Hey everybody! This is X the Reaper, bringing you the completed stat sheets for all my Fate/Stay Nightmare characters, or at least the released sheets so far!
NOTE: Apparently, it is illegal on this site to post lists like this as entirely separate stories, so because the people who mentioned this asked nicely I'm not gonna raise a fuss and just move this as an extra chapter.
Alright, starting with the first Servant, Berserker!
Servant: Berserker
Master: Illyasviel von Einzbern
Identity: Asura
Title: The Destructor
Series- Asura's Wrath
Sex: Male
Alignment: Chaotic Good (Chaotic Mad under Mad Enhancement)
Strength: A (A++)* (EX)** (A+++)***
Endurance: A (A+)* (A++)** (A+)***
Agility: A (A+)* (A++)**
Mana: A+ (A++)* (EX)**
Luck: C (C+)* (C++)** (D)***
Noble Phantasm: EX
* (Stats upon activating Noble Phantasm Six-Arm Vajra)
** (Stats upon activating Noble Phantasm Wrath and/or Mantra Asura)
*** (Stats upon activating Noble Phantasm Wrath Asura alone) If this appears, the (**) stat change belongs solely to Mantra Asura.
Class Skills-
Mad Enhancement- 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 to undergoing consciousness equalization with the Master, one has become a more mechanical Servant. In Asura's case, this is mostly nullified by his Personal Skill, Rage Never Dies, though it is possible for him to completely lose all reason in extreme circumstances.
Personal Skills-
Battle Continuation- 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 even if one receives a decisively fatal wound, though they will succumb to such wounds once the battle is over.
Charisma- The natural talent to command an army. Increases the ability of allies during group battles. It is said a rank of (B) in this skill is sufficient to lead a country.
D: Leadership skills increase, but the morale of troops remains the same. As one of the Eight Guardian Generals, Asura was expected to lead his warriors into battle. However, he had a habit of just rushing ahead by himself to deal with threats.
Divinity- The measure of one's Divine Spirit aptitude.
B: Being a demigod and one of the bearers of the Eight Mantras, Asura is a being on the level of the true divine. Formerly (A++), but his own disgust with gods and denial of godhood to God himself lowers it to here.
Eye of Mind (False)- A natural talent to avoid danger on the basis of an innate 6th sense, intuition, or prescience, where accuracy of instinct has been augmented by experience - somewhat overcoming the problem of visual obstructions that appear in the course of combat. Differs from Eye of Mind (True) in that the former is natural instinct while the latter is the accumulation of experience to achieve a similar effect.
B: Calm analysis of battle conditions, by which competent grasp of the status of the self and the opponent are obtainable even in the midst of danger; utilization of such to deduce the appropriate course of action that permits escape from a lethal predicament. (Incapable of being used to its fullest extent while berserk, though functions well enough as an instinct).
Pioneer of the Stars- 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: Asura's actions in life ultimately lead to both the destruction of the eternal foes of his world, the Gohma, and the death of the Creator God Chakravartin himself, erasing Mantra, the source of their world's power and his race's immortality, forever.
Rage Never Dies- A Skill which allows one to function under the effects of pure rage, perpetually angry at all times save in some circumstances. Negates Mad Enhancement's more negative effects due to the anger always bubbling up. Becomes stronger the more filled with rage the user is, but runs the risk of completely destroying the user. Key to using the Noble Phantasm Wrath Asura.
A+: Asura spent, after the Great Betrayal, most of his life burning with rage, his eyes turning white and even occasionally threatening to destroy his body from the sheer amount he held. He only truly lost it at the moment of his death.
Noble Phantasm:
Six-Armed Vajra- The Guardian of Rage: (A+): (Anti-Unit (Oneself)): Identical to his usual form, Asura gains an additional two pairs of arms for a total of six metallic arms. Boosts stats by aforementioned amounts and can only be used when sufficient Prana is obtained or when sufficiently angered.
Wrath Asura- The Demon of Hatred: (A+): (Anti-Unit (Oneself)): When angered to unbelievably extremes, Asura's body transforms into a feral, blacken-coated monstrosity with sharpened claws. In this form, he becomes a true Berserker-class Servant, losing any sense of reason and boosting his stats to their true levels granted by Mad Enhancement, though he can still recognize friend from foe and communicate with his Master. However, his body can't contain the power he now holds and attacking actually does more damage to himself than to others. If he spends too long in this form, he will die.
Mantra Asura- The Slayer of God: (A++): (Anti-Unit (Oneself), Anti-Divine): The pinnacle of Asura's natural power. Appears the same as his regular form save for his two arms becoming hulking, armored gauntlets with the strength of a thousand of his regular arms and possessing vents to emit giant bursts of Prana to give him a facsimile of Prana Burst. His rage is at its most concentrated here, harnessing the excess Prana of his Wrath form to give him the same stat boosts yet retaining his mind and preventing self-degeneration.
For anyone savvy to Asura's Wrath and realizing I left out several of Berserker's forms, I will address that here and now: Asura has never shown the ability to use his Berserker form ever since he got blasted with the Brahmastra cannon, which reduced him to his Wrath form and is more or less never used again, while he used Wrath Asura at least once more (It's stated Wrath Asura is what's leftover of Berserker Asura). Besides, it's practically a sitting duck firing Prana everywhere, and while that's entertaining, it's a little too straightforward and most all of the Servants have ways to counter it.
As for Destructor Asura... he's bigger than the planet itself. Illya would kill herself attempting to get him to that form, much less maintain it long enough to actually do something constructive (or destructive). Six-Armed Mantra Asura: ...Possible, but the sheer amount of Prana (He's a god in all but name in that form) it would take to get him there is beyond even Illya's ability. It would take a Master literally and actively powered by the Holy Grail itself to get him there and maintain it.
Now, give it up for Lancer!
Servant: Lancer
Master: Bazett Fraga McRemitz
Identity: Cu Chulainn
Title: The Blue Spearman of the Wind
Series- Fate/stay Night
Sex: Male
Alignment: Lawful Neutral (Lawful Mad under Mad Enhancement)
Strength: A (A++)*
Endurance: B (B++)*
Agility: A+ (B)*
Mana: B (A+)*
Luck: E (E+)*
Noble Phantasm: B
* (Stats upon activating Noble Phantasm Warp Spasm)
Class Skills-
Mad Enhancement- Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
C: Rank up for all parameters except Luck and Mana, but in exchange one can no longer think and speak properly. In Cu Chulainn's case, this is only active upon using his Noble Phantasm Warp Spasm.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal Skills-
Battle Continuation- 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.
(A+: Makes possible to fight even with deadly injuries and can remain alive even if one receives a decisively fatal wound, though they will succumb to such wounds once the battle is over.)*
Disengage- The ability to break away from combat.
C: Bonus effect of returning battle conditions to what they were at the beginning of the match.
Divinity- The measure of one's Divine Spirit aptitude.
B: Cu Chulainn is the demigod son of Lugh, the god who governed the sun and member of the Danann divine family of Celtic mythology.
Rune Magic- Knowledge about this type of Magecraft that originated in northern Europe.
B: Capacity to use the 18 original runes.
Protection From Arrows- 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).
* (Stats upon activating Noble Phantasm Warp Spasm)
Noble Phantasm:
Gáe Bolg- The Spear of Impaling Barbed Death: B: (Anti-Unit) *Not putting a description because it's the exact same as canon*
Gáe Bolg- The Spear of Striking Death Flight: B+: (Anti-Army) *Same as the first*
Warp Spasm- Madness of the Warrior: A+: (Anti-Unit (Oneself)): A strange supernatural ability recorded in legends, similar in many ways to the berserk rage of the Norse. But while the Norse berserker only becomes one in mind only, pushing the still-normal body to and beyond its natural limits, the Warp Spasm ellipses it several times over, literally changing the user's body in addition to its mind. When activated, Cu Chulainn loses all coherence and changes to a monster from age long past both in body and mind, the latter filled with pure primal fury, and the former changed to a constantly-shifting engine of destruction that throws rationality out the window. He possesses limited regeneration in this form, which means only total dismemberment or utter eradication will kill him now, healing broken bones, shifting insides to avoid fatal strikes, and even reattaching severed limbs if held near the stump. However, Cu Chulainn loses access to all other Noble Phantasms or skills requiring rational thought upon activation, though he can still use Gáe Bolg itself as a simple spear. In addition, the only way for him to stop it is by his own conscious will or by usage of a Command Seal. Being rendered unconscious (if that it is even possible) will not deactivate it.
And now, on to Rider!
Servant: Rider
Master: Waver Velvet (Lord El-Melloi II)
Identity: Death the Horseman
Title: The Pale Rider
Series- Darksiders
Sex: Male
Alignment: True Neutral
Strength: A (A++)*
Endurance: C+ (A+)*
Agility: A (A+)*
Mana: B (A++)*
Luck: E (D+)*
Noble Phantasm: A
* (Stats upon activating Noble Phantasm Reaper Form)
Class Skills-
Independent Action- 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.
C: Capable of remaining in this world for one day without an established contract. While not an Archer-class Servant, Death once willing went on his own quest across the realm to redeem his brother War without the knowledge of the Charred Council, and this independence from the supposedly omnipotent Council manifests in the form of this Skill.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
D: Cancel Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy.
Riding- The expertise 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. Death is one of the Four Horsemen of the Apocalypse, and has ridden both his Phantom Steed Despair and griffins of the Angels.
Personal Skills-
Battle Continuation- 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.
Double Summon- A rare personal skill possessed only by a select few Servants, it permits a Servant to simultaneously possess class skills from two distinct classes.
E: Allows Death to use magic at the same level of ability he had in life, though he lacks any of the class skills of a Caster-class Servant.
Divinity- The measure of one's Divine Spirit aptitude.
D+: As a Nephilim, and thus born of both Angels and Demons, Death possesses some level of Divinity, which is enhanced by his status as one of the Four Horsemen. However, due to the demonic taint, it receives several ranks down.
Eye For Art- Infatuation with works of art.
E: Death personally believes that killing is an art. If he sees a Noble Phantasm that is extremely deadly to opponents, he might be able to figure out any potential weaknesses in it from a single observation.
Eye of the Mind (True)- A heightened capacity for observation, 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.
High-Speed Divine Words- The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells. These manifest in the form of his Wrath Powers.
Monstrous Strength- An ability possessed by monsters and beasts, temporary boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill.
C: Capable of performing this due to his Demon origins, but his angelic blood hampers it.
Noble Phantasm-
Despair- Phantom Horse of the Damned: C: (Anti-Unit): Death's faithful steed. A skeletal emaciated horse, he has a glowing green haze emanating from within his body and his eyes glow with the same green light as well. His skin is mostly torn and somewhat rotted with some of his bones showing, but he is more powerful than any normal horse could ever be. However, he has no special powers of his own aside from being able to be summoned from theoretically anywhere for a surprise distraction, simply serving as his Master's mount.
Dust- Guide of the Lost: E: (Anti-Unit): Death's crow and guide, given to him by the Crowfather. While completely lacking in terms of offense or defense, he instead serves as Death's spy. Whatever Dust sees, Death will see as well due to a psychic link, though it can only be used to its fullest extent (as in shown with sound and the like along with images) if they have physical contact.
Soul Splitter- Blessing of the Lord of Bones: B: (Anti-Unit (Oneself)): An ability given to Death by the Lord of Bones, king of the dead. When used, Death's soul is freed from his body, which turns to stone, and then splits in two. The resulting two 'Deaths' are made of pure Prana, one green and one purple. Death's now stone body is immobile but extremely durable, requiring an (A+)-Ranked magic attack to so much as make a scorch mark upon. His spiritual bodies have the same powers and strengths as the original and, after much training, are telepathically linked to allow simultaneous movement and combo attacks, but take damage, are physically weaker in Endurance (D) and can't be separated too far from the main body before remerging into one being. Also, while it is impossible to kill Death while he's in this form, if by some chance that one or more of the three beings is slain, Death will forcibly remerge again, weakened proportional to the number slain, and will retain any injuries his three bodies received in the form of scars or burns.
Reaper Form- The Harbinger of Death: A+: (Anti-Unit (Oneself)): Death's true form. Upon activation, Death becomes surrounded in a burst of purple, ghostly Prana which encapsulates his body briefly. Once it fades, Death stands reborn in all his glory: His body becomes bigger and more skeletal, covered in a large robe of blue, purple and black with a cowl that completely obscures his now-unmasked face in shadow, with only his gaunt, yet muscled and armored arms free. Great skeletal wings sprout from his back, and he hovers slightly above the ground at all times, a thick purple mist flowing from underneath him to give the impression of fog. In his hands he grips a massive two-handed scythe befitting his name of Death, with many skulls engraved into the flat of the blade. He can also use it briefly or manifest parts (like the arms) during battle or other needed occasions, though then it's only a partial transformation: It's much smaller and ghostly in comparison, a transparent purple and smokey, and also weaker as a result.
Give it up for Defender!
Servant: Defender
Master: Luviagelita Edelfelt
Identity: Lancelot du Lac
Title: Knight of the Lake
Series- Fate/Zero
Sex: Male
Alignment: Lawful Good
Strength: A (A+)*
Endurance: B (A+)*
Agility: A+ (A++)*
Mana: B (A)*
Luck: B (A)*
Noble Phantasm: A
* (Stats upon using his Mad Enhancement)
Class Skills-
Mad Enhancement- Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
E+: Provides low boosts to all stats, but also retains most sanity save for increased bloodlust. Can be activated at will during battle for a power boost.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
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.))*
Guardian Knight- A Skill given to those summoned into the Defender class, it temporarily raises defensive power when protecting others.
B: As a loyal knight who believed he betrayed the trust and honor of the king he swore fealty to and so desires to never fail again, Lancelot has the ability to temporarily raise his Endurance by one rank if he is protecting his Master, someone his Master orders him to defend, or someone he desires to protect of his own free will. It is even possible to use this while under the effects of Mad Enhancement.
Personal Skills-
Eternal Arms Mastership- 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.
Eye of Mind (True)- A heightened capacity for observation, 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. Lancelot had much experience in the art of war as one of King Arthur's most loyal and powerful knights. His skills and experience reflect themselves in this ability.
Protection of the Fairies- 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: As the foster son of the Lady of the Lake, Lancelot carries her blessing with him into battle.
Noble Phantasm:
For Someone's Glory- Not For One's Own Glory: B: (Anti-Unit) *Same as canon, though now he can use its true ability without needing a Command Seal*
Knight of Honor- A Knight Does Not Die with Empty Hands: A++: (Anti-Unit) *Same as canon*
Arondight- The Unfading Light of the Lake: A++: (Anti-Unit) *Same as canon*
Let the crowd go wild for Avenger!
Servant: Avenger
Master: Caren Ortensia
Identity: Mordred Pendragon
Title: Knight of Treachery
Series- Fate/Apocrypha
Sex: Female (Though will repeatedly insist it's Male)
Alignment: Chaotic Neutral
Strength: B (A)* (A+)**
Endurance: B (B+)* (A+)**
Agility: C (B)* (A)**
Mana: B (A)* (A+)**
Luck: E (D)* (C)**
Noble Phantasm: A
* (Stats upon using her Mad Enhancement)
**(Stats upon using Mad Enhancement in conjunction with Vengeance)
Class Skills-
Mad Enhancement- Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
E+: Provides low boosts to all stats, but also retains most sanity save for increased bloodlust. Can be activated at will during battle for a power boost.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for one to be affected.
Riding- Expertise to ride animals and vehicles.
C: Most vehicles can be ridden with average skill.
Vengeance- A Skill exclusive to the Avenger class, raises all parameters by a variable number of ranks if the Servant in question should by some chance face someone from their past they have a personal grudge against. However, it can only be used under two conditions: One, both parties must be aware of the other's identity, and Two, said bearer of the Skill must cast aside any and all doubts/hesitations about killing the opponent and face them with no disguise: In other words, no Noble Phantasms that conceal identities.
B: Mordred's hatred for the Round Table, its Knights, and King is great enough to allow her to allow her to boost her parameters by one rank each if she should encounter any of the above. Would be (A), but her inability to completely and utterly cast aside the lingering traces of pride and love she held about her service keeps her from fully utilizing the power it grants her.
Personal Skills-
Battle Continuation- The strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
B: Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a fatal wound.
Charisma- The natural talent to command an army. Increases the ability of allies during group battles. It is said that a rank of B in this skill is sufficient to lead a nation as its King.
C-: Leadership skills and morale of troops increase. Worthy to lead an army or any sort of military group. Mordred was the one who led the rebellion that ultimately took Arturia's life and overthrew Camelot. The ability to whip the masses into such a frenzy and unite them all under a cohesive banner is proof of her talent.
Instinct- The power to "feel" the most favorable developments for oneself during battle.
B: Refined sixth sense allows for effective offensive and defensive action. However, it is not on the level of precognition and can be fooled. Reduces penalties caused by obstructed vision and hearing by a quarter.
Prana Burst- The increase in performance caused by infusing one's weapons and body with magical energy and instantly expelling it. Simply put, recreating the effect of a 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.
Noble Phantasm:
Secret of Pedigree- Helm of Hidden Infidelity: C: (Anti-Unit (Oneself)): The helmet that she worn in life to conceal her identity and even gender, it now manifests as a Noble Phantasm. As long as it's active while combined with her armor, it will only reveal her basic parameters and class skills to others, even her own Master. Her Noble Phantasms, innate skills, personality and true name as a Heroic Spirit are all hidden away. However, one from her former life might be able to recognize her if they concentrate hard enough. Must be deactivated in order to use Clarent Blood Arthur.
Clarent- Radiant and Brilliant Holy Sword: C: (Anti-Unit): An ornate, sparkling white silver sword adorned with splendid decorations and is a symbol of kingship denoting the right of succession of the throne. Mordred took it from the King's armory when she temporarily claimed the throne. Normally a blade that would have a Rank of A+ or even A++, equal to Excalibur, its rank is lower than normal due to Mordred having stolen it without acknowledgement, though it would return to that rank if she did receive said acknowledgement.
Clarent Blood Arthur- Rebellion Against My Beautiful Father: A+: (Anti-Army): Mordred's most powerful attack. Upon activation, she removes Secret of Pedigree to reveal her face to the world, then gathers Prana in a manner similar to Excalibur around her sword. But whereas Excalibur uses holy light and appears as a holy sword for an angel, this blade is stained in blood and, warped by Mordred's own hatred, becomes a demonic sword of calamity worthy of a devil. Upon swinging, the red light is released as a harbinger of destruction upon everything in her path. If she was to face and use it against her father, the source of her hate, it would rank up to A++.
Note: The reason Mordred and Lancelot have Mad Enhancement as a power booster while Asura, Lancer, or even Maka don't is because with Asura, it's always active and thus reflects his base stats, Lancer doesn't use it unless he's using Warp Spasm, which is combined with his Noble Phantasm to give him his stat boosts, and Maka always has her active, but her Anti-Demon Wavelength gives her immunity while keeping boosts, making it her base stats.
Also, since the Avenger and Defender classes are irregular, they're not bond to the same rules as the original seven, and so they can actually use skills from other classes they could have been summoned into without needing the Double Summon Skill: For example, Mordred has the ability to be summoned as a Berserker or Saber class, so she got the skills here.
Give it up for Beast!
Servant: Beast
Master: Edgar Silverstein
Identity: Ingway Valentine
Title: The Forgotten Prince of Valentine
Series- Odin Sphere
Sex: Male
Alignment: Chaotic Neutral
Strength: D (A++)*
Endurance: C (A+++)*
Agility: B (A++)*
Mana: B+ (A++)*
Luck: D+ (E)*
Noble Phantasm: A+
* (Stats upon activating Noble Phantasm Curse of Darkova)
Class Skills-
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals. Ingway carries within himself the blood of his father, Demon King Odin, a highly accomplished spellcaster who knew 1000 spells and this, combined with his high level of magic and training, grants him a rather moderate level of resistance.
Item Construction- The skill to manufacture magical items.
B: If he has the proper ingredients, Ingway can synthesize a large manner of different potions for consumption, from healing potions, antidotes, explosives, poisons, warming and cooling potions, painkillers, and even ones that temporarily rid one of all fatigue or provide massive power boosts. He can even combine the effects of multiple potions at once in order to fight with unpredictability, though such things might result in... side-effects.
Monstrous Strength- An ability possessed by monsters and beasts and therefore natural to the Beast class, temporary boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill.
B: As the bearer of the power of Darkova, Ingway can use this Skill; however, every second he uses it increases the chance of becoming the Demon Beast itself and losing all control.
Personal Skills-
High-Speed Divine Words- The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
Protection of the Fairies- 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.
D: While not truly 'blessed' by the Fairies, Ingway did aid them through some of their most troubled times and received a reward for his services, so at desperate points he can raise his luck to give himself an brief advantage.
Shapeshift- A Skill that refers to both borrowing bodies and appearance changes.
B: Can produce rather convincing disguises, even ones of the opposite gender. However, limited by both Prana constraints and vastly radical appearances.
Subversive Activities- 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.
C: Possible to disable almost 20% of the enemy's military forces before going into battle. Ingway managed to reduce an entire rebellion's forces by at least a third before the main army could attack by poisoning their food and drink with a potion that turned them into frogs... while he was trapped in the form a frog himself.
Noble Phantasm:
The Pooka's Curse- My Greatest Sin: C+: (Anti-Unit): A deadly curse that allows Ingway to transform whoever it hits into an anthropomorphic rabbit with all the features of said creature. Those cursed have no hope of ever returning to normal and are forever condemned to remain trapped in this shape. If a magic user is struck, they will never be able to cast magic again, and one's strength and physical abilities will be downgraded to their new body. However, it is possible to remain unaffected if the person has the equivalent of a Magic Resistance of B or higher, blocks the spell with some form of shield, or manages to use a reality changing wish to return to normal. It should be noted, however, that any who becomes a Pooka is granted immortality from age and death, though being killed will bring them back as a Revenant, able to cast magic, though being killed again permanently ends them.
Curse of Darkova- The Demon Beast of Armageddon: A++: (Anti-Unit (Oneself), Anti-Country): Ingway's most powerful spell and the most dangerous of all. A dreaded spell created by the royal family of human kingdom of Titania to keep them on an even level with the other powerful rulers of land of Erion, the curse itself turns Ingway into an immensely powerful, three-headed poisonous beast that can control the elements of fire and ice, surpassing the level of Divine Beast to something akin to an existence on the level of Primate Murder, Gaia's personal destroyer. The drawback is that Ingway slowly loses control of himself to the demonic power of the curse, which makes him act more animalistic and gives him a powerful blood lust. This results in a hungering for human flesh, and converts pain, both physical and emotional, into sick pleasure that fuels the spell even more. However, with sufficient time to prepare, Ingway can cast a counterspell to maintain his sanity and control his cursed form, but it's very long and therefore not very practical in the heat of combat.
Now, on to... Maka! Our former competitor!
Servant: Berserker (former)
Master: Lambda-11 (Noel Valenzuela)
Identity: Maka Albarn
Title: The Meister of Death
Series- Soul Eater
Sex: Female
Alignment: Neutral Good
Strength: B (A)*
Endurance: B+ (A+)*
Agility: B (A)*
Mana: A (A+)*
Luck: B (C)*
Noble Phantasm: A
* (Stats upon activating Noble Phantasm Black Blood)
Class Skills-
Mad Enhancement- Raises basic parameters in exchange of hindering mental capacities. In some cases, also seals away Personal Skills.
B: Rank up for all parameters, but takes away most of sanity. In Maka's case, the negative effects of Mad Enhancement are nullified by her personal skill, Anti-Demon Wavelength.
Personal Skills-
Anti-Demon Wavelength- Allows one to deal extra damage to existences of otherworldly origin and resist the effects of madness.
A+: As this skill was one of Maka's most powerful abilities, it allows her to fight under the effects of Mad Enhancement without losing her sanity, keeping the stat increases.
Eternal Arms Mastership- Prevents degradation of fighting skills when under the effect of mental hindrance
C: Mastership of combat arts has reached the point of instinctive level. It is possible to make use of the majority of fighting skills even when under the influence of any sort of mental hindrance. However, this is only possible if the weapon in question was the user's personal weapon in life. Maka has shown consistently even under the effects of Madness to be just as deadly with a scythe as she is sane.
Grigori Soul- A soul that has the shape of an angel's wings. Only one in five million people are said to have it. Those who have these types of souls are able to conjure wings to allow flight.
B: User cannot conjure said wings on their own person, but they can be on objects that the holder channels their magical power into. By using Soul Resonance, Maka can project wings onto Soul's scythe form, enabling flight. These wings can be altered in size, shape, and appearance of the wings can be altered, as well as speed and efficiency in the air. Their wings take the appearance of large wings that are slightly spiky but on the fluffy side.
Instinct- The power to "feel" the most favorable developments for oneself during battle.
C: It is only effective for the sake of defense. Stems from her usage of Soul Perception, which can allow her to observe her opponent's soul and provides limited prediction of their attacks.
Presence Detection- The ability to detect other Servants and local mana sources.
A+: Due to her unbelievably powerful Soul Perception, Berserker is able to locate any Servant within a certain range. If they are fighting, she can even tell which Servants they are. However, it is incapable of sensing someone with a sufficiently powerful Presence Concealment skill and able to hide their mana.
Soul Resonance- The ability of two souls to resonate with each other, enhancing each other's powers. The higher the Resonance rate, the stronger the power. However, activation of the technique requires some time.
A: The resonance rate of two souls is so high they might as well be a single being at this point.
Noble Phantasm:
Soul Eater Evans- Death Scythe: A: (Anti-Unit): Maka's Demon Weapon and partner in life. Upon usage of Soul Resonance, he can activate three higher levels of power. Each can be used normally, or fired as a blast of energy. (Note that each of the following Hunter techniques are not three Noble Phantasms in their own right, but rather the power level and range of effect Soul has at the time.)
Witch Hunter- The Legendary Skill of the Scythe Meister: B: (Anti-Unit): Activated upon normal Soul Resonance. Capable of firing blasts of energy filled with his Meister's Anti-Demon Wavelength. Capable of killing most low-leveled demons and hurting higher level ones due to its Demon-Purifying Wavelength.
Demon Hunter- The Witch Hunt of Witch Hunters: A: (Anti-Army): Activated upon pushing Soul Resonance to higher levels. Capable of killing most higher-level demons and hurting Immortals due to its Demon-Repelling Wavelength.
Kishin Hunter- The Slayer of Madness: A++: (Anti-Fortress): Activated only by usage of the Black Blood. Capable of killing Immortals and even some True Ancestors with a single blast. If it clashed with Excalibur, the resulting energy surge could potentially destroy both users and an entire city. However, it's best effectiveness is against evil creatures.
Black Blood- Blood of the Kishin: A: (Anti-Unit (Oneself)): Artificially made black blood-cells injected into a person's body. Upon activation, it can be used to harden the person's blood, protecting the vital organs, sealing wounds, and strengthening a person. Activation of this increases Prana consumption to normal Berserker levels, and even one with an Anti-Demon Wavelength skill will start to exhibit low-level Berserker traits upon usage. Essentially grants the status of Battle Continuation: A.
Well, I hope people like this updated version to Maka's profile!
Another returner from the original Fate/stay Night, give it up for Archer!
Servant: Archer
Master: Rin Tohsaka (Sakura Tohsaka serves as the source of Prana)
Identity: Counter Guardian EMIYA
Title: The Wrought Iron Hero
Series- Fate/Stay Night
Sex: Male
Alignment: True Neutral
Strength: C
Endurance: C
Agility: C
Mana: B+
Luck: D
Noble Phantasm: ?
Class Skills-
Independent Action- 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.
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.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal Skills-
Bravery- The ability to negate mental interference such as pressure, confusion and fascination. Not usable under the effects of Mad Enhancement.
B: Protects EMIYA from most types of low level magecraft that interferes with the mind's perception. A sufficiently powerful illusion can still affect him, though he can break it quickly enough if he if realizes it.
Clairvoyance- A Skill that connotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons. At higher ranks, it is possible that the bearers of this skill have acquired such abilities as precognition ("future vision") and other forms of perception beyond standard eyesight (X-ray vision and so forth).
C: Capable of keeping track of fast-moving object within a range of 4kms.
Eye of the Mind (True)- A Skill that grants heightened capacity for observation, 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.
Magecraft- Knowledge about modern Thaumaturgy.
C-: Capable of using orthodox Thaumaturgy.
Noble Phantasm:
Kanshou & Bakuya- Gan Jiang and Mo Ye: C-: (Anti-Unit): *Same as canon*
Unlimited Blade Works- Infinite Creation of Swords: E~A++: (?): *Same as canon*
Hmm, not much to say about Archer's, save a stat upgrade here and there. Then again, with UBW, I really don't need to give him any new Noble Phantasms.
On to Saver's!
Servant: Saver
Master: Rin Tohsaka
Identity: Ragna the Bloodedge
Title: The Grim Reaper
Series- BlazBlue
Sex: Male
Alignment: Chaotic Good
Strength: A (A+)* (A+++)**
Endurance: B (A+)* (A+++)*
Agility: B (A)* (A+++)*
Mana: B+ (A++)* (EX)**
Luck: E (D+)* (A+++)**
Noble Phantasm: A
* (Stats under the effect of his Noble Phantasms Azure Grimoire and Idea Engine)
** (Stats when his Noble Phantasm The Black Beast activates)
Class Skills-
Counter Hero- A Skill reserved for those of the Saver class, this ability imposes a parameter down effect upon any 'Hero' that the Servant faces in combat. It has to activated at will to be effective though.
B: Induces an effective 2-rank parameter reduction against any opponent that can be classified as a 'Hero'. The parameter-down effect reduced to 1-rank in the circumstance that the opponent is of the 'Antihero' category, and completely ineffective if the opponent is actually a 'Villain'. However, this is only activated upon usage of the Azure Grimoire.
Magic Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
E: Cannot cancel spells, but magic damage is reduced somewhat.
Personal Skills-
Battle Continuation- The strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
B: Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a fatal wound.
Disengage- The ability to break away from combat.
C: Bonus effect of returning battle conditions to what they were at the beginning of the match. (Way I justify it... 'Rebel Two, Action!')
Monstrous Strength- An ability possessed by monsters and beasts, temporary boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill.
B: (Every second of use increases the small chance of Ragna being consumed by the power of the Azure Grimoire and becoming a humanoid Black Beast).
Noble Phantasm:
Blood-Scythe- Blade of the Avenger: C: (Anti-Unit): Ragna's main weapon. In its normal form, it is a massive two-handed cleaver-like weapon that can be used in conjecture with the Azure to drain an opponent's life force. In its awakened form, it takes the shape of a scythe with a crimson energy blade that appears to made out of seithr.
Azure Grimoire- The (Fake) BlazBlue: A+: (Anti-Unit (Oneself)): Ragna's right arm and source of the majority of his more powerful abilities. Taking the form of a pure black right arm, the Grimoire is a high-density mass of pure concentrated seithr, a deadly substance that can cause horrifying effects and death to others in large uncontrolled doses. Attacks used when this is activated have a dark aura that drain life force from enemies and bypasses any Magical Resistance. Boosts stats by aforementioned amounts when used in conjectured with the Idea Engine. However, over-usage has the potential to corrupt Ragna's body to the point he activates The Black Beast.
Idea Engine- Gift of the Mechanical Soul: C: (Anti-Unit (Oneself)): Ragna's left arm. Made from the remnants of Murakumo No. 11's regeneration tank, it serves as a seal of sorts upon his Azure and keeps it from going out of control. Ragna can temporarily boosts all parameters by one rank by bypassing the Idea Engine's safety procedures and using his Overdrive, 'Blood Kain Idea', though he can only use it to the fullest extent (without fear of it turning off) when combining the Azure with the Engine.
The Black Beast- The Dark Orochi: A+++: (Anti-Unit (Oneself)): Ragna's most powerful Noble Phantasm, it is unique in the fact he cannot activate of his own free will. In order to use it, he must both overload the Idea Engine's safety protocols and overuse the Azure's power to the point his body becomes fully corrupted. Once this happens, Ragna morphs into a giant dark eight-headed serpent of seithr with no control over his own actions, becoming nothing better than a beast trying to destroy everything around him. His body emits seithr constantly, damaging anything that gets too close, and can also unleash it in the form of massive beams of power. The only ways to stop him by this point is to either use a Command Seal to calm him, use an even more powerful version of the Azure to force him under control, or kill him.
(Note: Overusing Monstrous Strength does turn him into a humanoid Black Beast, but aside from enhancing Endurance to EX-rank, all his stats are equivalent to when he activates the Azure and Ideal Engine and he does possess some control over it.)
How's that for a potential game breaker? By the way, I did look 'Counter Hero' up, and it is a Skill reserved for Saver-class Servants in canon. As to why I didn't give him 'Mad Enhancement', I honestly think enough Servants have that already in some form or another. Besides, I can't quite recall a moment in BlazBlue where Ragna struck me as truly insane, and the only times he really did was when he's under the Azure's more detrimental effects... even if the Berserking strategy is rather tried and true one with Ragna players.
And yes, I'm aware he received the Idea Engine before he got the new left arm, but I imagine his robot arm allows him to control the Engine, because how else does one explain how Kokonoe managed to activate it after tinkering with that limb in Chronophantasma?
For the character no one expected, Fake Assassin!
(Note: Due to being a more 'complete' Fake Servant than the one that appeared in Fate Zero Sanity, as well as being naturally superior to it, Ulquiorra actually possesses Servant Stats, Skills and even Noble Phantasms. However, he actually doesn't possess anything more than the lowest Servant power boosts: He's essentially fighting at the same level he was at during the events of Bleach, just a little tougher overall.)
Servant: Assassin (Fake)
Master: Albert Clover
Identity: Ulquiorra Cifer
Title: The Fourth Espada
Series- Bleach
Sex: Male
Alignment: Neutral Evil
Strength: A (A+)* (A++)**
Endurance: B (A)* (A+)**
Agility: A+ (A++)* (A+++)**
Mana: A (A+)* (A++)*
Luck: D (C)* (E)**
Noble Phantasm: A+
* (Stats upon activating Noble Phantasm Resurreccion: Murcielago)
** (Stats upon activating Noble Phantasm Resurreccion: Segunda Etapa)
Class Skills-
Presence Concealment- The capacity to hide one's presence as a Servant. It is a common skill to the Assassin class.
C: Hides one's presence as a Servant. Suitable for spying. The rank of presence concealment drops considerably when preparing to attack. However, this condition does not apply to poisoning something.
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
D: Cancel Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy. Stems from his Iron Skin skill.
Personal Skills-
Battle Continuation- The strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
B: Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a fatal wound. Combined with his Regeneration skill, this makes Ulquiorra capable of surviving anything short of a fatal strike and keep on fighting.
Eye of the Mind (True)- A heightened capacity for observation, 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.
Flash Step- The ability to briefly move at high speeds in order to get into a more advantageous position. Can be used as a form of teleportation of sorts.
A: Ulquiorra's Sonido (signature Flash Step), is fast enough to not only to cover vast distances with ease, but also has a chance to completely bypass an opponent who has the Instinct or Eye of the Mind skills.
Iron Skin- The ability to condense one's Prana into their skin, creating a steel-hard skin capable of defending against physical strikes.
A: Ulquiorra can block sword blows with his bare hands, and even if an attack manages to get by his guard, it would need to be at B-Rank or above in order to actually pierce his skin. Upgrades to A+ rank upon using his Noble Phantasm Murcielago.
Mystic Eyes- The possession of Mystic Eyes that are capable of interfering with the outside world.
E-: Not truly an ability of his eyes themselves, but Ulquiorra's Solista Vista allows him to crush one of his eyes to replay events he has seen for others, relaying his sight and feelings.
Presence Detection- The ability to detect other Servants and local mana sources.
B: Stems from his mastery of Pesquisa, which allows him to gauge an opponent's relative strength and read any fluctuations in their Mana.
Regeneration- The ability to restore damaged body parts to their original, undamaged condition. The more serious the damage, the more Prana is required.
B+: Ulquiorra's regeneration is fast enough to reset broken bones and restore entire lost limbs within moments, even if they were completely destroyed, and is capable of regenerating any lost body part save his brain and internal organs. However, if he receives too much damage too fast for him to recover, he can still die regardless.
Noble Phantasm:
Murcielago- Black-Winged Great Demon: A+: (Anti-Unit, Anti-Unit (Oneself)): Ulquiorra's zanpakuto, it takes the form of a standard-sized katana with a green handle and sheath. The guard has two curved extensions from its long sides with a line going through both sides, giving it an eye-like appearance. When activating his Resurreccion, Ulquiorra calls out the release command "Enclose", which results in a surge of black and green Prana that falls around him like green rain. In his released state, Ulquiorra becomes bat-like in appearance, with large, black bat wings forming on his back to be used in flight, longer and wilder hair, and the remains of his Hollow mask centers atop his head, with two large horns extending outward to the sides towards the front to give the impression of a war helmet of sorts. The lines on his face become black, broader, and more triangular, and his fingernails lengthen. His Arrancar attire becomes more form fitting and closed at the top, becoming more like a robe towards the bottom. His stats boost by the aforementioned amounts, including increasing his Magical Resistance to B, and he gains access to two new Noble Phantasms: Cero Oscuras and Luz de la Luna.
Resurreccion: Segunda Etapa- Sword Release: Second Stage: A++: (Anti-Unit (Oneself)): The only Arrancar known to ever achieve a second release, Ulquiorra changes appearance dramatically upon activation. His clothing is now completely gone, revealing his slender white torso, with his bare chest patterned so his Hollow hole (which has become larger) appears to be dripping black, blood-like liquid, similarly to his lines on his face, giving the impression he's crying blood. His appearance is much more animal-like: His waist becomes covered in something similar to black fur, which also covers his arms and legs, and his fingers and his feet resemble talons. He retains his wings, gains a long thin whip-like tail, and two large white bat ears, all while both his mask and #4 tattoo disappear. To complete the picture, the irises of his eyes turn yellow and the sclera green, giving him an otherworldly presence that is only enhanced by the extremely dense pressure he exerts on his surroundings, causing the weak-willed to feel despair upon coming into contact with it. Allows him access to his mightiest Noble Phantasm, Lanza del Relampago.
Luz de la Luna- Light of the Moon: B+: (Anti-Unit): Green energy lances crafted by Ulquiorra in his first release, he can use them as ranged weapons or as melee weapons, durable enough to block a normal blade with ease. Upgraded to Lanza del Relampago in Segunda Etapa.
Lanza del Relampago- Lance of Thunder and Lightning: A+++: (Anti-Unit, Anti-Fortress): An upgraded version of Luz de la Luna, with the only, if noticeable, difference being the energy flowing off of each end in a fashion similar to flames, making it look more arrow-shaped. Ulquiorra can can use it as a melee weapon to both cut or disintegrate material, but its true power lies in its ability to be hurled as a projectile, in which it's strong enough to produce an explosion capable of consuming a good portion of a large city when detonated. Fittingly, Ulquiorra can't completely control its trajectory, despite being able to create them in rapid succession, so he must be careful before throwing.
And now, for True Assassin!
Servant: Assassin (True)
Master: Albert Clover
Identity: Homura Akemi
Title: The Time Mahou Shoujo
Series- Puella Magi Madoka Magica
Sex: Female
Alignment: Chaotic Neutral
Strength: D (B)* (C)**
Endurance: C (A)* (B)**
Agility: C (C+)* (B)**
Mana: B (A++)* (A+)**
Luck: D (E)* (B)**
Noble Phantasm: A
* (Stats upon activating Noble Phantasm Homulilly)
** (Stats upon activating Noble Phantasm Dark Homura)
Class Skills-
Presence Concealment- 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, efficiency will decrease once preparations to attack are taken.
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Territory Creation- the skill to build a special terrain that is advantageous to oneself as a magus.
B: Creation of a "Workshop" becomes possible. Possible due to her being a "Double Summon"
Personal Skills-
Battle Continuation- 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.
Collector- The talent to collect high quality goods - a 'luck' that draws rare items into the possession of the Servant. However, the Servant's Master derives no benefit from this personal skill.
B: Homura is a collector of weapons and the like, of which there is no limit she can store away nor how big they can be.
Double Summon- A rare personal skill possessed only by a select few Servants, it permits a Servant to simultaneously possess class skills from two distinct classes.
B: Allows Homura to possess her abilities if she were summoned under the Caster-class Servant.
Presence Detection- The ability to detect other Servants and local mana sources.
D: Limited ability to sense Servants, but incapable of differentiating a specific one from another without aid of a Bounded Field.
Regeneration- The ability to restore damaged body parts to their original, undamaged condition. The more serious the damage, the more Prana is required.
EX: Homura is capable of infinite regeneration as long as her Soul Gem remains intact. Even total and utter disintegration will not kill her, though it will take time to repair from that level of damage. However, damage to her Gem takes a long time to repair, and she will still die if her Master's connection is severed for too long or if her Gem is destroyed.
Noble Phantasm:
Time Shield- The Cycle of Life and Death: C: (Anti-Unit): Homura's trademark shield, it provides her with two separate abilities: A 'hammerspace' which allows her to store any weapon or other item until she needs it (and which turns any such weapon into a weapon that can kill Servants, though only while it's in her possession) and her trademark 'time-stop' abilities, in which she can constantly start and stop time in order to maneuver into a more advantageous position. However, there are limits to how often she can use it, represented by the amount of sand in the shield's hourglass, and in the amount of range it has. In addition, objects can only travel so far from her before they become stopped by her powers as well, requiring her to return time to normal in order to effectively use her firearms, and anyone who is touching the shield in some way when she activates her powers will be rendered immune until their connection the shield is broken.
Soul Gem- The Essence of My Soul: D: (Anti-Unit (Oneself)): Homura's purple gem which houses her soul, the fate of all who would become a Mahou Shoujo. As long as it exists, she can infinitely regenerate and survive. However, if the gem is destroyed through normal means, she will die, and overuse of her magic will cause the gem to blacken and become corrupt, eventually, if she doesn't take care and let the corruption seep away, breaking and becoming a Grief Seed, activating her Noble Phantasm: Homulilly.
Homulilly- The Nutcracker Witch: A+: (Anti-Unit (Oneself)), Anti-Army): Homura's Witch form, the end result of what happens when a Mahou Shoujo's Soul Gem completely corrupts and shatters. While this transformation will occur naturally if she allows her Gem to become corrupt, she can also activate it willingly, summoning the Witch as a sort guardian entity. However, overuse of it this way will eventually put too much strain on her magic, and she will eventually lose control, allowing the Witch to absorb her and run amok. Either way boosts her stats by the aforementioned amounts and allows her to trap her opponents in a Reality-Marble-like space where she summons a seemingly endless horde of familiars to fight for her, in addition to being able to fight directly with powerful bursts of magic and guillotine-like blades. She has limited regeneration in this form, but she can die for real now and only truly be controlled in her berserk form by a Command Seal.
Dark Homura- The Shadow of the Devil: EX: (Anti-Unit (Oneself)): Homura's final form. In exchange for permanently sacrificing both her Time Shield and her unlimited regeneration, she gains the ability to access a fraction of her powers as the Devil of her world, who usurped the powers of her closest friend to create a new world where she and their friends could be happy. In this form, she now wears a black dress that clings to her body with black opera gloves and shoes, along with grey diamond-patterned leggings and a purple gem. A large black, almost fur-like tail trails behind her dress, similar to the collar that lies around her neck. A large pair of skeletal wings with black feathers emerge from her back to allow flight, and while she can no longer call upon her time powers or hammerspace, she now can summon a bow to fire powerful bolts of magical energy, and she has no fear of becoming corrupted into her Witch form anymore. She also gains the Divinity Skill: Rank A.
Now up, Conqueror!
Servant: Conqueror
Master: None (Current one is now a mindless Scourge. Subsides on Prana from the surroundings and leylines)
Identity: Arthas Menethil
Title: The Lich King
Series- World of Warcraft
Sex: Male
Alignment: Lawful Evil
Strength: A+
Endurance: A
Agility: D
Mana: A
Luck: D
Noble Phantasm: A
Class Skills-
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
EX: Completely immune to magical attack, though specialized spells and indirect methods of magical damage can still cause harm. Stems from his Noble Phantasm Plate of the Damned/Helm of Domination.
Riding- The expertise 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 true Dragon Kind. Stems from having ridden a Dracolich (undead dragon) in life, which is no longer inherently of Dragon Kind.
Territory Creation- The skill to build a terrain that is advantageous to oneself as a magus.
A: Creation of a "Temple", which is superior to a "Workshop", becomes possible.
Personal Skills-
Charisma- the natural talent to command an army. Increases the ability of allies during group battles. It is said that a rank of B in this skill is sufficient to lead a nation as its King.
A: As the warrior and wise prince of Lordaeron and later master of the Scourge, Arthas' abilities as a leader are extremely high and well-rounded.
Divinity- The measure of one's Divine Spirit aptitude.
A+: As the Lich King, Arthas became the closest thing a mortal man can ever come to achieving divinity, being bestowed with titles such as 'demigod', 'god-like', and even 'a being of incalculable power'. His own belief in said power and his followers' worshiping as such also boosts his rank in this.
High-Speed Divine Words- The power to activate Thaumaturgy without the use of Magic Circuits.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
Military Tactics- Tactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. Bonus modifiers are provided during use of one's own Anti-Army Noble Phantasm or when dealing against an enemy Anti-Army Noble Phantasm.
B: Arthas is a master of being able to recognize strengths and weaknesses in his opponent's forces, as well as intelligent enough to capitalize on both sides' strengths and weaknesses to aid his cause.
Pioneer of the Stars- 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: Regardless of whatever one believes about his legend, there is no denying that Arthas, by the end, had accomplished more than any other native Azerothian. He carved a path of destruction across a continent, brought about the decimation of entire civilizations singlehandedly, defeated god-like beings and did in fact ascend to godhood. By his actions the very face of the world was irreversibly changed and radically so for all eternity even after his ultimate demise.
Noble Phantasms:
Frostmourne- The Runeblade of the Scourge: A+: (Anti-Unit): Arthas's preferred blade, and the weapon that led him down his path as the Lich King of the Scourge. It is a grey broadsword runeblade with a jagged, silver edge, contrasting the with the dark blue, almost black fuller and glowing runes running down the blade's center. The crossguard is shaped in the form of a ram's skull with glowing blue eyes, and the entire thing seems to be smoking with a cold, blue mist. It is extremely powerful, allowing the Lich King to cast extremely powerful magic like ice and serves as the main component through which Arthas uses his necromancy to summon Scourge warriors. He can also use it to drain the life and soul of his enemies.
Plate of the Damned/Helm of Domination- The Armor of the Lich King: A: (Anti-Unit (Oneself)): Arthas' armor, almost as much a symbol of his power as the blade he wields. The Plate is a massive set of grey battle armor etched with many layers of arcane symbols, granting Arthas near-invincibility to magic, while the Helm is a bone-like war-helmet/crown with the eyeholes etched in a permanent glare, which grants Arthas the ability to command the Scourge.
Icecrown Citadel- The Damned of Azeroth: EX: (Anti-Army): By stabbing his sword into the ground, Arthas draws his opponents into a Reality Marble of his making, set to the environment of his greatest fortress. There, the armies of the Scourge are summoned to destroy his enemies, including his commanders and strongest warriors: Kel'Thuzad, Anub'Arak, Baron Rivendare, Captains Falric and Marwyn, Sindragosa, and Sapphiron.
Wrath of the Lich King- Frostmourne Hungers: A+: (Anti-Army): Arthas' most deadly spell, in which he channels Frostmourne's power to be unleashed in a massive wave of ice to freeze and destroy his opponents. However, it requires a very large amount of Prana to use, meaning that he can only use it once during a battle safely.
And then... Fallen!
Servant: Fallen
Master: Kirei Kotomine
Identity: Dark Pit
Title: The Dark-Winged Doppelganger
Series- Kid Icarus
Sex: Male
Alignment: True Neutral
Strength: B
Endurance: B
Agility: A
Mana: B
Luck: C
Noble Phantasm: A
Class Skills-
Independent Action- 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.
C: Capable of remaining in this world for one day without an established contract.
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
D: Cancel Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy. As an angel, Dark Pit has a naturally-attuned resistance to some level of magic, though he's still vulnerable.
Riding- The expertise to ride animals and vehicles.
C: Most vehicles can be handled with average skill. His counterpart showed the ability to quickly grasp how to adequately use any vehicle he was required to handle, and as his copy, Dark Pit can also do the same.
Personal Skills-
Bravery- The ability to negate mental interference such as pressure, confusion and fascination.
A+: Bonus effect of increasing melee damage. Dark Pit is an existence which values his individuality and free will above all other things, and nothing, not even an illusion-based technique or mind-control will keep him influenced for very long.
Divinity- The measure of one's Divine Spirit aptitude.
D: As an angel, Dark Pit possesses some divine aptitude. However, his own dislike of gods and the circumstances of his creation lower his rank in this Skill.
Expert of Many Specializations- Access to and use of many expert skills.
C: Dark Pit is a master of many different types of weapons, from swords, bows, clubs, cannons, knives, claws, staffs, sniper rifles, hammers and many more different weapon types.
Instinct- The power to "feel" the most favorable developments for oneself during battle.
B: Refined sixth sense allows for effective offensive and defensive action. However, it is not on the level of precognition and can be fooled. Reduces penalties caused by obstructed vision and hearing by a quarter.
Nature of a Rebellious Spirit- 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: Dark Pit was born from the repressed dark side of his original self, who was absolutely faithful and loyal servant to the Goddess of Light, Paluenta. Dark Pit however, outside of convenient alliances and mutual respect, refuses to lower himself to the level of a mere servant to anyone, desiring none to be his master but himself. This does not apply to disobeying his Master, but it does mean he never does as he is told with blind obedience.
Noble Phantasms:
Power of Flight- Blessing of the Gods: C: (Anti-Unit (Oneself)): This grants Dark Pit the ability to use the power of a deity in order to fly, as his wings are incapable of letting him fly on his own. When activated, he gains unlimited aerial ability, but he can only use it for five minutes at max every 12 hours. Exceeding that limit runs the risk of him literally burning his wings to nothingness.
Divine Weapons- The Gods' Treasury: E ~ A++: (Anti-Unit): A massive treasury holding all the weapons Dark Pit and his original self have collected, bought or crafted over their adventures, he can summon any weapon from within to his hands to use in combat. This leaves him never without a weapon, but he can only pull out and use one weapon at a time; if he wishes to use a new one, he must send the current one back to the treasury.
Three Sacred Treasures- Armament of the Godslayer: B: (Anti-Unit (Oneself), Anti-Divine): A set of three powerful weapons designed to combat the forces of darkness, they take the form of a golden suit of centurion armor complete with a red-tufted helmet and shin guards, both with green energy feathers hanging out, a golden bow with blue and purple energy blades on either end for when they split into dual swords (Arrow of Light), a golden shield with a polished mirror sheen that can reflect magic/energy attacks (Mirror Shield), and a pink glow about his wings which allow him to fly indefinitely (Wings of Pegasus). However, while powerful, they can't take many hits before they are destroyed. Originally (A+), but due to the fact that they originally belonged to his counterpart, were never used by him in his tale, and are actually replicas of the originals (which were destroyed), their rank is lowered.
Yeah, I just gave Pittoo the ability to go up against Archer's Reality Marble to some extent. Deal with it.
Coming into the home stretch, Slayer!
Servant: Slayer
Master: Albert Clover
Identity: Noel Vermillion
Title: The Sword of the Godslayer
Series- BlazBlue
Sex: Female
Alignment: Neutral Good
Strength: C (B)*
Endurance: C (D)*
Agility: B (A+)*
Mana: B (A+)*
Luck: C (B)*
Noble Phantasm: A
* (Stats under the effect of her Noble Phantasm Kusanagi)
Class Skills-
Independent Action- 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.
D: Capable of remaining in this world for half a day without an established contact.
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
E: Cannot cancel spells, but magic damage is reduced somewhat.
Personal Skills-
Disengage- The ability to break away from combat.
C: Bonus effect of returning battle conditions to what they were at the beginning of the match. (Way I justify it... 'Rebel Two, Action!')
Divinity- The measure of whether one has Divine Spirit aptitude or not.
C: As the Eye of the Azure and inheritor of its power, Noel has reached essentially the closest a mortal from her world can reach to divinity, though her status would be more akin to a demigod or perhaps a chosen idol to a deity, in this case, the Master Unit Amaterasu.
Eye of the Mind (False)- A natural talent to avoid danger on the basis of an innate 6th sense, intuition, or prescience, where accuracy of instinct has been augmented by experience - somewhat overcoming the problem of visual obstructions that appear in the course of combat. Differing from Eye of the Mind (True), which is obtained through the accumulation of natural experience, this Skill represents a natural instinct that cannot be obtained regardless of effort or experience - even though experience can refine its accuracy.
B: The ability grants a calm analysis of battle conditions to allow the user to maintain control and have a powerful grasp of the enemy's and his or her own conditions, allowing the user to stay on top of any close-range encounter.
*(A: The ability grants an effect of offering resistance against penalties caused by visual obstructions.)
Mystic Eyes- The possession of Mystic Eyes that are capable of interfering with the outside world.
B: While not truly 'Mystic Eyes' in and of themselves, Noel's Noble Phantasm Eye of the Azure normally manifests itself through her eyes, granting her the Eye of the Mind (False).
Ultimate One (Primordial One)- The status of being an Ultimate One. By receiving back up from the planet, one's specs become one rank above than the opposing enemy.
D: While not an Ultimate One of this dimension, Noel's status as the 12th Prime Field Device and Inheritor of the Azure rather makes her the equivalent of an Ultimate One of the Boundary, the place where all timelines intersect. Drawing extra power from beyond the realms of this dimension, this Skill increases all her ranks by one, but it can only be used under two conditions: The activation of her Noble Phantasm Kusanagi and the loss of her mental control of the form, reverting to an emotionless killing machine. Only then does she become a 'true' extension of the Boundary's power.
Noble Phantasm:
Arcus Diabolous: Bolverk- The Demon Gun Nox Nyctores: C: (Anti-Unit): Noel's twin handguns, created by condescending a massive amount souls and magic into a concentrated core before being forged into their current shape. Bolverk functions by either serving as a normal pair of handguns, or by warping space to detonate a powerful seither-based blast (usually referred to as Optic Barrel) to a target within the barrel's line of sight, even if the target is obscured by something in front of it. It can also shift to various forms, including a rifle, crossbow, minigun and rocket launcher, but its true purpose is to serve as a limiter to Noel's full power. Dispelled upon the usage of her Noble Phantasm Kusanagi.
Eye of the Azure- The (True) BlazBlue: A+: (Anti-Unit (Oneself)): One of Noel's greatest powers, this Noble Phantasm denotes her status as the individual who holds the true power of the Azure and, in turn, the Azure Grimoire (BlazBlue). This grants her access to the Skill Eye of The Mind (False), but also allows her to see the memories of others by touching them, and even grants her the ability to 'Observe' others, allowing her to anchor their existence to reality as long as she continues to do so, even if the World itself is attempting to reject the object in question.
Lux Sanctus: Murakumo- Kusanagi: A++: (Anti-Unit (Oneself), Anti-Divine): Noel's mightiest Noble Phantasm, in which she sacrifices her Bolverk to don the armor of her true form: Mu-12, the Sword of the Godslayer and True Inheritor of the Azure, giving her access to a varied arsenal, including blades (physical and energy-based), energy beams and explosive crystal turrets. Changes her stats by their aforementioned amounts and enhances her Eye of the Mind (False) Skill to A-Rank. She can further increase her power by accessing her Skill Ultimate One, but it comes at the cost of sacrificing her emotions to become a cold and efficient killer, as was originally intended of her. Her effectiveness against opponents also increases in direct correlation to their Divinity status: High-level Divinity means almost certain death by her hands.
To give some clarification on how effective Noel's 'Observe' skill is, if she 'Observed' something that Archer or Shirou Traced, it would be able to maintain its existence in the World as long as she devoted prana to the process of maintaining it, though obviously the more powerful or unique the item in question is, the more power she would need to expend to keep 'Observing' it.
Basically, it lets her give Gaia the big "F*ck you" and the World can't do a thing about it.
And now, Caster!
Servant: Caster
Master: Shirou Kotomine
Identity: Rogue Cheney (Alternate Future)
Title: The White-Shadow Dragonslayer
Series- Fairy Tail
Sex: Male
Alignment: Neutral Evil
Strength: C (A)*
Endurance: B (A)*
Agility: B (A+)*
Mana: A (A++)*
Luck: C (B)*
Noble Phantasm: A
* (Stats under the effect of his Noble Phantasm White Shadow Dragon Mode or Dragon Force)
Class Skills-
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for one to be affected.
Presence Concealment- 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, efficiency will decrease once preparations to attack are taken. While Rogue is not of the Assassin class, the unique properties of his primary Magic grant him the same level of concealing ability as a normal Assassin, though this is only possible if he utilizes this power consciously. Otherwise, the Skill is rendered obsolete.
Riding- Expertise to ride animals and vehicles.
A++: Creatures on the level of Phantasmal Beast and Divine Beast, and even the Dragon Kind can be used as mounts. Stems from his Noble Phantasm Dragon Supremacy.
Territory Creation- The skill to build a special terrain that is advantageous to oneself as a magus.
C: Creation of a "Workshop" becomes possible.
Personal Skills-
High-Speed Divine Words- The power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
High-Speed Incantation- The capacity to recite spells at high speeds.
C: As many of Rogue's flashier techniques often require rather long names to recite before unleashing, he has developed his ability to say them really fast.
Dragon Wizard- Grants an innate skill to control dragons.
A++: Rogue has access to this thanks to his Dragon Supremacy magic, which grants him the ability to dominate the will of a Dragon, effectively making them his subordinate; a remarkable feat, given that most Dragons think of humans as little more than food. However, if large amounts of Dragons are present, or if a Dragon has a strong enough personal motive, Rogue will have difficulty maintaining his control over them, even allowing them to break his control. This also allows him to summon any Dragon he has controlled before to his side for battle, who, once summoned, subside on their own vast stores of Prana to fight. The most he can summon at once is seven, though if he is defeated or killed, they will fade as well. Rogue can even use this against those who have the 'blood of Dragons' flowing through them, though a strong enough Magic Resistance and mind can thwart his control.
Prana Burst (Shadow)- A version of Prana Burst that infuses weapons with prana that imparts a shadow effect.
B: Shadow energy becomes part of any weapon the user grasps, providing a sharper cutting edge to the item in question. Rogue can also surround his own body with shadow to impart the same effect as Prana Burst: Rank B, in addition to making his body become intangible to attack. However, he must solidify in order to actually attack someone.
Noble Phantasm:
Dragon Slayer Magic (Shadow)- Shadow Dragon Skiadrum's Legacy: B: (Anti-Unit): An ancient type of Lost Magic which allows its users to transform their physical bodies into a Dragon. As a result, the user can transform their body with features of their respective element, utilizing both offensive and defensive styles. They can consume external sources of their respective natural element to replenish their own energy. A Dragon Slayer is immune to the effects of their own element, and can consume external sources of their element to replenish their strength, though they cannot consume the element that they produce themselves. In Rogue's case, his is Shadow, which allows him to fade himself into shadows to move swiftly, dodge efficiently and make surprise attacks, in addition to releasing shadows in freeform, as condensed, or even molded into the shape of a weapon, taking on the properties of said chosen shape. As it is Magic capable of killing dragons, it deals additional damage to those that have a "dragon" attribute.
Dragon Slayer Magic (White-Shadow Dragon Mode)- Devourer of the Light: A: (Anti-Unit (Oneself), Anti-Army): Not a separate Noble Phantasm in its own right, but rather an enhanced version of Rogue's original Dragon Slayer Magic, the combination of two elements that can be used in conjecture with each other and obtained when Rogue killed his best friend, the White Dragon Slayer Sting, to gain his powers for himself. In this case, Rogue uses both light and shadow, even granting his shadows the light's piercing properties, and after entering said Mode, Rogue's hair seemingly stands up on end and half of his body becomes cloaked in shadows, whilst the other half remains normal in appearance.
Dragon Force- Birthright of the Dragon Slayer: A+: (Anti-Unit (Oneself)): The final and ultimate state a Dragon Slayer can achieve; granting them power comparable to that which a real Dragon possesses: the power to utterly destroy everything. In Rogue's case, he gains dark scale-like designs on his face and body, enhancing his Shadow Dragon Slayer Magic to even higher levels.
Now, I know that both Dragon Force and White-Shadow Dragon Mode give the same stat boosts, but the difference is in how the power boost affects him: Dragon Force makes his shadows more powerful and destructive compared to the WSD, but White-Shadow Dragon gives him access to light-based attacks in conjecture with his still-at-the-same level shadow powers, essentially Quality vs Quantity.
Alright, time for Saber, at long last!
Servant: Saber
Master: Shirou Emiya
Identity: Arturia Pendragon
Title: The King of Knights
Series- Fate/stay Night
Sex: Female
Alignment: Lawful Good
Strength: B
Endurance: C
Agility: A
Mana: B
Luck: B
Noble Phantasm: A
Class Skills-
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
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".
Riding- Expertise to ride animals and vehicles.
B: Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts.
Personal Skills-
Charisma- the natural talent to command an army. Increases the ability of allies during group battles. It is said that a rank of B in this skill is sufficient to lead a nation as its King.
B:Suitable for a king of a country.
Instinct- 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.
Prana Burst- The increase in performance caused by infusing one's weapons and body with magical energy and instantly expelling it. Simply put, recreating the effect of a 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.
* Prana Burst (Flames)- A version of Prana Burst that infuses weapons with prana that imparts a flame effect.
* B: In Arturia's case, blazing flames become prana to dwell in the weapon used. When combined with her Invisible Air, the effect can be amplified even further.
Noble Phantasm:
Avalon- The Everdistant Utopia: EX: (Barrier): *Same as canon, though she obviously doesn't have it with her right now*
Excalibur- Sword of Promised Victory: A++: (Anti-Fortress): *Same as canon*
Invisible Air- Bounded Field of the Wind King: C: (Anti-Unit): *Same as canon*
Scarf of Igneel- Legacy of the Fire Dragonslayer: B: (Anti-Unit (Oneself)): Formerly the Noble Phantasm of Natsu Dragneel, the Fourth Holy Grail War's Caster, it was bequeathed to Arturia upon the death of its former user as a sign of respect. As it once did for Natsu, it provides Prana for Arturia's use in case she doesn't have a Master, if only enough to ensure she stays manifested in the world. However, it also provides her with another advantage: It has the ability to absorb any sort of fire, be it magical or natural in nature, into itself and be converted into prana for Arturia to use, even transferring said fire to her weapon in order to use it as an attack. Allows her to use Prana Burst (Flames) and therefore renders her immune to any sort of flame attack, even one strong enough to overcome her Magic Resistance.
Hmm, again, not much of a difference aside from a stat increase and Natsu's scarf, but who knows? That might change in the future...*wink, wink*
Finally, at the very end, Ruler!
Servant: Ruler
Master: None (Technically speaking, the Holy Grail)
Identity: Prometheus
Title: The Voice of Model W/The Grim Reaper
Series- Mega Man ZX
Sex: Male
Alignment: Chaotic Evil
Strength: D (B)*
Endurance: D (B+)*
Agility: D (A)*
Mana: D (B+)*
Luck: E (D)*
Noble Phantasm: A
*(Stems from his Noble Phantasm Model W)
Class Skills-
God's Resolution- The highest privilege for the Ruler class skill. Normally Ruler-class Servants would possess two Command Spells for each Servants that participated in the Holy Grail War.
EX-: In Prometheus's case, he has the fullest authority that can be given to a Ruler-class Servant, and so possesses three Command Spells for every Servant that participates in the Grail War, in addition to the nine he already has in his possession for his normal Servants. However, these extra Seals come with a cost in that a Servant with a high Skill level in Independent Action can defy him more easily than if the Command came from their own Master, and if a Master uses their own Command Spell to counter his order, his will always fail before it. In fact, it's nearly impossible for him to effectively control a Servant that already has a Master. This is partially due to the fact he actually has little aptitude for the Ruler class and so the Grail itself actually has to help enforce his orders.
Item Construction- The skill to manufacture Magical items.
B: Prometheus solely specializes in crafting Model W fragments, so it's impossible for him to craft anything else. He loses this Skill upon using his Noble Phantasm Model W.
Magical Resistance- Grants protection against magical effects. Differently from the Resistance effect that merely rejects prana, this ability cancels the spells altogether.
C: Cancel spells with a chant below two verses. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals. Only active on using his Noble Phantasm Model W.
Territory Creation- The skill to build a special terrain that is advantageous to oneself as a magus.
B: Creation of a "Workshop" becomes possible.
True Name Discernment- Status information such as the true identity, Skills and Parameters is automatically revealed when directly encountering Servant. However Servants with hiding capacity depend on luck level to bypass this.
B: Unless the user has the ability to naturally conceal their identity with a Noble Phantasm or Skill, Prometheus immediately knows their true identity, Skills and Parameters upon a direct encounter.
Personal Skills-
Battle Continuation- The strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
B: Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a fatal wound.
Charisma- the natural talent to command an army. Increases the ability of allies during group battles. It is said that a rank of B in this skill is sufficient to lead a nation as its King.
E: Leadership skills increase, but the morale of troops decreases extremely. While Prometheus is a Ruler, he is ill-suited to the task and prefers to fight alone, thus ruining his ability to effectively inspire his fellows.
Eye of the Mind (False)- A natural talent to avoid danger on the basis of an innate 6th sense, intuition, or prescience, where accuracy of instinct has been augmented by experience - somewhat overcoming the problem of visual obstructions that appear in the course of combat. Differing from Eye of the Mind (True), which is obtained through the accumulation of natural experience, this Skill represents a natural instinct that cannot be obtained regardless of effort or experience - even though experience can refine its accuracy.
B: The ability grants a calm analysis of battle conditions to allow the user to maintain control and have a powerful grasp of the enemy's and his or her own conditions, allowing the user to stay on top of any close-range encounter. Prometheus was literally born to fight endlessly and win, and so was designed with intention of creating the deadliest warrior.
Prana Burst- The increase in performance caused by infusing one's weapons and body with magical energy and instantly expelling it. Simply put, recreating the effect of a jet burst by expending large amounts of prana.
B: A normal weapon that is not on the level of a divine mystery can be destroyed in a few blows. Raises defense in several times.
Prana Burst (Flames)- A version of Prana Burst that infuses weapons with prana that imparts a flame effect.
B: This is only usable when Prometheus chooses to use his fire powers.
Noble Phantasm:
Biometal Model W- The Evil Mega Man: B: (Anti-Unit (Oneself)): The source of Prometheus's power, being a triangular-shaped piece of metal that contains a fragment of the soul of Dr. Weil, the greatest madman his world had ever known. By merging with it, Prometheus's stats boost to the mentioned amounts and he gains a vast assortment of powers. He can also craft more of them with enough time, resources, Prana and souls, though only those who share his blood can use them.
Model PW- The Shadow Mega Man:C+: (Anti-Unit, Anti-Unit (Oneself)): The normal mode Prometheus's Model W takes, in which his armor remains mostly purple. In this state, Prometheus's battle strategy is tailored to fighting single or small groups of enemies. This manifests in rapid levels of speed and stealth, often teleporting and dash-slashing with his beam-scythe. However, aside from energy blasts from his scythe, this form lacks long-range abilities.
Model FW- The Flame Mega Man: B: (Anti-Army, Anti-Unit (Oneself)): The alternate mode Prometheus's Model W takes in which his armor turns red. In this state, his battle strategy is tailored to dealing with large groups of enemies. This manifests in extremely powerful pyrokinetic abilities, from creating fire walls for defense, fire pillars that can be launched at the enemy, flaming skulls that shoot fireballs, and, by planting his cyan polymorphic 'hair' into the ground, flaming blades that jut out of the earth to strike anything around him. However, he can't teleport frequently in this state, forcing him to defend more often.
Ouroboros- The Ultimate Mega Man: EX: (Anti-World, Anti-Unit (Oneself)): The ultimate form of Biometal Model W, created by merging its fragments together and awakening them from their inactive state. When fully formed, it takes the form of the eponymous symbol of a snake biting its own tail in a clockwise manner, with a golden head with red eyes and a segmented white body with glowing red power lines and proportionally small vertical wings, as large as a city. It is claimed that the spirits of everything that the Model Ws devoured lives on within it, and whoever controls it controls all life. However, as Prometheus is not the original creator of the Ouroboros of his world, obtaining the necessary materials and power, as well as an abnormally powerful source of Prana as its core, to create it is all but impossible.
And there you guys have it! All of the Servants are accounted for...Or are they?
Either way, see you guys soon! Next chapter's coming...eventually...