- To Who it may Concern... I am Eugene Coletrain, member of the Clocktower, and you are one of seven that is receiving this exact same letter. Your history, lifestyle, and various personality flaws have made you stand out amongst over one-hundred plus various figures we have looked at to solve a particular problem. Yes, you are a problem solver. Whether you cause the problem in the first place doesn't matter. You have the exact talents and history that we need. As such, you are invited by the Clocktower and it's higher ups to participate on our behalf, in a Grail War. You and six others will work side by side, go to the town of Ronda, Spain, and return home with the prize. You shall have your wishes, your desires, and we shall have a jolly laugh when its all over. The only problem, is that seven others are already participating in said grail war. But that shouldn't trouble you. - Sincerely, your new best friend.
Welcome to Ronda. A city built alongside towering cliffs that dip into oblivion, and bridges that snake along the sides and connect islands in the sky. Call it your new home away from home, or your tomb if you get careless. You have just been invited to help the Clocktower break into a Grail War in Progress as the newly minted 'Team Gold.' Your goal is to team up with your new teammates, take down a divided group of fighters already in progress, and enjoy the prizes that come with it. And then maybe kill each other at the end...
SPOTS WILL BE SELECTED ON THE QUALITY OF THE CAST, RATHER THAN FIRST COME FIRST SERVE! _______________________________________ Rules 1 - Don’t Godmod 2 - Be a decent person. If you have a problem with another player, you are invited to tell a GM. We’ll do what we can. 3 - There will be only Seven Master slots. And Seven Servant slots. 4 - There is one Super-Servant on the side of the player characters. (Don't ask for this one. We were contacted earlier about it, and we already picked who is getting that spot. They know who they are.) Every other Servant is a Middle-Upper Tier level. (Think Diarmuid to Cu Chulainn)
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Name:
Title(s):
Class: I have listed all options for your convenience; The Knight Classes(Saber, Archer, Lancer) and the Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Attribute: This will be given to you upon approval.
Era: The time they were alive during. This may be the Age of Gods(Before Christs birth) or the Age of Man(After Christs birth) You may put precise birth and death dates as well.
Personality: Feel free to fill in as you please. Make sure to include why they answered the summons of the Holy Grail- what wish do they desire?
Character Objectives: What your Servant wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include vanquishing evil(primary), or enjoying the modern world(secondary). These objectives should not include your characters wish, or achieving victory within the Grail War in itself. Finally add a few meta objectives you have for this Servant. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
Appearance: This is what your character looks like; describe armor in Noble Phantasm's if it's special. Unless stated otherwise pictures will be what your character looks like, exactly. If you have a picture delete this section and throw it at the top of the sheet.
Bio: Heroic Spirit's biography. If you're too lazy to write one use Wikipedia or another website for this, but this is your Servant's legend. Any changes to their characterization should be covered in this(King Arthur as a girl). For Servants, this is a relatively unimportant section.
Weapon: Some Servants may use non Noble Phantasm weapons in combat. Usually this should only be one or two things as appropriate.
Parameters:
Strength: Damage. A rank STR means one attack can destroy a small house.
Endurance: Damage one can take. How much HP one has.
Agility: Dexterity or reaction time.
Mana: How much Prana one can handle.
Luck: Ability to defy fate.
Class Skills: For all skills. Please do not just put name and rank. Give an explanation of what it does. Your class skills are listed by class elsewhere. Use anecdotes, feats, and themes to gauge where this should be. Please remember that class skills are specific to class. Fate/Grand Orders system for class skills will not be used here. Reference the opening post for listed class skills if you do not know them.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend. Three maximum. Exceptional circumstances may bend this rule, however Personal Skills exist to create a themed servant so keep that in mind.
Noble Phantasm: Limit two. Exceptional circumstances may bend this rule, however Noble Phantasms exist to create a themed servant so keep that in mind.
Name:
Title: Kanji name. Usually an explanation like "Sword of Promised Victory."
Rank: E-EX. Plus modifiers are possible
NP Type:
Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range. That means Via Expugnatio cannot attack you if your range is 1 from it.
Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification.
Description: What does it do? A paragraph for fluff and a paragraph for what it "does" is usually best. However I will trust you in the formatting. Try to be somewhat original here- Iskander is a really cool guy, so don't make Iskander 2, no one can do that.
Name:
Title(s):
Appearance: (This is what your character looks like; a picture up top is also acceptable.)
Gender: (Duh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably around 200 years. Characters above 250 will not be accepted.)
Rank: (Your capability as a Magus in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: (What is your wish?)
Character Objectives: What your Masters wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include recovering magic crests(primary), or enjoying the company of a legendary hero(secondary). These objectives should not include your characters wish itself, or achieving victory in the war. Finally add a few meta objectives you have for this Master. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
Command Seal: (What will it look like when you summon your servant? Optional. Pictures are acceptable, just spoiler them.)
Personality: (A paragraph or so suffices. We want to leave room for development!)
Bio: (A few sentances, just a basic ideal. Include information on the family you're descended from. The more information on the family, the more its detailed, the more its coherent, the more justifiable having, say, an above average Magus is)
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Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work. Optional, as it's fluff for your character.)
Number of Magic Circuits: Number of circuits. Ranked A-E.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers may be requested, but don't include them on your initial sheet.
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Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Valid elements may shift with the culture of your magical foundation(ie Chinese Elements). Special elements beyond these are acceptable, but are under scrutiny. Additionally, you can list your Origin here if you want to bother with it.)
Magecraft: (Include all schools of magecraft you know, including General Magecraft(Things students at Clocktower would know). We assume they do not know the basics unless the basics are included as an example. If its not mentioned here it's assumed that particular type of magecraft is not something within their capabilities. Do not apply individual spells, but you can use them as examples.)
Crest: (Rough age of the crest, thus family. The magecraft within the crest is assumed to be in your magecraft section. List by generation; 40 years is assumed to be a generation in this case.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered around 3. This may shift depending on your Magus, though.)
Currently only the seven standard classes will be allowed at this time.
Knight of the sword, Saber. Magic Resistance Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery. Riding Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary.
Knight of the lance, Lancer. Magic Resistance Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Knight of the bow, Archer. Independent Action Enables action even if the Master dies or if the contract with the Master is terminated. It is possible to stay in the world for one day at rank C, and 2 days at rank B. At rank A, the Servant can continue existing even without the Master. Magic Resistance Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Mounted soldier, Rider. Riding Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary. Magic Resistance Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Magus, Caster. Item Construction Ability to create weapons having magic power. As one of the main uses of this, there is the creation of Mystic Codes. Territory Creation Ability to create a territory advantageous to oneself as a magus. The workshops of common magi are also included in as territories, but at rank A, it is possible to create a temple class territory exceeding that of a workshop.
Silent killer, Assassin. Presence Concealment Ability to cut off one's presence as a Servant. It is possible to hide oneself from enemy Servants.
Mad warrior, Berserker. Mad Enhancement Ability to increase the rank of each status in exchange for sanity. For each rank increase in Mad Enhance, the number of types of boosted parameters increase.
A rough measure of your talent as a magus by the Mages Association. This does not necessarily reflect your circuits, though having good ones will make being a powerful magus easier. Ranks can be inflated by prestige or politics rather than talent however. An example of a magus of this caliber is next to each Rank. Rank will be assigned by the GMs around the time of approval.
Grand: Crown (Touko Aozaki) Only a handful of Magi in the existence of the Association have ever reached this point. This is the height of Magecraft in the modern era, a level even the Lords of Clocktower are unlikely to reach. Put simply, monsters in the form of humans.
Brand: Color (Kayneth El-Melloi Archibald) The level of a talented Lord of Clocktower. A true prodigy is at this rank, someone who can revolutionize an entire field of magecraft just by existing. Around the absolute limit of someone like say, Rin Tohsaka. Those truly at the level of Brand in the Clocktower probably number in the couple hundred at most in its entire history.
Pride: Law (Nigel Sayward) Exceptional Magus. Only a handful of Magi in a families entire history may exist at this rank. In fact a family is quite lucky to have such a great magus as their head at all. The difference between "Pride" and "Brand" is like the difference between the Heavens and the Earth below it.
Fes: Festival (Norikata Emiya) A magus who has broken through the barrier that is 'my craft has matured and stabilized' and gotten past that important roadblock. A Fes is nothing to scoff at, if they received the rank from actual talent. In the history of their family, they will definitely be a noteworthy family head.
Cause: Open (Protagonist F/GO) A magus who has fully stabilized their magecraft and its foundation. While this could be considered average, it is genuinely a feat to reach this point at all. Someone at this level is a "matured magus".
Count: Eldest Child (Kiritsugu) Someone who uses magecraft at a level above a greenhorn, but has yet to stabilize their craft properly.
Frame: Youngest Child (Ayaka Sajyou) Someone totally new to magecraft. A bit above the likes of Emiya Shirou, who can barely practice magecraft. At this level it's probably more about theory then actual magecraft.
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Servant Ban List Heracles(Off Berserker), Gilgamesh, Nursery Rhyme, Ozymandias, joke Servants, or funny business Servants. Additionally, no Servant that would qualify for 'Grand' will be accepted at this time. Certain sheets or aspects of sheets may not be allowed for power balancing, though I expect this to be a rare occurrence. Double summon is inapplicable. Eastern Servants and Counter Heroes are allowed.
All Servants must be historic or mythological figures who were born before 1970AD. Figures before Gilgamesh are banned. Additionally, Gods (Full Gods like Quetzacotl) and such are not applicable. Humans, mixed bloods, machines, and animals qualify as Servants. Try to avoid composite skills where able.
Masters may not be able to fight a Servant defensively. Masters may be any rank, except Grand. (Just be reasonable.)
I'd like to reserve Assassin, I have two or three sheets available so if this doesn't work let me know.
Name: Reynard, the Fox
Title(s): None
Class: Assassin Gender: Male Attribute: This will be given to you upon approval. Era: 12th Century Alignment: Neutral Good
Personality: Reynad, like most foxes, is very playful and inquisitive. Being imparted with the multitude of knowledge and speech of humans he finds himself fascinated with the World. At the same time he's very intelligent and, if his master is also interesting, puts their will before his own. Cautious, earnest, and thoughtful are also terms that could describe Assassin.
Character Objectives:
Primary Objective: To win the Grail, to erase himself from the Throne of Heroes. As a mere Fox he doesn't like that he is forced to serve the humans who hunted, chased, and demonized him. While he admires humans and finds them good conversation he doesn't enjoy being a figurative slave to their collective will. He'd rather be put to rest and slumber in the great beyond.
Secondary Objective: Explore the world. Even if he doesn't like being chained to his position as Servant he admits its usefulness to see exotic things. New lands, wonders of technology, and interesting people. He considers it an 'afterlife vacation' in his own words.
Appearance:
Bio: Reynard was an unusual fox. Born with the ability of 'Tongues' he was able to understand all the creatures in the land. Birds, fish, and humans. The lattermost was the most clever and sparked the greatest conversation. Often times he'd slink into human settlements to speak with innocent children outside the perception of their blade-wielding parents. Months stretched into years and more than a few tales propagated about children disappearing into the woods, livestock being killed, and trinkets being stolen. All of these were mingled with the rumor of a "talking fox" and thus was birthed the tales of Reginhard.
These cautionary tales evolved and molded into the many tales of the anthropomorphic Fox and his fellow animals, always treating him as the villain. A deceiver that caused misfortune for other animals through his wiles, told to make the world distrustful of Foxes. Through the various years, this skepticism has remained and even strengthened. "Clever foxes" are never to be trusted after all. Thus, this nameless Fox was recorded into the Throne of Heroes against his will.
Weapon: Claws, Fangs, and Wit~
Parameters:
Strength: D Endurance: E Agility: A+ Mana: C Luck: B
Class Skills:
Presence Concealment: B A fox is an 'indirect' animal. It is patient, cunning, and always up to something beyond what humans can merely see. This worldly acceptance has granted Assassin an above average rank in this skill. It's an ability that hides one's presence as a Servant. It is possible to disappear and become extremely difficult to be detected by the five senses and magecraft, making it ideal for covert operations. The rank of Presence Concealment drops considerably when preparing to attack.
Personal Skills:
Innocent Monster: D A fox of legend that gave rise to the tale of "Reynard the Fox". In stories, he's classified as an anthropomorphic fox. This wasn't a case of him having an odd shape resembling humans but instead humans trying to fathom a fox that spoke their language and relate to him.
When speaking with the Fox any human's brain will naturally try to connect with the fox before them. A mental interference that correlates his words and inflection to facial expressions. If he's laughing one will imagine the Fox is smiling or he will be amused as if talking to a genuine human being. It's impossible to see Reynard as merely a Fox and will always attribute human traits to him.
This skill also offers a low rank of Shapeshift. Traditionally he can willingly change into the anthropomorphic for any length of time that he wants to adopt the form humans gave him. He can also use it to temporarily change into strictly humanoid forms. Since the form of "Man" is far from that of an animal like his true form he cannot maintain it very long, no longer than a few minutes at a time. Still, it allows for trickery and deceit befitting his legend.
Eloquence of Deceit: A
The uncanny ability to make any idea proposed, no matter how obscene, sound extremely plausible and appealing. This is true so long as the statements don't obviously contradict each other. An example would be "Diving off this cliff will save your life", in which such a statement diving off a cliff is obviously fatal and cannot save your life. A more reasonable example would be "Dancing on the edge of a cliff is said to bring you happiness". It is plausible but unlikely conventionally but still no matter the danger under the effects of this skill it will be accepted as a "good idea" or "revolutionary".
This is a mind-altering effect but can be resisted so long as one has the will to resist or has Mental protections B rank or higher. If one's well aware of the fact that Assassin is a trickster and one who spins the truth favorably these protections double in potency.
Innocence of the Wilds - C
The ability to appear harmless despite one's status as a predator. Hostility surrounding and coming from Assassin will be treated as zero unless he initiates an attack. Anyone he speaks to will automatically see him as "trustworthy" and "friendly" despite his status as foe to be slain. They can still be wary of him but are unable to see him as an enemy initially. Due to the stark contrast between Assassin and regular servants its hard to attribute the title "Servant" to him naturally and most will only see him as a rudimentary familiar.
Noble Phantasm(s):
Name: Maleperduis Title: The Burrow In which the Trickster Dwells Rank: B- NP Type: Anti-World, Anti-Unit (Self) Range: 1 Maximum Number of Targets: 1
Description: This noble Phantasm is not a physical burrow but instead it is the Mind of the Trickster itself, a place in which one can hide and retreat until a proper scheme has been hatched for them to be victorious.
Reynard has the ability at will, as a single-action, to retreat into his own clever consciousness. This goes beyond simply retreating into one's thoughts but instead drawing one's own physical form into this "Mindscape" and disallowing any but himself to observe him. In this fashion, he ceases to exist in the current dimension as the world has stopped observing him. Physically one could say he phases out of existence since his place in space is only dictated when observed. In contrast, since he's aware of himself, that he is an individual OF the World even if he's not observed he's able to take notice and gather information from the world outside himself.
This "Space of Mind" could be called a separate parallel dimension in which only the Mind of Reynard can dwell. So long as he's not observed he cannot be tangibly touched nor reacted to since he's not part of this reality. Upon allowing others to view him, to allow them into his mind through expression and words, he will once more "pop" back into existence. It doesn't allow him to teleport or move faster than he could move normally. Since its merely a thought process and not a complicated ritual or magecraft it's very efficient and it has an exceptionally low cost to perform.
It is possible to detect Reynard when he retreats within himself, but only through skills such as Clairvoyance or Divination when they're used to search for "The being known as Reynard". They must have a skill Rank above this Noble Phantasm to detect him and they cannot detect him passively, but instead they must be actively looking for that which doesn't exist. Once discovered it becomes much easier to keep track of him since the "trick" to his aloof nature has been undone.
Might need some editing, but here's the initial Berserker.
True Name: Rostam (White)
Gender: Male
Attribute:
Era: Age of the Gods
Area: Persia
Alignment: Lawful Mad
Weapon: Sword and Mace
Background:
One of the greatest heroes of Persia, born to a heroic legacy going back generations. Famous for various episodes, including killing a mad elephant single-handedly at a young age, going through seven labours to rescue his king from a demon, unknowingly killing his own son, and his legendary fight with the hero Esfandyar.
This, however, is not that Rostam. After defeating the White Demon, Rostam took its skull as a helmet. Naturally, the demon would extend its influence into corrupting the hero - but Rostam’s bravery and devotion to Ahura Mazda were enough to hold this off with little difficulty.
Within the Berserker class container, however, this corruption was able to take hold. Various anecdotes exist of Rostam acting in anger, both towards his own horse and his enemies, but this incarnation of Rostam is more than simply a berserk Rostam. Rather, this is an ‘inhuman’, fallen version of the hero.
Parameters:
STR: A+ ||| END: B+ ||| AGI: A ||| MAN: C ||| LCK: C
Class Skills
Demon Enhancement: A
A mutation of Mad Enhancement based on the influence of the White Demon, whose skull Rostam took as a helmet.
Rather than boosting Parameters, the very nature of one’s existence is changed, becoming a Monstrous Human. Physical capabilities and senses are increased beyond the abilities of humans, though they still cannot compare to that of a naturally born monster. As with Mad Enhancement, reasoning capabilities are lost almost completely.
Though the White Demon and Rostam were both intelligent beings, the dissonance between them has resulted in a complete suppression of personality, leaving a raging monstrosity that simply obeys the commands of its Master.
Personal Skills
Mana Burst (Storm): A
The storm magic of the White Demon, integrated into Rostam’s being. The ability to infuse mana into one’s body and weapons and expel it, creating an effect similar to a jet burst by using large amounts of Magical Energy.
In this case, winds are also created by the effect, and can be used as a ranged attack.
Eye of the Mind (False): B
A danger-avoidance ability based on intuition, gained through various struggles and journeys. Remains effective despite Rostam’s madness as it is honed to an instinct.
The skill of a hero able to intuit his way through various trials and fights with beasts and heroes alike.
Bravery: B+
An ability to avoid mental influences of various kinds that also increases the damage dealt to opponents. A skill allowing one to combat various raging beasts, even as a young child.
Fundamentally sealed by Demon Enhancement.
Noble Phantasms
Div-E Sepid White (Black)
D Rank Anti-Unit Range: 0-5 Maximum Targets:
The absolute darkness of Div-E Sepid’s cave, and the blindness it inflicted on others, though weakened considerably from its true use by the demon.
A darkness that spills endlessly from Rostam’s heart in increasing amounts; a method of inflicting blindness on one’s foes. It has no physical presence, but offers resistance when moved through. It obscures sight completely, but also somewhat reduces various other senses of those within it.
By stopping in one area for long enough, the darkness pools and creates a lair of shadows. Naturally, Rostam’s own senses are largely unhindered by it, so this area forms a perfect hunting ground for the Berserker.
It cannot be dissipated by wind or force, but light causes it to decay, and holy rites can nullify it entirely.
Babr-E Bayan Seven Labours
B Rank Anti-Unit (Self) Range: 0 Maximum Targets: 7
The Multiple-layered defensive coat of Rostam. A powerful defense that includes the skin of a dragon. In its initial form, its defensive abilities simply reduce all incoming damage, even from Noble Phantasms, by 30%.
Its true ability, however, is the capacity to grow with each victory Rostam claims. To a maximum of seven victories, equal to the number of trials he overcame while hunting the White Demon, Rostam can conceptually integrate the defensive capabilities of each foe he defeats.
As a Berserker, this ability takes the form of an automatic defensive ability with no invocation necessary. In addition, the integration of a defeated opponent’s defenses is automatic, though the case may be different for a sane Rostam.
@Seirei No Hai You can go Master and Servant. (We actively encourage people to do both, but we will make NPC masters for anybody who doesn't wish to play a master.)
Personality: His personality is cold and unforgiving. Although conversing with him may give the impression that he is indecisive and somewhat boring, in reality he is always deep in thought and has a loyal heart. He gives an impression of being cold and cruel because he believes that most things and events are “normal”, and therefore he does not interfere. Due to this characteristic, he does not really have negative emotions such as hatred and jealousy. Because his behaviors target people’s “true nature that should not be put to words”, he is disliked by many.
Karna’s strongest weapon was his ‘will’. Possessing a strong will and a strong heart, he was the Hero of Charity who had never resented a single person despite experiencing all kinds of misfortune. He was a man who had given things special than anyone else, but never once was treated special himself. Neither proud nor arrogant, he was a hero who merely carried out a way of life that would not shame the name of his father from the moment he was born to when he was finally shot down.
It's not that he's talkative but when summoned as an Archer, his tongue is a lot sharper compared to his other Rider and Lancer counterparts, inadvertently or not provoke people more as per his discernment without boast. Given that he is loyal to his master, he assures the best of his services, true to his legend and frankly speaks his mind to assure that his Master is in the same wavelength as him. The likelihood of having a sharper speech is because of the class he is summoned, as Lancer his words pierces the hearts of men but as an Archer, his words dig deeper in the soul.
Character Objectives: When asked about his wish, his answer is simply answering the summons to battle-- the call of the Holy Grail War and serve his Lord with loyalty.
Bio:
Karna was born from the daughter of a human king, Kunti, and the sun god, Surya. Kunti was the wife of the Kuru king Pandu, but he was under a curse that prevented him from producing children, so his queens each had no choice but other methods to bear children. Kunti was a woman who had a Mantra that allowed her to copulate with and bear the child of any god and, by those means, gave Pandu children, but before she became the king's wife, she tested the mantra and bore a single child. That child was Karna, the golden hero who was born from relations with the sun god Surya. Kunti was a determined woman and, afraid of her first birth and anxiety over whether the god would acknowledge his own child.
Surya heard Kunti's words and gave until the child, as he was born, his own power and attributes. As proof of being the son of Surya, he was given a golden armor and this is the source of the golden armor that made Karna invulnerable. Karna was born to become a great hero. Though she was shown such grace and faithfulness, Kunti abandoned her first son. For her, who was to become the queen of Kuru king Pandu, the existence of her son was nothing but unnecessary. This is how Karna, who was thrown away by his own mother, came to be ignorant of his own birth, but he lived with only the things he had been given by his father, the sun god Surya, held in his chest. Karna grew up with a low social status.
The form of Karna, who didn't know his own mother's face and who questioned whether his mother was motivated by dishonesty, couldn't be called beautiful. Though he possessed his father's brilliant authority, his form was stained black. His countenance was cruel, and his every action was violent. Because of his lack of human mother, he didn't learn the subtleties of human emotion and spent his days being considered a nuisance by the people around him. That was how Karna was raised, but he didn't hate his mother or his surroundings. Instead, he accepted everything. His mother and father were the ones who gave him life so he thought that no matter what kind of person his mother was, he did not hold contempt for her, as if there is anything he had to hate was himself alone. In contrast to his appearance, Karna was an exceedingly virtuous and perceptive child. Possibly the cause of that was because, while he was the child of a god, he was also a child without a single relative. Karna was blessed with the opportunity to question the poor, their lives, and their value. As a result, he chose, of his own free will, the path where he persisted in his own fastidiousness. He believed that as he was born with more than people should display a 'proof of my life' greater than those of people, if he doesn't do so, the people without power will not be rewarded. What Karna had was simply the conviction to live without bringing dishonor to his father's authority and without shaming the people who compensated him. "Though he may be relentless and ruthless, he is also full of majesty," is Karna's stance given form.
And Karna, who had grown to be a young man, participated in a conference of the Kuru family. At this conference, the five Pandava brothers indulged themselves in the martial arts they were so proud of and so famous for. The third son Arjuna's skill at the bow was especially magnificent, to the point that he was praised as having no equal. When the grounds were united as one voice looking for someone to equal the Pandavas, Karna leapt up to participate and displayed martial arts of the same rank as Arjuna's. Karna challenged Arjuna to determine which of them was superior. But to challenge Arjuna, a member of the royal family, one must be higher than a Kshatriya (military or royalty) and Karna seemed to be a Vaishya (merchant class) or a Shudra (a slave). Karna, whose challenge was refused due to the difference in status, became a laughingstock The one who saved Karna in this situation was the eldest of the one hundred princes of the Kaurava clan, who opposed the Pandavas, Duryodhana.] He became interested in Karna and made him a king at that place.
This is how Karna was saved from disgrace, but his foster father, who had heard of his promotion, appeared and established his origins. The five Pandava brothers further ridiculed Karna, who displayed martial arts superior to their own, saying, "The son of a charioteer should have a sense of shame." These words enraged Karna. If it were about himself, he would accept and be resigned to anything, but he would not allow insults toward his foster father. Even if it was a foster father who announced himself out of greed, to Karna, he was the father who raised him, who Karna should take pride in. The antagonism between Karna and the five Pandava brothers had become something he could not step back from, but sunset had come and the curtain was drawn on the conference. From then on, Karna, as the friend of Duryodhana, who saved him and treated him as a king, lived as a guest of honor of the one hundred princes of the Kaurava clan.
What awaited him beyond that was a cruel battle against the five Pandava brothers, and more specifically, against the great hero Arjuna. The antagonism between the Kauravas whom Karna entrusted his bow as a soldier and the Pandavas that Arjuna led intensified and finally became a war with their territory in the balance. That war is called the Kurukshetra War, and that is where Karna's life came to an end. Karna continued to wield his strength so that the one hundred Kaurava princes, and consequently Duryodhana, would be victorious. On the Pandava side, the only one who could oppose Karna was Arjuna, but even Arjuna could only be resigned to the fact that facing Karna directly was death.
And so, just before the final battle. Arjuna's father, Indra the Thunder God, who understood that Karna could not be persuaded, took the form of a Brahmin, contacts Karna, and takes his golden armor. Though Karna had lost the property of being unkillable that he received from his father, he never said he would stop proceeding to the battlefield. He did not care that when he had lost his golden armor he had hastened his own death.
It was not the fire of the sun that Karna carried nor the absolute brilliance of Surya; to Karna, the sun was the imperfect charm that humans displayed. Indra, who saw the divinity of Surya himself in that form, gave Karna his spear. He had taken from this noble hero something greater than his life. Unless he gave something as compensation, his honor would be stained; above all—he was charmed with him: if it were this man, he could wield the greatest spear, that Indra had not given even to his own son. After Karna sent off the Brahmin and having lost his armor (flesh), he headed to the battlefield, as thin as a ghost.
The final battle with Arjuna. Karna was already without allies; his charioteer, whom he trusted with his body, was already an enemy, in collusion with the Pandavas. He had a large number of heavy burdens, his feelings towards his younger half-brothers. Due to his curse, the wheel of Karna's chariot was stuck in a rut. The string of Arjuna's bow was drawn back to its limits. These brothers who, for a long time, were manipulated by an unseen destiny to compete for supremacy, could only in this moment strike one another with all their might and sure enough, Arjuna's bow shot down the sun. However, Karna did not hate anyone and accepted his death.
Weapon: Vijaya, The Bow of Guaranteed Victory
Parameters:
Strength: B
Endurance: C
Agility: B
Mana: B
Luck: D
NP: EX
Class Skills:
Independent Action: E Magic Resistance: C
Personal Skills: Discernment of the Poor: A
Divinity: A
Uncrowned Martial Arts: —
Mana Burst (Flames): A
Riding: A
Noble Phantasm:
Name: Vijaya: Vijayadhāri [O’ Father Grant Me Victory]
Title: ヴィジャヤ: 勝利の弓 (Vijaya: Bow of Guaranteed Victory) Rank: EX
NP Type: Anti-Unit
Range: -
Maximum Number of Targets: -
Description: A bow that grants assured victory.
Without its true-name invocation, Vijaya passively amplifies the strength of Karna's arrows. A charge up overdraw allows Karna to fire off high impacting explosive arrows at bullet-speed with c4 level of explosions which causes an ample amount of mana, it can also be used with Brahmastra to create a powerful nuke at a high mana cost. Once the true-name invocation of Vijaya (Vijayadhāri) is active, Karna's targets are put under a victory alteration curse and no matter their efforts, victory belongs to Karna.
---
Name: Brahmastra Kundala
Title: O’ Brahma Curse Me Rank: A+
NP Type: Anti-Country
Range: 10-90
Maximum Number of Targets: 900
Description: It is a Noble Phantasm obtained by Karna from the Brahman Parashurama. It is a projectile that is granted his fiery attribute, Mana Burst (Flames), which from one blow is likened to a nuclear weapon. It will appear as a bow under the Archer class, called Karna's hidden Noble Phantasm and trump card, having bestowed Brahmastra with the sweltering heat effect of his Mana Burst (Flames) to increase its already wide effective range and power exceptionally.
--- Name: Kavacha and Kundala
Title: O’ Sun Become Armor Rank: A
NP Type: Anti-Unit (Self)
Range: Self
Maximum Number of Targets: 1
Description: Description: It is the divine set of golden armor (Kavacha) and golden earring (Kundala) given to Karna by his mother, Kunti, as confirmation of his heritage. He still possesses the armor as a Heroic Spirit even though it was stolen in the myth, and utilizing Vasavi Shakti requires the armor to be permanently sacrificed. As an Archer, Karna maintains and doesn't sacrifice his armor.
It is a powerful defensive-type Noble Phantasm that emits the radiance of the sun itself. Due to being light itself taken shape, it is difficult for even the gods to destroy. It is as thick as it looks, an invincible armor that protects against all harm, physical or conceptual. As long as it is active, all damage inflicted on Karna will be reduced to a tenth of its original value. He can fight others without worry as their attacks are negated by ninety percent, reducing even powerful blows to minor scratches that can be healed in the midst of battle. Although it can protect against any physical attack from the outside, attacks within him are an exception.
@LukasVolkov So we aren't reserving slots, but someone else has sent in a saber sheet too. So while you can apply for Saber, it might be safe to have a backup idea.