Hidden 5 yrs ago 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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The Holy Grail War.

The year is 1934. The Third Holy Grail War has begun. The three families and the other various participants clash for the sake of claiming the grail the path to the origin, the omnipotent wish-granting device. And yet... something goes terribly, terribly wrong. Suddenly, a foolish attempt to seize complete control of the grail and remove it from its resting place escalates into an even more explosive conflict. In the process, the Holy Grail itself was heavily damaged, a bleeding scar cut through the very structure of the ritual itself. Matou Zouken was slain, ending one of the three founding families. The perpetrator, a magus of Germany, was also slain by the Tohsaka representative, before he was able to attempt to continue his plot.

When the dust settled, the third Holy Grail War could be considered nothing less then a failure. There was no choice but to delay the fourth war, to allow the Grail time to recover from the critical damage that had been done to it. Indeed, it wasn't until 2004 that the ritual was once again ready to be conducted.

But everything did not go as planned. In the months approached the War, it became apparent that the ritual had suffered sufficient damage to result in numerous changes that required proper investigation. Unfortunately there was no chance to perform this research.

The Einzbern family, having transported their most powerful homunculus yet to Fuyuki, along with her parents, a freelance agent and their previous homunculus once intended for the possibility of an earlier fourth war, was suddenly raided by an outside force. The Ainsworth family, a powerful magus family equipped with a vast arsenal of magecraft, very deliberately sought out the latest of the Einzbern homunculi and attempted to take her for themselves.

In a vicious battle, the freelance agent was critically injured, his life only saved by the efforts of his wife. However, they successfully prevented the kidnapping of their daughter.

It was from here that the Ainsworth family revealed their true intent: The absolute dominion over the Holy Grail. They planned to summon all seven Servants by themselves, a combination of family members and their allies, and they aggressively took command of the ritual.

And yet...

The damage to the Holy Grail all those years ago yielded something unexpected. The Tohsaka, joining forces with the Einzbern and magi from the association, were still able to participate.

It was not a simple Holy Grail War, but a Great Grail War. A war where two sides summon seven Servants and clash in a massive battle.

And soon, it will begin.




Some ground rules:

  • No Servants Older than Gilgamesh
    • He's the king of heroes for a reason, the most powerful Servant is also the oldest.
  • Few Servants from 1900 or later
    • Very few Servants come from beyond this point that qualify outside of the Moon Cell, please be careful if you choose a Servant from beyond this date.
  • Great Grail War
    • There are two teams, but only the red team will be populated with players. Additionally, due to circumstances in the RP, we do not require a full seven Masters.
  • If you get yourself into a situation where your character may be killed, I'm sorry
    • The premise of this RP guarantees that Servants will be dying. And if your Master messes up, they're at risk too. However, Servants at least are all famous figures from the past, and shouldn't go down easily.
  • No reality marbles
    • These are super-rare. Exceptions MAY be made but it's unlikely.
  • Have fun!
    • That's what this RP is here for. Follow standard RP etiquette and my guidelines, and you should have no problem.
  • Tiger Dojo
      Finally, @PKMNB0Y and @Raineh Daze will be helping me run this RP, and will naturally be in charge of the Tiger Dojo.





Bios:

Masters:
  • Name:
  • Age:
  • Gender:
  • Appearance:
  • Personality:
  • Skills:
  • Abilities:
  • Brief Backstory:
  • Faction:


Servants:
  • Name:
  • Class:
  • Appearance:
  • Personality:
  • Stats:
    • Strength: E-A(Modifiers are caused by skills and should be covered in those skills)
    • Endurance: E-A
    • Agility: E-A
    • Mana: E-A
    • Luck: E-A
    • Noble Phantasm:
  • Class Skills:
  • Personal Skills:
  • Noble Phantasm(s):
    • Name:
    • Rank: (Any Noble Phantasm with a rank higher than A will be highly scrutinized)
    • Type: (Anti-Unit, Anti-Army, Anti-Fortress)
    • Appearance:
    • Effects:
  • Alignment:
  • Changes: (This section is purely for things such as genderbending. If you make a male historical or mythological figure female, I want an explanation for it)
Hidden 5 yrs ago Post by Rin
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Rin

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And reasserting my claim on Berserker because giant lumberjack daughter.
Hidden 5 yrs ago Post by The Red Seelie
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The Red Seelie Eliminate the Impossible / What remains is Truth

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Abigail reporting in
Hidden 5 yrs ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

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Present for Caules and Yi Sun-sin.
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Raineh Daze

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  • Name: Kiyohime
  • Class: Lancer
  • Appearance: Kiyo, is something wrong with your hair?
  • Personality: If you keep your word and don't rebuff her, then she will be a loving and attentive wife, though eternally with the downside that she might kill you at any time if you were to start lying or turn your back on her. To other people, she can be fairly snippy if her devotion is questioned, but will otherwise try to be polite.
    She's not oblivious that her own world-view and attitude has its shortcomings and is rather... incorrect, but there's not much she can do about it.
    Obviously, if you try to run, there will be problems.
  • Stats:
    • Strength: D+
    • Endurance: D+
    • Agility: A
    • Mana: E
    • Luck: E
    • Noble Phantasm: EX
  • Class Skills:
    • Magic Resistance: A. Kiyohime is a dragon... implausibly so, and yet.
  • Personal Skills:
    • Flame-Coloured Kiss: A. Love and madness allows Kiyohime to push far beyond what she should be capable of, to the point of her current state--and its main benefit. Dragons, after all, are creatures with magical breath... that extends to Kiyohime as well. Even without transformations, she has the fiery breath of a dragon. Albeit smaller.
    • Insanity: EX. Even beyond her in-life fixation on Anchin and implausible achievements thereof, Kiyohime will invariably decide that her Master is Anchin and shower them with the same affection... despite on a conscious level being rather aware that they are not the same Anchin. It's best to not plumb too far into the depths of her mind: her Master is Anchin, even if this is a different Anchin or the same Anchin in some capacity. They are Anchin, and she is Anchin's wife. It's quite clear to her.
      Grants extraordinary resistance to mental interference, particularly where her Master is concerned. However, command seals that would attempt to alter or address this fundamental problem will have no effect.
    • Morph: C+. Kiyohime's shapeshifting is highly limited, merely being a degree of her full transformation into a dragon. However, this specialised transformation comes with direct attribute benefits; as she transforms further her base strength and endurance will increase... at the obvious downside of being increasingly a dragon.
    • Stalking: B. A bizarre ability to pursue a beloved target... no matter the distance, a combination of the five sense and magic will allow Kiyohime to track down "her" Anchin regardless of the distance.
  • Noble Phantasm(s):
    • Name: Transforming, Flame-Emitting Meditation
    • Rank: EX
    • Type: Anti-Unit
    • Appearance: Hot.
    • Effects: An immensely straightforward ability... Kiyohime transforms fully into a dragon, with incredibly lethal, fiery breath. Normally, as a Servant, this would have a duration of merely a single turn--but here in Japan, it can last longer with an appropriate mana supply, though her abilities don't support this alone.
  • Alignment: Chaotic Evil
  • Changes: Combination of GO Lancer and Berserker versions, with modifications to make more sense. Given the benefits of staging ground for the extra rank of Agility and NP endurance.
Hidden 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Raineh Daze: Accepted.
Hidden 5 yrs ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

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  • Name: Yi Sun-Sin
  • Class: Rider
  • Appearance: Do not falter in the face of the enemy.
  • Personality: The man famed for defending Korea during the Joseon Dynasty from Hideyoshi's naval invasion, Yi Sun-Sin is equal parts stoic, charismatic, and humble. To him, the defense of his Master is first and foremost, as he now exists as a Servant with no ties to the land he walks. He is by no means a person to give a rousing speech, though, as he often lets his actions do the talking instead; at the same time, he is more than willing to offer a drink or consultation for his peers, should they desire them. He will not take deliberate sabotage from his peers lightly, though, and will do everything in his power to ensure that the loss of his men will not once again occur.
    That being said, he will change his attitude regarding his Master depending on how they act. To a passive and cowardly Master, Yi will leave to hide as he acts as he sees fit; to one who wishes to fight alongside him, he shall train firmly to be able to stand by his side. Mercy is an affordance unable to be given during wartime, after all, and so the well-being of his Master even after his passing is also a top priority to him.
  • Stats:
    • Strength: B
    • Endurance: D+
    • Agility: B-
    • Mana: C
    • Luck: D
    • Noble Phantasm: B+
  • Class Skills:
    • Riding: B
    • Independent Action: C
  • Personal Skills:
    • Voyager of the Storm: A+
      Having commanded his small fleet throughout the Korean Peninsula in defense of his homeland, Yi Sun-Sin naturally qualifies for such a skill.
    • Uncrowned Master Strategist: B+
      Despite constantly being demoted due to machinations within the Joseon court, Yi Sun-Sin never once faltered in his stratagems against the Japanese, and though his enemies made note of his strategic prowess, his superiors found it more suitable to attempt to sabotage his efforts repeatedly. With this skill, any plans laid by the Admiral have a higher chance to succeed; so long as the enemy is unaware of his true abilities, this chance is strengthened even further.
    • Disengage (Navy): B-
      Given that his fleet never saw major losses under his command, this skill manifests itself as a way to defend the soldiers at his side. When involved in combat involving more people on his side than just himself, Yi Sun-Sin is able to break away from combat with his allies, resetting the conditions of the battle and forcing combat to end outright.
  • Noble Phantasm(s):
    • Name: Geobukson Armada — In Defense of My Homeland
    • Rank: B-
    • Type: Anti-Army
    • Appearance: A trio of turtle ships coupled with a few dozen smaller vessels. While not fully active, only a single turtle ship may be present.
    • Effects: Using his famed turtle ships, Yi Sun-Sin is able to combine both attack and defense in an assault upon the enemy. While no more than a single ship can be summoned ordinarily, this one ship has the effect of working as a mobile fortress, impervious to all manner of ranged bombardments (though strong enough attacks, obviously enough, will penetrate the hull). The weapons within can be manned by those who are not Heroic Spirits as well, and will have their power strengthened compared to if they were fired automatically. The ship, of course, is able to maneuver in the air as easily as it would in water.
      When the true name of this Noble Phantasm is invoked, Yi is able to summon the rest of his fleet to the battlefield. These ships have the same restrictions as his singular vessel, but only his three turtle ships have the defensive prowess noted above.

    • Name: Remnants of Noryang — Do Not Announce My Death
    • Rank: C+
    • Type: Anti-Army
    • Appearance: A suit of armor and a mounted drum.
    • Effects: The drum is the primary mechanism for this Noble Phantasm, and can be summoned and de-summoned at will. So long as Yi beats the drums himself, his allies gain a boost to their parameters—so long as they can hear him, of course. The invocation of its name for this sake is unnecessary.
      The true strength of this Noble Phantasm lies in its secondary ability. If Yi is mortally wounded at any point, he may pass on his armor and the drum to his Master. These two will not dematerialize when he dies, and so long as said Master dons the armor, they are able to both summon and play the drum, with similar (if not weaker) results to when he himself was playing it.
  • Alignment: Lawful Neutral
  • Changes: N/A
Hidden 5 yrs ago Post by VitaVitaAR
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@PKMNB0Y: Accepted.
Hidden 5 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Illyasviel von Einzbern
  • Age: 18
  • Gender: Female
  • Personality: Illya is a cheerful, friendly girl, quite good at retaining a positive attitude even in the face of her father being injured. She's also quite lonely, though, given being raised apart from almost everyone in the world and even now looking and sometimes acting a lot younger than her peers. That, and people would do well to remember that the cheery, friendly girl was raised by a former mage killer as well and has learned quite a bit.
  • Skills: Well, she's multilingual. And cute.
  • Abilities: Aside from effectively infinite mana and command seals that can control any Servant--even one as much of a handful as Heracles might be--Illya has Mystic Eyes of Binding. She can also turn her hairs into individual magical constructs to do battle with another magus, which certainly wouldn't work for someone who can't afford to stick as much magical energy into absolutely everything as she does.
    Now, she of course has the benefits of being an Einzbern alchemist and all that entails, but Illya does also have the remarkable ability to become a cup. Her immediate family would probably not approve of this, or using the Dress of Heaven.
  • Brief Backstory: In comparison to the world of Fate/Stay Night, Illya has had a much more cheerful upbringing on account of not having dead parents, and even spent some time being raised outside of the Einzbern castle. Something that somehow lead to having a younger brother.
    Needless to say, though, she is still the Einzbern Master for the war and highly dangerous to boot. Leysritt and Sella came out of the attempt to abduct her for the most part unscathed.
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@Raineh Daze: Accepted.
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Master sheet!
I'll aim to post Caster up sometime this weekend.

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@Anza: Accepted.
Hidden 5 yrs ago 5 yrs ago Post by Crusader Lord
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Name: Starkad

Class: Lancer

Appearance:



Personality: A hulking yet noble warrior, who has only ever been most drawn to the battlefield and glories that can be wrought upon it during his three lifetimes. He is one who does not mind the life of a traveling warrior, and his generally open disposition for whom he serves can be seen by just how many lords he joined with and fought for in the past. Indeed, he will fight for a lord no matter their land or disposition, and so long as he sees them as a noble and fitting ruler. For those lords whom he favors, and who treat him well, he will repay their character with great loyalty and all his might in return. Of course, one not need be a warlike ruler to gain his service and loyalty, though he does enjoy the company of those who are not afraid to head out into battle.

Yet his temper can also be quite fierce and vengeful when stoked, however, especially when he feels others are not performing their necessary duties (like properly avenging a slain parent). Likewise, when encounting behavior he sees as “ill-fitting” (such as ignoring one’s duty) he will not hold back his opinions on the matter verbally...and even physically in some more severe or extreme cases if he is ignored on the matter. At times his loyalty has been questionable under the circumstances, though with these decisions have come many regrets on his part that linger even now.


Stats: (passive effects of “Affections of the God” have been applied to the below)

Strength: A
Endurance: A+
Agility: A
Mana: C
Luck: C
Noble Phantasm: B

Class Skills:

Magic Resistance: B

-grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether.

Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be affected. Starkad gains this rank mainly due to two factors. The first is the blessing of “invincibility” (not very well defined) that Odin gave him, and the second factor is his very...”mixed” heritage since his paternal grandparents are a jotun and an elf respectively (Starkad’s mother was human though).

Personal Skills:

Curse of Wealth and Wanting: A

-In life, Starkad received from Odin blessings to “[possess] the most excellent of weapons”, and have “an abundance of riches” in life without fail. Thor in turn cursed the man to “never possess his own land” and to “never feel he had enough land” in return. The end result was a life that was abundant with riches and the finest of weapons, but was utterly barren in terms of acquiring land (a form of wealth back then in and of itself) or even being able to do so. This still holds true for Starkad as a servant.

Battle Continuation: A

-is a Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce mortality rate from injury. This Skill represents the ability to survive and/or the mentality of one who doesn't know when to give up, consisting of one's strength of vitality in predicaments. It is also one of the powers of a vampire. The best result is achieved when a resilient body is combined with this Skill.

A skill that arose from Starkad’s own feats, resilient body due to his jotun blood (from his grandfather), and two of the blessings/curses received from Odin and Thor respectively. Odin blessed Starkad to always have “victory in battle” and to “live three lifetimes” on one hand, granting him immense vitality and an advantage in battles, whereas Thor cursed him to “always receive dangerous wounds” in battle. Combined with Starkad’s already resilient and mighty body, the end result was Starkad gaining immense survivability and capability in battle no matter how badly he was hurt.

An example of Starkad’s stubborn survivability can be seen in one particular battle, when he was very old and being called “Starkad the Old” at the time. He managed to fully recover after a battle where he received: a large gash on his chest that naturally made his lungs hang out of his body, a large gash on his neck (a very fatal place to get gashed open that likely poured out blood), a blow so severe his jaw was cut such that his “chin fell” (and he held it in place by biting his own beard), six big wounds that themselves were “as close as anyone had been to killing him so far”, and finally lost a finger on his right hand. Through that entire battle he never slowed down either, killing enemies and the enemy champions left and right and simply ignoring his wounds and continuing on to fight.

He has also survived being cut up so bad his guts were hanging out, and lived on well after another battle where he had his skull outright cleft by the enemy and had a lung hanging out of his body.

Affection of the God: B

-is a Skill that denotes one being loved by a male god.

Starkad was a foster son of Odin himself, who blessed him with five great blessings and not only upheld these through the rest of Starkad’s life...but frankly under his mortal guise of “Grani Horsehair” he treated and cared for Starkad like a son throughout Starkad’s life. Other than Mana and Luck, all parameters are ranked-up.

Noble Phantasm(s):

Name: Gungnir Reflection, “The Sure-Striking Reed of Death”

Rank: B

Type: Anti-Unit

Range: 5-40

Maximum Number of Targets: 1

Appearance: Starkad possesses the same spear Odin gave him in life, which to all looks like a mere reed stalk whilst he is carrying it around and using it (even when in battle). In truth, however, it is much more than that. It is a spear made by Odin himself for Starkad, yet disguised to look like a reed stalk to throw off suspicions. Through its design, as crafted by Odin, and its use in Starkad’s life, it was transformed into a degraded version of Gungnir that bears a portion of the original’s power.

When this spear’s power is activated, however, all can perceive its true and glorious form for that duration of time. Then once finished, the spear returns to its normal “reed stalk” appearance once more.

Effects: A demonic spear possessing a passive but powerful sure-hit function when using it in general (ranged or melee), making it very hard to evade. Indeed, it will reach any target it is used against no matter the angle, position, or distance without fail. Further, it will automatically return to the hands of it wielder if it is ever lost, knocked out of their hands, or leaves their hands after being used as a thrown weapon (which it can be used as). This is also a natural ability of Gungnir passed down to this Noble Phantasm.

When its True Name is invoked, the spear swells with power and unleashes its true might when thrown. With the sure-hit function remaining in place, the spear will inevitably impact the chosen target without fail and explode in an anti-unit scale explosion. Due to the anecdotes of its use in Starkad’s legend the weapon will only ever be on an “Anti-Unit” power level. However, this attack and the explosion have the added bonus traits of dispersing existences related to magecraft and magical power - such as Servants and familiars, magical formulas, Phantasmal Species, Bloodsucking Species, etc (individuals who fail in their resistance checks are dispersed).

Alignment: Chaotic Neutral

Changes: (none)

Hidden 5 yrs ago 5 yrs ago Post by The Red Seelie
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The Red Seelie Eliminate the Impossible / What remains is Truth

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Hidden 5 yrs ago 5 yrs ago Post by Anza
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Hidden 5 yrs ago Post by VitaVitaAR
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@Crusader Lord: Accepted.

@1Charak2: Accepted.

@Anza: Accepted.
Hidden 5 yrs ago Post by Reflection
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Reflection Slightly Stressed but Flawless

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Is this completely full? If not, I possess a sheet for a Caster who might interest Leonardo as a rival for a Great Grail War. It's Raphael.
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@Reflection: The enemy team is going to be NPCs. Sorry. ^^;
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Reflection Slightly Stressed but Flawless

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@VitaVitaAR Ah sorry, I just noticed there was two lancers, Starkad and Kiyohime and figured there was a 2nd team.
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Well, there you have it:

Class: Archer
True Name: Atalanta
Parameters:
  • STR: D
  • END: E
  • AGI: A
  • MAN: B
  • LCK: C
  • NP: C
Class Skills:
  • Magic Resistance D: Cancels Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy.
  • Independent Action A: It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master.
Personal Skills:
  • Crossing Arcadia B: Can move while jumping over all kinds of obstacles on the field, including enemies.
    "Arcadia, my far-away homeland, I shall jump stone by stone across the steep mountain range that lead to you."
  • Aeshetics of the Last Spurt C: Can anticipate the enemy by letting him take the initiative and then confirming his actions.
    "Go ahead. I shall pass in front of you afterward like a squall."
Noble Phantasms:
  • Phoebus Catastrophe: Complaint Message on the Arrow
    • Rank: B
    • Type: Anti-Army
    • Range: 2~50
    • Maximum Number of Targets: 100 People
    • A complaint letter on an arrow seeking the divine protection of Artemis and Apollo with the Tauropolos received from the Guardian Deity Artemis. In the next turn arrows will rain on all enemies as if a downpour. Range can be set.
  • Agrius Metamorphosis: Boar of Divine Punishment
    • Rank: B+
    • Type: Anti-Unit (Self)
    • Range: 0
    • Maximum Number of Targets: 1 Person
    • The Monstrous Beast of Calydonia that Atalanta killed. A cursed Noble Phantasm where one owns the power of the Monstrous Beast when she wears the pelt.
      Even though Tauropolos is sealed, other than luck, all other stats rise. And an A Rank "Mad Enhancement" equivalent status is taken on.
      The skill "Shapeshift: A" is added. In battle, the wearer's form, therefore nature, changes.
Personality:
Atalanta is has a very peculiar personality, fruit of her life experience in the Age of Gods. She can be, and most of the time is, very closed toward most people thanks to her being raised by animals, with little to no contact with humans. Acid remarks are not above her either and she could give you a chewing if need be.

She can, mellow out considerably in face of children and when enjoying herself on the wilderness, in fact, Atalanta would do do almost anything for the sake of children and the wilds.

Don't mistake her kindness for weakness. Atalanta is one of the most dangerous Hunters of the Age of the Gods, blessed by the Sibling Deities Apollo and Artemis, she can hit you with pinpoint accuracy A rank attacks in a starless night across an entire valley and her animal instincts and agility make her all but impossible to catch unguarded or keep up with on a skirmish over difficult terrain. With all these traits together, Atalanta is as good as one can expect that the Archer class can get.
Alignment: Neutral Evil
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