AN: Here's a stat sheet for the seven Servant Gormim. These will apply for my upcoming fic, Fate/3 Tiers.
Disclaimer: I do not own the Fate universe, or any other fandom that might be referenced in this. I do, however, own the Gormim.
Fate/3 Tiers Servant Stat Sheet: Split War
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Saber
Identity: Kelvin Ghiaccio
Servant/Master: Siegfried
Alignment: Neutral Good
Strength: C-A
Endurance: B
Agility: B+
Mana: C
Luck: D
Noble Phantasm: A
Appearance: Kelvin has pure white hair, which hangs down to his shoulder and covers the right side of his face. He wears a white and pale blue camouflage kimono and materializes a katana in a red sheathe when in battle. His right eye is normally closed and marred by a long, old vertical scar. When angered, or using certain skills, the scar becomes a simple black line, his eye opens, showing it to be completely red, and a white figure-eight forms over it, the lines intersecting in the center of his eye.
Personality: Kelvin uses as few words as possible when speaking, often forgoing proper grammar. He is mostly silent, but his facial expression often conveys his thoughts. He has a habit of wandering off on his own, often without informing others of his attention, though the other Gormim have learned to expect this from him. Normally he keeps his emotions under control, but will fly into a rage when a woman or child is threatened, or is sexually abused. In fact, sexual relations in general make him uncomfortable. He gets along well with the honorable, battle-ready Siegfried, and they respect each other.
Abilities
Magic Resistance: A-A++ rank. In addition to the normal A rank resistance that Sabers receive, Kelvin is also aided by the sword in his body, which allows him to break through binding, shielding, or obstructing magics. However, its strength varies, since it is fed by his anger.
Ice Magic: A rank. As a Ghiaccio, Kelvin is highly versed in Ice Manipulation. For the most part, though, he channels it into his sword, causing it to inflict freezing cuts that cannot be easily healed and obstruct arteries/veins with ice, as well as area of effect attacks. At its strongest, he can freeze an enemy solid with one swing.
Clairvoyance: B rank. Kelvin is able to see through multiple layers of solid matter and illusions. However, he cannot see in the dark. This ability only works when his right eye is open, but he can still only see with his left.
Eye of the Mind (False): D rank. Kelvin is blind on his right side, and must rely on his other senses to compensate for his half-blindness. Sometimes, should an attack be fast enough from that side, he may be a bit slow in reacting.
Astral Projection: A rank. Kelvin can Astralize at any time. He cannot be seen or heard by other Heroic Spirits and cannot attack. Can be used even when Siegfried is Astralized.
Protection from Cold: A+ rank. Protects Kelvin from all modern Ice element magecraft, as well as natural cold.
Riding: A rank. Kelvin can ride Monstrous class Dragons.
Inhuman Condition: Kelvin comes from the Median race, which are neither human, nor monster, nor divine, which places him slightly outside of Gaia's influence. His attributes are three times as strong that of a human, to make up for the fact that he is not truly a Heroic Spirit.
Mental Pollution: B rank. Because of his compulsive need to slay rapists, as well as his traumatic childhood, Kelvin is highly resistant to mental control. Any attempt to cause him fear will only feed into his rage, which makes him more dangerous.
Guardian Knight: A rank. Kelvin's Strength increases when in defense of others.
Battle Continuation: B++ rank.
Knowledge of Respect and Harmony: C rank. Attacks cannot be perceived.
Noble Phantasms
Samsara: "The Reincarnating Sword." A B-A rank Anti-Unit Noble Phantasm that gives Kelvin his class as Saber. Samsara is not its true name, it is merely the name Kelvin gave it. It possesses multiple passive abilities, each depending on the blade, the hilt and the scabbard. The parts also grant new abilities when in contact with each other. The blade allows the wielder to break any bindings, shields, or obstructions used against them, though it doesn't work against the opponent's weapon. The hilt is always within reach of its owner's hand. The scabbard absorbs its wielder's emotions and uses them to reinforce the other parts; for the blade, it strengthens its abilities with rage, and for the hilt it endows the blade with Holy or Demonic properties, depending on the emotions used. When the hilt and blade are together, Kelvin's Agility increases by half a rank. When all three parts are together, the sword gains the ability to deal a single blow that will only cut what Kelvin wishes to sever, whether it is a tangible target or only a concept. If by chance the sword is destroyed (which is not likely, since Kelvin fused the blade with his bones during his life), then the 'soul' of the sword is moved to its tsuba, which Kelvin can transfer to a new one. Normally, Kelvin uses ice to form the blade, but can draw the true blade out of his body, increasing the Noble Phantasm's rank to A.
Internal Sword: C rank. During his life, Kelvin had the blade of Samsara ground into powder and mixed with his bones. This gives him the ability to use his limbs as if they were blades themselves, as well as giving him Samsara's binding-breaker ability.
Battle Cry: "Forgive Me, Partner." A B rank Anti-Army ability-based Noble Phantasm. At some point in his life, Kelvin served in an army of Dragon Riders (Not to be confused with the ones from Inheritance). His dragon was killed and he was left stranded. Not wishing for the remains to fall into enemy hands, he devoured the dragon's corpse. Now, he has the ability to unleash a dragon's roar, which is so loud and menacing that it can render a normal human almost catatonic and cause even the bravest Heroic spirit to falter. It can only be used once per battle; afterwards, Kelvin loses the ability to speak for several hours. This ability can affect other Dragon kind, or those associated with them, ignoring any Magic Resistance they might have.
Knight of Rage: "Bane of the Life Breakers." A rank Anti-Unit Noble Phantasm. Knight of Rage is Kelvin's title from when he participated in the universe-creating game, SBURB. It grants him a two-rank increase in his Strength, Agility, and Mana. Any rage felt also increases the ranks of his other skills, including Mental Pollution and Guardian Knight.
F/3T
Archer
Identity: Archer Lampe
Servant/Master: Atalanta
Alignment: Chaotic Neutral
Strength: C
Endurance: C
Agility: EX
Mana: B
Luck: E
Noble Phantasm: B+
Appearance: Archer often wears a black and yellow jacket, though he masks the yellow when 'hunting.' He has brown hair with some steaks of blond. He wears an aluminum bracelet on his right wrist that can dispense unlimited amount of collapsible arrows. Archer also carries a small bow which, while being small, can still fire arrows at nearly impossible ranges.
Personality: Archer is extremely stubborn and prideful, almost never asking for help. Once he designates something or someone as a target, he will hound it with no hesitation, with there being little that can stop him. He is capable of grudgingly working with others on the same target, but for the most part, his relationship with Atalanta is strained.
Skills
Independent Action: EX rank. Because of his Inhuman Condition, Archer is not reliant on his 'partner' for prana, not having to worry about running out. As such, he can act completely on his own.
Lightning Magic: A rank. As a member of the Lampe house, Archer is skilled in creating, absorbing and manipulating electricity. He can also create arrows out of lightning, with several attack patterns he can use.
Endowed Arrows: Archer can imbue his normal arrows with basic spells, compressing the spell's effects and making the arrows more deadly.
Wake of Thunder: The culmination of Lightning Magic, bordering on true Sorcery. Archer has the ability to move at the speed of lightning itself, either by 'riding' electricity, or by directly transforming into lightning to move. Either way, Archer's speed is unparalleled, even by the Rider Class. The downside is that he must slow down slightly to use his arrows or other lightning-based abilities. Though with his single-mindedness, he's not above just ramming into them.
Mind Pollution: D rank. Archer's stubbornness and single-minded determination to destroy a target makes him resistant to outside influence. Not very much, though.
Clairvoyance: C rank. Capable of keeping track of fast-moving objects within a range of 4 kms. Rises to A++ rank when using Seer of Hope; Archer can see multiple paths in the future.
Inhuman Condition: As a Gorem, Archer has a greater ability to resist the influence of Gaia than normal humans. This also makes up for the fact that he is not a true Heroic servant, allowing him to match other Servants in terms of power, speed, etc.
Protection from Lightning: A+ rank. Archer can absorb any amount of electricity, magic or otherwise, with no harm to himself.
Noble Phantasm
Seer of Hope: "Finding the Path to Victory." B+ rank Anti-Unit/Army Noble Phantasm. The title granted to Archer when he participated in the game SBURB. When activated, Archer is granted a certain amount of foresight. He is able to foresee a course of actions that will lead him to more favorable conditions in the future, based on events in the present. However, should conditions change before he can act on his foresight, then he must envision a new path.
F/3T
Lancer
Identity: Len Ferro
Servant/Master: Karna
Alignment: Chaotic Good
Strength: B
Endurance: A++
Agility: B+
Mana: D+
Luck: E
Noble Phantasm: A++
Appearance: Len is extremely tall, able to stand nearly eye to eye with Berserker Lancelot. He has sandy blond hair that hangs down to his chin and steel gray eyes. He wears a white button-up shirt with a tan trench coat over it, a pair of dark dress pants and a pair of geta, adding another inch to his already considerable height. Underneath his clothing he is extremely muscular. Like the other Gormim, he possesses unnaturally sharp, shark-like teeth.
Personality: Len is a jokester, hardly ever taking things seriously and frequently annoying those around him, though Karna is patient enough to whether it. Len, despite his slightly formal manner of dress, Len is very casual and relaxed most of the time, addressing everyone informally. People who often take themselves too seriously or who he deems too serious often fall prey to his habit of mocking such individual. However, his mocking is normally lighthearted towards those he likes of respects, whereas those he dislikes receive the full brunt of his insults.
Skills
Natural Body: A++ rank. Len's internal body is made entirely of living metal. His muscles are made of Lead (including his heart), his blood is made of mercury, his bones are made of iron, and his nerves and brain are made of gold and silver respectively. This allows him to absorb an insane amount of damage, resist pain beyond what normal humans can, and renders him immune to almost all poisons, as well as an unusual amount of resistance to magic, which he can 'turn off.' However, he is also highly vulnerable to electricity, as well as magnetic forces though to a lesser extent, and is almost completely unable to swim because of his weight.
Metal Magic: A rank. As a member of the Ferro House, Len can manipulate all forms of metal. He can transform any substance into any metal, and increase the quantity of any metal. If the metal is living, like the material his body is made of, it responds easier to his command. Len is also able to manipulate magnetic forces, and can enchant metal with any property.
Grimdark Arts: B rank. Len is in direct, though inconsistent, contact with the Dark Gods from SBURB, the Noble Horrorterrors of the Furthest Ring. Len has an affinity towards malicious curses and attack spells, as well as enough understanding to break through aggressive Bounded Fields and counter certain Mystic Codes. He can also call upon Grimdark Energies to shape into weapons, objects, shields, bindings, or other things.
Expert of Many Specializations: C rank. While he is classified as a Lancer, Len is proficient in all melee weapons, as well as forging and enchanting B rank weapons. He is also proficient in Grimdark Arts.
Inhuman Condition: As a false Heroic Spirit, Len uses the fact that he is from outside of Gaia's influence to stand on even ground against other Servants.
Divinity: E rank. As a practitioner of the Grimdark Arts, Len bears a slight taint of the Noble Horrorterrors.
Prana Burst (Sound): B rank. Len can only use this ability through his weapon. He can either use it to extend the range of his blade, make it easier to cut with by making it vibrate, or explode outwards from the area of impact.
Projectile: B rank. Any thrown weapon becomes comparable to a bullet.
Noble Phantasm
Prince of Doom: "Double-Edged Sword of the Furthest Ring." A++ rank ability-based Noble Phantasm. Prince of Doom is Len's title from the game SBURB. Used passively, Len's Parameters go up two ranks either when facing an opponent or obstacle associated with the concept of 'Doom,' or using his Grimdark Energies to strike a critical blow. Used Actively, the Noble Horrorterrors start intruding upon his mind, increasing his mastery of the Grimdark Arts to A rank a allowing him to unleash devastating blasts of dark energy, as well as making him nastier with his curses.
Pendolo: "Time Cut Short." B rank Anti-Unit Noble Phantasm. Len's pocket watch is his signature weapon, with two sets of three spinning blades hidden in the edge and an extendable chain. Using his Metal Manipulation, Len can wield this weapon with extreme flexibility and precision. The blades have runes carved along the edges, which accelerate the time of anything they come into contact with, allowing them to more easily cut through the object.
Pendolo Egida: B rank Anti-Unit Noble Phantasm. Len wraps the chain twice around his right arm, with the watch coming to rest on the back of his hand. This Noble Phantasm is Len's attempt at recreating the effects of the Golden Fleece from God of War. In this form, Len's right arm can absorb the energy of any attack, storing it in the chain on his arm. He can then release the stored attacks through his fist as an attack. However, in the moment when the energy moves from the chain to the watch, if his hand is struck by another attack, the whole thing will backfire and explode, causing great damage to Len.
Pandora: "Box of Mysteries." An A rank Anti-Unit Noble Phantasm. Another of Len's creations Pandora looks like an ordinary black block of iron at first glance. In reality, it is made of countless grains of iron powder, which Len can shape at will into a weapon. If the weapon made requires less mass than the block possesses, then it will leave a hole in the material which, if the weapon is not returned to it, will regenerate, being made of living iron. As Lancer, Len typically shapes Pandora into a oddly thick gray spear. Despite its great weight, Len is able to wield it with speed and dexterity befitting his class. It is formed with special runes 'carved' into it that normally mean absolutely nothing. However, Len's power over metal gives the runes the ability to function as he sees them. The spear has the ability to alter the course of any spell that gets near it while it moves, as well as channel prana in order to execute Prana Burst (Sound) to augment its attacks.
Sacrificial Forge: "Carve Into the Bone." A+ rank Anti Unit Noble Phantasm. Len has the ability to instantly forge a new, powerful weapon out of living metal. However, this material must come from him, forcing him to sacrifice part of his body. Fortunately, Len is in the habit of 'harvesting' his body's metals, letting himself regenerate afterwards, so he almost always has a supply of living metal ready for use.
Golden Army: "Indestructible Forces of the Rightful Ruler." An A+ rank Anti-Army Noble Phantasm. Len took this from the world of Hellboy. While it is in fact much more powerful than indicated, since it is not originally his, its status is lowered to A+. The Golden Army takes the form of a golden crown which, when worn, allows Len to summon from one to an endless army of hulking, golden mechanical constructs, which can pull themselves back together and regenerate when destroyed. The constructs will instantly obey any command Len gives them, and possess their own prana supply, meaning only a minor amount of prana must be used on the crown to give them an order. However, it is possible to make the army stop in two ways. The first is to destroy the crown or disrupt its spell, rendering the constructs inert and/or causing them to vanish. The second way is to challenge the current wearer of the crown for the right to use it. The army will stop what they're doing to watch the two fight. Whoever wins the battle gets to wear the crown and 'rule' the Golden Army.
F/3T
Rider
Identity: Adrian Dulcimer
Servant/Master: Cinderella
Alignment: True Neutral
Strength: D
Endurance: D
Agility: B
Mana: ?
Luck: ?
Noble Phantasm: EX
Appearance: As a Gorem-made Homunculus, Adrian has white, spiky hair, sharp teeth, and rust red eyes. His pupils are ragged and uneven, as if gouged out of his irises. He is extremely pale and thin, wearing all red plaid clothing. His blood is a mysterious purple substance that neutralizes any supernatural activity it comes into contact with his body.
Personality: Adrian is extremely chatty, with an almost encyclopedic knowledge of the historical artifacts in his possession. He likes sweet things, especially baked goods, and often doesn't immediately realize if someone is making fun of him. He and Cinderella get along quite easily, making a rather eccentric pair.
Skills
Riding: A+ rank. Adrian is capable of riding Phantasmal and Divine Beasts, as well as piloting any modern vehicle.
Magic Resistance: EX rank. Because of his Neutralizing Blood, Adrian is immune to any Thaumaturgy that carries the intent to harm or cause him damage.
Eye For Art: A rank. He can intuitively guess the name of a Noble Phantasm, as long as it takes the form of an object, rather than a personal ability.
Dragon's Hoard: A++ rank. Adrian instinctively knows if something in the Warehouse has been touched, moved, or taken out of the building, even while he is not present.
Eye of the Mind (False): C rank.
Librarian of Stored Knowledge: A rank. Adrian possesses an encyclopedic knowledge of everything in the Warehouse and can recall it within a minute.
Neutralizing Blood: His blood acts as an Anti-Thaumaturgy agent, able to nullify the effects of any 'Artifact,' from Mystic Codes to Noble Phantasms. Can only work on Artifacts with multiple parts if all parts are exposed to his blood.
Presence Detection: B rank. Adrian is capable of detecting anyone in the Warehouse with him, no matter where they are in relation to him.
Self-Modification: D rank. Rather than fusing with the body parts of others, Adrian can fuse his body with the artifacts in his possession temporarily.
Anchored Soul: As long as the Warehouse is not destroyed, Adrian cannot be truly killed.
Noble Phantasms
Warehouse 13.5: "Repository of History's Dangers." EX rank Anti-World Noble-Phantasm. A version of the original Warehouse 13, which was copied by the Gormim as a way to store all of the powerful weapons they collected. Adrian was created to keep track of the Warehouse, since its contents can be temperamental. It manifests as a large, rusted metal and concrete building, which leads to an underground area that stretches as far as the eye can see. The Warehouse is full of Artifacts from across human history. The building itself can be used as a Temple-level Territory and is nearly sentient, containing its own supply of prana to sustain itself. It contains, among countless other things, copies of the Noble Phantasm of every Heroic Spirit in the Throne of Heroes, and even those not in it, excluding those of the Gormim. Being linked spiritually to the building, Adrian needs not spend any prana to summon it. He can also summon the Artifacts contained in it to use in battle. While the non-Noble Phantasm artifacts can technically be used by anyone, nearly all of them possess a downside, making them cursed for; Adrian can use them freely because of his Neutralizing Blood. All Noble Phantasms in his possession are lowered by one rank when faced with the versions possessed by the Servants. If a person is rejected by the Warehouse, they are injected with a special chemical that prevents them from entering again. The chemical would interact with a mineral in the walls, causing their blood to turn to acid and their bodies disintegrate.
The Artifacts in his possession include:
Remati Shackle: A shackle created by Attila the Hun in an attempt to keep Warehouse 7 under Mongol control. When the warehouse is threatened, the shackle generates an impenetrable shield around the building, preventing entrance or exit.
Manfred von Richthofen's Triplane: The plane belonging to the Red Baron is what gives Adrian his class as Rider. It can fly by itself, with the skill of its original owner.
Clark Kent's Glasses: Render the wearer unrecognizable to those around them. Can be seen through if others see the wearer put them on.
Minoan Trident: Artifact 0, the reason the Warehouses were established in the first place. When stabbed into the ground three times, it causes a cataclysmic Earthquakes that can sink a continent. In the right place, it can cause a volcanic eruption.
Primordial Tar: When poured on the ground and exposed to water, it turns into a tar pit. Pulling the victim out causes the pit to vanish.
Tesla Gun: A pistol that shoots lightning. On its lower settings, it can wipe out short-term memory.
Video Communicators: Created by Philo Farnsworth; called The Farnsworth for short. A pair of communicators that operate at an unhackable frequency and possess video capabilities, though without color.
Cinderella's Knife: A glass knife that turns anyone stabbed by it into glass after 30 seconds. Pulling out the knife beforehand undoes the transformation.
Colodi's Bracelet: Allows the wearer to control his own body, even if paralyzed. Plants a 'Seed of Darkness' in their soul if used for a period of time.
Barometer From U.S.S Eldridge: Allows time to be stopped in a certain area for 38 seconds.
Jubilee Poker Chip: Allows whoever rubs it to see a few seconds into the future. Causes friction burns and mild addiction.
F/3T
Berserker
Identity: Mason Gloma
Servant/Master: Bhima
Alignment: Chaotic Neutral
Strength: A+
Endurance: B
Agility: D
Mana: C
Luck: E
Noble Phantasm: ?
Appearance: Black hair that often becomes covered in dust. Shorter than the average adult, but slightly muscular. Bright green eyes.
Personality: Mason is obsessed with inanimate objects, often holding back his strength for fear of damaging the surroundings, particularly if there are any dwellings nearby. He becomes enraged if an object is damaged, often beating the enemy into submission before trying to fix whatever damage was done.
Skills
Mad Enhancement: D rank.
Clairvoyance: D rank. Able to see clearly in the dark.
Adaptation: A rank. Cannot be defeated by the same attack twice. Does not work on traps.
Inhuman Condition
Earth Manipulation: A rank. Mason is able manipulate the terrain in order to attack with it.
Tectonic Energy: A+ rank. When in physical contact with stone, dirt, or anything connect to the earth, Mason can absorb the energy of Gaia, increasing his strength even further and allowing him to form an impenetrable aura. He can also, with enough energy, form a giant out of it to attack with. The amount of energy he absorbs, as well as the speed at which he absorbs it, is proportional to both the amount of earth he is in contact with and how much of him is in contact with it. Tectonic Energy is capable of boosting Mason's strength to EX rank.
Prana Burst (Earth): One of the Techniques Mason can use with Tectonic Energy.
Noble Phantasm
Corporal of Earth: rank unknown. Mason's title goes unused by him, so it's effects are unknown.
F/3T
Assassin
Identity: Morris Nocturne
Servant/Master: Hassan-i Sabbah
Alignment: True Neutral
Strength: D
Endurance: ?
Agility: B
Mana: A
Luck: B
Noble Phantasm: A
Appearance: Morris wears a black cloak that is actually his shadow solidified. He wears a pair of dark pants and a white silk shirt that can block bladed weapons. His body is wrapped from head to foot in white bandages. His hair is wispy and white, though it darkens at night to black. His eyes are a dark indigo, with a gold-yellow ring at the edge of each iris.
Personality: A personification of Darkness, Morris is extremely quiet and calm in his speech; in fact, he is incapable of raising his voice to shout. He hardly ever makes the first move, preferring to stand back and watch the proceedings. He is irritated by bright lights, and can be startled by sudden flashes. Morris, despite his passiveness, does not like violence towards those that can't defend themselves.
Skills
Presence Concealment: A+ rank. As long as he does not engage in combat, Morris can go unnoticed by almost any being.
Disengage: C++ rank.
Shadow Mastery: A++ rank. Morris can manipulate shadows into physical forms and attack with them, as well as hide himself within them, travel through them, and see events through them. In fact, as he lacks an actual body, he is considered one who has 'become a shadow.' At his strongest, he can 'overpower' light and block any rays of it. Cannot work on the Sun, or any Noble Phantasm that generates a comparable light.
Natural Body: E- rank. Morris' body was destroyed, leaving his shadow imbued with his consciousness. When his bandages come off, he cannot be harmed by physical or magical attacks, but any effect meant to combat darkness can cause him pain, and exposure to enough light can eradicate him entirely.
Necromancy: D rank. Morris can communicate with the spirits of the dead. Does not apply to Heroic Spirits.
Witching Hour: A+ rank. Morris' power increases as the sun goes down, reaching its peak at midnight when the moon is obscured.
Shapeshifting: B rank. Being formless, Morris can form claws and other appendages out of his shadow-substance to attack with.
Inhuman Condition
Noble Phantasm:
Light Bandages: "Binding the Eternal Night." B rank Noble Phantasm. Morris' bandages act as solidified light, enclosing his shadow-spirit in a physical form. The color of his hair indicates how strong the bindings are; if it's white, the bindings are at their strongest. If his hair is black, then the bindings are only holding him in a humanoid form. By giving the command "Unravel," the bandages become undone, causing Morris to lose cohesion and become a shapeless cloud of black, with a pair of gold rings for his eyes. However, when the bandages come off, Morris becomes vulnerable to light and must find a shadow to survive. To unravel his bandages in the open during daytime is akin to suicide. If done at night, he is nearly unstoppable, as he is free to spread everywhere where there is darkness. When the sun rises again, the bandages appear and bind him once more.
Page of Void: "No Body Is A Blank Slate." A rank Noble Phantasm. Morris' title from SBURB allows him to reset all of his Parameter Ranks and reallocate them as he wishes, except for his Endurance.
F/3T
Caster
Identity: Storia Daisho
Servant/Master: John Dee
Alignment: True Neutral
Strength: C
Endurance: E
Agility: C
Mana: EX
Luck: B
Noble Phantasm: A+++
Appearance: Storia appears as a middle aged man, with gray eyes (That become silver when he is intent upon something), presumably prematurely gray hair, and gray robes. He wears square, black-framed glasses. He carries a silver cane with an ornate handle and a small sphere on top. Storia's face, no matter the expression, always has something just beneath the surface that says 'I know something something.' He probably does, too.
Personality: As a Narrator, Storia has seen and heard nearly everything there is to know. He is very seldom surprised by anything, though he can be amused or irritated. He loves knowledge of the mystical and literature, reading a book whenever he gets the chance. The prospect of anyone wiping out any sort of knowledge will stir him into a fury, which is not good for whoever incurs it. Storia is a master strategist and is extremely intelligent and shrewd, often keeping a plan in the back of his mind in case he is betrayed. He and his Servant get along very well, as their personalities and likes are so similar.
Skills
Item Creation: A rank. He can create almost any magical item he has seen, heard, or read about before, or at least an approximation.
Territory Creation: B rank. Creation of a Workshop is possible.
Charisma: C rank. Storia always makes his words stick in his audience's mind, whether they wish to heed them or not.
Clairvoyance: A++ rank, when Mage of Mind is active. Storia goes blind without his glasses, but can see magic.
Disengage: B rank.
Expert in many Specializations: A+ rank. Storia's mastery of many types of magic counts towards this.
Eye of the Mind (True): B rank.
High-Speed Divine Words: A++ rank.
Information Erasure: A rank. All evidence that Storia was even there is gone. There is no evidence of his side of the battle, let alone the memory of his abilities or identity.
Librarian of Stored Knowledge: EX rank.
Magecraft: EX rank. Storia is capable of using any modern Magecraft, excluding the Five True Sorceries.
Prana Burst: C rank. Storia's cane can withstand the power of another Servant's weapon. In sword form, it can break C ranked or lower Noble Phantasms. The cane can also fire focused blasts of prana.
Presence Detection: A rank. Storia is aware of all beings around him within a wide range.
Revelation
Rune Magic: A rank. Knows all runes, including ones that supposedly don't exist. Useful in Storia's Spellwriting.
Vitrification: A rank.
Inhuman Condition
Speed Reader: A rank. Storia can finish even the largest book within a day.
Master Magus: EX rank. As one who has lived for millions of years and been to countless universes, Storia is capable of learning and using any form of magic he has heard of, seen used, or read about. He is especially proficient in any form of magic that involves words, runes, or books
Situational Awareness: A rank. The ability to know the story behind any situation, no matter when he enters the scene.
Mind Reading: B rank. Storia only has to look a person in the eye to be able to obtain information from their thoughts and memories. Borders on Mystic Eye level, except that he cannot see without his glasses.
Perception Alter: A rank. Storia's signature tactic is to get into an opponent's mind, then make them think he is somewhere where he isn't, or even attack their allies, thinking that they are him.
Spell Unravel: A+++ rank. With his vastly superior mind, Storia can stop any spell in midair and 'unravel' its composition into raw prana, which he can simply absorb.
Noble Phantasm
Magnus Cane: "Old Man's Best Friend." A B rank Anti-Unit/Thaumaturgy Noble Phantasm. Storia's cane is created using magic from the Spellwright universe. It is made from the Wizard languages Magnus and Numinous. The cane itself is nearly unbreakable, and can act as a focus for his magic. However, that is not its only function. By twisting the sphere on top, the composition of the cane's spell changes the 'shaft' into a 'blade.' The cane becomes a long Jian-type sword, which is a lot lighter than it first appears, which Storia wields very effectively with fencing techniques. Not only that, but another handle can be pulled out to create a shorter Numinous blade. This blade is similar to a light saber, but can only cut through magic. Storia's strategy is to use the Numinous Blade to weaken any prana-based defenses or sever any spells, then follow up with the solid Magnus Blade.
Oculus: "The Crystal Ball." An A rank Noble Phantasm. When in physical contact with the original Crystal Ball, Storia is able to extend his 'sight' to anywhere in the universe. However, the farther his 'sight' extends, the more it strains his mind and the more prana it consumes. Also, the Oculus only shows the present and does not allow Storia to hear anything.
Narrator's Oath: "Writing Down History." A+ rank Noble Phantasm. Combined with the Oculus, Storia is able to know anything pertaining to the 'story' of the universe he is in. This knowledge is not perfect, but it does allow him to spy on the other Masters and Servants. However, he cannot control who's point of view he is looking through, nor any person's thoughts. Lastly, Storia cannot clearly divulge anything he knows about the story. At best, he can only give cryptic hints about it.
Mage of Mind: "Your Thoughts Are Mine." A+++ rank Anti-Unit/Army Noble Phantasm. With the invocation of his own SBURB title, Storia's mind evolves past the bounds of his own self and allows him to think the same thoughts as others. He can 'surf minds' to find certain people, even thinking the thoughts of inanimate, apparently mindless objects. This ability greatly aids Storia in a close-quarters fight, where he can use an opponent's own thoughts against them or anticipate an attack to dodge or block. When not active, Mage of Mind allows Storia to catch a glimpse of an opponent's future action. However, Storia has no way of knowing when the action will be performed, or what the situation will be, though he can analyze it to try and puzzle it together.
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AN: Well, here they are. Sorry if they seem a little overpowered, but this is honestly what I think their stats and abilities. I know that in some places it's kinda...less than descriptive, but I think I'll leave some things about the Gormim's abilities secret until I write Fate/3 Tiers. In the meantime, enjoy this Servant Sheet.
Maybe with this thing, some of you might actually deign to review Meddlers From In Between...
Anyways, enjoy. North South
