Class: Archer
True Name: Khutulun, The Wrestling Princess of the Mongol Empire
Alignment: Chaotic Good
Source: Mongolian Mythology and History
STR: B
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MGI: C
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END: B |
LCK: A+ (D)
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AGI: A |
NP: B
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Class Skills:
Independent Action: A
The ability to remain independent even when rejecting the prana supply from the Master; Archer can remain in this world for a week even after losing her Master. However, to use Noble Phantasms of great prana consumption requires back up from her Master.
Magic Resistance: D
The ability of protecting oneself against magical effects. Archer is able to cancel Single-Action spells and below.
Personal Skills:
Riding: A
The expertise to ride animals and vehicles. All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
Body, Mind and Soul: A+
The unison of one's physical and mental capabilities with their spiritual essence, and as a result is granted divine favor. In the Mongolian culture back in Archer's time, high athletic abilities denotes the presence of a strong spirit within the person. It is said that Archer's gifted athletic abilities in particular bore a spiritual aura that blesses not only herself, but also those around her, and her cool-headedness and valor in battle also has a great influence to herself and those around her in their battle morale. This ability increases Archer's Luck statistic according to the total number of ranks above C-rank in all her physical parameters. Additionally, it grants the Charisma skill in the form of a spiritual aura and with a rank according to the total number of ranks above C-rank in all physical parameters (in this case, Archer's Charisma skill is a B-rank). This ability can also function like the Bravery skill of the same rank. However, this ability's Charisma-like component can only be used in the presence of others, and the Bravery-like component can only be used when Archer is acting independently. Only one of these two applications can be used at a time, even if the conditions to use both are satisfied.
Divinity: E
The measure of whether one has Divine Spirit aptitude or not. Archer's very weakly qualifies for having this skill from being the great-granddaughter of Genghis Khan, the incarnation of the Sky God Tengri.
Noble Phantasms:
Shonkhor ni Bulaakh: Dashing Return Pounce
Rank: C+
Type: Anti-Unit
Perhaps the most recognized act of Archer's unorthodox way of battle; back in life, she would scan the enemy forces and look out and choose a particular target. After having decided on a target, Archer would make a dash of incomparable speed, grab the target and carry him or her back to the side of her army and allies. This was done before anyone, whether ally or foe, can react, and for the latter side, can make them panic at the revelation that someone is actually being abducted even within the scale of a massive army battle. In reality, while Archer went and grab a target that was due to her inhuman speed, her return to her side of the battlefield was the result of a specialized magecraft that she employs reaching into a small glimpse of the domain of spatial transportation.
In order to use this Noble Phantasm, Archer must first expose both her feet and enter a crouched starting position in preparation of her sprint. At the declaration of the Noble Phantasm's name and by focusing all the prana that is used for the activation of this Noble Phantasm onto her feet, Archer is able to run at her full speed freely that is comparable to that of instant teleportation. As she dashes off, Archer's back foot in the starting position leaves behind a magic mark for one second. The first person Archer touches during her dash will instantly teleport both Archer and the person back to the magic mark. If Archer is unable to touch anyone during her dash, she will automatically return back to the magic mark after one second. The target must be a living being.
If this Noble Phantasm is used on an enemy target who is within an army or a group of people, and the other people realizes or sees the abduction of one of their comrades, then it induces an irrational fear and decreases their morale of the enemy troops. It is comparable to a mental interference but not employed through the usage of magecraft. Rather, it is the enemy's recognition of such incredible physical prowess accomplishing such a feat in an instant and in a frightening manner that causes the mental interference within them. This mental interference gets stronger the more times Archer uses this Noble Phantasm on someone within the same army or group of people within ten minutes. The return process also functions on the same level of a B-rank Disengage skill should the mental interference is applied. However, if the mental interference effect does not work, then it does not reset the battle conditions.
Sarny Gereld Bögj: Wrestling for the Favor of the Moon
Rank: A
Type: Anti-Unit
The representation of Archer's wrestling legacy. She was never defeated in a match of wrestling, and her fame in this highly prized field within the Mongolian culture was known throughout the entire Mongol Empire. No man, regardless of their size and strength, was able to beat her for her hand in marriage. A wrestler would give up at least a hundred horses to at most a thousand horses should they lose, and the culmination of her victories only served to increase Archer's power and status as a wrestler and as a princess within the Mongol Empire. This Noble Phantasm reenacts the setting of a wrestling match done back in Archer's time by establishing a specialized Bounded Field based on Archer's magecraft, isolating the space within from the World itself. Wrestling is done one on one, and the Bounded Field enforces that by absolutely allowing no outside physical and mental interferences. A circular magic mark appears on the ground and forms the ring itself within the Bounded Field. Time still flows normally inside this field.
Inside the Bounded Field exists a set of rules that adheres back to the rules enforced in Archer's wrestling matches with some differences. Only hand-to-hand combat is allowed, and the match is won if the loser touches the magic mark with any body part that is above the knees, including the knees themselves, for ten seconds. Unlike the matches back in Archer's time, any form of hand-to-hand combat is allowed and is not solely restricted to Mongolian wrestling. However, should striking attacks and moves based on chokes and locks are used, the magic mark glows and reduces the user's Strength level by half before the strike connects or the choke and lock is applied, and continues to remain in effect until the strike is finished or the choke and lock is released. All Noble Phantasms, skills, abilities, spells, weapons, armors and other objects that can affect the execution of hand-to-hand combat and/or the fairness of the match of either two participants are immediately dematerialized and forcibly disabled for the duration of the Bounded Field.
The Bounded Field immediately disperses at the end of the match, and the magic mark glows brightly and is consumed into the winner's body. It is an implementation of a blessing of power and status that boosts all parameters up by a rank and gives the winner the loser's animal(s) and/or beast(s) as well as the ability, technique, skill and authority to use them even if the winner does not have a Riding skill that can satisfy the requirements or if the winner even have a Riding skill in general. Regardless of whether the animal(s) and/or beast(s) are able to be mounted or not, including those of the Noble Phantasm level and any accompanying accessory and constructs worn and driven by the animal(s) and/or beast(s) respectively, they are still given to the winner. The benefits of the blessing can stack according to the number of victories achieved through this Noble Phantasm and will last indefinitely. However, losing even once in this kind of match while having the benefits of the blessing completely removes all of the benefits, and the person who defeated that person with all those benefits will only receive the loser's own animal(s) and/or beast(s) and not those that were won through the spoils of previous battles. Should Archer die while having these benefits and before she loses a wrestling match, then the animal(s) and/or beast(s) she won with this Noble Phantasm will not return to their original owners.