Turn 3. Night 1.__________
Commercial District - Skyscraper If there are no Servants out right now, they won't come out this night. Wasting time like this is useless.
Archer once again takes his Master under his arm without warning and carries her towards the manor. The other Servants must be resting, so it is important to gain some mana in order to stand on equal ground against the other contestants.
The two quickly reach the manor. It seems Rahul and Lancer haven't returned yet. Archer leads Kira into the living room and explains how it is much easier for a Servant to survive on the mana his master provides than the mana the Servant can gather himself. After Kira passes her mana to Archer, she goes to rest in her bedroom while Archer rests in the treasure room.
(Kira: -450 mana passed to Archer, +250 for resting (half night). No longer tired.)
(Archer: +1350 mana received from Master, +500 for resting (half night).)__________
Old City - Streets Rahul and Lancer walk through the empty streets towards the manor.
The Master keeps thinking about his Servant's words. Perhaps Archer really isn't to be trusted, however he seems to be honest. Besides Kira wouldn't allow him to betray them. Killing them now would be a very important decision. Perhaps now it is better to just stay cautious.
The two reach the manor after some time. The lights are turned on in Kira's room, so she must already be back. For now it is better to rest. They can talk later - Archer will probably want to organize another strategy meeting in the morning anyway.
Rahul passes his mana to Lancer before both go to rest.
(Rahul: -400 mana passed to Lancer, +200 for resting (half night). No longer tired.)
(Lancer: +2000 mana received from Master, +300 for resting (half night).)__________
Day 2.__________
Kira's Manor - Rahul's bedroom. Rahul wakes up. It seems this will be a cold yet sunny winter day. Through his window the Master can see huge piles of snow, probably accumulated during the night, reflecting the light of the sky. It is not snowing right now and there is no wind - perfect weather that, sadly, can not be fully enjoyed due to the difficulties of the Grail War.
Rahul can hear footsteps in the hallway. Kira must be up already. Now it is time to decide what to do during daytime.
Status:Healthy.
Command Spell:3/3
Mana: 250/500 (+200 per turn spent resting, +500 per day or night spent resting)
__________
Skills:
Mana Control 4
-The master has impressive reserves of mana.
Mana Transfer 2
-The master can transfer mana to his servant at a 1-3 ratio.
Defensive Magic 3
-The mage can cast defensive magic of level 3 or lower.
Divination 4
-The mage can cast divination magic of level 4 or lower.
Elemental Magic 2
-The mage can cast elemental magic of Level 2 or lower.
Wind Affinity
-The mage is better at casting wind spells.
__________
Spells:
Heal (Defensive, Lv3, 200 mp)
-Slightly heals a servant or master.
Sense Magic (Divination, Lv4, 50 mp)
-Senses magi and servants in a large distance. "Magic Resistance" and especially "Hide Presence" may reduce the effect of this spell.
Sense Power (Divination, Lv3, 50mp)
-Reveals some random stats, skills or abilities of a targeted servant or master.
Gust Of Wind (Elemental (Wind), Lv2, 50mp)
-Knocks the target back, giving the caster a chance to escape, though both magic resistance and endurance greatly reduce the effect.
Status:Healthy.
Command Spell:3/3
Mana: 200/400 (+150 per turn spent resting, +400 per day or night spent resting)
__________
Skills:
Mana Control 3
-The master has average reserves of mana.
Mana Transfer 4
-The master can transfer mana to his servant at a 1-5 ratio.
Defensive Magic 3
-The mage can cast defensive magic of level 3 or lower.
Elemental Magic 4
-The mage can cast elemental magic of Level 4 or lower.
Water Affinity
-The mage is better at casting water spells.
__________
Spells:
Magic Shield (Defensive, lv3, 100 mp)
-For three turns the target gets Magic Resistance 3
Freeze (Elemental (Water), lv4, 100 mp)
-The target has its speed lowered for an amount of turns dependant on Magic resistance.
Wave (Elemental (Water), lv2, 50mp)
-Knocks the target back, giving the caster a chance to escape, though both magic resistance and endurance greatly reduce the effect.
Icicle Barrage (Elemental (Water), lv4, 50mp)
-Launches multiple spikes of ice at the target. They partially negate magic resistance, but can be blocked with an ordinary weapon.
Status: Healthy.
Mana: 3850/5000 (-0 per turn when materialized, +200 per turn spent resting, +1000 per day or night spent resting)
__________
Stats:
-Offense:3
-Defense:4
-Speed:4
-Endurance:2
-Mana:5
-Spells:1
__________
Abilities:
Independendent Action 5
-The servant can stay in this world without a master for as long as he wishes and doesn't lose any mana for staying in physical form. However the master's help is needed if the servant wishes to use a lot of mana for combat.
Weapon Master 5
-The servant has knowledge of all the weapons in the world. He can switch between weapons freely, getting an advantage when doing so in combat. When an opponent activates his Noble Phantasm, this servant immediately identifies it. Additionaly, this servant can summon any weapon he owns whenever he wishes, letting him retrieve them at any time and hide the true number of his Noble Phantasms.
Magic resistance 2
-The servant is resistant to low level magic. All knight classes have this ability.
Clairvoyance 3
-The servant has superior vision, being able to spot and track objects from extreme distances. Additionaly the servant can see through magical illusions for 200 mana per turn.
Conceal Presence 3
-The servant is highly skilled in concealing his presence from other servants.
__________
Noble Phantasms:
Aegg-Samaan - Executioner's Dirge (Level 3 Greatbow)
-Instead of firing arrows, this weapon fires bursts of explosive energy. These shots cost 400/1200 mana and count as level 3/5 spells.
Dalaach Nol - Rifle of the Vorpal Sigil (Level 2 Flintlock Rifle)
-An accurate, but slow ranged weapon. Activation costs 200 mana per turn. While active, the shots fired from this weapon home in on their target, making them even harder to dodge.
Talend Ash'aram - Swerving Wings of Grace (Level 2 Throwing Knives)
-Due to Archer's ability to summon any of his weapons, these knives can be thrown rapidly without ever running out of them. Archer has 4 of these knives. Activating their power costs 400 mana per turn. when active, the knives levitate and attack their target on their own.
Sha Na Bothat - Sword Of The Sanctuary (Level 2 Longsword)
-A reliable melee weapon. When unsheathed, the weapon can completely nullify the impact from any physical attack it blocks, meaning that it can defend against such servants as Saber and Berserker without tiring the wielder.
Lothar Rhul - Funerary Edge (Level 2 Flamberge)
-A quick weapon that leaves large open wounds. Activation costs 300 mana per turn. While active, the weapon grants the user increased speed and defense (equal to rank 5).
Thaan Hotla Maligna - Arm of the Forsaken God (Level 2 Claymore)
-A large two-handed weapon. Activation costs 300 mana per turn. While active, the weapon grants the user exceptional strength, making all attacks much more powerful and letting the user dual wield with this weapon.
Status: Healthy.
Mana: 3000/3000 (-50 per turn when materialized, +120 per turn spent on resting, +600 per day or night spent resting)
__________
Stats:
-Offense:5
-Defense:3
-Speed:5
-Endurance:4
-Mana:2
-Spells:3
__________
Abilities:
Magic Resistance 4
-The servant is resistant to high-level magic. All knight classes have this skill.
Battle Continuation 4
-The servant easily ignores pain and can fight at full strength even when heavily wounded.
Bravery 4
-The servant easily ignores mental pressure, fear and other mental effects that would otherwise make it more difficult to focus.
Regeneration
-Lets the servant use a spell which increases the casters health regeneration for 100 mana per turn.
Merciless Strike
-Lets the servant use a spell which increases his offense to X for 200 mana per turn.
Energy Beam
-Lets the servant use a spell which focuses 400/700 of his mana into a beam of force, equal in strength to a level 3/5 spell.
__________
Noble Phantasms:
Kal'rim Desarr - Shining Spear of the Sky (Level 4 Long Spear)
-A weapon that has superior reach to most other weapons. When activated, the weapon creates a gravitational field that pulls hostile servants towards Lancer. For 800 mana, the weapon bypasses any defenses and cancels them for 3 turns.