Announcements: Cutting Costs (2024) » January 2024 Copyfraud Attack » Finding Universes to Join (and making yours more visible!) » Guide To Universes On RPG » Member Shoutout Thread » Starter Locations & Prompts for Newcomers » RPG Chat — the official app » Frequently Asked Questions » Suggestions & Requests: THE MASTER THREAD »

Latest Discussions: Adapa Adapa's for adapa » To the Rich Men North of Richmond » Shake Senora » Good Morning RPG! » Ramblings of a Madman: American History Unkempt » Site Revitalization » Map Making Resources » Lost Poetry » Wishes » Ring of Invisibility » Seeking Roleplayer for Rumple/Mr. Gold from Once Upon a Time » Some political parody for these trying times » What dinosaur are you? » So, I have an Etsy » Train Poetry I » Joker » D&D Alignment Chart: How To Get A Theorem Named After You » Dungeon23 : Creative Challenge » Returning User - Is it dead? » Twelve Days of Christmas »

Players Wanted: Long-term fantasy roleplay partners wanted » Serious Anime Crossover Roleplay (semi-literate) » Looking for a long term partner! » JoJo or Mha roleplay » Seeking long-term rp partners for MxM » [MxF] Ruining Beauty / Beauty x Bastard » Minecraft Rp Help Wanted » CALL FOR WITNESSES: The Public v Zosimos » Social Immortal: A Vampire Only Soiree [The Multiverse] » XENOMORPH EDM TOUR Feat. Synthe Gridd: Get Your Tickets! » Aishna: Tower of Desire » Looking for fellow RPGers/Characters » looking for a RP partner (ABO/BL) » Looking for a long term roleplay partner » Explore the World of Boruto with Our Roleplaying Group on FB » More Jedi, Sith, and Imperials needed! » Role-player's Wanted » OSR Armchair Warrior looking for Kin » Friday the 13th Fun, Anyone? » Writers Wanted! »

Fate/Legends

Fate/Legends

0 INK

In Fuyuki, Japan, 7 magi fight for the omnipotent vessel known as the Holy Grail. The Holy Grail can supposedly take the form of what you most desire. And each magus must summon a heroic spirit to fight the other magi to become the Grail's master.

632 readers have visited Fate/Legends since Tomoya created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://typemoon.wikia.com/wiki/category:fate/stay_night

Introduction

Background

The war of the Fuyuki city is unique, as it is the only one that has a Servant system that uses Heroic Spirits as familiars. It is to be noted that the war of the Fuyuki city is apparently not the only "war of the Holy Grail", as there seems to be several artifacts labeled as the Holy Grail and different competitions for their ownership. It is the name of the competition for the ownership of the Grail between the magi chosen by the Grail, but it really is the ritual planned out to recover the Third Magic lost by the Einzberns, the "Cup of Heaven" (materialization of the soul). In Fate/stay night, this is the fifth war. Apparently, all five have occurred during Winter.
The English name is "Heaven's Feel (ヘブンズフィール, ?)"; the first Holy Grail War is thus called the "Heaven's Feel 1", the second is "Heaven's Feel 2", etc. It was created 200 years ago by three families, with Justizia Lizleihi von Einzbern, Nagato Tohsaka and Zouken Makiri , who were trying to create a gate leading to Akasha. At that time, the Mage's Association and the Church were locked in a battle to the death, so a land in the Far East, where the Church could not monitor, was chosen. Einzbern prepared the vessel for the Grail, Tohsaka called forth the Servants, and Makiri designed the Command Seals that command the Servants.
Currently, only the Tohsakas want to reach Akasha, while the Einzberns and Makiri only want the completion of the Grail, that is, the revival of the Third Magic. However, both Zouken Matou and Shirou Emiya note these ambitions are apparently impossible as there was never a victor for the past four Heaven's Feels and the Grail became corrupted by Angra Mainyu after the Third war.A cycle of 60 years is needed for the Great Grail to amass enough mana to summon the Servants. The time period between the fourth and fifth wars was the shortest - 10 years.
The participants are 7 Masters and their Servants. It appears as a battle royal that lasts until only one stands, but the real point is to fill the vessel of the Grail with the souls of the Servants. Defeated Servants turn back to being pure energy and should disappear from the timeline they are incarnated into, but the function Grail of the Einzberns is to stop that temporarily and collect them. Once the vessel is filled, the energy of the Heroic Spirits returning to the "Throne" is used by the Great Grail, in a ritual to open a "hole" leading to Akasha.

The Grail selects the magi who will summon the Servants, the Masters carrying three Command Spells to have the Servants obey them. The magi are then called Masters.

Masters

A designation given to an individual, usually a Magus, who has formed a contract with a Ghost Liner called a Servant as their Familiar. The Master provides the Servant with Prana and a sort of "passport" into the modern era in return for the services of said Servant.

Goals:

Traditionally, a Master is an individual who has formed a contract with a Ghost Liner type Familiar, for the purpose of acquiring the Holy Grail of Fuyuki City. There are no actual restrictions on how the contract is used, when it is made, or how long it lasts, but the Servant inevitably has goals of its own.

Creation:

In order become a Master, a person must successfully summon a Servant through use of a specific Formal Craft ritual. Upon completion, the Master must formalize a contract with the Summoned Servant by acknowledging their respective roles. The process creates a link between the two, allowing the Master to support the Servant with their Prana or an external source.
In every known case, with one exception, Masters only occur through the power of the Great Grail of Fuyuki City. The Grail both selects prospective Masters according to their need and provides the majority of the energy needed to manifest and maintain the Servant. It also provides the Command Spells which grant limited control of the Servant to the Master.

Properties of a Master:

Under ordinary circumstances, a Master is always a spellcaster, usually a Magus with a Magic Circuit, who is selected by the Grail. It is possible for an ordinary person to become a Master, as in the case of Souichirou Kuzuki, as well as untrained individuals such as Ryuunosuke Uryuu, though this is rare.
A Master that is providing Prana to a Servant will "leak" magical energy in a volume that is easily detectable to most spellcasters. The leakage is distinctive, allowing a Magus to determine that the Master has a contract with a Servant.

An active Master will also possess a Command Spell as a visible proof of their contract.

A Master is always a Master, whether he currently has a Servant or not, as long as he still has the Command Spell. A Master without a Servant can make a pact with an unclaimed Servant at will, though having too many Servants is hazardous to the health of a Master due to Prana consumption. This also means that a Master can claim a new Servant regardless of the length of time since his last Servant.

Variations:
There are several variations on the Master and Servant system.

Catalyst

When a Servant is summoned, it normally matches the personality of the summoner. This is a form of catalyst, in which the Master and Servant share similarities and naturally gravitate to one another. However, it is possible to summon a specific individual by using an object linked with that individual in the summoning. The more closely the item and person were associated, the higher the probability of obtaining that Servant. This allows targeted summoning of especially strong heroes, but with the risk that the summoned Servant will be ideologically/morally incompatible with its Master, thus lowering their efficiency in the Grail War. It is also possible, in rare cases, for the Servant to possess a catalyst associated with the summoning Master, allowing the process to work in reverse.

Non Spellcasting Master

A Servant without a Master can form a contract with a normal person without a Magic Circuit through the sharing of Vitality in the same manner as certain types of other Familiars. The Master must still find a way to provide the Servant with Prana, however.

Book of False Attendent

This is a Mystic Code that can allow someone to become a surrogate Master by passing a limited form of another Master's Command Seals into a specifically prepared receptacle. This device is not as efficient as a genuine Command Spell.

Berserker

It is possible to intentionally summon a Berserker class Servant through the addition of a few lines in the Aria of the summoning ritual. This robs the Servant of sanity, but also grants them superior melee combat abilities.

Shared Mastership

It is possible to modify the summoning ritual in order to share the burden of a Servant. The only known case of this allowed the summoner to place the burden of providing Prana to the Servant on his wife, while he retained the Command Spells.

Magecraft

Magecraft, or thaumaturgy is the artificial reenactment of a mystery, a miracle.
Following the entry for Magic, Magecraft is the ability to reproduce what cannot be scientifically realized regardless of time and funds[1]. The limits of Magecraft have changed with time, as science evolved and sorceries from before became technically possible through science. However, modern Magecraft remains far inferior from that of the past, so much that someone like Medea, who comes from the Age of Gods when Magecraft was much more powerful, would seem like a sorcerer to the eyes of a modern magus, even though what she can do is not really Magic.

Magecraft that interfere with people’s mind do not need material compensation, but instead will take a toll on the user’s mind.

Curses aren’t taught at the Mage's Association and they are far behind the schools of the Middle East on that subject.

Thaumaturgy

魔術 - Majutsu
The general term used to refer to the several modern schools of Magecraft such as astrology, Kabbalah, alchemy, Shinsendou, etc. Divergences can be found among different schools, but the fundamental basis is “to convert prana inside the user’s body to transform the external world”. The practitioner acts in accord with the system that each school operates under to execute a pre-built program. That “program” is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the prana of the magus and the command to do it is made through his circuits. The greater the interference, the greater will be the amount of prana consumed.

Being originally magic, thaumaturgy draws upon a predetermined power from the Root. However, because that amount of power is fixed, the more people draw from it at the same time, the more Magecraft’s capacities become mundane. In short, the greater is the collective number of magi, the weaker their individual power will be.

Each school engraves their system of Thaumaturgical Theory into the world and uses the rules of that system to operate their spells. The efficiency of a system depends on how disseminated it is (i.e. the more people believe and/or use it). It is not uncommon for a system to not work properly when used outside its place of origin. In that regard, the teachings and holy words of the Church is the Thaumaturgical Theory with greatest number of believers and effective area.

The main aim of the magi’s academia is to turn the impossible possible. If something cannot be achieved with modern Thaumaturgy, the magi research and develop their arts just for the sake of changing that. Powerful sorceries like High Thaumaturgy and Greater Rituals are ultimately challenges in order to reach the goal called Magic.

After a certain point of development, differences between power and even between Magic and Thaumaturgy start to lose their importance in practical terms. A battle between two great Magi will not be decided by their power, but by who possesses the system whose rules has the fewer tears. Not the power behind them, but the concepts they work under.

Equivalent Exchange

等価交換 - Toukakoukan
The primary rule of Thaumaturgy is Equivalent Exchange. In order to create something, another object must be given as a price. It may also involve modification to an existing object. The base of all Thaumaturgy is the use of prana to produce something that either already exists or can exist. That which falls into the phantasm category, something made out entirely of images and might even not exist naturally anymore, will be eventually wiped out by the world for being in conflict with this rule.

Emiya Shirou is able to bypass this rule to some extent when it comes to his Projections, since everything that he Traces is actually being pulled out of his own internal world by the power of his Reality Marble.

Reenactment

再現 - Saigen
The basis behind Thaumaturgical Theory is to reenact the miracles, the supernatural phenomena.

Thaumaturgical Theory

魔術理論 - Majutsuriron
Thaumaturgical Theories (魔術理論; also 基盤, lit. foundation) are Greater Rituals (大魔術式) that "engrave" a Thaumaturgical System (魔術系統) upon the World -- a body of preestablished rules, fomented per the faith of the populace; arbitrated and regulated by the thaumaturgical school to which they belong. Commands dictated by mages are submitted through their magical circuits to the System, which processes said commands and executes functions ("Programs").[4].

If it is believed that the subject of a mystery "exists," the World permits its existence. Definite affirmation of said belief is not required. For example, even though the majority of modern humans reject the existence of ghosts, modern science cannot outright demonstrate that they do not exist, and, thus, within the unconscious, there lurks the vague suspicion that "they might indeed exist." This sort of "suspicion" falls under the category of "faith." "Ignorance" is the force that opposes "faith." If the existence of ghosts is itself utterly unknown, faith cannot foment.

In any case, if faith in a mystery is widely disseminated, a relevant Thaumaturgical Theory gains robustness. For a Theory weak in faith, "the power that engraves" is similarly infirm, and in other nations where its mystery is wholly unknown, implementation of descendant magecraft fails.

Known Thaumaturgical Schools

Alchemy
錬金術 – Renkinjutsu

A school that focuses its studies around the flow of matter, most alchemists research on conversion of matter, but those of Atlas delve in the conversion of phenomena.

Kabbalah

Kabbalah (カバラ, ?) is a major Thaumaturgical School from Europe. Aoko Aozaki uses one of its ancient branches, the Notarikon. Other branches include the Temurah and Gematria, the latter which was the basis for the Numerology of Michael Roa Valdamjong.

Mechanisms

Resistance
抗魔力 - Koumaryoku
A power inherent of anyone with Magic Circuits, the capacity to resist spells which aim to control the target by the spiritual medium (those among the lines of sleep, paralysis and coercion). By circulating prana inside his Circuits, one can reject outside prana that tries to invade his self. Therefore, it is possible to disrupt a spell before it can complete itself. A very efficient form of defense, it makes difficult to affect even lesser magi. Also, those who are not magi but still possess Magic Circuits may unconsciously protect themselves like this. Because of it, most magi use spells capable of physical interference rather than just spiritual ones.

However, what is being rejected is the prana, not the spell itself. A spell that has already been completed and is manifesting its effects cannot be cancelled like this. Caster, however, is an exception. She can disrupt even completed spells due to her absurd amount of prana and because the structure of modern Magecraft’s spells are far inferior to those of her time.

Breathing and Walking

Breathing and Walking (呼吸・歩法, Kokyuu and Hohou?) is a key concept in magecraft and martial arts. Though mainly affects one’s physical fitness, it also play a role in the strength of nature interference. The absorption of outer energy (breath of life) to connect your inner world to the outer world. The acts of inspiring, expiring and everything in between are part of a process that allows one to take in or release the gods. The magi use incanted spells to cause a specific phenomenon to occur, but those whose breathing, movement, body and very existence can cause nature interference are beyond that. An example would be the Shinto practice of banishing evil spirits and other unnatural forces by just clapping. However, this particular skill is something that takes a lifetime to learn.
Not valued by Western magi, but among the teachings of the east, the techniques of breathing and walking are high-level secrets that can’t just be imitated or easily learned. Therefore, Eastern schools always search for at least one individual capable of mastering them in a generation.

Sometimes however, there are those who are simply born with the “proper way of breathing and walking”. As a result, their own body acts as one pure, natural Circuit. Those humans can reproduce greater mysteries than the magi without knowing anything about Thaumaturgy. When found while still on their childhood, they are treated as holy children or prodigies and usually take in by those who follow the supernatural path. Still, there are cases of those who grow up without learning about their true nature.

Souichirou Kuzuki's martial arts training gave him some proficiency in this skill, although it is nothing near the level of Magecraft. Emiya Shirou's daily Magecraft training involves breathing exercises and during the fight with Gilgamesh he tried to bring his breathing pace down to normal conditions.

Elements

Full article: Elements
Fire, Water, Earth, Wind and Void (Ether). Water, Fire, Earth, Wood and Metal. The set of Elements that, according to the teachings of Magecraft schools, are the basic substances that shapes the world. Fire is called normal and Wind is said to be noble.
A magus normally has the capacity to manipulate at least one of them. However, there are cases of those who can manipulate Elements that are completely different from any of the ones specified above. Within the Mage’s Association, individuals like these tend to either very selective houses or not be part of the Association at all. Cases of magus who possesses more than one Elemental Affinity, and even affinity to Compound Elements, are also known. Usually said individuals try to master spells that make use of more than one Element at the same time (ex: “liquid manipulation” through the use of Water and Wind Elements). Those capable of manipulating all the five Elements receive the title of Average One and are very valued by the Mage’s Association. Methods to change one’s Elemental Affinity exist, but they are very painful and dangerous.

Origin

Origin (起源, Kigen?) is the orientation at the time that an event occurred. It is the starting point that defines one's existence and directs one's actions throughout life. It is the driving force from the inside of Akasha that managed to stream out of the Source and take material form. The form it can take at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world. These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place. It becomes an impulsive behavior one would follow as though it were an absolute order. Souren Araya is capable of awakening one to their Origin, however he must receive consent from the person beforehand. He claims that death and Origins are related, and his various experiments on death are used to further his knowledge on them.
Under the system of magecraft, Origins are used to describe precise details about a magus, while Elemental Affinity indicates one’s general alignment. Magi with an Origin that is strongly expressed outwardly are sometimes removed from the normal alignments and there are times that the origin itself becomes the alignment. Most of those magi exhibit their talents as extreme specialists, allowing them to potentially reach higher grounds than normal magi. Even those without an Elemental Affinity are sometimes still capable of casting spells simply by following their Origin. It's possible for them to overcome great obstacles such as a lack of Circuts or a lack of talent for Magecraft altogether. Emiya Shirou's origin is "sword" and his alignment as a magus is also "sword". He is unable to use magic of the five great elements with precision because he doesn't have any of them as an alignment, but it does allow for the manifestation of the Reality Marble "Unlimited Blade Works."

Parameters and skills for servants

Servants are ranked based upon their personal Strength, Endurance, Agility, Luck, Magical Energy, and Noble Phantasm. There are five main ranks from A to E with each having a quantifiable number assigned to it. There is also an EX Rank that represents a value that cannot be quantified under the normal system because it is in a league of its own, powerful to the extent of rendering comparisons meaningless.[1] Abilities will often base the effectiveness of the attack or effect directly on rank, such as God Hand, Cybele, and those that have "Strength checks" or "Luck checks." Being ranked at 1 under the system identifies the ability of a normal human, so the E Rank, classified as 10, indicates someone ten times above normal human ability.[2] As it is far above the realm of what an ordinary human can achieve, it allows Caster, one of the physically weakest Servants, to easily crush a child's head with a single hand.
There are two different "modifiers" that can be applied to ranks, + and -. The "+" modifier represents the capacity of a temporary boost in power if certain conditions are met, allowing a weapon or ability of a lower rank to surpass a higher rank for a moment. + indicates a two-times increase, ++ indicates a three-times increase, and +++ indicates a four-times increase. The "-" modifier has not been explained, but it is present on Kanshou and Bakuya and Rider's Divinity.

The same system is applied to the ranks of magecraft and Noble Phantasms. A Rank Magecraft is already on the level of High-Thaumaturgy, and Magecraft of A+ Rank is said to be almost at the level of Magic. The scale for Noble Phantasms is different than that of regular attacks. If a Noble Phantasm is C Rank, it is equivalent in power to an A Rank normal attack. A++ Rank Noble Phantasms are said to be a mystery on the level of Divine Spirits. There are Noble Phantasms that can be quantified directly by numbers when referring to their abilities, but there are also those with conceptual effects that fall into a special category.[3]

Rank Value + ++ +++
A 50 100 150 200
B 40 80 120 160
C 30 60 90 120
D 20 40 60 80
E 10 20 30 40

Masters who have made contracts with Servants have the ability to read out the status of a Servant with powers of clairvoyance. It is a unique ability granted by the Grail that summoned the Heroic Spirits, so it cannot be used by those without a contract. They can see through the abilities of the other Servants and compare them to those of their own, so that they can guide them as efficiently as possible in battle situations. Tohsaka Tokiomi owned a book that provides a similar ability, but it is useless to a full Master. It was passed on to Rin after his death, and she gives it to Shirou because he lacks a proper connection to Saber. The book itself is blank, but simply looking at a random page gives him an image in his head that allows him to look upon all known status of Servants in the War. Reading the book will give him new details any time he reads it, and Rin says that he will be able to identify Servants from intuition without using the book after he gets used to it. It is reflected in-game as the Servant status screen.

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 ActionEdit

Independent Action (単独行動, Tandoku Kōdō?) is the ability to remain independent even when rejecting the prana supply from the Master. At the higher ranks it is also possible to remain for extended periods of time in this world without an established contract.
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: Can remain in this world for a week even after losing his 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 an established contract. Also capable of living 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 an established contract.
E-: Materialization is possible for 30 turns.
Item ConstructionEdit
Item Construction (道具作成, Dōgu Sakusei?) is the skill to manufacture magical items.
A: Capable of making healing potions that grant limited immortality. (Caster)
-: At the cost of the acquisition of the summoning ability by means of the Noble Phantasm, the "Item Construction" skill is lost.(Caster)
Mad EnhancementEdit

Mad Enhancement (狂化, Kyouka?) raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
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: Rank up for all parameters, but takes away most of sanity.
C: Rank up for all parameters except Luck and Mana, but in exchange one can no longer think and speak properly. (In Arcueid's case, it does not go well due a misunderstanding from the Master. Her original Rank in this Skill is A)
E: (Kintoki, while not strictly speaking mad, possesses the mentality of a grade schooler and intermittently flies into uncontrollable rampages. It is unclear if this is an effect of Mad Enhancement or his natural disposition.)

Magic ResistanceEdit

Magic Resistance (対魔力, Tai Maryoku?) grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether. Important to note that the term "verse" seen below refers to a set of three lines. Thus, a chant of two verses is equivalent to a Six-Line incantation.
EX: In addition to the Magic Resistance of the Saber Class, Joan demonstrates high Magic Resistance due to her unwavering piety. However, since it is just averting (evading) the Magecraft, Joan will only be saved against a wide-range magic attack. It cannot cope with the sacraments of the Church either.
A: Cancel spells of A-Rank or below. In practice, the Servant is untouchable to modern magi, so it would not be an exaggeration to title the Servant a "Magus Killer".
B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected. (As Saber Alter, Arturia suffered a rank-down in this skill due her corruption)
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals. (Because she herself does not have any Magic Resistance, Nero boasts a low level that is unbecoming of the Saber Class)
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. (Lancelot's originates from a magical ring, however its powers received a rank-down due to Mad Enhancement)

Presence ConcealmentEdit

Presence Concealment (気配遮断, Kehai Shadan?) is the capacity to hide one's presence as a Servant. It is a common skill to the Assassin class.
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.
-: (Li Shuwen's capacity to cut off his presence does not correspond to this technique)

RidingEdit

Riding (騎乗, Kijō?) is expertize to ride animals and vehicles.
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. This rank is high enough to have aptitude for the Rider Class.
B: Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts.

Territory CreationEdit

Territory Creation (陣地作成, Jinchi Sakusei?) is the skill to build a special terrain that is advantageous to oneself as a magus.
A: Creation of a "Temple", which is superior to a "Workshop", becomes possible.
Nursery Rhyme-specific description:
The little door, the mad tea party,
The checkered rainbow meadow, the riddles of the chattery twins,
Oh but, oh but, the personal favorite is definitely only that,
The invitation to the nameless forest where everything is forgotten!
B: Creation of a "Workshop" becomes possible.
C: (Because it seems that her personality is not suited for it, Tamamo-no-Mae has difficulty in manufacturing even a Workshop)

Personal SkillsEdit

Personal Skills reflect the abilities the Heroic Spirits had in life and their personal legends.

Animal DialogueEdit

Animal Dialogue (動物会話, Doubutsu Kaiwa?) is communication of intention with animals that don't speak a "language of words".
C: Since it's not like the intellect of the animals improve, very complex nuances are not conveyed. (Even then, maybe because Kintoki's mental structure is close to animals, they strangely get into a mutual understanding.)

Battle ContinuationEdit

Battle Continuation (戦闘続行, Sentō Zokkō?) is the strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
A: Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a decisive fatal wound.
C: (In Cú Chulainn's case, because of his Master boosting his Endurance, its Rank was temporary lowered. His original Rank in this Skill is A)

BraveryEdit

Bravery (勇猛, Yūmō?) is the ability to negate mental interference such as pressure, confusion and fascination. Not usable under the effects of Mad Enhancement.
A+: Bonus effect of increasing melee damage.
B:

CharismaEdit

Charisma (カリスマ, Karisuma?) is the natural talent to command an army. Increases the ability of allies during group battles. A rare talent.
A+: At this point it is no longer popularity, but rather a kind of spell (curse) in itself.
A: Can be said to have achieved the greatest level of popularity as a human being.
B: Suitable for a king of a country.
E: Leadership skills increase, but the morale of troops decreases extremely.
Chinese Martial ArtsEdit
Chinese Martial Arts (中国武術, Chūgoku Bujutsu?) is a Chinese rationality. A value that measures one's mastery of the martial arts that made becoming one with the universe as its objective. Its difficulty to learn is of the highest level and, unlike other Skills, it is at A Rank that one is at a level where he is said to have finally "learned it".
A+++: At this point, one is a master among masters.

ClairvoyanceEdit

Clairvoyance (千里眼, Senrigan?) is 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).
C: Capable of keeping track of fast-moving object within a range of 4kms. (EMIYA acquires this by applying Reinforcement on his eyes).
Discernment of the PoorEdit
Discernment of the Poor (貧者の見識, Hinsha no Kenshiki?) is insight to see through the opponent's character and attribute.
A: He will not be deceived by excuses and deceptions from words. (It expresses the power to grasp the true nature of the opponent possessed by Karna, who was blessed with the opportunity to inquire about the life and value of the weak due being someone without a single relative.)

DisengageEdit

Disengage (仕切り直し, Shikirinaoshi?) is the ability to break away from combat.
C: Bonus effect of returning battle conditions to what they were at the beginning of the match.

DivinityEdit

Divinity (神性, Shinsei?) is the measure of whether one has Divine Spirit aptitude or not. At high levels one is treated as a mixed race of a materialized Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease due one's dislike for the gods. It also has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith.
A+: (Gilgamesh original value as a 2/3 demigod)
A: (Karna son of sun god and later became one with him.)
A: (Heracles was originally a 1/2 demigod, but he became a full god after death.)
B: (Gilgamesh effective value, which was reduced due his dislike of the gods)
C: (Iskander has been said that he is the son of the greatest of the gods, Zeus, while there is no clear evidence.)
D: (Kintoki, depending on the version of the tale, is the son of Yama-Uba impregnated by a clap of thunder)
E−: (Medusa's divinity was reduced after her transformation into the Gorgon)

Eternal Arms MastershipEdit

Eternal Arms Mastership (無窮の武練, Mukyū no Buren?) prevents degradation of fighting skills when under the effect of mental hindrance.
A+: Mastership of combat arts has reached the point of being said to be unrivaled in one's era. By complete merging of mind, body and technique, it is possible to make use of full fighting skills even when under the influence of any sort of mental hindrance.
Expert of Many SpecializationsEdit
Expert of Many Specializations (専科百般, Senka Hyappan?) is access to and use of many expert skills.
A+: A total of 32 different skills ranging from tactics, academia, espionage, assassination, swindling, rhetoric and others can be used with proficiency of Rank B or above. (Assassin achieves this by arbitrary changing between his multiple personalities).
Eye for ArtEdit
Eye for Art (芸術審美, Geijutsu Shinbi?) is infatuation with works of art.
E-: If he happens to see a Noble Phantasm that possess artistic anecdotes, there is a small chance that he might be able to figure out its true name.

Eye of the Mind (False)Edit

Eye of the Mind (False) (心眼(偽), Shingan (Nise)?) is an innate talent to sense and avoid danger based on intuition, that can also be called the Sixth Sense or prescience, gained through many ordeals and adventures. As a natural talent to avoid danger based on the "perception and resolution of the current situation", it greatly differs from Eye of the Mind (True), which is danger avoidance that originates from “predictions augmented by experience”. "False" is an ability that can never be gained through training or experience, and while it would seem that the ability should be called "True" and the ability gained only through experience should be "False", the inverse is actually the case.[4]
A: The ability grants an effect of offering resistance against penalties caused by visual obstructions. (During the Grail War, in the battle with Arturia, Assassin crossed blades with an invisible sword numerous times. He was able to use this ability to gauge even the length and width of the sword, and see through the fact that Arturia was unable to use her Noble Phantasm attack due to a lack of mana. Seeing through the weapon and style of his opponent after crossing blades only a few times, the perception of his eyes is the best among Servants.)
B: (Even though Heracles’ sanity was lost due to Mad Enhancement, this skill remained effective as it is nearly an instinct. When crossing swords with a seasoned swordsman like Arturia, he would not fall for half-hearted feints. It is such a troublesome ability for Hercules’ opponents. Although monstrous in size, Hercules has a high rank in Agility. As a result, it is very difficult to corner him.)

Eye of the Mind (True)Edit

Eye of the Mind (True) (心眼(真), Shingan (Shin)?) is heightened insight that was refined through experience.
B: Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.

Golden RuleEdit

Golden Rule (黄金律, Kogane Ritsu?) measures one's fortune to acquire wealth.
A: Money problems are completely unknown.

Guardian KnightEdit

Guardian Knight (守護騎士, Shugo Kishi?) temporary raises defensive power when protecting others.
A+: (As the guardian of many countries and regions, George is always expected to "guard over others". And such expectations give him unlimited power of protection.)

Headache SuffererEdit

Headache Sufferer (頭痛持ち, Zutsū-mochi?) is a curse inherited from the birthplace of one's previous life. Due suffering from chronic headaches, the success rate of mental Skills decreases considerably.
B: (Because of the presence of this Skill, it is hard for Nero's to perfectly demonstrate her valuable talent for fine arts)

High-Speed Divine WordsEdit

High-Speed Divine Words (高速神言, Kōsokushingon?) is 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.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.

Imperial PrivilegeEdit

Imperial Privilege (皇帝特権, Kōtei Tokken?) is an ability that, due the insistence of the owner, Skills that are essentially impossible to possess can be obtained for a short period of time. In cases when the Rank is above A, even the "burden to the body" is acquired (such as Divinity).
EX: (For Nero, the relevant Skills are Riding, swordsmanship, fine arts, Charisma, Military Tactics and others)

Information ErasureEdit

Information Erasure (情報抹消, Jōhō Masshō?) is the removal of information regarding the Servant's true name, abilities, and appearance from the records and memories of all witnesses, including the opponent, following the conclusion of an engagement.
B: This effect is enforced even within digital recordings by a closed-circuit camera in broad daylight. However, evidence of the engagement is not removed from the scene, and by way of logical deduction, the Servant's identity may be revealed.

Innocent MonsterEdit

Innocent Monster (無辜の怪物, Muko no Kaibutsu?) is the name of the monster that had his past and way of being distorted because of the image that was born from his behavior in the previous life. Both abilities and appearance were transformed. Incidentally, this equipment (Skill) cannot be removed.
A: Dracula

InstinctEdit

Instinct (直感, Chokkan?) is the power to "feel" the most favorable developments for oneself during battle.
A: Refined sixth sense is now close to true precognition. Bonus effect of reducing by half the penalties caused by obstructed vision and hearing.
B: (As Saber Alter, Arturia's senses became dulled due having to constantly suppress the rage caused by Angra Mainyu's corruption)
C: It is only effective for the sake of defense (George employs this ability for the sake of immediately judging "whether the opponent is an enemy that must be fought".)

Knowledge of Respect and HarmonyEdit

Knowledge of Respect and Harmony (宗和の心得, Sōwa no Kokoroe?) prevents any decrease in the effectiveness of a technique, regardless of how many times it is used against the same opponent.
B: Attacks cannot be perceived by the enemy.

Librarian of Stored KnowledgeEdit

Librarian of Stored Knowledge (蔵知の司書, Zōchi no Shisho?) is an ability that makes it possible for a clear recall of knowledge from memory with a successful Luck check, even if the information perceived in the past was not consciously acknowledged at the time.
C: (Assassin achieved this by distributing his memory processing among his many different personalities).

MagecraftEdit

Magecraft (魔術, Majutsu?) is knowledge about modern Thaumaturgy.
C-: Capable of using orthodox Thaumaturgy.
Mental PollutionEdit
Mental Pollution (精神汚染, Seishin Osen?) makes it highly possible to shut out any mental interference Thaumaturgy, due possessing a distorted mentality. 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.
A:
C: Provides a probability that mental interference magecraft will be rendered ineffective. In the condition that the Servant's master is of Evil alignment, and perpetrates acts of cruelty against the Servant, Mental Pollution will increase in rank, further increasing defenses against magecraft. However, as the Servant's psyche is inherently broken, this may result in irreversible deterioration.
Military TacticsEdit
Military Tactics (軍略, Gunryaku?) is 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.
B:

Monstrous StrengthEdit

Monstrous Strength (怪力, Kairiki?) is 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.
B: (the longer Medusa is under the influence of this skill, the more she turns into the legendary monster Gorgon)
Murderer of the Misty NightEdit
Murderer of the Misty Night (霧夜の殺人, Kiriya no Satsujin?) is a skill associated with the Servant's nature as a serial killer rather than as an Assassin, which permits preemptive strike against all opponents. However, unconditional success of the skill is possible only at night. Requires a successful Luck Check for use during daytime.
A: (From the conditions of their bodies, it is believed that all of the victims of Jack the Ripper were assailed when unguarded)

Mystic EyesEdit

Mystic Eyes (魔眼, Magan?) is the possession of Mystic Eyes that are capable of interfering with the outside world.
A+: Cybele
C : Possesses Mystic Eyes that enchants the souls of those who the user looks at and of those who look at the user. (In Arcueid's case, it does not function properly due a misunderstanding from the Master. Her original Rank in this Skill is A)

Mystic FaceEdit

Mystic Face (魔顔, Magao?) is a spell (curse) inherent of one's facial features which is cast as soon as the target look at the user's face.
C: Diarmuid of the Love Spot (愛の黒子, Ai no Kuroko?). Effects are similar to those of Charm-type Mystic Eyes.

Natural BodyEdit

Natural Body (天性の肉体, Tensei no Nikutai?) is the possession of a perfect body as a living being from birth. The owner of this Skill is treated as if his STR is always Rank-Up.
C: (Furthermore, even without training Kintoki's muscles are brawny and his body shape doesn't change no matter how much calories he intakes.)
Nature of a Rebellious SpiritEdit
Nature of a Rebellious Spirit (反骨の相, Hankotsunosō?) is the temperament to never remain at one location and never embrace a lord. A wandering star that does not have the capacity to be king nor is capable of finding his own king. Negates the effects of Charisma with the same rank.
B:

Numeral of the SaintEdit

Numeral of the Saint (聖者の数字, Seija no Sūji?) denotes that "3" is the sacred number of the Celts. Only during the three hours between 9 AM and midday and the three hours between 3 PM and sunset, one's power increases three-fold.
EX:

Original OneEdit

Original One (原初の一, Genshonoichi?) is the status of being an Ultimate One. By receiving back up from the planet, one's specs become one class above than the opposing enemy.
X: (In Arcueid's case, it does not function at all due a misunderstanding from the Master. Her original Rank in this Skill is EX)
Pioneer of the StarsEdit

Pioneer of the Stars (星の開拓者, Hoshi no Kaitaku-sha?) is the unique Skill given to heroes that became turning points in the human history. All difficult voyages and challenges which are considered "impossible" turn into "events that can be realized".
EX:

Prana BurstEdit

Prana Burst (魔力放出, Maryoku Hōshutsu?) is the increase in performance caused 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.
A: A normal weapon that is not on the level of a divine mystery can be destroyed in one blow. Raises defense in several times. (Arturia uses this skill mainly for defense and high-speed movement. As Saber Alter, her magical energy will cover her body in this fashion regardless of her will)

Prana Burst (Flames)Edit

Prana Burst (Flames) (魔力放出(炎), Maryoku Houshutsu (Honoo)?) is a version of Prana Burst that impregnates weapons with prana that imparts a flame effect.
A: In Karna's case, blazing flames become prana to dwell in the weapon used. This Skill is usually active and all the weapons that Karna grasps receive this effect.

Presence DetectionEdit

Presence Detection (気配感知, Kehai Kanchi?) is the ability to detect other Servants and local mana sources.
Unknown: Called an ability of the highest class, Enkidu is capable of detecting anything from other Servants to water sources clear across Snowfield, covering more than ten kilometers.

Projectile (Daggers)Edit

Projectile (Daggers) (投擲(短刀), Tōteki (Tantō)?) is the expertise for throwing projectile weapons; in this case, daggers.
B: Thrown projectile weapons are now comparable to bullets.

Protection from ArrowsEdit

Protection from Arrows (矢避けの加護, Yasake no Kago?) is an increased defense against ranged attacks by predicting the projectiles' trajectories through exceptional means, such as hearing the sound of air being cut, or sensing the killing intent of the enemy.
B: (an inborn ability of Cu Chulainn; as long as the shooter is within his line of sight, he can track down ranged weapons with his eyes and defend against them. Does not apply for attacks made from super-long-range or with a great area-of -effect)

Protection from WindEdit

Protection from Wind (風除けの加護, Kazeyoke no Kago?) is a charm (spell) originated from the Middle East, used mainly for protection against sandstorms and Jinns.
A: True Assassin's ability originate from the time when he was alive (mainly used to protect himself from sandstorms and similar events), and this ability once saved him from Saber's Invisible Air.

Protection of the FairiesEdit
Protection of the Fairies (精霊の加護, Seirei no Kago?) is a blessing from Elementals; the capacity to increase one's Luck in dangerous situations. Activation is limited to battlefields, where it is possible to perform feats of arms.
A:

Protection of the FaithEdit

Protection of the Faith (信仰の加護, Shinkō no Kago?) is a Skill possessed only by those who have sacrificed themselves for a religious view. Despite being a form of divine protection, it is not a blessing from a higher existence. It is only the absoluteness of one's body and soul, which is born from faith. But if it is too high, it causes abnormalities in the personality.
A+++:

RevelationEdit

Revelation (啓示, Keiji?) is a Skill equivalent to Instinct, a sixth sense regarding battles; however, "Revelation" accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling). Because there is no basis to it (or so she thinks), it cannot be explained to others clearly.
N/A:

SaintEdit

Saint (聖人, Seijin?) indicates being acknowledged as a saint. When summoned as a Servant, the ability of saint is selected one among "raising the effectiveness of sacraments", "automatic HP recovery", "1 Rank-Up to Charisma" and "production of a holy shroud is possible".
N/A:

Rune MagicEdit

Rune Magic (ルーン, Rūn?) is knowledge about this type of Magecraft that originated in northern Europe.
B: capacity to use the 18 original runes.
Self-ModificationEdit
Self-Modification (自己改造, Jiko Kaizō?) is the aptitude to merge one's own flesh with body parts of others. The higher the ranking in this skill, the further away one is from being a proper hero.
A:
Nursery Rhyme-specific additional description:
Do-do-do-doesn't matter doesn't matter that kind of stuff doesn't matter at all!
Whatever it is if you talk to me I'll do it from your orders!
C: (Hassan fused the arm of Shaytān with his own right arm thanks to this skill)

ShapeshiftEdit

Shapeshifting (変化, Henka?) refers to both borrowing bodies and appearance change. A method used by the millenary spirits of foxes and badgers of China that are put on par with Tamamo-no-Mae.
A+: It seems like the master's look has been copied exactly.
Nursery Rhyme-specific additional description:
I'm going to shapeshift, I will shapeshift.
I am you, you are me.
I'm going to shapeshift, I shapeshifted.
I am you, and you are me.
A: (A method used by Daji of the Shang Zhou Revolutionary Period (see Fengshen Yanyi), but Tamamo-no-Mae does not feel like making much of an use of this due a trauma of the past)

Soul of a MartyrEdit

Soul of a Martyr (殉教者の魂, Junkyousha no Tamashii?) is a mental protection that negates mental interference.
B+: (George is the owner of a strong faith who was pressed to renounce his religious beliefs many times and, despite receiving countless tortures, never fell down to such persecutions.)

Sphere BoundaryEdit

Sphere Boundary (圏境, Kensakai?) is a technique in which, by use of Qi, one perceives the circumstances of his surroundings, and can make his own existence vanish. For those who have mastered it, unification with the world and even making their figure naturally transparent becomes possible.
A:

Subversive ActivitiesEdit

Subversive Activities (破壊工作, Hakai Kōsaku?) is the talent to reduce the enemy forces in the preliminary stages, before going into battle. An expert of traps. However, the higher is the ranking of this Skill, the more one's spiritual status as a hero declines.
A: It is possible to disable nearly 60% of the total military force before the enemy advances.

Surgical ProcedureEdit

Surgical Procedure (外科手術, Geka Shujutsu?) is the capability of surgical repair with use of a bloodstained scalpel, applicable to the Servant or her Master.
E: Despite the technique being 120 years old, and somewhat unreliable by visual appearance alone, the procedures manage to attain their intended effect, boosted somewhat with application of prana. (The victims of Jack the Ripper were found with their organs removed in such a way as to require anatomical knowledge or skill with dissection.)

Tsubame GaeshiEdit

Main article: Tsubame Gaeshi
Uncrowned Arms MastershipEdit
Uncrowned Arms Mastership (無冠の武芸, Mukan no Bugei?) is arms competency that was not recognized by others due various reasons. To the opponents, the rank of Karna's sword, spear, bow, Riding and Divinity appears to be one degree lower than what it actually is. If his true name is revealed, this effect will be terminated.
N/A:

VitrificationEdit

Vitrification (透化, Suka?) is a serene state of mind. A mental protection that nullifies mental interference.
B+: By limiting his fighting spirit as a martial artist, one can conceal his presence. (As he is not a true assassin, Kojirou cannot truly make use of the Assassin's Class Skill Presence Concealment. However, with this ability he is able to simulate its effects to some extent)
Voyager of the StormEdit
Voyager of the Storm (嵐の航海者, Arashi no Kōkai-sha?) is the talent to impel a ship and those who the user identifies with. Because the ability as a group leader is also necessary, this unique Skill also has the effects of both Charisma and Military Tactics.
A+:

WitchcraftEdit

Witchcraft (呪術, Jujutsu?) is the Dakini heavenly methods. It includes methods to discern one's time of death and secret arts to obtain influence, such as methods to attain status and fortune (for men) and methods to gain the favor of influential individuals (for women).
EX: (By lamenting harshly learning from experience in the past, Tamamo-no-Mae does not feel like making much use of this)

Servants

Saber: Servants placed within this class are agile and powerful melee warriors. It is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer and also possesses the Riding skill like the Rider class. -Reserved-

Archer: Servants placed within this class are usually proficient with projectiles and can survive longer without a Master nearby, thanks to their special ability Independent Action; the strongest Archers can be difficult to control at times, in fact, due to their near-total independence from their "Masters". It is one of the three Knight classes, together with Lancer and Saber.

Lancer: Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber.

Rider: Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which often include their mounts. Their special skill is Riding, which allows them to fully utilize abilities of their mounts (which can range from simple horses to mechanical vehicles to divine or supernatural creatures.).

Caster: Servants placed within this class are adept in magecraft and have a special ability akin to Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery.

Assassin: Servants placed within this class are always, as a rule, one of the 19 Hassan i Sabbah, the leaders of the clan of the Hashshashins who passed their name down (although this rule does not hold absolutely true in the Fate/Extra reality). The Assassin in Fate/stay night summoned by Caster is an exception, an aberration in the system, as he was summoned by another Servant. This rule comes from how the word "assassin" itself finds its etymological roots in that clan. The Assassins' special ability is Presence Concealment, which allows them to remain undetected. Offset by their stealth is their weak combat skills. Due to this, Assassins often target Masters instead of Servants.

Berserker: Servants placed within this class are always incarnations of heroes who have gone berserk on their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Most Masters are incapable of controlling their Servant once Mad Enhancement has been activated, which eventually results in their death.

Toggle Rules

The GM of this roleplay hasn't created any rules! You can do whatever you like!

Create New » Browse All » 0 Characters with stories to follow

There are no characters in this universe yet!


The Story So Far... Write a Post » as written by 0 authors

There have not been any posts in this roleplay.

View All »Arcs

Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

There are no arcs in this roleplay.

View All » Create New » Quests

There are no quests in this roleplay.

Add Group » View All » 0 Factions to align with

Here's the current leaderboard.

There are no groups in this roleplay!

Events

Soon™.

Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 1 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

Add Group » 0 Factions to align with

There are no groups in this roleplay!

Add Character » 0 Characters played by your community

There are no characters in this universe yet!


Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

Current Mobs

No mobs have been created yet.

Spawns

Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Fate/Legends. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

No items have been created yet!

The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

Open Stores

View All » Add Character » 0 Characters to follow in this universe

There are no characters in this universe yet!


Fullscreen Chat » Create Topic » Fate/Legends: Out of Character

Discussions

  • Topics
    Replies
    Views
    Last post

Most recent OOC posts in Fate/Legends

Re: Fate/Legends

Ohs! That makes things a lot simpler. Thank you :)

Re: Fate/Legends

Here's the wikia for the Rider's skills.

Rider (ライダー , ?), Mounted Knight, is one of the seven normal Servant classes summoned for the Holy Grail War. Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. They have the class abilities of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception, as the ability to ride them falls under a different skill.

Re: Fate/Legends

Don't worry, I'll put up a character skeleton soon. I was sort of in a rush making this role play, so I messed some stuff up, I'll try and fix the bugs soon. The basic stats for Rider servant are Strength D, Endurance D, Agility B, Mana C, Luck E, and their Noble Phantasm can be anything depending on the warrior. But these stats aren't concrete, you can make some stats stronger or some weaker, depending on how strong the warrior was.

Re: Fate/Legends

My interest has been piqued, enough that i started watching the anime series. I have a pretty basic understanding of the story. So, if one is suppse to reserve a class, i would like to reserve the rider class. I just have one question, is there like a character sheet that you can lay out for us? I'm not really worried about the basic inormation (name, age, gender, etc.), as i am the skills and whatnot. I'd be confused as to what you would like us to put down for our servant stats. Though, this is may be because i have yet to get to an episode where they show the stats. So, till then, i will remain confused. If you get a character sheet up soon, awesome. If not, if i come across the stats during an episode, and get a little bit more understanding, i will get to work on my charcter ASAP

Re: Fate/Legends

Yeah I knew when I made it that it might set people off, but to be honest, I'd like to have people who know a little bit about the anime or visual novels before hand to join. And I was being lazy :P

Re: Fate/Legends

word of advice, you might want to transfer all the technical stuff into an ooc thread. As it is now it might overwhelm anyone coming on to read the intro and act as a door stopper.

Fate/Legends

This is the auto-generated OOC topic for the roleplay "Fate/Legends"

You may edit this first post as you see fit.