Servants

Saber (Fiore dei Liberi)

Notes: Saber is a lightly armored swordsman with spiky blonde hair and a haughty mien, armed with an estoc with an elaborate basket hilt and a laminated steel gauntlet.

He wears a leather arming jerkin dyed black and edged with gold trim, and a distinctive red cloak lined with gold thread draped over his left shoulder. A crest of seven swords is embroidered on the edge of this garment, and similarly adorns the clasp holding the cloak in place at his shoulder.

Attributes: Strength: A-

Endurance: C

Agility: A

Mana: E

Luck: C

Noble Phantasm: B-

Skills: Melee Arms Mastery, Rank A

Saber can easily parry and turn aside attacks from opponent’s with less Agility. Parried attacks deal no damage, while attacks from opponents with Agility A or A- Rank have a chance of being deflected, becoming glancing blows that deal only half the damage they normally would.

This skill has no effect against opponents with Agility higher than Saber.

Duelist’s Insight, Rank A

Saber can quickly take his opponent’s measure and formulate a suitable response. This skill is usable as long as he is fighting an opponent one-on-one, and they have locked blades at least once. Each time he successfully parries or deflects an attack, he has a cumulative chance of exposing a weakness in his opponent’s movements and can exploit this opening to inflict extra damage on a critical hit or deal Telling Blows.

Telling Blow, Rank B

A crippling strike that inflicts a stacking Rank Down to the opponent’s Agility in addition to damage. This skill is usable whenever he identifies an opening with Duelist’s Insight.

Magic Resistance, Rank D+

Saber’s Magic Resistance is vastly inferior to that of most other Heroic Spirits of the Saber class and is no better than that conferred by the protective wards and charms of mortal magi.

Riding, Rank D

Saber was a capable horseman in his time and retains much of his skill at horsemanship. He does not otherwise have an aptitude for modern vehicles or conveyances.

Noble Phantasm: Flos Duellatorum: Legacy of the Masters (Anti-Unit, Rank C)

Though history has not graced him with a particular signature weapon, Saber has masterfully grasped the four virtues of warfare – prudence, celerity, courage and fortitude, and these virtues translate to his mastery of arms.

Any mundane club, dagger, gauntlet, spear, sword or staff he wields is vested with transcendental might and durability, and are on par with C Rank Noble Phantasms while in his hands.

Sette Spada: These Swords Engraved Into My Soul (Anti-Unit, Rank B-)

The Flowers of Battle encapsulate the martial arts that Saber mastered in his lifetime, and Sette Spada is the crystallization of his long sword style – seven cuts and defenses designed to foil the sword, the bow, the lance, the dagger, the staff, the axe and unarmed strikes in single combat.

When Saber invokes this Noble Phantasm, he loudly and boldly challenges an enemy within his line-of-sight, proclaiming the weaknesses of the enemy’s chosen weapon and announcing that he will irrevocably win in a one-on-one duel. He switches his estoc from his left hand to his right hand, does a dramatic salute, and adopts an en-garde stance, inviting his opponent to attack.

The power of this Noble Phantasm is two-fold.

First, it is a psychological attack that attempts to unnerve and cow an enemy. If the enemy fails to resist (dependent on Luck), the enemy is shaken and receives a temporary Rank Down to Strength and Agility for the duration of the fight.

Additionally, for as long as Saber maintains this Noble Phantasm, he gains Class advantage against his opponent, dealing extra damage and receiving less damage just as if he were from a Class the enemy Servant was weak against. His original Class type and attributes do not otherwise change.

 

Archer (Houyi)

Notes: Clad in traditional Chinese garments, Archer’s top is loosed and exposes his thick chest. His black hair is gathered into a Chinese top knot, and his clean shaven and defined jawline gives him a militant look. Pieces of padded armor adorn his hips, and on these armor pieces are emblazoned sunbirds in flight.

His bow is a massive Chinese longbow engraved with fiery motifs and he wears a quiver of ten arrows strapped at his waist. Nine of these arrows are fletched with fiery feathers that seem to smolder with inner light, while the last one is black as pitch. On his rope belt hang several ornaments including a large, discolored fang, a circular disc of blue jade and a pouch lined with shimmering scales.

His personality is honorable and stoic, the very soul of martial chivalry.

His garb is primarily tinged in summer hues and earthy tones – the base is a deep maroon, decorated with embroidery splashing reds and browns.

Attributes: Strength: B

Endurance: A

Agility: B+

Mana: D

Luck: E

Noble Phantasm: A+

Skills: Clairvoyance, Rank B

If Archer concentrates, he has the ability to track and target anyone and any object within line of sight, including moving projectiles. He also has peerless night-vision and can see in the dark as if it were clear as day, even if the darkness were magical in nature.

Divinity, Rank A-

Archer retains some semblance of his former nature and this protection helped him overcome many trials and tribulations to become a folk hero.

Independent Action, Rank C+

Archer is capable of acting autonomously to support his Master, who is a front-line fighter. However, it requires both of them working in concert for Archer to use his Noble Phantasm effectively.

Magic Resistance, Rank C

Archer’s innate Divinity and the various charms gathered during his lifetime confer protection to most mortal Magecraft and lower tier magic used by Servants.

Wind Duke’s Blessing, Rank C

As long as Archer has his dragonscale pouch on his person, he is constantly surrounded by gusting winds that help deflect the trajectory of ranged projectiles such as arrows and thrown knives.

Noble Phantasm:
Time of Ten Suns: Scouring Radiance of the Sunbird (Anti-Army, Rank A+)

Nine of the ten arrows stowed in Archer’s quiver are imbued with the essence of the mythical Sunbird. Fired individually, these arrows explode on contact with the fury of the sun, incinerating anything they hit in a burst of blinding light and scorching heat.

However, the full effect of this power can only be realized if Archer chooses to unleash at least three arrows at once. Fired skyward, these arrows blossom into miniature suns that hang suspended in mid-air, pulsating with waves of debilitating heat and radiance.

Ordinary humans and animals instantly pass out from heat exhaustion and will die after three turns. Supernatural creatures and Servants are also affected, taking lingering damage for three turns.

After three turns, each of these suns explode, scattering thousands of fiery pinions across the battlefield that inflict devastating burns. Being struck by even a single pinion causes skin and flesh to instantly parch and flake off as blackened ash.

The Divinity skill can protect against this attack, reducing the damage taken. Those with a Divinity rank of A and up are completely immune to the effects.

Arrow of Night: When the Tenth Sun falls, the World is Plunged into Darkness (Anti-Army, Rank C)

The final arrow in the quiver is fletched black, imbued with the possibility of a future where Archer refused to stay his hand and shot down the final Sunbird, heralding an age of eternal night.

This arrow is capable of creating a canopy of impenetrable darkness within an area of 1 square kilometer that lasts for up to 10 minutes.

All light is absorbed by this canopy and within this space, the vision of living creatures, both normal and magical, is impaired, rendering them effectively blind. Only Archer is able to see normally in this zone, and can take his time to pick off opponents at his leisure without fear of discovery or retaliation.

 

Lancer (Captain Nemo)

Notes: A dark-skinned teen with gaudy electric blue twin tails that wields a harpoon adorned with pistons, glowing cathode tubes and electric coils.

She wears a pair of steampunk goggles on her head, and an overlarge Victorian style leather coat that flares outwards. The right side of the goggles lens is covered by a metal cap with an insignia of a sea creature, while the lens on the left is a telescopic device fitted with several gears, lenses and moving parts.

Lancer is fond of grandiose gestures and laughing wickedly, and has a habit of posing dramatically with arms akimbo. When she activates her powers, two overlapping rows of organ keys composed of bands of electricity hover in the air before her, and she manipulates these organ keys and the musical notes they play to deftly control her Noble Phantasm.

She also enjoys playing the organ recreationally, but is really bad at it.

Her nature is as capricious as the ocean, and her clothes are colored brown and blue, with gold trim. .

Attributes: Strength: D

Endurance: D

Agility: A-

Mana: C

Luck: B

Noble Phantasm: C+ to EX

Skills: Galvanism, Rank C

So long as Lancer is physically aboard or within 1 km of her vessel, she is capable of sublimating electrical attacks that strike her into electrical energy that she can use to empower her own weapons, attacks and Noble Phantasms. She can also siphon electricity from the Vessel’s battery reserves to do the same.

Golden Rule, Rank B

Lancer possesses the wealth of nations, amassed from adventures on land and the ruins of lost kingdoms beneath the waves.

Innovation, Rank C

As a person of science and steam technology, Lancer rejects magical mysteries in favor of rationalism. She negates an opponent’s bonuses from Divinity and Mystery if they are of C rank or below.

Magic Resistance, Rank B

Lancer is a well traveled individual who collected a veritable store of arcane trinkets, and the accumulated charms and amulets confer a sizeable resistance to magic effects.

Voyager of the Storm, Rank A+

Lancer is a seasoned sailor and master of not just the high seas but also the ocean depths, and capably commands the crew of her vessel.

Noble Phantasm: The Nautilus: Marvel of Marvels (Anti-Fortress, Rank C+ to EX)

Lancer’s Noble Phantasm is the Nautilus, a steampunk submarine shaped like the sea creature of the same name, fully crewed by 12 phantom sailors and armed to the teeth with all manner of gadgetry.

It is a physical construct built by Lancer out of real world materials and Victorian science, powered by large cathode tubes that catalyze electricity by extracting the salt from sea water to move pistons, gears and other such devices throughout the vessel.

It functions as a mode of conveyance, a living space and a weapon of war, and despite its size, requires little mana to maintain thanks to Lancer’s Galvanism ability and its own internal mechanisms.

The Nautilus is protected by a thick hull of layered metal plates, electrified to shock anyone that Lancer desires. It is also capable of striking at Lancer’s command with eight retractable, barbed tentacles that can extend up to 100-meters in length, and has a rail gun mounted in the tip of its prow that fires an electrified, piston-driven ramming spike to sink other vessels or inflict massive damage to nearby structures.

Finally, the mouth of the Nautilus holds a retractable cannon barrel that funnels seawater charged with electricity into a beam of super-heated plasma.

The phantom crew of the Nautilus helps man the submarine, and can also sortie if required using steam-powered rifles and small arms. They are not Servants, but rather Spirits, and if killed, will rise again at the stroke of midnight. They can also freely move to and from the Nautilus, though their actions tend to be limited.

Depending on how much of the Nautilus’s weapons and resources Lancer brings to bear in combat and how favorable the conditions such as weather and terrain are, its destructive power ranges from C+ to EX.

Mobilis in Mobili: Fording the Maelstrom (Anti-Army, Rank C)

This Noble Phantasm can only be invoked when the Nautilus is in a significant body of water, replicating the Moskstraumen that spelled the submarine’s end described in 20,000 Leagues Under the Sea.

By rapidly taking in and venting water around the Nautilus through its ballast tanks, the submarine can create swirling whirlpools and vortexes, while a release of electricity from the batteries into the atmosphere causes sudden lightning strikes, harsh winds, and swirling waterspouts.

This combination of nautical phenomena turns the area around the Nautilus into an untenable and unfavorable battlefield for other ships, and puts individuals caught in the open at the Nautilus’s mercy.

 

Caster (John Dee)

Notes: A slim, aristocratic teen of about 15 or 16 years old dressed in a casual short sleeved white shirt, black slacks and a navy blue pullover. His blonde hair is slicked back, though one lock sticks out annoyingly as a cowlick he occasionally fusses with that causes him annoyance to no end. He appears unarmed and generally unassuming, and wears a small, polished black disc on a leather string around his neck.

Caster later dresses in an ornate white doublet edged with blue filligree, a black tunic and black pantaloons tucked into riding boots and a sweeping black fur-lined cape embroidered with designs of impossible geometries that seems to flutter and gust around him. A feathered black sage’s cap completes the ensemble.

He wields a shard of reality warping black glass as his weapon. It hovers above the open palm of his right hand, and his immediate environs glint as if he is surrounded by a sphere of reflective material.

His attitude is cold and pitiless, hidden behind a facade of boyish charm and wit.

Attributes: Strength: E

Endurance: E

Agility: D

Mana: A+

Luck: B+

Noble Phantasm: A

Skills: Calculation, Rank E

Caster’s mastery of divination and mathematical probability allows him to predict dangers, expected outcomes, and narrow the odds to ensure success in his plans and endeavors. This grants him superior foresight, but also results in a fatal flaw where he tends to be overly confident in the accuracy of his predictions and fails to account for human unpredictability.

Enochian Magic, Rank B+

Caster possesses the knowledge of rituals for the summoning and binding of Enochian angels, their use in magic and as familiars.

High-Speed Incantation, Rank C

Caster is highly proficient in using illusions almost instantaneously, and can evoke Hermetic magic at half the speed it normally takes.

Illusion, Rank A

Caster’s personal Magecraft, heightened by his summoning as a Servant. He is able to weave powerful illusions over a large area and infuse them with lifelike realism. Many of these powers are tied to the use of light, mirrors, prisms and reflective surfaces. The illusions are so convincing that in addition to inflicting mental damage, they are also capable of inflicting physical harm if the target fails to resist the effects (based on Luck).

He can replicate spells he is not practiced in, as well as Noble Phantasms through the use of illusions. In the case of Noble Phantasms, he can only replicate the visual, tactile and auditory effects but not any real damage, and must fake the damage by combining it with actual attack spells.

Territory Creation Rank A

Rather than constructing a temple or workshop, Caster is capable of entering a mirror world that is a reflection of his immediate surroundings simply by touching any mirror or reflective surface. This mirror world is a bounded space (a dimension) that is a reflection of the real world within a 1 km radius, except everything within is a mirror image (left becomes right etc). This space is uninhabited by living things, but Caster can bring anyone he is in physical contact with into this world if he chooses to.

Noble Phantasm: Speculum Speculorum: Infinite Reflections of the Mirror World (Anti-Unit, Rank A)

Intrinsic to Caster’s legend is his Speculum, an enchanted scrying mirror made of Aztec stone. This mirror is his Noble Phantasm and implement that empowers much of his Magecraft.

He is surrounded by what is essentially a moving Reality Marble that superimposes his Territory onto the real world. By tapping on its power, he is able to take control of every reflective surface within a 1 km radius.

He can use these surfaces as tools of surveillance, instantaneously teleport himself or his allies to a nearby location by using these surfaces as a focal point, or even launch magical attacks from any angle.

In essence, anyone within the bounds of his chosen Territory is in the center of a death trap.

Liber Loagaeth: Invocation of the Four Watchtowers (Anti-Unit, Rank B+)

This Noble Phantasm is the crystallization of Caster’s knowledge of Enochian magic.

While most modern magi are capable of summoning a single angel through these teachings, his knowledge of the arcane foundations and rituals of this practice allow Caster to bring forth up to 256 lesser angels, and also to summon the Four Kings of the Watchtowers, though he can only maintain the presence of one of these Four Kings at a time.

Angels are, to a degree, weak Divine Spirits, while the Four Kings are considered on the rank of Divine Beasts.

The designations of the Four Kings are Bataivh – King of Air, Edlprnaa – King of Fire, Raagiosl – King of Water and Iczhihl – King of Earth.

 

Rider (Eight Immortals)

Notes: Rider is an amalgamation of eight lesser Servants of C rank, summoned jointly as one entity.

Each of these eight lesser Servants are dressed in oriental garb with oriental elements in green, white and yellow hues, though each of them possess unique looks and features. Their ages range from early teens to early thirties, and each wields a unique Noble Phantasm.

Only one of them can manifest physically at a time, except when Yin uses a Command Seal.

The most active among these lesser Servants is a strikingly handsome man with a flirtatious nature, wielding a Chinese straight sword and dressed in scholar’s robes.

 

Attributes: Strength: D

Endurance: C

Agility: B

Mana: B

Luck: B

Noble Phantasm: B+

Skills: Combination, Rank A

Rider is summoned as a collective of eight lesser Servants. While only one of them may manifest physically at any time, Rider’s master can freely switch between them to use their unique personal Skills and powers. All eight Servants have to be slain in order to fully destroy Rider, but Rider is weakened as a whole should any of them be defeated.

Cultivation, Rank B

In Taoism, Cultivation is the process of honing the body, and by association the mind. Rider gains a Rank Up in Endurance, and resistance to magical diseases and mental attacks.

Magic Resistance, Rank A

As an ascended practitioner of the Taoist way, Rider has attained a body that is incredibly resilient to spells, and is untouchable by the magecraft of modern magi.

Riding, Rank A+

Rider can command the very clouds as a mode of conveyance.

Personal Skills, Rank C

Each individual Servant that makes up the collective Rider possess a corresponding personal Skill tied to their legend.

Divine Flutist: The ability to weave magecraft with music to affect the minds and moods of listeners.

Green Thumb: The ability to affect, control and speak with plants.

Charisma: The ability to effectively command others, improving their performance on the battlefield.

Protection of the Lotus: An ability that creates a protective dome of jade lotus petals, conferring increased defense against physical and magical attacks.

Healing Gourd: The ability to restore health, mend injuries, and cure diseases.

Shapeshifting: The ability to turn himself into any animal or monstrous creature.

Impermanence: The ability to turn himself and his master invisible, hiding their presence and foiling detection by sight.

Golden Rule: Changing base materials into silver and gold through Taoist alchemy. He and his master never want for material riches.

Noble Phantasm: The Eight Immortals: Crossing the Sea in a Display of Prowess (Anti-Unit, Rank B+)

The Servants that make up Rider were known to each possess a magical relic and unique powers that they displayed while crossing the ocean to explore the mysterious undersea realm of the Dragon King.

In order to activate and maximize the effect of this Noble Phantasm, Rider’s master must use a Command Seal. Doing so allows Rider’s master to bring all eight Servants into the material world for a short time, allowing them to act autonomously as if they all possessed Independent Action at Rank B.

The Command Seal also provides the prana necessary to unleash the true power of each Servant’s relic at once. Each relic becomes a Phantasmal Beast associated with Rider’s legend, wreaking havoc upon Rider’s enemies.

 

Assassin (Hattori Hanzo)

Notes: A mature, busty female assassin clad in skin-tight black garb that’s closer to a one-piece swimsuit, tooled metallic bracers, and thigh high boots. A purple scarf is draped loosely around her neck. She occasionally pulls it up to use as a mask.

She also wears an assortment of belts with intricate buckles, into which are tucked tools, scrolls and pouches containing ninja implements. Twin short swords are sheathed on either forearm, and she wears several more throwing weapons about her person in various smaller pouches and sheathes including kunai, smokesticks and explosives. A kusari-gama is coiled neatly and looped in a leather strap on her belt.

Her black hair is gathered in a top knot, and the ponytail hangs freely till the small of her back.

Her eyes are an unusual purple shade.

Attributes: Strength: B

Endurance: C

Agility: A+

Mana: C

Luck: E

Noble Phantasm: C

Skills: Mana Burst, Rank C

Assassin can infuse her body with an incredible burst of mana that heightens her strength and speed through the use of self-hypnosis and esoteric hand seals. She can only this ability for attack and movement, but not for defense.

Military Tactics, Rank C+

Assassin is proficient in the command of small squads, guerrilla warfare and ambush tactics.

Ninpou, Rank B+

Assassin is learned in the use of ninjutsu, its associated weaponry and mystic teachings for both attack and defense.

Presence Concealment, Rank A+

Assassin possesses the ability to hide and pass without trace, carry out sneak attacks and conduct espionage, and has honed these skills to preternatural heights.

Noble Phantasm: Iga Style Ninpou: Drifting Shadow (Anti-Unit (Self), Rank C)

Assassin’s Noble Phantasm is a subtle one that turns her into a two-dimensional, incorporeal shadow. In this this form, she loses her ability to use any other ninpou, but gains immunity to physical attacks and Magic Resistance. She also gains vulnerability to fire and light-based attacks, receiving extra damage if struck by abilities or magecraft that utilize these elements.

While in shadow form, she may attack and move freely by gliding upon any surface where a shadow can be cast, and strike at her target simply by attacking their shadow rather than their physical being.

A successful attack on the target’s shadow causes corresponding wounds that appear on the body through sympathetic resonance, but for all appearances, it looks as if the target has been struck and cut by invisible blades.

Iga Style Ninpou: Soul of the Forest (Bounded Field, Rank C)

This Noble Phantasm is inspired by Assassin’s defense of the Iga homeland through the use of subterfuge, misdirection and guerrilla tactics. It is a short lived Bounded Field that superimposes the forested landscape of Iga onto her surroundings, creating a dense tree canopy full of foreboding shadows that disorient foes – the perfect place for a ninja ambush when combined with her Drifting Shadow Noble Phantasm.

In this Bounded Field, she can freely attack without compromising her Presence Concealment, and indiscriminate attacks made against her automatically miss unless the attacker succeeds on a Luck check.

 

Berserker (Guan Yu)

Notes: Summoned using the blood of loyal triad members as a catalyst, Berserker is a reanimated jiangshi infused with a war god’s power. It is not a true divine spirit in that sense, but is animated by the collective will of the triad’s beliefs and Tie Hua’s Taoist Necromancy.

Berserker appears as a hulking, ashen figure with a mane of wild white braids and swirling black pits for eyes. He is dressed in tattered green robes emblazoned with a coiling oriental dragon, and patchwork Chinese armor. His arms are unnaturally long and grotesquely malformed, with huge, brutish claws dripping with glistening yellow pus.

A yellow paper talisman strip is affixed to his forehead, with an incantation scrawled on it in blood. Veins infused with fell power trace their way from this talisman across his skin, burning with eldritch red light.

Attributes: Strength: A+

Endurance: EX

Agility: B

Mana: E

Luck: E

Noble Phantasm: C

Skills: Battle Continuation, Rank B

The necromantic magics coursing through Berserker’s veins, combined with his legendary tenacity allow him to fight on even with the most grievous wounds.

Mad Enhancement, Rank A+

All of Berserker’s physical parameters are raised, but due to the nature of his summoning and the corpse serving as his vessel, Berserker’s rational thought and most cognitive functions are impaired. He also moves by hopping and loping, though this does not otherwise affect his Agility. He can only follow a single command at a time, and must be commanded by his master either through the use of Taoist Necromancy and a ceremonial bell, or through paper talisman strips for more complex matters.

Chi Absorption, Rank C

Jiangshi are capable of replenishing their health and mana by draining chi, or life essence, from living beings. Berserker can passively leech chi from whoever he strikes with his claws, or by stealing a living victim’s breath after grappling the victim.

Noble Phantasm: Riding Alone For A Thousand Miles (Anti-Unit, Rank C)

Made manifest and even strengthened because it resonates with the unyielding loyalty in the blood of the triad members supporting Berserker’s master, this Noble Phantasm evokes the Servant’s ardent desire to always return to the side of his liege.

A Noble Phantasm that is always active, it increases Berserker’s power the closer he is in proximity to his master. Combined with his innate Battle Continuation skill, it even allows him to regenerate when dismembered, and to always return from certain death and dangerous situations to the side of his master so long as his master is alive and is capable of supplying even the tiniest trickle of prana.