Fate/Eternal Dusk
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Aladdin, the Assassin

Go down

Aladdin, the Assassin Empty Aladdin, the Assassin

Post by CorenKeitaro Sun Aug 04, 2013 12:43 am

Class: Assassin
Alternate Classes: Caster, Saber
True Name: Aladdin
Alignment: True Neutral


Stats

Strength: C
Agility: B
Mana: C (150 Prana)
Endurance: D (100 HP)
Luck: A
NP: A++


Class Skills

Presence Concealment: B+
Able to hide one's Aura, and to escape notice, even when doing something unusual. Effectively becomes unnoticeable to all observers unless they are aware of Assassin's Presence. Due to his mater's prefrence, Alladin uses this ability to hide himself during fights.
Territory Creation: A+ (Fake)
A skill used by the Caster class to create a "Workshop" where casting speed and Mana regeneration are increased. At this rank, a "Temple" is created instead of a workshop, providing much higher bonuses to it's master. Normally unaccessable to an Assassin, he can access this skill with the help of his Djinn. This workshop works differently than that of a Caster's, and can encover an entire house or area with a large arabian house or castle. If this ability is cast over a regular house, then only the inside will change. The house that contains the workshop will begin to be filled with cursed riches, if anyone attempts to touch or steal them the house seals itself and begins to fill with sand. It also provides the normal bonus of a workshop at the same level.


Personal Skills

Disengage B+:
Assassin is capable of disengaging from any sort of confrontation so long as no powerful magical effect would prevent this. At this rank, he can immediately escape from combat, but someone with high agility could catch up with him quickly.
Nature of a Rebellious Spirit A:
The temperament to never remain at one location and never embrace a lord. A wandering star that does not have the capacity to be king nor is capable of finding his own king. Negates the effects of Charisma with the same rank.
Spirit Binding: D
A magical art practiced by the Magus of old, no longer practiced due to a lack of magical beings in the mondern world. It allows one to bind a magical being to a object. At this rank, only beings which are not non-phantasmal beasts can be bound. Caster only has a passing familarity with this art, due to his encounters with Djinni. Also grants a bonus to destroying enchantments.
Art of the Thief: B
A skill that indicates how good a person is at stealing and avoiding dection. At this Level, the user is able to bypass medium strength Boundries and is able to pickpocket items with ease. Also provides Assassin with the ability to steal items while in precense concealment. Assassin can even steal noble phantasms so long as the owner is not holding them, and the rank of the item is equal to or lower than his Art of the Thief skill. Once stolen, noble phantasms cannot be resummoned, but if the appropriate prana is used you can create a copy of it.


Noble Phantasms

*Notes about Djinni*
Djinni are NOT able to grant any wish- rather, they can only do things that are possible within nature. They use Marble Phantasms in ways that relate to their domains and their own innate strengths.
Ring of Miracles: A
A slightly rusted bronze ring engraved with runes. Within it lies a lesser Djinni of the rank of a Monsterous Beast, whose domain is Protection (Reinforcement) and Air. It is a somewhat grumpy spirit, who is bound to obey only to protect the wearer of the ring, but also wishes for a master to someday release him. He is somewhat annoyed that he has been called back to this world and his former vessel to participate in a war, but he figures he owes Aladdin. His prana cost increases with every action he takes and every attack he recieves. When used in combat this Djinni floats behind his master and attacks via powerful reinfoced punches. He cannot materialize or move away from his vessel, the ring, and punches with the force of anywhere between a C rank to an A+ rank attack depending on prana used and the charge time of the attack. His skin is strong enough to repel any attack below B rank with effort, and wounds rapidly heal themselves.
Solomon's Vessel : EX
A old fashioned Oil Lamp that burns enternally. Within it lies a Grater Djinni of the Rank of a Divine Beast, whose Domain are Creation and Fire. A simple manifestion of this being can drain a average level Magus to death within 10 seconds- A medium strength 'Wish' would most likely kill all but the greatest of Magus or those with large pools of mana (Rin, Illya) and even then they wouldn't have enough prana to power a second wish.
(the Idea of these two NP's is For the Ring to Act like a stand, and the Vessel to act like a High level 'Summon' from Final fantasy, or maybe a Persona with a skill that uses alot of HP. His attack is to create a huge meteor in his hand, then while holding it slam it into the foe.)
Bio: (Disney seriously changed the names)
Aladdin was an impoverished young pickpocket in a Chinese town. He is recruited by the brother of Aladdin's late father Qaseem (actaully a sorcerer from the Maghreb), who offers to set Aladdin and his brother's wife up as wealthy merchants, If he would help him in retreiving a old hareloom of his that was stolen by bandits and left in a trapped cave. The sorcerer's real motive was to accquire a wonderous oil lamp from a booby-trapped magical cave. Before entering the Cave, Aladdin is given a ring for 'good luck'- which seemly helps in the cave as Aladdin avoids the deadly traps within the cave. After retriving the lamp, but before leaving the cave, the sorcerer attempts to double-cross him and collapses the cave entrance, intending to retreive the lamp of his corpse in a few days. Aladdin, trapped in the cave, is saved by the Djinni (genie) that resides within the ring, who hated his former master. Aladdin returns, still carrying the lamp, and when mother tries to clean it, a second, far more powerful genie appears, who is bound to do the bidding of the person holding the lamp. With the aid of the genie of the lamp, Aladdin becomes rich and powerful and marries Princess Badroulbadour, the Emperor's daughter. The genie builds Aladdin a wonderful palace – far more magnificent than that of the Emperor himself.
The sorcerer returns and is able to get his hands on the lamp by tricking Aladdin's wife, who is unaware of the lamp's importance, by offering to exchange "new lamps for old". He orders the genie of the lamp to take the palace to his home in the Maghreb. Fortunately, Aladdin retains the magic ring and is able to summon the lesser genie. Although the genie of the ring cannot directly undo any of the magic of the genie of the lamp, he is able to transport Aladdin to Maghreb, and help Aladdin recover his wife and the lamp and defeat the sorcerer.
Aladdin's wish is to prevent those he deems unsuited for a wish from getting the grail. He has seen what an all-powerful wish granting device can do in the wrong hands.
CorenKeitaro
CorenKeitaro
Admin

Posts : 16
Join date : 2013-08-03
Age : 26

Character sheet
HP:
Aladdin, the Assassin Left_bar_bleue0/0Aladdin, the Assassin Empty_bar_bleue  (0/0)

http://demigodsanddemons.forumotion.com

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum