District I: Várkerület (Castle District) The Historical section of Budapest, originally the “Buda” half of the city.
Landmarks: Buda Castle, Matthias Church, Hungarian National Gallery, Castle Hill Funicular, Sándor Palace, Fisherman's Bastion, Gellért Hill, Labyrinth of Buda Castle District II: Rózsadomb Initially part of the city of Buda, but has been reclassified to its own District over the years. It also serves as a historical section, along as a district filled with nature and some of the hills of the region.
Landmarks: Tomb of Gül Baba, Mechwart Park, Cave of Szemlő Hill, Stalactite Cave of Pál Valley, Lukács Bath District V: Belváros-Lipótváros (Inner City-Leopold Town) The heart of modern Budapest, serving as the political, commercial, and touristic center of the city. The kind of place none of the locals willingly visit, but you know every tourist stops here first.
Landmarks: Parliament, Hungarian Academy of Sciences, Gresham Palace, St. Stephen's Basilica, Vigadó Concert Hall, Ethnographic Museum, Hungarian National Bank, Károlyi Garden District VI: Terézváros (Theresa Town) The second most populated district in Budapest, acting as both of housing and of nightlife.
Landmarks: Andrássy Avenue, Hungarian State Opera House, House of Terror Museum, St. Theresa of Ávila Church. District VII: Erzsébetváros (Elizabeth Town) The most populated district, with one of the most wild nightlives in all of Eastern Europe. Within the 2000’s, a large surge in families moved into the area, as well as several new orphanages.
Landmarks: Dohány Street Synagogue, Rumbach Street Synagogue, Kazinczy Street Synagogue, St. Elizabeth of Árpád House Church, Reformed Church of Fasor, Madách Theatre, Gozsdu udvar, Continental Hotel Zara), Boscolo Budapest Hotel) District VIII: Józsefváros (Joseph Town) The old, beaten up section of town. While not the historical location of the Budapest Ghettos, it has become home to a number of modern ghettos.
Landmarks: Hungarian National Museum, Erkel Theatre, Orczy Garden, Botanic Garden, Hungarian Natural History Museum, Kerepesi Cemetery District IX: Ferencváros (Francis Town) The most recently gentrified area of Budapest, and as such has become a new commercial and housing center within the city. There are still remains of the ghettos which once remained, but soon enough they’ll be destroyed for another $tarbucks.
Landmarks: National Theatre, Palace of Arts, Kálvin Square Reformed Church, Assisi St. Francis Church, Zwack Unicum Museum, Ráday Street, Holocaust Memorial Center, Museum of Applied Arts. District XI: Újbuda (New Buda) Another major housing district, and is largely where the communist era put the population. Thankfully, Hungary is no longer in such a state, so this district's population has lowered since that era.
Landmarks: Gellért Hill, Citadella, Liberty Statue, Budapest University of Technology and Economics St. Gellért Church, Kopaszi Dike. District XII: Hegyvidék (Highlands) The most isolated part of the city, being the only section on the Buda half not on the Danube. It’s the most green part of the city, where actual nature can be found outside of a park. A nice district to relax in when the city life gets to you.
Landmarks: Elizabeth Lookout Tower, Normafa District XIII: Újlipótváros and Angyalföld A former industrial area which has been remade into a residential one. It’s been massively gentrified, keeping it mostly an area for the middle class and up. The area is considered one of the most popular districts for tourists. It is also the location with the densest Jewish population in Budapest, though that is not really saying much in a Post-WW2 world.
Landmarks: Comedy Theatre, St. Margaret of Árpád House Church, Our Lady of Mount Carmel Church
Your Dreams will fall onto the ground and shatter.
Budapest slumbers as a war occurs under its feet. Magi fight with legends of old in order to achieve their dreams. That which has once returned to dust return once more to acquire that which they could never rectify in life. The cycle continues once more as the curtain is lifted on Fate/Charonioi Klimakes.
Let the spiral of tragedy begin anew.
This is a Fate/Stay Night, Zero, Extra, Apocrypha, etc. based roleplay. The main goal with this RP is to make a communal story, with a heavy emphasis on a narrative and the themes surrounding it. This RP will have some unique rules because of this (which will be elaborated on further down), but I believe it’ll make for a more engaging experience because of it. Ultimately, the objective of this roleplay is to have fun and recreate some of the cool drama and moments found within the various Fate works.
As this RP is meant to be more of a story experience, I would really like the players to go into it with that kind of mindset. Your characters are deeper than just avatars to win an online text based roleplay game you can brag about to your friends on AIM. While there are methods to stop powergaming and toxic behavior, it ultimately relies on the players to acknowledge and agree to play with this in mind.
This RP will be taking place with Budapest as the backdrop. The standard Nasu mechanics will be at play without any major changes. I want this RP to be an experience for both veterans and newcomers, so if anyone doesn’t feel super comfortable with how Nasu works, that is completely okay! The main thing I’m looking for is good characterization. A character which feels like a good story piece will always be a priority over magecraft-on-legs.
The mechanics and story of this roleplay will not exactly fall in line with the format of many of its sister roleplays. Those differences directly relevant to character creation will be given a brief overview here and now. For those playing Masters, make sure to use the Roll Request Form included near the master sheet. We will not respond if you don't use it.
0.) It is highly recommend that you don't center your strategies or abilities around long term preparation or build up of a base over long periods, for reasons to be revealed later. Caster will be given specific, balanced benefits to ensure they operate as intended(based on their rank in Territory Creation) in spite of this.
1.) One character per player. You may have a single character in play. This means you will be playing either just a servant, or just a master.
2.) Servant-Master pairing will be determined by the game masters.
3.) This is a narrative focused roleplay at its core. People will fight, kill, and die, but this is all for the sake of communal story telling and the drama leading up too and resolved by these fights. Do not consider this roleplay PvP, and moreover, fully expect to die before it is resolved.
4.) Family age, Mystic Codes(Number received and their quality), Magical Crest Age, and Magical Crest Quality(An amalgamation of both the value of its recorded knowledge and how intact it is) will be randomized by the Game Masters. If you intend to play a Master, please do request these are rolled for you as soon as possible.
5.) Magical Circuit Quality, Magical Circuit Quantity, Magical Experience and Magical Talent(Natural inclination toward magecraft and accumulated years of experience respectively) will be randomized by the Game Masters. If you intend to play a Master, please do request these are rolled for you as soon as possible.
6.) After all Master slots are filled the GMs will assign to each Master various attitudes toward other Masters, such as 'Enemy' or 'Friend'. Players will be expected to define the meaning and history of these attitudes and incorporate them into their backstory. Naturally, players should cooperate to weave these connections into place.
7.) No enhancements for being summoned in the European cultural sphere(specifically) will be applied to servants. Additionally all servants are to be summoned within Budapest, during or shortly before the roleplays start.
Players interested in a particular class will be listed here. When a spot becomes (1/1), a player has become accepted in that spot. Please do not be afraid to compete for a spot until then. This roleplay is not first come, rather, acceptance is based on quality.
Any servant I consider a joke or who attained their legend past the year 1900 AD. will not be allowed. Figures before the time of the first flood are banned, and coincidentally, so is Gilgamesh. Gods, are of course, inapplicable- though those of mixed blood, animals(under some conditions), and machines may of course be summoned if they are Heroic Spirits. Composite skills, most army summon Noble Phantasms, and anything boring or too derivative are additionally disallowed. There are several canon servants I will not be allowing such as the F/SN Lancer, so it's important to ask beforehand in the case of canon servants.
True Name: (The words you etched upon the soul of humanity.)
Title(s): (Meaningless, perhaps.)
Class: (Saber. Archer. Lancer. Rider. Caster. Berserker. Perhaps Avenger, but only with a deluge of suitable applicants.)
Gender: (The tomb doesn't differentiate, but the masses that forced you inside it certainly did.)
Birth and Death Dates: (Though attaining an exact date would be easy for us, a range of time is more than enough for now.)
Motivation for the Holy Grail: (What arrogance brought on the delusion that you deserved a second chance? Perhaps regret, or maybe a selfish desire? Surely none would fault you for escaping from that tomb.)
Personality: (Enlighten us to your larger than life personality, great one. When the teaming masses looked upon you, what did they see? And, if it's acceptable, please do tell us what was really there.)
Appearance: (The tomb doesn't differentiate, but the masses that forced you inside it certainly did.)
Bio: (Any changes from the common sense of modern man should be recorded here. Like the fact King Arthur was a woman, for example. Otherwise, this section may be ignored. Such information is trivial to us.)
Equipment: (Not all weapons or armor reaches the level of crystallized myth and dream. For those that fell short, do try to mention them here for our convenience.)
Parameters
Strength: (Damage output.)
Endurance: (Damage input. Directly relates to your health and ability to resist damage and certain special attacks.)
Agility: (Damage avoidance. Directly relates to your dexterity, reaction time, and ability to avoid certain special attacks.)
Mana: (Magical energy output, but not storage. Also the ability to resist certain special attacks)
Luck: (Fate avoidance. Directly relates to your ability to avoid certain special attacks.)
Class Skills: (Skills determined by your class. Should put name and rank, then explain what they do. Each class has specific class skills; ignore the format of that inept Chaldea Organization.)
Personal Skills: (Abilities a Heroic Spirit has attained. A measurement of attributes and talents such as battle sense, or charisma. Of course, your container will draw upon your legend itself, so mind that. The usual number is around three or four.)
Noble Phantasm (A heroic spirit has around one, though sometimes they may have two. This is the epitome of your legend, a recreation of what lends you worth as a Hero.)
True Name: (The words humanity etched upon your soul.)
Title: (Kanji name. Usually an explanation.)
Rank: (E-EX. Plus and minus modifiers will be assigned by us, upon request.)
NP Type: (Anti-Unit. Anti-Army. Anti-Fort.)
Range: (1 is minimum, 99 is maximum.)
Maximum Number of Targets: (1 to 1000.)
Description: (What does your little legend do? Explain its meaning, and more than waxing poetic about that meaning, do take the time to tell us what it actually does.)
Players interested in masters will be listed here. When a spot becomes (1/1), a player has become accepted in that spot. Please do not be afraid to compete for a spot until then. This roleplay is not first come, rather, acceptance is based on quality.
Masters may not touch upon the domain of Servants as a starting circumstance, nor are they allowed to reach this point by any use of their own abilities. This is not limited to just combat ability. Any attempts to cheat this rule will see your Grail War ending prematurely. We guarantee it.
Name: (Not that it matters, here, now.)
Title(s): (Meaningless.)
Appearance: (It did not particularly factor into the criteria for the selection of your kind.)
Gender: (It did not particularly factor into the criteria for the selection of your kind.)
Age: (One of your kind can pretend he's twenty in spite of being seventy, but double that age and he'll expose his true nature as a corpse, body and mind. Anything older is useless to us.)
Previous Alignment(s): (Which magical organization forced you to grovel?)
Motivation for the Holy Grail: (Dreams are the architect for your desire; what truths did you seek, do you seek, Magus? In this place, perhaps they may yet be granted. Perhaps.)
Personality: (I expect sufficient exposition. Fundamentally, every master summoned for this Holy Grail War was selected because they were incomplete, flawed existences. Please, try to remember.)
Biography: (Family, pride, personal history. All in the pursuit of magecraft, of that singular truth at its heart. To be a magus is to accept a world without a future in store for you. So in that case, tell me your past, please.)
Elemental Affinity: (We shall grant you this knowledge.)
Magic Circuit Switch: (We shall grant you this knowledge.)
Number of Magic Circuits: (We shall grant you this knowledge.)
Quality of Magic Circuits: (We shall grant you this knowledge.)
Magecraft: (What paradigms of faith and folklore did you make your art- magus, what magecraft did you specialize in? Beyond the basics, of course. Do not waste our time. The knowledge of your level of talent and experience will be granted to you.)
Magic Crest: (We shall grant you this knowledge.)
Equipment: (The tools of your trade. Though we will grant you the most prerequisite objects to practice your art and three average mystic codes, anything more must be provided by you. You may gain additional mystic codes of varying quality through randomization.)
Submit this form(on the Int check) as soon as possible if you intend to play a Master, and we will return it with the results of our randomization not long after. Make sure to fill out the paradigm section. Note that a particularly powerful set of rolls may bend the rules of the roleplay regarding strong masters. You are afforded 3 free rerolls(applied in however way you choose) on sections of your choice. When you submit this form, you may select one section to automatically receive an average result(Not applicable for Elemental Affinity). Make sure to put 'Average' in that section if this is your intent! You are free to contextualize and work in the results of your roll however you please. For example, a low quality crest may indicate an incompetent family, damage to the crest, or that the good bits were stolen from you. This logic can be applied to nearly anything present. Player Name:
Family Age: X (You may adjust your age 200 years either way, after receiving the result) Mystic Code Quality: X Mystic Code Quantity: X
Magical Crest Age: X Magical Crest Quality: X
Magic Circuit Quality: X Magic Circuit Quantity: X
Elemental Affinity: X Magical Experience: X Magical Talent: X
Magical Paradigm: What magecraft focus do you intend to give your character? Necromancy, Numerology, Shamanism, etc. Do not go into more detail beyond just the magical paradigm(s) you'll be using.
You should elaborate slightly more on the magical organization you're affiliated too, if they're original. I'd like you to give me more on the process of Architecture magecraft, as well.
You'll need to focus the rings, a mystic code usually only serves one function rather than acting as multiple spells. You may want to make Orbis a scrying tool instead of a time divination tool.
I'd like more expansion on starlight tracing and how it brings together these various foundations; and also the cultural flavoring of your magecraft. Thought acceleration is not magecraft, and is Atlas only, so remove that.
Something to note regarding Servant sheets, it's fine to have more than three skills so long as they aren't fat. Also, certain skills are what I'd consider 'tax' skills, such as Divinity and Charisma. I do not count these toward your minimum skill limit, which is reasonably speaking '3 skills that do something'.
Does fire striking require her to hold and use the flints? Just a minor clarification, that aside you may want to grant her some sort of Instinct. Charisma and divinity are considered fluff skills by us and we don't really consider them when it comes to your total skills. You may want to also elaborate more on how the Kusanagi can manipulate the wind, as well. One final clarification, is the second NP a phantasmal beast powers sorta situation?
S tier appearance. Copying Skills(capital S) and Noble Phantasms are a no for this roleplay. Beautiful self and his first NP sorta double dip into the same concept a bit, though I see how they don't in mechanical effect, something to consider.
STR to B+. Though it'll be left unsaid on the sheet, the modifier will come into play as you draw on the strength Svyatogor granted you. We'll want to go over some of your wording over DMs when you get the chance. Guardian Knight can be A for now, but that may change in the future, when we discuss some things over private messages. We may also additionally add a fourth skill at that time. For now, just change those two ranks and you're good.
Innovation - Wagenburg could use a more dynamic and meaty effect compared to what it has, I feel. Right now, you're basically working with two skills most of the time, even if they're both very good ones. I'm not opposed to four skills to round that out at all, four skills are fine in this RP as appropriate, but in this case it's probably best to just get that one more active. We're still contemplating if the NP should or shouldn't get modifiers for now. At the moment, assume it doesn't require many changes. Also lower disengage to B and maybe add in something about it working fine regardless of visual modifiers(fog etc.) u w u
Stats: C/B/B/C/B. Regarding Diadochi, I think you should retain its quality as an anglamation of his charisma, but instead focus it toward a more active and tactile skill mechanically. As it is, you've divinity and charisma which are both tax skills, leaving you with just disengage. I, again, don't mind more than 3 skills so long as everything fits and is order. Especially when dealing with 'tax' skills such as divinity and charisma, you really want at least 3 effective, meaty skills. At the moment you've only got disengage for that and it's hurting your mechanical viability. We'll need to work out the library over DMs when that is done.
Remove the modifier on magic resistance. Animal dialogue isn't necessary, you can just be innately good with animals as a off screen thing. I suggest finding a skill to replace it(contact us for help, if you desire it), so you have more active skills. I understand the narrative themeing behind Mantle of the Hero but I feel that since it's not going to be used most of the time it isn't entirely necessary and may leave you with an inactive skill. Instead, why not do a 'Scream' style skill in the vein of Frankie or more aptly Gorgon? A skill using that themeing would change as you become more monstrous retaining the intent of Mantle of the Hero. Second NP should be increased to B+ rank. It overlaps with MS a bit, so I suggest retooling it a bit. Perhaps as you become more monstrous in your base form, the more effective the Noble Phantasm is at unleashing your true form? In that case, I'd allow you to toggle it on and off rather than be a one way ticket, so long as you haven't become monstrous past a certain point.
@AThousandCurses An excellent concept both GMs greatly like, first of all. Next, MR should be removed from class skills as it is not a Berserker class skill, and overall should be removed from the sheet entirely. You will still retain innate magic resistance thanks to your attributes as a monster, and we'll go over those details at a later time. I'd lower ME to C, as B tends to make you into more of a robot than a beast. Mechanically not much would change; also remove You gain no bonuses from Charisma. Mental Interference lower than B rank will fail, those of B and higher have 50% chance of failure. this entirely. ME does provide some mental protection but its an off screen thing. I have a few suggestions for your skills I'd like to give, but we can handle that at a later time.
Lower LCK to E. Probably lower Avenger to B due to the scope of her vengeance. There's no need for a negative modifier on HSDW. Maybe Proof of Friendship (Flase) instead of Earnest Treason(Name-wise, with the same mechanics).