Name: Rosanna "Rose" Miller
Age: 19
Appearance:
- C.jpg (48.65 KiB) Viewed 2735 times
Sex: Female
Bloodline: Escardos
Background: Growing up in England, knowledge of her magical abilities and bloodline came as quite a shock to Rose Miller only a couple of years before she became involved in the Holy Grail War. Up until that point, Rose had lived a troubled, although ordinary life. Her mother, whom for the short time Rose knew her made no mention of magic or of her rather distinct heritage, passed away due to a drug overdose. Both of Rose's parents were addicts, and reached a point of being near incapable of sustaining themselves. From a young age, Rose was taking care of herself and her parents, working double shifts at whatever establishment would be willing to hire someone so young and when that failed, stealing what she could, however her earnings were often used by her parents to fuel their addiction. Her mother's passing was a sobering wake up call for her father, who was finally set on the path to kicking his addiction. This, however, also came with the discovery of Rose's living conditions, leading to her being taken into foster care, only able to occasionally visit her father in prison, who, in one of his few acts as a decent parent, claimed full responsibility for all the stolen goods the police found in their apartment that Rose had brought in.
Rose became quite the troublesome child, moving from foster home to foster home with no one feeling comfortable taking care of her. The truth was, she felt more than capable to take care of herself already, and didn't quite like the idea of her mother and father being replaced. As poor parents as they were, they were still nice to her, and it wouldn't be easy for her to accept anyone new. In the end, it became irrelevant, as it wasn't long before she was old enough to live on her own. Making a living for couple of years as a boxer, she earned just enough to get by, but made some more on the side by participating in street fighting rings. Her extra earnings were never for herself though. Instead, she put forward whatever money she could afford to not keep for herself into helping support the local community, in particular in helping recovering drug addicts. While she left out her involvement with street fighting out of her conversations with her father, her donations and participation in these charitable acts often became the topics of their conversations during her visits and he became increasingly proud of his daughter, incredibly grateful for how she grew up despite how much of a terrible father he had been.
Things changed, however, when she was contacted by a relative of her mothers. Rose and her father knew very little about her mother's family, with her mother rarely speaking of them, nor having any family photos. Even after her death, her side of the family didn't attend her funeral, leaving it just Rose, Rose's father and a few close friends who were there. Rose's disdain for them only grew as she learned and came to terms with what they were.
The Escardos family, the bulk of which were located near the Mediterranean, were a very old family and provided Rose a rather luxurious apartment in Lincoln, England. After coming to terms with magic and her own magic capabilities, the Escardos family apparently desperate for capable mages in the latest generation and eager to recruit Rose to their numbers, Rose was furious that all of this magic existed at these people's fingertips, yet they never used any to help people who suffered from the everyday problems Rose had experienced throughout her life. While Rose's studies in magic had only just begun, she already vowed that she would find whatever way she could to improve the lives of those overlooked by both society and the mages. When the Escardos family eventually brought up that, despite her limited training, her magical potential still left her as one of their best candidates for the upcoming Holy Grail war and informed her of what this meant, while she held little interest in fighting with others or gaining anything for herself, she understood that this would be her best chance to gain the power necessary to change the world for the better.
Personality: Despite her often hotheaded and aggressive temperament, Rose is, at her core, a kindhearted person. She often puts the well-being over others beyond herself and has no desires to use the Holy Grail war for personal gain. To help express issues developed over the course of her childhood and to solidify her sense of independence and personal strength, she took up boxing, learning how to swing, take and dodge a punch if needed. What she lacks in magical ability, she makes up for in physical skill and determination.
Alignment: Chaotic Good
Element: Fire
Spells:
Resistance - [This simple technique is a power inherent to anyone with magic circuits. It enables them to automatically both notice and resist magic, and has no MP cost.]
Flame Bullet - [A basic fire curse meant to trick the victim into thinking it's a mere fireball. Once this curse lands on the target's skin, it will cause their body to heat up. Deals 1d4x100 damage and applies Burned. Medium to Short distance. MP Cost: 300]
Heat Flare - [Create a ball of light that emits enough heat to warm the body. This spell is a basic one that most don't bother to use, but if one was creative, it could be used to devastating combat effect. Removes Blinded and Frostbite. Doesn't cost a Stamina point. Short distance spell. MP Cost: 200]
Ward - [A basic spell, this is taught to most Magi in a bloodline as a means to combat against Curse specialists. Once a Ward is active, it will block against most curses so long as they require magical or physical contact between the curse and the target. Lasts 4 turns. Short distance. MP Cost: 100.]
Abilities:
Burnout - [Dump whatever amount of MP you're willing to into your Servant to boost their power. 10% if the MP given is over 300, 20% if over 600, 30% if over 900.]
Brace - [Quickly take the most defensible position you can using your body and prepare yourself for anything heading your way. Uses the rest of your turn. Reduces incoming damage by 30%.]
Sucker Punch - [Short range melee attack that deals 1d4x100 damage with an 80% base chance of stunning the target, with the enemy having a chance to resist.]
Boons:
More points - Get 10 more stat points.
Prodigy - You were born with a special grasp on magic. +5 to Magic and Skill. Take another spell to learn.
Stats (You get to spend 60 stat points. Ignore the Servants' ranking system, just use flat numbers.)
HP: 1800
MP: 1500
Strength: 20 (Your strength. Affects physical might. This is important for humans, obviously.)
Endurance: 15 (Your endurance. Affects how much damage you can take.)
Agility: 20 (Your agility. Affects evasive abilities, turn order, fleeing chances, and anything else needing speed.)
Magic: 15 (Your magic. Affects the power of your spells, your resistance to Magecraft, and your control over your own magic.)
Luck: 0 (Your luck. Affects status effect chances, chances in general, ability damage, and the like. Only really useful if it's high.)
Skill: 10 (Your skill. Affects sneaking, charismatic pursuits, and miss chances. but basically you'll never have to worry about missing if this is 5 or over.)
Inventory: Elixir x2 (fully replenishes MP)
Name: The Genie of the Lamp
Age: Several hundred, if not thousand, years old.
Appearance:
https://danbooru.donmai.us/posts/2604690Sex: Female
Background: A long time ago, a powerful Magi bound a mighty servant of the Roc, a Genie, to his will. The genie was bound to an oil lamp, and was forced to obey the owner of the lamp. One of her lesser cousins was also taken and bound to a ring. The greater genie was capable of granting wishes, and was bound by the Magi in a foolish attempt at creating his own Holy Grail. It failed, naturally, and the sealed lamp was hidden in the Magus' vaults somewhere within China. This genie spent centuries languishing in her prison, ultimately forgetting her name to the ages, never believing she will be free in any way, since time had taken the memory of the hidden vault.
However, an African magi found the location of the lamp, but he himself could not gain control over the lamp, for it's power could only be wielded if it was gifted to another. He deceived a foolish young boy in China, named Aladdin in some stories, and had him fetch the lamp - gifting him a magical ring to help guide him. However the scared boy would not hand it over, and the Magus sealed the vault with the boy inside. He would get it off of his corpse in a few days, and trick some other fool into handing it to him.
Aladdin could not escape, and rubbed his hands together in worry and fear after two days in the dark. The ring on his finger unleashed a genie, who rescued him from the cave and returned him home. The boy regaled his mother, who found him foolish and elected to sell the lamp. Aladdin turned the lamp over to his mother, who began to rub it to clean it...
The Greater Genie rose from the lamp, preparing to take vengeance on the Magus who sealed her away... only to discover a starving peasant family cowering before the demon. She took pity on the terrified boy and the fainted mother, granting their wish for food with a simple flick of her wrist.
Over the next few months, the genie would grant the boy's wishes, helping him woo the Emperor's daughter, Badroulbadour, and granting him many slaves and jewels. It was simplicity, and a kind of freedom. The genie was free of the lamp at times, granting the selfish requests of a poor family - far more joyous than being forcibly experimented on by a foolish mortal mage. The days were happy, she formed a friendship with Aladdin and his bride. While the African Magi returned and hounded the loving couple, Aladdin and the lesser genie were able to outsmart him and regain the Greater Genie's power.
Happy times again followed, but the African had a brother who also lusted for power. By his machinations and disguises, he tricked Badroulbadour into desiring to hang a Roc's Egg from the ceiling of their palace as decoration. Aladdin summoned the genie, who was happy to see her cherished friend and asked him what he would desire of her. He wished for a Roc's Egg!
The genie was said to have unleashed a terrible scream, enough to shatter every window in the palace.
"You wretch! It is not enough that I have done everything for you, but you would ask for me to bring you my Master and hang him up!? You, your wife and your palace deserve to burn to ashes."
Feeling betrayed by the mortals she had come to love, the genie never answered the summons again, unless she was forced by the lamp's power. When next, Aladdin's child rubbed the lamp and called the genie her parents told her of, the genie granted only three wishes and toyed with them all - bending the meaning of the words until they brought disaster. The lamp was locked away once more, never to be heard from again...
Personality: Jinn are wicked spirits, and the Genie of the Lamp is no different. While she does have a soft side and wishes for earnest love and friendship, that side of her was quashed by the perceived betrayal of her closest friends. She has given up on freedom, and has resigned herself to the duty of the lamp. That said, she makes the most of every time she's summoned, loving the fresh air and the greedy wishes of mortals that she can torment. Those that raise her ire are dealt the worst hand, while those that amuse her gain only minor pranks and might have their actual wishes granted. She enjoys messing with people, but can be reigned in.
Alignment: Chaotic Neutral
Catalyst: An old oil lamp, Arabic in origin.
Class: Caster
Class Skills: Territory Creation (B), Item Construction (C)
Personal Skills: Shapeshiting (D), Jinn spend most of the time with bodies of gas and smoke, almost invisible on the wind. They can change their from to become solid, or take on monstrous features to better fight. The Genie of the Lamp is no different, as such she can change her features from a wind demon to a human woman, become gas or sand, small animals like rats or snakes or become something akin to an ogre with fangs and claws - which replaces her magical power with physical strength.
Abilities: Sandstorm - Cost = 400: Jinn have control over the wind and sand, and this one is no different. The Genie conjures a storm of sand, dust and water (depending on the location of course) to surround and blind her target. For every turn the victim remains within the vortex, their vision is impaired and they suffer 1d8*50 damage.
Boons:
More Points (x2)
Rank Up (Territory Creation)
Stats (A is 15, B is 12, C is 9, D is 6, E is 3.)
HP: 4800
MP: 7700
(0 Point remaining)
Power: 620
Strength: E (3)
Endurance: B (12)
Agility: B (12)
Magic: A+ (17)
Luck: B (12)
Skill: D (6)
Noble Phantasm: Rank A -
A Palace, from China to Africa and Back - The Three Wishes of the Genie: Indeed, the greatest myth of the Genie of the Lamp is the masterful Three Wishes that ownership of the lamp grants. Limited by the Holy Grail War, but still powerful enough to warp time and space, all the Master needs to do is stroke the lamp (sensually) and demand! The limits are, of course: Cannot bring the dead back (as living, zombies armies is another story), cannot force one to fall in love with another, and cannot be used to kill. Some things can't be wished for, the Genie is weaker than the Holy Grail after all. It's best to think carefully before wishing for something she cannot do, because she'll grant whatever is closest to the desire. Due to the potential power of this Noble Phantasm, a Master has to sacrifice a Command Seal to provide the Genie enough Prana to grant the wish.
Inventory: