Name: Mori Nagayoshi Title: Demon Musashi Class: Lancer Gender: Male Attribute: Era: 1558 - 1584 Alignment: Chaotic Neutral
Personality: Short tempered, ruthless, and rough around the edges, Lancer considers most things other than battle, women, food, and treasure to be "A waste of my freakin' time!" He has some sense of honour and loyalty, but doesn't have an issue with underhanded attacks so much as he simply doesn't have the brains for them. If he actually managed to pull off something like a sneak attack or deception, his comment would be "Shoulda' been ready, knucklehead." He hates having those kinds of arguments used on him, though. He's more or less the cocky brute he seems to be on the outside. The only people who get honest respect from him are those who offer him a straightforward challenge in combat.
Bio: A servant of the Oda clan known for his ferocity in battle, violent temper, and legendary horseback riding. His butchering of enemy troops was enough to a reputation as a devil, though of course he was merely a man. He perished during the Battle of Komaki and Nagakute, fighting to aid Toyotomi Hideyoshi until his last breath.
Parameters Strength: B Endurance: C Agility: B Mana: D Luck: E
Class Skill Magic Resistance D: Cancels single-action spells against Lancer, and slightly reduces magical damage.
Personal Skills Knowledge of Melees B: A high level of skill is displayed in group combat, whether fighting among or against a large force. Riding X: Normally a high-class talent for maneuvering on horseback. Due to the state of his Noble Phantasm, it can be viewed as a 'Running' ability instead, allowing high speeds to be achieved, and to go beyond one's limits when facing a faster enemy. Devil of War A: Represents Lancer's reputation as a fierce and violent soldier. Comprises high spearmanship and comprehension of enemy fighting styles, as well as some allowance to make use of other arts of war (swords, bows, rifles, throwing weapons) at a moderate level if the situation demands it. Lancer lacks the ability to survive fatal wounds, but the rage and commitment he puts behind his actions in battle means that if he will not falter due to suffering damage mid-attack.
Noble Phantasms Name: Boneless Man Title: Like a 1000 Degree Spear Through Butter Rank: C+ NP Type: Anti-Unit (Anti Army) Range: 1~4 (1~25) Maximum Number of Targets: 1 person (40 people) Description: Nagayoshi's long-headed spear, said to be able to slice with such ease that the enemy may as well have no bones. Strikes with this weapon ignore hardness and protection passively at an exceptionally low mana cost, making it a deadly ability that can constantly be in effect with each swing. Additionally, thanks to the Lancer class container, a true name release is possible. This release draws on Nagayoshi's identity as a blood-drenched juggernaut of the front lines, dicing everything in a wide radius around him as his spear becomes a whipping silver tornado. Since this attack is impossible to withstand, survival is dependant on passing an AGI check to retreat out of range in time.
Name: One Hundred Steps Title: Gold Rush! Rank: B NP Type: Anti-Unit Range: unlimited Maximum Number of Targets: 1 Description: Nagayoshi's horse, said to be the fastest in Japan. It displayed an impossible feat by reaching a far-off gold mine in a mere 100 steps. Nagayoshi and his steed are lauded as being capable of impossible journeys, and his riding skills are top-notch despite being limited to a mundane beast. Its power to reach any destination is accounted for by Lancer's own willpower and enthusiasm, whether a greed for gold or some other motivator of the moment. Distance and obstacles mean nothing to this incredible mount.
Unfortunately, due to not being in the Rider class, Nagayoshi does not possess such a steed and thus cannot use this Noble Phantasm.
"You thought that was gonna stop me!?"
...It seems the phrase 'obstacles mean nothing' is not just for show. In this case, the lack of a horse is no issue for Lancer, who replicates the achievement using his own two feet. Having taken on the status of his own horse, Lancer passively gains a boost to his speed, including a severe increase to his long-distance running, which reaches the level of phantasmal beasts. Using the true name of this Noble Phantasm, the anecdote of an impossible journey can be replicated. No matter who or what Nagayoshi selects as his destination, he is guaranteed to arrive there, with the supernatural effects used in that journey depending on what's needed.
This ability may be used offensively by choosing a destination such as an enemy's heart or brain for a can't-miss fatal attack. The target of this must make a LUK check to offset the destination somewhat, with a moderate success shunting the destination to a nonfatal part of their body and a high success preventing the attack from entering the body at all. This ability does take some time to take effect, with a delay between activation and the attack being equivalent to 100 steps (though restraining Lancer's feet will not prevent it). Though if Lancer comes within a few feet of a target, the attack will trigger immediately.
Sources: “The Story of Thorstein Mansion-Might”, “The Saga of Thorstein Vikingsson” Region: Northern Europe (Norway, Iceland)
Likes: Adventures, showing off, Jesus Dislikes: Stupidity, insults toward friends Talents: The skills necessary for a hero
Image Color: White and steel gray
Armaments: He possesses a bag full of normal — if hefty and surprisingly well-rounded — stones. He also happens to carry a black flint, a Mystic Code given to him by a dwarf he helped on his journeys, which grants invisibility.
A hero of Northern Europe, hailing as far back as the seventh century. He was one called “the tallest and strongest man in Norway”, father of the relatively more famous Frithjof the Bold and protagonist of his own sagas.
Perhaps to be expected of such personage, he boasted the signs of an exceptional individual from an early age. The largest and greatest of his father’s sons, he was considered to far and away exceed his own King’s children — who tried to kill him in jealousy, only for him to evade their attempts again and again.
As a young adult, it is said that he ventured into the underworld for no other reason than “I felt like doing it, and I like journeys,” stole from its inhabitants and escaped without a single scratch, bringing with him the treasures of the dead to the land of the living.
Yet another tale speaks of his meeting with a dwarf, whose son had been stolen by a demonic eagle sent by Odin — only for Thorstein to take pity on the man and, without pause, hit the flying creature with a single stone and killing it so unceremoniously it baffled the mind. When the dwarf offered him many treasures in return, Thorstein simply replied that he was not in the habit of asking for rewards in return for showing off, and only at the dwarf’s insistence did he agree to take them.
A different one even tells of his encounter against pirate ghosts in a barrow moud, and his exorcism of the largest wraith — that of a giant — as a matter of course.
But his most notable adventure was doubtlessly the one wherein he made his way to the land of the giants and forged a priceless friendship with the one that would one day be its ruler. Being told that their people was under the rule of the king of Jötunheirm, he offered to accompany them to the feast he was celebrating, hidden, and helped them win every event and fend off the king — who was the largest and strongest of the giants — in a fight, lest his new friend be killed. Listening to his instructions, the giants he had befriended left the hall on the final day of the festivities as others stayed to celebrate, and Thorstein approached under the guise of a human servant to “amuse” the giants.
Utilizing the magical artifact given to him by the dwarf, he burned his friend’s enemies to death, and with prodigious strength and keen aim, he defeated the giant king in a single hit.
Summoned in the modern era for the sake of saving the world, he takes on the mantle of a friendly ranger once again — but there can be no doubt that, to his enemies, he will show cold and merciless eyes. He lives this second life with the philosophy of “no attachments,” and simply does as he sees fit.
Perhaps he can be called the epitome of a “simply unreasonable hero.”
STR: B+ CON: B AGI: C MGI: C LCK: A
Magic Resistance: B
Ability to negate or diminish the effects of magecraft cast on one’s person. Even while targeted by High Thaumaturgy and Greater Rituals, it is difficult for him to be affected.
Rather than simply an ability belonging to Archer’s existence alone, it can be said that the aegis that shields him from magecraft is, at least, partly due to the Servant’s tremendous faith.
Independent Action: A
Refers to the ability to act independently from the Master’s magical supply, as well as the ability to survive damage to the Spirit Core. Though support for the use of Noble Phantasms with high magical energy consumption is required, it is possible to survive in the world for an entire week without a Master.
Natural Body: A
Refers to the possession of a perfect body from birth — even without training or recklessly ingesting calories, his shape does not change. As expected of this particular hero, he is beyond brawny no matter what. As a result, a plus modifier is endowed to his Strength parameter.
Archer was considered to be “the largest and strongest man in Norway” during his lifetime and beyond, and gained his sobriquet because he could neither pass through most doors or stand up in a house without hitting his head on the ceiling. Perhaps it is to be expected that the man that could compete with even giants in physical power possesses this skill.
Ability to break off from the battlefield even in the midst of combat. Boasting the highest rank, it also offers the bonus effect of returning battle conditions to zero, recovering the full values of the skill following use and even releasing status ailments placed upon the Servant. A bonafide escape artist.
A skill befitting an idiot that entered the underworld, robbed it blind and escaped without a blemish to show for it even when all the souls of the departed and gods of death hounded his every step.
Projectiles (Stones): A+
Denotes proficiency with projectiles. In his case, it refers exclusively to the usage of stones as such.
Despite the Noble Phantasms he possessed, it is a point in his legend that he was the kind of monster able to hit and kill the demonic beast sent by Odin, as well as the Giant King later on, with nothing more than his keen aim and strong hand backing him, so it can be called something that has already exceeded humanity.
His skill in the craft is far and away enough to classify him as an Archer, and his precision is unquestionable. However, because of his habit of "showing off," he sometimes prefers to avoid dealing with the enemy quickly and instead awe the crowd with "spectacular trick-shooting."
. . .Well, at least nobody can say that he does not have a sense for aesthetics. By the way, one would expect this skill to be utilized in a traditional manner by means of "throwing," but in Archer's case, it is accomplished by. . .
A Friend’s Most Sincere Gratitude, Propelling forth Death in One Shot Dyrrsteinn
Rank: B+ Type: Anti-Unit, Anti-Army Range: 1 - 50 Maximum Number of Targets: 51
Originally, a set of two gifts given to him by the dwarf whose child he saved — a stone and an accompanying poke used to actívate it. As a Servant, it appears that they have been condensed into a single Noble Phantasm.
The stone is triangular in shape, and although easily capable of fitting in Archer's palm, it should be obvious that anyone else will find it rather large. One side is white in color, and the other a fiery red, with a gold band separating them.
By poking each side, local laws are rewritten around the stone — the white brings about the cold of Niflheimr, whereas the red causes it to flare with the heat of Muspelheimr. In most circumstances, this simply results in Archer flinging it about as either a freezing or superheated projectile at his leisure, but should the True Name be released, a violent explosion of magical energy would occur.
...However, the most important secret dwells not in the stone, but in the club that serves as its own separate piece of an interlocking Noble Phantasm. The dwarf told Archer of a curse that would make the stone never miss its target so long as it was hit by said club — and such curse melded with the anecdotes of Archer's inhuman aim and deadly shots to give rise to an "assured hit" that bears a similar effect to a certain demonic lance.
Activated at Archer's discretion, it is a curse that interferes with causalty that makes avoidance impossible — "the poke has hit the stone" is effectively the same as saying "the stone has hit the target."
It is fundamentally an ability that only works when utilizing the poke on the stone specifically, but because of such restrictiveness, it is possible to say that in terms of power and efficiency, it stands on a league of its own. The only way to avoid it, much like with that accursed spear, is by means of a LCK check.
...Incidentally, the club itself resembles equipment used in a popular table sport of the modern age. Archer refers to it as "a trickshot to die for."
Mantle of an Unseen Hero Dverghǫrgr
Rank: B Type: Anti-Unit (Self) Range: 0 Maximum Number of Targets: 1
The flint gifted to him by the same dwarf — perhaps it is not wrong to say Archer indeed acquired many precious Noble Phantasms from him.
Calling it "something that would offer Archer sanctuary," it is what he utilized to avoid giving himself away in the land of the giants, and it fulfilled its purpose to the point that even when Archer physically interfered in the festivities the circumstances threw him in, none were the wiser as to the fact someone else had acted at all — from restraining the legs of one in a fight to controlling the course of the ball in their games, he remained undetected throughout.
Fundamentally speaking, then, it is a Noble Phantasm used for obfuscation with similar functions to the secret possessed by the Green Man of Sherwood Forest, rendering Archer unseen to the physical senses.
It is a "secret weapon" that allows Archer to exhibit a shocking, Assassin-like behavior despite being a member of the proud Knight Classes. However, magical emanations remain unmasked, so it can be called a Noble Phantasm he would have only been able to use to its fullest potential in such a class to begin with.
While some would balk at the dishonorable conduct he presents in this situation, showing a marked preference toward ambush tactics and slaying the enemy before they can reitaliate, Archer himself only shrugs with a smile and calls it his own definition of "fulfilling the role of a ranger."
Class: Caster Name:Kreimhild Title(s): Princess of the Burgundians, She-Devil of the Nibelungs Height/Weight: 155cm/44kg (without armor) Gender: Female Attribute: Earth Era/Place of Origin: Age of Man/Pre-Christian Germany Alignment: Neutral Evil Weapon: Staff, Magic
Backstory & Personality: The main character of the German epic tale Nibelungenlied, as well as one of the world's most well-know seekers of revenge. Probably the most well-known in Europe before the raise of a certain man with an insufferable laugh. Once upon a time she was the perfect courtly maiden, a well-mannered and beautiful-beyond-compare princess of Burgundy who loved and was loved by a hero-beyond-compare.
Her life was filled with joy and blessings, however, it wouldn't last.
In due time, the curse brought forth by the treasure belonging to the vile Fafnir struck Siegfried and all those close to him, but none more than Kriemhild herself.
As soon as Siegfried finished fulfilling her brother's (King Gunther) request of conquering the fierce warrior Queen Brunhilde, bringing forth a massive dispute between her and Kriemhild, he was killed in a cowardly betrayal by one of his most trusted allies. He had attempted to end the field between the women by laying down his life, nevertheless, these two events combined drove Kriemhild over the edge and she became a she-devil like no other as she sought her bloody revenge.
After bringing her wrath over all those who wronged her, Kriemhild was finally taken down by a merciful blow, freeing her from her madness and allowing her to finally begin the true search to become one with her beloved once again. Character Objectives: To meet with her beloved Siegfried one again.
Strength: C Endurance: B Agility: C Mana: A Luck: E
• Territory Creation B: The ability to build a terrain that's advantageous to one as a magus. With her skills, Kriemhild is able to construct a workshop suitable for a spellcaster of her degree. • Item Construction B: The ability to produce magical objects and elixirs as long as one possesses the necessary ingredients. Her main use for this skill is the creation of familiars like Dragon Tooth Warriors.
• Avenger B: Because of her history of revenge, negative emotions and curses are not only drawn to Kriemhild but also empower her. Simply put, she converts hatred into magical energy. • Memory Correction B: The single-minded willpower of one who seeks revenge. Kriemhild will never forget and never forgive those who wronged her as long as she draws breath. • Golden Rule B: Because of the cursed treasure of the Nibelungs, she never has to worry about money. However, her Luck parameter is reduced. • Primordial Rune -: Knowledge of Runes from the Age of the Gods. Those who posses it are also versed in the regular version of Rune Magecraft. While the times were changing when Kriemhild lived, the remnants of the Gods powers could be felt in the in the world strongly enough that a Sorceress of her caliber was able to master the Primordial Runes of Odin. Her skill as a mage was second to none, not even her rival Brunhilde.
Name: Nibelungenlied: The Book of Kriemhild Title:"Hell hath no Fury like a Woman Scorned" Rank: A- NP Type: Anti-Unit (Self) Range: 0 Maximum Number of Targets: 1 Description: The crystallization of the Kriemhild's history of revenge as told in the many variations of the Saga of the Nibelungs. This Noble Phantasm originally granted access to the Avenger Class Skills Avenger and Memory correction at A Rank. However, because Kriemhild's role as the most well-known seeker of revenge in Europe was overtaken by a certain other Anti Hero, it suffered a penalty, forcing the ranks of those skills to down to B.
Name: Der Ring des Nibelungen Title:"Cursed Ring of the Wrathful Dragon" Rank: EX NP Type: Anti-Unit(Self) Range: 0 Maximum Number of Targets: 1 Description: The Ring fashioned from the cursed treasure of the Nibelungs by the dwarf Alberich. Those who wear it are granted fortune and power but also afflicted by a terrible curse. However, thanks to curses having become a source of power for Kriemhild, she can make better use of it than most.
First and foremost, for her, it grants the skill Golden Rule at B Rank. Even so, she's still subject to the same decrease in her Luck Parameter as Siegfried.
Second, the curse that emanates from the Ring acts as a constant wellspring of magical energy for Kriemhild, replenishing her reserves far faster than she could on her own. As long as she keeps the ring on her person, she can even exist on this world without the need of a Master to provide for her.
Lastly, by calling on this Noble Phantasm's True Name it's possible to summon a replica of the Dragon Fafnir to this world brought forth from the residual consciousness left in the treasure and the dragon's own thirsty for revenge. While the upkeep is steep, the dragon's destructive power is unmatched, making it a perfect tool of widespread vengeance.
However, since the dragon responds to its own will, she has no control over it once it's summoned, making this a risk move that can bring ruin upon her allies and herself if done recklessly. The possibility of being consumed by the flames of her own hatred is very real. Just what you'd expect of someone as hellbent on self-destructive revenge as Kriemhild and of a cursed treasure such as the Ring of the Nibelungs...
“Conquer the world? Why would I conquer what is already mine? I just want to remind everyone who their Pharaoh is!”
Pharaoh, Maatkare, Foremost of Noble Ladies, Wesretkau, Netjeretkhau
Era: Ancient Egypt
Alignment: Lawful Neutral
A woman born to be the best and worked her hardest to reach that level. While she was given individual blessings by each of the main gods of Egypt, she still felt it necessary to work hard to become the ideal Pharaoh. This had led to her valuing hard work above nearly all else. Of course, she has no tolerance for those who want to achieve something without putting the work in. Those individuals don’t deserve any blessings.
Despite valuing the hard work of others, she still fundamentally believes herself to be better than the rest. It isn’t so much that everyone else is viewed as mongrels or anything, but that she values herself so highly in comparison to everyone else, who are simply just “people” to her. There are those, great heroes and kings, who transcend that status, but ultimately all are below Pharoah. She tries her best not to be condescending, but she isn’t all that great at it. It is hard to not be arrogant when you’re King of the World, don’t you know?
She is tenacious and fearless, though whether that comes from her arrogance or some other reason is unknown. Caster is the type to take charge of a situation and try to influence others to agree with her, as she is incredibly stubborn. Accepting defeat or admitting that she was wrong is something she seldom does and would probably have a minor breakdown if she ever needed to do it.
Her natural enemy is her stepson, Thutmose III.
Considering the early part of her reign, she may have some sort of dark side lurking within...
But that is better left unaddressed.
Hatshepsut’s story begins in the realm of the gods. One day, Amun looked out into Egypt and thought to himself how amazing it was. It had been many years since Egypt was last ruled by a woman, so he decided that a great queen would be the next to rule. He called a meeting between the gods and Amun asked each of them to protect her and bestow her gifts. It was at this meeting that Thoth alerted Amun of the wife Thutmose I, Ahmose, the most beautiful woman in all of Egypt. Amun decided that she would be the perfect mother and ordered Khnum to begin constructing his daughter.
Khnum wanted to please Amun and crafted this daughter to be strong, healthy, and to be greater than even the gods themselves. Such a thing had never been done before in Egypt, but this was how it was to be.
Another great blessing given to this daughter was by Isis. All of her wisdom of knowledge as bestowed upon this future queen, making her on par with the Goddess of Magic herself. Once more, another boon that was never before given in the land of Egypt. Truly, this daughter was to be the greatest to have ever ruled, at least since the time of Osiris and Horus.
With his daughter created, Amun placed her within Ahmose, and months later, Hatshepsut was born.
Hatshepsut’s early life is little known, but it did appear that she had an interest in the rituals of the priests even at a young age. She would become the primary wife and co-regent of her husband Thutmose II. Her knowledge of her religion would also bestow her the title of God’s Wife of Amen. On top of being both the daughter and sister of Pharaohs, few had ever been more qualified to be Pharaoh. She would finally take over as Pharaoh upon the death of her husband Thutmose II. As his son, Thutmose III, was the daughter of a secondary wife, and Hatshepsut had been declared Pharaoh by Amun himself, she would become the sole Pharaoh instead of Thutmose III.
Her reign could only be described as a Golden Age. While she would act as a vicious military leader in the first few years, winning and subjugating those around her, she would mellow out with time. She simply waves off his bloodthirsty period as “getting used to the position.” Either way, once that era of her reign was complete, she focused on improving the Kingdom, economically and in reconstruction. One of Hatshepsut’s greatest accomplishments came in her reestablishing previous trade routes to the Lane of Punt. These were ruined during the time of Hyskos, but she seemingly found it fit to reestablish these trade routes.
She actually just wanted access to Mur, Frakenscenses, and some of the plants, but nobody else needs to know that.
Her other great achievement was the construction of her Mortuary Temple, Djeser-Djeseru, a perfectly symmetrical colonnaded structure built a thousand years before the Parthenon. It could be called the prototype for the Classical Style prominent during the Greek and Roman eras. While it may not be the largest or most grand structure in Egypt, it is the one Temple in the land that nothing truly compares too.
Hatshepsut would live out the rest of her life in luxury as Pharaoh. She didn’t have a tragic end to her life, but what happened afterwards could only be called tragic. Her successor, Thutmose II’s son Thutmose III, tried to remove Hatshepsut from history. All of her monuments were defaced or covered up, even within her own temple. She was nearly lost from history, but it seemed Thutmose III didn’t do a good enough of a job. Hatshepsut’s legacy would be rediscovered and her rightful place as one of Egypt’s best Pharaohs would live on.
Weapon: Was Sceptre
Strength: E Endurance: E Agility: C Mana: A Luck: A+
Item Construction: B+
It is the Skill to manufacture magical items, from implements of war to items for daily use. Considering her knowledge of Magecraft is restricted to that known by Isis, Caster is limited in her ability to create magical items. Caster can only create items that are either centered around Egyptian Magecraft, or stem from it.
Territory Creation: A
It is the Skill to build a special terrain that is advantageous to oneself as a magus, such as for the purpose of collecting mana. As she is not only a Pharaoh, but the God Amun’s Wife, and someone who was already well studied in the work of a priest, Caster has this skill at the Rank of A
At this rank, the creation of a 'Temple', which is superior to a 'Workshop', becomes possible.
Blessings of the Magic Goddess: A+
The divine inheritance bestowed upon Caster by the Goddess Isis. Upon hearing that a woman was to rule Egypt, Isis gave the future queen the blessing of all of her knowledge. It is this inheritance that truly makes Hatshepsut worthy of being summoned as Caster before any other of her classes.
Isis’ wisdom manifests itself as a scorpion broach that Caster keeps on her person at all times. In truth, it ends up embodying Isis’ magic crest.
The measure of whether one has Divine Spirit aptitude or not. At high levels, one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster or Demonic Beast raises. It also has an effect which reduces special defensive values called 'purge defense' in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.
Caster is not only a Pharaoh, but the daughter of Amun himself.
Golden Rule (Body): EX
A Skill that denotes the possession of a natural and perfect goddess-like body, preserving beauty. Unlike the Natural Body Skill whose body shape does not change despite how much caloric intake was taken, there is no effect on the Skill owner's Strength parameter.
Caster was born with an appearance to surpass even the gods themselves.
High-Speed Divine Words: A
A Skill that assists with magical incantations via a power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is a power long lost by modern magi.
High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
Title: Invitation to Death, Serve Well My Attendants!
NP Type: Anti-Army
Maximum Number of Targets: 1000
Description: The Mortuary Temple constructed by Hatshepsut for her to be worshipped after her death. While not actually her tomb, over the years, it has become conflated with it. Whether it is actually her tomb or not, it fundamentally symbolizes the death of the great Queen. No matter how great she was, none escape the underworld. Thankfully, the afterlife for a Pharaoh is a paradise where they join the gods and exist in luxury. An army of servants follow them into the afterlife, guaranteeing that all of them will not face the horrific fate that can be encountered inside of the underworld.
This Noble Phantasm takes the form of a Reality Marble. It is Hatshepsut’s own inner underworld, based around the Mortuary Temple that she had built. Within this world is Caster’s very own Temple, but it doesn’t appear among the normal desert. Instead, surrounding the beautiful architectural feat is the underworld. Among the underworld are the Ushabti, or servants, that Hatshepsut was buried alongside of. They are her eternal servants, who will continue to serve her in life or death. They pale in comparison to the soldiers brought by Ionoi Hetaroi, but that isn’t much of a concern for Caster. The servants are beyond faithful to her and will obey all of her commands without hesitation.
Despite having faithful servants, that isn’t the true use of this Reality Marble. It is still an underworld, and those who end up in the underworld are soon to join the realm of the dead permanently. As it is Caster’s underworld, she is counted among the “Dead,” and are unaffected by the decay that occurs in the underworld. Her servants are immune as well. When the Reality Marble is deployed, Caster can designate those she brings into it as her “servants” or otherwise. Those who aren’t designated as”servant” are seen as obstacles to her afterlife, and will suffer the full effects of being inside of an underworld. These include their luck dropping and their life beginning to fade away as they become accustomed to the underworld. The longer they last, the more their life is drained away and they may eventually become a permanent resident within the underworld.
When the Reality Marble isn’t deployed Caster is free to summon her Ushabti from the Reality Marble at will. They are weaker within the realm of the living, reducing their ability to that of Medea’s Bone-Tooth Soldiers. If any are destroyed, they are returned back to Caster’s afterlife, awaiting their Pharaoh’s call once more.
I'm posting to inform you all that my next post will come sometime this week, as soon as possible.
Also, if you need anything from me, like an explanation of Kriemhild's action or anything like this, it would be easier to just send a message over here since I keep forgetting to check the Discord regularly.
For the 91249214948124th time I'll app my sword boi once again because I'm lazy
Also I realized Saber Diarmuid is in this.
Name: Cu Chulainn, Child of Light, Hound of Ulster
Alignment: Lawful Neutral
Personality: As a Saber, Cu Chulainn acts with more impulse than his Lancer counterpart, taking the role of a fierce knight who would fight viciously in order to seek glory and defend his Master. Like a guard dog, Saber fights with savagery that would liken him to a beast, willing to use everything at his disposal in battle as if he’s facing off against an entire army, being summoned as "the Hero who defended an entire nation". Despite this, Saber still carries a similar disposition that he has as a Lancer outside of battle, though he leans more towards seeking excitement wherever it may be found. At the same time, he would not do so if it meant that it would severely harm his Master, or if the act itself went against his own honor. In other words, life is short, and one should spend the time that one has to accomplish as much as one could. To Saber, there is never enough glory to obtain.
Weapon: Sword, Shield, Armor
STR: A CON: B AGI: B MGI: C LCK: E
Magic Resistance: B Class Skill of the Saber Class. Grants protection against magical effects, cancelling spells cast on the wielder altogether. Cancels spells with a chant below three verses. Even if targeted by High Thaumaturgy, it is difficult for this Servant to be affected.
Riding: A Class Skill of the Saber Class, denoting the ability to ride mounts and vehicles. All vehicles as well as all creatures aside from those of the Phantasmal and Divine rank can be used as mounts with expert proficiency. This rank is high enough to have aptitude in the Rider class.
Rune Magic: B The possession and aptitude with the utilization of runes. Cu Chulainn has the capacity to use the 18 original Runes (Norse Runes), granted by his mentor Scáthach from his studies with her, appropriately using them to respond in different situations. By making proper use of this, powerful and varied effects are mastered. Other than attacks, this is mainly employed for effects corresponding to the Skills Magic Resistance, Clairvoyance, for raising parameters to Rank A, etc. All of these applications are merely temporary and he cannot employ multiples of those simultaneously. Cu Chulainn’s aptitude as a magus is nearly first-rate, and while he would normally see such talents as a hindrance, because this variation of Cu Chulainn is one who has faced off against an entire army, even runes are something he’s more open to utilize more often.
Protection from Arrows: B The increased awareness and defense against ranged attacks. In Cu Chulainn’s case, it is blessing inherent from birth. It's said that it's possible for him to avoid any long range attack if he has made visual confirmation of his opponent, tracking down ranged weapons with his eyes and defend against them. He can deal with most projectiles even in conditions where the opponent cannot be visually seen. As long as the attack is a thrown type, he can avoid even Noble Phantasms, but he can't gain the effects of this protection with respect to wide range attack types where the attack range of the weapon explodes on impact, or a direct attack by a weapon that has simply long reach.
Knight’s Tactics: A A method of combat where one grasps the flow of battle and instigates the opponent to make a mistake, removing the difference of strength between one’s self and the opponent. Simply put, a skill that invites a check failure for the opponent. A heightened sense of observation used to obtain victory. Cu Chulainn single handedly defended Ulster from the armies of Connacht, invoking the right of single combat and successfully facing off against many of the opposing force's champions.
Divine Body of the Sun God: A+ A condition unique to Cu Chulainn’s existence as Ireland’s Child of Light, son of the Sun God Lugh, born with a myriad of blessings, and destined to find fame and glory in battle in exchange for a short life. Among his many gifts, his greatest was his Hero’s Light, granted to him due to his divine heritage. When in combat as the battle proceeds, he would glow as if he were bathed by the sun itself. Should the odds continue to rise against him, however, he would only shine brilliantly against such opponents, the light surrounding him shining intensely enough to burn away at his opponent while invigorating himself. A skill that would represent Cu Chulainn’s legend as a likeness to a mighty flame that would burn out in a blaze of glory, should he also be dealt a lethal blow in combat, then his light would glow at its brightest, allowing him to deliver one last retaliating strike before finally fading away.
Cruaidin Catutchenn Blazing Sword That Grants Certainty Rank C+ Anti-Unit Range: 1~2 Maximum Number of Targets: 1 The famed sword of Cu Chulainn, said to be a flawless blade that shines brightly like a torch, further enhanced by the runes inscribed within its blade. While it isn’t as famous of a weapon as Cu Chulainn’s Barbed Spear That Pierces With Death, it is still the blade of the Hound of Ulster used to perform many feats of strength and skill. The most famous of these feats was the splitting of the Lia Fail, one of the Four Great Treasures of the Tuatha De Danann. Sporting a passive effect not too far apart from the Gae Bolg, the blade adds a slight deviation to the World, creating a situation where the target of the Cruaidin "can be easily cut." When the true name of this Noble Phantasm is invoked, the blade itself is engulfed by the Hero’s Light of Cu Chulainn, empowering its cutting power with its wielder’s glory and granting his next strike the ability to slice through even the strongest of defenses. It is a strike that is incapable of being resisted through any means, an intrinsic ability carried over by this blade’s true form mixed with the wielder’s own heart-piercing technique.
Claidheamh Soluis Shining Glaive That Brings Triumph Rank: A+ Anti-Fortress Range: 1~80 Maximum Number of Targets: 900 One of the Four Great Treasures of the Tuatha De Danann, it is a Holy Sword that once belonged to the god Nuada, holding the phenomenon of a Hero’s Weapon as it has been cited in many tales involving the hero completing a set of trials and slaying monstrous foes in order to obtain the blade itself. Held in a similar light as the Sword of Promised Victory of Britain, the Claidheamh Soluis is considered to be a symbol of Ireland, its brilliance ignited by the hearts of the whole country's citizens. The true nature of Cu Chulainn’s blazing sword, while the Cruaidin Catutchenn is considered to be “The Claidheamh wielded by Cu Chulainn”, this Noble Phantasm would be the legend of the Claidheamh itself. Due to its nature of a “sword that draws out heroes”, it is because of this sword’s nature that Cu Chulainn under the Saber class container manifests his Divinity in such an obscenely flashy manner. When the true name of the Claidheamh Soluis is invoked, the entire sword begins to surge with a blinding flare as Cu Chulainn’s Hero’s Light is drawn into the blade. Empowered by the tales of glory and valor brought to the many heroes who have wielded the Claidheamh before and after, the intense light surrounding the blade would begin to take a more tangible shape. In the hands of Cu Chulainn, the greatest hero of the Ulster, the light would take the shape of a mighty spear, the crystallization of Cu Chulainn’s own fame as a hero. However, the spear of light is only capable of being thrown once it’s created much to the dismay of its wielder. When thrown, its destructive power is comparable to that of nuclear fission, releasing a wave of obliteration centered on the point of impact. Aside from its extremely high cost, the use of this Noble Phantasm would leave Cu Chulainn in an exhausted state, unable to fully utilize his Hero’s Light for a significant amount of time. A star burns its brightest before it fades.