[center][img]http://i.imgur.com/t0DxbYS.png[/img] What is the meaning of fortune? Fortune and fate should not be equated with one another. Fate and destiny are that which are born to occur, certain outcomes etched into possibility. A curse, that profane magecraft that creates two graves in a single invocation, is fundamentally that which assigns and perverts destiny. Those curses, however, are incapable of reaching fortune. Thus, there is a chance. Even if one does not possess the power to make the impossible possible, fate is not almighty. For so long as fate exists, there exists the chance that it will not come to pass. Chance, accident, happenstance. Whether for better or for worse, there is always the lurking potential that fate can be overturned. Let us call this potential “fortune”. It is the inherent luck that is necessary for a life to continue. It is the force that stands at the lining of the shadow cast by fate, the terminal point left when fate is discarded. In that sense, here we shall address three tragedies born of mankind. [u]Those who lack fortune. Those who lose their fortune. Those who are killed by their fortune.[/u][/center] [hr] The year is 2004. The modern day has continued onwards in a predictable manner, the technology of man progressing while those forces of the Moonlit World battle in the backdrop. To the east, in the state of Japan, there is a city by the name of Fuyuki. While its leylines can be called commendable, it is truly nothing altogether special; indeed, in the eyes of such individuals as the Lords of the Mage’s Association, it is little more than a magical backwater. The two families of magi who stand guard over its spiritual land are known as the the Matou and the Einzbern. On the day of April 4th, an announcement to the world from this magical backwater was made. [i][center][color=7ea7d8]All who seek the Holy Grail, all who seek to have your wish granted, you may rejoice. [/color] [color=a2d39c]It is our honor to announce that, at this time, the Third Holy Grail War for the 726th Holy Grail has begun.[/color] [color=7ea7d8]Melina von Einzbern[/color] [color=a2d39c]Matou Zouken[/color][/center][/i] [hr] If you clicked on this, you're presumably familiar with what this means. Welcome to a good old-fashioned Holy Grail War, based off of the Nasuverse's Fate/ series. While we will be working off of the mechanics of the Nasuverse, there's no need to be an expert on the topic, and I'm happy to help any of those with less familiarity with the franchise. That said, you should have at least some knowledge of the series, whether it be through Fate/Zero, Fate/Stay Night, or even Fate/Grand Order. Familiarity with works by Type-Moon outside of the Fate/ series is useful but not as integral. This war will take place in Fuyuki, Japan in 2004. It's good to know that, due to certain circumstances of the war, the usual cap of seven Servants and Masters has been lifted. We will begin with a functional cap of two Servants per class (ie two Sabers, two Archers, and so on) to ensure that there's some balance, though. In the unlikely scenario that we get a huge amount of applicants, though, this will change. [hr] [hider=Rules] General -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. -At the beginning of your posts, please provide something to clarify their current location (for example something like [Ryuudou Temple, Interior] at the top of the post). Makes logistics easier. Combat -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 or will have difficulty meeting that threshold, let me know so I can grant leeway. -Stuff like Military Tactics will 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. Masters -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. I will inform you if your application will be such a "Known" Master. -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 generally need to have all of a Servant's Personal Skills' information and also have seen the passive's effect, but this will be determined on a case-by-case basis. When you have a Noble Phantasm's full 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. Spell Length -Single Action: E -One Count and Two Count: D -Three to Five Count: C -Six to Nine Count: B -Ten Count and Above: A -A Five Count will beat a Three Count. However, a C rank attack will nullify either. -It’s good to remember that for the purposes of time, two Single Actions take the same amount of time as a One Count. -Talking to activate a Command Seal or Noble Phantasm is treated as taking time equivalent to a One Count to activate. Normal talking is treated as a free action. [/hider] Below you can find the character sheets and banlist for use in making your characters. If you want to follow a different format per se than the character sheet (for instance, the "Keywords/Skills/Setting" matrix style from EXTRA), feel free so long as it contains all the information I've asked for. It's good to know that you can app up to two characters (one Master, one Servant), but they cannot be partners with each other. You need to partner with people who aren't yourself. It's also worth noting that we're sticking to the standard seven Classes, so no Shielders or Gunners or whatever. There will, however, be an NPC Ruler-class Servant played by yours truly. [hider=Banlist] Do not app any of the following. I've included the reasons for each, for clarity's sake: [center][b]Masters[/b][/center] Canon Masters: The history of this world is not what you know it as. Ask for explicit permission before using them if you really want to. Anyone Ciel-tier or Above in Combat: Balancing [center][b]Servants[/b][/center] 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: Largely 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: Just app the canon, then. Gawain: Ambiguity over Numeral of the Saint's effect. Nursery Rhyme: Balancing. Lugh: Balancing. Imperial Privilege: It is bad and I hate it. Any Herc besides Berserker: Balancing. True Demons, Aliens, Eastern Dragons, Bodhisattvas, True Magicians, Holy Children, Etc: Balancing. [/hider] [hider=Master CS] Name/Title: Gender: Don't be difficult. Age: Personality: Appearance: Biography: Family History (if applicable): If the character comes from a magus family with a notable history, jot it down 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. Literally everything should go here. The exception is that it is, however, assumed that anyone with a proper magus education (ie the Clock Tower or from a magus family) will know the basics such as fixing glass, locking doors, and so on that we're aware of in canon. Also if you mention things like a family specialty in the family history and it's obvious that your Master has inherited that much, you don't need to say it [i]explicitly[/i], but it's still appreciated. Equipment: Mystic Codes as well as mundane stuff. Everything they walk into the RP with. 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. If it isn't here and isn't something 99% of the global population can do (eg, breathing), then your character does not know it.[/hider] [hider=Servant CS] 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: STR: Damage. A rank STR means one attack can destroy a small house. CON: Damage one can take. How much HP one has. AGI: Dexterity or reaction time. MGI: How much prana one can handle. LCK: 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 one. Two if you’re incredibly persuasive. 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. [/hider] [hider=General Magecraft] These are the basics than anyone calling themselves magi would know. If your Master has actual magical instruction from a family or organization such as the Clock Tower, they are assumed to have this. If they do not, for instance being a first-generation magus, then they are assumed to not have this unless you explicitly articulate them as having it. This also includes basic knowledge such as "what leylines are" and the like. Essentially the result of taking entry-level classes at the Clock Tower for five years. Self-Reinforcement: Running prana through the body to strengthen it. The most basic of all spells. Does not apply to Reinforcement of other objects/beings. 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. Please fade to black, this is a family-friendly RP. 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. [/hider] [hider=Fuyuki City Map] [img]http://i.imgur.com/77Vrkhi.jpg[/img] [/hider] [hider=BB Channel] [url=https://docs.google.com/document/d/1KzyoNy7Mq4cWIrhpEAGL8P7-PcPeiBZguL5CoJxXLYk/pub]Episode One[/url] [/hider]