Post by Alexandra Ritter von Ehre on Oct 26, 2010 2:14:16 GMT -5
Alexandra Ritter von Ehre
"Honor? Hah, I break yours along with your spine!"
"Honor? Hah, I break yours along with your spine!"
NICKNAMES: //[/color] NONE atm, but was often called Trash, Useless Worm etc., by members of the family
AGE: //[/color] 23
DATE OF BIRTH: //[/color] 2nd March
GENDER: //[/color] F
ALIGNMENT: //[/color] Neutral Evil
OCCUPATION: // [/color] Magus
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- Turn around. I will massage you~ And then break your neck. Huhuhu~
- Come on in. The water is perfect... To crush you.
- ...
- Who were you again?
HEIGHT: //[/color] 158
WEIGHT: //[/color] 48
EYE COLOR: //[/color] Purple
HAIR COLOR: //[/color] Purple
PIERCINGS: //[/color] None
TATTOOS: //[/color] Strange Body Tattoo on her torso
DISTINGUISHING FEATURES: //[/color]
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- Jealousy
- She hates to see intact families and even more the sight of loving couples. Although she can hold herself back, she wishes for them to have a major quarrel, an accident or another gruesome end and would not completely avoid to be the main force behind their death.
- Devil with Angel Wings
- Despite all her negative aspects, she can also be quite nice at times, but what makes her dangerous is that she does not look like a psychotic killer and also stays true to her Neutral Evil, alignment, rather playing innocent before appearing like the bad person to everyone. A perfect back stabber, but her equipment and repertoire are not on the most suitable level to go with that occupation.
- Sadistic
- It is not enough to finish an opponent off. They should suffer until they meet their end. Nothing is more refreshing and entertaining than seeing the fear in her opponents eyes. The only reason why she would leave someone alive is to torture them a bit more.
- Psychobus
- Ridiculous merge of Pychopath and Succubus. She is definitely crazy and seems to have two or more personalities sometimes fighting over the control of the body. Although no clear second personality has manifested so far, signs are always visible when she begins to talk to herself or to people and demons who don't exist.
Alex than ends up questioning herself and her evil ways and it is not rare for her to wake up with an enormous headache after long and intense nightmares. Although this can sometimes lead to her acting more gentle and actually nice, one can never say if she would not return back to herself any moment and nothing is off the charts to reach her goal. If she needs to seduce someone to get what she wants, she would do it without hesitation.
- Ridiculous merge of Pychopath and Succubus. She is definitely crazy and seems to have two or more personalities sometimes fighting over the control of the body. Although no clear second personality has manifested so far, signs are always visible when she begins to talk to herself or to people and demons who don't exist.
- Possessive Arrogance
- Like most Nobles she is very confident in her abilities and looks down on others, but there is even more behind that story for her. What exactly, is something she does not really know herself, but she has a little superiority complex and lets that feel others whenever she has the upper hand. Employing strategies other than sheer mass destruction are out of question. The worst part is that she considers part of this land as her own territory.
- Kind Soul
- A rather rare sight, but she at times after questioning herself has so called glimmer of light in her personality in which she ends up helping people and healing them, rather than killing. Those moments are rare and short lived though.
LIKES: //
- Despite all her negative aspects, she can also be quite nice at times, but what makes her dangerous is that she does not look like a psychotic killer and also stays true to her Neutral Evil, alignment, rather playing innocent before appearing like the bad person to everyone. A perfect back stabber, but her equipment and repertoire are not on the most suitable level to go with that occupation.
Rain
Classic Music
Red Wine
Blood
Horror Movies
Suffering of Others
Roman Heroes
Cherry Blossom Trees
Cooking
Gentle Older Sister Types
Archery
DISLIKES: //[/color]
Intact Families
Couples
Old People
Weaklings trying to be a Hero
Pain
Extremely sunny and hot days
Einzbern
STRENGTHS: //[/color]
She has no morals and although she would not use modern weaponry this is the only limit, despite being a rather powerful magus. A big prana supply and despite wishing to remain unharmed, able to operate even with greater wounds. High resistance against the cold and increased defense against Ice and Water Spells. Her skills with the Bow are superb. Grail Monsters seem to ignore her. Alex has very good instincts and control over her magical abilities, despite her seemingly young age.
WEAKNESSES: //[/color]
She is moody and not someone who would often join alliances, even if they may be beneficial for her goals. Betrayal is likely for anyone who joins up with her, including her own servant, if he/she were to disappoint her expectations. Her frequent bursts of insanity are no aid either, in keeping a very low profile, albeit she is usually able to clean up after herself, properly. Although she knows how to use a bow, they are for one not the smallest kind of weapon, especially because she generally applies Japanese Archery, but also nothing that would deal any special damage to Servants or Monsters.
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MY FAMILY LINE: //[/color]
The Ritter von Ehre line is fairly old, albeit their name extremely young. The first member can already be found as one of Iskander's soldiers, who unfortunately for the army was more interested in collecting books and other treasures than actually fighting. Not exactly the most noble of the men and his greed was not rewarded. He was only able to make some handcopied notes, the originals naturally collected by the leaders of the army.
But it was a begin and some hundred years later the family could celebrate their official birthday as a family with a proper clan and had a minimal involvement in the activities during the Roman Empire. Even today these ties are still visible in family members also learning Latin and modern Italian as well as Children receiving a second surname, if they are deemed worthy for succession, that was once the name of a Roman Emperor.
After the fall of the Empire, many years passed and the family was quiet only studying magic in secret, until another attempt in the North was done reviving the Old Roman Empire. As if magically drawn by this opportunity, they left Rome and headed North and decided to change themselves to also be useful to others. They build up a personal code of honor, their history not the worst, but certainly not a good example for warriors, either. They wanted to become better human beings, not blinded by arrogance and their Clan underwent a change. The main family consisted of the actual magi family, cut off from the rest of the family and outside several branch families.
Following the example of many noble families, marriage was a suitable tool to increase ones influence and also a proper means to get fresh blood into the family. It was certainly not easy to get useful people, but the blood ties between the Main House and the Branch House weakening over the years was like a pool of fresh DNA, allowing proper testing to not reduce the power of the family.
During their history they were awarded with the special title "Knight of Honor" and were allowed to use it as a family name. During WWI some members of the family fought on the most forward lines. Their soldiers fighting fiercely and extraordinary long. No one could know that the wounded were brought to the main house and healed, their memory wiped and ready to fight again to serve in the name of the family's honor. Yet, the years also tainted their original goals and they were no different from other magi, holding their family in high regard, while thinking of normal humans as nothing more but cannon fodder.
The family survived throughout the times, with smaller ups and downs, but a continuid rise in power and still have their manor in Austria. The family unlike most others don't send their children right away. Suitable children are named after Roman Emperors in order of birth and are supposed to duel each other in a big tournament to choose a proper successor. It is not rare to really have 8 or more participants of different strength in those and deaths are supposed to be avoided, but not exactly rare. The winner becomes the next family head and the others are supposed to set out as warriors to find a proper place in another family, showing their skills.
The secret skills of the family are of course only taught to the successor, but basic skills and their genes still might make them useful for others, yet there was never a guarantee of this and failed members often struggle, just remaining minor magi in some association and those are the lucky ones who were not just married off, in fact. Although the honor within the family is big and even failed members don't bare a grudge against the main house or would wish for its fall, the caution the House must uphold at all times to even its own family members, don't allow it much activity outside of their boarders.
They are only minor Lords in the Association, only few times making their appearance in Clock Tower and their history, giving them some connections to the Church, does not make them very favourable as proper Lords in the eyes of the higher ups of the Association.
Considering the family itself is already an Association of itself and Family Heads not always children of the late, former Family Head, the Abilities vary strongly from Magical Generation to Generation and also make it hard to check the abilities, but their thorough controls and always choosing the strongest has allowed them to have a relatively proper rise in power of the years.
The last head had around 29 circuits and 14 Quality. They specialize in water magic and healing. Most also learn sword fighting or another art of the Knight after becoming a proper magus.
MY HISTORY: //[/color]
Alexandra was born as the second daughter of the Last Family Head and only because her older sister Maria Augustus was a more than suitable candidate, was considered yet another proper choice and received the name Tiberius. Unfortunately she was very weak since her birth and forced to remain in bed, only learning magic in seclusion and despite her name was more an eyesore for the father and the rest of the current leaders. Nobody other than the maid ever came looking after her and she ended up forgotten.
Yet, 23 years later she stepped out of her room and went on a rampage. The exact details remain unknown, all eye-witnesses either dead or in critical condition. Alexandra had no mercy and felled, the at this time only other candidate, her own sister in a duel. The number one candidate had already begun her training of succession, but still stood no chance against the monster of a magus, her younger sister had turned into, using skills that should not have been taught to her. Maybe the confusion and shock was a side effect of Maria's loss, but Alexandra became the next family head, Maria transported off and still remaining in coma.
This event only occurred a few days before the 6th grail war....
MY GOALS: //[/color] Obtaining the grail, perhaps~ She has no clear goal.
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RANK: //[/color] None
ELEMENT: //[/color] Water
EXPERTISE: //[/color]
Healing
The family specialized in that 'Art'. Of course it is a rather difficult and prana consuming speciality, in the family usually performed with many magi, rather than relying on one. Yet, Alex is quite capable in it, if she really is interested in doing that for once.
Water Manipulation
Most spells are difficult, but using water spells to the degree where thy are devastating and controllable is quite difficult as you need to pay attention to many things even after the initial chanting. Rotation Direction, Speed, Pressure and Flow are all much more difficult to control at once, then just heating something up for a fireball. Without her good instincts and control, most of her spells would be completely useless.
Whip Mastery
Being the only melee weapon she ever used, she might be far from an expert, but the water spell in her arsenal balances the weakness out. She can easily split trees apart with her dangerous water whip.
Cooking
She can live on her own, cook and is actually quite talented with it. Having not done much in her life, she might have had the time for it. Questionable is only when she acquired the experience, being tied to bed, despite brief moments and having used a lot for magic training and the Bow.
KyûdERanked Archer
Although she has no rank in the art and never took any tests, she is as good as a 2nd dan with the bow and has very good eyes and instincts. She does not really carry one with her, most of the time.
MAGIC CIRCUITS: //[/color] 33 Magic Circuits at 16 PrC, for a total of 528 Pr.
SPELLS: //[/color]
Lebensblut - Lifeblood (Water)
Rank: E
Cost: See Below
Range: -
Effect:
A spell that absorbs water molecules in the air to create a more cohesive form to use as raw spell fodder. With enough time and raw matter it is possible to create large bodies of water.
Originally created as a spell for filtration of water and raw material finding, it has recently been found to have the ability to increase its power and efficiency tenfold with merely half the prana that would be required for ten individual spells. If one liter of water would cost two prana, two liters would cost three and so on. The required prana expended thus greatly decreases, making it and incredbly efficient ability while being cheap.
As many water spells require a catalyst in the form of a body of water, it has become an essential ability in guaranteeing the new found offensive capabilities of water magi. It can also be used to purify common water by decomposing the molecules and then reforming them. The spell can also be used to manipulate small bodies of water into various shapes and easily store the production results. A skilled Magus can also decompose already established shapes such as ice and create new water out of it, thus recycling materials nearly endlessly.
Wasser Peitsche - Water Whip (Water)
Rank: D
Cost: 3 Pr/min
Range: 4m max
Effect:
A whip formed with water, but unlike an ordinary whip does not rely much on the skill of the user, because it accelerates and hardens by itself, after the initial swing of the magus. The condensity, speed and pressure behind it outranks that of an ordinary whip and can break bones with ease, otherwise it has similar abilities as a whip. Capturing a target is not possible, because the continuid, close contact with the defensive ability of the enemy's magic circuits would disperse it. Non Magi could be caught in it. The whip initial stat is quite short with a few centimeters but extends with the motion up to 4 meters.
Wassertempel - Water Temple (Water)
Rank: C
Cost: 1 Pr/hour; Real Activation: 8 Pr/min
Range: <1 surrounding to 3m[/i]
Effect:
The spell is a one liner, supported by the Crest. It makes great use of the water particles in her immediate surrounding and is usually in a passive state. Once she sets out, she usually activates it. Once a projectile at high enough speed or mass reaches a particle, it communicates faster than light with the others and they build a strong water wall to surround the foreign object and enact huge pressure on it by pushing the atoms together. This results in either the crushing of smaller objects or a major slowdown and serves as a protection against ranged attacks, making guns literally useless against her. Attacks from within her perimeter as in smaller than 1 meter are something the spell can't react to and won't be countered. The range of the spell is more of a reaction than actual range of effect, and varies slightly. The spell also allows an increased protection against fire spells and especially against water spells. She is immune against her own water spells, even if she would step into their harmful range of effect. Real activation consumes more.
Kaltes Grab - Cold Grave (Water)
Rank: B
Cost: 150 initiation, 5 prana/second for upholding it after the first 20 seconds
Range: 10-15 meter
Effect:
It originated in the relatively well known Rushing Tide Spell, but is a family modification. It still has the same chanting time as Rushing Tide, but consumes more prana and more skill. Extending the effect of Water Temple, it sends a relatively low level Rushing Tide at the opponent at high costs, but it then begins to fuel itself with surrounding water particles to grow in strength and force, even beyond the full power of the Rushing Tide. It only consumes 3 seconds of time to overcome the negative side effect for the sake of not needing extra water. The speed of the Rotation is high enough and bone crushing to destroy cars and the circular current drags bodies into the center, where the pressure of the force is lower, but the target sinks down into a cold grave, unable to breath.
A spell more brutal and cruel than most as most targets are trapped and in pain for a while before the pressure becomes high enough. Once it reaches human lethal levels the pressure skyrockets to nearly uncontrollable levels that may make it unpredictable in use, but the family expertize and high reliance on the users prana give the magus of Cold Grave extra control for the sake of running dry quite fast. The most positive effect is that the water current merges with the protective shield of the Water Temple User, brushing gentle past the cruel magus and making the user completely immune to the own Cold Grave spell, as long as they don't walk in the very center.
The high rotation also heats the water up, making it suitable to break Ice Barriers apart and literally using the barriers of an ice magus against them. The only reason it rose in rank is the high prana consumption.
Höllen Geysir - Hell Geyser (Water)
Rank: A
Cost: 250
Range: 40 meter, 3x3m Blasts x 3
Effect:
It collects water directly under the surface, at the assigned target area, which can only be 40 meters away at max. The unnaturally fast increase in pressure and temperature creates a powerful geyser with enough force to break through the surface and cook everything with steam if it is not ending up crushed by the sheer pressure. An incantation starts a fire sequence of 3 Geyser's in fast succession. The magus can decide on all 3 spots before the initiation and so can plan out to hit a target with the second attack, leading it directly into the danger zone with attack number 1. It's not the most powerful attack, but difficult to avoid. The spell is a one word instant activation for the Ritter von Ehre magus.
PLAYER'S NAME: //[/color] Sion
FACE CLAIM: //[/color] Matou Sakura
OTHER CHARACTERS: //[/color] Saber - Mordred, Caster - Tamamo, Berserker - Kim, Master - Celes, Master - Lumi, Master - Aya
MISC. INFORMATION: //[/color] Sp Character as mentioned to mods; Maria might appear later as an NPC or PC. This should be my last char.
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