Fate/ Fatal Fake Lapse
The Story So Far
It's a cold morning in the Russian town of Kyshtym. The Greater Grail has been missing since the 1930's, but the idea of it? It never died. Mages still crave a dream. A rush of a prize at the end of a rainbow. So, seven gathered, and began a ritual that had been done all over the world up to this point. A False Grail War. A collection of mages eager to fight out, but... That would have been easy. It should have been easy. But something went wrong.
A shard of the true grail. Valuable beyond measure. Useless... Usually. Seven mages got togeth, on top of the other masters, and they used that true shard to up the stakes. The grail ignited, and what was once a false war of fake masters became a true grail war, with everything on the table.
A battle for the Holy Grail. Not of legend, but rather, a mythical wish granting device created by German alchemists. For a standard Grail War, 7 servants are summoned by 7 masters(magi) to fight in a battle royale. The winning pair gets a single absolute wish- a fulfillment of any desire they have. This is not a standard Grail War, there is no limit on Masters and Servants here. Servants are incarnations of legendary figures summoned by the Holy Grail within a certain class. Their attributes as a Hero are determined by their class as a result. The ultimate expression of their legend, called a Noble Phantasm, are their main armament to achieve victory in the Holy Grail War. More can be read on the TM wiki, though it is not the best source so the GMs open to any questions. It is possible to play in this universe without any knowledge about Fate.
The True/False part comes from the True Masters, and the False Masters. False masters are regular mages who wanted to start a war. They gathered and tried the ritual around the same time. False Masters are unknown to each other, as it's a pretty open lax affair. True Masters are more complicated. Upperclass, powerful people with connections. They gathered together in secret, so each of them know the other. They are known to each other, costing them anonymity, but their resources dwarf anything the false masters will ever possess.
Each side has their benefits.
As a result, there are 14 masters, and 14 servants all running around. A True and False side to things. Giving you options, and enemies. Do you side with only those of a similar upbringing, or try to combine your resources with the other side? The choices, are yours.
The True/False part comes from the True Masters, and the False Masters. False masters are regular mages who wanted to start a war. They gathered and tried the ritual around the same time. False Masters are unknown to each other, as it's a pretty open lax affair. True Masters are more complicated. Upperclass, powerful people with connections. They gathered together in secret, so each of them know the other. They are known to each other, costing them anonymity, but their resources dwarf anything the false masters will ever possess.
Each side has their benefits.
As a result, there are 14 masters, and 14 servants all running around. A True and False side to things. Giving you options, and enemies. Do you side with only those of a similar upbringing, or try to combine your resources with the other side? The choices, are yours.
Rules
1 - Be polite, don't be rude. This is a fun environment, and if you start to feel it's getting too serious, or people are being mean. Let me know. My first goal is to make sure everybody has fun.
2 - Nobody is above talking to. If you feel a GM is being unfair, or you feel something in chat went too far, let me know, and I will see what I can do. If another player is frustrating you, don't hesitate to talk about it with a GM.
3 - This has a PVP focus, but if all your characters get killed off, don't worry. Contact a GM, and we can discuss other ways for you to still participate. It's never over, it's just a new beginning.
4 - There are no hidden sheets. The only way to obscure sheet info is if you have a noble phantasm specifically designed to do such. BUT, you are allowed to hide your noble phantasms. If you want to hide your noble phantasms, or have any questions regarding this, just talk to a mod.
5 - Rules may change depending on what happens. Hopefully I won't have to start cracking down on player behavior.
True/False: Once both servants of the same class are up, I, the GM, will decide which is the true servant, and which is the false. False servants are the weird ones while True Servants tend to fit their role better. A false Rider would be somebody who is the horse, while a true rider would be somebody riding the horse, if that makes sense. Depending on which role you end up in, you will be limited to a Master of that category. So only True Masters can have True servants, and vice versa. (If you have a preference for which one you get, let me know.)
Name:
Title(s):
Class: All options have been listed in the sheet for your convenience.
Knight Classes- (Saber, Archer, Lancer)
Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Birth and Death Dates: Approximate if there isn't a definite one.
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil, Chaotic Mad, Runaway Mad Enhancement
Catalyst: Completely optional, and mostly fluff. But this is the material used to summon your servant. Usually something important to their story, or something that can be linked back to them. Like a necklace, or the bones of an animal they killed.
Personality: Feel free to fill in as you please. Include why they answered the summons of the Holy Grail- what wish do they desire? Or perhaps do they just want to partake in glorious battle.
Appearance: This is what your character looks like; describe armor in Noble Phantasms if it's special. Unless stated otherwise pictures will be what your character looks like, exactly. If you have a picture delete this section and throw it at the top of the sheet.
Bio: Heroic Spirit's biography. If you're too lazy to write one use Wikipedia or another website for this, but this is your Servant's legend. You should have something here, for sure. Any changes to their characterization should be covered in this(King Arthur as a girl).
Preferred Master: This is simple. Not all masters are the same, and not all servants require the same variables. Some servants may require more mana than others. This is good because it helps you and another player figure out what kind of relationship you're looking for in advance. Gives you plenty of space to work with.
Weapon: Some Servants may use non Noble Phantasm weapons in combat. Usually this should only be one or two things as appropriate.
Parameters:
Strength: Damage. A rank STR means one attack can destroy a small house.
Endurance: Damage one can take. How much HP one has.
Agility: Dexterity or reaction time.
Mana: How much Prana one can handle.
Luck: Ability to defy fate.
Class Skills: For all skills. Please do not just put name and rank. Give an explanation of what it does. Your class skills are listed by class elsewhere. Use anecdotes, feats, and themes to gauge where this should be. Check the wiki for base skills, since it can give you a good jumping point.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend. Three maximum. Exceptional circumstances may bend this rule, however Personal Skills exist to create a themed servant so keep that in mind.
Noble Phantasm: Limit two. Exceptional circumstances may bend this rule, however Noble Phantasms exist to create a themed servant so keep that in mind.
Name:
Title: Kanji name. Usually an explanation like "Sword of Promised Victory."
Rank: E-EX. Plus modifiers are possible
NP Type:
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.
Description: What does it do? A paragraph for fluff and a paragraph for what it "does" is usually best. However I will trust you in the formatting. Try to be somewhat original here- Iskander is a really cool guy, so don't make Iskander 2, no one can do that.
Title(s):
Class: All options have been listed in the sheet for your convenience.
Knight Classes- (Saber, Archer, Lancer)
Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Birth and Death Dates: Approximate if there isn't a definite one.
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil, Chaotic Mad, Runaway Mad Enhancement
Catalyst: Completely optional, and mostly fluff. But this is the material used to summon your servant. Usually something important to their story, or something that can be linked back to them. Like a necklace, or the bones of an animal they killed.
Personality: Feel free to fill in as you please. Include why they answered the summons of the Holy Grail- what wish do they desire? Or perhaps do they just want to partake in glorious battle.
Appearance: This is what your character looks like; describe armor in Noble Phantasms if it's special. Unless stated otherwise pictures will be what your character looks like, exactly. If you have a picture delete this section and throw it at the top of the sheet.
Bio: Heroic Spirit's biography. If you're too lazy to write one use Wikipedia or another website for this, but this is your Servant's legend. You should have something here, for sure. Any changes to their characterization should be covered in this(King Arthur as a girl).
Preferred Master: This is simple. Not all masters are the same, and not all servants require the same variables. Some servants may require more mana than others. This is good because it helps you and another player figure out what kind of relationship you're looking for in advance. Gives you plenty of space to work with.
Weapon: Some Servants may use non Noble Phantasm weapons in combat. Usually this should only be one or two things as appropriate.
Parameters:
Strength: Damage. A rank STR means one attack can destroy a small house.
Endurance: Damage one can take. How much HP one has.
Agility: Dexterity or reaction time.
Mana: How much Prana one can handle.
Luck: Ability to defy fate.
Class Skills: For all skills. Please do not just put name and rank. Give an explanation of what it does. Your class skills are listed by class elsewhere. Use anecdotes, feats, and themes to gauge where this should be. Check the wiki for base skills, since it can give you a good jumping point.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend. Three maximum. Exceptional circumstances may bend this rule, however Personal Skills exist to create a themed servant so keep that in mind.
Noble Phantasm: Limit two. Exceptional circumstances may bend this rule, however Noble Phantasms exist to create a themed servant so keep that in mind.
Name:
Title: Kanji name. Usually an explanation like "Sword of Promised Victory."
Rank: E-EX. Plus modifiers are possible
NP Type:
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.
Description: What does it do? A paragraph for fluff and a paragraph for what it "does" is usually best. However I will trust you in the formatting. Try to be somewhat original here- Iskander is a really cool guy, so don't make Iskander 2, no one can do that.
If you have any questions regarding masters, let anyone of us know. We will be providing extra material in the Discord and the OOC.
Name:
Title(s):
Appearance: (This is what your character looks like; a picture up top also works~)
Gender: (Duhh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably 300 years.)
Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil)
Rank: (Your capability as a Magus. Use this even if you aren't part of the Association, as in that case it's just a designation it would use to describe your talent. Ranks are listed in the opening. If a member of the Association, it can be inflated by politics.)
Objective for the Grail: (What will you wish for? Or perhaps you have another aim for the Grail. . .)
Command Seal: (What will it look like when you summon your servant? Optional. Pictures are acceptable, just spoiler them.)
Personality: (A paragraph or so suffices. We want to leave room for development!)
Bio: (A few sentences, just a basic ideal. Include information on the family you're descended from. The more information on the family, the more its detailed, the more its coherent, the more justifiable having, say, an above average Magus is)
---
Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work. Optional, as it's fluff for your character.)
Number of Magic Circuits: Number of circuits. Ranked A-E. Modifiers allowed with scrutiny.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers allowed with scrutiny.
---
Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Special elements beyond this are acceptable, but are under scrutiny. Additionally, you can list your Origin here if you want to bother with it.)
Magecraft: (Include all schools of magecraft you know, including General Magecraft(Things students at Clocktower would know). We assume they do not know the basics unless the basics are included as an example. If its not mentioned here it's assumed that particular type of magecraft is not something within their capabilities. Do not apply individual spells, but you can use them as examples.)
Crest: (Rough age of the crest, thus family. The magecraft within the crest is assumed to be in your magecraft section.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered 3.)
True/False Standing: Are you a true master, or a false master? True Masters possesses more resources, but lack anonymity, while false masters have the opposite situation.
Title(s):
Appearance: (This is what your character looks like; a picture up top also works~)
Gender: (Duhh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably 300 years.)
Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil)
Rank: (Your capability as a Magus. Use this even if you aren't part of the Association, as in that case it's just a designation it would use to describe your talent. Ranks are listed in the opening. If a member of the Association, it can be inflated by politics.)
Objective for the Grail: (What will you wish for? Or perhaps you have another aim for the Grail. . .)
Command Seal: (What will it look like when you summon your servant? Optional. Pictures are acceptable, just spoiler them.)
Personality: (A paragraph or so suffices. We want to leave room for development!)
Bio: (A few sentences, just a basic ideal. Include information on the family you're descended from. The more information on the family, the more its detailed, the more its coherent, the more justifiable having, say, an above average Magus is)
---
Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work. Optional, as it's fluff for your character.)
Number of Magic Circuits: Number of circuits. Ranked A-E. Modifiers allowed with scrutiny.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers allowed with scrutiny.
---
Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Special elements beyond this are acceptable, but are under scrutiny. Additionally, you can list your Origin here if you want to bother with it.)
Magecraft: (Include all schools of magecraft you know, including General Magecraft(Things students at Clocktower would know). We assume they do not know the basics unless the basics are included as an example. If its not mentioned here it's assumed that particular type of magecraft is not something within their capabilities. Do not apply individual spells, but you can use them as examples.)
Crest: (Rough age of the crest, thus family. The magecraft within the crest is assumed to be in your magecraft section.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered 3.)
True/False Standing: Are you a true master, or a false master? True Masters possesses more resources, but lack anonymity, while false masters have the opposite situation.
Useful Materials (Will be added to as interest is shown/as needed)
You can read up on personal and Class Skills here, to help you design a character.
Knight of the sword, Saber.
Magic Resistance
Riding
Knight of the lance, Lancer.
Magic Resistance
Knight of the bow, Archer.
Independent Action
Magic Resistance
Magic Resistance
Riding
Knight of the lance, Lancer.
Magic Resistance
Knight of the bow, Archer.
Independent Action
Magic Resistance
Mounted soldier, Rider.
Riding
Magic Resistance
Magus, Caster.
Item Construction
Territory Creation
Silent killer, Assassin.
Presence Concealment
Mad warrior, Berserker.
Mad Enhancement
Riding
Magic Resistance
Magus, Caster.
Item Construction
Territory Creation
Silent killer, Assassin.
Presence Concealment
Mad warrior, Berserker.
Mad Enhancement
A rough measure of your talent as a magus by the Mages Association. This does not necessarily reflect your circuits, though having good ones will make being a powerful magus easier. Ranks can be inflated by prestige or politics rather than talent however. An example of a magus of this caliber is next to each Rank.
Grand: Crown (Touko Aozaki)
Only a handful of Magi in the existence of the Association have ever reached this point. This is the height of Magecraft in the modern era, a level even the Lords of Clocktower are unlikely to reach. Put simply, monsters in the form of humans.
Brand: Color (Kayneth El-Melloi Archibald)
The level of a talented Lord of Clock Tower. A true prodigy is at this rank, someone who can revolutionize an entire field of magecraft just by existing. Around the absolute limit of someone like say, Rin Tohsaka. Those truly at the level of Brand in the Clocktower probably number in the couple hundred at most in its entire history.
Pride: Law (Nigel Sayward)
Exceptional Magus. Only a handful of Magi in a families entire history may exist at this rank. In fact a family is quite lucky to have such a great magus as their head at all. The difference between "Pride" and "Brand" is like the difference between the Heavens and the Earth below it.
Fes: Festival (Norikata Emiya)
A magus who has broken through the barrier that is 'my craft has matured and stabilized' and gotten past that important roadblock. A Fes is nothing to scoff at, if they received the rank from actual talent. In the history of their family, they will definitely be a noteworthy family head.
Cause: Open (Protagonist F/GO)
A magus who has fully stabilized their magecraft and its foundation. While this could be considered average, it is genuinely a feat to reach this point at all. Someone at this level is a "matured magus".
Count: Eldest Child (Kiritsugu)
Someone who uses magecraft at a level above a greenhorn, but has yet to stabilize their craft properly.
Frame: Youngest Child (Ayaka Sajyou)
Someone totally new to magecraft. A bit above the likes of Emiya Shirou, who can barely practice magecraft. At this level it's probably more about theory then actual magecraft.
[As an aside, highly ranked Masters will have their identity made public to other roleplayers.]
Grand: Crown (Touko Aozaki)
Only a handful of Magi in the existence of the Association have ever reached this point. This is the height of Magecraft in the modern era, a level even the Lords of Clocktower are unlikely to reach. Put simply, monsters in the form of humans.
Brand: Color (Kayneth El-Melloi Archibald)
The level of a talented Lord of Clock Tower. A true prodigy is at this rank, someone who can revolutionize an entire field of magecraft just by existing. Around the absolute limit of someone like say, Rin Tohsaka. Those truly at the level of Brand in the Clocktower probably number in the couple hundred at most in its entire history.
Pride: Law (Nigel Sayward)
Exceptional Magus. Only a handful of Magi in a families entire history may exist at this rank. In fact a family is quite lucky to have such a great magus as their head at all. The difference between "Pride" and "Brand" is like the difference between the Heavens and the Earth below it.
Fes: Festival (Norikata Emiya)
A magus who has broken through the barrier that is 'my craft has matured and stabilized' and gotten past that important roadblock. A Fes is nothing to scoff at, if they received the rank from actual talent. In the history of their family, they will definitely be a noteworthy family head.
Cause: Open (Protagonist F/GO)
A magus who has fully stabilized their magecraft and its foundation. While this could be considered average, it is genuinely a feat to reach this point at all. Someone at this level is a "matured magus".
Count: Eldest Child (Kiritsugu)
Someone who uses magecraft at a level above a greenhorn, but has yet to stabilize their craft properly.
Frame: Youngest Child (Ayaka Sajyou)
Someone totally new to magecraft. A bit above the likes of Emiya Shirou, who can barely practice magecraft. At this level it's probably more about theory then actual magecraft.
[As an aside, highly ranked Masters will have their identity made public to other roleplayers.]
(Weird F/SN terms that come up. A reference to draw upon as a quick messy resource. I oversimplified a lot of it, but it may help out people inexperienced or new to the universe.)
Boundary Field
Usually created via magical energy, these separate "inside" from "outside". Age makes boundary fields stronger, though not at a scale generally relevant to a Holy Grail War. Typically they are defensive and indirect in nature, and almost never directly interfere with humans. Good boundary fields are hard to notice. An Alarm Boundary field that notifies its owner of enemies is a good example.
Catalyst
A physical object that holds a connection to the Heroic Spirit(Servant) you wish to summon. Very expensive and rare for more than obvious reasons. If the catalyst has connection to multiple Heroes, then the Hero with the most affinity for a Master would be summoned.
Command Mantra
The latest addition to the Holy Grail War, devised by Matou Zouken. Three tattoo like emblems formed in a shape corresponding to the magecraft or mentality of the Magus. They appear immediately on your hand after summoning a Servant in the Holy Grail War. As crystallized miracles, they can be spent to give absolute orders to even Servants. If used in tandem with your Servant(and with proper wording), even Great Miracles can be achieved. One of the most used functions is summoning your servant to you in a moment of great duress.
Element
One of the Five Elements listed in the Master sheet. While elementalists do exist, it doesn't necessarily operate like Avatar: The Last Airbender. "Water" for example deals with flow, binding and manipulation. It is no surprise then that the familiar experts of the Matou family all have the Water element.
Familiar
Inferior lifeforms created by Magi, which share a link with them. They are assistants that spy, gather reagents, etc. They grow stronger with age, but aren't apprentices. Usually take the form of animals like cats, dogs, birds and so on. Most Magi make use of them because of their convenience. Servants are technically a kind of Familiar, but Servants are beings with more power than their "Masters". As a result, the absolute power of Command Mantra are a "Masters" leverage.
Heroic Spirit
Those who existed, fictional legends, real legends- all create "Heroic Spirits". Their achievements make them into existences of a much higher rank then any normal human. They are "stored" eternally on the Throne of Heroes, off the worlds time-axis. What is summoned by the Holy Grail is actually just a degraded copy of a "Heroic Spirit".
Homonculi
A form of inferior yet superior lifeform created with Western Alchemy. Their rank as lifeforms are low, but they usually possess magic circuits far superior than even the greatest magi. They are 'perfect' beings born with all knowledge to complete their designated job. However in exchange they usually have fatal flaw(s) such as being lame, or having very short lifespans.
Leyline(Including Fallen Leylines)
The heartbeat of the planet(life), where magical energy naturally flows. Fallen Leylines are places of power where the leylines have 'broken'. Thus the power along the leylines naturally pools at these places, making them excellent nodes to collect magical energy, do magecraft, or dominate leylines in the area around them. You will need to scout for these Leylines yourself if you wish to take them for yourself.
Magecraft
Using magical energy to effect change on the external world. Magi of the modern era make use of incantations as the basis of their magecraft. The strongest form of magecraft achievable in the modern era are Grand Rituals, which usually require multiple magi to perform. Reliant on Mystery.
Mages Association
International self-defense organization created by Mages for mages. It controls and helps develop magecraft, while protecting its mystery(hiding it from outsiders). For most Magi it is an important resource which they should make use of. They ignore hideous crimes as long as they don't expose magecraft. Led by the Clock Tower, based in London England.
Magic Circuit
A nervous system expressed from the soul itself. They are a mutation that is intentionally encouraged by Magi which allows magecraft in the modern era. By putting magical energy through them, Magecraft becomes possible. They can never be altered or changed after birth, and repairing them is almost impossible. Thus the system of Nobility inherent to Magi is highly encouraged, along with things like arranged marriages. The decline or loss of magic circuits is a fear beyond fear for Magi.
Magic Crest
The greatest treasure of any magus family. Magic circuits of previous heads engraved with the magecraft knowledge and research they completed in life. In that sense, they're like an inherited magical spellbook. They become stronger and more stable with age, and act as an organ transplanted from each head to the next. It is very difficult to transfer crests out of the bloodline, as rejection is likely. Almost always transferred at a young age.
Magical Energy(Prana, Od, Mana)
Magical energy(Prana) is used to power spells, sustain servants, etc. It is created by passing along od(internal life energy) or mana(external energy of the world) through a magic circuit. Od is always tiny in amount compared to mana.
Masters Clairvoyance
A special ability granted to all Masters in a Holy Grail War. It allows a Master to "see" the skills, parameters, class, general data, and noble phantasm of a servant as if reading a book- if they are demonstrated. Functionally, it means you can read that servants sheet or part of it.
Mystery
The "power" everything supernatural in this universe holds. To Magi, who use artificial mysteries(magecraft) it could be called the most valuable thing. As a result Magi are want to use their magecraft in front of others, let alone explain it. Stronger Mysteries always defeat lesser ones. A servant is a sort of living mystery, just as a Pegasus would be.
Mystic Code
Magical artifacts that Magi use to execute a predetermined function(spell), or amplify their magecraft. For example, a Magic Wand that flings fireballs or a Witches broom that lets you fly. Also called formalwear.
Noble Phantasm
Crystallized mysteries. They exist on a scale beyond normal mysteries, embodiments of the exalted legends of Heroes. They could be physical objects, weapons, or even more abstract things like curses, states of being, properties etc. It is good to use examples as references to what Noble Phantasms are and do. To fully utilize a Noble Phantasm, typically their true name must be invoked. Though Heroic Spirits aren't at the rank of beings such as Divine Spirits, Noble Phantasms allow them to 'defeat' even beings vastly superior to them.
Phantasmal Race
Existences of the highest order. Things of legend such as Dragons, Oni, Giants, or Pegasi. They are typically intrinsically things beyond humans, even Heroic Spirits(if the rank is high enough). In other words, they are living "Mysteries". The ranks are Monstrous Beast, Phantasmal Beast, and Divine Beast. While Riders tend to be individually weak- if their mount is from the Age of Gods, their Noble Phantasm tends to be supreme because Phantasmal Races are beyond servants. Age is what gives them power.
Second Owner
The assigned(By the Association) caretaker of a spiritual land with some amount of power.
Servant
What you will use to win the Holy Grail. High class spirits, and your familiar that talks back. Unfortunately. Though they are powerful(being immune to things without mystery), their greatest asset is typically always the Noble Phantasm.
Servant Knowledge
Servants are imparted with all necessary information(including language) to function in the modern world.
Servant Skill(Class, Personal)
Part of the Class Container given to Servants by the Grail. Class skills are inherent to the class container(IE Saber), while personal skills are something far more personalized.
Spellcaster
Someone who uses magecraft for the sake of magecraft, rather than for research toward the Truth. Hated and despised by most Magi. Kiritsugu was a Spellcaster.
Spiritual Form
The form Servants take when dematerialized. It conserves magical energy, lets them move through objects, makes them invisible, and even fly through the air. In other words, they become something like a "Ghost". After all that's what they are in a manner of speaking.
The Holy Grail(Lesser, Greater)
The device that summons servants. The Lesser Grail is the gateway to the Greater Grail, which is the actual omnipotent wishing device. In this story, the grail is missing, and has yet to materialize. In a False war, it shouldn't. But this is a true war. It is a Golden Cup. Touch it if you dare.
Workshop
The territory of a Magus. Usually prepared to be highly receptive to their magecraft, workshops are the hearts of magi. Typically they make use of many boundary fields, traps, and amplifiers for their craft.
Boundary Field
Usually created via magical energy, these separate "inside" from "outside". Age makes boundary fields stronger, though not at a scale generally relevant to a Holy Grail War. Typically they are defensive and indirect in nature, and almost never directly interfere with humans. Good boundary fields are hard to notice. An Alarm Boundary field that notifies its owner of enemies is a good example.
Catalyst
A physical object that holds a connection to the Heroic Spirit(Servant) you wish to summon. Very expensive and rare for more than obvious reasons. If the catalyst has connection to multiple Heroes, then the Hero with the most affinity for a Master would be summoned.
Command Mantra
The latest addition to the Holy Grail War, devised by Matou Zouken. Three tattoo like emblems formed in a shape corresponding to the magecraft or mentality of the Magus. They appear immediately on your hand after summoning a Servant in the Holy Grail War. As crystallized miracles, they can be spent to give absolute orders to even Servants. If used in tandem with your Servant(and with proper wording), even Great Miracles can be achieved. One of the most used functions is summoning your servant to you in a moment of great duress.
Element
One of the Five Elements listed in the Master sheet. While elementalists do exist, it doesn't necessarily operate like Avatar: The Last Airbender. "Water" for example deals with flow, binding and manipulation. It is no surprise then that the familiar experts of the Matou family all have the Water element.
Familiar
Inferior lifeforms created by Magi, which share a link with them. They are assistants that spy, gather reagents, etc. They grow stronger with age, but aren't apprentices. Usually take the form of animals like cats, dogs, birds and so on. Most Magi make use of them because of their convenience. Servants are technically a kind of Familiar, but Servants are beings with more power than their "Masters". As a result, the absolute power of Command Mantra are a "Masters" leverage.
Heroic Spirit
Those who existed, fictional legends, real legends- all create "Heroic Spirits". Their achievements make them into existences of a much higher rank then any normal human. They are "stored" eternally on the Throne of Heroes, off the worlds time-axis. What is summoned by the Holy Grail is actually just a degraded copy of a "Heroic Spirit".
Homonculi
A form of inferior yet superior lifeform created with Western Alchemy. Their rank as lifeforms are low, but they usually possess magic circuits far superior than even the greatest magi. They are 'perfect' beings born with all knowledge to complete their designated job. However in exchange they usually have fatal flaw(s) such as being lame, or having very short lifespans.
Leyline(Including Fallen Leylines)
The heartbeat of the planet(life), where magical energy naturally flows. Fallen Leylines are places of power where the leylines have 'broken'. Thus the power along the leylines naturally pools at these places, making them excellent nodes to collect magical energy, do magecraft, or dominate leylines in the area around them. You will need to scout for these Leylines yourself if you wish to take them for yourself.
Magecraft
Using magical energy to effect change on the external world. Magi of the modern era make use of incantations as the basis of their magecraft. The strongest form of magecraft achievable in the modern era are Grand Rituals, which usually require multiple magi to perform. Reliant on Mystery.
Mages Association
International self-defense organization created by Mages for mages. It controls and helps develop magecraft, while protecting its mystery(hiding it from outsiders). For most Magi it is an important resource which they should make use of. They ignore hideous crimes as long as they don't expose magecraft. Led by the Clock Tower, based in London England.
Magic Circuit
A nervous system expressed from the soul itself. They are a mutation that is intentionally encouraged by Magi which allows magecraft in the modern era. By putting magical energy through them, Magecraft becomes possible. They can never be altered or changed after birth, and repairing them is almost impossible. Thus the system of Nobility inherent to Magi is highly encouraged, along with things like arranged marriages. The decline or loss of magic circuits is a fear beyond fear for Magi.
Magic Crest
The greatest treasure of any magus family. Magic circuits of previous heads engraved with the magecraft knowledge and research they completed in life. In that sense, they're like an inherited magical spellbook. They become stronger and more stable with age, and act as an organ transplanted from each head to the next. It is very difficult to transfer crests out of the bloodline, as rejection is likely. Almost always transferred at a young age.
Magical Energy(Prana, Od, Mana)
Magical energy(Prana) is used to power spells, sustain servants, etc. It is created by passing along od(internal life energy) or mana(external energy of the world) through a magic circuit. Od is always tiny in amount compared to mana.
Masters Clairvoyance
A special ability granted to all Masters in a Holy Grail War. It allows a Master to "see" the skills, parameters, class, general data, and noble phantasm of a servant as if reading a book- if they are demonstrated. Functionally, it means you can read that servants sheet or part of it.
Mystery
The "power" everything supernatural in this universe holds. To Magi, who use artificial mysteries(magecraft) it could be called the most valuable thing. As a result Magi are want to use their magecraft in front of others, let alone explain it. Stronger Mysteries always defeat lesser ones. A servant is a sort of living mystery, just as a Pegasus would be.
Mystic Code
Magical artifacts that Magi use to execute a predetermined function(spell), or amplify their magecraft. For example, a Magic Wand that flings fireballs or a Witches broom that lets you fly. Also called formalwear.
Noble Phantasm
Crystallized mysteries. They exist on a scale beyond normal mysteries, embodiments of the exalted legends of Heroes. They could be physical objects, weapons, or even more abstract things like curses, states of being, properties etc. It is good to use examples as references to what Noble Phantasms are and do. To fully utilize a Noble Phantasm, typically their true name must be invoked. Though Heroic Spirits aren't at the rank of beings such as Divine Spirits, Noble Phantasms allow them to 'defeat' even beings vastly superior to them.
EX-??? Off the scale
A-50 Highest
B-40 Above Average
C-30 Average
D-20 Below Average
E-10 Lowest
Modifiers
+ modifiers temporarily add the rank to itself under certain conditions, increasing it drastically. There is a maximum of three modifiers on a rank.
For example, A+ would be 100 on the numerical scale. A++ would be 150. A+++ would be 200.
A-50 Highest
B-40 Above Average
C-30 Average
D-20 Below Average
E-10 Lowest
Modifiers
+ modifiers temporarily add the rank to itself under certain conditions, increasing it drastically. There is a maximum of three modifiers on a rank.
For example, A+ would be 100 on the numerical scale. A++ would be 150. A+++ would be 200.
Phantasmal Race
Existences of the highest order. Things of legend such as Dragons, Oni, Giants, or Pegasi. They are typically intrinsically things beyond humans, even Heroic Spirits(if the rank is high enough). In other words, they are living "Mysteries". The ranks are Monstrous Beast, Phantasmal Beast, and Divine Beast. While Riders tend to be individually weak- if their mount is from the Age of Gods, their Noble Phantasm tends to be supreme because Phantasmal Races are beyond servants. Age is what gives them power.
Second Owner
The assigned(By the Association) caretaker of a spiritual land with some amount of power.
Servant
What you will use to win the Holy Grail. High class spirits, and your familiar that talks back. Unfortunately. Though they are powerful(being immune to things without mystery), their greatest asset is typically always the Noble Phantasm.
Servant Knowledge
Servants are imparted with all necessary information(including language) to function in the modern world.
Servant Skill(Class, Personal)
Part of the Class Container given to Servants by the Grail. Class skills are inherent to the class container(IE Saber), while personal skills are something far more personalized.
Spellcaster
Someone who uses magecraft for the sake of magecraft, rather than for research toward the Truth. Hated and despised by most Magi. Kiritsugu was a Spellcaster.
Spiritual Form
The form Servants take when dematerialized. It conserves magical energy, lets them move through objects, makes them invisible, and even fly through the air. In other words, they become something like a "Ghost". After all that's what they are in a manner of speaking.
The Holy Grail(Lesser, Greater)
The device that summons servants. The Lesser Grail is the gateway to the Greater Grail, which is the actual omnipotent wishing device. In this story, the grail is missing, and has yet to materialize. In a False war, it shouldn't. But this is a true war. It is a Golden Cup. Touch it if you dare.
Workshop
The territory of a Magus. Usually prepared to be highly receptive to their magecraft, workshops are the hearts of magi. Typically they make use of many boundary fields, traps, and amplifiers for their craft.
Positions and Who has interest
True/False Saber: @Red Alice/@Breo
True/False Berserker: @floodtalon/@SSW
True/False Caster: @Sageage/@ItMeGritty
True/False Assassin: @LukasVolkov/@Demonic Face
True/False Rider: @ManyThings/@Aoko Aozaki
True/False Lancer: --/@Kyoka
True/False Archer:@Seirei No Hai/@DostHou
True/False Saber: @Red Alice/@Breo
True/False Berserker: @floodtalon/@SSW
True/False Caster: @Sageage/@ItMeGritty
True/False Assassin: @LukasVolkov/@Demonic Face
True/False Rider: @ManyThings/@Aoko Aozaki
True/False Lancer: --/@Kyoka
True/False Archer:@Seirei No Hai/@DostHou