[hider=Archer] [b]Class:[/b] Archer [b]Spirit:[/b] Odysseus [b]Master:[/b] Kishinami Hakuno [b]Gender:[/b] Male [b]Alignment:[/b] Neutral Good [b]Personality:[/b] Strangely lazy for a great hero from the Age of Gods. He's the type to do whatever he feels like doing - in fact his whole legend was pretty much 'Archer does what Archer wants' - sometimes completely unrelated to the War entirely. He displays an amiable demeanor to those he interacts with, if only because pissing everyone off isn't a good way to go about things. Just like in his legend, Archer is proficient in the art of eloquent rhetoric and opts to use that to solve conflicts instead of resorting to combat, whether that be by manipulating his enemies into attacking each other or taking the diplomatic option out. Don't take his dislike of combat as a sign of weakness, however. Archer is still the same cunning warrior he always ways, stretching the boundaries of a fair fight to grind his enemies into the dirt to secure a victory for his side. With Archer, pretty much everything is fair game, however he isn't willing to unnecessarily kill or involve innocents, among other lines he won't cross. ...Of course that's assuming you can actually motivate Archer enough to participate because once again, Archer does what Archer wants. [b]Appearance:[/b] [url=http://safebooru.org//images/1083/650f84f7bbd9e2826598c9cae3ce56d163962510.jpg]Does this look like the face of mercy?[/url] [b]Parameters[/b] STR: C END: C AGI: C MAG: B LCK: C NP: A++ [b]Class Skills[/b] [u]Independent Action[/u] The ability to remain independent even when rejecting the prana supply from the Master. At the higher ranks, it is also possible to remain for extended periods of time in this world without an established contract. [indent][b]A:[/b] Can remain in this world for a week even after losing his Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary.[/indent] [u]Magic Resistance[/u] Protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether. [indent][b]C:[/b] Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.[/indent] [b]Personal Skills[/b] [u]Eye of the Mind (True)[/u] A heightened capacity for observation, refined through experience. [indent][b]A+:[/b] Capable of calm analysis even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a chance of a comeback, this ability greatly improves the chances of success.[/indent] [u]Guise of Anonymity[/u] The skill to blend into an assumed role. Rather than simply altering one's appearance, it completely obfuscates one's presence as a Servant when dressing appropriately. However, this comes at the cost of a rank down to certain stats depending on the role assumed. [indent][b]B:[/b] Makes it impossible to connect the Servant to the disguise when encountered undisguised or in different disguises. At this rank, anyone that sees the user remove the disguise or enter combat whilst in their assumed appearance only has decreased efficiency against them, becoming fully immune to the effects of this skill once they have identified four of the user's disguises.[/indent] [u]Voyager of the Storm[/u] The talent to impel a ship and those who the user identifies with. Because the ability as a group leader is also necessary, this skill also has the effects of both Charisma and Military Tactics. [indent][b]C:[/b] Skill provides the equivalent of Charisma at B rank and Military Tactics at D rank.[/indent] [u]Divine Favor (Athena)[/u] The blessing of a Divine Spirit. In this case Athena, Goddess of skill, strategy, and warfare. This blessing manifests itself in the form of various boons provided to Archer in the form of convenient coincidences when creating or executing a plan. Should Archer lose favor with Athena in any way, such as over-reliance on her blessing, this skill will lose its effects until the Goddess is sufficient appeased. [indent][b]N/A[/b][/indent] [b]Noble Phantasms[/b] [u]Name[/u]: Odysseia [u]Title[/u]: Journey of the King [u]Rank[/u]: E ~ A [u]Type[/u]: Anti-Unit/Anti-Army [u]Description[/u]: A representation of the journey that has become more famous than Archer himself. This manifests in a Noble Phantasm that allows Archer to summon either that which he has encountered in either the Iliad or the Odyssey, or the materials used to create them, and recall them as he sees fit. The summons are typically mundane materials - save for the magical items, relics, and magical effects - and do not include the Noble Phantasms of other heroes, the heroes themselves, or any monsters he's encountered. The only cost is that of summoning, which varies from almost free to absurdly expensive depending on power and rarity of the summon. For example, calling forth something like the actual Trojan Horse would cost a great deal of prana, while summoning something like some arrows for his bow would be rather cheap. Archer typically uses this Noble Phantasm to summon up alternate weapons to do battle with when his bow just won't do, or put together some kind of contraption to solve a problem. [u]Name[/u]: Doureios Hippos [u]Title[/u]: Beware of Greeks Bearing Gifts [u]Rank[/u]: A++ [u]Type[/u]: Anti-Army, Anti-Barrier [u]Description[/u]: The most legendary concept of the Trojan War and Archer's most famous feat. This Noble Phantasm is the embodiment of two concepts: "a gift that allows the giver to bypass the enemy's barriers". When this Noble Phantasm is invoked, if Archer has given the enemy a physical gift and the enemy has acknowledged it, he may neutralize the effects of any defensive non-EX Noble Phantasm, magecraft, or other non-physical form of defense used by the target or their allies against himself. This does not dispel or destroy the effects, but instead makes them ignore Archer entirely. However, if one knows Archer's identity or have already experienced the function of this Noble Phantasm and know that it was Archer's doing, they are immune to the effects of this Noble Phantasm so long as they have the mental capacity to comprehend either fact. Additionally, this Noble Phantasm can only be used against one team at a time. Attempting to use it against new enemy/enemies will neutralize the original effect and force Archer to give another 'gift' if he wishes to restore the effect against the original target. However, it loses effectiveness after one use on the same target, allowing defenses a rank lower than the previous iteration to remain in effect. [hider2=Mechanics] Basically a physical gift in this context would cover stuff like 'joining the enemy team', 'offering to do combat unarmed', 'providing the location of an enemy' or giving an actual gift. It wouldn't cover anything like 'doing a feint attack' or 'giving good advice'. And it has to have actual value of some sort to the enemy, which means he can't just say "Hey, here's a rock." Knowing it's Archer's fault would be something like seeing Archer walking through all your carefully lain bounded fields. Detecting someone walking through all your carefully lain bounded fields, but not perceiving who did so doesn't count. Knowing that the gift is the conceptual trigger or what the gift was is unnecessary. Targeting allies means.....targeting allies. If, for example, it targeted a Servant, that means their Master and any alliances they've made are included as well. If they break the alliances then it'll be just Servant/Master, and if they break the partnership it'll be just the Servant. The rank down effect is goes something like 1st try against Team Saber: EX aren't affected. 2nd try against Team Saber: EX and A aren't affected. 1st try against Team Lancer: EX aren't affected. 3rd try against Team Saber: EX, A, and B aren't affected. 2nd try against Team Lancer: EX and A aren't affected. [/hider2] [u]Name[/u]: Toxo Ithakis [u]Title[/u]: Proof of Identity / The Sureshot Arrow that Pierces the Test of Twelve [u]Rank[/u]: B / B+ [u]Type[/u]: Anti-Unit / Anti-Unit [u]Description[/u]: The famed composite bow unable to be strung by anyone apart from Archer himself. When the name of this Noble Phantasm is invoked, the next arrow fired by it bears the concept of 'passing though twelve targets', allowing Archer to select twelve target points that the arrow must pass through in order. Once released, the arrow will attempt to pass through each point. if the next point is in an impossible, the arrow will alter trajectory accordingly. This effect will persist until all twelve targets have been pierced, the arrow is destroyed, or, in the case of a target on an enemy, a LCK check is passed before being hit. [/hider] [hider=Master] [b]Name:[/b] James Minassian [b]Age:[/b] 24 [b]Gender:[/b] Male [b]Magecraft/Abilities:[/b] Circuit Quantity: C (31) Circuit Quality: B- Origin: Reparation Elemental Affinity: Wind, Lightning Sorcery Trait: N/A [*][u]Specializations: Counter Magic and Necromancy[/u][/*][hider2=Elaboration]James specializes in a rather uncommon type of magecraft that's really only good for combat scenarios, and an art that makes the saying 'a magus walks with death' exceedingly literal. The former could be called his branch of the family's 'specialization' of sorts, as it was understood that the greatest and most common enemies were magi with more powerful mysteries on hand. The latter is just a preference of James' as an individual. The objective of Counter Magic is to disrupt the activity of Magic Circuits to prevent the casting of spells, something that could be likened to shooting an enemy's gun out of their hands. While the same effect could be replicated by hitting an enemy with a sufficiently powerful attack at a faster speed than they can cast to disrupt their self-hypnosis, James possesses spells in his arsenal revolving around increasing the duration of an enemy's inability to cast rather than just disrupting a single cast. His simplest spell and a mainstay of his repertoire is that of a close-quarters spell that prevents prana conversion, maintained so long as James can maintain touch triggered by an aria [s]that I have yet to think of[/s]. Other spells include a trap in the form of a magic circle, triggered by the proximity of active Magic Circuits, and the pinnacle spell of his Counter Magic: a Bounded Field that prevents the active use of Magic Circuits from everyone within, including the caster. No more, no less. Unfortunately this has no effect on spells originating outside the field or preexisting spells, nor does it affect the connection between Familiars or Servants that enter. It does affect Masters that enter, however. His choice application of necromancy is surprisingly lacking human zombies. Although he could do that if he wished, he prefers using bound spirits since they're a bit more subtle over all. He does, however, use dead people parts for ingredients in rituals and such, and will dig up graves if necessary. Generally though he prefers to use necromancy as a means to manufacture familiars and gather information by replaying the memories of the deceased. His familiars of choice are bound spirits and Frankensteinian, cobbled-together animal familiars, which he uses for reconnaissance, guards, or any other general assistance they are capable of providing.[/hider2] [*][u]Wind and Lightning Magecraft[/u][/*][hider2=Elaboration]Apart from his specializations and the basic magecraft all good combat magi are supposed to know (Reinforcement, healing, etc), James can also utilize spells relating to the elements Wind and Lightning. However, the extent of his knowledge regarding these fields of magecraft isn't too wide, and as such has been delegated more to a combat augmentation role than a direct damage dealer. His Lightning magecraft is limited solely to the following three spells and the various ways he can apply them: the basic ability to shoot lightning, the ability to coat body parts in shaped Lightning-aligned prana, and stimulating his nerves and bio-electrical signals at the risk of ending up with a fried brain and/or frayed nerves. In theory he could fire off a railgun attack as well, but that carries the cost of blowing his eardrums and likely destroying his hand. On the other side, his use of Wind magecraft is pretty much limited to summoning bursts of winds, and pushing/pulling/moving objects using streams of wind, usually his Mystic Code.[/hider2] [*][u]Swordsmanship and Close-Quarters Combat[/u][/*][hider2=Elaboration]His Mystic Code is a sword, his most useful spell only works close up, and he hunts heretics for a living. It would be really strange if he [i]hadn't[/i] learned how to use his assets to achieve maximum effect.[/hider2] [b]Appearance:[/b] [url=http://i.imgur.com/dKT6ke9.jpg]"You're not like the spirits I'm used to summoning."[/url] [b]Equipment:[/b][*][u]Mystic Code: Storm Sword[/u][/*][hider2=Elaboration]Could be and should be considered his primary source of offensive presence on the battlefield. It's a sword specialized for channeling prana aligned with James' affinities of Wind and Lightning into elemental melee attacks or to discharge enhanced spells with the blade as an amplifier. Using the properties of galvanism, this Mystic Code can absorb Wind and Lightning-based magical attacks and convert them into prana to fire off at a later time. It can also take in standard electricity, but in that case it still requires prana so it can be discharged in combat. Against spells of the two relevant affinities that target only a single individual, it serves as a very good defense. Less so for attacks that cover a wider area, as the surface area of the blade can only absorb so much at a time.[/hider2] [*][u]Chalk[/u][/*][hider2=Elaboration]Standard equipment for a necromancer. Chalk made from the dusted bones and the blood of magi, used to inscribe magic circles and wards for use in rituals and protection.[/hider2] [*][u]Entrenchment Shovel and Surgical Tools[/u][/*][hider2=Elaboration]Best if you don't ask what these are for.[/hider2] [b]Personality:[/b] Surprisingly lively for someone whose seems to be absolutely surrounded by death. James is a very casual person, definitely lacking in the usual discipline of a magus. He's a very reasonable person overall, however he has the potential to be very unscrupulous despite his pleasant demeanor. He's very much an opportunist willing to take advantage of anything that comes his way, and is often far more than he appears to be. It's a good idea not to take everything he does at face value. [b]History:[/b] The Minassian family is a fairly old one from Armenia, spanning back many generations with the goal of reaching the Root by using Lightning magecraft to manipulate electromagnetism and its properties as a fundamental force. It has only a single branch family, and an tradition in which any extra children from the main family are taken into the branch family and trained alongside their children to become retainers for the main branch. James is just the most recent child from the main family passed off at a young age to receive training in magecraft and combat from his relatives. This training went on for a few years until a falling out occurred, resulting in his alienation from the family at large. All alone and with no options in sight, James became a freelancer, putting those years of training to actual use and picking up a few new tricks on the road. Life went on, but eventually news reached James' ears that his family was utterly wiped out. The news stunned him, but it couldn't be said he mourned their deaths for too long. To him, they were like strangers. Nevertheless, he returned to the ashes of his former home to pay his respects, and maybe bury a few bodies. It was here that he came in contact with the wraith of his father. Consumed with thoughts of vengeance and feelings of anger, James' father ordered him to hunt down whoever had done the deed as some kind of 'redemption' for James. Despite not needing what was being offered in exchange for his services, James decided he may as well fulfill a dead man's request and spent some time hunting down the perpetrators. His father's reaction surprised him. He'd expected more celebration and gloating, and less feelings of emptiness and depression from his vengeful father. Not that it mattered too much, as James' father soon faded away, and back to regularly scheduled programming it was for James. Three years later, strange marks appear on his hand... [/hider]