[hider=The Worst Master] [img]https://i.pinimg.com/originals/09/8b/aa/098baad09b280fd77a725a32dc9dc133.png[/img] Name: Wynter Lobos Title(s): "The Mistake" Gender: Female Age: 17 Alignment: Neutral Good Rank: Objective for the Grail: To learn everything she can to improve her family's wealth of knowledge, and/or to make her Servant remain after the war for study. Character Objectives: Primary: Survive. Primary: Earn the respect of her family. Secondary: Learn from the other mages and Servants. Secondary: Have fun. Command Seal: Three arrows pointing outwards that are connected at the center, with the right angles from the points forming a triangle. Personality: A shy but proud girl, she could be described as boringly, utterly average. She's more likely to apologize with roses than to smell them along the way, and she exudes an air of "what am I even doing here?" in her everyday life, let alone when it comes to magecraft. She is not very talented when it comes to magic, but she is physically far above average in almost all respects. Bio: Wynter is the third generation of her family in terms of magecraft. Or rather, she would be if she weren't dubbed a complete failure by her father for her innate lack of ability in terms of practicing magecraft. While she mastered and nearly improved upon the first spell she learned, Gandr, she has been unable to use any other spells she has learned in her seventeen years. Her lineage is a short but otherwise average one that focuses mostly on the pursuit of knowledge in all forms rather than a specific field of study. This of course means that while her father, the current head, is versed in most types of magecraft (at least in theory) he doesn't excel at any of them. Wynter is much the same way. While she is not the heir apparent to her lineage it could be argued that she would make as good if not better a candidate than her older brother, who has nearly the entire family crest already instilled in him, due to her eidetic memory and slightly superior magical circuits were it not for her shortcomings. As the "lesser" child, Wynter is more seen as a back-up and assistant than anything else, leading to her having prepared the Servant summoning ritual in her father's place. While conducting her final preparations, she accidentally completed the ritual herself, leading to her involvement over the others in her family. Naturally, this infuriated them and they have essentially left her for dead, believing her to have no chance whatsoever at victory no matter how much they were to assist her. --- Magic Circuit Switch: A snap of the fingers. Number of Magic Circuits: B Quality of Magic Circuits: B --- Elemental Affinity: Wind Origin: Breathing/Breath Magecraft: While she knows a lot of magecraft theory, for some reason she is unable to put into practice even the basics of most magecraft. The only thing she is able to do is Gandr, and by extension Finn Shot, which she actually excels at. She can almost use an even better form of the spell, but it always remains just out of her reach. Crest: N/A (Three generations) Weapon: Three mana potions that restore her od completely. Exceptional Benefit: None. [/hider] [hider=Six Coins Rider] [img]https://vignette.wikia.nocookie.net/mira-miracle/images/6/60/Sanada_Yukimura_Artwork.png/revision/latest?cb=20170604153717[/img] Name: Sanada Nobushige Title(s): "The Last Sengoku Hero" Class: Rider Gender: Male Attribute: Era: Age of Man: Born: 1567 Died: June 3, 1615 (aged 47–48) Alignment: Neutral Good Personality: Normally carefree and reckless, he is fiercely loyal to his "Shogun." He considers his own life to be forfeit and simply a stepping stone for his Master, though he would greatly prefer not to lose it easily or waste it. He tends to try to find loopholes or stretch the boundaries of instructions and commands whenever he can. Despite his own strong self-confidence, he takes great pride in not underestimating his opponents or his allies, always trying to demand exactly as much as he can without overwhelming them. In part because of this, he loves drawing out one-on-one battles but will quickly put down enemies if outnumbered. He answered the call to the war simply to fight strong opponents once again. He feels that he was cheated out of victory by being challenged when he was too weak to fight, leading to his death, in the Battle of Tennōji. His wish is to be reborn into a peaceful life in the modern age. Character Objectives: Primary: Prove that he is the strongest Sengoku-era hero. Primary: Befriend the other Sengoku-era heroes. Secondary: Explore the modern world. Secondary: Learn about modern culture. Bio: Sanada Yukimura (真田 幸村, 1567 – June 3, 1615), actual name: Sanada Nobushige (真田 信繁), was a Japanese samurai warrior of the Sengoku period. He was especially known as the leading general on the defending side of the Siege of Osaka. Weapon: A well-made sword and spear. Parameters: Strength: B Endurance: B Agility: A Mana: D Luck: C Class Skills: Riding B Most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period one was alive in, for they are no exception. However, cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Magic Resistance C: The closest thing to magic in Sanada's day was ninjutsu, and having supposedly led a team of ten would make him relatively familiar with it. Most simple spells are nullified if cast on him without his consent. Spells with a chant of less than two versus are cancelled. He naturally is able to bypass low-level spells on other things such as defensive spells. Personal Skills: Military Tactics B: Using his experience as both a proven warrior and leader, he's able to give highly accurate and helpful advice based on the situation, so long as it's related to battle. He can quickly grasp and extrapolate on any shown weaknesses in opponents, especially against a group. Eye of the Mind (True) B: He is able to think very quickly and find ways to overcome obstacles in creative and effective ways. Even when pressured and backed into a corner, he's able to calmly observe his opponent(s) and the area around him to find the best course of action. Dignity of the Rearguards C: Demonstrate useful effects during defensive battle or withdrawal battle. Noble Phantasm: Name: Sanada's Castle Title: The Last Breath of the Sanada Rank: A+ NP Type: Anti-Army Range: N/A Maximum Number of Targets: N/A Description: This NP summons the castle that Sanada held until his death to a location where it becomes fixed as a permanent structure. (At least until his defeat) While inside or defending it from invaders, Yukimura's defensive power increases drastically, making it a very powerful Noble Phantasm just by this effect alone. It is heavily barricaded and has many secret passageways and exits, making it the ideal location for a base of operations. It also contains enough rations and weapons to survive a four-day siege, as well as having several canons for ranged defense and countless nameless soldiers to assist in defense, though they are effectively useless at anything else. The true power of this Noble Phantasm, however, is that its power increases for each Servant that resides within as an ally. The castle's already considerable defenses increase drastically with each new Brave, alongside the various soldiers within. Yukimura himself gains a further increase in defensive power should enough Heroes be present. The structure takes the form of three square sections each of which is surrounded by a moat, forming a large central area and two side areas where additional rooms are located, connected by walkways both overhead half a story up and underneath the ground in the form of tunnels through the moats. It is a resplendent Castle where Heroes naturally gather and may show their abilities to the fullest, a place that is always advantageous ground for the owner and his Braves. Name: The Ten Sanada Braves Title: Grand Shinobi of Sanada Rank: B NP Type: Anti-Army Range: 1-50 Maximum Number of Targets: 10 Description: This NP summons the spirits of the ten legendary shinobi who served under Sanada Yukimura. These ten figures of legend are tied to his castle; they cannot leave the grounds under any circumstances, though the range that "the grounds" covers allows for continuation of battles just beyond them. This group includes two legendary ninja in their own right, [url=https://en.wikipedia.org/wiki/Sarutobi_Sasuke]Sarutobi Sasuke[/url] and [url=https://en.wikipedia.org/wiki/Kirigakure_Saiz%C5%8D]Kirigakure Saizō[/url]. These ten ninja are essentially Shadow Servants with Independent Action for the sake of simplistic explanation, though of course none of them have Noble Phantasms. Each is skilled in their own way and each has the power to easily defeat non-Servant opponents. Combined, they may even be able to rival their master in fighting prowess. [/hider]