User blog:El Alamein/The Master (ActRaiser) vs. the Hero (Fate)



Two of the most learned magical manipulators prepare for war in the ultimate duel of swords and sorcery! The Master, the vigilant guardian of a peace-loving people who takes up arms in a quest to save them from the evils of a powerful demon and return them to the path of righteousness, crosses blades with the Hero, the young but capable adventurer who embarks on a personal venture into a deep dungeon to slay a rising evil, defend an innocent town, and fulfill his Fate! It's patience and experience against cunning and tenacity as these warriors suit up and ready for battle! Sparks will fly, blood will be spilled, but when the final blow is dealt, only one will be the deadliest warrior!

The Master




The Master is a god-like being from the 1990 SNES game ActRaiser. After having fallen into a deep sleep, the Master awakes to find his people scattered and in disarray under the evil influence of the demon Tanzra. Assuming the form of the statue of a powerful warrior, the Master purges the evil from his lands and rebuilds the cities from the ground up with the assistance of his angelic assistant. The Master must face perils that mirror evils from different cultures, such as centaurs (Greek mythology), werewolves and sorcerers (European mythology), mummies and undead kings (Egyptian mythology), and dragons (Norse mythology). After ultimately defeating Tanzra, the Master discovers that his people no longer need his protection, as they are able to carry on and defend themselves .The Master retreats back into slumber to wait for a time when he is truly needed to help his people.

Weapons
|-| Primary Weapon =

Sword

The Master's sword is his main weapon, and is wielded in a two-handed overhead fashion. The blows dealt are powerful enough to kill most weaker enemies in one or two strikes, and the Master has a fairly rapid recovery time after each swing. The Master has shown the ability to swing his sword while jumping or crouching with no hindrance, but the weapon is too heavy to use while running.


 * 5-foot blade


 * Two-handed


 * Cutting edge for slashing/hacking attacks


 * -| Secondary Weapon =

Flame Sword 



The Flame Sword is not a different weapon than the Master's primary blade; rather, it is an empowerment that can be granted to the Sword that allows it to shoot out a blue crescent beam of energy. It also doubles the damage dealt by regular (physical) strikes from the sword.


 * Ranged capabilities


 * Fires directly in front of the Master, in a straight line


 * Crescent beam can pass through multiple targets


 * -| Armor =

Statue's Armor

The Master assumes the form of the statue of a great warrior when he chooses to enter combat. The statue has a protective round helmet with wings on the sides (although the wings appear to serve no purpose aside from decoration), a metal chestplate and tunic, and sandals. The statue itself is also quite durable, likely constructed of some strong metal, able to withstand a decent amount of punishment before yielding.

Magic
|-| Fire-Based =

Magical Fire



The Magical Fire property is a powerful, uni-directional spell that emits a blast of scorching flame. The blast emerges as an intertwining blast of two fireballs that speeds in the direction of the target.


 * Two fireballs


 * Projectiles swirl in double helix formation while in air


 * Can pass through mutliple targets


 * -| Aerial-Based =

Magical Stardust 



The Magical Stardust ability is arguably the most powerful spell available in ActRaiser. It calls down a heavy bombardment of small meteors that blanket the surrounding area. Although each individual meteor does not inflict much damage, the sheer number of projectiles called down, coupled with the rather intense bombardment time of three seconds, is usually more than enough to wipe out a screen full of minor enemies or severely weaken a boss.


 * Three-second bombardment


 * Multiple projectiles strike ground at diagonal angle


 * -| Heaven-Based =

Magical Light 



The Magical Light calls down two pillars from the Master's Sky Palace, which bathe him in a bright vindicating light before spreading outward in two directions, sweeping across any enemies nearby and damaging all caught in its wake.


 * Two pillars of light


 * Each pillar spreads out in a different direction


 * -| Defense-Based =

Magical Aura 



The Magical Aura defensive spell is second only to the Magical Stardust ability in terms of its raw damage output to enemies. Four blue spheres of mystic energy are summoned and spiral away from the Master, in a circular motion, with each sphere rotating in a different direction.


 * Four blue spheres of energy


 * Each sphere rotates in a different direction


 * Projectiles swirl in circular rotating motion

Support
The Angel



The Angel is a small, cherub-like messenger for the Master, who interacts with the people on the Master's behalf. While guiding the people through reconstruction, he fights off winged foes (such as enormous bats, flying demons, and most bizarrely, giant grotesque skulls) with a deceptively lethal bow and a seemingly inexhaustible supply of arrows. The Angel can not be killed, but he is fragile and can easily be defeated, forcing him to recover for a while before he can find the strength to continue to fight.

The Sky Palace

The Sky Palace is the Master's home, a hovering fortress that sits on a mobile cloud. If the Master is ever wounded grievously, he can retreat to the safety of his palace and recover, resting and sleeping to regain strength and heal. However, when he takes shelter here, his people are vulnerable and must survive without his help. The cloud can be transported to any of the major towns that the Master watches over, giving him easy watch over his dominion.

The Hero




he Hero is an adventure-seeking child-warrior from the 2005 PC game Fate. Along with his faithful companion (a cat or a dog), the Hero approaches the town of Grove, which sits quietly on the outskirts of a forest, which houses a dangerous dungeon. Tasked to descend deep into the dungeon to slay an unspeakable evil, the Hero befriends the townspeople through the completion of minor quests completed along the way. With a host of knowledgeable warriors and blacksmiths, and magical sorcerers and enchanters to assist him along the way, the Hero acquires top-notch weaponry and spells to carve his way through hordes of violent monsters that reside in the dungeon. Simple beasts like sewer rats and bats pose little threat, but goblins, vampires, and other undead and half-alive monsters attempt to thwart the Hero's journey at every turn. Once the final boss is defeated and the town saved, the Hero passes on his legacy to another young adventurer and basks in the glory of retirement... but the next young adventurer is destined to become the next Hero, continuing the cycle to keep Grove safe.

Weapons
|-| Primary Weapon =

Greatsword

The Hero's sword is one of the most popular weapons in Fate, and as such, is usually one of his most-exercised battle implements. The Greatsword is enormous, but the Hero is shown to be able to wield it with one hand quite proficiently. With an enormous damage output, the Greatsword is capable of killing most common enemies with 1-2 hits and can give bosses a run for their money.


 * 7-foot blade


 * One-handed


 * Cutting edge for hacking/slashing attacks


 * -| Secondary Weapon =

Spectral Crossbow

The Spectral Crossbow is an ethereal weapon that fires bolts of supernatural energy that are especially damaging against magically-enhanced foes. Because the crossbow generates its own ammunition, it fires with an incredibly fast rate of fire - one shot every few seconds. It lacks stopping power, and instead passes cleanly through the enemy and slowly saps their strength and stamina, weakening them with each successive hit. A shot from the Spectral Crossbow will kill a severely injured foe.


 * Spectral bolts ignore armor


 * Energy- and life-draining


 * Incredibly high rate of fire


 * -| Armor =

Hero's Outfit

The Hero is well-protected, and can absorb much damage as a result. He dons an impressive winged helmet that offers greater facial protection and a full suit of thick plate armor, as well as steel gauntlets and boots. Despite the immense bulk of this equipment, the Hero suffers no great movement or stamina penalties while wearing this armor.

Magic
|-| Fire-Based =

Fire Ball

The Fire Ball spell is a classic example of Attack Magic in Fate. When the Hero casts this spell, one enormous ball of flame flies from his fingertips at the enemy, immersing them in the fire before dispersing. It can be cast many times in rapid succession, and does not tax too heavily the Hero's Mana.


 * Single fireball


 * Projectile flies straight through the air


 * Explodes upon impact, dealing further damage


 * -| Aerial-Based =

Meteor Shower

The Meteor Shower spell allows the Hero to conjure three enormous meteors from the air above, even if underground, and rain them down on the enemy. The Meteors crash down with tails of flame following closely, doubling the damage output on any unfortunate victims trapped beneath. The Meteors disappear after striking the ground. They actively target the intended victim when cast by the Hero.


 * One-second bombardment


 * Three flaming projectiles target foe


 * -| Heaven-Based =

Holy Light

The Holy Light spell is especially potent against undead opponents, but will still damage others. Upon being cast, Holy Light sends a ring of shining white light spiraling outward in all directions from the Hero, widening until it eventually disperses. The further from the Hero the ring is, the less concentrated its damage will be.


 * One ring of light


 * Ring damages foes at closer ranges, knocks back/stuns foes at longer ranges


 * -| Defense-Based =

Spectral Armor

The Spectral Armor spell enhances the armor of the Hero, granting it temporary ethereal additions, as well as boosting the attack value of any physical weapons used by the Hero.


 * Forty-five second duration


 * Greatly enhances defensive values of armor


 * Enhances attack power of weapons

Support
The Pet



The Pet is initially a dog or a cat, a loyal companion that is powerful in its own right and dutifully follows the Hero and aides him in combat. Howver, the Pet may be fed a fish, which will temporarily (or permanently, depending on the fish) transform the animal into a wide variety of more powerful creatures - potential transformations include Gryphons, Unicorns, Giant Tarantulas, Gargoyles, and Basilisks, to name a few. The Pet cannot be killed in any form - whether it be normal or enhanced - but can be wounded to the point that it flees, and runs rampant across the area until its health recovers and it can fight again.

Fate



Fate is the literal representation of Death, and appears as a mysterious cloaked figure, sporting a fountain of flame in one hand and a crystal of ice in the other. Fate exists to guide the Hero along his queset and to ensure that he defeats the monster in the dungeon and fulfills his fate. Although he will not be physically present for the purposes of this battle, Fate always tips the scales in favor of the Hero when weighing the outcome of a fight.

Town of Grove

The Hero may retreat to the town of Grove if severely injured, where he may meet with local townspeople who offer various services, including healing, weapon repair, and selling fish. In Grove, no combat ever occurs, and the Hero is free to rest and recuperate as long as he sees fit, knowing that he is working hard in the dungeon below to ensure the safety of this town, his new home.

X-Factors
|-| Strength =


 * The Master: 90


 * The Hero: 87

The Hero is remarkably powerful for a child warrior, and is capable of easily defeating armed enemies like goblins and orcs that would trouble many adult adventurers. However, the Master is a near-deity being that inhabits the statue of an immensely powerful demigod, granting him a slight advantage when it comes to raw power.


 * -| Speed =


 * The Master: 70


 * The Hero: 88

The Master is powerful but slow, as his main form is unearthly and he is somewhat encumbered by the statue when in combat form. He must also remain stationary to execute the majority of his attacks. The Hero, meanwhile, is far more nimble and suffers no detriment from his heavy armor. Although he too must remain stationary to attack or cast spells, the Hero will be able to outrun or catch up to his foe should the need arise.


 * -| Experience =


 * The Master: 92


 * The Hero: 77

Although the Hero is a quick learner and has been adventuring for several years, he is a young boy and has not nearly seen as much combat as the Master, who has existed for centuries, if not milennia, and has fought his ultimate foe, the demon Tanzra, on multiple occasions.


 * -| Training =


 * The Master: 65


 * The Hero: 83

The Master has never trained formally, and while his combat does not suffer especially as a result, he lacks technique. The Hero trains extensively in the town of Grove, honing his skills with sword, bow, and spell to ensure success in the dungeon below.


 * -| Endurance =


 * The Master: 85


 * The Hero: 76

The Hero's armor and defensive abilities do grant him remarkable lasting power in a fight, but the Master's inability to register pain and strong metallic statue armor are able to hold against slightly more powerful foes for a slightly longer period of time.

Battle
Will be 2 v. 2: The Master and the Angel vs. the Hero and the Pet. Only the Master or the Hero need die to end the fight.

One retreat will be allowed per warrior (to the Sky Palace/Grove).

The fight will occur in the dungeons under the Town of Grove.

To be written

Expert's Opinion
To be determined