[quote=@Raineh Daze] [hider=Umu?] [list][*][b][u]Name:[/u][/b] Nero Claudius Caesar Augustus Germanicus [*][b][u]Class:[/u][/b] Rider [*][b][u]Appearance:[/u][/b] [url=https://i.imgur.com/F4Avts9.jpg]At once both a bit more mature and yet... off.[/url] [hider][img]https://i.imgur.com/F4Avts9.jpg[/img][/hider] [*][b][u]Personality:[/u][/b] There are several words that can be used to describe Nero's attitude, but inevitably it all comes round to the obvious: if there's anyone in the world that can possibly compete with her by ego alone, then it's the King of Heroes, followed shortly thereafter by the King of Conquerors. She assumes, from the start, that she is the greatest of artists, able to rival the very gods themselves, and that everything she does must be perfect. To that end, she puts a truly vast amount of passion into everything that she does--a passion that she expects to be reciprocated, even if her subjects cannot possibly match it or understand the art produced. Her driving desire, besides art, is beauty (and for some reason, competing with Heracles. Given that she's a short girl, wrestling a lion might be impressive but it's a long way off), and it doesn't matter if you're male or female to that end in getting her interest. Because of this, she has little direct interest in wealth or treasure--but the trappings of it greatly appeal to her interests. Despite her general attitude being upbeat, she's quite easily angered by criticising her art or refusing to experience it, believing that it is something to be admired and praised even if beyond your comprehension. On the flip side, flattering her is an easy way to get into Nero's good graces and manipulate her. Under the influence of her recurring migraines, Nero's demanding nature is naturally worse, being far less... pleasant when her demands are rejected, no matter how much she might try to make up for it later. [*][hider=Stats]Fundamentally the same as Saber and Caster. [list][*][b]Strength:[/b] D [*][b]Endurance:[/b] D [*][b]Agility:[/b] A [*][b]Mana:[/b] B [*][b]Luck:[/b] A [*][b]Noble Phantasm:[/b] -[/list][/hider] [*][hider=Class Skills][list][*][b]Magic Resistance:[/b] C. Fundamentally unchanged from her rank as Saber, and pitifully low regardless. She comes from an age of magic but was largely uninvolved. [*][b]Riding:[/b] A. A class necessity, but how much is her actual skill with a chariot and how much is her ego?[/list][/hider] [*][hider=Personal Skills][list][*][b]Divinity:[/b] A++ (D). With the family descent from Mars, and holding a direct descent back to the founding of the family tree through her mother, Nero holds a natural level of Divinity. However, through Imperial Privilege--and specifically the Imperial Cult, which holds the dead Emperors as deities and in places and parts held select Emperors as living gods, including Nero--she has achieved the highest possible level of Divinity, pushed further by her... competitiveness towards Apollo. Amongst other reasons. [*][b]Imperial Privilege:[/b] EX. Nero's insistence that a certain ability should be the providence of the Emperor can make this a reality for a period. Such insistence is the entire basis for her combat ability, granting the Emperor a truly impressive grasp of swordsmanship for one that would never have needed to use it, and skills in the various fields of athletics the Romans entertained (including wrestling, even if you're a lion). Such insistence gives her a truly diverse skill set despite her lack of direct combat power, from excellent Riding through to all aspects of leading, arranging, and planning a military campaign from the tactical to the strategic level. These skills also work on the less relevant civic level--legal matters, politics, architecture and city planning; the role of an Emperor is vast. Not that all of these skills are entirely unearned; she was quite a competent lawyer and administrator, at least without migraines interfering. At this rank, even abilities that affect the body, such as Divinity, can be acquired. It should also be able to make her insistence of artistic skill reality... if she were able to realise that she lacked such abilities in the first place. Although her architectural skill is competent, her tastes run to the gaudy. [*][b]Invictus Spiritus:[/b] A. A skill born from an anecdote where, three days after her death, a servant thought to cover her body--only for the apparently-deceased emperor to open her eyes and thank him. It is further born from the possibility of a wraith born of her resentment still lingering long after her demise... Similar in nature to Battle Continuation, only rather than allowing for her Nero to continue fighting after receiving a fatal wound, it instead means not [i]dying[/i] when fatally wounded--at least, not for a much longer period than a Servant should be able to hold on despite the severity. At this rank, stubbornness alone is enough to force survival for several days in spirit form regardless of injury--although on her own, she could never recover from this state. [*][b]Migraine:[/b] B+. The greatest limitation on Nero's exercise of her talents is, of course, the frequent recurring migraines, which ensure the abilities obtained through Imperial Privilege are quickly forgotten. All that remain are those furnished upon her class. Seemingly more frequent and problematic than in other classes. [*][b]Seven Crowns:[/b] E (EX). A skill that negates weaknesses, negates damage, and sharpens the sword, all through a faint aroma... at just a limited taste of its full ability. A terrifying authority at full strength, Nero is quick to avoid it.[/list][/hider] [*][hider=Noble Phantasm][list][*][b]Aestus Domus Aurea.[/b] [*][b]Rank:[/b] - [*][b]Type:[/b] Reality Marble. [*][b]Appearance:[/b] [url=https://grandorder.wiki/images/0/0a/Portrait_CE_0218.png]Gaudy.[/url] [*][b]Effects:[/b] The manifestation of the Emperor's unyielding belief in her own abilities and ego, even in the face of an uncooperative Senate, a coup, and even her own madness. It takes the form of the theatre that at once expresses the combination of her civic abilities in rebuilding from the fire, architectural skill, and a venue for her artistic ambitions. Passively, it enhances her ability to access skills she never learned or push them to a level superior to her life, pushing Imperial Privilege to its reality-denying peak. Activated, the world created is a perfect venue for whatever the Emperor might desire--cooking or arts, gladiatorial combat or simply fighting. In the face of the Emperor's magnificence, enemies' statistics are ranked down, progressively getting more severe if the theatre is maintained for long enough, such that none may outshine the theatre's star. And of course, Nero herself is strengthened--the environment of [i]her[/i] theatre is always going to match her desires, and within its confines the truly theatrical like a flaming sword and roses are all but guaranteed. As Rider, the most accurate venue would be a circus but what mount could possibly be suitable? Her Riding should be saved for other interests.[/list][/hider] [*][b][u]Alignment:[/u][/b] Chaotic Neutral [*][b][u]Deviations:[/u][/b] Not Nero's common class.[/list][/hider] [/quote] As we have run over this in DM's and the fact that for the most part this falls in line with the canonical version of Nero, Accepted [quote=@Tomotaxi] [hider=Quinn] [b]Name:[/b] Quinn Corkhill [b]Appearance:[/b] [hider=The Slacker] [img]https://i.imgur.com/NrLgumD.jpg[/img] [/hider] [b]Age:[/b] 19 [b]Gender:[/b] Male [b]Personality:[/b] While at first Quinn has the exterior of a delinquent, what one would find when talking to him is a decent soul. His gaze that he doesn't realize gives people death stares when he doesn't mean to? Well, that's something he's still trying to fix and appreciates when people point it out. Above all, his main goal in life is to squeak out a suitable living and do the best that he can with what he has. By all accounts he's an average person who goes out to watch movies with friends, go on dates with girls he fancies, and celebrate every holiday as if it were his last. If there was one thing that could be said to be 'off' about him, however, is that sometimes his stare seems to not be looking at a particular thing or person, even when making direct eye contact; rather, he seems to be staring at something immaterial, almost as if he's looking towards something that isn't really there. When this blank staring happens, misfortune whether minor or major seems to occur around him, and as a result it became something of an unspoken rule in his friend groups to minimize the amount of time spent alone with Quinn before he enters one of his famed trances. Outside of this, he thinks he's a relatively alright person who tries his best to help in society, and even harder to suppress the idea of his mage lineage. He'll crack stupid jokes to lighten a mood or be the first one to talk if everyone else is silent, but tries not to get too attached to anyone in particular. As a mage, he could be summed up with the phrase "self-sabotage". He's been praised in the past among his family and family friends as a prodigy when he puts his mind to something, but unremarkable at things that don't interest him. Unfortunately, what this tends to mean is that he'll learn magecraft to enhance his personal life rather than contribute to his lineage, not wanting to think about getting serious as a mage with all the pressure and anxiety he'd have thrust upon him and the inhuman mentality he'd need to adopt. He doesn't consider a true magus to be human, and has a negative outlook towards those who pride themselves on their magical lineage, knowing what they'd need to do to accomplish their goals. As a person, finally, his ideal self would be someone who helps the world by using magecraft, but struggles with that thought due to the secrecy behind their society. He tries his best to be honest at all times, but is often pretty horrible about self-reflection, overlooking the obvious regarding his own feelings and wishes. He doesn't have the determination to be a hero, probably, but he does want to strive to find the best in people and fight against the worst. Despite being a slacker, he does find himself reluctantly yet diligently helping people when he can find the time to do so and if it doesn't screw him over for doing so. [b]Skills:[/b] - [b]Bilingual:[/b] Quinn can speak both English and Japanese fluently, and read and write in both of those languages as well. - [b]Phone Savvy:[/b] Kids these days, right? Quinn is masterful with a cellphone, with how much time he spends on it. He can text, call and take photos with his phone at near inhuman speeds, and tends to download apps to deal with modern day inconveniences as he happens across them. - [b]Reflexes:[/b] While Quinn isn't the most skilled combatant, having undergone no formal training in his past, he is abnormally fast to react and plan quickly in tense situations. At times, it's almost as if he's able to react to something either just as or just before it's happened - but that's probably more hyperbole from people who have witnessed him move and react quickly in the past. [b]Abilities:[/b] - [b]Corkhill Magic Crest:[/b] The crest of the Corkhill family runs through Quinn's flesh and blood. However, he never bothered to learn most of the knowledge within, learning what interested him and ignoring the rest. As it is now, it acts to assist him with doing what he's comfortable with, and that's it, not invested in unlocking its true potential. Every now and again it throbs more painfully than a regular crest, and for a brief moment he feels as if he'd forgotten something. - [b]Mystic Eyes of Premonition:[/b] Mystic Eyes that grant Quinn the ability to peer into the future. While their full potential isn't known to him, and he's kept this ability close to the chest, he does use them to get through mundane life easier. At the current moment he can see about two seconds into the future, and due to this, the ability isn't a huge help outside of the mundane as it stands. They normally activate on his command, but sometimes they passively and unwillingly act without his own desire to use them, seeing anything from situations of potential death so that he can avoid it, to minor inconveniences like seeing a friend drop their ice cream cone. Most of the time, though, automatic activation is only during situations of mortal peril for him or someone he holds dear. Overuse can lead to headaches, body aches or even put him at risk of unconsciousness. - [b]Thought Acceleration:[/b] Magecraft typically used by alchemists, but Quinn decided to put time into learning it out of convenience. By accelerating his thoughts to allow for more time to think and process information at a supernatural rate, he can ace tests at school easier or think of the best pick-up line to say to a cute girl while on a date to charm her even more. In general, the world seems to move much slower, though he doesn't actually get faster at all, but can simply process everything at a far faster rate or think about things for a longer stretch of time, stretching a split second into multiple. Overuse can lead to headaches, tiredness and extreme hunger from expending so much energy. It can be paired with his Mystic Eyes, but doing so for more than a few seconds is often a huge mistake that leads to nothing good, so Quinn only does so in life-or-death situations. - [b][Mystic Code] Gauntlet of Treachery:[/b] A silver and red ring fitted to the right hand that, by activating magic circuits in the hand in which the ring rests and uttering the phrase "Reject the throne and embrace your true self, O Treacherous One", will morph and shape into a grey and red spiked gauntlet that reaches up to the elbow. The gauntlet grants the arm worn a boost to physical strength and is incredibly durable, also nullifying any recoil from throwing punches or lifting things beyond the user's normal capabilities with the arm. Theorized to be a small piece of armor belonging to the Knight of Treachery of the Round Table, Mordred. Whether genuine or a replica, however, is unknown; but this Mystic Code has been passed down through the Corkhill family for generations, regardless. [b]Backstory:[/b] The Corkhill family is one that has lasted long yet proven to be unremarkable. Their crest has many spells within it that don't raise eyebrows or gain praise, seemingly going for quantity over quality, and not really specializing at anything. However, for as long as Quinn could remember, he'd been raised as a "prodigal son" and the one to lead Corkhill to greatness. From the very moment that he learned that he was born not out of love but from "superior genetics" from an arranged marriage between his father and mother, he was disgusted by mage society. Raised in Ireland, his family eventually moved to London once he started to grow old enough to learn magecraft. He studied from various tutors sent from the Clock Tower, and over years had his family crest transplanted as well. It was one day when he finally met his first girlfriend by the name of Serena, the light of his life among many different layers of darkness underneath, that things took a turn from the mage lifestyle for him. As years passed with Serena, learning more about each other and growing closer, he worked more diligently at his studies both as a regular school kid in public and as a mage at home. She was his drive in life, his first love, and somebody he in his years of emotional highs and lows as a teenager, thought would love dearly forever. It was a day as simple as any other, really, when that perception changed. They were walking home late one night from a movie, him walking her to her doorstep as if it were any other date. She declined, but he insisted, because it was no burden for him. They were almost to her home when a man came out of the shadows in front of them brandishing a knife. For any other mage such an ordeal would be nothing, but the Corkhill family wasn't one that had much in the way of combative capabilities and thus Quinn would have to resolve the situation as a regular teenager against a grown man with manic eyes, a drunken anger and a tall stature. It went about as well as that sounded, with Quinn being slashed at and kicked away when his body had no fight left. The man was yelling about Serena rejecting him, about how the two "should get together like old times", and that he couldn't live without her. Quinn's eyes changed at that moment as he struggled to stand - a brief flicker of color that illuminated his world - and... he saw Serena backing away and getting cut down by the man. In the time it took to process something that didn't feel real, time felt as if it flashed backwards... and it happened a second time, this time without going backwards. The shock was enough to paralyze Quinn, removing the last of the fight he had. The rest was rather unremarkable, with the man dropping the knife in a panic, realizing what he'd done. Before the two was Serena's bleeding corpse. There were no last words, because Quinn's world blocked out all sound even as Serena looked him in the eyes and mouthed something to him that, to this day, he couldn't remember. Was it something important? Maybe, but it wasn't something he could just remember when he hadn't heard it. The man went to jail, sobbing on the pavement long enough for Quinn to call the police without emotion, dissociating from the situation in shock. The life of a mage meant nothing to him at that point. A prodigy? What did learning magecraft get him if he wasn't allowed to live his life? All his parents did to console him after the fact was express relief that the family crest was intact and that Quinn himself hadn't been seriously injured, before calling him stupid for fighting back instead of running away and using the girl as a distraction. That was the final straw. [color=00aeef]"There's nothing here for me anymore."[/color], he would mutter to himself one night alone, and that was when he realized that he refused this reality he lived in. He threw away all the potential he was praised for as a magical prodigy, abandoned his scholarship to the Clock Tower, and called some distant family that lived abroad in Tokyo that had no idea of the mage side of the family. As a final act of rebellion, Quinn stole the precious heirloom of the Corkhill family, the Gauntlet of Treachery, and packed whatever he could bring on his back. That was a year ago. Ever since, he's been living in Tokyo, working a part-time job to support himself. Recently he's moved into a one bedroom apartment, not wanting to trouble his Tokyo family with his own problems. He occasionally practices magecraft, but by doing so for too long, he'll get flashes of Serena's murder and be forced to stop. A part of him wishes he could go back to that day and ensure things went differently. That he could save Serena [color=ed1c24][i](kill that drunken bastard with his own knife)[/i][/color], subdue and arrest the man that attacked them [color=ed1c24][i](he doesn't deserve to live, why did he live instead of her?)[/i][/color], and some day marry her and live a happy life as both a human and a magus with a loving family [color=ed1c24][i](he needs to die, right now, I'll kill him...)[/i][/color]. He rejects mage society, and tries his best to avoid detection by fellow magi and anything to do with being outside of the normal. [/hider] [/quote] So a few things of note that I want to clear up with you first. Firstly if its important in DM's I'd like to know why his Crest is paining him just in case. Secondly, Thought acceleration is not possible to learn from Clocktower alchemists as its specifically a magecraft of The Atlas Temple, (There are different types of Alchemists afterall its not all one school of alchemy). Clear these up with me and I'll give it another look over, since its otherwise pretty good. [quote=@Epsir] Hello! I'm really interested in giving this a try. Here's a character concept I've kicked around in a couple different iterations for Fate stuff. Their historical origin is a little abstract in the Sasaki Kojiro way but I've got other ideas if that's an issue. [hider=Assassin of Verdun] [center][b]Assassin[/b][h3]Marianne[/h3] [img]https://i.imgur.com/ELpm2Vj.jpg[/img][/center] [b][u]Personality:[/u][/b] A sense of anachronism pervades Marianne's conduct, although the grail has made her aware of modern customs. As a heroic spirit she is far older than the body she manifested with, and while its own history is etched into her mind she is also distracted by the fading remnants of countless lives since entangled and confused with her legend. She is a dark girl, with a glimmer of long forgotten normalcy hidden away under gruff military mannerisms and a cold, determined exterior. As one who has lived on either side of death for too long, she can only regard the macabre and horrific with an air of jaded cynicism. Utterly desensitized, she watches executions and shares meals with the same tired expression etched into her sullen face. Removed from the war that made her so, there is more joviality in her spirit than one could have ever seen in life. Sarcastic, dry humor emerges between the clicking of bullets pressed into a magazine. She liked the peace of night, when the City of Light didn't wear blackout curtains, when the cafes thronged with the vibrant youth she watched lined against the wall or marched into trains. She claims to dislike many things in her teasing, difficult way... But in seriousness the things she hates are simple to understand. Tyranny is an unforgivable injustice against the humanity she knows, a wretched cancer to be excised with gunpowder and steel. Those who stand in the way, those who trade their sacred liberty for the favor of despots, cannot be reasoned with. So many tried. [b][u]Stats:[/u][/b] [list][*]Strength: [b]E[/b] [*]Endurance: [b]B[/b] [*]Agility: [b]A+[/b] [*]Magical Energy: [b]E[/b] [*]Luck: [b]A[/b] [*]Noble Phantasm: [b]E~B++[/b][/list] [b][u]Class Skills:[/u][/b] [list][*][u]Independent Action[/u]: [b]A[/b] Assassin is capable of acting for extended periods of time without a direct link to her master, and by extent surviving without a master for up to ten days if she does conserve her magical energy for all but the most vital of functions. It is in her nature to act alone, even being in her homeland has no sustaining effect for her because she lived as a stranger within her own country. Her high rank in Independent Action is derived not only from her chosen form's life of self reliance but also from her generally low mana consumption. She lacks magecraft to employ, and even her Noble Phantasm costs relatively little energy to deploy. [*][u][s]Presence Concealment[/s][/u]: [b]-[/b] While a candidate for the skill Presence Concealment, Assassin does not manifest with it because of her possession of the Espionage skill. [/list] [b][u]Personal Skills:[/u][/b] [list][*][u]Charisma[/u]: [b]D[/b] Assassin is a representative of Liberty itself. However, it was not her but the aspirations of the people around her that compelled the events of her legend. Regardless of her actual fame and the obscure status of the form she has adopted, as a symbol of revolution and icon of liberty, she has a natural ability to compel others in battles against tyranny and enslavement. Her ability to lead is sufficient, having stood at the side of revolutions and resistances in her time, but as someone who was looked to as a symbol more than as a commander her authority does not supersede the ideals that people have chosen to see in her. [*][u]Espionage[/u]: [b]C[/b] An experienced and natural infiltrator, saboteur, and guerrilla, in the form of an Assassin the wraith possesses the credentials for Presence Concealment but is better served by their rank in Espionage. Assassin is able to blend her presence seamlessly with those surrounding her. In a crowd she is nearly indiscernible from ordinary humans around her, far less noticeable than any Magus. Even on an empty street, if one were not already suspicious of her personage she would be no more than a wandering girl. She can carry small weapons while utilizing this effect, as long as they do not protrude from her clothing. Use of her Noble Phantasm or any of her weapons breaks the effect immediately, and she is unable to re-disguise herself while within the sight of any pursuers. [*][u]Eye of Mind (True)[/u]: [b]B[/b] Assassin is an observant soldier capable of assessing her situation and predicting an opponent's actions with a great degree of clarity and speed. She is able to disguise her weakness with versatility, and her mind's eye is capable of discerning all the courses of action available with her many tools. As this ability is reliant on knowledge, it is far less effective against concepts and techniques she has no understanding of. As a Servant, Assassin benefits from the combat experiences of all citizens and soldiers who have died in the just defense of her homeland, as living embodiments of her legend. She gains the greatest amount of knowledge from the form she currently inhabits. As a result, she is a hardened veteran of small scale, clandestine warfare. [*][u]Jusqu'au Boutiste[/u]: [b]C[/b] In all wars there are those who are willing to fight 'until the end.' This extreme dedication to the fatherland manifests in Assassin's case not only in her significant endurance rank, both for an Assassin and a girl of her figure, but in her ability to prolong and endure warfare through wit and determination. Though her body may melt and shatter around her, her mind will not falter. Until she physically cannot act, she will not succumb to fatigue or pain. While she does not possess the extraordinary regenerative abilities of a Servant with Battle Continuation or Disengage, she is similarly able to abscond from conflicts with a catalog of tactics for drawing out battles and escaping into the shadows. [*][u]Soldate Éternelle[/u]: [b]A[/b] Since its birth men and women have died for the Republic. In its defense, at its hands, at times with little distinction between the two. Those nameless, numberless martyrs lost to conflict are the ones who paid every price imaginable for the martial knowledge that defends the nation in modernity, and that which echoes in the iron minds of those yet fighting for Liberty within the Throne of Heroes. Assassin inherits from her own life and all those dedicated to her. Before anything else and after all is done, she is a soldier. She possesses the ability to wield any weapon or technique ever employed in the defense of France. As an Assassin, she is an utterly ruthless killer, showing no grace or flair through the weapons selected to suit her purpose. Firearms, bladed weapons, traps, explosives, and even martial arts are used in her fighting style to orchestrate a symphony of violence that allows no reprieve or complacency. [/list] [b][u]Noble Phantasm:[/u][/b] [center][i][b]La Marseillaise[/b][/i] [i]The avenging sword unsheathe, march on, march on![/i] [i][b]E~B++[/b][/i] [i]Anti-Unit Class[/i][/center] The history of the Revolution, of the Republic, and of the Resistance are intertwined with the armaments of civilization. From the munitions plundered from the heart of the Bastille to the weapons committed by the Allied Powers, all share a common heritage. All were taken up under the spiteful glare of tyrants, and raised at the cost of dear life. Assassin can pull these armaments of liberation from the days of their glory to her side. With the knowledge to use these arms and their varying ranks as Noble Phantasms (generally ranging in reverse order from their initial date of design or production, with exceptions for particularly notable weapons), weapons that would ordinarily be incapable of even scratching Servants are able to inflict modest damage. As she does not need to create these weapons with magecraft the actual cost of accessing the armory is quite low, although the older the armament the greater the drain on her harshly limited supply of magical energy. In practice she can draw as many items from her arsenal as she can afford to, with the chosen tools appearing on her body as if concealed, in her hands, or near her person. The withdrawal of larger pieces of military equipment is possible, but as she cannot reproduce herself to crew them this option is largely worthless. The oldest and highest ranked weapons stored within her arsenal are iterations of the Charleville Musket. A smooth bore weapon of antiquity, it is not like the precision firearms that benefit most from her skills. Instead, it is a prolific weapon that embodies her nature as a spirit of revolution. Muskets of its make were distributed not only to the brave defenders of the young Republic, beset by the monarchist sympathizers of Europe, but also previously entrusted to the plight of a fledgling democracy across the sea. That gesture of sharing arms would define the Treaties of the North Atlantic for centuries to come, France would one day be saved by the weapons of other lands, and all because this weapon fought not only for French liberty, but the birth of the free world. It is imprecise, indeed, it cannot shoot true but to destroy slavery. [b][u]Alignment:[/u][/b] Chaotic Good [b][u]Deviation:[/u][/b] Marianne is the name history uses. A symbol conjured to serve the needs of the government of the French Republic. Like many legends, the Marianne originates from the paradoxical bond between the falsehoods of the symbol and the faint embers of history within. Accounts from the Revolution and the wars that followed it tell tales of 'a certain Marianne,' with Phrygian cap and fiery heart, arriving to inspire those who took up arms and render aid to those who fell in battle. And so it would go. Wars, regimes, and ideals would come and go from the world and those who fought for liberty would recall her likeness. Some would hide behind her name, others would wear it as a patriotic mantle. Different times and different propaganda brought with them different depictions, but no cartoonist's pen stroke nor any writer's word could ever strip her association with the idea for which the symbol and the legend were born to defend: Liberty. The inherent levity of a national personification is pierced through with the lights of all those who willingly chose to embody her in their own lives, and so often sacrificed themselves to do so. Most Heroic Spirits descend from the likeness of a true hero, one who carved his place in history and comes to rest upon the Throne of Heroes by his own merit. Marianne is a dream to which so many aspired. A name taken from an ordinary girl who believed in the Republic, and a legend thrust upon her in return. A culmination of those nameless, numberless martyrs lost to the ages. They are the souls of heroes that did not become Heroes, but by staining her name with their blood ensured that the liberator wraith would forever carry forth their will to fight.[/hider] [/quote] Neat concept, however its a servant based around a concept and a pretty modern one at that (post 1700's the era of the republic) so I must ask why is her parameters so high? / Why does she has so many personal skills. Usually servants revolving around conceptual things stick extremely close to their concepts afterall.