There are stupid questions, but if you pretend you were just joking you should be okay.
3
likes
5 yrs ago
The best business pitch is to throw the business ball past the business batter to the business catcher.
1
like
5 yrs ago
I sometimes hear about someone having skeletons in their closet. Ok? How do you know they're still in there? You can't just assume a skeleton is gonna stay still. This is your house, not a graveyard.
History The lord of a solitary castle which lay deep in the wilderness of Britain. At one time, Bertilak fell into the debt of Morgan le Fay, who transfigured him into a towering green figure and sent him riding to terrify the court of King Arthur with his presence, issuing a challenge for anyone to strike him with his mighty axe, only on the condition that he would return the blow in a year's time. The ferocious stature of The Green Knight interrupting their Christmas feast frightened all the Round Table into silence, and he berated them for their cowardice. The King of Knights rose in fury, and stepped forth to challenge him, and yet..!
The one who ultimately accepted the challenge did so not out of pride, or anger at The Green Knight's insults towards the many knights, but because there was a risk of death, and Sir Gawain openly admitted that his life was worth less than that of the King. He was a man of pristine character, and even as The Green Knight's head was separated from his neck, he could only laugh and congratulate the brave soul. He picked up his head, left the axe behind, and rode off, challenging Gawain to find him in the following year, so that he could return the favour.
Despite that, he hadn't expected the knight to actually come. Bertilak, no longer transformed, welcomed a travelling Sir Gawain into his castle only three days before New Years, and when he heard how this man had journeyed through many perils and hardships in search of the Green Chapel where he could fulfill his promise, knowing full-well that it would result in his death, he finally understood just what kind of ridiculously noble hero he was dealing with--and resolved to test the limits of that heroism. Promising to show Sir Gawain the way to the Green Chapel in time for Christmas, Bertilak entreated him to stay at the castle, and suggested a game to pass the time: each day, he would go out hunting with his men while Gawain relaxed in his home, and each evening, they would give each other whatever they had won during that day. While the castle's lord brought back wild boars and foxes, the knight was beset by temptation from Bertilak's wife. Staying true to their game, Sir Gawain gave Bertilak the kisses he received each day, but on the final day, the fair lady offered him something much more valuable: a bright-green belt which could protect the wearer from all injury. By the rules of the game, Gawain should have given that, too, to his host. However, fearful of the next day's decapitation, his human nature drove him to conceal it, wearing it with him when he finally went to face his foe.
Once again taking on that monstrous form, The Green Knight was waiting at the Chapel. True to their agreement, Sir Gawain knelt in front of him, prepared to take the blow to his neck. The Green Knight swung falsely twice--once for each day that Gawain had kept his end of Bertilak's game--and with the third swing, gave the knight a small cut on his neck and helped him to his feet, laughing and telling him that he had done quite well, even if he hadn't been completely honest.
Personality: As far as Rider is concerned, there's nothing wrong with being vocal about what you enjoy! For him, that means good drink, thrilling games, and challenging battles, but he gets along well with anyone who seems to be honest and good-natured, particularly if they have a few harmless vices of their own. With that said... There's a special place in his heart for those who strive to be greater than the average man, doing things that no sane person would go through with, for the sake of staying honourable. If he can meet someone capable of staying true in the face of adversity, it would make him truly happy. On the other hand, few things hurt his heart more than seeing someone suffer because they're unable to come to grips with their own nature. Used to fulfilling treacherous missions for Morgan le Fay, Rider will have no issue serving a Master even if they request that he abuse his abilities to their fullest extent in order to win victory. In fact, he often ends up enjoying matters of trickery, especially if he is able to test someone's convictions, but he is still a Christian, and will abide no true atrocities.
Parameters Strength: B (A+) Agility: B Endurance: B Mana: C (A) Luck: C
Armaments: Rider carries great, two-headed axe with a long hilt, as well as a hardy shield and a tough suit of armour whose appearance is not normally so demonic as The Green Knight's. He wears a belt around his waist and often carries a bough of holly in his free hand. His mount is the enduring horse, Bredbeddle, who can leap over tall buildings and transport him great distances in a short time. Many these things are usually their normal colours--gleaming steel and brown pelt--but all become completely green as The Green Knight.
Class Skills -Riding A: Aptitude for utilizing mounts and vehicles. Since Rider's own steed is a Monstrous Beast, he requires great ability in order to remain mounted and keep control of it.
-Magic Resistance C (A): When used against Rider, even high-ranking magecraft is nullified.
Personal Skills -Incitement B+: Talent for exerting influence over large groups of people. In Rider's case, it refers primarily to matters of intimidation, just as he once caused all of King Arthur's court to fall silent at his challenge. However, this also represents his talent for drawing out wrath, pride, treachery, etc. in individuals. When mounted, Rider's capacity for intimidation is doubled, and if his opponent's bravery falters they will receive a temporary parameter reduction.
-Ubiquitous Green A++: The grotesque transformation granted by Morgan le Fay, making Rider a monster in battle. A beast that stood head-and-shoulders above King Arthur's court, The Green Knight sits somewhere on the border between being humanity and Phantasmal Species--the reason for his extremely high Strength, Mana, and Magic Resistance. However, the true power of this form is that which allowed him to lift his severed head from the King's floor with a hearty laugh. The Green Knight's injuries do not shed blood, and they close almost immediately. Whether he is sliced into pieces, crushed into paste, or run through with a great lance, he will only rise up in the next moment to complement his assailant. Of course, his steed is no less monstrous than its owner, and so when this Skill is active, it shares all these benefits. However, regeneration will be less effective when recovering from things like fire and disintegration, so it may still be possible to completely annihilate The Green Knight through means aside from traditional armaments. It is generally not an issue to constantly remain in this form, but Rider may enter and exit it at will if upkeep is an issue for the Master or an entirely green suit of armour is an issue in terms of appearances. This does result in a loss of combat ability, but transforming back into The Green Knight will provide immediate healing, so all will be well as long as Rider is not killed outright.
-Guide to the Green Chapel A: A Skill representing the duality of Rider's identities, activating when Ubiquitous Green is inactive. As Rider was able to welcome Sir Gawain into his home as a stranger, his voice and equipment are completely different from his monstrous form, and the ranks of his Skills and Parameters appear 1 rank below what they actually are.
Noble Phantasms:
Name: The Green Girdle Title: Belt of Imagined Salvation Rank: E Type: Anti-Unit Range: 1 Targets: 1 Description: An emerald-green belt that Sir Gawain was tempted into withholding from Bertilak despite their agreement, having been duped into thinking it would protect him from The Green Knight's swing. In reality, there is no mystical protection from wounds to be found in this belt, but because of the important role it played in the story, and the fact that Sir Gawain and all of Arthur's court wore such girdles in remembrance of that adventure afterwards, it has gained a special significance after the fact. When summoned, the Green Girdle will seem to swell with a large amount of magical energy, giving Servants and mages the impression that it must be a Rank-A Noble Phantasm of sublime power. This deception is trivially cheap to maintain, and can be influenced by Bertilak in various ways, such as to give the impression that it is activating to heal his wounds. The belt can be given to others and taken hundreds of kilometres away from Bertilak, and those with especially keen senses will identify it as an item which grants invulnerability. In truth, the only effect of wearing this belt is that one will take doubled damage from Rider's next Noble Phantasm.
Name: Wicked Vow Title: Razor-Sharp Challenge of a Knight's Troth Rank: B Type: Anti-Unit / Anti-Army Range: Unlimited / 15 Targets: 600 / 30 Description: The massive, weighty, emerald-green axe that The Green Knight offered as a gift to anyone who dared to cut off his head. This weapon can be used to decapitate even a sturdy knight in a single swing, and Bertilak should know--it happened to him! At the Green Chapel, this weapon was used to give a small cut on the neck to Sir Gawain for not giving The Green Girdle to Bertilak as per their agreement. This Noble Phantasm represents the binding nature of the agreements and games which Bertilak and The Green Knight draw others into. Once an individual has made any statement to Bertilak about their intentions, he will be notified if they go back on what they said, no matter where they might be at that time. He will gain some basic knowledge of the circumstances, such as whether they have been coerced into acting contrary to their agreement, and the option to immediately inflict a wound, usually to the neck. The damage inflicted is dependent on the severity of the breach, the clarity of the initial agreement, and The Green Knight's own will, and it can range from completely superficial to a clean decapitation. The damage suffered may be reduced on a successful Luck check. If the agreement is something which the target has continuous opportunities to fulfil, such as returning a borrowed item, and they avoid doing so, this effect can be repeated, although only once every 12 hours.
Taking on the monstrous nature of its user, when the axe's True Name is called while Ubiquitous Green is active, it unfurls into a swirling mass of branches and vines that surge forwards to pierce an opponent. This effect cannot be called upon when facing a truly honourable and honest foe, and its offensive power scales upwards in proportion to a target's lack of those qualities. Unlike the first effect, which only applies to agreements made in the present, this also takes a Heroic Spirit's legend into account, with anecdotes of them perpetrating lies and betrayals imposing significant vulnerabilities to the release of Wicked Vow. While classified as an Anti-Unit attack, it is possible to deal some environmental damage and hit a small group of people if each individual is guilty.
Name: Emerald Wild Hunt Title: Otherworldly Charge of the Green Man Rank: A+ Type: Anti-Army Range: 40 Targets: 750 Description: The strange figure of The Green Knight is often linked with and equated to The Green Man, and Cernunnos, the Horned God. Indeed, to say that Morgan le Fay changed Bertilak into such a being would not be far from the truth. Just as he led hunts each day with the men of his castle, the figures that his person was brought into alignment with are known on occasion as leaders of the Wild Hunt--a maniacal procession of bloodthirsty fey and spirits whose leader's identity changes from telling to telling. While in Ubiquitous Green, The Green Knight can raise his bough of holly overhead and call for a moment on the most ancient depths of his nature, summoning the Wild Hunt for a brief time and heading their charge. Embodying the might of a hurricane, all manner of fairies and spirits will endlessly stream forth, armed and mounted, with hounds and worse beasts running at their feet. A nigh-unstoppable force, the Wild Hunt will lay waste to all enemies in the area unless their leader is put down.
If it's one character to a player, I can do a Master. Maybe take the Dead Apostle archetype, or just someone with a ton of resources, prep, influence, etc. rather than absurd combat ability.
Dude runs around with a haircut like an early 2001 businessman. He's got like military fatigues, and then he's got floating spikes around him, and gundum arms, and a gasmask, and his sword is like a lightsaber but then it gets like bandages and then it wraps around the handle with the blade, and when he attacks he throws it like knives, and etc.
Magic Resistance A: Grants protection against magecraft. Rather than simply enduring the effects, the spells themselves are negated, even if Saber is not the only target. Unfriendly spells of A-Rank of below affecting Saber will be cancelled, no matter what High-Thaumaturgy they might be.
Riding A: Talent for piloting vehicles and mounts. In Saber's case, it's not an issue even if it's an animal from a foreign land or technology that didn't exist during his time. The only exceptions are Phantasmal Beasts and Divine Beasts.
Divinity B: Measure of one's Divine Spirit aptitude, generally as a result of having a god as an ancestor. In Saber's case, the blood of Odin runs through his veins. This Skill has no real function on its own, simply serving as a quality that may become an advantage or disadvantage in terms of compatibility against different opponents.
Primordial Rune (Warrior) B: The Magic Crest of Northern Europe which Saber possesses, having been taught to him by Brynhildr. His talent is great enough to allow for summoning as a Caster, but it is still possible to make use of runes as a Saber. Various powerful effects can be applied (Clairvoyance, disguises, Magic Resistance, raising parameters), but not simultaneously.
Dragon Kind Modification EX: An extreme form of Self-Modification, causing Saber to take on draconic qualities due to having eaten a dragon's heart. The mana reactor of a dragon has taken form inside his body, allowing Saber to take action with almost no dependence on his Master's energy supply.
Crystallization of Wisdom A: The result of eating a dragon's heart. In the myth, it was simply said that Saber was afterwards able to learn secrets by understanding birdsong. In this case, that wisdom has manifested as a pair of glasses (or an intimidating gas mask!) By wearing them, an incredible wealth of information and processing power becomes available. The glasses can even be given to another person, and they would be capable of using them in the same way, though they would suffer a splitting headache. In regards to concerns that a simple pair of glasses could easily be shattered in combat, Saber offers his assurance that as crystallized wisdom, they won't stop shining as long as he doesn't devolve into a mindless beast.
What are they?
Dawn of Ruin Rank: A NP Type: Anti-Unit Range: 1 Maximum Number of Targets: 1 person Description: The "Sword of the Sun" wielded by Sigurd, originally an enchanted "sword of selection" pulled from the trunk of a mighty tree by Sigurd's father, Sigmund. Later, it shattered from clashing against Gungnir and was reforged by Sigurd into a cursed demonic blade that was capable of killing even a dragon. After that, it became renowned as a "demonic sword of both glory and ruin." It is said to be the strongest demonic sword that can only be equaled to the strongest holy sword Excalibur, and it possesses the special characteristic of "dragon slayer", though its power is normally only unleashed as a blow against a single individual. Since Sigurd carries the reforged version of Gram, it takes on a crystalline appearance that might confuse those attempting to identify it if they are more familiar with its original state, and has a broken fragment attached to the opposite end of the hilt to serve as a second blade, as well as smaller fragments being made into four daggers.
Heaven's Wheel of Destruction Rank: A+ NP Type: Anti-Fortress Range: 1~50 Maximum Number of Targets: 1~900 people Description: The most effective way to utilize Gram, according to Sigurd himself. The demonic sword is thrown, scattering destructive flames as it pierces the target. If this first step of the technique can be landed successfully, Sigurd will follow up by driving his fist into the hilt. In this way, the power unleashed is equivalent to an anti-fortress attack.
A fearless and prideful hero who shows respect to even his enemies, being harsher on himself than on anyone else, not wanting to ever show an opponent his back. Sigurd is incredibly square-toed and ultra-stubborn, to the point where forcing unwanted instructions on him by command spells would be extremely difficult. He is technically a rational person, as he fulfilled his purpose of avenging his father not out love, but from his sense of duty to his family. Slightly blunt to everyone, it's almost impossible for him to show affection, at least on the outside. But if he chose to protect someone without regards of his own safety, that would be the greatest sign of trust or care he could offer.
Expressing no emotion whatsoever even in dire situations, being shown to be stoic as he kept fighting without knowing the love of his mother, father, and foster-father while he took action, taking into account necessity and fairness of the situation at hand to avoid terrible outcomes and benefit everyone with or without their approval. In other words, he does not 'grant wishes' in the way that his counterpart does, but rather assesses for himself what should be done as a hero, with the personal requests of various people being a secondary concern. Regardless of what kind of person Sigurd's Master is, if they are not evil and he finds them worthy of his trust, there will be no difficulty in communication between them and he will carry out their commands efficiently. He is the type of hero not particularly invested in his second life, not having a burning desire for the Holy Grail and being content to serve a Master and simply carry out his role as a hero and a warrior. However, if he were able to make a wish on the grail, it would most likely be for a reunion with his love.
Sigurd is known as the Greatest Hero of Northern Europe, a knight equal to King Arthur. As they're quite similar, it's easy to confuse him with Siegfried, but they are different Heroic Spirits. The posthumous child of Hjördís, and King Sigmund of Frakkland who fell in battle against Odin, shattering Gram into fragments with his spear Gungnir. He was sent by King Alf who married his mother to be raised by his blacksmith and teacher, the Dwarf Regin, as his foster-father. He personally revived the sword Gram, "the sword of supremacy in the tree", reforging it anew into a demonic sword that was capable of killing even a dragon, becoming renowned as a demonic sword of both ruin and glory. He soon became the everlasting friend of Grani, a descendant of Sleipnir, who became his steed. Sigurd avenged his father by defeating the armies that joined King Hunding, soon becoming a renowned military man of valor and then a dragonslayer by slaying the dragon Fafnir. Once he devoured its heart and gained the wisdom to understand many things, he became aware of his foster-father's desire to take the dragon's treasure for himself, beheading Regin for his attempted betrayal.
Later in his life, he rode forth to the top of the summit on Mt. Hindarfjall, an inhuman devil-cave where the Valkyrie Brynhildr slept in a circle of fire. Bravely riding through the flame with his steed to reach her, he cut off her mythril armor with Gram. From that act she awakened from her long sleep, and questioned Sigurd's reasons, as he must have known of the prophecy from his uncle, which said that if both of them were to meet each other, ruin would befall them. He confirmed that he knew of it and yet was still doing what needed to be done. Sigurd's reasoning was that he was a cold man with no need for emotions, and the prophecy would be broken if he simply saved her and did not love her. Brynhildr felt glad, but at the same time she felt sadness at knowing he would not love her. Unfortunately, Sigurd had fallen in love with her at first sight, giving her a smile that stole her heart. He then proposed to her, taking her as his wife.
After their honeymoon, she taught him the original runes she had learnt from her father Odin. As time went on, he left her to continue his hero's journey until his return. Sometime during his journey, he had been tricked to drink a special alcohol which was made by Gudrun to have Sigurd forget Brynhildr, so that he may marry her. Gunnar, Gudrun's brother also desired to marry Brynhildr, so he and Sigurd rode off to meet with her, yet she still loved Sigurd and said only the one who passes the trials shall gain her hand in marriage. Gunnar knew he could not do it, so he had asked Sigurd for aid. The one she loved the most in the world; disguising himself with runes in the guise of his brother-in-law's shape. Sigurd rode forth with his steed Grani, proposing to her again in the guise of his brother-in-law, however Brynhildr knew it was Sigurd. She challenged him to a fight, although this was sophistry as Sigurd was already much stronger than her. As a result, he won the fight using the combat skills she provided him with from their time together, presenting her as his brother-in-law's wife. Although she initially accepted the events as her immutable fate, she eventually raised her own hand against her beloved one, killing him by slicing him in half while his family and all of his followers were killed as well through a conspiracy as she took her own life to follow after him into the afterlife.
Dude runs around with a haircut like an early 2001 businessman. He's got like military fatigues, and then he's got floating spikes around him, and gundum arms, and a gasmask, and his sword is like a lightsaber but then it gets like bandages and then it wraps around the handle with the blade, and when he attacks he throws it like knives, and etc.
Magic Resistance A: Grants protection against magecraft. Rather than simply enduring the effects, the spells themselves are negated, even if Saber is not the only target. Unfriendly spells of A-Rank of below affecting Saber will be cancelled, no matter what High-Thaumaturgy they might be.
Riding A: Talent for piloting vehicles and mounts. In Saber's case, it's not an issue even if it's an animal from a foreign land or technology that didn't exist during his time. The only exceptions are Phantasmal Beasts and Divine Beasts.
Divinity B: Measure of one's Divine Spirit aptitude, generally as a result of having a god as an ancestor. In Saber's case, the blood of Odin runs through his veins. This Skill has no real function on its own, simply serving as a quality that may become an advantage or disadvantage in terms of compatibility against different opponents.
Primordial Rune (Warrior) B: The Magic Crest of Northern Europe which Saber possesses, having been taught to him by Brynhildr. His talent is great enough to allow summoning as a Caster, but it is still possible to make use of them as a Saber. Various powerful effects can be applied (Clairvoyance, disguises, Magic Resistance, raising parameters), but not simultaneously.
Dragon Kind Modification EX: An extreme form of Self-Modification, causing Saber to take on draconic qualities due to having eaten a dragon's heart. The mana reactor of a dragon has taken form inside his body, allowing Saber to take action with almost no dependence on his Master's energy supply.
Crystallization of Wisdom A: The result of eating a dragon's heart. In the myth, it was simply said that Saber was afterwards able to learn secrets by understanding birdsong. In this case, that wisdom has manifested as a pair of glasses (or an intimidating gas mask!) By wearing them, an incredible wealth of information and processing power becomes available. The glasses can even be given to another person, and they would be capable of using them in the same way, though they would suffer a splitting headache. In regards to concerns that a simple pair of glasses could easily be shattered in combat, Saber offers his assurance that as crystallized wisdom, they won't stop shining as long as he doesn't devolve into a mindless beast.
What are they?
Dawn of Ruin Rank: A NP Type: Anti-Unit Range: 1 Maximum Number of Targets: 1 person Description: The "Sword of the Sun" wielded by Sigurd, originally an enchanted "sword of selection" pulled from the trunk of a mighty tree by Sigurd's father, Sigmund. Later, it shattered from clashing against Gungnir and was reforged by Sigurd into a cursed demonic blade that was capable of killing even a dragon. After that, it became renowned as a "demonic sword of both glory and ruin." It is said to be the strongest demonic sword that can only be equaled to the strongest holy sword Excalibur, and it possesses the special characteristic of "dragon slayer", though its power is normally only unleashed as a blow against a single individual. Since Sigurd carries the reforged version of Gram, it takes on a crystalline appearance that might those attempting to identify it if they are more familiar with its original state, and has a broken fragment attacked to the opposite end of the hilt to serve as a second blade, as well as smaller fragments being made into four daggers.
Heaven's Wheel of Destruction Rank: A+ NP Type: Anti-Fortress Range: 1~50 Maximum Number of Targets: 1~900 people Description: The most effective way to utilize Gram, according to Sigurd himself. The demonic sword is thrown, scattering destructive flames as it pierces the target. If this first step of the technique can be landed successfully, Sigurd will follow up by driving his fist into the hilt. In this way the power unleashed is equivalent to an anti-fortress attack.
A fearless and prideful hero who shows respect to even his enemies, being harsher on himself than on anyone else, not wanting to ever show an opponent his back. Sigurd is incredibly square-toed and ultra-stubborn, to the point where forcing unwanted instructions on him by command spells would be extremely difficult. He is technically a rational person, as he fulfilled his purpose of avenging his father not by affection but from his sense of duty to his family. Slightly blunt to everyone, it's almost impossible for him to show affection, at least on the outside. But if he chose to protect someone without regards of his own safety, that would be the greatest sign of trust or care he could offer.
Expressing no emotion whatsoever even in dire situations, being shown to be stoic as he kept fighting without knowing the love of his mother, father, and foster-father while he took action, taking into account necessity and fairness of the situation at hand to avoid terrible outcomes and benefit everyone with or without their approval. In other words, he does not 'grant wishes' in the way that his counterpart does, but rather assesses for himself what should be done as a hero, with the personal requests of various people being a secondary concern. Regardless of what kind of person Sigurd's Master is, if they are not evil and he finds them worthy of his trust, there will be no difficulty in communication between them and he will carry out their commands efficiently. He is the type of hero not particularly invested in his second life, not having a burning desire for the Holy Grail and being content to serve a Master and simply carry out his role as a hero and a warrior. However, if he were able to make a wish on the grail, it would most likely be for a reunion with his love.
Sigurd is known as the Greatest Hero of Northern Europe, a knight equal to King Arthur. As they're quite similar, it's easy to confuse him with Siegfried, but they are different Heroic Spirits. The posthumous child of Hjördís, and King Sigmund of Frakkland who fell in battle against Odin, shattering Gram into fragments with his spear Gungnir. He was sent by King Alf who married his mother to be raised by his blacksmith and teacher, the Dwarf Regin as his foster-father. He personally revived the sword Gram, "the sword of supremacy in the tree", reforging it anew into a demonic sword that was capable of killing even a dragon, becoming renowned as a demonic sword of both ruin and glory. He soon became the everlasting friend of Grani, a descendant of Sleipnir, who became his steed. Sigurd avenged his father by defeating the armies that joined King Hunding, soon becoming a renowned military man of valor and then a dragonslayer by slaying the dragon Fafnir. Once he devoured its heart and gained the wisdom to understand many things, he became aware of his foster-father's desire to take the dragon's treasure for himself, beheading Regin for his attempted betrayal.
Later in his life, he rode forth to the top of the summit on Mt. Hindarfjall, an inhuman devil-cave where the Valkyrie Brynhildr slept in a circle of fire. Bravely riding through the flame with his steed to reach her, he cut off her mythril armor with Gram. From that act she awakened from her long sleep, and questioned Sigurd's reasons, as he must have known of the prophecy from his uncle, which said that if both of them were to meet each other, ruin would befall them. He confirmed that he knew of it and yet was still doing what needed to be done. Sigurd's reasoning was that he was a cold man with no need for emotions, and the prophecy would be broken if he simply saved her and did not love her. Brynhildr felt glad, but at the same time she felt sadness at knowing he would not love her. Unfortunately, Sigurd had fallen in love with her at first sight, giving her a smile that stole her heart. He then proposed to her, taking her as his wife.
After their honeymoon, she taught him the original runes she had learnt from her father Odin. As time went on, he left her to continue his hero's journey until his return. Sometime during his journey, he had been tricked to drink a special alcohol which was made by Gudrun to have Sigurd forget Brynhildr, so that he may marry her. Gunnar, Gudrun's brother also desired to marry Brynhildr, so he and Sigurd rode off to meet with her, yet she still loved Sigurd and said only the one who passes the trials shall gain her hand in marriage. Gunnar knew he could not do it, so he had asked Sigurd for aid. The one she loved the most in the world; disguising himself with runes in the guise of his brother-in-law's shape. Sigurd rode forth with his steed Grani, proposing to her again in the guise of his brother-in-law, however Brynhildr knew it was Sigurd. Challenging him into a fight, although this was sophistry as Sigurd was already much stronger than her. As a result, he won the fight from the combat skills she provided to him from their time together, presenting her as his brother-in-law's wife. Although she initially accepted the events as her immutable fate, she eventually raised her own hand against her beloved one, killing him by slicing him in half while his family and all of his followers were killed as well through a conspiracy as she took her own life to follow after him into the afterlife.
So, FGO is tied with PvE GHGW, and the poll is said to have ended. I'm interested in doing whatever, I did cast my vote, but if more interest comes maybe those people should be allowed input as well.