@WrongEndoftheRainbow I'll allow it. To a heads up to anyone reading this, this will really be the only time I'm allowing a mythical creature.
I simply ask that you reduce the rank of Landscape manipulation quite a bit (see rules about blowing up the plot) and actively keep the Speed of Cinders localized... so no randomly zipping across the globe once the war has begun. Certainly use it to travel, but please stay in Judea...
For everyone who has posted a servant and is alproved, PLEASE post your servants in the character tab and make a goddamn Master already. I have an excuse since I'm at work. The rest of you, post your Masters!
@WrongEndoftheRainbow Hey! That's for showing interest in the RP. Unfortunately. . . I'm gonna have to say no to the Pheonix as a servant. Mythical Beasts are actually the Phantasmal Mounts of thr Rider Class... such as Pegasus being the Mount of Medusa.
Nobody said they couldn't be a familiar though of a servant. There's many different firebird throughout cultures, and plenty of casters who could've come into contact with them and had them as part of their repetoire. And if you don't find any...
Well, I guess your Magus will just have to have a Pheonix as a familiar, won't you?
Edit: But holy shit is that a sexy profile... okay... okay..
Look. Here's the deal. Explain extensively to me how this thing could be a servant in the Nasuverse and I'll let it slide. I'm not made of stone, Man.
Edit edit: We might need to tone down some of its abilities though...
Personality: One liner suffices don’t suffice. Nor comparisons. Give us the nitty gritty into your character’s psyche.
Appearance: This is what your character looks like exactly, unless stated otherwise. You MAY use a picture, but I would generally prefer a written description.
Biography and Family History: The history of their lives, and the lineage of Magi they are from.
Origin and Elemental Affinity: Your elemental affinity determines what element based magecraft you can perform. Average ones(All five elements) are extremely rare, and dual elements are not unheard of. Having three or four elements is impossible. If you have an element that isn't part of the Great Five you can only have one element. Your origin is the basis of one's existence, your inner impulse at their most base terms. For example, Shirou Emiya's is "Sword". If your Elemental Affinity is not one of the Great Five Elements, your origin and element should be the same.
Number of Magic Circuits and Quality of Magic Circuits: A magus having 20 circuits is considered average.
Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the mental sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work)
Magecraft: Includes all magecraft and magecraft related abilities like High Speed Aira the magus knows as well as that in the crest. If it's not here then your magus does not know it.
Mystic Codes and Equipment: A magus' tool. Usually either an amplifier, or limited effect type. Equipment would be items totally unrelated to magecraft.
Non-Magecraft Related Skills: Mundane skills that have nothing to do with magecraft directly. Any skill of particular special note is included here; being good at stabbing things, repairing electronics, or the ability to cook well are basic examples.
Roland of Brittany
Saber
Other Classes: Rider, Berserker
Parameters: Strength: B Endurance: A Agility: B Mana: C Luck: C
Background: Roland was a Frankish knight, the nephew of the great king Charlemagne and youngest of four children. Having noble blood, and being one of the favoured of Charlemagne’s family, Roland was groomed for the role of a knight from his childhood, an honorable and respected career for someone of his social stature. When he was thirteen Roland’s sister was stolen away by the king of Elfland, a nightmarish mystical realm which the king ruled over from his grand fortress, the Dark Tower. Both of Roland’s older brothers, also knights-in-training but older and more experienced than himself, ventured into Elfland and were captured, leaving Roland to venture into the distorted nightmare land himself. Heeding advice from a sage druid, Roland was able to cross swords with the King himself and defeat him, saving his siblings and signalling the great potential he had as a knight.
When Roland was a few years older Charlemagne’s armies marched against the forces of the Saracen king Agolant at Aspremont, but despite accompanying them to the site of the battle Roland was ordered by his uncle not to fight, due to his youth and inexperience. When Charlemagne is about to be killed by the son of Agolant at the height of the battle Roland intervenes, defeating the Saracen prince despite his possession of an enchanted sword, and claims the sword, Durendal, for himself alongside the horse Veillantif, a horse with Phantasmal Beast heritage running through its veins. Roland was showered with accolades for his precocious victory, and the ire and jealousy of his bitter stepfather Ganelon.
A year later Roland and his friend Oliver were approached by an angel of the Lord in the midst of a feud fuelled by their uncle and father, respectively, ordering them to save their strength for an impending Saracen threat. So awed by the angel and so overcome by religious fervour, Roland became a zealot to the Christian cause, removing the hilt of his prize blade Durendal and replacing it with a blessed hilt containing sacraments from multiple saints to make it a powerful holy blade. After this event Roland, still just a young man, was all set to marry Olivier’s sister, but this was not fated to eventuate, as the day before the marriage Charlemagne was advised of another intrusion by Saracen forces, and he and his army rode out to face the threat.
On this battlefield Roland encountered the paladin Ferragut, who bore upon himself an aegis from his Lord, rendering him invulnerable even to Roland’s holy blade. The intent of the Saracens was to capture the land of Carthay and claim the princess Angelica as a prize. The battle was furious but Ferragut managed to kill Angelica’s brother, forcing Roland and Oliver to intervene so that she could escape. For the next few days Roland pursued Angelica through a magical forest alongside his rival Renault, who came to hate the princess by drinking from a magical stream, while she fell in love with Renault in an unfortunate turn of fate. During this adventure Roland fell in love with the beautiful Angelica by his own will and chased her endlessly, fighting Renault and refusing to return to assist Charlemagne’s army fight against the invading Saracens.
Roland disgraced himself by complying with assisting his country in battle only when Angelica’s hand in marriage was promised to the man who battled most bravely against the invaders. During the battle Angelica fell in love with a wounded Saracen warrior she tended to and eloped with him, denying Roland her love. The young Roland, still immature and ill-equipped to deal with the pain of a love lost, flew into a deadly rage and single-handedly forced back the Saracen forces, causing even Ferragut to retreat. After the battle was concluded Roland ran rampant across Africa and Europe, unfettered any longer by consideration for his family, his country or his reputation. Despite the protests of Ganelon, who was most overjoyed by Roland’s terrible behaviour, Oliver employed the brave knight Astolfo to fly to the moon and retrieve Roland’s sanity.
With his sanity returned and his love for Angelica vanquished, Roland had to deal with the shame of his actions, and he became a knight errant, wandering the countryside and doing good deeds to atone for his shameful display. During his wanderings he converted a giant to Christianity, befriended a philosophical demon, was offered a chance to become king of Spain and ventured to the Holy Land to battle his rival Ferragut for three days straight before finally killing him by stabbing him in the one vulnerable part of his body, his navel. Having achieved this task Roland rejoins Charlemagne’s army, redeemed in his uncle’s eyes, and became the First of Charlemagne’s Twelve Paladins, his greatest warrior, enraging his stepfather even further than he had once been. He fought in many battles against the Moors and the Muslims until only one city remained standing, Saragossa.
After an extended siege a peace offer was made by the Saracens if the French army returned to its home country, and Charlemagne agreed to this, sending Ganelon as the peace envoy at Roland’s suggestion. Bitter at his stepson and fearful of being murdered in a court full of violent pagans, Ganelon betrayed Charlemagne and Roland, telling the Moors the ideal place to ambush the rearguard of the French army, a small band of great warriors led by none other than Roland. When the ambush struck, outnumbering Roland’s warriors by a huge margin, Roland was left as the last man standing, watching his best friend Oliver and the remainder of his Twelve Peers die. Only then, near death himself and with no hope of salvation left, did Roland blow his war horn to call back Charlemagne’s army. He blew the Oliphant so hard that his temples burst, killing himself, but allowing the returning army to seize the city of Sargossa, which ended up bare of defenders after the ambush against Roland’s knights.
Personality: A jovial and laughter-filled man for the most part, Roland is an honourable warrior with a drive to fight endlessly. In truth, his mad rage after losing the love of Angelica still haunts him, and it is this that drives him to throw himself recklessly into situations without thought for how they might end. He is also optimistically stubborn, cheerfully claiming that odds don’t mean a thing and that his battle is guided by God Himself. This is the other main aspect of Roland’s nature, his highly pious faith that steps past devotion and into the realm of zealous fervor. He is quick to strike out at those who blaspheme against the Lord, though his honor dictates that he always give the offender a chance to repent and make good of himself. Being both faithful and optimistic, Roland is incredibly trusting, perhaps too much so, and strives to find the good in everyone, even those he fights wars against. All in all, most people consider Roland to be a likeable man, as long as religion is not involved, as he can be incredibly overbearing in his preaching and attempts to convert others to the way of Christianity.
Class Skills:
Riding (B): Roland is able to ride natural beasts of any sort, but cannot ride any sort of Phantasmal Beast. Roland is also quite capable of driving mechanical vehicles.
Magic Resistance (C+): Cancel spells with a chant below two verses, and is exceptionally good against magic with its roots in Muslim faith or Middle Eastern mysticism. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.
Personal Skills
Protection of the Faith (C): The absoluteness of Roland’s faith in his king’s divine mission and in The Lord Our Saviour prevents most types of mental interference and reduces the effects of pagan or unholy attacks against Roland to a reasonable degree.
Battle Continuation (A): Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a decisive fatal wound. It is the strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.
Guardian Knight (B): As the leader of Charlemagne’s rearguard in his return to France, Roland gains a Rank Up in Endurance and Strength when protecting another in near combat in order to allow the protected person to retreat to safety.
Durendal The Peerless Sword
Type: Anti-Unit/Anti-Army/Anti-Fortress Rank: D - A+
Description: The weapon that Roland wields is the great blade Durendal, a single-handed “Viking sword” style blade that was commonly used at the time. Won from a great Saracen warrior, this holy sword contains within a golden hilt the tooth of St Peter, the blood of St Basil, the hair of St Denis and cloth from the sacred raiment of the Blessed Virgin, all gifted to Charlemagne by an angel of God. The sword is near to indestructible and will maintain its sharpness no matter how little prana its user may possess. Sealed within the blade are three holy miracles, each able to be used a single time.
The first miracle is La Brèche de Roland, the powerful earth-notching blow that carved out a notch in a mountainside when Roland attempted to destroy Durendal. A single incredibly powerful blow is unleashed, providing a temporary Double Rank Up to Roland’s Strength, and the attack is treated as Anti-Fortress, ranking down any defensive Phantasm used against it by one rank for the attack’s duration, with an accompanying loss in defensive capability.
The second miracle is Vitalité de l'Esprit Fidèle, a divine spiritual rejuvenation that will completely heal all of Roland’s wounds and restore his prana reserves to their maximum after a short three-line prayer.
The final miracle sealed within Durendal is the judgement of the divine Lord himself, Radiance du Dieu Véritable. A singular blast of light is unleashed from the tip of Durendal’s blade as a Rank A+ Anti-Army/Anti-Fortress attack, similar in manner to a blast from the faerie blade Excalibur. Once the miracles have all been expended the sword retains nothing more than its exceptional sharpness and durability, as an impressive but relatively mundane Rank D Phantasm.
Oliphant Sound Off at the Setting of the Sun
Type: Anti-Magic Rank: A
Description: A finely-wrought battle horn created from an elephant’s tusk obtained by Roland during a hunting trip in India, the Oliphant is a last-ditch Phantasm with several seals placed upon it. To blow upon the horn and invoke its effects, Roland must meet all three criteria. First, he must be defending another in battle, invoking his Guardian Knight skill. Secondly, he must be grievously wounded, so that only his Battle Continuation sustains him. Third, he must have expended each of the miracles contained within Durendal, such that no hope for victory remains. Once these three conditions are met Roland can choose to blow on the Oliphant, unleashing a violent sonic wave of concussive force omnidirectionally.
Old beliefs in the anti-magic properties of the elephant have manifested in the Oliphant’s trumpeting, as the wave of sound possesses the ability to strip prana away from anything it passes over within a 50 metre radius. The sound itself pushes the prana away, rendering the land barren of mana and stripping the magical od from living creatures, rendering them exhausted and unable to utilise magecraft. Within a half meter radius of the horn’s sounding any prana is completely converted to a pure form before expulsion, being so close to the source of the sound, and as all Servants and their Phantasms are at their most basic level familiars made manifest by materialising prana the Oliphant will instantly disintegrate any Servant within that small radius.
Roland himself is not exempt from this effect, and so perishes upon use of the Oliphant, though the Oliphant itself remains, being the source of the effect, and will stay manifest for up to an hour. Beyond that small half meter radius anything made of materialised prana is forcefully flung away, buffeted by the wave of sound to at least the edge of the 50 meter radius, and potentially far further and much harder if the Servant’s Magic Parameter is high.
Like all things magical energy cannot be destroyed in a true sense, and so all the magical energy from within the range of the Oliphant is pushed to the edges, compressing around the perimeter in a dome-shaped formation of dense prana. Obviously, the more magical energy that is pushed away by the Oliphant, the denser the barrier it will form. In particularly magically-rich areas the density of the magical energy compressed in upon itself may cause it to become unstable and explode, detonating the entire dome in a spectacular manner, but even in more regular areas the prana will remain densely packed and will block attacks or attempts to penetrate it with further magic, which only risks destabilizing the barrier further. The only way to pass through it is to slowly and deliberately push through, and until the barrier fades any magical energy within the object or person passing through will be stripped and added to the barrier, rendering any magus essentially a normal human when passing through.
This is the ultimate shield of Roland, guarding his Master from enemy Servants and magi as long as they are within the barrier, but there is a final usage for the prana barrier if Roland’s Master sounds a trumpet on the Oliphant after Roland has used it. In doing so the Master invokes the concept of “Roland’s Reinforcements”, but folds the concept in upon itself, making the concept of "Roland's Reinforcements" become "Reinforcement that Roland provides to those who come after him". This causes an inversion of the intial effects of the Oliphant, drawing the entire magical barrier inwards, through the Oliphant and into the Master, filling him or her up with all of that prana, often topping them up well beyond their normal limits as the Oliphant’s charms Reinforce the physical body far beyond what it should be capable of, allowing the Master to briefly handle that excess of prana with no difficulty and utilise the bountiful prana for fantastic purposes beyond a level the Master should normally be able to attain.
Far away from the modern world rested a holy cup. It was nestled deep inside of a cave, far from human eyes. A thin layer of dust covered its rough wooden shape as a testament to the fact that it had remained untouched for a long time. This cup was the Holy Grail, the real Holy Grail, and a shadow of its glory had once been a part of a great and terrible contest between mages.
It was an artifact of untold power, powered only by untold sacrifice, and it had been untouched for a very long time. In another world, maguses would have their servants fight to the death over this grail. In some worlds it would become corrupted and in other worlds it would remain pure. Sometimes it would grant a great wish and sometimes the only people capable of using it would die terrible deaths. In this world, the world of ours, it had once caught the blood of a simple carpenter, and was forgotten.
Until now.
Golden power flowed forth from the grail as a strange light illuminated the cavern that it rested in. The cup's power had been touched by Alaya herself, and soon a golden liquid seeped out from the top of the grail and onto the pedestal it sat on.
The water continued to flow outwards in all directions before moving with an unnatural motion, congealing into a single large pool which then sprang upwards in defiance of gravity. The gold continued to spew from the chalice as the liquid turned into a pillar and rose higher and higher into the cavern. All the while radiant power saturated the cave with energy.
And then the liquid fell away, leaving behind a single gold-haired man who was dressed in a fine golden armor. He blinked once and then clicked his tongue, all the while smiling arrogantly.
"You summon me for this grail war, not to compete, but to administer it. Not to act, but to direct." He noted to no one in particular, although his conversation partner was listening intently. "I hope, for your sake Alaya, that this war proves to be entertaining. For me to wager the use of my personal treasure is already asking a lot, this contest had better be adequate repayment. "
His name was Gilgamesh, the great King of Heroes. In the entire world, everything was his possession. Indeed, he was to be the ruler of Alaya's great Grail War. In this impromptu war, there was no one better suited for administering this tournament than him. And, while Gilgamesh had half a mind to simply tell Alaya to screw off, she did promise at least some semblance of a show that he had never seen before.
"I suppose that I can at least orchestrate a performance for the ages, even if you give me mongrels instead of real actors."
So he would humor her, at least for now.
It wasn't like she could wish him out of existence in a heartbeat. Nope, that had nothing to do with his willingness to aid the goddess of humanity.
"Well, first things first, I guess I should summon the masters for this contest. I don't think they actually know what they're doing in this world." Gilgamesh mused as he picked up the Grail beside him. With a careless shrug, he tossed the Holy Grail into the air behind him, not at all watching as it disappeared into a golden portal that led to somewhere outside of this world. After all, all the treasures of the world were contained inside his Gates of Babylon – the cup would be safe for now.
"By the command of Alaya and the servant Ruler, I summon forth the minds of the fourteen masters for this war!"
At his command, fourteen lights were summoned into existence. Each one corresponded to a master that Alaya had chosen to participate in this tournament. Gilgamesh himself didn't know who the masters were, but Alaya had promised him that he would soon enough find out. Regardless, they were sure to be disoriented and confused, at least one of them was registering nothing but complete terror at the situation. He could feel their emotions, and they were the finest appetizers for the finest meal.
This would be fun.
"Greetings chosen meat bag masters! I am servant Ruler and I have summoned forth the fourteen of you with a magnificent announcement, so rejoice!" Gilgamesh proclaimed with a radiant grandeur, throwing up his arms and bathing the cavern with treasures from his personal vault. "I declare that this Holy Grail War will commence! The fourteen of you will summon forth fourteen legends like myself, although vastly inferior to me, in a bid to gain my favor. The winner of this war will be the last master to retain control of their servant and I shall bless them with any wish in the world."
"Be it material, such as gold, or immaterial, such as returning a loved one to life or fixing a mistake of the past, no wish will be too great. Now, summon your servants and prepare for war. I grow tired of this lecture so I'll not bother with the finer details. Instead, you shall simply know the rules."
Gilgamesh snapped his finger and smirked devilishly as he drank the terror of the fourteen lights before him. With a simple cue, Alaya had inserted the rules and finer details of the grail war into their heads. Such magic was unfortunately beyond the great king of heroes's abilities but there was no point in letting the actors know that. No, it was best to let them think him as truly omnipotent.
"Know now what you do, with that knowledge in your minds, I shall see you in one month's time in the Holy Land of Judea. There we shall create the most magnificent performance to ever grace this world. Now get out of my sights you mongrels!"
Intro
Welcome, ladies and gentlemen, to the War for the True Holy Grail. If you cannot already tell, this will be a Fate/Stay Night based RP. You will create your master and servant, and pit the pair against others for the One True Holy Grail. If you have never heard of Fate/Stay Night or Fate Zero, feel free to ask any questions. This is mostly an interest check so I and the people more familiar will be more than happy to explain and expand things for you. For now, here are some of the basics:
Fourteen sorcerers have gathered and engage in a Battle Royale, each gambling his or her own life to obtain the Holy Grail, a legendary chalice capable of granting wishes.
Each of the sorcerers, better known as Masters, is aided by one of the seven summoned spiritual familiars known as Servants, who are the reincarnations of legendary souls from all across time. These resurrected Epic Spirits, possess superhuman characteristics and wield powerful artifacts or abilities called Noble Phantasms. A Noble Phantasm's hidden abilities may be released by invoking its true name, but casual brandishing of a Noble Phantasm is best avoided, for symbolic Noble Phantasms usually belie a Servant's identity, diminishing that Servant's competitive advantage. Specific legends may be summoned with the aid of catalysts, which are artifacts, ideas, or experiences similar or of value to the desired Servant. Only one Servant can be summoned in each war from one of seven classes: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster.
As only astral entities (i.e. Servants) are physically capable of retrieving the Holy Grail, Master and Servant are forced to cooperate. Masters control Servants with three Command Spell, which are crystallized miracles issued by the Holy Grail that manifest on a Master's body. When activated, Command Spell permit a Servant to accomplish an incredible feat, or alternatively provide Masters with the authority to issue an irrevocable and absolute order to a Servant. When all three Command Mantras are used up, Servants are no longer obliged to serve their Masters, and as such, may freely choose to turn upon their ex-partner. In the event of a Master's demise, a Servant may choose to bind him or herself to another Master; if a Servant is slain, a Master may ally with a wayward Servant or pursue sanctuary with the Holy Grail War's impartial/totally biased overseer, the Ruler.
The Holy Grail materializes fully only when there is one Servant left standing; therefore, it is not necessary to vanquish Masters in order to win the war. However, as many Servants possess powerful Noble Phantasms and are grueling to defeat, many participants have chosen instead to eradicate Masters, who are responsible for maintaining a Servant's presence through the supplication of Mana.
Placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword, and it is the class that requires the highest levels of attributes in all but the Magic attribute.
Current Sabers - Roland, Servant of Nicholas Baptiste (Dawnscroll) - Prince Charming, Servant of Alexandra (Slime)
Servants placed within this class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when magecraft was still commonplace. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict damage to them. They also possess Independent Action, allowing them the ability to act independently for a length of time without an active supply of magical energy from their Master.
Current Archers - -
Servants placed within this class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions to be placed within the class are second only to the Saber class, requiring overall excellent attributes and a high agility attribute. Their only particular class ability is Magic Resistance, and although they "tend to be less flashy than the other classes", they display great reliability.
Current Lancers -Sun Wukon, Servant of Fukushima Miyoko (Animus) -
Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. They have the class abilities of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception, as the ability to ride them falls under a different skill.
Current Riders - -
Servants placed within this class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost. This class is usually for magi who have summoned Heroic Spirits with insufficient abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. While it is ideal for Servants to reach the level of the Heroic Spirit, the class allows for their attributes to surpass even the original. If used on an already strong Heroic Spirit, such as Heracles, they will become empowered to truly extraordinary levels. The abuse of this to create powerful Servants has made the class referred to as the strongest of all seven classes.
Current Beserker -Brynhildr, Servant of ??? (Chotgoriin) -
Servants of this class are skilled at operating covertly, stealthy, and silently. This class is one of the weaker classes at fighting; as its members possess low attributes due to not having glorious legends as heroes; so it instead specializes in killing Masters rather than Servants. It is an oddity compared to the more formal knight classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions; and with these conditions, it is possible for an Assassin to match and defeat other Servants. The Assassins' special class ability is ‘‘Presence Concealment”, which allows them to remain undetected when spying or preparing to ambush their targets.
Current Assassin -Hassan i-Sabbah (the 3rd), Servant of Michael Asterea (BubbleGumKing) -
Servants placed within this class are usually adept in magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to the majority of Servants having some form of Magic Resistance, this class is thought to be the weakest of all seven. They make up for this with other means, using magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of the class, possessing many possible ploys to be used against enemies. Those of the Saber class can likely challenge any Caster who uses magecraft as their main offensive ability without needing to plan due to their high Magic Resistance, while those of lesser resistance like the Rider class may require more strategy. Their class abilities are Territory Creation, altering the surrounding lands in favor of their sorcery, and Item Construction, which allows the magus to create magical items and tools.
Current Caster -The Phoenix, Servant of ??? (WrongEndoftheRainbow) -Daedalus, Servant of ??? (Shadow Daedalus)
FAQ, Rules and Character Skeletons
Some Rather Important Rules
The Golden Rule: Thou Shalt Not Godmod
It's funny 'cause Gilgamesh is OP as hell. Points to the people who get this. Fundamental stuff here people. You cannot take control of another player's master and servant, that's basic. However, simply talk to each other and figure out what acceptable to both of you and write a good story from that. Use Google Docs to write together when you can in a single post for combat, and come to something everyone can be satisfied with. I will ultimately have a final say if people cannot get along and co-write together, and I will glance over stats and strategy to determine what occurs. PLEASE REMEMBER… this is a story, not a PVP game. Nobody can really win.
The Fair-Warning Rule: Thou Shalt Give Fair Warning Before Blowing Up the Plot
It's all good being able to do whatever you want, but if your character is going to do something jarring to the world like say… detonate the local Power Plant into a meltdown or something equally outrageous, please inform me BEFORE you do it? Yes, this is a writing game, and you can do whatever you want. But blowing up a city to kill thirteen masters through nuclear fallout is REALLY pushing the line. Might make a decent plot. So shoot it by me first.
The Good Summaritan Rule: Thou Shalt Summarise Your Posts
Sometimes you read a post the writer finds fascinating, and which many others may also find fascinating too. However, others may well find it dull as dishwater. As a Good Summaritan, you should give a comprehensive and short summary of any posts exceeding 5,000 characters at the head of your post, in a hider labelled 'Summary'. You can also give these summaries for shorter posts if you are a Summaritan unparalleled.
We're all here to have fun, these are the three most important rules in my view and I don't need to spell out every rule imaginable, because RPGuild rules are generally the same. Use your logic, come to the GMs if there are any issues.
Frequently Asked Questions
1. Do we have to have a servant to compete in the Grail War?
Initially, yes. But if your servant is slain, your master is not necessarily out of the running, and could potentially compete on his own. Remember, Masters are nowhere near the levels of power of their Servants.
2. How many Masters are there? Servants?
Fourteen of Each. For this game, you will play both your Master and your Servant.
3. Can I use Noble Phantasms without limit?
Not quite. Every Noble Phantasms will have their own unique features, but typically they do take Mana to use… provided by either the Servant itself, or the Master. The Greater the Ranking, the Higher the mana cost. There’s no system in place for this, but use this concept to RP. Arturia would never open combat with an Excalibur blast, because this would drain her to exhaustion and open her easily to attack from her opponent if they survived or a third party.
4. Can I just hang back and let the others kill each other off first? You could, but that would be boring. Ultimately, we’re writing a story, not an arena grudge match, and its more fun when people interact. Not everyone is immediately an enemy… alliances and friendships can be made, people might have similar desires for the Grail. And sometimes, the path to victory is never as clean cut as it seems...
5. I want to make a Non-Mage character. Typically, its only Mages who summon Servants. Fortunately, I am a benevolent deity. You may make your normal human Master.
6. I want to create a mage whose at the highest calibre of the Mage Assosciation and can summon all seven servants, and possess all five true magics and-
Woah there tiger. That’s called a Mary Sue. Please try to make your characters real. Don’t give us perfect mages with ultimate powers. Give us characters people can relate too, and either love or hate for their own virtues. No one person can do everything.
7. So, is there any posting order or can I just get working on my post?
There is no posting order or limit, you can post in any order and as many times you want. Do try to allow two players to post after your last post before you post again though.
8. I want to create an original Servant of my own custom design.
That is technically impossible. While yes, Counter Guardians could be Summoned, and heroes from the future are ‘technically’ a thing, they cannot be summoned in this game. You may create a servant from an existing Historical Figure or myth no later than then 1800.
9. How do I know when its okay to engage in combat with another Master?
That’s ultimately up to you.
10. Why doesn't the spoiler work anymore?!
...click on 'Toggle' below the writing box and the formatting cheat sheet will appear to help you out with that.
11. Who is Ruler?
An impartial and totally biased Servant whose goal is to Oversee the Grail War. Unofficially, he’s a proxy for me to either remove or nudge unruly players in this game while still keeping the plot fluid. ANd he might have a plot function later.
12. What is the ‘Gate of Babylon’' everyone seems to fear?
Fear it.
13. I want to create a nercromancer/fire mage/alchemist!
You can if you so wish. However, Nasuverse rules on these magicks still apply. If you’re creating some form of magic not in the Nasuverse, let me approve it first and hash out the details together.
15. Can my Servant be Arturia/Iskander/Kojiro Sasaki?
Yes, though I’d VERY much wish you’d pick a different/original one. See the list of unofficial servants above and borrow one of those if you’d like...
16. Can my Servant be Gilgamesh/EMIYA/Servant Already taken by master?
No.
17. Can my servant be the Third Saber?
Of course you- NO, YOU NITWIT.
18. Can I be any of the side classes? Shielder, Avenger, Shocker...
Only the Standard Seven Classes are allowed.
19. I want more than one Servant
It is entirely possible to come into possession, later, of more than one Servant. Contracts can be forged with a wandering Servant once the primary Master has been killed. Do note that the mana upkeep of TWO servants will be extraordinarily draining.
20. I really want to just RP as a Master or Servant, why do I need to play the pair?
The number of people and coordination that would take would be insane if we had to match every player master with a player servant. Nobody said you can’t. Medea in the 5th Holy Grail War more or less went solo as a Servant after killing her own Master. Rin/Shirou continued to fight despite losing their respective Servants. Ultimately, don’t see either component as a ‘Way to Win’. Treat them more like characters in Game of Thrones… anything can and should happen for the sake of a good story.
21. Is it possible to destroy, steal, take, appropriate, eat, put out, bury, dodge, parry or in any other way reduce the catastrophic damage of the Gate of Babylon?
*summons Ea* Mongrel….
22. Can I summon Zeus? Thor? The Archangel Michael?
Not quite. Im hesitant to allow the summoning of any heroic deities into this game. While this isn’t a hard no, playing something like would require me to look extensively at your sheet and speak to you about its viability and acceptability.
23. My desired class was taken! Twice! Now I can’t play my desired hero!
Not at all. Many heros can fit into various Classes as long as the concept would fit their legend, though certain attributes or features might change. Hercules could be played as ANY of the Classes other than Caster. King Arthur could be a Lancer, Rider, or even an Assassin due to his myth. Fionn Mac Cumhail could be played as Lancer, Caster, or Saber. These are just examples; the opportunities are endless.
24. I just created something! Awesome!
Great, now go fill out one of the sheets down below and post it in the OOC you miserable minion. All characters must be approved by me.
25. Are the number of players allowed likely to change? Or the rules of the Grail War? Maybe. This is not the Fuyuki Holy Grail and the rules of the War are moreso assumptions. Who knows what Ruler may decide at any time...
26. Hey haven't I seen this entire FAQ from...
Eat your heart out Kho.
Name(s): Names, Nicknames, Titles
Gender: Obvious
Age: How old is your character? This roleplay takes place in 2015, as a reference.
Personality: One liner suffices don’t suffice. Nor comparisons. Give us the nitty gritty into your character’s psyche.
Appearance: This is what your character looks like exactly, unless stated otherwise. You MAY use a picture, but I would generally prefer a written description.
Biography and Family History: The history of their lives, and the lineage of Magi they are from.
Origin and Elemental Affinity: Your elemental affinity determines what element based magecraft you can perform. Average ones(All five elements) are extremely rare, and dual elements are not unheard of. Having three or four elements is impossible. If you have an element that isn't part of the Great Five you can only have one element. Your origin is the basis of one's existence, your inner impulse at their most base terms. For example, Shirou Emiya's is "Sword". If your Elemental Affinity is not one of the Great Five Elements, your origin and element should be the same.
Number of Magic Circuits and Quality of Magic Circuits: A magus having 20 circuits is considered average.
Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the mental sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work)
Magecraft: Includes all magecraft and magecraft related abilities like High Speed Aira the magus knows as well as that in the crest. If it's not here then your magus does not know it.
Mystic Codes and Equipment: A magus' tool. Usually either an amplifier, or limited effect type. Equipment would be items totally unrelated to magecraft.
Non-Magecraft Related Skills: Mundane skills that have nothing to do with magecraft directly. Any skill of particular special note is included here; being good at stabbing things, repairing electronics, or the ability to cook well are basic examples.