The sage cries out.
“Open, Gates of heaven. Bless us and bestow miracles upon us!”
“Open, Gates of heaven. Bless us and bestow miracles upon us!”
The year is 1994, and it is the eve of the Fourth Holy Grail War. Strictly speaking, this Holy Grail War should not exist. On the eve of World War 2, the Holy Grail System fell apart in the opening acts of the Third Holy Grail War. The majority of Fuyuki was wiped clean over a single night. Among the seven servants and seven masters present, not a single one survived. It was the end of the Einzbern, Tohsaka, and Matou's last folly.
Or, so it was thought.
The Holy Grail War has started anew. It will no longer take place in Japan but instead in Paris, France. The Second Owner of that land has sent out a simple message to the Magi of Clocktower and beyond. Those who wish for the root. Those who wish for an omnipotent desire. Those who wish for my domain of Paris- Seize the Holy Grail, and all of these boons shall become only yours.
Oh, transcendent Heroes.
Oh, earth-crawling Magi.
Heed the call of the Holy Grail.
Oh, earth-crawling Magi.
Heed the call of the Holy Grail.
---
This is a standard Fate/Stay Night roleplay focusing purely on the Holy Grail War itself. Taking place in Paris, the winner will end up having any one wish granted. Not only that, but their family will inherit Paris itself- a spiritual ground second only to London in Europe. The roleplay will make use of the standard seven class containers. For reasons known only to the Second Owner of Paris, the number of pairs has been drastically increased beyond the standard seven. In simple terms, this means you do not need to worry about the roleplay running out of space.
This RP will take place over a term of Eight Days, meaning if the Holy Grail has not been claimed on the last day, the ritual will have failed and the entire RP will have been for naught. Make sure to eliminate all the competition before then! Aggressiveness will be key for such a short war.
Each player will apply a single Master, and a single Servant. Then, these characters will be paired off and sent out to fight in the Holy Grail War! This RP is meant to create a shared narrative in a sandbox environment, but eventually only two people will stand before the Holy Grail.
To assuage any concerns, the Holy Grail has not been tainted by All the Worlds Evils, and you will receive a legitimate wish for your victory. If this RP proves successful enough, we will move on to the Fifth Holy Grail War.
On a final note, every Master will have half a day(Dawn to Dusk) in Paris to prepare themselves for the war. At the end of this grace period, you will summon your servant and the Grail War will begin for you. This time is best spent preparing your workshop and setting up the basics you'll need to win the war. Make sure to send me what you did over that period before your first post. As this roleplay will follow the standard rules of the Holy Grail War, overt fighting during day is off-limits.
This RP will take place over a term of Eight Days, meaning if the Holy Grail has not been claimed on the last day, the ritual will have failed and the entire RP will have been for naught. Make sure to eliminate all the competition before then! Aggressiveness will be key for such a short war.
Each player will apply a single Master, and a single Servant. Then, these characters will be paired off and sent out to fight in the Holy Grail War! This RP is meant to create a shared narrative in a sandbox environment, but eventually only two people will stand before the Holy Grail.
To assuage any concerns, the Holy Grail has not been tainted by All the Worlds Evils, and you will receive a legitimate wish for your victory. If this RP proves successful enough, we will move on to the Fifth Holy Grail War.
On a final note, every Master will have half a day(Dawn to Dusk) in Paris to prepare themselves for the war. At the end of this grace period, you will summon your servant and the Grail War will begin for you. This time is best spent preparing your workshop and setting up the basics you'll need to win the war. Make sure to send me what you did over that period before your first post. As this roleplay will follow the standard rules of the Holy Grail War, overt fighting during day is off-limits.
Name:
Title(s):
Class: I have listed all options for your convenience; The Knight Classes(Saber, Archer, Lancer) and the Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Attribute: This will be given to you upon approval.
Era: The time they were alive during. This may be the Age of Gods(Before Christs birth) or the Age of Man(After Christs birth) You may put precise birth and death dates as well.
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil, Chaotic Mad, Runaway Mad Enchancement
Personality: Feel free to fill in as you please. Make sure to include why they answered the summons of the Holy Grail- what wish do they desire?
Character Objectives: What your Servant wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include vanquishing evil(primary), or enjoying the modern world(secondary). These objectives should not include your characters wish, or achieving victory within the Grail War in itself. Finally add a few meta objectives you have for this Servant. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
Appearance: This is what your character looks like; describe armor in Noble Phantasm's 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. Any changes to their characterization should be covered in this(King Arthur as a girl). For Servants, this is a relatively unimportant section.
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. Please remember that class skills are specific to class. Fate/Grand Orders system for class skills will not be used here. Reference the opening post for listed class skills if you do not know them.
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: I have listed all options for your convenience; The Knight Classes(Saber, Archer, Lancer) and the Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Attribute: This will be given to you upon approval.
Era: The time they were alive during. This may be the Age of Gods(Before Christs birth) or the Age of Man(After Christs birth) You may put precise birth and death dates as well.
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil, Chaotic Mad, Runaway Mad Enchancement
Personality: Feel free to fill in as you please. Make sure to include why they answered the summons of the Holy Grail- what wish do they desire?
Character Objectives: What your Servant wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include vanquishing evil(primary), or enjoying the modern world(secondary). These objectives should not include your characters wish, or achieving victory within the Grail War in itself. Finally add a few meta objectives you have for this Servant. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
Appearance: This is what your character looks like; describe armor in Noble Phantasm's 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. Any changes to their characterization should be covered in this(King Arthur as a girl). For Servants, this is a relatively unimportant section.
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. Please remember that class skills are specific to class. Fate/Grand Orders system for class skills will not be used here. Reference the opening post for listed class skills if you do not know them.
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.
Name:
Title(s):
Appearance: (This is what your character looks like; a picture up top is also acceptable.)
Gender: (Duh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably around 200 years. Characters above 250 will not be accepted.)
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 in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: (What is your wish?)
Character Objectives: What your Masters wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include recovering magic crests(primary), or enjoying the company of a legendary hero(secondary). These objectives should not include your characters wish itself, or achieving victory in the war. Finally add a few meta objectives you have for this Master. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
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 sentances, 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.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers may be requested, but don't include them on your initial sheet.
---
Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Valid elements may shift with the culture of your magical foundation(ie Chinese Elements). Special elements beyond these 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. List by generation; 40 years is assumed to be a generation in this case.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered around 3. This may shift depending on your Magus, though.)
Exceptional Benefit: Meant to be a representation of the special situation inherent to a specific Master. You may pick one, and it must be justified and work logically for your character.
Title(s):
Appearance: (This is what your character looks like; a picture up top is also acceptable.)
Gender: (Duh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably around 200 years. Characters above 250 will not be accepted.)
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 in the eyes of the Mages Association. This will be given to you on approval.)
Objective for the Grail: (What is your wish?)
Character Objectives: What your Masters wishes to accomplish within the Holy Grail War. You should list one or two primary objectives, then several secondary objectives they may accomplish. Examples include recovering magic crests(primary), or enjoying the company of a legendary hero(secondary). These objectives should not include your characters wish itself, or achieving victory in the war. Finally add a few meta objectives you have for this Master. Where do you want to see them go? What do you wish to see them accomplish? Send this part over Private Messages to the GM(s). Completing your objectives will have positive consequences.
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 sentances, 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.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers may be requested, but don't include them on your initial sheet.
---
Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Valid elements may shift with the culture of your magical foundation(ie Chinese Elements). Special elements beyond these 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. List by generation; 40 years is assumed to be a generation in this case.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered around 3. This may shift depending on your Magus, though.)
Exceptional Benefit: Meant to be a representation of the special situation inherent to a specific Master. You may pick one, and it must be justified and work logically for your character.
You may pick one.
Second Owner- Your magus family owns spiritual land somewhere in the world. You may summon your servant within Paris, or within your own land. This option sacrifices your half a day preparation time.
Contacts- You have friends within local organizations. You may make reasonable requests to any mundane organization within Paris and have it fulfilled(discretely). Examples include having a hospital send fresh cadavers to your location, or gaining access to the Mayors office with ease. Requests above and beyond the normal have a chance for failure.
Superior Mystic Code- You may have an exceptional mystic code. It is a very high grade mystic code that won't count against your mystic code section in the sheet. For example if it was a puppet body, it would be a puppet body that would defensively fight against even a Servant. This should only be used for extremely strong codes at the highest tier. Superior Mystic Codes are extremely powerful, so they should be approved separately over PMs. To preserve their secrecy, do not add them to your public sheet.
Finality- A singular spell that is a secret technique passed down through your family. A true, genuine trump card spell. It is exceptional at whatever it does, though only older families may have these. For example, this could be a spell that enforces a honorable duel between two targets, even if the targets are in the classification of Servants. Finalities are extremely powerful, so they should be approved separately over PMs. To preserve their secrecy, do not add them to your public sheet.
Early Summoning- Your master summoned a bit earlier than others during the Grail War. They can summon their servant at the start of their half a days preparation.
Preparation- Your master arrived a bit early to the Grail War. They took a single day(On top of the half day granted to all masters) to prepare a workshop in advance.
Secured Leyline- Your master arrived and immediately secured an unoccupied leyline. It is only recommended you take this option if you can get 9 other Magi, or have a Servant with magecraft- otherwise you would need outside help to properly make use of the leyline.
Supply Line- Due to support or contacts with an external organization, you will receive backup from an allied organization of your choice. This organization will send wares it has access too. This can take the form of resources, mystic codes, and so on. For this to happen, you must first request the item you want. There is a chance this request may fail depending on the rarity of that item(to the organization), or how many times you have recently requested an item.
Support Magi- You arrive with a single(magus) assistant. Every two days(at the start of the day), three more assistants will arrive.
Second Owner- Your magus family owns spiritual land somewhere in the world. You may summon your servant within Paris, or within your own land. This option sacrifices your half a day preparation time.
Contacts- You have friends within local organizations. You may make reasonable requests to any mundane organization within Paris and have it fulfilled(discretely). Examples include having a hospital send fresh cadavers to your location, or gaining access to the Mayors office with ease. Requests above and beyond the normal have a chance for failure.
Superior Mystic Code- You may have an exceptional mystic code. It is a very high grade mystic code that won't count against your mystic code section in the sheet. For example if it was a puppet body, it would be a puppet body that would defensively fight against even a Servant. This should only be used for extremely strong codes at the highest tier. Superior Mystic Codes are extremely powerful, so they should be approved separately over PMs. To preserve their secrecy, do not add them to your public sheet.
Finality- A singular spell that is a secret technique passed down through your family. A true, genuine trump card spell. It is exceptional at whatever it does, though only older families may have these. For example, this could be a spell that enforces a honorable duel between two targets, even if the targets are in the classification of Servants. Finalities are extremely powerful, so they should be approved separately over PMs. To preserve their secrecy, do not add them to your public sheet.
Early Summoning- Your master summoned a bit earlier than others during the Grail War. They can summon their servant at the start of their half a days preparation.
Preparation- Your master arrived a bit early to the Grail War. They took a single day(On top of the half day granted to all masters) to prepare a workshop in advance.
Secured Leyline- Your master arrived and immediately secured an unoccupied leyline. It is only recommended you take this option if you can get 9 other Magi, or have a Servant with magecraft- otherwise you would need outside help to properly make use of the leyline.
Supply Line- Due to support or contacts with an external organization, you will receive backup from an allied organization of your choice. This organization will send wares it has access too. This can take the form of resources, mystic codes, and so on. For this to happen, you must first request the item you want. There is a chance this request may fail depending on the rarity of that item(to the organization), or how many times you have recently requested an item.
Support Magi- You arrive with a single(magus) assistant. Every two days(at the start of the day), three more assistants will arrive.
Currently only the seven standard classes will be allowed at this time.
Knight of the sword, Saber.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Riding
Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary.
Knight of the lance, Lancer.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Knight of the bow, Archer.
Independent Action
Enables action even if the Master dies or if the contract with the Master is terminated. It is possible to stay in the world for one day at rank C, and 2 days at rank B. At rank A, the Servant can continue existing even without the Master.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Riding
Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary.
Knight of the lance, Lancer.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Knight of the bow, Archer.
Independent Action
Enables action even if the Master dies or if the contract with the Master is terminated. It is possible to stay in the world for one day at rank C, and 2 days at rank B. At rank A, the Servant can continue existing even without the Master.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Mounted soldier, Rider.
Riding
Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Magus, Caster.
Item Construction
Ability to create weapons having magic power. As one of the main uses of this, there is the creation of Mystic Codes.
Territory Creation
Ability to create a territory advantageous to oneself as a magus. The workshops of common magi are also included in as territories, but at rank A, it is possible to create a temple class territory exceeding that of a workshop.
Silent killer, Assassin.
Presence Concealment
Ability to cut off one's presence as a Servant. It is possible to hide oneself from enemy Servants.
Mad warrior, Berserker.
Mad Enhancement
Ability to increase the rank of each status in exchange for sanity. For each rank increase in Mad Enhance, the number of types of boosted parameters increase.
Riding
Ability to ride things. A Servant with this at rank A can ride even mythical beasts and divine beasts. However, in order to ride dragon types, a different ability than Riding is necessary.
Magic Resistance
Ability of resistance to magery. Generally speaking, it cancels magic of a certain rank and below. At rank B and over, the Servant won't be hurt even by high magery, ritual mantras, and other elaborate magery.
Magus, Caster.
Item Construction
Ability to create weapons having magic power. As one of the main uses of this, there is the creation of Mystic Codes.
Territory Creation
Ability to create a territory advantageous to oneself as a magus. The workshops of common magi are also included in as territories, but at rank A, it is possible to create a temple class territory exceeding that of a workshop.
Silent killer, Assassin.
Presence Concealment
Ability to cut off one's presence as a Servant. It is possible to hide oneself from enemy Servants.
Mad warrior, Berserker.
Mad Enhancement
Ability to increase the rank of each status in exchange for sanity. For each rank increase in Mad Enhance, the number of types of boosted parameters increase.
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. Rank will be assigned by the GMs around the time of approval.
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 Clocktower. 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 Clocktower. 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.)
Servant Ban List
Heracles(Off Berserker), Gilgamesh, Nursery Rhyme, Ozymandias, joke Servants, funny business Servants, and canon servants with partial(incomplete) sheets. Additionally, no Servant that would qualify for 'Grand' will be accepted at this time. Certain sheets or aspects of sheets may not be allowed for power balancing, though I expect this to be a rare occurrence. Double summon is inapplicable.
Eastern Servants and Counter Heroes are allowed.
All Servants must be historic or mythological figures who were born before 1902AD. Figures before Gilgamesh are banned. Additionally, Gods and such are not applicable. Humans, mixed bloods, machines, and animals qualify as Servants. Try to avoid composite skills where able.
Heracles(Off Berserker), Gilgamesh, Nursery Rhyme, Ozymandias, joke Servants, funny business Servants, and canon servants with partial(incomplete) sheets. Additionally, no Servant that would qualify for 'Grand' will be accepted at this time. Certain sheets or aspects of sheets may not be allowed for power balancing, though I expect this to be a rare occurrence. Double summon is inapplicable.
Eastern Servants and Counter Heroes are allowed.
All Servants must be historic or mythological figures who were born before 1902AD. Figures before Gilgamesh are banned. Additionally, Gods and such are not applicable. Humans, mixed bloods, machines, and animals qualify as Servants. Try to avoid composite skills where able.
Masters may not be able to fight a Servant defensively.
The caps will be raised as the spread among classes evens out. This is meant to be loosely enforced.
Saber (3/3)
Lancer (0/3)
Archer (1/3)
Rider (1/3)
Assassin (2/3)
Caster (2/3)
Berserker (3/3)
Saber (3/3)
Lancer (0/3)
Archer (1/3)
Rider (1/3)
Assassin (2/3)
Caster (2/3)
Berserker (3/3)
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