Mhm, I'm pretty surprised as well, but we got a decently-sized sign on of people, plus a couple more prospectives who are currently PMing me, so I figured we might as well get the OOC up to make the application process cleaner.
We'll probably start the RP proper once, say, five or so Master/Servant pairs have been put together. That may change as circumstances arise though, of course~
As an aside, if you plan on making an application and you've decided on what they'll be, let me know so I can jot that down in the Characters tab. For instance, currently we have two people making Lancer-class Servants, so it might be for the best that others avoid that class if they can so we don't step on any toes.
And remember, people are probably going to app Servants more than they are Masters, so people willing to make Master and Servant applications (or just Master applications alone) are appreciated~
Class: Ruler Name: ??? Master: Holy Grail Noble Phantasm: ??? Keyword: Ruler STR: E, CON: E, AGI: D, MGI: D, LCK: EX Magic Resistance: B, True Name Discernment: B, God’s Decision: A+ Paragon: A, ???: ?, ???: ?
01 - Noble Phantasm
Information not available.
02 - Ruler
Administrative class container used by the Holy Grail itself. Results in the Class Skills of Magic Resistance (B), True Name Discernment (B), and God’s Decision (A+). With these class advantages, even a third-rate Heroic Spirit can become a first-rate threat.
There are two cases in which a Ruler will be summoned. The first case is when a Ruler is summoned due to the Holy Grail War taking place in an extremely peculiar form and an unknown number of consequences would come about as a result. In other words, this refers to cases when the central pillar of the ritual, the Holy Grail, deems that the Servant Ruler, who is under no one’s control, is needed in this ritual. The other case is where there is a possibility that distortions will appear in the world due to the effects of the Holy Grail War.
In this case, the reason is currently unknown.
01 - Paragon (A)
Among Heroic Spirits, the status of being a hero is something that goes without saying. There are the strongest heroes, the most celebrated heroes, the most charitable, the most devout, and so on. A hero is fundamentally “the one and only”, something that can do the impossible and save those who are fated to die.
This, however, is a form of mental nature accorded to those who can be considered “heroes for heroism’s sake”. Ruler himself is a low-class Heroic Spirit that could only be called third-rate without the benefits of his class container; however, he stands tall as a shining beacon, an incorruptible monument to the potential of humanity. If beings such as Heracles and Ozymandias rank among the strongest heroes, Jeanne d’Arc ranks among the purest, and Karna ranks among the most charitable, then Ruler can be said to rank among “the most heroic of heroes”.
“Strive, live, and burn up brilliantly. This is our duty as men.”
Class: Archer Name: ??? Master: Matou Zouken Noble Phantasm: ??? STR: D, CON: E, AGI: B, MGI: D, LCK: E Magic Resistance: C, Independent Action: B Clairvoyance: C+, ???: ?, God of the Bow(?): EX
01 - ???
Information unavailable.
01 - Clairvoyance (C+)
Capable of keeping track of fast-moving object within a range of four kilometers.
The plus modifier signifies a capacity similar to Presence Detection, in other words the ability to sense the presence of things and see through trickery. Illusions will have no sway over him, and concealment abilities of an equal or lesser numerical value can be nullified.
02 - ??? (???)
Information not available.
03 - God of the Bow(?) (EX)
An ability a half-step from an Authority, the unique skill that is Archer's ability with a bow. Archer was an absurd existence who was capable of striking down demons and gods with his arrows. For any other existence, this would likely be a Noble Phantasm, but to Archer this is not a feat but rather simply something he accomplished as easily as breathing.
At no point in his life did his arrows ever fail, regardless of what they were aimed at. In other words, it can be said that at the time when his arrows are loosed, parameters become meaningless.
...however, this only applies if the arrow is loosed. Moreover, firing an arrow in this way necessarily consumes a proportional amount of magical energy, making it a capability that must be used sparingly and strategically.
As Archer's True Name is unknown, the true name of this skill is inaccessible.
01 - He Who Lost Fortune
Information not available.
“Oh, that was a dumb fuckin' choice you just made.”
Class: Berserker Name: Dulle Griet Master: Unknown Noble Phantasm: Gate of Hell STR: C, CON: C, AGI: B, MGI: D, LCK: A+ Mad Enhancement: EX Collector: A, Tainted Charisma: C, Hell's Fear: EX
01 - Gate of Hell: Devil’s Treasury
A rank, Anti-Unit Noble Phantasm.
Avarice, antagonism, alienation. The crystallization of Berserker’s pillaging of Hell. This is the capability to open a gate to an “other world”, in order to bring things from Hell to the world where Berserker is. Furthermore, an implicit ownership is possessed over all such beings. The static rank of this Noble Phantasm is thus simply due to the fact that the Noble Phantasm fundamentally is merely opening a gate and the status of owner, rather than applying to the objects of Hell itself.
This world contains “everything mankind uses to damn itself”, examples being the myriad weapons bearing titles of “cursed” and “demonic”, tomes of forbidden knowledge, tools designed to create human suffering, and curses that have acquired biological form. It does not include the ruler of Hell, but for all intents and purposes Berserker owns anything “The Ruler of Hell” can be said to own.
There is always a world of death. An underworld, Hell, Naraka, Tartarus, something of this nature always exists. It is a basket into which mankind places its fears and that which it deems evil, the monster under the bed to urge morality. If the strongest Heroic Spirit possesses everything mankind can give rise to, then this is a Noble Phantasm representing everything that mankind’s consciousness has created and named a tool to curse itself with.
...in other words, the shadow cast by the Golden Capital.
01 - Collector (A)
The "talent" to collect high quality goods—a "luck" that draws rare items into the possession of the Servant.
Berserker is a collector of treasures, but she is not one who gathers the treasures of the Earth. Rather, she is the one who strode into the land of human fear and death to pillage all within it and seal it into her collection.
Rather than possessing individual items that were there, it is better to say that what she had obtained was "Hell itself", the very crystallization of the legends of the land of damnation that cycle throughout human mythologies.
02 - Tainted Charisma (C)
The capability to use avarice and hunger as means to unify groups and command armies. Should an individual have a desire that can be sated through violent means, it is possible to tap into that desire and bring them into one’s fold. At this rank, creation of a small army of devoted misfits is possible.
03 - Hell’s Fear (EX)
The condition of an existence who marched through Hell, pillaged it, and returned unscathed. A conceptual immunity to and dominion over Hell’s existences. In other words, a burden of existence and extension of the Noble Phantasm “Gate of Hell”.
All demonic beings are incapable of exerting any form of unwanted or antagonistic interference upon Berserker, whether this be physical, mental, conceptual, interdimensional, status effect, or otherwise. Given its nature as something that “triumphs over what humanity calls demons”, this can extend to beings which are not demons but which are merely granted that moniker by men, albeit with a 50% reduction in effectiveness. Furthermore, a status effect of fear is inflicted on all such demonic existences with regards to Berserker, with the severity of this depending on one’s “strength as a demon”.
Moreover, in the case of those demons whose place of origin is the world accessed by her Noble Phantasm, Berserker’s commands are an absolute dogma.
It should, however, go without saying that those beings that humanity can never match, those beings akin to evil gods, are fully exempt from the effects above. Conquering human fear does not equate to conquering that true abyss, after all.
01 - She Who Plundered Fortune
Just as there is always a Hell, so too are there always those who enter it. The mountain-destroying goddess, the exalted muse, the demon king supreme over gods, the greatest hero of Greece. And yet, there are none who have truly conquered that Hell. The goddess was stripped at the hands of the abyss, the muse failed to see his love returned, the Demon King failed to make death a relic of the past, and even that mighty hero, witnessing two friends trapped, could only save one.
In a way, Hell is thus the embodiment of something people should not be able to reach. Even if you have the power to crush the god of death underfoot, you have not conquered Hell. To conquer Hell is to conquer human fear, human torment, and human punishment. It is not that Hell contains All the World’s Evil, but it is that Hell contains those crafts of human imagination that this very imagination calls repulsive. In all legends, Hell must stand tall. Even if there is a hero strong enough to conquer Hell, he must not, because to invalidate Hell is to invalidate the push to morality that those legends attempt to cultivate. Even though the greatest hero of Greece had many times defeated his uncle in combat, he had never once conquered Hell. Even though the Demon King who ruled over all three worlds had bested the first man to die, he had never truly conquered Hell.
This is Berserker’s power. Berserker is a low-grade spirit. Compared to the chief heroes of culture spheres, or even to second-rate Heroic Spirits, she is undoubtedly weak. She is simply a raving lunatic, bearing no combat skill, no great reverence, no humans who sing her praises. An irrelevant figure of a small branch of folklore whose feats can be counted on one hand and whose legend has not even reached half a millennium in age. Yes, she is weak, she is undoubtedly weak.
However, she has done what all of those great stars of man had failed in doing: she conquered Hell.
She ventured into the darkness and robbed it blind. She was someone whose original fortune was irrelevant, for with nothing more than a mad determination that puts even the strongest of heroes to shame, she overwrote reason and fate and created her own providence by stealing it from Hell. She is simultaneously a testament to the unending power of human will and a frightening clown who has acquired power that she should not have.
A weakling who has done what the strong could not. A mere footnote who has come to possess mankind’s terrors. A third-rate Servant who has undeservedly come to take the title of “most powerful Servant in this Holy Grail War”.
It is for this reason that she is granted the title of heresy with regards to the theme of this story. She is not one who lived without fortune, one who had fortune and lost it, or one who had fortune and was killed by it. She is one who lacked fortune and so stole it.
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.
Those who lack fortune.
Those who lose their fortune.
Those who are killed by their fortune.
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.
All who seek the Holy Grail, all who seek to have your wish granted, you may rejoice.
It is our honor to announce that, at this time, the Third Holy Grail War for the 726th Holy Grail has begun.
Melina von Einzbern Matou Zouken
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.
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.
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.
Do not app any of the following. I've included the reasons for each, for clarity's sake:
Masters
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
Servants
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.
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 explicitly, 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.
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.
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.
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.
We know virtually nothing about Moses's info sans his appearance and that one CE of him in FGO, so he's fair game.
If he didn't die then no, but you can app John the Baptist and say that historical distortion and things like that have caused him to acquire some of Elijah's attributes or something.
Alrighty, so between people who've posted here and people who've PMed me, we've got more than enough to get the ball rolling on this. I'll put up the OOC later today when I have a chance (maybe tomorrow since we're not in any rush on account of needing apps to be made), but it'll just be a shameless copy of this int check.
With that said, newcomers are still welcome; we have more than enough slots.
Feel free to PM me about any questions or ideas you have for your applications, or just generally about Nasuverse/Fate~
Hey! I'm in, if you'll have me. Is it okay to toss around Servant ideas here? Because I have one but I want to check to see if he's okay.
Feel free to either talk about them here or PM me about them.
Feels bad when my OC Gawain from before Extra Gawain now can't exist, but alas.
Because this shit always fucking happens, what do you do if people disappear until there's like, a handful of PCs compared to the 14 characters that you'd start with? Furthermore, do you have plans outside of Grail War-centric stuff, or is this basically just a complicated Arena RP?
From an OOC perspective, the fact that more than 7 Servants can be summoned is meant to be a bolster against that; ie slots are easier to replace since in all likelihood we'll have an excess of player slots open at the time of starting. It's not a foolproof system but at the least it'll make things more fluid than either having to retcon new players in, or simply writing the old players off and leaving us with a smaller overall cast. At the same time, applications will obviously be harder to do the deeper into the war we get, since it's not fair to you guys if you survive to Day Twelve because of your own strategy and wit, and then some random guy apps and manages to "make" it to Day Twelve just because he apped later.
Regarding the stuff that will be happening on my end...
In that sense, here we shall address three tragedies born of mankind.
The two families of magi who stand guard over its spiritual land are known as the the Matou and the Einzbern.
The year is 2004.
at this time, the Third Holy Grail War for the 726th Holy Grail has begun.
Melina von Einzbern Matou Zouken
Well, for those with experience in the Nasuverse, I'd hope these things would be sending off some warning bells in your head. Clearly, some things are not as they "should be".
Obviously I won't be spoiling what I have planned, but as with any good story, your focus shouldn't solely be on killing the other competitors and being Number One. There are no shortage of things going on beneath the surface that will probably catch you unaware if you just treat this as a straight-PvP sort of thing.
In other words, finding out "the truth of the war" should be seen as every bit as important as winning.
I'm interested, though I don't have a comprehensive knowledge of the franchise (making my way through Fate/Zero at present)/
No worries, the only true requirement is to have some knowledge of Fate. Provided you're willing to put in a little bit of extra legwork, I'm more than happy to help you out in understanding the mechanics of the universe and things like that during the apping process.
Thanks for all the interest! I've added rules, the banlist, and the CSs to the bottom of the OP. I'll make the OOC in the next couple days provided we get a couple more people, but feel free to send in applications now if you like!