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KazukoKirigaya

Rider Sinbad

Jan 14th, 2019
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  1. Class: Rider
  2. Alternate Classes: N/A
  3. True Identity: Sinbad
  4. Origin: Arabian Nights
  5. Alingment: Chaotic Neutral
  6.  
  7. Strength: D
  8. Endurance: B
  9. Agility: B
  10. Mana: C
  11. Luck: A+
  12. Noble Phantasm: A+
  13.  
  14. Class Skills
  15. Riding - A+
  16. All vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
  17.  
  18. Magic Resistance - B
  19. Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected.
  20.  
  21. Personal Skills
  22. Disengage - A
  23. Bonus effect of returning battle conditions to what they were at the beginning of the match (1st turn) and restores the condition of this Skill to the initial value. At the same time, it forcibly releases some of the bad status ailments inflicted on the user of this Skill.
  24.  
  25. Golden Rule - B
  26. As natural for a Pirate such as Sinbad, he found himself at some points in his life with plenty of wealth and fortune to go around.
  27.  
  28. Voyager of the Storm - B
  29. The talent to sail vessels recognized as ships. Because the ability as a group leader is also necessary, this unique Skill also has the effects of both Charisma and Military Tactics.
  30.  
  31. Noble Phantasms
  32. Sin Merego -- The Winged Ascent - C
  33. Anti-Army Noble Phantasm
  34. A Phantasm representing one version of his seventh voyage, and perhaps the stranger one. After being shipwrecked once more, Sinbad came to live within a city where, once a month, the residents turned into bird-like creatures -- known more commonly elsewhere as Griffins. Sinbad, in turn, convinced these bird-men to lend him aid -- and this Phantasm performs similar, calling them to his side.
  35.  
  36. The Griffins this phantasm calls forth are Demonic Beasts of impressive speed, equivalent to an Agility of B. Up to three may be called forth at once, as they bore Sinbad, his wife, and her father in the original myth. However, the true number at his disposal is far greater. If ordered by Command Seal, he may call forth as many as 380; however, the mana expenditure is such that it will almost certainly kill both him and his master.
  37.  
  38. Voyage of the Rukh: 'The Winged Descent:' - A
  39. Anti-Fortress Noble Phantasm
  40. A Phantasm that calls forth the Rukh of Sinbad’s myth, causing it to descend on a declared target. The effect afterwards is dependent on the target’s luck. Should the target have low luck, the Rukh shall attack and attempt to destroy it; with high luck, it will “merely” attempt to carry the target away. Where the target is carried is determined by a check of the target’s luck vs. Sinbad’s. SInbad can, of course, call the Rukh down upon himself; doing so causes him to be carried off with minimal control beyond determining his destination, though the Rukh will defend itself.
  41.  
  42. The Rukh itself is a Divine Beast with immense physical strength; a strong light shimmers among its feathers. It is capable of carrying anything in its talons regardless of size, even able to uproot entire castles. While its Endurance is only equivalent to B-Rank, it has a magic resistance equivalent to A.
  43.  
  44. Simorgh -- The Light of Virtuous Wrath - A+
  45. Anti-Army Noble Phantasm
  46. A powerful phantasm that may only be called forth above the clouds, that uses a golden staff as its focus. Invoking it grants Sinbad full control over the Rukh so long as he remains at such heights, but this is only a secondary effect.
  47.  
  48. During his final voyage, Sinbad rose above the clouds on the back of a bird-man and sighted god himself. Upon seeing this, God became wrathful, and the bird-men were annihilated by a single sweeping radiance. This is how the myth recounts it; in actuality however, what Sinbad saw was in fact the Simorgh, greatest and most ancient of the Monstrous Species known as Rukhs, so great that it had ascended to a Phantasmal existence. When this phantasm is invoked, the Simorgh appears in the skies, the light of its wings eradicating all of those touched by its light. An ability to defy fate, through the luck stat, is required to not immediately be erased by the light, as it is itself a “declaration” rather than an “attack.” Furthermore, resistance is even further difficult for those of a demonic nature, to the level of near-impossibility. However, the golden staff, a gift to Sinbad from the Simorgh’s servants, protects any who are touching it -- so long as they are not, themselves, demonic in nature.
  49.  
  50. While the Simorgh will normally only appear in the skies for as long as Sinbad’s mana holds out and do little else, in the presence of a truly great evil, it may decide to take action itself and go on the attack; it is only in such a scenario that Sinbad would be able to ride this Phantasm.
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