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Protagonists

Quote:

“I don’t know who you are, but you have helped us contain a significant threat today, and we appreciate your assistance.”

~ Harken, Third Commander of the Thunder Force


Summary


These are the major protagonists of FATE Prism.


9-C up to 7-C | 6-B up to 6-A while working together

Key:


First Arrival

Name:


Protagonists

Origin:


FATE Prism

Powers and Abilities:

Time Manipulation, Spatial Manipulation, Light Manipulation, Darkness Manipulation, Elemental Manipulation (Fire, Ice, Water, Wind, Lightning, Earth), Healing (with Violet Magic), Energy Manipulation, Magic User, Regeneration (with Violet Magic), Status Effect Inducement, Life & Death Manipulation (with Violet and Grey Magic), Fate Manipulation (Every Character in FATE Prism is capable of altering fate to some degree, Sword swings miss when they should have hit. Magic does no damage when it clearly touched them, even things like “context” of certain situations can change).
All previous abilities greatly enhanced. Durability Negation (With Gold Weapons)

Attack Potency:


Street level, A single member of the party can achieve this giving the amount of damage Marauders cause, but together after fighting many Marauders and Azar; could cause upwards of Town level damage. | Country level up to Continent level while working together (Defeated the uncontrolled summon of Cassius which was effecting the entire Black Demesne with his essence save for a single part encased by the gold circle.)

Speed:


Superhuman up to Supersonic+ without any extra feats or abilities (able to consistently hit Azar) | Relativistic Able to keep up with and hit the uncontrolled summon of Cassius who could catch members of the Thunderforce

Lifting Strength:


Superhuman | Class 5

Striking Strength:


Street level up to Town level | Country level up to Continent level while working together

Durability:


Street level up to Town level | Country level up to Continent level while working together

Stamina:


Superhuman

Range:


Standard Melee Range, Tens of Meters with Guns, Kilometers up to Tens of Kilometers with Magic (Should be comparable to Azar)

Standard Equipment:


Swords Shields Bows Arrows Spears Daggers Potions Spells

Intelligence:


Gifted, The group was picked out as people with special abilities that easily adapt them intelligently to their surroundings. Easily learning magic if they’ve never known magic.

Weaknesses:


Certain Protagonists may have weaknesses/vulnerabilities to elements/status effects that can be easily exploited.