[center][img]https://i.ibb.co/sygP4N9/image.png[/img] [h2][b]~Fate/Iliou Persis~[/b][/h2][/center] The Year is 2004. Decades ago, during the Third Holy Grail War, the conflict ended prematurely as the Greater Grail was taken by one of the war’s participants. The blueprints of the ritual were spread around, and many lesser grail wars have sprouted up all around the world, as various mercenaries and magi fight over these imitations. But now, the stolen Grail has surfaced, in the town of Çanakkale, in Turkey. Near to the ruins of the ancient city of Troy, the value of its spiritual land is excellent. With a collection of outcast Magi, the Grail’s thief has summoned an entire team of Servants, leading to a failsafe that allows a second team to oppose them. There is the [color=0072bc][b]Blue Team[/b][/color], gathered by the mysterious magus Hektor Bahadir to complete a grand ritual that will change the world. The team’s aim is to utilise the Holy Grail system to recreate the Trojan war, but this time, have the defenders win. The cursed ritual designed to end the age of heroes - reversing it might even bring back that lost age. A gathering of visionaries, idealists, fools and mercenaries, united in the will to change the world. But will their dreams really go as planned? Opposing them is the [color=ed1c24][b]Red Team[/b][/color], put together by the Magus Association to stop this threat. Though it isn’t considered the highest possible priority, a team of powerful Magi have been assembled to dismantle this ritual and return anything salvageable to the Clock Tower in London. But is maintaining the status quo as mystery continues to die really the best idea? And is their summoning of Heroic Spirits simply playing into the enemy’s hands? [hr]From stealthily stealing away the Palladium, to delivering a payload of soldiers to the gates of Troy, many key objectives were performed by the Achaeans to secure their victory. This war will also have these [b]Side Objectives[/b] as the Blue team attempts to complete the ritual and the Red team attempts to disrupt it. Specific examples include claiming and keeping territory, stealing items, etc. In other words, if a normal Grail War is a Deathmatch, and an Apocrypha style war is a Team Deathmatch, this war will also have Capture the Flag, Payload, and King of the Hill game modes, among others. [b][h3][center]Rules & Guidelines[/center][/h3][/b] [hider=General Conduct]1. Respect other players, and the GMs. 2. No Godmodding. 3. If a dispute occurs between two or more players during an IC confrontation, the GMs will be the final verdict on the outcome. 4. Try and post within a week, especially during combat scenes. If you’re unable to post for the week, please inform us ahead of time. [/hider] [hider=Gameplay] General - Posts are considered to be from a character’s perspective, and any actions in them can be contested by subsequent posts. If there is a disagreement, please attempt to resolve it between players before asking for a GM judgement. If you want to edit posts after an agreement is reached, please notify the GMs first. Bases - Team bases are generally assumed to be ‘secure’ areas, since they will be under the purview of seven magi and a Caster-class Servant. The exact nature of the defences doesn’t need to be discussed in great detail. This doesn’t mean attacking them is off the table completely, particularly with anti-fortress Noble Phantasms, but this shouldn’t be a casual feat. There’s also nothing stopping individuals from creating their own individual workshop outside of these team bases. Preparation - Preparations are expected and are a core part of a standard Magus’s role. However, to avoid most complications that offscreen preparations might entail, details of one’s preparations must be noted in the player’s post. The specifics of one’s prep should still be sent to the GMs for verification so long as the general idea is conveyed through a post. An example would be a post about the potion maker making their strongest potions, hinting that their Servant might not be able to handle said potions, whereas the specific details of what these potions do are sent to the GMs via PMs. Actions - The action system is used largely to determine how interruptible certain actions are, and is largely used for Magi. Incantations use counts to determine the length; the more counts to an incantation, the higher ranked the resulting spell. Activating the function of a Mystic Code is quicker than even a one-count incantation. Noble Phantasm activations and the use of Command seals are also considered equivalent to a one-count action. Ordinary talking is a free action, so get as much anime trash talk in as you want. It’s also worth noting that Servant speed is on a different scale to Magus speed, but if you’re a Magi alone with a hostile Servant you have more to worry about than action economy. [/hider] [hider=Applications] Application Rules - Each player will be allowed one Master and one Servant slot, though multiple applications for each are permitted. Do not put your application in the characters tab until it is accepted, instead, post the character in the OOC section, and we’ll give required changes in the thread, and advice over discord. Servant Applications - Gilgamesh and Herakles are banned. Anyone born after 1901 is ineligible. Canon Servants may be applied, but not those with incomplete materials. In the case of joke servants, or Servants that have only made a very brief appearance and showcased few or none of their abilities, making an alternate version is fine. Everything else will be judged on a case-by-case basis. Atalanta is also probably banned. Master Applications - No Masters able to fight Servants evenly. Canon Masters may be applied, but bear in mind this is an alternate universe, so at least some adjustments should be made.[/hider][b][h3][center]Character Sheets[/center][/h3][/b] [hider=Servant Sheet:] Class: Saber, Archer, Lancer, Rider, Caster, Berserker or Assassin Team: Are they aligned to Blue team (Troy) or Red team (Magus Association)? Leave blank if undecided. True Name: Appearance: Anime Faceclaim preferable but not compulsory. Sex: Alignment: D&D Alignments. Attribute: Heaven, Earth, Man or Star. History: Give a little info and anything that’s different from the history of the ordinary world or the myths as described. No wikipedia links please. Personality: Just a short summary is enough. Parameters: E-A rank, EX in very exceptional circumstances. +s are temporary, situational boosts. Strength: Hitting things hard Agility: Being dextrous and fast Endurance: Enduring stuff, HP Mana: Magical energy capacity Luck: Ability to defy fate. Class Skills Set based on class. Personal Skills Skills unique to this servant. Typically 2-4 in number, 5 max. Noble Phantasms: Name: Title: Fancy Titlle Rank: E-A, with +s and EXs again Type: Anti-Unit, Anti-Unit (Self), Anti-Fortress and Anti-Army are the usual ones Range: Nobody knows what this means but 0 is self, 1 is very close, 40 covers a school. Targets: Maximum targets at one time Description: What it does [/hider] [hider=Master Sheet:] Name: Titles: Any neat chuuni titles you can come up with Team: Are they aligned to Blue team (Troy) or Red team (Magus Association)? Leave blank if undecided. Appearance: Anime Faceclaim preferable but not compulsory. Sex: Alignment: D&D Alignments History: A brief backstory. Doesn’t need to be too in depth. Personality. A brief summary of personality. Magecraft Quality of Circuits: Ranked E-A Quantity of Circuits: Ranked E-A Elemental Affinity: The element of one’s magecraft, sometimes called alignment. Typically one, sometimes two, and exceptional magi are ‘Average Ones’, able to use all elements. Most use the Western system of Fire/Water/Earth/Wind (Plus some other special cases), but the Eastern system of Wood/Fire/Earth/Metal/Water is sometimes used too. Attribute: Another important factor in Magecraft. Unlike Affinity, this is generally determined by the family’s specialty, and it’s possible to learn more over time. Includes things like Shirou’s Reinforcement, Rin’s Conversion, and the Matous’ Absorption. For more detail, check Theory of Magic in the helpful information section. Magecraft: Further magecraft details. No need for a spell list or anything like that, this should be a more general overview of what they can do. Include ‘General Magecraft’ here if your character has basic Magecraft training; check the help section for details on what this includes. Mystic Codes: Tools of Magecraft. Any magical items owned by the character. Non-Magecraft Abilities/Items: Any significant skills or possessions owned by your character that don’t fit in the Magecraft section. No need to be too comprehensive, or really include money or anything that can be picked up without much hassle, that stuff can be assumed. [/hider][b][h3][center]Helpful Information[/center][/h3][/b] [hider=Magus Help] [url=https://docs.google.com/document/d/1pt-oDtq0ow-ZRLmdPC4tRlw9lJGzVHbvLJ2mQDvcjYc/edit#heading=h.743metjycyxc]Theory of Magic[/url] Useful information on Magecraft theory in general, a good place to learn about elemental affinity and attributes. [url=https://www.tmdict.com/en/]TMDict[/url] A glossary of various materials from Type Moon properties. Also useful for Servants. [url=https://docs.google.com/document/d/1NEZzQsil7Zgkajr6ESYIoW1JNN6aeBuG4kE2SZWghXw/edit]Miscellaneous Notes[/url] [hider=General Magecraft] The general Magecraft abilities that any serious Magus or even Spellcaster would likely have. 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. Transfer of Consciousness: Transferring one’s consciousness to a familiar, ergo seeing through their eyes. 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. Overuse of Suggestion will damage your mental state irreparably. Basic Bounded Fields: Creation of a Bounded Field that confers intruder alert, soundproofing, repelling non-Magi, and control of the mana in its area. At this level, only temporary bounded fields can be formed. Basic Bounded Field Removal: Removal of Bounded Fields that confer intruder alert, soundproofing, repelling non-Magi, and control of the mana in its area. Locking Doors: Self-explanatory. Floating: Basic manipulation of mass and air currents. Fixing Glass: Repairs broken glass, providing it was broken up to a couple of hours prior to the spell's use. [s]Mystic Pass: Self-Explanatory.[/s] Please keep it PG-13. Fade to black if absolutely needed. Contracting: Making a contract with something. Establishing a karmic link that allows one to send energy. Beings other than Servants can be contracted, but without the security of the command seals system, this can be dangerous. Curse of Self-Healing: Healing magecraft. Works by stimulating the cells and making them regenerate faster than normal. It is possible to set as a program that activates when one is unconscious; however, it then becomes impossible to control how much prana is used. [/hider] [/hider] [hider=Servant Help] [url=https://www.reddit.com/r/FGOGuide/comments/8epytu/fategrand_order_material_full_translation/]FGO Servant Profiles[/url] A good place to look for skills, as well as information on Servants that might be related to yours. [url=https://www.tmdict.com/en/]TMDict[/url] A glossary of various materials from Type Moon properties. Also useful for Masters. [url=https://docs.google.com/document/d/1NEZzQsil7Zgkajr6ESYIoW1JNN6aeBuG4kE2SZWghXw/edit]Miscellaneous Notes[/url] [hider=Class Skills] [color=red][b]Note: If a skill isn’t under your class’s list of class skills, please don’t put it under class skills.[/b][/color] Saber, [i]Knight of the Sword[/i] Magic Resistance Riding Archer, [i]Knight of the Bow[/i] Independent Action Magic Resistance Lancer, [i]Knight of the Spear[/i] Magic Resistance Rider, [i]Mounted Knight[/i] Magic Resistance Riding Caster, [i]Magus[/i] Item Construction Territory Creation Assassin, [i]Silent Killer[/i] Presence Concealment Berserker, [i]Mad Warrior[/i] Mad Enhancement [/hider] [hider=Attribute Examples] The Servant attributes are Heaven, Man, Earth and Star. Heaven is for demigods and those strongly connected to the divine, such as David, Cu Chulainn and Heracles. Earth is for those who originate from fanciful myth and legend, but don’t have that divine connection, such as Artoria Pendragon, Astolfo and Ibaraki Douji. Man is for people who completed heroic deeds as simple humans, such as Julius Caesar, Li Shuwen and William Shakespeare. Star is for the exceptional heroes who changed the course of mankind’s destiny. The hardest attribute to qualify for. Examples include Nikolai Tesla, Leonardo da Vinci and Romulus.[/hider] [/hider]