Very Rough Draft:
Archer Link:
Alignment: Neutral Good
Strength: B
Endurance: C
Mana: C
Agility: A+
Luck: D
NP: C-A+
Skills:
Independent Action: B – Link can move independently of his master for up to two days and can survive attacks that severely damage his prana, providing he can get away to recover afterwards.
Blessing of the Fairies: B – As his story claims him a Changeling, during times of great danger his luck parameter will suddenly shoot up, giving him unexpected advantages during the flow of battle.
Riding: C – All ordinary animals can be ridden with no issues as if he had lifelong training. If given instruction, he will be able to drive motorized vehicles with no trouble. This Skill replaces the Magic Resistance of Archer’s class.
NOBLE PHANTASMS:
The Master Sword: A – Anti-Personnel. The Blade of Evil’s Bane, forged with the blessings of the gods, and possessing a will of its own. It does not act upon the wielder once drawn, but it will only allow itself to be wielded by a courageous hero who passed many trials to prove their worth. As its moniker suggests, the weapon is designed specifically to strike down all that is evil and terrible – Link’s strength is effectively EX when using it again an enemy of evil alignment. The touch of the blade can also break dark curses. It will not dispel curses created from divine retribution or as consequences of committing a wicked deed.
The Silver Arrow: A+ - Anti-Personnel. An arrow blessed by the fairies, the silver is a natural bane towards things unnatural and magical. A weapon that shoots right towards the heart of a foe, with design to instantly slay their foe, but sufficiently high luck or barrier noble phantasms can. Those of a good heart will not die if struck, but are wounded like anyone hit by a normal arrow.
The Mirror Shield: C - Barrier. A highly polished mirror that reflects not only light, but evil intent. Aside from normal properties, it can deflect hostile magic – and if aimed carefully – reflect it right back on the caster. However it has to hit the shield for it to work, a clever spellcaster will learn to avoid the shield and it will only work on damaging magic – curses will go right through. As a minor note, if he has even a minor light source, he can use the polished surface as a spotlight, lighting up dark areas and blinding foes.
Back Story:
Changelings are as stories go, children of fairies who are left in the place of a human child. It is unknown as to why they do so. Perhaps they desire human children over their own, or they are like cuckoos, incapable of raising their own.
Link was suspected of a fairy child, and rejected by his parents, who sought to get their “real” child back. The Father’s brother – a widower knight who had no children of his own became outraged at their behavior and took the child as his own. The couple eventually got their own child back, but that is not the story we’re telling.
The Green Youth as the tales dubbed him was a quiet and sensitive child, who often spent his free hours at the edge of the woods, talking to the sprites and other fairies of the forest and hunting with his bow. All was well until one stormy night, a terrible Ogre and his servants stormed the royal castle, killing the king, imprisoning the princess. Soon after, young maidens all over the realm started vanishing. The Old Knight went off to fight the Ogre but never returned, and the Green Youth set out to find out what happened.
The Green Youth found his uncle mortally wounded, and with his last breath, the Old Knight warned him that the Ogre was a practitioner of dark magics and was invincible to ordinary weapons, and told him of a magic sword. Thanking him, he set off and after many trials, he claimed the mighty weapon.
Then an old man warned him that the sword would not be enough to defeat the ogre, and he would need a shield to protect him from black magic. The youth thanked him and went off, defeating many monsters to claim the mirror shield.
Then on the way to the castle, the fairies stopped him – worried for his safety for the sword will wound the ogre, and break the curses he laid on the land, and the shield will deflect his magic, it will not kill him. They gifted their friend with silver arrows.
The Youth thanked them and continued on. The sword broke the dark magics sealing the gate shut, and the shield protected him from Ogre’s hedge mage, turning his power against him. Then he finally confronted the wicked Ogre the fighting was fierce, until a moment’s reprieve gave him the chance to shoot the silver arrow, slaying the evil ogre utterly.
He became the Princess’ loyal knight and they lived happily ever after.
That is the story in “The Magic Sword, The Mirror Shield, and Silver Arrow” an Aarne-Thompson Type 576: “Magical Items”
The real story is simpler – Link is an odd boy, raised by his uncle, a retired night. He is a Verderer – an official who stalked the forest for brigands and lawbreakers. His skills at archery and pathfinding were so good that many whispered he had fairy blood. The title ‘green official’ is what gave him the moniker “Green Youth” in the fairy tale verisons, not any particular inclination towards certain colors.
A Magus by the name of Ganondorf became a trusted advisor of the king and was given the dukedom, and he tend used the peasant populance in horrible magical experiments with aims to conquering the known world – though in modern historical record, he is simply known as a heartless man with great ambition who in another time might’ve been another Attila or Napoleon.
The historical Link is only known in record for his killing of the Duke and being pardoned by the Princess-Regent (as the King and most of the court was incapacitated by a strange illness) for the crime. The rest is speculation and folklore as much of the record of that period was lost to time and decay.
Summoning compotent: An ocarina allegedly belong to him.
Link's goal is simple - keep evil from harming those unable to defend themselves.
Rider Sinbad
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Strength: C
Endurance: C
Agility: A
Mana: A
Luck: C
NP: A
Skills:
Charisma: A – even enemies will bow their knees towards The King of the Seven Seas. Many become charmed by his noble words and his dream for a world without war, and more than once did people who tried to end his life end up becoming his most loyal servants. A dangerous man to be around unguarded.
True Eyes of the Mind: B – He calls them waves, but he is an uncanny ability to read people and to analysis the battle situation calmly no matter the circumstances. No matter how bleak the situation is, if there’s even a small chance of making a comeback – Sinbad will find it.
Manipulation of Mana: C – He can paralyze someone with a touch by using his Prana, or negate mana-based attacks that strike at him, but it is an extremely task for him, requiring him to rest for an extensive period of time, and makes the use of his NPs too risky to use until he’s fully recovered. His Partially Fallen state (below) does allow him to manipulate corrupt and negative energies, but that isn’t typical for this skill.
Fallen Spirit: C – Due to unknown circumstances, he is partly fallen and corrupted, while this allows him to control any dark magic that infects his body and soul, it actually reduced his full power, shutting him out of several noble phantasms and tempts him to commit depraved and underhanded acts to further his goals.
Riding: B – All but Dragon and Divine creatures will submit to Sinbad’s hand, more to his charisma and ability to sense ‘waves’ then to any natural riding ability.
Noble Phantasm:
All his forms are capable of flight and far more durable than his normal form.
Baal: Anti-Fortress, Anti-Army – A++. By summoning the Djinn of Wrath and Heroes into his body, Sinbad turns into a dragon-man, with the magical element of lightning. His first Djinn form, and the one he’s the most comfortable in. While he can just strike at individuals with an electrified blade, this form is more suited for large-scale attacks: he can generate lightning bolts to attack, and his ultimate magic in this form is basically a giant electrical orbital strike.
Focalor: Anti-Personnel, Anti-Army, A+. By summoning the Djinn of Rule and Submission into himself, Sinbad turns into a Demonic Harpy-Like figure, with the element of wind. He can manipulate the winds in the form of tornadoes of various strengths and sizes – with his ultimate spell capable of demolishing a mountain.
Zepar: Anti-Army B. By calling upon the Djinn of Sound and Fury upon himself, he becomes a kind of imp, capable of emitting a sonic scream that’s capable of knocking out everyone not magically inclined in a very wide radius that could hear him, which he will use to keep civilians out of harm’s way. This Imp Djinn can also implant hypnotic suggestions in a vulnerable mind. Sinbad will use this to have eyes and ears all over Fuyuki to report back to him.
Though Sinbad claims ownership of Seven Djinns, he is forcibly handicapped to only three due to his partial corruption preventing him using his full abilities.
Background: Sinbad the Sailor, King Sinbad the Ruler of the Medieval Island-Nation of Sindaria (An island broken into atolls in the modern era due to volcanic activity). His Seven Voyages before his rulership is famously written down in the 1001 Arabian Nights – naturally some details have been exaggerated or omitted for the sake of a good story.
Not only was he a sailor of renowned wanderlust and great wealth, he was a magus with innately powerful magic circuits – and he was taught by one of the last true Magicians a now lost ability to channel Djinns through his own body, using their power directly – a technique that few magus in his time could do (including the rumored magical branch of the Royal family of Imperial China), and one many modern magus instructors and scholars deemed too dangerous to attempt.
After travelling the world and seeing hardships and suffering created by war, he grew to detest the concept of war and sought to change the world. With his wealth, he set on an 8th Voyage to find a good land that has no existing people – Sindaria was this place. And with this wealth, he opened rapid transit from the shores of crusader-torn Middle East and North Africa for refugees to flee destruction. No one was discriminated based on religious or social status, and with the aid of his magic to help make the island better, the refugee camp of Sindaria quickly grew to become a center of trade between Africa, Asia, and the Middle East, ideas and goods flowed like water through the ports. They took no sides in war, but they are well-fortified by a combination of natural features, a well-trained army, and a magus not afraid to use magical might, so few dare to attack them.
It was a Paradise, but Paradise never lasts.
Many nations close by grew fearful of the Mage-King and suspicious of his true intentions, while others became envious of its wealth and land. Many religious leaders view him as someone that consorted with Devils, Mages either wish for his power, or are disgusted by his meddling with secular affairs – especially a cabal known as Al-Themen who had been doing things behind the scenes.
Even his former instructor turned his back on Sinbad, declaring that he is too ambitious for the good of the world.
While Sinbad was hurt by his master’s rejection – he didn’t care about anyone else, for as so long as he can keep his precious Sindaria safe and spread the idea of anti-war, he will continue to do as he pleased.
Another Magician - one corrupted by demonic entities - made the first strike against Sindaria, shattering a powerful barrier around the island created by one of Sinbad’s subordinate mages, leaving it vulernable. The Corrupted Magician had a personal grudge against the Mage-King, and done it out of pure spite. This was the first step in Sinbad’s fall.
With the barrier gone and a signal that he wasn’t invisible, more powerful nations equipped themselves to siege the island, but they were repelled, but the constant fighting exhausted the people, even when calling upon his allies it was clear they would lose a war of attrition. Fearing for his people’s safety, he grew desperate and delved deeper into magical experimentation.
He took a risk, and attempted a ritual to draw upon a growing corrupt element of magical energy with the idea of using it to attack all those who use this form of magecraft via proxy. It backfired and he became tainted.
Sinbad discovered he could use it to create the same demonic magic as performed by his enemies, and started to, but realized it was slowly warping his perception of right and wrong and tried to set aside the dark art before it consumed him utterly.
Attempt after attempt to stop the wave of attacks and subterfuge attempts on his life failed, he realized that while he was Sindaria’s king and protector, he was also the source for the misery. With a heavy heart, he announced a successor to the throne and abdicated. He sailed off to the sunset, never to be seen again.
The legends of the mage-king faded, and he was known as a king whose ideas were too far ahead of his time. The nation of Sindaria continued to decline without a strong guiding hand, and collapsed shortly after the last crusade.
Sinbad's goal is to create a world without war, even if he has to battle it out.
Summoning Focus: A piece of Sindaria’s Crown Jewels.