In the far east country of Japan, largely ignored by both the Mage's Association and Holy Church, there was once a ritual. A collaboration between families of magi to create an omnipotent flawed wishgranting device. Heroes of ages past took shape in a fight to the death, with that illusory prize of a "wish" dangling before the competitors.
During the second World War, the third of these rituals resulted in untold devastation to these three families. Exact records of this event simply do not exist, but in its aftermath, the families of Makiri and Tohsaka were forgotten from the world, and the Einzbern family, their head killed in the war, withdrew from Japan entirely. Fuyuki's status as a backwater town in an irrelevant country made the abdicated position of Second Owner less than prestigious, and in fact, an apparently mediocre family of little note ended up taking that position before another could, making the city even less important than it had already been.
The day is February 19, 2012. The current Second Owners of Fuyuki, the Zetsumei, have publicly announced that the Grail System of Fuyuki has been resurrected after decades of reconstruction. The Marks of the Chosen have been distributed, and the preparations have been set. The new Second Owner resides within what was once the castle of the Einzberns, a structure established on the eve of the Third Grail War and abandoned at its end. A supervisor, an overseer of the Holy Church, of course is stationed at the church on the hill. The residences of Matou and Tohsaka rot in place, abandoned.
On this day, seven magi will descend upon Fuyuki, and it shall become a hellscape.
Welcome to the Fourth Grail War for the 726th Holy Grail.
"If I had a wish? Hm...saving humanity, something like that sounds fun, yeah?"
Name/Title: T. Zetsumei
Gender: Female
Age: ??? (Presumed 90+)
Personality: ???
Biography: ???
Family History: The Zetsumei family is a small family that made its debut on any notable scale in the aftermath of Fuyuki's Third Grail War, seizing the position of Second Owner of the land. Given their irrelevance on a grand scale, little is publicly known about their nature of magecraft. Assumed to be a low-quality branch family of a better known family, but there is no evidence to support this short of how easily Fuyuki was seized by them. In fact, the only publicly-known family member is the current head, who has headed the family for numerous decades.
Origin: ???
Elemental Affinity: Ether
Number of Magic Circuits: C
Quality of Magic Circuits: D
Od: A
Magecraft:
Memory Partition (False): A mistaken copy of the Atlas Academy's trademarked ability, obtained through unknown, probably illicit means. The chance that she was once a member of Atlas is not out of the question. Rather than minds that work synergistically towards a single goal, these are minds that exist as part of a whole and act independently without cross-interference. The result may be more versatile than the true Memory Partition, but it is noticeably less efficient and effective. Five partitions.
Thought Acceleration (False): A mistaken copy of the Atlas Academy's trademarked ability, obtained through unknown, probably illicit means. The chance that she was once a member of Atlas is not out of the question. Overclocking of the mind. Efficiency compared to that of true Thought Acceleration is notably lower.
Familiars (Homunculi): Creation and control of familiars. Naturally extends to transfer of consciousness and the like. Not true homunculi but rather pieces of trash. Compared to those made by true alchemists, the difference is like heaven and earth. Compared to those made by geniuses such as the Einzberns, the difference is like Patala-loka and Satya-loka. Frail beings with surprisingly little magical aptitude given what they are, and almost no semblance of sentience. Closest in temperament to puppets poorly shaped out of ether clumps.
Bounded Fields: Mastery of Bounded Field theory and use, from creation to removal. From separating an inside from an outside to delineating effects upon the inside, her skill is commendable, though not at the level of a genius.
???: Unknown.
Mystic Eyes of ???: Unknown.
Equipment: Sunglasses, twenty homunculi, coloring book, crayon box.
Skills: ???
During the second World War, the third of these rituals resulted in untold devastation to these three families. Exact records of this event simply do not exist, but in its aftermath, the families of Makiri and Tohsaka were forgotten from the world, and the Einzbern family, their head killed in the war, withdrew from Japan entirely. Fuyuki's status as a backwater town in an irrelevant country made the abdicated position of Second Owner less than prestigious, and in fact, an apparently mediocre family of little note ended up taking that position before another could, making the city even less important than it had already been.
The day is February 19, 2012. The current Second Owners of Fuyuki, the Zetsumei, have publicly announced that the Grail System of Fuyuki has been resurrected after decades of reconstruction. The Marks of the Chosen have been distributed, and the preparations have been set. The new Second Owner resides within what was once the castle of the Einzberns, a structure established on the eve of the Third Grail War and abandoned at its end. A supervisor, an overseer of the Holy Church, of course is stationed at the church on the hill. The residences of Matou and Tohsaka rot in place, abandoned.
On this day, seven magi will descend upon Fuyuki, and it shall become a hellscape.
Welcome to the Fourth Grail War for the 726th Holy Grail.
Name/Title:
Gender:
Age:
Personality:
Appearance:
Biography:
Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here. Keep in mind that this is still a backwater town's hick ritual, so super-illustrious or old families really shouldn't be 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.
Equipment: Mystic Codes as well as mundane stuff. 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.
Gender:
Age:
Personality:
Appearance:
Biography:
Family History (if applicable): If the character comes from a magus family with a notable history, jot it down here. Keep in mind that this is still a backwater town's hick ritual, so super-illustrious or old families really shouldn't be 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.
Equipment: Mystic Codes as well as mundane stuff. 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.
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:
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 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 two, though one is preferred.
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.
NP Type: Anti-Unit, Anti-Army, Anti-Fortress, Anti-Mind, Anti-Evil, Anti-Gate, Anti-World, Anti-Team, Anti-Divine, Barrier
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 it does.
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:
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 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 two, though one is preferred.
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.
NP Type: Anti-Unit, Anti-Army, Anti-Fortress, Anti-Mind, Anti-Evil, Anti-Gate, Anti-World, Anti-Team, Anti-Divine, Barrier
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 it does.
No godmodding, autohitting or being a generally bad roleplayer. No metagaming. No being rude OOC.
Keep in mind that we're following canon rules and mechanics here, first and foremost.
Attacks and Noble Phantasms aren't on the same scale as END.
Regarding battle, if your opponent does an action that takes X amount of time, then you're allowed to post with an action/actions that do the same. This means it can be a bad idea to fire off a ten count spell in one post, as it means that while you're chanting, your opponent can walk up to you and cut your head off.
In battles, there will be a posting order determined by the order the involved parties initially post in.
There is a 24 hour period you must try to reply to a post within. I will be lenient with this, but if you're in a fight, someone swung a sword at you, and you didn't post within 24 hours of that sword swing, then there's a good chance that your character will stop having a head. The same applies if you're talking to a character; if it's been 24 hours since your last post without a reply, you're free to walk away. Of course, if you have real life troubles, let me know so I can grant leeway.
Talking to activate a Command Seal or Noble Phantasms is treated as taking one bar to activate. Normal talking, however, is treated as a free action.
Stuff like Military Tactics and Bravery 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.
Keep in mind that we're following canon rules and mechanics here, first and foremost.
Attacks and Noble Phantasms aren't on the same scale as END.
Regarding battle, if your opponent does an action that takes X amount of time, then you're allowed to post with an action/actions that do the same. This means it can be a bad idea to fire off a ten count spell in one post, as it means that while you're chanting, your opponent can walk up to you and cut your head off.
In battles, there will be a posting order determined by the order the involved parties initially post in.
There is a 24 hour period you must try to reply to a post within. I will be lenient with this, but if you're in a fight, someone swung a sword at you, and you didn't post within 24 hours of that sword swing, then there's a good chance that your character will stop having a head. The same applies if you're talking to a character; if it's been 24 hours since your last post without a reply, you're free to walk away. Of course, if you have real life troubles, let me know so I can grant leeway.
Talking to activate a Command Seal or Noble Phantasms is treated as taking one bar to activate. Normal talking, however, is treated as a free action.
Stuff like Military Tactics and Bravery 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.
Due to the Zetsumeis tinkering with the Grail System, the bans on Eastern heroes and evil heroes have been lifted. That said, there are some restrictions. This list is not comprehensive, and may be updated if someone apps something worthy of being banned.
Do not app any of the following. I've included the reasons for each, for clarity's sake:
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: 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: Originality.
Gawain: Ambiguity over Numeral of the Saint's effect.
Nursery Rhyme: Balancing.
Lugh: Balancing.
Dwayne "The Rock" Johnson: Haha is funny meme :D
Gawain "The Rock" Johnson: Is not really funny meme
Do not app any of the following. I've included the reasons for each, for clarity's sake:
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: 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: Originality.
Gawain: Ambiguity over Numeral of the Saint's effect.
Nursery Rhyme: Balancing.
Lugh: Balancing.
Dwayne "The Rock" Johnson: Haha is funny meme :D
Gawain "The Rock" Johnson: Is not really funny meme
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.
They will be aware of the Second Owner's residence in Einzbern Castle, and the Church overseer's existence. What is publicly known about the Second Owner is included below.
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 need to have all of a Servant's Personal Skills' information and also have seen the passive's effect. When you have a Noble Phantasm's 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.
They will be aware of the Second Owner's residence in Einzbern Castle, and the Church overseer's existence. What is publicly known about the Second Owner is included below.
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 need to have all of a Servant's Personal Skills' information and also have seen the passive's effect. When you have a Noble Phantasm's 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.
"If I had a wish? Hm...saving humanity, something like that sounds fun, yeah?"
Name/Title: T. Zetsumei
Gender: Female
Age: ??? (Presumed 90+)
Personality: ???
Biography: ???
Family History: The Zetsumei family is a small family that made its debut on any notable scale in the aftermath of Fuyuki's Third Grail War, seizing the position of Second Owner of the land. Given their irrelevance on a grand scale, little is publicly known about their nature of magecraft. Assumed to be a low-quality branch family of a better known family, but there is no evidence to support this short of how easily Fuyuki was seized by them. In fact, the only publicly-known family member is the current head, who has headed the family for numerous decades.
Origin: ???
Elemental Affinity: Ether
Number of Magic Circuits: C
Quality of Magic Circuits: D
Od: A
Magecraft:
Memory Partition (False): A mistaken copy of the Atlas Academy's trademarked ability, obtained through unknown, probably illicit means. The chance that she was once a member of Atlas is not out of the question. Rather than minds that work synergistically towards a single goal, these are minds that exist as part of a whole and act independently without cross-interference. The result may be more versatile than the true Memory Partition, but it is noticeably less efficient and effective. Five partitions.
Thought Acceleration (False): A mistaken copy of the Atlas Academy's trademarked ability, obtained through unknown, probably illicit means. The chance that she was once a member of Atlas is not out of the question. Overclocking of the mind. Efficiency compared to that of true Thought Acceleration is notably lower.
Familiars (Homunculi): Creation and control of familiars. Naturally extends to transfer of consciousness and the like. Not true homunculi but rather pieces of trash. Compared to those made by true alchemists, the difference is like heaven and earth. Compared to those made by geniuses such as the Einzberns, the difference is like Patala-loka and Satya-loka. Frail beings with surprisingly little magical aptitude given what they are, and almost no semblance of sentience. Closest in temperament to puppets poorly shaped out of ether clumps.
Bounded Fields: Mastery of Bounded Field theory and use, from creation to removal. From separating an inside from an outside to delineating effects upon the inside, her skill is commendable, though not at the level of a genius.
???: Unknown.
Mystic Eyes of ???: Unknown.
Equipment: Sunglasses, twenty homunculi, coloring book, crayon box.
Skills: ???
The basics that anyone with a well-rounded education ought to know, unless they weren't paying attention in class or something.
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 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.