Dalkon's Fate & the Moonlit World Archive

Where in all of your character write ups will go.
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DalkonCledwin
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Dalkon's Fate & the Moonlit World Archive

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So, while I was browsing the internet earlier this evening, I discovered a rather curious pseudo-DnD Campaign Setting that was inspired by Nasuverse. This thing is, as the creator of it says, "a tabletop roleplaying game created using the core rules from D&D 5e." They go on to point out that nothing else from D&D 5e is used in the setting, which means it lacks the core races, classes, monsters and other things you are likely accustomed to if you play D&D 5e. What it has instead is a fairly in-depth set of rules for playing the Magi from Kinoko Nasu's Fate/Stay Night world setting, and the surrounding media. I've gone a bit further and expanded it to include elements from Potterverse, and will be adding in my own rules for building the Servants, as rules for creating said characters don't seem to exist as of yet, or at least, not beyond the absolute bare bone basics.

So, without further adieu, I present my Fate/Lost Continuum character archive. If you are familiar with D&D 5e, this should be fairly easy to follow.

P.S. I'm not going to bother with a table of contents, as I never seem to manage keeping up with such things.

Other Threads
- The Original Potterverse Archive
- Dalkon's Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Archive
- Dalkon's Revised & Expanded Potterverse Thread Mk II
- Dalkon's General Superhero Archive
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Last edited by DalkonCledwin on Sat Aug 26, 2023 9:01 am, edited 3 times in total.
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Primary Statistics

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  • Strength (STR) is functionally identical to the Strength score of traditional Dungeons and Dragons.
  • Agility (AGL) is functionally identical to the Dexterity score of traditional Dungeons and Dragons.
  • Endurance (END) is functionally identical to the Constitution score of traditional Dungeons and Dragons.
  • Mana (MNA) is a hodgepodge stat that combines the Intelligence, Wisdom and Charisma scores of traditional Dungeons and Dragons, and acts as the character's primary spellcasting modifier.
  • Luck (LCK) is added to a character's Saving Throws in much the same way as a Proficiency Bonus from D&D 5e.
Player Characters, as opposed to Servants, get 12 points to split between the aforementioned stats, and the scores that result from this division are both the score and the modifier. Player Characters can have a maximum score of 5 in any single ability.
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Praise Be the Sun Brainstorm & Notes

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Praise Be the Sun
Premise: Years after stumbling into this strange new reality, Harry Potter had gotten one of the few things he always wished for but couldn’t have back home. A reputation built on his own merits. As a freelance magi, he was free to pick his own assignments while ignoring the political side of things. Then one day, he found the motherlode. A Greater Holy Grail War. Sign him right up!
Required Inclusions:
- At some point after Voldemort’s final defeat, Harry must be involved in a magical accident that will send him into the universe of Fate/Apocrypha. The specific details are up to the author.
- While Harry will initially try to find a way back, he’ll eventually accept his new situation and make the best of it.
- As it turns out, the Clock Tower is ready to pay a pretty penny for those who excel in landing and escaping from trouble relatively unscathed.
- Harry will become well known for his talents and the fact that his character is beyond reproach, thus he’ll be often sought out by the various nobles wanting something done quickly & efficiently.
- Eventually, Harry will be approached to join what was dubbed the Red Faction for the Great Holy Grail War, in Trifas, Romania.
- Once on site, Harry will summon his own Servant, who will be none other than the lovely Tamamo-no-Mae.
- Tamamo and Harry must manage to avoid being caught in Kotomine Shirou and Semiramis’ plan to usurp the Red Faction’s Servants.
- No matter how the War ends, Tamamo must manage to remain with Harry, even if she has to craft herself a new body.
- While initially reluctant to engage in a romance with someone who might not «live» past a few weeks, Tamamo will quickly get Harry to understand her point of view.
- Harry must be rather bemused that Tamamo keeps trying to build him a Harem like he’s some kind of ruler from ancient times.
- Harry is in the War mostly to get his adrenaline fix and to save people in need, not for the over glorified monkey’s paw that is the Holy Grail.
Preferred Inclusions:
- Harry and Kairi Sisigou should be professionally acquainted, opening the door to the possibility of an alliance between the two freelancers.
- Harry should be very careful with his Wixen paraphernalia, since he can no longer replace it, though it may be possible for him to make use of an Azoth Blade in place of a wand.
- The Deathly Hallows should have followed Harry to his new reality, and the Clocktower researchers may even classify them as Supreme Mystic Codes.
- Harry should discover that by being a Wix, and also due to regularly making use of Tantric Rituals, he can sustain Tamamo at her full potential and use copious amounts of combat magic.
- Once the Grail War comes to a conclusion, Harry should help Laeticia get her bearings back once Jeanne is gone, which could earn him her undying gratitude and romantic affection.
Optional Inclusions:
- Harry could have a sit-down with Zelretch who explains why he really can’t send him home.
- There could have been another Wix who was caught in the magical accident, but they may have taken a different career path than Harry. This individual’s identity is discretionary.
- Tamamo could cannibalize Voldemort’s resurrection ritual she saw through the Dream Cycle to create herself a new body for after the War.
Forbidden Things:
- Harry and his fellow castaway ever being able to return to their home dimension.
- Harry being able to sustain more than one Servant with his reserves.
- Tamamo being defeated and returning to the Throne of Heroes.
- Harry and Tamamo, the pathetic emo doormats.
- Harry being involved in a male-slash pairing.
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Harry Potter / The MCs / Praise Be the Sun

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STATISTICS

STR: 1 (E)
AGL: 2 (D)
END: 1 (E)
MNA: 5 (A)
LCK: 3 (C)

Hit Points: 55 / 55
Armor Class: 16 (Protego: 21)
Speed: 50 ft.
Metallurgy: 2 / 2
Wealth: 4 / 7
Ammo: 30 / 30

Melee ATK: +5
Ranged ATK: +5
Spell ATK: +5
Spell Save DC: 17 (15)
Scout DC: 13
Cmd Seal DC: 25

STR Save: +4
AGL Save: +4 (+5)
END Save: +4
MNA Save: +8
LCK Save: +6

Death Saves: 1d20+6
[_] [_] [_]

VITALS
- Age: 23
- Height: 5’ 11”
- Weight: 185 lbs
- Eyes: Green
- Hair: Black

BACKGROUND
- Real Name: Harry J. Potter-Black
- Occupation: Freelance Magi
- Legal Status: Citizen of Great Britain
- Background: Wizarding Family Heir
- Class: Astrapimancer 4 / Metallurgist 2
- Other Known Aliases: The Master of Death
- Marital Status: Involved
- Known Relatives: Tamamo-no-Mae (Servant); Other Data is Unknown
- Base of Operations: Mobile Throughout Trifas
- Past Group Affiliations: Data is Unlisted
- Present Group Affiliation: The Red Faction (Loose Ally)

KNOWN POWERS:
Wizarding Family Heir: As the heir to a Wizarding family, Harry gains the following powers and abilities:
- Augmented Death Saves, Harry can add his MNA modifier to his Death Saving Throws.
- Naturally Gifted, Harry can add his MNA modifier to the damage rolls of all spells he casts. If a single spell has multiple damage rolls, such as Sectum Sempra, then this bonus applies only to a single one of those rolls.
- Blessings of Death, Any spell Harry casts using the Elder Wand gains a +2 bonus to their Save DC.
- Geas, All Magi and Wixen possess the ability to formulate a Geas, and some will even be found performing a Self-Geas.
- Command Seals, All Masters in the Grail War are blessed with three Command Seals that they can use to issue a Command to their Servant that they will need to obey unless they succeed on a DC (20 + Master’s MNA) MNA Save. These Command Seals can also be used to perform other actions, since each seal is a massively condensed High Thaumaturgy Ritual.

Astrapimancer: As an Astrapimancer, Harry gains the following powers:
- Battery, for every 10 feet of movement that Harry takes, he gains a stack of Battery up to a maximum of 3. With this, the next spell or attack he lands deals an additional d4 of Lightning Damage for each stack of Battery he possesses. He loses all stacks of Battery at the end of his turn.
- Static, Dealing Lightning damage to a target grants them the Static condition. Creatures with Static roll to Concentrate at Disadvantage, and have their AGL reduced by 2. Creatures with Static can make a MNA save at the start of each of their turns to remove the condition.
- Surge, Harry can teleport up to 30 feet to an area he can see. All creatures within 5 feet of him, both before and after he teleports, must make a MNA Saving Throw or take 1d8 Lightning Damage and become Blinded until the end of their next turn. On a successful save, potential targets take half damage and are not blinded. This power recharges on a roll of 5-6. Surge also grants 3 stacks of Battery.
- Godspeed, Harry’s maximum speed increases by 20 feet, and he can now hold 5 Stacks of Battery. Furthermore, being struck by a Lightning effect heals him for an equal amount to the damage that would ordinarily have been dealt.

Metallurgist: As a Metallurgist, Harry gains the following powers:
- Metallurgy, Harry gains a number of Metallurgy points equal to his Class Level to use on his Metallurgist powers
Might and Magic, Harry can add his MNA modifier, instead of his STR or AGL to his Attack and Damage rolls with conventional weaponry
- Armored Shell, Harry doesn’t suffer a penalty for donning Medium armor, and he can wear it without meeting the STR requirement. Additionally, he can expend a Metallurgy point to gain Resistance to Physical Damage or 1 type of Elemental Damage for up to 1 minute. He may stack multiple resistances onto a single suit of armor.
- Battle Casting, When Harry uses his Action to cast a spell, he may use his Bonus Action to expend a Metallurgy Point and make an attack with his off-hand weapon

SORCERY TRAITS:
Void: This is considered to be the ultimate mental state for Magi and is a learned ability rather than something that one can inherit. With possession of this ability, Harry is immune to all forms of Mental Interference, as well as to the effects of Exhaustion. Additionally, when he would fail a Saving Throw, he can instead choose to pass; however, he can only use this latter ability once per Rest.

MYSTIC CODE(S):
The Elder Wand: This wand functions in exactly the same manner as a Magic Crest, providing Harry with the ability to cast the following spells:
- Expelliarmus (Signature Spell), This spell requires Harry to make a ranged spell attack check. On a hit, the target is disarmed of their weapon, with the object landing 30 feet away from them in a random direction.
- Protego, For the next ten minutes after casting this spell, Harry gains a +5 bonus to his Armor Class. He can cast this spell as either an Action or a Reaction.
- Finite Incantatem, This spell will end any single non-Transmutation spell effect that is influencing a creature, object or area within 30 feet of Harry’s location provided that Harry succeeds on a MNA check with a DC of (10 + the Caster’s MNA modifier).
- Bombarda, This spell blasts whatever it hits, creating a localized concussive explosion. Harry must make a ranged spell attack against a target within 60 feet of his location. On a hit, that target takes 1d10+5 Bludgeoning damage.
- Wingardium Leviosa, This spell allows Harry to levitate one object or creature of his choice within 30 feet of his location that weighs no more than 100 pounds. An unwilling creature is allowed to make an END save against Harry’s Spell DC, and if successful, they remain unaffected. Once he is levitating the target, he can manipulate it in whatever way he desires. This spell cannot be used to give himself the ability to fly.
- Petrificus Totalus, This spell requires Harry to make a Ranged Spell Attack. On a successful hit, the Target is knocked Prone and Paralyzed for up to 10 minutes. They can make an END save against Harry’s Spell DC to end the effect early.
- Sectumsempra, This spell requires Harry to make a Ranged Spell Attack. On a successful hit, the target must make an END Save against Harry’s Spell DC or take 10d6+5 Slashing Damage, and another 5d6 Slashing Damage at the end of their next turn. On a successful save, the target takes half damage from both effects.
- Expecto Patronum, this amazing spell can be used to ward off a number of undead creatures equal to Harry’s Mana score for as long as he maintains Concentration on the effect.
- Stupefy, This spell requires Harry to make a Ranged Spell Attack. On a successful hit, the Target must make an END save against Harry’s Spell DC or be rendered unconscious for the next 10 minutes.
- Confundo, This spell assaults the target’s mind, causing them to act in an irrational manner unless they succeed on a MNA Saving Throw against Harry’s Spell DC.
- Inanimatus Conjurus, This spell allows Harry to conjure an inanimate object that is no more than 2 feet on a side, and which weighs no more than 10 pounds.

The Cloak of Invisibility: The person wearing this garment becomes invisible until they take it off. Anything they are wearing or carrying is invisible as long as they are wearing the cloak. The cloak also prevents the person wearing it from being detected by magic of any kind.

The Resurrection Stone: This object allows the wielder to conjure the spirit of a deceased individual. While they are present, the wielder can ask the spirit up to five questions. The spirit knows only what it already knew in life, including the languages it once spoke. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if the holder of the stone is hostile to it or it recognizes them as an enemy. The spirit can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events. This object cannot be used to summon the soul of someone who resides upon the Throne of Heroes. It is speculated that this object is actually tapping into the Akashic Records, rather than truly summoning the souls of the deceased.

WEAPONS:
- Pistol: this weapon inflicts 1d6+5 Piercing Damage, has a clip that carries 30 bullets, and can fire at a Range of (60/320). It also features the Loading (6) and Light properties.

ARMOR:
- Medium Armor: This armor increases Harry’s base Armor Class to 14 at the price of limiting his AGL AC Bonus to 2. He also suffers a -1 penalty to all AGL skill checks & saving throws while wearing this armor.

BOUNDED FIELDS:
Harry is aware of, and can cast, the Repello Muggletum, Cave Inimicum and Repello Inimicum spells in the form of Bounded Field effects.

PROFICIENCIES:
Simple Weapons, Charms Focus, Curses, Transfiguration.

CONTACTS:
The Clocktower, Caster of Red, Kairi Sisigaou & Saber of Red.
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Caster / The MCs / Praise Be the Sun

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STATISTICS

STR: 3 (E)
AGL: 7 (B)
END: 3 (E)
MNA: 8 (A)
LCK: 5 (D)

Hit Points: 65 / 65
Armor Class: 17
Speed: 65 ft.

Melee ATK: +3
Ranged ATK: +7
Spell ATK: +8
Spell Save DC: 18
Scout DC: 15

STR Save: +8
AGL Save: +12
END Save: +8
MNA Save: +13
LCK Save: +10

Death Saves: 1d20+3
[_] [_] [_]

VITALS
- Age: Looks 18
- Height: 5’ 3”
- Weight: 108 lbs
- Eyes: Yellow
- Hair: Pink

BACKGROUND
- True Name: Tamamo-no-Mae
- Master Name: Harry Potter
- Servant Type: Heroic Spirit, Divine Spirit (Divided Spirit), Anti-Hero
- Region of Origin: Japanese Mythology
- Alignment: Neutral Evil
- Hidden Attribute: Heaven
- Other Known Aliases: Cas-Ko, Fox Priestess of Peerless Beauty, Mizukume
- Summoning Catalyst: A Grass-Cutting Sword
- Base of Operations: Mobile Throughout Trifas
- Past Group Affiliations: The Imperial Family of Japan
- Present Group Affiliation: The Red Faction (Loose Ally)

CLASS SKILLS:
Territory Creation (C Rank): Tamamo is known to have difficulties in manufacturing Bounded Fields, but is capable of doing so over the course of an 8 hour period. When complete, her bounded field will encompass an entire Area Map, and she is known to be capable of generating the following types of Bounded Fields:
- Field of Rejuvenation, Tamamo can select any number of creatures to be affected by this Bounded Field, all of whom regain 1d6 Hit Points at the start of each of their turns. This Bounded Field has no effect on Undead, Demons, Vampires and Constructs.
- Field of Privacy, Tamamo can generate a bounded field that protects all those found within it from magical means of detection and surveillance, such as the familiars employed by people like Kairi Sisigaou.
- Field of Prevention, Tamamo can erect a Bounded Field that prevents anyone, except for her and those she designates, from entering the affected area without first succeeding on a MNA Saving Throw against her Spell DC.

Divinity (A Rank): This skill represents the fact that Tamamo is essentially the same person as the goddess known as Amaterasu. In addition to giving her the basic abilities of a divine entity, it allows her to nullify any magical defensive ability, provided she succeeds on a contested MNA check against the targeted individual, as per the normal rules for the spell known as Dispel Magic.

PERSONAL SKILLS:
Curse Arts (EX Rank): Much like any other Caster-class Servant, Tamamo knows how to perform magical spells, and her list of spells is rather large, but primarily focused on the Evocation & Necromancy schools of magic. She is known for the following spell effects:
- Curse ~ Fiery Heaven, When Tamamo is attacked by a creature within 60 feet of her location, she can take a Reaction to surround her assailant with a gout of hellfire. The target of her ire must make an AGL saving throw. It takes 3d10 Fire Damage on a failed save, and half as much on a successful save.
- Curse ~ Chaos Heaven, A wall of strong wind rises up and surrounds Tamamo. She can make the wall up to 20 feet in circumference, 15 feet tall, and 1 foot thick. The wall lasts for as long as she concentrates, and then up to 1 minute after she stops concentrating. When the wall appears, each creature in its area must make a STR save. On a failure, they take 3d6 Bludgeoning Damage, and half as much on a success. The winds of this wall keep fog, smoke, and other gasses at bay, while arrows, bullets and other worldly projectiles fired at it will be deflected, though the projectiles of an Archer-class Servant likely will not be. The area that the wall occupies is considered to be Difficult Terrain, and creatures must make a successful STR skill check vs. Tamamo’s Spell DC to successfully pass through the wall.
- Curse ~ Frigid Heaven, This spell generates five balls of ice that streak towards Tamamo’s enemies. As a result, she must make a ranged spell attack against each of her targets. On a hit, they take 2d6 Cold Damage
- The Bridal Fox’s Day, This spell will create a healing field that will immediately restore 3d6 Hit Points to each creature within 30 feet of Tamamo’s location, and then another 5 hit points at the start of each of their turns for each creature that remains in that area over the course of the next minute. This spell can cause severed body parts to knit back together if the amputated limb is held to the stump while within the affected area.
- Curse ~ Thunder, This spell functions in exactly the same manner as Harry’s Stupefy charm.
- Mantra ~ Aphotic Cave, This spell creates a patch of necrotic energy that is 20x20 feet across, and considered to be Difficult Terrain for everyone except for Tamamo. When the patch appears, each creature within its area must make an END saving throw. On a failed save they take 3d8 Necrotic Damage, and half as much on a successful one. When a creature enters the patch or ends their turn within the affected area, they must make another END Save. Failure causes them to take 2d6 Necrotic Damage, or half as much on a success. Tamamo is immune to the effects of this spell.
- Curse ~ Gyokutenhou, This “spell” requires Tamamo to make a Melee Attack Check against the target, which must be a male character, and if she hits, they will take 10d6 Bludgeoning Damage, and another 5d6 Bludgeoning Damage at the end of their next turn.

Shapeshift (A Rank): Tamamo can use her Action to assume the shape of a Beast that she has seen before. She can use this ability twice, regaining all uses after Resting. For all intents and purposes, this power functions in exactly the same manner as a Druid’s Wild Shape power, except that it is not based on Tamamo’s Class Level, since she has none.

NOBLE PHANTASM(S):
Eightfold Blessing of Amaterasu: This enchanted mirror serves two primary purposes. The first is that it acts as Tamamo’s primary melee weapon, and the second is that it is the focusing implement for her Noble Phantasm:
- Mirror Strike, this weapon inflicts 1d6+3 Slashing Damage when used as a melee weapon, and it is considered to be a Light weapon for encumbrance purposes.
- Eightfold Blessings of Amaterasu on the Weight Stone under the Sunlit Watery Heavens, By invoking the true name of her Noble Phantasm, Tamamo can unleash an attack that will hit every character within a 30 foot radius, and which will inflict 10d6 Radiant Damage to all targets in the affected area unless they succeed on a MNA Save, which will result in them taking half damage instead.

CONTACTS:
The Clocktower, Harry Potter, Kairi Sisigaou & Saber of Red.

--------------------
Stat Disparity
There are two reasons why Tamamo's stats are a fair bit higher than Harry's. First is because she is a Quasi-Divine Entity, and thus should definitely be a fair bit stronger than a human. The second is because Servants are known to be considerably more powerful than humans.
Last edited by DalkonCledwin on Thu May 25, 2023 9:02 pm, edited 1 time in total.
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Ruler / The MCs / Praise Be the Sun

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STATISTICS

STR: 7 (B)
AGL: 8 (A)
END: 7 (B)
MNA: 8 (A)
LCK: 5 (C)

Hit Points: 85 / 85
Armor Class: 18
Speed: 70 ft.
Commands: 14 / 14

Melee ATK: +7
Ranged ATK: +8
Spell ATK: +8
Spell Save DC: 18
Scout DC: 15

STR Save: +12
AGL Save: +13
END Save: +12
MNA Save: +13
LCK Save: +10

Death Saves: 1d20+7
[_] [_] [_]

VITALS
- Age: 16
- Height: 5’ 3”
- Weight: 97 lbs
- Eyes: Amethyst
- Hair: Blonde

BACKGROUND
- Spirit Name: Jeanne d’Arc
- Human Name: Laeticia
- Servant Type: Demi-Servant, Heroic Spirit, Saint
- Region of Origin: Historical France
- Alignment: Lawful Good
- Hidden Attribute: Star
- Other Known Aliases: La Pucelle, Holy Maiden Savior, Jeanette (by her mother)
- Summoning Catalyst: The Holy Grail
- Base of Operations: Mobile Throughout Trifas
- Past Group Affiliations: The French Empire & Holy Church
- Present Group Affiliation: Autonomous

CLASS SKILLS:
Magic Resistance (EX Rank): Jeanne is allowed to add her Magic Resistance Rank (8) to all Saving Throws she makes against spell attacks, and when she is subjected to an effect that allows her to make a Saving Throw for half-damage, Jeanne will instead take no damage on a successful save.

True Name Discernment (B Rank): Jeanne may roll a True Name Discernment (LCK + 7) check when she sees a servant for the first time. When she sees that Servant using their Noble Phantasm, she may roll a True Name Discernment check with Advantage. When she correctly guesses the Servant's True Name, she gains a +3 bonus to all Saving Throws they force upon her; additionally, she learns any weaknesses that the servant possesses. The DC for a True Name Discernment check is 16. Learning the Servant's True Name with this power reveals their Noble Phantasm, as well as their abilities, as if they had revealed it to Jeanne themselves. If the Servant possesses multiple Noble Phantasms, Jeanne learns the one with the lowest Rank first, and may roll to learn additional Noble Phantasms at the start of each round of combat that she engages with them.

God’s Resolution (A Rank): Jeanne possesses two Command Seals for each of the other Servants that are participating in the Great Holy Grail War, for a grand total of fourteen Command Seals, not counting Amakusa Shirou Tokisada, who is a remnant from a previous Grail War. She is allowed to use these Command Seals against the other Servants in exactly the same manner as their Master would with their own Command Seals, the DC to resist her orders is a whopping 28. These Seals do not refresh after a Rest, as is the case with any other individual with access to Command Seals.

PERSONAL SKILLS:
Revelation (A Rank): Jeanne can ask a single question concerning a specific goal, event, or activity to occur within 7 days, to which the GM must provide a truthful reply. This reply can be a short phrase, a cryptic rhyme, or an omen. This effect doesn’t take into account any possible circumstances which might change the outcome of the situation. This power cannot be used more than once per 24 hours.

Charisma (C Rank): Jeanne can force all creatures within 60 feet of her location that can see her and hear her words to make a MNA Save, with failure causing them to become Charmed by her presence, as well as causing them to be Blinded to the presence of anyone other than Jeanne. If her companions are fighting said creatures, then they have Advantage on their Saving Throw. This effect ends if Jeanne is incapacitated or the creatures are no longer able to perceive her.

Saint (B Rank): Jeanne automatically recovers 5 Hit Points at the start of each of her turns.

NOBLE PHANTASM(S):
La Pucelle, the Crimson Holy Maiden: This monstrous Noble Phantasm immediately kills Jeanne, though Laeticia will survive, and bombards the enemy with a 90 foot pillar of flame that will force them to make an AGL Save. Failure results in them taking 20d6 Fire Damage and 20d6 Radiant Damage, with half as much being dealt on a successful save. It goes without saying that Jeanne can only activate this Noble Phantasm once, and never again.

Luminosité Eternelle: This spear and banner combination serves as both Jeanne’s primary melee weapon, and also her go-to Noble Phantasm for most of the Great Holy Grail War. It provides her with the following powers:
- Spear Strike, This weapon will inflict 1d6+7 Piercing Damage and possesses the Reach and Versatile (1d8) properties.
- God Is Here With Me, Once per 24 hours, Jeanne can activate her primary Noble Phantasm, granting anyone within a 10 foot radius of the banner attached to her spear complete immunity to all forms of harm, both physical and magical. This will last only for as long as Jeanne can maintain concentration on the effect. Unfortunately, using this to negate the effects of an Anti-Fortress Noble Phantasm runs the risk of destroying the spear.

CONTACTS:
Sieg & Rider of Black
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Fiore Forvedge Yggdmillennia / The MCs / Praise Be the Sun

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STATISTICS

STR: 1 (E)
AGL: 0 (E-)
END: 5 (A)
MNA: 4 (B)
LCK: 2 (D)

Hit Points: 90 / 90
Armor Class: 10
Speed: 15 ft.
Wealth: 4 / 6

Melee ATK: +1
Ranged ATK: +0
Spell ATK: +4
Spell Save DC: 15
Scout DC: 12
CMD Seal DC: 24

STR Save: +3
AGL Save: +2
END Save: +7
MNA Save: +6
LCK Save: +4

Death Saves: 1d20+5
[_] [_] [_]

VITALS
- Age: 19
- Height: 5’ 4”
- Weight: 104 lbs
- Eyes: Blue
- Hair: Brown

BACKGROUND
- Real Name: Fiore Forvedge
- Occupation: Spirit Evocation Specialist, Human Engineering Specialist
- Legal Status: Citizen of Romania
- Background: Yggdmillennia Magi
- Class: Puppeteer 5
- Other Known Aliases: None of Note
- Marital Status: Single
- Known Relatives: Caules Forvedge (Brother)
- Base of Operations: The Yggdmillennia Stronghold, Trifas
- Past Group Affiliations: None
- Present Group Affiliation: The Yggdmillennia Faction

KNOWN POWERS:
Yggdmillennia Magi: The Yggdmillennia can be considered an entirely separate version of the Clocktower Association, and their Magi gain similar benefits. As such, Fiore possesses the following powers and abilities:
- Parting Gift, Fiore gains 5 Wealth points that can be used for purchasing her famous Mystic Code.
- Your Work is Elementary, Fiore gains a bonus to all Saving Throws against Spell Effects equal to half of her MNA modifier.
- Fundamental Studies, Fiore’s spell save DC is increased by 1, and she knows an additional 2 spells.

Puppetmaster: As a Puppetmaster, Fiore gains the following powers and abilities:
- Cantrip Specialist, Fiore’s cantrip spells deal an additional die of damage.
- Arcane Strings, Fiore starts the game with a single puppet, as indicated in the section below. This puppet acts as an extension of her own character, and she can use her Bonus Action to activate the puppet, after which time it remains active for up to an hour. While active, she can use her Actions, - Bonus Actions, and Reactions to activate the Puppet’s abilities. The puppet cannot be healed to regain its hit points, instead regaining them after being deactivated for 1 hour. Furthermore, Fiore may use her Arcane Strings as if they were a constantly active Mage Hand cantrip with a range of 30 feet. She can grapple targets in this range using the normal rules for such an action.
- Spell Sieve, Fiore can select any two spells in the whole game, not counting Wizarding Spells, and grant her puppet the ability to cast them as if it were a Magi. It can do this once per activation period for each spell.
- Transposition Mirror, If an effect would cause Fiore or an ally within 60 feet of her to make a Saving Throw, she can have her Puppet switch places with that character and force it to make the Saving Throw instead. She can also do the opposite in order to save her Puppet from harm.

Spellcasting: Fiore is known to be capable of performing the following spell effects:
- Resistance, By touching a single willing creature, Fiore can grant them a 1d4 bonus to a Saving Throw of their choice that is made within the next minute or while Fiore is concentrating on this spell effect.
- Deploy Field, This spell allows Fiore to immediately manifest a Bounded Field with an effect radius of 60 feet, without needing to take the time to go through the painstaking process of setting up the runic arrays.
- Find Familiar, This spell allows Fiore to conjure a Familiar that possesses a Flight Speed of 30 feet, with no other stats aside from the fact that it can use her MNA score as a modifier when performing the “Scout” action for her benefit.
- Astral Projection, Functions in much the same way as it does in traditional Dungeons and Dragons. Which is to say it allows Fiore’s spirit to leave her body and become a wraith-like apparition that can observe the world around her without being observed in turn. The one drawback is that creatures with Truesight can see the chord that connects her to her body, and can attack it. This chord has an AC of 10, and 10 Hit Points. If it is severed, Fiore immediately dies. She may end the effects of this spell as an Action.
- Foreseeing Shield, With this spell active, Fiore gains 3 “Foreseeing Shields”, and when successfully hit by an attack, she can expend one of those shields to cause the attack to miss instead.
- Unlimited Rotation, This spell conjures a number of small glowing orbs equal to Fiore’s MNA Score (4), which float near her, and which she can fire a single Orb at her enemies as a Free Action when a Creature enters within Range of this spell (30 feet). To do this she makes a Ranged Spell Attack, and on a hit, the orb deals 1d6+4 Force Damage. Alternatively, she can take an Action to fire off all remaining orbs, forcing the target to make an AGL save, or take 1d5 Force Damage for each of the remaining Orbs. They will take half damage on a successful save.
- Ethereal Tether, Fiore can cause an ethereal chain to manifest between a creature and an object of her choosing, binding them together so long as they are within 15 feet of each other and 60 feet of Fiore. If the target attempts to move beyond 15 feet from the bonded object, they are forced to make a STR Saving Throw, taking 4d6 Force Damage and stopping their movement on a failure. If the bonded object is another creature, then they also take 4d6 Force Damage. On a successful save, targets take half damage and successfully break the tether.
- Clairvoyance, Using this spell, Fiore must picture a creature she has seen before in her mind, and as soon as she does so, she learns that creature's current Map location.

MYSTIC CODE(S):
Amulet of Attunement: While wearing this Mystic Code, Fiore can maintain concentration on two spells at the same time, and she does not need to make Saving Throws to maintain her Concentration

BOUNDED FIELDS:
Fiore is aware of, and can manifest, the Field of Alarm, Field of Privacy, Field of Truth and Field of Rejuvenation Bounded Fields

FEATS:
Tough: Fiore’s Hit Point total increases by 15 points. Furthermore, while she is Bloodied, she gains Resistance to Electricity and Bludgeoning Damage.

CONDITIONS:
Slowed: Due to being a paraplegic, Fiore’s Movement Speed is set to half what a normal person’s would be, and she has Disadvantage on all AGL checks and Saving Throws. She can, however, negate this condition by using her Puppet as a Mech-Suit.

PROFICIENCIES:
Simple Weapons, Abjuration Spells, Divination Spells, Conjuration Spells, Cantrips

CONTACTS:
The Yggdmillennia Faction, Caules Forvedge Yggdmillennia, Archer of Black & Berserker of Black

--------------------
Fiore's Puppet
Armored Core Puppet
STR: 3 (C)
AGL: 3 (C)
END: 2 (D)
MNA: 0 (E-)
LCK: 0 (E-)

Hit Points: 50 / 50
Armor Class: 15 (20)
Speed: 30 ft.

Melee ATK: +3
Ranged ATK: +3
Spell ATK: +0
Spell DC: 15
Scout DC: 10

STR Save: +3
AGL Save: +3
END Save: +2
MNA Save: +0
LCK Save: +0

Death Saves: 1d20+2
[_] [_] [_]

KNOWN POWERS:
Vice Like Grip: Allies have advantage when attacking a target the puppet has in a grapple.
Saves: The puppet rolls STR, AGL and END saves with Advantage.
Mystic Code: The puppet benefits from one of Fiore’s Attunement slots, allowing her to let it use one of her Mystic Codes as if it were a Magi.
Ironshine String: When the puppet is at least 10 feet from Fiore, it gains a +5 bonus to its Armor Class.

ACTIONS:
Threaded Ram: +4 Melee Attack, reach 5 ft, one target. Hit: 2d8+4 as force damage. If the target is Medium or smaller the puppet may attempt to grapple them as part of the attack.
Fractured Empowerment: Fiore’s puppet can become a stronghold, even divided, able to protect everyone. As an Action, Fiore can divide her puppet so that it can defend up to 3 other creatures, providing them all with the following benefits:
  • +3 Armor Class
  • Attacks deal an extra 3d8 Force Damage once per Empowered Creature’s Turn
  • Advantage on all non-magical Saving Throws
This power lasts for 1 minute, or until Fiore loses the ability to concentrate on it (as if she were casting a spell), and all beneficiaries must be within 60 feet of Fiore. The puppet will automatically perform this power when it is reduced to 0 HP in battle, still allowing Fiore to choose the beneficiaries, but in this case it lasts for 3 turns instead of being Concentration-based.

FREE ACTIONS:
Omni-Shield: When a creature Fiore can see, other than her Puppet, that is within 10 feet of the construct is attacked, her Puppet can switch places with them as a Free Action. Fiore must decide to do this before the GM says whether the attack is a hit or a miss.

REACTIONS:
String Snare: The puppet attempts to grapple a creature that leaves its attack range.
DIsjointed Riposte: Whenever an enemy attacks the Puppet and fails to hit them, Fiore may use her Reaction to have her Puppet perform a Counter Attack that will automatically hit, and which is automatically a Critical Strike.

MYSTIC CODES:
Salamander Skin Glove: These gloves have five charges and regain 1d4 charges at the end of each Rest period. Fiore can have the Puppet expend a Charge to cast one of the following spells with a Spell Save DC of 15:
- 1 Charge, Firebolt. Make a Ranged Spell Attack. On a hit, the target takes 2d6 Fire Damage, and Flammable objects that are hit by the spell will ignite if they aren’t being worn or carried.
- 2 Charges, Greater Combustion. All creatures in a 15 foot cone in front of the Puppet are forced to make an AGL saving throw. They take 5d6 Fire Damage on a failure, or half as much on a success.
- 3 Charges, Wall of Fire. Conjures a 60 foot long, by 20 feet high, and 1 foot thick wall of flames, or a 20 foot diameter, 20 foot high and 1 foot thick ring of flames. Any creature in the affected area when the flames appear must make an AGL saving throw. On a failure, they will take 5d8 Fire Damage, while on a success they will take half as much. Creatures that attempt to pass through the wall, or who end their turn inside of it, must make an AGL save to avoid taking the same amount of damage.
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DalkonCledwin
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Letters Blues Brainstorm & Notes

Post by DalkonCledwin »

Letters Blues
Premise: There were only two bright spots in Matou Sakura's life of eternal suffering and darkness. Her Senpai Emiya Shirou and her correspondence with a foreign pen pal, one Harry James Potter. Now, what will happen when Sakura's pen-pal decides to stop by Fuyuki for a visit just as the Fifth Grail War is set to begin?
Required Inclusions:
- For one reason or another, both Harry Potter and Matou Sakura must have started corresponding by snail mail during their respective time at Primary School.
- Furthermore, they must continue their correspondence all throughout their time at Hogwarts and Homurahara Academy respectively.
- Incidentally, Sakura’s guardian, Matou Zouken, must permit her to continue this correspondence even if he believes it to be a largely futile endeavor.
- Likewise, Sakura’s adoptive brother must refrain from interfering in her correspondence with Harry, likely because he believes she’ll never meet the boy.
- Sakura must be Harry’s primary romantic interest, though other romantic partners are actually encouraged for Harry in this scenario, especially in regards to his chosen Servant.
- For reference, the Servant in question will be the Caster of the Fifth Holy Grail War, Princess Medea of Colchis, who Harry will save shortly after she liberates herself from her summoner.
- Harry’s ability to react like a battle-hardened warrior, despite his young age, must surprise the other combatants in the Fifth War, while also amusing them given his interactions with women.
Preferred Inclusions:
- Harry should be a direct descendant of Artoria Pendragon, though how this is accomplished will be left up to the author’s interpretation.
- Medea should use Rule Breaker on Sakura, as that is one of a small number of ways to effectively deal with the Crest Worms that have infiltrated the girl’s body.
- Harry should have access to a set of Mystic Eyes, with his glasses actually being Mystic Eye Killers, though the specific nature of these eyes are up to the author.
Optional Inclusions:
- Harry could be entirely immune to Medusa’s Mystic Eyes, possibly due to his own Mystic Eyes.
- Wixen Magic could actually be an obscure branch of Magecraft that is actually represented in the canonical version of Nasuverse by the character known as Alice Kuonji.
Forbidden Things:
- Harry tolerating Shinji’s behavior towards women in general, much less Sakura.
- Harry allowing Rin, Illyasviel or Luviagelita to walk all over him.
- Harry being oblivious to the romantic interest of his ladies.
- Harry, the gullible emo doormat.
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DalkonCledwin
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Harry Potter / Potter's Alliance / Letters Blues

Post by DalkonCledwin »

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Harry J. Potter-Black - Arc 1 - PL 9
Age: 16 / Height: 5' 8" / Weight: 173 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Potter Alliance / Base of Operations: Ryuudou Temple, Mount Enzou, Fuyuki, Japan
Wealth Rank: +20 / Rep Rank: +11 / Knockback Mod: -8/-6

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 4

General Advantages
All-out Attack, Attractive, Beginner's Luck, Beloved: (Matou Sakura), Benefit 4: (Renown, Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Defensive Roll 2, Equipment 4, Fascinate (Persuasion), Fast Grab, Favored Environment: (Aerial), Improved Grab, Inspire 2, Languages 3, Leadership, Potion Brewing, Quick Draw, Teamwork, Untapped Potential

Enhanced Advantages
Luck 2

Skills
Athletics 4 (+4), Close Combat: Grab 2 (+8), Deception 4 (+8), Expertise (AWE): Cooking 4 (+6), Expertise (AWE): Survival 6 (+8), Expertise (DEX): Broom Flight 6 (+8), Expertise: Current Events 6 (+9), Expertise: Hexcraft 8 (+11), Insight 4 (+6), Investigation 6 (+9), Perception 6 (+8), Persuasion 8 (+12), Ranged Combat: Hexcraft 6 (+8), Sleight of Hand 6 (+8), Stealth 6 (+8)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Disciple of Hexcraft: Array
. . . . Confundo: Concentration Affliction 6 (hexcraft, mind-affecting, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Hearing)
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (hexcraft, radiant, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: Affects Demonic or Undead Entities Only, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Damage 10 (force, hexcraft, DC 25; Disarming (No Damage), Increased Range: ranged)
. . . . Finite Incantatem: Nullify 6 (hexcraft, Counters: Magical Effects, DC 16; Broad, Simultaneous)
. . . . Reparifors: Healing 10 (healing magecraft; Restorative; Tiring)
. . . . Stupefy: Cumulative Affliction 6 (energy, hexcraft, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . . . Wingardium Leviosa: Move Object 6 (hexcraft, telekinetic, 3200 lbs., DC 21; Damaging, Subtle: subtle)
Magical Human Physiology
. . Eagerness: Luck Control 1 (racial trait, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance checks vs. Harry's Hexcraft)
. . Fleet of Foot: Speed 2 (racial talent, Speed: 8 miles/hour, 120 feet/round)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Poison, Uncommon Descriptor: Mystic Eyes)
. . Magical Awareness: Senses 4 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Extended: Mental Senses 1: x10, Radius: Magic Awareness)
. . Resistances: Immunity 1 (racial trait, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Sorcerous Resilience: Protection 5 (racial trait, +5 Toughness)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Novice of Wandless Magic: Array
. . Command Seals: Cumulative Affliction 9 (high thaumaturgy, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception; Custom: Unreliable (3 Uses), Limited 2: Affects Caster (Medea) Only, Sense-dependent: Hearing)
. . Mystic Eyes of Decay: Progressive Affliction 7 (mystic eyes, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Will, DC 17; Increased Range 2: perception, Progressive; Sense-dependent: Visual, Slow: Daily Checks)
. . Prana Transfer: Healing 9 (magical talent; Energizing; Limited: Energizing Only, Quirk: At a bare minimum, this power requires a very thorough snogging of the beneficiary)
Special Qualities
. . Parselmouth: Comprehend 2 (sorcery trait, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
. . Parseltongue: Auditory Communication 1 (sorcery trait, Sense Type: Hissing; Subtle: encrypted; Limited: to Medusa, her sisters & Voldemort, Notes: Range: 100 feet)
. . Servant Bond: Senses 1 (magical talent, Communication Link: Caster (Medea))
The Cloak of Invisibility (Removable (indestructible))
. . Hide Thyself from Death's Site: Concealment 10 (barrier / c rank, noble phantasm, All Senses; Limited: Doesn't conceal the wearer from characters with a B rank or higher in the Clairvoyance skill)
. . Untouched by Death: Immunity 20 (barrier / c rank, noble phantasm, Very Common Descriptor: Magical Effects; Limited: to Area of Effect spells)

Equipment
Explorer's Pack, Fold-Out Map of Fuyuki City, Multi-tool, Mystic Eye Killers, Silver Dagger

Offense
Initiative +2
Command Seals: Cumulative Affliction 9 (DC Will 19)
Confundo: Concentration Affliction 6 (DC Will 16)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +8 (DC 25)
Finite Incantatem: Nullify 6, +8 (DC Will 16)
Grab, +8 (DC Spec 10)
Mystic Eyes of Decay: Progressive Affliction 7 (DC Will 17)
Silver Dagger, +6 (DC 16)
Stupefy: Cumulative Affliction 6, +8 (DC Fort 16)
Throw, +2 (DC 15)
Unarmed, +6 (DC 15)
Wingardium Leviosa: Move Object 6, +8 (DC 21)

Complications
- Accidents: Harry has very limited control over his Mystic Eyes, and is prone to activating them, without intending to do so, unless he is actively wearing his Mystic Eye Killers, which are a pair of glasses that nullify his Mystic Eyes while they are covering his eyes.
- Honor: Harry is determined to ensure that no one ever has to suffer the same sort of hardships, or even worse ones, as those which he dealt with while living with the Dursley Family. This is especially true in regards to his loved ones.
Impulsive: Harry prefers to face his problems head-on, believing that a simple, direct, solution is the best path to success. Furthermore, once someone questions his courage, Harry will never back down no matter how dangerous the situation may happen to be.
- Motivation: Thrills: Harry lives his life as freely as he can because he firmly believes those who follow rules blindly are imprisoning themselves.
- Power Loss: Harry must be able to make the appropriate wand motions, and speak the relevant incantations, in order to cast his spells. This means that effects which deprive him of the ability to move or speak could, and likely would, deprive him of the ability to utilize his magic.
- Quirk: Harry could very easily stare down a massive three-headed dog without flinching, because he actually accomplished that very feat during his first year of tuition at Hogwarts School of Witchcraft and Wizardry.
- Significant Other: Harry has come to Japan so that he can pursue a romantic relationship with his long-time pen-pal, Matou Sakura. Unfortunately, he was drawn into yet another magical tournament by becoming the new Master of the Caster Servant in the Fifth Fuyuki Holy Grail War, Princess Medea of Colchis.

Languages
Bulgarian, English [Native], French, Invocative Latin, Japanese

Defense
Dodge 10, Parry 10, Fortitude 3, Toughness 8/6, Will 10

Power Points
Abilities 40 + Powers 86 + Advantages 31 + Skills 41 (82 ranks) + Defenses 22 = 220
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DalkonCledwin
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Matou Sakura / Potter's Alliance / Letters Blues

Post by DalkonCledwin »

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Matou Sakura - Arc 1 - PL 8
Age: 16 / Height: 5' 1" / Weight: 101 lbs / Hair Color: Purple / Eye Color: Violet
Group Affiliations: The Potter Alliance & Matou Family / Base of Operations: The Matou Estate, Miyama Town, Fuyuki, Japan
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -6/-3

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 2, Presence 5

General Advantages
Accurate Attack, Assessment, Attractive, Beginner's Luck, Beloved: (Harry Potter), Benefit 2: (Renown, Wealth: [Well-Off]), Charming, Connected, Defensive Roll 3, Equipment 3, Extraordinary Effort, Fascinate (Persuasion), Improved Aim, Inspire 2, Languages 2, Leadership, Precise Attack (Ranged, Cover), Ranged Attack 3, Ritualist, Teamwork, Trance, Well-informed

Enhanced Advantages
Withstand Damage

Skills
Athletics 4 (+4), Deception 6 (+11), Expertise (AWE): Cooking 6 (+8), Expertise (AWE): Survival 6 (+8), Expertise (PRE): Piano 6 (+11), Expertise: History 6 (+8), Expertise: Magecraft 8 (+10), Insight 6 (+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 8 (+13), Stealth 4 (+6)

Powers
Cursed Boundary Layer: Array
. . Chill Touch: Damage 11 (curse arts, necrotic, DC 26; Alternate Resistance: Fortitude, Incurable)
. . Darkness: Burst Area Concealment Attack 7 (curse arts, All Visual Senses, Extra Ranks 3, DC 17; Burst Area: 30 feet radius sphere, DC 17, Attack: Fortitude, Increased Range: ranged; Concentration)
. . False Life: Healing 11 (healing magic; Limited: Affects Self Only, Temporary)
. . Greater Invisibility: Concealment 4 (power transference, All Visual Senses; Affects Others)
. . Major Image: Illusion 7 (curse arts, illusion, Affects: All Sense Types, Area: 125 cft., DC 17; Selective; Concentration, Resistible: Will)
. . Ray of Sickening: Cumulative Affliction 11 (curse arts, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 21; Cumulative, Increased Range: ranged; Limited Degree)
. . Shadow Blade: Damage 6 (illusion, slashing, DC 21; Resistible: Will)
. . Summon Shadow Demon: Summon 7 (curse arts; Active, Controlled)
Daikyu Yumi (Easily Removable)
. . Arrow Shot: Strength-based Damage 3 (piercing, DC 18; Dangerous, Increased Range: ranged)
Magical Human Physiology
. . Hardened Soul: Protection 2 (racial trait, +2 Toughness)
. . Magical Awareness: Senses 4 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Extended: Mental Senses 1: x10, Radius: Magic Awareness)
. . Morbid Mercy: Feature 1 (racial talent, Notes: With just a touch and a standard action, Sakura can automatically stabilize any dying creature’s condition)
. . Resistances: Immunity 10 (racial trait, Damage Effect: Necrotic Damage, Damage Effect: Radiant Damage, Advantages: Withstand Damage; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Vital Force: Feature 1 (racial trait, Notes: Sakura radiates an additional degree of life-force, promoting the health and well-being of living things in her immediate vicinity (30' radius), such that anything growing or healing in her presence gains a +2 circumstance bonus to any necessary checks)
Special Qualities
. . Eyes of the Dark: Senses 3 (magical talent, Darkvision, Extended: Visual Senses 1: x10)
. . Strength of the Grave: Healing 6 (magical talent; Triggered: 1 use - When Sakura gains the Dying condition; Limited: Affects Self Only, Tiring)

Equipment
Cook's Utensils, Scholar's Pack

Offense
Initiative +2
Arrow Shot: Strength-based Damage 3, +5 (DC 18)
Chill Touch: Damage 11, +4 (DC Fort 26)
Darkness: Burst Area Concealment Attack 7 (DC Fort 17)
Grab, +4 (DC Spec 10)
Ray of Sickening: Cumulative Affliction 11, +5 (DC Fort 21)
Shadow Blade: Damage 6, +4 (DC Tou/Will )
Throw, +5 (DC 15)
Unarmed, +4 (DC 15)

Complications
- Addiction: One of the many side effects to having Crest Worms inside of her body, is a powerful addiction to carnal pleasures. Fortunately, she does seem to be able to control these urges, though this ability may be part of the reason why she comes across as such a demure young woman.
- External Power Source: Most of Sakura's internal reservoir of magical energy is constantly being consumed by the Crest Worms that inhabit her body. This means that she either needs a generous donation of magical energy from another character in order to use her spells, or else needs to be in a mana rich environment in order to do so, like the one which exists in the cave beneath Ryuudou Temple.
- Honor: Despite everything that has gone wrong in her life, Sakura has managed to develop a strong sense of fair play, and is always trying to find the most equitable solution to any arguments she is a part of.
- Motivation: Acceptance: Sakura tries not to present herself in a dishonest light, since she firmly believes that there is no good in pretending to be something that she's not.
- Significant Other: Sakura has been Harry's pen-pal since they were in Kindergarten, and the two have only grown closer over the years that they have been writing to one another. As such, she is ecstatic that he has come to Japan, even if she is quite worried for his safety now that he is a Master in the Grail War. Furthermore, she also harbors romantic feelings for her Senpai, Emiya Shirou.
- Troubled Past: Sakura was supposed to be the Matou representative in the Fifth Fuyuki Grail War, but her grandfather decided to use an insidious Mystic Code to rob her of her Command Seals, as well as her Servant, thus removing her as a contestant. It also effectively made her into a target for the other Masters since Sakura is still the one who is providing Rider with an anchor to the living world.

Languages
Chinese (Mandarin), English, Japanese [Native]

Defense
Dodge 10, Parry 10, Fortitude 2, Toughness 6/3, Will 11

Power Points
Abilities 36 + Powers 65 + Advantages 31 + Skills 34 (68 ranks) + Defenses 24 = 190
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