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. |