"In this tale, we explore the tragedy of competition."
"The tragedy of having difference. The tragedy of lacking difference."
"We love our fellow countrymen, deride those of other lands, learn wisdom, spread ignorance, foster grudges, are incited by misunderstandings, relish prejudice, savor persecution, and feel pity."
"And for this, we pray."
"We pray that there may never be another war."
"The tragedy of having difference. The tragedy of lacking difference."
"We love our fellow countrymen, deride those of other lands, learn wisdom, spread ignorance, foster grudges, are incited by misunderstandings, relish prejudice, savor persecution, and feel pity."
"And for this, we pray."
"We pray that there may never be another war."
It is August of 1939, on the eve of Adolf Hitler’s invasion of Poland and with it, the second World War. On this day, the Holy Grail of Fuyuki, crafted by those three families who live within it, has come to life.
...however, an abnormality has manifested.
A force of four magi on behalf of the Chancellor of Germany and the Thule Society has come to Fuyuki, each summoning a Servant and acting in mutual cooperation. Their goal is simple: obtain the Holy Grail of Fuyuki, and with it, achieve something impossible.
At the same time, a member of the Imperial Japanese Army has been dispatched to Fuyuki to aid the families of Matou, Einzbern, and Tohsaka as they attempt to protect the Holy Grail from the enemy’s advances, each summoning Servants of their own. An overseer has been hastily dispatched by the Holy Church, but nonetheless, this will certainly be a conflict that will engulf all of Fuyuki.
As the Second World War is waged in the forefront, this Holy Grail War occurs in the background. A battle between magi and Servants, all for the purpose of grasping that ephemeral “wish” that might one day materialize.
Welcome to the Third Holy Grail War for the 726th Holy Grail.
Name/Nickname/Titles:
Gender:
Age:
Personality:
Appearance:
Biography:
Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here. Otherwise, just remove this.
Origin: The basis of your existence. Shirou Emiya's Origin of "Sword" and Souren Araya's Origin of "Stillness" are examples.
Elemental Affinity: Dual elements and Average Ones are fine, but rare. If your Elemental Affinity is not one of the Great Five Elements, you cannot have more than one element.
Number of Magic Circuits: Self-explanatory. E-A. No modifiers.
Quality of Magic Circuits: The amount of magical energy each single circuit can sustain. E-A. No modifiers.
Od: How much magical energy you can store in your body. E-A. No modifiers.
Magecraft: Magecraft and magecraft-related abilities/characteristics go here. If something isn't here, it's assumed your magus doesn't know it. The exception will be that every Master is assumed to know "general magecraft" such as fixing broken glass, making a basic bounded field, and locking doors.
Equipment: Mystic Codes (magic equipment) as well as mundane stuff.
Skills: Anything they can do that the general populace can't.
Gender:
Age:
Personality:
Appearance:
Biography:
Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here. Otherwise, just remove this.
Origin: The basis of your existence. Shirou Emiya's Origin of "Sword" and Souren Araya's Origin of "Stillness" are examples.
Elemental Affinity: Dual elements and Average Ones are fine, but rare. If your Elemental Affinity is not one of the Great Five Elements, you cannot have more than one element.
Number of Magic Circuits: Self-explanatory. E-A. No modifiers.
Quality of Magic Circuits: The amount of magical energy each single circuit can sustain. E-A. No modifiers.
Od: How much magical energy you can store in your body. E-A. No modifiers.
Magecraft: Magecraft and magecraft-related abilities/characteristics go here. If something isn't here, it's assumed your magus doesn't know it. The exception will be that every Master is assumed to know "general magecraft" such as fixing broken glass, making a basic bounded field, and locking doors.
Equipment: Mystic Codes (magic equipment) as well as mundane stuff.
Skills: Anything they can do that the general populace can't.
Name:
Class:
Gender:
Appearance:
Alignment:
Personality:
History: Mainly for flavor or to clarify how your version of them lived in the case of conflicting legends. Optional if everything in their history that you're using is on a wikipedia page or something.
Weapon: Whatever they're summoned with. This should include things like Medusa's pegasus that they can innately summon as well.
Parameters:
STR: Damage one can deal.
CON: Damage one can take, ergo how much HP one has.
AGI: Dexterity or reaction time.
MGI: How much prana one can handle.
LCK: Ability to defy fate.
Class Skills: For all skills your class has. Please do not just put name and rank. Give an explanation of what it does. Also, it's worth noting that we're not using the Grand Order system here where things like Divinity are Class Skills and Magic Resistance counts as a Class Skill for, say, an Assassin. Keep that in Personal Skills.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend; modifiers are temporary rank ups, not a rating of how good it is. Limit of four.
Noble Phantasm(s): Limit of two, but please don't make a second one if it's blatant wank.
Name:
Title: Stuff like Excalibur's "Sword of Promised Victory", the kanji.
Rank: E-EX. Plus modifiers are possible, but specify if they're temporary rank ups, or an indication of raw power.
NP Type: Anti-Unit, Anti-Army, Anti-Fortress, Anti-Mind, Anti-Evil, Anti-Gate, Anti-World, Anti-Team, Anti-Divine, Barrier, and so on.
Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range.
Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification.
Description: Effect of the Noble Phantasm.
Class:
Gender:
Appearance:
Alignment:
Personality:
History: Mainly for flavor or to clarify how your version of them lived in the case of conflicting legends. Optional if everything in their history that you're using is on a wikipedia page or something.
Weapon: Whatever they're summoned with. This should include things like Medusa's pegasus that they can innately summon as well.
Parameters:
STR: Damage one can deal.
CON: Damage one can take, ergo how much HP one has.
AGI: Dexterity or reaction time.
MGI: How much prana one can handle.
LCK: Ability to defy fate.
Class Skills: For all skills your class has. Please do not just put name and rank. Give an explanation of what it does. Also, it's worth noting that we're not using the Grand Order system here where things like Divinity are Class Skills and Magic Resistance counts as a Class Skill for, say, an Assassin. Keep that in Personal Skills.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend; modifiers are temporary rank ups, not a rating of how good it is. Limit of four.
Noble Phantasm(s): Limit of two, but please don't make a second one if it's blatant wank.
Name:
Title: Stuff like Excalibur's "Sword of Promised Victory", the kanji.
Rank: E-EX. Plus modifiers are possible, but specify if they're temporary rank ups, or an indication of raw power.
NP Type: Anti-Unit, Anti-Army, Anti-Fortress, Anti-Mind, Anti-Evil, Anti-Gate, Anti-World, Anti-Team, Anti-Divine, Barrier, and so on.
Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range.
Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification.
Description: Effect of the Noble Phantasm.
Due to the circumstances of the war, certain aspects about Masters are predetermined. These are as follows.
A player can make both a Master and a Servant; however, both characters must belong to the same faction. In the case of the Edelfelt Masters and Servants, one player can make both Edelfelt Masters, but in this case, that is treated as filling both of their slots. If someone is chosen as the Edelfelt Servant, they can play both Servants and this will only count as filling one of their two slots.
There will necessarily be imbalance in Servant classes due to the structure of this roleplay. For instance, it’s entirely possible for the German Faction to have the three Knight Classes while the Japanese faction has the four Cavalry Classes. It’s recommended you consider what others are doing as well during the application process.
The German Faction has the option of summoning their Servants in Germany before coming to Fuyuki.
Imperial Japanese Army: A member of the IJA dispatched to aid the Founding Families in their defense of the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard. They have been provided with a replica of the Yasakani no Magatama, one of Japan’s three Imperial Regalia, for this assignment. The exact abilities of this are known only to the Japanese faction.
Matou: Formerly known as Makiri. After the death of the family head and hero of the Matou, Zolgen, in the events of the Second Holy Grail War, this character became acting head. The Matou are familiar-users whose magecraft revolves around the use of insects. Their attribute is Absorption, which is related to Energy Drain, but has the original concept of “to take something into oneself”. All Matou magecraft is something that will ultimately return to the user; as such, use of curses is impossible. Elemental Affinity is fixed as Water. The Matou character possesses 10% of the worms that belonged to the late head. As they are a family in the midst of decline, Magic Circuits will be acceptable, but not outstanding.
Einzbern: In truth, not a family, but rather a factory of homunculi designed by the disciples of the Third Magician, all of whom have since died or abandoned the cause of their teacher. They are the greatest creators of homunculi in the world today. Magic Circuits will vary depending on what a given homunculus is made for, such as magecraft as opposed to physical combat. The Einzbern character possesses access to the Einzbern castle and the homunculi within. The goal of Einzbern is to rediscover the Third, and through it, save the world. After two consecutive failures, Einzbern has become desperate. The miracle must be realized. Humanity must be saved. The Einzbern character thus has the option of summoning a Servant bearing the class of ■■■■■ or ■■■■■■■.
Tohsaka: Either a member of the Tohsaka family or a representative chosen to fight for them. The former is more constrained, but the latter lacks knowledge of the Holy Grail that the Einzbern and Matou participants possess. If a Tohsaka is chosen, Magic Circuits will be subpar. Tohsakas specialize in Conversion, a notable example of this being the jewel magecraft used by Rin Tohsaka. Proficiency in martial arts may also be expected, as the former family head, Nagato Tohsaka, attempted to reach the Root through such.
SS-VT: A member of the combat troop used separately from the police and Wehrmacht, dispatched in order to supervise this assignment and ensure that Thule is able to obtain the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard.
Edelfelt: A notorious and powerful Finnish lineage that came into power during the Renaissance. They involved themselves in the Holy Grail War out of a desire to pillage Fuyuki for all it was worth. In truth, they have no allegiance to the German faction or its views, but are merely cooperating with them on the surface since their goals (robbing Fuyuki blind) align. They can undoubtedly be called first-class as magi, bearing the attribute of Conversion as the Tohsakas do, as well as being experts in Scandinavian curses. There are two Edelfelt Masters in this war, twins. As a result of their Sorcery Trait, Ore Scales, which allows the Edelfelt Crest to be passed on to two children, these twins are counted as a “single Master”. They summon the same Servant in the same class, but with different aspects emphasized. For instance, were they to summon Gilgamesh as Archer, then one twin would summon an Archer Gilgamesh with “his capacity as a king exhibited”, while another would summon Archer Gilgamesh with “his capacity as a warrior exhibited”.
Thule Society: Representative sent by the Thule Society, the group that is the one aiming for the Holy Grail, and which roped the military into this. Actual involvement with the political side of things can be as high or as low as is desired. While the German organization possesses ties to its equivalent in the Sea of Estray, the latter is utterly unrelated to the matter of the Second World War. It is better to consider the German organization as a spinoff that is off doing its own thing. The most knowledgeable among the German faction about the Holy Grail. Magecraft revolves around the projects of the Thule Society. They have been provided with a flying mode of transport (“UFO”) powered by an experimental energy known as Vril. The exact abilities of this are known only to the German faction.
A player can make both a Master and a Servant; however, both characters must belong to the same faction. In the case of the Edelfelt Masters and Servants, one player can make both Edelfelt Masters, but in this case, that is treated as filling both of their slots. If someone is chosen as the Edelfelt Servant, they can play both Servants and this will only count as filling one of their two slots.
There will necessarily be imbalance in Servant classes due to the structure of this roleplay. For instance, it’s entirely possible for the German Faction to have the three Knight Classes while the Japanese faction has the four Cavalry Classes. It’s recommended you consider what others are doing as well during the application process.
The German Faction has the option of summoning their Servants in Germany before coming to Fuyuki.
Japanese Faction
Imperial Japanese Army: A member of the IJA dispatched to aid the Founding Families in their defense of the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard. They have been provided with a replica of the Yasakani no Magatama, one of Japan’s three Imperial Regalia, for this assignment. The exact abilities of this are known only to the Japanese faction.
Matou: Formerly known as Makiri. After the death of the family head and hero of the Matou, Zolgen, in the events of the Second Holy Grail War, this character became acting head. The Matou are familiar-users whose magecraft revolves around the use of insects. Their attribute is Absorption, which is related to Energy Drain, but has the original concept of “to take something into oneself”. All Matou magecraft is something that will ultimately return to the user; as such, use of curses is impossible. Elemental Affinity is fixed as Water. The Matou character possesses 10% of the worms that belonged to the late head. As they are a family in the midst of decline, Magic Circuits will be acceptable, but not outstanding.
Einzbern: In truth, not a family, but rather a factory of homunculi designed by the disciples of the Third Magician, all of whom have since died or abandoned the cause of their teacher. They are the greatest creators of homunculi in the world today. Magic Circuits will vary depending on what a given homunculus is made for, such as magecraft as opposed to physical combat. The Einzbern character possesses access to the Einzbern castle and the homunculi within. The goal of Einzbern is to rediscover the Third, and through it, save the world. After two consecutive failures, Einzbern has become desperate. The miracle must be realized. Humanity must be saved. The Einzbern character thus has the option of summoning a Servant bearing the class of ■■■■■ or ■■■■■■■.
Tohsaka: Either a member of the Tohsaka family or a representative chosen to fight for them. The former is more constrained, but the latter lacks knowledge of the Holy Grail that the Einzbern and Matou participants possess. If a Tohsaka is chosen, Magic Circuits will be subpar. Tohsakas specialize in Conversion, a notable example of this being the jewel magecraft used by Rin Tohsaka. Proficiency in martial arts may also be expected, as the former family head, Nagato Tohsaka, attempted to reach the Root through such.
German Faction
SS-VT: A member of the combat troop used separately from the police and Wehrmacht, dispatched in order to supervise this assignment and ensure that Thule is able to obtain the Holy Grail. This individual will receive orders from the higher-ups, as well as mission assignments, making them the de juro “faction leader” in some regard.
Edelfelt: A notorious and powerful Finnish lineage that came into power during the Renaissance. They involved themselves in the Holy Grail War out of a desire to pillage Fuyuki for all it was worth. In truth, they have no allegiance to the German faction or its views, but are merely cooperating with them on the surface since their goals (robbing Fuyuki blind) align. They can undoubtedly be called first-class as magi, bearing the attribute of Conversion as the Tohsakas do, as well as being experts in Scandinavian curses. There are two Edelfelt Masters in this war, twins. As a result of their Sorcery Trait, Ore Scales, which allows the Edelfelt Crest to be passed on to two children, these twins are counted as a “single Master”. They summon the same Servant in the same class, but with different aspects emphasized. For instance, were they to summon Gilgamesh as Archer, then one twin would summon an Archer Gilgamesh with “his capacity as a king exhibited”, while another would summon Archer Gilgamesh with “his capacity as a warrior exhibited”.
Thule Society: Representative sent by the Thule Society, the group that is the one aiming for the Holy Grail, and which roped the military into this. Actual involvement with the political side of things can be as high or as low as is desired. While the German organization possesses ties to its equivalent in the Sea of Estray, the latter is utterly unrelated to the matter of the Second World War. It is better to consider the German organization as a spinoff that is off doing its own thing. The most knowledgeable among the German faction about the Holy Grail. Magecraft revolves around the projects of the Thule Society. They have been provided with a flying mode of transport (“UFO”) powered by an experimental energy known as Vril. The exact abilities of this are known only to the German faction.
Servants who cannot be applied for a few reasons, some for balancing, some because of insufficient information, and some because I'm just a fickle bastard.
Banned for Balancing:
-Gilgamesh
-Heracles (non-Berserker)
-Nursery Rhyme
-All the Crazy Stuff (Eastern Dragons, Bodhisattvas, Holy Children, True Demons, True Magicians)
-Lugh
Banned for Incomplete Information:
-All Fate/Strange Fake Servants
-Any Servants who originate from Fate/Grand Order, but have not been released in Grand Order materials yet
-Gawain, because nobody knows what "chikara" in Numeral of the Saint means
Ineligible as Servants:
-Divine Spirits (Stheno and Euryale are unique exceptions to this)
-Nature Spirits, Elementals, etc
-Beasts closer to superweapons than living beings (Typhon and friends)
-Pre-Gilgamesh heroes (Technically we don't yet know whether Gil is the "chronologically first" hero or if he's "the hero who made it possible for people past and future to become heroes", so this is a line in the sand I'm drawing personally for the roleplay)
-Individuals born after 1899. If they're from a book/story, it must be made before 1900. (Technically we don't have an exact year for the cutoff, and I have to draw a line somewhere, so this is that line.)
Banned Because of Me:
-Joke Servants (Pumpkin Liz as an example)
-Any Canon Servants or original Servants with Imperial Privilege
-Canon "clones", for instance someone with Charisma and Military Tactics whose Noble Phantasm is a Reality Marble that summons an army. It's fine if you take inspiration from canons, but don't just copy their abilities onto someone else without changing stuff to make it unique to that person.
Banned for Balancing:
-Gilgamesh
-Heracles (non-Berserker)
-Nursery Rhyme
-All the Crazy Stuff (Eastern Dragons, Bodhisattvas, Holy Children, True Demons, True Magicians)
-Lugh
Banned for Incomplete Information:
-All Fate/Strange Fake Servants
-Any Servants who originate from Fate/Grand Order, but have not been released in Grand Order materials yet
-Gawain, because nobody knows what "chikara" in Numeral of the Saint means
Ineligible as Servants:
-Divine Spirits (Stheno and Euryale are unique exceptions to this)
-Nature Spirits, Elementals, etc
-Beasts closer to superweapons than living beings (Typhon and friends)
-Pre-Gilgamesh heroes (Technically we don't yet know whether Gil is the "chronologically first" hero or if he's "the hero who made it possible for people past and future to become heroes", so this is a line in the sand I'm drawing personally for the roleplay)
-Individuals born after 1899. If they're from a book/story, it must be made before 1900. (Technically we don't have an exact year for the cutoff, and I have to draw a line somewhere, so this is that line.)
Banned Because of Me:
-Joke Servants (Pumpkin Liz as an example)
-Any Canon Servants or original Servants with Imperial Privilege
-Canon "clones", for instance someone with Charisma and Military Tactics whose Noble Phantasm is a Reality Marble that summons an army. It's fine if you take inspiration from canons, but don't just copy their abilities onto someone else without changing stuff to make it unique to that person.
Welcome to Fuyuki City.
For our purposes, a day is split into four "phases". These are morning (6:00 am - 12:00 pm), afternoon (12:00 pm - 6:00 pm), evening/dusk (6:00 pm - 12:00 am) and night (12:00 am - 6:00 am).
We begin in the morning phase of Day One. There will be fourteen days to this war, after which, if a winner has not emerged, the war will simply end without a winner, as the First Holy Grail War did.
Before a phase begins, the private faction chats will be used to decide where all characters will be at the time of a phase beginning. This transit is assumed to happen "between phases", and allows you to relocate yourself to wherever you please. However, you will not know where the other team is moving their pieces until the new phase starts. Similarly, if you say you'll move to the temple for instance, but the other team plans to set up a guard at the temple gate, you'll start the next phase confronting that guard rather than being inside the temple already. Try to anticipate the enemy's goals and use it to gauge where they will be.
During a phase is when the roleplay itself happens. You are free to move from one map location to another during this time, but unless you are a Servant or possess a UFO, this will be very time-consuming, depending on how far you want to move. When you request to move to a new location during a phase, how long the trip will take will be PMed to you so that you can make this decision.
All members of a faction have been provided with communication devices, ergo all Japanese faction members can speak with one another, and the same for the Germans. This applies to Masters and Servants alike.
Both sides will receive missions from their faction, which if completed, will cause the higher-ups to be more willing to invest in this war and will make them send over rewards, such as Mystic Codes, troops, and the like. If not completed, there will be no punishment save for the lack of a reward. It is recommended you pick which missions to fulfill and which to ignore.
If you would like to request something specific as a mission reward, then inform the GM, and if feasible, a mission will be prepared with the desired reward. However, the more valuable the reward, the more difficult the mission, as you must prove yourself to the higher-ups before they are willing to make such a large investment.
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