This roleplay is still accepting people.
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The year is 2012 and the next holy grail war is set to begin with the last ending in a flat out no-contest with the death of one of the magi ending in two friends left forcing them to call it a draw as neither side wanted to end the other. The last war was held in Fuyuki city and now it seems to be held there once more due to the failure of the previous masters to seek a draw. However the pent up magic from the previous war seems to have caused unfortunate consequences in this war as well. As the masters begin to gather and summon their servants it would seem that there is a specific clause for this particular war. An enforcement made by the guardians of the grail itself. The grail's magic in the last war seems to have somehow been used to reawaken old bloodlines of magisters and has caused an influx of a new group of potential candidates whom all seem to wish to take on the chance to win this new power despite some being slow to learn, others have quickly mastered their powers.
The war is just beginning and the stipulation has been sent out by the neutral priest in charge of the war. The groups shall break up into teams of seven people. The winners of the war shall all receive one minor wish granted to them personally due to the nature of the war the grail's magic may end up needing to be shared among the winning party. Though how they are to team up is up to them there will need to be two sides of the war anyone who refuses to side with a party is allowed to continue fighting in the war however they will be outnumbered, and possibly eliminated quickly. To this end the neutral party has inclined to offer a meet up at his large home for those who wish to become a part of a side without having to seek out other masters by themselves. This war is setting up to become a mess as rules have been changed and old rivalries have been resurrected from long past eras. What shall come of the war is up to the masters and the servants who fight for them.
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Hello everyone assuming you're still interested after hearing the plot basis I have some stuff I'd like to inform you all about. Yes fourteen magi will be participating in this war. In order to incorporate a actual roleplaying basis for this I will be putting all player characters on one singular team. The win conditions for the war have been altered slightly from usual wars in that you must eliminate, or force a surrender from the opposing team. There is no set hierarchy so it may be nessessary to force each individual master to surrender to the other faction.
You may play as a servant, or a hero. I encourage you to make two seperate characters so you can play both. For masters I will be willing to shorten requirements on servants if you wish to make them an add-on to your main master sheet. You may also play as a servant alone but you will need a player character master to attach yourself to. In the case of drop outs ex-masters will be allowed to resummon servants, and already made servants can attach themselves to an existing master, or make one for their own.
Here's another part of the roleplay that I am unsure of. This will be left up to vote and if it is not included then it will not alter the roleplay itself all too much but will add another dangerous element. I'm considering adding a particularly interesting stipulation. Player Versus Player style combat. That part of the roleplay will be conducted in the arena area of the site if added. Alternatively players can make a giant collab. Why though would you want to fight you're team mate? To strengthen the magical power you can get out of the grail at the end of the war. This will be handled by calling out another player in the IC to a fight sometime and then it will either end with a forced stalemate, or the death of one of the characters. This is a very risky element to incorporate into the roleplay so as said I am leaving this up to vote and this may very well not be included into the roleplay.
A note is I'm going to do my best to balance out certain aspects of characters as to prevent any power playing from happening. Some people will excel at certain areas and others won't. Therefore it's how you use your abilities not the quality, or quantity of them that will end up with a victorious winner.
Here's a list of roles currently claimed:
typemoon.wikia.com/wiki/Servant
Saber: Taken
Archer: Taken
Lancer: taken
Rider:
Caster: Taken
Assassin: Taken
Beserker: possibly reserved
===
The year is 2012 and the next holy grail war is set to begin with the last ending in a flat out no-contest with the death of one of the magi ending in two friends left forcing them to call it a draw as neither side wanted to end the other. The last war was held in Fuyuki city and now it seems to be held there once more due to the failure of the previous masters to seek a draw. However the pent up magic from the previous war seems to have caused unfortunate consequences in this war as well. As the masters begin to gather and summon their servants it would seem that there is a specific clause for this particular war. An enforcement made by the guardians of the grail itself. The grail's magic in the last war seems to have somehow been used to reawaken old bloodlines of magisters and has caused an influx of a new group of potential candidates whom all seem to wish to take on the chance to win this new power despite some being slow to learn, others have quickly mastered their powers.
The war is just beginning and the stipulation has been sent out by the neutral priest in charge of the war. The groups shall break up into teams of seven people. The winners of the war shall all receive one minor wish granted to them personally due to the nature of the war the grail's magic may end up needing to be shared among the winning party. Though how they are to team up is up to them there will need to be two sides of the war anyone who refuses to side with a party is allowed to continue fighting in the war however they will be outnumbered, and possibly eliminated quickly. To this end the neutral party has inclined to offer a meet up at his large home for those who wish to become a part of a side without having to seek out other masters by themselves. This war is setting up to become a mess as rules have been changed and old rivalries have been resurrected from long past eras. What shall come of the war is up to the masters and the servants who fight for them.
====
Hello everyone assuming you're still interested after hearing the plot basis I have some stuff I'd like to inform you all about. Yes fourteen magi will be participating in this war. In order to incorporate a actual roleplaying basis for this I will be putting all player characters on one singular team. The win conditions for the war have been altered slightly from usual wars in that you must eliminate, or force a surrender from the opposing team. There is no set hierarchy so it may be nessessary to force each individual master to surrender to the other faction.
You may play as a servant, or a hero. I encourage you to make two seperate characters so you can play both. For masters I will be willing to shorten requirements on servants if you wish to make them an add-on to your main master sheet. You may also play as a servant alone but you will need a player character master to attach yourself to. In the case of drop outs ex-masters will be allowed to resummon servants, and already made servants can attach themselves to an existing master, or make one for their own.
Here's another part of the roleplay that I am unsure of. This will be left up to vote and if it is not included then it will not alter the roleplay itself all too much but will add another dangerous element. I'm considering adding a particularly interesting stipulation. Player Versus Player style combat. That part of the roleplay will be conducted in the arena area of the site if added. Alternatively players can make a giant collab. Why though would you want to fight you're team mate? To strengthen the magical power you can get out of the grail at the end of the war. This will be handled by calling out another player in the IC to a fight sometime and then it will either end with a forced stalemate, or the death of one of the characters. This is a very risky element to incorporate into the roleplay so as said I am leaving this up to vote and this may very well not be included into the roleplay.
A note is I'm going to do my best to balance out certain aspects of characters as to prevent any power playing from happening. Some people will excel at certain areas and others won't. Therefore it's how you use your abilities not the quality, or quantity of them that will end up with a victorious winner.
Here's a list of roles currently claimed:
typemoon.wikia.com/wiki/Servant
Saber: Taken
Archer: Taken
Lancer: taken
Rider:
Caster: Taken
Assassin: Taken
Beserker: possibly reserved