Aw, seriously?
Tress of Isolde
Sword of Fate
Van Horstmann's Speculum
The Daemon Sword
The Fellblade
The Bane Head
The Grudge Rune
The Talisman of Saphery
The Ring of Corin
Virtue of Confidence
Annoyance of Netlings
I...don't see Siranne's Locket on there. I see the Tress of Isolde though, which is pretty nifty - hitting on 2+ automatically against an opponent. Too bad I'm not taking it.
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""UUUUNIVEEEERRRRRSSSSSEEEEEE!!!!"
-Elenthiel, for no apparent reason.
"I still think you REALLY should have sent the Green Knight...."
-Giles Le Breton, on Elenthiel participating in the tournament.
"Nah, it's more entertaining this way."
-Lady of the Lake, on Elenthiel participating in the tournament.
Appearance: Under construction.
Personality/motives: Perhaps the Tsundere temperament describes this character the best. No one have any reason why the Lady of the Lake decided to select her as her champion in this tournament. Given the bloody competitive nature, however, the fact that she seems to possess a "universal reset button" may be the reason, as she have died countless times only to return as an annoying cheery little voice.
Which then still begs the question. Why didn't the Lady send the Green Knight? Of that, no one will know.
Using Bretonnian Lord Profile. M4 WS6 BS3 S4 T4 W3 I6 A4 Ld9, Virtue of the Ideal, Shield, Lady's Blessings. (Will Pray before each round. Unless Elenthiel runs away or something she can't really lose it.)
Invisible Air: Barrier of the Wind Lord.
(Counts as Mantle of Dame Elena)
A sorcery, rather than a Noble Phantasm, which compresses and gyrates the air around Elenthiel's body and weapon. The circulation of wind distorts the refraction of light, inducing an illusion of ethereality. This property makes it difficult for opponents to score critical blows against Elenthiel, for a killing blow requires a critical strike and they cannot discern the exact location.
(Ignore Killing Blow. Poison do not autowound.)
Arondight: The Unbreakable Light of the Lake
(Counts as Lance of Artois)
Elenthiel's personal weapon. A gigantic weapon, The lance-shaped blade breaks after initial use, revealing a shining sword within it - the core of the weapon, Arondight, known as the Unbreakable Light of the Lake. A celestial weapon, constructed by the world from the collective wishes of mankind and fueled through a conversion of Mana into photoelectric energy. The area of expulsion appears as a colossal beacon of incandescence, though the vast majority of light is concentrated at the vertex of initial release. Kinetic entropy is intensified by the acceleration and convergence of momentum at this vertex, with only trace calidity in the dissipating tail.
(+2STR/Killing blow on charge.
Custom rule: Loses all properties and reverts to hand weapon after the first round.)
Avalon: All is a Distant Utopia
(Counts as Sirienne's Locket)
When initiated, Avalon dissipates into countless particles and immerses its user into a tranquil domain of the fairies, virtually a "portable fortress". A wondrous item of protection. While bounded in this manner, an individual is shielded from all destructive interference in the physical realm, from parallel worlds, and dimensional planes. The name Avalon alludes to a legendary isle in English folklore, best known as the final resting place of King Arthur.
(Character cannot suffer more than one wound in any one phase. All subsequent wounds are ignored. Even multiple wound weapons such as bolt throwers or war machines still cause one wound. Can still be overran, however, as the wearer is not immune to psychology.)
Defensive: 4+ Armor (Heavy Armor, Shield), 5+ ward. Immune to Killing Blow. Poison do not autowound. One wound per turn.
Offensive: 5 WS8 S6 Attacks on charge, Killing Blow. 5 WS8 S4 attacks for the subsequent rounds.
Point cost: 110+100+35+3 = 248