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Post by signy on Nov 11, 2015 16:25:05 GMT
| [PTabbedContent=Grímhildr Assassin/Caster][PTab=Status]Parameters Personal Skills Skill 01 | Protection of the Elves (Light) : C | A blessing of the Ljósálfar, mythical demi-humans known for their magic and elusiveness. Peaceful in nature. At C Rank it moderately boost Agility in dangerous situation. Activation is limited to escape attempts. As a once-ruler of Álfheimr, Grimhildr rank should be one of the highest, but is ranked down due to their human blood and their own people disliking them. |
Skill 02 | Information Erasure: B- | Is the removal of information regarding the Servant's true name, abilities, and appearance from the records and memories of all witnesses, including the opponent, following the conclusion of an engagement. At B level, it is enforced even on photographs and digital recordings. It gets to the point that Grimhildr has to introduce self every new mission, and every record will list Grimhildr as still “on first mission”. However, evidence of the engagement is not removed from the scene, and by way of careful deduction of the modus operandi, the Servant's identity may be revealed. This skill reflects one trait of Grimhildr that in Illuga saga Gríðarfóstra as well as Völsunga saga, no ending was ever recorded. Grimhildr seemingly just vanish from the story, a rare fate for an important antagonist. The only caveat is: writing. Uniquely for Grimhildr, if someone personally writes about Grimhildr on a paper such as in a note or a journal before their interaction ends, Grimhildr’s information will be retained even if the person eventually forgets. It was the reason how Grimhildr appeared in the sagas in the first place. In this day and age, however, who might write everything they experience on a paper?
Note: In a rare case of positive synergy, the user's Noble Phantasm actually strengthens this skill's effect. |
Skill 03 | Rune Magic: B | Is knowledge of this type of magecraft that originated in Northern Europe. A student of the God Mimir and once a ruler of Alfheim, Grimhildr’s actual proficiency is EX. But it is only attainable as Caster class. |
Skill 04 | Information Gathering: A+++ | Obscures which side one is on, making one seem like an ally even to enemies. It makes one presence fail to register as hostile. At this high rank, even if the user is caught red-handed in a hostile act the user will still be considered as having “friendly intention”. It is almost impossible to discern any hostility from the user. Enemies will only consider Grimhildr as an enemy until the penultimate goal of the plan has actually been done. And since it usually involves death or amnesia, it is usually too late. Four kings, countless Lords, one God, and no one ever suspected Grimhildr even after being warned by a prophecy. Bonus modifier is granted when used against Grimhildr’s master, making it even harder to consider Grimhildr as an enemy. In this case, the master includes Provisional Masters and Chaldea System itself.
Note: In a rare case of positive synergy, the user's Noble Phantasm actually strengthens this skill's effect. |
Skill 05 | Witchcraft: LOCKED | Skill Description |
Skill 06 | Familiars: LOCKED | Skill Description |
Class Skills Skill 01 | Presence Concealment: C+ | Is the capacity to hide one's presence as a Servant. At C, the rank of presence concealment drops considerably when preparing to attack. However, this condition does not apply to poisoning something, a specialty of Grimhildr.
Note: In a rare case of positive synergy, the user's Noble Phantasm actually strengthens this skill's effect.
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Skill 02 | Territory Creation: LOCKED | Skill Description |
Skill 03 | Item Construction: LOCKED | Skill Description |
Noble Phantasm | Meinblandinn mjöðr: Lo now, take this horn and drink thereof | Rank: B | Type: Anti-Unit | "...and Grimhild shall give him mead mingled with hurtful things, which shall cast us all into mighty strife...."
The infamous “Ale of Forgetfulness” that set the whole tragedy of Volsunga Saga in motion. An ancient poison of the Gods, first created by Mimir himself in the conclusion of Vanekrigen that enabled the reconciliation of The Gods. Grimhildr stole the secret from him, and used it to trick countless Lords and Lovers and even the World, which enabled Grimhildr to survive Hildr’s fatal curse.
Far more than memory manipulation, the poison actually “assassinate” the target Memories itself, leaving room for new Memories to be filled as Grimhildr wishes. History, families, cultural ties, belief... all can be manipulated on Grimhildr’s whim. Making one believe that he is and has always been Grimhildr’s child is a mere trifle. On unintelligent beings, even survival instincts and natural inclinations can be changed as those are essentially earliest Memories shaped since birth, in effect making them even easier to be manipulated as wished. Killed Memories will not return until the moment near-death, when one’s soul catch a glimpse of The Root. Sigurd Fafnersbane discovered this too late, as well as Gudrun the wife of Jónakr.
While in undiluted state it is effective even on Gods, its rank reflects the difficulty of actually administering it. It has the taste and looks like a regular alcoholic beverage, but those well-versed in Witchcraft or Alchemy will be able detect the poison’s presence depending on how strong their perception is. As such it is a more suitable as a “Knight-Killer” than “Magus-Killer”, reflecting Grimhildr’s role in Legend. Even then one must have some reason of accepting a drink from a stranger. Magic Resistance, Divinity, or Resistance to Mental Interference play no effect in Meinblandinn mjodr. But the skill Librarian of Stored Knowledge nullifies the poison’s effect somewhat, as killed Memories of one’s past life can simply be retrieved back.
Grimhildr also has a variant, “Mist of Forgetfulness”, vaporizing the poison to be inhaled in a large area. However, the poison’s strength will be lessened considerably, usually only enough to make most forget ever meeting Grimhildr, and this mostly because of amplification by Grimhildr's personal skills. Dilution in other liquid will also lessen the effect, although to what extent depends on the circumstance. Additionally, the usage of this Noble Phantasm is so emblematic for Grimhildr that it will instantly gives the name away to witnesses. |
| Tarnhelm: The God-fooling Art | Rank: C+ | Type: Anti-Unit/Anti-Unit (Self) | “So now they change semblance, Gunnar and Sigurd, even as Grimhild had taught them…”
Actually a transformation spell by Grimhildr so perfect it was able to fool Odin’s Fire, in later works it is re-imagined as an actual divine construct of mythical origin. It can grant, among others: invisibility, flight, transformation, mind protection, and teleportation. Grimhildr, the original from whom Tarnhelm’s ability is based, possesses only its pure transformation ability and protection from mental interference, free of the more fanciful embellishments of later age.
An invisible helmet, Tarnhelm has two kind of uses. The first hides the stats, name, and abilities of Grimhildr even from Masters or Chaldea System, and it’s active at all times. But Tarnhelm is famous not only for hiding one’s identity: it also allows for changing one’s shape. Grimhildr is able to assume the appearance of everyone that had been personally met. True to its title as an Art able to fool Gods, the copy is very hard to distinguish from the original even by Clairvoyance, as sight and feeling and purposeful divination is useless against the transformation. The only exception is that Grimhildr’s stats and abilities as a Servant remain hidden, even in another Servant’s form. Should one already know that the particular Servant cannot possibly hide his/her stats this can lead to suspicion. Grimhildr, however, use this self-transformation very rarely, for no other cause than “personal preference”.
The second use of Tarnhelm is its original use. When removed from Grimhildr, it becomes two identical invisible helmets, which can be placed on two people. It grants the same amount of protection from mental interference, and then will enable the two willing persons to switch the appearance of each other. The willingness is key, since Grimhild cannot force Tarnhelm’s transformation effect on unwilling parties. And because it is switching rather than changing, unlike the first use there can be no two copies of the same person. Thus, Grimhildr is not able to take advantage of this second use. Once cast, the two would be almost impossible to distinguish by physical or magical means alike, in effect becoming another person entirely. Until Grimhild lifts the spell or dies, they are in danger of becoming another person for eternity.
The use of Tarnhelm is exclusive, meaning if the second use is activated the first one’s effect is lost, and vice-versa. Much later on the Tarnhelm would live on as Mordred’s helmet, much in the same way as how Gram shapes Caliburn.
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| Rituelle Krigerlaug: Maddening Whispers of The Wicked | Rank: ? | Type: ? |
LOCKED |
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[PTab=Profile]Character Personal Sheet 150 cm / ~40 kg Alias: Grimhild, Hagen von Tronje, Minnr Source: Gylfaginning, Illuga saga Gríðarfóstra, Völsunga saga, Nibelungenlied, Der ring des Nibelungen Home Region: Northern Europe Alignment: Practical-Determined (Neutral-Evil) Gender: ?
Possible servant classes: Caster (1st) Assassin (2nd) Lancer (as Hagen von Tronje) (3rd) Birthday: Unknown Blood type: Halfling Likes: Forests, Music, Children Dislikes: Heat and humidity, Schemers, Tyrants, Bad Ale (Its a blasphemy!) Talents: Singing, Poisoning, Brewing any kind of alcoholic drinks, Scheming to work one's way to the top.... Natural enemy: Gilgamesh, Hans Christian Andersen
Related to: Brynhild, Siegfried, Fafnir, Attila
Áli of Alfheim: The Progeny What could a one do, when one is born a Halfling, rejected by elves and mankind alike? What could one do, when one had a teacher as perfect as Mimir, but that teacher had to be sacrificed for the greater good? What could one do, but cling on to the wicked and forbidden arts to continue living? What could one do, but seek the protection of the King of the realm, and be useful to him? What could one do, when one king’s line of kingship is threatened, but to try and eliminate the cause? What could one do, when one’s plan to save the king inadvertently killed the king himself? What could one do, in one’s youthful ambition, but to try and rule a realm for oneself? What could one do, as a ruler, but dispose of the king’s widow and daughter as a threat to one’s rule? What could one do, when cursed by a fatal spell of certain death? What could one do, when afflicted by such curse, but to seek the remedy even to Well of Urd itself, and to the talking head of one’s once beloved teacher? What could one do, when even The World itself forgot one’s existence, but to go and try anew? What could one do, after tasting the power of kings, but to crave for more of it? Gjúki of Burgundy: The Loyalty What could one do, when one’s various schemes and plans only leads to one’s patrons ruin? What could one do, when a gracious King extended his hand to one’s so disgraced, but to accept and follow him? What could one do, when treated such, but to seek for the betterment of one’s Prince and Princess when a most suitable suitor appeared? What could one do, when the suitor’s heart was set for another, but to resort to an ancient potion to clear the suitor’s mind and made him see the truth? What could one do, when a daughter successfully wedded that most perfect groom, but be happy with it? What could one do, when a lordly Prince yearned for an unattainable bride, but to try and help him to the utmost of one’s ability? What could one do, when fire forged by Odin himself protected the intended bride? What could one do, when one possessed the spell of the Gods themselves, but to use it for one’s own ends? What could one do, when that unattainable bride, the most perfect, refused to see reason, but to resort to trickery to snare her in one’s own plan? What could one do, when two perfect pairs of Kings and Queens were made by one’s machinations, but to be content and congratulate oneself as one’s wealth is assured? What could one do, when that past trickery threatened a hard-sought peace, but to try and extinguish it by whatever means necessary? What could one do, when one had to choose, but to sacrifice a hero’s life to save one’s own fortune? What could one do, when one’s action broke a woman’s heart so hard she never returned? What could one do, confronting such lamentation, but to make another potion to help the widow forget her sufferings and find her another suitable husband? What could one do, when the suitable husband just happened to be easy to manipulate, and had reasons for revenge of his own? Atli of Huns: The Tragedy What could one do, when a king and his band of knights were treacherously slain for greed of gold, but to fill the void left by the vanished rulers? What could one do, when one saw a potential for a kingdom to be taken, but to come disguised and sow seeds of discord from within? What could one do, when a sister was burning with revenge for the death of her brother and his knights, but to encourage her to follow through and help her to the utmost? What could one do, when all the terrible deed was done, and the sister-wife lamented her part, but to goad her into suicide and shove her out of the picture? What could one do, when a kingdom lost its kings and queens and their heirs, but to claim it as one’s own? What could one do, when an affair between a king’s queen and their prince on a neighboring happened, but to expose it even if it caused a girl to be trampled to death by horses? What could one do, when yet another kingdom was once again devoid of rulers? Grímhildr And when there was no one else to rule but one, what could that one do?
*** Hardly useful in open Combat, The Servant has stated to be utilized in delicate missions instead. Although the hidden stats make this statement hard for us to confirm. Caution and creativeness is advised.
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Post by Chaldea-san on Dec 9, 2015 20:39:09 GMT
Everything in order, everything is grand.
...But who are you again?
[Approved, I guess]
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