FGO Servant Rework - Henry Jekyll & Hyde
Passive Skills
Presence Concealment - Rank A (Jekyll only)
Increases own critical star generation by 10%.
Mad Enhancement - Rank A (Hyde only)
Increases own Buster performance by 10%.
Proliferation of Sin - Rank C (Hyde only)
Apply Buff-On-Attack to self (apply a Mark of Sin trait to self for 5 turns)
Apply a Buff to self that activates when the 10th Mark of Sin is applied (charge own NP gauge by 10% for each unremovable Mark of Sin + 500% chance to seal own Face Cards for 3 turns) (demerit)
Increases own Max HP by 5% for each Mark of Sin on self (max. 50%).
Increases own Buster performance by 5% for each Mark of Sin on self (max. 50%).
Append Skills
Anti-Berserker Specialization (Jekyll only)
Replaces Append Skill 3
Deal extra Special ATK damage to [Berserker] enemies. (20~30%)
Increase damage resistance against [Berserker] enemies. (20~30%)
Anti-Ruler Specialization (Hyde only)
Replaces Append Skill 3
Deal extra Special ATK damage to [Ruler] enemies. (20~30%)
Increase damage resistance against [Ruler] enemies. (20~30%)
Bond Skill
Increases all allies' Buster performance by 15% while on field.
Begin battle with 2 Mark of Sin traits on self (permanent, unremovable)
Active Skills (Jekyll)
Medical Knowledge - Rank B
Cooldown: 7~5 turns
Recover one ally's HP (1500~2500)
Removes their debuffs
Information Erasure - Rank C
Cooldown: 8~6 turns
Removes latest buffs from one enemy (1 at Level 1~5, 2 at Level 6~9, 3 at Level 10)
Reduces their critical attack chance for 3 turns (10~20%)
Elixir of Debauchery - Rank A
Cooldown: 7~5 turns
Charges own NP Gauge (50~80%)
Gains C.Stars (20~30)
Active Skills (Hyde)
Murderer of West End - Rank B
Cooldown: 7~5 turns
Increases own ATK for 3 turns (5~15%)
Increases own ATK for 3 turns (Hyde only) (20~35%)
Gain C.Stars each turn for 3 turns (5~15)
Howl in the Night - Rank A
Cooldown: 8~6 turns
100% chance to Stun all enemies for 1 turn
Apply Terror to all enemies (1 time, 3 turns)
Apply Special ATK [Stun] to self for 3 turns (Hyde only) (20~40%)
Self-Alteration - Rank A
Cooldown: 7~5 turns
Increases own Critical Strength for 3 turns (5~15%)
Increases own Critical Strength for 3 turns (Hyde only) (20~35%)
Increases own C.Star Gather Rate for 3 turns (Hyde only) (300~500%)
Noble Phantasms
Dangerous Game - Rank C+ (Jekyll only)
Buster NP
Change to Hyde
Increases Max HP (Hyde only) (3000~6000)
Increases own Buster performance (Hyde only) (40~80%, scalles with Overcharge)
Reduces all skills' cooldowns (1~5 turns, scales with Overcharge)
Recovers 100% of own HP
Dangerous Game - Rank C+ (Hyde only)
Buster NP, 1 hit
Deals damage to one enemy that scales with the number of Mark of Sin on self (max. 10)
1000% chance to remove all "Hyde only" buffs from self (demerit)
Change to Jekyll
Apply 2 Mark of SIn traits to self (permanent, unremovable)
Decreases own Max HP (permanent, unremovable, demerit) (2000~1000, scales with Overcharge)
Apply Evade to self (1 turn)
Charges own NP Gauge by 20%
Reduces the cooldown of Skill 3 by 5 turns.
Writer Notes
Decided to do something different for once, so, instead of an original fanServant, here's a full revamp for a canon Servant! Probably not the most original idea, but hey, I was inspired, might as well post it anyway! This will likely be a one-off, but we'll see.
For the most part, I've left the base stats and passive skills as they were, so we're still dealing with a 3-star Servant. About the only change is that the passives are exclusive for each character, kinda like FGO is already doing with Aoko and her Super self. I did however change the Append skills as a reference to the characters: Jekyll has an Anti-Berserker append because of his dislike for Hyde, while Hyde has an Anti-Ruler append because of Jekyll's friendship with Holmes and his desire to hurt Jekyll by hurting those dear to him. Ironically, this would have worked with the original's Anti-Saber affinity and Mordred, if only the one with that skill was Hyde and not Jekyll...
The new original passive for Hyde, and kinda the theme for the character as a whole, is the growth of sin over time. A theme of many Jekyll & Hyde stories is the escalation, how the released evil seems small and petty at first, but eventually becomes strong enough to overpower the other half. The passive represents this with the Mark of Sin trait: the more Hyde hurts others, the more he grows bigger and stronger. The restriction on the face cards is mostly a balance patch for his low rarity: once you're reached max strength, you're pretty much forced to use the Noble Phantasm.
As for the active skills, Hyde kept most of the originals with a few buffs here and there, such as a anti-Stun power mod and some tools to facilitate high critical damage. Of course, like canon Hyde barely bothered to hide his vices and crimes, Hyde's skills are entirely focused on causing damage, without any form of protection aside from his natural HP.
Jekyll, on the other hand, ended up more as a support. He kept the original's battery (with a star bomb to facilitate early crits), but the rest of the kit focuses more on cleaning up after Hyde: from a small heal as if he was attempting to fix the damage Hyde caused, to his Information Erasure representing his attempts to cover Hyde's tracks, Jekyll is the only one of the team who attempts to look after himself.
Jekyll's Noble Phantasm is pretty much unchanged, with the only addition being the cooldown reduction: once again, Jekyll is the only one trying to think about the future. Hyde, on the other hand, has his own Noble Phantasm, a single powerful strike with the same damage scaling mechanic as Super Bunyan. Like in the original novel, once the violence is done Hyde goes into hyding (no, I'm not apologizing for that pun), represented here by the temporary Evade on the newly returned Jekyll.
As mentioned before, when I designed this rework of Jekyll, I focused mostly on the idea of the slippery slope, and how easy it is to fall back into sin after the first time: this is represented by the final effects of Hyde's NP. Yes, reverting to Jekyll seems to erase Hyde's sins, but the unremovable traits only prove the sins never go away, just accumulate over time. Hyde also has a cooldown reduction effect, but it's only for the elixir, and the small battery from the NP would definitely encourage the player to immediately let Hyde loose again instead of wasting time with more strategic options; and with Jekyll growing weaker and weaker because of the HP demerit, that's just more reason to switch to the form with higher health. And the card seal effect only triggers when the tenth Mark of Sin is placed on Hyde, so, once he has enough permanent Marks, there's really nothing stopping him from staying as Hyde forever, isn't it?
















