Universal Skill List

Update News
Current version: 0.02

Added skills:
N/A

Nerfs
N/A

Buffs
N/A

Changes
N/A

Added skills:

 * Protection of the faries DONE
 * Military Tactics DONE
 * Projectile Armor DONE

Nerfs

 * Battle Continuance DONE
 * Clarivoyance DONE
 * Charisma
 * Instincts DONE
 * Heart of Harmony DONE

Buffs

 * Assassin Heritage DONE
 * Disengage DONE

Changes

 * Clarification for Self Modification DONE
 * Clarification for Divinity DONE
 * Change nature of Divinity skill DONE
 * Added New Points Costs to all Skills. DONE

Overview
Skills are named abilities that the person had in life, they influence things either through brutal stats increase, ability to preform things that cannot be described merely using stats, or other things completely. Some of them are also part of the definition of a class. The different servant classes have different amount of skills varying between 3 to 5. Then to pay for their ranks the Servants have different amount of Skill points depending on what Class they are (see below). Class skills do not count towards the maximum amount of skills, and the first rank in them is free. You still have to pay for the other ranks however. You do not have to reach the maximum amount of skills either, as in unless you want to you do not have to build an assassin with 7 skills, instead you may elect to skip out on some skills to raise their level instead. The D Rank in your Class Skill is for free.
 * A rank costs 12-16 points
 * B rank costs 10 points.
 * C rank costs 8 points.
 * D rank costs 5 points.

Berserker, Caster and Rider gets 22 points to place on their Skills. Saber, Archer and Lancer gets 30 Skill points. Assassin gets 38 Skill points.

Master rank also affects skills to some extent, As an identical bonus as the one to stats is also given to skills.
 * B class Master gives 3 points to use for skills.
 * C class Master gives 2 points to use for skills.
 * D class Master gives 1 point to use for skills.
 * However E class masters do not give any skill points at all.

Assassin Heritage
 Classes: Assassin 

 Required For: Hassan-i-Sabbah 

Limited to only Assassins, it represents the servants Identity as the original Hassan, who is the father for all assassins and the only assassin accepted by the Heavens Feel system. As Bis Bravura uses the Heavens Feel as a template those that are the original Assassin are granted more power by the Exalted Grail, they are automatically given C rank Presence Concealment for free (This means that they pay 7 points for A rank Presence Concealment.), Moreover the skill has another mysterious effect that you wont find out until during the application.

Battle Continuance
 Classes: Any 

 Required For: N/A 

The ability to come out alive, and continue fighting when injured. It also allows the servant to, if his stats allow it get his endurance to EX if it is at a sufficiently high level, however the stats has to end up there on their own. Battle continuance is basically a END + which allows you to nullify or decrease the damage taken from noble phantasms or servant level attacks.
 * Rank A - 16: Allows the user to survive damage which would be considered lethal, as long as there was no desicive lethal strike. The user cannot be killed by anything less then a trumph card / desicive strike (like decapitation or stabbing of the heart. Or a Noble Phantasm or similar ability) Further the servant takes no damage from Noble Phantasms lower then Rank C, further it lowers the effectiveness of NP's above that level by a whole rank. (Effective defense is thus B rank.) Lowers the effect of all attacks against you as if the enemy was attacking with two whole rank less in strength then what is actually hitting you. (only for the sake of damage reduction.) Allows EX rank to be reached in endurance.
 * Rank B - 10: Allows the user to survive damage which would be considered lethal, as long as there was no desicive lethal strike. The user cannot be killed by anything less then a trumph card / desicive strike (like decapitation or stabbing of the heart. Or a Noble Phantasm or similar ability) Further the servant takes no damage from Noble Phantasms lower then Rank D, further it lowers the effectiveness of NP's above that level by a half rank. Lowers the effect of all attacks against you as if the enemy was attacking with one whole rank less in strength then what is actually hitting you. (only for the sake of damage reduction.) Allows EX rank to be reached in endurance.
 * Rank C - 8: Allows the user to survive damage which would be considered lethal, as long as there was no desicive lethal strike. The user cannot be killed by anything less then a trumph card / desicive strike (like decapitation or stabbing of the heart. Or a Noble Phantasm or similar ability) Further the servant takes no damage from Noble Phantasms lower then Rank E, further it lowers the effectiveness of NP's above that level by a -. Lowers the effect of all attacks against you as if the enemy was attacking with one rank less in strength then what is actually hitting you. (only for the sake of damage reduction.)
 * Rank D - 5: Allows the user to survive damage which would be considered lethal, as long as there was no desicive lethal strike. The user cannot be killed by anything less then a trumph card / desicive strike (like decapitation or stabbing of the heart. Or a Noble Phantasm or similar ability) Lowers the effect of all attacks against you as if the enemy was attacking with -- whole rank less in strength then what is actually hitting you. (only for the sake of damage reduction.)

Bravery
 Classes: Any 

 Required For: N/A 

The ability to cancel mental interference such as pressure, confusion, and mesmerisation. Bravery is technically just the ability to disregard the circumstances you are fighting in to fight at full power. The ability to ignore enemy magical abilities of a mental nature. Doesn't do diddly against attacks that just do damage. Makes the servant less likely to fall for illusions, charms and other mentally altering magics.
 * Rank A - 14: Allows the servant to disregard magical charms, curses, and even command seals up to and including Mystic Eyes of charm
 * Rank B - 10: Allows the servant to disregard magical charms and curses up to and including Geas
 * Rank C - 8: Allows the servant to resist magical charms up to and including Geas
 * Rank D - 5: Allows the servant to rarely resist magical charms up to and including basic charms

Charisma
 Classes: Any 

 Required For: N/A 

Natural talent in commanding and inspiring large numbers. Also causes people to rally to the servants cause no matter what that cause might be, basically it attracts people who are of similar mental wavelength as the servant, the higher the rank, the more people join said servant. At low rank the servant must be seen by the enthralled person. Those who fall under the servants charisma retain their free will and personality, it is more that they see the servant as dependable and someone they should listen to, at higher ranks the effects become more akin to brainwashing with people becoming fanatical followers of the servant.
 * Rank A - 15: Leadership is raised to impossible standards, you project your ideals onto people even if they only catch a single glance at you, anyone who shares your alignment on the good / evil scale is compelled to follow you no matter what other ideals they might have had. If you are allowed to speak to people as well you can convert people who lie in the Neutral category as well. You will be seen as a saint and people will flock to your cause no matter if they wouldn't have under other circumstances - and they will listen to you no matter what atrocity you want them to commit. Global domination is easily possible if you show yourself on Television. Ignored by equal rank in Bravery, Eternal Arms Mastership or Magic Resistance, Mental Pollution, Charisma, Madness Enhancer, Independent Action, and Instincts so its use on servants is debatable. At this rank the "Thralls" retain their identities and their skills and simply get their personality rewritten to follow your orders no matter what.
 * Rank B - 12:Leadership is raised to inhuman standards, you project your ideals onto people with compelling narration and supreme oration and can convert people with your speech. Anyone who shares your alignment is compelled to follow you even if they normally wouldn't. You will be seen as a Great Hero and people will flock to your cause from across the same landmass as you. with this rank it is entirely possible to take over a country. Ignored by Bravery, Eternal Arms Mastership or Magic Resistance, Mental Pollution, Charisma, Madness Enhancer, Independent Action, and Instincts so its use on servants is debatable. At this rank the "Thralls" retain most of their original personality and skill set.
 * Rank C - 8: Leadership is raised to almost beyond human capabilites, you project your ideals onto people with a combination of body language and speech and if you are given the opportunity to talk infront of people anyone who shares your alignment is compelled to follow you from all over the general area You will be seen as a Hero and people will flock to your cause with this rank it is entirely possible to take over a county. Ignored by Equal rank in Bravery, Eternal Arms Mastership or Magic Resistance, Mental Pollution, Charisma, Madness Enhancer, Independent Action, and Instincts so its use on servants is debatable. At this rank the "Thralls" retain little of their personality or skill set.
 * Rank D - 5: Leadership is raised to good quality, you project your ideals onto people through lengthy long winded speeches and anyone who shares your alignment (both the lawful/Chaos and good/evil) axis' is compelled to follow you from the same city. You will be seen as a Leader of men and people will flock to your cause with this rank it is entirely possible to take over a social group. Ignored by Equal rank in Bravery, Eternal Arms Mastership or Magic Resistance, Mental Pollution, Charisma, Madness Enhancer, Independent Action, and Instincts so its use on servants is debatable. At this rank the "Thralls" retain nothing of their original personalities and are reduced to essentially zombies.

Clairvoyance
 Classes: Any 

 Required For: N/A 

Enhanced visual perception. At a low level only acts as a zoom function of the servant's vision. However at greater ranks it turns into extra sensory perception; vision without a body present. Great for archers.
 * Rank A - 15: At this rank the Skill is more of a supernatural ability than trained eyes. It allows the servant to project their vision to any point that they can see from their current position, viewing that point as if they were standing there. This skill also allows the servant to accurately see over several miles. The Servant is also able to see through some terrain, like forests and thin and/or few walls in houses.
 * Rank B - 10: At this rank the skill allows the servant to accurately zoom in their vision like a pair of binoculars up to 20 km. Further at this rank the skill allows the servant to see if a person has a higher then average amount of circuits - and with some scrutiny can detect unshielded workshops.
 * Rank C - 8: At this rank the skill allows the servant to accurately zoom in their vision like a pair of binoculars up to 15 km. Further at this rank the skill allows the servant to see if a person has a much higher then average amount of circuits.
 * Rank D - 5: At this rank the skill allows the servant to accurately zoom in their vision like a pair of binoculars up to 10 km.

Disengage
 Classes: Any 

 Required For: N/A 

The ability to break away from battle successfully. At sufficient rank it allows the Servant, if it possesses the stats to break its Agility stat into EX rank. Further for the sake of escapeing from battle the servant gets a rank up in its agility.
 * Rank A - 13: Allows the Agility stat to reach EX under the right circumstances. Further more the servant gets one full rank up in its agility stat when it comes to escaping from battle. Further for the sake of escaping no matter how damaged the servant is, it can run and function as if it had not been in battle.
 * Rank B - 10: Allows the Agility stat to reach EX under the right circumstances. Allows the servants a +++ in its agility stat when it comes to escaping from battle. Further the servant can disregard most of its wounds for the sake of escaping.
 * Rank C - 8: Allows the servant a ++ in its agility stat for when it comes to escaping from battle. Further it can disregard some damage for the sake of escaping.
 * Rank D - 5: Allows the servant a + in its agility stat for when it comes to to escaping from battle. Further damage to the legs can be ignored for the sake of escaping.

Divinity
 Classes: Any 

 Required For: N/A 

The level of divinity present in the Servant's blood. Divinity represents how much more you were in life then those who are not divine like you, thus you are summoned with more skill slots then your class would presume, however. Divinity doesn't cost any Skill Points, however, it cannot be picked by any Servant UNLESS the written record of their legend supports this. Instead of normal ranks the servant gets a level of Divinity based on their legend according to the following scale. You get to pick 2 Skills from; Charisma, Monstrous Strength, Instincts and Protection of the Faries, or one of the Class Skills at a rank that only the actual classes would otherwise be allowed. You will receive a discount depending on your Divinity.
 * Rank A: The Servants is an actual God, gives the Servant 5 additional points in the two Skills you picked. At this rank you are divine enough that the grail summons you with two free D rank skills that can be improved as you wish.
 * Rank B: Mortal But Ascended into Godhood, 4 points for the two Skills you picked.
 * Rank C: Half Blooded, 3 points for the two Skills you picked. This means you get a discount for the two skills that you want to pick at a price of -3.
 * D: Quarter Blooded, 2 points for the two Skills you picked. This means you get a slight discount for the two skills as the price has -2 to it, rather then giving you actual free skills.

Presence Concealment
 Classes: Any 

 Required For: Assassin 

A skill that allows Assassin to blend into the surrondings, a form of spirit mode where the Servant lowers its presence into almost nothing, making it nearly impossible to distinguish from the ambivient background prana flow. Essentially it allows the servant to both become invisible to the naked eye, and to means other then just the naked eye. Focusing mostly on avoiding magical detection. At a high enough level, Presence Conealement also allows assassin to slip through barriers and bounded fields. Classes other then Assassin cannot pick beyond the Rank of C.
 * Rank A - 15: Allows the user to become completely undetectable by any means, even the first strike of an attack can be preformed out of this invisibility. Giving the assassin an unfair edge in starting combat. However the true power of this skill allows the assassin to sneak up on the enemy Master and kill them before they even know they were there.
 * Rank B - 10: Allows the user to become almost completely undetectable, going through bounded fields and barriers is not possible however. It is possible to start combat whlie in presence concealement of rank B however, it is not possible to deliver the first strike while presence conealed.
 * Rank C - 8: At this rank it allows the servant to remain undetected from thermal vision and other "normal" vision modes, as well as most forms of long range magical detection abilities. However you cannot pass through barriers or similar obstacles, and you cannot start combat while presence concealed.
 * Rank D - 5: At this rank it allows the servant to remain undetected from normal vision as well as magical detection, however at closer ranges the assassin is both visible if it moves and detecable through magical means. However it works up to a range of about five meters.

Eternal Arms Mastership
 Classes: Any 

 Required For: N/A 

Mastership of combat arts unrivalled in one era. The Servant can make use of full fighting ability even if under mental restrictions. Such as but not limited to, fighting despite being ordered not to. Resisting Command seals that tell you to retreat. Its based on the rank but basically it means you're so great at fighting no matter where you are, or how ill suited your weapon is to the situation, no matter what is going on around you you can remain fighting at your full prowess. So basically it is like Bravery, in that it allows you to ignore mental attacks, as well as a terrain nullifying skill that allows you to fight without stat down no matter the enviroment. However unlike bravery it only resists mental attacks during a battle. It can't be picked beyond Rank C by non Saber characters.
 * Rank A - 14: At this rank the servant is capable of fighting at full power no matter what circumstance, such as an enemy reality marble or the use of a terrain altering noble phantasm. No matter the circumstance the servant can fight at full power at all times. Even if the enemy noble phantasm or ability would lower their stats or skill ranks, the ranks and stats will never fall. The only exception is to the skill Self Modification. Even if the servant existed in a vacuum with no sense of what is going on around them, they can still fight against an enemy at full power. With this skill you can detect Presence concealment up to equal rank.
 * Rank B - 10: At this rank the servant is capable of fighting at full power in places he could otherwise be penalized for fighting in, such as enemy altars or workshops, even if robbed of his senses - not even NP's and their like can lower the servants offensive capabilities.
 * Rank C - 8: At this rank the servant is capable of fighting at full power in places he could otherwise be penalized for fighting in, such as enemy altars or workshops. Even if robbed of his senses, However his stats and skills can still be lowered by Noble Phantasms and their equals.
 * Rank D - 5: At this rank the servant is capable of fighting at full power in places he would otherwise be disadvantaged at. Such as fighting in corridors with a long weapon. Or in a rainstorm or other terrain issues. Also allows the servant to fight at full power despite being robbed of one sense. With this skill you can detect Presence concealment up to equal rank.

Expert of Many Specializations
 Classes: Any 

 Required For: N/A 

Proper usage of a large variety of expert skills. It is the skill of people who know more skills then they can properly emulate using the containers of classes, just like divinity Expert of many specializations is a composite of many other skills, however you may pick them yourself. Up to four skills can be picked using this. However the selection is limited to the following skills; Eye for art, Item creation, Mental pollution, and any other None Combat skills you can come up with. Its rank is equiviliant to the rank of its skills. Example's include lockpicking, disguising, reading lips and infiltration.
 * Rank A - 12: Can pick up to four non combat skills you wishes your servant to know they are knowledgeable in them up to an A rank
 * Rank B - 10: Can pick up to four non combat skills you wishes your servant to know they are knowledgeable in them up to an B rank
 * Rank C - 8: Can pick up to four non combat skills you wishes your servant to know they are knowledgeable in them up to an C rank
 * Rank D - 5: Can pick up to four non combat skills you wishes your servant to know they are knowledgeable in them up to an D rank

Eye of the Mind
 Classes: Any 

 Required For: N/A 

The ability to effectuate rapid and precise judgments gained through experience and training. It is thus basically guesswork regarding the enemy's plan based on what you have gotten into before. How an Idiot learns how to fight. However it is very effective against enemy servants who attack following the "book".
 * Rank A - 13: The ability to make a counter plan no matter what the circumstance is, no matter what the enemy does you are never caught flatfooted, having seen it before you can plan to circumvent or disable the enemy's machinations. You never suffer stat downs because of an enemy action or skills. Even in an enviroment where you should be penalized, such as a enemy workshop or similar circumstance. Even against NP's with a rank of B or down.
 * Rank B - 10: The ability to make a counter plan no matter what the circumstance is, no matter what the enemy does you are never caught flatfooted, having seen it before you can plan to circumvent or disable the enemy's machinations. You never suffer stat downs because of an enemy action or skills.
 * Rank C - 8: The ability to make a counter plan no matter what the circumstance is, no matter what the enemy does you are never caught flatfooted, having seen it before you can plan to circumvent or disable the enemy's machinations. When you suffer stat downs because of an enemy action or skills their effectiveness is halved so if you would suffer a complete rank down, you simply suffer a minus added to it instead.
 * Rank D - 5: The ability to make a counter plan no matter what the circumstance is, no matter what the enemy does you are never caught flatfooted, having seen it before you can plan to circumvent or disable the enemy's machinations. Whenever you do suffer a stat or skill down because of enemy action the effect is lowered to only affect your lowest stat.

Heart of Harmony
 Classes: Any 

 Required For: N/A 

The ability to use the same technique against the same opponent without anticipation. It allows you to attack in a fashion that basically cannot be understood. Even if the enemy sees the style of attack the enemy cannot comprehend it. It is basically attacking without telegraphing it. Even if the opponent stares at you they cannot see the attack comming at all. So even if you use the same technique again and again it does not matter because the opponent cannot see the pattern. In practice it allows you to hide your NP from the enemy.
 * Rank A - 14: At this rank you can unleash your noble phantasm three in a row without your opponent realizing you are using your noble phantasm. Even the name becomes harder for the opponent to catch.
 * Rank B - 10: At this rank your Noble Phantasm can be unleashed two times before they are revealed to the target. No matter its size or grandeur.
 * Rank C - 8: More subtle Noble Phantasms such as Gae Bolg or Tsumae baeshi can be unleashed without revealing information about it.
 * Rank D - 5: At this rank tricks such as changing the hand you use your sword with will always surprise the enemy. and even well trained routines become nearly impossible for them to follow.

High-Speed Divine Words
''' Classes: Limited to only Classical Casters. '''

 Required For: N/A   It is words from back when the power of words were equal to the power of magic, comming from the era of the gods. The rank is the equal to most powerful spell you can have in your arsenal. It also decides how big your spell list can be. The Rank difference is also going to be how quickly you cast spells. It is vastly more powerful and quicker then the magecraft avaliable to todays magicians, and at rank A it can even imitate Great Magic to some regard.


 * Rank A - 16: At this rank you can pack up to 15 spells and you can have a spell rank of EX. You are considered to be beyond the scope of thaumaturgy of our time. You cast spells at a rate of ten lines in two seconds.
 * Rank B - 10: At this rank you can pack up to 10 spells and you can have a spell rank of A+. You are considered to be comparable to one of the monsters in today's association. You cast spells of ten lines in eight seconds.
 * Rank C - 8: At this rank you can pack up to 4 spells and you can have a spell rank of B+. You are considered to be equal in power to a mage from our time. You cast spells of ten lines in 13 seconds.
 * Rank D - 5: At this rank you can pack up to 2 spells and you can have a spell rank of C+. You are considered to be equal in power to a weak mage from our time. You cast spells of ten lines in 20 seconds.

Independent Action
 Classes: Any 

 Required For: N/A 

Is the ability to remain independent even when rejecting the prana supply from the Master. It lowers the required mana for the servant to subsist in this world, At the higher ranks it is also possible to remain for extended periods of time in this world without an established contract. You can only pick this to a rank equal to your Magical Ability stat. At higher Ranks this allows the Servant to ignore mental interfecerence, such as Command Seals.
 * Rank A+: A special rank that can only be reached by those who have this skill at A, then the servant can bind themselves to a leyline to reach this level it allows them to exist completely independent of their master however while they do not have a master the leyline counts as a master rank C Class. If they possess a master and a leyline, the servant's stats rank up once. It eases the burden on the master considerably and they can utilize their magecraft to their full potential while having a servant.
 * Rank A - 15: 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. That means that if they do not possess a master they cannot use Noble Phantasms of rank greater then C, and for every rank above C the time they can stay in this world is halved. (rounding down.)It eases the burden on the master considerably and they can utilize their magecraft to their full potential while having a servant.
 * Rank B - 10: Capable of remaining in this world for two days without an established contract. However, to use Noble Phantasms of great prana consumption, back up from the Master is necessary. That means that if they do not possess a master they cannot use Noble Phantasms of rank greater then D, and for every rank above D the time they can stay in this world is halved. (rounding down.) It eases the burden on the master considerably and they can utilize their magecraft to their full potential while having a servant.
 * Rank C - 8: Capable of remaining in this world for one day without an established contract.Use of noble phantasm is next to impossible, only rank E and below - further use of the noble phantasm in this state will half the time the servant has left in this world. It eases the burden on the master considerably and they can utilize their magecraft to their full potentioal while having a servant.
 * Rank D - 5: Capable of remaining in this world for two hours without an established contract. Use of Noble Phantasm is completely impossible to attain. It eases the burden on the master considerably and they can utilize their magecraft to their full potential while having a servant.

Instinct
 Classes: Any 

 Required For: N/A 

The continuous ability to "feel" the most appropriate development(s) during a battle. It is a keen sense of who the enemy is and their ability, sort of a precog. It allows servants to gain access to parts of the status screen of enemy Servants to better judge their abilities. However it functions less that the Servant gets to see its enemy's Stats and Abilities and more that the servant quickly gain an insight into the opponents abilities. Instincts is blocked by Uncrowned Arms Mastership no matter the Rank. Depending on the Rank it also allows you to detect Servants in plain clothes.
 * Rank A - 16: At this Rank everything about the enemy is revealed through a merest glance. Abilities and stats and their respective ranks too. At this rank you can detect spirit formed servants and assassins under presence concealment no matter their rank.
 * Rank B - 10: At this rank the enemy's Stats are fully revealed, further up to half (rounding up) of the enemy's skills are revealed.) At this rank you can detect plain clothed servants.
 * Rank C - 8: At this rank only the enemy's Stats (before they are modified by any skill) is seen. At this rank you can percieve servants who are doing battle from a long distance.
 * Rank D - 5: At this rank a single enemy stat is seen, however only after the stat has been used. (Agi is seen if you see them running, Strength is seen if they fight.) Luck, NP and MGI cannot be seen. You only see the first stat they use when you meet. If they do not do something out of the ordinary for a human being you cannot see their stat. At this rank you gain no detection abilities.

Item Construction
 Classes: Any 

 Required For: N/A 

The expertise to create magical items; what items they can create is dependant on the origin of the caster, further rank applies both to the amount of magical items he can create, as well as to their function and quality.
 * Rank A - 15: The ability to create 45 different magical items of excellent quality with normal materials that are easily aquired. examples include potions of limited immortality. (Healing potion) creation of items that mimic's noble phantasms is possible. Creation of items that mimic modern tech is possible.
 * Rank B - 10: The ability to create 24 different magical items of good quality with normal materials that are easily aquired. examples include a magical chariot.Creation of items that mimic's noble phantasms is possible. Creation of items that mimic modern tech is possible.
 * Rank C - 8: The ability to create 12 different magical items of above average quality with normal materials that are easily aquired. examples include a magical airship. Creation of items that mimic's noble phantasms is impossible. Creation of items that mimic modern tech is possible.
 * Rank D - 5: The ability to create a single magical item of average quality with rare materials. examples include a Mirror shield or magical sword. creation of items that mimic's noble phantasms is impossible. Creation of items that mimic modern tech is impossible.

Librarian of Stored Knowledge
 Classes: Any 

 Required For: N/A 

Distributed processing of memory, allowing for clear memory recall of knowledge, and information perceived in the past. It allows the servants to reach into their past lives to gather information about how to preform tasks they do not know how to preform in this. Basically photogenic memory from their lives. At sufficient high levels becomes more like the merging of seperate instances of themselves from parallel worlds. It allows you to select Class skills of classes you currently is not summoned as, but you are capable of being.
 * Rank C - 8: At this rank it allows you to select Class skills from your Egible Class portion at up to A rank as if you were indeed summoned by that Class.
 * Rank D - 5: At this rank it allows you to select Class skills from your Egible Class portion at up to B rank as if you were indeed summoned by that Class.

Madness Enhancer
 Classes: Any 

 Required For: Berserker 

 That which marks a berserker it is a two sided curse that either can be put on any hero by the master summoning it, or something a hero has from the beginning, No matter what the hero originally was any master can choose to lay this curse upon them during the summoning. However this means that no matter what class the servant originally was it becomes that of a Berserker class. Those who possess this skill to begin with are also eligible to be chosen as berserkers. Strictly put it is most similar to Prana Burst. But while Prana burst relies on the servants MGI stat to produce temporary stat boost, this skill instead relies on the masters own Mana supply. For in exchange of a loss of sanity and a massive drain on their master (depending on rank) the servant can for a limited period of time perform super human feats, even for a servant. It is a skill of absolute power and rivals a noble phantasm in itself. However the cost is so immense that while bound to the berserker the master's Master Rank goes down one full rank, it can be activated by either the servant OR the master. This skill can only be used by Berserker. For the sake of seeing if you can even activate it you use your now lowered master rank. Only Berserkers can select Ranks above C. During its Activation Bersekers are immune to magic that fiddles with their mental state. (for all intents and purposes the come prepacked with Mental Pollution of equal rank to their Madness Enhancer.)


 * Rank A - 15: A powerful curse that exchanges one's mental fortitude and prowess in exchange for physical parameters up. The berserker cannot understand anything but simple orders, not can the berserker speak, further unless the master is Master Rank C the curse is fatal. If the master Matches this rank the curse can be activated thrice a day without any symptoms for a total maximum timeframe of 6 hours. If the Master is 1 master rank above the above mentioned Master Rank then it can be active for an unlimited time. For the duration of the curse's active state, Berserkers Strength, Endurance, Agility go up by 2 Ranks further breaching Strength and Endurance up to EX levels is possible.
 * Rank B - 10: A powerful curse that exchanges one's mental fortitude and prowess in exchange for physical parameters up. The berserker cannot understand anything but simple orders, not can the berserker speak, further unless the master is Master Rank D the curse is fatal. If the master Matches this rank the curse can be activated thrice a day without any symptoms for a total maximum timeframe of 6 hours. If the Master is 1 master rank above the above mentioned Master Rank then it can be active for an unlimited time. For the duration of the curse's active state, Berserkers Strength, Endurance, Agility go up by 1 Ranks further breaching Strength and Endurance up to EX levels is possible.
 * Rank C - 8: A powerful curse that exchanges one's mental fortitude and prowess in exchange for physical parameters up. The berserker cannot understand anything but simple orders, not can the berserker speak, further unless the master is Master Rank E the curse is fatal. If the master Matches this rank the curse can be activated thrice a day without any symptoms for a total maximum timeframe of 6 hours. If the Master is 1 master rank above the above mentioned Master Rank then it can be active for an unlimited time. For the duration of the curse's active state, Berserkers Strength, Endurance, Agility go up by +++ Ranks.
 * Rank D - 5: A powerful curse that exchanges one's mental fortitude and prowess in exchange for physical parameters up. The berserker cannot understand anything but simple orders, not can the berserker speak, the curse can be activated thrice a day without any symptoms for a total maximum timeframe of 6 hours. If the Master is 1 master rank above the above mentioned Master Rank then it can be active for an unlimited time. For the duration of the curse's active state, Berserkers Strength, Endurance, Agility go up by ++ Ranks.

Mana Burst
''' Classes: Any except Caster. '''

 Required For: N/A 

The temporary raising of stats by soaking one's weapon or body with magic energy and immediately expelling it. Uses the servant's Magical ability stat for its use, however you have to have MGI of at least D for it to function. Essentially it allows you to use your magical stat instead of your strength or Agi stat. However if you use it then for the rest of the in game day you suffer a rank down to your magical ability.
 * Rank A - 13: You can change your Magic Ability stat with either strength or agility for the duration of one action (such as a jump, a strike or similar action.), if you do you actually add two more ranks to your Magical Ability for the duration of that action. However you can do it three times a day without suffering a rank down.
 * Rank B - 10: You can change your Magic Ability stat with either strength or agility for the duration of one action (such as a jump, a strike or similar action.). If you do you actually One more ranks to your Magical Ability for the duration of that action. However you can do it two times a day without suffering a rank down.
 * Rank C - 8: ? You can change your Magic Ability stat with either strength or agility for the duration of one action (such as a jump, a strike or similar action.). You can do it one time a day without suffering a rank down.
 * Rank D - 5: You can change your Magic Ability stat with either strength or agility for the duration of one action (such as a jump, a strike or similar action.)

Mental Pollution
 Classes: Any 

 Required For: N/A 

Thanks to a twisted mind, the Servant is offered a degree of resistance to magic interfering with the mind. It allows the servant to ignore charisma and similar mind affecting abilites however it also means you become harder and harder for normal people to communicate to.
 * Rank A - 12: At this rank you are essentially outside of the normal world, what you see and what you hear is not what others see or hear. You have supreme difficulcy confering your ideas to those who are not of your exact alignment, and even then understanding is rare. However you are completely immune to things that would lower your stats and skills, and you are completely immune to anything that would mess with your mental health, including command seals.
 * Rank B - 10: At this rank you are slightly ajar mentally, you can communicate with those that share your good / evil alignment and the lawful / chaos however differences cannot be overcome, You lower the effectiveness of the opponents mentally altering effects with three ranks for how they affect you.
 * Rank C - 8: At this rank you are slightly ajar mentally, you can communicate with those that share your good / evil alignment and the lawful / chaos however differences can be overcome with some difficulcy you cannot communicate with those who are two steps away from you on the good / evil scale, if you are neutral communication is impossible, you lower the effectiveness of the opponents mentally altering effects with two ranks for how they affect you.
 * Rank D - 5: At this rank you are slightly ajar mentally, you can communicate with those that share your good / evil alignment however differences can be overcome with some difficulcy, You lower the effectiveness of the opponents mentally altering effects with one ranks for how they affect you.

Military Tactics
Classes: Any

Required For: N/A

​ A Skill for Servants who held a high knowledge of how larger engagements were fought. It allows the Servant to both defend better against other Servants Anti-Army Noble Phantasms and receive a power-up for their own Anti-Army NP. At higher Ranks it also allows the Servant to use his Anti-Army NP more by reducing the cost of it (represented by the NP's Rank counting as if it were lower than what it really is).

All Ranks of this Skill also allows the Servant to coordinate larger forces or groups, although there's no technichal bonus for that, instead they simply have the ability to lead and to be heard onthe battlefield in such a way that people will listen and follow one's command. It's like a Charisma Skill that only works in battle.


 * Rank A - 13: At this Rank the Servant could lead any army anytime, making the Servant one of the best generals ever to lead an army. The Servant's NP receives 1 additional Rank when used, the additional Rank cannot make the NP pass EX Rank, making it more powerful without costing more. The Servant also receives 3 Ranks on relevant Stats when defending against an enemy Anti-Army NP, any allies the Servant can communicate to during the attack also receives a Stat Rank up. The Servant is also allowed to count his Anti-Army NP as 2 Ranks lower, allowing him to use it with very little mana cost. (Example: B ranked NP, counts as A from the bonus, costs like a D ranked NP.)
 * Rank B - 10: At this Rank the Servant holds enough knowledge to lead a larger army. The Servant's NP receives 1 additional Rank when used, the additional Rank cannot make the NP pass B Rank, making it more powerful without costing more. The Servant also receives 2 Ranks on relevant Stats when defending against an enemy Anti-Army NP. Additionally any Anti-Army NPs the Servants hold counts as one rank lower than it's original value, making it much cheaper to be used. (Example: C ranked NP, counts as B from the bonus, costs like a D ranked NP.)
 * Rank C - 8: At this Rank the Servant hold a lot of knowledge on how the battlefield and larger engagement works. The Servant's NP receives 1 additional Rank when used, the additional Rank cannot make the NP pass B Rank, making it more powerful without costing more. The Servant also receives 1 Rank on a relevant Stat when defending against an enemy Anti-Army NP.
 * Rank D - 5: At this Rank the Servant has some knowledge of how the battlefield works. The Servant's own Anti-Army NP gets a + allowing it to be counted sometimes as a Rank higher than it really is without actually costing more. It's not possible to reach a Rank higher than B with +. The Servant receives + on a relevant Stat when defending against an enemy Anti-Army NP.

Monstrous Strength
 Classes: Any 

 Required For: N/A 

The ability to temporarily enhance Strength; the duration is based on the rank. It is a skill that only those of unpure origin can have, as it's function is that of unlocking that which isn't human in a hero. It is limited to those of either sem divine or semi monstrous orgin. Using it brings you closer to your original form of a monster.
 * Rank A - 12: At this rank you may elect to raise your strength stat by two ranks, however at this rank your features distort greatly to reveal your true nature as something inhuman distorting your physical body, at this rank you must reveal what kind of a monster you are to your opponent, you loose equal ranks in charisma to the gains you make in strength, you further gain the skill of Mental pollution of Equal rank to the rank of this skill.
 * Rank B - 10: At this rank you may elect to raise your strength stat by one ranks, however at this rank your features distort greatly to reveal your true nature as something inhuman at this rank you must mention to your opponent what kind what generic kind of monster you are (Giant for a cyclops or something like that, a classification.), you loose equal ranks in charisma to the gains you make in strength, you further gain the skill of Mental pollution of Equal rank to the rank of this skill.
 * Rank C - 8: At this rank you may elect to raise your strength stat by ++ ranks, however at this rank your features distort greatly to reveal your true nature as something inhuman, you loose equal ranks in charisma to the gains you make in strength, you further gain the skill of Mental pollution of Equal rank to the rank of this skill.
 * Rank D - 5: At this rank you may elect to raise your strength stat by + ranks, however at this rank your features distort greatly to reveal your true nature as something inhuman, you loose equal ranks in charisma to the gains you make in strength, you further gain the skill of Mental pollution of Equal rank to the rank of this skill.

Mystic [_______]
 Classes: Any 

 Required For: N/A 

An ability innate to a creature’s being, special eyes or some manner of power to affect the outside world. It is basically things like Medusa's petryfing sight. Its effectiveness is based on rank, however - exact skill descriptions cannot be made through this skill. Thus your very own Mystic Eye skill is needed, however it should be based on this skill.
 * Rank A - 15: At this rank your Mystic eyes abillity to (example) influence the outer world makes them almost noble phantasm in effect.
 * Rank B - 10: At this rank they are among the stronger mystic eyes around, going beyond the abilities of most natural born mystic eye users.
 * Rank C - 8: At this rank you have mystic eyes around the level of a artificial mystic eye.
 * Rank D - 5: At this rank you have some sort of low level charm attatched to your face, or something similar.

Projectile Armor
 Classes: Any 

 Required For: N/A 

The ability to sense and defend against projectile weapons. It is basically a hard counter against Archers and Casters who use their magic through projectiles. Against Projectile Creation of the same Rank the Servant is unlikely to ever let a projectile slip through his/her guard.
 * Rank A - 13: At this Rank the Servant could potentially block A Ranked projectiles forever, creating an endless stalemate. At this Rank it's possible to block projectiles that's fired from an unseen spot, becoming more of a sixth sense of detecting projectiles and blocking them through reflex and instinct.
 * Rank B - 10: At this Rank the Servant can block B Ranked projectiles without any problems. If the Servant can see the attacker or know that a projectile will come from a certain direction it's possible to block an A Ranked proejctile with some difficulty.
 * Rank C - 8: At this Rank the Servant can block C Ranked projectiles without any problems. If the Servant can see the attacker or know that a projectile will come from a certain direction it's possible to block an B Ranked proejctile with some difficulty. Blocking A Ranked projectile attacks is very hard at this Rank.
 * Rank D - 5: At this Rank the Servant can block B Ranked projectiles without any problems. If the Servant can see the attacker or know that a projectile will come from a certain direction it's possible to block an A Ranked proejctile with some difficulty. Blocking B Ranked projectile attacks is very hard at this Rank. A Ranked projectile attacks is next to impossible.

Projectile Creation
 Classes: Any 

 Required For: Archer 

The ability to create projectile weapons such as arrows, javelins or stones, independent of a Noble Phantasm, Broken Phantasm, etc. It can't be picked beyond Rank C by non Archer characters. Its basically the ability for archers to replenish their ammo storages, no matter what their ammo might be. The rank basically tells us how powerful the projectiles you create are. Essentially it'll allow archers to attack using this stat instead of their strength stat, if his strength stat is lower then this. Against Projectile Armor of an equal Rank it's highly unlikely that an projectile will ever hit unless some outside factor changes the situation.
 * Rank A - 12: At this rank the projectiles during an attack is equal to a A strength attack. It allows the archer servant to replenish his or her ammo capacities.
 * Rank B - 10: At this rank the projectiles during an attack is equal to a B strength attack. It allows the archer servant to replenish his or her ammo capacities.
 * Rank C - 8 At this rank the projectiles during an attack is equal to a C strength attack. It allows the archer servant to replenish his or her ammo capacities.
 * Rank D - 5: At this rank the projectiles during an attack is equal to a D strength attack. It allows the archer servant to replenish his or her ammo capacities.

Protection of the Fairies
 Classes: Any 

 Required For: N/A 

The ability of calling luck by the blessing of the Fairies. Activation is limited to where demonstration of feats of arms may be performed. At its core it is a high powered dodge move that allows the servant to avoid things that cannot be avoided by pure agility. Rather than an actual Skill of the Servant this is a represantation of the Servant being blessed by someone or something, not necessarily Fairies. It gives you the ability to dodge a certain number of NPs as long as they'r''e a Rank lower than you PotF Rank. At higher Ranks it allows the Servant to reach EX Luck.''
 * Rank A - 12: At this Rank it's a true blessing by a an actual god holding you as her/his favored champion, or similar high ranked being, basically, someone with a lot of power expects big things from you, or have already gotten them from you. It allows you to automatically succeed with two dodges against NPs of the same Rank or less per day. It also confers a + in the Luck Stat, allowing the Servant to reach one Rank higher in Luck at times. Finally, it also allows the Servant to reach EX Luck.
 * Rank B - 10: At this Rank it's a true blessing, made from real magic, power or belief, something like being favored by Fairies or a smaller god. It allows you to automatically succeed two dodges against NPs of the same Rank or less per day. It also Allow the Servant to reach EX Luck.


 * Rank C - 8: At this Rank it's a blessing or a strong charm on the Servant. It allows you to automatically succeed one dodge against NPs of the same Rank or less per day.


 * Rank D - 5: At this Rank it's not a true blessing but rather someone's or something's wish for your well-being, could also be a small charm. It allows you to automatically succed one dodge against NPs of the same Rank per day.

Riding
 Classes: Any 

 Required For: Rider 

The ability to ride beasts and vehicles '''. ''' Including those the servant in question has never seen or heard of before, a singular understanding with the thing he is riding to make it do what he wishes. At higher ranks preformance is raised to those of phantasmal beasts even if the object itself cannot preform on such a level. Only Riders can select Ranks above C.
 * Rank A - 13 : All creatures and vehicles can be ridden, including those of phantasmal beast and divine beast classification, however dragons cannot be ridden. Further if the vehicle or beast is not of this level it has its parameters raised until they match such.
 * Rank B - 10: Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Demonic Beast and Holy Beast-rank creatures. Further if the vehicle or beast is not of this rank it has its parameters raised until they match this rank.
 * Rank C - 8: Some vehicles can be handled with some proficiency, however cannot ride any form of mythical beast.
 * Rank D - 5: Cannot ride modern vehicles and can only ride a single beast type.

Rune Magic
 Classes: Any 

 Required For: N/A 

The ability to read/write ancient writing and turn the words into magic. Ostensibly the same as the Rune magic as practiced today, however the effects are more powerful, as a non caster you can pick up to rank C, however rank B and A are restricted to those of a Caster class. The rune magic avaliable to casters is on a level beyond modern magi. The rank is the equal to most powerful spell you can have in your arsenal. It also decides how big your spell list can be.
 * Rank A - 14: At this rank you can pack up to 15 spells and you can have a spell rank of A+. You are considered to be beyond the scope of rune magic of our time.
 * Rank B - 10: At this rank you can pack up to 10 spells and you can have a spell rank of B+. You are considered to be comparable to one of the monsters in today's association.
 * Rank C - 8: At this rank you can pack up to 4 spells and you can have a spell rank of C+. You are considered to be equal in power to a mage from our time.
 * Rank D - 5: At this rank you can pack up to 2 spells and you can have a spell rank of C+. You are considered to be equal in power to a weak mage from our time.

Self-Modification
 Classes: Any 

 Required For: N/A 

Aptitude of the connection/fusion of the body parts of others to oneself. The higher the rank, the farther away one is from a true hero. It allows you to grab pieces of others to heal or boost yourself the higher the rank the better the Self Modification becomes. At a lower rank it is basically healing in exchange for stats by using people and people parts. At a higher rank it involves stealing parts from other servants and getting some of their power.
 * Rank A - 14: At this rank it allows you to steal parts of other heroes by ingesting their corpses or body parts. If you do so you can manifest some of their skills and Noble Phantasms. However in exchange you loose one rank in all your skills, as well as a rank down in all your abilities except this one. At this Rank you can eat people or beasts to heal, without losing Ranks of Skills or Abilities, it's possible to gain knowledge and memories of those the Servant consume, and the ability to take on their appearance. At this Rank the Servant is no longer considered a Heroic Spirit.
 * Rank B - 10: At this rank you can heal yourself by eating other people or beasts, you suffer a rank down in all your skills in exchange for healing yourself. Further you can steal people's memories and such by devouring them, and even take on their appearence.
 * Rank C - 8: At this rank it allows you to heal damage dealt to you by incorporating beasts and normal humans into you, at this rank you suffer a whole skill rank down in one skill.
 * Rank D - 5: At this rank it allows you to heal damage dealt to you, by incorporating beasts and normal humans into you, however for every person you eat like this you lose a whole rank in one stat. down to your minimum stat.

Thaumaturgy
 Classes: Any 

 Required For: N/A 

The individual’s skill in traditional spell casting. It is one of the traditional skills of the caster class servant, however other classes may pick it, but not above level C. Which is ranks that exist only for Caster class servants. It is traditional thaumaturgy that is practiced today however at a level beyond what normal mages can do today. So basically its one of the three methods avaliable under the Mage's Association. The rank is the equal to most powerful spell you can have in your arsenal. It also decides how big your spell list can be.
 * Rank A - 14: At this rank you can pack up to 15 spells and you can have a spell rank of A+. You are considered to be beyond the scope of thaumaturgy of our time.
 * Rank B - 10: At this rank you can pack up to 10 spells and you can have a spell rank of B+. You are considered to be comparable to one of the monsters in today's association.
 * Rank C - 8: At this rank you can pack up to 4 spells and you can have a spell rank of C+. You are considered to be equal in power to a mage from our time.
 * Rank D - 5: At this rank you can pack up to 2 spells and you can have a spell rank of C+. You are considered to be equal in power to a weak mage from our time.

Territory Creation
 Classes: Any 

 Required For: N/A 

Creation of a magical territory that brings about a nostalgic feeling allowing the servants to act more at home. This is a form of Reality Marble that interlocks the servants original "home turf" into our world. Creation is not possible unless it is ontop of a Leyline.
 * Rank A - 14: Creation of a Temple, recreates the place a servant calls its home without fail, and allows the servant to do battle inside this temple with a rank up to all their stats. The effect stacks with other bonuses. This affects a whole building. Further to those who enter this alien enviroment they suffer stats (all stats) down by two ranks.
 * Rank B - 10: Creation of a Workshop, recreates a portion of the place a servant calls its home without fail, and allows the servant to do battle inside this workshop with a +++ added to all their stats. The effect stacks with other bonuses. This affects most of a building (a floor, or a small group of rooms) Further those who enter this alien enviroment suffer stats down by one rank. (all stats)
 * Rank C - 8: Creation of a Sanctum, recreates the feeling of the servants home into a single room, and allows the servant to do battle inside this Sanctum with a ++ to all their stats. The effect does not stacks with other bonuses. This affects a room. Further those who enter the room get two ranks down on one stat.
 * Rank D - 5: Creation of a Alteier, recreates an altar dedicated to the servants home, it allows the servant to do battle in the proximity of this Alteier with a + added to one of its favored stats. The effect does not stack with other bonuses. This affects an area of some five meters around the Alterier. those who enter suffer a stat down to one stat.

Animal Dialogue
 Classes: Any 

 Required For: N/A 

This skill is communication of intention with animals that don't speak a "language of words". It allows you to communicate with animals in a two way dialouge basically. The ranks allow you to talk with different types of animals or things that normally wouldn't be able to talk to you, or vice versa.
 * Rank A - 12: This rank allows you to talk to elementals and faries, demons and other things that are above human understanding, with this rank you could possibly understand ORT. Also includes dragons.
 * Rank B - 10: This rank allows you to talk to phantasmal beasts such as unicorns however dragons and demonic beasts are unable to talk to you.
 * Rank C - 8: Allows you to talk with animals and inanimate objects.
 * Rank D - 5: Allows you to talk with modern animals.

Uncrowned Arms Mastership
 Classes: Any 

 Required For: N/A 


 * Equivelant of C Rank - 8: This Skill is arms competency that was not recognized by others due various reasons. To the opponents, the rank of his Noble Phantasm (limited to weapons and shields), 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. Allows the Servant to be seen by Instinct users without having any information revealed. Despite not having any ranks for the sake of taking it you have to pay as if it was a C Rank Skill.

Protection from The Elements
 Classes: Any 

 Required For: N/A 

This Skill allows the servant to be resistant to those attacks and magical abilities that possess an elemental tag that matches the servants. It is basically a limited form of magical resistance; not based on power but based on its "color" The Elements that can be resisted are; Air, Water, Fire, Earth. Attacks that possess more then one element lower their damage based on how many elements are used; for example a fire + wind attack would do 50% damage to a servant who possesses the skill Protection from The Elements (Fire). Basically you pick ONE element to defend against.
 * Rank A - 12: Pick one Element to receive protection against.

Golden Rule
 Classes: Any 

 Required For: N/A 

Measures one's fortune to acquire wealth. It is specially a skill that makes the collection of wealth not a matter of luck, but rather something that just comes naturally with the servants nature. Either through Hard work or through happenstance but somehow the servant is gifted when it comes to gathering funds. Either from its time or in the modern context. it is the Aquisition of Resources through supernatural means, the resource in question is only defined as "wealth" but it basically means you're great at getting hold of things that possesses worth to the servant in question. Most servants have this skill because they were rich in their lives.
 * Rank A - 16: At this Rank the servant can easily get hold of wealth no matter the place or circumstance he is in, A limited scope of reality rewritting that makes sure that no matter what the servant ends up rich, through any and all means. At this rank the wealth aquired is both gems and coin and mystical items up to Noble Phantasms. NP's and magical artifacts are to be talked about with a GM.?
 * Rank B - 10: At this Rank the servant can easily get hold of wealth no matter the place or circumstance he is in, at this rank the skill is used for getting things beyond mere coins or gems, but rather such things as mystic codes and similar conceptual weapons that are not Noble Phantasms.
 * Rank C - 8: At this Rank the servant can without much difficulcy generate wealth and the wealth that comes in possesses a worth in our time.
 * Rank D - 5: At this Rank the servant can with some difficulcy generate wealth, however the wealth comes from its own time and might be worthless in our time..