User blog comment:Skeith9/Heroic Spirits Speculation/@comment-6432165-20140702012935

Name: Syr Greysteil

Class: Berserker

Alignment: Chaotic Neutral

Sex: Male

Armament: Crimson Engraved Lance, Crimson Shield, Enchanted Gold Armour.

Identity: The Inscrutable and Sinister knight that forms the core of the Scottish poem “Syr Egier & Syr Gryme “as the twin knights almost invincible opponent. Syr Greystiel or simply “ Sir Greysteel” serves in most regards little more than the crux in which the value of the two knights are measured and the reasoning in what it is they are fighting for, bringing forth as the drama plays out the intentions of each which are either hidden from truth or inherently noble in intention.

While the exact nature of Greysteil is not touched upon and thus a mystery he is none the less the pinnacle of knightly might and inhuman prowess, garbed in impenetrable golden armour, possessing skin of pure crimson and guarding with unmatched silent vigil over the otherworldly “Land of Doubt”, setting upon any who would dare trespass underneath it’s twilight soaked skies, be they lost traveller or proud challenger. How long Greysteil remained vigil is unknown but he did so for an age until his defeat by the knight Syr Gryme who wielded the legendary blade “Egeking” said to be able to cut through anything, be it from this world or the other and of whom was born through abnormal conception thus making him not of woman-born, one of Greystiel’s two weaknesses.

While Greystiel himself survived the duel, his hand was taken in payment for Syr Egier’s own finger, which Greystiel claimed upon victory. His fate hereafter is left as much a mystery as Greystiel himself.

Personality: Whatever personality Greysteil might have had is as much a mystery as he is. It is only his line at the end of poem, in which he breaks is eternal silence does he bring forth a glimmer of personality: “thou mayest lightlye lye; that man I shall never see; that man was never of woman borne, shall make me yeelde, one man to one.” What this leaves is left up to debate but the advent of any personality that might have been yielded from Greysteil as a servant is unfortunately lost due to the effects of Mad Enhancement.

Possessing Mad enhancement of considerable level leaves Greysteil little to no conversational abilities and an almost chaotic and brutal means of fighting on the battlefield atypical of those within the berserker class, but with still all the mechanical efficacy and legendary prowess he had the gained him the title of “invincible”

If there is any glimmer of an actual personality it would be perhaps recognized outside of combat. When not following commands rather than going on violent rampages or remaining silent by his master, he will instead seem to claim territory over any particular area the current master is resting, ranging from a perfect 3-mile radius, with the master’s resting place as the centre. Be this simple habit or heartfelt duty is unknown but he will remain there, silent and vigil until called upon.

Parameters:



STR: A// END: B // AGI: B// MAG: C // LUK: B // NP: B+

Class Abilities:

Mad Enhancement /A/:  Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills. Due to the nature of the A-ranked Mad Enhancement, only those skills that have not become instinct to the Hero are lost.

<p class="MsoNormal">Magic Resistance/C++/: grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether. Due to Mad Enhancement, has received a severe rank down and thus cannot defend against High-Thaumaturgy and Greater Rituals. May multiply to /A/ level through the effects of “Territorial Defender”.

<p class="MsoNormal">Personal Skills: 

<p class="MsoNormal">Territorial Defender/A/: Over the 3-mile radius that the Hero has claimed out of habit, The Hero is granted foreknowledge of anyone and everyone who has entered that radius, including status as a servant and present location. Receives an endurance, agility and magic resistance bonus if fighting within this territory.

<p class="MsoNormal">Eternal Arms Mastership/B/: Greysteil was said to be almost unrivalled in combat and even as a berserker much of his prowess remains, merging to become unparalleled skill and instinct. Even with the mental hindrances of Mad Enhancement the Hero can make use of most of the offensive and defensive skills he had in life, although some skills may still be locked.

<p class="MsoNormal">Mortal Resistance/A--/: Thanks to the inhuman nature of the Hero, the Hero gains an exceptional defensive boost against any servant or master that was born of natural birth, adding a bonus to defence, almost becoming immune physical weaponry and attacks from said-natural born opponents. However if the opponent was not born under a natural birth (Homonculi, Divine Beings, Golems, etc.) then the effect is reversed and the Hero’s defensive capabilities drop significantly.

<p class="MsoNormal">Noble Phantasms

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<p class="MsoNormal">Noble Phantasm: Aegis: “Golden Cuirass Of Vigil”

<p class="MsoNormal">Rank: B

<p class="MsoNormal">Type: Anti-Unit / Anti-Magic

<p class="MsoNormal">Range: N/A

<p class="MsoNormal">Maximum Targets:  N/A

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<p class="MsoNormal">Description: The Golden Armour worn by the knight Greystiel, decorated with unidentifiable crimson sigils and intricate engravings worn with age, as testament to the age of the wearer. It radiates with heat to the touch against anyone other than the knight himself who lays a finger upon it adding to the mystery of its origin. It was this same armour and the nature of Greysteil’s almost inhuman ability to resist the rare blows that struck him that led to the founding of Egeking, a magical sword said to be able to cut through anything from this world to the next, provided that its wielder is true in his intentions and without self-doubt.

<p class="MsoNormal">Although it is but a simple piece of hardened armour against any particularly powerful magic weapon, when struck with anything but a weapon of the magical nature, the armour itself does not give, reflecting the blow as if it were wood against solid iron. Despite this ability, the armour itself seems not to rely on prana or any other magical resource for its defence, making it immune to magic’s that might otherwise be magic resistant or magic deteriorating.

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<p class="MsoNormal">Noble Phantasm: Amhras: “''The Mist Of Doubt” ''

<p class="MsoNormal">Rank: B++

<p class="MsoNormal">Type: Anti-Mind/Anti-Territory

<p class="MsoNormal">Range: 3 Mile Radius.

<p class="MsoNormal">Maximum Targets: All Within Radius.

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<p class="MsoNormal">Description: The very same mist that once pervaded the Lands of Doubt themselves; this was the core of the Drama of “Syr Egeir & Syr Gryme” other than Greysteil himself. Under Twilight drenched skies the mist caused Egeir and Gryme to doubt themselves and their intentions, bringing to light darker motives and a complete lack of faith in the self. By the time Egeir and Gryme would reach the mighty golden knight, they would be in such a poor mental state that they wouldn’t stand a chance against Greysteil and his flurry of blows. Even with Egeking, the sword briefly left Gryme’s hands due to his lack in the self and it was only through great mental effort that he was able to shake of the mist and once more use Egeking.

<p class="MsoNormal">This Noble Phantasm may be but a fragment of the mist that engulfed the lands of doubt but its effects are all the same. Upon entering radius area that Greysteil has claimed territory over the Servant, Master or anyone caught in this area will have suffer a mental and moral onslaught that will cause the sufferer to question his or her own capacity and faith in the self, as well as the reasoning behind their actions, the true integrity in their moral belief and the lines between the just and the corrupt. Due to this the Master and even Magi can find their combat abilities greatly decreasing across the board of the parameter spectrum unless the mist is either shaken off or resolve retained. This Noble phantasm is particularly effective against those with the “Bravery” or “Charisma” attributed of which greatly impact the Servants mentality. The higher the Rank in these two abilities the greater the effect of the mist, for example servants with a charisma or bravery rating of “A” to “EX” can expect to face the full blow of the Mist of Doubt.

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<p class="MsoNormal">Noble Phantasm: The Land Of Doubt

<p class="MsoNormal">Rank: A

<p class="MsoNormal">Type: Anti-Mind/ Anti-Army/Anti-Continent

<p class="MsoNormal">Range: 3 Miles Radius

<p class="MsoNormal">Maximum Targets: All within the Reality Marble

<p class="MsoNormal">Description: None know of what the Lank of Doubt is, why it exists, where it came from or how it is that all within it doubt themselves. Some say that a great battle took place there where the earth was soaked in crimson and the heaven still weep. Some say it is a land where an ancient kingdom stood that was cursed by god for its debauchery and greed. Whatever the case may be, the Land of Doubt was the trial and end of many an adventurer, either through physical or spiritual destruction. All who entered that lands of doubt were forever changed and those that survived and came out where never the same as when they entered.

<p class="MsoNormal">This Noble Phantasm creates a Reality Marble that engulfs anything within a 3 miles radius of Greysteil’s claimed territory. Those that are will find themselves transported to those same dreaded lands spoken in the poem. A seemingly endless grey field entrenched with forests of thorns, mysterious swords impaled like trees that seem to go on for miles, an ever twilight ridden sky and of course, the ever present “Mist of Doubt” that retains the same abilities as its other Noble Phantasm counterpart. The Land of Doubt is ever home to the red hounds, large and ferocious creatures and implacable speed and killing instinct, although they are few in number as it is this is not the danger this noble phantasm poses. Unlike other Reality Marble Noble phantasms, the threat is not through the summoning of some vast army nor the alteration of a terrain and its contents that may be advantageous to oneself, it isn’t even the beasts that roam the lands although they may still pose a threat.

<p class="MsoNormal">The threat of the Noble Phantasm comes that which is already known, yet intensified. While within the Land of Doubt,” Amhras: The Mist Of Doubt” obtains a rank increase to /EX/ rank, vastly increasing its effects to unimaginable degrees. Due to the entirety of the Land Of Doubt being Greysteil’s territory, the “Territorial Defender” ability  is always in effect with all the parameter and skill boosts it brings increasing most parameter to /A+/ rank. These enchantments last for as long as Reality Marble is in effect, with the increases lasting for roughly 3 min upon the reality marbles destruction or deactivation.

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