A star falls on the east, and the Chalice of Greed shall rise against its creators.
A war without any victors, fighting over something which doesn't exist.
Seven coupons. 100% off your next purchase.
And in the end, none will survive. Not even the dog.
Hi~! And welcome to my lovely little take on a Fate/Stay Night roleplay. Since this is an interest check, I'd like to get a few key points out of the way first before getting into the gritty details. If you aren't familiar with how these things work, or if you just want to touch up on your knowledge, I've left a handy infodump down below. Now, to move on to: The Basics
This roleplay takes place in a fictional town in Japan, located just upriver from the also fictional Fuyuki City. It's in a mountainous region, and the town's many famous hotsprings make it a surprisingly popular tourist location. Much of the local affairs are dictated by the "Four Families", an alliance of ancient and wealthy clans that reside in the area. Unknown to most of the world, it is also an area thick in magical history, stretching back an estimated several thousand years.
Timing-wise, the Holy Grail War that we will be experiencing throughout the course of the roleplay takes place in the year of 2004, in line with the events of the Fifth Holy Grail war. However, as this is an alternate universe, much of the information surrounding the Grail Wars and their inception subtly differs from the ones we know and love. Documentation has been tampered with, and the location has surprisingly changed for its fifth iteration, something which should have been impossible.
There will be a new mechanic, called the "Holy Grail Coupon Exchange", going on alongside the traditional war. More information pending.
And, that's pretty much it for now~! More information will be added if this gathers interest, and I'd really like to hear what kind of ideas people have for their Masters (as Masters will be playing a larger role than in most Fate roleplays). Particularly, I'll be fleshing out the Holy Grail Coupon Exchange program once I get an idea of how the first couple Master ideas will be playing out.
If you have any questions, or just want to say hi, I encourage you to post here for me. This is my first roleplay on this site, so I would love to hear any criticism or comments on what I've made so far. Thank you~
This is (supposedly) the Holy Grail War, a battle royale between Magi fought over the chance to attain the ultimate miracle in the form of a wish. The subject of this war, the Holy Grail itself, is said to be an omnipotent wish-granting chalice capable of manifesting the dreams of those it deems most worthy. And, in order to earn its affections, one must compete in the ritual that corresponds with its summoning and eliminate all six other Magi to claim the Grail's single wish for yourself.
You don't have to do it alone, however. Those who the cup chooses to fight for it are also granted the right to summon one of seven types of superhuman familiars, called Servants, to fight for them. These Servants are incredibly powerful, so much so that the War itself is fought almost entirely through their usage, and only those who are capable enough to summon and control a Servant are allowed to reach the final stage of the war.
Servants are more than just familiars; They're the incarnations of legendary or historical figures from the past and future, summoned into this era wielding powers far beyond those of ordinary humans. They surpass humans both physically and magically, but most importantly, they possess access to powerful trump cards called "Noble Phantasms".
A Noble Phantasm is kind of like the essence of each Servant's legend given tangible form, their ultimate weapon, or an ability they used to defeat an defeat the Dragon God in one hit. While physical combat plays a role, a battle between Servants can usually be called a battle of Noble Phantasms, as it is these signature abilities that allow individual Servants to gain the edge in combat and come out victorious.
As explained before, there are seven classifications of Servants, called "Classes". They are as follows: Saber Archer Lancer Rider Caster Assassin Berserker
Each of these classes possesses unique abilities, and each has its own strengths and weaknesses. Simply by being summoned into one of the classes, a Servant is given access to that Class's pool of skills (usually containing two), regardless of whether these traits were associated with the Servant in life.
In order to control their Servant, the Magi (called "Masters") are granted three powerful seals, called "Command Spells", which each allow for a single, inviolable order. Masters are also responsible for providing a steady supply of mana to their Servant, in order to maintain their existence, and failing to provide this mana or providing too little can be a detriment to a given Master-Servant team.
Because the Master forms something of an "Anchor" for their summoned Servant, killing the Master often means the rapid death of their Servant. This strategy is quite effective for winning the war, as you will only have to defeat the much weaker Master in order to defeat both them and their Servant, and for this reason, protection of one's Master is often a Servant's top priority.