Primary Class: Rider
True Name: Hannibal Barca, the Terror of Rome
Parameters:
Strength: B
Agility: C
Endurance: B
Mana: C
Luck: D
NP: A
Class Skills:
Riding: A
All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Magic Resistance: C+
Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
The blood oath that Hannibal swore has drawn the eye of the gods in his life, granting him a degree of protection against hostile magic forces for as long as he held true to that oath. In addition, due to the nature of the oath, his Anti magic skill is treated as one rank higher when dealing with mysteries of Roman origin.
Of course, should he ever find himself breaking the terms of that oath, this divine protection will be removed, effectively reducing his magic resistance rank to the equivalent of E, sustained only by the effects of the class container.
Details:
An imposing man of North-African descent, bearing an eyepatch over his left eye and a short beard and mustache. He stands over six feet tall, his torso clad in segmented bronze armour ending with a skirt made out of the same material, and a gold trimmed red cloak is wrapped around his shoulders. A long sickle shaped blade hangs at this waist, with an ornate warhorn hanging on his other side. Several long javelins are strapped to his back, wrapped in a sheath of oxhide, alongside a gleaming white oval shield.
His true identity is Hannibal Barca, he who brought Rome to it's knees, and struck so much terror into the hearts of the Romans that etched his name so deep into the Roman cultural psyche that his name was still spoken off with fear even centuries after his death. At a young age, he swore before the gods of Carthage that he would arrest the destiny of Rome with fire and steel, an oath which guided his actions up till his dying breath.
The numerous feats he performed in pursuit of that goal are still spoken off to this day. This impossible march across the alps, the battles that he fought along the way that shows his tactical and strategic brilliance, even the victory at Cannae, which he pulled against immense odds. All of which brought him ever closer to seeing his vision fulfilled, to see Rome bowed before him and restore Carthage to it's rightful position.
But alas, despite his success in the field of battle, that goal was something that forever eluded his grasp. His enemies were too determined, too crafty, and the support promised by his allies, his own government, the support he so desperately needed to bring the war to a conclusive end, never materialized. In the end, all it took was one final battle, and all his previous successes, all those blows that he delivered, was wiped away, and his dream came crumbling down around him.
He spent the last of his days in exile, making pitiful, spiteful strikes against Rome before eventually betrayed into Roman hands, where upon he choose to suicide rather than face whatever judgement the Romans had in store for him. As he breathed his last, he thought back to the war he lost all those years ago. If only he had gotten the support he needed, if only his allies hadn't abandoned him in his time of need. If only…
Just once, I would've liked to have fought in a war where my allies supported me. Where I had the resources to win. Just once….
Personal Skills:
Military Tactics: A+
Hailed as the father of strategy, and famed for the numerous battles that he won in the face of impossible odds, Rider's skill as military commander is almost unparalleled. Both his noble phantasms gain a significant boost when deployed by him, and anti army noble phantasms deployed against him suffer a severe reduction in effectiveness. This bonus also applies to any armies under his command. Additionally, this bonus increases the more outnumbered he is by the enemy.
Protection from Elements (Wind and Ice): C+
Ability to defend against the elements. At this rank, attacks and abilities involving cold or wind of C rank and below can be nullified, while higher ranked abilities have their effectiveness reduced by two ranks and are treated as if they are two ranks lower than they actually are. Due to his legend, this ability increases in effectiveness the higher from the ground he is.
Charisma: C+
Charisma is the natural talent to command an army. Increases the ability of allies during group battles. As an esteemed leader of men in his life, and the ruler of New Carthage in his own right, he has a Charisma score to match. In addition, due to his accomplishments in life, his charisma is counted as a rank greater when it comes to military matters.
Pathfinder: A
The ability to cross treacherous or hostile terrain without harm. In his life, Rider was famed for leading his army through paths once thought impassable, and this skill reflects that. This skill grants a preternatural ability to identify a safe path through any environment, with traps, pitfalls, and other hazards appearing as obvious as day to Rider's eye. At this rank, he may also choose to extend the effects of this skill to anyone around him, allowing even an army to follow him safely across any environment, no matter how treacherous. As long as there is even the slightest chance to make it through unharmed, no matter how small, this skill greatly increases the chances of doing so.
Noble Phantasms:
Surus
Enduring Titan of the Peaks
Rank: B
Type: Anti-army
Range: 2-50
Targets: 100
Description: Surus is an impressive specimen of an elephant, which Rider summons by blowing on his war horn. It is half again as large as it's living kin, and is kitted out with armaments befitting it's status. It's body gleams with large bronze shields over a blood red coat, it's tusk and head is armoured and reinforced with a solid bronze helmet, etched with intricate carvings that conveys the blessing of the gods, and on it's back houses an ornate roofed howdah, which serves as the seat of Rider in battle.
In life, it was Hannibal's favoured mount, a gift from the east and far superior to any other elephant under his command. It was fitted with the highest quality armaments that he could procure and was a terror on the battlefield, proving to be pivotal in many of his battles across Spain and Italy.
As a noble phantasm, it's already impressive abilities are amplified beyond what is naturally possible. It has an Endurance and Strength rating of A, and Agility rating of D, which allows it to move quicker than any living creature, easily keeping pace with modern automobiles. Shockwaves follows in it's wake on a charge, being created with every step and threatening even those who manage to avoid a direct hit.
Additionally, Surus possess E rank Magic resistance and B rank Battle continuation, making it extremely resilient to damage and capable of fighting even in the face of grievous wounds. It's Howdah also has the effect of increasing the Endurance and Magic resistance of anyone within it by one rank, making Rider's already impressive endurance reach truly staggering degrees.
Thunderhorn
Unyielding Advance of the Titans
Rank: A
Type: Anti-army
Range: 1-200
Targets: 100,000
Description: This Noble phantasm takes the form of an ornate ivory warhorn, on the mouth of which is engraved several depictions of the cartagenian pantheon. It is an excellent warhorn in and of itself, beautifully crafted, unnaturally durable as befitting a Noble phantasm, and capable of carrying it's notes for miles. In order to make use of it's true abilities, Rider must first make a blood offering to the gods of Carthage, letting blood drip across the engravings of their images at the mouth of the horn. Once this is done, the true abilities of the horn will be unlocked, and will be unleashed the next time it's blown..
The first time the horn is blown, it will produce a sound more similar to that of a thunderclap than a warhorn, signifying it's activation. Soon after, a thick cold fog will slowly descend upon the area. The fog limits visibility to only a few hundred meters, and imposes an unnatural chill on any enemies caught within, sapping their strength and reducing their mental fortitude. In effect, Strength is reduced by one rank, and mind affecting abilities are treated as one rank higher when used on anyone under the effect of the fog. The latter effect can be resisted to a certain degree by having the appropriate skills.
The second time the horn is blown during this period, up to 20 fully equipped war elephants, complete with javelin throwers riding in their howdah, can be summoned, emerging from the fog behind Rider. Those soldiers are mere figments, being an existence closer to Golems than anything resembling heroic spirits. That said, they are still much stronger than any modern human, having the equivalent of E ranks in all physical stats, and in the right circumstances can prove to be a threat even to servants.
The elephants themselves have B rank strength and C rank Endurance, as well as possessing the skill of battle continuation at C rank, allowing them to ignore the penalties of non fatal wounds during battle. They are smart enough to follow the instructions of their handlers, and are fully subservient to Rider himself. While not as powerful nor as fast as Surus (in particular their agility barely qualifies as being E rank, befitting creatures of their size), they are still a force to be reckoned with, especially when placed under the direction of Hannibal himself. Additionally, their appearance is accompanied by a mind affecting fear effect, which unless successfully resisted will reduce the power of attacks and increase the difficulty of executing techniques.
The effects of the horn will last for four hours without requiring additional Prana from Rider. At the end of those four hours, assuming no additional prana is supplied, any survivors would fade back into the mist, followed shortly by the mist itself dissipating.Their disappearance can be delayed by finding an alternative mana source to sustain them, though the mana cost of doing so steadily rises the longer they remain in the world.
After those four hours have passed, the horn loses it's abilities as a Noble phantasm, and cannot be called upon again for another twelve hours. The ritual would need to be performed once again in order to utilize it's capabilities after the time period has passed.
In his life, this horn was a valued artifact of the Barcid family, blessed before the priests of the city and passed down through the line. It's was a valued tool of Hannibal's arsenal, and won him several battles early in the second punic war. Unfortunately, it's visage was damaged at the battle of Lake Trasimene, and it henceforth ceased to function. As a servant, he possess a copy of the horn from before it was damaged, allowing it's full functionality to be used.