Holy grail war: The Holy Grail. It is an object desired since ancient times. Men have fought and died for it. Because of its legendary existence, many tales and myths have followed the Holy Grail, telling tales of great warriors and kings who have fought to claim this holy relic. A thousand years ago, the Einzbern, a family of magi, began their plans on reclaiming a great lost power then once had. Their plan resulted in failure, which forced them to do something never done before 800 years later. They enlisted the aid of outside help to obtain their powers. The help consisted of two other magi families, The Tohsaka and the Makiri. In order to mask their true intentions, the Einzbern created the lie that their work was to find a method to a way to reach a source of ultimate power. Eventually, the three families worked out a solution: The Holy Grail. The Einzbern provided the vessels required to hold the grail. The Tohsaka provided mana rich land to create the Grail on, and the Makiri designed the command seals that would be vital later on. But like all great plans, there was always a flaw. the flaw in this plan was greed. Each family wanted the grail for themselves. Before they started a war with each other, they managed to come up with a solution. They would create a great lie to determine the owner of the Holy Grail. Seven magi, called Masters, would be picked out to fight for the Holy Grail. They were told that the Holy Grail would grant them any wish they desire. Each magus was given a servant, a heroic spirit of the past. these masters and servants would fight until only one pair remained. The defeated servants' energy would fill the holy Grail, giving it power to work with. These families would then go to war every 60 years in an attempt to obtain the Holy Grail. The Masters, while powerful magi each, were not the ones that do the fighting. The ones that fought were the Servants. Each servant is a Heroic Spirit, a great warrior from the past (history, myth, legends, fairy tales, folklore etc) summoned by the Holy Grail to battle. They were also promised one wish should they win. Each servant was assigned a class. Archer Assassin Berserker Caster Lancer Rider Saber A servant is randomly assigned a class that fits them. Now, the Fifth Holy Grail War has started, and by a twist of fate, time has diverged from its original course and new Masters and Servants have been chosen to fight for the Holy Grail. ================================================== ==== Now that the introduction is out of the way, the more important stuff can be explained. You'll play as master and servant. If you do not get the master and servant slots. You can be an ally to one of the Masters or just an unlucky person caught in the war. But PM the idea first if you wanna do something like that Keep in mind that Servant are the real warriors in this RP. While masters are strong, the best they can do to a servant is annoy it. Heroic Spirit are very very strong, so strong in fact that no modern weaponry can hope to even hurt them. Only powerful magic and other servants can harm another servant. Servants are cable of running and fighting high speeds, extreme agile, super strong etc and of course this varies with each class Masters are of course original characters. With the servants they must be as stated above something from history whether it be normal history or myths and things like that. A master is given 3 command seals. These command seals are used in case the servant is being disobedient. The command seals can force an absolute order onto a servant, one that cannot be disobeyed. they can also be used offensively too. For example, you can tell a servant to "attack with all your power" to make the servant's next attack do much more damage. Servants need a master in order to stay in this world, as a Master constantly keeps a flow of magic to the servant. Without mana, a servant will disappear. Therefore, it is often easier to kill a master and have the servant lose its source of mana than to kill the servant. Also once the three commands seals had been used, the link between Master and Servant is severed. However, simply killing a master or a servant does not leave the other out of the fight. A masterless servant can make a contract with a master and vice versa to reenter the war. Masters can detect the general area another master is in through their command seals. Noble Phantasm A Noble Phantasm is a weapon or an ability owned by a heroic spirit. In the legend of a hero, there is not only the man that the hero was, but the anecdotes about him, his arms and weapons; all of this symbolizes his existence. These symbols are the ultimate mysteries that the Servant, the embodiment of the heroic spirit, carries as a trump card. Such is the deadly weapon called "Noble Phantasms". Noble Phantasms are the crystallization of the historical facts and anecdotes that made the heroic spirit famous, but that does not necessarily have to be an offensive weapon; it can be a shield, a ring, a crown, but also a specific ability or a unique method of combat. It is a servant's last resort in a battle. By announcing the noble Phantasm's true name, a Servant can strike out with an attack that can fell even another servant in a single strike. However, there are drawbacks. The attack will usually leave a servant drained and sometimes defenseless. It also reveals the Noble Phantasm's name, which can lead to the Servant's identity being revealed. A servant usually only has one Noble Phantasm, thought there have been exceptions. You can make up whatever effects you want for Noble Phantasms. Let you imagination run wild. Noble Phantasm-Range For NP. These are. Anti-Unit (can be self). Anti-Army. Anti-Fortress. Anti-Country. Anti-World (extremely broken). However this doesn't define the strenght of the NP. For more detail of the ranges please see here.http://typemoon.wikia.com/wiki/Noble_Phantasm Reality Marble An special kind of move that can be used as a Noble Phantasm. (Yet even some very skilled master can use it). This is a very rare case. The servant is able to project their inner world into reality, violating it, and creating a temporal different reality, with different laws that are imposed. The user decides who'll carry to the RM. While for the others it's seen as if they went to another dimension. Laws of the RM are absolutely and those tend to be different than from reality. RM's are extremely broken in terms of power, but very expensive, thus they can be maintained only for a few minutes Ranks Those define the strength of a skill or NP. The ranks are. E, D, C, B, B+, A,A+,A++,A+++, EX. Being E the weakest, while A+++ the strongest. EX tend to surpass A+++ but is limited for those whose NP is so strong that can't be defined by solely strength. If a skill is rank B it can deny other's moves from rank E to B. However ranks B+ to EX would bypass them. Noble Phantasm then to greatly surpass the rank of skills, despite their level. However EX is definitive. Servant Parameters: They have 5. Strength: Agility: Mana: Luck: Endurance: Try to keep them reasonable. For example, an Assassin wouldn't have an A in strength and a Berserker wouldn't have much mana. Skills Those are passive properties that servants have, also classes have skills unique to them. For example, the skill Magic Resistance, is a saber class skill (yet not exclusive if other hero can have it due to its legend), it grant magic resistance. For example if it's Rank B. Then spells below Rank B, won't harm the warrior. The skills are very versatile, they can be almost anything. Like Charisma that causes lower beings to bow before the servant. Mad Enhancement is a Berserker class skill, that defines them as mad warrior. The higher the rank, the strongest they are, but with less sanity. At rank E (the lowest) the boost is minimal, yet the servant can still speak for example, however it's personality may be distorted. SERVANTS Archer:Servants placed within this class are usually proficient with projectiles and could survive longer without a Master nearby, thanks to their special ability Independent Action. They also tend to have many more Noble Phantasms at their disposal than other classes. It is one of the three Knight classes, together with Lancer and Saber. Class skills: Magic Resistance D Cancel Single-Action spells. Magic Resistance of the same degree of an amulet that rejects magical energy. Independent Action B Capable of remaining in this world for two days without a established contract. Also capable to live on for a short period of time after suffering extensive damage on his spiritual core. Assassin:Servants placed within this class are always, as a rule, one of the 19 Hassan i Sabbah, the leaders of the clan of the Hashshashins who passed the name down. This rule comes from how the word "assassin" itself finds its etymological roots in that clan. But in this case that rule does not stand. The original Grail system didn't allow the summoning of evil Heroic Spirits (this rule was jeopardized when the Grail became corrupted), and a real, perfect assassin should normally be one nobody knows (thus one who cannot be a Heroic Spirit). For those reasons, the only Heroic Spirits normally allowed in that class are those leaders.The Assassins' special ability is Presence Concealment, which allows them to remain undetected. This, and their weak fighting skills, makes the Assassin class rely heavily on stealth and usually go after human Masters rather their Servants. Class skills: Presence Concealment A+ It is possible to disappear completely and become almost impossible to be detected. However, efficacy will decrease once preparations to attack are taken. Berserker:Servants placed within this class are always incarnations of heroes who have gone berserk on their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Because of the loss of sanity, the Berserker class is the hardest to control. Class skills: Mad Enhancement B Boost up all parameters, but takes away most of sanity. Caster:Servants placed within this class are adept in magecraft and have a special ability akin to Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery. Class skills: Territory Creation A Creation of a "Temple", which is superior to a "Workshop", becomes possible. Basically allows Caster to control a selected area. Item Construction A Capable of making healing potions that grant limited immortality. Lancer:Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber. Class skills: Magic Resistance B Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected. Battle Continuation A Will remain alive as long as does not receive a fatal injury. Lancer's are also quite fast but tend to have low luck. Rider:Servants placed within this class place emphasis upon speed and powerful Noble Phantasms and their special skill is Riding, which allows them to fully utilize abilities of their mounts (ranging from simple horses, through motorcycles, to divine creatures). Class skills: Magic Resistance B Cancel spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for him to be affected. Riding A+ Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind. Saber:Servants placed within this class are agile and powerful melee warriors and it is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer, and also possesses the Riding skill like the Rider class. Class skills: Magic Resistance A Cancel spells of A-Rank or below. In practice, the Servant is untouchable to modern magi. Riding B Most creatures can be rode with above average skill. However, cannot ride those of Demoniac Beast and Holy Beast-rank. ----------------------------------------------------------------------------------------- THE ALASKA'S HOLY GRAIL WAR This is a world with a different fifth HGW than the canon, on this case the location will be on Alaska, late november. Game will begin with the summoning of your servants and any previous necessary event your character may require. Once the servant is summoned the character has to report itself as a participant to the church (Though this is not obligatory) after that you’re free to play in any nice or dirty way to beat your opponents such as forming temporary alliances, plotting traps or intricate plans, force your servant to devour human’s souls and increase their mana, etc. Character creation Remember that you can play at both Master and Servant, or either a Master or a Servant. Master Signup sheet: Name: Age: Magic Specialization (Feel free to use your imagination here, yet consider that the master rarely is strong enough to face a servant, also, more powerful magics often has notorious drawbacks or conditions) For reference: Magecraft Appearance: Biography: PD: You can play as a master of one of the three families: Einzbern, Matou or Tohsaka if you want to. Also although the war will be in Alaska, your character can be of any country. THE SERVANT The servant is summoned through a magic circle with a blood tribute (a drop is enough), normally the servant summoned will be automatically chosen according to the Master’s compatibility, however this can be bypassed by the usage of a catalyst, which is an element that was once linked with the servant (A torn piece of a cape, a sheath, a weapon, etc.), using a catalyst will allow an specific servant to be chosen. The seven classes are Saber, Archer, Lancer, Rider, Caster, Berserker and Assassin, if one is already picked then you’ll have to go for another one. Also remember that a servant is a figure from history, legends or mythologies, in most case humans or demihumans, demigods had appeared, but no gods. Spots already reserved: Saber, Rider, Caster. *THE SERVANT SHEET MUST BE PMD TO lixAxil, if you feel like you can hide the name, yet lix will help with any detail. Don’t PM them to Kingtype as he wants to guess them through the course of the game. Servant signup sheet: Name: (you can keep this blank until your identity gets revealed.) Class: Gender: Appearance: Biography: (Keep this blank as well until its get revealed) Noble Phantasm: (You can also keep this blank. You don't need your enemies knowing your identity before the rp even begins and an NP can be to key that) Noble Phantasm rank: (E-A++) Noble Phantasm range: (Anti Unit, Anti-Army or Anti-Fortress) Strength: (E-A) Agility: (E-A) Mana: (E-A) Luck: (E-A) Endurance: (E-A) Unique skills: (any skill or ability the servant has) For reference: Servant, Parameters and skills, Noble Phantasm RULES 1- GM word rules, on this case lixAxil and Kingtype. 2- No overpowered characters, sure this can be a bit hard as servants are usually op in one way or other, yet don’t cross the line. 3- No autohit, nosell, neither control other players’s characters unless they give permission to do it. 4- Don’t be offensive to other players. Players behave like players, although characters can be the best of pricks if you feel like. 5- IN THIS GAME YOUR CHARACTERS CAN BE KILLED. Remember that and try to be the best loser if it happens, pay special attention to this rule as bad losers tend to ruin the game. 6- Any doubt or issue will be discussed with the GM 7- Have fun ‘kay? This is a game, not a deathmatch.