It is "man's" unique privilege among all other organisms. By pursuing falsehood you will arrive at the truth. To view the world as a magus is to accept these falsehoods of existence and to continue towards a goal to reach something immaterial, yet invaluable. A paradise beyond the understanding of humanity, only reachable through tricks and mirrors. A utopia outside of human understanding; the root.
Therefore, it could be said that the individual is to determine this “existence”. But then, how is one taught these self-evident truths, and how does one repay one’s “teacher” for this knowledge. Regardless of the staggering dimensions of the world about us, the density of our ignorance, the risks of catastrophes to come, and our individual weakness within the immense collectivity, the fact remains that we are absolutely free today if we choose to will our existence in its finiteness, a finiteness which is open on the infinite.
Indiscriminately, nothing, yet all, matters.
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Humanity continues to advance. From the shores of Europe to the Coast of Japan, humans continue to live on, and with this living comes both advancements in the fields of society and technology. This unending progress is both humanity’s greatest strength, but also it's folly.
However, not all is as it seems. Though the modern day has continued onwards in a predictable manner, the technology of man progressing, in its background are the forces of the Moonlit World battle in the twilight of Man, shadowed by a dusk interested in keeping such forces out of the minds of the contemporary man.
To the east, in the state of Japan, there is a city by the name of Fuyuki. While its leylines can be called commendable, it is truly nothing altogether special; indeed, in the eyes of such individuals as the Lords of the Mage’s Association, it is little more than a magical backwater. The three families of magi who stand guard over its spiritual land are known as the Tohsaka, the Matou and the Einzbern. Regardless, they house a backwater tournament; The Holy Grail Wars.
Reputable mages see it as a nothing worth their time, hardly anything to care about. However, even within this mostly unordinary tournament, there appears to be something … foreboding about it. Both the mage’s association and the church seem to be waiting for something. Could there be more to this battle than first meets the eye?
"It is our honor to announce that the 5th battle for the 726th Holy Grail has begun. Come, those who wish for fame and glory, and together, we shall grant it to you!"
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If you clicked on this, you're presumably familiar with what this means. Welcome to Holy Grail War set within the Nasuverse/Fate series. While we will be working off of the mechanics of the Nasuverse, there's no need to be an expert on the topic, and I'm happy to help any of those with less familiarity with the franchise. That said, you should have at least some knowledge of the series, whether it be through Fate/Zero, Fate/Stay Night, or even Fate/Grand Order. Familiarity with works by Type-Moon outside of the Fate/ series is useful but not as integral.
This war will take place in Fuyuki, Japan in 2004. It's good to know that, due to certain circumstances of the war, the usual cap of seven Servants and Masters has been lifted. We will begin with a functional cap of two Servants per class (ie two Sabers, two Archers, and so on) to ensure that there's some balance, though. In the unlikely scenario that we get a huge amount of applicants, though, this will change. These Servants, similar to within the confines of Fate/Apocrypha, will be denoted by a color of their given group. Ie Saber of Red, Archer of Black, Etc.
I'll put CSs up as well as some general guidelines and such if there's enough interest. If you have any additional questions, please let me know~!
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Rules:
Respect other people's opinions because at the end of the day they are merely opinions. Though I would like to see a competitive side to those involved in the roleplay, at the end of the day it is a roleplay and most people likely joined to have fun. Shitslinging is entertaining, but I doubt that people would want to fight over trivial things. I will do my best to arbitrate these conflicts.
No godmodding, autohitting or being a generally bad roleplayer. Every action needs a reaction and vice versa, even if the situation seems grim. Everyone deserves a shot to make a case, after all~. In addition to this, only post with the knowledge that your character knows within the in character tab; metagaming is pretty lame and I would prefer it if we would avoid this at any cost.
No being rude OOC. Characters may be rude to other characters. That is something that could occur. In addition, OOC feuds, if they should arise, should have their best to not make their way into the IC and vice versa.
Note that this is a battle. People will die, especially when they are killed.
There will be a hard limit of two servants and two masters per player at any given time, and it is expected that one is to create a servant per master and vice versa, as to not have an excess during pairings. In the event a Master or Servant is to be killed, as this is a war, it is possible to app another Master or Servant respectively. I would not suggest the recently apped character to have a vendetta against the character who had killed your character though, as that tends to be lame, unless consent is given by the owner of said character you wish to vendetta.
There can be many summonings within the roleplay, and a Master could potentially summon more Servants in the event his is to bite the dust, and a Servant, in the event there is an open Master laying about when his Master is to die, they could also form a contract.
One could not possibly have more than a single Servant at any given time. Resummoning a Servant will take a Command Seal, and one can only have three, unless it is given to them or they have a magecraft that would allow for such a feat.
Your posts are entirely based on your character's perspective. Your character may be wrong; however, it is up to subsequent posters to correct you if you are wrong. You can write in your post that you have knowledge of a magecraft your character clearly doesn’t, but that doesn’t mean you actually used said magecraft in the grand scheme of the roleplay.
Battles have a “turn system” where individuals in the battle must all have made a post before the battle can proceed. Individuals who do not post within a two day period of the previous post will have their turn forfeit and the fight to continue, though I do warn you about the potential dangers of sitting in the middle of a fight against a Magus and a Servant with your thumbs twiddled behind your back. This is mostly circumstantial. If a legitimate reason for absence is presented, I shall consider extending the time as needed, or GM ruling certain situations. But do not be afraid to request leave. Personal business happens. We are all human, after all~.
No alliances with characters you control, nor may you have a Servant who you control be under a Master you control. In addition to this, a character cannot take an item from a character you control, even if they have died.
Things such as Military Tactics will have their amplifiers taken into account when against something of equal rank. As an example, this means Iskander's Military Tactics won't help him beat Excalibur, but it will help him beat Bellerophon.
Servant stats and skills are adjusted according to the Master. A ginger-haired kid with no knowledge of magecraft and a bunch of fake circuits will bring even the most reputable of servants down a peg, whereas a well-bred magus can bring out the best in a Servant.
Canon Servants are allowed. Some Canon Servants are not allowed due to either 1) fundamentally breaking the grail war (Gilgamesh) or 2) Not eligible for summoning unless the world is ending (A lot of Servants from GO). If you have a question as to if a canon Servant is allowed, please message me or whoever is the sad sack that I may or may not appoint as a mod.
Non-Canon Servants must be approved by a moderator or administrator before placing them in the accepted thread. In addition to this, non-Canon servants will be limited to two noble phantasms for the most part, though it is uncommon for a Servant to have more than a single noble phantasm.
It's also worth noting that we're sticking to the standard seven Classes, so no Shielders or Gunners or whatever. There might be unorthodox NPC Servants though~.
Masters must be approved before submission via posting it in the OOC with an @ for myself and all moderators. Though canon individuals from the Nasuverse will be allowed, all masters must not exceed the power of Ciel in terms of combat for simple balancing. Also no guns allowed.
Entering the war, unless someone apps a magus with a very strong lineage or something, in which case such a Master's profile is public knowledge, Masters will not know each others' identities. I will inform you if your application will be such a "Known" Master.
Master's Clairvoyance can be used to get a Servant's information. Looking at them with it active is enough to get their parameters. Knowing their class gets you Class Skills. You get Personal Skills by seeing them in action or being told about it, and the same is true for active Noble Phantasms. For passive Noble Phantasms, you generally need to have all of a Servant's Personal Skills' information and also have seen the passive effect of, but this will be determined on a case-by-case basis. When you have a Noble Phantasm's full information, you acquire the Servant's name as well. If you have the Servant's name, whether deducing it through the above or through being directly told it, then you get the information of their full profile.
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something. Including "General Magecraft" in the magecraft section means they get all of this. If not, they don't.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, and control of the mana in its area.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, and control of the mana in its area.
Locking Doors: Self-explanatory.
Threads of Consciousness: Using one’s consciousness for scouting. Basic magus detection magecraft.
Floating: Basic manipulation of mass and air currents.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Basic Clairvoyance: "X-Ray" vision and operation of a crystal ball.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory.
Contracting: Making a contract with something.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
-Normal talking is treated as a free action. -Single Action: E -One Count and Two Count: D -Three to Five Count: C -Six to Nine Count: B -Ten Count and Above: A -A Five Count will beat a Three Count. However, a C rank attack will nullify either. -It’s good to remember that for the purposes of time, two Single Actions take the same amount of time as a One Count. -Talking to activate a Command Seal or Noble Phantasm is treated as taking time equivalent to a One Count to activate.
Do not app any of the following. I've included the reasons for each, for clarity's sake:
Masters
Canon Masters: The history of this world is not what you know it as. Ask for explicit permission before using them if you really want to. Anyone Ciel-tier or Above in Combat: Balancing
Servants
Gilgamesh: Balancing. "Pre-Gilgamesh" heroes: They can't exist. Individuals born after 1899: Not eligible. Individuals still alive today in their mythology (Merlin, Hanuman, etc): Not eligible. Individuals without human blood: Largely not eligible. (Exceptions can potentially be made on a case-by-case basis) Canon Servants that we do not have full information for (ie, most of the Grand Order and Strange Fake cast): Obvious. Patriot Heroic Spirits (Koha-Ace): Obvious. Servants that are functionally just clones of canon Servants: Just app the canon, then, baka. Nursery Rhyme: Balancing. Lugh: Balancing. Imperial Privilege: It is bad and I hate it. Nero could be considered, however. Any Herc besides Berserker: Balancing. True Demons, Aliens, Eastern Dragons, Bodhisattvas, True Magicians, Holy Children, Etc: Balancing.
--------------------------------------- Below you can find the character sheets. If you want to follow a different format per se than the character sheet (for instance, the "Keywords/Skills/Setting" matrix style from EXTRA), feel free so long as it contains all the information I've asked for.
Name/Title:
Gender: Don't be difficult.
Age:
Personality:
Appearance:
Biography:
Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here.
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, your origin and element should be the same.
Number of Magic Circuits: 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: You can put systems, magecrafts, magecraft-related abilities like High Speed Aria, Magic Crest characteristics, family attributes, and individual spells in here. If something isn't here, it's assumed your magus doesn't know it. Literally everything should go here. The exception is that it is, however, assumed that anyone with a proper magus education (ie the Clock Tower or from a magus family) will know the basics such as fixing glass, locking doors, and so on that we're aware of in canon.
Equipment: Mystic Codes as well as mundane stuff. Everything they walk into the RP with. Unless you're really rich with an illustrious family backing you, you shouldn't have tons of Mystic Codes.
Skills: Cooking, stabbing, video games, whatever. If it isn't here and isn't something 99% of the global population can do (eg, breathing), then your character does not know it.
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. A rank STR means one attack can destroy a small house.
CON: Damage one can take. 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.
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 three.
Noble Phantasm(s): Limit of one. Two if you’re incredibly persuasive.
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.
Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range. That means Via Expugnatio cannot attack you if your range is 1 from it.
Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification.
Here's my Master application. Lemme know what you think of it, and if it needs to be altered in any way. I might have the Servant application by tomorrow [if I'm lucky enough].
Name/Title: Sebastian Thompson
Gender: Male
Age: 21
Personality: Quiet and aloof, albeit with a very bad temper. Has an overall scary presence.
Appearance: Tall and always well-groomed, with little muscularity. Prim and proper, Sebastian takes his clothing very seriously. Because of this, however, he tends to overdress for even the most casual of events. His favorite outfits are predominantly navy blue in color. [EDIT: If anyone finds a good anime picture that remotely resembles this design, I would become his/her Servant irl I swear]
Biography: Sebastian is the son of a famous senator and candidate for the position of Prime Minister. Up until age 11, he was an elementary school student with a mind beyond prodigious and a popular figure amongst his peers. However, when he was selected as the representative for his family in the fifth Holy Grail War, he was quickly pulled out of school and any traces of him were eliminated from society through his father's connections. From then on, his father started tutoring him personally in the fields of offensive Magecraft and hand-to-hand combat. The training was excruciatingly tiring, and ended up scarring Sebastian's mind, birthing a violent alternate personality that manifests itself when he's agitated or otherwise not in full control of his emotions.
Family History (if applicable): Sebastian hails from a long lineage of magi, all of which have possessed a very high-ranked social status. The Thompsons are a family of diplomats and scholars, opting to use their gifts with the intention of spreading peace and avoiding conflict as much as possible. As such, the Thompsons have refused to participate in the Holy Grail Wars up until the events of the Third Holy Grail War. The then-head of the family, Albert Thompson, represented his family in the War, but not before declaring in his will that should he fall in battle, the family's next representative will be the child of Albert Thompson's eldest son—the infant Sebastian. When the fourth Holy Grail War began, the family intended to send the 11-year-old to summon a Servant, but his body was unable to handle the process and failed to summon an appropriate Servant in time.
Origin: "Order"
Elemental Affinity: Fire
Number of Magic Circuits: C
Quality of Magic Circuits: A
Od: B
Magecraft: General Magecraft, Mystic Eyes of Thermal Perception, High Speed Thaumaturgy, Selective Resistance to Heat, Fire Magecraft
Equipment: Master's Tome -- A Mystic Code that allows Sebastian to record and store information within its pages through thought alone. Also, its contents can be accessed remotely as long as Sebastian is within a small enough distance from it. Sebastian has forged a satchel that he can strap to his belt to keep it as close to him as possible while keeping his hands free. (Weakness: Sebastian relies on this Mystic Code much more than he does his own memory. If the Master's Tome is destroyed, then his memory will be seriously affected.)
Skills: Mathematics, Public Speaking, Speaks Various Languages
Alrighty. Guess it is time for the first official review.
Shortly after his eleventh birthday, his father was chosen to represent the Thompson family in the fourth battle for the 726th Holy Grail, only to be killed in the process.
Unfortunately there are certain canon that has been formed here that is infallible, and the fourth grail war had been decided already within this altered version of canon.
Origin: "Knowledge"
This isn't really an origin per se. Origins are something along the lines of Lio Shirazumi's Consumption, Emiya Shirou's Sword, and Cornelius Alba's Refutation. It is what your character had taken from the Akashic Records. In other words, the primordial existence of your character.
Elemental Affinity: Void and Fire.
1) I don't suggest knowing Void, since I am not sure about your level of comprehension to the skill and people tend to just kill themselves without the proper knowledge of the magic system 2) You have neither fire or void as a listed magical system in the magecraft section, so one would imagine that you are not able to apply your magecraft.
Magecraft: ... Eye of the Mind (True) [Useless under the effects of anger]
People are not just walking around with Eye of the Mind. How does your character have this skill?
Magecraft: ... Enhanced Memory
This isnt a system of magecraft I am aware of, or a spell even. Perhaps an explanation would be nice. But from my perspective this seems to be the sort of thing that belongs in "skills" rather than magecraft.
Equipment: Magic Tomes
What do these tomes contain? Are they mystic codes? What can they do? Can your character use tomes?
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Can I play the sekai de ichiban tsuyoi dakara!? :o
Just think about, an Assassin-class Heracles with God Hand and Nine Lives plus Presence Concealment.
That shit be OP af.
Heracles is banned from any class that isn't a Berserker due to information revealed in Strange Fake that 1) doesn't provide an individual with the full picture of his abilities and 2) balancing issues. Though if you did summon Heracles as a Berserker, I will warn you that it will not be pretty for a Master, even of the highest order.
Gotcha, the whole idea with him sneaking up on someone with his Class Skill and then Nine Lives tf outta their face is apparently way too broken for a standard Holy Grail War ._.
Personality: Eira Lednik almost always keeps to herself, it's not that she dislikes talking to people out in the open, it's the fact that she's shy to do so considering her foreign ethnicity. While she does appreciate some sort of conversation, she will try and find an excuse to cover her shyness with anything plausible. This gives everyone the impression that she might be bipolar but Eira denies it very well.
Of course, if there is an enemy in the war, Eira will try to keep them out of it... and that would mean relying on imprisonment by ice until her summoned Servant kills their Servant. If worse comes to worst, she may have to end it all and withdraw to regain her consciousness and drive out the guilt.
She's a good person, please try not to kill her and/or push her to kill you.
Biography: Born in a small town in Russia, Eira Lednik is the fifth generation of the Lednik Clan that still follow the tribal ways, or rather... their whole town does. This town solely focuses on the survival instinct of children that have reached the age of twelve. These children were to be known as "scouts" for their tests to truly become part of the tribe as well as contribute it. Every year, they drop a good number of children in a nearby section of the forest and gave each of them essential needs kits to survive in the frozen wild for a week. The forests were relatively safe and the wolves weren't aggressive where they are. Eira had to go through this as she reached twelve and survived it.
She was later taught by her father, who at the time was part of the Association and graduated. He taught her all he knew about his Earth Magecraft but all she could replicate were ice versions of it. This came off as a surprise to the man but nonetheless thought of it as an improvement to his own. He would later pass the crest to her as she reached eighteen.
She enrolled in the Clocktower by recommendation of her father and also for the sake in learning different defense and essential spells taught by the very teachers of the Association. Eira is currently in her graduating year and thought that a good thesis project was finding the Root (courtesy of some clumsy teacher who decided to spill some stuff about a Holy Grail War).
She ventured to Fuyuki to make that happen.
Family History: The Lednik Clan is only five generations, Eira's father and her forefathers were tribal magi (shamans, as the locals call them) capable of unleashing deadly Earth magic while in the cold snow. Some of them were adepts at Reinforcement magic and the creation of simple Mystic Codes that resist the cold snow in their home country.
They aren't popular enough to receive formal recognition from the other families in the Association. However, they are aware of their unique, freeform Earth Magecraft. They're not quite sure of Eira's yet.
Origin: Frost
Elemental Affinity: Frost
Number of Magic Circuits: B
Quality of Magic Circuits: B
Od: A
Magecraft:
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something. Including "General Magecraft" in the magecraft section means they get all of this. If not, they don't.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, and control of the mana in its area.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, and control of the mana in its area.
Locking Doors: Self-explanatory.
Threads of Consciousness: Using one’s consciousness for scouting. Basic magus detection magecraft.
Floating: Basic manipulation of mass and air currents.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Basic Clairvoyance: "X-Ray" vision and operation of a crystal ball.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory.
Contracting: Making a contract with something.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
Magecraft that allows the instant materialization without the need of water and wind. It does not do well against Fire.
Frost Shot (замороженный выстрел) (Rank D - One Count) - A low-level spell that moves slower than an average projectile being thrown. This is most effective at close range, without any sort of magical defense, the target is frozen in ice that can be easily broken if they are strong enough physically.
Freeze Bomb (ледяной взрыв) (Rank D - One Count) - Another low-level spell that freezes a small area and anyone caught in it gets frozen in the same kind of breakable ice. (one to two meter radius)
Icicle Barrage (ледяной шквал) (Rank C - Three to Five Count) - Eira can materialize icicles of a decent size with the number depending on the count (Three Count = Three Icicles floating around her to Five Count = Five Icicles floating around her).
Frozen Wall (замороженная стена) (Rank C - Four Count) - An intermediate-level spell that allows Eira to create a wall of hardened ice, strong enough to defend against iron at best.
Cubic Prison (ящик тюрьмы) (Rank B - Eight Count) - Eira draws a magic circle, that when stepped on by intruders encases them in an ice cube. The low temperature within said cube is low enough for them to feel the hypothermia set in less than eight minutes.
Glacial Burst (ледниковый взрыв) (Rank A - Ten Count) - A high level spell that encases the user in a large ice prism, before exploding into several large fragments of icicles capable of piercing through iron, if that wasn't enough... the surrounding area (five meter radius) might freeze any bystanders and encase them in the same prism as she was.
Equipment: Mystic Code - Coat of the Northern Winds - This Mystic Code does not do much other than to amplify her Frost Magecraft and gain full resistance against Ice.
Skills: Eira is good at surviving out in the wilds, as is her "childhood test". She knows how to make a campfire, pitch a tent and cook in the most primitive manner. Of course, she knows how to cook with a stove of course.
Eira is also accurate. It doesn't necessarily mean she hits everything 100% of the time, she knows exactly where to hit if the enemy moves or stays still.
Non-Canon Servants must be approved by a moderator or administrator before placing them in the accepted thread. In addition to this, Canon servants will be limited to two noble phantasms for the most part, though it is uncommon for a Servant to have more than a single noble phantasm.
The phrasing makes me think 'canon' was meant to be 'non-canon' there, though I can make it work either way.
• Magic Resistance B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for her to be affected. • Riding B: Most vehicles can be handled with above average skill. However, cannot ride the likes of Phantasm Races such as Monstrous Beasts.
PERSONAL SKILLS
• Instinct B: During battle one is able to always feel the optimal course. Visual and auditory obstacles are halved. • Mana Burst A: Weapons and body are infused with magical energy, this instantaneous release elevates ability. In other words, magical energy as jet propulsion. With this is able to fight equally with the King of Knights. • Battle Continuation B: Doesn't know when to give up. Did not give up even when pierced with a Holy Spear and ended up giving the King of Knights a mortal wound.
NOBLE PHANTASMS
Name: Secret of Pedigree Title: Helm of Hidden Infidelity Rank: C NP Type: Anti-Unit (Self) Range: 0 Maximum Number of Targets: 1 Description: The helmet her mother Morgan gave to her along with the words "You must not remove." Within the Status, personal skills, Noble Phantasm and anything connected to the True Name is masked. However when Clarent Blood Arthur: Rebellion Against My Beautiful Father is released, the helmet must be removed.
Name: Clarent Blood Arthur Title: Rebellion Against My Beautiful Father Rank: A+ NP Type: Anti-Army Range: 1 to 50 Maximum Number of Targets: 800 Description: Clarent's full power released form. Original was an ornate, sparkling white silver sword, but when invoked it is dyed with dark red blood and warps into an unsightly form. The blade is clad in wanton hatred and fired. A demonic sword of calamity.
PS:
Normally, Mordred has Charisma C- as well, I removed it because of the 03 Skills limit. Tell me if I can add it back.
Apologies for the double post, but I got a question when I was thinkering with my Master's bio:
Waver is Lord El-Meloi II on this world as well, right? It seems to be something more or less constant between all the various Fate continuities but it's worth it to ask first before including that on my story.
By the way, I'm asking because I'll have my Master be a Clock Tower student, so I'd like to have Waver as one of her teachers (i.e.: I'm gonna do a non jerkass magus classic).
While I'm asking, Average Ones are alright as well, right?
Normally, Mordred has Charisma C- as well, I removed it because of the 03 Skills limit. Tell me if I can add it back.
The NP limit and skills are based off of non-canon Servants. I would wish for you to add both Clarent and Charisma back upon the application. Otherwise it is accepted~
Apologies for the double post, but I got a question when I was thinkering with my Master's bio:
Waver is Lord El-Meloi II on this world as well, right? It seems to be something more or less constant between all the various Fate continuities but it's worth it to ask first before including that on my story.
By the way, I'm asking because I'll have my Master be a Clock Tower student, so I'd like to have Waver as one of her teachers (i.e.: I'm gonna do a non jerkass magus classic).
While I'm asking, Average Ones are alright as well, right?
Don't apologize. I am happy to assist.
Average Ones are fine.
The events of the Fourth Grail war are mostly to canon specifications, though I would like to point out there are a few major differences that may or may not be explored in the roleplay.
Though to answer the question about Lord El-Meloi II, he was an NPC character on my sheet, so yeah he exists basically the same as his other universe counterparts in terms of personality and overall history.
<Snipped quote by ADamnFiddle>
The phrasing makes me think 'canon' was meant to be 'non-canon' there, though I can make it work either way.
That is just a typo you are right. Sorry about that fam. Thanks for catching that one.
@ADamnFiddle Finally managed to gain access to the Web. I'll fix the Master's submission ASAP and start working on my submission for Laplace (Caster) immediately afterwards. Thanks again!
EDIT: I made some adjustments to my original submission. Hopefully there won't be as many errors this time around... >_<
Got my Archer all written up. Will smooth this out if it gets accepted.
Name: Shakushain
Class: Archer
Gender: Male
Appearance:
Alignment: Chaotic Good
Personality: Historically a passionate and charismatic man, the weight of his failures have clearly begun to show, and whoever he may have been, all that remains is a gruff and jaded man, though there are times when the inner fire that once drove him burns again.
Weapon: Nikayteko - 'Firewood Bow'. A sturdy, well-made, if otherwise uninteresting, Surku bow.
Parameters:
STR: D
CON: B
AGI: A
MGI: C
LCK: E
Class Skills:
Independent Action C: Capable of remaining in this world for a day without an established contract.
Magic Resistance B: Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected.
Personal Skills:
Calm and Collected B: Always remains calm, even in the face of overwhelming odds or mortal peril.
Charisma B: a composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles.
West of Kunashir A: A skill that indicates combat experience against large animals and creatures, and bears in particular.
Noble Phantasm(s): Limit of one. Two if you’re incredibly persuasive.
Name: Tumikorokamui
Title: Fury of the North
Rank: B+
NP Type: Anti-Unit (Self)
Range: 0
Maximum Number of Targets: 1
Description: Shakushain temporarily drops human form, and embraces that of a Ussuri Brown Bear, making him faster, stronger, and more resilient than before.
A quick question: If a canon Servant has a skill that passively ranks-up their parameters, is that rank-up on top of their written parameters, or is it counted already?
A quick question: If a canon Servant has a skill that passively ranks-up their parameters, is that rank-up on top of their written parameters, or is it counted already?
Depends on the Servant. I know a lot of different things so just tell me and when the servant is apped I'll edit stats accordingly.
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edit: A few things: I will try and get a review out for you guys asap
2) Should I make a discord group for this roleplay?
The Servant in question is Achilles, with his "Affections of the Goddess" skill. As for Discord I'm not big on voice chat but it would make for a good place to have back-and-forth conversations without clogging things up in the thread, so I'd vote yes.
The Servant in question is Achilles, with his "Affections of the Goddess" skill. As for Discord I'm not big on voice chat but it would make for a good place to have back-and-forth conversations without clogging things up in the thread, so I'd vote yes.
Personality: Eira Lednik almost always keeps to herself, it's not that she dislikes talking to people out in the open, it's the fact that she's shy to do so considering her foreign ethnicity. While she does appreciate some sort of conversation, she will try and find an excuse to cover her shyness with anything plausible. This gives everyone the impression that she might be bipolar but Eira denies it very well.
Of course, if there is an enemy in the war, Eira will try to keep them out of it... and that would mean relying on imprisonment by ice until her summoned Servant kills their Servant. If worse comes to worst, she may have to end it all and withdraw to regain her consciousness and drive out the guilt.
She's a good person, please try not to kill her and/or push her to kill you.
Biography: Born in a small town in Russia, Eira Lednik is the fifth generation of the Lednik Clan that still follow the tribal ways, or rather... their whole town does. This town solely focuses on the survival instinct of children that have reached the age of twelve. These children were to be known as "scouts" for their tests to truly become part of the tribe as well as contribute it. Every year, they drop a good number of children in a nearby section of the forest and gave each of them essential needs kits to survive in the frozen wild for a week. The forests were relatively safe and the wolves weren't aggressive where they are. Eira had to go through this as she reached twelve and survived it.
She was later taught by her father, who at the time was part of the Association and graduated. He taught her all he knew about his Earth Magecraft but all she could replicate were ice versions of it. This came off as a surprise to the man but nonetheless thought of it as an improvement to his own. He would later pass the crest to her as she reached eighteen.
She enrolled in the Clocktower by recommendation of her father and also for the sake in learning different defense and essential spells taught by the very teachers of the Association. Eira is currently in her graduating year and thought that a good thesis project was finding the Root (courtesy of some clumsy teacher who decided to spill some stuff about a Holy Grail War).
She ventured to Fuyuki to make that happen.
Family History: The Lednik Clan is only five generations, Eira's father and her forefathers were tribal magi (shamans, as the locals call them) capable of unleashing deadly Earth magic while in the cold snow. Some of them were adepts at Reinforcement magic and the creation of simple Mystic Codes that resist the cold snow in their home country.
They aren't popular enough to receive formal recognition from the other families in the Association. However, they are aware of their unique, freeform Earth Magecraft. They're not quite sure of Eira's yet.
Origin: Frost
Elemental Affinity: Frost
Number of Magic Circuits: B
Quality of Magic Circuits: B
Od: A
Magecraft:
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something. Including "General Magecraft" in the magecraft section means they get all of this. If not, they don't.
Magecraft Shields: Varying forms of protection; however, one’s senses are raised. Eg, protection against suffocation will increase sense of smell, and protection from blindness will make your eyes water.
Nightvision: Self-explanatory.
Basic Familiar Creation: Creation of familiars. These are basic, so they cannot employ speech, magecraft, or combat ability.
Formalcraft: Using catalysts and magic circles to perform rituals. The bare minimum.
Basic Suggestion: Suggestion using the eyes to make magical energy flow into the target's body. This magical energy is stagnant.
Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, and control of the mana in its area.
Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, and control of the mana in its area.
Locking Doors: Self-explanatory.
Threads of Consciousness: Using one’s consciousness for scouting. Basic magus detection magecraft.
Floating: Basic manipulation of mass and air currents.
Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes.
Basic Clairvoyance: "X-Ray" vision and operation of a crystal ball.
Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use.
Mystic Pass: Self-Explanatory.
Contracting: Making a contract with something.
Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used.
Magecraft that allows the instant materialization without the need of water and wind. It does not do well against Fire.
Frost Shot (замороженный выстрел) (Rank D - One Count) - A low-level spell that moves slower than an average projectile being thrown. This is most effective at close range, without any sort of magical defense, the target is frozen in ice that can be easily broken if they are strong enough physically.
Freeze Bomb (ледяной взрыв) (Rank D - One Count) - Another low-level spell that freezes a small area and anyone caught in it gets frozen in the same kind of breakable ice. (one to two meter radius)
Icicle Barrage (ледяной шквал) (Rank C - Three to Five Count) - Eira can materialize icicles of a decent size with the number depending on the count (Three Count = Three Icicles floating around her to Five Count = Five Icicles floating around her).
Frozen Wall (замороженная стена) (Rank C - Four Count) - An intermediate-level spell that allows Eira to create a wall of hardened ice, strong enough to defend against iron at best.
Cubic Prison (ящик тюрьмы) (Rank B - Eight Count) - Eira draws a magic circle, that when stepped on by intruders encases them in an ice cube. The low temperature within said cube is low enough for them to feel the hypothermia set in less than eight minutes.
Glacial Burst (ледниковый взрыв) (Rank A - Ten Count) - A high level spell that encases the user in a large ice prism, before exploding into several large fragments of icicles capable of piercing through iron, if that wasn't enough... the surrounding area (five meter radius) might freeze any bystanders and encase them in the same prism as she was.
Equipment: Mystic Code - Coat of the Northern Winds - This Mystic Code does not do much other than to amplify her Frost Magecraft and gain full resistance against Ice.
Skills: Eira is good at surviving out in the wilds, as is her "childhood test". She knows how to make a campfire, pitch a tent and cook in the most primitive manner. Of course, she knows how to cook with a stove of course.
Eira is also accurate. It doesn't necessarily mean she hits everything 100% of the time, she knows exactly where to hit if the enemy moves or stays still.
Don't see too much of an issue with the app. I would complain about the origin, but honestly it is more of a semantic thing. Also you don't need to write all your spells. It is mostly just "systems of magic" rather than individual spells. Individual spells are apped when you don't really have extensive knowledge of the system of magic, or if you are applying a finality or something.
Description: Shakushain temporarily drops human form, and embraces that of a Ussuri Brown Bear, making him faster, stronger, and more resilient than before.
While I cannot say I know too much about this hero, I have not read any sources thus far that show him transforming into a bear. I also would say that he would require a noble phantasm of a bow to qualify as an archer; even if he didnt have a mythical bow in life, a feat he had accomplished with his archery could also qualify as a noble phantasm.
Here's my Master application. Lemme know what you think of it, and if it needs to be altered in any way. I might have the Servant application by tomorrow [if I'm lucky enough].
Name/Title: Sebastian Thompson
Gender: Male
Age: 21
Personality: Quiet and aloof, albeit with a very bad temper. Has an overall scary presence.
Appearance: Tall and always well-groomed, with little muscularity. Prim and proper, Sebastian takes his clothing very seriously. Because of this, however, he tends to overdress for even the most casual of events. His favorite outfits are predominantly navy blue in color.
Biography: Sebastian is the son of a famous senator and candidate for the position of Prime Minister. Up until age 11, he was an elementary school student with a mind beyond prodigious and a popular figure amongst his peers. However, when he was selected as the representative for his family in the fifth Holy Grail War, he was quickly pulled out of school and any traces of him were eliminated from society through his father's connections. From then on, his father started tutoring him personally in the fields of offensive Magecraft and hand-to-hand combat. The training was excruciatingly tiring, and ended up scarring Sebastian's mind, birthing a violent alternate personality that manifests itself when he's agitated or otherwise not in full control of his emotions.
Family History (if applicable): Sebastian hails from a long lineage of magi, all of which have possessed a very high-ranked social status. The Thompsons are a family of diplomats and scholars, opting to use their gifts with the intention of spreading peace and avoiding conflict as much as possible. As such, the Thompsons have refused to participate in the Holy Grail Wars up until shortly after the events and consequences of the fourth Holy Grail War, where the family decided to train Sebastian to become their first representative. They decided to take on the challenge after observing the constant decay of society and finding the Holy Grail as their last hope to reform society and turn the world into the warless utopia that they have long since wished to build.
Origin: "Order"
Elemental Affinity: Fire
Number of Magic Circuits: C
Quality of Magic Circuits: A
Od: B
Magecraft: General Magecraft, Mystic Eyes of Thermal Perception, High Speed Thaumaturgy, Selective Resistance to Heat, Fire Magecraft
Equipment: Master's Tome -- A Mystic Code that allows Sebastian to record and store information within its pages through thought alone. Also, its contents can be accessed remotely as long as Sebastian is within a small enough distance from it. Sebastian has forged a satchel that he can strap to his belt to keep it as close to him as possible while keeping his hands free. (Weakness: Sebastian relies on this Mystic Code much more than he does his own memory. If the Master's Tome is destroyed, then his memory will be seriously affected.)
Skills: Mathematics, Public Speaking, Speaks Various Languages