Index
ZerbanDaGreat
Daemon Noble of D E M O G R A P H I C S
The Grail War has come to Fuyuki. Seven Masters with seven Servants battle for the right to hold the Holy Grail, and have their wish granted by it. The days are long and filled with dread, the nights with the sounds of battle as the initial skirmishes of the War play out. Conservative strategy, well within the rules. No disruptions must be permitted.
Shame that you’re joining, then.
You have several choices in shaping your Master for the war to come. Some are minor. Some are major. Others lie someone in the murky in-between. All of them will have some effect on the Fuyuki War. You may die, lose your Servant, lose the Grail - Bad Ends are always a possibility, and your safety nets are limited. Create your character, choose wisely, and above all, assume nothing.
Gender: This may change how certain characters react to you. Your character is…
[ ] Male
[ ] Female
Background: This informs your backstory, archetype, skillset, and role in the coming war. It heavily modifies Servant choice and stats, as well as level of starting knowledge, so it must be determined before you can proceed with the final step of character creation. Your character is…
[ ] A Homunculus. An artificial human created for the sole purpose of being a magus, it is perhaps more appropriate to say that you are Magic Circuits with a body attached than the other way around. The quantity and quality of your Magic Circuits allows you the Magecraft skill to start out high enough to challenge a Servant under certain conditions, and mana supply is highly unlikely to ever be a problem. When choosing your Servant you will be fully aware of the Heroic Spirit’s true identity and the class they are to be summoned in. Furthermore, your immense power will allow you three forcible ‘rank-ups’ to spend on your Servant’s parameters or skills. This background could be considered ‘Easy Mode’ though the Grail would disagree.
[ ] A Magus Heir. The last scion of your ailing house, its good name and exploits lost to the annals of history, you surprised many when you were born with many more Magic Circuits than was the norm in your family. You were quickly named the official heir and granted the family Magic Crest to carry with you on your travels - for your family name is dying, and only one thing will save it. The Holy Grail. Your Magecraft skill begins respectably high, and you have enough mana that it would take an extremely energetic Servant to make supply a problem. Your knowledge, power and connections have limits however - when you summon your Servant, only their class is certain. This background could be considered ‘Normal Mode’.
[ ] A ‘Spellcaster’, or Hedge Mage if you prefer. You don’t know what a Holy Grail War is. You don’t know what a Magic Circuit or a Command Seal or a Servant is. You don’t even think magic exists. As far as you know, you’re just a high school graduate trying to get their life in order for the road ahead like everyone else. Little do you know that you were born with enough Magic Circuits to qualify as a participant in the Grail War. Unfortunately beginner’s luck only goes so far - your Magecraft is untrained and your Servant will receive a rank-down in all of their parameters as well as suffer from mana supply issues unless you can secure the proper training to develop your Circuits’ flow. Additionally, you won’t know your Servant’s class or identity before summoning them - you must choose from descriptions of their catalysts only, or accept whatever Servant the Grail happens to bestow upon you. This background could be considered ‘Hard Mode’ though the balance will be redressed eventually.
The First Day
Story Post One: >Be Tamiko Kurosawa
Story Post Two: With Friends Like These, Who Needs Independence?
Story Post Three: I Immediately Regret This Decision
Story Post Four: Fire In The Blood
Story Post Five: Feet Of Clay
The Second Day
Story Post Six: Auspiciously Burned Eggs (with thanks to @Nyxistence for the write-in)
Story Post Seven: A Place To Hide (with thanks to @LupineVolt for the write-in)
Story Post Eight: The Lord And The Vassal
Story Post Nine: Blade and Claw
Story Post Ten: A Moment To Breathe
Story Post Eleven: Uncertainty
Story Post Twelve: Someone's Poisoned The Water Hole
Story Post Thirteen: The Needs Of The Few
The Second Night
Story Post Fourteen: Hospitality At Last
Story Post Fifteen: What Does The Scouter Say About Her Circuit Count?
Story Post Sixteen: Operation Shinji Search
Story Post Seventeen: Ties Of Blood
Story Post Eighteen: Painless (with thanks to @TenfoldShields for the write-in)
Story Post Nineteen: Back From The Ledge, Into The Firing Line (with thanks @LupineVolt for the write-in)
Story Post Twenty: Red Right Hand (with thanks to @Revlid for the write-in)
Story Post Twenty-One: Shaken
The Third Day
Story Post Twenty-Two: Wizard People, Dear Quester
Story Post Twenty-Three: Mana Mana Everywhere But Not A Drop To Drink
Story Post Twenty-Four: The Truth Will Set You Free(?)
Story Post Twenty-Five: The Church On The Hill
Story Post Twenty-Six: YOROKOBE, SHOUJO (with thanks to @Dekutulla for the write-in)
Story Post Twenty-Seven: R&R
Story Post Twenty-Eight: Rough Rider... Well, Archer
Story Post Twenty-Nine: Shakeable
Story Post Thirty: Dreams, Nightmares
The Third Night
Story Post Thirty-One: The Eighth Class
Story Post Thirty-Two: The Test (with thanks to @Revlid for the write-in)
Story Post Thirty-Three: Battle On The Moderately-Sized Bridge
Story Post Thirty-Four: Double The Fun
The Fourth Day
Story Post Thirty-Five: Nothing But A Dreamer (with thanks to @Dekutulla for the graphic design)
Story Post Thirty-Six: Wild Thing
Story Post Thirty-Seven: There Are Two Boats (with thanks to @Revlid for the write-in)
Story Post Thirty-Eight: Ice Cream Numbs The Pain (with thanks to @TenfoldShields for the write-in)
Story Post Thirty-Nine: Calm
Story Post Forty: Sakura (with thanks to @Icarus for the Photoshop job)
Story Post Forty-One: Prep-Time
The Fourth Night
Story Post Forty-Two: The Seed Of Doubt (with thanks to @TenfoldShields for the battle plan write-in)
Story Post Forty-Three: Off-Target
Story Post Forty-Four: Eye Of The Mind Ruins Everything
Story Post Forty-Five: Breakable
Story Post Forty-Six: Father
Story Post Forty-Seven: Another Night Survived
The Fifth Day
Story Post Forty-Eight: Reminiscing
Story Post Forty-Nine: The Rebel Gunslinger
Story Post Fifty: Trace Of Talent
Story Post Fifty-One: Safety Shattered
Story Post Fifty-Two: Turncoat
Story Post Fifty-Three: Gone
The Fifth Night
Story Post Fifty-Four: 'Misa'
Story Post Fifty-Five: No Golden Mean... (with thanks to @Revlid for the write-in)
Story Post Fifty-Six: First Projection
The Sixth Day
Story Post Fifty-Seven: The Cupboard Under The Castle
Story Post Fifty-Eight: The Time We Have
Story Post Fifty-Nine: A Sense Of Scale (with thanks to @LupineVolt for the write-in)
Story Post Sixty: Star-Crossed
Story Post Sixty-One: Visualize (with thanks to @Revlid for the write-in)
The Sixth Night
Story Post Sixty-Two: Contact With The Enemy (with thanks to @TenfoldShields for the battle plan write-in)
Story Post Sixty-Three: Losing Your Grip
Story Post Sixty-Four: The Hand Of God (with thanks to @LupineVolt for the write-in)
Story Post Sixty-Five: Tempering (with thanks to @Revlid for the write-in)
Story Post Sixty-Six: Whirlpool of Fate
Story Post Sixty-Seven: Into The Darkness
Story Post Sixty-Eight: All The World's Evils (special thanks to @Icarus for the photoshop and gif-making, and extra-special thanks to AliFluro for the artwork)
Story Post Sixty-Nine: The End Of The Beginning (special thanks to @Dekutulla for the write-in and graphic design)
Q&A: Contains Spoilers!
Part 1
Part 2
Part 3
Part 4
Fate/Hollow Fake Part 2: Another Heaven
Shame that you’re joining, then.
You have several choices in shaping your Master for the war to come. Some are minor. Some are major. Others lie someone in the murky in-between. All of them will have some effect on the Fuyuki War. You may die, lose your Servant, lose the Grail - Bad Ends are always a possibility, and your safety nets are limited. Create your character, choose wisely, and above all, assume nothing.
Gender: This may change how certain characters react to you. Your character is…
[ ] Male
[ ] Female
Background: This informs your backstory, archetype, skillset, and role in the coming war. It heavily modifies Servant choice and stats, as well as level of starting knowledge, so it must be determined before you can proceed with the final step of character creation. Your character is…
[ ] A Homunculus. An artificial human created for the sole purpose of being a magus, it is perhaps more appropriate to say that you are Magic Circuits with a body attached than the other way around. The quantity and quality of your Magic Circuits allows you the Magecraft skill to start out high enough to challenge a Servant under certain conditions, and mana supply is highly unlikely to ever be a problem. When choosing your Servant you will be fully aware of the Heroic Spirit’s true identity and the class they are to be summoned in. Furthermore, your immense power will allow you three forcible ‘rank-ups’ to spend on your Servant’s parameters or skills. This background could be considered ‘Easy Mode’ though the Grail would disagree.
[ ] A Magus Heir. The last scion of your ailing house, its good name and exploits lost to the annals of history, you surprised many when you were born with many more Magic Circuits than was the norm in your family. You were quickly named the official heir and granted the family Magic Crest to carry with you on your travels - for your family name is dying, and only one thing will save it. The Holy Grail. Your Magecraft skill begins respectably high, and you have enough mana that it would take an extremely energetic Servant to make supply a problem. Your knowledge, power and connections have limits however - when you summon your Servant, only their class is certain. This background could be considered ‘Normal Mode’.
[ ] A ‘Spellcaster’, or Hedge Mage if you prefer. You don’t know what a Holy Grail War is. You don’t know what a Magic Circuit or a Command Seal or a Servant is. You don’t even think magic exists. As far as you know, you’re just a high school graduate trying to get their life in order for the road ahead like everyone else. Little do you know that you were born with enough Magic Circuits to qualify as a participant in the Grail War. Unfortunately beginner’s luck only goes so far - your Magecraft is untrained and your Servant will receive a rank-down in all of their parameters as well as suffer from mana supply issues unless you can secure the proper training to develop your Circuits’ flow. Additionally, you won’t know your Servant’s class or identity before summoning them - you must choose from descriptions of their catalysts only, or accept whatever Servant the Grail happens to bestow upon you. This background could be considered ‘Hard Mode’ though the balance will be redressed eventually.
Index:”Out-of-character comments” said:Consider this a Christmas present. Shaddup, it’s already the 25th here in Australia. It counts. Now let's gauge some interest!
Important note about voting: Regular voting, possibly with weighted options, is perfectly fine. It'll likely be used for 90% of the choices. However, I'd like to make it known that giving reasons for your vote will make me consider it more carefully than just "[X] Choice Text Here". Do a good enough job and your choice might break a tie or even win despite being second or third. I'd much prefer to reward investment and thought than bandwagons.
Write-ins, whether customizing existing options or submitting whole new options, are allowed but subject to review by the Quest Master (i.e. me)
The First Day
Story Post One: >Be Tamiko Kurosawa
Story Post Two: With Friends Like These, Who Needs Independence?
Story Post Three: I Immediately Regret This Decision
Story Post Four: Fire In The Blood
Story Post Five: Feet Of Clay
The Second Day
Story Post Six: Auspiciously Burned Eggs (with thanks to @Nyxistence for the write-in)
Story Post Seven: A Place To Hide (with thanks to @LupineVolt for the write-in)
Story Post Eight: The Lord And The Vassal
Story Post Nine: Blade and Claw
Story Post Ten: A Moment To Breathe
Story Post Eleven: Uncertainty
Story Post Twelve: Someone's Poisoned The Water Hole
Story Post Thirteen: The Needs Of The Few
The Second Night
Story Post Fourteen: Hospitality At Last
Story Post Fifteen: What Does The Scouter Say About Her Circuit Count?
Story Post Sixteen: Operation Shinji Search
Story Post Seventeen: Ties Of Blood
Story Post Eighteen: Painless (with thanks to @TenfoldShields for the write-in)
Story Post Nineteen: Back From The Ledge, Into The Firing Line (with thanks @LupineVolt for the write-in)
Story Post Twenty: Red Right Hand (with thanks to @Revlid for the write-in)
Story Post Twenty-One: Shaken
The Third Day
Story Post Twenty-Two: Wizard People, Dear Quester
Story Post Twenty-Three: Mana Mana Everywhere But Not A Drop To Drink
Story Post Twenty-Four: The Truth Will Set You Free(?)
Story Post Twenty-Five: The Church On The Hill
Story Post Twenty-Six: YOROKOBE, SHOUJO (with thanks to @Dekutulla for the write-in)
Story Post Twenty-Seven: R&R
Story Post Twenty-Eight: Rough Rider... Well, Archer
Story Post Twenty-Nine: Shakeable
Story Post Thirty: Dreams, Nightmares
The Third Night
Story Post Thirty-One: The Eighth Class
Story Post Thirty-Two: The Test (with thanks to @Revlid for the write-in)
Story Post Thirty-Three: Battle On The Moderately-Sized Bridge
Story Post Thirty-Four: Double The Fun
The Fourth Day
Story Post Thirty-Five: Nothing But A Dreamer (with thanks to @Dekutulla for the graphic design)
Story Post Thirty-Six: Wild Thing
Story Post Thirty-Seven: There Are Two Boats (with thanks to @Revlid for the write-in)
Story Post Thirty-Eight: Ice Cream Numbs The Pain (with thanks to @TenfoldShields for the write-in)
Story Post Thirty-Nine: Calm
Story Post Forty: Sakura (with thanks to @Icarus for the Photoshop job)
Story Post Forty-One: Prep-Time
The Fourth Night
Story Post Forty-Two: The Seed Of Doubt (with thanks to @TenfoldShields for the battle plan write-in)
Story Post Forty-Three: Off-Target
Story Post Forty-Four: Eye Of The Mind Ruins Everything
Story Post Forty-Five: Breakable
Story Post Forty-Six: Father
Story Post Forty-Seven: Another Night Survived
The Fifth Day
Story Post Forty-Eight: Reminiscing
Story Post Forty-Nine: The Rebel Gunslinger
Story Post Fifty: Trace Of Talent
Story Post Fifty-One: Safety Shattered
Story Post Fifty-Two: Turncoat
Story Post Fifty-Three: Gone
The Fifth Night
Story Post Fifty-Four: 'Misa'
Story Post Fifty-Five: No Golden Mean... (with thanks to @Revlid for the write-in)
Story Post Fifty-Six: First Projection
The Sixth Day
Story Post Fifty-Seven: The Cupboard Under The Castle
Story Post Fifty-Eight: The Time We Have
Story Post Fifty-Nine: A Sense Of Scale (with thanks to @LupineVolt for the write-in)
Story Post Sixty: Star-Crossed
Story Post Sixty-One: Visualize (with thanks to @Revlid for the write-in)
The Sixth Night
Story Post Sixty-Two: Contact With The Enemy (with thanks to @TenfoldShields for the battle plan write-in)
Story Post Sixty-Three: Losing Your Grip
Story Post Sixty-Four: The Hand Of God (with thanks to @LupineVolt for the write-in)
Story Post Sixty-Five: Tempering (with thanks to @Revlid for the write-in)
Story Post Sixty-Six: Whirlpool of Fate
Story Post Sixty-Seven: Into The Darkness
Story Post Sixty-Eight: All The World's Evils (special thanks to @Icarus for the photoshop and gif-making, and extra-special thanks to AliFluro for the artwork)
Story Post Sixty-Nine: The End Of The Beginning (special thanks to @Dekutulla for the write-in and graphic design)
Class: Lancer
Master: Tamiko Kurosawa
True Name: Enkidu
Noble Phantasm: Enuma Elish
Key Word: Clay, Connection With Nature, Something Inside He Doesn't Want To Unleash, Keystone Of Heaven
Strength: B
Endurance: C-->D
Agility: A
Mana: D
Luck: E-->E-
Skills:
Magic Resistance: C
Granted by the amulet Lancer wears, a simple anti-magic charm from the Age of the Gods is a far more potent item in the modern era. Cancels spells with incantations shorter than two verses.
Battle Continuation: A-->B-~E-
The ability to continue fighting despite egregious wounds until instantly fatal blows are dealt. A darkness surrounds this trait - a curse has weakened Lancer's aptitude for it considerably, and it will continue to degrade as he is wounded until he is finally destroyed.
One With The Land: A~C+
Lancer possesses a deep connection with nature that one can only be born with. He can sense the lie of the land up to a 20km radius with very high accuracy, from the grade of a hill to the depth of a lake to the amount of living creatures within it, through the tremors in the earth on his bare feet. Most Servants count as living creatures, but as this skill represents a ‘natural’ ability, magecraft and Spirit Form can disrupt it. Its rank is diminished in developed areas such as cities due to the cold unfamiliarity of the modern era.
Divinity: A-->C
Lancer was a weapon forged by the gods and granted all their greatest powers for his purpose of holding the god-king of legend at bay. Taking Shamhat's form degraded his powers greatly, but the mark of the gods remains on him. He is not and never will be completely human.
Soul of the Wild: A
A beast of clay Lancer once was, and a beast of clay he may yet be once again. Possessing the soul of a divine weapon, Lancer must continually suppress it in order to continue living, thinking and acting as a 'human'. Because of this, along with other factors, his powers are degraded greatly compared to what they could be. Allowing his composure to slip would result in an immense boost to his parameters and abilities, though at a heavy toll to both his Master's mana and his own sanity. Used too long, he may fully revert to as he was - an immensely powerful and uncontrollable beast no better than a Berserker. As a side-effect of this skill, he commands the complete loyalty of all animals and may convey complex ideas to them without flaw.
Noble Phantasm(s):
Primordial Clay: A-->C
A form of Shapeshifting powerful enough to be classified as a Noble Phantasm rather than a mere personal skill, representing Lancer's innate control over the shell of clay that houses his soul. With it he may generate weapons to act as his 'Noble Phantasm', repair injury, change his form into that of another, or mutate his own body into a form more suited for war. The last of these, however, requires accessing his Soul of the Wild. It would take a Command Seal or great and overriding need to force him to do so.
Thirteen Winds Of Shamash: B
Calling upon the sun-god's blessing he received to aid in slaying the demigod Humbaba, Lancer temporarily increases his Agility rank to EX. For the purposes of this Noble Phantasm he becomes capable of reaching top speeds of Mach 10, distorting the air in his wake so greatly that even Servants are affected by it. This is the key to the Noble Phantasm - after naming the blessing, Lancer will charge at and through his intended target, buffeting them with the immense force of his movement and launching them clear into the air. By doing this twelve times, he will brutally and methodically render them completely defenceless. Once they are suspended in mid-air, disoriented by the severe pressure differentials, Lancer makes the final blow to strike their head from their shoulders.
An incredibly mana-inefficient Noble Phantasm, distorted by the rage that he felt when using it to defeat Humbaba. Additionally, as the first twelve 'strikes' are not even direct strikes, the technique relies on the thirteenth blow to deal lasting damage at all. An all-or-nothing gambit. To unleash it would kill you without some form of supplemental mana supply.
Enuma Elish: A++
Lancer's true Noble Phantasm, an expression of the role for which he was truly created. Transforming his body back into a divine construct in flagrant disregard for the Servant system's limitation, he unleashes a lance of pure and righteous light. The destructive power of this attack rises in proportion to the target's sins against the world, yet without some kind of support or focus, unleashing this Noble Phantasm would certainly destroy him.
Legend:
You know Enkidu's legend well already. All you do not know is how it ends. His former rival and closest friend, the god-king Gilgamesh of Uruk, once spurned the advances of the goddess Ishtar. Enraged at being humiliated by one who was still partly of mortal parentage, she convinced her father Anu to send the great Bull of Heaven down to Earth to ravage the King of Heroes' lands. Its very presence upsets the balance of nature, drying the marshlands, flooding the rivers, opening rifts in the earth that swallow three hundred men at a time. Intended to humble Gilgamesh, it proved to be his greatest triumph. Using his second-most treasured artefact, divinity-restraining chains which he named in Enkidu's honour, the pair ran down and slew the beast.
The gods could not overlook the pair's exploits any longer. For killing Humbaba and the Bull of Heaven both, one of them had to be punished. The gods revoked the blessing of life they had given Enkidu, and he began to wither. Despairing, Enkidu cursed the trapper that first discovered him, and cursed Shamhat for showing him the wonders of human existence only for it to be taken from him. Yet Shamash, the only god to protest Enkidu's punishment, reminded him of all that he experienced. Reminded him of being fed and clothed by Shamhat, of being introduced to Gilgamesh by her. Remorseful, Enkidu blessed Shamhat with the last of his powers.
Enkidu took twelve days to die. In his final moments, he was too weak to even move. With his last words, he pitied Gilgamesh - though he would find peace, his friend would have to go on without anyone to understand him.
Master: Tamiko Kurosawa
True Name: Enkidu
Noble Phantasm: Enuma Elish
Key Word: Clay, Connection With Nature, Something Inside He Doesn't Want To Unleash, Keystone Of Heaven
Strength: B
Endurance: C-->D
Agility: A
Mana: D
Luck: E-->E-
Skills:
Magic Resistance: C
Granted by the amulet Lancer wears, a simple anti-magic charm from the Age of the Gods is a far more potent item in the modern era. Cancels spells with incantations shorter than two verses.
Battle Continuation: A-->B-~E-
The ability to continue fighting despite egregious wounds until instantly fatal blows are dealt. A darkness surrounds this trait - a curse has weakened Lancer's aptitude for it considerably, and it will continue to degrade as he is wounded until he is finally destroyed.
One With The Land: A~C+
Lancer possesses a deep connection with nature that one can only be born with. He can sense the lie of the land up to a 20km radius with very high accuracy, from the grade of a hill to the depth of a lake to the amount of living creatures within it, through the tremors in the earth on his bare feet. Most Servants count as living creatures, but as this skill represents a ‘natural’ ability, magecraft and Spirit Form can disrupt it. Its rank is diminished in developed areas such as cities due to the cold unfamiliarity of the modern era.
Divinity: A-->C
Lancer was a weapon forged by the gods and granted all their greatest powers for his purpose of holding the god-king of legend at bay. Taking Shamhat's form degraded his powers greatly, but the mark of the gods remains on him. He is not and never will be completely human.
Soul of the Wild: A
A beast of clay Lancer once was, and a beast of clay he may yet be once again. Possessing the soul of a divine weapon, Lancer must continually suppress it in order to continue living, thinking and acting as a 'human'. Because of this, along with other factors, his powers are degraded greatly compared to what they could be. Allowing his composure to slip would result in an immense boost to his parameters and abilities, though at a heavy toll to both his Master's mana and his own sanity. Used too long, he may fully revert to as he was - an immensely powerful and uncontrollable beast no better than a Berserker. As a side-effect of this skill, he commands the complete loyalty of all animals and may convey complex ideas to them without flaw.
Noble Phantasm(s):
Primordial Clay: A-->C
A form of Shapeshifting powerful enough to be classified as a Noble Phantasm rather than a mere personal skill, representing Lancer's innate control over the shell of clay that houses his soul. With it he may generate weapons to act as his 'Noble Phantasm', repair injury, change his form into that of another, or mutate his own body into a form more suited for war. The last of these, however, requires accessing his Soul of the Wild. It would take a Command Seal or great and overriding need to force him to do so.
Thirteen Winds Of Shamash: B
Calling upon the sun-god's blessing he received to aid in slaying the demigod Humbaba, Lancer temporarily increases his Agility rank to EX. For the purposes of this Noble Phantasm he becomes capable of reaching top speeds of Mach 10, distorting the air in his wake so greatly that even Servants are affected by it. This is the key to the Noble Phantasm - after naming the blessing, Lancer will charge at and through his intended target, buffeting them with the immense force of his movement and launching them clear into the air. By doing this twelve times, he will brutally and methodically render them completely defenceless. Once they are suspended in mid-air, disoriented by the severe pressure differentials, Lancer makes the final blow to strike their head from their shoulders.
An incredibly mana-inefficient Noble Phantasm, distorted by the rage that he felt when using it to defeat Humbaba. Additionally, as the first twelve 'strikes' are not even direct strikes, the technique relies on the thirteenth blow to deal lasting damage at all. An all-or-nothing gambit. To unleash it would kill you without some form of supplemental mana supply.
Enuma Elish: A++
Lancer's true Noble Phantasm, an expression of the role for which he was truly created. Transforming his body back into a divine construct in flagrant disregard for the Servant system's limitation, he unleashes a lance of pure and righteous light. The destructive power of this attack rises in proportion to the target's sins against the world, yet without some kind of support or focus, unleashing this Noble Phantasm would certainly destroy him.
Legend:
You know Enkidu's legend well already. All you do not know is how it ends. His former rival and closest friend, the god-king Gilgamesh of Uruk, once spurned the advances of the goddess Ishtar. Enraged at being humiliated by one who was still partly of mortal parentage, she convinced her father Anu to send the great Bull of Heaven down to Earth to ravage the King of Heroes' lands. Its very presence upsets the balance of nature, drying the marshlands, flooding the rivers, opening rifts in the earth that swallow three hundred men at a time. Intended to humble Gilgamesh, it proved to be his greatest triumph. Using his second-most treasured artefact, divinity-restraining chains which he named in Enkidu's honour, the pair ran down and slew the beast.
The gods could not overlook the pair's exploits any longer. For killing Humbaba and the Bull of Heaven both, one of them had to be punished. The gods revoked the blessing of life they had given Enkidu, and he began to wither. Despairing, Enkidu cursed the trapper that first discovered him, and cursed Shamhat for showing him the wonders of human existence only for it to be taken from him. Yet Shamash, the only god to protest Enkidu's punishment, reminded him of all that he experienced. Reminded him of being fed and clothed by Shamhat, of being introduced to Gilgamesh by her. Remorseful, Enkidu blessed Shamhat with the last of his powers.
Enkidu took twelve days to die. In his final moments, he was too weak to even move. With his last words, he pitied Gilgamesh - though he would find peace, his friend would have to go on without anyone to understand him.
Class: Rider
Master: Caster of Black
True Name: Lancelot
Noble Phantasm: Arondight
Key Word: Hidden Face, Concealed Information, Similar Noble Phantasm To Saber Of Red?, Borrowed Spear From Lancer Of Black
Strength: C
Endurance: B
Agility: A
Mana: A
Luck: B
Skills:
Riding: B+
At this rank, Rider is able to handle any vehicle he should encounter in the modern area as if he had mastered it. The modifier is granted due to synergy with Knight of Honour caused by placement in the Rider class, as well as his ability to pilot a vehicle with nothing but his feet.
Magic Resistance: D
Granted by a magical ring that he wears, Lancelot is protected from 'single-action' spells and bestowed modest reduction of damage from magic.
Eternal Arms Mastery: A+
Rider was master of all forms of weapons in life, and that skill remains his no matter what form he should take as a Servant. There is no weapon he cannot wield and no effect he could suffer, even Mad Enhancement, that could diminish his martial prowess.
Protection of the Fairies: A
A blessing from the denizens of Avalon, Rider is able to pull victory from the jaws of even the most dire of impending defeats. Rider may call upon this protection to increase his Luck to A+ - due to its rank he may use it as many times as he requires per day, but only during open conflict and only once for each enemy he encounters in a given battle.
Noble Phantasm(s):
For Someone's Glory: A
In life, Lancelot had more than enough glory for his own needs. Many times he concealed his identity and fought in someone else's stead, the ultimate sacrifice and charity between knights. This Noble Phantasm wreathes Rider in Invisible Air, making it impossible to read any aspect of his identity as normally would be allowed my a Master's clairvoyance. Additionally, at a modest mana drain, he may entirely disguise himself as another Servant.
Knight Of Honour: A++
A knight does not die with empty hands, and Lancelot's skill was so great that he once defended himself from a band of enemies with nothing but an elm branch. This Noble Phantasm soaks any weapon in his hands in mana, Reinforcing it to the level of a nigh-indestructible Noble Phantasm. Due to placement in the Rider class this allows Lancelot to transform all vehicles too, not just those he can conceptualize as weapons.
Arondight: A++
The perfect sword for the perfect night, tainted by Lancelot's rage. Drawing it will seal For Someone's Glory and Knight of Honour, exposing his shame to the world once more. It sharply increases his mana upkeep as a Servant in exchange for ranking up all of his parameters by one and possessing a powerful anti-dragon enchantment.
Legend:
Lancelot du Lac was the greatest of King Arthur's knights. He was peerless in both combat and chivalry, a shining beacon of righteous fury on the battlefield. A gentle and attentive gentlemen to women. It was this final trait that would become his fatal flaw.
King Arthur's wife, Queen Guinevere, suffered without her husband. He was distant with her, so obsessed with campaigning and righting the wrongs of the British that he never had time to tend to her own needs. And she still had not born him a son and heir. Lancelot comforted her, though torn between fondness for his queen and allegiance to his king. Soon, Guinevere became fond of him as well. The king's half-sister, Morgan le Fay, encouraged the relationship.
The night that Lancelot and Guinevere spent together, a moment of intimacy in a hard and lonely world, proved to be the beginning of the end for Camelot. Her infidelity was discovered by those who already conspired against the Round Table, and Arthur's hand was forced. Though he never bore his greatest champion or his wife ill will, the laws of the land compelled him to sentence her to death or let the legitimacy of his kingship crumble.
Lancelot stormed the execution, slaying many of his former brothers in arms to rescue his lover. They retreated to France where they intended to live modest lives of solitude and penance - however his betrayal stirred unrest, and while Arthur campaigned at the borders in a show of strength, Excalibur's sheath and the sword of knighthood Clarent were stolen from the treasure vaults of Camelot as the first shot in a war of succession. The Knight of Treachery, Mordred, rose up against his king for claim to the throne.
Lancelot made haste back to Britain and begged to fight at his king's side, but he was refused. Sir Gawain would not forgive the injustice Lancelot had done to his uncle, and attempted to mete out justice himself. Lancelot was forced to slay one more brother, but it was too late. Mordred struck Arthur down with his dying breath. Lancelot returned to France, where he spent the rest of his days with madness as his only solace.
Master: Caster of Black
True Name: Lancelot
Noble Phantasm: Arondight
Key Word: Hidden Face, Concealed Information, Similar Noble Phantasm To Saber Of Red?, Borrowed Spear From Lancer Of Black
Strength: C
Endurance: B
Agility: A
Mana: A
Luck: B
Skills:
Riding: B+
At this rank, Rider is able to handle any vehicle he should encounter in the modern area as if he had mastered it. The modifier is granted due to synergy with Knight of Honour caused by placement in the Rider class, as well as his ability to pilot a vehicle with nothing but his feet.
Magic Resistance: D
Granted by a magical ring that he wears, Lancelot is protected from 'single-action' spells and bestowed modest reduction of damage from magic.
Eternal Arms Mastery: A+
Rider was master of all forms of weapons in life, and that skill remains his no matter what form he should take as a Servant. There is no weapon he cannot wield and no effect he could suffer, even Mad Enhancement, that could diminish his martial prowess.
Protection of the Fairies: A
A blessing from the denizens of Avalon, Rider is able to pull victory from the jaws of even the most dire of impending defeats. Rider may call upon this protection to increase his Luck to A+ - due to its rank he may use it as many times as he requires per day, but only during open conflict and only once for each enemy he encounters in a given battle.
Noble Phantasm(s):
For Someone's Glory: A
In life, Lancelot had more than enough glory for his own needs. Many times he concealed his identity and fought in someone else's stead, the ultimate sacrifice and charity between knights. This Noble Phantasm wreathes Rider in Invisible Air, making it impossible to read any aspect of his identity as normally would be allowed my a Master's clairvoyance. Additionally, at a modest mana drain, he may entirely disguise himself as another Servant.
Knight Of Honour: A++
A knight does not die with empty hands, and Lancelot's skill was so great that he once defended himself from a band of enemies with nothing but an elm branch. This Noble Phantasm soaks any weapon in his hands in mana, Reinforcing it to the level of a nigh-indestructible Noble Phantasm. Due to placement in the Rider class this allows Lancelot to transform all vehicles too, not just those he can conceptualize as weapons.
Arondight: A++
The perfect sword for the perfect night, tainted by Lancelot's rage. Drawing it will seal For Someone's Glory and Knight of Honour, exposing his shame to the world once more. It sharply increases his mana upkeep as a Servant in exchange for ranking up all of his parameters by one and possessing a powerful anti-dragon enchantment.
Legend:
Lancelot du Lac was the greatest of King Arthur's knights. He was peerless in both combat and chivalry, a shining beacon of righteous fury on the battlefield. A gentle and attentive gentlemen to women. It was this final trait that would become his fatal flaw.
King Arthur's wife, Queen Guinevere, suffered without her husband. He was distant with her, so obsessed with campaigning and righting the wrongs of the British that he never had time to tend to her own needs. And she still had not born him a son and heir. Lancelot comforted her, though torn between fondness for his queen and allegiance to his king. Soon, Guinevere became fond of him as well. The king's half-sister, Morgan le Fay, encouraged the relationship.
The night that Lancelot and Guinevere spent together, a moment of intimacy in a hard and lonely world, proved to be the beginning of the end for Camelot. Her infidelity was discovered by those who already conspired against the Round Table, and Arthur's hand was forced. Though he never bore his greatest champion or his wife ill will, the laws of the land compelled him to sentence her to death or let the legitimacy of his kingship crumble.
Lancelot stormed the execution, slaying many of his former brothers in arms to rescue his lover. They retreated to France where they intended to live modest lives of solitude and penance - however his betrayal stirred unrest, and while Arthur campaigned at the borders in a show of strength, Excalibur's sheath and the sword of knighthood Clarent were stolen from the treasure vaults of Camelot as the first shot in a war of succession. The Knight of Treachery, Mordred, rose up against his king for claim to the throne.
Lancelot made haste back to Britain and begged to fight at his king's side, but he was refused. Sir Gawain would not forgive the injustice Lancelot had done to his uncle, and attempted to mete out justice himself. Lancelot was forced to slay one more brother, but it was too late. Mordred struck Arthur down with his dying breath. Lancelot returned to France, where he spent the rest of his days with madness as his only solace.
Class: Saber
Master: Luvia Edelfelt
True Name: Mordred
Noble Phantasm: Clarent - ???
Key Word: Knight of Treachery, 'Son' Of King Arthur
Strength: B+
Endurance: A
Agility: B
Magic: B
Luck: D
Skills:
Magic Resistance: B+
Cancels hostile spells with incantations less than three verses long. Average for the Saber class. Through judicious (and often violent) application of her Mana Burst skill, Mordred is able to temporarily increase her effective rank.
Riding: B+
Like any self-respecting knight, Saber must be able to control a mount with only her legs in order to leave both hands free for combat. She may control any mundane vehicle or mount as per rank B in Riding merely by standing on it.
Instinct: B
A refined sixth sense for things, distinct from the Eyes of the Mind in that it applies in situations beyond open combat. Weaker than her 'father's version of the skill due to her incompatible personality, she is still somewhat vulnerable to feints and sneak-attacks.
Mana Burst: A+
A general performance-enhancing skill based on storing and explosively discharging large amounts of mana. At this level, something as simple as a stick could be reinforced to the level of an A-ranked Noble Phantasm, though it would be destroyed in a single strike. Saber uses this technique to form her armour, and it provides the foundation of her entire fighting style of overwhelming force and momentum. The modifier is due to her own experience with the skill - though less restrained in her use of the skill than her 'father', Mordred has developed it to such an extent that the mana takes on the properties of flames. What she gives up in efficiency, she makes up for in raw and unrelenting force. Were it not for the parameter penalties it would bring, she would be happier as a Berserker.
Battle Continuation: B++
The ability to keep fighting despite whatever wounds or exhaustion the Servant might suffer. It is because of this skill that Saber is even able to tolerate the immense stresses her overuse of Mana Burst and potentially her Noble Phantasm put her under. The modifiers stem from a vow so powerful it borders on a curse - Mordred simply refuses to die until she has faced her father and proven her worth. Until such a time, if a defeat left even a 1% chance of survival she would be absolutely certain to return at a later date, rested and ready for battle.
Charisma: C-
Mordred was created to be the perfect successor to King Arthur. She was not a success. Arthur's famed Charisma is diminished in her, in equal measure due to the imperfect nature of her cloning and due to her personality. Her force of personality inspires obedience, but nothing approaching loyalty.
Noble Phantasm(s):
Secret of Pedigree: C
Saber's helm is an identity-concealing Noble Phantasm. It conceals everything but her raw parameters and class skills, even from her Master. Even dispelling her armour and wearing civilian clothes would not remove the effect - as a part of her armour, it must be willingly removed separately in order to seal the effect. Unleashing her Noble Phantasm forces her to remove her helmet and expose her identity.
Clarent - ???: X
Clarent is not Mordred's sword. She stole it from Camelot's treasure vaults when her coup began along with Avalon, though the sheath would not work for her without Excalibur. Thus, the true Noble Phantasm sealed within it is inaccessible to her.
Clarent - The Blood Of King Arthur: A+
An ersatz Noble Phantasm, using Clarent as a kind of focus for Mordred's unending rage. Unleashing this technique forces her helmet to be removed and warps the once-noble sword into a demonic one. Sheathing it in blood-coloured mana akin to her Mana Burst skill, she is able to channel it into an immense line-shaped burst of power from the tip of the sword. Capable of destroying an entire army at once, it is nonetheless a dangerous and impractical ability to use. Channelling that much toxic hatred at once damages Mordred's body, leaving her unable to move from the pain for a short time after utilizing this technique.
Master: Luvia Edelfelt
True Name: Mordred
Noble Phantasm: Clarent - ???
Key Word: Knight of Treachery, 'Son' Of King Arthur
Strength: B+
Endurance: A
Agility: B
Magic: B
Luck: D
Skills:
Magic Resistance: B+
Cancels hostile spells with incantations less than three verses long. Average for the Saber class. Through judicious (and often violent) application of her Mana Burst skill, Mordred is able to temporarily increase her effective rank.
Riding: B+
Like any self-respecting knight, Saber must be able to control a mount with only her legs in order to leave both hands free for combat. She may control any mundane vehicle or mount as per rank B in Riding merely by standing on it.
Instinct: B
A refined sixth sense for things, distinct from the Eyes of the Mind in that it applies in situations beyond open combat. Weaker than her 'father's version of the skill due to her incompatible personality, she is still somewhat vulnerable to feints and sneak-attacks.
Mana Burst: A+
A general performance-enhancing skill based on storing and explosively discharging large amounts of mana. At this level, something as simple as a stick could be reinforced to the level of an A-ranked Noble Phantasm, though it would be destroyed in a single strike. Saber uses this technique to form her armour, and it provides the foundation of her entire fighting style of overwhelming force and momentum. The modifier is due to her own experience with the skill - though less restrained in her use of the skill than her 'father', Mordred has developed it to such an extent that the mana takes on the properties of flames. What she gives up in efficiency, she makes up for in raw and unrelenting force. Were it not for the parameter penalties it would bring, she would be happier as a Berserker.
Battle Continuation: B++
The ability to keep fighting despite whatever wounds or exhaustion the Servant might suffer. It is because of this skill that Saber is even able to tolerate the immense stresses her overuse of Mana Burst and potentially her Noble Phantasm put her under. The modifiers stem from a vow so powerful it borders on a curse - Mordred simply refuses to die until she has faced her father and proven her worth. Until such a time, if a defeat left even a 1% chance of survival she would be absolutely certain to return at a later date, rested and ready for battle.
Charisma: C-
Mordred was created to be the perfect successor to King Arthur. She was not a success. Arthur's famed Charisma is diminished in her, in equal measure due to the imperfect nature of her cloning and due to her personality. Her force of personality inspires obedience, but nothing approaching loyalty.
Noble Phantasm(s):
Secret of Pedigree: C
Saber's helm is an identity-concealing Noble Phantasm. It conceals everything but her raw parameters and class skills, even from her Master. Even dispelling her armour and wearing civilian clothes would not remove the effect - as a part of her armour, it must be willingly removed separately in order to seal the effect. Unleashing her Noble Phantasm forces her to remove her helmet and expose her identity.
Clarent - ???: X
Clarent is not Mordred's sword. She stole it from Camelot's treasure vaults when her coup began along with Avalon, though the sheath would not work for her without Excalibur. Thus, the true Noble Phantasm sealed within it is inaccessible to her.
Clarent - The Blood Of King Arthur: A+
An ersatz Noble Phantasm, using Clarent as a kind of focus for Mordred's unending rage. Unleashing this technique forces her helmet to be removed and warps the once-noble sword into a demonic one. Sheathing it in blood-coloured mana akin to her Mana Burst skill, she is able to channel it into an immense line-shaped burst of power from the tip of the sword. Capable of destroying an entire army at once, it is nonetheless a dangerous and impractical ability to use. Channelling that much toxic hatred at once damages Mordred's body, leaving her unable to move from the pain for a short time after utilizing this technique.
Class: Assassin
Master: Yuko Yamada
True Name: Chanakya
Noble Phantasm: Marble Phantasm - Your Next Words Will Be...
Key Word: Good Timing, Coincidence/Planning, Ruthless Loyalty
Strength: D
Endurance: D
Agility: B
Mana: E
Luck: A
Skills:
Presence Concealment: C+
Assassin sees no need to conceal himself from sight and is thus incapable of doing so, making his rank in this skill surprisingly poor for an Assassin. It is, however, impossible to tell that he is a Servant without direct and detailed analysis.
Charisma: B-
Sufficient force of personality to rule a country that will stand the test of time. Reduced in rank by Assassin's own preference. He has no wish to sit on the throne, only to stand beside the one that does. Preserved in the Assassin class by the Arthashastra.
Human Observation: A+
The ability to observe and understand other people, reading their various tics and tells, extrapolating personal details or even their entire lifestyle from deduction. An eidetic memory, or something close enough to be confused with it, is required to have the skill at this rank. The modifier comes from Assassin having 'hacked' the skill to function almost identically to False Eye Of The Mind - a kind of combat precognition close to a 'sixth sense'. While he has never been in a fight in his life, his senses are sharp enough for that to not be very apparent at all when seeing him in action.
Statecraft: B++
Could be considered a Politics, Military Tactics and Golden Rule (wealth procurement) skill all in one. Preserved in the assassin class by the Arthashastra.
Herblore: A+
A subset of the Caster class' Item Creation skill specialized in the creation of herbal infusions, augmented by Assassin's own mana. He can create both harmful poisons and beneficial supplements that, with sufficient time and effort, can surpass the natural limits of the human body. Preserved at full strength within the Assassin class by the Arthashastra.
Noble Phantasm(s):
Marble Phantasm - Your Next Words Will Be...: C
Exacting in his plans, preparations and schemes, Assassin's foresight has crystallized in legend to grant him an ability comparable to that of Elementals or True Ancestors. A Marble Phantasm is the ability to make manifest a vision of the world - making the probable certain. The effects could range from the minor (dictating which way a broken wall will fall) to major (dictating that a hurricane will strike by extrapolating from otherwise minor pressure differentials in the area), with appropriate mana costs. To make an event with a 1% probability of occurring happen, for example, would require a hundred times the mana it would take to make an event with a 99% probability of occurring do so.
The Arthashastra - Brutal Measures For The Common Good: E
Its authorship attributed to "Kauṭilya" and "Vishnugupta", the Arthashastra is nonetheless believed to be the work of Chanakaya beyond reasonable doubt. The fifteen collected tomes are an ancient Indian treatise on statecraft, economic polocy, military strategy and realpolitik. The progenitor to its more well-known spiritual successor, Machiavelli's The Prince, it accumulated enough mystery to become a Noble Phantasm. Though lacking in combat application, it is the force through which Chanakya is able to preserve many favoured skills that are otherwise incompatible with the Assassin class. Additionally, it bears minor passive effects - Chanakya's thoughts are as difficult to discern as a Servant with a modest ranking in Mental Pollution, and weapons that he wields are considered magical for the purposes of being able to harm other Servants.
Legend:
Chanakya's legend began approximately 300 BCE. He was introduced to King Dhana Nanda at court, where he was welcomed with nothing but derision and hostility. Insulted, he untied his sikha - a hindu hairstyle intended to make the wearer easier to bring up to heaven - and vowed that it would not be tied again until the entire kingdom was destroyed.
He searched for a worthy successor to the Nanda Empire, and found one in Chandragupta Maurya. They signed a pact with King Parvataka, joining their forces to attack the Nanda. The pair learned harsh lessons on the campaign, but learned them all the same. They capitalized on the regional instability caused by Alexander the Great's ceaseless drive to conquer more rather than consolidate, and before long the former empire was divided up between them. However, after his death, Parvataka's successor Malayaketu desired the other half of the former empire's lands as well. Chanakya had to foil many attempts on Chandragupta's life orchestrated by Malayaketu's own advisor, Rakshasa.
So they controlled the battlefield. Chanakya and Chandragupta faked a rift between themselves. Chandragupta summarily dismissed Chanakya from his court, publically ranting that Rakshasa was a far superior advisor to him. Chanakya's spies spread news of this, planting within the king a fear that Rakshasa was poised to desert him and take Chanakya's place at Chandragupta's court. Later, that five of Malayaketu's allies intended to desert him. He ordered their killings, and in the end Rakshasa did flee to Chandragupta's court. After that, the coalition was easily dismantled.
Chandragupta ruled for many years after, and ever-wary of further assassination attempts, Chanakya began to slip poison-based supplements into his food to strengthen his body. All seemed well, until one night when the king fed his pregnant wife some of his own poisoned food. Unprepared, she died within minutes. With little time to spare, Chanakya rose from his seat and cut her throat with a knife from the table so that her poisoned blood would not reach the unborn heir. He then carved the baby out of her, alive. It survived contact with a drop of her poisoned blood, and in honour of this was named Bindusara.
Late in Bindusara's reign, this tale became his undoing. Another of the new king's ministers informed him that Chanakya was responsible for his mother's death, omitting the details of it in an attempt to have him removed. Enraged, Bindusara demanded punishment. Chanakya accepted it gladly. By the time Bindusara learned the whole story and wished to apologize, it was too late. Chanakya had walked into the jungle and waited to die of starvation, in accordance with his faith.
Master: Yuko Yamada
True Name: Chanakya
Noble Phantasm: Marble Phantasm - Your Next Words Will Be...
Key Word: Good Timing, Coincidence/Planning, Ruthless Loyalty
Strength: D
Endurance: D
Agility: B
Mana: E
Luck: A
Skills:
Presence Concealment: C+
Assassin sees no need to conceal himself from sight and is thus incapable of doing so, making his rank in this skill surprisingly poor for an Assassin. It is, however, impossible to tell that he is a Servant without direct and detailed analysis.
Charisma: B-
Sufficient force of personality to rule a country that will stand the test of time. Reduced in rank by Assassin's own preference. He has no wish to sit on the throne, only to stand beside the one that does. Preserved in the Assassin class by the Arthashastra.
Human Observation: A+
The ability to observe and understand other people, reading their various tics and tells, extrapolating personal details or even their entire lifestyle from deduction. An eidetic memory, or something close enough to be confused with it, is required to have the skill at this rank. The modifier comes from Assassin having 'hacked' the skill to function almost identically to False Eye Of The Mind - a kind of combat precognition close to a 'sixth sense'. While he has never been in a fight in his life, his senses are sharp enough for that to not be very apparent at all when seeing him in action.
Statecraft: B++
Could be considered a Politics, Military Tactics and Golden Rule (wealth procurement) skill all in one. Preserved in the assassin class by the Arthashastra.
Herblore: A+
A subset of the Caster class' Item Creation skill specialized in the creation of herbal infusions, augmented by Assassin's own mana. He can create both harmful poisons and beneficial supplements that, with sufficient time and effort, can surpass the natural limits of the human body. Preserved at full strength within the Assassin class by the Arthashastra.
Noble Phantasm(s):
Marble Phantasm - Your Next Words Will Be...: C
Exacting in his plans, preparations and schemes, Assassin's foresight has crystallized in legend to grant him an ability comparable to that of Elementals or True Ancestors. A Marble Phantasm is the ability to make manifest a vision of the world - making the probable certain. The effects could range from the minor (dictating which way a broken wall will fall) to major (dictating that a hurricane will strike by extrapolating from otherwise minor pressure differentials in the area), with appropriate mana costs. To make an event with a 1% probability of occurring happen, for example, would require a hundred times the mana it would take to make an event with a 99% probability of occurring do so.
The Arthashastra - Brutal Measures For The Common Good: E
Its authorship attributed to "Kauṭilya" and "Vishnugupta", the Arthashastra is nonetheless believed to be the work of Chanakaya beyond reasonable doubt. The fifteen collected tomes are an ancient Indian treatise on statecraft, economic polocy, military strategy and realpolitik. The progenitor to its more well-known spiritual successor, Machiavelli's The Prince, it accumulated enough mystery to become a Noble Phantasm. Though lacking in combat application, it is the force through which Chanakya is able to preserve many favoured skills that are otherwise incompatible with the Assassin class. Additionally, it bears minor passive effects - Chanakya's thoughts are as difficult to discern as a Servant with a modest ranking in Mental Pollution, and weapons that he wields are considered magical for the purposes of being able to harm other Servants.
Legend:
Chanakya's legend began approximately 300 BCE. He was introduced to King Dhana Nanda at court, where he was welcomed with nothing but derision and hostility. Insulted, he untied his sikha - a hindu hairstyle intended to make the wearer easier to bring up to heaven - and vowed that it would not be tied again until the entire kingdom was destroyed.
He searched for a worthy successor to the Nanda Empire, and found one in Chandragupta Maurya. They signed a pact with King Parvataka, joining their forces to attack the Nanda. The pair learned harsh lessons on the campaign, but learned them all the same. They capitalized on the regional instability caused by Alexander the Great's ceaseless drive to conquer more rather than consolidate, and before long the former empire was divided up between them. However, after his death, Parvataka's successor Malayaketu desired the other half of the former empire's lands as well. Chanakya had to foil many attempts on Chandragupta's life orchestrated by Malayaketu's own advisor, Rakshasa.
So they controlled the battlefield. Chanakya and Chandragupta faked a rift between themselves. Chandragupta summarily dismissed Chanakya from his court, publically ranting that Rakshasa was a far superior advisor to him. Chanakya's spies spread news of this, planting within the king a fear that Rakshasa was poised to desert him and take Chanakya's place at Chandragupta's court. Later, that five of Malayaketu's allies intended to desert him. He ordered their killings, and in the end Rakshasa did flee to Chandragupta's court. After that, the coalition was easily dismantled.
Chandragupta ruled for many years after, and ever-wary of further assassination attempts, Chanakya began to slip poison-based supplements into his food to strengthen his body. All seemed well, until one night when the king fed his pregnant wife some of his own poisoned food. Unprepared, she died within minutes. With little time to spare, Chanakya rose from his seat and cut her throat with a knife from the table so that her poisoned blood would not reach the unborn heir. He then carved the baby out of her, alive. It survived contact with a drop of her poisoned blood, and in honour of this was named Bindusara.
Late in Bindusara's reign, this tale became his undoing. Another of the new king's ministers informed him that Chanakya was responsible for his mother's death, omitting the details of it in an attempt to have him removed. Enraged, Bindusara demanded punishment. Chanakya accepted it gladly. By the time Bindusara learned the whole story and wished to apologize, it was too late. Chanakya had walked into the jungle and waited to die of starvation, in accordance with his faith.
Class: Rider
Master: Shinji Matou
True Name: Elizabeth the First
Noble Phantasm: ???
Key Word: Sea, 16th century, Pirate?, Serious Money Fetish
Strength: D
Endurance: C
Agility: B
Mana: E
Luck: EX
Magic Resistance: D
The kind of magic resistance normally provided by a simple protective amulet. Only negates spells that require no incantation at all.
Rider Of The Storm: B+~A+
A form of the Riding skill that bestows knowledge of any 'mount', including modern vehicles, that the Servant should choose to commandeer. The uniqueness of the skill stems from the fact that Rider's 'mount' of mastery was the Golden Hind, the flagship in her crushing victory over the Spanish Armada. It acts as a Riding, Military Tactics and Charisma skill all rolled into one. It only reaches its full power and ranking when Rider is in close proximity to a body of water.
Profligate Pillager: A
A love of gold and fine things rules Rider. Not to hoard, but to scatter, as if in direct defiance of the Golden Rule skill. Via some mysterious function of her Noble Phantasm, Rider is able to directly convert money into usable mana and bypass the limits on personal stores that would normally come with E-ranked Mana. This skill could be considered a unique variant on Independent Action from a certain point of view - by indulging deeply enough in her greed, Rider would be capable of sustaining herself or even performing her Noble Phantasm without much direct support from her Master.
Pioneer of the Stars: EX
A skill governing the Heroic Spirit's ability to blaze new trails into the history books and create a new fate, up to and including those of whole countries. Rank is based in majority on the Servant's Luck score, which is the strength of their fate or its ability to defy it. Nothing is strictly impossible when Rider charts the course.
Noble Phantasm(s):
Golden Stag and Eventide Tempest: C
Rider's golden and ivory pistols respectively, backed by enough mystery to harm Servants and never needing to be reloaded. Their true power lies not in their use as weapons, but in their symbolic purpose as the 'keys' to the Golden Hind. Using them like flare guns to 'signal the way' to her precious ship, Rider can summon aspects (such as the gun batteries) of the vessel or even a close reproduction at greatly reduced cost in mana compared to unleashing her 'true' Noble Phantasm.
Further Noble Phantasms remain hidden.
Master: Shinji Matou
True Name: Elizabeth the First
Noble Phantasm: ???
Key Word: Sea, 16th century, Pirate?, Serious Money Fetish
Strength: D
Endurance: C
Agility: B
Mana: E
Luck: EX
Magic Resistance: D
The kind of magic resistance normally provided by a simple protective amulet. Only negates spells that require no incantation at all.
Rider Of The Storm: B+~A+
A form of the Riding skill that bestows knowledge of any 'mount', including modern vehicles, that the Servant should choose to commandeer. The uniqueness of the skill stems from the fact that Rider's 'mount' of mastery was the Golden Hind, the flagship in her crushing victory over the Spanish Armada. It acts as a Riding, Military Tactics and Charisma skill all rolled into one. It only reaches its full power and ranking when Rider is in close proximity to a body of water.
Profligate Pillager: A
A love of gold and fine things rules Rider. Not to hoard, but to scatter, as if in direct defiance of the Golden Rule skill. Via some mysterious function of her Noble Phantasm, Rider is able to directly convert money into usable mana and bypass the limits on personal stores that would normally come with E-ranked Mana. This skill could be considered a unique variant on Independent Action from a certain point of view - by indulging deeply enough in her greed, Rider would be capable of sustaining herself or even performing her Noble Phantasm without much direct support from her Master.
Pioneer of the Stars: EX
A skill governing the Heroic Spirit's ability to blaze new trails into the history books and create a new fate, up to and including those of whole countries. Rank is based in majority on the Servant's Luck score, which is the strength of their fate or its ability to defy it. Nothing is strictly impossible when Rider charts the course.
Noble Phantasm(s):
Golden Stag and Eventide Tempest: C
Rider's golden and ivory pistols respectively, backed by enough mystery to harm Servants and never needing to be reloaded. Their true power lies not in their use as weapons, but in their symbolic purpose as the 'keys' to the Golden Hind. Using them like flare guns to 'signal the way' to her precious ship, Rider can summon aspects (such as the gun batteries) of the vessel or even a close reproduction at greatly reduced cost in mana compared to unleashing her 'true' Noble Phantasm.
Further Noble Phantasms remain hidden.
Class: Assassin
Master: ???
True Name: Hassan-i-Sabbah
Noble Phantasm: Zabaniya - Delusional Heartbeat
Key Word: Misshapen, Killer Not A Fighter, Crushes Your Heart, Original Assassin
Strength: B
Endurance: C
Agility: A
Mana: C
Luck: E
Skills:
Presence Concealment: A+
Other-Assassin is capable of completely disappearing from sight and sense, rendering him impossible to detect by most means. You would expect nothing less from The Old Man Of The Mountain, the one responsible for the word 'assassin' entering common parlance in the first place. The effective rank of this skill drops sharply once he attacks.
Projectiles (Daggers): B
Other-Assassin's skill with thrown dirks has reached such heights that they move at ballistic speeds. Only someone capable of dodging or blocking fully-automatic gunfire should believe themselves capable of surviving an assault by Other-Assassin. For a Servant, though, such an action is child's play.
Self-Modification: C
The ability to merge one's flesh with another's. Using this skill, Other-Assassin was able to fuse the right arm of Shaytan - literally The Devil - to his own body to power Delusional Heartbeat. How he came across it in the first place is unknown, but unlikely to be pleasant. Speaks to his distortion as a Heroic Spirit.
Protection From Wind: A
A simple charm used by travellers in the Middle-East to protect themselves from sandstorms and rogue djinn. By chanting 'Allahu Akbar', Other-Assassin may render himself completely immune to any wind-based attack, up to and including Noble Phantasms.
Noble Phantasm(s):
Zabaniya - Delusional Heartbeat: C
An Anti-Unit Noble Phantasm that, to most Servants, would seem useless. The 'casting time' in which Other-Assassin must free his misshapen right arm to prepare the curse is considerable enough that it would be difficult to find the opportunity to do so in a regular Servant duel. Thus, Assassin fights to wound and debilitate to make said opportunity. This curse somehow interacts with the intended target's heart, seemingly teleporting it right into Assassin's hand so that he can crush it. This too is interruptible, seemingly with no ill effects on the intended victim if that should happen. Or perhaps Lancer's amulet of Magic Resistance protected you. Either way, this is a Noble Phantasm that has potential to wreak great harm with comparatively little effort. A deadly magician's sleight of hand.
Master: ???
True Name: Hassan-i-Sabbah
Noble Phantasm: Zabaniya - Delusional Heartbeat
Key Word: Misshapen, Killer Not A Fighter, Crushes Your Heart, Original Assassin
Strength: B
Endurance: C
Agility: A
Mana: C
Luck: E
Skills:
Presence Concealment: A+
Other-Assassin is capable of completely disappearing from sight and sense, rendering him impossible to detect by most means. You would expect nothing less from The Old Man Of The Mountain, the one responsible for the word 'assassin' entering common parlance in the first place. The effective rank of this skill drops sharply once he attacks.
Projectiles (Daggers): B
Other-Assassin's skill with thrown dirks has reached such heights that they move at ballistic speeds. Only someone capable of dodging or blocking fully-automatic gunfire should believe themselves capable of surviving an assault by Other-Assassin. For a Servant, though, such an action is child's play.
Self-Modification: C
The ability to merge one's flesh with another's. Using this skill, Other-Assassin was able to fuse the right arm of Shaytan - literally The Devil - to his own body to power Delusional Heartbeat. How he came across it in the first place is unknown, but unlikely to be pleasant. Speaks to his distortion as a Heroic Spirit.
Protection From Wind: A
A simple charm used by travellers in the Middle-East to protect themselves from sandstorms and rogue djinn. By chanting 'Allahu Akbar', Other-Assassin may render himself completely immune to any wind-based attack, up to and including Noble Phantasms.
Noble Phantasm(s):
Zabaniya - Delusional Heartbeat: C
An Anti-Unit Noble Phantasm that, to most Servants, would seem useless. The 'casting time' in which Other-Assassin must free his misshapen right arm to prepare the curse is considerable enough that it would be difficult to find the opportunity to do so in a regular Servant duel. Thus, Assassin fights to wound and debilitate to make said opportunity. This curse somehow interacts with the intended target's heart, seemingly teleporting it right into Assassin's hand so that he can crush it. This too is interruptible, seemingly with no ill effects on the intended victim if that should happen. Or perhaps Lancer's amulet of Magic Resistance protected you. Either way, this is a Noble Phantasm that has potential to wreak great harm with comparatively little effort. A deadly magician's sleight of hand.
Class: Archer
Master: Jacob Taylor
True Name: ???
Noble Phantasm: ???
Keyword: Could Have Been Saber, Summoned By Affinity?, Prefers Forests And Trickery
Strength: C
Endurance: C
Agility: B
Mana: B
Luck: B
Skills:
Magic Resistance: B-->D+
Protects Archer of Red from spells that don't require incantations at all. Degraded by the Archer class - it would be higher had he been summoned as a Saber. As compensation, it also bestows general reduction to damage inflicted by magic.
Independent Action: A
The unique skill of the Archer class which reduces the mana drain of keeping the Servant manifested in the real world. Possessing this skill at A rank, Archer of Red can remain materialized and fight without direct mana supply for a full week. Healing wounds and deploying Noble Phantasms still require stable mana supply, however.
Charisma: D- -->C+
The Charisma skill, self-evidently, governs leadership and command. D- rank only qualifies to lead men with the absolute minimum of skill and flair, compared to E-rank which would impose direct penalties to morale. Why Archer of Red has experienced an increase in rank, you can't begin to guess.
Military Tactics: C+-->B+
Trained from childhood in the ways of warfare, Archer is no stranger to the battlefield. Having likely led or had a pivotal role in many campaigns in life, it seems that his mysterious rank-ups in the Archer class have improved his affinity for this skill. Grants and is granted a bonus due to synergy with Subversive Activities.
Subversive Activities: C+-->A+
The art of trapmaking, trickery and ambushes. To battle such a master of this skill generally requires finding them first. Grants and is granted a bonus due to synergy with Military Tactics. At this level, Archer would routinely be capable of decimating an invading army to 40% its former strength.
Master: Jacob Taylor
True Name: ???
Noble Phantasm: ???
Keyword: Could Have Been Saber, Summoned By Affinity?, Prefers Forests And Trickery
Strength: C
Endurance: C
Agility: B
Mana: B
Luck: B
Skills:
Magic Resistance: B-->D+
Protects Archer of Red from spells that don't require incantations at all. Degraded by the Archer class - it would be higher had he been summoned as a Saber. As compensation, it also bestows general reduction to damage inflicted by magic.
Independent Action: A
The unique skill of the Archer class which reduces the mana drain of keeping the Servant manifested in the real world. Possessing this skill at A rank, Archer of Red can remain materialized and fight without direct mana supply for a full week. Healing wounds and deploying Noble Phantasms still require stable mana supply, however.
Charisma: D- -->C+
The Charisma skill, self-evidently, governs leadership and command. D- rank only qualifies to lead men with the absolute minimum of skill and flair, compared to E-rank which would impose direct penalties to morale. Why Archer of Red has experienced an increase in rank, you can't begin to guess.
Military Tactics: C+-->B+
Trained from childhood in the ways of warfare, Archer is no stranger to the battlefield. Having likely led or had a pivotal role in many campaigns in life, it seems that his mysterious rank-ups in the Archer class have improved his affinity for this skill. Grants and is granted a bonus due to synergy with Subversive Activities.
Subversive Activities: C+-->A+
The art of trapmaking, trickery and ambushes. To battle such a master of this skill generally requires finding them first. Grants and is granted a bonus due to synergy with Military Tactics. At this level, Archer would routinely be capable of decimating an invading army to 40% its former strength.
Class: Ruler Avenger
Master: Angra Mainyu
True Name: The Infinite Radiant Child Of The Black Swamp - Angra Mainyu Aspect
Noble Phantasm: Verg Avesta
Keyword: Tamiko Kurosawa
Strength: ???
Endurance: ???
Agility: ???
Mana: ???
Luck: ???
Skills:
True Name Discernment: C~EX
A talent of the Ruler class, governing the Ruler's ability to track down and understand all Servants participating on the Grail War over which they preside. As the force behind the Grail War you should have perfect understanding of the location and identity of every single Servant, but this skill was greatly diminished when your memories were sealed away. It manifested instead as overdeveloped clairvoyance allowing you to 'project' in Spirit Form to Servants you had already analysed.
Revelation: C~A
A unique form of Instinct restricted to the Ruler class. At this level, the 'sixth sense' has been expanded from combat applications to all aspects of the Servant's existence. At this level you should be capable of automatically sensing the optimal path to victory based on available information and 'gut feelings'. This skill was greatly diminished when your memories were sealed away. It manifested instead as an immediate grasp of leadership and strategy in your role as leader of the Red Team.
God's Resolution: X
The greatest blessing bestowed upon the Ruler class, intended to grant between one and three Command Seals per participating Servant, tainted and almost completely unused due to Angra Mainyu's tampering. Avenger circumvented its absence by bestowing the Servants of Black on incompetent Masters that would not be able to save them when she came to Blacken them. The faded remnants allowed you to receive Command Seals as if you were just another Master.
Charisma: C
Your persuasiveness and force of personality was not noticeable enough to raise suspicion. Rather, it was just enough to allow your allies to follow you into battle with few questions and little doubt.
Self-Modification: A++
The ability of a Servant to alter their shell by merging their flesh with another's. A vile, forbidden ability - it is said that the higher a Heroic Spirit's rank in this skill is, the more they have been distorted into the complete antithesis of a hero. You are the furthest thing possible from a hero.
Monstrous Strength: A
Angra Mainyu is inside you. The Grail's tainted mud, the curse of All The World's Evils, only waits for you to call. When you choose to unleash the corruption inside you it will make itself manifest, coating you in a shell of Grail-flesh. While immensely powerful, it will slowly eat away at your ego with every second you allow it to touch your skin. Use it too long, and you will become the Shadow forever.
Shared Soul: A++
You and Avenger share a connection. You are two halves of a whole, equal yet opposite aspects of Angra Mainyu. Through this connection, Avenger was able to ensure that the Heroic Spirit summoned into the Ruler container in the Great Grail War would be no threat to her. Your bond runs so deep that killing her would likely destroy you as well. And, perhaps, vice-versa.
Noble Phantasm(s):
Tawrich and Zarich: E~???
Flimsy swordbreakers, shaped like claws. Avenger's - and your - signature weapons. Tawrich, the Daeva of hunger. Zarich, the Daeva of aging. Easily broken, but even more easily replaced via Angra Mainyu's stolen talent for Projection. When coupled with Monstrous Strength they slowly rise in rank, becoming the beast's claws that they were forged to be.
Verg Avesta: E+
A wound-sharing primal curse, the most basic of basic to exist. It represents the moment that your name, your existence, was stricken from the Avesta - the divine record of creation. By chanting the curse's name, you are able to reflect the pain of any wounds you are currently suffering onto a target of your choosing. Due to its age and legend, it is impossible to evade once the curse has been chanted. It will bypass any protective spell, armour, skill, barrier, or rank of Magic Resistance the target may have in order to inflict pain.
One final Noble Phantasm remains hidden.
Master: Angra Mainyu
True Name: The Infinite Radiant Child Of The Black Swamp - Angra Mainyu Aspect
Noble Phantasm: Verg Avesta
Keyword: Tamiko Kurosawa
Strength: ???
Endurance: ???
Agility: ???
Mana: ???
Luck: ???
Skills:
True Name Discernment: C~EX
A talent of the Ruler class, governing the Ruler's ability to track down and understand all Servants participating on the Grail War over which they preside. As the force behind the Grail War you should have perfect understanding of the location and identity of every single Servant, but this skill was greatly diminished when your memories were sealed away. It manifested instead as overdeveloped clairvoyance allowing you to 'project' in Spirit Form to Servants you had already analysed.
Revelation: C~A
A unique form of Instinct restricted to the Ruler class. At this level, the 'sixth sense' has been expanded from combat applications to all aspects of the Servant's existence. At this level you should be capable of automatically sensing the optimal path to victory based on available information and 'gut feelings'. This skill was greatly diminished when your memories were sealed away. It manifested instead as an immediate grasp of leadership and strategy in your role as leader of the Red Team.
God's Resolution: X
The greatest blessing bestowed upon the Ruler class, intended to grant between one and three Command Seals per participating Servant, tainted and almost completely unused due to Angra Mainyu's tampering. Avenger circumvented its absence by bestowing the Servants of Black on incompetent Masters that would not be able to save them when she came to Blacken them. The faded remnants allowed you to receive Command Seals as if you were just another Master.
Charisma: C
Your persuasiveness and force of personality was not noticeable enough to raise suspicion. Rather, it was just enough to allow your allies to follow you into battle with few questions and little doubt.
Self-Modification: A++
The ability of a Servant to alter their shell by merging their flesh with another's. A vile, forbidden ability - it is said that the higher a Heroic Spirit's rank in this skill is, the more they have been distorted into the complete antithesis of a hero. You are the furthest thing possible from a hero.
Monstrous Strength: A
Angra Mainyu is inside you. The Grail's tainted mud, the curse of All The World's Evils, only waits for you to call. When you choose to unleash the corruption inside you it will make itself manifest, coating you in a shell of Grail-flesh. While immensely powerful, it will slowly eat away at your ego with every second you allow it to touch your skin. Use it too long, and you will become the Shadow forever.
Shared Soul: A++
You and Avenger share a connection. You are two halves of a whole, equal yet opposite aspects of Angra Mainyu. Through this connection, Avenger was able to ensure that the Heroic Spirit summoned into the Ruler container in the Great Grail War would be no threat to her. Your bond runs so deep that killing her would likely destroy you as well. And, perhaps, vice-versa.
Noble Phantasm(s):
Tawrich and Zarich: E~???
Flimsy swordbreakers, shaped like claws. Avenger's - and your - signature weapons. Tawrich, the Daeva of hunger. Zarich, the Daeva of aging. Easily broken, but even more easily replaced via Angra Mainyu's stolen talent for Projection. When coupled with Monstrous Strength they slowly rise in rank, becoming the beast's claws that they were forged to be.
Verg Avesta: E+
A wound-sharing primal curse, the most basic of basic to exist. It represents the moment that your name, your existence, was stricken from the Avesta - the divine record of creation. By chanting the curse's name, you are able to reflect the pain of any wounds you are currently suffering onto a target of your choosing. Due to its age and legend, it is impossible to evade once the curse has been chanted. It will bypass any protective spell, armour, skill, barrier, or rank of Magic Resistance the target may have in order to inflict pain.
One final Noble Phantasm remains hidden.
Class: Berserker
Master: Alfonsviel von Einzbern
True Names: The Maya Hero Twins Hunahpu & Xbalanque
Noble Phantasm: ???
Keyword: Bladed Club, Connection To The Moon/Sun?, Two Of Them!?
Strength: A~A+/A~A+
Endurance: A~A+/A~A+
Agility: A~A+/A~A+
Mana: C~B/C~B
Luck: E~D/E~D
Skills:
Shared Soul: A
The Maya Hero Twins have been summoned as two Servants, yet they could almost be considered 'one' Heroic Spirit. So closely were they intertwined in their legend that to summon one without the other was simply impossible. Naturally, this skill leads to an intense upturn in mana upkeep. Additionally, since their legend relies so heavily on teamwork, each Berserker will experience a rank-down in all parameters when their other half is not materialized within a radius of 99 metres.
Mad Enhancement: C
The unique skill of the Berserker class which makes up for their otherwise lacklustre base stats. Increases mana upkeep in exchange for increasing parameters. To make things even worse, you sense that a secondary boost has been applied - Alfons forcibly overfilling the vessel of Berserker to force his Endurance, Agility and Mana to increase in rank. Only then did he apply the boost of Mad Enhancement, bestowing further rank-ups to all parameters but Mana and Luck. This skill also seems to be the culprit in the case of why the Berserkers has such an unnatural skin tone. The effects of this rank appear to be subtle or unique enough that the Berserkers are able to retain their capacity for speech.
Divinity: B
The measure of a Heroic Spirit's relative divinity, obviously. While the Berserkers were of... technically... mortal parentage in life, their legend ended when they ascended to the heavens side-by-side on their own terms. There they became the sun and the moon. Because of this, they receive one-rank boosts in all parameters at the relevant times of day - Hunahpu at 6pm to 6am, Xbalanque from 6am to 6pm. Naturally, due to the nocturnal nature of the Grail War, this arrangement greatly incenses Xbalanque.
Battle Continuation: A+
Hunahpu has had both his arm and head torn off in life, and in both cases he made a full recovery after having the severed body part smacked back on by his brother. The source of this freakish ability to remain alive likely comes from their father, a deathless skull that impregnated their mother by spitting on her.
Just roll with it.
Only the swift and precise destruction of their spiritual cores, or annihilating their Servant containers completely will permanently kill the Maya Hero Twins. If given even the slightest opportunity, one brother can simply 'repair' the other by sticking them back together.
Subversive Activities: A-->B-
The talent for trickery, subterfuge and general underhanded tactics in combat and warfare. The twins' rank has been irrevocably lowered by being summoned in the Berserker class, but one should not discount this skill just for that.
Master: Alfonsviel von Einzbern
True Names: The Maya Hero Twins Hunahpu & Xbalanque
Noble Phantasm: ???
Keyword: Bladed Club, Connection To The Moon/Sun?, Two Of Them!?
Strength: A~A+/A~A+
Endurance: A~A+/A~A+
Agility: A~A+/A~A+
Mana: C~B/C~B
Luck: E~D/E~D
Skills:
Shared Soul: A
The Maya Hero Twins have been summoned as two Servants, yet they could almost be considered 'one' Heroic Spirit. So closely were they intertwined in their legend that to summon one without the other was simply impossible. Naturally, this skill leads to an intense upturn in mana upkeep. Additionally, since their legend relies so heavily on teamwork, each Berserker will experience a rank-down in all parameters when their other half is not materialized within a radius of 99 metres.
Mad Enhancement: C
The unique skill of the Berserker class which makes up for their otherwise lacklustre base stats. Increases mana upkeep in exchange for increasing parameters. To make things even worse, you sense that a secondary boost has been applied - Alfons forcibly overfilling the vessel of Berserker to force his Endurance, Agility and Mana to increase in rank. Only then did he apply the boost of Mad Enhancement, bestowing further rank-ups to all parameters but Mana and Luck. This skill also seems to be the culprit in the case of why the Berserkers has such an unnatural skin tone. The effects of this rank appear to be subtle or unique enough that the Berserkers are able to retain their capacity for speech.
Divinity: B
The measure of a Heroic Spirit's relative divinity, obviously. While the Berserkers were of... technically... mortal parentage in life, their legend ended when they ascended to the heavens side-by-side on their own terms. There they became the sun and the moon. Because of this, they receive one-rank boosts in all parameters at the relevant times of day - Hunahpu at 6pm to 6am, Xbalanque from 6am to 6pm. Naturally, due to the nocturnal nature of the Grail War, this arrangement greatly incenses Xbalanque.
Battle Continuation: A+
Hunahpu has had both his arm and head torn off in life, and in both cases he made a full recovery after having the severed body part smacked back on by his brother. The source of this freakish ability to remain alive likely comes from their father, a deathless skull that impregnated their mother by spitting on her.
Just roll with it.
Only the swift and precise destruction of their spiritual cores, or annihilating their Servant containers completely will permanently kill the Maya Hero Twins. If given even the slightest opportunity, one brother can simply 'repair' the other by sticking them back together.
Subversive Activities: A-->B-
The talent for trickery, subterfuge and general underhanded tactics in combat and warfare. The twins' rank has been irrevocably lowered by being summoned in the Berserker class, but one should not discount this skill just for that.
Class: Lancer
Master: Caster of Black
True Name: ???
Noble Phantasm: Gae Dearg/Gae Buidhe
Keywords: Clothes Practically Painted On, Mole That Master Felt The Need To Remove?, Loaned His Noble Phantasm To Teammate, Master Is Another Servant
Strength: B
Endurance: C
Agility: A+
Mana: D
Luck: E
Skills:
Magic Resistance: B
The minimum standard to be a Saber. Unusually high for a non-Saber, even a fellow knight class. Has Saber as one of his available classes too? Cancels spells with incantations shorter than three verses.
True Eye Of The Mind: B
A kind of combat precognition born of great skill and experience, rather than the inborn sixth sense for danger that False Eye denotes. Battlefield evaluation at this level is sharp enough to greatly improve the chances of victory in most situations. Presuming the chance is non-zero to begin with.
Further skills are still hidden.
Noble Phantasm(s)
Gae Dearg: B
The 'Noble Phantasm killer', this two-metre spear ignores all magic that it comes into contact with. Any Projected object will be pierced as if immaterial, any Bounded Field chipped and scarred as if material, any enchanted item will have its bonuses suppressed, and any mana source will have its connection severed so long as Gae Dearg makes contact with it. A weapon with no devastating 'Super Move' that requires calling its true name to activate, but that is rather the point. Duels with Lancer of Black are decided by pure skill, not whomsoever possesses the most powerful weapon.
Gae Buidhe: B
A 140-cm yellow spear that leaves wounds that do not heal. The effect is comparable to a 'maximum HP reduction' - healing abilities will fail as the target will reject all attempts to repair the damage to it. Only the destruction of the spear itself or the death of Lancer will reverse the curse. Often wielded in Lancer's left hand, as he favours the longer and more 'honourable' Gae Dearg.
Master: Caster of Black
True Name: ???
Noble Phantasm: Gae Dearg/Gae Buidhe
Keywords: Clothes Practically Painted On, Mole That Master Felt The Need To Remove?, Loaned His Noble Phantasm To Teammate, Master Is Another Servant
Strength: B
Endurance: C
Agility: A+
Mana: D
Luck: E
Skills:
Magic Resistance: B
The minimum standard to be a Saber. Unusually high for a non-Saber, even a fellow knight class. Has Saber as one of his available classes too? Cancels spells with incantations shorter than three verses.
True Eye Of The Mind: B
A kind of combat precognition born of great skill and experience, rather than the inborn sixth sense for danger that False Eye denotes. Battlefield evaluation at this level is sharp enough to greatly improve the chances of victory in most situations. Presuming the chance is non-zero to begin with.
Further skills are still hidden.
Noble Phantasm(s)
Gae Dearg: B
The 'Noble Phantasm killer', this two-metre spear ignores all magic that it comes into contact with. Any Projected object will be pierced as if immaterial, any Bounded Field chipped and scarred as if material, any enchanted item will have its bonuses suppressed, and any mana source will have its connection severed so long as Gae Dearg makes contact with it. A weapon with no devastating 'Super Move' that requires calling its true name to activate, but that is rather the point. Duels with Lancer of Black are decided by pure skill, not whomsoever possesses the most powerful weapon.
Gae Buidhe: B
A 140-cm yellow spear that leaves wounds that do not heal. The effect is comparable to a 'maximum HP reduction' - healing abilities will fail as the target will reject all attempts to repair the damage to it. Only the destruction of the spear itself or the death of Lancer will reverse the curse. Often wielded in Lancer's left hand, as he favours the longer and more 'honourable' Gae Dearg.
Class: Caster
Master: None
True Name: Medea
Noble Phantasm: Rule-Breaker
Keyword: Royalty, Stolen Servants
Strength: E
Endurance: D
Agility: C
Mana: A+
Luck: B
Skills:
Item Creation: A
The ability to create magical items using a workshop. At this level, Caster of Black is capable of making potions that grant limited immortality via reversing the drinker's biological age, the method she used to trick King Pelias' daughters into slaying him themselves. She is also capable of bestowing complete immunity to fire and heat, greatly enhancing physical strength, and crafting enchanted Dragon's Teeth which she may use to create magical soldiers under her command.
Territory Creation: A
The ability to create a space which is completely the Caster's own, bestowing bonuses to item creation and spellcasting within its bounds. The default rank, B, is enough to create a Servant-level Workshop as most modern magi would use. Caster's rank, A, allows her to create a superior Temple. Which she has, appropriately, chosen to situate in Ryuudou Temple.
High-Speed Divine Words: A
The ability to greatly truncate the casting-time of spells via replacing verses of conventional words with the divine language of creation. At this level, Caster is capable of reciting the incantation of a four-verse High Thaumaturgy spell at the speed as if it required no verses at all.
Divinity: B
The granddaughter of Helios, Medea received many blessings from the sun god in life. Indeed she could have been summoned as a Rider, due to making her famous departure from her former lover Jason's court astride a flying dragon-drawn chariot. As part of this blessing, her mana upkeep for remaining in the physical world is reduced to nothing while the sun's light is upon her. Within the bounds of her Temple, it even manages to reverse the burden of mana and naturally replenish her stores without need of a Master. Because of this, it could be considered an effective C-rank in Independent Action.
Noble Phantasm(s):
Rule-Breaker: C
Useless in combat, a pale imitation of a weapon compared to most Noble Phantasms, but far more potent than most realize until it is too late. Capable of severing the ties binding thaumaturgy together in the real world, it could be considered the logical extreme of Gae Dearg's curse - though it is incapable of destroying other Noble Phantasms, it is powerful enough to interfere even with the Grail War's rules. If a Servant is pierced with this weapon, their contract is immediately annulled and passed on to Caster. She may take the Command Seals directly from the Master as well, however this requires removing the entire limb that bears the mark.
Legend:
Daughter of King Aeëtes, priestess of Hecate, and princess of Colchis, the holders of the Golden Fleece which Jason and his Argonauts came to claim. Knowing that her sorcery would be an invaluable boon, Aphrodite bribed her unruly child Eros to strike Medea with an arrow of infatuation when Jason first entered the court. It struck true, and she was filled with such desperate desire that it filled her with pain. Medea aided Jason in his trials to claim ownership of the Fleece without question, Reinforcing his body so that he could wrestle the fire-breathing bronze bull into submission without fear of its flames, and teaching him the anullment ritual to banish the dragon's tooth soldiers he unwittingly summoned.
Realizing that her father would never relinquish the Fleece, and intended to execute her for her treachery along with Jason, she instead warned him and stole the Fleece herself by putting the guardian dragon to sleep with a spell. She fled with the Argonauts, but the Colchian fleet was poised to overtake. She took the last course of action she had left, murdering her own younger brother Absyrtus and scattering him piecemeal into the Argo's wake. Aeëtes ordered the fleet to halt so that they could gather up his remains, giving the Argonauts time to pass the Clashing Rocks.
The Argo meandered on its course home for many fruitless days and nights, Zeus cursing the vessel due to Medea's hands being stained by her own blood. It was only by her aunt Circe's hand that the curse was removed, though the delays allowed a second Colchian fleet to catch up to the Argo at Drepane. The king mediated between the two parties, promising to surrender Medea to her countrymen if she were not married. Thus, she and Jason were married in secret, the Golden Fleece draped above their marriage bed.
Though Jason returned to Iolcus in triumph bearing the Fleece, his uncle Pelias still refused to give up the throne. Medea devised her most devious plan yet so that the throne would be empty for her beloved husband - in the market one night, she brewed a potion of youth and carved up an old and dying ram before throwing the pieces into the cauldron. From it, she produced a young and healthy lamb. Hearing of this magic, Pelias invited her to his court to perform the same ritual. Medea instructed the king's daughters to carve their father into pieces and throw them into her cauldron. It contained nothing but water. They were still waiting for their father to spring forth young and reinvigorated as Medea departed for Corinth where she lived happily with Jason for ten years.
Yet their love was not true love, for she had only become infatuated with the man due to the intervention of the gods. Jason had suffered no such indignity, and thus his attention soon wandered. Feeling no real affection for the witch who sacrificed all she knew and all she had for love, he abandoned her and married Princess Glauce of Corinth instead. Medea would not let this betrayal go unpunished.
She prepared a rich dress and golden coronet for the wedded couple, presenting them as gifts in disguise. As Glauce donned them, the curse that had been woven into them activated, and she burst into flames. Flames so powerful that they quickly consumed the entire palace, killing King Creon and most of the attending guests. Only Jason survived by the last dregs of the gods' grace he was still owed, though blinded and crippled by the fire for his transgressions. Medea departed the scene astride a golden chariot drawn by dragons, a gift from her grandfather Helios. Laughing into the night.
Master: None
True Name: Medea
Noble Phantasm: Rule-Breaker
Keyword: Royalty, Stolen Servants
Strength: E
Endurance: D
Agility: C
Mana: A+
Luck: B
Skills:
Item Creation: A
The ability to create magical items using a workshop. At this level, Caster of Black is capable of making potions that grant limited immortality via reversing the drinker's biological age, the method she used to trick King Pelias' daughters into slaying him themselves. She is also capable of bestowing complete immunity to fire and heat, greatly enhancing physical strength, and crafting enchanted Dragon's Teeth which she may use to create magical soldiers under her command.
Territory Creation: A
The ability to create a space which is completely the Caster's own, bestowing bonuses to item creation and spellcasting within its bounds. The default rank, B, is enough to create a Servant-level Workshop as most modern magi would use. Caster's rank, A, allows her to create a superior Temple. Which she has, appropriately, chosen to situate in Ryuudou Temple.
High-Speed Divine Words: A
The ability to greatly truncate the casting-time of spells via replacing verses of conventional words with the divine language of creation. At this level, Caster is capable of reciting the incantation of a four-verse High Thaumaturgy spell at the speed as if it required no verses at all.
Divinity: B
The granddaughter of Helios, Medea received many blessings from the sun god in life. Indeed she could have been summoned as a Rider, due to making her famous departure from her former lover Jason's court astride a flying dragon-drawn chariot. As part of this blessing, her mana upkeep for remaining in the physical world is reduced to nothing while the sun's light is upon her. Within the bounds of her Temple, it even manages to reverse the burden of mana and naturally replenish her stores without need of a Master. Because of this, it could be considered an effective C-rank in Independent Action.
Noble Phantasm(s):
Rule-Breaker: C
Useless in combat, a pale imitation of a weapon compared to most Noble Phantasms, but far more potent than most realize until it is too late. Capable of severing the ties binding thaumaturgy together in the real world, it could be considered the logical extreme of Gae Dearg's curse - though it is incapable of destroying other Noble Phantasms, it is powerful enough to interfere even with the Grail War's rules. If a Servant is pierced with this weapon, their contract is immediately annulled and passed on to Caster. She may take the Command Seals directly from the Master as well, however this requires removing the entire limb that bears the mark.
Legend:
Daughter of King Aeëtes, priestess of Hecate, and princess of Colchis, the holders of the Golden Fleece which Jason and his Argonauts came to claim. Knowing that her sorcery would be an invaluable boon, Aphrodite bribed her unruly child Eros to strike Medea with an arrow of infatuation when Jason first entered the court. It struck true, and she was filled with such desperate desire that it filled her with pain. Medea aided Jason in his trials to claim ownership of the Fleece without question, Reinforcing his body so that he could wrestle the fire-breathing bronze bull into submission without fear of its flames, and teaching him the anullment ritual to banish the dragon's tooth soldiers he unwittingly summoned.
Realizing that her father would never relinquish the Fleece, and intended to execute her for her treachery along with Jason, she instead warned him and stole the Fleece herself by putting the guardian dragon to sleep with a spell. She fled with the Argonauts, but the Colchian fleet was poised to overtake. She took the last course of action she had left, murdering her own younger brother Absyrtus and scattering him piecemeal into the Argo's wake. Aeëtes ordered the fleet to halt so that they could gather up his remains, giving the Argonauts time to pass the Clashing Rocks.
The Argo meandered on its course home for many fruitless days and nights, Zeus cursing the vessel due to Medea's hands being stained by her own blood. It was only by her aunt Circe's hand that the curse was removed, though the delays allowed a second Colchian fleet to catch up to the Argo at Drepane. The king mediated between the two parties, promising to surrender Medea to her countrymen if she were not married. Thus, she and Jason were married in secret, the Golden Fleece draped above their marriage bed.
Though Jason returned to Iolcus in triumph bearing the Fleece, his uncle Pelias still refused to give up the throne. Medea devised her most devious plan yet so that the throne would be empty for her beloved husband - in the market one night, she brewed a potion of youth and carved up an old and dying ram before throwing the pieces into the cauldron. From it, she produced a young and healthy lamb. Hearing of this magic, Pelias invited her to his court to perform the same ritual. Medea instructed the king's daughters to carve their father into pieces and throw them into her cauldron. It contained nothing but water. They were still waiting for their father to spring forth young and reinvigorated as Medea departed for Corinth where she lived happily with Jason for ten years.
Yet their love was not true love, for she had only become infatuated with the man due to the intervention of the gods. Jason had suffered no such indignity, and thus his attention soon wandered. Feeling no real affection for the witch who sacrificed all she knew and all she had for love, he abandoned her and married Princess Glauce of Corinth instead. Medea would not let this betrayal go unpunished.
She prepared a rich dress and golden coronet for the wedded couple, presenting them as gifts in disguise. As Glauce donned them, the curse that had been woven into them activated, and she burst into flames. Flames so powerful that they quickly consumed the entire palace, killing King Creon and most of the attending guests. Only Jason survived by the last dregs of the gods' grace he was still owed, though blinded and crippled by the fire for his transgressions. Medea departed the scene astride a golden chariot drawn by dragons, a gift from her grandfather Helios. Laughing into the night.
Class: Caster
Master: Miyu Edelfelt
True Name: John Dee
Noble Phantasm: De Heptarchia Mystica - On The Mystical Rule Of The Seven Planets
Keyword: Angels And Demons
Strength: E
Endurance: E
Agility: C
Mana: A
Luck: B
Skills:
Territory Creation: B+
The ability to create a magus' Workshop in which the Servant may work their mysteries, bestowing bonuses to their spellcasting within its limits. Caster of Red's form of this skill has a positive modifier granted by synergy with his secondary Noble Phantasm.
Item Creation: B+
The ability of the Servant to create magical and enchanted items within their Workshop. Caster is able to create such items using his summoned and bound spirits - though corrupted into demons, he can work them into anything from protective charms to arms and armour to replacement limbs.
Magecraft: A-->B-
The ability to use the modern style of Magecraft, rather than impossible-to-replicate mysteries from the Age of the Gods. Diminished by the restrictions of the Servant container - his goal in life was to reach Akasha, the same as his Master. Such a goal is not acceptable as the wish of a Heroic Spirit.
Mathematics: B++
Caster was considered a genius scholar of his time, immersing himself in discipline after discipline in order to understand the secrets of the universe. It was for mathematics that he always had the most talent, and eventually honed it to such a degree that he was able to summon and bind angels with nothing but the rigid and infallible logic of formulae and theorems. Forming the basis of his Magecraft, it acts as a bizarre version of 'High-Speed Divine Words' - he may cast spells up to three verses long as if they required no incantation at all.
Noble Phantasm(s):
De Heptarchia Mystica - On The Mystical Rule Of The Seven Planets: B-->C
A tome of hermetic lore which Caster of Red may use to summon seemingly endless armies of familiars. Ostensibly angels, Saber's efforts have quite categorically proved that they are less than divine on the inside. Diminished in rank and power for the same reason as his Magecraft rank - the Grail disapproves of his designs for it.
Mortlake Library: C
An expression of the sheer breadth of knowledge contained in Dee's private library in life, practically the sum total of learning in all of England. It is diminished in power due to the raid the library suffered during his six years abroad - were it at its full splendour when he died the Noble Phantasm it became could have been akin to a Reality Marble. As it is, the ability can be considered more of a roving Workshop. Wherever there are books and knowledge, Dee is able to use Territory Creation with unusual ease. Whether a magus' private trove of secrets or a public library, they are treated as a convergeance of ley lines for Dee's purposes.
Legend:
Dee was history's greatest hedge mage, though the Clock Tower prefers to leave that detail out in its retellings. The only child of a mercer and courtier, his natural genius led him to being named a founding fellow at Trinity College before he even turned twenty. He produced such wondrous special effects for a production of Aristophanes' Peace that a reputation for being a magician clung to him for all his life. For the commonfolk it was mere superstition. For the ruling class, however, it was very much real.
In 1555 he was arrested and charged with treason for performing minor divinations on Queen Mary and then-princess Elizabeth. The Church, already established as a moderating influence upon the Moonlit World, examined him ruthlessly for any sign of attempting to gain influence over the mundane, ignorant queen and crown princess. Despite being exonerated after a long and exhausting trial, Dee immediately continued with his suspicious activities and petitioned Queen Mary for a national library that would preserve and display ancient books and manuscripts - a visionary idea for his time. Denied, he turned around and built his own library.
Dee had always been fascinated with magecraft and the pursuit of knowledge, but soon he began to pursue the ultimate prize in earnest - the Root. Akasha. The Void. The very core of knowledge in the universe, the source of True Magic. His personal library at Mortlake, a veritable fortress of magical protection, contained every last scrap of lore he acquired for this goal. He was the envy of all other magi in England, and a natural choice to tutor and advise the young and inexperienced Queen Elizabeth. He underestimated the monarch's voracious appetite for the finer things in life, and before long she battered down his wall of impenetrable secrecy to become one of the few non-magus individuals in the world to become aware of magic.
Being Elizabeth, she soon grew bored of its study and moved on. However, the secret shared between the two only strengthened their bond. Though time and Dee's tireless efforts to reign in her less-than-aristocratic sensibilities strained their relationship, they never truly forgot each other. When rival magi banded together to raid his library during a six-year trip abroad and gutted his collection, Elizabeth was swift to make him Warden of Christ's College in Manchester by way of compensation. But the damage was done. Dee's jealous rivals blocked him at every turn, and he never recovered from the knowledge he lost that day. He descended into poverty, forced to sell what remained of his once-priceless collection to support himself and his daughter. He died in disgrace and regret at the age of 82, only recognized for his groundbreaking contributions to magecraft long after his death.
Master: Miyu Edelfelt
True Name: John Dee
Noble Phantasm: De Heptarchia Mystica - On The Mystical Rule Of The Seven Planets
Keyword: Angels And Demons
Strength: E
Endurance: E
Agility: C
Mana: A
Luck: B
Skills:
Territory Creation: B+
The ability to create a magus' Workshop in which the Servant may work their mysteries, bestowing bonuses to their spellcasting within its limits. Caster of Red's form of this skill has a positive modifier granted by synergy with his secondary Noble Phantasm.
Item Creation: B+
The ability of the Servant to create magical and enchanted items within their Workshop. Caster is able to create such items using his summoned and bound spirits - though corrupted into demons, he can work them into anything from protective charms to arms and armour to replacement limbs.
Magecraft: A-->B-
The ability to use the modern style of Magecraft, rather than impossible-to-replicate mysteries from the Age of the Gods. Diminished by the restrictions of the Servant container - his goal in life was to reach Akasha, the same as his Master. Such a goal is not acceptable as the wish of a Heroic Spirit.
Mathematics: B++
Caster was considered a genius scholar of his time, immersing himself in discipline after discipline in order to understand the secrets of the universe. It was for mathematics that he always had the most talent, and eventually honed it to such a degree that he was able to summon and bind angels with nothing but the rigid and infallible logic of formulae and theorems. Forming the basis of his Magecraft, it acts as a bizarre version of 'High-Speed Divine Words' - he may cast spells up to three verses long as if they required no incantation at all.
Noble Phantasm(s):
De Heptarchia Mystica - On The Mystical Rule Of The Seven Planets: B-->C
A tome of hermetic lore which Caster of Red may use to summon seemingly endless armies of familiars. Ostensibly angels, Saber's efforts have quite categorically proved that they are less than divine on the inside. Diminished in rank and power for the same reason as his Magecraft rank - the Grail disapproves of his designs for it.
Mortlake Library: C
An expression of the sheer breadth of knowledge contained in Dee's private library in life, practically the sum total of learning in all of England. It is diminished in power due to the raid the library suffered during his six years abroad - were it at its full splendour when he died the Noble Phantasm it became could have been akin to a Reality Marble. As it is, the ability can be considered more of a roving Workshop. Wherever there are books and knowledge, Dee is able to use Territory Creation with unusual ease. Whether a magus' private trove of secrets or a public library, they are treated as a convergeance of ley lines for Dee's purposes.
Legend:
Dee was history's greatest hedge mage, though the Clock Tower prefers to leave that detail out in its retellings. The only child of a mercer and courtier, his natural genius led him to being named a founding fellow at Trinity College before he even turned twenty. He produced such wondrous special effects for a production of Aristophanes' Peace that a reputation for being a magician clung to him for all his life. For the commonfolk it was mere superstition. For the ruling class, however, it was very much real.
In 1555 he was arrested and charged with treason for performing minor divinations on Queen Mary and then-princess Elizabeth. The Church, already established as a moderating influence upon the Moonlit World, examined him ruthlessly for any sign of attempting to gain influence over the mundane, ignorant queen and crown princess. Despite being exonerated after a long and exhausting trial, Dee immediately continued with his suspicious activities and petitioned Queen Mary for a national library that would preserve and display ancient books and manuscripts - a visionary idea for his time. Denied, he turned around and built his own library.
Dee had always been fascinated with magecraft and the pursuit of knowledge, but soon he began to pursue the ultimate prize in earnest - the Root. Akasha. The Void. The very core of knowledge in the universe, the source of True Magic. His personal library at Mortlake, a veritable fortress of magical protection, contained every last scrap of lore he acquired for this goal. He was the envy of all other magi in England, and a natural choice to tutor and advise the young and inexperienced Queen Elizabeth. He underestimated the monarch's voracious appetite for the finer things in life, and before long she battered down his wall of impenetrable secrecy to become one of the few non-magus individuals in the world to become aware of magic.
Being Elizabeth, she soon grew bored of its study and moved on. However, the secret shared between the two only strengthened their bond. Though time and Dee's tireless efforts to reign in her less-than-aristocratic sensibilities strained their relationship, they never truly forgot each other. When rival magi banded together to raid his library during a six-year trip abroad and gutted his collection, Elizabeth was swift to make him Warden of Christ's College in Manchester by way of compensation. But the damage was done. Dee's jealous rivals blocked him at every turn, and he never recovered from the knowledge he lost that day. He descended into poverty, forced to sell what remained of his once-priceless collection to support himself and his daughter. He died in disgrace and regret at the age of 82, only recognized for his groundbreaking contributions to magecraft long after his death.
Class: Berserker Alter
Master: Angra Mainyu
True Name: Herakles/Hercules
Noble Phantasm:Nine Lives/God Hand
Keyword: Layered Resurrection Magic, The World's Strongest, Unstoppable, Blackened
Strength: A++
Endurance: A+
Agility: A+
Mana: A-->A++
Luck: B-->D
Skills:
Mad Enhancement: A
Ranks up all parameters in exchange for robbing the Servant of almost all reason. At this rank, the Servant is left little more than an automaton in the service of their powerful and cruel Master. Hercules' already superb parameters have been raised to the absolute limit of a Servant container by combining this ability with the effects of Blackening. He is almost as strong as he was in life, held back only by lacking his Nine Lives technique.
Battle Continuation: A
The ability to continue fighting without sacrificing efficiency despite what wounds the Servant may suffer. At this rank, Hercules will not be slowed or hindered by anything short of a mortal wound. In contests of physical prowess, he is without equal.
Divinity: A
The son of Zeus and a mortal woman who ascended to Olympus after death, Hercules is as close to a truly divine spirit that the Grail War is capable of summoning. Hercules' peerless parameters are merely one of the boons granted to him by such divinity. The most potent gift is that of Magic Resistance proportionate to his Mana rank, even in classes incompatible with the skill. In the Berserker class, however, it is diminished due to the disfavour of Hera. He possesses an effective rank of B.
False Eye Of The Mind: B
A sixth sense for danger, forewarning Hercules of almost all attempts to harm him. Rather than developed over years of experience on the battlefield, the son of Zeus was born with it due to his Divinity. Because of this, it is preserved in the otherwise incompatible Berserker class.
Noble Phantasm(s):
Nine Lives - To Shoot A Hundred Heads: X
The technique that cemented Hercules' place in legend - against the dreaded Hydra, his great strength and stamina were almost his undoing. Every time he struck one head from its body, two more took its place. Thinking he could outlast the beast, he instead found himself outnumbered and outmatched by the now-hundred-headed beast after a full day of ceaseless combat. Drawing upon his deepest reserves of strength and speed, he overcame it in the only way he knew - he skewered every single head with an arrow simultaneously. This Noble Phantasm, and all other permutations of it, are sealed by the Berserker class.
God Hand - The Twelve Labours: A-->B
Known for frequent fits of uncontrollable rage, the night Hercules murdered his wife and children marked him as almost unforgivable to the gods. As penance, he was forced to conduct twelve impossible labours to prove that he truly desired absolution. Summoned as a Servant, this has manifested as eleven layers of powerful resurrection magic that prevent him from dying until he has made twelve attempts to win the Holy Grail for his Master. The rank of this skill as dropped due to an inexplicable weakness - Hercules' skin has been completely torn off, and will not regenerate. Because of this, the God Hand's secondary clauses preventing damage from weaker attacks and immunizing him to whatever manages to slay him once have been suppressed. Regardless, this Noble Phantasm makes Hercules an almost impossible opponent to defeat. Pray for salvation if you should draw his ire.
Legend:
The most famous son of Zeus and the greatest hero that Greece ever knew, so renowned that he was known to simply wander into other heroic tales whenever there was need for his strength. His beginnings were no less humble. He survived having his birth almost permanently delayed by Hera, survived being left out in the wilderness to die by his mother for fear of Hera's reprisal, and when he was taken to Hera by Athena and allowed to suckle from the goddess out of pity, he drank so strongly that she had to throw him aside from the pain. Once he had been returned to his crib, Hera sent two giant snakes to kill him in his sleep. The eight-month-old Hercules strangled them both and played with the corpses like toys.
In his youth, he also beat his music teacher to death with his own lyre.
Despite this, he was seen as prime marriage material. As he approached manhood, several adventures already under his belt, the king of Thebes offered him his daughter Megara's hand in marriage. He eagerly accepted, but he was not to enjoy the union. His already mercurial temper worsened by Hera's curse, he murdered his wife and their children in a fit of rage. By the time he realized what he had done, it was nearly too late for forgiveness. As penance, he set out on his greatest feats - the Twelve Labours.
But perhaps this is where that story ends. Perhaps this is the unspoken and unrecorded Thirteenth Labour of the great Herakles - to fight and die in the Holy Grail War until he can win the prize for his Master, and wish for an end to the torment of his rage.
Master: Angra Mainyu
True Name: Herakles/Hercules
Noble Phantasm:
Keyword: Layered Resurrection Magic, The World's Strongest, Unstoppable, Blackened
Strength: A++
Endurance: A+
Agility: A+
Mana: A-->A++
Luck: B-->D
Skills:
Mad Enhancement: A
Ranks up all parameters in exchange for robbing the Servant of almost all reason. At this rank, the Servant is left little more than an automaton in the service of their powerful and cruel Master. Hercules' already superb parameters have been raised to the absolute limit of a Servant container by combining this ability with the effects of Blackening. He is almost as strong as he was in life, held back only by lacking his Nine Lives technique.
Battle Continuation: A
The ability to continue fighting without sacrificing efficiency despite what wounds the Servant may suffer. At this rank, Hercules will not be slowed or hindered by anything short of a mortal wound. In contests of physical prowess, he is without equal.
Divinity: A
The son of Zeus and a mortal woman who ascended to Olympus after death, Hercules is as close to a truly divine spirit that the Grail War is capable of summoning. Hercules' peerless parameters are merely one of the boons granted to him by such divinity. The most potent gift is that of Magic Resistance proportionate to his Mana rank, even in classes incompatible with the skill. In the Berserker class, however, it is diminished due to the disfavour of Hera. He possesses an effective rank of B.
False Eye Of The Mind: B
A sixth sense for danger, forewarning Hercules of almost all attempts to harm him. Rather than developed over years of experience on the battlefield, the son of Zeus was born with it due to his Divinity. Because of this, it is preserved in the otherwise incompatible Berserker class.
Noble Phantasm(s):
Nine Lives - To Shoot A Hundred Heads: X
The technique that cemented Hercules' place in legend - against the dreaded Hydra, his great strength and stamina were almost his undoing. Every time he struck one head from its body, two more took its place. Thinking he could outlast the beast, he instead found himself outnumbered and outmatched by the now-hundred-headed beast after a full day of ceaseless combat. Drawing upon his deepest reserves of strength and speed, he overcame it in the only way he knew - he skewered every single head with an arrow simultaneously. This Noble Phantasm, and all other permutations of it, are sealed by the Berserker class.
God Hand - The Twelve Labours: A-->B
Known for frequent fits of uncontrollable rage, the night Hercules murdered his wife and children marked him as almost unforgivable to the gods. As penance, he was forced to conduct twelve impossible labours to prove that he truly desired absolution. Summoned as a Servant, this has manifested as eleven layers of powerful resurrection magic that prevent him from dying until he has made twelve attempts to win the Holy Grail for his Master. The rank of this skill as dropped due to an inexplicable weakness - Hercules' skin has been completely torn off, and will not regenerate. Because of this, the God Hand's secondary clauses preventing damage from weaker attacks and immunizing him to whatever manages to slay him once have been suppressed. Regardless, this Noble Phantasm makes Hercules an almost impossible opponent to defeat. Pray for salvation if you should draw his ire.
Legend:
The most famous son of Zeus and the greatest hero that Greece ever knew, so renowned that he was known to simply wander into other heroic tales whenever there was need for his strength. His beginnings were no less humble. He survived having his birth almost permanently delayed by Hera, survived being left out in the wilderness to die by his mother for fear of Hera's reprisal, and when he was taken to Hera by Athena and allowed to suckle from the goddess out of pity, he drank so strongly that she had to throw him aside from the pain. Once he had been returned to his crib, Hera sent two giant snakes to kill him in his sleep. The eight-month-old Hercules strangled them both and played with the corpses like toys.
In his youth, he also beat his music teacher to death with his own lyre.
Despite this, he was seen as prime marriage material. As he approached manhood, several adventures already under his belt, the king of Thebes offered him his daughter Megara's hand in marriage. He eagerly accepted, but he was not to enjoy the union. His already mercurial temper worsened by Hera's curse, he murdered his wife and their children in a fit of rage. By the time he realized what he had done, it was nearly too late for forgiveness. As penance, he set out on his greatest feats - the Twelve Labours.
But perhaps this is where that story ends. Perhaps this is the unspoken and unrecorded Thirteenth Labour of the great Herakles - to fight and die in the Holy Grail War until he can win the prize for his Master, and wish for an end to the torment of his rage.
Class: Archer
Master: ???
True Name: Gilgamesh, the King of Heroes
Noble Phantasm: Ea
Keyword: King of Heroes, The World's First Hero, Master Of All The World's Treasures
Strength: B
Endurance: C
Agility: C
Mana: B
Luck: A
Skills:
Independent Action: A+
The skill which governs the rate at which a Servant depletes mana in order to remain materialized in the world. Gilgamesh has achieved a rank that was previously impossible - he has been incarnated in a physical body, and cannot vanish. While he can still deplete his stores via use of his Noble Phantasm, to exhaust himself to the point of disappearing being a threat is almost inconceivable.
Magic Resistance: E
At this rank, Gilgamesh is incapable of negating even an incantation-less spell. He is only bestowed reduction of damage against magic.
Charisma: A+
The skill which represents force of personality and the ability of a Servant to draw others under their sway. At this immense rank, it is not mere 'popularity' - it is a curse, an aura of command that reduces all but the most strong-willed to simpering sycophants at a single word.
Divinity: A+ -->B
As the son of a god and demigod, Gilgamesh possesses the greatest possible amount of divinity that a Servant is capable of having. Its effective rank is diminished, however, by his deep and abiding hatred for all those who pretend to be masters of heaven. Regardless, the strength of his blood is enough to manifest as an unnamed yet treasured relic - a suit of gold-spun plate armour that is on the level of Noble Phantasms in power. When donned, it increases his Endurance and Magic Resistance ranks to A. He rarely bothers to use it.
Golden Rule: A
The skill of a Servant to procure money from various sources, no matter the circumstances, based on the wealth they owned in life. As the curator of all the world's greatest relics, Gilgamesh carries this skill at the greatest rank possible. Money troubles are so unknown to him that he could literally throw handfuls of money and precious gems from a pocket of his jacket without limit.
Noble Phantasm(s):
Gate of Babylon: E~A++
Technically controlled by a key-shaped golden shortsword he bears, Gilgamesh has long since surpassed the need of it beyond the summoning of Ea. This Noble Phantasm directly links to a sort of Reality Marble, an extradimensional space in which all treasures that Gilgamesh owned in life are stored. Everything from the finest weapons to the finest wines, nothing but the most treasured of artefacts is permitted a place in the King of Heroes' vault. Technically not intended as a weapon, but used as such by Gilgamesh out of sheer laziness - it is the Noble Phantasm equivalent of upending a bag of swords on someone's head rather than withdrawing one to stab them with. Considered a bad habit by Enkidu.
Enkidu - The Chains Of Heaven: D~A
Gilgamesh's most treasured Noble Phantasm, held in even greater regard than Ea. When used, its spears through the Gate of Babylon's portals and wraps tightly around the intended target in such a fashion that only brute force can free them. Not even a Command Seal can teleport them away from their fate. However, its strength scales directly with the target's Divinity ranking - from being almost impossible to break, to simply being strong yet mundane steel chain.
Ea: EX
The most powerful Noble Phantasm in existence, so old that it pre-dates the very concept of a sword. Though shaped more like a drill than a blade, it may still be used without hindrance in close combat should that be necessary. By chanting 'Enuma Elish', Gilgamesh is able to unleash its power. The distortions and rends in space caused by using it at even 10% of its full power is enough that its function is more akin to a cosmic singularity than 'merely' a Servant's super-move. It is not even a one-hit anti-Servant weapon - its true power is to destroy entire worlds. When allowed to fire for long enough, Ea will rip the fabric of heaven and earth apart in order to expose the 'truth'.
Master: ???
True Name: Gilgamesh, the King of Heroes
Noble Phantasm: Ea
Keyword: King of Heroes, The World's First Hero, Master Of All The World's Treasures
Strength: B
Endurance: C
Agility: C
Mana: B
Luck: A
Skills:
Independent Action: A+
The skill which governs the rate at which a Servant depletes mana in order to remain materialized in the world. Gilgamesh has achieved a rank that was previously impossible - he has been incarnated in a physical body, and cannot vanish. While he can still deplete his stores via use of his Noble Phantasm, to exhaust himself to the point of disappearing being a threat is almost inconceivable.
Magic Resistance: E
At this rank, Gilgamesh is incapable of negating even an incantation-less spell. He is only bestowed reduction of damage against magic.
Charisma: A+
The skill which represents force of personality and the ability of a Servant to draw others under their sway. At this immense rank, it is not mere 'popularity' - it is a curse, an aura of command that reduces all but the most strong-willed to simpering sycophants at a single word.
Divinity: A+ -->B
As the son of a god and demigod, Gilgamesh possesses the greatest possible amount of divinity that a Servant is capable of having. Its effective rank is diminished, however, by his deep and abiding hatred for all those who pretend to be masters of heaven. Regardless, the strength of his blood is enough to manifest as an unnamed yet treasured relic - a suit of gold-spun plate armour that is on the level of Noble Phantasms in power. When donned, it increases his Endurance and Magic Resistance ranks to A. He rarely bothers to use it.
Golden Rule: A
The skill of a Servant to procure money from various sources, no matter the circumstances, based on the wealth they owned in life. As the curator of all the world's greatest relics, Gilgamesh carries this skill at the greatest rank possible. Money troubles are so unknown to him that he could literally throw handfuls of money and precious gems from a pocket of his jacket without limit.
Noble Phantasm(s):
Gate of Babylon: E~A++
Technically controlled by a key-shaped golden shortsword he bears, Gilgamesh has long since surpassed the need of it beyond the summoning of Ea. This Noble Phantasm directly links to a sort of Reality Marble, an extradimensional space in which all treasures that Gilgamesh owned in life are stored. Everything from the finest weapons to the finest wines, nothing but the most treasured of artefacts is permitted a place in the King of Heroes' vault. Technically not intended as a weapon, but used as such by Gilgamesh out of sheer laziness - it is the Noble Phantasm equivalent of upending a bag of swords on someone's head rather than withdrawing one to stab them with. Considered a bad habit by Enkidu.
Enkidu - The Chains Of Heaven: D~A
Gilgamesh's most treasured Noble Phantasm, held in even greater regard than Ea. When used, its spears through the Gate of Babylon's portals and wraps tightly around the intended target in such a fashion that only brute force can free them. Not even a Command Seal can teleport them away from their fate. However, its strength scales directly with the target's Divinity ranking - from being almost impossible to break, to simply being strong yet mundane steel chain.
Ea: EX
The most powerful Noble Phantasm in existence, so old that it pre-dates the very concept of a sword. Though shaped more like a drill than a blade, it may still be used without hindrance in close combat should that be necessary. By chanting 'Enuma Elish', Gilgamesh is able to unleash its power. The distortions and rends in space caused by using it at even 10% of its full power is enough that its function is more akin to a cosmic singularity than 'merely' a Servant's super-move. It is not even a one-hit anti-Servant weapon - its true power is to destroy entire worlds. When allowed to fire for long enough, Ea will rip the fabric of heaven and earth apart in order to expose the 'truth'.
Class: Saber Alter
Master: Angra Mainyu
True Name: Arturia Pendragon
Keywords: Blackened, All The World's Evils
Strength: A
Endurance: B-->A
Agility: B-->D
Mana: A-->A++
Luck: A++ -->C
Skills:
Magic Resistance: A-->B
Arturia once possessed arguably the most powerful defences against magic imaginable due to her dragon blood. Now an avatar of All The World's Evils, it has been diluted down to the same level as her 'son'. Regardless, she is easily able to surmount it via application of her unrestrained Mana Burst skill.
Riding: B+-->X
Since her Blackening, Saber has found no use for this skill. Thus it has been sealed for efficiency.
Charisma: B-->E
Once, Arturia commanded such respect and loyalty that she was able to lead Britain back from the brink of destruction despite her seemingly humble origins and 'incorrect' gender. Corrupted by All The World's Evils, it has been diminished to the lowest limit. Though she could lead an army, it would suffer crippling morale troubles.
Instinct: A-->B
Once Arturia's instincts were so refined that they became an sixth sense practically capable of precognition. Dulled by the infinite hatred and suffering of Angra Mainyu inside her, it has degraded to a level equivalent to her 'son's.
Mana Burst: A
The ability to store and expel mana for augmentative purposes, the source of her 'son's inherited ability. With the backing of All The World's Evils, she is now able to use it without limit. It can surround her entire body in an aura of black flames with but a thought, and by bathing her blade in it she can mimic her true Noble Phantasm by hurling the charge in 'blade beams'.
Noble Phantasm(s):
Excalibur Morgan - Hammer of the Vile King: A++
The 'sword that amplifies', the once-pure and holy Sword of Promised Victory has become tainted by Arturia's Blackening. Calling its name bathes it in tainted light, creating an immense and destructive beam that only increases in power the further it must travel to its target. Due to her effectively infinite mana granted by being Blackened, she is able to fire it without limit should she be inclined.
Master: Angra Mainyu
True Name: Arturia Pendragon
Keywords: Blackened, All The World's Evils
Strength: A
Endurance: B-->A
Agility: B-->D
Mana: A-->A++
Luck: A++ -->C
Skills:
Magic Resistance: A-->B
Arturia once possessed arguably the most powerful defences against magic imaginable due to her dragon blood. Now an avatar of All The World's Evils, it has been diluted down to the same level as her 'son'. Regardless, she is easily able to surmount it via application of her unrestrained Mana Burst skill.
Riding: B+-->X
Since her Blackening, Saber has found no use for this skill. Thus it has been sealed for efficiency.
Charisma: B-->E
Once, Arturia commanded such respect and loyalty that she was able to lead Britain back from the brink of destruction despite her seemingly humble origins and 'incorrect' gender. Corrupted by All The World's Evils, it has been diminished to the lowest limit. Though she could lead an army, it would suffer crippling morale troubles.
Instinct: A-->B
Once Arturia's instincts were so refined that they became an sixth sense practically capable of precognition. Dulled by the infinite hatred and suffering of Angra Mainyu inside her, it has degraded to a level equivalent to her 'son's.
Mana Burst: A
The ability to store and expel mana for augmentative purposes, the source of her 'son's inherited ability. With the backing of All The World's Evils, she is now able to use it without limit. It can surround her entire body in an aura of black flames with but a thought, and by bathing her blade in it she can mimic her true Noble Phantasm by hurling the charge in 'blade beams'.
Noble Phantasm(s):
Excalibur Morgan - Hammer of the Vile King: A++
The 'sword that amplifies', the once-pure and holy Sword of Promised Victory has become tainted by Arturia's Blackening. Calling its name bathes it in tainted light, creating an immense and destructive beam that only increases in power the further it must travel to its target. Due to her effectively infinite mana granted by being Blackened, she is able to fire it without limit should she be inclined.
Q&A: Contains Spoilers!
Part 1
Part 2
Part 3
Part 4
Fate/Hollow Fake Part 2: Another Heaven
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