Anima(B) Type: Passive Effect: When out of battle, Rhea’s regen value doubles. The effect does not take place if Rhea is singing a song.

- Name: Harmonic Dissonance (C+) Mana Cost: 25 Range: 1 Maximum Target: 1-100 Type: Supportive/Defensive Effect: Starts up a song to stun a single target. On the first turn, the song has no effect. On the second turn it is automatically put as the last action of the turn regardless of Agility, and the song's power is released stunning the target for the next turn and dealing 20 damage to all hostiles in the area. Only the targeted enemy is stunned though.

- Name: War's Overture (C) Mana Cost: 30 (10 upkeep per turn) Range: 1 Maximum Target: 1 Type: Supportive Effect: Enrages the target and increases their killer intent, increasing their capability in battle at the cost of defense. The target affected by this song gains a + in AGL and has his/her physical and magical attack power increased by 5% at the cost of receiving 5% more damage. Additionally, keeping this active for two turns will allow for the effect to stay for a third turn at no cost without having to continue the song, allowing you to focus on another song. At this point, the extra boost will grant a 10% increase in attack power without the adverse effect of receiving 5% more damage. Choosing to continue the song will still grant the bonus, just only for every 3rd turn.

- Name: Requiem of Haven (C) Mana Cost: 30 (10 upkeep per turn) Range: 1 Maximum Target: 1 Type: Supportive Effect: Calms the target allowing them to focus on defense. Increases END and LUK by one ‘+’ and increases Magical Resistance by 10% at the cost of losing one ‘+’ in both Strength and Magical Energy. Keeping it active for two turns will allow the increase in defense to stay for a third turn at no cost without having to continue the song, allowing you to focus on another song. At this point, the boost in defense will not include the adverse effect of losing a + in STR/MAG. Choosing to continue the song will still grant the bonus, just only for every 3rd turn.

- Name: Nature's Serenade (C+) Mana Cost: 35 (25 upkeep) Range: 1 Maximum Target: 1 Type: Supportive Effect: Initially heals the target’s mana and health equal to the amount of their natural regen. Keeping the song active afterwards only heals up to 75% of the natural regen for Health and Mana.

- Name: Creation's Medley (B) Mana Cost: 50 Range: 1 Maximum Target: 1 Type: Magical/Offensive/Support Effect: Has the option of summoning a different familiar to grant different effects. Great Owl - Grants Rhea Presence Concealment for 3 nights. This skill is not usable in combat. Performing any action while in Concealment will dispel this skill. Eagle - Summons an eagle to do 30 base damage. Damage is based on MAG. This damage bypasses the Magical Resistance personal skill (not the Resistance parameter). Hawk - Summons a hawk to deal 25 base damage. Damage is based on MAG and reduced by END. You may also set a conditional for the attack to happen before or after an attack of anyone else regardless of agility.

- Name: Cascade of Pathos (A) Mana Cost: 30 Range: 1 Maximum Target: 1000 Type: Magical/Offensive Effect: Every time Rhea sustains either War’s Overture or Requiem of Haven for two turns during battle, she gains one stock. When three stocks are available, you can consume them to use this skill. Rhea unleashes a torrent of emotion, dealing exactly 30 damage to everyone in the area including allies with the exception of Rhea and her Servant. Damage dealt cannot be increased or reduced. Then decreases the parameters of everyone including Rhea and her Servant by one rank.

Berserker's Master
Name: Lien Hua Class: Master Sex: Female Alignment: True Neutral Health: 200(+22) Mana: 100(+10)

Strength: C Endurance: C Agility: B

Luck: D Magical Energy: C Magical Resistance: 25%

Age: 17

Backstory: Lien's childhood was fairly typical; she lived in quiet area of Asia with her parents and grandparents and other relatives. Her family had a long lineage of magic users, but unlike other families like the Von Einzberns, they have mostly kept to themselves, avoiding large scale pursuits for power. Lien inherited a particular affinity for wind magic. As far as typical uses went, she could use the surrounding air as a mid-long range attack. Her life was peaceful; her family firmly adamant in staying away from magical conflicts. She would often travel abroad with her parents and relatives since they always enjoyed seeing the world. On one expedition, they chose to travel to a relatively small magical city somewhere in Europe. Though the city was secluded from normal civilians, those who knew of magic could freely visit and stay. But while they were there, an army attacked. It was a full scale army of...beings literally fueled by rage. Each soldier's face was twisted and contorted with anger and madness, showing no mercy to anyone. From where they stayed, Lien and her family were forced to flee the incoming forces. Despite their efforts, the city was practically surrounded. From somewhere, a voice gave a shout. "Don’t you dare lay a hand on my daughter!" The voice came from her father that jumped into the fray. Utilizing his wind arts, Lien’s father mercilessly cut down the onslaught of soldiers. "Brother!! Take Lien and run! I’ll hold them off!" “F-father! Where’s Mother!” His silence was all that needed to be said… “Stop fooling around and go! None of you will survive if you just stand there! Ugh! Dammit!!” In the ensuing chaos, her relatives, one by one, were separated and disappeared until only her uncle remained at her side. As a small battalion of enraged soldiers started to enclosed, it seemed as if there was nowhere else to run. From somewhere, a voice gave a shout. "Don't give up! I'll see to it that you both live for tomorrow!" The voice came from a Samaritan that jumped into the fray. Wearing what seemed like ceremonial robes that floated almost like angelic wings, it clearly wasn't someone from the city. Rather...it had some power over the soldiers. Although Lien couldn't tell what the figure did, the soldiers appeared to lose their rage, falling unconscious soon after. In this way, their rescuer carved a path through the wave of soldiers. After managing to reach the outskirts of the swarm, their rescuer turned to face the remaining warriors. "I won't live through this, so I'll at least give you my strength." With that, he hastily uttered what seemed like a chant. Within herself, Lien felt a courage and strength kindled. Looking up at her uncle, who now embodied the same resolution, they shouted a final thanks to the figure and fled. The strength they had been given fueled them out the city, towards a small village. They took refuge at the inn there, knowing that they at last had a moment's reprieve. During the night, Lien felt disturbed and restless…her father…her mother…everyone was lost in an instant…and there was nothing she could do about it. In the days that followed, she and her uncle remained at the inn, trying to figure out what might be best to do. As the days passed, they finally decided to head back to their hometown. Yes, they faced a great tragedy but still were clueless as to what exactly happened. Regardless, mourning wouldn't accomplish anything when they're so far from home. They made the journey back with little difficulty. For Lien, it seemed far too lonely without her parents or the rest of her family. Her uncle was a stout, stern guardian, hardened by years of heading a dojo for the toughest martial artists in the region. Their days were spent with little conversation. As they were passing through a town near the eastern edge of Asia, Lien felt like basking in the wind on a cool, breezy night. Outside the inn they were housed, she walked a bit a ways to a bridge over a small stream. As always, the wind felt comforting...reminding her of the times before her loss. Closing her eyes, she calmed herself by focusing her magical energy like she always did. Yet this time, she also felt another circuit. Turning towards the source, she saw another girl standing and watching her. The moonlight played off her pale complexion, making her seem an almost ephemeral silvery white. And yet, those crimson red eyes and deep, dark blue hair seemed like too sharp a contrast. Before she could even think of what to say, the girl dashed at her. With split second reflexes, Lien dodged sideways and sent a blade of air at her attacker…who swerved to dodge it as if it was nothing. Before she could even begin to gather any more energy, her assaulter easily and quickly tackled her to the ground. Rather...it felt like invisible ropes bound her. And that speed from before… Magic...? Was this girl a magus? What did this girl want...? “Your circuits….I’ll be taking them~” “What the hell are you talking about!!!” A paralyzing fear gripped her. This…was killer intent. A searing pain started…quickly turning into a powerful burn. Despite the pain…despite the torture…she felt as if she couldn’t even scream. It seemed to go on for an eternity. And when ‘eternity’ had ended, she was only barely conscious. Only a few words from her ‘killer’ drifted through her near-death mind. “This i…all I need fro…this girl…Now let…see her liv…without any circui….” She awoke to her uncle attending to her injuries. According to him, she was found left for dead near the bridge outside the inn. When asked, she could barely remember the events that happened just before she lost consciousness. In the days that followed, she remained bedridden at the inn. Her uncle said her damage was severe and that she was lucky to have survived. And yet…something felt out of place. It wasn’t the injuries…but a sudden weakness that loomed over her. She tried to focus a light breeze through her room to calm herself…but it felt as if she had no control anymore. Slightly panicking, she thought back to the final words she heard. Circuit…was that girl talking about her circuit? A deep feeling of dread crept into her as she slowly realized that her assaulter had taken…no, stolen her circuit. It all seemed so hopeless… "Is this...the price I have to pay just to keep on living?" Though she continued to heal physically, she still felt her own pain. Vainly, she tried to regain control of any power she had left…but the few scraps only reminded her how helpless she was now. Days passed, and she was well enough to head home with her uncle. Upon finally returning, she knew she would have to live with him. Though they weren't on the best terms because of clashing personalities, there wasn't a choice. Time passed, and her wounds healed. But the events of the past kept returning to her in dreams: the moonlit night and the magus girl, the robed, 'winged' figure that saved her for a price. Useless? Was she useless now...without her circuit? "Uncle, train me in your dojo. Teach me to fight and defend myself." It was useless to pity herself and hold onto the past. She had to accept all that happened to move forward. And so, her uncle trained her with the ferocity of teaching he was famous for. He set her against his top pupils until she could defeat them. He taught her to perfect all forms that he knew. And...away from the eyes of others, he guided her recovery of her circuit. Broken and distant, yet she could still grasp at it. Through focus and training, she reformed the few fragments back into her control. She could once again manipulate the wind, even if it was only the area immediately surrounding her. With that, she learned to sharpen the wind on her attacks, adding more power to them. Once again, she dreams of the magus girl. The magus often fought in what was known as the Holy Grail War. And also...rumors had reached them...that a robed figure, seemingly with wings, would be in the war. Robes...that almost looked like wings...? Could there be answers in the war? But her family had always stayed out of such conflicts. And yet...having one wish granted...seemed too good to be true. She learned to live without her old circuit...but would she ever be able to live without her parents? "Uncle...I will enter the War. It is the only way to bring our family back..." As stern as ever, he refused to let her go. And even so, she intended to leave that night without saying. As she gathered her stuff together, she started to head for the gate...where her uncle silently waited in its shadow. With a sigh, he knew he couldn't stop her. He had given her all that she had left...but there was one thing left he could still give. Opening the case he brought with him, he withdrew what seemed like an ornate curved blade on a staff: a Guan Dao. It was almost like a relic in the family...symbolizing the crisis of times past. "This is a crisis you now face, Lien. Let this weapon aid our family once again." Taking her uncle's final offering, Lien bids a final farewell and heads for the city of war.

Description: Hardened with her resolve, Lien is prepared to fight with all her strength. Although her circuit isn't normal, she still regained partial, albeit limited, control. At the very least, she can sustain a small aura of wind, increasing her own physical prowess. She can also coat her Guan Dao's blade with a current of wind to sharpen its edge. Pale red shoulder length hair, dark hazel eyes, and a fierce gaze. She wears light, casual clothes and is ready to fight if needed, but won't go out of her way to attack others. Her Guan Dao's design is simple: a long ornate handle with a curved blade and a red ribbon trailing off from where the blade is mounted.

Skills-

- Name: Style Change Mana Cost: 0 Range: 0 Maximum Target: Self Type: Support Effect: Lien chooses between her two styles of play before a skirmish: Martial arts and Weapon styles. This only applies during combat situations. Chosing a style of play allows all skills to be reduced by 10 mana in that category. Focusing on Martial Arts grants one '+' to Agility and Luck whereas focusing on Weapons grants one '+' to Strength. Must wait one turn after choosing your style before switching to another.

(Weapon Style)

- Name: Biting Gale (C+) Mana Cost: 30 Range: 1 Maximum Target: 1000 Type: Physical Effect: Spins her Guan Dao, harnessing the power of Lien in her weapon to send razor sharp winds spiraling outward. Targets all hostiles in the area dealing 20 base damage and an additional 10 piericing damage.

- Name: Aircalibur (B) Mana Cost: 25 Range: 1 Maximum Target: 1 Type: Physical Effect: Compresses the wind to form a crescent on the end of her Guan Dao, then slashes to throw it at the opponent. Inflicts 30 physical base damage. The force is great enough to stagger anyone who's hit, causing their next action to happen last. Their action becomes lowest priority, taking place even after escapes.

- Name: Razing Slash (B++) Mana Cost: 30 Range: 1 Maximum Target: 1 Type: Physical Effect: Uses her power to gather wind on the Guan Dao's blade, making a stronger cutting edge, then viciously slashes at the opponent. Deals full 30 piercing damage.

(Martial Arts style) Note: Only a max of two skills can be used in one turn.

- Name: One Inch Punch (B) Mana Cost: 20 Range: 1 Maximum Target: 1 Type: Physical Effect: Hits the enemy with great force, disorienting them. Deals 20 base damage and lowers the opponent's next attack by 10 base damage. Can follow up into Aikido or Crescent Kick.

- Name: Crescent Kick (A+) Mana Cost: 20 Range: 1 Maximum Target: 1 Type: Physical Effect: Lien summons an airflow around herself to increase the speed of her Crescent Kick. Deals 20 base damage. The kick has priority over all other attacks due to its sheer speed. Servants whose Agility is A+ and higher still move first. Follow ups after this attack happen immediately after the kick. Can follow up into One Inch Punch and Aikido.

- Name: Aikido (B) Mana Cost: 20 Range: 1 Maximum Target: 1 Type: Physical Effect: Lien follows the opponent's motion to grab and throw him into a nearby structure using the force of Zephyr. Deals 10 base damage plus additional damage based on the opponent's END. E rank adds 5, D adds 10, C adds 15, B adds 20, and A adds 25. Can follow up with One Inch Punch or Crescent Kick afterward.

Caster's Master
Name: Satsuki Kirihara Class: Master Sex: Female Alignment: Lawful Good Health: 200 (+5) Mana: 75 (+10)

Strength: E Endurance: E Agility: E

Luck: E Magical Energy: A++ Magical Resistance: 10%

Age: 21 (218) Backstory: Satsuki is a Japanese-born teenager whose family suffered a boat-wreck, drifted to Europe and was raised in Italy for most of her life. Her family wasn't that of a magus, but mysteriously, she had twenty-seven high-quality magic circuits. She considered herself "dead" from her birth to age 16, since it was very uneventful. At that period of time, she'd lived like any other normal human being; with her friends, her family, her enemies. To her, it seemed so... redundant. It was only after a chance encounter with a random magi did Satsuki learn of an institute known as the Sea of Estray (The Wandering Tomb). She decided to travel there, selling everything she possessed to finance her search and travel, thinking that it might give her something else to live for, but was rejected due to her lack of knowledge. She was taken in by the Church after a priest found her by the streets, starving and half-dead due to having no more money. There, she entered a convent to become a nun. Her life started to improve, and she finally found something else to live for - her religion. That is until an incident with a local unrest somehow got the convent she was staying at involved. Many of the inhabitants in the convent were dragged-out of the facilities, but she was one of the few who were kept as hostages. They were poorly fed where they were kept and she assumed that they were just being provided food just for the pleasure of watching women swarm over bits of scraps their captors provided them. And so, she never partook in any of the frenzies. In spite of that, even though everybody around her kept on degenerating, she remained healthy and her constitution never changed. Even after a couple of months when everybody around her had already died as their captors stopped providing, she still looked as if she was well-fed and well-groomed. After a while, the Church decided to take action upon seeing the government being passive about the situation. They sent a group of moderators to liberate the facility from the criminals. Of course, they succeeded. Satsuki was immediately sent to the main Church head to recover from the incident. Narbareck, the recurring head of the Burial Agency (this is one of the original's decendants), once visited the Vatican to talk to the Pope. Upon walking through the infirmaries, she noticed that one of the women inside wasn't baptized yet. Annoyed by this, she inquired the caretaker about the woman and learned that she was the only survivor of that incident involving the convent. Her annoyance fell a few levels, but she still didn't like the idea of an unbaptized human inside such a place as the Vatican. And so, she ordered for an immediate baptism rite after her recovery, which came really fast since Satsuki never really got hurt. She personally oversaw the baptismal rites for Satsuki due to her nature of "to see is to believe". All was normal and the sacramental ceremony proceeded without hitch. Everybody present thought that it was just a routine baptism. Until Narbareck stood-up and offered her hand to Satsuki. "Would you like to be part of the Assembly?" The Assembly of the 8th Sacrament is part of the Church consisting of executors and exorcists. They are of the elite class - only one rank down compared to the Burial Agency. There was always a long and tiresome test required before anybody could be allowed to join the gathering, but Satsuki was instantly taken in. It was hard being a newbie, but she managed to take it even without knowing what she could do. Over time, she taught herself thaumaturgy which she based on other spells whenever she'd go on a mission. It was only a matter of time until she was finally respected by the others as a fellow exorcist. She felt like it was her reason to live - to help humans live a better life by exterminating the heretics and inhumans. She was finally "at home"... Until that one event. During one of their vampire-killing missions in Britain under the orders of Narbareck herself, Satsuki was separated from her team due to ghouls pursuing them. In an attempt to get away from the horde coming for her, she took shelter inside a cavern she found under a large tree. Mysteriously, the cavern, although the ground obviously looked like it was untouched for ages, was well-kept. It even had a myriad of Christian symbols on the walls. Further inside the cavern where she had to use thaumaturgy to light up her surroundings, she ran into a large wooden door with a sign in English that read "Inside lies a great bell. Thou must not touch it, for if you do the Sleepers in the cave will wake..." Driven by curiosity, she opened the door. Surprised she was when she beheld a great circle of knights clad in old armour and a sword by each knight's side. What most caught her eye was a great figure in the midst - a King who wore a golden crown and held in his hand a shining sword of jeweled cross-hilt. She was taken aback and, in ill luck, struck a bell behind her. The king yawned and stood up from his slumber. He wasn't a tall man, Satsuki noticed. "Is it day yet...?" the king asked. Upon further analysis, Satsuki noticed that the king was actually a female... "No! It is not!" she yelled her response. The king raised her head and gave an approving nod; her bright green eyes glittering despite the poor lighting. "Well said, stranger, for it is not yet the time for my noble gathering of knights and myself to once again set solid foot upon the world above. Tell me, fair damsel. Who are you and what brings you upon my tomb to disturb me of my dream together with my beloved?" "My name is Satsuki Kirihara. I came by the orders of Mistress Narbareck of the Burial Agency." Satsuki was nervous... but all that nervousness quickly disappeared. "Satsuki...? Tell me, I ask of you, are you perhaps Japanese?" "Ah, yes. I was born in my Imperial homeland, but was raised in Italy." The girl-King smiled and slowly strode towards Satsuki in her blue dress and brilliant silver armor. "Narbareck, I see. I can see now why she has sent you to my tomb; for you are to carry the responsibility of obtaining the Holy Grail in the far future where my dreaming body resides with my beloved. That, fair damsel, is your real mission and that alone. Would you accept thy perilous quest?" Satsuki was in a loss. She had no idea how to respond to the woman King in front of her. In fact, she didn't know the answer. She was torn between her sense of responsibility and being to accept the mission or refuse due to her attachment to what small circle of trust she has managed to form within the Assembly. However, as if destined to do so, she got to her knees upon the King and yielded herself. "I accept this task, my King." "Very well, then. I shall see you in that era. Carry yourself with pride, for this mission; this War will be the greatest achievement of your life!" Then, it was all over. Satsuki right then and there fell into a deep sleep, only to wake up in time for her destined battle.

Description: Satsuki, thoroughly blessed through multiple miracles that allowed her to keep her life and more, manifests her thaumaturgical aura in the form of luminescent wings on her back. She still wears her exorcist get-up; a dark robe with lace-up boots and her own personal utility belt of holy water and other holy objects. She has long black hair, a pale complexion and piercing yellow eyes.

Skills: - Name: Variano di Scarico Mana Cost: Reduce mana regeneration by 4 per instance Range: 0 Maximum Target: 1 Class: Support Effects: Can only be activated if Satsuki is not engaged. Increase Satsuki's passive health regeneration by 20% per instance. Can be used repeatedly. Can be deactivated at the cost of 10 mana. - Name: Silenzio Mana Cost: 95% of current remaining mana Range: 1 Maximum Target: 1 Class: Support Effects: Forces herself out of existence for a brief period of time, making her invulnerable to attacks for one turn. Can only be used thrice in the game - Name: Grail Conduit Mana Cost: - Range: 0 Maximum Target: 1 Effects: For every servant death that occurs, increase Satsuki's maximum health by 50 and her maximum mana by 75. Will also add +10 to Satsuki's passive mana and health regeneration per servant death. After the first servant death that occurs, Satsuki's base stat parameters will increase by one rank for every subsequent servant death that occurs. Satsuki Kirihara will also gain additional skills as servants die.

(1 servant dead) - Name: Ritorsione Mana Cost: 30 Range: 1 Maximum Target: 1 Class: Magical, Support Effects: Mark a target for retaliation. Priority is at the same level as a command seal. Deal 50 damage to the target if the target performs an offensive skill. Otherwise, heal the target for 50 health points.

(2 servants dead) - Name: Santo Battesimo Mana Cost: 50 Range: 1 Maximum Target: 100 Class: Support (Magical) Effects: Sets up a magical land mine onto an area. Mine can be planted whilst engaged. When a hostile enemy(ies) arrives at an area with an active mine, servants take 75 base damage and is crippled for two turns and masters will take 50 base damage and will lose mana equal to the damage they received. When the mine is triggered, it seals the area from any external factors for one turn, effectively barring passage in or out for the next effective turn. Triggered mines damage EVERYBODY - even Satsuki and her servant although Satsuki herself does not suffer the mana reduction. Up to a maximum of three mines can be planted with each mine lasting three turns. Only one mine can be planted on one area.

(3 servants dead) - Name: Redemptio Mana Cost: 55. Reduce passive mana regeneration by 30 per servant Range: 0 Maximum Target: 1 Class: Support Effects: Replicate a dead servant as a Dark Servant with a Chaotic Evil alignment. Dark servants take 200% damage from all sources. Dark servants have parameters one rank higher than the original, capping at B. Dark servants can only perform one skill/noble phantasm every normal+Support action phase (One move per turn). Dark servants can act away from Satsuki, but only for up to one area away from her. Desummoning a Dark servant requires a normal action. Dark servants are considered as servants in their own right, and they can perform any actions any servant can perform - even receive command spells. Dark servants can only use Noble Phantasms at the cost of Satsuki's own mana. Limit of three can be used at any given time.

(4 servants dead) - Name: Benedizione Mana Cost: 115 Range: 1 Maximum Target: 100 Class: Support Effects: For one turn, reverse all damage and regeneration on an area. All damage will heal their targets and all healing skills will damage the target instead.

(5 servants dead) - Name: Cavaliere di Gran Croce Mana Cost: 0 (It is required that she has less than 15% mana remaining to perform this) Range: 1(~EX) Maximum Target: 1000 Class: Magical (Reality Marble) Effects: Recalls every player in the War who are still alive to the area where the Reality Marble is cast. Fully regenerates every players' health and mana. Mana regeneration triples within this Marble Phantasm and both masters and servants will be able to regenerate mana whilst engaged. Escaping through any means is impossible. This skill cannot be deactivated; purely a sudden death skill. Players affected include servantless masters. Kills all Dark Servants within the area and she loses Redemptio.