There are stupid questions, but if you pretend you were just joking you should be okay.
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6 yrs ago
The best business pitch is to throw the business ball past the business batter to the business catcher.
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6 yrs ago
I sometimes hear about someone having skeletons in their closet. Ok? How do you know they're still in there? You can't just assume a skeleton is gonna stay still. This is your house, not a graveyard.
I don't know anything about the power levels of enemy Servants past, preset, or future, but if he can bully Lancelot the rest of us might be in trouble unless it's more of a specific counter to him. If it's just about physical power though that's what you'd expect from a Berserker so it'll probably not be too insane as long as they're still, well, insane.
Nicknames: Hector of Troy, Hector of the Gleaming Helmet
Alignment: Lawful Neutral
Servant of: TBD
Wish: Lancer believes the power of the Grail sounds too good to be true. Nonetheless, he will procure it if his Master requests as much.
Weapons: Durindana, the weapon which can become both sword and spear. As the paladin Roland would later discover, it is impossible to destroy.
Personality A Servant with a capable yet lazy persona who likes to play the fool. He calls himself an "old man" and always approaches problems with an easygoing attitude, being ruthless, but not cruel. He attends to things with a slacken mood from beginning to end. The initial impression he gives is that he lacks seriousness, but he is always serious. It is just that he avoids letting it show on his face to the best of his abilities. After all, he was also a politician. However, he is not an irresponsible or careless person as he has a tempered resourcefulness and talent for provoking his opponents that brought him close to winning the Trojan War even after it had become a hopeless siege battles for the Trojans. Experienced as a soldier and retainer, Lancer finds it easy to fall into the role of a Servant, but because of his great experience his role is likely to end up as an advisor rather than an underling.
Parameters Strength: B Endurance: B Agility: A Mana: B Luck: B Noble Phantasm: A
Class Skills Riding B: Lancer can handle most vehicles and animals with above average skill, including those that did not exist during his time. However, Phantasmal Species cannot be ridden.
Magic Resistance B: Lancer can cancel spells with a chant below three verses targeting him, even being able to greatly resist things like High-Thaumaturgy and Greater Rituals.
Personal Skills
Proof of Friendship C: An ability to quell the fighting spirits of enemies to the point where it is possible to open a dialogue with them. Lancer has an easy time constructing temporary alliances with foes, but this is less useful in a war with two well-defined sides than it would be the free-for-all of a normal Grail War.
Military Tactics C+: Lances gains bonuses in commanding large numbers of troops, as well as using his Anti-Army Noble Phantasm or dealing with such an ability from an enemy. In a siege war or battle of attrition, his talents shine especially bright.
Disengage B: Lancer can withdraw from the battlefield in the midst of combat, resetting battle conditions to their state at the beginning of the fight (turn 1) and resetting the value of this skill to its initial state, thereby clearing any "skill debuffs". Rather than simply a talent for fleeing, Lancer often uses this in his main fighting style, retreating two or three steps and then striking the enemy when their guard's down, before running away again, and just when they think he's far away, throwing mud at them.
Noble Phantasms Name: Durindana Pilum Rank: A Type: Anti-Army Range: 1~50 Description: The form of Durindana with the hilt extended to become the throwing spear with which Lancer was supposedly able to pierce anything. Even its basic attacks will put cracks in the weapons and armour of Heroic Spirits, save for Noble Phantasms. When calling its true name, the second half can be omitted, as simply invoking "Durindana" will allow for a powerful throw that emits destructive flames and a great explosion at the point it strikes. To defend against it one must deploy a defensive Noble Phantasm at least matching up to "Rho Aias", the shield which was able to withstand it during the Trojan War.
Name: Durindana Spada Rank: A Type: Anti-Unit Range: 1~4 Description: The form of Durindana with the hilt shortened to become a sword. Lancer was not so famous for using a sword, but Durindana later lost its spear function and became Durandal, the sword of Roland, and so this form still boasts great power. Its functions are nearly identical to the spear form, being a "sword that can cut anything". The true name release is slightly different, being a purely single target effect that can be best described as "a single slash like a scorching beam of sunlight which cannot be stopped by anything and burns the victim's body from the inside out". Just the same as with the spear form, anything less than Rho Aias will fail to protect the target from it.
Name: Romeo Tallis
Nicknames: Bloodstained Tracker
Age: 26
Gender: Male
Master of: TBD
Command Seal Location: Right Palm
Wish: "My job is just to fight, but maybe I should start writing up a wishlist..."
Origin: Pursuit
When on the job he dresses as a priest, obviously.
Personality "Magic is real."
"I can do magic."
"My job is fighting evil magicians."
Even many years after realizing these things, he retains a certain sense of childlike wonder that someone born into magecraft would likely lack. It is not that he is naive, for in his line of work he must understand the weight of a human life. Rather, it is simply that each experience in his life surpasses his expectations. He does genuinely follow the Catholic faith, even if he's pretty loose and carefree. Always optimistic and inquisitive, Romeo has gone to great lengths to find a balance that allows him to work efficiently while also satisfying his curiosity with the ways of magecraft. Always trying not to take things too seriously, he is used to hearing things like "I am the head of the great ________ clan which goes back __ generations! I will not fall here!" and so it is easy for him to humour those of great pride and not speak up against them too quickly, since he is also genuinely impressed by the ancient and mystical powers they wield. In other words, even if he's proud of his skills and sometimes hot-headed he's often content to let others show off. However, on principle he can't let anyone speak a word against his teacher and mentor, Orlando.
Biography The Batticavallo family in Spain wasn't like most. For instance, Romeo didn't know he was a mage for the first twelve years of his life. Didn't need to, because the "magic crest" was a little different from most. He didn't understand why his father made him come home so early, made him stay away from all the friends he made. He didn't understand the ritual prepared for him at age twelve when he was called down to the living room by his father.
His father was his grandfather, and his great grandfather, and his great-great grandfather. This was the secret of the Batticavallo family of mages, it was nothing more than a single mage using a dark ritual to steal the bodies of his successors. Romeo was next, and there was nothing he could do. Nothing, except kill the person who was trying to kill him. For the first time in his life, magic circuits began activity, staving off the dark smoke that threatened to consume him. The groin. The shins. There was no honour in it, but the young boy did everything he could to fight off the bigger, stronger, magical man. A knife. Rabbits had been bled dry to prepare the ritual. In his old age, this rotten immortal had become careless. Romeo, who knew nothing of magic, squeezed every last drop of mana from himself to resist the magecraft his father threw at him. One, two, three, and four. The boy stabbed the man's belly. Dead. He had killed his father.
No, that was wrong. The man, essentially an undead being, rose again with eyes full of vengefulness-
-And was pierced through the head by a pair of long blades with short red hilts.
His saviour, who had entered the house undetected. Then turned his blades on Romeo. His task, to clear out a family of especially heretical mages, had hit a snag. But the solution presented itself in the form of four holes in the dead mage's belly. A new trainee joined the executioners that day.
Romeo took up the Catholic faith and trained directly under a master of mage assassination, Orlando Tallis, and even took the man's last name as he picked up the skills of mage-hunting very fast. There was so much he hadn't known of in the world of mages, and even though his first experience there had been a life-threatening one. He found himself constantly delighted as he poured over fascinating lore, and even as his job involved the hunting and killing of mages, he was always intrigued by the work of his enemies, often questioning them about their research once he had them pinned, something which got him into more than a few scrapes.
Romeo wasn't the church's first pick for the mission of participating in this Holy Grail War, but he was on the list, and by calling in a few favours he makes his way to London for the chance to work together with mages, something he relishes. And more than that...
"It's cool! Ancient heroes! You have to be aware of how incredibly cool this is!"
Magecraft School: The basic teachings of the Church and a ramshackle set of skills from Orlando meant for the hunting and slaying of mages. Amount of Mana: C
Lurk (3/day): A passive effect to enable a mundane form of stealth at the highest level for 15 minutes per casting. Sounds such as Romeo's footsteps and breathing are silenced and it becomes easy to blend into a crowd and perform slightly unusual actions while going unnoticed. Baptism Sacrament (2/day): A simple ritual with an aria that falls on the Ten-Count category capable of exorcising Demons and sending Wraiths back to the world of the dead. Possess weak capacities of physical interference, but its power is overwhelming against spiritual bodies. However, it is ineffective against spirits on the level of Servants. Combat Healing (2/day): A sort of healing magecraft useful in combat because of its extremely short casting time. However, it can only be used at close range and doesn't truly restore flesh so much as hold together the body for a while so that the fight can be completed. Basically, a method to ignore and temporarily lessen things like broken limbs and stab wounds. It is not that the wounds automatically revert to the previous state when the spell wears off, but that it is similar to a hasty stitching job. Conceal (2/day): An effect on the same time limit as Lurk, but applying to magical stealth. Romeo's "mana signature" even as a master is snuffed out and he becomes shielded from divination (information gathering) magecraft. As such, it is possible for him to deceive the eyes of familiars and pass straight through most modern bounded fields and magical traps without setting them off. Quarry (1/day): A target is selected, at which point Romeo is aware of their general direction and distance from him for 10 minutes. Moreover, he can let himself be physically pulled towards them. In other words, a compliment to his high agility which boosts his movement speed when moving towards the target. Superior Resistance (1/day): The normal act of using one's mana to resist "status effects" borne of magecraft, simply at a much higher level for a minute or so. It can also be somewhat applied to physical damage type magecraft, so combined with his durability it could be used to run through something like a fireball (while still taking some damage) towards his prey.
Other Black Keys: Red hilts whose small size and light weight allow them to be carried in very large numbers. By running a little mana through them a blade can be manifested, with the exact size depending on the amount used. While they can be used to thrust and slice, even cutting concrete if filled to the brim and swung at Romeo's full strength, they are primarily throwing weapons. While dangerous in physical combat, their real strength is against vampires, whose regeneration is halted by their touch, as well as demons and spirits. Protective Clothing: The garb of a priest worn by Romeo while he's working. It is made from thick kevlar allowing it to block small arms fire, and laced with protective enchantments from the church making it more effective at blocking offensive magecraft. Combat: Romeo's real strength is his body which has power far beyond the level of normal human training due to the secret methods of the church granted to him as an executioner. He is exceedingly deadly at close range, with a fighting method where he is constantly making to kill the opponent by snapping their neck or crushing their ribcage, even with his bare hands. Due to his experience against mages, he is adept at telling when they are preparing to cast a spell and using sharp movements and acute pain to distract and disrupt them.
Nicknames: Hector of Troy, Hector of the Gleaming Helmet
Alignment: Lawful Neutral
Servant of: TBD
Wish: Lancer believes the power of the Grail sounds too good to be true. Nonetheless, he will procure it if his Master requests as much.
Weapons: Durindana, the weapon which can become both sword and spear. As the paladin Roland would later discover, it is impossible to destroy.
Personality A Servant with a capable yet lazy persona who likes to play the fool. He calls himself an "old man" and always approaches problems with an easygoing attitude, being ruthless, but not cruel. He attends to things with a slacken mood from beginning to end. The initial impression he gives is that he lacks seriousness, but he is always serious. It is just that he avoids letting it show on his face to the best of his abilities. After all, he was also a politician. However, he is not an irresponsible or careless person as he has a tempered resourcefulness and talent for provoking his opponents that brought him close to winning the Trojan War even after it had become a hopeless siege battles for the Trojans. Experienced as a soldier and retainer, Lancer finds it easy to fall into the role of a Servant, but because of his great experience his role is likely to end up as an advisor rather than an underling.
Parameters Strength: B Endurance: B Agility: A Mana: B Luck: B Noble Phantasm: A
Class Skills Riding B: Lancer can handle most vehicles and animals with above average skill, including those that did not exist during his time. However, Phantasmal Species cannot be ridden.
Magic Resistance B: Lancer can cancel spells with a chant below three verses targeting him, even being able to greatly resist things like High-Thaumaturgy and Greater Rituals.
Personal Skills
Proof of Friendship C: An ability to quell the fighting spirits of enemies to the point where it is possible to open a dialogue with them. Lancer has an easy time constructing temporary alliances with foes, but this is less useful in a war with two well-defined sides than it would be the free-for-all of a normal Grail War.
Military Tactics C+: Lances gains bonuses in commanding large numbers of troops, as well as using his Anti-Army Noble Phantasm or dealing with such an ability from an enemy. In a siege war or battle of attrition, his talents shine especially bright.
Disengage B: Lancer can withdraw from the battlefield in the midst of combat, resetting battle conditions to their state at the beginning of the fight (turn 1) and resetting the value of this skill to its initial state, thereby clearing any "skill debuffs". Rather than simply a talent for fleeing, Lancer often uses this in his main fighting style, retreating two or three steps and then striking the enemy when their guard's down, before running away again, and just when they think he's far away, throwing mud at them.
Noble Phantasms Name: Durindana Pilum Rank: A Type: Anti-Army Range: 1~50 Description: The form of Durindana with the hilt extended to become the throwing spear with which Lancer was supposedly able to pierce anything. Even its basic attacks will put cracks in the weapons and armour of Heroic Spirits, save for Noble Phantasms. When calling its true name, the second half can be omitted, as simply invoking "Durindana" will allow for a powerful throw that emits destructive flames and a great explosion at the point it strikes. To defend against it one must deploy a defensive Noble Phantasm at least matching up to "Rho Aias", the shield which was able to withstand it during the Trojan War.
Name: Durindana Spada Rank: A Type: Anti-Unit Range: 1~4 Description: The form of Durindana with the hilt shortened to become a sword. Lancer was not so famous for using a sword, but Durindana later lost its spear function and became Durandal, the sword of Roland, and so this form still boasts great power. Its functions are nearly identical to the spear form, being a "sword that can cut anything". The true name release is slightly different, being a purely single target effect that can be best described as "a single slash like a scorching beam of sunlight which cannot be stopped by anything and burns the victim's body from the inside out". Just the same as with the spear form, anything less than Rho Aias will fail to protect the target from it.
Lots to do today, so don't expect a Master until at least tomorrow.
On the subject of Harpe, I can cut the anti-heal time down to just like 6~8 hours, and considering he's not like Diarmuid who had Mind's Eye, Knight Tactics, and Gae Dearg to set up this whole ploy where Saber had to take off her armour and then take a really precise hit, I can't imagine it'll be game breaking unless team Red has someone like Spartacus who relies purely on healing.
The sack is one of his canon NPs, it's in his little stat block on the wiki and in the prototype materials, just not in the abilities section on the wiki for some reason. I see what you mean about flight but since he lacks ranged attacks he would only be immune to melee fighters if he decides to flee or something, so it's mostly for flyby attacks where quick fighters have a chance to catch him. I can see it being really hard to counter if our Archer decides to hand over his bow or something, but somehow I doubt that'll happen.
I quite like this hero, so I'll probably try to find a way to make him usable. Noble Phantasms are his whole thing and Rider is the Noble Phantasm class, plus they're all in his legend and some of the lower ones like flying, disguise, and minimap are more or less on par with high-level magecraft. One thing I could do is fold them all into one phantasm like King's Order if that would made it look better but aside from that I could cut the Medusa's head (just something I added because it was mentioned in a FGO materials book) and preservation ability from the sack and nerf Harpe so the anti-heal wears off after a while, basically just putting someone out of commission for the rest of the night if he lands a good hit.
If I end up having to switch characters I'll probably have to change classes too since few other Riders appeal to me.
Not 100% if we're playing or not but I'll drop my Rider here to see if he's okay before putting in the effort to write personality and bio.
He's canon, but I expanded on that and switched some things around for this sheet. He's sort of unusual in terms of NPs but I don't think he's really overpowered.
Wish: Rider is generally happy to serve a Master in need of his skills, however should he get his hands on the grail he would probably wish to never again in any incarnation encounter that snakelike woman.
Weapons: While not a weapon, exactly, Rider can summon the powerful Phantasmal Beast, Pegasus as his mount. Such a being has extremely high flight speed, physical abilities, and magic resistance. However, it is a rather docile creature which is mostly useful only for high-speed travel unless a certain Noble Phantasm is applied.
Class Skills Riding A+: Rider can skillfully use any creature or vehicle as a mount, up to the level of Phantasmal Beast and Divine Beast. However, this does not apply to members of the Dragon Kind.
Magic Resistance C: Rider can cancel spells with a chant below two verses targeting him, but cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal Skills Divinity B: Rider, being the son of the king of gods, Zeus, has a naturally high level of Divinity. This allows him to break through "purge defence" and divine protective skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Disengage A: Rider can withdraw from the battlefield in the midst of combat, resetting battle conditions to their state at the beginning of the fight (turn 1) and forcibly releasing some of the bad status conditions from himself. He would never admit it, but having such a high rank in this skill is likely tied to his nature, somehow.
Bearer of Boons B: An ability reflecting the many Noble Phantasms that were showered onto Rider during his life. Whether being granted gifts from the gods or taking for himself the mystical head of Medusa, he it undoubtedly someone with a propensity for obtaining powerful artifacts. For other Heroic Spirits, letting Rider use their Noble Phantasms is a simple as placing them in his hands. However, the same effect cannot be applied to Rider giving away his own Noble Phantasms.
Noble Phantasms Rider received from the gods perhaps the most treasures ever gifted to a hero. However most individually are less than exceptional, and activating multiple at once may prove troublesome depending on the mana available.
Name: Haidos Kuneēn Rank: E Type: Anti-Self Range: 1 Description: Said to be a helmet granting invisibility in the legend, this item granted to Rider by Hades to allow him to sneak up on Medusa instead takes the form of a tattered black mantle. Wearing it allows the Rider to change his appearance at will. He can mimic a person right down to their voice and change or remove his displayed stats and presence as a Servant, but cannot truly hide his energy signature in the same way as an Assassin. At the very least he should register as a human with a large amount of mana.
Name: Talaria Rank: D Type: Anti-Self Range: 0 Description: A pair of sandals lent to Rider by the messenger god Hermes for the purpose of evading Medusa's deathblows. They exist as normal sandals worn by Rider at all times and can sprout wings at will to take to the skies as easily as walking. This method of flight lacks the immense movement speed of his mount, but offers higher maneuverability and evasion, essentially being worth a rank-up to Agility where dexterity is concerned.
Name: Semita Clypeus Rank: C Type: Anti-Town Range: 0~100 Description: The polished shield provided to Rider by Athena to allow him to locate and battle Medusa without directly looking upon her. At base it is a sturdy shield capable of withstanding strong attacks, but its real value lies in its ability to "reflect" a comprehensive map of the surrounding landscape, up to the scale of a small town. Always keeping its own position at the centre, it can display a top-down layout or a 3D multi-floored guide, and marks the current exact positions of all life forms. To avoid being designated would require use of something like Presence Concealment at B rank or higher, and since such abilities are reduced in effectiveness upon preparing to attack, it can be used to react a split second before an ambush if Rider watches its surface carefully. Even if the display seems somewhat clunky, Rider finds it quite intuitive to the point where he can engage an enemy without laying eyes on them.
Name: Kibisis Quote: "This is a tricky one." "Swallow me up, but leave me out!" "Reflect it back, Kibisis!" Rank: B Type: Anti-Unit Range: 0~3 Description: The sack bestowed onto Rider by the Hesperides, the nymphs who tend to Hera's orchard, to reflect Medusa's "Breaker Gorgon" ability and safely contain her head. It is an anti-sealing Noble Phantasm that distorts the concept of the world through a mirror world-type Bounded Field that places the inside of the pouch on the outside and the outside of the pouch in the inside. When an enemy targets Rider with an ability or effect directly applying to him rather than being an an attack or projectile, he can react with the bag's true name, causing it to inflate, swallowing him up and reflecting the enemy's ability back onto them like a mirror. It is also possible to reverse this effect, forcefully cementing the fact that "the inside is in, the outside is out" in such a way that things placed into the sack are put into a sort of suspended animation state where any passive effects are sealed and any physical or magical decay is put on hold.
Name: Cybele Conquietus Quote: "Gross! Gross! Grossgrossgross!" "Just turn to stone already!" "I'm tired of holding it, Cybele Conquietus!" Rank: B+ Type: Anti-Army Range: 1~30 Description: The only Noble Phantasm Rider obtained for himself, it is the severed head of Medusa whose gaze turn those who met it to stone. Upon calling its true name, the eyes spring open and all those who can see them directly are subject to powerful Mystic Eyes of Petrification. Having deteriorated somewhat from when Medusa was alive, they will quickly begin turning to stone anyone with a Mana parameter ranking of D or lower. Those with rank C Mana may or may not be petrified depending on conditions like distance and focus, while those with rank B and higher will never turn to stone, but will sustain a temporary rank-down to all parameters due to the pressure. One who has been turned to stone is essentially dead, but there are advanced and time-consuming methods through which such an effect could be reversed. Nothing can be done for someone who has been smashed to pieces, however.
Name: Harpe Rank: A Type: Anti-Unit Range: 1~4 Description: The sword(?) given to Rider by Zeus for the purpose of delivering the deathblow to Medusa. It is a holy weapon that deals bonus damage against monsters, more against serpant-like monsters, and an exceptional amount to gorgons like Medusa and her sisters. Its greatest strength is its trait of Refraction of Longevity, which is a divine ability that nullifies the "undying" attribute of immortals and inflicts wounds that cannot be restored by any methods other than healing in accordance to the natural laws (nonmagical medical treatment and recovery over time).
Name: Bellerophon Quote: "Come on, big guy!" "Get fired up quickly!" "Bellerophon!" Rank: A+ Type: Anti-Army Range: 2~50 Description: A whip and bridle which can be used to greatly strengthen and control a Phantasmal Species, with Rider's usual choice being the Pegasus that sprung from the slain gorgon's neck. The already mighty Pegasus will have its abilities greatly augmented when this is applied to it, becoming a nigh-indestructable monster capable of travelling hundreds of kilometres per hour. Its charge is Rider's ultimate offensive measure, with the Pegasus becoming something like a white comet capable of engulfing and obliterating a wide area. Of course, if another Phantasmal Beast could be procured the exact buffs applied might be quite different.
It's a small number but I think we could make it work. Dealing with half a faction's worth of NPC allies sounds like a hassle though, so maybe we could get split up into different home bases for an assault on two fronts so we can have all the player characters in one little squad?
I'm looking at doing a close-combat Master, whether from the Church or just a muscle wizard.
As for the Servant, since there are no dragons allowed I'll probably use someone from canon. There are a lot of cool options, so I'm not worried about class so much.