Post by Manah on Oct 22, 2016 8:36:11 GMT -5
Rider
Merged Elite Huntress and King of Conquerors
Merged Elite Huntress and King of Conquerors
QUOTE: "I'm sorry... but there is simply no way I can bow down to any foe."
Real Name: Pyrrha Nikos/Iskandar
Age: 17 (Pyrrha anyway; Looks in her mid twenties since merging with Iskandar)
Other aliases: Lancer, The Invincible Girl, The King of Conquerors, Alexander the Great, Kira
Occupation: Former Elite Huntress, Former King of Macedonia, Lancer/Rider Class Servant of Rin Tohsaka
Marital Status: In a relationship with her master, Rin Tohsaka
Height: 6'4"/May increase up to 12' tall at will with perfect features and proportions, via the partly Primarch nature of Archer/Ferrus Manus.
Weight: 195 lbs
Eye color: Red
Hair color: Red (Currently down, flowing freely in her back as opposed to her usual ponytail)
Species: Heroic Spirit (Lancer/Rider Class Servant; Absorbed powers from various other Servants as well.)
ABILITIES
Int: 12
Str: 15
Agl: 12
Spd: 10/20*
-Dromeus Komētēs* (+10 to Speed when her Achilles Heel is exposed; Speed becomes Super-Efficient and Can be used for Initiative. Additionally, Close Combat may be used with Speed bonus instead of Strength.)
Dur: 15
HEALTH: 15 P.L: 7
ENERGY: 63 P.L: 21
REGEN: 39 P.L: 11
ACTIONS
Huntress: 12
(Str.bonus and 2 Wpn.modifiers)
-Super-Efficient
-As Ninja
-Martial arts
-Miló & Akoúo
-Sword of the Kupriotes
-Acrobatic fighting
-Mounted combat
-Feint
-Inhuman Might
-Fighting larger/multiple opponents
-Destruction
-Using powers in combat
-Stealth
-Concentration
-Tsubame Gaeshi (The special sword technique of Assassin (Kojirou Sasaki), which is essentially the ability to make a nearly impossible to dodge strike, by instantly striking thee times with a sword. May only be used with a sword, and acts like Good Luck +5 strictly for hitting the opponent.)
Parkour: 7
(Agl.bonus)
-Efficient
-As Acrobatics, Swimming and Wall-climbing
A Rank Ringwraith: 9
(Int.bonus)
-Efficient
-This power reflects the supernatural abilities and powers of the Nazguls, Ringwraith servants of Sauron, once powerful and wise men turned into some of the most terrifying agents of the Enemy by the power of the Nine Rings of Men. The abilities it grants are as follows:
-Wraithform (3 stones to activate, need not maintain. As permanent Phase Shift and Invisibility at AN which she can activate/deactivate at will. As opposed to normal Ringwraiths being incorporeal spirits who can manifest a semi-solid body, Rider - who already has such a body when manifested - can turn into such a spirit. Despite being pretty much invisible, in complete darkness, her eyes will be visible as glowing red orbs.)
-Levitation (As Flight at Half AN, rounded up; Must be in Wraithform to use.)
-Black Breath (Passive power. The Nazguls' Black Breath is a terrifying power in the eyes of their enemies, a result of the supernatural terror they are capable of inspiring in the hearts of their foes. Should a Nazgul successfully use a Fear effect causing more than the target's Intelligence AN in red stones of stun damage, the victim will fall unconscious from sheer, overwhelming fear and fall into a coma for up to AN weeks, from which nothing short of divine intervention or similar power will wake them. Similarly, falling unconscious while fighting a Nazgul even if the previous condition wasn't fulfilled will prevent awakening for AN hours in the same manner. Worse still, a victim who suffers 2x their Intelligence AN in stun damage from a Fear effect will fall into such a coma permanently, unless such a divine intervention is performed. Even when finally awakened, any victim of the Black Breath regardless of the length of their coma will suffer horrible nightmares for AN days afterwards, causing a -2 to all actions until finally freed from the effect or if their mind is healed by sufficiently powerful means, GM's call.)
-Drain Lifeforce (As Improved Energy Drain, Range 2; Drains 1w of Health/5 stones of Energy drained and heals caster of the same amount.)
-Terrify (As Fear, Area Effect of Half AN, rounded up.)
-Voice from Beyond (1 stone/panel to activate/maintain. Adds Half this Action's AN, rounded up, as a Modifier to Social Skills to intimidate/frighten/cower someone else. Nazguls rarely speak, but when they do, their voice is downright frightening to hear, as though it came straight from beyond the grave.)
-Telepathy (Read Minds, Telepathic communications, Illusions, Mental Bolts)
EX Rank Aura: 12
-Efficient; Using this action does not actually take an Action slot
-Defy Laws of Physics: Can use to run on walls, hold one's balance on a tiny twig without falling, land safely after a jump from way too high, etc. The user simply pays to negate their weight on the D&R chart. Note: If the character is falling aside from jumping, while they may put stones in this action in defense, they cannot negate the whole fall with this ability alone.
-Heightened Senses: Can be used to improve Acute Senses on a 1 by 1 basis; or to temporarily acquire Enhanced Vision (See in Darkness, Far Sight, Sense Danger) at AN by spending 2 stones in it
-Defense: Can be used as Force Field, only for defensive purpose. Stones of defense are doubled.
-Offense: Can either boost a weapon/unarmed attack by paying stones for Effect and stones for Duration (1 panel/stone), or use as an Aura-based Force Blast (Dur.bonus, 2x damage).
-Healing: Grants an Healing Factor of a level appropriate to the AN (in comparison to the cost for such an Healing Factor being added to a Durability 2 person. For example, at AN 6, a Durability 2 person gains an Accelerated Healing Factor, which is CL= Dur+4). Alternately, can use as Mutant Healing onto others.
-Aura Mentor (Pyrrha's Unique Aura ability, allows her to immediately awaken the Aura in another person without having to train them in it. Doing so lowers her Aura AN by -2, and gives her a -2 sitmod to all Physical Actions, for an hour, due to exhaustion.)
-Accumulate Energy as M.o.M
-Pyrrha's Aura's color is Red, and most of her Aura effects cause threads and ribbons to manifest as a FX
B+ Rank Shade of Mordor: 7
-Efficient
-As Mastery of Darkness/Shadows
-Wraith Weapons (3 stones or more to activate, 1 to maintain, per weapon affected; said weapons can hit phase shifted/incorporeal foes as though they were solid, and gain +1 to their Wpn.modifier/2 additional stones over the base 3 paid by the user to activate the effect. When active, the weapon radiates a sinister bluish-black, smoke-like effect and appears ghostly in appearance. At user's discretion, may also use on natural weapons such as one's fists or feet. Also, using it on a projectile weapon will imbue any projectile fired with it with the same effect.)
-Shadow Jump (As Teleportation at Half AN, rounded up; may only teleport from shadow to shadow.)
-Shadow Strike (Stones played may combine with Close Combat, while also allowing for Teleportation at 1/3 this Action's AN, rounded up. Must be in a shadow to perform, and appears from the victim's own shadow when the user strikes.)
-Shadow Bind (3 stones to use, 1/panel to maintain; Requires use of a projectile weapon imbued with Wraith Weapons, see above, through Ranged Combat, to hit the targeted shadow. The user shoots a Wraith-imbued projectile at a target's shadow, which, if it hits, compares this Action's AN to the target's Durability. If successful, the victim is unable to physically move from the location for 1 panel/red stone of 'damage', and their Reflexive Dodge is negated for the duration.)
-Shame Foes (Atk VS Int+Mental Defense; deals no damage; requires physical contact to use; if successful, affected foes might run in terror and suffer a permanent -1/white stone of 'damage' to one Action/Ability/Modifier of the GM's choice. Reaching for the victim's face with her hand, Rider can forcibly brand them with a mystically created handprint, her wraith-like powers permanently de-powering her victim depending on their vulnerability to the attack.)
-Invigorate Others (As Metamorphosis; only to enhance already existing A/A/Ms; 1 stone/target/panel to maintain.)
-Frenzy (As Empathic Projection (Rage), Broadcast; Only usable on allies/controlled allies.)
-Summoning (May only Summon Drakes, Venomous Spiders, Caragors, Graugs and Uruks; Summoned creatures are always loyal to summoner.)
-Slow Time (Pay for Effect and Duration in panels up to half this action's AN, rounded up; effect stones are added to any action where time matters, including combat actions. Duration is how many 'virtual panels' the user has at their disposal to do as they please in 1 actual panel. Usable once per hour.)
A+ Rank Psychokinesis: 9
(Int.bonus and Wpn.modifier)
-Efficient
-As Telekinesis
-Area Effect, Does not require line of sight
-Fine control (Can perform fine control over even large areas of effects, ignoring anything she doesn't want to affect.)
-Barrier (May use as Force Field at AN)
-Copied from Caster/Mewtwo
A Rank Living Forge: 10
(Int.bonus)
-Efficient
-As Mastery of Fire/Heat/Plasma/Metal
-Create/Manipulate
-Accumulate Energy for Greater Effect (Not tired afterwards)
EX Rank Semblance (Polarity): 20
(Int.bonus)
-Super-Efficient
-As Mastery of Magnetism
-Unlimited Create/Manipulate
-Force Blast (2x damage, Normal or Stun damage, OR Atk VS Durability to immobilize)
-Also usable as Telekinesis (w/Wpn.modifier)
-Combine with Close/Ranged Combat
-Free Force Field at up to AN or stones played, whichever is lower
-Accumulate energy for greater effect
A Rank Pokémon Moves: 8
-Efficient
-Flamethrower (Int.bonus, as Force Blast, 2x damage, Sets flammable objects on fire. Fire type.)
-Ice Beam (Int.bonus, as Force Blast, 2x damage, Normal and Stun damage OR Atk VS Durability to freeze solid. Ice type.)
-Earthquake (Int.bonus, 2x damage, 3x damage if targets are underground, Area effect; Flying targets are unaffected unless inside a collapsing structure. Ground type.)
-Shadow Ball (Int.bonus, 2x damage, Can hit intangible/phase shifted targets. Dark type.)
-Aura Sphere (Int.bonus, as Force Blast, 2x damage, Gets +5 Good Luck modifier to hit target. Fighting type.)
-Toxic (Int.bonus, as Force Blast, 2x damage, Stun for 1 panel per stone of damage OR act as Improved Drain Energy. Poison type.)
-Disable (Atk VS Int; Makes one of the target's Actions unusable for 1 panel/red stone of 'damage'. Normal type.)
-Recover (As Magical Healing, May heal 2x White stones per day. Normal type.)
-Copied from Caster/Mewtwo
A+ Rank Ninjutsu: 10
(Int.bonus)
-Efficient
-As Mastery of Elements (Wind, Water, Fire, Lightning and Earth Release) and Magical Healing
-Create/Manipulate (Can't use Water Release to breathe underwater)
-Force Blast: Wind (2x damage, or Area effect of 5), Water (Normal and Stun damage, Also 2x damage when target is in, under or on water), Fire (2x damage, Sets flammable objects on fire), Lightning (2x damage, Normal and/or Stun damge), Earth (Normal damage if target is in the air, 2x damage if target is in contact with ground, 3x damage if target is in, or underground.)
-Yin/Yang Release (Yin Release [Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action], Yang Release [Animate Objects and materials, or to actually make automatons/lifeless creatures alive], As Mutant Healing (Heals up to 2x AN white stones per day); May use to 'Regrow organs/Limbs' onto self or others; Yin-Yang Release [Can create beings of 20 creation stones per stone spent, up to AN. The created beings are permanent, although there is a limit as to how many she can create per day, equal to AN.])
-Earth specialty (Gains 1 free stone from GP when using Earth, and loses 1 when using Wind. All Earth effects are Efficient, and will improve to Super-Efficient if the 'Efficient' option is bought on the action. However, Wind will never be Efficient regardless of options bought.)
-Accumulate Energy for greater effect
-Copied from Lancer/Hiruzen Sarutobi
B Rank Sealing Skull: 6
(Int.bonus)
-Atk VS Dur to paralyze for 1 panel/red stone of damage
-Also Stones VS Int as per Fear
-A Noble Phantasm paralyzing a victim along with creating visions of frightening skeletal phantoms in their mind.
-Copied from Lancer/Alviss
A Rank Genjutsu: 9
-Efficient
-As Create Illusions, but enhanced: the illusions may affect up to one sense (sight, hearing, smell, touch, and taste, in that order) per stone played, with a difficulty equal to stones played as usual to "see through" the deception. In other words, if a person falls for it, the illusion could seem very real while being nothing more than a fake for anyone who saw through it. An illusion still cannot harm a person nor affect its environment.
-May be used for the opposite as well, hiding a real object from the senses of people around.
-Copied from Lancer/Hiruzen Sarutobi
A-Rank Telepathy: 9
(Int.bonus)
-Efficient
-Read minds
-Illusions (Broadcast)
-Project thoughts/Control others
-Subtle commands
-Create links with others
-Telepathic communications (Broadcast)
-Empathy
-Empathic Projection (Broadcast)
-Mental Bolts (Broadcast, 2x damage, Normal and Stun damage)
-Repair minds
-Fear (Broadcast)
-Psychometry
-Astral Projection
-Edit memories
-Copied from Caster/Mewtwo
EX Rank Thaumaturgy: 10
(Int.bonus)
-Efficient
-'Pentacles' and 'Wings of Light' Thaumaturgy, based on the image of magical runic circles, and her cape turning into glowing wings of light; all of Medea's offensive spells use those symbols somehow.
-As Mastery of Magic (Wpn.modifier on Telekinesis), Asgardian Sorcery, Summoning and Magical Healing
-Magic Missiles (May exceed the maximum 6 stones of effect; May add up to half this action's AN as advantages on magical blasts for free)
-Transmutation (transmute matter and energy from one type to another)
-Magical Healing (May heal up to 2x AN White stones of Health per day)
-As Mesmerism (all options)
-As Metamorphosis (needs not spend stones to maintain, may revert at will. When transformed, in this fashion, cannot use any of her Servant powers.)
-As Shape shifting (needs not spend stones to maintain, may revert at will, may only use at up to AN)
-Creation of potions, poisons, antidotes, charms and talismans (as per Witchcraft, creating any of those takes time: 5 minutes per stone of effect)
-Magical Travel (with options such as Teleportation, Flight, Astral Travel, Phase shift, Dreamwalking, Super-speed, etc.)
-Spatial Transportation (Another of Caster's (Medea) spells, this power allows not only for teleportation of the user and touched individuals, but may also target a far away person to her via an Atk VS Agl+Ref.Dodge if the target is unwilling.)
-Creation of Familiars (through use of a departed soul and a dead body, usually of an animal, Sakura is capable of creating a familiar, a "servant" with great magical potential. Essentially, she decides what part of her own magical power she wants to give them. As for the physical might of the resulting body, it will be equal to the dead body's might at the time of its death, possibly modified [if Sakura so wishes] as per her Metamorphosis power, applied to the body itself. The resulting familiar is loyal and friendly to her, although it has its own mind and will. Sakura also gains whatever knowledge the familiar acquires in its life, if any.)
-Words of the Gods: A Magus from the Age of the Gods, Caster has no need to respect the Rule of Equivalent Exchange at all. All her spells stand alone and fully cuase the wanted effect without need for compensation.
-Thaumaturgical Theory: High-Speed Divine Words (The greatly superior Theory used by the Caster known as Medea, High-Speed Divine Words is an ancient type of Thaumaturgy which dates back to the Age of the Gods, and whose power and effectiveness far surpasses that of normal human Magi. It allows her to create effects that do not need to be believed by viewers to happen, and to perform her spells silently and with a single gesture, making her far superior at it than any normal Magus.
-Combine with Huntress up to AN
-Requires a single gesture to use, regardless of spell.
-Accumulate Energy as per M.o.M
-Increase AN
-Copied from Caster/Medea
A+ Rank Witchcraft: 9
(Int.bonus)
-Efficient
-Accumulate Energy for greater effect
-Copied from Caster/Medea
A Rank Dark Sorcery: 9
(Int.bonus)
-Efficient
-As all Nazguls, Talion was eventually taught dark Sorcery under the tutelage of the Witch-King of Angmar, becoming one of the most powerful magic users of his era alongside his eight fellow Ringwraiths.
-Bane-Spell (Pay for Effect up to Half AN, rounded up; Duration in panels, and Number of affected weapons. The user enchants their weapon(s) against a type of enemy (humans, elves, bears, giants, vampires, etc), and gains Effect stones as a bonus to their Weapon modifier(s) against such foes for the duration of the spell.)
-Command (As Project Thoughts/Control Others option of Telepathy.)
-Display of Power (As Create Illusions and Psychiatry up to stones played up to AN; for the specific purpose of combining with Social Skills. The user manifests a visible display of their power, which can have multiple effects based on the user/situation/intended results. The sky could darken with stormy clouds for a short while as distant thunder rumbles and a cold wind blows, the user may appear as though they grow and appear more menacing, etc. It can be used both to inspire allies or frighten foes.)
-Dumbness (Atk VS Int+Magical Defense; if successful, the victim's Intelligence falls to 1 for 1 panel/red stone of damage, and they can't use magic or mentally complex actions for the duration, GM's call.)
-Enslave Beast (Atk VS Int+Mental Defense; May use VS animals only; deals no damage; if successful, targeted creature is enslaved to the user's will for up to AN hours before a new use of this power must be applied to retain control.)
-Evoke Fear (As Empathic Projection (Fear), Broadcast, option of Telepathy.)
-Fog-Raising/Weaving (As Mastery of Fog with Create/Manipulate options.)
-Forgetfulness (Atk VS Int+Mental Defense; as Edit Memories option of Telepathy; only to make target forget memories.)
-Holding Spell (Atk VS Durability; deals no damage; if successful, target is paralyzed for 1 panel/red stone of 'damage'.)
-Kindle/Quench Fire (As Mastery of Fire Create/Manipulate; Can only ignite or extinguish fires, not manipulate them.)
-Lightning (As Force Blast; 2x damage, Normal and Stun damage, Electricity element.)
-Opening/Shutting Spell (Stones played VS Resistance to open locks/doors/containers if AN beats Difficulty; Requires physical contact; Stones played up to AN Difficulty and AN times stones played Resistance to lock them, even if they lack an actual, physical lock or if someone has the proper key for it. In the latter case, Duration is up to AN hours. NOTE: Shutting-Spell merely locks locks/doors/containers, it does not render them protected against phsyical assault. A locked door can still be damaged/destroyed normally.)
-Ruin (Pay for Effect and Duration in panel/stone played; effect stones are added to siege engines/vehicle or starship weapons/similar devices to increase their Weapon modifier.)
-Sense Power (As Sense Mutants at stones played up to AN, 1 stone/panel to maintain.)
-Shadows and Phantoms (As Create Illusions at up to AN.)
-Shatter (Stones VS Hardness, Area or AN/MN, whichever is higher, to destroy objects/matter; Requires physical contact/contact with handheld weapon. Can destroy even magical/technologically advanced devices, but not Indestructible ones.)
-Veil (Pay for Effect up to AN, and Duration in Hour/stone played; Range 2; shields caster or target from Clairvoyance and similar effects by adding stones of Effect to Resistance for such spells to perceive them.)
-Veiling Shadows (As Create Darkness, Area Effect of Half AN, rounded up.)
-Victory Spell (Pay for Effect and Duration in panel/stone; Range 2; adds +1 to either Close or Ranged Combat, and Fear Defense, to the target for the duration.)
-Voice of Command (As Subtle Commands option of Telepathy; One target only; Limited to a single order; Requires vocal component to use. The caster speaks a single command to a single target, and the target obeys. The command must be simple and non-life threatening, and cannot include several actions in a single casting. For example, one could order a target to 'Drop your weapon' - as long as they don't intend to kill the target the moment they do - but not 'Drop your weapon and freeze!'.)
-Wizard's Guise (As Shape-shifting at up to AN.)
-Wizard's Hand (As Telekinesis, w/Wpn.modifier.)
-Word of Command (As Accumulate Energy for Greater Effect; Basically, the caster uses a Word of Command spell to greatly empower the next spell they cast.)
B Rank Necromancy: 7
(Int.bonus)
-Read Corpses (3 stones to activate, 1/panel to maintain. Allows user to 'read' corpses, learning who they were, their actions up to their death, who or what killed them, as well as how. Other information may be learned as well at GM's discretion.)
-Speak with the Dead (As Hear the Voices of the Dead option of Telepathy.)
-Raise the Dead (1 stone/regular zombie/skeleton raised, up to 20x AN may be created/controlled at once; Resurrected dead are permanent and always loyal to user. Most humanoids raised will become normal zombies and skeletons falling under this category. For stronger undead, however, see 'Create Undead' below.)
-Create Undead (Stones VS Durability to raise more potent beings into undead revenants/wraiths with their original powers and A/A/M, but immortal and fully loyal to the user. Up to AN such servants can exist at once.)
-Soul Manipulation (As Project Thoughts/Control Others, Only usable on Incorporeal spirits/undead.)
A Rank 13 Totem Pole: 9
(Int.bonus)
-Efficient
-Weapon Mode (3 stones to manifest, 1/panel to maintain; manifests a Half AN, rounded up, Wpn.modifier Staff, 2x damage, Normal and Stun damage, Stretching 1, +3 to Acrobatics when used to pole jump.)
-Guardian Mode (As Summoning; May only summon sentient, animated giant totem poles to attack one's foes. The totems will burst from the ground upon being summoned, and are always loyal to the summoner.)
-May not move from one's location while Guardian mode is in use
-Copied from Lancer/Alviss
A+ Rank Á Bao A Qu: 10
(Int.bonus)
-As Summoning; May only summon Á Bao A Qu itself, a massive skull with a lower jaw attached to a sharp, arched claw, with three smaller ones in place of its cheeks, with a giant malicious eye within. It has the power to trap opponents into a glass ball and explode them to death from within.
-Must use full AN for its Durability
-May not move from one's location while in use
-Copied from Lancer/Alviss
B Rank Embryonic Implantation: 6
-Atk VS Durability, Must grapple target first; effects vary based on genetic compatibility with the virus; left at GM's discretion. Success means the following effects happen, failure means the target either manages to spit out/bite the embryo to death before it is implanted.
-Against Non-Genetically Compatible targets (Acts as Atk VS Durability, 3x damage, Normal and Stun damage; Stun damage is taken immediately, Health damage is taken 1w per panel until the victim dies or survives it. The damage cannot be healed as long as the embryo remains in the body. If killed, the embryo will eat its way out of the corpse after its host's death, leaving a gaping hole in their torso.)
-Against Genetically Compatible targets (Will transform the victim into another G Mutate after (10 - AN, minimum 1) hours. If said victim is administered with the DEVIL vaccine within the first half of the transformation duration, they will remain mostly human, but will nonetheless acquire an Enhanced Healing Factor for the rest of their life.)
-Only usable VS living, organic beings with a mouth; the embryo is implanted orally.
-Copied from Berserker/G
Ionioi Hetairoi: 18
(Int.bonus)
-Efficient
-Not unlike Unlimited Blade Works, the user creates a Reality Marble, a world within the world, inside which the vast armies of the king Iskandar will appear, and charge and fight with the user for the glory of their king. Each soldier is essentially a lesser Heroic Spirit who fought alongside Iskandar during his life, and will fight by her side anew.
-Reality Marble: As an Area effect of an Atk VS Durability + Magical Defense against all within the Area; resisting means the targets are left outside the Reality Marble and can't either affect or be affected by those inside it. The world inside the Marble is a vast, seemingly endless desert under a clear sky with a moderate wind... and as far as the eye can see, an army of thousands rises to obey their king... or the user of this Phantasm.
-Army Arisen: Once inside the Reality Marble, the user can spend stones as per Summoning to call forth up to 100 times Ionioi Hetairoi + Intelligence stones heroic servants at once, with their capabilities determined as per the normal summoning rules but paying only for the most expensive. Additionally, one thousand 'normal' soldiers will rise alongside these heroes, by numbers of one thousand/stone played. All summoned warriors are fully loyal to the user, and will fight alongside her gladly. If defeated, they will die temporarily, and return at the next casting.
-One of the possible 'heroes' to be summoned is the charger horse known as 'Bucephalus', Iskandar's own legendary mount and a powerful ally in its own right. Summoning it requires only the user to pay for the 6 stones of Durability it has, due to its familiarity with this Phantasm.
-Summoned Servants and soldiers called forth by this power cannot leave the Reality Marble except for a single one (read below)
-Even without activating the Reality Marble, the user can call forth a single hero without activating this power. The user generally uses this effect to call forth Bucephalus as her mount when needed.
A+ Rank Reinforcement: 7/9
-Allows user to 'reinforce' via Prana the elements of a given person or object, enhancing already present elements for maximum effectiveness. Possible effects are many and numerous, despite it being a basic form of magecraft. One can enhance the sharpness of a knife, the resilience of an armor, the nourishment of food, etc.
-In most cases, can act as Metamorphosis with an effect applicable to objects around the user. For example, stones could increase the Hardness of a wooden branch and increase its weapon modifier, making it as deadly as a sword.
-Used on a person, it can usually reinforce Strength and Durability, although other effects are possible.
-*On a side note, due to Caster's unique form of magic, she is far more proficient at enhancing humans via Reinforcement, and thus uses the number after the slash in those cases.
-Maintaining any use of Reinforcement costs 1 stone per panel.
-Copied from Caster/Medea
A+ Rank G Mutation: 7
(Int.bonus)
-As Metamorphosis (May also manifest various physical/energy/possibly even mental 'powers' via certain mutations in addition to regular effects.)
-Usable as Stretching (Retains Strength while stretching)
-Usable as Shape Shifting
-Draining, Special (While the user themselves cannot sacrifice Health in order to mutate further, any injuries sustained add 3 stones/white stone of Health lost to their metamorphosis effect upon activating it, as long as it is used on the panel of the injury, or immediately following the injury.)
-Mass Increase/Decrease (While not necessarily mandatory, G Mutations are often accompanied by a significant mass increase as the mutated body grows and expands. At the user's discretion, their weight may increase by up to 1/3 AN, rounded up, with the first mutation, increasing by 1 per additional panel of additional mutations. If a user wishes to grow more than that, stones must be spent for that specific purpose. Alternately, the user may decrease their mass, but must pay 1 stone per reduced weight to do so. Cannot reduce weight all the way to 0 akin to Manipulate Body Density.)
-Needs not maintain
-Accumulate Energy for Greater effect, Special (G Mutates can use this action on top of other, previous uses of it to mutate further, up to AN times. Unlike regular Accumulate Energy, the stones for each panel are applied immediately, with the body mutating more and more as more stones are spent.)
-A power of artificial, spontaneous evolution mimicking the effects of the G-Virus, granting its host formidable power and extremely versatile capabilities. Shares several of the limitations of the original G Virus, in addition to being very chaotic and disturbing in appearance, but Pyrrha luckily retains the ability to revert back to normal in addition to retaining all of her sentience... unless she uses Mad Enhancement at the same time, that is.
-Copied from Berserker/G
A Rank Fūinjutsu: 10
(Int.bonus)
-Efficient
-As Hammerspace
-Can be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.
-Atk VS Durability to separate a Tailed Beast from a Jinchuriki
-Atk VS Durability to seal a Tailed Beast to create a Jinchuriki
-Copied from Lancer/Hiruzen Sarutobi; Sakura has learned several powerful Sealing techniques allowing to even seal beings like the Ten Tails.
B+ Rank Purific Ave: 7
(Int.bonus)
-Stones VS Zombie Tattoo Curse's AN, or Target undead's Dur+Magical Defense; if successful, the curse is undone, and/or the undead is purified and their body crumbles into dust.
-Requires physical contact
-Copied from Lancer/Alviss
C Rank Authority: 6
(Int.bonus)
-As Power Cosmic/God-Like Powers
-Regardless of stone use, Range/Area/Duration can't exceed Divinity MN
-Can't be higher than her Divinity MN
-Copied from Rider/Achilles
A Rank Presence Concealment: 8
-As Invisiblity
-Copied from Assassin/Yoshikage Kira
A++ Rank Deductive Reasoning: 9
(Int.bonus)
-As Clairvoyance
-Must observe people, locations and/or clues for 1 panel in order to deduce past actions related to target, or future intents related to them with near perfect accuracy, up to AN in Duration in the past or the future
-Copied from Assassin/Light Yagami
A++ Rank Telescope Technique: 10
-As Clairvoyance
-May only visualize distant sights; cannot perceive through time
-Must know the Chakra signature of the target
-Requires use of a reflective surface to serve as the viewing tool
-Copied from Lancer/Hiruzen Sarutobi
A+ Rank Natural Insight: 8
(Int.bonus)
-As an Atk VS Int+Mental Defense, to identify a target's unusual characteristics, flaws, main personality traits, and any other information the GM deems to be discernible from acute, precise perception of the victim's appearance, body language, stance, looks and other visible details.
-Copied from Assassin/Light Yagami
A Rank Clairvoyance: 8
(Int.bonus)
-Can perceive through time regardless of physical proximity
-Copied from Caster/Medea
A-Rank Item Construction: 9
(Int.bonus)
-Allows user to create magical items with effects based upon Asgardian Sorcery. Duration can be permanent, subject to spending stones on Caster's part, or be instant, depending on the effect.
-May even make potions that grant the drinker immortality.
-Copied from Caster/Medea
C Rank Self-Modification: 5
(Int.bonus)
-As Limited Metamorphosis; May only alter part of the body at once (one arm, leg, the head, torso, back, lower abdomen)
-Merge flesh with another's (As Copy AAM, limited to powers granted by a given part of another being's body being merged with one's own. Count as one modification; read below.)
-May perform up to AN modifications at once
-Copied from Assassin/ Hassan-i-Sabbah
A+ Rank Bounded Field: 9
(Int.bonus)
-Efficient
-User pays for Effect and Area; she will create an invisible 'field' which will keep individuals from entering or leaving it except for the individuals the caster allows to move so. Stones of effect function as Difficulty/Resistance to pass through, as well as Duration in Days/stone used (up to 1 per AN), while the area is simply the size of the field.
-Most often used to keep innocent humans from entering deadly battles between masters and servants, but has other uses.
-Copied from Caster/Medea
A Rank Territory Creation: 7
(Int.bonus)
-Allows creation of an Area of up to AN which she can alter in appearance and general 'feeling' to fit her tastes better, within which she will gain 2/3 this AN, rounded up (in this case 5) additional Energy Regen per panel; and receive 1/3 this AN, rounded up (3) as a Modifier to all Magical actions as long as she stands within the Area. She also gains +1 to all Physical Abilities, Ref.Dodge, Toughness and Power Level while within the Territory.
-Allows a user to create a 'Territory' upon which they have dominance as a Spellcaster, granting them additional power, mana and general superiority. Due to Medea's Age of the Gods magic, she is capable of creating a 'Temple' class Territory, which is superior to the usual 'Workshop' class. Battling her in said location is incredibly dangerous, as it makes her far more powerful.
-Once created, the Area remains her Territory unless she creates a new one, and creating one takes a full hour of mystical work requiring her to spend 10 stones of Thaumaturgy per panel until it is completed, and to remain in the area for the Duration of the creation.
-Copied from Caster/Medea
B Rank Induced Regeneration: 6
-As Mutant Healing, usable on Self only
-Up to 2x AN max Health stones/day
-Must be used in conjunction with G Mutation, with said mutation having clear, visible effects; the G Mutate forcibly heals more severe wounds at the cost of triggering a considerably more visible mutation than one may be capable of under less hazardous conditions.
-Copied from Berserker/G
B-Rank Levitation: 6
-As Flight via Psychic levitation
-May hover at no cost without an action
-Copied from Caster/Mewtwo
EX Rank Gatekeeper Clown: 10
-Super-Efficient
-As Teleportation (Interstellar Travel, Dimensional Travel, Needs not travel to transport others, May send portal for others to return)
-1d6 (one six-sided dice) is rolled to determine how many passengers are allowed per use
-While each use 'breaks' the gate, its nature as a Noble Phantasm will allow it to be reusable within 24 hours, as opposed to the original ÄRM.
-Upon being used, this Noble Phantasm will summon a large cross-eyed clown holding a huge metallic double-door. It will roll the dice as stated above, and transport said number of travelers to the targeted location/universe.
-Copied from Lancer/Alviss
C Rank Kage Bunshin no Jutsu: 5
(Dur.bonus)
-As Duplicate Self
-May create 1 clone/stone played
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower, and their Power Level is reduced by 1.)
-Up to one Clone per AN may exist at once
-Original Sakura retains knowledge/sensory experiences of her Clones
-May gain 2 additional LoEs by using her Clones to learn something faster.
-Copied from Lancer/Hiruzen Sarutobi
Hunting/Tracking: 7
(Int.bonus)
-Stalk
-Follow trail
-Survival
-Set/spot ambushes
-Set/spot traps
-Track
-Identify Herbs/Plants
Detective: 9
(Int.bonus)
-Efficient
-Stealth
-Forensics/Crime Scenes Investigation
-Search room/area
-Criminal Profiling
-Criminal Psychology
-Security systems
-Lockpicking
-Surveillance
-Interrogate
EX Rank Transcendent Craftsmanship: 11
(Int.bonus)
-As Technology/Inventing/Enchanting/Genetic Engineering/Medical Healing/Vehicle Operations
-Can craft Middle-Earth Second Age quality items and Rings of Power
-A skill of Archer/Ferrus Manus, who became the Imperium of Man's best and brightest scientist, inventor, craftsman and engineer to have ever existed, in addition to some residual knowledge of Celebrimbor via Saber (Talion) regarding the creation of Rings of Power
Computers: 6
(Int.bonus)
-Search for data
-Hacking
-Encryption
-Security systems
-Coding
-Programming
General Knowledge: 12
(Int.bonus)
-Efficient
-Remnant/Japanese Lore & Culture
-History & Geography
-Hunters & Grimm
-Tactical lore
-Greek Mythology
-Team JNPR/The National Police Agency
-Grail War/Heroic Spirits
-Criminals/The Big Names
-The Law
-Death Note/Shinigami
-All Sciences
-Imperium Technology
A+ Rank Riding: 10 / 8
-Instinctive ability to ride/drive/pilot any vehicle or mount, including Phantasmal Beasts or Divine Beast-ranks. May only use the number after the slash if she can't really 'mount' the vehicle, like a horse or a motorcycle, as opposed to a car or a boat.
-Horse
-Motorcycles
-Light vehicles
-Aircrafts
-Military vehicles
-Gordius Wheel/Troias Tragōidia
-Ride-by Attack
-Starships
-Imperium Vehicles/Ships
Medical Healing: 3
A Rank Black Speech: 8
(Int.bonus)
-Efficient
-The Black Speech is an eons old, ancient and forbidden language formed entirely of vile, dark words of power, malice, hatred and oppression. It is the fearsome language of Mordor, Sauron and the most trusted servants of the Enemy, a language so potent that even orcs and goblins fear the power it holds. Needless to say, very few and far between are the mortals who know even a few words of the Black Speech, as a language capable of such pure evil was never meant to be spoken by mortals in the first place, and those who do would do well to only use them if absolutely necessary if even that much. Only very powerful entities or already corrupted beings can speak or hear it without fear for their life, and more importantly, for their soul. Its effects are as follows:
- Communication (At its very core, the Black Speech is still pretty much a language, and thus could theoretically be used to speak between two knowledgeable and powerful users. The Black Speech is a very complex language, which has no words for concepts such as kindness, mercy, purity or forgiveness. However, one may speak about misery, anguish, hate, betrayal and vengeance, for example, with a degree of accuracy and detail completely beyond the reach of any normal language. The Black Speech has no written form. While it could technically be translated in another language, doing so strips the translation of the power and full meaning of the original words. To simply communicate, both users spend stones in this action up to AN. If one of them has a too low AN - or played fewer stones - compared to the other, they either don't fully understand, or may still spend stones in Intelligence to try to get a general understanding, although they might miss some of the original meaning.)
- Inspire Awe/Dread (The Black Speech can cause fear, loathing and dread in good and neutral-natured beings who hear it, or awe, servitude or respect in those with evil hearts. Anyone who hear a speaker of Black Speech is subjected to an Atk VS Intelligence + Mental Defense of stones played in its use. If the attack is successful, they are effected as follows: For good or neutral beings, they will suffer a -2 to all Actions and attempt to flee the speaker by any means necessary if much weaker, -1 to all Actions and be shaken and fearful of the speaker if slightly weaker, and despise the speaker and react to their use of the language with hostility if wielding comparable power. For evil beings, much weaker beings will be subservient and obedient to the speaker for a day, slightly weaker beings will gain a +1 bonus to all actions if they act in the speaker's interests, and beings of comparable power will see the speaker with more respect and admiration, granting the latter a +2 bonus to interract with them socially. Beings who also know Black Speech receive a modifier to resist these effects equal to half their Black Speech AN due to their familiarity with the language. NOTE: This effect is active whether the user wants it to be or not. It is caused merely by hearing the Black Speech, not by speaking specific words in it.)
- Words of Power (Each and every word of the Black Speech holds power, and that power may be used for multiple purposes. For every 3 stones used, 1 stone can be added to another action from the General Pool... although said stone also counts towards beating Difficulty, if one's AN isn't normally high enough, thus allowing one to exceed their normal limits. Speaking Words of Power for this use, however, is even more tiresome than regular Black Speech, and will cause a -1 sitmod to all actions for 1 panel/per additional stone on the action.)
- Suppress Light/Worsen Weather (This effect may either be used on its own or as part of any other. Black Speech words might lower the lighting in an Area of AN, by 10% per stone played, as darkness is strengthened as it is spoken. Alternately, stones may be used to worsen the weather and cause black clouds to gather in the sky, thunder to rumble in the distance, possibly cause rain and a chilling wind.)
- Weaken Matter (Black Speech may be used to corrupt and weaken physical objects and inorganic matter, lowering the Hardness of objects by up to AN as per stones played, potentially allowing a powerful speaker to tear steel apart like paper after speaking but a few words. This power is considerably less effective on near indestructible matter, in which case it only lowers Hardness by 1 per 2 stones played. Indestructible objects are unaffected by Black Speech.)
- Primal Torment (Mortals with no significant connection to evil or its power who attempt to use the Black Speech do so at great risk. The stones played in this action by such a person will be checked against their Durability and Magical Defense, dealing 2x damage to the hapless speaker and killing them outright in many cases, as such normal beings' bodies cannot handle the power of its words, causing internal bleeding and organ failures. Even truly evil mortals, weak immortals or supernatural beings can only speak it once before needing 5 minutes of rest per stone played or they would suffer the same fate. Only immortal beings and/or supernatural entities of sufficient power can speak it frequently without ill effect.)
Tennis: 6
(Agl.bonus)
-Efficient
A-Rank Charisma: 8
-As Pheromones; Action as modifier
-Deal no actual damage nor distraction
-Area Atk of Area 4; will affect people interacting with/being interacted with by Pyrrha (at GM's discretion, may also affect people looking directly at her despite them being out of range) VS Durability or Intelligence (target's choice) to inspire: positive reactions at the very least, a desire for approval, a will to serve, lust or love towards her.
-At GM's discretion, effects may be permanent if Rider's action beats the target's defense by at least 3 red stones.
-Strong emotions/ psychological characteristics, such as pride, selfishness, madness, etc, may actually serve as Defense against this power, making the target less likely to fall victim to Jessie's charisma. In those cases, the malus of the Challenge in question serves as additional defense stones (i.e: a -3 Insanity challenge will provide +3 defense against her Charisma, as the target is so insane it might not even realize the Charisma is supposed to affect them). On the other hand, challenges making one more subject to her charisma (i.e: Lecherous, Submissive, Weak-willed, etc) will actually work against their owner in the same way.)
Psychiatry: 6
(Int.bonus)
-Efficient
-Criminal psychology
-Sociopathic behavior
-Mindgames
-Manipulating others
-Bluff
-Impersonate Others
Iron Will: 10
-Efficient
-Unbreakable (Also acts as Defense against non-telepathic forms of control, such as Purple Man's Pheromones, through sheer willpower)
A Rank Chakra: 8
-Usable as Ki User
-Inner Power (As Accumulate Energy from M.o.M)
-Copied from Lancer/Hiruzen Sarutobi
Statecraft: 8
-Beautiful
-Calm and collected
-Compassionate
-Noble
-Etiquette
-Serious
-Intimidate
-King of Conquerors
MODIFIERS
Immortal
Self-Contained Lifeform
Near-Unbreakable Skeleton
Power Level 7
-Power Level Regeneration
-Tireless 1
Acute Senses/Acute Hearing & Smell +2/+4
C Rank Divinity: 6
-The Divinity level of Rider/Achilles, son of the Sea Goddess Thetis and the human hero Peleus, making him a demigod - and since she absorbed his powers, Pyrrha a demigoddess.
-Every 3 MNs add +1 to all Abilities, Ref.Dodge, Toughness, Energy Battery and Power Level
-Decides the limit of one's Authority Skill (AN can't exceed Divinity MN)
-MN can be checked against Defensive Heroic Spirit skills' ANs whose users lack this Modifier to overpower/ignore them with one's attacks
-Copied from Rider/Achilles
A Rank Stand User (Killer Queen, Stray Cat)
-Skill of Assassin/Yoshikage Kira essentially indistinguishable from the powers of a living Stand User, specifically one capable of summoning forth Killer Queen, and Stray Cat. The Stands cannot talk, are fully loyal to Pyrrha, and may only be seen by Stand Users and Stands, and hurt by Stands, barring exceptions via GM's call. They are always present by Pyrrha's side.
-Enhanced Vision 6 (Pyrrha can see through both Stands' eyes)
-Any order she gives Killer Queen and Stray Cat receives a 2 stones bonus as per Leadership, regardless of whether or not she has the action, without need to spend stones for it
-Copied from Assassin/Yoshikage Kira
Blue Magic
-This is an altered version of an Item-based Blue Magic, with the changes and alterations seen below due to her nature as an Heroic Spirit. The 'Items' she needs to recover is a colored sphere of 'energy', known as a Soul Shard, which she recovers when a Heroic Spirit is destroyed by her.
-Allows Ability and Modifier copy as well as Actions
-Allows manifestation of Noble Phantasm duplicates of copied targets
-Limited only to Heroic Spirits she defeats/kills
A Rank Mad Enhancement
-This power, the typical effect of Berserker-class Servants, grants the user a large boost in physical might, but heavily reduces mental capabilities and reason while in use. Due to Rider only being partly Berserker, she is able to turn it on and off at will.
-Under its influence, she gains +3 to all Physical Abilities, but lowers her Intelligence by 3. She gains +2 to all Physical/Energy Attacks through a 'Madness' modifier, yet loses an equal -2 to all Mental and Magical actions from the same 'Madness'. Finally, under this effect, she is considered as though having the two following challenges: "Psychological (-2; Moderate Insanity; Pyrrha ends up with limited cognitive and rational thought, anger taking over most of her thoughts and reasoning.)" and "Antisocial disorder (-2; moderate violence. Under Mad Enhancement, Rider becomes impatient, aggressive and enjoys destruction and battle. Luckily, thanks to her being only partly similar to a Berserker, she mostly keeps herself under control.)"
-Copied from Berserker/G
A+ Rank Valor +7
-1 stone/panel to Activate/Maintain
-Adds MN stones to Melee attacks and Half MN, rounded up, to Mental Defense
-Cannot be used at the same time as Mad Enhancement
-Copied from Rider/Achilles
Superior Healing Factor
-Heals 2w of Health per panel
-Instant Regrow Limbs
Energy Battery 6
Deep Reserves +7
Genius +4
-As PCPT, Can't interface directly with computers
A+ Rank Iron Hands +5
-Rider's forearms are coated in an alien living metal known as Necrodermis, which grants her various powers as described below:
- Iron Fists (Adds to all Unarmed attacks using fists or elbows.)
- Technological Manipulation (Adds to all uses of Technology and Inventing; may replace tool use entirely; Essentially acts as P.C.P.T for those purposes. May interact directly with computers.)
- Hands of the Gorgon (Adds to all Fire/Heat/Plasma/Metal manipulation effects.)
- Invulnerability to Fire/Heat/Plasma (Limited to her arms; Rider can literally manipulate superheated metals bare-handed with absolutely no ill effect due to the Necrodermis coating her arms.)
A Rank Technological Superiority +8
-Adds to the max AN/MN of inventions that can be made with the user's Inventing
-Additionally, from having gained knowledge and understanding of technology and science far beyond the level of any normal human, Rider can make inventions MN times faster than normal people due to her knowledge alone.
Reflexive Dodge +8/+13*
-*Dromeus Komētēs (Ref.Dodge increases by 5 when Achilles' Heel is exposed, see above)
Toughness +10
-No 2x damage
Energy Defense +8
Mental Defense +9
-Thanks the Vitrification Phantasm of Assassin (Kojirou Sasaki); normally would be +7
Magical Defense +10
Genjutsu Defense +8
B Rank Andreias Amarantos
-Acts as Physical, Energy, Mental and Magical Invulnerabilities; with some limitations
-Divine Blood (Only those with divine blood may harm the user; for Heroic Spirits, this means one with Divinity equal to or superior to Pyrrha's own C Rank. D and E Rank Divinity users may still inflict harm, although reduced to 75% and 50% of their effectiveness, respectively. At GM's discretion, non-Heroic spirits Divine beings, Cosmic Entities and Eldritch Abominations may also be able to harm the user.)
-Divine Artifacts (Divine-level artifacts also may overcome this power at GM's discretion, depending on the item and its power.)
-Friendship (Acts displaying friendship will not be blocked by this invincibility. It won't, for example, prevent healing, or displays of affection, but some harmful events may also ignore it: if a vampire wanted to turn Pyrrha into one as well in order to genuinely 'gift' her with vampiric power or make her a companion, her power would not activate.)
-Achilles' Heel (Finally, damaging her heel will completely disable this power for 24 hours in addition to lowering her Dromeus Komētēs' Speed bonus by 70% for the same duration, making her more likely to be killed.)
-Copied from Rider/Achilles
Immunities
-Poisons, Diseases, Fatigue, Radiation, Pain, Food Poisoning, Dizziness, Motion-induced Nausea, White Noise, Reality Distortion
Targeting +5
Fast-draw +3
Leaping +2
Zabaniya: Delusional Heartbeat
-When activated, the arm of the user transforms into a creepy, eerie crimson misshapen arm.
-The arm acts as a +2, 2x damage claw modifier for Close Combat or Ranged Combat, being usable as a whip of 20' of range.
-Delusional Heartbeat (AN 7 Attack VS Durability, Magical Defense or Good Luck (whichever is higher) to manifest a fake copy of the victim's heart in the crimson, clawed hand of the arm, allowing its user to crush it, causing an Attack VS Durability of as many stones that will kill if any red stone gets through.)
-Range 5
-No Normal Defense (This devastating power ignores all Armor, cover, toughness and other such defenses as do other Attacks VS Abilities, with the only defenses being a strong magical defense, formidable luck or being either an evil spirit or already under the effects of another curse; or being outside the range of the attack.)
-Manifested from Rider's right arm, transforming it into a misshapen, elongated, unnaturally jointed crimson arm with a clawed hand when in use.
-Copied from Assassin/ Hassan-i-Sabbah
A Rank Caged Bird
-As per Transform Others by Touch; will transforms touched victim into a bird in a cage - with physical features resembling the victim's normal appearance - for a duration of 1 Hour.
-Requires physical contact
-Copied from Lancer/Alviss
Shuriken Shadow Clone Technique
-Makes any projectile attack an Area Attack by making thousands of clones of the projectile upon throw at the cost of 1 more stone of Energy
-Originally used only for Shuriken, but could theoretically be used with any projectile
-Copied from Lancer/Hiruzen Sarutobi
Enhanced Vision 7
-See in Darkness, Telescopic Vision, See Auras and Magical forces, See into Other Dimensions, Wraith Sight, Perceive through Mount's Senses, Smell Blood, Sense worst fears, Sense Rings of Power)
Sense Chakra 10
-As Sense Power
-Copied from Lancer/Hiruzen Sarutobi
B+ Rank Tireless +8
-Mental Trance (Can enter a near-comatose trance allowing rest just like sleep, but not reducing her perception of her surroundings in any way. Must maintain for 10 - MN hours, minimum 1, to gain the full benefits of a full night of sleep.)
-Survival Trance (A catatonic state, bringing metabolism to a standstill to survive grievous injuries until full medical care can be recieved. Can only be woken up by appropriate chemical therapy, or by hypnotic auto-suggestion on Rider's part. Can remain in this state for up to MN centuries if necessary.)
D Rank Acid Saliva
-At will, can turn her saliva into a corrosive, blinding acid. It acts as a 3 stones effect (Ignores Hardness of objects) to burn through materials, including strong metal alloys, or it can be spat out as a +2 (2x damage, Ignores Hardness of objects, Range 1) ranged attack.)
C-Rank Omophagea
-Allows user to gain information, in a tactical or survival sense, by eating an animal indigenous to an alien world.
D Rank Adrenalin Boost
-Usable 1/day. It provides +1 Str, Agl, Spd, Dur, Energy Battery, Deep Reserves, Ref.Dodge and Toughness for a duration of 20 panels/10 minutes when used.
Photographic Memory
Translation
-Can learn new languages in but a couple of days of study
A-Rank Battle Continuation
-Even after being 'killed', will be able to continue fighting for Dur AN panels as effectively as though she still had half her Max Health (without Power Level) before finally collapsing.
-Copied from Rider/Achilles
Heroic Spirit Body
-Rider has the ability to physically manifest, and dissolve into thin air, at will. She can't act or use her powers, nor be harmed or affected herself, if she isn't manifested, but is aware of what her master perceives with his senses, and can appear by his side in an instant and act immediately. Being dissolved spares energy from her master, making it easier for him to retain or even regain his Mana. Also, if killed, she doesn't truly die, as she is already technically dead. She would simply vanish back to the Throne of Heroes, until she is summoned again for another Holy Grail War.
-On the other hand, she is dependent on her Master's Mana to power her up, and might suffer from negative sitmods if her master can't provide her with enough of it (see Challenges), or can't use the Magus Replenishment Technique. Also, she simply cannot manifest in the world without a master, as her duty is to be a Servant Spirit.
Reconstitute Self, Special
-Were Rider ever to be freed from her status as a Heroic Spirit and became independent of the Throne of Heroes, the following would apply to her: if the One Ring exists in the same dimension as she does, Rider could not be permanently destroyed. Instead, she would return to life within an hour either where she stands if the Ring has no master, or if it does, either at said master's location or another location of the master's choice.
Magus Replenishing Technique
-As she is a Heroic Servant, Phyrra can be the subject of the Magus Replenishment Technique... also known as Sexual intercourse. Doing so will grant her 1w of Health, replenish Energy to the max and remove any negative sitmods for fatigue.
Wealth: 8
-Currently has: $3,300,000,000
-Gains $100 million per issue/month
-Last Updated/Issue completed: "Spartan and Ninja"
CHALLENGES
-Looking non-human (-3; for starters, she has red eyes, which glow faintly in the dark. Then, due to her large size for a woman, her formidable Charisma, and her almost supernatural beauty as increased by her state as a Heroic Spirit, Rider stands out in a crowd and likely seems more like a Goddess than a human.)
-Psychological (-2; moderate ambition. While lowered due to Pyrrha's modesty, Iskandar's ambition and desire for conquest rubbed off on her, leaving the merged form still a conqueror, though less intensely so as the original King of Conquerors. Nevertheless, she seeks fame, fortune and glory even if to a lesser extent.)
-Psychological (-2; formal and mild-mannered. While she is more lively and straightfoward due to Iskandar's influence, she is more polite and formal as Pyrrha was. She treats others with the utmost respect unless they prove unworthy.)
-Psychological (-1; mild pride. While Pyrrha had limited self-esteem, Iskandar's pride was so strong it left their merged form with a noticeably stronger self-confidence than most people tend to have.)
-Psychological (-1; mild recklessness. Lowered in comparison to Iskandar's, this trait is nonetheless present in their merged form as Pyrrha shared parts of it with him despite her usual level-headed and quick thinker personality.)
-Psychological (-2; stubborn. A trait shared by both her halves, Rider shows herself to be quite stubborn and determined. When she decides something, she usually stands by it no matter what.)
-Honorable (-2; refuses to lie, use underhanded tactics, cheat, or use any other unfair advantage.)
-Loyal (-3; to her friends, and fellow spirits from Ionioi Hetairoi. As long as they prove themselves as worthy individuals in her eyes, she will always support her friends.)
-Duty (-4; to her Master, Rin Tohsaka. As her Heroic Spirit, she is supposed to obey her orders and protect her at all costs. If she ordered her to do something that went against her convictions, she could still use Command Spells to force her to obey.)
-C.T.S.U.F.U (-3; Pyrrha is a very good and compassionate person, easily convinced to move out of her way to help others.)
-Hatred/prejudice (-2; towards cowards, bullies, fools, liars, traitors, and any other individuals guilty of such 'Atrocities'.)
-Minority (-1; bisexual. Rider has retained Iskandar's interest in both men and women.)
-Haunted past (-1; her death as Pyrrha is still very fresh to her mind, and she is sad of 'having let her friends down when they needed her', even though it's not like it was her fault.)
-Warp/Chaos Energy magnet (-4; being part Primarch, Rider's soul shines so brightly it attracts the attention of daemonic entities like moths to a candle flame.)
-Deadly enemies (-5; any opposing Master and Servant in a Holy Grail War.)
-Needs Master's Mana to exist/use powers (-5; Rider is fully dependent upon her Master's Mana to exist. She uses it to fuel her manifestation, her powers, and the might of her Noble Phantasms. If Rin's Mana gets too low, Rider might suffer from up to this Challenge's value in negative sitmods to all actions until she grants her more Mana. Alternately, Rin can use the Magus Replenishment Technique on her to fully restore her to max power, and/or she can sleep or eat a lot to recover a bit of energy on her own for a few hours. Obviously, if Rin died, she would vanish back to the Throne of Heroes.)
-Unfamiliar Mutations (-1; as a G Mutate, when using unfamiliar mutations one has never attempted before, the user suffers this challenge's value as a negative sitmods to all actions involving said mutation for a duration of 10 panels/5 minutes, due to retaining their own intellect and reasoning as opposed to the bestial instinct of Gs. Once that duration has passed, the G Mutate becomes familiar enough with it to use it again without trouble from then on. This limitation is ignored when using Mad Enhancement, at the cost of - of course - being temporarily insane in return.)
-Weaker in sunlight (-2; suffers -1 to all A/A/M under direct sunlight due to her part-Nazgul nature.)
-Special Vulnerability (-4; Rider will take 3x damage from an arrow through the heart, a reminder of her original self's death, and as such the weakness to her legend.)
-Special Vulnerability (-4; takes 2x damage from Fire-based attacks and effects.)
-Special Vulnerability (-4; takes 2x damage to decapitation/neck-aimed attacks)
-Vulnerable to the One Ring (-4; as partly a Ringwraith from absorbing the powers of Saber (Talion), Rider is weaker to the effects of the One Ring than most people, due to her will and soul being literally bound to it. As such, any defenses she would normally have against it are halved.)
-Special vulnerability (-3; a Stand is part of its user, and damage suffered by one will reflect on the other. If one loses a leg, so does the other. If one is defeated, so is the other. However, regardless of the difference of Health, one can only die if the other does, so if her Stands take more damage than Pyrrha has health, she will simply lose consciousness, not die.)
EQUIPMENT
-Bronze Armor (+1 defense), brown opera-length gloves, bronze circlet headpiece, bronze gorget around her neck, bronze belt, bronze bracelet on the upper half of her left arm, bronze greaves and mid-calf high, brown leather high-heeled boots
-White fur-collared, red mantle
-Miló: Oath of the Warrior Princess (Now a Noble Phantasm, which used to be Pyrrha's favored weapon, a transformable, 3 forms Huntress weapon. Its base form is that of a Javelin/dory acting as a +5, 2x damage, 3x damage VS Grimm, AP weapon which she can throw at a Range of 5 if she wishes. It can also turn into a Xiphos, a double-edged sword of +4, 2x damage, 3x damage VS Grimm, Limited AP. Finally, its Rifle form appears as a M1 Garand, and acts as a +4, 2x damage, AP, Range 6 weapon which can fire Dust ammunition if she so chooses (see below). It can shift between modes in an instant with ease, is Near Indestructible, and Exclusive to her. Additionally, it may manifest a 10 stones effect to break force fields, barriers or other protective powers of the sort upon impact of either its melee forms or ranged projectiles by merely spending 2 stones of the attack to do so.)
-Akoúo: Justice's Resolve (Another Noble Phantasm of Pyrrha's, this Dipylon-style shield acts both as a powerful defensive tool, or as a deadly weapon, as it is both durable and razor-sharp edged; a +4, AP weapon/shield. Once per day, it can generate the 'Last Stand' effect, rendering Pyrrha Invulnerable to Physical/Energy for 3 panels, at the cost of suffering 2w of damage when the effect ends.)
-Sword of the Kupriotes (A +3 Spatha, given originally to Iskandar by the King of the Cypriots. Not a Noble Phantasm itself, but still a high-quality weapon.)
-Rule Breaker (This dreadful Noble Phantasm is actually a fairly weak weapon, merely a +2, Limited AP dagger. It has the ability to dispel and destroy any type of Thaumaturgy it touches as per AN 12 VS spell effect, allowing it to literally break nearly any spell on contact. Summoned creatures will vanish, magical contracts will be undone, animated objects will fall inert, ensorcelled items or people will return to normal, etc. No matter its power, however, it is unable to remove the powers from another Noble Phantasm, regardless of its power. However, that isn't Rule Breaker's most fearsome effect. If used against another Servant spirit, it will also shatter their contract with their Masters, removing their Master/Servant lin... and giving it instead to Caster, who will gain the Command Spells, and control over the freed Servant, by simply beating their Durability with the effect. Its power truly reflects the potential of 'The Witch of Betrayal'...)
-Gordius Wheel: Wheel of Heaven's Authority (A large, antique war chariot with two prows, led by two Divine Bulls with rippling muscles. Larger than an average truck and equipped with curved sickles on the sides, it treads atop lightning strikes, manifestations of Zeus, allowing it to travel the air as easily as the ground. The Chariot itself acts as a vehicle (Difficulty: 3; Resistance: 2; Defense modifier: 10; Vehicle Damage: 50; Maneuver modifier: +3; Speed: 6 (Running speed, but may fly at the same max speed); Weight: 4; Weapons: Curved Sickles (+3, AP), Wheels (+3). The Divine Bulls themselves are Int: 3, Str: 5, Agl: 3, Spd: 6, Dur: 5, C.C: 4 (Str.bonus, Efficient), Unstoppable 6 (Spd.bonus, Efficient), Accelerated Healing Factor, Toughness +6 (No 2x damage), Reflexive Dodge +2, Horns +3 (Limited AP), Hooves (+2), Electrification 8 (2x damage, Normal and Stun damage), Can tread on lightning strikes allowing three dimensional movement. Additionally to all of this, the Noble Phantasm can make use of its Ultimate Attack... Via Expugnatio: Distant Tramping Domination. This devastating charge cause damage by the bulls trampling the victim into the ground, the lightning caused by each contact with each hoof, and the crushing power of the wheels. It acts as a Blasting 10 (3x damage, Normal and Stun damage, Atk VS Durability, Area attack, Automatically causes collateral damage, Range 7.)
-Golden Fleece (An EX-rank Noble Phantasm allowing its user to summon a powerful dragon. As Summoning 10 (May only summon a dragon), With the summoned phantasmal beast being automatically loyal to Caster.)
-Shinigami's Notebook: Death Note (An EX Rank Noble Phantasm directly inspired by the supernatural notebook of a Shinigami used by Light Yagami as his tool of murder and justice. A mystical notebook originally belonging to the Shinigami known as Ryuk, a god of death. Basically, this notebook is the metaphorical "scythe of the Reaper", a tool that may be used to kill anyone whose name is written within its pages. It has a lot of rules and specifications which the user must obey, but the main rules are as follows:
- The being whose name is written in this note shall die. (In game terms, due to existing in a Multiverse, the Death Note actually functions against any living being, not merely humans, who have a name. In other words, magic users, animals, beasts, mystical creatures, aliens, mutants and other such entites, including Heroic Spirits, can be killed by its power. NOTE: Divine beings and Cosmic entities of at least a divine level of power are usually immune to the power of a Death Note, at GM's discretion. True divine beings, that is, not 'mere' physical Gods like most Asgardians in the Marvel Universe.)
- This note will not take effect unless the writer has the person’s face in their mind when writing his/her name. Therefore, people sharing the same name will not be affected. (This is quite literal, meaning a person whose face is unknown cannot be killed. Also keeps the wrong person with the same name from being killed accidentally.)
- If the cause of death is written within the next 40 seconds of writing the person’s name, it will happen. (In game terms, this means 2 panels.)
- If the cause of death is not specified, the person will simply die of a heart attack. (Two panels later, at the beginning of the second one.)
- After writing the cause of death, details of the death should be written in the next 6 minutes and 40 seconds. (If time is of the essence, this means up to 14 panels.)
- The user can write the time of death up to 23 days aftyer writing it.
- If the cause of death, no matter how complex, can reasonably happen within the available time given, it will, even manipulating events to make it happen. For example, if one writes 'the person dies in 3 days at 10:41 a.m in front of a school, by being run over by a schoolbus', as long as it is at all possible for it to happen, it will. Otherwise, the person will simply die from a heart attack at the appointed time and nothing else will change.)
- One may write the cause and/or death prior to filling in the name of the individual. They then have 19 days to fill in a name for it to work, otherwise a new entry will be necessary.
- A person whose name is misspelled four times becomes forever immune to this one specific Death Note.
- Anyone who touches a Death Note can see the Shinigami who brought it to the Human World.
- Writing a name, and a time and/or cause of death on a page ripped from the Death Note still has the same effects as the whole notebook.
-As Force Blast AN 15, Attack VS Dur+Magical Defense, Kills if at least 1r of Damage is done as long as the specified cause of death would indeed cause the death of the victim (for example, writing 'Superman dies from a gunshot' would not work, whereas 'Superman dies from a gunshot while affected by green kryptonite' very well might), Unlimited Range, Manipulates reality if at all possible to match the actions and causes of death written in the note if at all possible. At GM's discretion, if a target is affected by the Death Note but wouldn't die from the specified cause of death, they might still suffer damage from it as per a normal attack with any advantages the GM deems appropriate. In the Superman example above, for example, he would not have taken any damage from the gunshot without influence from Kryptonite.
-A death caused by the Death Note is absolutely indistinguishable from a normal, identical death. Medical, or mystical examination will not reveal anything out of the ordinary, although divine powers or reality alteration-level powers might.
-The Death Note is indestructible and will never run out of pages, although it reacts as a normal notebook otherwise; pages can be ripped out of it. However, since it never runs out of them, it is still 'indestructible' per say.
-While normally this would be a physical object, this version is a Noble Phantasm copied from the Assassin servant, Light Yagami, and as such can be manifested and put away at will by its new user, Pyrrha)
-B+ Rank Diatrekhōn Astēr Lonkhē - Spear-Tip of the Star Traversing the Skies (+6, 2x damage, AP; Damage inflicted cannot be healed as long as the Spear exists unless via use of Healing Magic exceeding Wpn.modifier in AN. Dual Field AN 10; Area Effect; Stones VS Durability of target to trap with user within a pocket dimension of AN size where no one of lower Durability than AN can enter to interfere bar one with higher divine or equivalent power than the user's; Stones are free from GP but still requires an Action. When disabled either via defeat, victory, or end of hostilities, the survivor(s) will find that less than a second passed in the real world. A B+ Rank Noble Phantasm consisting of a powerful, sturdy spear dealing painful wounds which are very difficult to heal from, and can create a pocket dimension akin to a Reality Marble within which to duel an opponent in peace.)
-A+ Rank Akhilleus Kosmos - The Miniature World Enclosed by the Azure Sky (+5 Shield, May deploy Force Field AN 10 (Effective VS Magical/Mental); Stones are free from GP but still requires an Action to do so. Alternately, the Force Field AN 10 may be used as a Wpn.modifier by crushing an opponent with it by force, a use unforeseen by its creator, the god Hephaestus. The Shield of Achilles, said to be able to stand against nearly any attack up to and including Anti-Country rank attacks.)
-E Rank Guardiss (+4 Shield, Indestructible, Retractable; Assumes the shape of a ring when not in use. This shield bears a cross symbol on it, and is used for simple protection of the user, or an ally. It has nothing especially exceptional and is considered to be a weak Noble Phantasm. Copied from Lancer/Alviss.)
-A Rank Troias Tragōidia - Tempestuous Immortal Chario (A Noble Phantasm of Rider/Achilles, copied by Pyrrha, which allows her to summon at will Achilles' flying three-horsed chariot by whistling with two fingers in her mouth. It is controled via reigns on the driver's stand, and drawn by two immortal, divine horses bestowed by Poseidon; Xanthos and Balius. The third horse is a fine and famous great horse pillaged from the city of Eetion, Pedasos. While Pedasos is technically a mortal horse, the legend states it could keep up with the two Divine Horses, and Xanthos was said to be capable of human speech, and gifted with prophetic abilities.)
- Xanthos (Int: 2, Str: 4, Agl: 4, Spd: 5, Dur: 5; Close Combat: 4 (Str.bonus, Efficient), Clairvoyance: 8 (Efficient, Can perceive through time regardless of physical proximity, May only see into the future), Social Skills: 3 (Human Speech); Immortal, Healing Factor, Energy Battery 3, Deep Reserves +3, Ref.Dodge +1, Toughness +3, Hooves +3, Precognitive Flashes, Instant Reconstitute Self. Xanthos is one of two divine Horses pulling Achilles' chariot; he is capable of human speech and is gifted with prophetic knowledge of the future.)
- Balius (Int: 2, Str: 5, Agl: 4, Spd: 5, Dur: 5; Close Combat: 5 (Str.bonus, Efficient); Immortal, Healing Factor, Energy Battery 3, Deep Reserves +3, Ref.Dodge +1, Toughness +3, Hooves +3, Instant Reconstitute Self. Balius is the second of two divine Horses pulling Achilles' chariot. While less gifted with language than his proud companion, Balius is no less exceptional a horse, and is ever stronger than Xanthos.)
- Pedasos (Int: 1, Str: 3, Agl: 3, Spd: 5, Dur: 3; Close Combat: 3 (Str.bonus, Efficient); Rapid Recovery, Energy Battery 2, Deep Reserves +2, Toughness +2, Hooves +2. Pedasos may not be immortal and powerful as his two fellow horses are, but he was exceptionally fast, able to keep up with them both in terms of speed, a fact magnified by his manifestation as part of a Noble Phantasm.)
- Troias Tragōidia (The Chariot itself is a powerful weapon, maximizing the speed of the horse to ungodly levels reaching the speed of lightning, and causing formidable damage to anything in its path. It functions with the following stats: Difficulty: 7, Resistance: 3, Defense Modifier: 5, Vehicle Damage: 35, Maneuver Modifier: 5, Speed: 10 (Flying), Weight: 4. SPECIAL: When used, the pilot can have its speed function as Blasting, with stones in Vehicle Operations/Maneuver adding to the Speed for the total stones in effect, although the AN remains a 10. This allows the chariot to trample most targets with ease in addition to causing formidable damage to any victim in its stead.)
RESERVE EQUIPMENT
-Silver Mail hauberk and black robes (+2 defense. While not a Noble Phantasm per se, Rider can manifest the armor and black robes of Talion's Nazgul self at will.)
-A+ Rank Medusan Carapace Armor (To be statted later)
-A+ Rank Forgebreaker (+8, 2x damage, AP, Ignores Hardness of Objects, Normal and Stun damage; Increases to +10, 3x damage with active energy field emitter; Indestructible. May be used as an Area Effect attack centered on the hammer's impact to destroy even a mountain in one blow; Requires Str 8 or more to use effectively. This huge, ebony hafted, masterfully crafted Thunder Hammer was originally crafted by Ferrus Manus' best friend, the Primarch Fulgrim, and gifted to the former in exchange for the Fireblade which Manus had created. It became Ferrus Manus' signature weapon which he used until his untimely death.)
-C Rank Urfael (+4, 2x damage, Limited AP sword; AN 7 VS Enemies killed by it to raise them as wraiths under Rider's control. Once the sword of the Ranger of Gondor and Captain of the Watch upon the Black Gate, this noble blade was later reforged into a sinister black sword in the hands of its then Nazgul master.)
-C Rank Azkâr (+3, 2x damage, Range 4, Can harm Phase-shifted/Immaterial targets, Generates infinite spectral arrows from thin air, Indestructible. The immaterial bow of Celebrimbor once wielded by Talion back when the two were allies, it has become one of Saber's Noble Phantasm in his Heroic Spirit life.)
-E Rank Acharn (+2 dagger, 2x damage VS Evil, Dark or Undead foes. Originally the broken sword hilt of Talion's son, Dirhael, Acharn has gained a minor power of its own in its Noble Phantasm form, as Talion's vengeance made it stronger against his foes of the time.)
-C Rank Morgul-Knife (+2 dagger; AN 6 Atk VS Dur upon wounding; if successful, the tip breaks into the victim's body, slowly making its way towards the victim's heart and killing them, before turning them into a lesser undead wraith under the user's control, over a period of about 1-3 months. The Morgul-Knife will turn to dust after its tip breaks, but as a Noble Phantasm, will re-manifest at midnight if so destroyed.)
-A+ Rank Isildur's Ring (One of the Nine Rings of Men forged by Sauron in his bid for power in the lands of Middle-Earth, the Ring of Isildur was worn by the legendary King who originally defeated Sauron on the battlefield, only to be corrupted by the One Ring at the most critical moment. Isildur eventually became one of the Nazguls, and bearer of one of the Nine, before his ring was later taken by Talion, who used it to maintain his own existence and oppose Sauron for years. Like the others of the Nine, Isildur's Ring grant powers very similar to those of the One Ring, albeit naturally weaker in power, as described below:
- Longevity: If the Ring-Bearer is Immortal, this effect simply doesn't apply. However, if the Bearer is of a mortal species, they gain Extended Lifespan, allowing a normal human who'd only live for around a hundred years to live for centuries. However, extending one's life like this will make its Bearer's soul feel thin and stretched, until life becomes unbearable. Eventually, the Bearer would still die and become a Wraith (see below).
- Speak/Understand the Black Speech: A basic effect of the Ring is allowing the Bearer to understand, and be able to speak the Black Speech of Mordor and of the Servants of Sauron, a dark language which none of the Fair Folk can hear without pain, and which frightens even grown, wise, strong men.
- Invisibility: When worn, if the bearer so wishes, the Ring will allow the user to turn Invisible up to AN 7 by entering the Wraith-World, between that of the Living and the Dead. While in the Wraith-World, the Bearer is Invisible - as the action - to the eyes of the living and a glowing white wraith to other spirits or one with the ability to perceive them through some means or another. They can also fight phase-shifted/incorporeal opponents in that world as though they were solid, making them capable of even defeating other wraiths and ghosts in direct combat. NOTE: Although a user is very much invisible when using, they still cast a faint, indistinct shadow. A person aware of that and looking for an invisible Ring-Bearer can use their Intelligence to beat the AN of the Ring's Invisibility, reduced to 4 against this particular person. Also, a weaker Bearer has no control over this effect and enters the Wraith-World the moment they put on the Ring.
- Commandment: A user whose stature and power is sufficient is capable of making lesser beings obey their every command, provided they are capable of understanding them. In effect, if the Bearer can make themselves understood by the target, they can use the Ring to perform a Project thoughts/Control others-like effect of 7 + Social Skills (user only pays for the latter) attack VS Mental Defense. If the target fails, they are forced to obey, and do whatever is asked of them, even if doing so would go against their beliefs or values.
- Empowerment: Isildur's Ring amplifies any inherent power, skill and ability of its wielder when worn according to the level of power in question. Any A/A/M, be it physical, magical, mental or energy in nature, will receive bonuses as follows, counting as Modifiers: +1 for an AN/MN of 1-4, +2 for an AN/MN of 5-7 and +3 to any AN/MN action/Modifier of 8 or higher. It only applies once per action according to the highest value (so using Close Combat 7 + Strength 3 will grant a +2 modifier, as would a Close Combat 3 + Strength 7), but otherwise applies to all actions (so using a Social Skills of 6 and Acrobatics of 3 in the same panel would yield a +2 for the Social Skills. and +1 for the Acrobatics). This Modifier does allows a user to exceed an AN/MNs normal limits (for example, a person with 3 in Strength wearing the Ring as they lift an object, receiving +1 from the Ring, would be able to lift up to 2 tons, not 1,000 lbs).
- Mental Authority: Allows user to actively use the action 'Telepathy' at AN 7 (Int.bonus, Efficient) with the following options: Telepathic communications, Illusions, Mental bolts, Generate Pain by touch, Empathic projection (Fear, Hatred, and other negative emotions).
- Acute Hearing: The Ring has the ability to enhance the user's Hearing by up to +2, at the cost of lowering their Sight by the same amount. This effect can be changed at will once every panel.
- Terrifying Presence: The Bearer can both alter their own appearance to a more frightening form, or terrify victims with sheer malevolence from the Ring. In game terms, it allows use of the action as Shape Shifting AN 6 (only for more frightening/impressive forms), and/or as Fear 7 (Efficient).
- Power of Mordor: Within the lands of Mordor, the Ring's power are drastically enhanced, and all of its effects gain +2 as long as the Bearer remains within its borders.
- Bound to the One: The main purpose of the One Ring in Sauron's plans is for the One Ring to unconditionally ruling over the other Rings of Power. A wearer of one of the men's Nine, the dwarves' Seven or any of the Lesser Rings later forged by Sauron is automatically subject to this effect, making the bearer automatically (and with no cost to the One Ring's user) the target of a 5 stones + User's Social Skills attack VS Intelligence. Failure to defend means the victims is enslaved to the One Ring's Bearer. They will obey the Bearer's every command, the One Ring's bearer will always know their location, their thoughts, have control on their powers and actions... basically, the user become the One Ring's bearer's puppet, who will allow them to do as much - or as little - on their own as they please.
- Corruption: When worn by someone other than Nazguls or the actual Dark Lord, a bearer of Isildur's Ring will suffer corruption slowly but surely, with increasing corruption with greater use of the Ring's powers. Almost never using it makes this corruption build up very slowly, in decades if not centuries, whereas using it every day 5 or 6 times would speed the corruption up dramatically. The speed at which it is gained, being more a story device, is subject to the GM's will, and is represented by a Challenge of -1 (slightly corrupted) to -5 (almost dying and turning into a Wraith, like Gollum was at the end). Changes in appearance become possibly at higher levels (-3 to -5), causing possible Looking Non-Human challenges to happen). NOTE: Some users are unaffected by the Corruption (See 'Innocence Immunity').
- Wraith Curse: A Bearer susceptible to the Corruption of the Ring will eventually wither away and 'die', only to be brought back by the Ring as a dark wraith under the Dark Lord's power. The powers of such a Wraith varies and depend on the user, but the Nazguls, who suffered this fate, are no doubt the most feared and terrible servants of the Dark Lord, and are a good hint at the threat such creatures pose.
- Innocence Immunity: Some beings or individuals of formidable power, absolute innocence or unequaled purity are actually capable of ignoring the Ring's corruption, although they may still benefit from its powers. In fact, such a being could technically become a 'Dark Lord' as per the Ring's powers but remained uncorrupted. Such beings are incredibly rare, but are able to wield the Ring without even activating its effects, or activate it without suffering its corruption. Such individuals also automatically see through the Invisibility effect of the Ring. One such immune being was Tom Bombadil.
- Limited Power: The Ring's powers do not work on Valars, Greater Gods, Cosmic Entities or beings of similar levels of power. GM's call whether or not a given being is powerful enough to be immune.
-Imperial Knight (Freeblade Castellan-Pattern Imperial Knight modified with a third siegebreaker cannon turret instead of Shieldbreaker missles. Sealed within Isildur's Ring via Fuuinjutsu.)
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STORY: Iskandar, better known under the name of Alexander the Great, the King of Conquerors, is one of the most famous, and feared, Heroic Spirits of the Throne of Heroes. An overpowered Rider class Servant, he is a worthy foe to the likes of Gilgamesh, King Arthur, Lancelot and others, who sees conquest, honor, friendship and adventure as the sole goals to his life.
Pyrrha Nikos used to be an elite Huntress from Beacon Academy, the strongest member of Team JNPR, who excelled at everything she did and was essentially a celebrity among other students, namely for graduating at the top of her class in Sanctum Academy before moving to Vale to attend Beacon Academy, becoming the mascot for Pumpkin Pete's Marshmallow Flakes and having won the Mistral Regional Tournament four years in a row, a record so far. Her teammates were shocked when she died facing the murderous sorceress known as Cinder Fall, who at the time was the bearer of the full powers of the Fall Maiden. After her death, Pyrrha became an Heroic Spirit in the Throne of Heroes, a very powerful Lancer class.
Individually, those two had very little in common. However, when Rin Tohsaka summoned Iskandar as Rider, Pyrrha was accidentally summoned along with him... and they merged together, forming a single entity! While still technically 'Rider', she felt equally comfortable as a Lancer class, and identified as both Pyrrha and Iskandar, sharing traits and personality with both. The resulting merged form was a surprisingly tall red-haired amazon wielding the powers of both the Huntress and the King of Conquerors... making her likely one of the most powerful Servants in the war!