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Archer: EMIYA*, Napoleon, Genghis Khan, Odysseus

Assassin: Sasaki Kojirou*, Aabidah, Jack the Ripper


Berserker: Hercules, Samson, Lancelot, Achilles
Caster: Medea*, Merlin, Moses, Scathach
Lancer: Cu Chulainn, Hector, Lu Bu, Karna
Rider: Medusa*, Iskander, Siegfried
Saber: Arturia, Alter, Lily, Nero
The * sign marks servants that are completely unchanged from canon. Will also
appear on canon noble phantasms and skills in other stat sheets to avoid repetition.
^Not going to be revealing phantasms for now because some will be spoilering, and
because I have to tweak the others a bit. Skills and stats are a-go though.
Thank you, RavingScholar and Mook91 for creating stats sheets for the non-canon
servants.
Class: Lancer
Alternate Classes: Caster, Berserker, Rider
True Name: Cu Chulainn
Alignment: Lawful Neutral
Parameters
Strength: A
Agility: A+
Endurance: B
Mana: B
Luck: E
Class Skills
Magic Resistance (C):
Cancel spells with a chant below two verses. Cannot defend against Magecraft on
the level of High-Thaumaturgy and Greater Rituals.
Personal Skills
Battle Continuation (A): Makes possible to fight even with deadly injuries and can
remain alive so long as one does not receive a decisive fatal wound.
Disengage (C): Lancer can reliably break off from heated combat. Also has the
ability to return an unfavorable battle to the first turn and return technique stats to
their defaults. Disabled during Warp Spasm.

Divinity (B): Lancer has the blood of a god within him. As a being close to a Divine
Spirit, the pressure of Gaia is somewhat reduced, lowering the mana cost associated
with both maintaining him, as well as any ability that would make alterations to the
world that Gaia would otherwise attack, the alteration also last twice as long.
Instinct (B): Lancer possesses a distinct sixth sense ensuring they are aware of the
flow of battle, allowing them to react to a change in the flow before it is too late,
granting bonuses to attack and defense.
Protection from Arrows (B):
As long as the shooter is within his line of sight, Lancer can track down ranged
weapons with his eyes and defend against them. Does not apply for attacks made
from super-long-range or with a great area-of-effect.
Rune Magic (B): Lancer is capable of using the 18 primordial runes. Many advanced
spells can now be created quickly and efficiently at a reduced cost. Disabled during
Warp Spasm.
Noble Phantasms
Gae Bolg- Barbed Spear of Piercing Death*
Rank: B
Type: Anti-Unit
Gae Bolg- Soaring Spear that Strikes with Death*
Rank: B+
Type: Anti-Army
Warp Spasm- Wrath of the Primordial Warrior
Rank: A+
Type: Support
A strange supernatural ability recorded in legend, similar to the berserk rage of the
Norse, but different, a much rarer version that eclipses theirs many times over. The
Norse berserk in mind only, reverting themselves mentally into the mind of a primal
beast, and the force of their insane minds empowers their bodies beyond its natural
limits. A Warp Spam however affects not just the mind, but the body itself. When
activated, Lancer loses all coherence, and changes into a primordial monster from
the mists of time both mentally and physically. The mind will be filled with nothing
but primal fury, and his body will change into a constantly-shifting engine of
destruction that breaks nearly all rationality. Provides two ranks up to Endurance
and Strength, one to Agility, and increases his battle continuation to A+, requiring
complete dismemberment to kill while active. Chaotic body movement makes him
hard to predict, requiring at least A-rank in instinct or a similar skill to have a fifty
percent chance of proper forecast of attacks. Also grants a limited form of
regeneration and damage reduction, as his bones literally snap back together if
broken, his insides can move and shift to avoid fatal blows, and cut-off limbs will

reattach if held near the stump. Upon activation of his Warp Spasm, Lancer loses all
usage of his noble phantasms and skills requiring technical thought (he still wields
Gae Bolg, but cannot use its abilities).
Liath Macha and Dub Sainglend- Gray Wrath, Black Fury
Rank: A
Type: Anti-Army
The two legendary chariot-horses of Lancer. Both had appeared to him from the pool
of Linn Liaith in the mountains of Sliab Fuait, gifts from the sisters Macha and
Morrigan. They are phantasmal steeds beyond the horses of their legendary time,
with the blood of the fae running through their veins and a thirst for blood and
slaughter. Their charge can trample a regiment to the ground into a bloody paste,
and they are an untiring pair that can gallop at full speed for a day. While using the
chariot, Lancer does not need the running start to unleash Gae Bolgs anti-army
attack, and using the anti-unit attack while mounted will include the chariot in the
attack, resulting in an incredibly lethal, nigh-unavoidable charge that will outright
kill all but the greatest of enemies.
If Lancer dies, Liath Macha and Dub Sainglend will remain for the duration of the
battle, trying their best to kill their masters killer, and will chase him down if he
retreats.
Due to becoming available as a result of being summoned in Ireland, Lancer gains a
specialized form of Riding (A+) that only works on this phantasm and nothing else.

Class: Lancer
Alternate Classes: Rider, Archer, Caster, Saber
True Name: Karna
Alignment: Lawful Good
Parameters
Strength: A
Agility: A+
Endurance: B
Mana: A
Luck: E
Class Skills
Magic Resistance (C): Cancel spells below two verses. While wearing his golden
armor, this skill is increased to A-rank.
Riding (A): The Servant is capable of using Phantasmal Species of the Monstrous
Beast rank as mounts. Any vehicle can be handled with skill beyond what is

normally possible for humans. Maneuvers that would normally be outright


impossible are only slightly difficult. This is normally the minimum rank required to
qualify for the Rider class.
Personal Skills
Discernment of the Poor (A): Karna is capable of realizing exactly what kind of
person someone is without error, which lets him see through all forms of deception.
He will not be fooled by even the most consummate liars. He may even be able to
realize it when someone is attempting to lie to him through a third party, if he
knows the person who originally told the lie. Using the knowledge of the opponents
character Karna can nearly always predict the opponents next move, even inside
combat.
Divinity (A): Karna is the son of the sun god, and later become one with him. At this
rank, Karna is something close to a true divine spirit, and attacks of a nature falling
under his divine parents authority are heavily reduced.
Eye of the Mind (True) (A): Capable of calmly analyzing situations regardless of the
situation. As long as the possibility of victory is not zero Lancer can devise the best
possible course of action to exploit that that chance and obtain victory even from
the jaws of defeat.
Prana Burst (Flames) (A): In addition to the effects of a normal prana burst, blazing
flames hot enough to melt steel instantly become prana to dwell in the weapon, to
be released whenever the Servant attacks. This Skill is usually active and all the
weapons that the Servant grasps constantly receive this effect. Prana expenditure is
very efficient, and the Servant can maintain a high level of performance even
throughout prolonged battles.
Uncrowned Martial Arts (N/A): To the opponents, the rank of all of Karnas skills
appear to be one degree lower than what they actually are. If his true name is
revealed, this effect will be terminated.
Indian Battle Magic (Astras) (B): A strange mixture of magecraft and divine power
used by the Indians from the epics that requires incredible will and focus to even
attempt to cast the weakest of its spells. Spells are cast by uttering the name of the
deity related to the spell, and is then usually invoked upon a weapon that will
unleash its effects, though exceptions exist. Rank down due to class designation,
but even at this level, Karna can cast relatively fast, with effects similar to High
Speed Divine Words, but much more prana-efficient, as a lot of the cost seem to be
supplied by something other than Karna or his master.
Projectiles (Arrows) (A): At this rank, the arrows seem more in line with tank rounds
with their power. Rank down due to class designation. As an Archer his rank would
have been EX, befitting the greatest Archer of the epics, but even as a Lancer, his
skill is formidable.

Noble Phantasms
Kavacha and Kundala- O Sun, Become Armor
Rank: A++
Type: Support
The golden armor (Kavacha) and earrings (Kundala) given by Karna's mother, Kunti,
who felt fear in becoming an unmarried mother and prayed to Surya to protect her
son. A powerful defensive-type Noble Phantasm integrated into Karnas own body
that emits the radiance of the sun. Because it's light itself taken shape, it is difficult
to destroy even to the gods. If broken or shattered, as long as the earrings remain,
it will reform by taking in the light of the sun as material for the armor. Also
increases his magic resistance to A.
Brahmastra: O Brahma, Wrap the Earth/ Brahmastra Kundala: O Brahma, Curse Me
Rank: A+/A+++
Type: Anti-Army/Anti-Country
A noble phantasm granted to Karna by Parashurama of the Brahmin. If his Class is
Archer it will be a bow, while under other Classes it will manifest as a different
projectile weapon. By calling upon the name of the god Brahma it will pursue the
enemy and surely hit, but because of a curse it cannot be used on opponents of
greater ability than himself (rare to find in the first place). By infusing it with the
sweltering heat effect of his sun attribute, it changes to its advanced form of
Brahmastra Kundala, with its effective range further widened and its power
exceptionally raised. Its performance at this point is comparable to nuclear
weapons.
Vasavi Shakti: O Sun, Abide to Death
Rank: EX
Type: Anti-Unit
A one-shot only spear of light that takes down even gods. A spear of mortality made
out of lightning. When Indra snatched away the golden armor, since Karna's posture
was much too noble, he thought that it had to be rewarded. Manifested by
converting the golden armor, in exchange for a tremendous defensive power, a
spear with a powerful "anti-god" performance is equipped.
Vimana- Flying Chariot of the Gods
Rank: A+
Type: Anti-Army
One of the vehicles of the heroes of mythic India. Karnas is a golden and ruby
vehicle, fueled by mercury and powered by solar-powered rutilated quartz crystals.
It is a mighty vehicle that surpasses the laws of physics by traveling at the speed of
thought. It has a pilot throne that can be withdrawn in emergency situations, and a
control column is placed directly in front of it. It is loaded with a variety of weapons

ranging from ancient machine guns, missiles, bombs, and other armaments, all
prepared and supplied for the victory of the greatest hero of India.
Vijaya- Bow of Striking Light
Type: Anti-Unit
Rank: A
The divine bow gifted to him by his master, Parashurama, upon graduation. It is a
celestial weapon that channels the power of the sun, fit for Karna, son of the sun
god himself. The bow itself is made of ensorcelled gold, and the bowstring,
lightning. It fires not arrows, but bars of solid light that detonate on impact into
flashes of sunfire that burn and blind his enemies. At will, he can pour prana into the
bow to unleash a beam of destructive sunfire and lightning that can burn a hole
through a fortress wall in an instant.
Parashu- The Death of Warriors
Rank: A+
Type: Anti-Unit
Though an unparalleled archer, Karna was also trained in other martial disciplines,
courtesy of his Guru, Parashurama, one of the few who specialized in close combat.
His gurus axe, Parashu, was gifted to him alongside Vijaya, to remind him that
sometimes, melee combat could not be avoided, and in those times, a good closecombat weapon was a godsend.
Parashu isnt a good weapon. It is the most lethal melee weapon of the epics, a
weapon that slew those of the Kshatriya caste twenty one times over. It is a gigantic
axe, seven feet from each tip of the haft, with a blade four feet wide. It has an edge
not only on the axe-blade itself, but on each blunt-seeming end of the haft. As sharp
and lethal as its blades are though, its true danger comes from its ability, that of the
manipulation of gravity. With it, Parashurama fought back the seas, turning back the
waters again and again with blows that carried the weight of a country on them.
Karna himself has nowhere near the skill of his master with the weapon, and his
manipulation range is limited to ten feet. Within those ten feet, he can adjust and
move the gravity in the area, transferring his gravity somewhere else to make him
lighter, perhaps on the enemy to slow them down, then putting it all back on
Parashu on his swing to maximize the impact, all for a miniscule cost. He can
increase the range and add more weight than within range into his manipulations
at the cost of prana, but this requires more concentration, and he is barely adept
with the weapon as it is.
In Parashuramas hands, this would have been ranked EX, and be an anti-army
weapon that could crush a regiment where they stood with the weight of their own
bodies. In Karnas hands, it is still a powerful weapon, mighty and fearsome, but not
the invincible juggernaut his master is.

Class: Lancer
Alternate Classes: Rider, Assassin, Berserker, Archer
True Name: Lu Bu
Alignment: Chaotic Evil
Parameters
Strength: B
Agility: A+
Endurance: A
Mana: C
Luck: C
Class Skills
Magic Resistance (C): Cancel spells below two verses.
Personal Skills
Battle Continuation (A): Lancer fought successfully against entire battalions of
enemies, and always managed to survive and escape despite his wounds. This level
of Battle Continuation makes it possible to fight even with deadly injuries until his
prana is exhausted and to remain alive so long as one does not receive a decisive
fatal wound. Grants a bonus effect of a high chance of escaping combat and
reaching allied territory alive after being defeated.
Bravery (A): Lancer fought against hundreds, if not thousands of enemies at a time
without flinching. Lancer is highly resistant to all mental interferences, including
distractions, emotions, illusions, etc. He gains a boost to melee damage and a
chance to completely resist mental interference below the level of High
Thaumaturgy, and even if they fail, the duration and potency will be reduced.
Instinct (A): Lancer fought dozens of battles and won the vast majority of them
through intense frontline combat. Throughout the years, his innate battle sense has
been honed to a razor edge. He has a refined sixth sense that is close to true
precognition. Bonus effect of reducing by half the penalties caused by obstructed
vision and hearing.
Nature of a Rebellious Spirit (A): In life, Lancer held many lords, and killed or
betrayed nearly all of them. The temperament to never remain at one location and
to never embrace a lord. Negates the effects of Charisma of equal rank. At this
level, he deals extra damage against those with ranks in Charisma, and similarly
naturally antagonizes them with just his presence.
Riding (B): Lancer was a horseman with few equals. Rank reduced due to class, but
his ability in this skill is still very impressive. Almost all vehicles and mundane
animals can be handled with consummate skill. Maneuvers that should be

borderline impossible can be performed with some effort. All vehicles and mundane
mounts can be pushed to their absolute limits.
Noble Phantasms
God Force-Five Soldiers of the War God
Rank: A+
Type: Anti-Unit
A changeable weapon forged with Lancer as its inspiration, God Force appears at
first as Halberd Force, a large, two-handed halberd. As Lancer, this is his most
preferred form and is his most deadly. While God Force in this form, Lancer gains
access to the attack Sky Piercer-Steadfast Warrior-General. This is an A+ Anti-Unit
piercing attack reminiscent of the fire-lances of Chinese lancers that is capable of
hitting multiple enemies at once in a straight line. The Sky Piercer can be activated
even when the halberd is within an enemy for maximum damage output. If Sky
Piercer is used while Red Hares charge attack is activated, the energy will instead
encompass them and multiply their speed beyond even what the Sky Piercer
normally achieves; a whole greater than the sum of its parts that manifests as an
A++ anti-unit attack.
Its next form is the four-sided Spear Force, with each spear at a 90-degree angle to
the next. Lancer uses this form for sweeping, area-of-effect attacks. It has no special
attacks, but is an A+ weapon in its own right. It is also aerodynamic enough to be
thrown up to 10 meters, and can be summoned back at a thought.
Its three other forms are all Rank A. The Axe Force is a large, two-handed war axe
that specializes in sweeping area attacks. The Sword Force is a two-handed
broadsword. Both Axe and Sword Force have the active effect of a medium rank in
Prana Burst; an increase in strength for Axe Force, and a boost in speed while
wielding Sword Force. Finally, the Cannon Force is a longbow whose special attack is
a prana-charged arrow. It deals heavy damage to enemies without B or above
Endurance, and has a wide area of effect. Even as Lancer, his skill with these three
weapons is fearsome, and he can use them as if they were extensions of his body.
Red Hare-Blazing Steed of Wen
Rank: B+
Type: Anti-Unit
A steed incomparable to modern horses, or even the typical horse of its time,
Lancer rode Red Hare into multiple engagements. Its bright red coat was a beacon
of fear for his enemies, and it took down almost as many enemies as the most elite
soldiers. Thanks to its unique coloring, its legend has given it the property of being
wreathed in flames. Lancers strongest attack with Red Hare is a flame-infused
charge attack capable of bowling over any enemy with less than Strength A. Even
those who resist the charge are damaged by the flames as well as the blunt force
trauma itself. As Lancer, Red Hares abilities are limited; as Rider, it would be even
more fearsome.

Class: Lancer
Alternate Classes: Saber
True Name: Hector of Troy
Alignment: Lawful Good
Parameters
Strength: B
Agility: A
Endurance: B
Mana: B
Luck: C
Class Skills
Magic Resistance (B): Cancel spells with a chant below three verses. Even if
targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be
affected.

Personal Skills
Bravery (B): Lancer fought against his enemies without breaking; he only faltered
when he knew his death was at hand. At this rank, Lancer is highly resistant to all
mental interferences, including distractions, emotions, illusions, etc. He gains a
chance to completely resist mental interference below the level of High
Thaumaturgy, and even if they fail, the duration and potency will be reduced.
Eye of the Mind (True) (B): Lancer was the greatest warrior of his homeland, and
could stand up to some of Greeks strongest warriors. He can calmly analyze battle
conditions; as long as there is more than a 1% chance of comeback, he can
capitulate on that chance.
Military Tactics (B): It is not a stretch to say that Lancer led the defense of his
homeland by himself for nine whole years; for when he fell, his homeland fell soon
after. Lancer is among the greatest generals. He can assess battlefield conditions
quickly with limited information and enact simple strategies without needing to
plan. Bonus modifiers are provided during use of his Anti-Army Noble Phantasm or
when dealing with an enemys Anti-Army Noble Phantasm.
Projectile (Spear) (A): Among warriors that excelled with throwing spears, Lancer
stood apart. Any spear thrown by him is equivalent to a missile strike. (At A+ rank

within his territory, the power of each of his spears is like heavy artillery, and is fully
capable of annihilating an entire house in a single throw)
Noble Phantasms
Dry Syggneia-Spear and Spearman United as One
Rank: A++
Type: Anti-Unit
Although warriors of his time were known for skill at throwing spears, Lancers
ability with spear throwing was virtually unmatched. Any spear he loosed would
strike true, no matter the opponent; only one was ever able to successfully defend
against it. This Phantasm takes effect whenever he holds a weapon that he
recognizes as usable as a spear-like weapon. If it is not a Noble Phantasm, it
becomes a D Rank Phantasm, as well as more aerodynamic. When thrown, any
spear projectile gains the property of always piercing defenses; that is, the spears
gain the ability the pierce any noble phantasm up to one rank higher than it without
consequence. When summoned, Lancer comes equipped with ten spears, each
Rank C, and may make more at the cost of prana. He is able to Break as many of his
spears as his prana allows to increase the rank of the defense-piercing and general
damage. However, his greatest spear is the one he used most frequently: Roaring
Spear-The Pride of Troy. This is an A Rank Phantasm capable of piercing A Rank and
below defensive Noble Phantasms.
Trojan Warrior-Resistance of the Besieged
Rank: A++
Type: Support
Lancer is most well known for defending his home for nine straight years; as long as
he was within the walls, his army managed to repel their enemies successfully. This
Phantasm grants Lancer Territory Creation (C+), which allows him to create an area
that acts as his bastion of defense. The area can be a preexisting Magus territory; if
so, then Bounded Fields or special effects of the territory itself come under Lancers
control, which allows him to better defend his territory. Inside his territory, he gains
a Rank bonus to all skills and parameters, along with the ability to instantly teleport
anywhere within the territory. He immediately knows if anyone leaves or enters the
field, even those with up to B Rank Presence Concealment. Those with greater
Presence Concealment have their Rank decreased by two. While within the
boundary, all of his spears gain a rank in phantasm-ranking and defense-piercing.

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