Servant: Rider
True Name: Jim Hawkins
Aliases: Jimmy, Jimbo.
Source: Treasure Island.
Gender: Male.
Height: 137 cm. (4’6”)
Weight: 32 kg. (70 lbs.)
Alignment: Neutral Good.
Likes: Adventure.
Dislikes: Grumbling old people.
Weapons: Cutlass, flintlock pistols.
Traits: Brynhildr’s Beloved, Children Servants, Fairy Tale Servants, Hominidae Servant, Humanoid, Male, Riding, Servant, and Weak to Enuma Elish.
Attribute: Man.
Parameters:
Strength: E
Endurance: E
Agility: B
Mana: D
Luck: EX
Noble Phantasm: A~EX
Class Skills:
Magic Resistance – :
He does not have the ability to cancel magic spells.
With how well he avoids spells, to most magi, this would be a shocking revelation. To Jim Hawkins, luck and fate has always been on his side.
Riding D- :
Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that dragon type mounts are an exception, requiring a different ability other than Riding.
Despite being a Rider, his ability to ride mounts is actually inept. He sails a small ship or rows a boat fairly enough, but anything else he would have to rely on his luck for. He’s more at home as an extra hand on a ship.
Personal Skills:
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 an effect of offering resistance against penalties caused by visual obstructions.
The difference between Mind's Eye (True) and Mind's Eye (Fake) lies in that the former is an ability that humans can obtain through accumulation of experience. The Fake version is superficially similar, but in fact represents a natural instinct that cannot be obtained regardless of effort or experience—even though experience can refine its accuracy.
For Jim Hawkins, like a sixth sense his instincts always acted before he could think about why. Even if it may not make well enough sense to anyone at the time, the actions he takes are ultimately for the benefit of himself and his cause, even if he himself may not know it. It shows itself both in battle and outside of it.
Golden Rule A- :
A Skill that refers to the measurement of one's fortune to acquire wealth.
Captain Flint’s treasure totaling 700,000 pounds sterling (£165 or $212 million in today’s currency). Each of the original crew which received an even cut were given the magnificent sum of £41 or $53 million in today’s currency.
As some sort of twist to his devilish luck, he is sure to run into a lot of obstacles along the way. Despite this, he will reach the treasure promised at the end of the road. It’s degraded slightly due to this and the presence of the Treasure Hunt Skill.
Haphazard Planning C+ :
Jumping into the longboat with the mutineers, seeking Ben Gunn’s coracle, using it to cut the anchor line of the Hispaniola, and catching up to reclaim her. Jim Hawkins didn’t think any of these actions through, his only thoughts were to seek adventure. In hindsight, it was a miracle that his reckless adventuring didn’t result in misfortune for himself or his friends. Receives a bonus due to the Eye of the Mind (False) Skill, for this is in some ways similar to an instinct. He himself does not know to what end his plans are for, all that is clear is that something must be done about the current predicament. The boundlessly thoughtless whims of a boy seeking adventure, paired with exceptional luck.
Independent Action C :
The ability to remain independent even when rejecting the Magical Energy supply from one's Master; the ability that allows for action even in the absence of the Master. Typically featured as a Class Skill of the Archer Class.
At higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. It is both useful and troublesome depending on the disposition of the Servant and the rank of Independent Action. Acting in autonomy from the Master's Magical Energy supply, the Master can concentrate their own Magical Energy on large spells, or the Servant will be fine even in the case they cannot supply Magical Energy due to injury. The downside is that they can be harder to control and keep by their side, making the only true way to command them is by utilizing Command Spells.
At C Rank, it is possible for a Servant to stay in the world for one day without a Master.
Striking off so many times on his own for some plan or other, why, he must have spent one day independently on that island at least twice over. It wouldn’t be too wrong to say this is compensation for lacking the Magic Resistance Skill.
Treasure Hunt A :
A fortune acquisition Skill specifically to track treasures. There is a high chance of discovering treasure when exploring.
As the first of all treasure hunters, as long as there are clues and a direction to follow, he will reach the treasure in the end. Sailing over the sea, marching across the land, fighting and killing mutineers, his luck preserves him until that destined moment where the hunter may behold their riches. He taught him that much, at least.
“What do you mean only one pirate actually buried their treasure?”
Noble Phantasms:
Hispaniola: Lone Vessel Treasure Fleet
Type: Anti-Treasure
Rank: C
Range: 20
Maximum Targets: 50 people.
“You never imagined a sweeter schooner--a child might sail her--two hundred tons; name, Hispaniola.” –John Trelawney
The Hispaniola is a schooner, a ship usually with two masts (foremast and mainmast), but she in particular has a third (mizzenmast). The word ‘schooner’ derives from 'schoon’, which means to move smoothly and quickly. By default she flies the colors of the Union Jack, but there’s a Jolly Roger on board as well.
“She’ll lie a point nearer the wind than a man has a right to expect of his own married wife, sir.” –Alexander Smollet
Where this Noble Phantasm lacks in destructive power, she makes up for in speed and endurance. The Hispaniola, when a course is charted, will move along it faster than any other ship. In addition, no matter the vicious fury of storms, she will hold together strong. Against all obstacles she will sail onwards until she falls apart. From the outside she looks no different from any other schooner, and indeed the interior much the same. However, for her cargo hold, there is an unending space to store wealth. To all observers who enter, her dimensions appear to be consistent with the exterior of the ship, which causes most to not suspect her bottomless storage until absurd amounts have been placed within or removed.
“We had some heavy weather, which only proved the qualities of the Hispaniola. Every man on board seemed well content, and they must have been hard to please if they had been otherwise, for it is my belief there was never a ship’s company so spoiled since Noah put to sea.” –Jim Hawkins
She’s the ship that seeks treasure, the vehicle by which adventurers are brought to their wondrous glory. Her purpose is not to kill her enemies, but to provide for her crew. For their sake, she will keep them all safe. She will give them all they need, bring them where they wish to go, supporting them with a silent smile while keeping nothing for herself. Like a mother would for her children.
Treasure Island: Bone Grave Nowhere
Type: Anti-World
Rank: A~EX
Range: 5
Maximum Targets: Everyone in range.
The island of treachery that promises fortune. A nightmare that persists for the rest of his life.
Treasure Island, or Skeleton Island, is the place where Captain Flint buried his obscenely rich treasure. The six crewman, the only ones who knew for certain where it was located, were each murdered by Flint’s hand to keep it secret. Long John Silver, in his quest for the treasure, killed crewmembers of the Walrus and Hispaniola alike. Of the latter, its crew treacherously mutinied against their employers and then each other. The promise of such treasure, of such life of luxury that could be had afterwards, tempts the greed of all. It is a nowhere, a place that doesn’t exist manifested as the representation of a dream.
This Noble Phantasm is a mental world similar in nature to a Reality Marble created from the nightmares of Jim Hawkins, the boy who witnessed the darkness in men’s hearts that could be hidden behind bright faces. As a result, this normally dangerous island has been turned into a living nightmare. On a normal True Name release, all persons within range are pulled from consciousness into slumber, roped through the cracks of their psyche to enter the nightmares of Jim’s mind in a way not too dissimilar to a certain Chaldean’s dreaming wanderings. This is because the wonder of youth, that naïve ideal of a land of adventure with promises of glory and riches, should only exist within a dream. However, should certain conditions be met, this nightmare can be overlaid on top of the texture of the world and override the surroundings to bring it into reality. If this is done instead, then the targets are not pulled into the dream, for they will be living a waking nightmare. Fatal injury within the nightmare results in the true death of the dreamer.
There are many aspects to the island. To start with, there is an enchantment that persists in all environs thereupon that seeps into the psyche of all persons within the nightmare. It is a prodding stimulation of the person’s greed, making them subtly aware of the riches that can be found here. This can be pushed to irrationality, such as making the absurd connection that with enough money they can accomplish some currency-independent goal or desire. Eventually, it will reach the stage of an obsession, that the riches should belong only to them and no one else, causing paranoia and rifts to form in otherwise tight allies. The principal counter to this effect is becoming aware that it is happening, but it will never stop stimulating greed, making mental defenses critical to the maintenance of alliances containing the weak-willed. This is just the beginning.
“It was still quite early, and the coldest morning that I think I ever was abroad in—a chill that pierced into the marrow. The sky was bright and cloudless overhead, and the tops of the trees shone rosily in the sun. But where Silver stood with his lieutenant, all was still in shadow, and they waded knee-deep in a low white vapor that had crawled during the night out of the morass. The chill and the vapor taken together told a poor tale of the island. It was plainly a damp, feverish, unhealthy spot.”
The very climate of the island isn’t kind to visitors. Mists and fogs disorient the senses, making it very difficult to accurately traverse in the mornings. When the sun is high the heat bakes those standing under it, making it dangerous to travel during the day without enough fresh water. When it was night the cold dampness threatened hypothermia, making wandering at night a frigid dare. It’s an environment that either drives people mad with its dangers, breaks them into compliance, or kills them for recklessness. Even worse, it’s very likely for unadapted people to catch diseases if they’re not careful enough. Thankfully, the wildlife are normal enough that it is possible to survive. After all, Ben Gunn did so alone for three years. The worst is to come…
In the night and misty mornings the ghosts of hunters past, seekers of Captain Flint’s buried treasure, all those killed souls in the search for the fortune of a lifetime haunt this place. The spirits of pirates, wraiths filled with a vengeful jealousy towards the living, for they cannot possess the object of their desires forevermore. Betrayers and the betrayed, all now stand guard in the impossible hope to one day hold what they shall never reach. They may be defeated, but cannot be permanently dispatched, returning the next night. After all, they exist in a dream. The only thing that can kill a dream is a dream eater, or for the dreamer to wake. The strongest of them is the ghost of Captain Flint himself. In death he protects his treasure, patrolling this island, allowing not a soul to take it even though it has no use to him anymore. The ghost of Captain Flint, more bloodthirsty than Blackbeard ever was, is on the level of a Servant. He has an intelligence to him that the other ghosts do not, and can direct them. However, unlike the other ghosts, he does not vanish after being defeated, instead endlessly reforming. In addition, Captain Flint patrols through all hours, never resting and always watching. There is still more…
“I have never seen the sea quiet round Treasure Island. The sun might blaze overhead, the air be without a breath, the surface smooth and blue, but still these great rollers would be running along all the external coast, thundering and thundering by day and night; and I scarce believe there is one spot in the island where a man would be out of earshot of their noise.”
Escape from Treasure Island is impossible. Not just because of the rough currents, but because of the nightmares of Jim Hawkins. The island haunts him. Even now as a Heroic Spirit, he cannot truly escape from his experiences there. Thus anyone that finds themselves on the island becomes trapped. Ships, boats, rafts that sail out to the sea are smashed with waves until destroyed or beached. Those that do not are turned around and returned to the island. Those who fly away are similarly turned around by winds or storms. Functionally, once you have entered the space of Treasure Island you become isolated from the rest of the world. At last…
There are only two ways to be permitted to escape Treasure Island. The first is to kill Jim Hawkins. The second is to find Captain Flint’s treasure. There are three caches on the island: the store of silver bars on Foremast Hill, the weapons between Foremast and Spyglass Hill, and the bulk of treasure located southeast of Spyglass Hill. The first two are handy prizes for the purposes of what they can be used for while remaining on the island, but it’s the latter that must be discovered in order for escape to become possible. Only when this bulk is loaded onto a vessel of some sort will that vessel and all those aboard be allowed to leave Treasure Island. However, this will surely result in the wrath of Captain Flint, who will stop at nothing to track down the offenders to kill them and reclaim his treasure. If they manage to evade him and leave the island, if they were a dreamer, they shall awaken back in the real world having returned to their bodies. However, they may discover that time has not passed as much in the real world as on the island. After all, a dream merely lasts a night. Anyone left behind is doomed to remain until either Jim Hawkins dispels the Noble Phantasm, or they die.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Note:
I've been making Servants for a few years now, but I made an account finally because I really wanted to start sharing and seeing what people think. This is my first post on the forum, so I hope you all enjoy it!