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Jul 4, 2012 3:04 PM
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Class Skills
Each class is granted certain skills upon summoning. They generally reflect the abilities that they had in life, but they will not always have had the corresponding skills. Even if the Heroic Spirit did not have the abilities in life, they will still get a lower ranked version of the skill automatically if they fit the class.

Independent Action

The capacity to take action without receiving a supply of prana from the Master. At the higher ranks it is also possible to remain for extended periods of time in this world without a established contract. Archers Only.

A+: Servant can remain in this world indefinitely even without a Master. However, in order to activate his Noble Phantasm, it is necessary to first acquire an extra supply of prana from alternative sources.

A: It is possible take action even without a Master. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary.

B: Capable of remaining in this world for two days without a established contract. Also capable to live on for a short period of time after suffering extensive damage on his spiritual core.

C: Capable of remaining in this world for one day without a established contract.

D: Capable of remaining in this world for 12 hours without an established contract.

E-: Materialization is possible for 30 minutes.

Item Construction

The skill to manufacture magical items. Casters Only

A: Capable of making healing potions that grant limited immortality.

Mad Enhancement

Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills. Berserkers Only.

A: Rank up for parameters, but most of one's reason is robbed. Due undergoing consciousness equalization with the Master, one has become a more mechanical Servant

B: Boost up all parameters, but takes away most of sanity.

C: Boost up all parameters except Luck and Mana, but in exchange one can no longer think and speak properly.

Magic Resistance

Protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether. Knight Classes (Saber, Archer, Lancer) Only.

A: Cancel spells below A-Rank. In practice, the Servant is untouchable to modern magi.

B: Cancel spells with a chant below three verses.

C: Cancel spells with a chant below two verses.

D: Cancel Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy.

E: Cannot cancel spells, but magic damage is reduced somewhat.

Presence Concealment

The capacity to hide one's presence as a Servant.Assassins Only.

A+: It is possible to disappear completely and become almost impossible to be detected. However, efficacy will decrease once preparations to attack are taken.

D: Suitable for spying.

Riding

The expertise to ride animals and vehicles. Sabers and Riders only.

Note: Due to their class nature, Riders will always have superior Riding abilities compared to Sabers.

A+: Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.

A: All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.

B: Most creatures can be rode with above average skill. However, cannot ride those of Demoniac Beast and Holy Beast-rank.

Territory Creation

The skill to build a special terrain that increases one's capacities as a magus. Casters Only.

A: Creation of a "Temple", which is superior to a "Workshop", becomes possible.

B: Creation of a "Workshop" becomes possible.

Stop. Calm yourself. You're an idiot.
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Jul 4, 2012 3:32 PM
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Personal Skills
Personal Skills reflect the abilities the Heroic Spirits had in life and their personal legends.

Aegis of Faith

A pseudo-supernatural protection that springs from religious faith, protecting the body and mind from harm. However, it is not true protection derived from a divinity.

Battle Continuation

Capacity to remain fighting even severely wounded. In RPG terms, one would suffer less penalties through damage and still keep their full stats even when close to death. The downside is that they push themselves far over their level and so reduce their abilities to stay alive over long terms, although standing their ground in combat itself.

Bravery

Capacity to resist mental interference such as pressure, confusion and fascination.

A+: Bonus effect of increasing melee damage. (In Heracles's case, it cannot be used due effect of Mad Enhancement)

B: Immunity to psychic and psychological ailments.

Charisma

The talent to lead an army.

A+: Boost of both performance and morale of troops. At this point it can no longer be called just allure, but rather it is a spell (curse) in itself.

A: Achieved the greatest level of allure as a human being.

B: Suitable for a king of a country.

C: Leadership at the level of a General or Governor.

D: The level for Tribal Chiefs, Mayors, or Field Officers such as Captains or Colonels.

E: Leadership skills will increase, but the morale troops will decrease.

Navigator of the Storm

Capability and charisma as a leader, as necessary to captain a ship and lead a naval fleet. Other than it's difference in scale, it can be compared to Charisma, yet as it is limited to the very pre-assigned naval fleet less effective on other subjects.

Subversive Activities

The capability to lay traps meant to dimisnish the opponent's strength before battle.

Clairvoyance

Superior visual perception. Supplement long-range aiming and increases dynamic vision. Furthermore, at higher ranks it is possible to acquire precognition ("see into the future") and other forms of perception that are beyond normal eyesight (X-ray vision and the sorts).

Disengage

The ability to break away from combat.

Divinity

Measures the strength of one's divine ancestry. The amount of divine blood inside a demigod.

Note: Apparently isn't good for anything other than rendering one more vulnerable to Enkidu and nodding to a Servant's legend that s/he was a demigod. Might have some positive effects on stats, but there is no solid indication of such.

Eternal Arms Mastership

Prevents degradation of fighting skills when under the effect of mental hindrance.

Expert of Many Specializations

Access to and use of many expert skills.

Eye for Art

Infatuation with works of art.

Eye of the Mind (Fake)

A sixth sense for avoiding danger.

Field of Detection

A: Detects presence of others within a particular distance. Combined with Presence Concealment, this ability is optimal for reconnaissance.

Eye of the Mind (True)

Heightened insight that was refined through experience.

Golden Rule

Measures one's fortune to acquire wealth.

Heart of Harmony

Prevents decrease in the effectiveness of a technique, regardless how many times it is used against the same opponent.

High-Speed Divine Words

The power to activate thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi.

Instinct

The power to "feel" the most favorable developments for oneself during battle.

Librarian of Stored Knowledge

Memory processing distributed among many different personalities.

Magecraft

Knowledge about modern Magecraft.

Mental Pollution

Due possessing a distorted mentality, it is highly possible to shut out any mental interference Thaumaturgy. However, at the same time it becomes impossible to come to an understanding with individuals that do not possess an equivalent rank of mental pollution.

Military Tactics

Tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm.

Monstrous Strength


An ability possessed by monsters and beasts, temporary boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill.

Mystic Eyes

Possession of Mystic Eyes that are capable of interfering with the outside world.

Mystic Face

A spell (curse) inherent of one's facial features which is cast as soon as the target look at the user's face.

Prana Burst

Increase of performance by impregnating one's weapons and body with magical energy and instantly expelling it. Simply put, recreating the effect of jet burst by expending large amounts of prana.

Projectile (Daggers)

Expertise for throwing projectile weapons (in this case daggers).

Protection from Arrows

Increased defense against ranged attacks by predicting the projectile trajectory through exceptional means such as hearing the sound of air being cut or sensing the killing intent of the enemy.

Protection from Wind

A charm (spell) originated from the Middle East, used mainly for protection against sandstorms and Jinns.

Protection of the Fairies

A blessing from Elementals, the capacity to increase one's Luck in dangerous situations. Activation limited to only battlefields, where is possible to perform feats of arms.

Rune Magic

Knowledge about this type of Magecraft originated from northern Europe.

Self-Modification

The aptitude to merge his own flesh with body parts of others, the higher the ranking in this skill the further away one is from being a proper hero.

Witchcraft

Magic that does not need to get cast, rather than born by the user him/herself.

Vitrification

A serene state of mind. A mental protection that nullifies mental interference.

Stop. Calm yourself. You're an idiot.
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