Fate/Shattered Gospel (OOC)

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Anyhow, changing my saber class servant from Mulan to Count Roland. Though I will genderbend this guy and make a female Roland. So, Countess Roland.
giphy.gif
 
Good thing Cordelia's not happening or we might have had some redundancy.
 
Surprisingly, we aren't drowning in estrogen, considering Fate RPs and all, so it would be nice to get eyecandy outside of jailbait.
 
Surprisingly, we aren't drowning in estrogen, considering Fate RPs and all, so it would be nice to get eyecandy outside of jailbait.
Lol, whatever do you mean? XD
 
Throwing this up early while we're on the topic of eye candy.


Marianne
Archer

pgiD6Wa.jpg


Stats:

Strength: E
Endurance: B
Agility: B
Magical Energy: D
Luck: A

Alignment: Lawful Neutral

Class Skills:

Independent Action: A

Marianne is capable of acting for extended periods of time without a direct link to her master, and by extent surviving without a master for up to ten days if she does conserve her magical energy for all but the most vital of functions. Being in her homeland has no sustaining effect for her, because she lived as a stranger within her own country. Her high rank in Independent Action is derived not only from her chosen form's life of self reliance but also from her generally low mana consumption. She lacks magecraft to employ, and even her Noble Phantasm costs relatively little energy to deploy.

Magic Resistance: C

Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. A tool of the aristocracy uprooted and destroyed by the Republic, Marianne is accustomed to fighting against later magecraft. As a fairly young Heroic Spirit, however, Archer lacks experience with and the means to resist the powerful magics of older eras.

Personal Skills:

Charisma: D

Marianne is a representative of Liberty itself. However, it was not her but the aspirations of the French people that have compelled the Republic in all its iterations. Regardless of her actual fame and the obscure status of the form she has adopted, as a symbol of revolution and a personification of liberty, she has a natural ability to compel others in battles against tyranny and enslavement. Her ability to lead is sufficient, having stood at the side of revolutions and resistances in her time, but as someone who was looked to as a symbol more than as a commander her authority does not supersede the ideals that people have chosen to see in her.

Espionage: C

Due to her nature as an infiltrator, saboteur, and guerilla, Archer does not possess the credentials for Presence Concealment but is able to blend her presence seamlessly with those surrounding her. In a crowd she is indiscernible from ordinary humans around her, far less noticeable than any magus not actively concealing themselves. Even on an empty street, if one were not already suspicious of her personage she would be no more than a wandering girl. She can carry small weapons while utilizing this effect, as long as they do not protrude from her clothing. Use of her Noble Phantasm or any of its weapons breaks the effect immediately, and she is unable to re-disguise herself while within the line of sight of any pursuers, even humans.

Eye of Mind (True): B

Marianne is an observant soldier capable of assessing her situation and predicting an opponent's actions with a great degree of clarity and speed. She is able to disguise her weakness with versatility, and her mind's eye is capable of discerning all the courses of action available with her many tools. As this ability is reliant on knowledge, it is far less effective against concepts and techniques she has no understanding of. As a Servant, Marianne benefits from the combat experiences of all citizens and soldiers who have died in the just defense of France, as living embodiments of her legend. She gains the greatest amount of knowledge from the form she currently inhabits. As a result, she is a hardened veteran of small scale, clandestine warfare, not unlike the Grail War she has been called upon to participate in.

Jusqu'au Boutiste: C

In all wars there are those who are willing to fight 'until the end.' This extreme dedication to the fatherland manifests in Archer's case not only in her significant endurance rank, both for an Archer and a girl of her figure, but in her ability to prolong and endure warfare through wit and determination. Though her body may melt and shatter around her, her mind will not falter. Until she physically cannot act, she will not succumb to fatigue or pain. While she does not possess the extraordinary regenerative abilities of a Servant with Battle Continuation or Disengage, she is similarly able to abscond from conflicts with a catalog of tactics for drawing out battles and escaping into the shadows.

Soldate Éternelle: A

Since its birth men and women have died for the Republic. In its defense, at its hands, at times with little distinction between the two. Those nameless, numberless martyrs lost to conflict are the ones who paid every price imaginable for the martial knowledge that defends the nation in modernity, and that which echoes in the iron minds of those yet fighting for Liberty within the Throne of Heroes. Marianne inherits from her own life and all those dedicated to her. Before anything else and after all is done, she is a soldier. She possesses the ability to wield any weapon or technique ever employed in the defense of France. As an Archer, the greatest depths of her proficiency lay in ranged weapons. She has a complete mastery of many firearms, and a considerable ability to protect herself and flee in close combat. Experience, however, is just that, and her strongest ability provides her only with an abundance of technique.

Weapon:

Due to the nature of her Noble Phantasm Marianne does not have any associated personal weapons.

Noble Phantasm(s):

La Marseillaise
"The avenging sword unsheathe, march on, march on!"


E~B++
Anti-Unit Class

Description:

The history of the Revolution, of the Republic, and of the Resistance are intertwined with the armaments of civilization. From the munitions plundered from the heart of the Bastille to the weapons committed by the Allied Powers, all share a common heritage. All were taken up under the spiteful glare of tyrants, and raised at the cost of dear life. Archer can pull these armaments of liberation from the days of their glory to her side. With the knowledge to use these arms and their varying ranks as Noble Phantasms (generally ranging in reverse order from their initial date of design or production, with exceptions for particularly notable weapons), weapons that would ordinarily be incapable of even scratching Servants are able to inflict modest damage. As she does not need to create these weapons with magecraft the actual cost of accessing the armory is quite low, although the older the armament the greater the drain on her harshly limited supply of magical energy. In practice she can draw as many items from her arsenal as she can afford to, with the chosen tools appearing on her body as if concealed, in her hands, or near her person. The withdrawal of larger pieces of military equipment is possible, but as she cannot reproduce herself to crew them this option is largely worthless. The oldest and highest ranked weapons stored within her arsenal are iterations of the Charleville Musket. A smooth bore weapon of antiquity, it is not like the precision firearms that benefit most from her skills. Instead, it is a prolific weapon that embodies her nature as a spirit of revolution. Muskets of its make were distributed not only to the brave defenders of the young Republic, beset by the monarchist sympathizers of Europe, but also previously entrusted to the plight of a fledgling democracy across the sea. That gesture of sharing arms would define the Treaties of the North Atlantic for centuries to come, France would one day be saved by the weapons of other lands, and all because this weapon fought not only for French liberty, but the birth of the free world. It is imprecise, indeed, it cannot shoot true but to destroy slavery.

Personality:

A sense of anachronism pervades Marianne's mannerisms, although the grail has made her aware of modern customs. As a heroic spirit she is far older than the body she manifested with, and while its own history is etched into her mind she is also distracted by the fading remnants of countless lives since entangled and confused with her legend. She is a dark girl, with a glimmer of long forgotten normalcy hidden away under gruff military mannerisms and a cold, determined exterior. As one who has lived on either side of death for too long, she can only regard the macabre and horrific with an air of jaded cynicism. Utterly desensitized, she watches executions and shares meals with the same tired expression etched into her sullen face. Removed from the war that made her so, there is more joviality in her manner than one could have ever seen in life. Sarcastic, dry humor emerges between the clicking of bullets pressed into a magazine. She liked the peace of night, when the City of Light didn't wear blackout curtains, when the cafes thronged with the vibrant youth she watched lined against the wall or marched into trains. She claims to dislike many things in her teasing, difficult way... But in seriousness the things she hates are simple to understand. Tyranny is an unforgivable injustice against the humanity she knows, a wretched cancer to be excised with gunpowder and steel. Those who stand in the way, those who trade their sacred liberty for the favor of despots, cannot be reasoned with. So many tried.

Potential Summoning Catalysts:

The tower stones at Square Henri-Galli, George Washington's key to the Bastille, a postage stamp or a piece of currency bearing her likeness.


Marianne came to be a symbol around the time of the French Revolution. Often depicted as an embodiment of liberty and reason, she has been a symbol for each Republic and an assortment of other movements since. In her original life she was of little importance, the 'truth' among the many anecdotes that have arisen through history to explain the creation of such a powerful image. During the Revolution itself several accounts referenced a certain Marianne, bearing a Phrygian cap and inspiring those who took up arms. Even as a bystander with nothing more than a fiery heart, she became a legend of the battlefield. Her status as a Heroic Spirit, bound outside of time, was certain from the moment the Tricolor began to fly. She was a witness to the turbulent events that marked the birth of 'Liberty' in her homeland, when the streets ran red with blood and all that represented the old way was done away with like trash. Symbols, buildings, laws... Human beings. The girl who became their icon may have even fallen prey to the real emblem of that revolution: The terror of the guillotine, the maw into which life was indiscriminately shoveled. Freedom from the order and boredom of kings meant the chaotic terror of scurrying about under that singular steel tooth as it gnashed away any who dared to disagree with those who had disagreed the hardest. Her worth as a heroic spirit began only after the horrific violence that gave birth to her. As her true legend is that of the symbol, her legend is one that has evolved not with the life of a single hero, but with the life of a nation motivated once by the name and the ever changing image of an ordinary girl. Rather than be diminished by all the different causes her name has served through the ages, the legend of Marianne is one that has continued and grown through its constant resurgence. Rather than dilute among all those who embodied her, she has grown through them, no longer merely a likeness but a concept to encompass and guide unsung liberators. Politicians debate over her depiction, radical notions of chaotic liberty without reason appropriate her likeness... But in the dark throes of the Empires, under the jackboots of the Third Reich, and surely in untold darkness to come, on posters, in songs, on the lips of nameless, numberless martyrs, Liberty marches on.
 
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Throwing this up early while we're on the topic of eye candy.

Marianne
Archer

pgiD6Wa.jpg


Stats:

Strength: E
Endurance: B
Agility: B
Magical Energy: D
Luck: A

Alignment: Lawful Neutral

Class Skills:

Independent Action: A

Marianne is capable of acting for extended periods of time without a direct link to her master, and by extent surviving without a master for up to ten days if she does conserve her magical energy for all but the most vital of functions. Being in her homeland has no sustaining effect for her, because she lived as a stranger within her own country. Her high rank in Independent Action is derived not only from her chosen form's life of self reliance but also from her generally low mana consumption. She lacks magecraft to employ, and even her Noble Phantasm costs relatively little energy to deploy.

Magic Resistance: C

Cancel spells with a chant below two verses. Cannot defend against magecraft on the level of High-Thaumaturgy and Greater Rituals. A tool of the aristocracy uprooted and destroyed by the Republic, Marianne is accustomed to fighting against later magecraft. As a fairly young Heroic Spirit, however, Archer lacks experience with and the means to resist the powerful magics of older eras.

Personal Skills:

Charisma: D

Marianne is a representative of Liberty itself. However, it was not her but the aspirations of the French people that have compelled the Republic in all its iterations. Regardless of her actual fame and the obscure status of the form she has adopted, as a symbol of revolution and a personification of liberty, she has a natural ability to compel others in battles against tyranny and enslavement. Her ability to lead is sufficient, having stood at the side of revolutions and resistances in her time, but as someone who was looked to as a symbol more than as a commander her authority does not supersede the ideals that people have chosen to see in her.

Espionage: C

Due to her nature as an infiltrator, saboteur, and guerilla, Archer does not possess the credentials for Presence Concealment but is able to blend her presence seamlessly with those surrounding her. In a crowd she is indiscernible from ordinary humans around her, far less noticeable than any magus not actively concealing themselves. Even on an empty street, if one were not already suspicious of her personage she would be no more than a wandering girl. She can carry small weapons while utilizing this effect, as long as they do not protrude from her clothing. Use of her Noble Phantasm or any of its weapons breaks the effect immediately, and she is unable to re-disguise herself while within the line of sight of any pursuers, even humans.

Eye of Mind (True): B

Marianne is an observant soldier capable of assessing her situation and predicting an opponent's actions with a great degree of clarity and speed. She is able to disguise her weakness with versatility, and her mind's eye is capable of discerning all the courses of action available with her many tools. As this ability is reliant on knowledge, it is far less effective against concepts and techniques she has no understanding of. As a Servant, Marianne benefits from the combat experiences of all citizens and soldiers who have died in the just defense of France, as living embodiments of her legend. She gains the greatest amount of knowledge from the form she currently inhabits. As a result, she is a hardened veteran of small scale, clandestine warfare, not unlike the Grail War she has been called upon to participate in.

Jusqu'au Boutiste: C

In all wars there are those who are willing to fight 'until the end.' This extreme dedication to the fatherland manifests in Archer's case not only in her significant endurance rank, both for an Archer and a girl of her figure, but in her ability to prolong and endure warfare through wit and determination. Though her body may melt and shatter around her, her mind will not falter. Until she physically cannot act, she will not succumb to fatigue or pain. While she does not possess the extraordinary regenerative abilities of a Servant with Battle Continuation or Disengage, she is similarly able to abscond from conflicts with a catalog of tactics for drawing out battles and escaping into the shadows.

Soldate Éternelle: A

Since its birth men and women have died for the Republic. In its defense, at its hands, at times with little distinction between the two. Those nameless, numberless martyrs lost to conflict are the ones who paid every price imaginable for the martial knowledge that defends the nation in modernity, and that which echoes in the iron minds of those yet fighting for Liberty within the Throne of Heroes. Marianne inherits from her own life and all those dedicated to her. Before anything else and after all is done, she is a soldier. She possesses the ability to wield any weapon or technique ever employed in the defense of France. As an Archer, the greatest depths of her proficiency lay in ranged weapons. She has a complete mastery of many firearms, and a considerable ability to protect herself and flee in close combat. Experience, however, is just that, and her strongest ability provides her only with an abundance of technique.

Weapon:

Due to the nature of her Noble Phantasm Marianne does not have any associated personal weapons.

Noble Phantasm(s):

La Marseillaise
"The avenging sword unsheathe, march on, march on!"


E~B++
Anti-Unit Class

Description:

The history of the Revolution, of the Republic, and of the Resistance are intertwined with the armaments of civilization. From the munitions plundered from the heart of the Bastille to the weapons committed by the Allied Powers, all share a common heritage. All were taken up under the spiteful glare of tyrants, and raised at the cost of dear life. Archer can pull these armaments of liberation from the days of their glory to her side. With the knowledge to use these arms and their varying ranks as Noble Phantasms (generally ranging in reverse order from their initial date of design or production, with exceptions for particularly notable weapons), weapons that would ordinarily be incapable of even scratching Servants are able to inflict modest damage. As she does not need to create these weapons with magecraft the actual cost of accessing the armory is quite low, although the older the armament the greater the drain on her harshly limited supply of magical energy. In practice she can draw as many items from her arsenal as she can afford to, with the chosen tools appearing on her body as if concealed, in her hands, or near her person. The withdrawal of larger pieces of military equipment is possible, but as she cannot reproduce herself to crew them this option is largely worthless. The oldest and highest ranked weapons stored within her arsenal are iterations of the Charleville Musket. A smooth bore weapon of antiquity, it is not like the precision firearms that benefit most from her skills. Instead, it is a prolific weapon that embodies her nature as a spirit of revolution. Muskets of its make were distributed not only to the brave defenders of the young Republic, beset by the monarchist sympathizers of Europe, but also previously entrusted to the plight of a fledgling democracy across the sea. That gesture of sharing arms would define the Treaties of the North Atlantic for centuries to come, France would one day be saved by the weapons of other lands, and all because this weapon fought not only for French liberty, but the birth of the free world. It is imprecise, indeed, it cannot shoot true but to destroy slavery.

Personality:

A sense of anachronism pervades Marianne's mannerisms, although the grail has made her aware of modern customs. As a heroic spirit she is far older than the body she manifested with, and while its own history is etched into her mind she is also distracted by the fading remnants of countless lives since entangled and confused with her legend. She is a dark girl, with a glimmer of long forgotten normalcy hidden away under gruff military mannerisms and a cold, determined exterior. As one who has lived on either side of death for too long, she can only regard the macabre and horrific with an air of jaded cynicism. Utterly desensitized, she watches executions and shares meals with the same tired expression etched into her sullen face. Removed from the war that made her so, there is more joviality in her manner than one could have ever seen in life. Sarcastic, dry humor emerges between the clicking of bullets pressed into a magazine. She liked the peace of night, when the City of Light didn't wear blackout curtains, when the cafes thronged with the vibrant youth she watched lined against the wall or marched into trains. She claims to dislike many things in her teasing, difficult way... But in seriousness the things she hates are simple to understand. Tyranny is an unforgivable injustice against the humanity she knows, a wretched cancer to be excised with gunpowder and steel. Those who stand in the way, those who trade their sacred liberty for the favor of despots, cannot be reasoned with. So many tried.

Potential Summoning Catalysts:

The tower stones at Square Henri-Galli, George Washington's key to the Bastille, a postage stamp or a piece of currency bearing her likeness.


Marianne came to be a symbol around the time of the French Revolution. Often depicted as an embodiment of liberty and reason, she has been a symbol for each Republic and an assortment of other movements since. In her original life she was of little importance, the 'truth' among the many anecdotes that have arisen through history to explain the creation of such a powerful image. During the Revolution itself several accounts referenced a certain Marianne, bearing a Phrygian cap and inspiring those who took up arms. Even as a bystander with nothing more than a fiery heart, she became a legend of the battlefield. Her status as a Heroic Spirit, bound outside of time, was certain from the moment the Tricolor began to fly. She was a witness to the turbulent events that marked the birth of 'Liberty' in her homeland, when the streets ran red with blood and all that represented the old way was done away with like trash. Symbols, buildings, laws... Human beings. The girl who became their icon may have even fallen prey to the real emblem of that revolution: The terror of the guillotine, the maw into which life was indiscriminately shoveled. Freedom from the order and boredom of kings meant the chaotic terror of scurrying about under that singular steel tooth as it gnashed away any who dared to disagree with those who had disagreed the hardest. Her worth as a heroic spirit began only after the horrific violence that gave birth to her. As her true legend is that of the symbol, her legend is one that has evolved not with the life of a single hero, but with the life of a nation motivated once by the name and the ever changing image of an ordinary girl. Rather than be diminished by all the different causes her name has served through the ages, the legend of Marianne is one that has continued and grown through its constant resurgence. Rather than dilute among all those who embodied her, she has grown through them, no longer merely a likeness but a concept to encompass and guide unsung liberators. Politicians debate over her depiction, radical notions of chaotic liberty without reason appropriate her likeness... But in the dark throes of the Empires, under the jackboots of the Third Reich, and surely in untold darkness to come, on posters, in songs, on the lips of nameless, numberless martyrs, Liberty marches on.
More like one eyed candy :P

Ohhh! XD
 
Last edited:
Gate of Guns, eh?
 
Alrighty, here's my attempt. Let me clarify a bit that I'm fairly well versed in Fate stuff - seen all the animated works, read the visual novel(save ataraxia), and played some of the games including Grand Order. But all that said, I'm not the best when it comes to actual history, and as far as stats and effects go for servant skills and NP(s), I could use a bit of direction or suggestions, so I just used what felt right to me. I also wrote this all at around 3am, so forgive me for typos or other grammatical errors. Heh.

WIP of course, as there's additions to the appearance I'd like to make, and stats to be tweaked and most likely more skills to be added. I went rather bare bones on the game-y aspect of Fate and that needs to be rectified.

True Name: Tlahuicole
Class: Berserker
Alignment: Chaotic Neutral
Appearance:

eIjPvv2.jpg


Stats:
Strength: B
Endurance: B
Agility: C
Magical Energy: D
Luck: B

Class Skills:
Mad Enhancement: D
Tlahuicole is allowed some basic forms of lucidity, but his obsession with a glorious death paints his entire psyche.

Personal Skills:
Honor of the Battered: C
As Tlahuicole is injured and comes closer to death, the fervor brought from the anticipation his death grants him greater strength.

Weapon: Macuahuitl; a wooden sword with obsidian blades that were used across Central America in the time of Tlahuicole's life.

Noble Phantasm(s):
Name: Trial by Stone, Glory in Death
Rank: B
Type: Anti-Unit (Self)
Description: At the end of Tlahuicole's life, he faced the Trial by Stone. The Trial By Stone was a form of ritual combat in Aztec culture that said if a prisoner chained to a stone could injure or kill a large group of enemies set upon them, they would be set free. His final fate dying to the Trial By Stone would end up manifesting as his Noble Phantasm. Upon use, Tlahuicole's Mad Enhancement is the equivalent of A rank as he fully loses himself to the lust for battle and the need for a glorious death. All parameters increase greatly as per the increase in Mad Enhancement rank save Agility. Tlahuicole becomes an unstopple tank, a whirlwind of death, but is unable to guard or dodge most attacks. Trial By Stone also raises Honor of the Battered rank to A, compensating his slower speed and likelihood of being harmed by granting him growing strength the closer to death he comes. No matter the outcome, at the end of its use the mana behind Tlahuicole's manifestation is exhausted and he finds the glory he sought and perishes. A last ditch Noble Phantasm meant for mutual extermination.

Personality: Thanks to the skill Mad Enhancement, whatever personality Tlahuicole had as a man outside of battle is largely nonexistent. As a living man he was well known for his unflinching ethics and pride, which has manifested under the effects of Mad Enhancement as a mad lust to repeat the actions of his last days alive, craving a warrior's death to battle the shame brought by imprisonment. Better to die in battle than to serve a master not his - in his life as a mortal, it was Montezuma the Second, and as a Heroic Spirit, it is the Throne of Heroes and the Master who summons him.

Legend: The warrior hero of the Tlaxcaltec people who gained infamy in the early 1500's. Despite his successes as a military commander, Tlahuicole was nonetheless taken prisoner in battle and taken to the city of Mexico where he met then ruler Montezuma II. So impressed by Tlahuicole Monetezuma was that he was ready to pardon the warrior and release him to his homeland. Tlahuicole refused - to return home on an enemy monarch's kindness was sure to bring him nothing but shame. He demanded the same treatment as other prisoners of war, but again, Montezuma refused. He made the young man an offer - live, but lead his armies. Tlahuicole accepted, hoping that in doing so he would find glory in death, not the shame he now felt in life as a prisoner of Montezuma.

But he succeeded. Time and time again, Tlahuicole succeeded. Montezuma by this point was desperate to keep the young man in his employ, and pleaded for him to serve officially in his army, or to at least live on as a free man, returning to his country. Tlahuicole again refused. Treason to his country, or to live on in shame. Neither were choices to the man at a all.

Finally, Montezuma acquiesced and gave the man what he wanted, all options exhausted. The stubborn, prideful young warrior was treated as prisoners were. Tied to a stone and armed, he was set upon by Montezuma's most powerful warriors, the strongest knights of the age in the Mexican region, in gladiatorial combat. One by one Tlahuicole fell each one. Legends differ on the number. Some say up to eight, some say Tlahuicole fell thirty seasoned Aztec knights before finally succumbing to his wounds. Some accounts even say he was never actually defeated in combat, his battered and exhausted body taken and opened up by ceremonial blades, his still beating heart cut from his chest by priests offering his warrior soul to the Aztec pantheon. No matter the interpretation, tales of Tlahuicole's integrity and strength would live far beyond his own life span - and well into eternity, as his being became one with the Throne of Heroes.

Summoning Catalyst: A sliver of obsidian from Tlahuicole's personal Macuahuitl.

Looking good so far!

I'm admittedly kinda powerscaling from Rin here, but if an Assassin was without a Master and was focusing more on preserving mana by not exerting themselves, Chain could probably win. Otherwise, so long as he's on the defensive, he could probably hope for a tie, or possibly a victory of attrition if he can trick them into using more mana than they can afford to by panicking or overestimating what they need somehow.

Svipall's immunity is granted as a side bonus by virtue of controlling the mana in the immediate vicinity. It's basically a case of "automatically evade large rituals" because the atmosphere around Chain is Svipall's territory. That said, if mana has already constructed a spell, then there's nothing a mere siphon can do to dismantle magecraft. In other words, so long as it's something that a magus can reasonably use in a battle, Chain doesn't possess any special resistances.

As for his Reality Marble, he has to be seriously injured to possess full immunity to something. In that case, it's only resistance or immunity to the "cause" of death, such as blood loss, failure of a specific organ, mana overload, shock, etcetera. His superhuman condition and leftovers from previous adaptations makes him relatively hardy in the first place to the point where, say, a bullet in the skull is not a guaranteed kill, but it's still around 70% effective. I think we can all agree that a Servant is substantially more dangerous, mind you. The longer a death takes, the easier it is to adapt to it, so the most surefire way to deal with him is to destroy his brain and kill him instantly.

And please for the love of god do not bring the marble jokes back q.q

Alrighty, so as far as potentially having an encounter with a Servant while having some major advantage on his side (i.e. surprise, weakened Servant, etc) I'm cool with him potentially being able to edge out a win. I'm not going to stress the "People can't fight Servants" bit, because that totally happens, but it also wouldn't be a fight a person could 'reliably' win. Generally speaking, in a fight between a human(I realize 'human' is a bit of a loose word for Chain) and a Servant, the Servant should nearly always have the edge. Not that upsets can't happen. Now as far as 'running out the clock' on a Masterless Servant, that's definitely possible, but even in a weakened state they'd probably be stronger and faster than him, so he would need some tricks up his sleeve to pull that off. Like I said I don't want to nitpick too much or beat a dead horse, I just wanna make sure we're on the same page.

I think I understand Svipall. Question though, would large scale magecraft of a high caliber (i.e. from a Caster) not create a strong enough 'funnel' to overpower it?

Gotcha on the immunity. If I could make a suggestion on it though, maybe be a bit more specific on the exact action he's immune against, as something like blood loss could come about in a variety of different ways.(puncture, hemorrhaging, laceration, etc.)Also, say, were he to die to magecraft, would he only be immune to that specific spell?

I would like to reserve the spot of Caster, please.

Sure thing, I'll add you to the list.
 
When do we plan on starting the IC?

We'll probably start once we get a few pairs together. Speaking of which, since we have a few accepted characters and a few WIP that seem to be nearing completion, you're all welcome to start deciding on pairs.
 
We'll probably start once we get a few pairs together. Speaking of which, since we have a few accepted characters and a few WIP that seem to be nearing completion, you're all welcome to start deciding on pairs.
I was just about to ask how that would've happened. Would you randomize it or can we decide ourselves.. Well, looks like I have my answer xD

My Countess Reylan should be done tomorrow.
 
Even if my character is a WIP.. And its Count Roland errr.... Countess Reylan.. Anyone wants to pair up with my Saber class? You can find the updated CS on page five.

OPEN SIGNUPS - Fate/Shattered Gospel (OOC)
 
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