Norway’s Strongest Man, Underworld Robber
Thorstein “Mansion-Might”
Status
Class: Archer
Alignment: Runaway Neutral
Attribute: Earth
Height: Bigger Than You
Weight: 143 kg
Sources: “The Story of Thorstein Mansion-Might”, “The Saga of Thorstein Vikingsson”
Region: Northern Europe (Norway, Iceland)
Likes: Adventures, showing off, Jesus
Dislikes: Stupidity, insults toward friends
Talents: The skills necessary for a hero
Image Color: White and steel gray
Armaments: He possesses a bag full of normal — if hefty and surprisingly well-rounded — stones. He also happens to carry a black flint, a Mystic Code given to him by a dwarf he helped on his journeys, which grants invisibility.
Biographical
A hero of Northern Europe, hailing as far back as the seventh century. He was one called “the tallest and strongest man in Norway”, father of the relatively more famous Frithjof the Bold and protagonist of his own sagas.
Perhaps to be expected of such personage, he boasted the signs of an exceptional individual from an early age. The largest and greatest of his father’s sons, he was considered to far and away exceed his own King’s children — who tried to kill him in jealousy, only for him to evade their attempts again and again.
As a young adult, it is said that he ventured into the underworld for no other reason than “I felt like doing it, and I like journeys,” stole from its inhabitants and escaped without a single scratch, bringing with him the treasures of the dead to the land of the living.
Yet another tale speaks of his meeting with a dwarf, whose son had been stolen by a demonic eagle sent by Odin — only for Thorstein to take pity on the man and, without pause, hit the flying creature with a single stone and killing it so unceremoniously it baffled the mind. When the dwarf offered him many treasures in return, Thorstein simply replied that he was not in the habit of asking for rewards in return for showing off, and only at the dwarf’s insistence did he agree to take them.
A different one even tells of his encounter against pirate ghosts in a barrow moud, and his exorcism of the largest wraith — that of a giant — as a matter of course.
But his most notable adventure was doubtlessly the one wherein he made his way to the land of the giants and forged a priceless friendship with the one that would one day be its ruler. Being told that their people was under the rule of the king of Jötunheirm, he offered to accompany them to the feast he was celebrating, hidden, and helped them win every event and fend off the king — who was the largest and strongest of the giants — in a fight, lest his new friend be killed. Listening to his instructions, the giants he had befriended left the hall on the final day of the festivities as others stayed to celebrate, and Thorstein approached under the guise of a human servant to “amuse” the giants.
Utilizing the magical artifact given to him by the dwarf, he burned his friend’s enemies to death, and with prodigious strength and keen aim, he defeated the giant king in a single hit.
Summoned in the modern era for the sake of saving the world, he takes on the mantle of a friendly ranger once again — but there can be no doubt that, to his enemies, he will show cold and merciless eyes. He lives this second life with the philosophy of “no attachments,” and simply does as he sees fit.
Perhaps he can be called the epitome of a “simply unreasonable hero.”
Parameters
STR: B+
CON: B
AGI: C
MGI: C
LCK: A
Class Skills
Magic Resistance: B
Ability to negate or diminish the effects of magecraft cast on one’s person. Even while targeted by High Thaumaturgy and Greater Rituals, it is difficult for him to be affected.
Rather than simply an ability belonging to Archer’s existence alone, it can be said that the aegis that shields him from magecraft is, at least, partly due to the Servant’s tremendous faith.
Independent Action: A
Refers to the ability to act independently from the Master’s magical supply, as well as the ability to survive damage to the Spirit Core. Though support for the use of Noble Phantasms with high magical energy consumption is required, it is possible to survive in the world for an entire week without a Master.
Personal Skills
Natural Body: A
Refers to the possession of a perfect body from birth — even without training or recklessly ingesting calories, his shape does not change. As expected of this particular hero, he is beyond brawny no matter what. As a result, a plus modifier is endowed to his Strength parameter.
Archer was considered to be “the largest and strongest man in Norway” during his lifetime and beyond, and gained his sobriquet because he could neither pass through most doors or stand up in a house without hitting his head on the ceiling. Perhaps it is to be expected that the man that could compete with even giants in physical power possesses this skill.
Disengage: A
Ability to break off from the battlefield even in the midst of combat. Boasting the highest rank, it also offers the bonus effect of returning battle conditions to zero, recovering the full values of the skill following use and even releasing status ailments placed upon the Servant. A bonafide escape artist.
A skill befitting an idiot that entered the underworld, robbed it blind and escaped without a blemish to show for it even when all the souls of the departed and gods of death hounded his every step.
Projectiles (Stones): A+
Denotes proficiency with projectiles. In his case, it refers exclusively to the usage of stones as such.
Despite the Noble Phantasms he possessed, it is a point in his legend that he was the kind of monster able to hit and kill the demonic beast sent by Odin, as well as the Giant King later on, with nothing more than his keen aim and strong hand backing him, so it can be called something that has already exceeded humanity.
His skill in the craft is far and away enough to classify him as an Archer, and his precision is unquestionable. However, because of his habit of "showing off," he sometimes prefers to avoid dealing with the enemy quickly and instead awe the crowd with "spectacular trick-shooting."
. . .Well, at least nobody can say that he does not have a sense for aesthetics. By the way, one would expect this skill to be utilized in a traditional manner by means of "throwing," but in Archer's case, it is accomplished by. . .
Noble Phantasm
A Friend’s Most Sincere Gratitude, Propelling forth Death in One Shot
Dyrrsteinn
Rank: B+
Type: Anti-Unit, Anti-Army
Range: 1 - 50
Maximum Number of Targets: 51
Originally, a set of two gifts given to him by the dwarf whose child he saved — a stone and an accompanying poke used to actívate it. As a Servant, it appears that they have been condensed into a single Noble Phantasm.
The stone is triangular in shape, and although easily capable of fitting in Archer's palm, it should be obvious that anyone else will find it rather large. One side is white in color, and the other a fiery red, with a gold band separating them.
By poking each side, local laws are rewritten around the stone — the white brings about the cold of Niflheimr, whereas the red causes it to flare with the heat of Muspelheimr. In most circumstances, this simply results in Archer flinging it about as either a freezing or superheated projectile at his leisure, but should the True Name be released, a violent explosion of magical energy would occur.
...However, the most important secret dwells not in the stone, but in the club that serves as its own separate piece of an interlocking Noble Phantasm. The dwarf told Archer of a curse that would make the stone never miss its target so long as it was hit by said club — and such curse melded with the anecdotes of Archer's inhuman aim and deadly shots to give rise to an "assured hit" that bears a similar effect to a certain demonic lance.
Activated at Archer's discretion, it is a curse that interferes with causalty that makes avoidance impossible — "the poke has hit the stone" is effectively the same as saying "the stone has hit the target."
It is fundamentally an ability that only works when utilizing the poke on the stone specifically, but because of such restrictiveness, it is possible to say that in terms of power and efficiency, it stands on a league of its own. The only way to avoid it, much like with that accursed spear, is by means of a LCK check.
...Incidentally, the club itself resembles equipment used in a popular table sport of the modern age. Archer refers to it as "a trickshot to die for."
Mantle of an Unseen Hero
Dverghǫrgr
Rank: B
Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
The flint gifted to him by the same dwarf — perhaps it is not wrong to say Archer indeed acquired many precious Noble Phantasms from him.
Calling it "something that would offer Archer sanctuary," it is what he utilized to avoid giving himself away in the land of the giants, and it fulfilled its purpose to the point that even when Archer physically interfered in the festivities the circumstances threw him in, none were the wiser as to the fact someone else had acted at all — from restraining the legs of one in a fight to controlling the course of the ball in their games, he remained undetected throughout.
Fundamentally speaking, then, it is a Noble Phantasm used for obfuscation with similar functions to the secret possessed by the Green Man of Sherwood Forest, rendering Archer unseen to the physical senses.
It is a "secret weapon" that allows Archer to exhibit a shocking, Assassin-like behavior despite being a member of the proud Knight Classes. However, magical emanations remain unmasked, so it can be called a Noble Phantasm he would have only been able to use to its fullest potential in such a class to begin with.
While some would balk at the dishonorable conduct he presents in this situation, showing a marked preference toward ambush tactics and slaying the enemy before they can reitaliate, Archer himself only shrugs with a smile and calls it his own definition of "fulfilling the role of a ranger."