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Gunbazca

Servant Sheet #2: Artemis Entreri

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Artemis Entreri
"With each kill I grow wiser, and with added wisdom I grow stronger."


Image (c) Aditya777 @ devart
The assassin of Calimport, and one of the most dangerous man in the world.
Artemis Entreri is most suitably described as a malevolent blade. Growing up in the squalid and ruthless streets, Artemis takes into his killing profession naturally and clawed his way up the pecking order. He is a cold, calculating, and ruthless man who treats his allies more or less as fodders and pawns in his plan. He only lives for two things: profit and a chance for a rematch with his arch-enemy...



Possible Class: Assassin, Saber
Master: ???

Parameters
STR: C+
END: D+
AGI: B
MAG: D
LUK: B
Noble Phantasm: A


Class Skills
Presence Concealment B+
(Assassin-specific skill)
This skill reflects the capacity to hide one's presence as a Servant. Artemis is a great assassin and it's virtually impossible to detect him unless he chose to be detected. This stealthiness improves even further under the cover of darkness.

Magic Resistance C+
(Saber-specific skill)
This skill grants protection from spells and magecraft. Artemis' skill can cancel spells with a chant below two verses, but cannot guard against High-Thaumaturgy and Greater Rituals. However, Artemis' resistance improves at night; this increase of resistance stems from his battle against a magical shade, in which he absorbed its essence using the vampiric dagger.


Personal Skills

Subversive Activities B
This skill reduces the enemy forces in the preliminary stages, before going into battle. As an expert of traps and poisons, Artemis can disable or reduce as much as 40% of effectivity of the opposing military force given enough time to prepare. Due to class restrictions, using this skill in the Saber class reduces its effect by two ranks.

Vitrification B
This skill reflects a serene (or in Artemis' case, coldly void) state of mind. A mental protection that nullifies mental interference. By limiting his fighting spirit as a martial artist, Artemis can conceal his presence even when he's not particularly suited for it. Use of this skill in the Assassin class is superseded by the Presence Concealment class skill.

Magecraft D
As an assassin in life, Artemis picked up a very limited spell repertoire, which enables him to use magic to give him an edge in battle. However, as he is not a full-fledged mage, his spells are simple even by modern standards. This skill is locked if Artemis is summoned in the Saber class.


Spells
Magecraft: True Strike
Type: Support
Target: Self
Rank: E
Range: self

The spell supernaturally enhances Artemis' ability to hit his target on attacks done within ten minutes of casting this spell. Only one magecraft may be done by Artemis in a day.

Magecraft: Detect Poison
Type: Support
Target: Object, Area, or Creature
Rank: E
Range: 15ft cone if cast for Area detection, 25ft otherwise

This spell reveals if an area, creature, or object has been deliberately poison or not (in case of creatures, the spell can determine whether it is naturally poisonous or not). By concentrating further for one minute, Artemis can discern the exact properties of the poison. The spell pierces through barriers, although it cannot penetrate a reasonably thick shielding of metal (thinnest being lead at one millimeter) or a meter of soil-like substance or common building materials. Only one magecraft may be done by Artemis in a day.


Noble Phantasms
Heartkeeper & Bloodletter [The Trustiest Friends of a Killer]
Type: Anti-Personnel
Target: <weapon>
Rank: C
Range: 5ft

Bloodletter and Heartkeeper are Artemis' favored weapon. Bloodletter has a property to weaken struck Servants (of which the effect will kill humans outright), while Heartkeeper can be willed to aid on defending Artemis from enemy attack like a shield would. These two swords has accompanied Artemis through much of his career, up until he found Charon's Claw; due to this familiarity, he can call upon them no matter what class he is summoned into.

Soul-drinker [The Emerald-encrusted Vampire]
Type: Anti-Personnel
Target: <weapon>
Rank: B
Range: 5ft
This Noble Phantasm can only be invoked if Artemis is called in the Saber Class. Heartkeeper will assume the emerald-encrusted form of Soul-drinker if Artemis is summoned in the Assassin class; it too will reveal his identity.

This distinctive dagger is a special weapon that effectively betrays Artemis' identity when invoked, due to his infamy while wielding the dagger. It is a powerful weapon, however; mages and mundane people stabbed by this Noble Phantasm will be reduced into a desiccated husk, their life-force stolen and funneled to Artemis. Servants struck by this weapon will experience reduction in their STR and END parameters, while Artemis will be stronger. If Artemis killed a Servant with the dagger, he can assume the identity of the Servant perfectly. Scrying on the disguised Artemis will reveal all the details of Servant whose he assumed plus one detail: He wields Soul-drinker as Noble Phantasm.

Charon's Claw [The Blade of Death Himself]
Type: Anti-Personnel
Target: <weapon>
Rank: B
Range: 5ft
This Noble Phantasm can only be invoked if Artemis is called in the Saber Class.

This powerful weapon can only be described as malevolent. It has a great cutting power, leaves a screen of feature-blurring black ash (think Lancelot's black mist) when used for a sufficient length of time, and can disrupt the enemy Servant's thought processes even if it so much grazes them. The sword also possesses a will of its own. It is unknown whether the will of the weapon has been suppressed fully by Artemis, or if it's similar enough in malevolence that it lets Artemis use the sword freely.

Assassination [The Touch of Death]
Type: Anti-personnel
Target: 1 Person
Rank: C
Range: Melee
This Noble Phantasm can only be invoked if Artemis is called in the Assassin Class.

Artemis studies his target for at least three minutes, before striking from the shadows. If target cannot overcome the effects, s/he would die. This might be avoided by having a high MAG or LUK, or a Magic Resistance skill of at least C rank (higher rank means greater chance to avoid). Humans generally will die instantly, though mages (or very, very lucky individuals) might have just enough resistance due their trained circuits to have a glimmer of survival chance. Take note, however, that surviving this Noble Phantasm does not mean that one escapes death entirely (e.g. if a man was struck with this attack from an envenomed Bloodletter, he might survive the NP but could still succumb to the venom or Bloodletter’s property).
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Comments

  1. ItsaRandomUsername's Avatar
    Still my favorite one of yours that you've made.
  2. Matsu's Avatar
    ... Ok, after reading this, three words popped into my head. "wow", "damn" and "nice".
  3. Gunbazca's Avatar
    Yeah, I do consider this profile to be one of my best too. The interplay of skills is hard to replicate.
    Updated December 24th, 2012 at 07:00 AM by Gunbazca