FATE/GRAIL LEAGUE - APRIL FOOLS’ 2023 Notes: * In this April Fools’ event, the protagonist defaults to the male counterpart. This transla
[FATE/GRAIL LEAGUE]
FGO April Fools' 2023 English Fan Translation

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FATE/GRAIL LEAGUE - APRIL FOOLS’ 2023 Notes: * In this April Fools’ event, the protagonist defaults to the male counterpart. This transla
[FATE/GRAIL LEAGUE]
FGO April Fools' 2023 English Fan Translation
Da Vinci Lily: People keep entrusting me with stuff and then dying.
Peperoncino: Funny you should mention that…
Fate and Phantasms #253
With all that Gudaguda out of the way, it's time we took a ride with Leonardo Da Vinci (Rider), setting out to take down the lostbelts! They're an Armorer Artificer, because of course they are.
Check out their build breakdown below the cut, or their character sheet over here!
Next up: Some of you may die, but that's a sacrifice I'm willing to make.
Race and Background
Da Vinci was a human, then she died. Now she's Reborn, which is nice since that's the only way she could get shrunk like this. That gives her the usual CYO Bonuses, so pick up +2 Dexterity and +1 Intelligence. It also gives her an Ancestral Legacy for proficiency in Acrobatics and History, and Knowledge from a Past Life for an extra d6 in any skill check Proficiency times per day. Turns out the universal genius' genius is universal. Wild!
Another bonus to dying once is that it's harder for you to go back, thanks to your Deathless Nature. This gives you advantage on saves against disease, poison, and death, as well as resistance to poison damage. You also don't need to eat, drink, breathe, or sleep, and finish long rests in 4 hours. Perfect given how much work is ahead of you (since you're too young for coffee).
Ability Scores
Ok Intelligence is number one that's easy. Vinky Smart, we all know that. After that is gonna be Dexterity. Wearing skates everywhere is tough if your balance isn't good. After that is Wisdom, since it's another part of bein smart. Your Charisma is also above average. Look at those cheeks. Tell me they aren't pinchablYou cannot. Your Constitution isn't great though. Da Vinci does good work, but you were a rush job tbf. Finally, dump Strength. Children can't lift cars. Unless they have giant robo arms helping them, but that's spoilers.
Class Levels
Starting off as an Artificer is a smart choice, though it's not like we're going into any other classes. This gives you proficiency in Constitution and Intelligence saves, as well as the History and Nature skills. You can also use Magical Tinkering to add tiny magic effects to tiny nonmagical items. Or use Spellcasting to add major magical effects to just about anything. You get the cantrips Dancing Lights for some spotlight drones and Guidance to smart your way out of just about any situation. You can also prepare and cast 1st level spells using your Intelligence modifier. Also, being an izzet engineer adds a couple spells to your spell list, so you can choose to prepare them if you want. we'll still be going over the in-character ones here, but those'll be on the character sheet if you want them. For now, Expeditious Retreat and Longstrider will both speed up your rollerskates, the former letting you dash as a bonus action and the latter adding 10' of movement to your speed. Only ER is concentration, so having them both up will really help you jet around. On top of that, Identify will let you use your keen deductive eye to learn the properties of magical items, or spells affecting non-magical items/creatures. Also the izzet list gives you Chaos Bolt for an offensive option, just in cast you have to be out in the field already.
Second level artificers can Infuse Items, turning non-magical items into magical ones semi-permanently. They turn back if you die, but then it's not your problem is it? You learn four to start with, but you can only have half of them up at a time. Your backpack missiles are going to be spell-based, but just in case let's turn it into a Bag of Holding anyway. If it is an actual weapon, giving it a Repeating Shot will be super useful to keep it stocked up. Turn basically anything into an Enhanced Arcane Focus for a +1 to spell attacks and saves, or make some Sending Stones to keep in touch with Gudao.
At third level you gain the Armorer specialty, so your backpack missiles can actually be Magic Missiles. They never miss, it's great. You can also cast Thunderwave to kinda clap those big metal mitts together, but we'll focus on those later. Right now you can make The Right Tool for the Job over a short rest, letting you create any set of artisans tools that lasts until you make another. You can also turn whatever you're wearing into Arcane Armor, letting you ignore strength requirements, cast spells through the armor, prevent the armor from being removed, and put it on and off as an action. You might just be wearing a dress, but it's a science dress dammit! So light armor then. You can also turn this armor into one of two models, Guardian or Infiltrator. Honestly both are pretty solid, and you can swap them between short rests, so it's not a huge decision: the former for specializing in big meaty claws, the latter for better skating and ranged attacks. The Guardian model comes with Thunder Gauntlets, melee weapons that use your Intelligence modifier to attack and deal damage. They also give disadvantage on attacks to whoever you hit, unless they hit you back. Your hands are really big, so it's easy to wave 'em around in someone's face for a distraction. You can also create a Defensive Shield as a bonus action Proficiency times a day, giving you some temporary HP. Da Vinci isn't one to let the little things slow her down. Except for stairs, I guess. If you go with the Infiltrator model, you instead get a Lightning Launcher, a ranged weapon with the same INT replacement gimmick, and once a turn you can deal extra damage with it. You also get an extra 5' of movement and a Dampening Field for advantage on Stealth checks. Most people are going to be listening for footsteps, not wheels.
At fourth level you get your first Ability Score Improvement. Bump up that Intelligence score, it goes good with just about everything.
Fifth level artificers get an Extra Attack, a brand new and original skill that only they possess. It lets you, and hold on to your seats for this one folks, make an extra attack each attack action! You also get 2nd level spells like the freebies Mirror Image and Shatter. You can also go so fast you become a Blur or go on a Kinetic Jaunt, or use your golden rule with Enhance Ability and/or Lesser Restoration to become cuter/smarter and protect yourself from debuffs respectively.
Sixth level artificers have Tool Expertise, so your proficiency bonus is doubled for tool checks. You also get two more Infusions. The Boots of the Winding Path are great for fancy skating tricks and a Spell-Refueling Ring is just useful in general.
At seventh level you can add a Flash of Genius to a nearby check or save, adding your intelligence bonus to the roll intelligence bonus times a day.
Use this ASI to max out your Intelligence for the best of all worlds. Haha, artificers.
Ninth level artificers get Armor Modifications, giving your science dress a huge upgrade. Your armor now counts as four separate items: The armor, boots, helmet, and weapon can all be infused separately. You can also have an extra 2 infusions at a time if they're on your armor. You also get third level spells! Hypnotic Pattern and Lightning Bolt aren't super in character, but they're free. You can also use Call Lightning from being an Izzet Engineer, which is neither in-character nor free, but it's a spell you'd only get otherwise from being a druid so at least it's novel. For spells you choose, Haste is great for an extra boost of roller-blade speed, and Intellect Fortress lets you show off how often you worked out in the library, giving you resistance to psychic damage and advantage on your soft stat saves.
At tenth level you become a Magic Item Adept, giving you an extra attunement slot and you can craft cheap items faster. On the magic side of things it's time to hard-focus on your big metal claws! Pick up the cantrip Sword Burst to swing those things around for some force damage, then pick up the infusion Gauntlets of Ogre Power to give yourself a strength score of 19. Or use a Helm of Awareness to speed out of danger with advantage on initiative rolls and immunity to surprise.
Eleventh level artificers can create Spell-Storing Items out of weapons and focii. They have to be low-level, but you can give them to other allies and still have them be as strong as your casting without using your concentration.
Now that our Intelligence is as high as possible, there's not much else for us to do here. So.... use this ASI to bump up your Dexterity for fancier roller blading, I guess.
Thirteenth level artificers know 4th level spells, like Fire Shield, Greater Invisibility, Conjure Minor Elementals, and Divination. The first two are freebies, the last two are added to your options from being an engineer. For spells you choose, Arcane Eye is a useful drone, Fabricate will help with inventions, Freedom of Movement is more roller-blade nonsense, and you can Summon Construct to make that robot bird Old You liked so much.
At fourteenth level you're a Magic Item Savant, giving you yet another slot and you can ignore all requirements involved with using a magic item. Now you truly are a universal genius! You also gain the Mage Hand cantrip so those big ol' hands can carry stuff around, and two more infusions. Arcane Propulsion Armor gives you even faster skates and some metal arms with impressive range no matter what model you're wearing, while the Ring of Free Action guarantees you can dodge any magic that would tie you up while you skate through even the most difficult of terrain. If you're plane-hopping you'll have to be ready for anything.
At fifteenth level you've created Perfected Armor, giving each model another feature for you to agonize over. Guardian models can use their reaction to force a strength save on a creature near you, pulling them closer to you and letting you make an attack against them proficiency times per day. Infiltrator models mark the creatures they hit with their Lightning Launchers, making them shed light and giving them disadvantage to hit you for the round. Additionally, the next attack to hit them has advantage, and if it hits they take even more damage.
Okay, we really don't need any more ASIs, but since we have one, I guess... pick up the Observant feat to round out your Wisdom score. It also lets you read lips, and you get a +5 bonus to your passive perception and investigation.
Seventeenth level artificers get fifth level spells. I think getting Passwall is kind of a copout replacement for the paper moon, even if it does get you through walls, if not a Wall of Force. (Though if your DM wants you to fight lostbelts and doesn't give you a way in, that's on them.) You can also Conjure Elemental from being an Engineer, and you can also use Creation for more invention, Skill Empowerment to tame even the wildest of grand stallions with a doubled proficiency on skill checks, and Animate Objects to finally create the Shadow Border! It'll be a little cramped since you can only animate a Huge item, but if someone else Enlarges it that should be okay.
At eighteenth level, you are a Magic Item Master. This one's just another attunement slot. I don't know why they saved the worst for last, but here ya go. You also get two more Infusions though. The Gem of Seeing can give you Truesight for a good distance, instantly ruining a lot of your DM's plans, and the Boots of Speed will make your rollerblades even more ridiculous. Or you can fit them onto your shadow border to really get it moving. Either way you can use your bonus action to activate them, doubling your walking speed and giving opportunity attacks disadvantage for up to ten minutes a day or until you deactivate them. So your base speed, with propulsion armor and the infiltration model, is 40'. Add 10' from Longstrider for 50' a turn, then Haste for another action and doubled speed, plus these boots for another doubling... That's 200' a turn for free, plus two actions you can dash with for 600' a round. Ya fast, is what I'm getting at.
One last ASI! Since you've got big ol metal claws, I think the Gift of the Metallic Dragon isn't too far out of left field. You learn Cure Wounds, which you can cast an extra time for free each day using your intelligence. You can also use those big arms of yours to protect yourself or others, reacting to add your proficiency to a target's AC for the roll, up to Proficiency times a day.
The final level of artificer is exactly why most people don't multiclass, as the Soul of Artifice is totally busted. You get +1 to all saves for each magic item you're attuned to, and you can give yourself guts as a reaction by ending an artificers infusion. It's pretty good.
Pros and Cons
Pros
As I mentioned above, you are obscenely fast, and it's really hard for anyone to slow you down. You can skate around the battlefield with the greatest of ease, the entire time keeping your enemies from ever even touching you.
Being such a speed freak is also a huge boon given how supportive you can be. Your attacks give allies advantage on their attacks, you can protect them with your claws, and you can always hand out some of your magic items to boost their abilities as well.
Your own skills are also pretty impressive, with solid stats in everything but strength (one skill, plus you have an infusion to trivialize that) and constitution (no skills) plus advantage from Enhance Ability and the boost from Guidance and/or your Knowledge from a Past Life means you're pretty much set for any skill challenge ahead of you.
Cons
To be honest, the fact that we don't have a paper moon is kind of disappointing to me, even if it is more of a macguffin than a character ability.
You're also pretty squishy, with just over 100 HP thanks to a whopping +0 in constitution. Just ignore how a single infusion swap could trivialize that...
Your multitude of abilities sometimes leads to clashes, for example, you work best from a distance, but a lot of your abilities are short range, so pelting someone with magic missiles and protecting your allies are mutually exclusive.
Bir anekdot 17: Da Vinci'nin hayata geçirilmeyen at heykeli eskizleri
1452'de dünyaya gelen Leonardo Da Vinci, 1482 senesinde Milan Dükü Ludovico Sforza'dan bir at heykeli siparişi aldı. Ressamımızla aynı yaşta olan Dük Sforza, 1466'da ölen babası için yaptıracağı verdiği heykel siparişi için Da Vinci'ye dilediği kadar çalışabileceğini söyledi. Bunun üzerine işe koyulan Da Vinci, 1483'ten 1493'e dek yüzlerce eskiz çizdi. Ustanın tasarısına göre heykel, dünyanın en büyük at heykeli olacaktı ve bunu göstermek için kilden bir prototip hazırladı.
Ancak bu eser, Fransız askerlerinin Milan'a yaptığı saldırılar sonrası tahrip oldu. Da Vinci'nin bronzdan yapacağı heykel ise Dük Sforza'nın tüm bronzu silah üretmek için kullanmasıyla hayata geçirilemedi. Geriye yüzlerce at çizimi kaldı.
Çoğu detaylı ve numaralı olan bu çizimler, yüzlerce yıl sonra Amerika Ulusal Heykel Derneği başkanlarından Nina Akamu tarafından bir proje haline getirildi ve 7.3 metrelik bir at heykeli, Milan'daki San Siro Hipodromu'na dikildi.
Akamu'nun at heykeli





