Class: Archer
Spirit: Odysseus
Master:Gender: Male
Alignment: Neutral Good
Personality: Strangely lazy for a great hero from the Age of Gods. He's the type to do whatever he feels like doing - in fact his whole legend was pretty much 'Archer does what Archer wants' - sometimes completely unrelated to the War entirely. He displays an amiable demeanor to those he interacts with, if only because pissing everyone off isn't a good way to go about things. Just like in his legend, Archer is proficient in the art of eloquent rhetoric and opts to use that to solve conflicts instead of resorting to combat, whether that be by manipulating his enemies into attacking each other or taking the diplomatic option out. Don't take his dislike of combat as a sign of weakness, however. Archer is still the same cunning warrior he always ways, stretching the boundaries of a fair fight to grind his enemies into the dirt to secure a victory for his side. With Archer, pretty much everything is fair game, however he isn't willing to unnecessarily kill or involve innocents, among other lines he won't cross.
...Of course that's assuming you can actually motivate Archer enough to participate because once again, Archer does what Archer wants.
Appearance: Does this look like the face of mercy?ParametersSTR: C
END: C
AGI: C
MAG: B
LCK: C
NP: A++
Class SkillsIndependent ActionThe ability to remain independent even when rejecting the prana supply from the Master. At the higher ranks, it is also possible to remain for extended periods of time in this world without an established contract.
A: Can remain in this world for a week even after losing his Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary.
Magic ResistanceProtection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal SkillsEye of the Mind (True)A heightened capacity for observation, refined through experience.
A+: Capable of calm analysis even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a chance of a comeback, this ability greatly improves the chances of success.
Guise of AnonymityThe skill to blend into an assumed role. Rather than simply altering one's appearance, it completely obfuscates one's presence as a Servant when dressing appropriately. However, this comes at the cost of a rank down to certain stats depending on the role assumed.
B: Makes it impossible to connect the Servant to the disguise when encountered undisguised or in different disguises. At this rank, anyone that sees the user remove the disguise or enter combat whilst in their assumed appearance only has decreased efficiency against them, becoming fully immune to the effects of this skill once they have identified four of the user's disguises.
Voyager of the StormThe talent to impel a ship and those who the user identifies with. Because the ability as a group leader is also necessary, this skill also has the effects of both Charisma and Military Tactics.
C: Skill provides the equivalent of Charisma at B rank and Military Tactics at D rank.
Divine Favor (Athena)The blessing of a Divine Spirit. In this case Athena, Goddess of skill, strategy, and warfare. This blessing manifests itself in the form of various boons provided to Archer in the form of convenient coincidences when creating or executing a plan. Should Archer lose favor with Athena in any way, such as over-reliance on her blessing, this skill will lose its effects until the Goddess is sufficient appeased.
N/A
Noble PhantasmsName: Odysseia
Title: Journey of the King
Rank: E ~ A
Type: Anti-Unit/Anti-Army
Description: A representation of the journey that has become more famous than Archer himself. This manifests in a Noble Phantasm that allows Archer to summon either that which he has encountered in either the Iliad or the Odyssey, or the materials used to create them, and recall them as he sees fit. The summons are typically mundane materials - save for the magical items, relics, and magical effects - and do not include the Noble Phantasms of other heroes, the heroes themselves, or any monsters he's encountered. The only cost is that of summoning, which varies from almost free to absurdly expensive depending on power and rarity of the summon. For example, calling forth something like the actual Trojan Horse would cost a great deal of prana, while summoning something like some arrows for his bow would be rather cheap. Archer typically uses this Noble Phantasm to summon up alternate weapons to do battle with when his bow just won't do, or put together some kind of contraption to solve a problem.
Name: Doureios Hippos
Title: Beware of Greeks Bearing Gifts
Rank: A++
Type: Anti-Army, Anti-Barrier
Description: The most legendary concept of the Trojan War and Archer's most famous feat. This Noble Phantasm is the embodiment of two concepts: "a gift that allows the giver to bypass the enemy's barriers". When this Noble Phantasm is invoked, if Archer has given the enemy a physical gift and the enemy has acknowledged it, he may neutralize the effects of any defensive non-EX Noble Phantasm, magecraft, or other non-physical form of defense used by the target or their allies against himself. This does not dispel or destroy the effects, but instead makes them ignore Archer entirely.
However, if one knows Archer's identity or have already experienced the function of this Noble Phantasm and know that it was Archer's doing, they are immune to the effects of this Noble Phantasm so long as they have the mental capacity to comprehend either fact. Additionally, this Noble Phantasm can only be used against one team at a time. Attempting to use it against new enemy/enemies will neutralize the original effect and force Archer to give another 'gift' if he wishes to restore the effect against the original target. However, it loses effectiveness after one use on the same target, allowing defenses a rank lower than the previous iteration to remain in effect.
Name: Toxo Ithakis
Title: Proof of Identity / The Sureshot Arrow that Pierces the Test of Twelve
Rank: B / B+
Type: Anti-Unit / Anti-Unit
Description: The famed composite bow unable to be strung by anyone apart from Archer himself. When the name of this Noble Phantasm is invoked, the next arrow fired by it bears the concept of 'passing though twelve targets', allowing Archer to select twelve target points that the arrow must pass through in order. Once released, the arrow will maneuver even impossibly to reach their next target point. This effect will persist until all twelve targets have been pierced, the arrow is destroyed, or, in the case of a target on an enemy, a LCK check is passed before being hit.