Personality: Mordred is a surly, arrogant, and supremely violent individual with a massive amount of personal issues. She's got an extremely short temper and, in spite of her insistence about her knighthood and heirdom to the throne, a tendency to kick, punch, and even bite if she feels she must in a fight. In battle and indeed in all matters, she is also insistent Mordred loves battle, the more violent and intense the better, and shows absolutely no mercy to her opponents. Indeed, she is seemingly utterly without mercy. It may be surprising to some, then, that Mordred absolutely refuses to involve innocent civilians, will take no actions that could harm them, and will even do her best to defend them. In spite of how violent, rude, and arrogant she is, indeed it can be said that there are some traits of the blonde girl that can be considered knightly. Speaking of which, while Mordred has no issue with others knowing she is female, she utterly loathes being treated as girl. No matter who it is, no matter what the situation, she will immediately threaten anyone who calls her a girl with violence with absolutely no hesitation. At the same time, calling her a boy is likely to earn the same reaction. On the subject of her 'father', it can be said that Mordred outwardly hates her, but deeper down her feelings are far more confused. Mordred at once admires and loves King Arthur, but also despises and resents her in the same breath. She will not take praise of 'Father' well, but she will also become angry if 'Father' is insulted. She will take any chance she gets to wear something other then her armor, though she is also not a fan of anything overtly girly. She prefers shorts, tank tops, tube tops, jackets, and basically anything comfortable and easy to wear. She also greatly enjoys eating. She is also a rather immature, childish individual, prone to distractions and complaining.
Stats:
Strength: B+
Endurance: A
Agility: B
Mana: B
Luck: D
Noble Phantasm: A
Class Skills:
Magic Resistance: B
Riding: B
Personal Skills:
Instinct: B
Mana Burst: A
Battle Continuation: B
Charisma: C-
Noble Phantasm(s):
Name: Clarent Blood Arthur: Rebellion Against my Beautiful Father
Effects: Clarent is a powerful sword in its own right. It is a strong, sharp weapon capable of quickly cutting through her enemies, but it possesses a key capability in channeling prana, allowing her to fire beams from the weapon. The strongest of these is an Anti-Fortress attack known as Clarent Blood Arthur, channeling her rage and prana into a devastating destructive blast. She will not use this if there is a chance of collateral damage against innocent people.
Name: Secret of Pedigree: Helm of Hidden Infidelity
Rank: C
Type: Anti-Unit(Self)
Appearance: Mordred's helmet.
Effects: A Noble Phantasm that prevents her identity from being discerned and any of her parameters from being recognized. If she has any excuse to remove it, however, she will. It has no other effects, but it is a symbol of Morgan le Fay, Mordred's mother. Therefore, she would prefer not to wear it if she has any chance.
Appearance:"Alright, bring it on!" Endou stands at about 5'8" (172cm) and... Usually only wears these clothes during combat or wants to look dramatic.
Personality: An adventurous, semi-reckless young man with a penchant for trouble, Endou isn't one to simply back down from a challenge. Though he tends towards a more headstrong approach in terms of dealing with problems thrown his way, Endou has learned over the last decade that trickery and ploys, however annoying they may be to set up and wait for, is just as viable a strategy. He isn't much for the whole 'Master-Servant' relationship, though, and would much rather figure out how they work and play by ear than make some convoluted strategy that relies on them perfectly obeying his every word.
Skills: Endou is surprisingly adept at using technology, which itself is an oddity for a magus. Unlike the more conservative magi of the last generation or so, Endou himself is more inclined to fiddle with things in the modern era that might give him an advantage... Or simply to kill time. To that end, he's become okay at figuring out how to do things like jump-start cars or fix any tech piece of his that might be broken. Nothing too complex, though. As a result of his status, though, Endou has spent more time focusing on normal school curriculum (and thus learning more about physics than the average magus), which thus plays into his understanding of his abilities while using magecraft.
Abilities: Endou, as a third generation magus of a branch family, has some experience in the usage of onmyoji—more specifically, in using shikigami and ofuda—to manipulate light and sound to create illusions and act more as protectors towards the main family. To this end, he can do things such as refracting light into lasers, create flashbang-esque traps, or even create lifelike illusions (complete with sound) to throw his opponents off.
Short History: Endou is, as mentioned earlier, a third generation magus of a branch family that focuses less on furthering themselves as magi but instead places the safety of the family heads at the forefront of their minds. The eldest child of the branch family—in this case, Endou's older sister—was chosen to inherit this role, so Endou was given a little more leeway in terms of freedom (though he still had to learn magecraft just in case his older sister was to fall in battle or become ill or something of the sort). The call to arms by the Tohsaka was more of an afterthought for the main family, as the threat of losing their only heir was too high to warrant sending him off to help. And so, in his stead, Endou was shipped off to Fuyuki City instead to participate in the war.
Personality: An eternal maiden as frivolous as she is famous, Circe is a Servant who tends to her own desires before anyone else's. She, who experienced heartbreak and unbearable loneliness after Odysseus left her for his homeland of Ithaca, is famed for keeping various victims of her magic as pets under her care. To that end, Circe is amazing at household work—cooking, cleaning, and taking care of her Master—and will dedicate herself to pleasing her Master, but she is also completely willing to turn them into another animal to care for should they not desire to reciprocate her love or bore her too much. For the most part, though, Circe covers that loneliness up with a bit of joyful cheeriness, acting quite silly and joking around with those in her company rather than let her true feelings show openly. Given the circumstances of the current War, though, Circe is inclined to not only not reveal her True Name or Noble Phantasm to anyone, including her own Master, but also to not use her various animal familiars at all; after all, she is too afraid of being rejected or abandoned once more to even attempt to show her true specialties as the Witch of Aeaea.
Stats:
Strength: E
Endurance: B
Agility: D
Mana: A+
Luck: A
Noble Phantasm: C
Class Skills:
Territory Creation: B
Item Creation: A
Personal Skills:
High-Speed Divine Words: B
Intoxicated Meal: A - A skill that manipulates the desire of a target to consume the food Circe offers. In using this skill, Circe causes a target to be affected by a mental debuff that causes them to want to consume her meals. The effect increases in strength the longer the target is in the presence of her food, but the presence of Magic Resistance or any similar skill can cause it's effect to weaken. Of course, this skill isn't always active, and not all of her food is drugged.
Advice for Sailing: A - A skill representing the advice she gave to Odysseus before he left her. To make use of this skill, Circe must first designate an area as her Workshop, and then establish who her allies are of that group. If any of her allies is to leave the area denoted as her territory, Circe can thus forewarn them of any major ploys the enemy may have in store for the future. In a sense, this can be seen as an offshoot of Clairvoyance, but with one major caveat: in doing so, Circe cannot leave the area until either the aforementioned allies have returned or news of their passing reaches her ears.
Noble Phantasm(s):
Name: Metabo Piglets: Forbidden Revelry
Rank: C
Type: Anti-Unit
Appearance: N/A
Effects: Upon using her Noble Phantasm, Circe spontaneously summons a giant buffet of food (along with an army of various animals, mainly piglets) in front of her. Anyone who consumes the food that she presents will become another animal in her thrall, though for how long it lasts is dependent on the target's Magic Resistance or other such factors. Any non-Servants who consume the food are wholly at risk for the change to become permanent, so caution is advised when she deploys the food. If the enemy does not decide to consume anything, though, they are swept up by the beasts under Circe's command and are trampled underfoot, swept up by the current of the festivity around them.
Personality: One who, at first, seems a tad bland and aimless; she claims to have no hobbies or interests, appears to have no interest in the arts, and is even rather uncreative when it comes to spell applications. A lot of this stems from poor social skills: Unused to speaking with strangers for a prolonged period of time, Hakuno generally interacts as 'safely' as possible, carefully choosing her responses to cause the least amount of trouble possible. Though if she's given a chance to warm to someone, she unintentionally begins to show a sillier side to her thought processes. She's a fair bit more cheerful and air-headed than she appears.
Hakuno is unfortunately lacking in self-esteem, however. Given her relatively underwhelming potential as a magus, and her current situation, she can have a tough time keeping herself upbeat. This is another aspect she tries to keep hidden, yet lets slip amongst... whoever could count as a friend during a grail war. She also lacks what most may consider vital: Ruthlessness. As tactically-unsound as it may be, Hakuno would very much prefer to avoid killing her opponents, or at least fellow Masters. Because what are the odds a defeated, living opponent could come back to bite her?
One of Hakuno's strongest traits is probably her stubbornness. No matter how discouraged or ill-advised her action, if Hakuno has decided on a course of action, she'll stick to it. This tends to lead her into trouble more often than not, but hey, she hasn't died yet!
Skills: Hakuno has a surprising knack for using and deciphering Mystic Codes. A mere glance at one in action is enough for her to deduce many of its' properties, and has little trouble in figuring out how to use them, or at least the intended function if it's somehow too unwieldly for her.
Abilities: Element: Air - Like most of her family, Hakuno has an affinity for the Air element. Unlike most of her family, she isn't too well-versed in anything but the most basic of spells. Fortunately(-ish), her family's true specialisation hasn't escaped her grasp. Invoked Censor - This ability is a masking spell, of sorts. It doesn't make her invisible, just so thoroughly unremarkable and forgettable that you subconsciously erase her face from memory immediately after seeing her. This effect only strengthens in larger crowds, though Hakuno lacks the skill and expertise to properly combat any spying tactics that could see through her spell. Stronger magi could also potentially see through the trickery in a short amount of time, as well.
Short History: The latest in line of a relatively young magus family, and... decidedly one of their weakest, Hakuno has spent a lot of her childhood studying for the sake of her lineage. Unfortunately, her parents always saw her as lacking direly, and more likely to bring their line to a dead end. As much as Hakuno disliked the immense expectation and pressure placed upon her, she saw it as her duty to do whatever she could to continue the bloodline, if only at least until she could produce a suitable heir.
Her mother passed away when she was still a child, and her father died in a traffic accident only a few years ago. Despite her disdain for the life she'd lead to that point, she kept to her studies and training in a desperate effort to uphold the family name. Perhaps the pressure did get to her after all, as she turned to the power of miracles to grant her a wish: With the holy grail, surely she could become a powerful magus and secure her family's lineage, right? Maybe her descendants could be happier, or become a prestigious magus family, if all she had to do was win this conflict...
Personality: With a cheery disposition and the child-like glee in which she throws herself into her hobbies, it's hard to believe that her smile belies the mind of an infamous serial killer that went as far as to bathe in the blood of her victims. Well, in a technical sense, she has yet to do such a horrible thing, but it is a part of her identity all the same. Elizabeth's state of mind is in an unusual place; normally, she would see no issue with committing casual atrocities, especially to 'commoners', having no defined sense of right or wrong. And yet, behind her narcissistic words and self-congratulatory acts, there is a strange reluctance to fully commit to her famed cruelty. In fact, talk of her deeds in life seem only to enrage Elizabeth, and is a topic best left alone. Instead, she seeks attention through other means, aggressively playing up a cute and lovable persona onstage, hiding away her darkness.
Stats:
Strength: C
Endurance: D
Agility: E
Mana: A
Luck: B
Noble Phantasm: D
Class Skills:
Magic Resistance: A - In the case of Elizabeth Báthory, this ability exists as a hidden Skill that the Servant herself is not really aware of. Its source is the Bathory family's coat of arms - that family's coat of arms was a shield-shape based on the red fang, symbolising the dragon's bravery, strength, and cruelty in never leaving an enemy alive.
Territory Creation: B - Constructs the Prison Castle Čachtice and confines girls therein for the exploitation of blood. While originally an ability of the Caster class, she acquired this as a special exception due to her life history.
Personal Skills:
Torture Techniques: A - In the case of this Servant, the plus modifiers further increases when dealing damage towards women
Sadistic Charisma: C - Denotes her coercion as a member of the ruling class. Because of a special tradition-modifier, her Charisma ranks up towards females. She has a side that is strangely fastidious towards men, and while she likes poking them through her tools, she rarely touches them directly.
Personality: A young maiden who loves love and hates lies. Indeed, her madness takes the form of both a psychotic hatred of liars and traitors, and an unshakable belief that her Master is the reincarnation of her past love Anchin. Despite this, as long as she is treated with honesty she will act with the calm disposition of the ideal Japanese wife, and genuinely love her Master. Anyone percieved as a love rival will be eliminated, however.
Stats:
Strength: D
Endurance: D
Agility: B
Mana: D
Luck: E
Noble Phantasm: EX
Class Skills: Mad Enhancement (EX)
Personal Skills:
Morph (C)
Stalking (B): Through observing others with the intensity of a young maiden in love, Kiyohime is able to understand their weaknesses and make them easier to pursue... But her target is made to feel on edge, knowing that something is watching them and leading them to prepare themselves for a fight.
Flame-Coloured Kiss (A): With the promise of intimacy from her beloved Master, Kiyohime douses herself in the (literal) flames of her passion, empowering her dragonfire and cleansing away any negative effects imbued upon her.
Noble Phantasm(s): Transforming, Flame-Emitting Meditation: Tenshin Kasyou Zanmai Achieving Acala's Samadhi (EX) (Anti-Personnel (Self)): The act of Kiyohime transforming into a dragon like in her legend. Even without invoking the name of this Noble Phantasm, Kiyohime is able to emit balls of flame as an attack, but by calling the name she transforms into a giant fire-breathing serpent. Her draconic body is able to constrict and crush a single target, whilst her fiery breath spews forth with such intensity that it is able to easily reduce metal to molten slag. Due to being summoned in Japan, she is able to unlock the full power of her Noble Phantasm with the additional technique "Dojoji Bell, Method 108"; with this she summons the great brass bell from her legend and traps her opponent inside, before superheating it with her dragonbreath to roast them alive.
Changes: Due to being summoned in Japan, all of her stats except Luck and Noble Phantasm have recieved a rank-up.
Personality: Ritsuka is somewhat self-conscious, not only due to being from a younger mage family but also due to her clumsiness as a child. Despite this, she's a hard worker who is serious about participating in the Grail War, not only to aid her allies but to maybe bring some measure of prestige to the Fujimaru family. She's always happy to help those in need, even if she's not completely selfless, and tends to be pretty humble compared to those from other, older mage families. Aside from her self-consciousness, Ritsuka's main weakness is cute girls. She really likes cute girls, and finds it almost impossible to say no to a pretty face.
Skills: Due to being from a younger mage family and thus not sharing some of the superstitions of older lineages, Ritsuka is comfortable using modern technology. She's not an expert at it or anything, but compared to more traditionalist mages she may as well be one. She also thinks she's a pretty good cook, although this isn't exactly accurate; her cooking is phenomenal and it's hard to believe someone of her age can cook so well.
Abilities: A fire-element mage with an average number of average magic circuits, in terms of magical ability Ritsuka is simply... Average. As she comes from a more recently established mage family, she has to work hard to make up for lacking the power of older lineages and for her magic crest being relatively young. The Fujimaru family are noted to be rather skilled with supportive magecraft despite their youth, and as such Ritsuka specializes in healing and reinforcement magecraft alongside some basic fire spells. Due to her family's links with the Tohsakas, she is also able to use the Gandr spell, although it's rather weak and can only really be used to momentarily stun a human opponent.
Short History: The daughter of a family of mages allied with the Tohsakas; despite the Fujimarus being a younger and less distinguished lineage, with the decline of other mage families in Fuyuki they have been called upon to aid in this new Holy Grail War. Unfortunately, due to the current master of the family being old and infirm, his daughter has been sent in his place. Whilst young, Ritsuka was rather clumsy, and often made a mess of what she was trying to do, and thus the other children nicknamed her "Gudako"; even as she grew up and became more competent the name has stuck, and by this point Ritsuka has given up on any hopes of it ever being shaken off and just accepts it.
Personality:"To gaze into his eyes is to know the real meaning of suffering..." Tristan is the embodiment of the sadness and longing that come with tragic love stories. His life story both before joining and after leaving the King of Knights' court is the subject of a lot of contention, however the fact remains that the "Child of Sadness" is as beautiful as he's downcast. Even with all that happened in his past, Tristan still remains loyal to his vows as a knight and to his burning love for Iseult. If his master is righteous and just, he'll dedicate his whole being to their cause, but even they'll be spared no mercy if their nature is fundamentally wicked. However, his whole reasoning is shaken when it comes to females, if his master turns out to be a woman, Tristan's dedication will be manifolds greater, to the point that he'd willingly walk into a trap to rescue them if need be.
Stats:
Strength: B
Endurance: B
Agility: A
Mana: B
Luck: E
Noble Phantasm: A
Class Skills:
Magic Resistance: B
Independent Action: B
Personal Skills:
Harp of Healing C: Musical performance that make use of the bowstring in his Noble Phantasm. Suppresses allies mental disturbance, while opponents lost their fighting spirit.
Unblessed Birth B: To be born of ill fate. He was called Tristan, the child of sorrow; for grief follows him so ever since his birth. By means of his singing voice, filled with lamentation, it provides additional bonus to his musical performance.
Admonishment of the King of Knights B:"The king understands not of human heart-----" The decisive trauma that was engraved on the King of Knights. In the legend, it was a severely heart rending admonition. And yet the Knights of the Round Table, summoned as Servants, unanimously declare so: "Nay. We truly know not what manner of thing you are guilty of." The words he left at the very end was an excessively cruel remark; Tristan himself severely regrets uttering those words. In essence Tristan's words and melodies are like a sharp blade, delivering a blunt truth that others may not be willing to acknowledge and causing their resolve to be shaken. Even after being summoned as a Servant, Tristan has to keep tabs of the words he speaks otherwise he could easily cause an incident similar to the one involving the King of Knights, his uncle, King Mark, and even his beloved Iseult. Truly an accursed gift of "hitting where it hurts" regardless of meaning it or not.
Weakness (Poison) D: In the legend, numerous times he was weakened by poison, driven almost to death. Due to that, his resistance against poison is lowered to an extent.
Noble Phantasm(s):
Name: Failnaught: Fantasia of Lamentation
Type: Anti-Army
Rank: A+
Range: 5~100
Max. Targets: 10 people Tristan’s bow was called a “bow that always hit its target”… but the form of this Noble Phantasm is nothing but a mere “string”. He used the string of his favorite harp, and he flicks off the air by shaking this string, firing what should be called a vacuum arrow. Because the velocity of the arrow, the bow’s angle adjustments, and above all, the loading speed of its arrows are all unusual, it is almost impossible to avoid the entire bullet, no matter how fast the hero is that excels in speed. It seems that the only ways for one to oppose this is by jumping dimensions, move one’s body outside of its range, and so forth. For the different ways to use this string, Tristan can take up tactics such as tearing up, slicing up and tying down the opponent. Furthermore, if there is a location that is an obstacle, such as a forest, etc., he can insert traps like “foot entanglements (snares)”, and so forth. The instant a foot takes one step onto the mysterious vacuum trap that was laying there, the enemy floats into midair and is chopped up into pieces.
Personality: A true genius with a penchant for behaving in an aloof, almost robotic, way. While this isn't a trait very uncommon among those who attend the Atlas Temple for their whole lives; there are exceptional cases such as hers, even among them. Othis is one such case, surpassing the expectations of being a tool for Atlas' advancement, while forfeiting most of the basic traits of what makes someone human. She's basically a computation device in the shape of human being, whose few non-magecraft related interests revolve around the only activities she allowed herself to enjoy as a pastime, reading and problem-solving —especially those of the geometric nature.
Skills: Much like many of Atlas' personnel Othis is an adept practitioner of Thought Partition and Thought Acceleration, allowing her to absorb and process information at an inhumanly fast pace. In addition to that she's also quite knowledgeable at a number of subjects both mundane and esoteric in nature. She's also, pretty good at baking and coffee brewing. After all, knowing how to make a good coffee is a talent that's very handy to have when you are used to long hours of study.
Abilities: As far as magic circuits quantity go, Othis is a pretty good example of what happens when one negates bloodline purity for too long. That said, having a pitifully low number of magic circuits is no problem for an Atlas Alchemist, whose greatest forte is Mystic Code operation. That said, the few that Othis has are enough for her to make use of a variation of Gradation Air focused on decomposition and understanding of the inner structures of objects. Othis isn't able to employ any meaningful form of projection since she just doesn't have enough mana output for that, but she's very capable of analyzing the base nature of everything with a mere sight, a talent that can pretty much be called "Mystic Eyes of Scanning" though in truth it's more like the masterful eyes of an ancient mathematician an engineer. One example of its usage is being able to instantly assess the atomic composition, molecular structure, age and physical weaknesses (crystallographic defects, cracks, etc.) of an item up to the size of a classical age human sculpture, meaning that large or complex structures need to be broken down in parts and or disassembled befoe she can analyze them. It can also be very useful for comprehending abstract concepts such as mathematical formulae and functions, though Othis still has to process the information on her own. She also has access to two Mystic Codes. The first is a Orichalcum(Brass) Gauntlet that acts as an amplifier and control unit to metallurgic magecraft and electricity based attacks. It's collapsible to the size of a common bracelet so that Othis can have it with her the whole time. And the second, a harness made of the same material that wraps around her waist, back, and torso, whose primary function is collecting spiritrons from the nearby environment and convert them into usable magic energy. Additionally, it also works as defensive armor (albeit not a very powerful one) and can deploy up to two pairs of extension limbs that very useful when you need to work on more tasks at once than the number of hands you have.
Short History: As a child born and raised to a family that spent perhaps too many generations in the bowels of the Titan's Pit, Othis doesn't have much in the way of exciting events on her backstory. Well, one can say that being raised in the place where the most wondrous, and terrific, artifacts of the current world of Magecraft are created is a pretty unconventional backstory in and of itself, but when you get used to seeing fantastical things on a daily basis, it's easy to take them for granted. The most uncommon fact to ever happen on Othis' life is the fact that was one of the few attendees to ever be allowed to leave the premises of Atlas, being considered a promising yet not vital, apprentice, it easy for the Directors to task her to deal with the contract that somehow found its way either to the Tohsaka's hands or to one of their alies.
Personality: A reserved and serious girl, Miyako is dedicated both to the advancement of her family's craft as well as her duties to the Tachibana shrine. This isn't to say that she's without any drives of her own, but she tends to consider her duties before her own desires. She is a fairly polite girl, and is friendly, as well. Miyako generally tries to treat others with kindess, something some magi may not consider as particularly valuable. But this is due to her nature as a shrine maiden as well as a magus. Receiving others with politeness is simply a part of her duty. Of course, if pushed enough, she can sometimes before exasperated and confused, but generally speaking she remains polite and friendly towards others.
Skills: In terms of skills, Miyako posseses nothing particularly notable beyond the average person.
Abilities: Miyako's affinity is for air, and her magecraft combines many traits of onmyodo as well as the western variants of the practice. As a result, one of her specialties is in the exorcism of evil spirits, the removal of dark entities. While her skill in this area is far beyond her years, naturally there is nothing that can be done when it comes to a Servant. Additionally, she is highly capable when it comes to the deployment of bounded fields. One particular field she deploys is one designed to hinder movement by use of incredibly powerful air pressure, slamming her enemies against the ground. By affixing ofuda to a surface, she can also cause it to produce a jet of air. This can be used as a trap, or to push objectss around.
Brief Backstory: The child of a magus family with its origins traced back to onmyouji prior to the Meiji Restoration, Miyako's brand of magecraft is clearly heavily influenced by these origins. In spite of her young age, her dedication to her family's duties and her current status as the only able-bodied member of the Tachibana family remaining alive lead her to become the representative of her bloodline in the Tohsaka faction of this Holy Grail War.
Personality: Contrary to the expectations of his class, Assassin is a man with a powerful sense of justice and an earnest bearing. He loves the world and loves people, but hates what people do to each other. Although he has been summoned for a Holy Grail War, his first priority is not to fight for his own wish, but to determine who has the greatest right to make theirs. This is because Assassin doesn't consider himself to be a heroic figure at all, especially not in this class. His aspect in the Assassin class is that of a traitor who murdered a man that treated him like a son, only to see everything he worked for be for naught. His pride as a hero is undoubtedly damaged, but that doesn't mean his idealistic spirit has been tarnished. He is the very definition of a hero who stays true to their cause until the very end. If it's for the sake of even a single person, he'll give his all. Well-meaning and principled to a fault, what Assassin really wants is to be a hero properly this time.
As an aside, given his strong association with betrayal, Assassin would rather not admit his True Name, especially in a scenario like this. Even if he is ultimately a trustworthy person, the adage about the bridge builder and the goat applies here.
Stats:
Strength: C
Endurance: C
Agility: B
Mana: D
Luck: A
Noble Phantasm: D+
Class Skills:
Presence Concealment: - The Presence Concealment skill has been lost due to the 'Espionage' skill.
Personal Skills:
Espionage: B Ability to alter the status of one's presence rather than erase it. At this rank, it is extremely difficult to detect hostility. However, the instant Assassin attacks directly, this skill loses its effect.
Assassin does not possess anecdotes of stealth. During his sole feat of assassination, he simply acted in the capacity of a politician until it was time to enact his betrayal and it was evident that his target did not seem to suspect him as being a part of the conspiracy.
Proof of Friendship: B+ Ability to suppress the opponent's fighting spirit to start a dialogue. Ineffective on those who possess a mental pollution skill of B Rank or higher. Also grants plus modification to constructing temporary alliances. In addition, against those who have fought Assassin before but failed to defeat him, this skill is treated as Rank Up.
Anecdotes from Assassin's life detail him establishing rapport with his enemies through his sterling reputation and virtuousness. One story from the Liberator's Civil War describes him as freeing soldiers he'd captured only for them to join his army voluntarily. Another story describes him as dismissing the captives taken from a certain city, only for them to convince the city to entrust itself to his benevolent occupation.
Wailing Facade: B During combat one is clad in the shell (armor) of anti-heroes. While this skill is active, bonus modifiers are applied to combat ability.
The assassination of Julius Caesar is the result of planning and action undertaken by multiple individuals, many of whom have faded into obscurity, rather than just Assassin himself. In addition, many of these individuals only agreed to cooperate because of Assassin's reputation; if he were not the leader, their number would be much smaller. This skill stems from the gestalt of these facts and is closely tied to his Noble Phantasm. It wouldn't be wrong to say that Assassin has become one with his conspiracy, or that his cohorts support him even in death.
Innovation (False) - Liberatores: C Counterfeit version of a skill granted to heroes who brought about revolutions in their eras. The version possessed by Assassin is Liberatores, which refers to the name of the conspiracy by which Assassin would change his era. Inflicts demerits on the abilities of opponents based on the height of their rank in skills associated with rulership, and their nature as a leader who treats their subjects unjustly. Rather than a skill for strengthening opposition to tyranny, it is a skill that targets tyranny at its source. At the same time, if the opponent is one that opposes tyranny as well, Assassin's Skills and Noble Phantasm suffer a demerit accordingly.
The innovation intended by Assassin's actions in life was the liberation of the Roman people from tyranny, and the ability of this skill relates to this desire as well as the method it was enacted. However his actions failed to bring about his intended change and instead precipitated a different upheaval of the status quo: the rise of the Roman Empire over the Roman Republic. Thus, Assassin has acquired the false version of this skill.
Noble Phantasm(s):
Sic Semper Tyrannis: Thus Always I Bring Death to Tyrants Rank: D+ Type: Anti-Unit, Anti-Tyrant Range: 1-10 Maximum number of targets: 1
A Noble Phantasm that embodies the Ides of March.
When this Noble Phantasm is activated, the shell granted by Wailing Facade is converted into pure offensive power and used to fuel an attack that strikes with the concept of "traitorous conspiracy". Damage inflicted starts at B Rank and is increased based on the attack power of the target's allies currently on the battlefield. On the condition that the opponent is a tyrant, damage calculation is bypassed and it inflicts an instant kill. Regardless of the means used to convey this Noble Phantasm, the damage always manifests as twenty-three stab wounds.
This Noble Phantasm is not a object or even a technique, but rather something similar to a curse that augments the attack used to convey its effects. Because of this, defense is based on resistance to curses rather than resistance to physical damage.
After this Noble Phantasm has been used, Wailing Facade (and by extension Sic Semper Tyrannis) is sealed until the magical energy expended to activate Sic Semper Tyrannis has been recovered completely. This is because the Liberatores conspiracy was only intended to kill one man before becoming obsolete.
Incidentally, although the eponymous phrase is often prescribed to Assassin, there is no evidence that he said it following the assassination.
Changes: N/A
Name: Matou Tsugumi
Gender: Female
Age: 19
Personality: Tsugumi is someone who rolls with the punches well. She's well-accustomed to sacrifice and has developed thick skin as a result of her magecraft training. Although she's often in a rotten, bitter mood, she rarely takes it out on others. She often has a hard time asking for help, and an even harder time giving up on something she's invested herself in. Her unbreakable will to endure evokes a similar, though altogether more pure, version of her ancestor's, and she isn't sure if she's okay with how similar that makes them.
With her tolerance for unpleasantness, it's no surprise that she's easygoing in manner, but her mellowness shouldn't be mistaken for laxness or careless. She hasn't relaxed a day in her life and her tenseness could break a masseuse's fingers. Fortunately with the death of Matou Zouken, she's become a bit less tense, but has made up for it in worry and aimlessness. She's definitely not leadership material, but she's a very good partner to have on side. She listens well, helps where she can, and generally acts nicely in her own tired way.
Skills:
Multitasking As a result of her experience operating many familiars at once, Tsugumi has become very capable of balancing multiple mental tasks at once. Since she doesn't task her dexterity often, she has a bit more trouble with performing multiple physical tasks, however.
Abilities:
Absorption Attribute of the Matou family, which allows Tsugumi to dye her magecraft with the eponymous concept. The concept grants her magecraft the ability to break down matter and energy on contact, take it in, and convert it into magical energy for various purposes. Applications include things such as increasing the size of her familiars, resupplying her magical reserves, and its most potent use, simple destruction via concept rather than direct damage. At the same time, because of this attribute, it is impossible to use curses without ensuring self-destruction.
Familiar Magecraft Specialty of the Matou family and personal specialty of Tsugumi's as well. As a result, her familiar mastery boasts high efficiency, precision and versatility. With her expertise, she can forcibly evolve her crest worms into blade wing worms, conglomerate them into visual and tactile replicas of various things, and even fill corpses to create puppets with the abilities of the original. However, she doesn't possess a heart worm nor the time or knowledge to create one. Due to the death of the family patriarch, Tsugumi has jurisdiction over all the crest worms in the Fuyuki area, as well as those integrated in her body.
General Magecraft The basics every mage is expected to know. Her familiar-related fundamentals are top-class, as one might expect.
Water Magecraft Elemental affinity of the Matou family and the least developed tool in Tsugumi's arsenal. Beyond basic applications, she possesses one notable spell: a bounded field that rapidly fills itself with water to drown or flush out unwanted entities. Needless to say, she doesn't use this skillset in direct combat.
Short History: Tsugumi is the last magus of the Matou family. Despite the creeping decay that had stagnated their lineage, she was born with a number of functional circuits after Zouken's last gambit to produce a suitable heir bore fruit. While a magical child in a stagnant bloodline would be a fortunate occurrence, her birth into the Matou clan consigned her to a life of hardship and indignity as little more than a tool for her ancestor's ambitions. She was raised almost entirely by Matou Zouken, with her parents having been allowed to flee the household once the worm had no use for them.
For the majority of her life, she followed the schedule set out by her grandfather. By day she would live as any other youth would. She would make friends, then lose most of them because of her awkwardness and lack of availability, and would barely pass high school on account of sleep deprivation and poor study habits. This was fine; she wasn't supposed to live normally anyway. By night, she would study and practice magecraft in preparation for the upcoming Fourth Holy Grail War. With the timer on Zouken's soul running out, he knew the next war would likely be his last. This time, he was not simply content with throwing his last chance at the Grail into the pit and letting the worms sort her out. In addition to implanting the Crest Worms into her, Zouken taught Tsugumi the family magecraft in the traditional fashion.
After years of this cycle, the Einzberns initiated their ploy to secure the Grail once and for all. Fortunately for the Matou, they had the Tohsaka and their imperfect Jeweled Sword. And fortunately for the Tohsaka, they had Zouken. Together, the remaining founding families resupplied the Holy Grail to call forth seven Servants of their own. However, it was during this process that the Jeweled Sword shattered under the strain, destroying Matou Zouken's heart worm and ending his life.
With the demise of her ancestor, Tsugumi has found her life bereft of the suffering he had imposed upon her, but also without the direction. Now Matou Tsugumi finds herself at a loss, even as she answers the Tohsaka's call to arms. The Holy Grail she's spent her life preparing to seize is closer than ever before, but the wish she desires is further than ever before.
Castor: Oddly enough, Castor is the more serious of the two Dioscuri, a fact that originated from her more vulnerable mortality which pushed her to train and gain skills far beyond what her statue would suggest. In life prior to Pollux’s sharing of divinity with her, she was the twin who had the most danger posed to her, but all the same faced every adversity and challenge without complaint, and as a hero took what she wanted when she wanted to alongside her twin’s own sense of heroic greed. Her seriousness most often applied to battle and the formation/implementation of plans, though as a heroic spirit like her brother she too put her all into what she does, and does so with an excited smile on her face especially in battle. This being said, she does have her own “soft” side, usually when it comes to animals like horses and such. Albeit, she does not like being treated like a small child all the time, a small thing that can add to her frustration.
Ironically, between her and her twin she has the greatest appetite when it comes to food and is the biggest flirt when it comes to girls she finds cute or pretty....or even with guys she has taken a liking to otherwise. She loves her sisters and her twin greatly, and to hear them insulted or worse is to earn her ire in some form or another. Indeed, to be left without Pollux is to her a fate worse than death as well. Though even in death, she had attempted to calm her grieving twin to get him to move on for his sake, a thing she feels was slightly selfish considering she knew how “Polly” (as she affectionately nicknamed him) would inevitably react to things.
Pollux: Pollux is the type of guy who at first glance seems the most relaxed of the Dioscuri, the most laid-back on average and willing to crack a joke or “open a cold one with the boys” and enjoy some jolly camaraderie with his allies. Albeit he has a notable competitive streak in regards to his personality, and enjoys competitions and challenges quite a bit a result. That being said, he is the type who also takes battle and serious situations in fact seriously, though his jovial self and competitive nature aren’t always utterly lost in these instances depending on what’s happening. As a heroic spirit he puts his pride and self on the line in battle to its fullest, and got to where he was through hard work and adventures. Though as a twin and sibling he carries within him a great love of his sisters and especially his twin Castor. Indeed, one could call him “the heart” of the twins at his core, one reason he held a grudge against his cousins alongside his twin in life, and also the reason he couldn’t imagine being separated from Castor by death and thus wished to join her side always. Incidentally, he doesn’t mind donning male or female fashions when it comes to casual clothes.
Stats (Castor):
Strength: C
Endurance: C
Agility: A
Mana: C
Luck: C
Stats (Pollux):
Strength: B
Endurance: C
Agility: C
Mana: B
Luck: C
Both:
Noble Phantasm: A
Weapons: Each of them has a non-Noble Phantasm sword and a non-Noble Phantasm spear they can use
Class Skills:
Riding: A+ Is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that dragon type mounts are an exception, requiring a different ability other than Riding. All vehicles (including ships) and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Magic Resistance: B -Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
Personal Skills:
Divinity: A -Due to the splitting of Pollux’s immortality with Castor in their legend, and their rising to the status of gods after death, the rank of this skill is at “A” and applies to both of them.
Combination: A -Is a Skill that displays how much one's combat power increases when on a united front with a specific person.
Castor and Pollux were always there for each other, twins to the end, working together, fighting together, even dying together, and due to this they can virtually (if not literally due to one of their NP's synergizees with this) read each other’s minds when it comes to working together as servants even if not in line of sight with each other.
Pankration: A++ -The Ancient Greek form of mixed martial arts whose name literally means “all of power”, it incorporated boxing and wrestling techniques and other moves, and whilst both possess these skills Pollux showed the extent of the two’s skills by being compared to Heracles’ own might/skill in this area, and further during a bout he killed King Amykos (a son of Poseidon and a nymph) who ruled the mythical Bebryces people of the east.
Animal Dialogue: D++ -When it comes to equines and creatures of the sea, Pollux more than admits that Castor is the expert at these matters, though this skill like their others applies to both of them. Communication of even complex matters with these sorts of creatures is made wholly possible by raising the intelligence of the animals in question for a temporary time.
Mana Burst (Plasma): A -A form of mana burst that, with the infusion of the user's magical energy into something, imparts said "something" with red-hot plasma and superheats it and causes it to crackle with blue or purple electricity-like (in appearance only) energies over its surface. For some objects, those that are non-NP's and things that aren't generic servant weapons that is, this infusion is normally destructive to the object in question unless it can tolerate being literally infused with plasma.
Noble Phantasm(s):
Name: Gemini, ”The Starry Eternal Bond: Strike The Heavens and Pierce The Earth”
Rank: A+
Type: Anti-Unit
Appearance/Description: A Noble Phantasm that applies to both of them as the single servant they compose. In their lives, Castor and Pollux were inseparable, though when Castor was dying it devastated Pollux so much that he asked Zeus (his father) to share his immortality/divinity with Castor so they would never be apart and could die together. It was this that brought on one of the few kind acts of the gods, as Zeus did this and put them up in the stars as the constellation Gemini.
This Noble Phantasm embodies their powerful bond that passed beyond the veil of life and even through death. However, Gemini as a constellation also has other ties, including its own meteor shower called “Geminids”. Further associated to this constellation is Castor being pictured holding an arrow as part of the constellation, and this being related to an epithet of the twins’ life where Zeus killed Idas with a lightning bolt he threw from Olympus to save Pollux.
In the end, the constellation’s own nature and epithets connected to the twins themselves have shaped Gemini into a Noble Phantasm of mighty power, one which can rain down mighty power from the heavens. A single powerful meteor strike, cracking with energy and lightning, is fired off at such incredible speeds it in action looks like a celestial laser beam fired from the heavens. Either or both Castor and Pollux can activate this Noble Phantasm by calling its name, allowing up to two independent instances of this to be used at once if both are manifested.
Name: Aníkitos Mazí (or “invincible together”), “As One We Are Unbeaten”
Rank: B
Type: Anti-Unit (Self)
Appearance/Description: With his shared divinity with Castor on the part of Castor, and legend about one or the other being alive at the time, a unique Noble Phantasm has arisen from this that applies to both of the twins. It combines them into essentially one servant, allowing one of them to manifest at a time or allowing both to manifest at once. In the case only one is manifested, their parameters remain normally intact. In the case of both manifesting, they receive a one-rank debuff to all of their base parameters, but can in exchange are able to use their other NP's independently at the same times for extra Noble Phantasm usage.
Further, when one is "stored" away they can still communicate with the manifested twin within said twin's mind. When both are manifested, this becomes a sort of telepathic communication between the two facilitated by the "Combination" skill as well.
Name: Horseman Gods, “Riding Upon The Ocean’s Grey Waves”
Rank: A
Type: Anti-Army
Appearance: A pair of beautiful, white, divine horses, which having an almost water-like sheen to their bodies. These mounts are the crystallization of Castor and Pollux’s divine power, of their enshrinement as gods after death, and also were noted as being their mounts in depictions of the two. They have glorious golden bridles on them and polished leather saddles as well.
Description: The mounts of the Dioscuri, which each or both can summon to ride upon at great speeds (and dismiss) without having to activate this Noble Phantasm proper. These horses can also walk upon water without issue. However, when this Noble Phantasm is activated, the horses are surrounded by an corona of energy that is water-like in its physical composition. As they charge onward, this corona of water-like magical energy damages and harms all that gets in its path.
Changes: Castor is female, as in this version the fact her and Pollux are “twins” caused confusion that they were of the same sex as well. In reality, this thought of them “being the same sex” is not the actual case, as Castor is female and Pollux is male.
Further, as a fun side note, women swore by Castor’s name in the comedies of Plautus, and men by the name of Pollux in the same comedies, leaving some interpretation as to why that was made the case as well.