Post by Kosviel von Einzbern on Apr 24, 2010 3:38:16 GMT -5
Kosviel von Einzbern
"Just watch me, Grandpa~ I'll win this war for you!"
"Just watch me, Grandpa~ I'll win this war for you!"
NICKNAMES: //[/color] Grail Girl, Costume Girl
AGE: //[/color] 10 (appears to be 20)
DATE OF BIRTH: //[/color] January 31, 2017
GENDER: //[/color] F
ALIGNMENT: // [/color] Chaotic Neutral
OCCUPATION: //[/color] Master, Magus, Cosplayer
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* Just trying to look spiffy~
* Feed me~!
* Winter Gear
* It's been a summer. I never liked this guy, by the way.
* Trying the Meganekko look
* Blatant fanservice.
* My Lancet Keise Cosplay~ Convincing, isn't it~?
* The dreaded "Murder Mode"
* Even MORE blatant fanservice
Kosviel has a lot of random costumes that she uses to cosplay characters.
HEIGHT: //[/color] 159 cm
WEIGHT: //[/color] 56 kg
EYE COLOR: //[/color] Red
HAIR COLOR: //[/color] Silver
PIERCINGS: //[/color] N/A
TATTOOS: //[/color] Bow and arrow tattoo, left shoulder
DISTINGUISHING FEATURES: //[/color] N/A
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- Dutiful
- Kosviel puts her duty as a Master above all else. This is made easier by the fact that her greatest desire is to make her Grandfather, Jubstacheit, happy, which can be achieved by properly accomplishing her duty. For her, to win the War is wonderful enough in itself.
- Obfuscated
- Not so much a case of being stupid, but having an interesting, dualistic personality. Most of the time, she appears to be a carefree, quirky girl who has a relatively unhealthy appetite for otaku fare. She also tends to end some sentences with 'Myuu~' in an attempt to invoke moe-ness onto herself. When she puts on her "game hat", however, that side of her evaporates and is replaced by a Master of Einzbern, with victory as the only thing on her mind.
- Addicted
- It has been covered with euphemisms such as "unusually large appetite" and "dependency". It is clear, however, that Kosviel is addicted to this stuff. Both old and contemporary titles are on her list of likes. She keeps a large collection of costumes, as well as anime and game Blu-Ray Discs (and it's successor, the XD) in the Mansion's basement, and frequents fandom and otaku forums. In particular, she is a fan of Lancet Keise, action heroine of her favorite visual novel series (see Misc. Info below), who she frequently cosplays.
- Stubborn
- She will defend Lancet from all criticism, no matter how well-founded. She will pursue her goal of winning the war no matter the cost. Once Kosviel sets her mind to something, expect her to follow through with it till the bitter, painful end. It has been hypothesized that the only thing that will get her to change her mind will be something that scares her into having second thoughts. Like a scary maid or scary Grandpa.
LIKES: //[/color]
Cosplaying
Anime
Cosplaying
Games
Cosplaying
"Grandpa"
Cosplaying
Playing around
Cosplaying
Berserker
Cosplaying
Fighting
Cosplaying
Lancet Keise
Cosplaying
... and Cosplaying
DISLIKES: //[/color]
Losing
Annoying people
Boring People
Inability to watch her favorite shows
Being cooped up in a mansion
Stupid people
Insults
STRENGTHS: //[/color]
Once a person gains her respect, expect Kosviel to respect that person, regardless of their social standing. Usually, that involves getting into a fight with her and not being beaten up. She can at the very least be trusted to adhere to her own personal code of loyalty. Once you gain her trust, do not expect her to backstab you unless you backstab her first. Kosviel can be kind, if given the chance, and if you get on her good side. This doesn't mean that she'll go out of her way to do people favors, though. That would be impractical.
WEAKNESSES: //[/color]
Kosviel has a tendency to do things at a whim. Much to the chagrin of her house help, this usually involves things that she considers entertaining. Which probably won't hurt anybody, but would at the very least, tire them out. Running private cosplay parties, for example, or staying up late and running season marathons. She also likes spending needlessly on shopping. For nice looking costumes, or material that can be used make a few. She has a fatalistic dedication to her belief that she must win the war and become the Grail at all costs. She also likes swearing in German, believing that those "italienisch Dummköpfe" won't understand a thing she says anyway. Oh, and she also attends AniCons whenever they show up.
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MY FAMILY LINE: //[/color]
Well over a thousand years old, the Einzbern bloodline is one that is both esteemed, and tragic. Esteemed, because they had once possessed one of the five True Magics, Heaven's Feel. Tragic, because a thousand years ago, they lost it. As a result, the last millennium has been spent in an effort to regain the lost miracle. Eight centuries later, they realized that they couldn't do it alone, and so struck a deal with two other families, Tohsaka and Makiri.
While Einzbern provided the necessary Vessel, Tohsaka rented out their spiritual land to aid the process, and Makiri provided a system to capture heroic spirits. And thus was the birth of the Heaven's Feel Ritual, the Holy Grail War. Despite being one of the founding families, their performance record in the battle royale could only be described as relatively dismal, with no wins whatsoever, despite their consistent participation.
Their Masters were all eliminated early on in the first three wars. In the Fourth War, though their Master was a professional magus killer with superb abilities, he betrayed them in the end. Lastly, despite their extensive preparations of breeding a homunculus specifically to become the most powerful Master, and summoning an already grossly powerful heroic spirit as a Berserker to take advantage of the Class' Mad Enhancement ability, the Fifth War ended in a disaster that wiped an entire city off the map. Clearly, they had failed once again.
As both of their Co-Founder bloodlines in the War were wiped out by the disaster, Einzbern has spent the last two decades preparing their next homunculus, and searching for a family willing to provide Spiritual Land with sufficient quality to make the use of Magic possible. After much consideration, they finally established an agreement with the Mezzanotte family, a bloodline of magi who held Second Ownership over the best Spiritual Land in Italy, the city of Lucca.
Though highly proficient in magecraft related to both healing and the transfer of consciousness, Einzbern's true specialization is in alchemy, focusing their studies on the structural manipulation of precious metals. Their unmatched talent in this field allows them to coin such high quality homunculi that even products considered failures are superior to a hundred magi.
Einzbern's Sorcery Trait is the Holy Grail, an almighty wish machine capable of bypassing the thaumaturgical process and creating miracles by simply using prana to make stuff happen. Though it could be more correctly said that it is the Holy Grail itself that has the Sorcery Trait of Wish Granting, rather than the Einzbern family.
Information regarding the Einzbern quality and quantity of Magic Circuits is unknown, not to mention completely irrelevant, as they send homunculi to do their Mastering for them, rather than actual members of the family.
MY HISTORY: //[/color]
The results of the past two Heaven's Feel Rituals were clear. As with the past thousand years, Einzbern, once again, failed in their efforts to acquire the Holy Grail. Thanks to this this, Jubstacheit von Einzbern, head of the family, learned several valuable lessons:
1) Do not rely on outsiders - learned in the Fourth War, with the betrayal of Emiya Kiritsugu. Application of this lesson in the Fifth War was flawed.
2) Do not overspecialize in one field. - learned in the Fourth War, with the kidnapping of Irisviel due to inadequate personal defensive capabilities, and assumed to be a similar case in the Fifth War.
3) Do not allow the enemy to identify your Master, minimize the chances of this happening. - learned in the Fifth War, assumed to be the reason the second problem possibly recurred.
To the problems postulated by these lessons, solutions were formulated in the following form:
1) Refine the construction of a proper Master. This Master's design must allow her to be capable of accomplishing her task, without falling victim to the earlier problems.
2) This Master must not be flawed with overspecialization, as has been the problem with Einzbern Masters in the first three wars and the Fifth, as well as the Vessel in the Fourth. As such, the Master/Vessel will be constructed with superior alchemical abilities, but, not to the extent that it will detract from defensive combat skill. Due to the third solution, however, this will only be added as a final precaution in the event of the Master being locationally compromised.
3) The Master must be capable of long-distance command and control of the Servant, preferably up to beyond the city limits. Different from merely sharing perception, which does not allow communication between the two. To this end, an increased priority is given to the Master's consciousness-related abilities, with special attention given to flexibility that allows for such communication.
Kosviel von Einzbern is the embodiment of these solutions. Coined thirteen years after the disaster that was the Fifth Holy Grail War, this next-generation Justica-late Model is designed with the three solutions in mind. As such, amongst the homunculi that have served in the Heaven's Feel rituals, she is unusual in her capabilities.
No more than a week after her coining, Kosviel was flown to Japan to undergo an extensive training regimen. Specifically, Soujutsu, or the art of the spear. Ten years were spent learning and improving techniques under the style of the Hoshizora-ryu, a system that had been purposely selected. On the side, she studied to improve her innate abilities in Alchemy and Transfer of Consciousness to levels that had been specified by her tutor.
A few years into the training, she accompanied the Headmaster on an errand to Akihabara. It was here, between the lunch at the cosplay cafe, and the countless displays of otaku paraphernalia, that she was struck by the strange phenomenon. What was it with these drawn characters with the fancy hair and outfits and occasional weapons that was so appealing? She had never asked for one thing in her entire life. For the first time, she had found something that she wanted aside from her grandfather's happiness: a red and black outfit hanging in a cosplay store.
Not realizing the impact this would bring, the Headmaster bought it for her, before they returned to the dojo. That was the beginning. Over the remaining years, Kosviel developed into an otaku, a cute little distraction, certainly, but nothing that wasn't kept under control by the combined efforts of her tutor and the Headmaster. And so life went on.
There was no question about it. At the end of these ten years, Jubstacheit's little project had borne glorious fruit; a magus who was very well capable of protecting herself in case the enemy got too close for comfort, and the Servant was away. Or perhaps, it was a spearman who knew just enough magecraft to effectively perform her primary function. It was hard to tell the difference.
But her life in Japan gave her something that was completely unexpected for him. Much to his chagrin, Jubstacheit found that his properly balanced Master had spun out of control into a somewhat giddy... thing... that had grown an appetite for this subclass of Japanese pop culture. But aside from the irritatingly human personality that had somehow developed, there were no problems. Kosviel was still an effective Master, after all.
More importantly, she was more expendable than the last Master. Kosviel had been coined with the knowledge that she was to become the Vessel of the next Grail. This information, however, was false. The fact of the matter was, had this been true, she would have been unsuitable for combat training. Justica-types had a tendency to degrade more quickly than most other homunculi, primarily because of their design. There simply wouldn't be enough time.
As such, the whole point of the matter, was to once again separate the Master and the Vessel, to maximize their capability in their purpose. What was coined ten years ago, wasn't a single homunculus, but twins. While Kosviel spent her time in Japan training for the war and studying an unusual combination, Kernsviel remained in the Castle in the homeland, behind locked doors where she was trained in the use of all of Einzbern's best magecraft.
In this way, it could be said that they are two halves of Einzbern's plan. A strong, unconventional figurehead, and a fragile secret truth. A Master, and a Vessel. They would not make the same mistake with Kiritsugu. They would not force everything into a single entity, as with Illyasviel. All it took was a little thought, and application of the lessons learned. Six months before the beginning of the war, Kosviel summoned Attila the Hun as Berserker.
He was difficult to control, having been an Emperor and all, and using force of prana to do so gave her much pain. In her anger, Kosviel would frequently get into "sparring", or rather, fighting, with him. She would always lose, of course. But throughout this period, she eventually earned the Hun's respect. If not for the fact that she eventually learned to last longer against him in combat, then for the fact that she never gave up even though he was a Servant and by all accounts a superior warrior.
It was at that point, when they finally consummated their partnership as Master and Servant.
Two months before the war, Kernsviel was shipped to Lucca and locked in the second basement level of the mansion the family had prepared outside the city limits. Kosviel followed a month later, accompanied by Berserker and three assistants - Frieda, a maid who specializes in thrown knife combat and, at one point, did work for the family in WWII; Klaus, a butler who specializes in drastic transportation measures and firearms; and Dritte, the keeper of the Heavenly Dress.
Team Einzbern, now more well-prepared than ever, bides its time and awaits the beginning of the war. Kosviel has vowed to lead her team to victory.
MY GOALS: //[/color] Kosviel only has one wish for this war: to make her Grandfather, Old Man Acht, happy. What's unique about it is that it doesn't need to be wished to the Grail; rather, merely attaining the sacred lucky cup by winning the war, is enough to make this possible.
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Annika
Closeup
Full view. To the far left.
Kosviel's Mystic Code, its name means "Merciful", likely intentional irony on her part, as this jet black pole-arm (with spiffy red highlights!) is anything but. Forged from the finest weapons-grade substances available and transmuted to heights of toughness far beyond any existing alloy, Annika can, with enough force, pierce diamond or titanium, while being light enough to be hefted without much difficulty. Given the physics involved with momentum, it's not so light that the momentum comes entirely from the velocity provided by the user, as a girl with a relatively small stature and ten years of spear training can only do so much in that department.
This unmatched quality is pointless, however, if not used properly. As such, its true power lies in the fact that, having been included in her design and forged alongside her coining, it contains a fragment of Kosviel's consciousness, rendering it an extension of her body. This greatly boosts the coordination between the spear and the wielder, which, combined with her proficiency in the use of this weapon, makes for a deadly combination.
The downside, of course, is that, as she is now "one with the spear", she will feel pain if Annika is damaged. It can further be assumed, that, in the event that it is sufficiently damaged, or, in the worst case, destroyed, she will die of neural shock.
The purpose of this Mystic Code is merely to serve as a means of personal defense in the event that Berserker is distracted or preoccupied. There are two opponents at any given time, after all: the Servant, and the Master. Of course, a good offense is a good defense, so if the circumstances present themselves, it is highly likely that she will attempt to take out the enemy Master by herself.
RANK: //[/color] N/A
ELEMENT: //[/color] Ether
EXPERTISE: //[/color]
Alchemy
Einzbern's specialty, the manipulation and transmutation of matter. Given enough prana (of which she has no shortage of), Kosviel can turn a block of iron into a swan-shaped iron figurine. This ability is rather useful for making homunculus familiars that are useful for reconnaissance, as well as command and control of Servants, and, if necessary, attack. She can't really do much other than that, however, and any attempts by her to tamper with Annika will ultimately lead to catastrophic failure.
Transfer of Consciousness
A magecraft that Einzbern is particularly proficient with. Kosviel can use it to possess inanimate objects and familiars. Its primary use is to assist her in reconnaissance and command and control. A particular strategy would be to have a stock of ingredients to produce bird-like familiars, which will be used to monitor the situation from the air, allowing her to provide accurate instructions to Berserker via earpiece.
If her body is disturbed while she is controlling a familiar, the transfer will be disrupted and her consciousness returned to her own body.
Soujutsu
Kosviel, as any homunculus of Einzbern, was coined with specific purposes in mind. In her case, she was designed to be a powerful Master capable of directing her Servant's actions from a distance, to minimize the possibility of her identity and location being revealed. On the off-chance of her location being compromised, Kosviel's design includes the acquired ability to engage in close quarters battle with effective proficiency.
She has spent most of her life in Japan studying Soujutsu, the art of the spear, under the Hoshizora-ryu (星空流, Starry Sky School) style. This style is based on battlefield experience gained during the Sengoku period, and as such, its basic tenets teach one to use heavy and lengthy spears, to aim for designated weak points in armor. Throughout the length of history, the style evolved to include an unarmored style, which utilizes lighter spears, and has a wider array of target points on the body.
The Hoshizora-ryu style of combat takes aggressive stances and utilizes a first-strike methodology. Its philosophy contains the phrase "piercing the points in the heavens", incorporating several constellations and stellar formations to correspond with key target zones on the body. Flexibility and speed are key factors fundamental to the proper execution of attacks, which are built-up on follow-ups to the initial thrust.
The primary weakness of polearm combat, that is to say, either being attacked from afar or close-close range, are addressed properly by preventive measures. Techniques exist to close the gap to a ranged attacker, and maintain ranged-melee distance to a swordsman. Nevertheless, these techniques (particularly covering the former) still have their limitations, and it would be ill-advisable to engage a ranged opponent at a distance beyond 20 meters.
MAGIC CIRCUITS: //[/color]
As a homunculus, Kosviel is by default, the most powerful of all the Masters in this war. This is owing to her nature, a massive network of magic circuits given human form. As such, with regards to prana output for Servant stats, she is second-to-none. However, due to her design, she only has limited ability in her family's magecraft; specifically, only sufficient to carry out her purpose of being capable of commanding her Servant from a distance.
Her quality is very highly rated, at 30 PrC, while the number of Magic Circuits that comprise her is beyond anything a mere human can ever hope to muster: 150. Her max prana count is thus, 4500.
SPELLS: //[/color]
Structural Analysis (Ether)
Rank: E
Cost: 2 Pr
Range: Direct Contact
Effect: A foundational spell, which gathers all known structural information about a piece of material, right down to the molecular level and projects it into the user's memory. The result is a highly accurate and detailed knowledge of an object, from the compounds used in its construction, to the chemical composition of every single separate component of the item.
In practice, if one were to use this spell on a heater, she would be able to differentiate which parts of it are made of plastic, metal, rubber, etc so as to ascertain which parts are usable in Einzbern's metal-based alchemy. She would also be able to determine the molecular structure, and thus the overall integrity of the metal parts, to conclude whether or not it needs to be transmuted to create superior toughness.
In a word, it is total material knowledge of an item, in order to help facilitate high-quality transmutation. Although it is not necessary to cast this in order to transmute an object, it greatly enhances the efficiency, as it helps the alchemist determine every last detail of the transmutation that will follow.
A Single-Action spell, this is one of the oldest in the Einzbern repertoire and, as can be expected, is used in the coining of homunculi. Specifically, screening the materials that will be used. At her present level, Kosviel is capable of analyzing up to 500kg of matter per casting.
Basic Metal Transmutation (Metal)
Rank: D
Cost: 18 Pr
Range: Direct Contact
Effect: Transmutation of metals, particularly precious metals. The Einzberns' forte in alchemy, an advanced version of this was the superior process through which Annika was created. With this spell, it is possible to manipulate the structural properties of metals, particularly the precious ones like gold, silver, platinum, palladium, etc.
The result is the ability to reshape, as well as transmogrify a piece of metal at a molecular level: altering the molecular structure to suit the purpose at hand, combining various metals and other known secondary elements like carbon to fashion alloys, etc. A gold bar can be converted into gold coins, and an iron block plus some coal into a steel sword. It is also possible to purify ores of impurities, as well as extract metals from existing structures like the steel beams buried in the concrete of a building. Kosviel's limit at this level of training is metal with a maximum mass of 12.5 kilograms per casting, or one gold ignot. Naturally, the combat applications are pretty useful, assuming you bring around a 12kg block of steel everywhere you go... which is obviously impractical.
This spell is ancient and stable, and can be cast at the Single-Action level. One of the first things that Einzbern developed in their long history. Kosviel activates her magic circuits by clapping her hands together, much like another alchemist from some two decades ago, who also happens to be involved with 'metal'.
Metal Homunculus Coinage (Metal)
Rank: C
Cost: 54 Pr, 5 Pr Daily Maintenance
Range: Direct Contact
Effect: The creation of a homunculus by infusing a basic metallic shape with prana, effectively creating a familiar from scratch, rather than using a corpse of some kind. The result is a dumb metallic thing that possesses no will or personality of its own and blindly follows the orders of its creator.
It should be noted that this spell is only compatible with products of Einzbern-brand transmutation spells, and thus cannot be used to coin a homunculus from a stainless steel prefabricated Gundam model, or something like that. Though that would be cute, if it actually happened. Rather, it would be necessary to cast transmutation first on a piece of metal, moulding it into something useful, like a bird or rat, orGundam modelsome kind of aerodynamic, flying creature. Generally, something that would make a good homunculus for the occasion. She had in the past, coined a walking sword to help her spar against Attila, but as expected, although it was of superior craftsmanship, it didn't last against the Hunnic Emperor.
Homunculi coined this way are relatively disposable, as one doesn't quickly need to find a new corpse every time this is killed. Instead, one just has to find enough metal to create even a basic shape. And a homunculus such as this is relatively tougher than your average garden variety familiar. This makes up for the burden of shouldering the prana supply of these creatures on a daily basis. Nevertheless, as the cost indicates, they are rather expensive to manufacture, as it would take double the average magus' Od to create one, making this impractical compared to finding a rat corpse and giving it a mystic pass. It is a four-line spell.
Transfer of Consciousness (Ether)
Rank: D
Cost: 10 Pr per Transfer, + 5 Pr per 100 meters of target's distance from the caster
Range: 6000m; any object inside her mansion's boundary fieldTo transmit one’s consciousness into another object to acquire information from a different perspective. Widely used by magus onto their familiars so to remotely control them at distance as well as to performing spiritual possession on inanimate objects. If the target has his own soul and personality, control of the body will remain with him. If the magus own body is disturbed, the spell will be immediately canceled and his consciousness will be forced back. Likewise, no matter how complete the transference is, once the body of the magus dies his consciousness will fade away with it. The Einzbern are particularly proficient with this Magecraft.
A Single-Action spell. Additionally, distance costs for Prana are waived when the object is inside the Einzbern mansion's boundary field. It should be noted that the object must have been directly seen beforehand in order to transfer consciousness to it, such as a street light. As such, it is necessary to tour the city if such objects will be used for scouting.
Thus, it could be said that utilizing a homunculus is more efficient, as using this spell to its full range costs hundreds of Pr.
FACE CLAIM: //[/color] Archerko, from Sword Dancers
OTHER CHARACTERS: //[/color] Achilles, Luciano Mezzanotte, Lempicialynn Edelfelt, Uther Pendragon
MISC. INFORMATION: //[/color]
A brief and cheesy synopsis of the Visual Novel series that Kosviel's favorite character comes from. Released in 2022, Season 3 of the anime adaptation is now available on Blu-Ray.
In ages long past, the Dragons walked among us. Their reasons were unknowable, as with many higher forces and powers. Many lay with with humans and begot halfling children. Others reigned over humans as mighty god-kings and queens.
Now, the Dragons are few and far in between, their stories relegated to myth and legend. But their legacy in the world of man: the halflings, the nations born from the empires they raised, the cultures they imbibed upon the people... all of these remain.
Their reasons are unknowable now as they were back then. Why most of them left, why some still remain and interfere... Only Kithoras the Grave, the last Emperor Dragon, knows for sure. But his advisors know as well as he. His reign is destined to soon end, for though a Dragon lives forever, it cannot be said for his mortal shell.
Kithoras is soon to cast off his human skin, and the many lords of his empire wait at his bedside, preparing to tear it apart from within. For unmatched is human profligacy, lacking an ounce of desire to keep together what is big enough to be divided amongst themselves.
Amidst the turmoil and unrest in the empire, one halfling, Lancet, seeks only her mother, and the truth behind her disappearance. With only her instinct, vague clues her mother left behind, and a sword she crafted herself, Lancet sets out on a journey that will change her life forever.
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