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Archer: EMIYA*, Napoleon, Genghis Khan, Odysseus

Assassin: Sasaki Kojirou*, Aabidah, Jack the Ripper


Berserker: Hercules, Samson, Lancelot, Achilles
Caster: Medea*, Merlin, Moses, Scathach
Lancer: Cu Chulainn, Hector, Lu Bu, Karna
Rider: Medusa*, Iskander, Siegfried
Saber: Arturia, Alter, Lily, Nero
The * sign marks servants that are completely unchanged from canon. Will also
appear on canon noble phantasms and skills in other stat sheets to avoid repetition.
^Not going to be revealing phantasms for now because some will be spoilering, and
because I have to tweak the others a bit. Skills and stats are a-go though.
Thank you, RavingScholar and Mook91 for creating stats sheets for the non-canon
servants.

Class: Archer
Alternate Classes: Rider
True Name: Odysseus
Alignment: True Neutral
Parameters
Strength: B
Agility: C
Endurance: B
Mana: B
Luck: B
Class Skills
Independent Action (A): Archer is able to live in the world for a week without a
contract, although an outside source of prana is required for high-cost Noble
Phantasms.
Magic Resistance (C+): Cancel spells with a chant below two verses; Archer gains a
bonus when targeted by hypnotism and charm based Thaumaturgy.
Personal Skills

Charisma (B): Archer is a compelling orator, and can direct those under his
command with above-average skill.
Clairvoyance (C): Capable of keeping track of fast-moving object within a range of
4kms.
Eye of the Mind (True) (A): Archer is a cunning warrior, and can turn any situation to
his advantage. As long as the chance of victory is not zero, he can still swing the
situation to his favor.
Military Tactics (B): Archer is a veteran general and tactician, and gains bonuses
when using an Anti-Army Noble Phantasm, or defending against another Anti-Army
Phantasm.
Presence Concealment (C): Archer successfully infiltrated well-fortified areas, and
stole precious relics of his enemies. He is able to conceal his presence from other
Servants, but any killing intent will cancel his concealment.
Noble Phantasms
Bow of Ithaca-The Bow That Cannot be Strung
Rank: B
Type: Anti-Unit
This is Archers enormous bow that fires spear-like arrows, which qualifies him for
the class. If any other person tries to wield this bow, they will find it impossible to
lift, let alone shoot. Tied into the weapon is Archers title as the greatest bowman in
all of Greece. This creates an active effect that as long as its target is within
eyeshot, the shot fired from his bow will angle itself towards the target, avoiding
obstacles as needed; it takes Instinct (A) or Agility (A+) to avoid the arrow. Even
then, with a successful Luck check by Archer, the enemy will at least receive a
glancing blow. Knocking it away, difficult as it is, will nullify this effect, nor can the
arrow create truly impossible movements like a complete reversal of direction or a
180 degree turn, so a last minute movement that it cannot compensate for will be
sufficient to avoid them. While a comparatively weaker effect than Cu Chulainns
reversal of causality, it takes no prana at all to manifest, and arrows can be fired at
a much higher rate, making it superior in many other regards.
For an increased mana cost, Archer is able to turn his arrows into the arrows of
Hercules, dipped in the poison of the Hydra, A-Rank Phantasms in their own right.
Those pierced by this type of arrow must make an Endurance check (A) to avoid
being killed outright. If successful, they take a Rank penalty to Strength and
Endurance for one day. A glancing blow is insufficient to kill, but does impose a onehalf Rank penalty to Strength and Endurance for one day if the Endurance check (B)
is failed. Penalties are cumulative as long as the target keeps on getting hit.

Gift of Aeolus-Where The Wind Shall Blow


Rank: B
Type: Anti-Army
A bag containing the raging, bound North, South, and East winds. Once released,
they storm out in a circle, rampaging through any caught in its path. B-rank
Strength is required to resist being blown away, and an even higher rank or
Protection from Wind (A) is required to be able to move through to the center. Even
if the opponent is not blown away, the wind slices and cuts whatever it touches.
However, the area to the West of the user is left free of wind, and any in that area
are not affected.
Shroud of Minerva-Victory Is Not Won By Strength Alone
Rank: A
Type: Support
Archers patron goddess was Athena, Goddess of Wisdom. Multiple times through
his journey, she aided him by changing his appearance, or concealing his presence
entirely. Passively, this Phantasm gives false information about Archers statistics
and parameters. It can also be used to change Archers form; he will typically
choose the form of an old beggar, clad in rags and straggly hair, but anyone he
knew well enough in life to masquerade as is viable. The Shroud may be used to
enhance Archers Presence Concealment, increasing it to Rank A: he becomes
completely invisible, and cannot be detected. For an increased mana cost, he may
extend this invisibility to others, though the cost is proportional to the amount of
extra people.
The Odyssey-A Vengeful Gods Punishment
Rank: A+
Type: Support
The crystallization of Archers time spent journeying back home: he was cursed by
Poseidon to wander for a decade before returning, and he suffered every year
without his dear wife. This forms as the ability to inflict each one of his famous trials
and experiences upon his enemies, from a rampaging Cyclops that attacks them in
a place with only one way out, the conversion of a location into a lotus-eaters
garden that takes great will and fortitude to resist and escape from, or turning a
lake into the habitat of Charybdis. This is not a reality marble, but rather a
summoning of phantasmal beings from the world within into reality that may be
brought back anytime he wishes. Since the only cost is the summoning itself, this is
actually a very cost-effective phantasm, but limited in that the death or destruction
of the summoned entities will make Archer incapable of summoning them again.
Note that he does not control the summoned beings, so they will be indiscriminate
in their choice of targets, though Archer can always send them back.
Trojan Horse-A Gift Fit For an Enemy
Rank: A++

Type: Support
Archer was a shrewd, cunning warrior, and devised a strategy that won his people
their greatest conquest. Through the years, his strategy has transcended its original
form, and become a Conceptual Weapon par excellence. Its true form is that of a
shard of driftwood used to create the original Horse; however, to anyone other than
Archer and his Master, the Phantasm takes the form of a desirable or familiar object;
a finely-crafted sword, or a gemstone the size of ones hand, among many others.
Sufficiently high Clairvoyance is able to see through this illusion; a high Instinct
alerts one that something is off about the object, but they will be unable to discern
its true nature. Its ability is the creation of a pocket dimension, closed off from Gaia
entirely. Archer may take a willing subject into the pocket dimension, where they
remain in a frozen stasis: that is, they are not affected by the influence of Gaia. If a
Servant is taken into the Horse, the cost for maintaining that Servant is reduced
greatly, almost down to nothing, as Gaia is no longer trying to erase them from
existence. In effect, the Phantasm makes Gaia forget that the Servant exists for
however long they are within its confines. Archer may release them from the
Phantasm with a set word, at which time the person will return to Gaia wherever the
Horse happens to be at the time.

Class: Archer
Alternate Classes: Rider
True Name: Genghis Khan
Alignment: Lawful Neutral
Parameters
Strength: B
Agility: C
Endurance: A
Mana: B
Luck: C
Class Skills
Independent Action (D): Archer is able to remain in the world 12 hours without an
established contract; as he did not accomplish great feats alone, this skill is
surprisingly low for one of the Archer class.
Magic Resistance (D): Cancel spells with a chant below two verses; with a successful
Luck check, stronger spells may be cancelled, or at least weakened.
Personal Skills
Horseback Archery (A): Archer comes from a race which specialized on archery
while riding, and is a hero among even these paragons. He suffers no penalty for

shooting while mounted, even at his steeds top speed. Also grants the equivalent
of Riding (Horses) (A), enabling him to perform stupendous feats of mounted
maneuvers when riding his horse.
Charisma (B): Archer is compelling in conversation; he makes lifelong friends easily
and can inspire entire nations. His followers are staunchly loyal to him.
Divinity (C): Archers people worshipped him as the chosen one of the Eternal Blue
Sky; as such, he has a small recognized divine status. Both the cost of maintaining
him and any alterations made by him to the world are reduced in cost and extended
in duration.
Eye of the Mind (False) (B): Archer survived numerous life-or-death situations, and
sharpened his innate sense toward avoiding danger. At this level, Archer is able to
sense dangerous moves in combat and as such will not be deceived by feints. He is
able to sense most lethal moves before they land, and surprise attacks have a
reduced chance of success. When used repeatedly on the same opponent, there is a
chance of seeing through an enemys weapon or style.
Military Tactics (A): Archer led his armies to conquer the largest Empire ever formed
at the time. He is among the greatest generals, and can assess battlefield
conditions quickly with limited information and enact simple strategies without
needing to plan. Bonus modifiers are provided during use of his own Anti-Army
Noble Phantasm, or when dealing with an enemys Anti-Army Noble Phantasm.
Noble Phantasms
Fury of the Khan-Bow of the Horde Emperor
Rank: C/B+
Type: Anti-Unit
This immaculately crafted composite bow saw Archer through battles too numerous
to count, and he uses it to deadly effect. When on foot, this acts as a powerful and
dangerous bow with armor-piercing qualities, but its true effect arises when Archer
shoots while mounted: it becomes Rams Charge-Death Flies with Feathered
Wood, a B+ Anti-Unit phantasm where all damage dealt by the bow is increased
depending on his moving speed. Standing still makes no difference. At full gallop on
Naiman, it is the equivalent of an A-rank attack. Even higher speeds, if possible, can
increase the damage to EX-level, but will always be anti-unit.
Helm of the Khan-Those Who Fear Have Already Lost
Rank: B
Type: Support
In life, Archer conquered vast territories through a combination of force and fear.
This helm, sturdy metal with leather stretching down to cover his neck, symbolizes

the fear he would strike into his enemies. When he activates its power, it emits an
aura of terror that debilitates his enemies. Those without Rank B Mana, Rank B
Bravery, or Rank B Magic Resistance take a one half rank penalty to all physical
parameters while they are within fifty meters of the helmet. If Archer focuses the
power onto a single opponent, the requirements are raised by one rank and the
penalty becomes a full rank, and even if they pass the requirements their
parameters are reduced by half a Rank unless they meet two qualifications.
The Grand Horde-Monsters on Horseback
Rank: EX
Type: Anti-Army
In life, Archer led at the head of the largest army known at the time, and conquered
whatever he laid eyes on. His men followed him devoutly, and continue even after
death. This is the ultimate crystallization of that monstrous power: a Reality Marble
powered by the belief and memory of his thousands of followers. When it is fully
materialized, it creates the plains and grasslands that Archers men fought and bled
across, through victory and defeat. Archer is accompanied in this mindscape by the
brunt of his expansive horde, comprising those of his men most skilled and
dangerous: six thousand men, all on horseback, trample through this well-traversed
ground. Of course, only a relatively few are strong enough to be considered true
Heroic Spirits; around three hundred are low level Heroic Spirits, the best of the best
of Archers army. The Reality Marble is held together by the collective will and
strength of Archer and his army; if more than half of them die, then the Marble will
lose coherency and be broken.
Even outside of the Marble, Archer may call upon the combined arrows of his three
hundred strongest men. When he invokes it, a flash of light as if from the setting
sun appears, partially blinding those who look upon it; it is as if the Eternal Blue Sky
gives its blessing whenever its followers fight. This is actually a temporary opening
into the Marbles world, where his three hundred archers fire out of. He may
maintain this opening for up to ten seconds, and may use it again after a cooldown
time equal to the half the duration of its usage.
Outside of the Marble, Archer may summon the horse he rode in life: Naiman,
named after a territory that Archer took particular pride in conquering. Naiman is a
Heroic Spirit in and of itself, and is many times over as strong and swift as a normal
horse.

Class: Archer
Alternate Classes: Rider
True Name: Napoleon Bonaparte
Alignment: Lawful Neutral

Parameters
Strength: D
Agility: D
Endurance: C
Mana: B
Luck: A
Class Skills
Independent Action (B): Archer is able to remain in the world for two days without a
contract. Archer believed himself above God Himself, and held himself apart from all
others; however, his reliance on an army of others in his legend reduces the rank he
would have had otherwise.
Magic Resistance (D): Cancel Single Action spells.
Personal Skills
Bravery (B): Archer led his men from the front of the charge, and never hesitated;
such was his mental fortitude. At this rank, Archer is highly resistant to all mental
interferences, including distractions, emotions, illusions, etc. He gains a chance to
completely resist mental interference at the level of High Thaumaturgy, and even if
he fails, the duration and potency will be reduced.
Clairvoyance (C): Archers version of clairvoyance is slightly different in that his
perception of high-speed opponents is only half as good as his rank should have,
but the range is doubled to 8 kms.
Charisma (A+): Archer is a man who took a nation by storm not just with his actions,
but also with his words. Though supported by his victories, it was ultimately his
words that swayed his people to elect him as leader. When ousted from his position,
he returned years later to face an army ordered specifically to take him down. With
words alone he made the army stand down, and join him once more in conquest.
Archer is an unmatched orator, with a personality that dwarfs all others. Ironically,
the only impediment to his sheer charisma making followers of all he had met in life
was his own extreme ego and arrogance.
Eye of the Mind (True) (B): Archer spent years training for and participating in battle,
and has a mind geared toward defeating his enemies. He capable of calm analysis
of battle conditions even when in danger and can deduce an appropriate course of
action after considering all possibilities to escape from a predicament. So long there
is even a 1% chance of a comeback, this ability greatly improves the chances of
winning.
Military Tactics (A): Archer led his forces to numerous battles, and was highly
successful in each excursion. He is unsurpassed in strategy. He can judge the
conditions of large-scale battles at a glance and formulate complex strategies for

entire armies on the fly. Significant bonus modifiers are provided during use of his
Anti-Army Noble Phantasm or when dealing with an enemys Anti-Army Noble
Phantasm.
Noble Phantasms
Kings Battery-Thundering Chorus of the Emperor
Rank: A++
Type: Anti-Army
Archer excelled in the use of artillery in combat, and employed them in every battle
he engaged in; the wars he engaged in caused a future leader to proclaim artillery
as the God of War. This Noble Phantasm represents the collective might of his
armys artillery, both what it was and what it could have been had he continued his
rule. When activated, Archer is able to summon tens of hundreds of artillery pieces,
each at least B rank in strength as Noble Phantasms. The weaker ones are
grapeshot, scattershot, and mortars; they impact a wider range and do not require a
direct hit, but are consequently weaker in power. High-bore cannons, including
wheeled cannons and howitzers, are able to fire at a range of up to five and a half
miles, and are rank A. Archer is able to remotely control these cannons at a range
up to two thousand feet, but he has five extremely powerful cannons that he must
use within twenty feet of his body. These are A+ in rank, and have a maximum
range of up to seven miles; furthermore, each counts as a separate Phantasm, so
breaking one will not affect the others. The same applies to every piece of artillery
in his Battery.
Napoleonic Complex-Anger Unending
Rank: B+
Type: Support
Throughout the years, many facts about Archers life have become common
knowledge; however, nearly every person in the world knows one fact about him:
he is a very, very short man. This is, of course, wholly untrue. Unfortunately for him,
it has twisted his legend enough to grow into a Noble Phantasm in its own right,
which he grudgingly uses to his advantage. As long as one of the enemies he is
currently engaged in is at least ten centimeters taller than him, then his damage,
physical Parameters (Strength, Agility, Endurance) and Bravery are raised a Rank.
Napoleon can, at will, summon his horse, Marengo as a mount for greater mobility.

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