Post by Mandark on Dec 28, 2016 22:11:04 GMT
[attr="class","sectionheaderbg"] [attr="class","sectionheader"]//About Skills Skills are the companion to stats in terms of what makes your character exceptional. These cover anything from proficiency with a weapon to being rich. All skills cost one skill point per rank. This means that something with ranks A/B/C/D/E costs five points for rank A, whereas something with with ranks A/B/C only costs 3 points for rank A. Rank EX always costs 10 points unless otherwise mentioned. PLEASE NOTE EVERYTHING IS LISTED IN SPOILERS. CLICK THEM TO EXPAND FOR DETAILS! [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Class Skills These cost twice as many points if you do not meet the prerequisites. {Magical Resistance} Description - This is the ability to resist magical effects. It applies to damaging and non-damaging effects. It does not have an affect on spells that do not directly affect you. In the event of spells like Earth Magic that summons and hurls a boulder at you, since the damage is directly caused by a magical boulder, it is resisted. However, if that boulder hits a steel beam and causes a construction site to collapse on you no defense is offered. Indirect damage such as telekinesis being used to make a rock hit you over the head is not negated as the magic is affecting the rock, not you. Reality Marbles are not negated, as they alter reality itself, but their properties may not apply to you. If you are unsure, ask staff about particular cases. This does NOT negate Noble Phantasms. Only Magecraft. Prerequisites - Saber, Lancer, Archer, or Shielder class. EX - Resist all spells. A - Resist up to A rank spells. B - Resist up to B rank spells. C - Resist up to C rank spells. D - Resist up to D rank spells. E - Resist up to E rank spells. {Mad Enhancement} Description - This is the signature ability of the Berserker. Once activated (for no cost), they enter a rage and increase their stats for the duration of the thread. Prerequisites - Berserker Class Only. EX - + six ranks (C to A) to strength and speed. Any form of sentience is gone. You are nothing more than a tool of destruction, and will not cease attacking until your target is either dead or flees. You cannot distinguish allies and enemies with the exception of your master. This can only be cancelled mid-thread by your own death or the use of THREE command spells. This rank cannot be toggled off at will. A - + three ranks (C to B) to strength and speed. Any form of sentience is gone. You are nothing more than a tool of destruction, and will not cease attacking until your target is either dead or flees. This can only be cancelled mid-thread by your own death or the use of a command spell. This rank cannot be toggled off at will. B - + two ranks (C to B-) to strength and speed. You are little more than a wild beast. There are hints of emotion within you, but you are utterly incapable of communicating them with anything beyond facial expressions. Once activated, this can only be canceled mid-thread by being knocked out, killing your target, or the use of a command spell. C - + two ranks (C to B-) to strength and one rank (C to C+) to speed. Your speech has been lost entirely to grunts and guttural vocalizations, though those can still be interpreted by those who know you extremely well, such as a master. Your desire to kill is all-consuming. You can only end this state mid-thread by being knocked out, the use of a command spell, or killing something. The kill must be significant, such as a human, servant, or large animal. Killing something does not automatically end this state, but instead an out-of-character choice can be made to end the state when something is killed. D - + one rank (C to C+) to strength and speed. Logic and reason are beginning to leave you, and a strong desire to kill wells up within you. Communication is only possible with a single word at a time. This level can be ended at will. E - + one rank (C to C+) to strength. The ability to communicate clearly leaves you, and you can only speak in simple sentences. This level can be ended at will. {Independent Action} Description - This is the ability for a servant to exist without any aid from a master. Normally, they leech off their master's mana regeneration while they are materialized, but this ability reduces or eliminates the need for that mana source. Prerequisite - Archer required for ranks above E. A - Able to exist indefinitely, with no need for outside sustenance. Recharges 100% of their mana per day naturally as if they were alive while still retaining all advantages of being a servant. B - Can exist without a master indefinitely, but their mana does not regenerate beyond 50% of their maximum capacity without outside aid. C - Can exist without a master for a month before fading. Mana recharges to 25% of their maximum capacity without outside aid. Can exist indefinitely if they are able to supplement their mana by feeding on alternate sources, but this must be a central element to the character's RP. D - Mana does not recharge naturally, but can exist for a month without a master. If they do not actively seek out other sources of mana they will fade soon. If they are able to supplement their mana with other sources they can exist for up to two months at a time. E - Can exist for one day without a master. Can be extended to one week by feeding on alternate sources of mana. F - This rank costs zero points and is the default state for all servants without this skill. They naturally lose 10% of their maximum mana per hour without a master and will disappear as soon as that mana is gone. Their presence can exist up to one day if they manage to replenish their mana. {Presence Concealment} Description - This is the ability to hide oneself in terms of both normal physical detection as well as abilities that allow one to sense the presence of others in any way. Keep in mind that, barring rank EX, this ability can only be used outside of combat. Prerequisite - Assassin class. EX - At rank EX you have become able to conceal your presence in the midst of combat. Any moment that you are not actively attacking or defending yourself you can vanish as if using rank A Presence Concealment. A - All traces of your presence are erased. Unless moving at high speeds you are effectively invisible. You are silent. You have no scent. Short of someone accidentally bumping into you, you cannot be detected. Your first strike against a target will not reveal your presence until the moment right before the strike occurs. B - You have reached the point where you are effectively a shadow on the wall. If in a spot that makes you naturally hard to detect, such as dark shadows or thick brush, then you are effectively invisible outside of combat. As soon as preparations are begun for an attack your presence is still normally detectable. C - Your magical presence can be completely quieted so that presence detecting abilities sense you as a normal human while you are not fighting or using mana. D - If someone is not already aware of your presence in some form, your presence cannot be detected. Should someone actively begin looking for you (not you specifically, but simply searching for hidden characters) then you can be detected. E - Presence cannot actually be concealed, but you are talented enough to blend into crowds or other naturally beneficial hiding spots without being spotted by average humans. {Territory Creation} Description - This skill allows for the character to sanction off an area, typically their home base, as their territory. While within their territory they gain special bonuses including mana regeneration and the ability to create items. Prerequisite - Caster class required for ranks above C. A - Creation of a Temple is possible. Temple Grounds have the following properties. Allows Mana Detection within the temple grounds. 100 mana regeneration per turn for each allied character (including self). Allows Item Creation on the level of Noble Phantasms. Maximum size is limited to that of a castle and it's grounds. B - Workshop is enhanced, allowing item creation up to Rank A to occur. 50 mana is regenerated per turn for each allied character (including self). Maximum size is limited to a large estate house, and it's grounds. C - Creation of a workshop is possible. Within the workshop item creation up to Rank C can be performed. 50 mana is regenerated per turn for the workshop's owner. This is the maximum rank that anyone other than Caster can take. Maximum size is limited to a fairly typical house and its grounds. D - Territory grants a bonus of 25 mana regeneration per turn to the creator of the territory. Maximum size of a large room, such as the main floor of a dojo. The area is now large enough for combat applications to be possible. E - Territory grants a bonus of 25 mana regeneration per turn to the creator of the territory. Maximum size of a normal size room, such as a typical living room. Primarily useful for studying magecraft with less rest. {Item Creation} Description - Item Creation is the ability to create both mundane and magical items in the form of Mystic Codes and Noble Phantasms. They can be created either to sell to others or to use. A workshop or temple is required to use Item Creation. Must be taken as a core skill. Item creation takes a significant amount of time, and can never be performed in combat. It should be noted that even if you can use Item Creation, you will still suffer the usual penalties for using mystic codes and Noble Phantasms still require the skill Second Noble Phantasm to use a second one. This is the skill to create items, not the power to wield them. Prerequisite - Requires Caster class for ranks above C. EX - Creation of items on the level of Legendary Noble Phantasms is possible. The items you create can hold up to rank EX properties. A - Creation of standard Noble Phantasms is now possible. Standard skills are required for owning more than one Noble Phantasm that you can use, but is is possible to create Noble Phantasms for others without the skills. These can have up to Rank A properties. B - Can create mystic codes that store up to 5 points worth of abilities. C - Can create mystic codes that store up to 3 points worth of abilities. D - Can create mystic codes that store up to 1 point worth of abilities. E - Allows for the creation of mundane (non-magical) items. {Riding} Description - At lower levels, this is the ability to control mounts and vehicles in extraordinary ways. At higher ranks, it unlocks the ability to control mythical creatures as a mount. Class Skill of the Rider Class. Prerequisite - Rider, Saber, or Lancer for ranks above D. Rider for Rank A or EX. EX - Capable of riding literally anything with perfect ease. Phantasmal Beasts, Divine Beasts, and Dragons can be ridden. These creatures can have up to 65 stat ranks. Utterly impossible maneuvers such as making a car do a flawless barrel roll without a ramp can be performed without any effort at all. A - Monstrous Beasts can be ridden as a mount. This would include riding such things as creatures from Greek Mythology like the Hydra or a Chimera. These creatures can have up to 55 stat ranks. Normally insane feats like instant 180 degree turns are possible, and any vehicle or normal mount can be ridden with ease. Additionally, modern vehicles can be pushed far beyond their limits as if they were the best possible version of that vehicle and were incapable of suffering mechanical failure. The same is true of mundane mounts. B - Can ride creatures with up to 45 stat ranks. Utter mastery of all mundane mounts and vehicles. Stunts can be performed with ease. C - Can ride creatures with up to 35 stat ranks. Can handle any mundane mount or vehicle proficiently. D - Can ride creatures with up to 25 stat ranks. Up to three categories can be controlled at a professional rank. Some interesting (but physically possible) maneuvers normally reserved for stuntmen can be performed with significant effort. E - Can ride creatures with up to 15 stat ranks. It is possible to control a single category of mount or vehicle with professional skill. The category must be specified when the skill is taken. {Multi-Class} Description - Multi-Class is the skill that recognizes some servants are worthy of being summoned within multiple classes. This ability allows Servants to completely change their combat capabilities by changing their class. This process can only happen outside of combat and while the servant is in perfect condition with full mana and no injuries. This skill can be taken multiple times for multiple classes. As with all abilities in this class, this takes two grail shards per rank. Additional classes must have their own fighting style, noble phantasm, stats, and core skills which are treated as a new character application. Grail Skills, Spells and Techniques, however, are maintained across all classes. This can ONLY be taken as a Grail Skill, but does not count towards active Grail skills with the exception of EX rank which counts as five grail skill points since it grants an in-combat ability. Prerequisite - Servant only skill. Magi must have reached Legend tier by obtaining a Noble Phantasm to take this no matter what, even with Divinity. EX - Allows for classes to be switched during combat. Remaining mana will be calculated as a percentage and carried over. All wounds carry over as well. Two post cooldown before class can be changed again. A - Allows for one additional servant class at up to 65 stat ranks. B - Allows for one additional servant class at up to 55 stat ranks. C - Allows for one additional servant class at up to 45 stat ranks. D - Allows for one additional servant class at up to 40 stat ranks. E - Allows for one additional servant class at up to 35 stat ranks. [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Combat Skills {Stat Up} This is the ability to raise a parameter above what you could normally achieve. This can be taken multiple times for multiple stats. All ranks of this skill cost two skill points. A - + three ranks (C to B) to one stat. B - + two ranks (C to B-) to one stat. C - + one rank (C to C+) to one stat. {Martial Arts} This is your ability to fight in hand to hand combat. A specific style must be chosen when the skill is taken. EX - Capable of using any style of Martial Arts at Rank A. A - This is transcendence. If their knowledge is of many styles, all at considered at rank B. If only a single style is known, it can surpass logic and perform seemingly impossible feats that would normally be considered magic. B - This is legendary skill. At rank B, one has reached the level of legends within the martial arts world, and has likely invented their own style. Their mastery of their style is perfect. C - This is mastery, equivalent to many years of training, study, and reflection. This would be the level of one who has held a black belt for many years, and is the highest rank that most humans will achieve. D - This is expertise, equivalent to one who has trained for for 1-2 years. They are competent enough to hold their own against most humans, but will be defeated by most masters unless they are able to overcome a significant gap in skill. E - This is a basic proficiency, equivalent to one who has studied for a few months, or taken a few weekend self defense classes. Anything outside of specific scenarios that have been practiced will leave someone at Rank E struggling to react properly. {Weapons} Quite simply, this is your ability to use a weapon. The weapon must be selected when the feat is chosen. General categories should be used, such as swords, which would include anything from a short sword to a claymore. Another example would be polearms, which would include lances, spears, and halberds. EX - Capable of using any school of their weapon's fighting style at Rank A. Additionally, can use closely related weapons at rank B. For example, a polearm user could use a staff at rank B, or a sword user could pick up a dagger and be quite capable with it. A - This is transcendence. If their knowledge is of many styles, all at considered at rank B. If only a single style is known, it can surpass logic and perform seemingly impossible feats that would normally be considered magic. B - This is legendary skill. At rank B, one has reached the level of legends within the martial arts world, and has likely invented their own style. Their mastery of their style is perfect. C - This is mastery, equivalent to many years of training, study, and reflection. This would be the level of one who has held a black belt for many years, and is the highest rank that most humans will achieve. D - This is expertise, equivalent to one who has trained for for 1-2 years. They are competent enough to hold their own against most humans, but will be defeated by most masters unless they are able to overcome a significant gap in skill. E - This is a basic proficiency, equivalent to one who has studied for a few months, or taken a few weekend self defense classes. Anything outside of specific scenarios that have been practiced will leave someone at Rank E struggling to react properly. {Second Noble Phantasm} This skill can only be taken by those who already posses a Noble Phantasm. Its name explains the effect fairly well, but to be clear this allows a character to obtain a second Noble Phantasm. However, it does not come with extra points to spend on its properties. Despite this, it is still very powerful as it allows for a wider spread of Noble Phantasm properties. This skill can only be taken at Rank A, which costs five points. {Legendary Noble Phantasm} Some Noble Phantasms are simply more legendary, and thus more powerful, than others. This skill reflects that not all are created equal by allowing for extra points to be added to a Noble Phantasm. If Second Noble Phantasm is also taken, these points can be used on either one. A - 15 points can be added to the Noble Phantasm(s) properties. B - 12 points can be added to the Noble Phantasm(s) properties. C - 9 points can be added to the Noble Phantasm(s) properties. D - 6 points can be added to the Noble Phantasm(s) properties. E - 3 points can be added to the Noble Phantasm(s) properties. {Analysis} This is the ability to use logic and reason to determine the best course of action, figure out how your opponent's abilities work, and solve puzzles. Be warned that this skill can be tricky to utilize at higher levels, as you must be able to explain how your character reached their conclusions! A - This is the level of truly genius minds such as Sherlock Holmes. In an instant, one can solve virtually any puzzle, deduce how virtually any ability works, and figure out the most logical solution to any problem. Even miracles can be figured out by someone at rank A. B - All but the most challenging puzzles and most mysterious abilities instantly make sense to you. If it follows established rules of logic or magic, you can figure out how it happened instantly. C - Complex puzzles and abilities can be solved with within a few moments. D - So long as it follows the rules of logic, or the known rules of magic, you can figure out most simple abilities and puzzles instantly. Things like simple wordplay just click for you. However, anything decently complicated requires concentrated thought. E - You have a bit of a knack for figuring out how the world works. At times you will gain a flash of insight and figure out how something works a bit faster than those around you. You also have a talent for figuring out puzzles a bit faster than most, but it still usually takes a bit of time to examine it. {Enhanced Senses} Some characters have senses that are simply far and away beyond what is normally possible. This skill signifies those superhuman advantages. With each rank you can increase any one sense by one of the following levels: 0 - normal level. 1 - Base animal tier - ex: smell level of a poodle or eyesight of a cat. 2 - Best animal tier - ex: smell level of a bloodhound or eyesight of a hawk. 3 - Low Supernatural tier - ex: telescopic vision or the ability to instantly determine all ingredients in a dish by taste. 4 - High Supernatural tier - ex: 360 degree vision or x-ray vision. 5 - Miracle tier - Smell so good you detect traces left a year ago or hearing so good you can hear heartbeats a block away. A-E Level one sense up once per rank in this skill. You can mix and match as you wish. {Magecraft} Magecraft is the ability to use magical spells. Each rank increases both knowledge in theory of magecraft and the ability to actually cast spells. Keep in mind that a caster's Origin will bypass this requirement. EX - Only attainable by Caster class servants under normal circumstances due to them having Magecraft as a class skill. Can cast Rank EX spells of all schools of magic. A - Choose either Rank EX spells in one school of magic or the ability to cast spells from any school of magic. B - Select a fourth school of magic and master it. C - Select a third school of magic and master it. D - Select a second school of magic and master it. E - You have mastered the basics of Magecraft. Choose a single school of magic to cast spells up to rank A. Can cast up to Rank A General Magecraft as well. {Acrobatics} Ability to do flips, parkour, and other nimble feats. A - You have surpassed what is normally possible for a human, and can perform feats that defy logic. Things like backflips chained out off kicking an opponent are child's play to you. It is impossible for you to be knocked off balance. B - Moving fluidly simply comes naturally to you. Leg sweeps are worthless as you effortlessly recover from any stumble or fall, and make it look natural. This is the level of a professional gymnast. C - You are surprisingly spry and agile. Where others would fall on their face you spin and tumble out of the way. This would be the level of someone who is an amateur gymnast. {Battle Continuation} This ability is how well your character can ignore sustained injuries and continue fighting. It includes the ability to ignore pain, but it does not actually make them any more hardy. They will still die just as fast, but they can force their body to perform normally despite the damage it has received. If you want to be able to take more punishment before you fall down for good, invest in the Endurance stat instead. EX - This level can only be obtained by servants. Complete annihilation is required to truly kill this character. Anything normally fatal, but less than obliteration simply causes the servant to return to an astral form where it must be healed before materializing again. A - All wounds short of complete destruction, or wounds that make it physically impossible to perform an action, can be treated as if they did not exist. For example, cutting a muscle in half means that muscle can't be used, but a shattered arm could be completely ignored as long as the muscle is still there. Obviously, if an arm has been ripped off, it cannot be used. B - Wounds will hinder the character as if they were two categories less severe, and there is no limit on how many wounds can be reduced by this much. C - Wounds will hinder the character as if they were two categories less severe, but only three wounds can be reduced by this much. All other wounds are reduced by one rank in effectiveness. D - Wounds will hinder the character as if they were one category less severe, but there is no limit. E - Wounds will hinder the character as if they were one category less severe. Can only affect a maximum of three wounds at a time, and always affects the most severe wounds. {Critical Hit} Be it through sheer luck or outstanding skill, these characters somehow wind up inflicting wounds that are more severe than they ought to be. After all effects resolve this ability is capped at major wounds except for EX rank. Keep in mind that "no damage" is a rank that occurs when you make contact but fail to deal damage! EX - In addition to Rank A, once per thread, you can increase a wound by two ranks which can include causing a fatal wound. A - Once per thread you can increase a wound by three ranks and once per thread you can increase a wound by two ranks. B - Twice per thread you can increase a wound by two ranks. C - Once per thread you can increase a wound by two ranks, and once per thread you can increase a wound by a single rank. D - Twice per thread you can increase a wound by a single rank. E - Once per thread you can increase a wound by a single rank. {Bravery} This is the ability to put aside things like fear, confusion, or even ignore magical effects that cause fear, confusion, or doubt. EX - Complete immunity to any natural mental state that would interfere with the task at hand. Completely negates magical effects that would influence the character's mental state if they are below Rank A. A rank effects are reduced in duration by half. A - Complete immunity to any natural mental state that would interfere with the task at hand. Completely negates magical effects that would influence the character's mental state if they are below Rank B. Rank B effects are reduced in duration by half. B - Complete immunity to any natural mental state that would interfere with the task at hand. Completely negates magical effects that would influence the character's mental state if they are below Rank C. Rank C effects are reduced in duration by half. C - Able to resist most natural emotions and events that would interfere with the task at hand. Except in rare circumstances this character does not feel fear if they do not wish to. Completely negates magical effects that would influence the character's mental state if they are below Rank D. Rank D effects are reduced in duration by half. D - It is rare for this person to feel fear. Completely negates magical effects that would influence the character's mental state if they are Rank F. Rank E effects are reduced in duration by half. E - Provides no bonuses against magic, but this person is able to resist natural causes of fear better than the average human. {Disengage} This is a servant only ability. Disengage is the ability to escape a fight or perform a tactical retreat. Ranks in this skill make it easier to flee. A - Within only a single instant, you can revert to your astral form and return to your master's side (if you do not have a master, it returns you to a single "home base" location) without the use of a command spell. This can be performed even on the edge of death. B - When attempting to flee from battle, treat your speed as Rank EX and temporarily gain access to ALL techniques whose sole requirement is speed. C - When attempting to flee from an opponent, gain SIX ranks of speed (C to A). This does not unlock the skills normally associated with speed. D - As long as you are not fatally wounded, you can revert to your astral form in the midst of combat, making you far harder to track down. E - When attempting to flee from an opponent, gain three ranks of speed (C to B). This does not unlock the skills normally associated with speed. {Guardian Knight} Guardian Knights are those who specialize in defending others, but do so by putting themselves in harms way. They gain bonus parameters when intercepting attacks aimed for others. Strength boosts are only effective for resisting the attack and lessening damage. Any follow-up attacks that are aimed at the Guardian Knight do not get this bonus, and the bonus does not activate on attacks made by the Guardian Knight. For the bonus to be active, the attack must have been initially declared to be at a target other than the Guardian Knight. A - Gain three ranks of Strength and Speed (C to B) when Guardian Knight is active. B - Gain two ranks of Strength and Speed (C to B-) when Guardian Knight is active. C - Gain one rank of Strength (C to C+) and two ranks of Speed (C to B-) when Guardian Knight is active. D - Gain one rank of Strength and Speed (C to C+) when Guardian Knight is active. E - Gain one rank of Speed (C to C+) when Guardian Knight is active. {High-Speed Incantations/Divine Words} This is the ability to cast spells with incantations faster than usual. The skill is known as High Speed Incantation up to Rank C . It becomes known as High Speed Divine Words at Rank B when the power it represents surpasses the bounds of modern language and the caster begins to use language from the Age of Gods. EX - All spells can be cast as if they were Single-Action. A - Skip five lines of the chant, making most Rank A spells instant. B - Skip four lines of the chant, making most Rank B spells instant, and most Rank A spells can be cast with only one line of the chant. C - Skip three lines of the chant, making most Rank C spells instant, and all other spells able to be cast as if they were two ranks lower. D - Skip two lines of the chant, making most Rank D spells instant, and all other spells able to be cast as if they were one rank lower. E - Skip one line of the chant, making most Rank E spells instant. {Natural Body} This skill indicates that a character's body is at it's current level naturally, without aid of mana. This skill MUST be taken as a core skill, and cannot be granted by the grail. They are resistant to stat debuffing abilities since disrupting their mana does not naturally affect their body. A - Complete immunity to all stat debuffs. B - Reduce the effect of stat debuffs by four ranks. C - Reduce the effect of stat debuffs by three ranks. D - Reduce the effect of stat debuffs by two ranks. E - Reduce the effect of stat debuffs by one rank. {Mana Burst} Mana Burst is possibly one of the most powerful skills available, but it comes at a steep cost. It has a prerequisite of Rank C in either Martial Arts or a Weapon and burns through mana incredibly quickly. Servants using this skill will be hard pressed to use both Mana Burst and their Noble Phantasm in the same fight unless they have exceptional Mana Capacity. Magi who rely on Mana Burst will rapidly find that they do not have the Mana to cast any spells. Lower levels of the skill can be activated by those who have obtained higher levels. Yes, stat boosts are expensive. EX - Can boost strength and speed by SIX ranks for 4 posts by spending 500 mana. (C to A) A - Can boost strength and speed by three ranks for 4 posts by spending 250 mana. (C to B) B - Can boost strength and speed by three ranks for 2 posts by spending 250 mana. (C to B) C - Can boost strength and speed by two ranks for 4 posts by spending 150 mana. (C to B-) D - Can boost strength and speed by two ranks for 2 posts by spending 150 mana. (C to B-) E - Can boost strength and speed by one rank for 2 posts by spending 100 mana. (C to C+) {Unlimited Wishes} Those who have learned to control the power of the Grail to some extent can cause the shards of the Grail to lie dormant until their power is needed. Normally characters can only carry the grail shards that they are actively using without their body overloading, but these characters are able to hold more shards on their body than they can use at one time. Must be taken as a core skill. A - Able to carry unlimited grail shards at one time, and can activate them instantly. B - Able to carry unlimited grail shards at once. Can switch skills in combat, but the user cannot take any offensive or defensive actions that post. C - Able to carry up to five skills worth of extra grail shards. Can switch skills in combat, but the user cannot take any offensive or defensive actions that post. D - Able to carry enough grail shards to switch five skills out without returning to base. Cannot switch skills in combat, and switching skills requires one minute of focus. E - Able to carry enough grail shards to switch three skills out without returning to base. Cannot switch skills in combat, and switching skills requires one minute of focus. {Self Modification} These freaks are able to assimilate the flesh of others to heal their wounds. The "others" bit is important, as they cannot use their own flesh for this. Additionally, it requires another source of flesh available, and it cannot be necrotic. Aside from Rank A, this cannot be used on fatal wounds. A - If the character has the means to survive a fatal wound, they can reduce it to a major wound through Self Modification. However, they will still lose consciousness as if they had suffered a fatal wound once the effect allowing them to act would normally wear out. B - Capable of attaching a completely different limb in place of a severed limb, but doing so is the only action they can take that post. C - Can graft flesh to heal reduce a wound by three ranks, but doing so is the only action a character can perform that post if in combat. D - Can graft flesh to heal reduce a wound by two ranks, but doing so is the only action a character can perform that post if in combat. E - Can graft flesh to heal reduce a wound by one rank, but doing so is the only action a character can perform that post if in combat. {Soul of a Martyr} Whereas Bravery only resists against a few specific types of interference from either natural or magical sources, Soul of a Martyr resists any magical interference to the mental state of a character. This includes magic that would make the user drunk, hallucinate, or alter their emotions. The only exception is the use of a command seal. A - Immunity to effects of the Rank A and lower. B - Immunity to effects of the Rank B and lower. Halve the duration of Rank A effects. C - Immunity to effects of the Rank C and lower. Halve the duration of Rank B effects. D - Immunity to effects of the Rank D and lower. Halve the duration of Rank C effects. E - Immunity to effects of the Rank E. Halve the duration of Rank D effects. {Mana Detection} This is the ability to detect mana and those who use it. An invaluable skill for trying to track down servants. The most common form of concealment of mana is Presence Concealment, but others are possible and should specifically note that they count as concealment against Mana Detection. A - Can detect mana within 1 kilometer, unless it is actively being concealed. B - Can detect mana within 500 meters, unless it is actively being concealed. C - Can detect mana within 500 meters, but only significant concentrations such as a servant or magus using their mana actively or a natural hotspot of mana. D - Can detect mana within 100 meters, unless it is actively being concealed. E - Can detect mana within 100 meters, but only significant concentrations such as a servant or magus using their mana actively or a natural hotspot of mana. {Wound Reduction} Be it through sheer luck or outstanding skill, these characters somehow wind up with wounds that aren't as bad as they ought to be. Keep in mind that "no damage" is a rank that occur when your opponent makes contact but fails to deal damage! A - Once per thread you can reduce a wound by three ranks and once per thread you can reduce a wound by two ranks. B - Twice per thread you can reduce a wound by two ranks. C - Once per thread you can reduce a wound by two ranks, and once per thread you can reduce a wound by a single rank. D - Twice per thread you can reduce a wound by a single rank. E - Once per thread you can reduce a wound by a single rank. {Unpredictable Attack} This skill allows your attacks to always feel as if it was the first time an opponent has seen your attack. It is directly countered by ranks in Instinct, with each rank in Instinct negating one rank of Unpredictable Attack. It is not affected by Soul of a Martyr since this skill is not magecraft. Unlike Information Erasure, Unpredictable Attack works at the moment you use an attack or technique. This is an unpredictable fighting style, not a supernatural ability to make people forget things. A - The ultimate rank of this ability allows even Noble Phantasms to be seem like a new ability no matter how many times they have been used. B - At this stage the effect of techniques themselves cannot be predicted. C - Patterns themselves begin to fade. Each attack launched seems like it was the first time that the character with this skill attacked. Despite this, the defender retains full knowledge of the flow of time, they just cannot seem to figure out a pattern to your attacks. D - The style of attack as a whole is obscured. Though individual movements can be reacted to, the style of combat used is somehow impossible to name, making prediction harder. E - Only basic movements are affected. Things like a horizontal swing will seem like they were a new idea, but given how basic the strikes are, most servants will have no issue dealing with this. It may be effective enough to provide an edge in novice on novice combat though. {Instinct} This is the ability to react with a mere "gut feeling." Whether it is defending yourself in combat or figuring out the path through a maze, instinct comes in handy. EX - Even the loss of all five senses does not impair your ability to fight. Your instinct is legendary, and you seem to always guess right when you can't figure something out logically. Presence Concealment's effectiveness is reduced by three ranks against you. A - In combat, you can defend against attacks you couldn't normally detect without penalty. You always seem to find your way through mazes. B - In combat, you can defend against attacks you couldn't normally detect as if your combat skills are one rank lower. Presence Concealment is reduced by two rank when you are searching for an enemy. C - In combat, you can defend against attacks you couldn't normally detect as if your combat skills are two ranks lower. D - Presence Concealment is reduced by one rank when you are searching for an enemy. E - You have a knack for going the right way, or doing the right thing, but it's at the level of an inside joke among your friends. {High Quality Magic Circuits} These characters have Magic Circuits that produce more mana than usual. EX - 100% more mana than normal. A - 50% more mana than normal. B - 40% more mana than normal. C - 30% more mana than normal. D - 20% more mana than normal. E - 10% more mana than normal. {Mystic Code Affinity} These characters are well attuned to their Mystic Codes and suffer less penalties compared to usual. A - There is no longer a penalty for using multiple Mystic Codes. B - Each additional Mystic Code only increases costs by 5% instead of 25% C - Each additional Mystic Code only increases costs by 10% instead of 25% D - Each additional Mystic Code only increases costs by 15% instead of 25% E - Each additional Mystic Code only increases costs by 20% instead of 25%. [attr="class","sectionheaderbg"] [attr="class","sectionheader"]//Utility Skills {Charisma} This is the ability to persuade others, lead them, get them to listen to you, and make your ideals seem more attractive to them. At higher levels, people will literally be drawn to you. This does not make people fall in love with you, but may make people think you are more attractive. A - You are a paragon of Charisma. A single word from you can swing an army's morale or cause nations to bend to your will. This is the level required for leading the whole world as one. B - Even if they don't agree with you, people will always be willing to hear you out except in the most extreme circumstances. Your words are strong enough to sway the mind of the average citizen with ease, but hold less weight among those who are not your allies. This level is required to lead a country. C - You are a naturally talented speaker, and people tend to listen to you more often than not. Though you may still have your critics, you can escape situations that would normally be impossible simply by talking your way out of them. This is the level required to lead a multinational company or the governance of a populous state like California. D - While nothing outstanding, people recognize you as a good speaker, and your words hold more pull than those of others. People who have yet to be swayed one way or another on an issue will usually listen to what you have to say all the way through. This is the level of a city councilman or the CEO of a small/medium business. E - You are not remarkable, but perhaps you are especially funny or a good storyteller. People will hear you out as long as you don't start saying their core beliefs are wrong. This is the level of "the cool guy" in your friend group. {Sense Motive} Just by looking at someone, you can tell what kind of person they are. Higher levels allow for you to be a human lie detector or sense bad intentions. A - You are an expert at judging books by their cover. You can effectively guess most of someone's overall personality just by looking at them, and you can always tell when someone is lying. B - More detailed sensations occur. Just by looking at someone, you can feel a general pull towards whether or not there is any malicious intent behind their words, and you have a good feeling of their overall character. C - At this level, you can get a decent feel for someone's personality just by looking at them, but it only comes to you in a vague archetype. You might see a police officer and get the feeling that they are a good person, even if they are not in uniform. {Divinity} Divinity is a skill selected by those who have a claim to godhood, be it through the fact that they actually are a god, are related to one, or they have a legend so powerful that they are revered as a god. The benefit of Divinity is the ability to ignore restrictions when gaining other skills. You can gain other class skills, and you can gain core-only skills from the grail. Divinity, however, must be a core skill. If, for flavor reasons, you wish your character to have divine origins, but not have this skill, they may take free ranks in Divinity, but it must noted as Divinity (Skillless). EX - Can gain restricted skills up to rank EX. A - Can gain restricted skills up to rank A. B - Can gain restricted skills up to rank B. C - Can gain restricted skills up to rank C. D - Can gain restricted skills up to rank D. E - Can gain restricted skills up to rank E. {Golden Rule} Golden Rule is a measure of your character's wealth. It is unique in that it is not measured with the normal alphabetical ranks, but rather is just kept track of as a number of ranks you have acquired. Golden Rule does not have a limit as it both has no combat application and does not directly correlate to any measure of "real world" wealth or currency. More ranks of Golden Rule imply more wealth, yes, but the primary purpose of the skill is to allow the purchase of Mystic Codes. {Information Erasure} This is the ability to leave no evidence or memory of your actions. If the user of this skill desires, their very actions seem to be shrouded in mystery. Each rank is countered directly by the same rank in Librarian of Stored Knowledge. If there are more ranks in Information Erasure than Librarian of Stored Knowledge, then the effect of Information Erasure is reduced by the number of ranks in Librarian of Stored Knowledge. EX - The character is, and always will be, not even an existence in your imagination. They were never there. The events never happened. Even Rank A in Librarian of Stored Knowledge will only reduce effectiveness to Rank C Information Erasure. Lower ranks of LoST will have no effect. The only counter to an ability of this level is EX level magic or rituals designed specifically to counter this ability. Not even an acknowledgement of a void in time exists. Observers of someone with Information Erasure EX will find that their mind adjusts as if that time had never happened and they think this is perfectly normal. A - This character was not there. There is no evidence they were there, even on digital recordings. Only those who have mastered their memory (LoST Rank A) who were direct observers of the action or those with specialized magic or rituals can ever figure out what happened. All that can be remembered is that time has passed and there is a complete void in the memory of observers. B - Humans and Servants alike cannot recall what happened. Only digital recordings of the event are unaffected. C - Most information is lost from memory. The character's True Name is always forgotten, as are the abilities displayed. Basic characteristics such as an appearance, servant class, and personality can be recalled, as well as a vague summary of what happened. D - Specific details of the encounter are blurred. Others will be unable to remember your True Name and Noble Phantasm, but everything else can be recalled. The order of events might seem out of order to them, or they might forget small parts of the encounter though. Recalling specifics will always seem challenging. E - All that is obscured is your character's True Name. The details of what happened will seem a little fuzzy. {Librarian of Stored Knowledge} LoST is the ability to recall information in increasing detail. A - Perfect recall. Even if you were not paying attention to something directly, if you were there, you can recall it in exquisite detail. B - You can recall details that most people normally could not. You remember random bits of information like the number of stairs you just climbed up without even thinking about it, and you never seem to forget something once you've learned it. C - This adds the ability of Rank D even in high pressure situations, such as combat. D - You can recall things that you were only half paying attention to as if you were paying complete attention to them. Assuming it could normally be remembered, even background details can be recalled. No combat application. E - You have a pretty solid memory, and are generally unlikely to forget things like people's names, directions to where you're going, or birthdays. No combat application. {Shapeshifting} A rather self-explanatory ability, this skill allows you to change your shape and size. Any transformation that has specific effects attached must be a technique, but general shifts without special effects can be done at will. A - Your powers have become so fine tuned that you can make incredibly precise adjustments, such as changing your vocal cords to mimic someone's voice perfectly, or changing your scent. You can now change into things down to the size of a small mammal, like a cat, up to something as large as a gorilla. Costs 100 mana. B - As Rank C, but transformations now take one second. C - You are able to make changes to your mass or size, but are limited to changing into things 50% as large as you are to things twice as large as you are. Transformations take one minute. Costs 50 mana. D - As Rank E, but changes now only take a second of focus. E - You can make minor alterations, such as changing the appearance of your face. You cannot change your overall mass or size, and it takes a minute of focus to make any change. Costs 25 mana. {Knowledge} Another easily explained skill. This is how much you know about a topic. The broader the topic, the less knowledge you have, but the choice of how broad to make a topic is up to the player. For example, someone with Rank A Knowledge specializing in History would be able to teach high schoolers about any period in history without ever looking at a book, but someone with a Rank A Knowledge about World War 2 could recall every detail of every battle in the war off the top of their head. A - You are a world leader in the field. You know everything there is to know. B - You are an expert in the subject, and have roughly the knowledge level of an active graduate student. If you were allowed to reference your research, you could write a damn good paper about any subtopic, but you can't recall every detail off the top of your head. C - You have a good familiarity with the subject, equivalent to someone who has taken a few classes on it, or worked in that field for a year. {Acting and Disguise} How convincing are you when pretending to be something you are not? That's what this skill is all about. A - Your imitations are nearly flawless. Only the closest of friends, business partners, and family can tell you from the original. B - You can imitate specific people well enough that those that only know them in passing would mistake you for them. However, if the conversation starts to touch on specific details you might have a hard time bluffing your way out of it. C - When it comes to generic, stereotypical roles, you're good as long as no one pries for specific knowledge. For example, you could walk onto a construction site, yell at someone taking a smoke to get back to work, and they would probably do it, as long as they don't know all their superiors by name. {Sleight of Hand} This is the use of misdirection, agility, and raw skill to manipulate things without being noticed. Uses include street magic, pickpocketing, or simply doing things in plain view without anyone realizing you did anything at all. A - This is the level of a legendary trickster. You can perform Rank B stunts even against those with superhuman awareness and not be caught. B - This is the level of a professional magician and thief. You can pick the pocket of any normal human without them being aware it happened, and do the most complicated card tricks without error. C - You can perform minor things like simple card magic or pickpocketing blind men. {Surgical Procedures} This is non-magical healing ability. It is only applicable out of combat, and generally cannot be performed on yourself. If performed on yourself, it is performed at the same level as surgery without any equipment. These procedures always take a significant amount of time. EX - You have godlike surgical ability. Even in the middle of the woods with nothing but a stick and some vines you can manage to heal major wounds. Properly equipped, you can even raise those who have been dead for less than 10 minutes back to full health. A - Assuming you are able to get to them almost immediately, and you are properly equipped, you are able to heal fatal wounds. With nothing more than improvisation you can heal moderate wounds. B - Assuming you are properly equipped, you can heal major wounds. With improvisation you can care for minor wounds. C - Assuming you are properly equipped, you can heal moderate wounds. Major wounds can be delayed for a day. D - Assuming you are properly equipped, you can heal minor wounds. Moderate wounds can be delayed for a day. Major wounds can be delayed for an hour. E - You know first aid effectively, and can bandage up wounds to the point that they will not get worse right away. The effect of major wounds can be delayed for 10 minutes. The effect of moderate wounds can be delayed for an hour. Minor wounds can be delayed for a day. Does not do anything for fatal wounds. {Divine Beauty} This skill is taken by those who have an exceptional level of physical beauty. Though it doesn't have any forced benefits, it may influence how others interact with you. All levels of this skill refer to objective beauty, not subjective beauty. It's much the same way that Beethoven's Fifth Symphony is good music even if you don't like classical. This skill transcends personal taste and sexual orientation, and comes down to the phenomenon where good looking people just get treated differently on an unconscious level. A - Are you a model? At this point, you could be "sexy", "cute," "handsome" or whatever adjective best describes your character, but no one can deny it. You exude an aura of charm without even saying a word. Your character is ushered into VIP sections based on their looks alone, and the world just seems to treat them better than others. B - There is no denying that you are an attractive individual. It is not uncommon for people to go a bit out of their way for you, and you always seem to get a bit better service when you're out in public. C - You are exceptionally well proportioned, and everything lines up well. Your looks aren't mystifying, but others find you strangely pleasant to look at, and may be a bit more kind to you than they otherwise would. {Emperor Privilege} Do you wield large amounts of political power? This is the skill to represent that. You'll find that unusual opportunities open up because of who you are. A - You are effectively royalty. This is the level of POTUS or a King. Normal people will often bow out of the way in respect, and pretty much anyone can recognize you at a glance... but sometimes that isn't worth the hassle. B - You are either a low ranking official yourself, or closely related to a very powerful political force. You might be married to the president, the leader of a well known company, or the head of a local level government. Though people might not go to the most extreme measures for you, people tend to accommodate you in ways they otherwise would not. C - You are the son of the cousin of the senator... twice removed. This is the level of someone who "knows a guy that can make your life hell"... except they actually do. You can name drop someone with political power convincingly. While stronger willed individuals simply won't care, average humans will usually make minor concessions just because getting into it isn't worth the hassle. {Rebellious Fate} This is the ability to reduce the charms and social influence of others. Effective against such skills as Charisma, Divine Beauty, and Emperor Privilege. Against skills that only have three ranks, they are completely nullified by Rebellious Fate at Rank C. A - Completely negate all those skills. B - Reduce effectiveness of those skills used on you by four ranks. C - Reduce effectiveness of those skills used on you by three ranks. D - Reduce effectiveness of those skills used on you by two ranks. E - Reduce effectiveness of those skills used on you by one rank. |