Class: Caster True Name: Scáthach, "The Queen of the Land of Shadows" Origin: Irish Mythology Height/Weight: 168cm/55kg Alignment: Neutral Good Personality: Proud, wise, and witty. Those are some of the best three adjectives to describe Scáthach, no matter the form she takes. A ruler from birth, who understands not only her position as being above the masses, but also her obligation not to exert her authority over them, but instead to do so for them. She's a sage and a great warrior, with an eye for the talent of others and displeasure for those who don't strive to improve themselves or don't show any pride as human beings. In many ways, she's a being so perfect, that the World elevated her to a rank similar to that of a Divine being without she ever asking for — or even wanting — it. But, above all else, she's a young woman in the prime of her beauty who has all the charms of a caring, albeit harsh older sister and no reservation about showering whoever attracts her fancy with them. Be it pupil, lover, or both. Backstory: This is a pure version of Scáthach when summoned under the Caster Class. Her prime state as a mentor figure, which may as well be considered her true nature as a Heroic Spirit. While she may be impossible to summon through the "original" Holy Grail, her existence had been recorded in the Moon Cell where she's able to be called upon as a Servant despite never having "died".
— Parameters — STR: D | END: C | AGI: C | MAG: A+ | LCK: C | NP: A+
— Class Skills — Territory Creation —: Scáthach's ability to open a path to the Land of Shadows, exceeds the worth of workshop or temple many times. Item Construction A++: As a creator of many mystical artifacts, many of which would go on to become Noble Phantasms in and of themselves, Scáthach boasts a naturally high rank of this skill, which receives a substantial boost if the object in question is a weapon of any sort. Thanks to this skill, she's able to summon the weapon that she gifted to her most famous pupil, with little to no expenditure of magical energy. However, despite not having lost any of her martial arts prowess, Scáthach cannot unleash that Noble Phantasm's True Name, since in her hands it's "just a spear that has yet to acquire enough fame".
— Personal Skills — Primordial Rune —: She has Runes hailing from Scandinavia, almost known as Scandinavian Magic Crests. These runes are different from the Runes modern magi use. These are Primal Runes with the power of the Age of Gods. Because of the Norse chief god Odin, they had spread throughout the world. She, who granted Cú Chulainn 18 Primal Runes, is as strong in magecraft as she is a warrior. Wisdom of the Land of Shadows A+: With the exception of those particular of certain heroes, almost all Skills can be displayed with a proficiency level of B~A Rank. Also, only towards those, she has recognized as true heroes, it is also possible to teach such Skills. Clairvoyance A+: While Scáthach normally makes use of this skill through her Wisdom of the Land of Shadows skill, when summoned her a Caster she receives a small rank up of it, thanks to being able to exercise her true might as a mentor. With this rank of Clairvoyance and inherent wisdom, Scáthach is qualified to the title of Grand. Divinity B: Thanks to sharing a very similar role in the Irish Mythology with the Mórrígan, and the Norse Nornir, Scáthach was bestowed with a high rank of this skill. A fact that doesn't exactly please the God-Slayer Queen. Thanks to it, she's able to summon certain types of Divine Beasts (namely ravens) to do her bidding as familiars.
— Armaments — A rune-laden staff made from a branch of Yggdrasil, Primordial Runes, Raven familiars, and a certain Crimson Spear.
— Noble Phantasms — True Name: Gate of Skye, "Gate of the Magical Realm Brimming with Death" Type: Anti-Army Rank: A+ Range: 2 to 50 Maximum number of targets: 200 This Noble Phantasm has two variations, both of which are under Scáthach's control.
In the first, Scáthach temporarily summons a massive gate to her shadow realm, and it sucks in all life forms in range. If the target fails to resist it with one's Mana or Luck stat, they're sucked into the gate and are instantly killed. Scáthach can choose specific targets on whether to allow them access or not. Even if resisted, the targets' mana is rapidly drained and they take major damage.
Alternatively, Scáthach can partially bring her Fortress of Shadows into the world through her gate. Those who get Scáthach's approval to enter her domains are bestowed great luck and blessings by the Fortress. It allows those loved by the Fortress of Shadows to defeat powerful enemies, even if they are normally powerless themselves. If properly employed during a regular Holy Grail War, it could bring about an "astonishing upset."
Both variations of this Noble Phantasm can be used at once, but the strain of doing so for even a short period of time is likely to result in Scáthach "death".
Class: Caster True Name: Daedalus Origin: Greek Mythology Height/Weight: 190 cm / 140 kg Alignment: Runaway Good Personality: Caster is, put simply, an utter lunatic. A brilliant man who could create things that even he could not conceive of prior to the building process, he was an innovative mind ahead of his time by far. At the same time, though, he is obsessive and narcissistic in his craft, going as far as to murder his nephew in cold blood and steal credit for his inventions due to a fear of being one day surpassed. As with any artist of a sufficiently advanced nature, he is an eccentric who will take any chance to prove himself, even taking the riddle challenge of King Minos despite it being an obvious trap, simply to prove that he could. He is not without morals, and does ultimately act in terms of what he believes to be good, as evidenced in his aid of Ariadne. However, his understanding of what is good is irreconcilably bundled up in the other countless sources of mental baggage that come with his existence. He is loudmouthed, overbearing, and takes every effort to make himself the center of attention even when he is supposed to be incognito and running for his life.
— Parameters — STR: C | CON: E | AGI: B | MGI: C | LCK: A | NP: A
— Class Skills —
Territory Creation: C (EX)
Capability to create a territory advantageous to oneself as a magus.
Caster is not a proper magus, and as such has difficulty even with creation of a Workshop. However, through the passive capacity afforded by the Noble Phantasm “Eternally Changing Innovation”, the rank becomes nonstandard.
At this point, it is possible to create a “Labyrinth” which functions as an alternative texture of the SERAPH in its own right. In other words, creation of a territory beyond the limits accorded by the exterior phantasm. One could call this the next step up from some Casters’ ability to create alien worlds.
Due to Caster’s flighty nature, the ‘mobility’ of his territories are far above the average.
Tool Creation: -
Due to the Personal Skill “Wisdom of the Entrapped”, the Class Skill “Tool Creation”has been sublimated into said skill.
— Personal Skills —
Wisdom of the Entrapped: EX
The ability to call in for luck, especially when in danger. The cumulative wisdom of his own natural brilliance and the gifts of the goddess Athena. It is this aptitude which saw him out of countless dangers.
Due to the class container, this also freely allows for exhibition of the Caster Class Skill "Tool Creation" at equivalent rank to this skill. It is no exaggeration to say that this capacity is the nexus of Caster’s being, and is "Caster himself". Caster is not an all-rounder genius such as Leonardo da Vinci, but rather is the hero whose name is most synonymous with “inventor”.
He is credited with such things as creating the first statues with range of limb movement, so lifelike that they would run away were it not for the chains binding them, and a litany of other creations. He does not create potions, but rather structures and mechanisms. In this field, he can be said to stand near the peak. Creation of tools on par with a Servant’s Noble Phantasm is possible...or rather, it might be better to say that "by virtue of being created by Caster, an item is worthy of being called a Noble Phantasm".
This is further amplified by the Noble Phantasm “Eternally Changing Innovation”, though this is not factored into the skill’s displayed information. The details of such are enclosed in the below section.
Curse of Knowledge: -
Not an ability of Caster, so much as a curse inflicted upon him through deification to Heroic Spirit.
Caster’s legend is one in which “those who attempted to use his inventions came to ruin”. The wooden cow which gave rise to a monster, the nefarious Labyrinth that proved beyond any expectations, the wings that killed his own son. When, in any point of Caster’s life, someone besides Caster attempted to use his creations, they were met with demise. This curse is the realization of that rule.
At the time of another individual attempting to utilize Caster’s creations, they must pass a LCK check in order to do so. Should they fail this check, their fate is altered to bring about certain ruin upon themselves. An additional check is required with each subsequent use and each turn that ownership is possessed for. The initial difficulty of this check is high, but it further rises over time if consecutive checks are called.
Caster himself is obviously exempt from this condition, though his allies or those he is contracted to are not. However, in exchange for his inventions being useless to others, Caster himself is implicitly capable of using his creations “to their fullest potential”, regardless of their nature.
Natural Insight: A
The ability to perceive the true nature of things. His sharp eyes for observation will not overlook any sort of information. The wisdom that let him devise the plan of Ariadne's Thread and solve the riddle of King Minos.
Although their principles are completely different, this can read into the future in a way that is similar to the future prediction of Clairvoyance.
In Caster’s case, the theory this abides by is the logic puzzle of Ariadne’s Thread. That is to say, possibility exhaustion. He does not read the future so much as develop contingencies for “all futures”. One might call it an absurdly inefficient, yet somehow absurdly effective cousin of the theories of the Atlas Academy.
Use of this skill consumes mental energy, rather than magical energy.
Aptitude to withdraw from the battlefield. A talent of fleeing, gained through his escaping of the grasp of King Minos’s prison tower. Bonus effect of returning battle conditions to what they were at the beginning of the match. Due to the anecdote of escaping with his son, it is possible to aid others’ escapes as well.
Rather than "a warrior retreating from battle", in Caster's case it more resembles "a Saturday morning cartoon villain retreating at the end of an episode".
The plus modifier is the result of synergy with the Personal Skill “Wisdom of the Entrapped”. This activates in the case of Caster being in the condition of “trapped”; in other words, a state of affairs where he is prohibited from leaving.
This does not add additional bonus conditions, but rather drastically raises the chance of escape. For instance, the one-on-one combat of the Knights of the Red Branch could be feasibly escaped from with this.
— Armaments —
A lyre. However, his own modifications have been conducted on the lyre, albeit not in the same way that a certain Rider’s bear and drums became a bike and another Rider’s magic boat spaceship became a scooter. It takes the form of an electric guitar, and safely fits into a guitar case, which relatedly happens to shoot ether-propelled explosives.
When asked as to how and why he created such a thing, his sole response is to look at the inquirer as though they just asked why he has a face.
He additionally possesses the wings known for causing the death of his son. These allow for flight, but do not possess any other capability.
Armaments are included in weight assessment, for some odd reason.
Eternally Changing Innovation
Rank: A Classification: Anti-World / Anti-Unit (Self) Range: - Maximum Number of Targets: -
The feat of creating the great Labyrinth.
One might believe that, as its creator, Caster’s Noble Phantasm would be nothing other than that Labyrinth itself. This, however, is wholly incorrect. In the first place, if there was a hero who could do such a thing, it would be that misbegotten child whose world was nothing other than the Labyrinth.
Instead, this is the feat of its creation, of creating a living structure built into the Backside of the World. More specifically, it is the aptitude to create “something that does not belong in this world”. In other words, the passive effect of this Noble Phantasm is the alteration of Caster’s creation skills, giving them the additional property of manufacturing things which function outside the common sense of the exterior phantasm. Naturally, this also weakens the prana, time, and material requirements of all creating by a significant amount, building as though it was still the Age of Gods.
Through release of the true name, the principle is taken to its highest possible point. That is to say, Caster becomes capable of an invention process of something that does not belong in this world, using the fundamental building block of the Fifth Imaginary Element. Undoing a prior edict, free conversion of the Fifth Imaginary Element into the Fifth True Theoretical Element is possible. Naturally, the efficacy of this amplifies tremendously when inside of Caster’s territory. This is generally used as a superior grade of power source for his own creations, allowing them to further break past their standard limits, but it should be possible to utilize it in other means.
...actually, in addition to the Fifth True Theoretical Element, it seems that the substance which it opposes could also be created in this manner, but Caster has dismissed it as a possibility.
Appearance: A tall woman, with long black hair and distinct, clear blue eyes that would remind one of the Nile. With dark skin, a muscular build, Neithhotep would be physically imposing to most. She dresses in fine golds and white silks, indicating her status as a Pharaoh, sporting a red crown of jewels upon her head as an avatar of Neith.
Alignment: Lawful Neutral
Personality: Being the avatar of both a creator goddess, and a goddess of War and Hunting, Neith can somewhat severe in her behaviors. She appears and behaves as she did during the later half of her life, when she was raising both Djer and Hor-Aha into proper pharaohs. Neithhotep is a severe woman. Harsh words abound, especially so when berating those for doing something irredeemably idiotic, yet also has an incredibly motherly side to her when it comes to children and those she sees as family. Harsh on those she loves, yet will stalwartly protect and teach no matter what.
She likes engaging in shows of physical prowess and strength, most notably hunting - even getting a bit carried away at times. If she has one thing that makes her angry, its when people disobey their mother dearest. Of course, she realizes she is not in fact, most peoples mother, but her natural maternal instinct is rather strong. She does however, consider herself a mother to all Egyptian heroic spirits that come after her.
Backstory: Not much is known about what is one of the earliest records of a female monarch in history. A Regent in the first dynasty of Egypt, who grew to power as a Pharaoh in her own right. First thought to be a male due to the unusual size of her tomb and royal decorations, she was supposedly the wife of Narmer, the first Pharaoh of Unified Egypt, and later Regent for her grandson.
Reality isn't too far from the historical records.
Consort to Narmer, Neithhotep quickly stood out among others due to her beauty, artistry with a loom, and her desire to hunt. Her early life consisted of sneaking out from her duties with the priestesses and religious folk in favor of hunting and the battlefield, which is where she met Narmer, future Pharaoh of a unified Egypt.
Narmer took her as a consort for such reasons - believing her to be an incarnation of Neith. Something that would greatly aid the fledgling first dynasty. Neithhotep was both strong willed, confident, and had a natural talent for almost everything she did, it seemed, whether it be leading men hunting or attending to governmental affairs with Narmer. Whens he gave birth to her first son, Hor-Aha, she did nothing but want to protect him.
Perhaps this over eagerness to rule, lead, and protect, was why things ended as they did.
Neithhotep held no true desire to rule as a Pharaoh, at least to start with. No, she just wanted to protect her child like any mother would. Wanted the best for them, and as such she did everything in her power to assure Hor-Aha was raised in a manner befitting of a Pharaoh. After all, she had seen everything Narmer had done, all she had to do was raise Hor-Aha to be greater...but that would also mean putting him in danger.
It is said Hor-Aha had a long, successful reign. Opened trade, craftsmanship flourished under his rule, and even mad expeditions outside of Egypt during that time. Unknown to most however, these all happened at Neithhoteps suggestion and action. Hor-Aha, was little more than a figurehead for his mother most of his life, and when he died leaving a child behind - her grandson, Djer, she was instated as Regent.
As a natural course of events, of course.
From there Neithhotep went on to become a Pharaoh in her own right, being fairly popular whilst simultaneously raising Djer as well, just as her own son. Yet, he was far less easily controlled by his mothers ill perceived motions to protect and rule. He made it known quite clearly, he would be Pharaoh one day, much to Neithhoteps chagrin. She ruled for a little over two years, efficiently running the country, until the day came when Djer was to take the throne.
She refused, stating he was nothing but a child and he should let his mother handle it.
She was forcibly removed from the throne of Pharaoh, and walked into the desert for a final hunt.
— Parameters —
STR: B+| END: B| AGI: A| MAG: C| LCK: C| NP: A
— Class Skills —
Independent Action A Being a creator goddess, and an Pharaoh, you honestly think she'd take orders from anyone? A skill denoted by a high ability to act without a master's constant supply of magical energy. However, even so to unleash a magically draining Noble Phantasm, one would need backup from a master or other source. Allows a servant to maintain form without such a source, for a time.
Magic Resistance B An innate resistance to magic, which makes most spells completely ineffective against her. Even greater magics would have trouble actually affecting her, and most would find their effects diminished greatly.
— Personal Skills —
Divinity B The Avatar of the Creator and Goddess of the hunt, and mother of Ra, Apep, and Sobek. Neithhotep has been granted a high level of divinity because of it. Most notably, borrowing from her divine nature as the mother of crocodiles and Sobek. This allows her to summon Neith's offspring as Divine Beasts to do her desired tasks. The Crocodiles are hunting dog like familiars that assist her on the hunt. They may be slightly slow on land, but in any aquatic environment they gain various rank ups in stats that could make them a considerable threat to most servants.
Doubly, this allows her access to her true armament as an archer - the Goddess' Neith's loom that she used to Weave the world into existence, and uses to weave a new world each dawn. She rarely uses it however, outside of the need to activate her true Noble Phantasm. The Loom can fire a number of large harpoon like arrows from its strings.
Guidance of the Unseen Sky B A blessing from Neith. Neithhotep was gifted with a form of Clairvoyance. A god that is the 'Opener of the Ways'. No matter what one is doing, it allows them to see the optimal path forward in order to accomplish whatever it is they set out to do and lead their followers to victory be it in hunting, battle, and leadership. A composite skill of Charisma and Clairvoyance. Less powerful than true Clairvoyance, and its ability shines during battle, allowing her to predict and plan an optimal path to victory regardless of the circumstances.
Battle Continuation C A skill that allows for a continuation of battle despite sustaining mortal wounds, and reduces the mortality rate of injury. learned in her early years as a huntress in Egypt, and strengthened by her divinity to manifest as a skill.
Motherly Affection C A skill brought about by Neith's own influence as a creator goddess, and Neithhotep's own motherly tendencies. A rather odd skill that boosts an allies mental resistances and interference, and can remove such interference from allies while bolstering their resolve. Just listen to mother and everything will be okay. 'Affection' can either be loving words or a sharp disciplining. Best not to anger mother dearest, yes?
— Armaments — Neithhotep's main armament is a highly decorated hunting Harpoon that doubles as a holy scepter, decked in gold and decorative inlays befitting of any Pharaoh. Despite looking like a melee weapon, they are in fact the 'arrows' for her Loom and are as sturdy as any Noble Phantasm. She doesn't really care, and she often uses it in close quarters as a spear, not really caring so much for overly ranged combat. Can lead to people mistaking her class for a Lancer of some sort.
The Nile Crocodiles that serve as her familiars.
— Noble Phantasms —
True Name: Cosmic Loom, "The Loom which weaves the world" Type: Anti-World Rank: A Range: 1~30 Maximum number of targets: 50
Neith's own Loom that she used to weave the world into existence, and that she uses daily to reweave the world and remake its future. The Noble Phantasm itself exists as both something that destroys what once was, and simultaneously heals it for a new dawn. It is, however considerably less powerful in Neithhoteps' hands.
Loading up the Loom, it fires a highly compressed jet of water towards the targets, (oddly enough, in the shape of a cow) ripping through whatever stands in its way in a matter of seconds. Doubly so, it completely drenches the area in Neith's divine waters completely remaking the field into her favor. This water has special properties, most notably, it reinvigorates those that are soaked in its divine power.
Personality: He is a hero. To many he was the greatest possible hero, and one destined for greatness. But he was a man who was tasked with a mission, and that mission turned him into the villain. The actions he took in life blackened his name, and turned him into the slayer of heroes. As a Saber class servant, he carries the guilt of his actions heavy in his heart. Shamed of what he did, and hopeful to make amends. He is not yet the twisted and heartless killer of heroes, but a man who made a poor choice. It is a wonder what he will be like in later times. Backstory: Due to Siegfried's nature as someone who did as he asked without question, he was involved in the dilemma between his brother-in-law, King Gunthur, and the woman Gunther desired, Brünnhilde. As the various circumstances came to a head, Siegfried was left with no choice but to die to stop conflict between Brünnhilde and his own wife, Kriemhild. He exclaimed to his friend Hagen, “Ah, the situation is beyond my control. Hagen, I am invincible and so have never once been wounded by you. But even so, if I don’t have you kill me…”
Hagen sought to grant Siegfried's wish, having formulated a plan to slay him after having tenaciously searched for Siegfried's weak point. Though he knew it was a cowardly act, Hagen aimed for Siegfried's back as he drank water from a stream, Siegfried himself not resisting the blow. He died as a "tragic hero who received a sneak attack due to trickery." Hagen became known as "a rare villain who had killed the hero through foul play." The situation after did not go as Siegfried planned, his wife later causing many to die in her revenge plot.
— Class Skills — - Magic Resistance A+: Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'. Because of his elf bloodline, his strength in this skill sits at this high peak. - 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.
— Personal Skills — - Battle Continuation B: Hagen was one of the last casualties of 'Fall of the Nibelungs.' As such, he was able to refuse the demands of his enemy, and only being beheaded ended his life. His not being fully human can be argued as a part of this unusual strength. - Half-Elf B: Hagen is a half elf. As a Saber, this part of him is suppressed more than it would be as an Avenger. His power to utilize magic jumps up rapidly, to a degree where his efficiency in magic is beyond anything humans are traditionally capable of. As a Saber, he is more in line with that of a light elf, so the magic he constructs his more pure in nature. More for healing and protecting than for cursing and killing. - Proof of Friendship A: A Skill to suppress an enemy Servant's fighting spirit to a certain extent, where then a dialogue can begin. However, the enemy Servant must not possess a Mental Pollution Skill. In regard to a Holy Grail War, an advantageous check can be obtained when constructing temporary alliances. This is a skill fit for a man who before his murder of Siegfried, was loved by many, and had many friendships. Something he cast aside when he became a murderer.
— Armaments — The blade he wields is nothing short of a monstrous weapon, that even heroes look down upon. Dainsleif. The blade that brings the man who wields it to ruin and suffering. Using Light Conversion, Hagen is able to convert his magical energy into light energy. His main method is to create flashes of light, or to heal those around him. It can be forged into his weapons temporarily, allowing him to strike with bursts of energy.
— Noble Phantasms —
Title: Dainsleif: Demon Sword of the Great Betrayer Rank: B NP Type: Anti-Army Range: 1-50 Maximum Number of Targets: 200 Description: A demonic blade of the Nibelungs. The tribe crafted Balmung, the holy blade designed to kill dragons. But on that day, a slip created another blade. A horrible blade of demons that killed the hero known as Sigurd. Before it traveled many distances, to become the very blade that ended the life of the hero Siegfried. As if the blade itself was destined to ruin the life of heroes. Eventually though, the cursed blade fell into the hands of Hagen, who wielded it honorably for many years before killing Siegfried. It became his in legend and name, and is tied to his betrayals. The blade draws in all the ruination and curses directed towards its wielder. Becoming what can be called a cauldron of curses and hatred, and uses them to attack. Any hero struck with this blade will feel the grudges seep into their body. The curses are strong enough to keep any wound from healing, no matter the matters taken. Any damage is also amplified by the surge of curses, dealing extra damage to the victim. As such, a minor cut becomes a blood soaking gash. Tearing victims apart, and ensuring their deaths. When the true name is called, the grudges and curses become a pinpointed energy. Firing a barrage of curses and grudges that tear apart the ground, and fill the air with death. The potency of this noble phantasm is amplified by the aspect of targeting a servant's weak point. Even if unknown to Hagen, the blade senses weakness in its enemies, and targets those spots. For Servants like Achilles, Seigfried, or those with famous weakspots, this barrage is fatal. When acting in this role of detecting and killing a servant through their weakspot, a luck check is made against the target. The higher a servant's luck, the less likely it will be for the blade's curses to instantly kill them.
Title: Das Rheingold: Cursed Treasure of the Dragon Rank: - NP Type: Curse Range: - Maximum Number of Targets: - Description: An unending mountain of treasure that Siegfried gained from defeating Fafnir. Siegfried claims the amount was exaggerated, but says there was a large amount left even by the time his great-grandson was an old man. After killing Siegfried, the treasure fell into the hands of Hagen. This gives him unending wealth, that he can call upon at any given moment to pay his debts. But the curse tied to the treasure remains. If the treasure is allowed to flow freely, the humans who find it will become prisoners of the great wealth, eventually causing much destruction as the country is filled with betrayal and distrust. Due to being a noble phantasm tied to his actions after the death of Siegfried, Hagen is mostly unaware he possesses it. If a master forces him to use it, his spirit origin begins to change as a result of the curse, and his conflicting existence. As a result, he risks becoming more and more like his form as an Avenger. One that is tied to the the life that came afterwards.
True Name: Constantine the Great, The Thirteenth Apostle: Holy Sword Emperor
Origin: Historical Fact
Alignment: Lawful Good
Personality: A paragon of Christendom who desires the salvation of all, friend or foe. A benevolent ruler whose goodwill surpasses his ambition. A warrior of strong conviction who fights for his beliefs. Acts somewhat as a guide for his allies, advising them not to stray from the light and serving as an exemplar for what he believes is right. As this form embodies the idea of Constantine being a saint, his nature as an ambitious emperor has been sealed. Actually a mama's boy, but he won't admit it.
Backstory: The first Roman Emperor to convert to Christianity, Constantine the Great brought a new age of prosperity to the dying empire. Guided by the will of God, Constantine managed to unify all of Rome under his rule before building a new capital in the colony of Byzantium, renaming it into Constantinople; the landmark for the new Byzantine Empire, which had prospered for over a millenia. A shining pillar of light who had built the holiest place in Christendom, it was through his countless contributions to Christianity that Constantine was named The Thirteenth Apostle, and that Christianity had become the greatest religion in the world.
— Parameters — STR: B | END: B | AGI: B | MAG: C | LCK: A+ | NP: A++
— Class Skills — Magic Resistance EX: A shining star of Christendom, Constantine demonstrates phenomenal anti-magic capabilities. Simply put, Constantine is capable of averting all forms of "Pagan" Magecraft from himself through his steadfast sanctity. In other words, he is a saint incapable of being touched by Magecraft even from the Age of Gods. However, this skill is unable to cope with the sacraments of the Church.
True Name Discernment B: A privilege of the Ruler class, allowing the ability to learn a Servant's identity and abilities after merely observing them. During a direct encounter, a Servant's true name and entire status information will be automatically revealed. In regards to Servants capable of masking their identity or presence, a Luck check is performed.
God's Decision A: The highest privilege of the Ruler class, granting Command Spells- which are normally used by Masters- to command the Servants of a Holy Grail War. Grants the use of two Command Spells per Servant which uses are shared by those designated under the Ruler class. However, due to the nature surrounding Ruler's summoning, he can only use his Command Spells on Servants under his own allied camp.
— Personal Skills — Charisma B: A rare skill consisting of both personal charm as well as the natural talent to command or unify a nation or army. At this rank, one can lead a nation as its emperor. The morale of military forces lead by Constantine is extremely high. He has lead his own military forces to victory time and time again while remaining undefeated, and has obtained immense popularity in his life.
Imperial Communion EX: A skill unique to Constantine the Great and a mutation of the Imperial Privilege skill possessed those who would call themselves "Emperor". As the first Roman emperor to embrace Christianity as well as the builder of countless holy sights and collector of many holy relics, Constantine is capable of consecrating anything that is held by him. Through both his own insistence as well as his immense piety, all items that are wielded by Constantine can be raised to the rank of Holy Sacraments. It could be said that this skill stems partially from Constantine attempting to imitate the abilities of his mother, though he'll deny such claims outright when brought up and attempt to change the subject.
Revelation B: An ability to "hear the voice of heavens" and take optimum action; a Skill equivalent to Instinct, a sixth sense regarding battles. However, this skill accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling). As one who has received countless visions of foretold victory both from the Lord as well as the many gods and goddesses who adored him, Constantine has a naturally high rank in this skill. It is through these visions that lead Constantine to the land where he had built a new capital of Christendom: Constantinople.
Protection from Arrows A: The increased awareness and defense against ranged attacks. In Constantine's case, his helmet, which was made with one of the holy nails used for the crucifixion of Christ, was given the blessing of "protection from harm" by Saint Helena, Constantine's mother. As Constantine doesn't wear his helmet or armor, this blessing was moved to his belt through the use of his Imperial Communion skill. Because of the nature of this particular blessing, Constantine does not require visual confirmation in order to defend against ranged attacks. As long as the attack is a thrown type (such as arrows), even Noble Phantasms can be avoided. However, Constantine does not gain the effects of this protection if the projectile were to explode on impact, if the attack was performed in a matter where range would be considered a non-factor, or if it was performed by a weapon that has simply long reach, such as a spear.
— Armaments — Through the use of his Imperial Communion skill, Constantine is capable of utilizing the various blessings of the holy relics he has obtained in life, including his helmet and his bridle, although he is incapable of reproducing or otherwise using the properties of great Noble Phantasms, such as a particular spear. Constantine's main weapon is the Chi-Rho, an ornate blade which status has been raised to that of a Holy Sword endowed with the blessing of "promising victory". Constantine's clothes have also been granted numerous blessings, allowing them to serve as armor suitable for combat.
— Noble Phantasm — Ecclesia Sancti Sepulchri Church of Anastasis Rank: D (EX) Type: Anti-Evil Range: 30 Maximum Number of Targets: 300
A grand church commissioned by Constantine in the Old City of Jerusalem and built over two holy sites; Golgotha, where Christ was crucified, and the empty Tomb of Christ. Because of this, the church itself has become widely known as the holiest place in Christendom. Even in the modern day, it has been used as a sight of pilgrimage for Christians everywhere. As the holiest church containing two of the holiest locations and situated within the holiest of cities, it would not be an exaggeration to call this Noble Phantasm the greatest Christian church.
By planting his sword into the ground and offering a prayer to God, Constantine is able to reproduce the entirety of the church through magical energy through a method similar to another certain Roman emperor's golden theater. The recreation of the church is accomplished not through magecraft, but through Constantine's own immense piety. All those within the radius, enemies and allies, are also drawn into the Noble Phantasm once it is summoned. Those within the church feel as if they have stepped into the Kingdom of Heaven, with white marble floors, stained glass windows depicting the various miracles of Christ, and even a faint aria of angelic singing in the background. As a grand cathedral representing the grace of God, even the greatest of kings and heroes are humbled upon entry.
Because it is the greatest of churches, its beauty remains unrivaled, and it could be said that such beauty is closest to that of God's. Through observing such beauty and glory, Constantine himself is uplifted, granting him a boost to his parameters as well as an increase of power to the holy relics created by his Imperial Communion skill, elevating them to the power of Noble Phantasms; his clothes seeped with blessings become nearly impenetrable armor, his belt further protecting him from harm, and his blade granting him and his allies certain victory. To a man as righteous as Constantine, who is considered a Saint equal to the Twelve Apostles, merely beholding such beauty is a blessing (curse) to himself.
The church itself also contains two powerful miracles: First, because it is the place where Christ was crucified and later buried, it enforces the law of one's natural lifespan to all those within, preventing those from healing through unnatural means such as Dead Apostles. Second, because it is also the place where Christ was later resurrected, the Force of Providence of Constantine and his allied camp are increased, ignoring all other conditions that would lower or otherwise alter it. Because these two properties are "miracles of God" and are considered immeasurable, they are not displayed in the Noble Phantasm's true rank.
Class: Rider True Name: Quetzacoatl Origin: Aztec Mythology Height/Weight: 181cm and 64kg Alignment: Chaotic Good Personality: A god of peace and tranquillity, A lover of humans and lucha libre alike. Quetzacoatl is a goddess that takes the enigmatic older sister personality fitting of her when it comes to being a guiding hand. She is a bright optimist with a smiling face that will surely lift the hearts of men that gaze upon it, refusing to let that brightness extinguish no matter what may fall upon it. Never the less Quetzalcoatl is still a divine existence and thus thinks on the scope of a goddess meaning that in the event of something bad, she may be quick to pass swift and brutal judgement upon the accursed.
Communications wise, she fully embraces the doctrine of 'everything will be ok' with a smiling face and optimistic voice. She loves humans not because of what humans are but because human growth is inherently beautiful, she loves humans as a species not as individuals and thus seeks to protect them and nurture the seeds of growht within them.
It is said that when approached with alcohol she will drink it, even though she is the type to say 'no more' due to an event in her past involving a celibate priestess
— Parameters — STR: B | END: B | AGI: B+ | MAG: EX | LCK: A+ | NP: EX
— Class Skills —
Cancel spells of A-Rank or below, no matter what High-Thaumaturgy it is. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a 'Magus Killer'
It is possible for her to operate all vehicles and beasts freely. She is a Dragon God, so she can also manage even the Dragon Kinds that falls outside the category of the Riding Skill..
— Personal Skills —
A Skill that expresses one being a perfected goddess since birth. It has the effect of preserving the absoluteness of the mind and body. It repels all mental interferences, prevents the body from growth, and prevents the figure from change no matter how many calories are absorbed. It is a composite Skill that comprises the Skill Divinity.
A Skill that shows the wisdom of having taught many people, warped by her current disposition towards humanity. Except for those that are a burden to the body (such as Divinity) and those that are characteristic of certain heroes (E.g Mystic eyes / Innocent monster), many Skills can be practically demonstrated at a proficiency of A Rank. t is also possible to endow these Skills towards other Servants. If one has sufficient magical energy, it is also possible to endow them to existences that are not Servants
Originally, it is a kind of Authority, but it has deteriorated into a Skill
The natural talent to command an army. Increases the abilities of allies during group battles. Sometimes a god who watches over civilization, or sometimes a king who governs over the country, it is possible to say that Quetzalcoatl’s charisma is almost of the highest rank.
— Armaments — While she prefers to fight hand to hand, due to the thrill of defeating a hated enemy, she may make use of her sword, Macana, a blade characteristic of aztec culture
— Noble Phantasms —
Flame, Burn Even God to Ashes
Maximum Number Of Targets: 1
The second coming of the flames that burned down her own palace in order to prevent the Evil God Tezcatlipoca from acquiring its many treasures, during a time when Quetzalcoatl was leaving the Aztecs before. Flames envelop the surroundings, and enemies are temporarily prevented from invoking the True Name release of their Noble Phantasms...
However, this Noble Phantasm has become extremely ridiculous because of the person’s addiction to lucha libre. Basically, she spins the opponent around in the air and drops them on the top of their head in a piledriver, or accordingly to the situation presented, she might aim to kick the opponent from a height of 1000 meters, becoming a strike as if it is a meteor. The person herself calls it the Ultimo Tope Patada.
The Winged Servant
Maximum Number Of Targets: 200
This Noble Phantasm became the reason that Quetzalcoatl has the Rider-class. She summons the Quetzalcoatlus, a Cretaceous-era pterosaur that was given a name deviated from her own’s, and rides it. It is a Phantasmal Species on the Phantasmal to Divine Beast level, which is also far more powerful than the Quetzalcoatlus that actually lived in the Cretaceous period. The Quetzalcoatlus is known as the largest flying animal in history. During the moment of its True Name release, the mounted Quetzalcoatl is able to perform the manipulation of large-scale lightning, winds and rains.
Piedra Del Sol
The Sun Stone
Maximum Number Of Targets: 900
The trump card of Quetzalcoatl. The megalith of the ancient Aztecs. The Aztec calendar said to show all the world’s past and present. This megalith with a 3.75-meter diameter appears overhead, this being a “gate”, and it drags out a portion of her Authority because of Quetzalcoatl being the great foundation of this very activity. Intense solar winds rampage over a vast range, and they will certainly be reflected as god’s Brilliance itself.
Class: Assassin True Name: Martín Fierro, The Origin: Literary Works Height/Weight: 178 cm / 69 kg
Alignment: Chaotic Good Personality: As a being that embodies the men that lived in the pastures of the 19th century Argentina, the Martín Fierro is a simple man with a free spirit. He lives his life day by day, and enjoys the simple pleasures of his life whilst doing his work. He is loyal to his family and friends, and seeks to impart the aspect of his trade towards his sons whilst protecting his wife and companions. A self-made man, the Martín Fierro is also rebellious towards authorities and incredibly proud. He will not stand any sort of injustice towards his peers, and he will not take any slights towards him sitting down. He'll only accept someone as his superior if they prove to him that they're fit for the task and earn his approval, which gets him in odds with those that are supposed to command him. Nevertheless, his pride also leads him to reject help from anyone else. Due to the harsh times, his family had to leave when he was conscripted, and he blames that on his weakness at the time. He spent years roaming the plains before meeting his sons again, who he advised on the ways of livinng life. In the end, his wish for the Holy Grail would be "to ensure his sons had a good life". A simple man, who simply believes he is meant to be by his lonesome until the end of his days. Because the author of his story was part of the Argentinean priviledged class at the time, this Martín Fierro inherited some of the traits associated with that position. As such, instead of "a honorable rouge who cannot read nor write that defies society" that would be more fitting of his story and background, he became "a gruff gentleman seeking to right the wrongs he perceives". This certainly mellows out the rough edges this man would otherwise have, and makes dealing with him much easier.
Backstory: The Martín Fierro is the main character of the story that bears his name, an epic written by Juan José de Hernandez that ultimately gave birth to the modern image of the argentinean cowboy: the Gaucho. This Martín Fierro is the one that parted ways with his two sons and Cruz's at the end of "La vuelta del Martín Fierro", the second and final part of his story. Despite this figure's qualifications for the Rider and Saber classes, his actions within the epic that birthed him define him as an Assassin in the end.
Presence Concealment: C - Hides one's presence as a servant. Suitable for spying. The rank of Presence Concealment drops considerably when preparing to attack. This skill is granted to Fierro purely due to his denomination as an Assassin rather than personal prowess. Riding: B - As the figure that would ultimately become the poster image of the gaucho, the Martín Fierro has been depicted on horseback numerous times, and as such he receives this skill. He is able to handle most animals and vehicles without issue, yet he cannot ride the likes of Phantasmal Species such as Monstrous Beasts. Independent Action: B - It is possible for a Servant to stay in the world for two days without a Master. However, this is the ideal value achieved by maximally conserving mana and avoiding battle and Noble Phantasm usage.
— Personal Skills —
Honor of the Gaucho: A - Thanks to the work that gave life to the Martín Fierro, the figure of the argentinean countryman and cowboy would become heavily romantiziced through the years to come. This skill conveys the several traits of the stereotypical gaucho rather than of Fierro himself and they are represented by the following skills at B rank: Animal Dialogue, Bravery, Battle Continuation,, and the class skills Independent Action and Riding. Instinct: C+ - The Martín Fierro faced many deadly perils through his epic, of which one the most prominent were the fights to the death he took part in. Whether it was to uphold his honor or to save his life, he always came out the victor of the bout. Furthermore, this skill receives a rank-up whenever the situation is of a one-on-one combat and another one whenever his Noble Phantasm is in effect. Gallant Charisma: C - The ability to inspire through one's fighting prowess. A mixture of Proof of Friendship and Charisma, it steems from the way that Cruz, an officer that had to capture Fierro due to the murders he commited, sided with him when he was cornered by law enforcement and became Fierro's companion until his demise to embrace the ideal of freedom that the Martín Fierro embodied even when faced with unsurmountable odds. Those opposing him will have the doubts of their cause increased and, should their conviction falter, they'll either turn tail and flee or willingly surrender. However, this can lead to having those that enjoy fighting redouble their efforts and nullify any possible chance of a peaceful resolution to the conflict.
— Armaments — His facon: a simple, long and heavy knife that he uses for practically anything that'd require the use of a blade, whether it is a mundane task such as cutting bread then smearing butter on it, or for the purposes of defending his honor and slaying his enemies. It bears no name and, were it not for the fact that its the weapon he was summoned with, one could easily mistake it for antiquated kitchenware.
The Moment to Clear All Doubts
Payada de Contrapunto
Type: Anti-Unit Rank: B Range: - Maximum Number of Targets: 1 Description: Of all the moments within the Martin Fierro, none are as strongly remembered as the duel of wits between him and the brother of a man he murdered. With a guitar serving as a mediator and method of arguing, Fierro's silver tongue and lyrical display gave way to his rival admitting defeat and declaring him the better man. Thus, he left his past behind and went onwards through a new path. When releasing this Noble Phantasm, Fierro marks someone that has declared him as an enemy as his Rival. From this point on, the conflict between both of them becomes a set event, and the ensuing fight cannot be avoided by any means. Fate will steer events so that this prophecy is fulfilled, as this Noble Phantasm operates in a manner similar to Gae Bolg: the causes surrounding Fierro and his Rival will inevitably lead them towards the set event of their duel. Any attempts to interrupt this fight once it occurs will require a luck check to succeed, as this is set to be the resolution between one man's grievances towards the other.
Class: Rider True Name: Siegfried Origin: Nibelunglied Height/Weight: 190 cm/ 80 kg Alignment: Chaotic Good Personality: Someone who could only be described as a hero. A man who placed everyone before himself no matter what, not once using his vast power to grant his own wishes. He fought for the sake of others, yet found himself empty in the end because of it. In the end he found that what he truly wanted, was not to fight for the sake of others or for his own sake, but to fight for the justice he believed in- to become a 'Hero of Justice'.
When not in battle Siegfried is a very reserved individual, speaking only the bare minimum amount of words to carry a conversation. It would be accurate to say he is very good at listening, making him easy to get along with. His self esteem is extremely low due to the misfortune he gave birth to after his demise, causing him to constantly apologize for any perceived slight against others.
— Class Skills — Magic Resistance -: As compensation for obtaining the 'Blood Armor of the Evil Dragon', his Magic Resistance Skill has been lost.
Riding A: All vehicles and all creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts with an extreme degree of skill.
— Personal Skills — Animal Dialogue E+++: Animal Dialogue is communication of intention with animals that don't speak a "language of words". Siegfried can only use this skill to communicate with birds but has the ability to convey complex nuances that should be beyond the limited intellect of animals to grasp.
Golden Rule C-: Golden Rule is a Skill that refers to the measurement of one's fortune to acquire wealth. For Siegfried, due to the cursed Nibelung treasure promising him a lifetime untroubled by money, he has this Skill, but at the cost of his Luck being Ranked-Down.
Disengage B: The ability to withdraw from the battlefield in the midst of combat or reset the battle conditions. Bonus effect of returning battle conditions to what they were at the beginning of the fight and restores the condition of this Skill to the initial value.
— Armaments — The cursed holy sword, Balmung, slayer of dragons. While it does not have the same power as when Siegfried is incarnated as Saber, it is still a weapon on par with a Noble Phantasm.
— Noble Phantasms — Title: Tarnkappe: The First Cloak Rank: B NP Type: Anti-Unit (Self) Range: 0 Maximum Number of Targets: 1 person Description: The origin of the "invisible cloak", the garment from which all of cloaks of obscuring are derived. Obtained from the dwarf Alberich, it is the prototype for all "invisible cloaks" to come, thus it is the most powerful. When worn the user becomes impossible to detect by any means, becoming hidden from magical detection and unseeable. The user can still be tracked by noise or smell, however those too would be impossible should Siegfried be summoned under the Assassin class.
Title: Armor of Fafnir: Blood Armor of the Evil Dragon Rank: B+ NP Type: Anti-Unit (Self) Range: 0 Maximum Number of Targets: 1 person Description: The invulnerability gained from bathing in the blood of the dragon, Fafnir. The turning point of his legend, when he went from being a hero to a legend. Covering himself in the blood of the evil dragon gave him a body like that of a dragon, becoming unable to be harmed by any weapon. His body is invulnerable to attacks or magic of B- rank or lower and gains a defense of B+ rank against Noble Phantasms. Even should an attack manage to actually pierce through his defenses, it would be heavily reduced in damage, making an A rank attack similar in quality to an E rank attack.
However this mighty armor possesses one weak point. While bathing in the blood of Fafnir, a leaf stuck to his back and covered his skin. This single portion of his back possesses no defensive qualities, making him completely vulnerable to even the weakest of attacks. Siegfried is cursed to leave his back completely exposed, nothing could possibly defend his back should it be struck at. If a shield were placed all around Siegfried, there would be an opening in the exact point where his weak spot is. Should he be struck here, he would surely fall.
Title: Grani: Curse of Rheingold Rank: A NP Type: Anti-Fortune/Anti-Mind Range: 1-30 Maximum Number of Targets: 10 people Description: Siegfried's beloved horse, Grani, descended from Odin's steed and gifted to him by Odin personally. The steed upon which he slew Fafnir. The beast that carried Das Rheingold for Siegfried, that cursed treasure that inflicts misfortune upon whoever possesses it. This Noble Phantasm manifests in a most peculiar way, for Grani's most famous deed was the carrying of Rheingold. That treasure which the Nibelung Dwarves fought over so viciously, that treasure which brought only misfortune to any who possess it. Thus the legend of Rheingold and Grani have become intertwined, it would not be inaccurate to say that Grani and Rheingold are one and the same now.
Grani manifests as a beautiful golden horse, a Monstrous Beast on par with the average Pegasus. It has many abilities, including flight, strength beyond that of any mortal steed, and supersonic speeds. However its true strengths lie in the curses of misfortune and greed it inflicts on all around it. Grani's curse attacks everyone's Luck stat, lowering it by 3 ranks. On top of this, as time goes on enemies will find that they are becoming increasingly unlucky. Whether it be a simple slip due to poor terrain or something extreme such as allies accidentally striking each other in the midst of combat, the curse of the Rheingold brings only misfortune.
In addition to all this, any who bear witness to the Rheingold will find themselves inexplicably drawn to it, they would feel an absolute need to own this great treasure by any means necessary. The curse of the Rheingold inflicts Mental Pollution on all targets around it, becoming especially effective against those whose hearts are filled with greed. Everyone around Grani will be compelled to attack Siegfried in an attempt to gain possession of the legendary treasure.
Class: Rider True Name: Theseus Height/Weight: 181 cm / 82 kg Alignment: Neutral Good Origin: Greek Mythology
Personality: A hopeless thrill-seeker by nature and a shameless tease by choice, or perhaps the other way around. In this form, his disposition is naturally inclined to that of his youth — someone that faces what the world throws at him head on, a man for whom the road he will take is dictated by his heart alone.
At a glance, getting along with him is easy, provided you aren’t the sort he had to put down so often. More than anything, do not insult the memory of his loved ones — the people he met on that voyage, the sworn friends he made, the two women he loved and the son he let disappointed — doubtlessly the kind of idiot for whom such people are his world.
A simple man that likes to see people smiling, a fool that cannot bear tears without acting. Even to that beast within the labyrinth, his last words were neither hateful or mocking as he kept it company in its last moments, but rather, a single heartfelt statement.
”I wanted to save you, as well.”
He remembers his victories with fondness. He mourns his failings with sorrow. But he accepts all of his life equally, and can only hope that he might be able to do better one day. Therefore — smile, and always hold on to the hope of a brighter tomorrow.
—Even if the core of the hero named Theseus is “one who wins the battles before him, but loses what matters the most along the way,” all that means is that he will have to conquer that mountain with his own two hands.
Thus, his wish is: “to hold my wife and son again.”
Armament: He possesses the sword that was left behind by his father and he retrieved as proof of heritage. While a good blade that has seen use, however, it does not possess any special characteristics as a Rider beyond its age and emotional value.
STR: B+ | CON: B | AGI: A | MGI: B | LCK: D
Magic Resistance: C
Ability to negate or abate the effects of magecraft, differing from the “resistance” of magi. In practice, he is immune to any magecraft of up to two verses — albeit it cannot cope with the likes of High Thaumaturgy or Greater Rituals.
Ability to handle vehicles and mounts, extending not only to what existed in the Servant’s lifetime, but modern contraptions. Even state-of-the-art transports can be handled expertly.
Boasting the highest classification owing to accounts of his figure subduing the Cretan Bull, he possesses the capacity to ride even those creatures of Phantasmal or Divine Beast classification.
Refers to one’s aptitude as a Divine Spirit. At higher Ranks, one can be treated as a mixed breed of sorts.
In addition to also being related to Zeus through his mother, it can be said that among all mortal children of the Sea God, none were closer to his father or received the blessings he did — the quality of the divine od suffusing his form is truly superb, and the Rider iteration emphasizes his figure as “the wandering, divine-blooded hero,” bringing such attributes to the forefront.
The staple martial art of Greece that was jointly developed by Rider and Heracles and then passed on to other heroes.
Understand the nature of the enemy, grasp the conditions of the battle, and then refined skill, natural talent and accrued experience will work together to forge a path that will lead to their absolute submission. Rather than simply “an array of ready techniques”, it can be classified as “Rider’s identity as a combatant”.
A tool for humans, against humans, that nonetheless was used to carry out the absurdity of “conquering that which is beyond humanity”. Such is the true nature behind Rider’s use of the oldest martial art in Greece — found in the blows that trounced the mother of the Calydonian Boar, subjugated the Marathonian Bull and slaughtered the Minotaur — born out of nothing more than pure human will yet bestowing the aptitude to “wrestle to death even what should be impossible to wrestle to death.” In that regard, he certainly stands alongside that great hero he sailed and trained with.
. . .One can only wonder how terrifying the result of him meeting a certain “nee-san” would be.
Eye of the Mind (False): B
Refers to the combination of an inborn talent to sense danger and battle experience gained over one’s life used to refine it, utilizing such things in order to grasp both one’s own condition and the opponent’s so as to “avoid a lethal predicament”. Additionally, it also offers the bonus effect of lowering visual and hearing penalties.
A skill resulting both from his natural talents inherited by blood and refined by his battles all over Grecia and beyond — from the hidden dangers behind amiable faces to the capacity to instantly grasp the winning path even against the one that was called “the strongest wrestler in Attica.” Even in the utter darkness of that labyrinth, he found his way and beat the enemy without receiving a single wound to show for it.
The joint prescience, battle experience and accumulated techniques of a hero that never lost a fight in his lifetime.
Ship of Theseus: —
A skill bestowed not due to anecdotes of the legend, but due to the association with a thought experiment that has taken to bearing his own name. It should be considered a “burden of existence” gained through deification as a Heroic Spirit.
Fundamentally speaking, it denotes the fact that “no matter how drastically the shell changes, one’s self continues uninterrupted.” That is to say, regardless of what occurs, it can be said that Theseus will always be Theseus, so it could be compared to a sort of "guarantee" of conceptual integrity.
It also encompasses the ability to “run repairs upon oneself” as it were, though of course such thing naturally depends on availability of materials. However, if such condition is met, it is entirely possible to adapt those same materials for one's own use.
Sea God’s Heavenly Hammer Aldebaran Crusher
Rank: A+ Type: Anti-Fortress Maximum Number of Targets: 500 Range: 1 - 99
The great bull that Poseidon ordered to wreak havoc upon the land after Minos’ greed caused the king to not to sacrifice it as he had been ordered — a great Divine Beast that Herakles himself subdued in his labors and was later tamed by Rider and brought to Athens for sacrifice as he followed in his cousin’s footsteps.
Fundamentally speaking, one can say that Rider’s ability to call upon the bull stems from that episode just as much as it does from the parallel nature of their roles regarding Crete’s ultimate fate — the divine and mortal sons of Poseidon who broke Minos’ kingdom due to his own greed and arrogance.
With regards to its capabilities, its main characteristic is purely “destruction” by means of trampling the lands underneath its hooves and forcibly crushing it, a gift born from its connection to the “Earthshaker” and necessarily gifted due to its role as a punishment for Crete. Releasing the rather suspicious True Name causes the beast to materialize high on the heavens, along the Taurus constellation — and by gathering the “light” of its brightest star, Aldebaran, it charges down the enemy camp at impossible speeds. The merciless retribution — the “calamity” — unleashed by the Sea God.
In addition to the simple power of the Noble Phantasm, it also places a great deal of “pressure” on the enemy camp, befitting its role as a beast whose purpose can be defined as “bringing nations to their knees.”
In terms of performance, it certainly seems similar to the pet that was once possessed by that goddess of Mesopotamia — fitting, as that bull in particular was also this one’s conceptual predecessor.
However, this one unfortunately lacks the ability to “crush the enemy without crushing the location” due to its proclivities, so Rider jests about it being a Noble Phantasm “uniquely suited to causing property damage.”
Divine Gifts from the Bountiful Sea Ἀρας
Rank: D Type: Anti-Unit Maximum Number of Targets: 1 Range: —
The crystallization of the episode where Saber met his father after Minos had thrown his ring to the sea and challenged him to retrieve it so as to prove his heritage. Eventually making his way to Poseidon’s kingdom, he was welcomed with open arms and the ring was given to him — alongside a gift to his favored child, promising him to “see any three wishes Rider made granted”.
The reason for the presented specs is because the Noble Phantasm is not “the wishes themselves”, but rather “Poseidon’s promise to his son” — therefore, the actual function is simply “allowing for completely unimpeded communication between Rider and his father.” The field of use is so narrow that it might be considered peerless within it, but its applications regarding direct combat are nonexistent for obvious reasons.
At the very least, the cost is practically negligible in turn.
The proof of his father’s love for him, but at the same time, the means through which his son Hippolytus reached his grisly end.
Indeed, Theseus’ prayers are Theseus’ curses.
Unwavering Proof of a Tear-Filled Love Ethos Ariadne
Rank: D+ Type: Anti-Unit Maximum Number of Targets: 2 Range: —
The legendary magic thread that Ariadne gifted Rider in the tale’s most famous episode. Fundamentally speaking, its purpose was to give him directions toward the Minotaur and then allow him to leave once the deed was done, thereby providing a workaround to that accursed labyrinth none had ever escaped.
Its basic characteristic is that of “connection” by means of having the string latch on to something, following which it cannot be broken and will extend endlessly so long as magical energy is provided, which allowed Ariadne to key it to the Minotaur and herself once the beast was dead, after which Rider only needed to follow it. Perhaps in order to accurately describe it, one could say it is “connection given the shape of string,” allowing comparisons to concepts like that red thread found in Eastern cultures. Additionally, it boasts the capacity of shaping itself according to the owner’s command.
Naturally, since he exhibits the traits of his youth most strongly within this container, it has manifested as his third Noble Phantasm, but instead of simple thread, it has found itself altered due to his own proclivities.
That is to say, he used the string so as to make what human understanding as of the twenty-first century refers to as a “wrestling suit.”
As an aside, because of its nature as a Noble Phantasm coupled with the truth behind its creation, the connections formed need not be between purely physical bodies.
Class: Saber Origin: Three Musketeers Legend Appearance:
Alignment: Chaotic Good Personality: Optimistic and bright, if a bit impulsive and foolish, d'Artagnan is a young man who seeks glory and fortune earnestly but modestly in the trail of others of greater stature than himself. A bit impressionable, and prone to falling in line, or out of line for a pretty lady. Backstory: As Per The Three Musketeers — Parameters — STR:C | END:C | AGI:B+ | MAG:D | LCK:A+ | NP:C His luck receives a positive adjustment in situations wherein he appears to be at a disadvantage.
— Class Skills — Magic Resistance C: An ability that cancels all magecraft of rank C or below. Riding D: The ability to control and fight while mounted on anything that a human might normally be able to ride, even on a wild mount.
— Personal Skills — Beauty of Trouble with Women C: A kind of awareness of one's weakness towards women that borders on a self-fulfilling curse. Marksman C: The ability to hit distant targets with a great degree of precision, even with subpar weapons and munitions. Disengage C: The ability to safely remove ones self from combat without penalty. Knight Tactics C: The ability to offer false openings to capitalize on an enemy's weakness when attacking.
— Armaments — Sword- A standard issue cup hilt rapier, four feet in length. Parrying Dagger- An equally standard issue off-hand dagger popular with fencers. Musket- A black powder long-gun that fires a large lead shot. Pistol- A black powder hand-gun that fires a not-quite-as-large lead shot. Horse- Not sure what this is actually.
— Noble Phantasms — All for One and One for All! My Cherished Friends and Comrades, The Three Musketeers Rank: C Type: Anti unit, Range: 15 Maximum Targets: 3 A Noble Phantasm that condenses d'Artagnan's nature as the simultaneous protaganist and second fiddle of his own legend into a single moment. The turning point oh every ill-concieved blunder he stumbled into, the answer to his every prayer, the intercession of his beloved companions to save him from his own foolishness.
Three simultaneous strikes, from three separate swords, erupt upon the field of battle to simultaneosuly defend and attack on behalf of d'Artagnan, displaying a terrifying mastery of swordplay that even a fencer so fine as he could never hope to match, before vanishing as if they were never there. Due to the relatively low power of the attacks the noble phantasm is shockingly cost efficient on a strike-by-strike basis, even if there are three of them.
While this noble phantasm's true name can be evoked to enable a sustained effect, allowing for autonomous strikes within its range so as to cause d'Artagnan to fight with the force of four men rather than one it needn't be so. If he is in danger the noble phantasm will activate of its own accord, pending a luck check, saving his hide before he even realizes he has bitten off more than he can chew.
Height/Weight: Variable depending on disguise, 156cm, and 56kg in original form.
Alignment: Lawful Evil
Personality: A pleasant sort of person, one that was easy to talk to, as well as easy to approach. Seemingly benign, and soft spoken, it would seem that she could never really get angry. Soft, and looking unlikely to the next person to stab you in the back. While she can be boisterous in battle, she never truly loses that soft edge, as if trying to lure the opponents into feeling a bit complacent. Other than that, the strongest reaction one can get out of her to anything would just be at most a small jump or the like. Has utterly no qualms about using dirty tactics, lying, or manipulating people to get the desired result.
History:Other than her being a woman, nothing much else has changed.
— Class Skills — Presence Concealment -A+ Hides one's presence as a Servant. Suitable for spying. It is possible to disappear completely and become almost impossible to be detected, even against a Servant's perception. However, efficiency will decrease once preparations to attack are taken.
— Personal Skills — Ninjutsu(Hanzo) - A+++
At A+++ Rank, one stands shoulder to shoulder among the legendary ninjas. Being one of the more prominent ninja during her period, she was naturally extremely adept at this. Includes usage of ninja tactics, strategies, torture techniques, and other arts. Due to her legend of fearless tactics even with only a few against much more numerous enemies, she specializes in defensive battles and counter attacks, especially when outmatched and or outnumbered, thus gaining appropriate bonuses to those.
Subversive Activities - B
The ability to reduce enemy's war potential in the preliminary stage before going to battle. An expert of traps. With this skill at Rank B, it is possible to disable close to 30 percent of the enemy forces before they advance.
Disengage - C
Bonus effect of returning battle conditions to what they were at the beginning of the match.
Projectile (Ninja) - B
With special throwing technique, any throwable ninja weapons like the kunai and shuriken, gains the same destructive power as firearms when thrown, typically spelling certain death for human targets
— Armaments — Very literally all her tools, including kama, kama with chains, shurikens, kunais, strings, poison, clawed gloves, clothings, swords, short swords, longer swords, bows, and even her spear.
— Noble Phantasms —
Ninja Escort Service Though even hellfire we reach our destination Type:Anti-Unit/Anti-Army Rank:D Range:0-1000 Maximum Number Of Targets:1 - 50
A recreation of her most famous feat, the escort of Tokugawa through Iga. With only his 300 men to escort Ieyasu, they marched 200km in just 5 days, undetected and unfettered.
With this, she can summon any and all of the 300 ninja that helped with the journey, as well as shortening distances when moving, making it much easier to reach longer destination. Due to its nature, its the sort of NP that's constantly active. However, each of the ninja summoned aren't at all on par with a heroic servant, being only at the levels of a wraith individually, for each one of them. The noble phantasm also doesn't have any additional effects beside summoning the escort ninja as well as the shortening of distances. Thus, it doesn't drain much mana to be used.
The type of uncouth and rowdy woman who would earn the nickname, ‘the sow’. Lustful, aggressive and greedy, one who can be considered as much beast as woman.
One who has no consideration for human civilisation, believing that the strength to take what you desire is all that matters. In short, someone who cannot be considered a hero at all.
Frankly, little more than a footnote. Another in a list of monsters effortlessly dispatched by that shining hero, the monster slayer Theseus.
Whether ‘Phaea’ is the pig or the woman who raised it is unclear. In this case, the servant is both the uncouth bandit woman known as ‘the sow’ referred to by Plutarch, as well as the monstrous sow, the mother of the more impressive Calydonian Boar, slain by Theseus.
One of the group of dreaded bandits: Periphetes, Sinis, Sciron, Cercyon and Procrustes. Well, despite this, it seems that she’s the only one that Theseus made an effort to track down and kill, rather than retaliating to one who disturbed him on the road. Perhaps that speaks to the chaos she was causing.
Strength: A Endurance: B Agility: B Mana: D Luck: D
An ability of the Rider class, denoting the ability to ride various vehicles and mounts. At this rank, Monstrous Beasts can be ridden.
Magic Resistance: D
Skill that grants protection against magical effects. At this rank, it can cancel out single-action spells.
Monstrous Strength: A
A skill that grants a temporary rank-up to strength due to one’s status as a monster.
Monster Creation: A
The ability to give birth to and raise a monster. The natural skill for one whose own fame was overshadowed by her child.
The ability to take the form of the Crommyonian Sow, a Monstrous Beast slain by Theseus.
In normal circumstances, the Noble Phantasm is permanently active, changing Phaea’s status to a ‘monstrous human’, increasing her parameters in a fashion similar to a Berserker - though in Phaea’s case, her mental faculties are not impeded. Perhaps this is because her intelligence and aggression are fundamentally near-animalistic to begin with.
Utilising the true name, it is possible to fully take the form of the Monstrous Beast that is Phaea’s true form, massively increasing in size and power, though losing one’s ability to act as a human. Under normal circumstances, it is not possible to return to one’s ‘human’ state after activating this Noble Phantasm.
The boar of Divine Punishment, born from Phaea and sent by Artemis to ravage Calydon. Rather than a wild boar, it is a monster in the form of a boar, taking this particular shape due to its mother. A monstrous beast of enormous size that rampaged without pause, requiring a gathering of various heroes to be able to match it.
However, its disposition is different around its mother. Surprisingly, out of the two of them, it is the more subdued. Perhaps it’s even embarrassed by its mother’s behaviour? Even so, the bond between them is strong, and the two act as one in battle.
Height/Weight: 1.87 Meters, 120 Kilograms(not familiar heavily with metric tbh, hope its acceptable)
Appearance: Manifesting not in his true prime of youth, but rather at the age where he was most known for his deeds, Rider still is rather fit, dressed in the attire of an American gentleman, bluish hair kept neat. He is otherwise unremarkable, but has the sensation of a grandfather figure.
Alignment: Lawful Good Personality: As the man who changed the face of industry forever, one might expect Rider to be a proud figure who uses his status to brag, but in reality, he's a kind, gentle man, who cares for the wellbeing of his master, as well as those around him, just as he did towards the workers whose lives he made easy. He tries his best to be helpful and kind, but it seems that his nature has been somewhat influenced by human history, giving him not only a love of driving, but also a desire to see the world opened up by his innovations. And yet, he seems to enjoy walking off the beaten path, to enjoy nature, and study history. He seeks the most efficient course, to better the lives of mankind, enjoying what the future brings, and how it has improved what he dreamed of, affordable cars.
Despite all of this, he harbors an amount of hesitation, and reservation, when it comes to remembering his own mistakes during life, such as his antisemitism, due to the atrocities of the Second World War caused by Nazi Germany. His awareness of how human history, namely American, has progressed, makes him regret his own backwards view on various racial groups, and shows a desire to make up for his mistakes as best able. Truly a grandfather figure whose wisdom has come to change them for the better.
Backstory: No deviations from the canon material(aka human history)
— Parameters — STR: E | END: E | AGI: D | MAG: C | LCK: B | NP: A(?) Note: More or less borrowed paramaters from the other sheet, may adjust if requested.
— Class Skills — Riding: C(EX) While a rank that normally would not make sense for qualifying of the Rider Class, Henry Ford's nature as the Father of the Automobile allows this to be changed.
Item Creation: C+ Due to his life as a machinist and the inventor of the cheap automobile, Rider has been given a skill that would normally be of the Caster class.
— Personal Skills — Innovation (Automobile): A Rank Allows Rider to modify existing wheeled transports to improve their condition, while also making anything he uses more effective against those using transports that predate his own(example, gaining an edge against a chariot due to being more advanced)
Father of Automobiles: EX Rank A skill that represents his status not as the inventor of the Automobile, but as the one who made them cheap and affordable to the masses. No matter what age it comes from, so long as it is an automobile that comes after his time, or is considered a successor to his work, Rider's Riding Rank rises to EX so long as he is in the driver's seat. He still needs time to get used to something, but when combined with the right materials, allows him to perform feats that would be otherwise unfeasible(such as pulling a Tokyo Drift with an eighteen wheeler) Note: This is akin to the skill that Neil Armstrong had on a character sheet idea, but for automobiles, if this is an issue, I can fix it.
Mass Production: EX Rank Allows him to mass produce items on a scale almost unimagineable even to servants of the modern era. While not the one to invent the idea, Ford completely changed it through his actions, making it so that when one things of say, the assembly line, they associate it with Ford. Tied with his first Noble Phantasm, this makes him an impressive ally, even if weak due to his modern status.
Charisma: C Rank Instead of being able to lead an Army, allows him to manage a company.
— Noble Phantasms — The Ford Motor Company The Innovation of Tomorrow Rank: A Type: Fortress/Support Target: "None" Description: A Noble Phantasm that represents all that Ford achieved with his company. Akin in nature to the Phantasm known as the Hanging Gardens of Babylon, it is something that through mana and resources must be constructed first, in order to be used. Manifesting as a factory, it allows him to mass produce not only Model-Ts, but any automobile that came after him, so long as he possesses the materials needed to build such, and the time to readjust his production lines. Due to its ability to be built multiple times, it is A rank due to mass usage. Additionally, once built for a period of eight hours each day, from Monday to Friday, familiars based upon the workers whose lives he improved manifest inside any constructed factories, and set to work, using the machines inside to churn out machinery. Truly a representative of his dream. Despite being a "fortress," it can be easily destroyed.
The Model-T The First Automobile Rank: D Type: Anti-Unit, Anti-Army Targets(s): 1-99 Description: While not the first car to ever be made, the Model T, also known as the Tin Lizzie, was the first cheap and affordable car to be made, as a result of Ford's efforts to improve the lives of his fellow Americans. Appearing as it did in life, the Model T however has been strengthened as a result of Ford becoming a Heroic Spirit. Capable of moving at speeds exceeding Mach 1 when supplied sufficient mana, it can perform maneuver that would have been impossible in the original age, due to being the "prototype" and "blueprint" of all automobiles to come after, channeling humanity's achievements. Due to being able to be mass-produced by Ford's factories, the cars are stored in an unspecified location and can be called out by Ford for usage. While mostly like a fly's bite to most servants, if rigged with explosives, they make a rather nice looking blast, in homage to the countless stunt car explosions in Hollywood.
Greenfield Village Ford's Apology and Love Letter to History Rank: D Type: Anti-Unit/Support/Anti-Self Number of Targets: 1-99 Description: A lesser known part of Ford's impact on history, the Greenfield Village was a homage to the past, and a clue to Ford's slight nervousness about the future initially, as well as a love song to the city of Detroit. Much like his first Phantasm, it is one that can be constructed within the world, however, due to its overall purpose, small parts can be temporarily summoned, though for a very short time due to his mana supply. As a tribute to many historical places, it offers a small boost to any servants that enter its vicinity who have a connection. For example, were Edison to enter the village, he would gain the benefit of not needing to manifest his workshop, due to a recreation of Menlo Park being already present, akin to how Lincoln would be slightly boosted due to a courthouse was packed up and moved that he had worked in. Greenfield's true ultimate purpose is simple, to offer allied servants, and even enemies, a place to not only relax, but also hold peacetalks, should the need for a meeting place be arranged. It's also heaven on earth for children servants, due to its ability to have new buildings and structures added, as the site has been added onto even after Ford passed.
Class: Lancer True Name: Empress Jingu Origin: Japanese Historical Fact (According to Nihon Shoki though many speculate her to be a legend) Height/Weight: 132 Centimeters tall, 47 Kilograms Appearance:
Jingu looks much younger than one would expect even by the age of forty.
Alignment:Lawful-Neutral Personality: Jingu’s personality is a mixture of when she was a Warrior Princess and when she was a 99 year old Empress. She tends to call anyone that looks younger than forty a “boy” or “girl” like an old woman yet keeps the aggressiveness of her youth. She starts with a handicap if she can as well, starting with her Katana to size up the opponent and switching to the Amenonuhoko as she needs. She tends to smirk when she’s having fun in combat.
Jingu was originally named Okinagatarashi-hime until she married Emperor Chuai and ascended to Empress Consort in the year 192. Prior to her marriage, however, she was both a maiden to Amaterasu where she learned to fight and then a renowned warrior princess from a branch family. She was known for her use of Bow, Sword but more so than either her mastery of the Naginata. Okinagatarashi-hime was a leader of war and fought, and fought. Bandits, opposing factions and whatever else. Supposedly, she had even fought evil creatures.
She become so reknown that she caught the eye of the main Imperial Family. At the age of twenty in the year 189, the Main Family tasked her with surveying an island that has been recently located. Miraculously, it had just appeared, but it had seemed that it was protected by some evil yokai that were hostile. Unworried that she could fell them, Okinagatarashi-hime agreed (not that one could turn down a request of the Imperial family) and left.
It took half a years travel as she had a number of complications along the way but had a smooth trip there as she rode the boat for two days to the destination. Despite the turbulant waves, they arrived safely. Okinagatarashi-hime and a small group of warriors departed the boat and walked forward. Soon, the had found what Yokai were there. Oni. For some reason, they were there. There were about three which in most situations were more than a match for her small band. Somehow, they managed to slay all of the Oni with not a casualty.
From there, further in, they found a great palace. A place for something amazing. An older soldier that had learned much from a priest had mentioned this must have been Onokoroshima, the first island created by the gods Izanami and Izanagi. Everyone else was skeptical at first, until they saw how glorious the Palace was. It was nothing that could be made by human hands.
Even more so, they found a couple of beautiful things inside. A pair of jewels and a jeweled spear. The same soldier looked dumbfounded and claimed that the spear must be Amenonuhoko. Curious, Okinagatarashi-hime approached and the three items glowed. Then, a voice flowed through the Palace whispering her name. She took that as a sign that it was meant for her to have. After acquiring the items, they left and investigated the island for a few more hours before it began to quake. They rushed back to the boat and as they boarded, the island disappeared under the water. The waters were tumultuous but were calmed after the twin jewels shone brightly.
They returned and the Main Family praised her for her success. The required her to house the Amenonuhoko in the Imperial Vault but bade her to keep the twin jewels as she deserved as such. Soon after, she married the soon to be Emperor Chuai. In 192, Chuai ascended to the throne. His reign was mostly peaceful with a number of small conflicts that were easily quashed.
One day, in the year 200, she was possessed by the gods and through her, they told Chuai that they promised of rich lands oversea. With a look out to sea, he saw nothing and was suspicious. He denounced his belief of the promise of these “gods” and this angered them. They cursed him and declared that he would die and any promise of wealth and land would instead go to his unborn son.
Jingu came out of her trance soon after, worried as she remembered all that had occured. Chuai waved off her fears as he didn’t believe in the “gods.” Not even a month later, he died of mysterious circumstances. As most of the court had heard of the incident, they all believed it was the will of the gods. As such, with no heir as of current, Jingu took over rule as Regent. Her first real act, was to go to the promised land as the gods had said, though she felt more like she was compelled to do so than wanted. She took the Amenonuhoko for her use and went with her army to claim the promised land, Korea.
They reached the mainland quickly enough as her twin jewels controlled the tides and waves and made a beach head. Three years had passed and they had conquered the land that was promised to them, they made peaceful occupations as they could. What they had found, however, was that the land was not quite as rich as they were promised. The soil was great, but it would not be rewarding to continue. They gathered what riches they could and took their dead with them.
In legend, it was said that her child stayed unborn for three years for her to complete her conquest, but in truth, the child was born on the soil of the promised land. She took him back with them of course, and raised him while controlling the Empire. She held this role as a respected leader and general until her death in the year of 269 where her son was finally crowned Emperor after 68 years.
— Parameters — STR: B | END: C- | AGI:A+ | MAG: D- | LCK: B | NP: A
— Class Skills —
Magic Resistance B: Cancel spells of B-Rank or below, no matter what High-Thaumaturgy it is.
— Personal Skills —
Imperial Privilege C: Jingu, acting regent for over 50 years has, despite not considered a traditional Emperor herself, has the same authority. For her, the corresponding skills are swordsmanship, archery, Charisma, military tactics and a couple of others.
Blessing of Amaterasu A: As both a member of the Imperial Family and a once priestess to the shrine of Amaterasu, Jingu was considered especially blessed by Amaterasu in accordance with her achievements. When activated, she gains strength and reinvigorates her, drawing in mana to restore her energy reserves doing even more so if she’s in the sunlight.
Calm Sea, Calm Mind B: Much like the sea when she is around, Jingu is able to calm her nerves in tense situations and centers herself. Clearing her mind for a duration and allowing her resist mind altering effects. In addition, it sharpens her senses and allows her to process information and make decisions more rapidly.
— Armaments — Jingu carries a katana as well and uses that as a “primary” arm to make others believe her as a Saber, rather than a lancer.
She also has her armor but that is nothing special.
Amenonuhoko, the naginata that created the first island, Onokoroshima by the hands of Izanagi and Izanami. Housed there until it was found. It is a powerful weapon, that can disguise itself as a piece of the most pristine Jade one has seen.
The naginata by looks alone is beautiful. The shaft is intricately decorated and designed but grip-wise feels like it glues to the hands but only when one wants it to. Towards the end of the shaft at the blade, 4 jewels are socketed. A sapphire, ruby, emerald and topaz. The blade itself looks to be a sort of divine metal that looks like silver but is tougher than steel and unable to be broken. Near to the shaft, there are two slots that seems like it can fit two jewels.
If the Twin Tide Jewels of Ryujin are inserted into these two slots, it empowers the Amenonuhoko. It gains the ability to project forth blades of water.
In addition, like in the origin story of the first island, Onokoroshima, the Amenonuhoko can create land from a drop of salt water.
Twin Jewels of Ryujin Rank: B+ Type: Anti-City Range:
The Twin Tide Jewels of Ryujin are two jewels that look to be like a ruby and a sapphire used to control the tides. Jingu in particular, used them to cross the sea between Japan and Korea. It was also powerful enough to cause floods and other hazardous water conditions. They also have the ability to store water and carry a large amount in them, enough so to cause a tidal wave and flood a city.
When used by Jingu, the water can torrent out of the jewels and Jingu can directed them as she wants. If enough water is nearby, she can cause a violent flood which is more than enough to ruin a normal city.