The Eighth Holy Grail War of OT - Character Sheets

The following Servants were used in the eighth War:

Servant Saber: Asuna Kagurazaka

Servant Archer: Rip van Winkle

Servant Lancer: Etna

Servant Rider: Batou

Servant Assassin: Sai (X)

Servant Berserker: Suika Ibuki

Servant Caster: Stiyl Magnus

Servant Saber
Master: Moriko Ameyama Real Name: Asuna Kagurazaka Sex: Female Alignment: Lawful Good

Health: 210 (+26) Mana: 240 (+21)

STR: C-B-A END: C-C+-C+++ AGI: B-B+-A+ MAG: E+-D-EX LCK: B-A-A++ NP: EX

Passive Abilities:

Name: Ensis Exorcizans Rank: C-A Description: Asuna’s weapon, which she received from her Pactio. It usually takes the form of a harisen, a large metal fan. However, it can transform in critical situations. When either Asuna’s or her master’s health drop below 50%, the harisen takes the form of a giant sword. If both of them regain health later on and reach 50% or more, the sword transforms back again. In its harisen form, Ensis Exorcizans grants Asuna limited anti-magical power and fighting abilities. As a result, her stats remain at their base values, and any magical summoned creatures or objects take doubled damage from normal attacks, applied before further calculations. Servants, however, are not affected. In its sword form, Ensis Exorcizans grants Asuna considerable anti-magical power and fighting abilities. As a result, her STR is raised to B rank, her END to C+ rank, her AGI to B+ rank, her MAG to D rank and her LCK to A rank. Additionally, any magical summoned creatures or objects are instantly destroyed by normal attacks. Servants feel the effect of this as well, losing an amount equal to 5% of their maximum mana per hit, although they can never lose more than 10% of their maximum mana per turn.

Name: Magic Cancel Rank: A+ Description: Apart from being of the magically resistant Saber class, Asuna also has the innate ability to completely cancel most magic. All spells of D rank or lower have absolutely no effect on Asuna and are nullified upon coming in touch with her. Spells of C rank or higher can hurt her, but their damage is significantly reduced at the cost of Asuna losing some of her own magical energy as well. The offensive spell’s damage is divided by three – one part is completely negated, one is subtracted from Asuna’s mana instead, and one actually does damage. Should Asuna’s Ensis Exorcizans be in its sword form, the spell’s damage will be divided by 4, with 2 parts being negated, and the remaining 2 divided among mana and health. This is done after the initial calculations. However, Asuna’s mana or health cannot drop below 1 this way unless both values would as the result of the inflicted damage. Should only of those 2 values drop below 1, the surplus value is subtracted off the other instead. Asuna is also not affected by any status-changing spells and effects that aren’t used by her or her master, be they positive or negative, at any time. Certain physical attacks with magical side effects have them negated as well.

Name: Ministra Magi Rank: B Description: Asuna has formed a Pactio with her master, and the two are therefore magically connected. If they are in the same location, both Asuna and her Master can spend the others’ mana to use their own skills, but some mana is lost during the transfer. As a result, skills cast with the partner’s mana cost 25% more than usual. It is possible to divide a single skill’s cost among Asuna and her master, in which case only the amount taken from the respective partner is increased. Should Asuna be separated from her master while they are being attacked, she can be summoned by using the “Evocem Vos” incantation at the cost of 20 of her master’s mana, classified as a magical ability. This allows Asuna to instantly enter the battle without having to skirmish, unless the battle has not proceeded beyond the skirmish phase anyway. This incantation can also be used to summon Asuna outside of a fight, in case she is separated from her master and cannot join them normally. “Evocem Vos” is used inbetween the command spell und support skill phases.

Skills:

Name: Sim Mae Pars (25) Rank: E Type: Support Classification: Magical Maximum Targets: 2 [Self + Master] Description: Using the bond Asuna and her master share due to their Pactio, Asuna’s master transfers some of their magical energy to her. When this skill is activated, Asunas master can take no action this turn apart from using a Command Spell, but Asuna can use a second offensive skill or normal attack.

Name: Sim Ipse Pars (25) Rank: E Type: Support Classification: Magical Maximum Targets: 2 [Self + Master] Description: Using the bond Asuna and her master share due to their Pactio, Asuna’s master gathers the magical energy created by their connection into their own body. When this skill is activated, Asuna can take no other action this turn, but her master can use another skill of either support or offensive nature.

Name: Kankahou (50) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Asuna focuses and combines her magical energies with her ki, combining them into a new, surging power that fills her body. When this skill is used, Asuna cannot move, dodge, attack or use any skills until the beginning of her next turn’s offensive skill phase. For 3 turns after Asuna activates Kankahou, starting the turn she is able to act again, her END is raised by one rank, her attacks do an additional 10% of damage after the initial reductions, and the mana cost of all skills is reduced by 30%. Asuna cannot use this skill again until the moment it runs out.

Name: Demon Exorcising Strike (25) Rank: C Type: Anti-Personnel Classification: Nonmagical, Melee Maximum Targets: 1 Amplified by: STR Reduced by: END/MAG Description: Asuna concentrates her magical energy into an arching slash with her weapon, dealing C ranked damage plus a value equal to 10% of her current mana (before the mana used by this ability is substracted) which is not amplified and reduced by the target’s MAG instead of END. Magical and summoned creatures or objects are destroyed instantly. This attack has no effect on masters or nonmagical beings.

Name: Mage Killer Fist (25) Rank: C Type: Anti-Personnel Classification: Nonmagical, Melee Maximum Targets: 1 Amplified by: STR Reduced by: END Description: Asuna puts all of her physical strength into a single mighty punch, enhanced by her ki. The target takes C ranked damage plus a value equal to 10% of Asuna’s current health, which is not amplified by her STR and applied before further calculations. Additionally, if this attack hits, it ignores any magical abilities the target might have that would reduce its damage or otherwise protect them from its effects, provided their source does not lie outside the target’s own body.

Noble Phantasm:

Name: Twilight Imperial Princess (120) Rank: EX Type: Support Classification: Magical Maximum Targets: 1 [Self] Descriptions: This Noble Phantasm can only be used when Asuna’s Ensis Exorcizans is in its sword form. Upon activation, Asuna’s memories resurge, as she is taken over by her identity as the Twilight Imperial Princess. The shock makes her fall into a nearly comatose state, her body held upright by her vast magical energy alone. Asuna is completely controlled by the power within her, gaining a blank, expressionless look on her face. In this state, her powers are completely unbound and lash out violently. As a result, every magical effect in Asuna’s current location is negated, apart from her own. No further magical abilities (except for command spells) can be cast by players beside Asuna, and all magical summoned beings and objects are instantly destroyed. Not even her master can use any kind of magic as long as this Noble Phantasm is activated. Additionally, no player in the area, including Asuna, can use their MAG rating for normal attacks, and will instead automatically use their STR rating. Magical abilities originating in different areas are also negated as soon as they enter Asuna's current location. All other players, including Asuna’s master, lose 5% of their maximum mana every turn they spend in Asuna’s vicinity. Additionally, in this state, Asuna’s STR is raised to A, her END is raised to C+++, her AGI is raised to A+, her MAG is raised to EX, and her LCK is raised to A++. This Noble Phantasm’s effect lasts for a maximum of 5 turns, during which Asuna is drained of 20 mana per turn (although the ability is instead cancelled if Asuna’s mana should reach 0 this way), which cannot be substituted by her master’s mana. The effect can be cancelled manually at the end of a turn, and is automatically cancelled if Asuna leaves her current location. However, Asuna cannot flee a battle willingly while in this state. This Noble Phantasm cannot be used for at least 3 turns after it has ended.

Servant Archer
Master: Soldas Malthor Real Name: Rip van Winkle Sex: Female Alignment: Chaotic Evil

Health: 180 (+36) Mana: 260 (+28)

STR: C END: C+ AGI: A MAG: D++ LCK: D NP: A+++

Passive Abilities:

Name: Independent Action Rank: B+ Description: Rip is capable of remaining in this world for three days without an established contract. The mana loss other servants experience only starts after this period. If Rip’s master is still alive, but in a different location from her, she can still regenerate mana as per usual. Additionally, Archer has the option of scouting 2 adjacent areas instead of just one in a single turn. Alternatively, she can scout only 1 area, but return quickly enough to protect her master from possible attacks. In this case, Rip can also move to another area as per usual.

Name: Vampiric Nature Rank: B Description: Due to being a vampire, Rip’s regeneration exceeds that of normal servants, but it is not further increased if Rip enters her spirit form. Her nature also makes her more vulnerable to fire attacks, which deal an additional 20% of damage to her and reduce the effectiveness of her regeneration by 50% for 3 turns after being hit. Additionally, any beneficial multipliers concerning Rip’s health regeneration have their effectiveness decreased by 50%. Already applied.

Skills:

Name: Bloodsucker (0) Rank: D Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Instead of consuming a killed civilian for mana, Rip can use this ability to suck its blood to automatically regenerate 30 health points.

Name: Bite of Submission (10) Rank: C Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Rip also has the option to not kill a civilian at all, but instead turn him into a vampire she can control. Note that this does not consume Rip's entire turn, as opposed to regular civilian interaction. The created vampire will not follow Rip, but instead remain at its current location and pose as an ordinary civilian. Should another player enter the vampire’s location and remain there for more than one turn, they are attacked and suffer C ranked damage before killing it. The same thing happens if the player should try to kill or otherwise interact with a civilian in the vampire’s location. This will also cancel any civilian interactions the attacked player would have executed this turn. However, noted allies are by default excluded as viable targets, although this may be changed. There can only be one vampire in any given area, except for the Great Market, which may house two. At the Great Market, it is also possible to use this skill once and still consume a civilian in the same turn. If Rip is in the same location as one of her vampires, it can be directed to attack a specific target for C ranked damage, and is by default set to ask as a shield that dies after any one hit, although whether or not it protects her can be changed as a free action. Rip can only have up to 5 vampires created at any time. Adding a sixth one will cause the first one to die immediately, but it is possible to relieve control of any vampires as a free action to avoid this from happening.

Name: Hunter’s Mark (30) Rank: B Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Rip marks the target as her prey. Her normal attacks against the marked opponent become unavoidable and deal 20% more damage. Additionally, if Rip uses Magic Bullet, it will become unavoidable as well and hit the marked target twice. Individual bullets from Bane of the Black Huntsman will also never fail to hit the marked target. If Freeshooter's Warhead is used to target the area in which the marked player currently resides, it will always target them, although the bullet can still miss. Should the target flee, Rip can see the location it is running towards. Rip cannot willingly attack anyone else unless the target dies, she undos the Hunter’s Mark or casts another one on a different target, thereby erasing the first. By default, the the Hunter's Mark will stay active indefinitely. However, it automatically disappears if the marked target has been in a different location than Rip for more than 1 turn.

Name: Magic Bullet (25) Rank: C Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 2 Amplified by: MAG Reduced by: END Description: Rip fires a bullet imbued with magical power from her musket. She can control its trajectory freely, and let it strike up to 2 targets. If a Hunter’s Mark is placed on one target, the bullet will instead hit this one two times in succession and cannot be avoided. Rip’s Magic Bullet has an armor-piercing effect, which allows her to ignore any + her targets might have attached to their END stat.

Name: Freeshooter’s Warhead (40) Rank: A Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 1 Amplified by: MAG Reduced by: END Description: Rip holds her musket in an upright position and fires a particularly destructive bullet. After soaring high up towards the sky, it comes crashing down on an entirely different location on the map, chosen beforehand. If there is at least one opponent there, the bullet will bury itself into their body. Among multiple possible targets, the victim is chosen randomly. However. the target’s chance of evasion is doubled for this attack, and the victim will be notified of the general direction the shot came from. Should Rip use Freeshooter’s Warhead to fire at an area adjacent to her own, her position will be given away immediately. In the case of a fight occuring at the area targeted by this skill, the players there are not hit until all of their offensive actions have been executed, unless those have been either forcibly or willingly delayed until the end of the turn or the combat phase.

Noble Phantasms:

Name: Bane of the Black Huntsman (90) Rank: A+ Type: Anti-Army Classification: Magical, Projectile Maximum Targets: 99 Amplified by: MAG Reduced by: END Description: Rip chooses a target, aims and fires – one bullet to punish all without distinction. The magical bullet soars through the air and draws 3 arcs, each time hitting a random player not recognized as an ally in the area, dealing D-ranked damage. If only one viable target is present, it will be hit 3 times. Afterwards, the bullet circles the battlefield for the remainder of the night, automatically hitting anyone trying to flee or enter the area once. This Noble Phantasm consumes an additional amount of 15 mana per turn, and should this cause Rip’s mana to drop to 0, it is automatically cancelled instead. As long as Rip is in combat, remains in the area, has viable targets to attack and the Noble Phantasm isn’t cancelled in some way, the bullet continues to hit 3 targets each turn, at the beginning of the offensive skill phase. Additionally, the bullet has an armor-piercing effect, which allows Rip to ignore any + her targets might have attached to their END stat.

Name: Operation Seelöwe (110) Rank: A+++ Type: Anti-Civilization Classification: Nonmagical, Ranged Maximum Targets: 1000 Amplified by: No amplification Reduced by: END Description: Rip calls the Millennium forces, and 5 enormous blimps appear above the city. Each of them will bomb a designated area on the map, dealing damage and devastating the area so no civilian interaction is possible for the next 3 turns. Servants and unguarded masters are hit by the full explosion and take A+ ranked damage, while masters which are shielded by their servants only take A ranked damage. Additionally, all vampires Rip might have positioned around the city will immediately use this cue to attack if there is an opponent in their vicinity. An area cannot be hit my more than one bomb everytime you use this Noble Phantasm. Rip cannot use this attack again for 5 turns afterwards. The damage is calculated as if this skill was a normal attack, ignoring Rip’s own MAG rating.

Servant Lancer
Master: Remora al’Cyr Real Name: Etna Sex: Female Alignment: Chaotic Neutral

Health: 210 (+22) Mana: 200 (+25)

STR: C END: C+ AGI: A+ MAG: C LCK: B+ NP: A+++

Passive Abilities:

Name: Sadistic Power Rank: B+ Description: The concept that “overconfidence is one’s weakness” manifests in Etna’s ability to fight those that are still unscathed with frightening efficiency. If she attacks a player with full health, her attack deals an additional 30% of damage after the initial calculations. Additionally, any attacks by characters with full health deal 30% less damage to Etna, applied after the initial reductions. However, all of these benefits apply only when the character in question is in the same area as Etna at the time of the attack.

Skills:

Name: Prinny Squad (15) Rank: C Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: Etna summons one of her personal minions to her side. The Prinny can either be positioned in Etna’s current location or forced to tag along with her. In fights, it will be counted as an additional, nonmagical servant with an E rank in all stats and a single health point. It can only attack physically and deals only 50% of the regular damage. Upon death, the Prinny explodes, dealing D ranked damage to the attacker if it was killed by a melee attack. If the Prinny is left at a certain location, it will attack any hostile players on sight. However, they cannot protect Etna or her master like a regular servant would. Etna can summon a maximum of 5 Prinnies at any given time, all of which can either be left in certain areas or taken along with her. However, Etna can call a new minion if the amount of deployed Prinnies falls below that number. If another Prinny is present when one is killed and explodes, there is a chance of 50% that it triggers a chain reaction, blowing up another one. In this case, the subsequent explosion deals D ranked damage to a randomly determined player (reduced by END), and can in turn trigger another chain reaction if even more Prinnies should be in its vicinity.

Name: Slavedriver’s Whistle (0) Rank: E Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: Etna calls all of her underlings to her aid. At the beginning of the turn after this skill is used, all Prinnies that are positioned elsewhere on the map will gather in Etna’s current location. Slavedriver’s Whistle is a free action, so if this skill is used, another support skill may be used in the same phase.

Name: Geo Symbol (20) Rank: B+ Type: Support Classification: Magical Maximum Target: 1 [Area] Description: It is possible to use this skill once per turn without consuming Etna’s support action. This means she may use one more support skill in the same phase, including a second Geo Symbol. Etna plants a pyramid-shaped stone into the area, which covers part of the ground in a glimmer of colorful light. All players can decide to position themselves on the affected area, either benefiting or suffering from a certain effect, or stand on regular ground. There are 5 different colors available, with a total of 9 attributes. Etna can place a maximum of 5 Geo Symbols in one area, and no color can be present twice. If more than one color covers the ground, the players can decide on which area to stand. There is a Geo Symbol with a negative and one with a positive effect for each color, apart from white.

Positive Red Geo Symbol: All attacks deal an additional 10% of damage, applied after the initial calculations. Negative Red Geo Symbol: All attacks deal 10% less damage, applied after the initial calculations. Positive Blue Geo Symbol: 5% of both maximum health and mana will be regenerated at the end of every turn. Negative Blue Geo Symbol: 5% of both maximum health and mana will be drained at the end of every turn. Positive Green Geo Symbol: AGI is treated as if it was one rank higher in regards to the order of actions in a fight (or one + if AGI is already A rank). AGI cannot reach EX this way. Negative Green Geo Symbol: AGI is treated as if it was one rank lower in regards to the order of actions in a fight. Positive Yellow Geo Symbol: All attacks hit with a 100% certainty under normal circumstances. If an unnatural chance of missing with attacks is already applied, its percentage is merely halved. Negative Yellow Geo Symbol: All attacks miss with a chance of 25%, including Noble Phantasms. White Geo Symbol: No effect and no affected area.

The Geo Symbols have 30 health points each and can be attacked by any means, but AoE attacks have no effect on them, including skills that devastate an area. Destroying one will cause the light corresponding to its color as well as its effect to disappear and damage all players standing on it for a fixed and unavoidable amount of 10 damage, ignoring the usual calculations. Destroying any Geo Symbol when a white one is present will cause a chain reaction that destroys all the others in the same area as well. Depending on the amount of Geo Symbols destroyed this way, all players standing on any affected area will suffer a certain amount of damage, again ignoring the usual calculations. A single Geo Symbol apart from the white one will cause the regular 10 damage. A second Geo Symbol will cause an additional 15 damage. A third Geo Symbol will cause an additional 20 damage. A fourth Geo Symbol will cause an additional 25 damage. Thus, if all 5 kinds of Geo Symbols are present and one is destroyed, all players currently standing on an affected area will suffer 70 damage.

Name: Turbulence (40) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: A skill showing Etna’s exceptional prowess with her weapon of choice. She spins her spear around furiously, surrounding herself with a tornado that acts as barrier and an attack. In the turn this skill is used, all projectile attacks directed at Etna have their damage halved after the initial reductions. However, should an opponent attack her in melee, they get caught by the tornado and thrown up into the air, although the attack is still executed. As a result, this opponent will lose any extra attacks they might have through their AGI rank and will not be able to dodge any attacks for the remainder of the turn or until the effect of this skill ends. Hitting any target caught by the tornado will end the effect of this skill immediately. However, as a follow-up to the initial move, Etna can fire a beam of energy out of her spear at the caught target, which is counted as a magical ranged attack and consumes one of her normal attacks for the turn, but deals twice as much damage. The tornado and its effect last until the end of the turn.

Name: Prinny Raid (30) Rank: B Type: Anti-Personnel Classification: Nonmagical, Projectile Maximum Targets: 1 Amplified by: No amplification Reduced by: END Description: Etna makes use of her minions’ unique properties, as she commands them to float up and then crash down on the victim of her choice. As a result, the target is showered in explosions equal to the current amount of Prinnies in the area, each dealing D ranked damage. The Prinnies are obviously destroyed in the process. However, it is also possible to use only a part of the available Prinnies for this attack.

Name: Sexy Beam (25) Rank: C Type: Anti-Personnel Classification: Magical, Ranged Maximum Targets: 3 Amplified by: MAG Reduced by: MAG Description: Etna fires a pink laser beam at her opponents, which she claims is fueled by her own beauty, although this notion remains doubtful. She can target up to 3 players, dealing C ranked damage and reducing their LCK by one rank in the next turn. This attack is reduced by MAG, although the calculations are done as if the target’s MAG was one rank lower than it actually is.

Noble Phantasms:

Name: Chaos Impact (100) Rank: A++ Type: Anti-Personnel / Anti-Army Classification: Magical, Projectile Maximum Targets: 1 (99) Amplified by: MAG Reduced by: END Description: Etna’s personal finest art. She jumps up into the air and swings her spear around, showering the area with bolts of fire. Then she proceeds to lift the spear above her head, and an enormous flaming sphere begins to form at its tip. The primary target of this Noble Phantasm then has to suffer the humongous fireball crashing down on them, resulting in a devastating explosion. All opponents in the area aside from Etna and her master are hit by the initial bolts of fire for C ranked damage, but the primary target of this skill takes A++ ranked damage, and its END is reduced by one rank for the next turn due to the burns. Despite being a magical fire attack, this Noble Phantasm’s damage is reduced by END. Additionally, using Chaos Impact exhausts Etna so much that she cannot use it two turns in a row.

Name: Spear Storm (110) Rank: EX Type: Anti-Civilization Classification: Magical, Projectile Maximum Targets: 1000 Amplified by: MAG Reduced by: MAG Description: The ultimate technique of the Netherworld’s spear fighters, and the proof of Etna’s own superiority. She ascends into the sky and summons a myriad of flaming spears, which then proceed to rain down on the entire city. All locations on the map apart from the one Etna is currently in are hit by this Noble Phantasm. All players in the targeted areas are affected, as the spears hit all servants and unguarded masters for B+ ranked damage, while all guarded masters are hit for B ranked damage instead. However, as Etna puts her entire power into this Noble Phantasm, she becomes completely immobile and unable to attack for the following turn. Additionally, since she can be seen as she flies up into the air, the source of the attack will be known to all players, and if Etna is attacked in this state, she cannot strike back. After Spear Storm has been used, it cannot be cast again for at least 5 turns.

Servant Rider
Master: Darian deLuca Real Name: Batou Sex: Male Alignment: Neutral Good

Health: 230 (+26) Mana: 180 (+18)

STR: B END: B+ AGI: B MAG: D LCK: C NP: A+

Passive Abilities:

Name: Firearm Expertise Rank: A Description: Batou, being well-versed in armed combat, never misses with normal attacks. Also, he will always attack first in case his AGI is tied with his opponent. Batou's normal attacks are by default classified as projectiles, but he may choose to attack his opponents in hand-to-hand combat as well. In this case, his normal attacks are classified as melee moves and, but his STR is reduced by 2 ranks for the purpose of damage calculation, and it is possible to miss his enemy.

Name: Unlimited Communication Rank: B+ Description: Batou can send messages across the network spanning the city. This means he has the right to contact any player whenever he wants, although this is not possible through personal messages. Instead, messages have to be indicated in the nightly moves and will be relayed to the recipients in their next update. If he wants to address everyone, he can write messages to be posted in the general updates as well. Unless he wants to tell the recipient his identity, Batou will remain anonymous.

Skills:

Name: Tracking Device (25) Rank: C Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Batou places a digital tracking device on the target to supervise their movement. If the target is very close to or in Batou’s current location, he can identify its position and movement (albeit not necessarily the final destination). If it is farther away, only the current position can be determined. If it is very far away, only the general direction can be measured. The tracking device will fail after 8 turns.

Name: Thermoptic Camouflage (25) Rank: A Type: Support Classification: Nonmagical Maximum Targets: 1 (Self) Description: Batou activates his thermoptic camouflage and becomes nearly invisible. Batou cannot activate it while in combat. When using this skill, Batou cannot be seen during his own or by another player’s scouting actions (which allows him to do a minor ambush like Assassin), and has an 80% chance of not being seen when entering or staying in the same area as an opponent (which allows him to do either a minor or full ambush like Assassin, although a full ambush will cancel the Thermoptic Camouflage). However, Archer class servants and opponents with the ability “Eyes of the Beholder” will have a 50% chance of spotting Batou during a scouting action (both when Batou is scouting or being scouted), and will be guaranteed to see him when he enters or stays in the same area. If it is not seen through and Batou does not choose to ambush his opponents, the Thermoptic Camouflage will even stay active during combat, allowing Batou to attack while invisible. However, as soon as he does, his opponents will pay attention and can attack him as well, albeit with a 50% chance of missing. This also happens if players spot him normally. Should Batou be hit, his Thermoptic Camouflage will fail and cannot be activated for the remainder of the fight. Should he not be hit, he can use normal attacks and support skills, but will lose his camouflage if he uses offensive skills or Noble Phantasms. When active, the Thermoptic Camouflage drains the given amount of mana per turn. However, Batou will always deactivate it before his mana drops below 1.

Name: Ghost Analysis(10) Rank: E Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Batou focuses on his target and analyzes its ghost, allowing him to see its condition. He will see the target’s current health and mana, as well as how many negative or positive status effects currently affect it.

Name: Hand Grenade (25) Rank: D Type: Anti-Personnel Classification: Nonmagical, Projectile Maximum Targets: 2 [Team] Amplified by: STR Reduced by: END or No reduction Description: Batou throws a percussion grenade, causing a mid-sized explosion which can hurt both the servant and master of the targeted team. Servants with an agility rating lower than B can’t shield their master, and both are hit. Servants with an agility of B or higher protect their master successfully, but END reduction is ignored because they take the full explosion. If Hand Grenade is used on a servant fighting alone or if there is only a single viable target, they will take the full explosion in any case.

Name: Rocket Launcher (35) Rank: B Type: Anti-Personnel Classification: Nonmagical, Projectile Maximum Targets: 1 Amplified by: STR Reduced by: No reduction Description: Batou fires a stinger missile from a rocket launcher, dealing massive damage to a single target. END reduction is ignored, but due to the rocket launcher’s weight, the attack takes a while to prepare and makes dodging harder, so Batou’s AGI is reduced by 2 ranks (so down to D by default) for the offensive phase of the turn this skill is used.

Noble Phantasms:

Name: Tachikoma (80) Rank: A+ Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Descriptions: Batou summons his personal Tachikoma unit to the battlefield. If it is destroyed, this Noble Phantasm cannot be used again. The Tachikoma can be summoned either in defensive or manual mode, and can be switched to either defensive, aggressive or manual mode after that. Modes can only be switched at either the beginning or the end of the turn. It is allowed to participate in combat the instant it is summoned. Despite being a familiar, the Tachikoma can earn valor points during battles. Defensive mode: The Tachikoma will stay with Batou and can be commanded like an individual unit. Batou can still move and attack as usual. Should Batou leave the area the Tachikoma is in, it can be left in the care of Batou’s master and will protect him as if it were a regular servant. Manual mode: Batou gets in the Tachikoma himself and rides it. This offers him protection from all attacks and hostile abilities until the Tachikoma is destroyed, at which point he takes 50 unreducable damage. While Batou is riding the Tachikoma, its AGI is increased by one rank, and Batou’s Firearm Expertise carries over, allowing it to land normal attacks with 100% certainty. Obviously, Batou cannot use any of his own abilities or attack while riding the Tachikoma. If he wants to, Batou can choose to leave it either at the beginning or the end of any turn, switching it back to either defensive or aggressive mode. Batou's master or any other player can ride the Tachikoma as well, and the same regulations apply, although the Tachikoma receives no specific benefits in this case. No more than one character can ride in the Tachikoma at any given time. Aggressive mode: The Tachikoma can be commanded like another servant, being able to scout and move to any location on the map, with or without Batou and his master. If it enters a battle, it has to skirmish. However, should it be in the same area as Batou when a fight breaks out, only Batou will participate in the skirmish, although it is possible for the Tachikoma to skirmish as well if it joins an already ongoing fight later on. It cannot be switched back to defensive or manual mode unless Batou rejoins with it. Also, if the Tachikoma was separated from Batou and later enters a battle he or his master is part of, it cannot be switched back to defensive or manual mode before skirmishing. The Tachikoma’s stats and abilities are listed below.

Name: Network Crash (60+X) Rank: A Type: Support Classification: Nonmagical Maximum Targets: 99 Description: Batou connects to the network running through the area with all of his senses and induces an overload, causing a system breakdown. The location Batou is currently at gets reset, throwing all present players out and teleporting them to random areas elsewhere on the map, including Batou and his master. However, Batou and his master as well as his Tachikoma are not separated. Any familiars a character might have are also sent to the same location as their master. This skill has priority over everything else happening in this turn (including command spells), but due to the massive shock to his system, Batou’s mana drops down to 1.

Tachikoma

Health: 120 (+25) Energy: 80 (+10)

STR: B END: C++ AGI: C MAG: E LCK: E

Passive Abilities:

Name: Artificial Intelligence Rank: C Description: The Tachikoma can speak and interact with other players as if it were a regular servant. It can also move and fight independently when set to aggressive mode. Due to being a machine, the Tachikoma can neither be affected by magical or area effects that change stats, influence regeneration or otherwise only work on living organisms, nor does it die when its energy reaches 0. Apart from that, energy works exactly like mana.

Name: Titanium Alloy Rank: B Description: All damage dealt to the Tachikoma is reduced by an additional 30% after the initial reductions. The Tachikoma cannot regenerate health or energy in a normal way, but needs Batou to repair and recharge it. For this reason, it can only regenerate the given values when Batou is currently in the same area, and it does not benefit from any multipliers regarding regeneration its current location might grant.

Skills:

Name: Thermoptic Camouflage (20) Rank: A Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: The exact same ability Batou possesses.

Name: Gatling Gun (10) Rank: C Type: Anti-Personnel Classification: Nonmagical, Projectile Maximum Targets: 3 Amplified by: STR Reduced by: END Description: The Tachikoma fires a barrage of bullets from its gatling gun, hitting up to 3 opponent in the area.

Name: Grenade Launcher (15) Rank: B-D Type: Anti-Army Classification: Nonmagical, Projectile Maximum Targets: 1 (99) Amplified by: STR Reduced by: END Description: The Tachikoma launches a fragmentation grenade at a single target, releasing a burst of shrapnel upon exploding. The primary target takes B ranked damage, while all other opponents in the area suffer D ranked damage. The primary target cannot avoid this attack by regular means.

Servant Assassin
Master: Atma Real Name: Sai (X) Sex: Male? Alignment: Neutral Evil

Health: 190 (+35) Mana: 170 (+17)

STR: D+ END: C AGI: A+ MAG: D LCK: B++ NP: A++

Passive Abilities:

Name: Presence Concealment Rank: A Description: The ability to hide one’s presence from other servants. The high rank enables Sai to have a 75% chance of escaping detection during his own or by another player’s scouting actions (40% against Archers) and enter an area occupied by another servant with only a 33% chance of being detected (66% by Archers) to set up a possible ambush.

Name: Enhanced Cells Rank: A Description: Sai’s unique body structure grants him several abilities a normal human couldn’t have. His health regeneration is already much higher than that of other servants, but he can even regenerate while in combat, albeit only half the usual amount (rounded down). However, Sai cannot regenerate his mana while in combat, and his health regeneration is not further increased while in spirit form, though this does not count for his mana regeneration. Additionally, any beneficial multipliers concerning Sai’s health regeneration have their effectiveness decreased by 50%.

Skills:

Name: HAL’s Eye (10) Rank: D Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Instead of killing and consuming a civilian, Sai has the option of exposing it to the effect of the electronic drug through his eye, turning it into a psychotic criminal Sai can control. Note that this does not consume Sai's entire turn, as opposed to regular civilian interaction. He has the option to either let his target stay at the current location, or take it with him. Controlled civilians staying at one location will attack other players if they should remain in their vicinity for more than one turn or otherwise interact with them, in which case they will do D ranked damage and then be killed. This will also cancel any civilian interactions the attacked player would have executed this turn. However, noted allies are by default excluded as viable targets, although this may be changed. Apart from the Great Market, no location can contain more than one stationary drug victim. At the Great Market, it is also possible to use this skill once and still consume a civilian in the same turn. Sai can also take a maximum of one controlled civilian with him as an escort. They will be treated like a normal servant and by default protect Sai and his master, although whether or not they guard them can be changed as a free action. In combat, the civilian can also attack physically for D ranked damage and die after one hit. The effect of HAL’s Eye wears off after 5 turns. This skill cannot be used during combat.

Name: Memory Observation (20) Rank: B+ Type: Support Classification: Nonmagical Maximum Targets: 1 Description: Sai can use this ability to read an opponent’s mind and memories by their facial expressions alone. He then transforms his face into a person familiar or beloved to his target, making them hesitant to attack. The first time this skill is used, the target has a 50% chance of not attacking Sai this turn. The second use is less effective though, only granting a 25% chance of not being attacked. The third time, the target will most likely attack, only having a 10% chance of hesitating. After that, this skill is no longer effective on the same target. The same percentages are true for all other players who have already witnessed Sai’s trickery by being in the same area as him and his target.

Name: Civilian Shape (10) Rank: C Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: Sai himself can take the form of a civilian, allowing him to conceal himself among the masses. In this form, he has to be cautious not to seem suspicious. If a player enters Sai’s location or vice versa, there are 3 possible ways of interaction: Should the player decide to interact with a civilian in this area, they will unmask Sai and attack him as if they were in a skirmish, although Sai cannot strike back due to being surprised. If there is a civilian controlled through HAL's Eye in the same area, they have a 50% chance of interacting with it instead (or a 66,6% of not interacting with Sai in the case of an additional civilian as an escort, and 75% in the case of two stationary and one escorting civilian at the Great Market), unless Sai specifically sets himself up as the priority target of interaction beforehand. Should the player not try to interact with a civilian or interact with one controlled by HAL's Eye, Sai can attack them instead. This is also treated like a skirmish, although this time, the other player cannot retaliate. Should the player not try to interact with a civilian, Sai can wait and prepare a true ambush instead. He has to wait one turn, and if his target still does not take action, Sai can skip right to the offensive skill phase and use any skill he wants, with his victim being unable to counter.

Name: Perfect Transformation (30) Rank: A Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: Sai transforms into the spitting image of another player. He can only take the form of someone he has already seen in this war. However, this imitation is perfect, right down to the behavior and mannerisms of the original. This skill has various uses: It can be used to impersonate a specific person, perhaps an ally of another player, to gain their trust. If Sai is accepted as friend, he can launch a minor ambush or wait and prepare for a full ambush in which the target cannot retaliate in the following turn. Obviously, the effect of this skill wears off afterwards. It’s also possible to transform into a person already present in the same area. In this case, others who target either Sai or this person have a 50% chance of hitting the other. However, the bond between servants and masters is too strong to be fooled by this, so it is not possible for a servant to mistakenly attack its own master this way.

Name: Quadruple Blades (15) Rank: C Type: Anti-Personnel Classification: Nonmagical, Melee Maximum Targets: 2 Amplified by: STR Reduced by: END Description: Sai takes 4 metal blades and sticks them through his own hands, effectively turning them into razor-sharp claws and elongating his attack radius. As a result, he can attack two opponents at once with this skill, but piercing his own flesh also costs Sai 10 of his own health points. However, should this skill be used multiple turns in direct succession, the health cost only has to be paid once.

Name: Asura Stance (20) Rank: B Type: Anti-Personnel Classification: Nonmagical, Melee Maximum Targets: 1 Amplified by: STR Reduced by: END Description: Sai splits up his own body in a pretty gruesome manner – he divides his limbs to multiply them, growing several additional deformed arms and legs. As repulsive as this form is, Sai can make good use of it. Due to the multiple appendages he now has, fighting him becomes extremely difficult for the opponent. As a result, this attack and any additional normal attacks Sai uses this turn become unavoidable. Additionally, any physical normal attacks used by his opponent are automatically blocked. As a downside, rupturing his own body like that decreases Sai’s END by one rank for this turn, starting from the moment this skill is executed.

Noble Phantasm:

Name: Red Box (85) Rank: A++ Type: Anti-Personnel Classification: Nonmagical, Melee Maximum Targets: 1 Amplified by: No amplification Reduced by: No reduction Description: Sai transforms his body into a mass of blue slime and engulfs the target. This Noble Phantasm only affects characters with less than 50% of their maximum health remaining. If they have 50% or more left, they will simply avoid this attack, without it having any effect. Due to the time it takes for Sai to transform and expand, this attack will always be the last one of the turn, unless it is used during a full ambush. If this Noble Phantasm scores a hit, Sai’s victim can neither defend himself in any way nor be affected by any attacks or other abilities apart from Red Box, unless they have already been applied previously. They cannot use any of their own abilities either, becoming completely immobile, and they cannot turn into spirit form or otherwise evade the attack after Sai has successfully engulfed them. He slowly kills his prey, and cannot use any other skills or move while in this form. After one turn, at the end of the following combat phase, the target is killed. The only way to prevent this is killing Sai while he performs his Noble Phantasm, in which case the target survives, but takes damage equal to 25% of their current health if Sai has not been killed in the same turn Red Box was used, or if Sai is forcefully displaced and separated from his target by a specific skill, in which case he instantly reverts back to his original form. When Sai kills a player this way, a red box is left at the scene instead of a corpse. Therefore, masters and servants killed by this Noble Phantasm cannot be consumed, and their magical power cannot be absorbed. As long as Sai is in his transformed state, his regular regeneration is disabled. Additionally, he cannot dodge attacks or use any of his other abilities. It is also impossible to manually cancel this Noble Phantasm, except by the action of turning Sai into spirit form.

Servant Berserker
Master: Luminis Real Name: Suika Ibuki Sex: Female Alignment: Chaotic Good

Health: 260 (+22) Mana: 200 (+24)

STR: A END: A AGI: B MAG: D LCK: C+ NP: A++ Passive Abilities:

Name: Mad Enhancement? Rank: A Description: Increases all parameters by one rank, except for LCK. Suika can hardly think or speak properly anymore, although whether she is truly insane or just really drunk remains a mystery. Already applied.

Skills:

Name: Drink Sake (0) Rank: E Type: Support Classification: Nonmagical Maximum Targets: 1 [Self] Description: Suika takes a sip out of her gourd to further increase the effect of her drunken frenzy. Every time this skill is used, an additional 8% of damage is added to all of Suika’s attacks before the initial reductions, but since excessive amount of alcohol lessens your accuracy, every usage also adds a 10% chance of completely missing with every normal attack or offensive skill, including Suika’s Noble Phantasm. These values stack up to a maximum of 40% damage elevation and 50% chance of missing. Every turn this skill is not used, Suika sobers up a bit, decreasing her damage by 8% and increasing her chance to hit by 10%, down until the original values are reached. Drinking sake is a free action, so this skill can be activated at any time. If it is used, another support skill may be used in the same turn's support phase. However, it is impossible to drink sake twice in the same turn.

Name: Gathering Oni (30) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: Suika user her manipulation of density to create a black hole in her current location. This move lasts for 3 turns, unless the black hole is manually cancelled, destroyed in some way or another black hole is summoned elsewhere. If a player besides Suika and her master moves to the location of the black hole, they are caught there and cannot leave it for the duration of this skill. This also means that they cannot flee battles as long as the black hole persists. Players simply moving through the affected area on the way to a different destination are stopped in their tracks and caught as well. However, Gathering Oni cannot be used when Suika is already in a fight.

Name: Unpleasant Mist (15) Rank: C Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: When used outside of combat, this ability is activated before the movement phase and consumes both Suika's support and movement actions for the turn. Suika scatters herself and turns into mist. This allows her to scout up to 3 areas at once, provided they are adjacent to her current location. Alternatively, she can decide to scout only 2 areas, while part of her remains with her master. In this case, Suika can instantly transform back and protect her master if they are attacked. Despite turning into mist, Suika can still still be spotted by other players in this form because her presence can be felt, but she can also instantly return back to her original position in case this happens, and neither her true form nor the direction she came from are revealed. However, even if she isn’t spotted, players in the scouted areas will notice a strange mist enveloping them. This skill can also be used during combat. While it does not grant Suika any benefits regarding scouting in this case, she will be handled as if she were in spirit form, although her regeneration will not be increased. When Unpleasant Mist is used in combat, she cannot willingly turn back to protect her master though. Suika will automatically return to her orginal shape at the end of the turn this skill was used.

Name: Demystify Feast (50) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: Suika uses her power to turn the location she is currently at into a center of density. All players who are located in any area adjacent to Suika’s when she uses this skill will involuntarily move to Suika’s current location in the next turn, unless some effect is making it impossible for them to do so. Should two fighting parties be drawn to another area this way, they have to skirmish with each other again, as well as skirmish if they want to attack other parties previously not participating in their battle.

Name: Missing Power (30) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Suika grows to an enormous size for one turn. In this state, her STR is boosted to A+ and her END to A++. However, Suika can only use normal attacks while giant, and her AGI is reduced to E, with any + she might have at the moment being ignored. The effect of this skill ends after the offensive skill phase of the turn it was used.

Name: Superdense Conflagration (30) Rank: B-C Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 1 (3) Amplified by: STR Reduced by: MAG Description: Suika punches the ground in front of her, and a volley of fireballs erupts and rains down on the opponents. When they touch the ground, they split apart into smaller ones. The attack is directed at a primary target, which will receive B ranked damage, and up to 2 secondary targets, which will take C ranked damage. This skill is counted as a fire attack.

Name: Art of Gaki Binding (20) Rank: D Type: Anti-Personnel Classification: Nonmagical, Ranged Maximum Targets: 1 Amplified by: STR Reduced by: END Description: Suika spins a long iron chain around and uses it to entangle an opponent, drain them of their magical energy, reel them in and violently throw them away. An amount of mana identical to the damage dealt will be drained off the opponent and added to Suika’s own mana pool, and the target’s AGI is reduced by one rank for the following turn. Despite the actual attack being nonmagical, the mana drain is classified as a magical effect.

Noble Phantasm:

Name: Pandemonium (100) Rank: A+ Type: Anti-Army Classification: Magical, Projectile Maximum Targets: 99 Amplified by: STR Reduced by: END or MAG Description: “The night parade of a million demons”, the true power of an Oni. Suika gathers all of her energy and unleashes it in a barrage of colorful, glowing bullets, reminiscent of fireworks, beautiful and deadly. This attack deals A+ ranked damage to all opponents in the area. It counts as a magical attack, but damage is calculated using either the opponent’s MAG or END, depending on which would deal more damage. Suika needs to charge this attack for a while, so when using this Noble Phantasm, her AGI is reduced by one rank (down to C by default) for the duration of the offensive skill phase until the attack is actually activated, at which point Suika’s AGI returns to its former value. Additionally, Suika needs to recharge her energy after using Pandemonium, so it cannot be cast again in the turn following its use.

Servant Caster
Master: Ignatius Geist

Real Name: Stiyl Magnus Sex: Male Alignment: True Neutral

Health: 170 (+15) Mana: 280 (+33)

STR: E END: D AGI: D MAG: A LCK: B NP: A++

Passive Abilities:

Name: Fire Mastery Rank: C Description: As a master of fire and rune magic, all damage done to Stiyl by fire attacks is reduced by 30% after the initial calculations.

Name: Mana Detection Rank: A Description: Being adept at reading the flow of magical energies, Stiyl can track the source of major magical activities. He will be able to feel if other players are currently under the effect of a status-changing ability, and can sense the location of magical activities, with the accuracy depending on how much mana was spent. Only skills explicitly classified as magical can be detected. If a single skill requiring 60 mana or more is used, Stiyl can pinpoint the exact location. If a single skill requiring 40 mana or more is used, Stiyl can deduce its source to be one of three adjacent locations. If a single skill requiring 20 mana or more is used, Stiyl can guess the general direction it came from. Stiyl has no problem noticing magical skills requiring at least 20 mana in his own location. Additionally, should Stiyl come across an enchanted area or a magical object, he can feel the stream of magical energy and knows the location of the caster as long as he remains in this location.

Skills:

Name: Fortis931 (0) Rank: C Type: Support Classification: Nonmagical Maximum Targets: 1 or 99 Description: Stiyl announces his magic name to his target, thereby declaring his intent to kill. All of Stiyl’s attacks against this target become unavoidable and deal an additional 10% of damage after the initial calculations. However, after using this skill, Stiyl cannot flee from the battle unless his target is either dead or he is forced to by some means. Alternatively, Stiyl can shout out his magic name to everyone in his area, including hidden players. The same effects as mentioned above apply. Using Fortis931 is a free action, so if this skill is used, another support skill may be used in the same phase.

Name: Runes of Summoning (10) Rank: E Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: Stiyl covers the area he is currently in with magical runes written on sheets of paper. He cannot cover more than 3 areas this way, unless previously placed runes are destroyed. The runes can be seen and possibly destroyed at will by everyone entering their location. In combat, players have to sacrifice either a support or offensive action to do so. They are not destroyed by AoE attacks, but by skills that heavily devastate an area.

Name: Flaming Sword (30) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Stiyl summons a lambent flame, dancing in his palm, which can transform into a fiery sword in combat. As long as this skill is active, Stiyl’s skirmish attacks inflict 25% more damage after the initial reductions, and all of his regular and skirmish attacks using his MAG stat are counted as melee and fire attacks. The Flaming Sword remains active for 3 turns after being cast, but can only be cast after another turn has passed. However, using any ability beyond a normal attack causes the sword to disappear instantaneously. In this case, Stiyl also has to wait a turn before being able to cast it again.

Name: Gift of Pain for the Giant (25) Rank: D Type: Anti-Personnel Classification: Magical, Ranged Maximum Targets: 4 Amplified by: MAG Reduced by: MAG Description: Stiyl takes his cigarette and throws it above him, making it burst into flames which gather in his hand and form a flaming cluster. As he releases it, the fire becomes a blazing whip lashing across the area, hitting up to 4 targets at once.

Name: Squeamish Bloody Rood (40) Rank: A Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 1 Amplified by: MAG Reduced by: MAG Description: Stiyl casts an incantation to cover both of his hands in searing flames, which he then simultaneously swings at the opponent, conjuring a cross-shaped blaze that heavily burns a single opponent. Due to the length of the incantation, the priority of this attack is treated as if Stiyl’s AGI was E.

Name: Cinderfall (45) Rank: C Type: Anti-Army Classification: Magical, Ranged Maximum Targets: 99 Amplified by: MAG Reduced by: MAG Description: Stiyl targets an area on the map and summons a cluster of dark clouds above it, raining down drops of flame and blistering ashes. All players in the area suffer C ranked damage and have their END reduced by one rank for the next turn. Also, civilian interactions in the targeted area become impossible for the next turn, although the area is not devastated, which means that any Runes of Summoning placed there are not destroyed. This skill can only be used to target an area which is at the most 2 spaces apart from Stiyl’s current location, and Stiyl has to wait for one turn after each usage before being able to cast this spell again. In the case of a fight occuring at the area targeted by Cindefall, the players there are not hit until all of their offensive actions have been executed, unless those have been either forcibly or willingly delayed until the end of the turn or the combat phase.

Noble Phantasm:

Name: Innocentius (120) Rank: A++ Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: This Noble Phantasm can only be used if you are in an area covered by Runes of Summoning, or adjacent to one that is. While Innocentius is summoned, Stiyl’s maximum mana temporarily drops to 160. Stiyl recites a long-winded incantation while a circle of fire is drawn around him. He is engulfed by a flaming pillar, which bursts to reveal Innocentius, the King of Witch Hunters, an enormous being made of fire. Innocentius is treated like a regular servant (although he can remain in this world without any mana) and will protect Stiyl by default, but he can be sent to other areas as well. However, as he cannot speak, he can only attack any opponents he may find there. Regarding skirmishes, should Innocentius be in the same area as Stiyl when a fight breaks out, only Stiyl will participate in the skirmish, although it is possible for Innocentius to skirmish as well if he joins an already ongoing fight later on or gets involved in combat while on his own. Because of the length of the incantation, Stiyl’s AGI is treated as if it were E rank for the turn this Noble Phantasm is used, both in regards to priority and chance of evasion. Also, as Innocentius is a unique creature, this spell cannot be cast again while he currently exists.

Innocentius

Health: 60 (+60) Mana: 0 (+0)

STR: B END: C+ AGI: D MAG: B LCK: E

Passive Abilities:

Name: Rune Dependancy Rank: A+ Description: Innocentius can only exist in an area covered by Runes of Summoning, or adjacent to one that is. He cannot be sent to any location not meeting these criteria, and will automatically disappear should the runes keeping him alive be destroyed. However, as long as Innocentius remains in an area under the influence of the Runes of Summoning, he cannot be killed by any means. If his health is depleted, he will vanish until the end of the turn, at which point he will reappear with full health.

Name: Being of Fire Rank: A Description: Innocentius is a giant flaming beast with a temperature of 3000 degrees. Because of this, every character in his vicinity apart from himself, Stiyl and his master will be burned and take 10 nonmagical fire damage at the beginning of every turn, reduced by END. This includes any familiars Stiyl’s master may have summoned. Any player attacking Innocentius physically will also instantly take 10 damage upon doing so, again reduced by END. Additionally, Innocentius is completely immune to all fire attacks, and all of his normal attacks are counted as fire attacks.

Skills:

Name: Bonfire of Extinction (0) Rank: C Type: Anti-Army Classification: Magical, Ranged Maximum Targets: 99 Maximum Targets: 1 Amplified by: MAG Reduced by: MAG Description: The flames composing Innocentius’ body violently lash out across the area, engulfing every opponent in his vicinity.

Name: Rood of the Witch Hunter (0) Rank: B Type: Anti-Personnel Classification: Magical, Melee Maximum Targets: 1 Amplified by: STR Reduced by: END Description: Innocentius materializes a bright, glowing rood in his hand and smashes it down at a single opponent. Although the skill and the weapon it conjures are of a magical nature, the attack itself is counted as physical.

Saber's Master
Master of Saber: Moriko Ameyama

A cheerful and friendly girl, descended from a line of magi who emerged from shamanistic tribes. Because of her roots, she has a strong connection to nature and can make use of the planet’s energy. As such, she suffers whenever she sees the earth being destroyed, threatened by the modern times, and tends to act rebellious. Despite just having finished her training, she has already joined the fight for the Holy Grail to use its power to preserve what she holds dear – the planet she was born on.

Name: Moriko Ameyama Sex: Female Age: 17 Alignment: Neutral Good

Health: 170 (+24) Mana: 170 (+30)

STR: D+ END: C AGI: D MAG: B LCK: C

Passive Abilities:

Name: Nature’s Blessing Rank: B Description: Since the blood of a long line of shamanistic magi runs through her veins, Moriko has an extraordinary connection to nature and the planet itself. She can feel and make use of the Earth’s natural energy, which aids her in recovering from damage and recharging her magical powers. As a result, her regeneration is increased by 50%. Already applied.

Name: Living Link Rank: A Description: By sending out her vivid healing energy to the nature and people around her, others benefit from Moriko’s style of magic. Her servant and all other accepted allies in the same area as Moriko receive the same additional benefit of 50% to their regenerative capabilities. However, this does not include servants in spirit form.

Name: Cheerful Personality Rank: C Description: Moriko’s friendly and outgoing personality causes her to be instantly liked by most people she meets. Therefore, people asked for information are more willing to give them to Moriko, so all ways of gathering information yield better results for her.

Skills:

Name: Touch of Vitality (30) Rank: C Type: Support Classification: Magical Maximum Targets: 1 Description: Moriko touches the target to stimulate their own regenerative powers, and they instantly recover health and mana equal to their regular regeneration, with no external amplifiers or reductions applied. Only when Moriko uses this ability on herself is her Nature’s Blessing effective, but if she targets others, they do not benefit from her Living Link.

Name: Entangling Vines (25) Rank: B Type: Support Classification: Magical Maximum Targets: 1 Description: Moriko summons a batch of sturdy vines which rise out of the ground and ensnare the target. The victim’s AGI is reduced by one rank and they cannot avoid attacks as long as this skill is active. The Entangling Vines last for a maximum of 2 turns, and casting them again on another target or using Strangling Vines automatically makes them disappear. Also, any type of attack dealing fire damage cast on the target destroys them instantly.

Name: Flower of Pollution (10) Rank: E Type: Support Classification: Magical Maximum Targets: 1 Description: Moriko touches the ground, and an enormous black flower rises to the surface. The flower can be attacked and will be destroyed by taking any amount of damage, which includes AoE attacks and skills that devastate the area. If it isn’t destroyed, the flower remains indefinitely, and more flowers can be summoned later. They do not even disappear when Moriko leaves the area, but using Pollen Storm immeditaly destroys at least one of them. It is not possible for a single area to hold more than 4 Flowers of Pollution at the same time.

Name: Strangling Vines (25) Rank: Anti-Personnel Type: B Classification: Magical, Ranged Maximum Targets: 1 Amplified by: MAG Reduced by: END Description: This skill can only be used on a target affected by Entangling Vines. The vines rise up even further and violently crush their victim before retracting back into the ground, dealing B ranked damage.

Name: Pollen Storm (30) Rank: E Type: Anti-Army Classification: Magical, Ranged Maximum Targets: 99 Amplified by: MAG Reduced by: No reduction Description: This skill can only be used with a Flower of Pollution that has been active for at least one turn. The flower bursts, releasing a cloud of poisonous pollen that affect all opponents (including masters and protected servants) in the area, dealing E ranked damage and ignoring END reduction, as well as decreasing their END by one rank for the next 2 turns. Pollen Storm can even be used if Moriko is not in the same area as her flower, and only one flower needs to be destroyed, although multiple ones can be burst open in the same turn, each dealing E ranked damage. Every additional flower used beyond the first one increases this skill's mana cost by 10. It is not possible to reduce an opponent's END by more than 1 rank through the use of multiple flowers or multiple Pollen Storms. It is also not possible to active flowers in separate areas simultaneously through a single use of this skill.

Archer's Master
Master of Archer: Soldas Malthor

A decrepit old man, although his appearance betrays his power. As the last remaining heir to an ancient line of upper class magi, the knowledge of countless generation makes him a fearsome enemy, Although his body is already weak and fragile, his mind is still as sharp as ever, and his will unwavering. Despite his quest for power, he also upholds certain moral standards. He sees the Holy Grail War as his last chance to restore his ancestry to its former glory.

Name: Soldas Malthor Sex: Male Age: 102 Alignment: Lawful Evil

Health: 140 (+12) Mana: 210 (+30)

STR: E END: E AGI: E MAG: A LCK: C

Passive Abilities:

Name: Unbending Will Rank: A Description: Despite his body being on the brink of decay, Soldas’ mind is still unbroken, and his ambition is what keeps him alive. This enormous willpower has manifested into a kind of natural barrier against offensive magic, making him nearly untouchable by most modern magi. After the initial calculations, all magical damage dealt to Soldas is reduced by 50%.

Name: Mana Leech Rank: B Description: Since Soldas’ body is a focal point of magical energy, unbound magic is drawn to it as if it were a magnet. In addition, all of Soldas’ spells disrupt the flow of energy in his targets, causing some of it to leak out upon each successful hit, which is then absorbed by Soldas himself. As a result, an amount of mana equal to 25% of all damage he deals to his opponents is drained of them and added to Soldas’ mana pool.

Skills:

Name: Veil of the Night (45) Rank: C Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: Soldas casts a bounded field on his current location, blocking out any kind of natural light. All combatants have to rely on their other senses to fight. All servants, including Soldas’ own, now have a 20% chance of missing with their attacks (including Noble Phantasms), although skills that are guaranteed to hit do not suffer this penalty. Masters, who don’t have senses as finely honed as those of servants, have a 40% chance of missing instead. The only exceptions to this are Soldas himself, who, due to being nearly blind, doesn’t rely on his eyesight and only misses with a 20% chance like servants do, and all characters with the ability “Eyes of the Beholder”, who don’t suffer any limitation of hit chance. The bounded field stays active for 2 turns after being cast, and even remains if Soldas and his servant leave the area.

Name: Impenetrable Darkness (40) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Soldas surrounds himself with a bubble of pitch-black darkness, completely obscuring him from view. If the darkness is hit by a spell, it solidifies and turns into a sphere of black stone. This skill remains activated for a maximum of 4 turns after being cast, but can be cancelled at any time and used again later on. However, the shield can be destroyed if it is exposed to excessive magical force. It is counted as a character with a MAG rating of C and 100 health, and if it is broken, Soldas cannot use this skill for 6 turns afterwards. The Impenetrable Darkness only blocks magical attacks, though. It is still possible to hit Soldas physically, although the chances of doing so are reduced by 40% for servants and 80% for masters, although this does not include Noble Phantasms. On the contrary, Soldas suffers no such limitations when attacking out of the sphere himself. However, characters with the ability “Eyes of the Beholder” can attack Soldas without problems. The darkness cannot be moved, so it automatically vanishes should Soldas leave his current location.

Name: Living Shadow (50) Rank: C Type: Support Classification: Magical Maximum Targets: 1 Description: This skill can only be used on an enemy servant. Soldas controls the target’s shadow and transforms it into a black mirror image of the original, still bound to its owner. This spell is intended as a trap, as the shadow clone remains completely passive until it is attacked, at which point it is treated as a character with a rank of E in all stats. Any direct hit will instantly destroy it, although AoE attacks simply pass through and only hit the original. However, should the one to strike at the shadow be its owner, the original servant, it will unavoidably retaliate with precisely the same attack for the exact same amount of damage before vanishing. The only exception is the usage of a Noble Phantasm, which cannot be copied, but is still able to kill the shadow clone. However, any damage inflicted this way is not subject to Soldas’ Mana Leech. If the shadow isn’t destroyed, it disappears peacefully after 3 turns. It is impossible for Soldas to control more than 1 shadow this way, so casting this spell again destroys the first Living Shadow. It is also destroyed if the target moves to an area different from Soldas’ current location.

Name: Shadow Burst (30) Rank: B Type: Anti-Personnel Classification: Magical, Ranged Maximum Targets: 1 Amplified by: MAG Reduced by: MAG Description: Instead of waiting for a Living Shadow to be attacked though, Soldas can detonate it to hurt its owner. This skill can only be used on a target who has been affected with a Living Shadow for at least one turn, and only if the shadow is still alive. This attack is unavoidable, and does B ranked damage.

Name: Gloom Arrow (35) Rank: D Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 2 Amplified by: MAG Reduced by: MAG Description: To form a Gloom Arrow, Soldas takes a piece of his own shadow and materializes it as a black spear which he throws at his targets. It is only possible to target two players with this skill if they form a contracted team of master and servant. The Gloom Arrow has the property of being ethereal, and can therefore pass through a body and harm it without getting stuck, allowing it to pierce a second target. For this reason, both the servant and master are hit. Should a targeted servant have a protective familiar, it will be hit instead of the master.

Lancer's Master
Master of Lancer: Remora al’Cyr

An older, beautiful woman who clads herself in silken robes and carries a twisted wooden stave. She spent most of her life traveling around the world, but recently disappeared from the face of the earth for several years. She was assumed to have gotten lost and died somewhere in the jungles of South America, but has now returned, seemingly more confident than ever. One can only guess what happened to her, but it is clear that she now wants the Grail and is willing to go to great lengths for it.

Name: Remora al’Cyr Sex: Female Age: 40 Alignment: Chaotic Evil

Health: 110 (+15) Mana: 180 (+20)

STR: E END: D AGI: D MAG: C LCK: B++

Passive Abilities:

Name: Quintessence of Hatred Rank: EX Classification: Magical, Ranged Description: After having traveled the world for years, Remora has recently disappeared into the jungles of South America to lead an ominous cult, unknown to the rest of the world. There, she has learned the darkest of magic, including a fearsome curse through which she is connected to her servant. This spiritual link channels all of her hatred into her servant’s soul. While this has no effect on its powers or personality, the gathered energy forms a dormant cluster that is released upon the servant’s death. As a result, the opponent that deals the killing blow to Remora’s servant is hit by an unavoidable surge of magical energy. The damage dealt is equal to the surplus damage that killed the servant, and cannot be reduced normally, although special protective abilities are still effective. Should this be enough to kill the attacker as well, the curse instead steals their vital energy and revives Remora’s slain servant with an amount of health equal to the surplus damage after the attacker has been killed. If the surplus damage would be zero, Remora’s servant is revived with 1 health. This ability can only be triggered once in the game, and only works with Remora’s initial servant. In addition, it is only triggered if the player killing Remora’s servant is in the same area as their victim.

Skills:

Name: Bloody Curse (40) Rank: C Type: Support Classification: Magical Maximum Targets: 1 Description: Remora casts a curse on her target, causing them constant pain. The victim will lose an unreducable amount of 1% of their maximum health at the end of every turn, although this does not impair their regeneration. However, should the target deal damage to another player in the same area, the curse will be transferred to them, and another 1% will be added to the damage. Of course, this victim has the option of passing it on to someone else, raising the damage to 3% and so on. However, a single curse can only be transferred once per turn, and the percentage cannot rise above 5% this way. While Remora cannot use this skill again on a player who is currently cursed, it’s possible to suffer from multiple applications if the cursed player is hit by the attack of another cursed one. In this case, the percentages will simply stack and become a single curse, although a total of 5% can still not be exceeded. Remora and her own servant can be affected by this skill as well, and the curse is transferred to them the same way it is to other players. Remora cannot cast this spell on herself or her servant willingly.

Name: Nexus of Harm (30) Rank: D Type: Support Classification: Magical Maximum Targets: 2 Description: Remora creates a magical connection between two targets. The first one has to be either Remora or her servant, while the second one must be an opponent. 15% of the damage dealt to the first target will be dealt to the second one as well. This damage cannot be reduced or avoided. This skill can stay active for a maximum of 5 turns, but if it is used again on either the same player or new targets, the initial link vanishes. Using Nexus of Vigor on an effected target also cancels the effect of this skill.

Name: Nexus of Vigor (30) Rank: D Type: Support Classification: Magical Maximum Targets: 2 Description: Remora creates a magical connection between two targets. The first one has to be an opponent, while the second one must be Remora or her servant. 15% of the damage dealt to the first target will be added to the second one’s health. This skill can stay active for a maximum of 5 turns, but if it is used again on either the same players or new targets, the initial link vanishes. Using Nexus of Harm on an affected target also cancels the effect of this skill.

Name: Gathered Pain (100) Rank: A+ Type: Anti-Personnel Classification: Magical, Ranged Maximum Targets: 1 Amplified by: No amplification Reduced by: MAG Description: This skill can only be used on a target currently under the influence of Remora’s Bloody Curse. All the damage inflicted by Bloody Curse over the course of the game is gathered and released unto the target of this skill in a single blow. This accumulated damage cannot be avoided in any way. The target is chosen at the beginning of the turn, but the effect of this skill only occurs at its very end. This means that no one who has not been under the Bloody Curse at the beginning of the turn can be targeted, and if the target’s Bloody Curse is transferred to another one over the course of the turn, the new cursed player becomes the actual target of this skill. After Gathered Pain is used, all the damage accrued by Bloody Curse is reduced to 0, and all players currently affected by Bloody Curse are relieved of it.

Rider's Master
Master of Rider: Darian deLuca

A tall, muscular young man, likely of Western European descent, full of energy and ambition. As a child, he was an uncontrollable bundle of hyperactivity, but possessing volatile magical power since birth. As an adult, he has learned to control and bend it to his will. He also spent a good deal of his energy on honing his body, and takes pride in his fighting skills. His abundance of energy serves as a magical magnet of sorts, and finally drew his attention to the Holy Grail, which piqued his curiosity.

Name: Darian deLuca Sex: Male Age: 22 Alignment: Lawful Neutral

Health: 200 (+30) Mana: 130 (+14)

STR: B END: B AGI: A MAG: D LCK: C

Passive Abilities:

Name: Stubbornness Rank: B+ Description: Darian hates giving up more than anything else, and has developed an attitude where being on the verge of losing a battle both puts him into a serene state of mind as well as boost his physical capability. As a result, when Darian’s health drops below one third of its initial value, all of his spells cost 20% less mana, all damage dealt to him is reduced by 20% and all of his attacks deal 20% more damage.

Skills:

Name: Surging Power (25) Rank: C Type: Support Classification: Magical Maximum Targets: 1 Description: Darian casts a spell on the target to stimulate their muscles. As a result, the target’s STR is increased by one rank (or by a base value of 10 and a multiplier of 0,1 if it is already A or higher) as long as this skill remains active. The effect of Surging Power does not wear off normally, but disappears as soon as Darian casts either Adrenaline Rush, Hardened Skin or Titan Body on the same target. It can also be cancelled manually as a free action.

Name: Hardened Skin (30) Rank: C+ Type: Support Classification: Magical Maximum Targets: 1 Description: Darian casts a spell on the target to fortify their defensive power. As a result, the target’s END is increased by one rank (or one + if the rank is already A) as long as this skill remains active. The effect of Hardened Skin does not wear off normally, but disappears as soon as Darian casts either Adrenaline Rush, Surging Power or Titan Body on the same target. It can also be cancelled manually as a free action.

Name: Adrenaline Rush (35) Rank: C++ Type: Support Classification: Magical Maximum Targets: 1 Description: Darian casts a spell on the target to raise their adrenaline levels. As a result, the target’s AGI is increased by one rank (or one + if the rank is already A) as long as this skill remains active. The effect of Adrenaline Rush does not wear off normally, but disappears as soon as Darian casts either Surging Power, Hardened Skin or Titan Body on the same target. It can also be cancelled manually as a free action.

Name: Titan Body (50) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Darian draws the energy of his surroundings into his own body, creating an extremely dense accumulation of magical power. His STR, END and MAG are all increased by one rank. Using this skill erases all other status-changing abilities, enchantments or curses affecting Darian, and makes him immune to being the target of any such skill as long as Titan Body is active. This skill lasts a maximum of 3 turns after being cast. If desired, it can also be cancelled manually as a free action.

Name: Polarity Link (15) Rank: B Type: Support Classification: Magical Maximum Targets: 2 Description: Darian creates two glowing spheres of light in his hands, connected by what appears to be a magnetic energy link. He then throws them at any two players (including masters), causing a reaction that results in all magical status-changing abilities, enchantments or curses affecting them to be exchanged with the other. Titan Body and command spell boosts cannot be transferred this way.

Name: Overflow (50) Rank: A Type: Anti-Army Classification: Magical, Ranged Maximum Targets: 99 Amplified by: MAG Reduced by: MAG Description: This skill can only be used after Darian has been under the effect of Titan Body for at least one turn. All the energy stored up inside of Darian’s body violently surges outwards, hitting every opponent in the area for A ranked damage. Using Overflow automatically cancels Titan Body, and Darian will not be able to act in any way for the duration of the turn after it was used, including movement and evasion of attacks.

Assassin's Master
Master of Assassin: Atma

A sleek figure of ambiguous gender who generally dresses in colorful, flamboyant robes, the face hidden under a laughing mask. Atma claims to be a trickster, enjoying nothing more than fooling opponents and having fun at their expense. Atma’s intentions don’t seem to be outright malicious, but no one can be sure what would happen should the Grail fall in Atma’s hands, who claims to be participating in this war only to see the baffled expressions on the other magi’s faces.

Name: Atma Sex: Female Age: 20 Alignment: Chaotic Good

Health: 150 (+22) Mana: 170 (+25)

STR: E+ END: D AGI: A MAG: D LCK: B+

Passive Abilities:

Name: Shroud of Invisibility Rank: A Description: Atma is an illusionist and trickster of the highest caliber, which enables her to deceive all five senses equally. She is always under the effect of a spell that alters the perception of onlookers, allowing her to stay hidden from the common eye. Unless Atma deliberately shows herself to other players, she remains nearly invisible. Atma cannot be seen during her own or by another player’s scouting actions, and has a 50% chance of not being seen when entering or staying in the same area as an opponent. However, Archer class servants and opponents with the ability “Eyes of the Beholder” will have a 50% chance of spotting her during a scouting action and will be guaranteed to see her when she enters or stays in the same area. If it is not seen through, Shroud of Invisibility will even stay active during combat, allowing Atma to attack while invisible. However, as soon as she does, her opponents will pay attention and can attack her as well, albeit with a 30% chance of missing. This also happens if players spot her normally. Should Atma be hit, her Shroud of Invisibility will fail and remains useless for the remainder of the fight. Should she not be hit, she can use normal attacks and support skills, but will lose her camouflage if she uses offensive skills.

Skills:

Name: Illusionist’s Escape (10) Rank: D Type: Support Classification: Magical Maximum Targets: 2 Description: This skill always targets Atma and her servant. Both of them instantly disappear in a flash of light, seemingly fleeing from the current battle. However, in reality, they are just temporarily invisible and cannot move in this state. Both Atma and her servant cannot attack or use any of their own abilities while hidden this way. They will reappear in the same area after the movement phase of the next round, and can therefore not move to another location in the same turn. While they are invisible, they cannot be the target of other players’ skills, unless they affect an unlimited amount of players in the same area. If they are hit by such a skill, their illusion is revealed and they become viable targets for attack again. Should this happen, Atma's servant may perform actions as per usual for the remainder of the turn, although it is not possible to use support skills if they have been revealed in the offensive skill phase. Should all opponents be gone from the area when Atma and her servant reappear, they may proceed with their turn as per usual. However, should at least one opponent still be there, the combat resumes, and Atma cannot take any further actions in this turn. This does not hold true for her servant, though. Also, if this happens, Atma cannot use Illusionist's Escape again for the remainder of the fight until all opponents who have witnessed this skill are gone from the area.

Name: Doppelgänger (40) Rank: C Type: Support Classification: Magical Maximum Targets: 1 Description: This skill can only be used on Atma’s own servant. She conjures an illusory double, looking and behaving exactly like the targeted servant. All attacks directed at it now have a 50% chance of hitting the Doppelgänger instead, at which point it instantly vanishes. AoE attacks destroy the Doppelgänger without fail. This skill can remain active indefinitely, and even carries over when the current location is left. This skill cannot be used when Atma’s servant is currently in spirit form. Should its appearance be changed at the time Doppelgänger is used, the altered appearance will instead be replicated. Should the servant then return to its original shape, the Doppelgänger will persist, but can no longer be confused with the real servant. Using this skill again while the Doppelgänger is still present causes the original one to disappear.

Name: Trippelgänger (40) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Atma conjures two images of herself, which perfecly copy her own appearance and behavior. All attacks specifically directed at Atma now have a 66,67% chance of hitting one of her doubles instead, at which point one of them instantly vanishes, reducing the chance to 50%. Because her servant can only protect Atma herself, the doubles can be hit and destroyed by AoE attacks. This skill can remain active indefinitely, and even carries over when the current location is left. Using this skill again while the Trippelgänger are still present causes the original ones to disappear.

Name: Realm of the Phantoms (30) Rank: A Type: Support Classification: Magical Maximum Targets: 4 [Area] Description: Atma chooses up to 4 different areas on the map apart from her own location and summons a phantom looking exactly like herself at each of them. All other players will mistake the phantoms for Atma herself, although they cannot talk when spoken to and vanish after one hit. Due to the enormous amount of concentration this spell takes, Atma can only keep them in this world as long as she does not leave her current location, isn’t attacked and doesn’t use any other skills (including another use of Realm of the Phantoms) besides Invasion of Reality. As soon as she is interrupted, all phantoms disappear immediately.

Name: Invasion of Reality (70) Rank: A+ Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Atma’s ultimate art allows her to turn all illusions into reality for a single turn. If Doppelgänger is active, the illusory servant becomes real, with health equal to the true servant’s current health. This merely means that it cannot be destroyed by a single hit in the turn that Invasion of Reality is active, as it reverts back to being an illusion the following turn. The fake servant can attack once, but only normally, with its stats being equal to those the true servant currently has. Should the Doppelgänger have an appearance differening from the true servant for some reason, its stats will still remain the same. If Trippelgänger is active, Atma’s doubles become real, with health equal to Atma’s current health. The fake Atmas can attack once, but only normally, with their stats being equal to those the true Atma currently has. If Realm of the Phantoms is active, all the phantoms in their various locations become real and will attack any opponent they might face, although only normally. Their health is also equal to the true Atma’s current health for this turn. If Illusory Daggers are used this turn, the fake dagger becomes real, and both targets are guaranteed to be hit. All of the above effects end as soon as the turn Invasion of Reality was used is over.

Name: Illusory Daggers (30) Rank: C Type: Anti-Personnel Classification: Nonmagical, Projectile Maximum Targets: 2 Amplified by: STR Reduced by: END Description: Atma throws two enchanted daggers at her targets which home into their victims without fail, making this attack unavoidable. The daggers themselves are nonmagical attacks, although the tracking effect is counted as magical. However, only one dagger is real, dealing C ranked damage, while the second is an illusion, causing none. This means both targets only have a 50% chance of being the one that’s actually hit. If the targets are a contracted team of master and servant, and only one servant is present, it is impossible for the servant to shield its master from both daggers. As a result, there is a 50% chance that the master is hit by the real dagger, while the servant tries to block the fake one. Should only one target be present, it will be hit by both daggers. Should a targeted servant have a protective familiar, it will be hit instead of the master.

Berserker's Master
Master of Berserker: Luminis

A small girl, walking around in tattered clothes with a blank expression on her face and constantly playing with a cube-shaped pendant dangling around her neck. Most people would assume her to be some kind of neglected child, perhaps orphaned, were it not for the tremendous amount of magical energy filling the air around her and the apparent omniscience she exhibits. Her origin, motivations and powers are completely unknown, but it seems like obtaining the Holy Grail is her sole purpose.

Name: Luminis Sex: Female Age: ? Alignment: True Neutral

Health: 100 (+15) Mana: 250 (+30)

STR: E END: D AGI: C MAG: A LCK: B

Passive Abilities:

Name: Eyes of the Beholder Rank: A Description: Luminis’ eyes see past a person’s appearance and can trace the flow of their inner energy with ease. With a simple look, she can discern her target’s current condition. This means that all visible players in the same location as Luminis have the current percentage of their maximum health and mana revealed to her. This ability also grants her detection abilities similar to those of Archer class servants.

Name: Avatar of Magic Rank: E Description: Luminis is nothing more than a conscious accumulation of magical energy, having seeped out of the Holy Grail and taken the form of a little girl. Now, she seeks to obtain the Grail to return to her origin. Since she isn’t a real human, Luminis’ body cannot be consumed by others, since the magical energy her form consists of would simply disperse upon her death.

Name: Fake Reality Marble Rank: A+ Description: Due to her connection to the Holy Grail, Luminis make use of its magical powers, but as she only consists of a small part of the Grail’s energy, the spell she weaves with it is just an incomplete copy of the original. This power takes the form of a cube-shaped pendant Luminis wears around her neck, which can create a Fake Reality Marble. Luminis may place a cubic bounded field on her current location, called a Force Cube. A single layer only has one of six possible effects she can create, but she may add a second layer with different properties. However, this puts an enormous strain on her magical power, and as a result, the second layers consumes twice as much mana as the first. It is also possible to place two separate Force Cubes with one layer each in two different areas, although the doubled mana cost still applies for the second one. To avoid this, Luminis can make previous layers of her Force Cube disappear at will before casting another one, thereby saving mana, but obviously ending the previous layer’s effect. It is impossible to have more than 2 different layers activated at any time. However, unless the Force Cube is manually cancelled, destroyed or Luminis dies, it can remain active indefinitely. It cannot be moved though, as it is fixed to one location.

Skills:

Name: Force Cube – Supervision (40-80) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube allows Luminis to project the targeted area and its surroundings into her head at all times. As a result, Luminis will see everything that happens within the Force Cube. This skill also detects all invisible or hidden players without fail.

Name: Force Cube – Protection (45-90) Rank: B+ Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube reduces all damage done to Luminis or her servant by 20% after the initial reductions, be it physical or magical. Additionally, it acts as a powerful barrier against attacks coming from a different location, which have their damage reduced by 50% before the initial reductions instead.

Name: Force Cube – Violation (35-70) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube deals an unavoidable and unreducable amount of damage to all players besides Luminis, her servant and recognized allies, equal to 5% of that character’s maximum health, at the end of every turn. Additionally, an amount of mana equal to 5% of that character’s maximum mana is drained in the same manner. This includes both servants and masters.

Name: Force Cube – Teleportation (40-80) Rank: A Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube envelops all players and summoned creatures in the affected area upon activation and instantly transports them to another location on the map, chosen by Luminis. It is possible to cast the layer beforehand, but activate the effect later. Doing so counts as the use of a Support Skill. In either case, using this effect destroys this layer of the Force Cube, but should another layer be active at the time of the teleportation, the cube is carried over to Luminis’ destination. If the teleported players were currently engaged in a battle, it will resume at the target area. However, should there be previously unrelated parties at the destination, a skirmish will have to be fought with them before they can join the battle.

Name: Force Cube – Revitalization (45-90) Rank: B+ Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube recovers 6% of Luminis’ and her servant’s maximum health at the end of every turn. Additionally, should Luminis or her servant currently be affected by an ability that prevents them from regeneration, this effect is cancelled as long as they remain in the area affected by the layer of Revitalization.

Name: Force Cube – Incarceration (60-120) Rank: A+ Type: Support Classification: Magical Maximum Targets: 1 [Area] Description: This layer of the Force Cube forms an absolute barrier around the area, allowing no entry or exit as long as it remains active. However, this layer only blocks the movement of sentient beings, while any attacks coming from other areas can still pass through. Due to the enormous amount of power necessary to create and uphold this layer of the Force Cube, it is not summoned instantly, but instead appears at the very end of the turn it was used. Additionally, Incarceration consumes a fixed amount of 50 of Luminis’ mana every turn and prevents her from regenerating any, both through natural and unnatural means of regeneration, overriding the effect of Revitalization.

Caster's Master
Master of Caster: Ignatius Geist

A tall, handsome man, always wearing expensive-looking suits and wielding an ornate scythe, due to which he likes to call himself “The Reaper”. He claims to have come from a line of renowned European magi, but actually earned a fortune in business and used it to build up a false identity. However, his power is not to be underestimated, as he has studied the darker arts extensively. His prideful nature was the reason for him joining the Holy Grail War, as a victory would be the ultimate proof of his superiority.

Name: Ignatius Geist Sex: Male Age: 31 Alignment: Neutral Evil

Health: 160 (+18) Mana: 180 (+20)

STR: D+ END: C AGI: C MAG: C+ LCK: E

Passive Abilities:

Name: Unholy Presence Rank: A Description: Ignatius has studied various kinds of dark magic over the years, and his body is the host of several spirits and beings of unknown origin. Wherever he goes, he emits an oppressive aura, causing bad luck and hastening the decay of living things. All players in the same area as Ignatius apart from his own servant have their LCK reduced by one rank and their regenerative capabilities halved as long as he’s there.

Name: The Sixth Sense Rank: E Description: Ignatius can see dead people. Wherever a civilian has been killed, he can see their spirit and interact with it through his abilities. This does not count as a regular civilian interaction.

Skills:

Name: Zombie Creation (30) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Ignatius revives the body of a slain civilian as a zombie, which by default protects Ignatius and his servant, although whether or not it guards them can be changed as a free action. This skill can only be used when the civilian in question has not been consumed or if the body was otherwise destroyed. The zombie is treated like a normal servant, but always has to remain in the same area as Ignatius, otherwise it will wither and die. Only one zombie can be controlled at once, and creating another one causes the previous zombie to be destroyed. The zombie can only attack physically, using STR, classified as a melee attack. This skill cannot be used during combat. The zombie has the following stats: 50 health, 0 Mana, D ranked STR, C ranked END, E ranked AGI, E ranked MAG and E ranked LCK. Fire attacks instantly destroy the zombie.

Name: Wraith Creation (30) Rank: B Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Ignatius revives the spirit of a slain civilian as a wraith, which by default protects Ignatius and his servant, although whether or not it guards them can be changed as a free action. This skill can only be used when the civilian in question hasn't been dead for more than 3 turns. The condition of the body does not matter, so the civilian can be consumed. It is also possible to create a wraith from the spirit of a civilian you have not killed yourself. The wraith is treated like a normal servant, but always has to remain in the same area as Ignatius or the location of its death, otherwise it will wither and die. Only one wraith can be controlled at once, and creating another one causes the previous wraith to be destroyed. The wraith can only attack magically, using MAG, classified as a ranged attack. This skill cannot be used during combat. The wraith has the following stats: 40 health, 0 Mana, E ranked STR, E ranked END, C ranked AGI, D ranked MAG and E ranked LCK. The wraith only takes 50% damage from nonmagical attacks.

Name: Séance (10) Rank: D Type: Support Classification: Magical Maximum Targets: 1 [Self] Description: Ignatius calls upon the spirit of a dead civilian in his current location. Through this seance, the victim can give Ignatius detailed information about their killer. This skill replaces the regular civilian interaction for the turn in which it is used, although it is still possible to consume a civilian in the same turn if Ignatius is at the Great Market. This skill cannot be used during combat.

Name: Malevolent Spirits (40) Rank: B Type: Anti-Personnel Classification: Magical, Ranged Maximum Targets: 1 Amplified by: MAG Reduced by: MAG Description: Ignatius summons several dead souls, still bound to this plane and filled with hatred and anger. The target is ravaged by those spirits, taking B ranked damage. However, the ghosts Ignatius summons are hard to control, so there is a chance that they will actually turn on him or his servant. 50% of the time, the Malevolent Spirits will simply attack their designated target. There is a 25% chance that they will attack both Ignatius’ own servant (or Ignatius himself if his servant is not present) and his intended target, dealing D ranked damage to both. There even is a chance of 25% that they will attack Ignatius himself, dealing B ranked damage to him. If he becomes a target of the Malevolent Spirits, Ignatius cannot avoid his own attack.

Name: Bolt of Affliction (50) Rank: D Type: Anti-Personnel Classification: Magical, Projectile Maximum Targets: 1 Amplified by: MAG Reduced by: MAG Description: Ignatius points at his target and unleashes a bolt of blue light, in which a minor evil spirit resides. The bolt itself does D ranked damage, and the spirit infests the victim’s body, preventing any possible regeneration for the next 2 turns. This includes both natural and unnatural methods of regenerating as well as healing spells.