suckitdarklord: (Weapon: Blade of the Eldritch Knight)
[personal profile] suckitdarklord


Spirit: No named General (Rue Valentine)
Master: You.
Strength: A++
Endurance: B+
Agility: C
Mana: D
Luck: B
Noble Phantasm: C~EX



Short history: One of many generals that was once an adventurer but had settled down to enlist in his country's national defense organization against all outside and inside terrors. Being so young yet so influential from his exploits and deeds he had done in his ten years of traveling and assisting troops into battle when skirmishes between foreign, demonic, or even otherwordly forces come to threaten the peace of the world.

Being a follower of Kord, this heroic spirit finds more of a thrill to find a challenge greater than him and conquer it. To relish the victory, the glory of the hard won battle, and give cheers among the victors and honor the fallen are the doctrines that followers of Kord abides. Being a seeker of a great fight, leading those under him to glory, leading those above him to victory, and his peers a life of camaraderie.

Nowadays, his age would be considered very young, but back then when hired swords and militarymen were lucky enough to live into retirement, the age of 30 was close enough most can go into retirement when they were young before their bodies broke down. This Saber appears to be summoned when he was age 29 to reflect that he still has plenty enough fighting spirit and will before he would ever lay down his sword when his time is up.

Personality: As reflected in his style of leading, this heroic spirit is more prone to draw out his maximum power whenever he is leading an attack or part of a group where he can boost his allies in battle as well, so it's safe to say that he's pretty dependable when things get tough, but also relies on people to help him out. Other than that, he is a pretty relaxed and easy going person that wouldn't mind taking on a challenge that catches his interest. He tends to be a bit pushy and a bit crude to others, but he takes the situation seriously when it is obvious it should be serious.

He does miss his family pretty dearly. His wife, his son, and his little sister for certain, but he finds different chores or tasks that he had never tried before to keep his mind preoccupied before thinking too much about it. His current attempts at conquering over since his summoning is cooking and modern day fashion.



Class skills:
Magic Resistance: A
Cancel spells of A-Rank or below. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a "Magus Killer".

Riding: D
Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts. At this rank, Saber can perfectly use and handle any kind of vehicle, but cannot use them in the middle of battle due to not having the Mounted Combat ability without suffering a penalty to his attacks.

Personal skills:
Commanding Presence (Bravura): B
Similar to that of the Charisma skill. Natural army commanding talent. During team battles one's team's abilities are elevated. At this rank, it is equal to the B Rank Charisma Skill.

Addendum:Saber always grants himself and all allies a bonus to initiative before battle. As soon as battle has been engaged, Saber's Commanding Presence allows a 4 out of 7 chance of landing the first blow.

Military Tactics: C~A
The tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm.

Addendum 1: With Saber's knowledge of athletics, diplomacy, endurance, healing, intimidation, history, religion, nature, bluffing, streetwise, and stealth; Any strategy plans he makes or gives that involves any use of these knowledges grants Saber and all current allies a boost of one to two parameter bonuses (Ex: A C rank ability, attack, or skill turns into C++ at most.) until the end of the battle.

Addendum 2: Because Saber works more well as a leader than a fighter when activating his skills, most of his abilities work better when allies are fighting with him. The more allies he fights with, Servant or otherwise, the more effective his parameter bonuses become.

Instinct: A
Refined sixth sense is now close to true precognition. Bonus effect of reducing by half the penalties caused by obstructed vision and hearing.

Eye of the Mind (True): B
Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.

Combat Camaraderie: A
Being able to lead and fight within a team better than being alone. So long as there is at least one ally in battle, all parameters and combat potential can be used to their fullest. At this rank, allies are granted a bonus to their accuracy, damage, and agility when paired up with Saber.




Noble Phantasms (Possessions):
Blade of the Eldritch Knight: A+ (Anti-Unit)
This heavy two-handed broadsword has been magically enchanted by psions of the deep dark that Saber had taken as a battle trophy after defeating a monstrous creature that devours minds. When used as a Noble Phantasm, Saber's melee reach extends to a great distance so much that a single swipe of his blade into the air will still land a hit to any enemy 25 feet away from him.

Tarrasque Spectral Plate Armor: A++ (Barrier)
A shard scale of a gargantuan creature that was said that can never permanently die or be incapacitated for long that has gained a reputation of being a force of nature of a great calamity. This scale allows the wearer of this armor to ignore attacks that are A Rank and below, as well as being imbued by arcanists to grant it a special ability of phasing; Allowing the armor to be lighter than it appears to allow Saber maximum mobility to his natural speed and less encumbrance from his armor.

Medallion of the Mind: C++ (Barrier)
An enchanted medallion that allows its wearer some protection against attacks of physical, magical, and mental kinds. Along with that, it allows its user to communicate telepathically to any recipient and allows a two-way conversation between the user and the target subject. Another reaped reward of the monstrous brain leeching creature that had fell by Saber.

Ring of Aquatic Ability: D
A simple enchanted ring that allows the wearer to breathe and see under water of any kind without any repercussions. In addition, the wearer can move in the water as fast as they can move in land.

Ring of the Dragonborn Emperor: B
An old ancient signet ring that dates back to the age when dragons and their kin once ruled the lands. This ring has been forged and tempered by dragonfire and precious metals that are rarely ever seen nowadays. This ring allows the wearer to gain a bonus to their melee damage if they ever manage to land a single hit of any form of physical attack.

Ring of Tactical Brilliance: B
A ring that allows any allies of Saber to be granted a parameter bonus to defense so long as Saber commands them (via Military Tactics personal skill) to move or the ally is positioning themselves into an advantageous location for the battle. A gift given to Saber by a wizard friend in his first life that had first noticed Saber's unusual ability to grant his allies boosted abilities from following his lead.

General's Belt: D
An enchanted belt that allows the wearer to gain a bonus to Endurance against physical attacks. Has no effect against magical or mental attacks.

Survivor's Boots C (Barrier)
When in danger, these boots allow the wearer to move, retreat, or advance onward to the desired location without the chance of being struck from an attack of any opportunity. A last resort Noble Phantasm that Saber would use for the sake of self-preservation and to escape with his Master.

Crown of Command: C
An enchanted circlet like headgear that is worn that grants its wearer a bonus to diplomacy and intimidation. With this worn, others tend to feel more compelled to either be agreeing to the wearer's suggestions in a peaceful tone, or fearfully accept the wearer's terms on a more negative note.

Everlasting Provisions:
EX
A magical woven hand basket that is said to magically produce an entire day's worth of food and drink to feed up to five people or one giant that replenishes daily. Its contents are also updated along with the Servant's current understanding of the current times when they are summoned. Under normal appearances, it looks like a picnic basket. When disguised under enchantment once Saber says a certain phrase, it takes into a form of something else entirely.



Noble Phantasms (Battle skills)
At-Will skills: (Usable at all times at all battles.)

Inspiring Word: A
By giving some words of inspiration, any injuries dealt to Saber or any of his allies will be recovered in mere seconds like magic. While not greatly effective to full recovery, it will be equivalent of receiving first aid. Has no effect against curses that does not allow healing.

Direct the Strike:
B (Anti-Unit)
By lending some of his mana to the target ally, Saber compels his ally to make a strike, whether it be close or ranged attack, as a 'free action'. Should the attack require ammunition, the resulting ammunition required has not been spent.

Intuitive Strike: C+ (Anti-Unit)
By attacking the enemy, Saber attempts to position the target off guard to allow any ally that strikes first from anywhere with a situational bonus granted to them.

Viper's Strike: B (Anti-Unit)
A more reactive attack than anything, once Saber make an attack to an enemy when allies are nearby and the target enemy retreats or moves elsewhere; The ally will be able to make a free attack even if the finds safety elsewhere.

Encounter skills: (Normally usable one time per battle.)
Hail of Steel: A+~EX (Anti-Unit)
Whether with many allies he has gained in the Holy Grail War, or ones summoned from his first life, the moment that Saber strikes down hard against the enemy; A gleaming signal is seen from his blade that allows all allies to appear before the target to strike down the enemy whether it its melee or ranged, magic or physical or otherwise. All summoned allies are considered D Ranked Servants that appear for the brief moment then disappear. This is one of many Saber's trump card Noble Phantasms.

A Plan Comes Together: B (Anti-Unit)
Utilizing proper tactics and ideal placing of both his and his allies' full strength into use, Saber sets off a trap that he had prepared ahead of time to instantly summon any allied Servant, Master, and/or outside power adjacent to an enemy Servant and use their Noble Phantasms without any prana being spent on their part.

Provoke Overextension: D~B (Anti-Unit)
As with most, if not all, of Saber's skills, this requires use and dependability of an ally to assist for a follow up attack. By leaving himself open to attack, Saber prepares himself for an assault being delivered by an enemy, allowing, his Luck, his Agility, and his Military Tactics ability to be taken into factor. Should the enemy miss hitting him, Saber grants an ally to use an attack with his magical power boosting the damage equal to a C Rank attack.

Daily skills: (Usable once per day.)
Stand Invincible: EX (Barrier)
Saber's second trump card. By channeling all of his prana focusing into his being, Saber not only gains a bonus to Endurance, but increases his armor from resisting A Rank attacks to A++ Rank attacks. In addition, all allies within Saber's vicinity also gains this perk as well. As each turn passes, Saber spends little prana to persist the effect.

Victory Surge: A+ (Anti-Unit)
By invigorating his 'troops', Saber leads in a charge to first strike down an enemy, only to allow all allies within a 10 mile radius to follow up with an attack of their own free of prana being spent. To persist the effect, Saber can choose one ally per round to keep following up with an attack at each next start of Saber's turn.

Relentless Assault: B (Anti-Unit)
Until the end of the encounter, whenever Saber or any of his allies makes a critical hit to an enemy; Saber and each ally possible can instantly follow up with another basic attack to keep pinning the enemy down with blow after blow until each ally has taken their free turn.

Knight's Move: C
By sacrificing his own movement to advance, Saber grants an ally more speed temporarily to position themselves to an ideal location for the round.

Forbidden Ground: (Anti-Unit, Anti-Team, Anti-Army) A+
Saber plants his sword into the ground to create a small magical zone in front of him and then declares it forbidden. Should any enemy intrude in the forbidden zone, Saber or any ally can freely charge in to make a free attack against the enemy in addition to their regular attack rounds so long as the enemy keeps moving within the forbidden zone.

Invigorating Shout: B
Similar to that of Saber's Inspiring Word ability, the Invigorating Shout also restores 1/4th of the targeted creature's full health as well as regaining any spent healing abilities they may have used.


Paragon Path powers (Extended Noble Phantasm skill list from his life's profession.)
Mighty Action: D (Not usable without allies present)
By spending a little bit of extra mana, Saber can channel some of his power to grant a small bonus to any ally of his choice so long as they can see and hear him. What can seem to be a mile long march can be felt like taking a small jog around the block and not break a sweat to the receiving target.

Tempestuous Inspiration: C (Not Usuable)
By using an Inspiring Word power, the receiving target can use the opportunity to increase the chances of landing a solid hit on the enemy, but should the attack miss, the enemy in turn also gets that increased chance of a solid hit towards the ally. Saber decided to seal this ability away since most often than not, it resulted against his favor.

Kord's Focus: A (Barrier) (Not Usuable)
By summoning the divine power of the patron deity of bravery, strength, and skill, Saber is capable of shake off of any debilitating effects placed upon him and gains a bonus against any effects that has a Fear effect. Given that the Holy Grail War is a war about personal gain rather than fighting to make an influencing change for glory or honor in Kord's name, he has lost the link to channel this deity. Should Saber be summoned as Caster instead, this skill can be used but for a limited time.

Tempest of Triumph: C~B+ (Anti-Unit) (Encounter skill) (Not usable without allies present)
Within a 25 foot radius, the moment Saber brings his first initial attack to a close, it causes an 'inspired' natural chain reaction from all allies to join in a follow up attack. Any attack that has a natural D or E Rank will gain a bonus to become equal of C++ attacks.

Blood-Tested Inspiration: B (Not usable without assistance) (Daily skill)
By spending an Inspiring Word power, Saber regains a free use of a Noble Phantasm power that is considered an Encounter power. However, given that Saber had been summoned with a low Mana parameter, he is unable to make use of this power naturally and needs help from an outside source to supply a good source of prana to use this skill to regain a spent Noble Phantasm ability or attack.

Path of the Storm: B~A+ (Anti-Unit, Anti-Army, Anti-Team)
By raising his blade to a stance, Saber takes off in a blur with his blade whirling around at all enemies as he tramples across the battlefield, swinging at all enemies in his path until either all enemies have been struck once or he can go no further. And with his Blade of the Eldritch Knight blade activated as a Noble Phantasm, his melee reach extends 25 feet.

Epic Destiny powers (Naturally learned skills that are similar to Class and Personal skills)

Tactical Awareness:
A
Cannot be caught off guard at all times. Cannot be caught by surprise in a surprise attack and any ally with him can act either in a movement or an immediate attack to react in a surprise round.

Shock and Awe: B
Inspires those around them to continue on fighting. So long as there is a will to fight, this guarantees one to keep fighting to allow others to either fight or retreat. An ideal combination with another ally that has the Battle Continuation skill.

Tactical Genius: A++ (Anti-Unit, Anti-Army, Anti-Team, Anti-Fortress)(Not usable without assistance)
During battle, the ability to keep on relentlessly assault any target with all kinds of weapon at one's disposal or influencing others to do just as much damage. Due to a high demand of mana is required to trigger this ability, an outside source of prana with an abundance of source is required to fully use this ability.

Outside of battle, one can teach or train in physical tasks ranging from one-on-one, projectile, siege weaponry, and mounted combat equal to training a newly recruited soldier with better chances of imparting the lessons being taught to the receiving end. One can easily become a team leader or a coach that can inspire or train a 'ragtag group of misfits' to be an equal rank in skill and talent to an elite group.


Spring the Trap: C+
Saber, and any other allies from fastest to least in order can either make an extra attack, an extra movement action, or an instant ability from either an item Noble Phantasm or some boosted ability to make all in an instant.

Feats: Can be found here at the very bottom. These are more personal knowledge skills that can be applied in and out of battle that is not considered relevant as a Servant.

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Rue Valentine

May 2017

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