[@PKMNB0Y] Hello there, is there a spot open for a Berserker? [hider=Angery Doggo] [b]Name:[/b] Sigmund [b]Class:[/b] Berserker [img]https://i.imgur.com/YnuY30ql.png?1[/img] --- [b]Personality:[/b] This Servant before you is not the King of Frakkland, nor the heroic wielder of the Sunlight Blade. As Berserker, Sigmund is at his most vicious; the Great Beast of the Wildwood, the uncouth form which he and Sinfjötli donned while committing numerous famous deeds under Siggeir's kingdom. No longer is Sigmund the wise, high-minded King; here, he is reduced to a bloodthirsty creature -- a tool used by both his sister and the Gods. Despite his radiant fur, Sigmund gives off a distant and icy aura. Even when his speech is hampered by Mad Enhancement, the beast's brisk phrases are still able to leave a sense of intimidation onto the weak-willed. Most of the time, he would mostly ignore the Master's commands and would wander around the surroundings and explore. Excluding the Master, Sigmund's rudeness extends to others; any trying to approach him would be met with a menacing growl -- and at worst -- a vicious bite. If anything, he likes to be left alone. Although most of his thought process has been overtaken by bestial instincts, many of his integral characteristics remain. Even as the Wildwood Beast, Sigmund takes promises seriously; especially if they were declarations of protection. If his Master is the type to tackle everything by himself, the Berserker would immediately scold(i.e, scratch) them as a warning. Should the Master be a vulnerable type, Sigmund is compelled to become protective of them. As the bond between Master and Servant is similar to an oath, the beast would readily guard them against all threats. In a manner, Sigmund can be compared to that of a grumpy dog; he will complain about many things, but he can be reliable in dire times. [b]Stats: Strength:[/b] A+ [b]Endurance:[/b] A [b]Agility:[/b] B [b]Mana:[/b] D [b]Luck:[/b] E [b]Noble Phantasm:[/b] C --- [b]Class Skills:[/b] [b]Mad Enhancement - D+[/b] The Class Skill that characterizes a Berserker, raising basic parameters and strengthens one's physical abilities in exchange for hindering mental capacities and/or in exchange for their sense of reason. A rank-up for Strength and Endurance parameters are earned but at the cost of complex thought and communication. In Berserker’s case, it is less a loss of sanity than being driven by beastly instincts. While he is still capable of communication, Berserker can only speak a couple of words at best. If Berserker were to be angered and have a weak-willed Master, be wary; he will tear everything -- be it ally or foe -- to shreds with impunity. --- [b]Personal Skills:[/b] [b]Divinity - E[/b] The measure of whether the user has Divine Spirit aptitude or not. At high levels, one is treated as a mixed-race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster or Demonic Beast rises or one's dislike for the Gods. It also has an effect that reduces special defensive values called 'purge defense' in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig. While he may not look like it, Berserker was descended from one of Allfather Odin’s many sons. But a combination of the disgraceful nature behind said son’s exile, a long diluted lineage, and Berserker’s current form has reduced this Skill down to its lowest rank. --- [b]Monstrous Body [i](Úlfhéðnar)[/i] - A[/b] The possession of a fearsome body gained either by birth or transformation. For Berserker, it is the special case of Lycanthropy; for instead of leaving one’s humanity, it is to embrace the primal drive of beasts that linger within certain items. Once equipping said items, these warriors will take the shape of lupine beasts, thirsting for blood. As these fighters fought with a ferocious nature -- Ber-serkr -- they can be attested as the origin of this trance-like madness. As referenced in the various Icelandic Sagas, the users would devolve into a battle frenzy, slaying many but “Neither fire nor iron can harm them.” On a practical term, the users can accrue additional strength from their beastly nature similar to Monstrous Strength. Defensively, their hide grants defensive bonuses against fire and slashing/piercing attacks. At the same time, users are much more susceptible to blunt weapons/damage or attacks from monster slayers. Upon encountering several cursed wolf pelts and wearing them, Berserker was transformed into this current form. It was said he roamed for ten days before returning to normal and ended up burning them to prevent further damage. However, curses aren't so easily dispelled. To his death, Berserker carried residues of this curse; the strength and ferocity of a beast, granting him unparalleled prowess even in old age. Summoned with the veil of madness, it is without a doubt that said curse has strengthened, transforming him into a wolf even without the pelt. --- [b]Protection of the Radiant Blade - (-) >>> C[/b] Blessings offered by a certain Sword of Selection, granted by the Allfather during a family feast. Unbreakable and indomitable, the weapon bestows similar effects onto its wielder. But due to his current form and the condition of the blade, Berserker seems to possess a weaker version of the Skill. Additionally, the Skill seemed to be sealed at the moment. Should the sun (or any similar solar energy source) be out, any damage dealt to Berserker is reduced from its original value by a fifth. If it were nighttime/lacking in any solar energies, Berserker’s fur will shine in golden light, blindingly bright as would a solar flare. Any that comes in contact would suffer fire damage from the sheer heat emanating from the fur. If there is any weakness in this Skill, it is that polearms can bypass the blessings entirely -- referencing the fateful battle that led to Berserker’s death. Opponents heavily associated with the sun or possessing Noble Phantasms of B-rank or above can also ignore said defensive value. That said, this Skill will become unsealed once Gram is fully restored and retrieved. --- [b]Savage Raid - B[/b] The capability to reduce the enemy force’s capabilities, in a similar manner to skirmishes. Unlike the more strategic and focused fashion of Subversive Activities, this is simply pure chaos; to attack unexpectedly, killing and destroying indiscriminately before disappearing. However, the higher the Skill, the more one’s spiritual status as a Hero declines. At this rank, it is possible to cripple nearly 40% of the total enemy force before they advance. Before his family’s vengeance was fulfilled, Berserker lived as an outlaw, terrorizing the lands of his father’s killer. Attacking convoys, rich men, and other places of value, Berserker was preparing both himself and his fellow accomplice for the deed. During this time, many feared the monster that lurks in the wildwood, one that no pursuers returned from. It was during this time that he had found a couple of wolf-pelts. --- [b]Noble Phantasms: Name: [/b][i]Úlfstefnad - Oathbound, the Pack-Brother Approaches[/i] [b]Rank:[/b] C [b]Type[/b]: Other [b]Effects: [/b]During their heyday raids, Berserker and his accomplice came across two cursed pelts of wolfskin. Once they’ve transformed into said beasts upon donning the pelts, both agreed to part ways in one condition. Should multiple adversaries overwhelm either of them, they must call for the other; and they must answer and assist. No matter how far or how perilous, the pack-brother always arrives in the other’s time of need. Summoned as a Servant, this now applies to his Master. Unlike other Noble Phantasms, only Berserker’s Master can activate Úlfstefnad. In order for the Noble Phantasm to properly activated, said Master must be outnumbered by a minimum of three to one; once surrounded, the Master must shout/yell skywards. Bound by oath, Berserker will hurry to his Master’s side. Along with this, Berserker’s Agility parameter will be boosted until the beast arrives at the Master’s location. So quickly in fact, that his presence cannot be processed until the last second. Although simple in concept, this can potentially save the Master should Berserker be distracted while preventing the waste of Command Seals to warp/control Berserker. Should the Master prevail despite these odds, Berserker seems to be rather cross at his Master for some reason... --- [b]Name:[/b] [i]Gram - Concealed Blade of Sunlight[/i] [b]Rank:[/b] D (A) [b]Type:[/b] Anti-Unit [b]Appearance:[/b] [url=https://pm1.narvii.com/6178/304465e406eba1879ac1607ae3a744929b99f0a8_hq.jpg]Reddened Blade of Ferocity[/url] [b]Effects:[/b] An enchanted sword once wielded by Berserker, pulled out of a mighty tree when embedded by a one-eyed hermit. Towards the end of Berserker’s life, the trusty blade was shattered by the Allfather’s divine spear, and its remains were offered to his son. Later on, it would be reforged into the “Demonic Sword of both glory and ruin” that felled an evil dragon. As Berserker's incarnation of Gram is the one pulled from the tree, it is one of “Sword of Selection lodged in the tree;” as such, it can be considered a prototype to Caliburn. Mimicking the aspect where the sword is recovered from a slab of ribs, Gram -- or rather its shards -- rest within Berserker's body. Through great pain, Berserker can force the jagged pieces out from his body. It can either be from his paws or legs to claw enemies with or shot out at high-speeds to pierce his opponents. With their purpose fulfilled, the shards will reappear back into Berserker’s body. But because of its current state, each of Gram’s fragments is only a D-ranking Noble Phantasm at best. With either a Heroic Spirit of the Forge or a Command Seal, the blade can return to whole once more. However, Berserker regurgitating it from his stomach is the only way to retrieve the blade. After the excruciatingly painful action, the shards can be reforged not into the Sword of Sunlight, but something else. Now steeped in Berserker's bestial wrath and blood, the once-radiant blade has become stained in crimson hues, transforming into a demonic sword "Embodying the concept of Be-serkr." It is no longer [b]Concealed Blade of Sunlight[/b], but the [b]Reddened Blade of Ferocity[/b]. Now armed with his signature weapon, Berserker’s combat capabilities have now skyrocketed; blade in mouth, his ​Mad Enhancement kicks into overdrive. Capable of cleaving solid stone as would a knife through butter, the monster that was Berserker is now a maelstrom of certain death. Along with the improved performance, the blessings of the blade are reawakened -- unsealing Berserker’s Skill [i]Protection of the Radiant Blade[/i]. In exchange, Berserker is now consumed by feral instincts; rampaging around the area until he is restrained via Command Seal or any other means. Because of this current state of Gram, Berserker is incapable of discharging beams of searing light. [b]Alignment:[/b] True Neutral [/hider]