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===All About Servants and the Grail War=== A total of seven mages are selected to fight in the Grail War. Each one summons one hero, known as a Servant, and acts as their Master. It's the Master's job to strategize during the war, and the Servant's job to actually engage in combat. All Masters are given a set of three Command Spells, usually taking the form of tattoo-like symbols on their arm/hand by the Holy Grail upon selection. These Command Spells have several functions. The first and most important function is that it is effectively the contract between Servant and Master (and identifies Masters as such to others). Any individual with at least one Command Spell may create new contracts with other Master-less Servants provided both parties consent (which is why enemy Masters are usually targeted over their Servants). The second major function is that an individual Command Spell can be spent to issue an absolute order to their Servants. An order issued this way will force a Servant, willing or otherwise, to follow through on the command given. If it's against their desires, a Servant can attempt to resist the order, but ultimately they will be compelled to carry it out until it has either been accomplished or the command redacted by the Master. Lastly, as Command Spells are made of magical energies provided by the Holy Grail, a Master can expend them to supplement their own magecraft or their Servant's strength for a significant, albeit temporary, power boost. Every Servant gets a Noble Phantasm, their greatest attack or ability. Revealing your Servant's Noble Phantasm is pretty much a dead giveaway as to their identity, because by definition an NP is something that most defined the Servant when they were alive. Most Masters keep this close to their chest for as long as they can, because all of a Servant's weaknesses from their old legend ''still apply''. Traditionally, Servants summoned in a standard Holy Grail War belong to one of seven classes. Fate/Grand Order split them up into subcategories for the sake of implementing some gameplay balance ala Rock-Paper-Scissors, which will be reflected here: [[File:ServantClass.jpg|300px|thumb|The seven classes of Servant. From top-center going clockwise, they're Saber, Lancer, Rider, Assassin, Berserker, and Caster, with Archer in the center.]] ====The Knight Classes==== * [[Fighter|Saber]], for swordsmen. "Saber" is a class and not a weapon because Nasu probably did an Engrish and thought the -er ending meant it was a name for someone trained in swordplay the same way archer is a name for someone who does archery. Considered the "strongest" class, mostly because it's well-rounded and heroes who qualify tend to be pretty strong and well-known, or the strongest incarnations of themselves. Among the most bloated of the classes, but some notable examples include Sigurd, Gawain, Rama, Julius Caesar and Lancelot. In FGO, Sabers beat Lancers and are in turn beaten by Archers, and focus on sudden burst damage through critical hits. * [[Lance|Lancer]], a class for fast guys with long poking sticks. Lancers are commonly drawn from Gaelic myth. Their being Irish is something fans take the piss out of really often, because most of them have absolutely horrible luck. Despite the name, [[Derp|most, if not all, of the servants summoned as this class technically use]] [[Spear]]s and [[Polearm]]s rather than proper jousting lances (hell, out of the 40 or so Lancers available in F/GO, only ''two'' of them use actual lances, horseback and all, and they're technically the same (wo)man). Some other potential Lancers include Percival, Romulus, Hektor and Leonidas. Strong against Archers and weak against Sabers. * [[Ranger|Archer]], the biggest meme of a class. The Archer from the first entry in the series spends most of his fights dual-wielding swords, and the Archer in the prequel doesn't even use a bow, preferring to fire swords as projectiles with magic. To Nasu's credit, Archers introduced in later titles would actually use bows (and in a couple of cases, a sling or a crossbow) as per their class title, and lore introduced in F/GO would acknowledge the growing prevalence of firearms. Still, the meme persists as it also includes the likes of [[Wat|jewelry-throwers, dolpin trainers]], and [[Dakka|Nerf Gatling Guns]]. Their signature class skill is Independent Action, making them less-reliant on their Master sugar momma/daddies for magical energy and better able to operate off on their own. The only catch is that this makes Archers more likely to work on their own agendas with or without their master's blessing. Aside Gilgamesh, some other noteworthy Archers are Tristan, Arjuna, Robin Hood and even Billy the Kid. F/GO sees Archers beat Sabers and get beaten by Lancers, and their abilities mean that their crits hit harder compared to other classes. ====The Cavalry Classes==== * [[Cavalier|Rider]], for pretty much anyone who's associated with a vehicle or mount. World-conquering leaders, famous pirates... Even being an infamous slut (i.e. "riding" people) is enough to qualify a hero for this class. The ''actual'' most well-rounded class, tending towards balanced stats, good mixtures of class skills, and more Noble Phantasms on average than anyone else. As one might expect, their signature class skill is [[Derp|Riding]], which gives them innate know-how on commandeering any sort of vehicle. Prominent Riders include Captain Nemo, Edward Teach (Blackbeard), Saint Georgios and Odysseus. Riders beat Casters and have a disadvantage against Assassins, and true to form their stats and abilities tend to be the most balanced of the lot. * [[Assassin]], for the most legendarily dick-assed of dick-ass thieves. Per the "rules" of the original Grail War, an Assassin-class Servant is always one of the leaders of Hashshashin, all of whom took the name and identity of Hassan-i Sabbah. Because this would've meant an entire class would have a stupidly low pool compared to everyone else and lock out neat ideas (early information suggested Herakles would qualify), later entries retconned this to a unique feature of the Fuyuki Grail, with later entries introducing a wide variety of professional killers, martial arts masters, sneaks, and general murderers. Their signature class skill is Presence Concealment, which lets them turn invisible and not trip alarms, though actually attacking tends to break concealment... also rather like ''D&D''. They'd lose against most Servants in a straight-up fight, which is why they prioritize attacking Masters instead: even the highest ranks of Independent Action above only give a Servant a day at best if their Master croaks. Some examples of non-Hassan assassins include the Phantom of the Opera, Cleopatra, Mata Hari and Carmilla. Assassins have an advantage against Riders and are beaten by Casters, and their attacks and abilities make their team more likely to crit. * [[Wizard|Caster]], for anyone actually good at magic. Artists, scientists and writers get to come too; the class is technically the broadest in terms of qualifications, though if you didn't actually know magic [[nerf| you're probably going to have weaker class skills in exchange for whatever weird thing you can do]]. Mocked for being fucked in the meta, since four of the seven core classes get free Magic Resistance as part of the deal, but they tend to have the ability to really turtle up in exchange, making a fortress-hideout and magical items with their Territory Creation and Item Construction skills... not unlike 3.5 wizards, really. A couple random examples include Merlin, Mozart, Asclepius, Hans Christian Andersen and even a weird incarnation of Thomas Edison. F/GO Casters beat Assassins while being beaten by Riders, and usually trade out offensive power over buffing their teammates (Hell, most of the highest-tier servants tend to be Casters ''because'' of their buffs). ====The Berserker Class==== * [[Berserker]], a class for heroes with varying levels of [[RAGE]] and/or general insanity. Berserkers range from incoherent roaring monster-men to "coherent every now and then," quantified by their Mad Enhancement class skill's rating. High Mad Enhancement strengthens them more, but makes them more difficult to control and harder to understand (either because they can only roar/growl or their speech generally focuses on whatever they're obsessed with). Originally a [[template]] that could be applied to any heroic spirit, trading sanity for increased performance, later stories instead focus on heroic spirits whose legends involves rage and madness (not to mention that constant roaring made for poor characterization). They also have a reputation for killing their summoners, either directly or by being mana hogs who suck their magical energy dry, whether accidentally or intentionally. Such angry boys and girls can include Beowulf, Darius III, Caligula and a ''very'' loose interpretation of Paul Bunyan. Berserkers have a Glass Cannon relationship with most of the other classes of F/GO, dealing extra damage to them in exchange for receiving extra damage from them as well. Berserkers make up for it by killing the enemy on the first turn, or simply not ''staying'' dead. Fate is the most directly /tg/ subset of the Nasuverse, since Servants are traditionally given character sheets with ability scores, skills, and even alignments. These sheets aren't constructed according to the rules of any known RPG (while the base alignments are pretty standard ''D&D'', one Berserker has the alignment Lawful Mad), but it's fun to speculate about what kind of abilities these would actually correspond to within a real game.
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