Winning. Such a simple concept when you had all the cards, knew the system better than anyone else and could obtain advantages beyond your opposition's wildest imagination. For the Einzbern, the Grail War should have been an easily obtained prize and with it the path to the Root and, they were sure, a reclamation of the Third Magic. But... it didn't work that well. The first failed to go as intended, nor did the second complete satisfactorily... and even machinations in the Third denied them the ultimate victory desired.
For the Fourth, they came to the easiest conclusion: if there were no other competitors, then there would be no way to lose. Yet why not go a step further? With a single Master over all the Servants, then the ritual could be accomplished at their leisure once all other preparations were in place. A simple plan, with such control over the Grail, and one that would have undoubtedly worked...
It was just unfortunate for them that others still wanted their part in the War, the Tohsaka in particular having advanced faster than the Wizard Marshall could have anticipated, and provided enough power for the Grail to call forth another set of Servants... and created a dilemma for the Einzbern. If either side dared to sacrifice their Servants to obtain the Grail would be unable to take it before being themselves defeated.
Into this, that which remained of the former Grail core's intelligence introduced a gatekeeper, a Servant willing to stand with the church and oversee the war, and one that would block all access to the grail itself until one side emerged victorious, rather than embroiling the wish-granting power itself in the conflict...
As one might surmise, the premise of this roleplay is akin to Apocrypha, only not as stupid. Taking place a few years after the canonical date of the Fourth Grail War, there are two teams: the lone Einzbern Master and their Servants (and servants), and everyone else (including the Tohsaka, though the continued existence of the Matou is up to player choice). This charming fellow is here as Ruler and to make sure the war finishes before the summoning is allowed.
In the vein of the original game and /Zero, seemingly broken abilities aren't out of place, though Gilgamesh is as ever not allowed and I reserve the right to reject Servants who don't qualify under the rules of the original Holy Grail War, or whose power level is completely at odds with their identity or outright metagamey.
For the Fourth, they came to the easiest conclusion: if there were no other competitors, then there would be no way to lose. Yet why not go a step further? With a single Master over all the Servants, then the ritual could be accomplished at their leisure once all other preparations were in place. A simple plan, with such control over the Grail, and one that would have undoubtedly worked...
It was just unfortunate for them that others still wanted their part in the War, the Tohsaka in particular having advanced faster than the Wizard Marshall could have anticipated, and provided enough power for the Grail to call forth another set of Servants... and created a dilemma for the Einzbern. If either side dared to sacrifice their Servants to obtain the Grail would be unable to take it before being themselves defeated.
Into this, that which remained of the former Grail core's intelligence introduced a gatekeeper, a Servant willing to stand with the church and oversee the war, and one that would block all access to the grail itself until one side emerged victorious, rather than embroiling the wish-granting power itself in the conflict...
As one might surmise, the premise of this roleplay is akin to Apocrypha, only not as stupid. Taking place a few years after the canonical date of the Fourth Grail War, there are two teams: the lone Einzbern Master and their Servants (and servants), and everyone else (including the Tohsaka, though the continued existence of the Matou is up to player choice). This charming fellow is here as Ruler and to make sure the war finishes before the summoning is allowed.
In the vein of the original game and /Zero, seemingly broken abilities aren't out of place, though Gilgamesh is as ever not allowed and I reserve the right to reject Servants who don't qualify under the rules of the original Holy Grail War, or whose power level is completely at odds with their identity or outright metagamey.