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Thread: Create-A-Servant 2

  1. #8841
    後継者 Successor zikari8's Avatar
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    It does seem strange for her to be Assassin. Especially since she apparently can't assassinate.


  2. #8842
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors Bird of Hermes's Avatar
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    Agreed. If you're going for Semiramis vibes (which I think the goal was here), she had double summon and an NP from each class so that might be an idea.

    Or maybe just switch to Rider.

  3. #8843
    The Almighty Hero Fabuzer's Avatar
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    "To the feeble children who proclaim to be Heroes, I issue a challenge. The unwhorty ones will be relieved of their heads."



    Class: Rider

    Alternate Classes: Berserker

    True Name: The Green Knight

    Alignment: True Neutral

    Parameters:

    Strength: A
    Endurance: A
    Agility: B
    Mana: B
    Luck: C
    Noble Phantasm: A+


    Class Skills

    Riding: EX
    The ability to ride mounts and vehicles. Rider can tame and control any animal and member of the Phantasmal Species, even Dragons, but in exchange he loses the capacity to handle other vehicles. As a Spirit who embodied nature, Rider's affinity with supernatural creatures is extremely high.

    Magic Resistance: A-
    Grants protection against magical effects. As long as the spell originates from a "human" source, regardless of potency, Rider remains untouchable. However, those in possession of a special "inhuman" nature such as divine or demonic beings can bypass the resistance to a certain degree. Rider was originally born as a countermeasure to the expansion of human civilization. Therefore, his resistance could be called conceptual.



    Personal Skills

    Animal Dialogue: A
    The ability to communicate with animals that do not speak a "language of words". As a Nature Spirit, Rider can effortlessly understand and be understood by any animal.

    Battle Continuation: EX
    A Skill that allows for the continuation of combat even after sustaining mortal injuries. At this rank, even decapitation is unable to trouble Rider and the head can be easily reattached to the neck. Pulverizing a large part of his body is required to deal fatal damage. An anomaly that defies the common sense of man; Guinevere was certainly frightened when she somberly approached the head of the odd knight whom Sir Gawain had decapitated, only for it to speak to her.

    Protection of Nature: A
    A Blessing from Gaia. Damage dealt by human-made objects is purely cosmetic and practically null. Essentially, a rejection of human civilization. Possessing a sufficiently high divine or demonic nature, striking with a Noble Phantasm of extremely high rank or wielding a Divine Construct can bypass such resistance. As a result of Rider "betraying" the purpose of his existence, this Skill has weakened; originally there was no way to damage him as long as one was human. It is this conditional invincibility that justified the Green Knight's confidence in walking the halls of Camelot while ignoring the threats of the Knights of the Round Table.



    Noble Phantasms

    Bwystfil: The Thousands Beasts Walking Upon the Earth
    Type: Anti-Army/Anti-Divine
    Rank: A++

    An entity born at the same moment as Rider. Both were Spirits conceived in order to halt the expansion of human civilization: whereas Rider embodied nature as an opposite force to humanity, this being was an incarnation of the chaotic and lawless facet of nature.

    As a Noble Phantasm, it takes the form of a ram-like beast. It doesn't have a definite, fixed appearance and can change form to resemble any animal that exists in the current era, or a mix of several species.

    It belongs to the Trascendent Kind, putting it on the same level of Dragons. It once boasted an absolute Magic Resistance such that no spell from the Age of Gods could scratch it, but due to Bwystfil joining Rider in his "betrayal" of their purpose, it lost a majority of that immunity.

    Presently, its resistance is merely limited to anything and anyone that is "inhuman". Rather than leftovers, it might be more accurate to call it a fortunate side-effect of the basis of its existence.

    Bwystfil is the chaotic and lawless nature, the world where animals devour each other and the concept of life is nothing but a never-ending spiral. Even if animals die, more are eventually born. As long as human interference isn't taken into account, this balance will never be disrupted.

    All "inhuman" entities such as Divine Spirits, Demons, Dragons and members of the Phantasmal Species are unable to truly harm Bwystfil. The same applies to tools forged by them, such as Divine Constructs. Nature can damage itself, but it can never self-destruct. What happens when beings of Gaia attempt to injure Bwystfil is the same as when animals of the forest devour each other; the void left will be quickly filled. Attempting to overpower it is useless as well: no predator can empty the forest.

    As a result, even those with divine or demonic blood are faced with an insurmountable wall. On the other hand, humans and human-made weapons meet no special resistance; the destruction brought by human beings is the only phenomenon capable of eradicating nature and killing it. However, they would still have to deal with a "rather tough" beast.

    When mounted by Rider, his resistance to "humanity" and Bwystfil's resistance to "nature" overlap. It gives birth to a ridiculous existence with conceptual immunity to everything but the strongest human-made Noble Phantasms.

    Needless to say, it demands an unthinkable amount of magical energy in exchange and no modern magus can maintain this Noble Phantasm for even ten seconds when used at its full potential. It'd be far more efficient and less dangerous to allow it to rampage on the battlefield without mounting it and trap the opponent in a two-vs-one fight.


    The Knight's Test: Show Us the Worthiness of a Hero
    Type: Anti-Unit
    Rank: A

    A Noble Phantasm born from the famous tales in which mysterious men issued challenges to test the virtues of various Heroes: Moses, Saladin, Cu Chulainn.

    One story depicts Sir Gawain of the Round Table. A Green Knight issued a challenge to the Knights of Camelot: one person would strike the Green Knight in any manner they wished and the Green Knight would return the same blow the next year.

    Gawain, humiliated and enraged by the unknown man who made a fool of the greatest warriors of the kingdom and openly insulted the King by calling him a "beardless child", accepted the challenge and decapitated him.

    The Green Knight lived and merely reminded him that he will return the favor a year later. Although reluctant, Gawain did not run and kept his word. Gawain had succumbed to a woman's charm and had attempted to survive the ordeal through a magic girdle, but he was loyal to the King and kept his promises: therefore, when the time came, the Green Knight did not strike him down. The Green Knight judged the worthiness of Heroes and determined that Gawain was a splendid specimen.

    To activate The Knight's Test, Rider needs only to challenge his target: they will strike Rider anywhere and with any method, and Rider will return the equal blow using the same amount of force. The target must accept, otherwise the Noble Phantasm won't activate.
    It's a double-edged ability in how it exposes Rider to immense danger in case the enemy Servant is in possession of a Noble Phantasm capable of overwhelming his incredible resilience to physical damage. Rider must allow the opponent a free hit; upon activation of the Noble Phantasm, a curse is applied to him so that he won't be able to refuse.

    It might pose a risk, but Rider's survival entails his certain victory. If the enemy Servant intended to kill Rider by fatally wounding him, Rider will have the opportunity to return a blow that the foe is unlikely to survive.

    If the opponent does not comply, Rider will act as the judge of Heroes. In life he had tested the honor of men and women so that he could strip them of the appellative "Hero" if they resulted unworthy. One who withdraws their word is a fool for not having the courage to keep it and a coward for running away. There's no honor in such an individual and they are no "Hero".

    The Servant will be deprived of the Skills and Noble Phantasms they gained during their legend: innate Magic Resistance won't be afflicted, but one that was acquired as a Heroic Spirit will be sealed. Inherent traits such as Divinity remain but talents such as Instinct, Eye of the Mind and Protection Againt Arrows will be locked as well.

    As Noble Phantasms are crystallization of a Hero's legend, they will always become unusable. After all, such a Servant is no Hero.
    An extremely conditional Noble Phantasm. Heroic Spirits would accept such a suspiciously advantageous deal only if pressured and driven into a corner, leading them to believe that they have no choice. Even then, only those who are weak-minded would be so eager to; most will refuse regardless of circumstances. Due to its extreme conditions, Rider would be lucky managing to activate this Noble Phantasm even once in a Holy Grail War.



    Lore

    The Green Knight is merely the name it adopted when it came to Britain and decided to test the mettle of the Knights of the Round Table and, most importantly, King Arthur Pendragon.

    It was once a Nature Spirit which took shape at the same moment and place as another. The former embodied nature as a force, the latter nature as a lawless world. Regardless, they had a directive: halt the progression of Humanity and restrain their destructive nature.

    There was no will and no wish, only a purpose. One took the form of a warrior, the other the shape of a beast. They were unique in how they acted as a pair compared to their kin, but it changed nothing. Centuries passed and human civilization thrived upon the slowly dying planet.

    Perhaps it was due to being influenced by humans for such a long time, maybe a miracle or possibly an anomaly in what should have been otherwise a perfect being of Gaia. It mattered little, for the two Spirits more akin to machines finally began to truly "live".

    At first, they gained a mind. Eventually, thoughts and opinion of their own began to form. Finally, a complete sense of self had been fully developed.

    The Age of Gods would reach its inevitable end. A foregone conclusion that they had fought against for hundreds of years, without pondering why. Change, mayhaps, should be welcomed instead of rejected. Rather than hindering the growth of Man, they should prepare it for its role as the future ruler of the planet.

    By rejecting their purpose and existence, they lost a great deal of the power that once defined them. They became a living contradiction, beings of nature that approached the realm of Man. The first became a Green Knight and started to think of itself as "he" and the second named itself with the simple "Bwystfil".

    The Green Knight and Bwystfil would travel the world and test the greatest men and women: Heroes. Only those who are virtuous can be allowed to represent Humanity; with that line of thought, they reinforced and made more famous the legends of individuals in possession of the right qualities and culled the pretenders.

    The Green Knight did not truly "die", but as science advanced and the number of "Heroes" dwindled to nothing, he disappeared from the world. Acting like a human and interacting with humans dragged him away from his nature as a Spirit and brought him closer to Humanity, allowing him to ascend as a Heroic Spirit.



    Personality

    Despite of the self he developed, the Green Knight is not a human being and will never be one. He can approach it and study it, but is incapable of understanding the core of a being limited in its lifespan.

    He holds values and standards that would result in normal people marking him as a weirdo. At first he struggled with the concept of monetary exchange and although he now accepts it, he still doesn't find any worth in a small piece of shining metal. Paper money puts him more at ease since there are a few ways it can be used.

    Blunt and harsh with words, but he won't say anything untrue. If someone is evil, he will insult them. If someone is good, he will praise them. Whether good or evil, he doesn't have a strong opinion about someone's attitude, but is much happier when nobody is bothered, so he won't act passively in front of troubles.

    He doesn't care about morality, but even a Spirit finds cruel actions without apparent sense abhorrent. He won't blame stealing or killing due to necessity, but he lived enough in human society that he can tell when a crime is "bad".

    To him, "Heroes" are the vanguards of Humanity. All human beings should reach such heights and a future where all individuals are exceptional would be grand indeed. Those who exhibit virtues and fight for Humanity are Heroes, but aside from that he doesn't care if they commit evil deeds as long as they don't outweigh the good ones.When interacting with someone he has acknowledged, the solemn Green Knight will leave the stage and reveal a man with surprisingly good humour.

    He likes to show off and tease others; perhaps he was having a bit too much fun when Gawain thought he had to be decapitated. He likes to startle others and the reactions he earns by speaking after being decapitated will always amuse him. When he entered the throne room of Camelot, he had already marked Guinevere as the unfortunate woman he would scare that time.



    Relationships

    Gawain: "You have shown great courage and loyalty, Knight of the Sun."
    He acknowledges him as a Hero and Knight. However, Gawain was left traumatized when the Green Knight almost decapitated him three times as a test. Meeting each other again might trigger unpleasant flashbacks.

    Altria Pendragon: "I have stripped you of your sword once already, King of Knights; act nobly and no repeat performance will be needed."
    When Altria broke the code of knightly conduct, the Green Knight appeared and deprived her of Caliburn. She is ready to fight him in case he attempts to do so again, but he believes she has learned her lesson. How she acts as a King is no concern of his.

    Amakusa Shirou Tokisada: "Humanity can save itself, you fool."
    He believes that Shirou's goal would destroy human potential and prevent the birth of further Heroes. Needless to say, they will both oppose each other if circumstances dictate so.

    Cu Chulainn: "You have shown great honor, Hound of Culann."
    He once challenged three men and only the Child of Light kept his promise. Cu Chulainn barely remembers him and would react with a simple "Oh yeah, that guy" if reminded.

    Gilgamesh: "The most splendid Hero."
    Arrogant or wise, the King of Heroes is the pinnacle of humanity and the Green Knight admires that. However, Gilgamesh finds it hilarious that someone pretending to be human judges the worthiness of Heroes; only the Golden King has that right.

  4. #8844
    Vlovle Bloble's Avatar
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    Class: Lancer

    True Name: Amaltheia

    Alignment: Chaotic Good

    Parameters:

    Strength: C+
    Endurance: D++
    Agility: A+
    Magic: B
    Luck: E
    Noble Phantasm: B

    Skills

    Class Skills:

    Magic Resistance: A
    A skill that grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'. Because she existed at the birth of the Age of Gods, Lancer's Magic Resistance is first-rate. It has been boosted one rank by her continuously-active Noble Phantasm.

    Personal Skills:

    Self Replenishment: B
    Normally a Class Skill of the Avenger class that produces endless Magical Energy until revenge is taken, and recovers a minuscule amount of magical energy every turn. In Lancer's case, though the effect is similar, the cause is her continuously-active Noble Phantasm and it has nothing to do with revenge. In addition to producing Magical Energy, a constant regeneration effect heals damage and enhances physical parameters. If Lancer were summoned in a class that allowed for greater access to her Noble Phantasm, its rank would be higher and it would allow for indefinite manifestation.

    Divinity: B
    The measure of whether one has Divine Spirit aptitude or not. At high levels, one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster or Demonic Beast raises. Lancer was worshiped as a minor deity in many places, but her true nature is that of a Divine Beast that never reached the Throne of Gods. Her skin is the origin of several mythological armours, so she gains an extra rank up to Endurance.

    Admonishing Goddess: B-
    A skill that denotes the scolding of a goddess. Reduces the parameters of those descended from a certain God of Lightning and makes it difficult for them to fight Lancer. Because she is not a true Goddess but instead a Divine Beast infinitely close to being a deity, it can occasionally be ineffective. Being summoned in this form has emphasized Lancer's warlike aspects, so this Skill's rank has been reduced and she behaves more like a teasing older sister than a mother. Furthermore, having seen the Gods in their embarrassing infancy, Lancer can't take them seriously and is unaffected by abilities that would attempt to charm and enthrall, provided they come from a place of power rather than weakness.

    Distracting Disengage: A
    The ability to withdraw from the battlefield in the midst of combat or reset the battle conditions. Bonus effect of returning battle conditions to what they were at the beginning of the match (1st turn) and restores the condition of this Skill to the initial value. At the same time, it forcibly releases some of the bad status ailments inflicted on the user of this Skill. By summoning a horde of noisy warriors from the earth, an opportunity for escape will assuredly present itself unless the enemy uses an Anti-Army ability. The constructs are weak and fall apart quickly, since their only purpose is to cover Lancer's retreat. Since they would get in Lancer's way as well, it is difficult to use this Skill offensively. Also passively hides Lancer's Divinity from enemy notice. If she were to be summoned as a Caster this Skill would be ranked down, but she would be able to make more use of it.


    Noble Phantasms

    Cornucopia: Love Aplenty
    Rank: B
    Type: Anti-Unit

    The legend of the horn of plenty that can provide endless nourishment. A symbol of abundance and a sign that one possesses the favor of the gods.

    Lancer possesses a single horn on her head, but it is a distraction. Cornucopia instead takes the form of a shallow cup that she keeps with her at all times. It slowly fills up with liquid that has the properties of an 'elixir of life' and can provide endless physical replenishment. Possessing similar properties to a certain inexhaustible bale of rice, it would normally be ranked much higher and approach the level of a Holy Grail that can grant wishes. However, as the Cornucopia was an item possessed by many gods, it can be surmised that the original was swiftly divided after its creation. The cup Lancer holds is at best a tenth of the original horn, and the speed at which it fills up is rather low.

    The 'liquid of plenty' produced by Cornucopia has a wealth of properties. Acting as a 100% healthy meal substitute is what Lancer considers its greatest purpose, but lesser effects include lengthening lifespan, swiftly healing fatal wounds, purifying poison and corruption both physical and immaterial, and strengthening the body. Being functionally endless, Cornucopia can be a reservoir for magical energy, but as the density is low, one would need at least a swimming pool's worth to match the amount of prana that even a mediocre magus can produce in a day. If she were called as a Caster, Lancer would be able to weave powerful magecraft using this Cornucopia, to leverage its effect of 'bringing prosperity to the earth', but in this incarnation its effects are limited to Anti-Unit. For some reason, in this particular summoning there is a slight taste of alcohol, but Lancer insists that such an effect shouldn't exist.

    Cornucopia is difficult to use offensively, as it is primarily a restorative ability that supplements the fighting strength of Lancer and her allies. However, dipping a weapon into the cup does grant a bonus against entities that are spiritually corrupted or altered. With enough strikes, one might even be able to purge something on the level of All the Evils of the World.

    The elixir has no effect on Lancer herself, since it was originally formed from her bodily fluids. She can be thought of as benefiting from its effects at all times, even if the cup is emptied. She receives a plus to all physical parameters, but is always slightly tipsy. It is impossible to sober her up except by using a Command Spell.


    Reversed Cornucopia: Loving Discipline
    Rank: B(++)
    Type: Anti-Divine

    The true form of Cornucopia, re-purposed for use in a Grail War.

    Though it is thought of as a Noble Phantasm that endlessly creates, the Horn of Plenty is in fact a Reality Sublimation Engine originally used by the Mother Goddesses to convert consumed existence into a form malleable enough to shape into life. By throwing that engine into reverse, Lancer can instead consume life to recreate a reality before such a world existed. Since the pre-humanity world was inhospitable and raw, what comes out is a strange substance closest to the True Ether present in the Age of Gods, but in practice most similar to anti-matter. It swiftly reacts with and destroys the matter around it, vanishing in an instant due to its inability to exist in the modern world. It appears as a burst of light emanating from Lancer's horn, that disintegrates anything it comes into contact with.

    That much is still only enough to achieve a moderate level of destruction that can be surpassed by Noble Phantasms created for battle. Magically reinforced armour and flesh has enough resistance to reduce this disintegration down to merely taking heavy damage. When combined with Lancer's nature as 'one who nurtures Gods', however, Reversed Cornucopia becomes 'a horn that consumes Gods', making it tremendously effective against those that are descended from Divine Spirits. Being struck with Reversed Cornucopia initiates a chain reaction that causes the target's Divinity to self-destruct, creating an effect most similar to self-immolation or spontaneous combustion. Especially durable individuals might survive, but their Divinity will be sealed for the rest of that incarnation.

    Lancer is not spared from this effect and takes recoil damage for as long as she uses this Noble Phantasm. It seals Cornucopia while active and afterwards Lancer is left weakened for an amount of time proportional to how long it was used. If Reversed Cornucopia was overused she may even suffer fatal damage. Eventually, though, Cornucopia will reactivate, heal her, and restore her Divinity.

    Because it is an ability contrary to her nature, Lancer dislikes using it.


    Description
    Originally being a nurturing existence whose purpose was in creation instead of destruction, fighting would normally be difficult for Lancer. To navigate around that problem she has allowed only the most warlike aspect of herself to be summoned. Like a certain centaur, she has deliberately restricted herself to a bipedal form so as not to be identified. Because of that, and since she was summoned in Japan, she has taken the form of an Oni despite possessing no such attributes in life. Lancer herself doesn't mind; the misconceptions caused by her appearance only aid in disguising her otherwise obvious heritage.

    That being said, she's still a big softie at heart. Lancer is loud and boisterous, crude and unrefined, but also the kind to fuss over her Master. "Are you sure you packed everything?" she might ask. "Do you have a thermos of healing elixir? Did you brush your teeth and sharpen your weapons properly?" Her older sister-like disposition means she goes from being dismissive and rude to caring and kind depending on how she is approached.

    Lancer likes eating slowly but doesn't consume meat, so instead she chews on a stick of cinnamon. Don't ask her to cook because she never bothered to learn how. Oh, but if it's someone cute enough, she might begrudgingly prepare some sandwiches or rice balls for them.

    In battle the way she fights can only be described as animalistic. Lancer favors rapid charges and retreats, and will instantly back off to observe the situation if a new variable enters the battlefield. Her horn is her 'spear' but she fights just as often with her limbs, which she uses as crude weapons like a Berserker. As her wounds heal quickly, she may deliberately take damage in order to land a hit.

    Lancer can only be summoned by a virgin. She prefers girls, but if it's a cute enough boy she might answer the request anyway. That being said, her nature is still one of 'nurturing' so keep your dirty thoughts to yourself. Her respect has to be earned and until then she'll treat her Master as someone to be protected instead of a partner whose opinion should be taken seriously.


    Lore
    In Greek mythology, Amaltheia is the most-frequently mentioned foster-mother of Zeus.

    There were different traditions regarding Amaltheia. She is sometimes represented as the goat who nurtured the infant-god in a cave in Cretan Mount Aigaion, sometimes as a goat-tending nymph of uncertain parentage. The possession of multiple and uncertain mythological parents indicates wide worship of a deity in many cultures having varying local traditions. Other names, like Adrasteia, Ide, the nymph of Mount Ida, or Adamanthea, which appear in mythology handbooks, are simply duplicates of Amaltheia.

    In the tradition represented by Hesiod's Theogony, Cronus swallowed all of his children immediately after birth. The mother goddess Rhea, Zeus' mother, deceived her brother consort Cronus by giving him a stone wrapped to look like a baby instead of Zeus. Since she instead gave the infant Zeus to Adamanthea to nurse in a cave on a mountain in Crete, it is clear that Adamanthea is a doublet of Amaltheia. In many literary references, the Greek tradition relates that in order that Cronus should not hear the wailing of the infant, Amaltheia gathered about the cave the Kuretes or the Korybantes to dance, shout, and clash their spears against their shields. Still a baby, Zeus would have broken off one of Amalthea's horns while playing, which would become the cornucopia, and turning Amalthea into the first unicorn.

    In this particular summoning, her existence as Zeus' foster-mother has been emphasized over that of a unicorn.


    Relationships
    Iskander/Heracles:
    "Look at that fool! He's just a child that never grew up! He's definitely descended from that big baby. I'm going to have to set him straight or it'll be impossible to sleep at night."

    Cu Chulainn:
    "Ugh. Master, let's go. That man is no good. He'll definitely devour me if we linger any longer."

    Arturia/Jeanne:
    "Cute! Stupid, but cute! Don't you just want to pat her on the head and dress her up in frilly outfits?"

    Atalanta:
    "Dammit. Master, I want to pet her, but she'll definitely eat me if I try it. What should I do?"

    Orion:
    "Is it even possible to be this sleazy and remain a virgin? Just go and do it already, you rotten grand-daughter! I can smell your stench from here!"

    Gilgamesh:
    "...what? Don't give me that look that says 'just try running me down'. I'm not a bull. The gods may have been cruel, but we both know that cruelty was necessary."

    Enkidu:
    "Master, doesn't that person's hair look tasty?"

    Astolfo:
    "Ugh. Master, let's go. That man is no good. I'll definitely want to devour him if we linger any longer."

  5. #8845
    So Many Ideas, So Little Time SleepMode's Avatar
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    Quote Originally Posted by Bloble View Post

    Cu Chulainn:
    "Ugh. Master, let's go. That man is no good. He'll definitely devour me if we linger any longer."
    Astolfo:
    "Ugh. Master, let's go. That man is no good. I'll definitely want to devour him if we linger any longer."
    I'm laughing way harder than I should be.

    Another obscure figure, but still done very well like the last several sheets. I was wondering, did you churn these out recently or were the sheets part of the Fate/Reclamation submissions?

    ---

    At a unrelated note, I've just finished reading Tomb of the Sun God, and it was probably one of the best fanfics I've read a long time -- almost felt like reading a short novel, really. Just saying this since you just posted.
    The Act of dozing off in the afternoon is a luxury indeed.
    Coffee would be nice, though.

    [Collection of my Servant Sheets]
    Now Revamped!

  6. #8846
    Vlovle Bloble's Avatar
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    Quote Originally Posted by SleepMode View Post
    I'm laughing way harder than I should be.

    Another obscure figure, but still done very well like the last several sheets. I was wondering, did you churn these out recently or were the sheets part of the Fate/Reclamation submissions?

    ---

    At a unrelated note, I've just finished reading Tomb of the Sun God, and it was probably one of the best fanfics I've read a long time -- almost felt like reading a short novel, really. Just saying this since you just posted.
    Thanks! Always glad when people enjoy something I've written. Apart from the Jan Zizka sheet, which I meant to submit to Reclamation, all of these I wrote just for this thread.

  7. #8847
    アルテミット・ワン Ultimate One asterism42's Avatar
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    Quote Originally Posted by Express View Post
    Might as well just make her Rider with a NP like that.
    Quote Originally Posted by zikari8 View Post
    It does seem strange for her to be Assassin. Especially since she apparently can't assassinate.
    Originally she was a Rider, but I changed it because the idea of her NP was something that she would be summoned sitting on and be physically unable to leave, so it's bascly part of her body rather than a mount.

    Also she'd be unable to ride anything.
    Quote Originally Posted by Sandstorm77 View Post
    He's just putting the bone of his sword into other people until it explodes and lets out parts of him inside them.
    Quote Originally Posted by AvengerEmiya View Post
    Genderswaps are terrible, but I think I and other people would hate them less if Fate didn't keep ignoring actual heroines throughout history and folklore. Like, why bother turning Francis Drake into a woman when Ching Shih and Grace O'Malley exist?
    Quote Originally Posted by Five_X View Post
    Fate Zero is just Fate Stay Night for people who think Shirou is too girly
    Quote Originally Posted by Comun View Post
    I think Alex IV can eat Goku.

  8. #8848
    love warrior <3 world-0 the god of world-0's Avatar
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    I just lost all of my notes on all my sheet...
    Fuck.


    here is a list of my servant sheets(new and improved format for my servant sheets)

    Come explore the White Library, and reach the bottom of this Abyss
    Fate / White Memoria

  9. #8849
    The Almighty Hero Fabuzer's Avatar
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    "You have challenged me and I accept. I will not offer my name, but feel free to greet the tip of my spear."



    Class: Lancer

    True Name: Connla

    Alignment: Neutral Good

    Parameters:

    Strength: C+
    Endurance: D+
    Agility: A+
    Mana: C
    Luck: E
    Noble Phantasm: C


    Skills

    Class Skills:

    Magic Resistance: B
    Grants protection against magical effects. At this rank, spells with a chant below three verses are cancelled. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for Lancer to be affected. Lancer was born in the Land of Shadows and spent the fourteen years of his short life in a haunted ground drenched with the essence of ghosts and spirits. If he had had the occasion to build his own legend and grow more as a warrior, the rank would undoubtedly be higher.

    Personal Skills:

    Divinity: D
    Divinity is the measure of whether one has Divine Spirit aptitude or not. Lancer was the son of Cu Chulainn and Aife, the former being a demigod. The blood of the Sun God Lugh flows through his veins, but as he is only a quarter-god, the rank isn't high.

    Eye of the Mind (False): C
    A natural talent to foresee/sense and avoid danger on the basis of an innate 6th sense, intuition, or prescience. The accuracy of this instinct can be augmented by experience. The ability also grants resistance against penalties caused by visual obstructions. Lancer was talented, too talented: barely a boy, yet capable of shaming the warriors of Ulster and even the Hound of Culann couldn't afford to hold back. Had he lived longer and battled more, the rank would surely be higher.

    Information Erasure: C-
    The removal of information regarding the Servant's True Name, abilities, and appearance from the records and memories of all eye witnesses, including the opponent, following the conclusion of an engagement. At this rank, only memories are wiped: digital recordings and evidence on the battlefield can be used to deduce Lancer's identity after a fight. If Lancer's True Name is revealed, this Skill is sealed. Lancer had no legend and was only mentioned in a short story: a great hero's son who fought many warriors as a nameless vagrant and was ultimately pierced by his own father's spear.

    Rune Magic: B
    A Skill that denotes the possession of Runes, the Magic Crest of Northern Europe. At this rank, Lancer has knowledge of all 18 original Runes. He can temporarily raise his parameters or gain abilities such as Clairvoyance, but only one effect at a time. Lancer studied under the same woman who trained his father and was no less gifted than him when it came to magecraft.



    Noble Phantasms

    Athair Geasa: Three Oaths for my Noble Father
    Type: Anti-Unit (Self)
    Rank: C


    A geas is a curse and a gift. Submitting to one prohibits specific actions: misfortune awaits those who break these vows, but in exchange great power is granted to those who respect them.

    Before departing from the fortress he called home, Lancer was binded to three geasa by his mother Aife. He was told that his father would not acknowledge him as his son unless he accepted and so he did.

    Do not turn down any challenge. Do not flee from battle. Do not reveal your true name.

    As a Noble Phantasm, these obligations enhance Lancer's physical parameters by doubling them with a + modifier. As long as he doesn't violate his geasa, they empower him.

    If a Servant wishes to fight him, he cannot refuse. Once he engages his opponent, Lancer does not have the option of retreat; the foe must either die or escape, in which case Lancer is not forced to pursue them. He is forbidden from revealing his True Name to anyone, even his own Master, but it is different if it is deduced or guessed correctly as long as Lancer himself doesn't confirm it.

    The breaking of each geas results in losing the + modifiers: the first time to his Strength, the second to his Endurance and the third to his Agility.



    Lore and Background

    The only son of Cu Chulainn, conceived when he was still a young man. After defeating the warlord Aife, who was also Scathach's sister, he seduced her and spent a night with her.

    Despite Aife's protests, he eventually decided to return to Ulster. When she presented the possibility of pregnancy, he light-heartedly answered that the son should be named Connla and be placed under three geasa if he wanted to meet him.

    Connla was born in the Land of Shadows and was raised by his mother Aife and aunt Scathach. The Witch of Dun Scaith glanced at the boy and saw immense talent overflowing from within, both in martial arts and magecraft. "Talented, too talented" she would lament years later, but at the time her only thought was bringing the most out of this genius before her.

    The Land of Shadows is a rift between the world of the living and of the dead. It is not odd that time flows differently, now and then slower and faster. As the outside world passed through seven summers and winters, the Land of Shadows experienced two times that amount. After seven years, Connla was already fourteen.

    Connla learned all he could from his aunt and master. He decided to meet his father, whom Scathach both praised and made fun of. As he sought his mother's blessing for the journey, he failed to noticed the dark and ugly wish for revenge lurking deep within her: Aife had not only been tricked and defeated by Cu Chulainn when he had barely been a man, but had also been shamed as a woman when he made love with her and left her behind.

    She was proud of Connla, but never truly loved him. The feelings of hate she cultivated for fourteen years clouded her mind. She decided to twist Cu Chulainn's joke of the three geasa and told her son that if he didn't take them, his father would not acknowledge him. "Never turn down a challenge, never run and never reveal your name."

    Connla traveled for several months, never backing down from a fight and winning each one as a nameless vagrant. Eventually he reached his father's home, Dun Dealgan, and earned the wrath of the warriors of Ulster by not revealing his name. He disarmed them all, shaming hundreds, until Cu Chulainn himself challenged the boy.

    "Defeat the boy". It was a royal order from the King, it couldn't be helped. Connla recognized his father but said nothing. As their spears clashed, the boy's talent shone brighter than a star: not even a man, but greater than any common warrior. Even Cu Chulainn found himself pressed by the youth who knew all his tricks, predicted every move and countered with splendid vigor.

    A silly thought sprang within the Hound of Culann's mind, but he pushed it away. "Even so, he should only be seven years old."

    Connla would continue to fight to the death. Cu Chulainn would continue to fight until the boy revealed his name. The battle was fated to a gruesome fate from the very beginning: Cu Chulainn unleashed Gae Bolg and pierced the youth's heart.

    Connla had studied all subjects under Scathach, including the red spear which split into countless spearheads when thrown. He had devised a strategy to evade it, but was never made aware of the curse that reversed cause and effect, a special ability that only Cu Chulainn could use.

    "She didn't teach me that". These were Connla's last words as he witnessed his father's shocked expression before his short life met a premature end.



    Personality

    A young boy who exemplifies the prototype of a hero. Rash, proud, eager to learn and prove himself. He is quick to join a fight if he sees one and likes to show of the skills he gained under Scathach's tutelage: after witnessing the outside world for the first time, he pretty much stirred up trouble at the first town he could find and caused a ruckus by humiliating all the soldiers stationed there.

    He acts solemnly when greeting his opponents, but it's just an act so that people will take him more seriously and ignore his age. He can't stand being underestimated, but is aware that getting angry will only result in being called an immature brat, so he bottles up his frustration until he can take it out on the ones who irritated him.

    During his fourteen years of training, his sparring partners were always Scathach, Aife and the ghosts of Dun Scaith. As a result he is completely unaware of the concept "holding back" and almost killed the first warrior who challenged him. He managed to change his thrust's direction and only pierced the man's shoulder; he felt a little bad, but soon forgot about it and basked under the impressed gazes of the young girls at the scene.

    He is interested in the opposite sex like any boy. It could be said that he inherited his father's confidence and charm when it comes to flirting, but immediately falls apart when interacting with older girls. Growing up with two women whose fiendish attitude could crush even grown men resulted in a meek and puppy-like attitude whenever a woman is present.



    Relationships

    Cu Chulainn: "We meet again, father. I don't have to introduce myself, do I?"
    Connla respects him greatly. He occasionally heard Scathach praising or making fun of his father and dreamed to one day become a warrior like him. He idolizes him but doesn't really consider him a father-figure: Cu Chulainn doesn't know if he should feel at ease or saddened because of that. The boy has already earned his father's respect and would be welcomed with fondness instead of awkwardness.

    Scathach: "Aunt- Teacher, I mean, Teacher! Y-you look beautiful today as well! A star in the night sky! An experienced war- no, wait, I'm not calling you o-old!"
    He possibly feels more respect for her than his own father. Of course, it becomes wariness when including the constant fear of having his comments being interpreted "You are old". Scathach loves him but is still as harsh in training as she would be with anyone else: she will forgive only one mistake before dumping him in a crowd of blood-thirsty wraiths.

    Fergus mac Roich: "Wh-what?! Don't touch my aunt, you perverted old man!"
    He heard of Fergus, but never of his heroic tales. He would treat him with the awkwardness you would show a relative you never knew they existed until now. Fergus would still treat him warmly, only to ask him to be set up with Scathach. Needless to say, the answer is "go die".

    Altria Pendragon (Lily): "You have the beauty of a flower and the might of a lion. Would you like to spar in that secluded spot over there...?"
    He would shamelessly hit on her. She has all the qualities he seeks in a girl: strong, beautiful and of the same age. Still, he needs to be careful and avoid her annoying older self who has a stick up her arse...

    Medea (Lily): "When I admire your beauty, my heart is akin to a stormy sea. Would you like to hang out in that secluded spot over there...?"
    He would shamelessly hit on her. Still, he needs to be careful and avoid her scary older self with creepy hobbies...

    Helena Blavatsky: "Your beauty is- SIXTY YEARS OLD?!"
    He would unknowingly attempt to seduce her. The result wouldn't be pretty. However, the contrast between her young body and grandmother-like attitude might improve his fear towards old women.

  10. #8850
    Vlovle Bloble's Avatar
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    10/10

    Relationships section is perfect.

    - - - Updated - - -

    Though I do wonder, is there any particular reason for the alignment? Cu was Lawful Neutral and I don't see Connla diverging much from that.

  11. #8851
    He's a good lad, y'know?

    (nicely done (o_o)b)

  12. #8852
    The smell of the lukewarm ocean and the chorus of cicadas RoydGolden's Avatar
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    Connla's NP is really weak if it only gives him a plus modifier to parameters (even a lot of Personal Skills give a better buff then that). Cool sheet otherwise though.

  13. #8853
    The Almighty Hero Fabuzer's Avatar
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    Quote Originally Posted by Bloble View Post
    10/10

    Relationships section is perfect.

    - - - Updated - - -

    Though I do wonder, is there any particular reason for the alignment? Cu was Lawful Neutral and I don't see Connla diverging much from that.
    Thank you

    Cu is more willing to commit distasteful deeds if he has to. Case in point, he didn't like killing Shirou but did so anyway. He can like or dislike enemies, but they are still enemies; best friends and relatives would receive the same treatment. He essentially sticks to a code and almost always follows it.

    Connla is pretty much the "good guy" type. He stirred up trouble wherever he went, but his dream was becoming a hero and warrior (he wasn't mature enough to differentiate the two). Had he survived his fight against Cu, he would have grown up and possibly changed alignment.

    Quote Originally Posted by RoydGolden View Post
    Connla's NP is really weak if it only gives him a plus modifier to parameters (even a lot of Personal Skills give a better buff then that). Cool sheet otherwise though.
    That was my intention. Connla has a very weak legend, using Cu Chulainn's own as a crutch. He had the potential to surpass his father, but Aife's wish for revenge prevented that.

  14. #8854
    死徒二十七祖 The Twenty Seven Dead Apostle Ancestors Bird of Hermes's Avatar
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    That's a good Connla, you've got a solid grasp of the character right there.

  15. #8855
    lordofvenom venomking's Avatar
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    ttrue name: athena.
    Class: lancer.
    Alternate classes: caster, archer.

    Height: 5"6
    Hair: black, worn long and loosely around her shoulders.
    Apparel: wears a set of tight fitting armor. With sofía written on the breastplate which translates from Greek to English as wisdom.
    Armament: her armor, which gives her minor boosts in strength and agility.
    Eyes: gold.
    Skin tone: olive.
    Body tone: she has a muscular yet feminine body type.
    Alignment: lawful good.
    Natural enemies: Arachne, Ares.

    Parameters:
    Strength: B+
    Agility: B
    mana: C
    Endurance: B.
    Luck: E.
    NP: A+.

    Backstory: the Greek goddess of war and wisdom, she was born from the head of Zeus, she helped nature and watched many heroes as well as gave blessings to many sides during battles, at the same time she gave many curses. noticing the decline of the AoG she decided to enter the throne of heroes by placing 2/3 of divinity into mortal weapons in order to become mortal herself and died in battle entering the throne of heroes, simmer in fashion to Tamayo no mae.

    Personality: she is kind and wise women, thou she is arrogant as one would expect of a former god, she refuses to be summoned by a men but if push came to stuff she would begrudgingly accept the contract, and then at a moments notice mill the man for a female master as she feels is goes against her maiden vows and her honor to be servant to a man. She has been in at least one holy grail war thou based on her hazy recollection of that war she admits her master in that did so unintentionally and in fact been trying summon Perseus using a fraction aegis, but in a sort of glitch had summoned her Instead of Perseus.

    Skills:
    Class skills.
    Magic resistance, B.
    Do to having fought many powerful gods and monsters she possess a relatively high rank in this, it takes magic attacks of tier 3 or higher to get past her magic resistance.

    Personal skills.

    Worrier’s wisdom, B+.
    Composite skills of eye of mind and military tactics, she can plan ahead for battles with expertise and is rarely unprepared for a battle, as well as during a battle can think multiple steps ahead of her enemies.

    Instincts, B.
    Being a former God of war she possess a naturally high rank in instincts, and sense most oncoming and incoming attacks as well as can sense blood lust.



    Divinity, C.
    Do to having put 2/3 of her divinity into two Nobel phantasm's she is only 1/3 of a god, thou she had to in order to be accepted into the throne of heroes.

    charisma, A.
    As she was a God of wisdom she posses the ability to lead entire nations and cities on her own.


    NPs:
    Name: stratigikí
    Title: dórama tis epitychiménis stratigikís
    Rank: A+
    Range: 1
    Type: antipersonnel
    Appearance: it appears as a long 6-foot bronze spear with gold glow, and green lightning sparking out of it.
    A noble phantasm which represents the aspect of Athena involving successful strategy and tactics as well as advantage, the NP changes its very nature to be what Athens openers weakness is if the opener is a heavy magic user it will become an anti magic spear, against someone with a dragon aspect it will gain anti dragon aspects, against Hercules it will simply change it nature to a different A rank ability so that all of his lives can be taken, etc. however against multiple servants it will only be able to focus on one servant at a time.

    Name: aegis
    Rank: A.
    Range: Unknown.
    Type: Anti-unit.
    a shield made with medusas head it can block most attacks so long as there not a higher rank, but when activated it possess the ability to cause fear in her opponents with less man then her are forced to flee thru fear, while those with higher or equal mana are have there senses dulled with crippling levels of fear, for people with strong wills like Gilgamesh or arthoria or those with high ranks in bravery can be easily fought but there senses will still be dulled.
    The Shield also posses the other third of her divinity.
    Last edited by venomking; January 18th, 2018 at 12:14 PM.

  16. #8856
    夜魔 Nightmare Express's Avatar
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    _____Foreigner_____

    Alignment: Chaotic Evil
    Epithet: "The Master"
    Origin: English Literature/Africa
    Parameters
    Strength: C+
    Endurance: C+
    Agility: C+
    Mana: A+
    Luck: D+
    NP: B

    Class Skills
    Existence Outside the Domain: EX
    This skill represents a Foreigner who was not born on Earth, a being outside of reality and the
    known universe. The great jungle of the Congo went unexplored by Europeans until 1867, remaining the hidden jewel of Africa to all but the scant few who managed to exist within. Bloodthirsty natives, mysterious diseases, and the harsh African sun deterred even the bravest for many years. It is an alien world to all those who consider themselves “civilized,” and even to some of the tribes that live there. No surprise then, that Foreigner chose to reside in such a domain.

    Divinity: B+

    Foreigner’s divine nature does not officially come from his bloodline, but from the eldritch being he encountered deep within the Congo jungle. Infamously, Foreigner is one of the few individuals of his class who was known to have paraded his status as a demigod to the natives he lived with. Because of this insistence of the owner, as well as the relatively high hierarchical position of the god he consumed, Foreigner has achieved a bonus modifier to this Skill. His exploits were made into a (heavily censored) international bestseller, as well as a Vietnam-era action movie.

    Insanity: A

    A Mental Pollution-like skill gained from contacting an evil god that can easily erode the fragile common sense and morals of humans. However, the main qualification for the Foreigner class is to defy this erosion, either by maintaining their integrity as they descend into madness, or instead of being consumed by madness, they consume the madness itself. An obvious example of the latter, Foreigner had once been a notable officer of the Dutch East India Company before his contact with the being that slept within the jungle. Strong willed, he feasted on the madness that lay thick on his mind, contorting into something unrecognizable and twisted that rejoiced in only the most basic and hedonistic human pleasures.

    Personal Skills
    Presence Concealment: D
    Presence Concealment is the capacity to hide one's presence as a Servant. It is a common Class Skill of the Assassin class.
    Hides one's presence as a Servant. Suitable for spying. A low ranking of Presence Concealment unbecoming for an Assassin to the level that a Servant can infer one's presence at once. Foreigner earned this Skill initially by hiding from society itself in the heart of the jungle before encountering the being that would fundamentally change him. Despite conceptually embodying the fear of the unknown in both senses of the word, Foreigner’s rank in this skill is heavily redacted due to a lingering sense of shame.

    Sadistic Charisma: A
    Charisma is a composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles. A rare talent, and an ability inherent to Servants of the Saver class. Sadistic Charisma is a variant of the original Skill, emphasizing one’s nature as a bloodthirsty tyrant. Whether appealing to their underlings’ own sense of sadism or simply through fearmongering, it has increased effectiveness against those with Evil or Chaotic alignment, with decreased effectiveness against Good or Lawful alignments.
    A self-titled king and demigod of the “savages” of a certain tribe in Africa, Foreigner used his own repressed violent nature to chain the natives to his will.

    Whited Sepulchres: A
    A Skill embodying Foreigner’s existence as a “conceptual hypocrite.” The phrase “whited sepulchre” comes from the biblical Book of Matthew. In the passage, Matthew describes “whited sepulchres” as something beautiful on the outside but containing horrors within. Foreigner, as an allegory for European society as a whole, proved utterly that base impulses lie beneath the actions of any man, no matter his background. To add insult to injury, as it were, Foreigner encountered very similar sepulchres in the Congolese settlement where his journey came to an end, at the dreaded Mountains of the Moon.
    Allows Foreigner to summon spear-like white spires from the earth to be used as stabbing implements. Perhaps ironically given his nature, this skill has a chance to summon the maximum potential of “spears” when Foreigner is exposed to dense civilization. Contact with an enemy will leave a “Black Spot” infection that will grow over time.

    Noble Phantasm
    Heart of Darkness
    The Horror! The Horror!

    (Anti-Unit/Squadron, B)
    A Noble Phantasm crystallizing Foreigner’s more human legend, and more specifically the tale written based on his life by Joseph Conrad. This is the concept of the abyss that stared back, the fear and realization that society hangs on the barest of threads at all times. The God of the Red Flux, the being Foreigner met and subsequently consumed, fashioned this heart for Foreigner so that he may continue to act as its host.
    It is a Core Reactor composed of living eldritch flesh and a vaporous substance as black as space. The reactor itself is embedded in a spear made of ivory, laced throughout with eldritch runic designs. Directly, Heart of Darkness uses Whited Sepulchres as a conduit for its effect.

    It is a Noble Phantasm with pure, chaste, typically Knight Class heroes in mind. Much like the concept of an Alter form, the full concept of a Servant is hardly ever expressed through one specific Class. Heart of Darkness removes this barrier, allowing the Grail to perceive the target in its historical entirety. Every conceivable instance of the target is layered one on top of the either, inevitably depriving the Servant of any Class-specific benefits. Noble Phantasms will have their name and legend muddled with the truth, limiting their rank. Skills such as Innocent Monster, one based on the denial of the truth, will also have their effectiveness lowered. If the enemy has a natural affinity with being a Berserker despite being summoned in a different Class, a lowered state of madness will be imposed, and vice versa.
    Because of Foreigner’s origin, it carries additional effectiveness against European Servants.

    For each enemy infected with the “black spot” and thus adding additional power to the reactor of Heart of Darkness, a “stack” is earned. After a certain number of stacks is earned, the spear that houses the Heart will begin to unlock through seemingly hidden interconnected junctions. The final product can only be described as “a space age blaster rifle, or something.” Firing the rifle will consume a stack, but releases a bolt of blood red fear energy. The energy is potent enough that firing it in the mere presence of normal humans will cause them to succumb to existential fear and die on the spot.

    Tree Men of M’bwa
    The Cold Dead Ones

    (Anti-Unit, C)
    A Noble Phantasm belonging squarely to the eldritch being Foreigner encountered and became in that dark African jungle. As the story inspired by the god’s exploits would later tell, a white pyramid in the Mountains of the Moon was discovered to be surrounded by grotesque trees that vaguely resembled men. The trees, which are indeed a form of botanical zombie, will come to life and attack anything within range. After subduing prey, the zombies will spit a paralytic sap down the throat of their enemies, before being carried off to be planted. Once planted and allow to mature, the prey will soon die and metamorphose into another tree man, additional “branches” sometimes having not been properly pruned beforehand. The tree men themselves are cold to the touch and possess no blood, their composition incredibly like that of a plant. However, like actual trees, the tree men are still susceptible to things like fire.
    Foreigner himself is capable of replicating the paralytic sap, needing only to infect a single target before the forest of tree men will self-perpetuate as they hunt. Resistance to the sap is based primarily on a Poison Resist check.

    History

    Kurtz is a central fictional character in Joseph Conrad's novella Heart of Darkness. A trader of ivory in Africa and commander of a trading post, he monopolises his position as a demigod among native Africans. Kurtz meets with the novella's protagonist, Charles Marlow, who returns him to the coast via steamboat. Kurtz, whose reputation precedes him, impresses Marlow strongly, and during the return journey Marlow is witness to Kurtz's final moments.

    Kurtz is an ivory trader, sent by a shadowy Belgian company into the heart of an unnamed place in Africa (generally regarded as the Congo Free State). With the help of his superior technology, Kurtz has turned himself into a charismatic demigod of all the tribes surrounding his station, and gathered vast quantities of ivory in this way. As a result, his name is known throughout the region. Kurtz's general manager is jealous of Kurtz, and plots his downfall.

    However, over the course of his stay in Africa, Kurtz becomes corrupted. He takes his pamphlet and scribbles in, at the very end, the words "Exterminate all the brutes!" He induces the natives to worship him, setting up rituals and venerations worthy of a tyrant. By the time Marlow, the protagonist, sees Kurtz, he is ill with jungle fever and almost dead. Marlow seizes Kurtz and endeavors to take him back down the river in his steamboat. Kurtz dies on the boat with the last words, "The horror! The horror!"
    Last edited by Express; January 15th, 2018 at 10:48 PM.

  17. #8857
    Vlovle Bloble's Avatar
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    I really like this sheet, but the White Sepulchres skill doesn't quite jive. Skills are supposed to be something that can be acquired or modified by multiple heroes in theory, but this reads more like an NP. Furthermore the whole 'black spot' thing feels sort of tacked on when compared to the rest of the sheet, which goes together just fine.

    Also, props for actually remembering poison checks are a thing. Nasu certainly doesn't.

  18. #8858
    Vlovle Bloble's Avatar
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    Class: Archer (also qualifies for Saber, Rider, Berserker)

    True Name: Edward I of England

    Aliases: Longshanks, Hammer of the Scots

    Alignment: Lawful Neutral

    Parameters:

    Strength: B
    Endurance: B
    Agility: D
    Magic: C
    Luck: C
    Noble Phantasm: C

    Skills
    Class Skills:

    Magic Resistance: B
    A skill that grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At this rank, Archer can cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected. Against spells originating in Europe the resistance is heightened; conversely, spells from other parts of the world will be slightly more effective.

    Independent Action: B-
    The ability to remain independent even when rejecting the Magical Energy supply from one's Master. At higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. At this rank, it is possible for Archer to stay in the world for two days without a Master. However, this is the ideal value achieved by maximally conserving mana and avoiding battle and Noble Phantasm usage. It seems in Archer's case that his physical parameters suffer a rank down when he isn't being supplied with Magical Energy.

    Personal Skills:

    Sadistic Charisma: B
    A composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles. This rank is sufficient to lead a nation as its King/Queen. The morale of military forces Archer commands is extremely high, and the morale and defensive abilities of enemies are lowered the longer a battle lasts. Archer himself is unaware of this oddity, but the more he takes advantage of this skill, the further his alignment will tend towards Chaotic Evil.

    Aching Retribution: C
    An altered form of Battle Continuation. Reduces mortality rate from and renders surprise attacks less effective thanks to Archer's stubbornness and paranoia. There is a secondary effect of increasing offensive strength as more damage is taken. In exchange, Archer becomes more vulnerable to underhanded methods of attack such as curses and poison. The built up scars from countless wars only serve to inflame Archer's rage and spur him on. Since his calculating mind was prioritized when summoning him as an Archer, this skill's rank has been reduced.

    Oppression: A
    The ability to levy taxes upon the earth. Diversion of upkeep into the land, based on Archer's success at negotiating Parliamentary reform in life. By agreeing to and adhering to several limiting contracts, it's possible to mitigate up to 80% of the cost of sustaining Archer. This is achieved by tapping into local ley lines and, if that isn't enough, gathering a tithe from surrounding citizens. Those afflicted will find their health deteriorating slightly, but death is unlikely to follow unless the War drags on for longer than a month. Archer is such a stickler for rules that filing the appropriate paperwork is rarely a problem, even if the pile should threaten to break the desk under it.


    Noble Phantasms
    Loup de Guerre: Engine of Despair
    Rank: C (A)
    Type: Anti-Unit (Anti-Fortress)

    A massive siege engine, the sight of which is terrifying enough to provoke unconditional surrender.

    There is a famous anecdote of Archer once sieging a castle known for its thick and sturdy walls. Having shelled it for months without success, he ordered his finest craftsmen and magi to construct a 'War Wolf', the largest trebuchet known to man. The men in the castle offered to surrender so as not to suffer the War Wolf's wrath, but Archer, who had spent over three months building it, refused and made them suffer it anyway. Only after the castle was a ruin did he finally let the enemy Lord give himself up.

    Loup de Guerre is a potent ranged weapon, and the key to Archer's incarnation in his current class. At first summoning it does not appear, and Archer must find a safe space to summon it. Once that is finished it becomes his primary method of combat; he marks an enemy with his blade and so long as he is within several kilometers of Loup de Guerre, it will fire off an unflinchingly accurate shot that sends a boulder endowed with magical energy hurtling towards an opponent. The cost in magical energy is paid up front, so the actual firing is practically free and can be done indefinitely. Loup de Guerre needs time to get going and can't display its full power at first. Three days of gathering magical energy are required, after which it becomes fully incarnated, its rank rises to A, and its type changes to Anti-Fortress.

    The War Wolf is itself less famous than the brutality with which Archer used it. Refusing an unsatisfying victory, he continued to punish his enemies until they were broken in both body and soul. It is as much a weapon that targets the mind as it is one that destroys the body. An unending barrage of rocks that continues day and night, that can reach you no matter where you are, and must be defended against with all of one's might. Such a nightmare leads to stress and trauma, slowly eroding the enemy's will to fight. The effects are minor at first, but as the enemy is further exposed to Loup de Guerre, the skills they possess that are held by the soul will begin to suffer, degrading by at first a single rank, and then several as the mind withdraws into itself.

    "There is only one way to calm the terror within your miserable soul," Archer sneers. "Surrender to me, or slay me. If you can, that is."

    Another way does exist, though: sabotaging or destroying the main body of Loup de Guerre, after which Archer will be forced to summon a new one.


    Edict of Expulsion: Begone with Thee!
    Rank: C
    Type: Anti-Gene

    A recreation of the famous episode where Archer's rage was so great that he expelled all Jews from his kingdom.

    The motives to this edict were primarily political and financial, rather than personal. In Archer's mind, he needed a scapegoat to keep the favor of an overtaxed and unsatisfied populace, and so chose to chase out the ever-present money lenders, who were unpopular at the time. The edict was uncompromising and ridiculous, and yet after a few months not a single Jew remained within the kingdom's borders. This edict would hold for another three hundred years until its final overturning.

    Archer activates Edict of Expulsion by naming a specific trait that can be possessed by multiple people, drawing a border around land he has claimed, and forbidding their entrance into it. This establishes a bounded field that grows in power with time, preventing those with that trait from entering. At first the effect is limited to subconscious avoidance sufficient to chase away normal people, but which causes no issue to Servants and magi. The effect progresses to ranking down the skills and parameters of the expelled once they step within the forbidden area, and eventually directly dealing damage to them. The Edict of Expulsion amplifies the effects of Archer's Oppression skill within its borders, to the point where an enemy Servant will find themselves rapidly eroding as their magical energy is taken from them and added to Archer's reserves.

    Edict of Expulsion
    cannot be revoked after being set down without spending a Command Spell, so Archer should take care to see that his Master isn't included in its effects.


    Description
    A large and imposing man, long in leg and face, radiating an air of solemnity that makes it difficult to crack a joke in his presence. Archer's build suggests that he would be better off as a Saber or Berserker, and he would agree. In private he bemoans that a single incident is the reason for his manifestation in such an unfitting class. He would never share this grievance with his master, though.

    As a Servant Archer's attitude might be described as first-class. He is completely goal-oriented and takes the most logical route to victory, though he won't stoop to things like petty betrayal, saying "I grew out of political squabbling and backstabbing after my twenties." He has few moral qualms and will gladly take a tithe from the unknowing populace in order to sustain himself, with the logic that it is a King's right to exact a tax upon his citizens, even if they've yet to serve him.

    When all is said and done, though, he can sometimes give off the impression of an accountant. Certainly, Archer at first appears to be much less colorful than would be expected of a Heroic Spirit. He himself doesn't mind, considering most Heroes to be absolute lunatics without any common sense. His own true nature is rather spiteful, though, so take care not to strain his patience with childishness or idiocy. If his Master consistently fails to live up to what is expected, Archer may become harsh and abusive. Because he knows no other way of doing things, his primary approach to a problem is to beat it into the ground until it resolves itself. This is fine for things like administration and politics, less so for human interaction and conquering a country.

    Still, he is a knight, so Archer merely considers himself strict rather than harsh. His patience is thin, but he is otherwise generous towards those he believes deserve it. Someone who meticulously holds himself up to his own high standard, he is the sort that will find out your birthday and arrange for an expensive party even if you don't tell him. He protects the weak and punishes evildoers, won't tolerate injustice, and could be called an ideal king if not for his rather short temper. His inflexibility makes him rather vulnerable to eccentric personalities, though...

    If things consistently fail to go his way, or if he is drawn into prolonged battle for too long, Archer's sadistic side may appear. He himself isn't aware of it, but he enjoys warfare a bit too much, taking pleasure in routing the enemy and punishing them for their insolence. His practiced and precise actions will become sloppy and he will pass up opportunities to advance just to let the fight last longer. It is all in the name of just retaliation, or so he says, but such an excuse quickly wears thin. If he gets too engrossed, the best thing you can do is use a Command Spell to snap him out of it.

    Archer's wish depends on his mood at the time. If he is in control of himself, he would claim to have no wish: "I see my country today and she is exactly as I wanted her. A bit smaller, perhaps, but no less beautiful." However, if his switch has been flipped, his true desire would come to light: "One more year. I died too damn early. Give me one more year and I'll stomp both that traitor and that rebellious province into the dirt!"

    As a side note, Archer's legend has granted him a wealth of Noble Phantasms, specific to certain classes. Loup de Guerre and Edict of Expulsion are exclusive to the Archer class. As a Saber or Berserker he would possess a certain holy stone fashioned into a hammer, and as a Rider his oppression of a certain land would crystallize into an Anti-Country Noble Phantasm.


    Lore
    Edward I, also known as Edward Longshanks and the Hammer of the Scots, was King of England from 1272 to 1307. He spent much of his reign reforming royal administration and common law. Through an extensive legal inquiry, Edward investigated the tenure of various feudal liberties, while the law was reformed through a series of statutes regulating criminal and property law. Increasingly, however, Edward's attention was drawn towards military affairs.

    As the first son of Henry III, Edward was involved early in the political intrigues of his father's reign, which included an outright rebellion by the English barons. In 1259, he briefly sided with a baronial reform movement, supporting the Provisions of Oxford. After reconciliation with his father, however, he remained loyal throughout the subsequent armed conflict, known as the Second Barons' War. After the Battle of Lewes, Edward was hostage to the rebellious barons, but escaped after a few months and joined the fight against Simon de Montfort. Montfort was defeated at the Battle of Evesham in 1265, and within two years the rebellion was extinguished. With England pacified, Edward joined the Ninth Crusade to the Holy Land. The crusade accomplished little, and Edward was on his way home in 1272 when he was informed that his father had died. Making a slow return, he reached England in 1274 and was crowned at Westminster on 19 August.

    After suppressing a minor rebellion in Wales in 1276–77, Edward responded to a second rebellion in 1282–83 with a full-scale war of conquest. After a successful campaign, Edward subjected Wales to English rule, built a series of castles and towns in the countryside and settled them with English people. Next, his efforts were directed towards Scotland. Initially invited to arbitrate a succession dispute, Edward claimed feudal suzerainty over the kingdom. In the war that followed, the Scots persevered, even though the English seemed victorious at several points. Simultaneously, Edward found himself at war with France (a Scottish ally) over England's continental possessions, which relieved English military pressure against Scotland. At the same time there were problems at home. In the mid-1290s, extensive military campaigns required high levels of taxation, and Edward met with both lay and ecclesiastical opposition. These crises were initially averted, but issues remained unsettled. When the King died in 1307, he left to his son Edward II an ongoing war with Scotland and many financial and political problems.

    Edward I was a tall man for his era, hence the nickname "Longshanks". He was temperamental, and this, along with his height, made him an intimidating man, and he often instilled fear in his contemporaries. Nevertheless, he held the respect of his subjects for the way he embodied the medieval ideal of kingship, as a soldier, an administrator and a man of faith. Modern historians are divided on their assessment of Edward I: while some have praised him for his contribution to the law and administration, others have criticised him for his uncompromising attitude towards his nobility. Currently, Edward I is credited with many accomplishments during his reign, including restoring royal authority after the reign of Henry III, establishing Parliament as a permanent institution and thereby also a functional system for raising taxes, and reforming the law through statutes. At the same time, he is also often criticised for other actions, such as his brutal conduct towards the Scots, and issuing the Edict of Expulsion in 1290, by which the Jews were expelled from England. The Edict remained in effect for the rest of the Middle Ages, and it was over 350 years until it was formally overturned under Oliver Cromwell.


    Relationships
    Arturia:
    "Ah, King Arthur! You have my utmost respect; your way of ruling was so perfect that I confess I tried to emulate it myself. Would you care for some tea?"

    Nero:
    "What is this buffoonery? You, an Emperor? Ridiculous! Begone from my sight, harlot. Leave singing and dancing to the jesters and whores."

    Hassan-i-Sabbah:
    "My arm still aches from that dagger wound, Assassin. Say, which of you was it that nearly killed me? Who did I behead that day?"

    Iskandar:
    "Conquest through friendship? Victory without bloodshed? Nothing more than idealistic tripe. Your cult of personality fractured the moment you died, and mine is still standing to this day. Your citizens turned on each other the moment you died, but mine stood in solidarity. Is that not proof enough of whose methods were correct? Raise your blade; I'll not stand your foolishness for another moment!"

    William Wallace/Robert the Bruce:
    "...death. Only death for you. After all the pain and humiliation you've caused me, it is only right that I return it. Come: it's high time I showed you how cruel a King can be."

    Heracles/Karna:
    "Why do you look at me this way? As if you understand my heart - no, I won't be tricked. You are a phantom of a myth, nothing more!"

    Fergus:
    "Really? Has there ever been a more incompetent King? One can father a dozen children and still do a good job, but it seems you never figured that out."

    Cu Chulainn/Robin Hood:
    "...you're just like him. That bloody bastard that wouldn't sit still and die, even after he'd lost. Get back here! You'll not escape me!"

    Jeanne d'Arc:
    "Out of respect for my second wife, and because of your piety, I will spare you, woman of France. Rethink your involvement in this war; it is no place for a soul as gentle as yours."

  19. #8859
    アルテミット・ワン Ultimate One asterism42's Avatar
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    Eddie: I am required by law and nation to hate him, but I like the sheet and can't fault the Xander FC.

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    He's just putting the bone of his sword into other people until it explodes and lets out parts of him inside them.
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    I think Alex IV can eat Goku.

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    Quote Originally Posted by asterism42 View Post
    >"Why am I shirtless? That's cuz a true Scot doesn't feel the cold!"

    Dante/10, would be a final boss in his video game.

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