Author's Note: For shits, giggles and lulz, I thought I would post this.

Character Profiles.

Emiya Shirou – Assassin class.

Appearance: As Assassin, Heroic Spirit Emiya's costume changes greatly. He is dressed in night camouflage, which can change to daylight camouflage depending on the situation. Combat pants with many pockets, holding supplies, and a tight, sleeveless shirt. He wears a bandanna to hide his hair, although a few curls tend to escape. He also wears black, fingerless gloves.

As Assassin, Emiya's agility is extremely high, equal or exceeding his Archer class. Luck is good, everything else is mid-low except for endurance, which is extremely low. Depending on Diarmuid's class, this can be counter-balanced several ways. As Saber, Archer can ride on his back and save his efforts for when they will have the greatest impact. When Diarmuid is Caster, he can use the runes to reinforce Archer and feed him energy, artificially increasing his endurance.

As Lancer, Diarmuid does not have the endurance to carry Emiya or the skill with runes to reinforce him. They are rarely summoned in a Lancer/Assassin combination and when they are, it is usually by the Grail as a handicap.

Weapons and Noble Phantasms:

Small bow: As Assassin, Emiya employs a small horsebow. It works in much the same way as his Archer class, firing broken phantasms. They are weaker, however. It can also fire normal arrows. Emiya cannot use his Archer-class bow in the Assassin class.

Kanshou and Bakuya: In the Assassin class, Emiya's weapons are significantly altered. They contain an extremely lethal, delayed poison, part of their very structure. Either blade can be deliberately shattered and the fragments introduced into food or drink. When ingested, they will lodge in the walls of the digestive track, burrowing in. This is undetectable to anyone except, possible, a Caster. When activated they will cause a lethal or near-lethal rupture of the internal organs. Because this attack is actually a Noble Phantasm, not even a Caster can purge the fragments.

This ability can also be used in combat. If Assassin stabs an opponent and deliberately shatters his blade, the fragments will become lodged in the wound and poison can be activated to cause a rupture. However, depending on the location of the strike this might not be very useful.

This ability does have a disadvantage and that is that when in use, Emiya cannot use the shattered weapon. He can trace a completely different weapon, of course, but that can be a hindrance. He typically uses only one weapon, whichever is unshattered. To an opponent who knows Assassin well that is a hint that his poison is implanted and awaiting use.

This ability can also be used as blackmail although Emiya finds that tactic distasteful.

Projection: As Assassin, Emiya's projection ability is altered. He can, at any time, project the tools of the assassin's trade. Lockpicks and poisonous components are his usual choices. He often projects them ahead of time then carries them in his pants.

Malicious Poison: Emiya can create a bounded field and fill it with a poison mist that affects only his enemies. It is far more controllable than the Malignant Miasma but also weaker. It can be purged by Casters and human magi. It is, however, a nuisance and impediment to all of the melee classes.

Malicious Poison is what is combined with Diarmuid's shadow runes to form the Malignant Miasma.

Other abilities: Caladbolg is unusable in the Assassin class. Rho Aias can be used but Emiya does not have the endurance to maintain it against a serious attack, such as Gae Bolg. It must be combined with Diarmuid's shield or penetrating the seventh layer will kill Emiya.

Diarmuid of the Scar – Berserker class

Appearance:

As Berserker, Diarmuid's appearance changes. He wears black leathers, cut out to show parts of scars and decorated with black metal chains. Those chains can become silent at any time, as he wills, but typically jangle musically. He wears seven necklaces of black iron, corresponding with the seven runic powers he employs.

When Diarmuid is wearing his runic seals, he is roughly the same level as his Lancer class, perhaps a bit weaker. When the seals are removed his strength and endurance become stratospheric. His agility is high, luck is average and magical resistance is extremely high. His primary disadvantage is the madness inflicted by the runes.

Weapons and Noble Phantasms:

Sword that Cannot be Cleaned, 2.0 : After Diarmuid's first use of the Sword as a Berserker, the properties were changed. When it was shattered and reforged by the runes, the structure of the blade was optimized on a molecular level. The color has shifted to a strange blue black and the discolorations on the blade are now a metallic red. It is essentially unbreakable. Any force capable of snapping the blade would cause immense devastation. It is also extremely sharp and never dulls.

Vase Killer 2.0: Vase Killer has undergone the same changes as the Sword, but with the addition that fire runes are now permanently seared into the halberd's head. It is now a mystical weapon with fire properties.

Archer has commented that this is a rare case of weapons that were not magical gaining such properties from constant (and brutal) exposure to mystical energies.

Magical Madness: As a Berserker, Diarmuid is unique. His mind is completely unaffected by his class. However, when all of the chains are removed the runes act unfettered, using his body as they please. This is like a berserk Caster and a massive split personality effect. When the runes are focused, they are absolutely devastating but they often become unfocused, arguing with each other about the best course of action. A very clever enemy can exploit this and encourage the runes to argue, a potentially fatal weakness. Diarmuid can seize control of his body but only very briefly, typically to avoid utter disaster. The runes rarely listen to him and will often cause him pain for interfering. Despite this disadvantage, Berserker Diarmuid is a terrifying force to face.

As Berserker, Diarmuid typically employs Vase Killer but he can summon up the Sword at will. He can also fight with them both, one in either hand, but only when all the chains are removed as this requires insane strength.

Hector of Troy – Assassin Class

Appearance:

Hector was cross-trained in a manner similar to Emiya, but instead of being sent back in time he was sent forward and learned the Assassin's trade from Kiritsugu Emiya. Kiritsugu didn't want to teach him but the World made it clear it was not optional so he finally did it to get rid of Hector. Because of the nature of his training, Hector favors explosives and guns, not poisons.

Because he was trained in the present, Hector's Assassin costume has nothing to do with his roots in Greece. Instead, it's adapted from Assassin's Creed. Instead of white, it's in shades of black and grey. Those shades can also shift like a chameleon, to match whatever environment Hector finds himself in. He has two daggers at his hips and a line of throwing stars on his chest.

As Assassin, Hector has the typical strengths and weaknesses. His agility is very high and his endurance is medium-low. To Emiya's disgust, however, Hector's strength is medium-high. His luck is extremely high. Overall, Hector's Assassin stats are superior to Emiya's. This may be because he does favor a more direct style of assassination.

Weapons and Noble Phantasms:

Explosive Throwing Stars: Hector's throwing stars can detonate on a mental command. They're not particularly strong against a Servant but highly effective against a Master.

Grenades: Hector can summon up a cape and twirl around, dropping dozens of grenades around him or sending them shooting out in a circular motion. The resulting explosion is magnificent but Hector needs to get out of the area or he can (and sometimes chooses to) blow himself up.

Mini-Durindana: Hector's daggers are a downgraded version of Durindana. Instead of a proud, noble spear they are tools of backstabbing. They are long enough to just barely qualify as short swords and are effective at melee combat. Their only special property is that they are unbreakable. However, they are the basis for Hector's other Noble Phantasms. Hector believes that part of the reason this downgrade is possible is because he always liked to use Durindana as a throwing weapon, preferably into backs. (he is truly worthy of the Assassin class)

My Little Friends: Mini-Durindana can morph into My Little Friends, a pair of bronze guns. They have the same crest as Durindana and fire various types of bullets. Hector can summon up new magazines and has to swap them manually, but the various bullets he can use include some rather vicious things. Perhaps fortunately, he has nothing like the Origin bullets.

Spray n' Pray: My Little Friends can be upgraded into a large machine gun. Shooting a massive barrage of bullets, it lives up to its name. There is nothing subtle about this attack, but it is very powerful for an Assassin.

The Big Fucking Gun: Almost more suitable to the Archer class than Assassin, Hector can change My Little Friends to an enormous gun. It can be utilized to shoot down aircraft or to destroy ships. However, it draws prana directly from Hector's mana core and that is not painless. If Hector is willing to sacrifice his life, he can use it to generate an explosion roughly equivalent to Excalibur.

Because of the excruciating pain, Hector will only use the BFG if he is completely out of options.