THIS RP IS FULL! THERE IS ALSO A WAITING LIST! Since the cast can change after each Singularity, new players will be allowed to come in if an older player opts to leave. If you wish to be on the waiting list, message me and let me know. I will message you if a spot opens.
"With the passing of the Age of Gods and the start of the Common Era, Mankind has become the most prosperous species in the world. The fate of the planet is in our hands. We are the ones who will write its epitaph. Thankfully, there is a map to prolong mankind's survival and ensure its everlasting prosperity. In the world of magi, this is known as... the Human Order." ______________________________________________________________________
Welcome to Chaldea. You are the best of the best. At least that what we’re telling you. But we’re just thankful you’re here at all. Chaldea exist as an observation facility primarily. But since the founding of our organization we have found the odd moment in human history that is a blemish. A point that exists to mangle our timeline, and send humanity off its course. These are better known as Singularities.
To combat each Singularity, a team of two mages are gathered, and then sent into the field. Summoning Heroic spirits in the process. Chances are you have had time to talk with your servant from a prior summoning, or perhaps the servant summoned in done on the field. It’s your choice.
Consider this your mission briefing in that regard. The facility has been in need of fresh blood for a while. You’re it.
Your first point is a small singularity in Fuyuki. Something about things going off path. Anyway, small squabbles like this happen all the time. Show up, find who or what went wrong, and set it right. Time will set itself right when that’s done.
Are you ready? Don’t respond, we’re sending you there now.
This Roleplay is based off the game Fate/Grand Order. You do not need to play the game to follow the story, as this RP uses the concept as a jumping off point, rather than a bible.
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 two Master slots. But six Servant slots. Each Master can provide mana for three servants at a time. (It is heavily recommended that the RP max out at six players, two players playing both a master, and a servant so they can participate in heated battles.) 4 - If a servant dies, the player is allowed to perform a re-roll. If a Master dies (Which is less likely) they are not allowed to re-roll until the end of a Singularity. If a Master quits, another player is allowed to take over the character, and replace them when the Singularity ends.
Servant Gatcha: While likely unnecessary, the mods have elected to include a Gatcha system. We have made up a list of Servants/Classes, and if interested you can ask to roll the Gatcha. Five options are generated from a list, including a little blurb on each. (You can decide to do something else entirely if you like none of the options.) It’s for those who have an interest in random chance, or want to try something different.
[u][b]Personal Skills:[/b][/u] 1-3 Personal skills is an average. _________________________________________________________________
[b]NOBLE PHANTASMS[/b]
[hider=Noble Phantasms]
[b]Title:[/b] [b]Rank:[/b] [b]NP Type:[/b] [b]Range:[/b] [b]Maximum Number of Targets:[/b] [b]Description:[/b] [/hider]
[b]Fighting Style:[/b] Fight style is here for any information on their fighting style that might not fit into a skill easily. For example 'Their general range of attack' if they're an archer, or their general element of focus if they're an elemental mage servant.
[center]Image goes here[/center] _____________________________________________________________________________________ [b]Name:[/b] [b]Title(s):[/b] [b]Gender:[/b] [b]Age:[/b] [b]Alignment:[/b] [b]Rank:[/b] [b]Purpose at Chaldea:[/b] (Why were you chosen above others?) _____________________________________________________________________________________
[b]Command Seal:[/b]
[b]Personality:[/b]
[b]Bio:[/b]
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[b]Magic Circuit Switch:[/b] (Optional) [b]Number of Magic Circuits:[/b] [b]Quality of Magic Circuits:[/b]
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[b]Elemental Affinity:[/b] [b]Magecraft:[/b]
[b]Crest:[/b]
[b]Nystic Codes:[/b]
Servants should be roughly in the D-B tier. Strong servants, but not anything that can destroy a city on a leisurely stroll.
A-Tier Knights of the Round Table (With some exceptions), The Twelve Peers (With some exceptions)
B-Tier Diarmuid, Medusa (Rider/Lancer), Hector, Robin Hood, Saint George, Astolfo (Though C rank under certain circumstances)
C-Tier Caligula, Billy the Kid, Blackbeard, Hundred-Faces Hassan
Originally David Garcia Martinez from Lalin’s Curse, a Webcomic by Isaky on Webtoons. Used with her consent.
_____________________________________________________________________________________ Name: Daniel Palailogos Title(s): Child of Chaldea (Self-given) Gender: Male Age: 16 Alignment: Neutral Good (self-termed) Rank: Master Purpose at Chaldea: Born into the organization and raised to believe in its goals. _____________________________________________________________________________________
Command Seal: A Double-Headed Eagle.
Personality: Due to being born from a normally-forbidden union between Mage and Scientist, Daniel is loyal to Chaldea Security Organization because they accept him and his origins while the Mages’ Association and The Church would not. This loyalty plus the belief that Chaldea knows better than other associations makes him apt to arrogant behavior towards those who enter Chaldea from the Mages’ Association or from other organizations which know of the occult, an arrogance fueled by resentment at their prejudices and a desire to pre-empt them - Far better that others hate him on his terms, is his belief.
Despite this, however, Daniel desires friendship like other people his age, and is quick to accept offers of it from people who successfully convince him that no, they’re not prejudiced pricks out to get him. He is especially receptive to people his age, although as a hormonal teenager attracted to both men and women, he finds it hard not to rapidly develop feelings for the first cute person he sees.
Character Goal: Find something he values more than Chaldea and their vision of the ‘Greater Good’.
Bio: Daniel was born to two members of Chaldea Security Organization, a Mage and a Scientist, who would not have otherwise met if not for the reach of the group. Raised in a loving, but unorthodox manner, Daniel was taught the basics of both magic and science, of how the mundane and miraculous worlds worked. At the same time, however, it was drilled into him that his existence would be seen as an abomination by the Mages’ Association and that without Chaldea, he’d be killed gruesomely. This ensured that Daniel would see Chaldea as the only group which truly loved and understood him, confirming the boy’s loyalty.
Note however that his parents did genuinely care for him, making sure that whenever there were children his age in the organization, that Daniel had a chance to interact and play with them, whether they were offspring of other Chaldea members, designer children made by the organizations’ experiments (the inhumane nature of those were kept secret from Daniel), or even outright homunculi. This taught Daniel not to be prejudiced at people who could not control their biological origins, while at the same time entrenching his dislike of those who would dictate the lives and deaths of those people based on being artificially-created.
This suited Chaldea perfectly - It was true enough for Daniel’s consumption, after all.
But despite Daniel’s loyalty, he cannot have the wool pulled over his eyes forever, and the boy slowly began to have an inkling as to Chaldea’s darker side. But despite this inkling, his loyalty was merely tempered with a realization that a society or organization does not have to be perfect in order to be worthy of loyalty - Because perfection didn’t exist, and flaws can be repaired or mitigated, including Chaldea’s.
Besides, the Magus’ Association and the Church were far worse, right?
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Magic Circuit Switch: (Optional) Number of Magic Circuits: C Quality of Magic Circuits: A
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Elemental Affinity: Element is Fire, Origin is Convergence. Magecraft:
Stellar Alchemy - A form of Alchemy mixed with some elements of Astromancy which claim to distill the essence of the Stars, Moon, and Sun into potions which reflect some of the magical qualities of the celestial bodies. With this, one can make substances that explode into literal Starfire, drugs which induce Lunacy or Lycanthropy (or suppress the latter) or even grant oracular visions.
Each individual 'recipe' for a potion takes different ingredients and procedures, as well as the light of the relevant celestial body (Sun, Moon, Stars) reflected into the compound as it is being brewed. Liquid Starfire needs the light of the sun focused into a clear bottle filled with alchemical compounds for six hours, while other types of potion need Moonlight or Starlight or specific planetary alignments focused on them for two to four hours in order to work. Daniel can theoretically make two Starfire potions and four bottles of other types if he works for 24 hours (and takes time to sleep while the potions absorb celestial light).
Not just that, but given a large-enough clear container plus mirrors and other facilities, Daniel can make up to 4 gallons of any compound within those timescales.
Second Magecraft: Heliocentric Astrology - Despite being thought of lesser ‘pedigree’ than the Geocentric Astrology used by the Animuspheres and their branch families, Heliocentric Astrology still has millions, maybe even billions, of believers across the world. Therefore Daniel uses this in order to confuse Magi who think little of the Heliocentric system and take them out through this blind spot, which is made easier by the fact that he’d be traveling to time periods where Heliocentric Astrology was unknown at all. In order to access such power, Daniel uses his third Mystic Code, the Planetarium Orb, to simulate planetary alignments and other celestial phenomena and draw from their inner meanings.
Crest: Seven Generations.
Mystic Codes:
Chaldea Master Uniform - A Mystic Code that allows for the use of pre-installed Magic Spells at the cost of the User's energy. These spells allow for the healing of minor wounds and injuries using small amounts of the user's mystic 'prana', and also the increase of one's capabilities to that of an Olympic-level athlete.
The uniform has also been modified with a ‘Utility Belt’ which contains ration bars, water, and ‘cartridges’ filled with compressed alchemical compounds (see below). Of the latter, there are 4 containers of Liquid Starfire, 4 containers of Healing Potions, 2 containers of Precognitive Compounds and 2 containers of ‘miscellaneous’ concoctions.
Alchemic Blaster - The Alchemic Blaster looks like a Toy Pistol from all outward observation, thus causing a double measure of contempt from Magi who already hate technology. However, the Alchemic Blaster does not fire bullets, but rather a liquid explosive which contains alchemical compounds along with mundane chemicals. The alchemical compounds, in contact with air, transform the liquid explosive into something resembling stellar fire which dissolves magical and mundane protection alike. Basically, a squirt gun that fires fireballs using alchemy.
Note that if the Alchemic Blaster is sufficiently cleaned-out, it can fire other, more beneficial compounds at people, such as healing potions and strengthening elixirs, as well as sleeping draughts and poisons.
Ammunition-wise, the Alchemic Blaster works by having ‘cartridges’ filled with the relevant alchemical compound (good for 3 - 6 ‘squirts’) loaded into the pistol’s stock, where a set of motion-powered pumps, enhanced by tiny engraved modern runes, then shoots out the compound at a speed and range that fits an actual gun better than a toy one.
Planetarium Orb - A small globe of pure crystal containing a replica of the Heliocentric Solar System, including the Sun, Planets, asteroid belt and Dwarf Planets inside it. When subjected to a flow of prana, the component parts of the Planetarium move according to their established orbits, with Daniel able to shift them into specific alignments or access the powers of any planet, including those which cannot be seen from the visible eye (Uranus, Neptune, and Pluto).
_________________________________________________________________________________________ Name: Yasuke Title: Dark Protector of the Demon King Class: Lancer Gender: Male Alignment: Chaotic Good Height / Weight: 192cm/87kg Source: Japan(?) _________________________________________________________________________________________ Personality: True to his position as Nobunaga’s protector/friend, Yasuke is a dutiful man whose loyalty to his lord is stronger than anything else: If Nobunaga wanted a bodyguard, Yasuke will protect her from all harm, with little regards to his life. If his lord wants a person to talk to, Yasuke will set aside his duties and converse with her as friends. And if Nobunaga is in a pickle, he will be there to get her out of trouble… and then berate her to not repeat it again.
When summoned as Lancer, Yasuke’s friendly and supportive side is more accentuated than his other incarnations. Although he is wary of reckless behaviors and potentially risky ideas or actions, the foreign samurai won’t hesitate to back his Master up even if they follow through with those plans. In fact, Yasuke is much more forgiving and relaxed when he is befriended. Unless the Master is one who continuously rejects all notions of friendship, the foreign samurai will never let his Master down. Assuming the Master can cope with his skewed sense of humor, then Yasuke can be easily considered the epitome of what one would call a valued friend.
As mentioned previously, while Yasuke is obedient to his Master, he is unquestionably loyal to Nobunaga only. Yasuke’s faith and trust in Nobunaga is extremely powerful, and for good reason; she was the only person who treated him not as a possession, but as a human being. Not only that, but she was also the one who gave him a proper name; that act was so profound to the foreign samurai where he himself considered it to be his True Name. However, his very loyalty can blind him of everything else around him. Even as Nobunaga's methods became increasingly cruel, Yasuke would still overlook them and continue to fight by her side. Whether its slaughter or worse, the foreign samurai will do that's necessary for his lord's united Japan; for he believed that for a world as chaotic as theirs, only someone as unpredictable as Nobunaga is capable of ruling it.
Bio: A former African slave-turned-samurai, “Yasuke” was one of Oda Nobunaga’s most trusted vassals and friends. Said to be over 6 feet tall and as strong as 10 men, the foreign samurai was a force to be reckoned with. Although his fate was unknown to many, he was remembered as both the only African samurai and Nobunaga’s valued bodyguard.
It all started when a young man was kidnapped and shipped from Mozambique to Italy as a slave. Being one of the few who survived the trip to land, the native was brought to the Jesuits as a new servant. For years he worked under the congregation and was always considered to be very “trusting and capable,” with above-average strength and healthy stature. Despite his seemingly complacent behavior, the native hides a clever mind. This did not go unnoticed by the Jesuits, so they decided to give him a limited education to improve his usefulness. He managed to learn several tidbits of different languages from those lessons, namely Italian and Japanese.
In 1579, the slave was accompanying a Jesuit named Alessandro Valignano to Japan to spread influence to the Indies, and unwittingly became a celebrity of sorts upon arrival. Countless Japanese flocked to see the strange foreigner - the one who possessed skin as black as ink. So many people were rushing to see the slave that several people were trampled to death in the process. It got to the point where the Jesuits’ guards were forced to keep the curious onlookers at bay to keep themselves from being trampled. Eventually, locals began to refer to him as “Kuro-suke.”
Freedom came in the most unsuspecting way for the slave. All this commotion eventually attracted the attention of the Demon King herself. Curious to see what this was all about, Oda Nobunaga invited the slave to see if his skin color was natural. Upon arriving in the warlord’s residence, Nobunaga immediately called for her servants to thoroughly wash the slave’s back to prove whether his black skin was real. After nearly an hour of excessive scrubbing, it was confirmed that the slave’s skin color was natural. Now intrigued in this foreign man, Nobunaga invited the slave to her palace whenever there was time. As the routine meetings went by, curiosity was eventually replaced with genuine friendship. Nobunaga was greatly impressed with the slave’s perceptiveness and knowledge in the Japanese Language(as broken as it was), while the slave appreciated the daimyo’s forward-thinking and ambition. Seeing potential in the slave, Nobunaga decided to take him in and employed mentors to help train the slave into a samurai.
Along with a blade, a home, and a friend, the Demon King gave the slave a name: Yasuke.
“A formidable guy like you should have a name, so from here on out you’re now ‘Yasuke!’”
Within the next 2 years, Yasuke put all he had to serve his master as a true samurai. He quickly became experienced in all sword-based martial arts styles, along with other weapons like the Yari and the newly acquired firearms. He also devoted himself to learning the Japanese language, hoping to better communicate with his lord better. Combined with his already capable physique, Yasuke dominated the battle for Nobunaga and became a Nobunaga’s trusted bodyguard. Yasuke managed to earn an elevated position and an honest living, and in turn, dedicated his very being to help his friend in fulfilling her ambition.
However, disaster struck when Nobunaga was ambushed and killed by Akechi Mitsuhide during the Honnō-ji incident in 1582. Failing to protect his lord, Yasuke proceeded to escort her son Nobutada away from Mitsuhide’s forces. However, they were caught during the journey, and Yasuke managed to hold off waves of Mitsuhide’s forces by himself until he was captured. Instead of forcing him into committing ritual suicide, Mitsuhide let Yasuke go free. This is because the rebel refused to acknowledge Yasuke as a proper samurai; for the man wasn’t Japanese, thus he is undeserving of the title. He eventually found his way back to the Jesuits’ church and his fate became rather unclear; some claimed he roamed Japan as a ronin for hire, while others believed he returned to his homeland and lived quietly for the rest of his days. Whether his fate is of good or ill, Yasuke faded from history.
Weapon: A yari of incredible size and craftsmanship that he wields in unison with a flintlock musket and nodachi.
_________________________________________________________________________________________ Parameters: Strength: B Endurance: B+ Agility: C+ Mana: E Luck: C _________________________________________________________________________________________ Class Skills:
Magic Resistance - D grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether.
At this rank, the Servant is able to resist magecraft by a small margin. Due to never encountering magic in his life, Yasuke obtains a low ranking in Magic Resistance, even in the Lancer Class.
Personal Skills:
Quick Learner - B-
The Skill denoting Yasuke’s ability to quickly evaluate and understand new concepts or ideas as well as his adaptability towards many different situations. From learning new languages to mastering different weapons and strategies, this Skill truly allows Yasuke to be an effective Servant. So while his capabilities aren't anything to boast about, this Skill gives Yasuke what the other Lancer Servants lack: adaptability. Strangely, this Skill does seem to lag on the subject relating to literature; something that the samurai still struggled with to this day, much to his embarrassment.
Since he was a slave, Yasuke did all he can to be exceptional to survive; he quickly completed different tasks with great efficiency, as well as remembering orders with absolute clarity. When granted freedom as a samurai, he poured all of that he had into learning the ways of combat and the Japanese language as a way to thank Nobunaga for her generosity. Within less than 2 years he excelled at all of them, proving to be one of the Demon King’s most capable vassals.
Attendant of the Demon King - B-
A unique Skill that is both independent and composite. Its basic functions consist of B-rank Bravery and a unique variant of Discernment of the Poor. Instead of seeing through lies and deceit, it allows Yasuke to see past the physical and mental deformations created by the influence of others or even their clouded minds. With this, he can see the targets’ true nature and intent. The Skill is the crystallization of Yasuke’s experience and friendship with Oda Nobunaga, who was known to be too unpredictable and not bound by common sense. However, this Skill falls short when Nobunaga herself is the subject of observation since not even her trusted bodyguard can completely understand her motives.
Despite only knowing Oda Nobunaga for almost 3 years, Yasuke managed to become true friends with the daimyo. And despite the antics she pulled, Yasuke saw past the warlord that others called the Demon King and recognized Nobunaga as a capable leader who can lead Japan out of its chaotic state. After all, shouldn’t an equally crazy ruler lead a crazy world?
Title: Kuro Akuma no Yoroi - Protector’s Armor, to My Lord’s Memory Rank: C+ NP Type: Support Range: 0 Maximum Number of Targets: 1 Description: The Noble Phantasm taking the form of Yasuke’s proper samurai armor. Upon being granted the position as samurai, Nobunaga gifted the newly named Yasuke a suit of samurai armor. The Demon King commissioned the armor since it had to fit Yasuke’s 6-foot frame. Due to its size and certain western design, it was much heavier than the usual samurai gear that was already somewhat weighty to begin with. The armor’s dark palette and demonic design cause it to radiate a threatening vibe. To Yasuke, this was the precious proof of their bond - as both friends and fellow warriors in battle. But to the world, this is the symbol of the mysterious yet imposing bodyguard of the Demon King, ready to crush all those who stood in his lord’s way.
Upon activation, the large armor will encase Yasuke’s body, giving him a full-body defense capable of reducing any damage by subtracting a value equal to C-rank. Since the armor is of Nobunaga’s design, the armor imparts a defensive version of Tenka Fubu - Innovation, where the more mystery or Divinity the opponent possesses, then the more resistant the armor is to their attacks. However, the less mystery the opponent possesses, the armor will be less effective than it initially is. Due to the relatively low upkeep Kuro Akuma no Yoroi possesses it's Yasuke's go-to to any battle, only being removed when the samurai is in the need of some extra speed.
As for the intimidating aura the armor possessed, that was merely a cosmetic design gone horribly right; Nobunaga just really wanted to have Yasuke look like a “Towering demon of destruction!”
Fighting Style: "As long as it works!" would be the best way to describe Yasuke's fighting style. Fighting with a sword, spear, and gun all at once and pressing every advantage, there's no single style that Yasuke subscribes to, even his own opponent's techniques may be turned against them if Yasuke were to clash against them enough times.
Objective for Character: Yasuke’s truest desire would be to find his Nobunaga so he can successfully protect his lord and friend during the incident in Honnō-ji. Perhaps, this time he can keep his promise that he made to her all those years ago. Since there’s no Grail to grant such wish, an honorable death defending his Master would do quite nicely too, if only to spite Mitsuhide.
A long-lived myth and a story with many forms. Don Juan is a seducer who sleeps with hundreds or even thousands of women, often duelling men to the death or committing various other sins.
The earliest written version has Don Juan continuously sin with the excuse that he will eventually repent on his deathbed, he fails and is dragged to hell. Indeed, most other versions of the tale follow this general pattern, including the famous opera Don Giovanni.
However, this is the ‘hero’ Don Juan, summoned in the class that contains various shining knights of the sword. Though most versions of his story end with him in hell, Jose Zorilla’s Don Juan Tenorio ends with him redeeming himself and heading to heaven. This is the story that most informs Saber’s summoning.
After winning a challenge of who could win the most duels and seduce the most women, the loser challenged him to a further test - to seduce the only type of woman he had not yet managed; a nun about to take her vows. Naturally, Don Juan’s demonic charisma allowed him to succeed in a single night.
Though he almost built a relationship with this woman, Dona Ines, he soon got into a fight and had to flee the country.
Eventually, after encountering ghosts and having some more duels, his death drew closer - but just as he was about to be dragged to hell, he reached out to heaven for mercy, and Dona Ines appeared and took him to heaven.
Personality
A hot-blooded man who acts entirely on his instincts, fighting any who challenge him and seducing any who catch his eye. Though ‘anyone who catches his eye’ is pretty much any woman with very few exceptions, and some men.
Since this is the most ‘heroic’ Don Juan that exists, he has absolutely no inclination to trick or force people to go along with his desires, relying instead on simple honesty and charisma. Sometimes he can be a little too honest, however. Though his incredibly rapid movement from one conquest to the next may seem callous, it’s simply an earnest expression of his love (lust). In his eyes, all women deserve love, and he’s more than happy to give it to them.
Similar to a certain other Incubus-blooded man, he’s the type to simply breeze into someone’s life with a smile, feed on their dreams, and leave like a plague of locusts. But unlike that man, he has a greater understanding of the human heart. After all, he’s one who lived completely among humans. Though he pretends to take everything casually, when it comes down to it, he would rather ‘save’ someone than ‘seduce’ them.
His experience with human women is boundless, but he would salivate at the thought of meeting various types of demi-humans who he has not yet managed to love.
In his more villainous forms, perhaps he would be a being akin to Beasts - an enemy to mankind, or at least to womankind.
Character Objective: Have fun, save the world, get a harem of cute monster girls.
Parameters
STR: C ||| END: A+ ||| AGI: B ||| MAN: B ||| LCK: A
Class Skills
Magic Resistance: C
A skill that grants protection against magical effects. Cancels spells with a chant below two verses, but cannot protect against magecraft on the level of high-thaumaturgy.
Riding: A
Don Juan being Don Juan, there is almost nothing or no-one he can’t ride.
Personal Skills
Nature of an Incubus: B
The nature of one’s being as a demon of seduction. Whether it’s because of one’s reputation as a ‘devil’, because any man who could seduce so many women must be an incubus by definition, or the person that the Don Juan stories were based on in reality had the blood of an incubus - whatever the case, this skill remains.
One can consider it the Western equivalent of the Oni, phantasmal species known as demons. A composite skill that encompasses Monstrous Strength, Natural Monster, Mana Burst and Charisma at equivalent rank. In addition, the acquisition of magical energy from sexual encounters is massively increased in efficiency.
Thrusting Techniques: EX
An ability encompassing various sword skills, specifically those of a duelist using a rapier. A natural skill for a masterful fencer (seducer). Includes the ability to inflict death (orgasm) with a single thrust, the capacity to penetrate armour, disarming techniques, and even the capability of inflicting mental interference on the target through one’s thrusts.
Disengage: C+
The ability to withdraw (pull out) from an engagement, with the bonus effect of resetting conditions to their status at the beginning of the encounter. Additionally, the effect of certain status ailments, particularly disease, are wiped out.
The skill of one who variously withdrew from both duels and certain illicit encounters.
il Catalogo è Questo List of Reviews
Rank: E+++ Type: Anti-Unit Range: 1-10 Maximum Targets: 1
A list recording the names of Don Juan’s various conquests. Though this is more associated with the Don Giovanni opera, it is also present in various other versions of the tale. It also happens to include a rating out of ten for each name, though this is not present in any of the versions of the legend.
Including both his conquests in love and war, the two become interchangeable for the purpose of this Noble Phantasm.
Once the target has been ‘penetrated’, their name appears on the list, and the Noble Phantasm can be activated. It is a conceptual attack that takes the form of a completely honest evaluation of the target. The evaluation is limited to one’s body, techniques, and personality; any history and unknown information is not covered. The more information Saber has on the opponent, the more thorough the review is.
Since it’s honest, it earnestly points out both flaws and points of charm in a fair balance. In that sense, whether it’s an attack or a method of encouragement depends on how the target takes it. At its worst, it’s a vicious mental blow that targets the enemy’s deepest insecurities with a brutal honesty that cannot be argued. At its best it encourages the target deeply by complimenting their best features.
In either case, it inflicts mental status effects on the opponent, ranging from encouragement, to anger, to depression, to infatuation or even love with Saber. Since its effects are unpredictable, though, it’s not a reliable combat tool.
Tan Largo me lo Fiais! It is Never too Late for Forgiveness!
Rank: EX Type: Anti-Unit, Anti-Unit(Self) Range: 0-1 Maximum Targets: 2
The crystallization of Don Juan’s existence, and the words he lived by. Tan Largo me lo Fias, roughly meaning “what a long term you are giving me”. The idea that no matter what sins are committed, there will always be time to repent later, even on one’s deathbed. In most of the stories of Don Juan, this proves false - he does not repent in time, and is instead dragged to hell. However, his summoning as a heroic Saber represents the few stories where he was redeemed, ascending to heaven instead with his lover Dona Ines.
In this sense, the Noble Phantasm represents an infinite capacity for forgiveness and repentance. Even an evil demon of lust can be redeemed if he wishes to be. Indeed, if it wasn’t for Saber’s personality, this Noble Phantasm would be enough to qualify one for the Saver class.
With a physical representation of an hourglass of sand that represents Saber’s own lifespan, it has the passive effect of relativity, slowing Saber’s perception of time the closer his death comes. With enough speed and luck, it’s even possible to avert the end.
However, its greater strength is in offering redemption when invoking its true name. Not only Saber himself, but anyone, so long as they hold love in their heart, and are willing to redeem themselves, can have every last one of their sins washed away by this Noble Phantasm. If these conditions are fulfilled, even the great Beasts, the enemies of humanity, can be saved.
Personality: Autolycus seems to conduct himself in a matter similar to a cranky old man, using dated phrases and treating "younger people" (and especially younger thieves) with disdain. Snide and full of sardonic remarks, mocking his adversaries freely. A shameless rat who cares only for his own well-being, robbing those who come across him of their fortune and allowing others to take his own blame and misfortunes. Also a prideful thief who will whatever his Master would ask of him, if only do demonstrate his talents. While Autolycus is more than willing to lend his ill trade to whatever his Master would desire, he also has the capacity to turn his back on his Master should the opportunity present itself. However, due to the nature of a Servant-Master relationship, he's unlikely to betray his own Master in most cases.
Biography: The infamous thief of Ancient Greek myth and the son of Hermes and Chione. A natural trickster due to his father's influence, Autolycus was famed for possessing the ability to change the shape of himself and the items he has pilfered, as well as a helmet that rendered himself invisible. Famed for his many exploits of larceny such as stealing cattle from Sisyphus and framing Heracles for his own act of stealing cattle from Euboea and Eurytus. Many cows were stolen during the time of the Prince of Thieves. Autolycus is also the grandfather of two more famous Greek heroes, Jason and Odysseus, the latter of whom he named while in a bad mood.
Armament: Autolycus uses his trusty short sword and a bow as his primary weapons. He also carries on him the various tools utilized by those of his trade such as rope, smoke bombs, lockpicks, rope, and various knives. Anything stolen is also fair game. However, one of Autolycus's greatest tools at his disposal are his limbs.
Fighting Style: While not a "true" Assassin, Autolycus's skills as a thief translate well enough to fit his role with ease, capable of covert ops. In a fight, he swiftly takes every advantage he can, and he isn't above stealing his opponent's advantages to use against them. However, because he is a thief and not a warrior, his skills at arms are middling at best. The sole exception to this are his wrestling techniques, refined enough to take on that man head-on.
Parameters:
STR: C
END: D
AGI: A+
MGI: C
LCK: A
Class Skills:
Presence Concealment: A+ Class skill of Assassin. Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken. Effectiveness does not decrease when acts of theft are performed, allowing Autolycus to steal from his opponents to his heart's content, and escape before they realize their valuables have been taken.
Personal Skills:
Divinity: B Autolycus is the demigod son of Hermes and has particularly thick divine blood flowing through his veins, inheriting most of the skills and abilities his father possessed, such as his speed, natural agility, and aptitude for thievery.
Palé: A+ Ancient Greek wrestling, one of the core combat styles that make up Pankration. Consisting of grappling techniques such as clinches, throws, pins, and takedowns, the ultimate path to victory is to obtain a superior position over the opponent. At the rank of A+, Autolycus is a master of the art, having taught the legendary Heracles how to wrestle. Autolycus himself approaches this combat style as another tool to aid in his larceny. To rob away a human's faculties, incapacitating his foes in order to more easily steal from them. In other words, the possibility of Autolycus stealing from those he grapples with is a matter of course.
Prince of Thieves: A The many talents inherited from Hermes, further refined by Autolycus's own way of life. A composite skill that is made of different skills pertaining to acts of larceny such as burglary, pickpocketing, extortion, lockpicking, tax fraud, pickpocketing, etc., as well as misdirection and other forms of trickery. Also grants a plus correction in regards to all larcenous activities.
Master of Disguise: B The greatest gift granted by Hermes, a special ability that ensures all criminal activities performed by Autolycus would not be traced back to himself. A highly specialized mutation of Shapeshift that allows Autolycus to change the form and appearance of both himself and objects or entities within his grasp. While radical physical changes to the body are outside of the ability's reach, Autolycus is able to fashion visual changes that can fool the keenest of eyes, from those as simple as color or minute detail changes to more advanced disguises with details on the level of a Noble Phantasm. Something closer in the realm of an "enchantment of illusion" than actually changing one's body, this skill originally had a different name, although it was changed due to reasons undisclosed.
"Am I not Assassin-y enough for the Assassin Class?"
Noble Phantasm:
Name: Hades' Cap Knapsack of Invisibility
Title: Cap Knapsack of Concealment
Rank: D
NP Type: Anti-Unit
Range: -
Maximum Number of Targets: 1
The cap of invisibility that belonged to Hades, and the greatest of treasures that Autolycus has stolen. Originally a helmet in the legends, the cap takes the shape of a cloth hat made from a complex weave that "reaches five dimensions." Anything covered or enclosed by the cloth cannot be observed through magecraft and optical means. Using optical magic to block all forms of magical detection and any presence of magical emanations from the wearer, it is incredibly effective against those relying solely on magecraft to detect enemies. It does not obscure sound, smell, body temperature, or the wearer's tracks, so its usage is mostly situational. Without such indicators being readily apparent, it is possible to easily walk by enemies while keeping quiet, and it allows for the easy kidnapping of others through Bounded Fields without detection. However, this is merely the "standard" function of the cap.
Originally, the cap can also be folded out into a sash capable of rendering multiple users invisible at a time. However, due to Autolycus's selfish tendencies as well as a desire to hide his treasures properly, modifications have been mad to the cap, losing its sash form in favor of allowing the cap to take the shape of an invisible bag to keep his stolen goods in. Autolycus accomplishes this by taking advantage of the weave's unique properties by creating an "extradimensional space" within the bag that can only be accessed when the cap is in its sack form. A bounded field that can hold much more than it could appear. The space within the bag is sealed to a degree, keeping whatever item is contained within it from being brought out in any way so long as the cap remains both sealed and in bag form. However, there is nothing stopping whatever is contained within the bag to just open it from the inside aside from Autolycus's tightened grip. It is, after all, a bag meant for holding material possessions, not other people. It should also be noted that the cap is still able to render both itself and its wielder invisible when utilized in such a matter so long as it is still held. Name: Wolf of Parnassus
Title: To Render A Hornless Animal Horned, And A Horned Animal Hornless
Rank: B
NP Type: Anti-Unit
Range: 0 ~ 2
Maximum Number of Targets: 1
Theft by means of reversal. The legendary prowess of Autolycus as a thief as well as his own nature to "make white of black, and black of white" crystallized into an act of grand larceny. Simply put, Autolycus is able to steal a possession from his target, replacing the stolen possession it with its inverse. However, rather than targeting "material" possessions, this ability steals away more "intrinsic" effects from its target. For example, Autolycus can steal a target's "Strength", benefiting from an increased Strength score and leaving his opponent with "Weakness." To perform this ability, opposing LCK checks are performed, though plus corrections are added the more advantages Autolycus could press against his opponent, from stealth and subterfuge to incapacitation. However, possessions that are more "core" to the target's existence are much harder to steal, and Autolycus would also suffer demerits in disadvantageous positions.
In other words, a true demonstration of Autolycus's abilities as a thief, great enough to steal even the legends that make up a hero. Because this Noble Phantasm is not a true attack, it is incapable of directly dealing damage to the target. Autolycus is also unable to steal away the target's Force of Providence, preventing the utilization of this Noble Phantasm as an "instant-kill" technique. There is also a limit to how many possession Autolycus could have stolen at a time, as he is capable of holding onto only one possession at a time. Of course, Autolycus is capable of "releasing" any held possession, returning original values to both himself and his target. As an unscrupulous thief, Autolycus is able to consider anyone as a target to his thievery, from allies to his own Master and even to himself.
I'm completing this very late and I'm exhausted, so if something is wrong with the sheet let me know.
_____________________________________________________________________________________ Name: Charlotte Butcher Title(s): Burning Soul of Justice, Master of the Fire's Destiny, Super Desturction Beam Gamma (?), and 37 other nonsensical titles composed of random english words thrown together (All Self Given). Gender: Female (WITH A MAN'S BURNING SOUL!!!) Age: 17 Alignment: LAWFUL GOOD! (Chaotic Good at best, Chaotic Neutral at slightly less than best.) Rank: Master Purpose at Chaldea: Extremly easy to manipulate and appease, incredible capacity for brutality with little to no mental scarring, and an intense and genuine desire to protect humanity. Also she was very easy to acquire. _____________________________________________________________________________________
Command Seal: A single flame and 2 strokes of embers.
Personality: In case it wasn't obvious enough, Charlotte is an incredibly intense individual. Her motivations, interests, and opinion of others can shift massively within the span of a single rather mundane conversation. This may appear to be simply because Charlotte is psychotic, which is a very fair assessment. She rushes into combat with what seems like reckless abandon, makes herself a massive target with her constant screaming, and refuses to withdraw from even the direst of situations without being forcefully dragged. That isn't even including how frivolous she is with her Command Seals, which she will gladly waste on the most pointless of actions unless presented with a better alternative.
The reasoning behind most of her eccentricities is due to a near-death experience Charlotte once had, resulting in her Origin of Fire partially becoming awakened. While this appeared to help save her life and enhanced her already impressive Flame Magecraft even further, it irreparably damaged her psyche. Now she is just like a fire, constantly burning resources and anything else it can reach to ash and being manipulated by those around her... As well as her incredibly brutal nature.
Not everything about Charlotte is negative, however. Perhaps it is due to the connotation Fire has with 'Courage' or 'Inspiration' - or maybe she was just born a certain way - but Charlotte is incredibly skilled at motivational speaking and encouraging others to achieve their goals. She is interested in others and helping them develop their abilities and interests, and will go to great lengths to assist them in any way she can. Charlotte is also exceptionally charismatic in general, and usually able to leave a positive impression on most people she meets - this is a combination of natural affability and training her family had given her. Charlotte always does best at any task she puts her mind to, and while she rarely takes other people's advice at face value or improvises new strategies, she devotes immense amounts of time and energy to something she truly believes is important.
Charlotte greatly enjoys creating incredibly elaborate titles for otherwise minor things. Nearly everything in her room has at least a 2-page backstory, of which only a sentence at most is truthful. This extends to those she is comfortable with or dislikes, and she will give them impressive or derogatory nicknames respectively. She interacts best with people who flatter her and inflate her massive ego and will go to great lengths to preserve their respect for her. This is such a strong part of her mentality that it is the easiest method through which she can be manipulated - merely mentioning her prowess at something, followed by a task that was exaggerated to be insurmountable is enough to cause her to immediately undertake anything from cleaning dishes to killing dozens of sapient beings.
While she may seem simply eccentric at a glance, Fire is an inherently destructive force. Charlotte hangs onto mere threads of lucidity, and if something were to fully awaken her Origin, it would invariably end in her killing those around her. Even when her Origin is only partially awakened, she has no problem whatsoever with killing dozens or even hundreds of lives for very little justification. At the very least, fully awakening her would make an excellent distraction should Chaldea ever need one.
Bio: The Butcher family was originally a part of a much larger and older clan that had started to decline in quality as technology grew more impressive. Breaking off of the initial Clan, the Butcher's used their knowledge of Elemental Magecraft to construct familiars out of the world around them. While Familiarcraft is regarded as quite trite and dull, the Butcher's were able to craft long-lived and effective familiars out of most of the elements. Their most destructive and shortest-lived, however, were the only ones that interested the young heiress of the family.
Charlotte throughout her youth had been fascinated with flammable objects, and fire in general. She very frequently was caught staring at the family fireplace, and always was most attentive when one of her elders did anything even remotely related to Flame Magecraft. This was initially encouraged by the Butchers, who thought that the interest would encourage her to grow into exploring other aspects and uses for the families Magecraft.
She never did so. At the age of 14, she was already one of the most proficient users of Flame Magecraft in her entire family's history, but she knows barely any other Magecraft whatsoever. Despite how promising she was with Flame Magecraft, Charlotte's parents decided to not pass the Crest onto her a few years prior, instead choosing to have a second child they hoped would be more easily molded to the families wishes. By this point, most of her family had become fairly distant with her and she was raised more as a researcher to advance the family Magecraft, as well as a suitor to sell off to another family when she came of age. The only person who continued to regularly speak with her was her uncle, who did so primarily out of pity and a sense of duty.
Little changed over the next few years, and despite making numerous advancements to her Family's Magecraft, Charlotte received very little recognition or respect. She steadily grew more bitter as the years passed, culminating in her burning her family's home at the age of 17. She nearly died in the incident, resulting in her Origin being partially awakened. Since the incident nearly killed her younger brother and caused a large amount of property damage, Charlotte's parents attempted to sell her off to any suitor they could for a decent price. When no one agreed to take an extreme pyromaniac as a bride, they were contacted a month after the incident by the Chaldea Security Organization who made a generous offer.
Charlotte had only joined Chaldea a few weeks ago, but she is greatly enjoying her time there thanks to the inhabitants and nature of her employment. ---
Magic Circuit Switch: A Lighter being lit. Number of Magic Circuits: C+ Quality of Magic Circuits: C+
---
Elemental Affinity: Fire. Her Origin is also Fire. Everything is Fire. Magecraft: Not Everything is Fire. The Butcher family originally attempted to reach the Root through mastery over the elements. In other words, they practiced Elemental Familiarcraft. While the Butcher Magecraft was quite developed over their existence and encompassed all Five primary elements and several lesser ones like Wood and Metal, Charlotte shunned everything except the Fire Magecraft.
Charlotte's primary Magecraft are her Wisp Familiars (SOULS OF RIGHTEOUSNESS!!!), which by default appear as small balls of floating fire. They are capable of performing several actions when supplied with Magical Energy, such as shooting bolts of fire from their bodies, transmitting visual and auditory information to Charlotte, and glowing with incredible brightness that can blind people that look directly at the Wisp. By default, they explode like a small explosive whenever they touch something with a decent amount of force, so Charlotte uses them mostly as flying 'Smart Bombs' akin to drones. If she can reasonably excuse the expense, she enjoys combing several Wisps into a single, much larger explosions. They cannot be summoned rapidly or 'spammed' since they are such complex familiars, which can easily get Charlotte in trouble if she isn't careful... which is most of the time. Some people may find the thought of using sentient beings as explosives somewhat troubling, but Charlotte does not give it much thought at all.
Crest: Charlotte was never given her family's Crest due to her personality, and her hyper-specialization not fitting the style of Magecraft that the Butchers practiced. It is instead planned to be given to her younger brother when he completes his Magecraft training.
Nystic Codes: Oil Rags (BINDING OF THE FLAMING FIGHTER'S RESOLVE!!!) - A Mystic Code created as a gift for a younger Charlotte by her family, meant to encourage her growth and development of the family's Magecraft before they decided to have a new heir. These cloth bindings can be held by hand, but Charlotte usually wears them wrapped loosely around her arms. When she focuses, Charlotte can compress her Wisp Familiars into the Mystic Code, which is connected to an Imaginary Number Space. She can store 3-4 dozen Wisps in the Mystic Code, and they do not impose a Magical Energy Cost while stored. Retrieving them is only a fraction of the cost it would be to summon a new Wisp, which greatly improves their use as suicide units.
Staff (STAFF OF INCANDESCENT SPIRIT!!!) - Not a Mystic Code. It's literally just a wooden rod that has a high power flashlight on the end. Charlotte, like many magi, lacks advanced knowledge of modern technologies and genuinely believes the Staff has some mystical quality. Despite being infinitely less useful, Charlotte treasures this item more than the Oil Rags because it was a gift from her Uncle, one of the few people who cared about her in her family. Has a charging port to refill the battery.
@Letter Bee - Accepted, move your character into the profiles section. @Heavy Snark - Accepted, move your character into the profiles section. @SSW - Accepted, move your character into the profiles section. @Cu Chulainn - Accepted, move your character into the profiles section.
@Duoya - Your review is up in the Discord. Please message me regarding that.
_________________________________________________________________________________________ Name: King Mu of Zhou Title: Son of Heaven Class: Caster Gender: Male Alignment: Chaotic Neutral Height / Weight: 180cm/70kg Source: Chinese History/Mythology _________________________________________________________________________________________ Personality: King Mu is an odd one to be around, a charismatic leader with a liking for the obscure and somewhat morose, he is always saying proverbs and making little jokes that only he gets, quoting some kind of wisdom only he understands. He doesn’t talk in riddles though, if he sees a problem and a trouble that is affecting someone, he will always give advice, be it for better or for worse, Mu suffers from the problem of being excited by the possibility of a great tale of which he could experience.
Causing such experiences was his speciality after all, and he seeks nothing else than to truly experience that taste of immortality one more time in his new form and meet new people, even if he can be quite upfront and mysterious, he has good intentions even if they are layered with curiosity and mystique. Besides his calculating and precise way of thinking, Mu is also very open to enjoying the sweeter things in life, especially feasts.
Bio: King Mu was always destined to be a king, born into his father’s failure, he aspired for greatness as a king but aimed even higher, to accomplish much more than any king of Zhou would ever reach. Not much is known of him as a child but he took the throne with comfort after his father’s failures in the south led to his death. Immediately, Ji man became King Mu of Zhou, making his mark on the dynasty with its most pivotal years, reforming the kingdom from a broken and corrupt hereditary system to a much more prosperous modern system based on intellect and competence.
Although his role as a mystic adventurer is well known, his military and political accomplishments are nothing to laugh at, quickly squashing out invaders from the west and spreading the influence of Zhou further east into more of China, succeeding in bringing more tribes that he encountered under his command not through warfare, but through discussion and agreements, his atmosphere being enough to sway others to serve under his banner.
He would later engage in more wars and battles, culminating in peace but it was true that he was never fully happy with the length of the mortal coil, realising he had to reach immortality for his rule to achieve what he so badly wanted. He put the word out and one such hopeful brought to him a fully functioning automaton, hoping that displaying his ingenuity to create artificial life would maybe help King Mu. Whilst thoroughly impressed and in awe at such brilliance, this was not the method that he chose.
A brave charioteer and a court was formed to escort King Mu to the mystical mountains of Kunlun where it was said immortality could be achieved. The charioteer escorted him upon his chariot of five horses to the mountains beyond the heavens, to Kunlun, where he could taste the peaches of immortality. Upon arriving there he met the Queen Mother of the West with whom he feasted for days upon days before eventually being fully rejuvenated and returning, having tasted the fruits of immortality, he had found himself happy with his findings but never truly reaching the true immortality he had strived for, but many theorise that upon meeting the great Queen Mother, he had realised that he must pass at some point, so his immortality whilst potent, was not perfect.
And so King Mu of Zhou died, aged 103, leaving his descendants to rule, but his story became immortalised, his actions immortalised, and his spirit it lived on.
Weapon: Magic _________________________________________________________________________________________ Parameters: Strength: E Endurance: D Agility: D Mana: B Luck: A _________________________________________________________________________________________ Class Skills:
Territory Creation – A: Because of his large association with Kunlun and the feast with Queen Mother, King Mu is able to recreate the feast area, making a large expanse of land resemble the glimpse of paradise, creating his own workshop where he can expend much less mana and also bumps up his Blessing of the Queen Mother to be able to heal more lethal wounds. Whilst in his territory other allies can feel their wounds begin to regenerate as well.
Item Construction – C: Allows Mu to create talismana related to his tale that can produce various effects all related to mystic tales associated with him. Also allows the creation of peaches that can imbue those who ingest them with healing that can restore mental effects but not physical injuries.
Personal Skills:
Charisma – B: In all stories and tales, Mu has always been revered as a competent King who would rally others to his cause with nothing but words, an inspiration to all around him with a beautiful way with words. This rank allows Mu to inspire those who follow him with a rank up in endurance for a limited time, this can also be applied to the Automaton.
Queen Mother’s Blessing – C: King Mu always strived for immortality and its rumoured that he had accomplished it due to his long age but had decided he had seen enough of life and had chosen to retire of his own accord. As such, the eternal blessing of the Queen Mother who he had met at Kunlun always hung with him, restoring his body. At this rank, minor wounds inflicted on Mu heal quickly but larger more dangerous wounds take much more time, mortal and fatal wounds cannot be regenerated by this at all and require proper rest for this skill to regen them, but the skill regenerates minor wounds almost instantaneously.
Tale of King Mu, Son of Heaven – A: This skill denotes the many mythical tales of King Mu and his association with all things mystical. Although he was never a magic practitioner in life, this skill allows him to utilise the mysticism that he always lived around. Allows him to use wind and water based magecraft as well as spells and tricks related to the Feast at Kunlun and minor usage of clockwork parts as projectiles. _________________________________________________________________
NOBLE PHANTASMS
Title: He Who Dreams of Eternity Rank: B NP Type: Anti-Self Range: 1 Maximum Number of Targets: 1 Description: King Mu’s legacy was always attached to immortality, for he would give anything to reach those blessed fruits and travel the distance to finally achieve his dream. Not only does his tale reflect this, but his age at the end of his years shows that he had gained true restoration, allowing him to live to 102, but many rumours surrounding the legend of his visit to Kunlun and his achieving immortality still circulated.
As such, summoned as Caster, Mu has the ability to activate this Noble Phantasm with these words, his belief of immortality and his drive for eternity encompassing him within a peachy mist, as it envelops his body it allows him to achieve temporarily immortality. Whilst the mist enshrouds him (this can only last for 2 minutes at a push) he is rendered essentially immortal, whilst this in effect he can still fight and interact with others but Charisma and Queen Mother’s Blessing as well as Automaton, Gift of the King are sealed whilst this Noble Phantasm is in action. For all intents and purposes, Mu becomes indestructible but no stats are changed and any conditions he was suffering are healed up but after the Noble Phantasm passes he is just as weak as he was before. He cannot use this Noble Phantasm more than once in a short period of time and this can be restrictive to his Master.
Title: Automaton, Gift of the King Rank: B NP Type: Anti-Unity Range: 0-10 Maximum Number of Targets: 1 Description: One of his most famous tales is the tale of an inventor gifting the King of Mu his prized Automaton, a fully operational mechanical human that can think and feel for itself, when it was presented to him, he was at first apprehensive but appreciated it nonetheless, a gift that would forever be incorporated into tales of the heavenly king. He treats the automaton as his loyal servant and its legend almost precedes him.
Upon uttering its name Mu summons a humanoid shaped automaton, with stats at all D rank and can mentally command the creation to carry out his bidding if he otherwise occupied but the automaton also has its own personality and can be quite cocky, when activated with no instructions it will just tease and lounge around. The automaton can be destroyed but can be later resummoned even after death showcasing that it can always be rebuilt.
Fighting Style: Utilises wind and water magecraft to fling spells and protect himself with constructs related to Tale of King Mu.
Name: Tȟašúŋke Witkó -Tasunke Witko Title: Crazy Horse, Shirt-Wearer, Resilient Warrior of the Lakota Class: Rider Gender: Male Alignment: Neutral Good Height / Weight: 5'8'' (173cm) / Lean Source: North America, Historical Fact Personality:
Passionate and devoted to his cause, Rider is a noble warrior in all sense of the word. He is quick and strong, with a steady voice that encouraged many men into battle. He's even got a famous quote attributed to him, though he denies he actually said it.
Although Rider appears intimidating in his battle dress, and his behavior on the battlefield certainly reflects an image of a talented and fearless warrior, in truth Rider is a reserved man. When he isn't embroiled in conflict he is quiet, demure even. He shies away from the touch of others and keeps his thoughts to himself. It's sometimes hard to believe this passive person is the same inspiring fighter in the many stories told about him. Still, through his somewhat awkward demeanor a pure soul shines. Rider is helpful, giving, and dedicated to the well-being of those around him. If a friend is in need of a kind gesture, he'll swallow his own discomfort and lend a smile, joke, or embrace. Naturally, he will protect those close to him with his own body if he needs to. He follows what his heart thinks is right, and though it sometimes leads to trouble he manages.
Bio:
A simplified story - Tasunke Witko, then known by a different name, grew up in the Great Plains of what would become part of the United States. His misadventurous youthful days were quickly coming to end as settlers from the East claimed more and more of the Plains as their own. In order to protect his people's native and land and their way of life, Tasunke Witko took the name of his father and led the Lakota into battle against the United States. His performance in the the midst of battle was said to be awe inspiring, and he quickly became a war leader.
After some time of fighting and seeing his comrades slain, Tasunke Witko had his first vision. It was one of several to come, and it depicted his future self. His father interpreted the vision to mean that no harm would come to Tasunke Witko in battle from an enemy, and that prophecy held true. The only times Tasunke Witko suffered injury were from his own people, in accidents or arguments. The one time he was wounded by someone outside of his tribe was the night of his death. After years of fighting a war with the United States, Tasunke Witko and his people finally surrendered peacefully. However, Tasunke Witko was still to be arrested. When he appeared at the Fort Robinson, he was seized, stabbed in the back, and died. Although the wound he suffered was fatal, it remained that while in battle no white man was ever able to touch him.
Weapons: Club, Spear, Bow, Rifle Parameters: Strength: B Endurance: B Agility: B Mana: C Luck: D Class Skills:
Riding A
The ability to ride vehicles and other mounts. At this rank, all vehicles and creatures, except those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Magic Resistance C
An ability the protects against magic. At this rank, it can cancel spells with a chant below two verses but cannot defend against magecraft on the level of High-Thaumaturgy or Greater Rituals.
Personal Skills:
Protection from Arrows A
The ability to defend against projectiles and ranged attacks. Rider was advised through a vision that if he followed certain steps, he would never be harmed in battle. Respect one's self and one's enemies. So long as he followed the advice, he was never struck by bullet or arrow. He does not have a superhuman sense of incoming danger, instead projectiles merely seem to pass him by.
Prana Burst (Courage) B
An ability that pushes magical energy throughout the body and beyond, but For Rider, this is a strictly an internal type of Prana Burst. His inner warrior's heart floods out, supplying Rider with the bravery one needs to carry into battle. Unafraid to face down foes, Rider's body becomes colored with his ritual war paint: Hail stones for an increase to defense, steadiness, and stratagem; the lightning bolt for an increase to speed, strength, and precision. For a moment, he is whatever kind of warrior he needs to be.
Revelation (Trance) C
An ability to receive outside messages in order to reach one's goal. In contrast to the normal Revelation skill, Rider receives these messages as visions from the spirit world, rather than a voice from on high. The visions can be clairvoyant in nature, and are often cryptic - Rider himself is not the best interpreter either.
NOBLE PHANTASMS
Title:Inyan - Stone Spirit, Slow Dancer Rank: C NP Type: Mount Range: 1 Maximum Number of Targets: 1 Description:
Rider's faithful steed. Although there's some stories of Rider unable to keep one horse for long, that isn't true - Inyan has been with him since he'd returned from his impromptu vision quest. With a name meaning "stone," the horse is a fearless, solidly built pinto. Inyan faithfully carried Rider through many battles, and just like Rider he was said to have never been harmed. This was due to a blessing from a shaman, extending Rider's own protection to Inyan, and Inyan's to Rider. Whenever Rider mounts his horse, man and animal become one, sharing thoughts, senses, and even skills.
Title:Inyan, Wakinyan - A Horse Appeared Where Lightning Struck Rank: B NP Type: Anti-Army Range: 2~50 Maximum Number of Targets: 50 Description:
The spirits of thunder, thought they usually take the form of great birds, come in all shapes and have one thing in common: they appear as a great and ferocious storm. Not malevolent, but purely powerful. One story passed from a Lakota told of the thunder beings as horses that ran across the sky, and every beat of their hooves shook the cloud with thunder, and their riders fought with bolts of lightning that fell to Earth when they collided with each other. During one particular storm, thunder and lightning flashed violently across the sky, and a sudden crack of sound and blinding of light split the sky in fulmination. Where the lightning had fallen was a great horse wreathed in electricity. Inyan, Rider's steady companion, takes the form of that horse when he activates his Noble Phantasm. Calling back a vision he had of himself astride a thunderous horse that danced in the air, Inyan becomes a force of nature capable of shooting across at battlefield at high speed, obliterating anything in his path. The explosive acceleration makes smooth turns impossible, but zigzaging like an arch of lightning across the sky is well within his ability.
Title:Anagoptan yunke lo - Shadow Dance Through the Spirit World Rank: B NP Type: Anti-Army Range: 2~200 Maximum Number of Targets: 100 Description:
It was said that in a vision, Rider slipped into the true world, where "everything [was] made of spirit, and nothing was hard, and everything seemed to float." A place not unlike the Reverse Side of the World, yet separate: the Lakota's Spirit World, where existed the spirit of all things. In that world, his steed moved freely like an untethered shadow. What's more, Rider could align his own spirit with the true world and slip back into it at will. Now, that vision taking the form of a Noble Phantasm, Rider and mount can move through the Spirit World un-observable to those remaining in the human realm. While he cannot be seen or touched himself, Rider can observe shadows of the human world, though he cannot interact with them. Although River can slip into the Spirit World at will with no need for a true name release, it only results in short distances being covered. At full power, Rider can cross a wide area while dancing through the true world. Either way, using this technique drains a lot of mana.
Fighting Style:
Although Rider is capable in close combat and a fair shot, speedy attacks while mounted as his specialty. That is to say, he is a blitz attacker. He is tenacious and determined while in battle, but also strongly adheres to the notion of living to fight another day. He will prioritize his allies' safety over victory.
A tidy and pure girl. Simultaneously, a lewd and vicious girl.
Tidy and pure. Lewd and vicious. Both sets are her true images, and either one of them is said to not be a fabrication. It is just that the “impression” many people catch is the former. Medb just earnestly likes lewdness neatly and cleanly, and earnestly performs viciousness purely. She loves fine men. She loves strong men! She will love a man even more if he does not succumb to her! It will be worth the torment for some of them! Absolutely not going against her lust, she made a great number of men her own property during her lifetime. Fergus, the owner of the magic sword Caladbolg, was one of her lovers too. She also loves riches, and for that motive, she caused a great war, took on the whole nation of Ulster as her opponent, and commanded the Connacht troops while driving her chariot.
Because Medb thinks she is the center of the world, she will turn up to a large event even on some occasions where she is not invited. “After all, doesn’t it seem pitiful to not notice such things, even though I spent money on things like these? Nevertheless, do be at peace, for I have arrived now! The center of the world, the chosen leading actress, Queen Medb, the ruler of everything!” Even though this is an action according to a person who craves the limelight, Medb herself is uncontrollable within the vicinity when one considers the good of everybody else nearby.
Queen Medb. The Eternal Lady. The Queen of Connacht who appears in the Ulster Cycle of Celtic Mythology. A girl of affairs who built engagements, marriages, and at times, nothing but sexual relations with kings and brave warriors in great numbers. The ringleader who caused the greatest war of the Ulster Cycle, she was after the life of Cú Chulainn, the brave warrior of Ulster who defied her. It is said that she is even endowed with aspects of discord and conflict as a Divine Spirit that rules over regal powers, evil and insanity.
Even in modern Ireland, there are many sighting cases where people have said “I saw her.” Of course, they are not a kind of joke. Even now in the hearts of people, Queen Medb, as the Eternal Lady, lives on.
Within the case of the Archer class, she has become the embodiment of the 'fierce warrior Queen who razed Ulster', and who 'takes what she wants when she wants it'. As a result, certain traits have been emphasized. The fact she is within the Knight classes certainly doesn't help.
Weapon: Twenty Eight Throwing Javelins, Nameless Soldiers, Shield _________________________________________________________________________________________ Parameters: Strength: C Endurance: E Agility: B Mana: C Luck: EX _________________________________________________________________________________________ Class Skills:
The ability to materialize independently. Thus, it is possible to take action even without a Master. If the Master is lost (or if the contract is nullified), Medb can probably continue to materialize for around a week.
However, since Archer can efficiently obtain magical energy by application of her personal skills it is theoretically possible to extend this duration indefinitely. In such a case, there must be a conscious effort to conserve magical energy. Even if Archers abilities look flashy, she's ultimately a economical servant.
Also, even if the spiritual core sustains lethal damage, Archer can still survive for some time.
Ability of resistance to magery.
Nullifies spells that have a chant of three verses or below. Receives almost no damage even against Great Magecrafts and Greater Rituals.
Personal Skills:
The main mode of attack for Archer, throwing javelins. At the base level, it is possible to demonstrate the destructive long range firepower expected of the Archer class. However, to the violent Medb, it also acts a means of conveying love.
That is, her affection for the target will guide the javelin and increase both its accuracy and 'weight'. Disregarding normal conventions, it is best to say both Medb's affections and tastes are out of the ordinary. To a target that has earned her interest, her throws may yet seem to home in on them despite desperate evasion attempts.
In other words, it is a skill which enacts the rulers sovereignty upon a target. That which falls under Archers gaze and must be claimed- the nature of her existence as Queen is purely expressed through this wanton violence.
If this affection is pushed to its 'absolute maximum', this accuracy can surpass even special evasion or immunity abilities. Specifically in the case of a certain Dog, even his divine protection from arrows will not save him from a pure maidens punishment.
Medb's voice and breath are endowed with a honey-like sweetness, which allows her to influence the target's stats just by existing.
In the case of animals or humans without protection against magical power, she should be perfectly capable of bending them to her will.
For example, it'd be easy for her to turn a small boy into a brave warrior comparable with a veteran. Conversely, she could also take a hardened warrior and turn them into a child.
She can even freely mess with a Servant's stats if they don't have the means to resist.
A skill similar but different to "Alcoholic Fruit ". It may be resisted by both magical energy or magical resistance. Its enhancement is comparable to the original runes.
An expression of the body of Queen Medb which dominates all of Archers lovers, making them fundamentally 'hers'. In other words, a form of her bodily 'charm', which can take possession of even Heroes. A form of almost-information processing which could resemble the process by which Medb manufactures nameless Heroes from the DNA of great warriors.
Through exchange of bodily fluids, it becomes possible to both capture and grant 'attributes'.
In other words a form of sublimation, not unlike the digestive fluids of a Pitcher plant. Certainly, describing it with a sickly sweet smell is apt.
Taken to its fullest extent, it can also be used in a way not unlike an ascendant form of Synchronization, though perhaps it could be called closer to Empathy. Because of this, the efficiency of mana exchange for Archer is through the roof, at a rate other Servants couldn't possibly ever compete with.
Even the likes of the phantasmal species, the Succubi, should be. . .no, certainly are, jealous.
The Queen of Connacht's voice, endowed with the crystallization of royal authority. Just by simply breathing, it is possible for Medb to take possession of and impose her will on anything she sets her sights on.
This is expressed through the decrees of prohibition and limitation through the concept of Tynged- in other words, a form of Geasa. At face value, it is an idiosyncratic form of curse which affords even physical manifestation- resembling the instant contracts found within mundane magecraft.
Acting as royal decree, it manifests a contract with a willing target which burdens even their spirit.
At its fullest extent this skills strength could be called supreme and unconditional, so long as participation was willing on behalf of the target. Operating upon the principals of Tynged, this alteration of the targets fate(the conditions imposed) increase the targets spiritual power vastly, so long as the conditions imposed are observed. Violation will see the opposite.
This is the embodiment of the Eternal Queen who enacted her absolute will upon all men with but simple words. It is based on certain mythological episodes wherein Medb was the hag whose machinations with Geasa sent the Child of Light to his doom.
Through proper employment of this skill it may also be possible to apply lesser contracts with flexible but weaker fates, even against unwilling targets. However in such a case, the target may diminish the effects with the usual methods of curse resistance.
Title: My Dear Romantic Wroth Rank: A+ NP Type: Anti Army~Anti Fortress Range: 5~40 Maximum Number of Targets: 28 people Description: Twenty eight spears which manifest as a crystallization of the Formorian menace known as Clan Calatin. As they are something approximating a living thing, with their employment Archer has reached the level of Archers who can adjust trajectories mid-attack. Because of their quality, they are spears balanced and useful in both melee or long distance throws.
The culmination of both 'Clan Calatin' and her very own nature are put on full display with a true name release. Activated with a single spear toss, it will swiftly become twenty eight spears- which will in turn become 'one' with themselves at the target. It is a strike that firmly scourges whatever it hits, renacting the devastation of Archers Táin Bó Cúailnge.
However, that is not the true nature of this Noble Phantasm, as that is only its manifestation. Its true power is put on display when used alongside other Heroic Spirits.
Archer is fundamentally someone who 'takes others into her possession'. Those who are her lovers, those who hate her, those who desire her, those who admire her. She, who is the Heroine of this world- is the unequivocal center for all. That is what it means to be the 'Eternal Lady'.
Especially if someone is a Hero, it is only natural for them to become the possession of Archer. That is the culmination of her legend and various anecdotes of sovereignty over Heroes.
Because, it's in Medb's nature to be a Queen who brings Heroes together and one-sidedly bends them to her pure and violent will. Those who stand beside her naturally become the Eternal Lady's whip.
When activated alongside allied Noble Phantasms, it will sublimate them into itself as the twenty eight spears separate.
When these spears come together on contact with the target, the effectiveness and destructive force of the Noble Phantasm will increase drastically based on the sublimated Noble Phantasms. Theoretically, it's possible to exceed even the listed rank under proper conditions.
However, the power of this Noble Phantasm only corresponds to A rank when used alone.
Title: My Dear Blessed Mead Rank: C+ NP Type: Anti-Unit Range: 1~15 Maximum Number of Targets: 1~50 Description: The meaning of the name Medb is 'she who intoxicates'. Drinking mead is key to the inauguration of the legendary Irish Kings. It is the woman who embodies the land itself that selects the King by offering him an alcoholic drink.
Medb is a Hero who represents the sovereignty Goddess that grants authority to great Kings and Heroes through her intoxication.
It is an ability related to the Queen Mab, who finds their basis in Medb- the blessings of the Fairy Queen who grants greatness to legendary Heroes and Kings from the 'Other side'.
It has become crystallized as a simple golden cup. Within it lies liquor infused with the very concept of the blessings and boons of the land(Ireland) itself. Without a true name release it is possible to bring it forth in a golden-pink torrent, with only a small 'drink' needed to receive its benefits.
In the case of a true name release, only a single target may gain its benefits. Its effect in this case is fundamentally different from normal support Noble Phantasms.
It becomes an 'enhancement' from the Eternal Lady, which is capable of raising the targets spiritual power and rank greatly. Not only that, but buff effects used or already on the target will correspondingly become more efficient. It is a crystallization of the targets 'true value'.
This effect can only be realistically sustained for several turns, and overreaching will result in self-destruction.
As a Knight class, Medb express' the usual level of fighting competence of the premier classes- both at melee and range. Because Archer is fundamentally deceitful, she is at her strongest when employed with some forethought. She is not an Archer well aligned to super-long range attacks(outside of specific conditions), and is best at medium or short range. Though her parameters are low, she is still very much a Warrior-Queen whose defeated Heroes in duels, and seriously injured the teacher of Fionn in a single blow.
The main limitation for her ranged attacks falls to visibility, a problem to be solved through the employment of nameless soldiers or allies.
Through fire support, nameless soldiers, and various buff and debuff abilities, it becomes possible to support a team of Magi and Servants in various ways. Though it is less efficient, Archer could also simply buff herself and try to smash through the opposition as well.
In the case of her Nameless Soldiers specifically, their quality is a bit higher than those employed under the Rider container. It would be like comparing a mook to an elite mook, if you looked at their base level of abilities.
As an aside, her twenty eight spears may shift their form according to Medb's will, as they are 'living things'.
Before this RP went on break (further details are on the Discord), I made this:
Daniel
Rider had arrived, and it was Daniel’s hope that his Astrology, channeled through his Planetarium Orb, had given the Servant the opportune moment to destroy the enemy collection of Assassins without harming his allies or Kiritsugu’s assistant - And also warn Kiritsugu himself, if he was nearby, that they were not the only ones with numbers on their side. That, and Daniel hoped that his ability to control multiple Servants would impress Kiritsugu once they confronted each other. Either way, woo-hoo, they were finally winning this, and would promptly get exposition as to what exactly was happening, too!