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Fate/Resurrection [OOC, Open]

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Rupudska
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Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Fate/Resurrection [OOC, Open]

Postby Rupudska » Sun Jan 17, 2016 1:04 pm

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IC
You can't save everyone.
This is an RP based off of a Japanese media franchise consisting of video games, light novels, and anime that was itself based off of a visual novel. However, perhaps this would do best if thought of not as an 'animesque' RP per se but as what the Fate series truly is at the franchise's core - a modern fantasy thriller with drama and action in equal portions. Something I hope to emulate here.

It is the Fourth Holy Grail War. Once again, magi of the Three Founding Families (and many others) turn their eyes to its battlefield. Herein, Masters (Magi either proficient in their craft or just plain lucky) will summon Servants (Heroic Spirits brought forth as familiars) and fight it out until only one Master/Servant pair is left to claim the Holy Grail and the wish it grants.

For those new to anime in general, I bid you welcome, and hope you have a wonderful time. I hope for this to be a wild ride.

And as for those familiar with the franchise? REJOICE.

Now let's get
detailed.

Since man first unlocked the very first secrets of magecraft, those who knew of it have sought the Root.

Akasha, the Root of the Universe, a metaphysical pocket dimension where all souls originate from and return upon the body's death, where all information about all possibilities and events in all worlds past, present, and future are stored. To access the Root is to be capable of Magic, true miracles that no mere expenditure of time and resources can recreate without using the Magic in question. And to be capable of Magic is to transcend the limits of mortal understanding and become no mere magus, but a Magician.

But learning Magic is no simple task. Many magi spend their entire lives trying to reach the Root, and never find it. And many who do make the mistake of coming in physical contact with it, and are instantly erased from existence. Even if this challenge is undertaken, Magic is considered knowledge outside the realm of Man or Earth, and belonging to what mankind refers to as 'gods'. Those who first learn of a new Magic are usually killed by the 'Counter Force', manifestations of both Man and Earth's will to survive. Indeed, the effort is so difficult that to this very day, only five Magics are known to still exist:

  • The First Magic, whose details and effects are unknown. It is believed to have been an early attempt at immortality, due to texts speaking of it usually mentioning the 'Denial of Nothingness', an early attempt at the one thing not even Magic is capable of - resurrection.
  • The Second Magic, which enables the user to travel between parallel universes.
  • The Third Magic, known also as 'Heaven's Feel' or 'Cup of Heaven' which is the materialization of the soul and enables the user to see the future.
  • The Fourth Magic, much like the First, is unknown in its details, effects, and inventor, only that it exists is known. The commonly accepted theory is that the Fourth Magic's identity is hidden via an 'anti-meme' or 'self-keeping secret' spell, which indicates that it must be very powerful.
  • The Fifth Magic, known as 'Magic Blue', which has effects similar to but distinct from time travel, which is within the capabilities of the Second Magic.
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The Lesser Grail, which is actually a vessel for
the 'true' Grail
Centuries upon centuries of research, and as the 18th Century drew to a close, only four Magics had been found. Other matters in the world were complicating things. The Holy Church, the great Christian church of Rome, was engaging in what was to be its final 'secret crusade' against magi. The situation in the Kingdom of France was quickly approaching the boiling point, and even the Mage's Association, isolated as it usually was from non-mage politics, could not disregard it.

One European family of magi, the Einzberns, had once had a Magic - the Third Magic, specifically - but had lost the knowledge needed to use it. A thousand years of trying to recover this knowledge (and reaccess the Root) on their own proved fruitless. Outside help was needed. Europe was too dangerous, the Americas were too uncivilized, and Africa was too unexplored. So the Einzberns chose Asia, specifically the island nation of Japan, where the Church could not only not monitor them, but would be actively repulsed by the government. There, the homunculus Justeaze Lizrich von Einzbern, with the help of the Japanese magi Nagato Tohsaka and Zouken Makiri, created a system to create a gate leading directly to Akasha. The method was simple on paper - Seven magi would summon seven Servants from seven Servant Classes (Archer, Assassin, Berserker, Caster, Lancer, Rider, and Saber), heroic spirits generated as familiars into the world via the mage's mana. The energy of the Servants returning to the Throne of Heroes in Akasha would activate the Holy Grail, which would grant the magi's wish. The Grail had two parts - the Lesser Grail, which is a literal golden chalice, and the Greater Grail, which is a gateway to the Root and performs the actual wish-granting. The Einzberns provided the alchemy necessary to form the Grail as well as a vessel for it, the Tohsaka provided the Servants and the land needed to perform the ritual, and the Makiri assembled the magecraft needed to stabilize the starting materials, as well as the Command Seals needed to control the Servants. Justeaze sacrificed her homunculus body (and thus her life) to create the Holy Grail and grant it the wish-making ability of the Einzbern family magi. This was all performed in the southern Japanese town of Fuyuki, where the first three Grail Wars would take place.

There was a problem, however. In order for the Greater Grail to open a hole to Akasha, it required the energy of all seven Servants. On its own, this would not have been a problem, however the Lesser Grail couldn't be touched by a human, let alone picked up. A Servant needed to do it. Thus, the Grail could only grant wishes to Master-Servant pairs. Even with this flaw, the Three Founding Families proceeded with their plan. The Grail took ten years to gather enough mana from the world to manifest, and it was then, in 1800, they realized the second problem - only one pair could have their wish granted, and thus only one mage could access Akasha at a time. Their differing opinions on how to reach their common goal forced them to break off their alliance upon the manifestation of the Grail. They and four other magi did battle for the right to the Grail, and that was the first Holy Grail War. However, compared to the two to follow, it was barely more than a squabble.

The second Holy Grail War was the opposite. The Greater Grail took 60 years to regather the necessary mana, and it was held in 1860, again in Fuyuki. While technically the second Grail War, it was the first to be referred to as a Holy Grail War, a title it more than lived up to. Due to the vague ruling used in it and the first Grail War, the second quickly became a bloodbath in which Masters slaughtered civilians in order to draw out other Masters. It ended with no victors, and the Three Founding Families took it as a warning to develop more precise rules to prevent such atrocities from happening in the third Grail War. One such action they took is bringing in the Holy Church as a mediating group; by this time period the Church had ceased its anti-mage activities and had instead turned to exterminating vampires and other forms of undead.

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The contaminated Greater Grail, in all its hideous splendor.
The Third Holy Grail War was held in the late 1930s as opposed to 1930 due to a wide variety of reasons, the majority of them relating to the impending Second World War. It was a complete and utter disaster. Shortly before the start of the War, the Imperial Japanese government got wind of it (up to this point, governments of the world were intentionally kept in the dark about magecraft in general) and attempted to secure the Grail for themselves, with help from both the military and the occult branch of the Gestapo. The Einzberns, unwilling to risk yet another failure, attempted to summon the evil-god of Zoroastrianism, Angra Mainyu. They got the nonstandard Servant Avenger, which replaced Berserker for the Third Holy Grail War. However, he was weak, with no abilities of note and quickly destroyed. Servant-Servant and Servant-Military fights broke out as far away as Tokyo. But the worst event of the Third Holy Grail War is that it was meaningless in the end. The Lesser Grail was accidentally destroyed in a battle, making access to the Greater Grail (and thus the completion of the War's purpose) impossible. During the ritual to appoint the Church supervisor of the next Holy Grail War, Avenger somehow reformed and contaminated the Grail. While the other great mage families (along with the Mage Association itself) wanted to continue on with the Fourth Holy Grail War as scheduled, the Einzberns and the Church ultimately decided against it, and in order to prevent the contaminated Grail from causing any possible damage, it was destroyed, and a new Grail built.

This new Grail would serve the same purpose - grant a wish and open a portal to Akasha - but it would have two key differences between itself and the Old Grail. The first was that the new Greater Grail would not have a 'fixed' location. Sure, the Lesser Grail could materialize in a number of locations, but never outside of Fuyuki City in southeastern Japan, as that's where the Greater Grail was. It was materialized on a British yacht, rechristened as the Saint Ark for this purpose. The second difference is that the New Grail has an array of failsafes built into it in order to prevent it from being corrupted again, or destroyed. This necessitated the use of a second homunculus to provide an additional core, as the New Grail needed far more energy than any one homunculus could provide on her own, if it was to summon Servants every 60 years or so. The number of Servants and Masters needed was also changed - from 7 to 756. Far more than expected, but not enough to be considered intolerable.

The destruction of the old Grail and the creation of the New took until 1950. It took a little under 66 years for the New Greater Grail to accumulate the mana needed for its gargantuan task.

It is now January 20th, 2016. The selected location of the Fourth Holy Grail War, now just a month away, has been kept a secret from the already-selected Masters, until now. Paris.

It's time to summon your Servants, and see if you have the power to steer Fate.
M A G E S   A N D   M A G E C R A F T
One’s true worth shows as hardship increases.

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Tokiomi Tohsaka, head of the Tohsaka family from 1969 to his death in 2014, demonstrating fire
magecraft.
According to Blackwood's Magecraft Dictionary, 'magecraft', aka 'thaumaturgy', is the reenactment of a mystery, a miracle.' In the world of magic hidden in plain sight behind the Great Masquerade, it is understood as a science no different than physics or biology. And just like any other science, it has its rules, and its divisions. However, the fundamental means of operation of all forms of magecraft have few differences. The basis is 'the conversion of magical energy inside the user's body to transform the outside world.' The practitioner acts in accord with the system that each school operates under to execute a pre-built program. That “program”, or spell, is a set of universal rules that interfere with nature once they are enforced. The power that enforces those rules is the magical energy of the magus and the command to do it is made through his circuits. The greater the interference, the greater will be the amount of magical energy consumed. However, magecraft has its limits - it can only accomplish that which science can, though with different means as to how. It cannot create something from nothing, either. Something, or some amount of energy, must be given to create something. Further, magecraft draws from a fixed amount of power from the Root; simply put, the more magi the are, the less they can accomplish as magi.

In a way, the reverse is true for the various schools of magecraft - the more magi that believe or use a certain school's theories and workings, the stronger that school's magecraft becomes. There is also geography to consider - a school's magecraft tends to be strongest in the area where the most magi believe in it. Kabbalah, the thaumaturgical school of Israel and the Jewish Faith, is very strong indeed in Israel, but would be considered weak in China, where the school of Taikyoku is its strongest. Generally speaking, when one refers to the schools of magic, they are referring to the following:
  • The Holy Sacraments of the Church, which is by far the strongest school of magecraft due to having the most followers and being the most widespread - East Asia and the Muslim world are the only places where it could truly be considered weak. It is exceptionally useful against the undead, demons, spiritual beings... and other magi.
  • Sihr, the school of Islam and the Islamic world. While not officially supported, only the most extreme of the extreme who know of its existence do anything to try and eliminate it. Contrary to popular belief, it is not a school of curses, though many of the most infamous curses were developed via sihr.
  • Witchcraft is surprisingly what one would expect it to be. It relies heavily on curses and herbology. Was once very common in Europe due to it being the first European school to enable flight, but since other schools have mastered flight (and since the Mage's Association stopped teaching it at their education facility in the Clock Tower), it has rapidly declined.
  • Taikyoku, developed in ancient China, is one of the oldest Schools. It uses the concept of yin and yang as its foundation.
  • Houjutsu is a branch of Taikyoku, and is strongest in Japan. It excels at divination, curses and the like.
  • Astrology could be considered the European equivalent of Houjutsu and Taikyoku, at least in its effects. Like the two East Asian schools, it relies largely on divination and curses.
  • Runes, developed in Scandinavia, deal with automatically-activating magecraft. It is well-known but unpopular due to its nature - much like a mine, a rune can be left for years, only to be triggered by any unlucky passer-by.
  • Alchemy relies on the study of the manipulation and flow of matter. The Einzbern Homunculi are created using this school, and transmutation is one of the family's specialties. It is strong worldwide, but especially so in Europe, northern Africa, and China.
  • Elemental magecraft is precisely what it sounds like. It is considered one of the easiest schools to learn, but is conversely one of the hardest to master due to its destructive nature. There are five elements: Water, Earth, Fire, Air, and Metal/Ether
  • Formalcraft is an ancient school of magecraft that can be used by even very weak magi, as it relies on the mana, the magical energy of the Earth, rather than the od, the magical energy of the individual, for its power. Due to its heavy reliance on rituals, magic circles, and especially sacrifices, it is almost never used by skilled magi.
  • Kabbalah is the recognized school of Judaism. It was the first school to master golemancy. However, like other schools, the march of time and science has weakened its practitioners, and golems of today pale in comparison to the first golems created by Solomon Ibn Gabriol.


The schools of magecraft are taught in institutions and by organizations worldwide. Generally speaking, these institutions fall under the jurisdictions of one of four organizations: The Mage's Association (Europe, Oceania, the New World), the Magic Foundation (the Muslim World, Africa), the East Asian Order of Magi (Asia), and the Holy Church. However, the Magic Foundation and the East Asian Order do not participate directly in the Holy Grail War, due to their hostile stance towards the Mage's Association, which runs it jointly with the Holy Church. But since the Mage's Association has no control over whom the Grail selects as a Master, members from those organizations may (and have) participated. There have even been those Masters who were not members of any organization.

The Mage's Association is the largest besides the Church, and of the magus organizations that are that and nothing more, it is the largest. It is headquartered in London in the Clock Tower, with major branches in Egypt (the Atlas Academy) and Norway (the Sea of Estray). Most magi in Europe, North Africa, Oceania, and the New World belong to the Mage's Association, along with some in Asia and Africa. It claims to transcend nationality and genre of magecraft, but this is false. It was the first organization to decide to create the Masquerade and drift away from society, largely in order to maximize the capabilities of what magi there were - it did this in the late 13th Century; this event is considered by most magic historians to mark the end of the High Middle Ages. It has numerous facilities dedicated to thaumaturgical research, and institutes to teach the knowledge of the Mage's Association to the next generation of magi - chief among both being the Clock Tower. It also has a military branch dedicated largely to maintaining the Masquerade and punish those who commit acts banned by the Association: Necromancy, research into vampirism, or attempts to create a Reality Marble. While they also deal with crimes in which magecraft is involved, normally the Mage's Association's military only comes into play if such crimes risk revealing the existence of magecraft to common society - otherwise, the Holy Church is more likely to handle it.

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The Clock Tower, on a rare sunny day
The Association is divided into three branches:
  • The Clock Tower, in London. The primary headquarters of the Mage's Association, it has by far the largest membership, and most magi of European descent are members of it. The name 'Clock Tower' is technically a metonym, as the Clock Tower itself is simply the main academic institute, research facility, and headquarters of this branch - it has subdivisions worldwide except in the Middle East and China. Its academic institute is considered by some to be the best in the world. It is at the very least the most prestigious. The Clock Tower also handles worldwide magecraft patents. It is the largest branch, and the one most responsible for organizing the Holy Grail Wars.

    Its welcoming appearance to outsiders and new members is but a facade, however. The Clock Tower's inner workings are ruled by power struggles between factions and families of magi, all of them vying for either their research to get attention, their morals to influence the regulation of the Association, or simply power. As it is, the Tower is largely under the control of the Lords, elite magi who wield great political power in society both beyond and within the Masquerade. A lot of brown-nosing goes on in its hallowed halls. Perhaps because of this elitism in the higher ranks, discrimination and discriminatory behavior is far from uncommon, even if the Association is 'trying to stamp out the demons of bigotry and become more inclusive to magi worldwide'. Anti-Asian discrimination is the most common, which is part of why the East Asian Order was formed in the first place.

    Admissions to the Tower's education facilities are done by your typical exam (but with magecraft). It is possible to bypass this with letters of recommendation or with a sufficiently lengthy family pedigree - a magus's power typically increases the more successive generations of magus parents he has; however Professor Waver Velvet has proven that it is possible to increase one's potential simply through effort, experience, and knowledge - a revolutionary (if unsurprising) concept. Magical education is divided into twelve departments: General Fundamentals, Individual Fundamentals, Spiritual Evocation, Mineralogy, Zoology, Anthropology, Botany, Thaumaturgical Astronomy (which includes Astrology, Divination, and Planetology), Creation, Curse, Archaeology, and Modern Theoretical Magecraft.

    Most of the older magus families are a member of the Association and the Clock Tower branch specifically. [OOC: A number of magus families can be found here]
  • The Atlas Academy, located in the Gif Kebir plateau in southwestern Egypt. It specializes in alchemical research, and its alchemy department is considered the best in the world. The most independent of the three branches, it holds its own relations with the Holy Church and other magus associations - most notably it has warm relations with the Magic Foundation. Besides alchemy, Atlas is also skilled in the art of prediction. When one of its past directors predicted the end of the world, its focus shifted to methods capable of avoiding it. However, because anything that could avert the end of the world might also cause it, eventually rules dictating that everything created in Atlas must be kept and disposed of within the domains of the organization were established.

    One notable custom of Atlas is that it has been known to lend its alchemists to other organizations, most notably the Holy Church.
  • The Sea of Estray, officially headquartered in Norway but as its base of operations is a mobile mountain range, this usually changes. It is a conglomerate of minor organizations throughout Europe, and predates the Clock Tower by a few centuries. It severed contact with the Association shortly after the Clock Tower was declared its headquarters. Notably, its mountain range base, the Wandering Tomb, has not been seen in over a decade.

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The seat of the Holy Church, the Vatican
The Holy Church of Christ, headquartered in Rome, is the largest Christian church, and the largest single denomination of any religion in the world, with roughly 1.25 billion followers globally. It has played a prominent role in the path of western civilization both in and out of the Masquerade. It exists largely peacefully with the Mage's Association, though off-the-record conflicts arise on occasion, usually over relics the Church considers holy. They often act as arbiters in internal disputes of the Association; the Holy Grail War is an example, where the Church distributes the Command Seals, creates new rules as necessary, assists in covering up battles, and guards the Grail. They are an ideal choice as arbiters, as they have no interest in the Grail as a portal to the Root; they are simply interested in the Grail because it is a Holy Grail.

The Church is known for its extremely severe anti-undead (specifically anti-vampire) stance, a stance shared by most magus organizations, the Association included. When undead are found (or other forms of magical heresies), the Executors are sent in - a special-force-like branch of the Church's military force charged with the destruction of demonic beings, heretics, and magi that the Church considers to have committed sins against God. As the true danger of exorcising demons lies not with risk to the body but risk to the soul, an iron will and unshakeable faith are an absolute must to become an Executor, as well as desensitization to the sight of death - the training regimen Executors go through is considered by those who have gone through both to be more severe than even that a British SAS must endure.
S E R V A N T S
Even if you refuse to admit it, a hero of justice must have an evil to defeat.


Servants, according to the regulations of the Holy Grail War as per 2009, are heroic spirits summoned either by the Holy Grail itself or one of the chosen Masters via catalyst as familiars to compete for them in the Holy Grail War.

The specifics are more complicated than that, however. A true Heroic Spirit is far too powerful for even the Holy Grail to summon on its own, and only the World can summon a Heroic Spirit directly from the Throne of Heroes, which is located in the same pocket dimension as the Root. Instead, the Grail (or Master) performing the summoning makes a copy using information of the Heroic Spirit in the form of a vessel that enables the Heroic Spirit to exist in this world - one of the seven Classes (Assassin, Archer, Berserker, Caster, Lancer, Rider, and Saber). Each class identifies the only the core skills of the Heroic Spirit because replication of all their ability is impossible. Their main traits align with the class and are given form, matching the principal nature of the class - for example, a Heroic Spirit summoned as a Lancer would primarily use polearms in combat, one summoned as Saber would primarily use swords, a Caster would use magic, etc. However, only Heroic Spirits matching the attributes of the class can be summoned in that class - for example a hero known exclusively for using magic would not be summoned as a Saber. Since they are disconnected from their main Heroic Spirit body upon summoning, they do not retain memories of any previous summoning. Once a Heroic Spirit is summoned, it is referred to by the name of the class it was summoned as, not as its 'true' name - doing so would reveal its abilities and weaknesses, and it is usually only referred to by its true name by its Master, and others once they determine it on their own... or if it becomes obvious. In combat, Servants use 'Noble Phantasms', items or abilities that symbolize their existence through history, myths, and legends. Some are even Reality Marbles: the projection of one's inner world on reality in a self-enclosed, self-generated pocket dimension.

These Noble Phantasms have classification ranks of their own:
  • Anti-Unit: Specialized against defeating opponents in single combat.
  • Anti-Team: One step above Anti-Unit, specialized against a small group of opponents.
  • Anti-Army: One step above Anti-Team, specialized against large groups of opponents.
  • Anti-Fortress: Unlike Anti-Team or Anti-Army, Anti-Fortress Phantasms are distinguished not by how many foes they can target, but by their raw power. This is generally the strongest type of offensive Noble Phantasm one can expect to come across; there are stronger ones but they are exceedingly rare.
  • Anti-Thaumaturgy: Specialized for the singular purpose of disabling the target's ability to use magecraft.
  • Barrier: Noble Phantasm that are purely defensive in nature. A Noble Phantasm capable of attack, no matter how weak that attack is, cannot be of the Barrier type.


Even with their power reduced to summonable levels as a member of one of the seven main classes, a Servant is too powerful to be controlled as a regular familiar. Thus the Master's three Command Seals are needed. Obedience towards the Command Seals is one of the conditions required for materialization, though Servants with incredibly high magic resistance can resist one - this is part of why Masters have three. Due to the prospect of having a wish granted by the Holy Grail, it also serves as incentive to cooperate with the Master, as well as requiring them for energy upkeep and acting as their anchor to the world - if the Master dies, a Servant will quickly dissipate and return to the Throne of Heroes unless it finds a new one, or finds another means of supplying themselves with magical energy.

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Alexander the Great summoned as a Rider-class Servant
Servants regardless of class, are able to switch between a Spiritual (non-physical) and Material (physical) body at will. While in Spiritual form, they are invisible to the naked eye and most types of scrying, immune to physical interference, can travel great distances without being impeded by walls, and require far less od to remain anchored to the world. However, in this form they cannot really fight, cannot use most of their abilities, and cannot carry anything. While they may bleed and take damage to their organs, their true being resides in a Spiritual Core they obtain upon first materializing. Their material body envelopes it, and damage must be inflicted to their Core in order for them to be defeated. It gradually diminishes under magical energy expenditure and while sustaining bodily damage, and their expenditure will escalate under such conditions. If it is damaged through powerful magical energy, curses, or Noble Phantasms, it will be destroyed, meaning that the Servant can no longer stay materialized. The heart and head are directly connected to it, so they are a Servant's greatest weaknesses. Those summoned as Servants are also given the minimum information required to allow them to fit into any era. No matter how ancient the Heroic Spirit, they should understand a number of concepts that were not known in their time. Of note is that while Servants can likely use modern weapons, they cannot be harmed by any non-magical attack, from a punch to an atomic bomb.

The summoning of a Servant is considered by many to be a complex, difficult process requiring multiple creations, destructions, and recreations of a circle made of blood, and a chanted spell. In reality, only the circle and the spell are needed; the Holy Grail itself does most of the work of summoning. The Holy Grail can even select a Servant for the master, and it usually picks the one it deems best-suited to the Master personalitywise - this is the 'standard' method of summoning a Servant, though it is rarely used. Instead, the most common method is for the summoning Master to use a Catalyst to summon a Heroic Spirit of their choosing - symbols or relics of their lives. It can be anything from a weapon, a bit of clothing, or even their bones - for example, the Great Pyramid could be used as a (very large) Catalyst to summon Khufu as a Servant.

A rather game-character-like trait of Servants is their Skills and Strengths. Servants have six Strength Parameters, and anywhere from two to six Skills - at least one of them being a Class Skill, and at least one being a Personal Skill. Servant classes may sometimes have two Class Skills, though only one is required - the one that is is indicated as so below in the section on individual Servant Classes. Both Strength Parameters and Skills have strength levels of their own ranging from E- to A++ and, rarely, EX. Generally speaking, Heroic Spirits of more recent times are weaker than Heroic Spirits of older times, though there's certainly the odd exception as it also depends on how many people know of the myth, life, or legend.

The Strength Parameters are:
  • Strength: Bodily might in terms of raw physical power.
  • Endurance: The amount of damage a Servant can withstand.
  • Agility: Fluidity of motion and speed of reaction.
  • Magical power: How much magical energy can be handled. Note that it is not how much power is required for them to maintain form.
  • Luck: Exactly what it sounds like.
  • Noble Phantasm: The strength of the Servant's weakest Noble Phantasm. [OOC: This differs from the wiki's definition, but I'm not using that because the Wiki isn't clear on what this parameter actually is. I will be.]

As mentioned before, there are seven Classes of Servants, along with the Ruler class, which can only be summoned by the Grail itself as a defense mechanism. The classes are, in alphabetical order:
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Archer, Heroic Spirit of the Bow, is one of the Three Knight Classes (along with Saber and Lancer) among the standard seven Classes of the Holy Grail War. Servants placed within this class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when magecraft was still commonplace - although many soldiers of wars involving firearms that managed to become Heroic Spirits through the use of their firearms are typically of the Archer class. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They often possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict damage to them. They also possess Independent Action, allowing them the ability to act independently for a length of time without an active supply of magical energy from their Master.

Servants will generally assume that the Noble Phantasm of an Archer class Servant is their bow (or gun, if they have one), but any projectile weapon can be indicative of an Archer.

The Required Class Skill of the Archer class is Independent Action, which enables the Archer to go without the energy supply of their Master for a certain amount of time, how long that is depends on their Skill Rank.

The base Strength Parameters for the Archer class are as follows:
Strength: C
Endurance: C
Agility: C
Mana: E
Luck: E


Examples of potential Archer-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

King David (Fate/Grand Order)
Chiron (Fate/Apocrypha)
Gilgamesh (Fate/Stay Night)
Oda Nobunga (Fate/Koha-Ace)
Robin Hood (Fate/Extra)

Audie Murphy
Thomas Plunkett
Simo Häyhä
Houyi
Teucer
Ishi
Penthesilea
William Tell (the Swiss one)
Hayk of Armenia
Egil
AK-47 (A rare case. It was discovered to have become a Heroic Spirit, apparently through the will of all those oppressed whom it fought for. While certainly unusual it isn't impossible for something like this to happen.)
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Assassin, Heroic Spirit of Silent Killings, is one of the Four Cavalry Classes (Along with Rider, Caster, and Berserker). Servants of this class are experts of covert operations, stealth, and killing without being detected. It is one of the weaker classes at actual fighting; its members typically possess lower attributes than other Servants of the same time period due to usually not having as glorious legends about them. Because of this, they are typically used to target Masters instead of other Servants. It is an oddity compared to the more formal knight classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions; and with these conditions, it is possible for an Assassin to match and defeat other Servants, though this does not usually happen.

The sole Class Skill of the Assassins is 'Presence Concealment', which allows them to remain undetected when spying or preparing to ambush their targets.

The base Strength Parameters for the Assassin class are as follows:
Strength: D
Endurance: D
Agility: B
Mana: E
Luck: B



Examples of potential Assassin-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Hassan-i-Sabbah (Fate/Stay Night)
Jack the Ripper (Fate/Apocrypha)
Phantom of the Opera (Fate/Grand Order)
Semiramis (Fate/Apocrypha)
Lu Bu (Fate/Extra)

Simo Häyhä
John Wilkes Booth
Marcus Junius Brutus the Younger
Cain
Image
Berserker, Heroic Spirit of Rage, is one of the Four Cavalry Classes (along with Assassin, Caster, and Rider). Servants placed within this class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost. This class is usually for magi who have summoned Heroic Spirits with poor abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. Consequently, Berserkers cannot have any Class Skills besides Mad Enhancement. While it is ideal for Servants to reach the level of the Heroic Spirit, the class allows for their attributes to surpass even the original. If used on an already strong Heroic Spirit, they will become empowered to truly extraordinary levels. The abuse of this to create powerful Servants has made the class referred to as the strongest of all seven classes. It is possible to specify in the summoning ritual that the Servant be placed under the Berserker class for those familiar with the workings of the Grail System.

This class comes at a price, as the Berserker class is the most difficult to control and a Master must expend a large amount of additional magical energy merely to maintain the Berserker, and the affected Heroic Spirit may lose access to certain abilities or even Noble Phantasms depending on how much sanity is taken away for power. Masters are unable to utilize coordination with their Servant unless gifted with superb control over them. The lack of complex rational thinking keeps them from being able to follow more than simple directions, and it may even require Command Spells to keep them from acting on their own. They generally rely on little other than brute strength and overwhelming, uncontrolled strikes to physically beat down their opponents.

Berserkers only have one Class Skill available to them, Mad Enhancement, which exchanges sanity for a boost in strength, endurance, and agility.

The base Strength Parameters for the Berserker class are as follows:
Strength: C
Endurance: D
Agility: D
Mana: E
Luck: E


Examples of potential Berserker-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Caligula (Fate/Grand Order)
Frankenstein's Monster (Fate/Apocrypha)
Heracles (Fate/Stay Night)
Jack the Ripper (Fate/strange fake)
Sir Lancelot (Fate/Zero)
Lu Bu (Fate/Extra)
Spartacus (Fate/Apocrypha)
Vlad II the Impaler (Fate/Extra)
Elizabeth Bathory (Fate/Extra CCC)
Gilles de Rais (Fate/Zero)
Cú Chulainn (Fate/Stay Night)
Enkidu (Fate/strange fake)
Mordred (Fate/Apocrypha)
-
Harald Wartooth
Audie Murphy
William Tecumseh Sherman
Grendel
Grendel's Mother
Beowulf
Macbeth
Guan Yu
Samson
Achilles
Judas Iscariot
Muramasa Senji
Image
Caster, Heroic Spirit of Magecraft, is one of the Four Cavalry Classes (along with Assassin, Berserker, and Rider). Servants placed within this class are usually adept in magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to many Servants having some form of Magic Resistance, this class is thought to be the weakest of all seven. They make up for this with other means, using magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of the class, possessing many possible ploys to be used against enemies. Their Class Skills are Territory Creation, altering the surrounding lands in favor of their sorcery, and Item Construction, which allows the magus to create magical items and tools. Much like the Saber class, most Servants of the Caster class usually have both Class Skills.

Casters do not have a Required Class Skill, as both are equally important.

The base Strength Parameters for the Caster class are as follows:
Strength: E
Endurance: E
Agility: C
Mana: A
Luck: B

Examples of potential Caster-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Charles Babbage (Fate/Grand Order)
Gilles de Rais (Fate/Zero)
Medea (Fate/Stay Night)
Mephistopheles (Fate/Grand Order)
Paracelsus (Fate/Prototype)
Scathach (Fate/Grand Order)
Solomon Ibn Gabriol (Fate/Apocrypha)
William Shakespeare (Fate/Apocrypha)

Agrippina the Younger
Peter the Cruel
Harun al-Rashid
Albumasar
Harry Houdini
Cassandra
Zoroaster
Ptolemy
Merlin
Nicholas Flamel
Morgan le Fay
Roger Bacon
Nostradamus
Sir Isaac Newton
Sun Tzu
Algernon Blackwood
Image
Lancer, Heroic Servant of the Lance, is one of the Three Knight Classes (alongside Archer and Saber) among the seven standard classes of the Holy Grail War. Servants placed within this class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions to be placed within the class are second only to the Saber class, requiring overall excellent attributes and a high agility attribute. Their only particular class ability is Magic Resistance, and although they tend to be less flashy than the other classes, they display great reliability.

Magic Resistance is their sole Class Skill, which reduces damage from magecraft-based attacks.

The base Strength Parameters for the Lancer class are as follows:
Strength: B
Endurance: C
Agility: A
Mana: D
Luck: E

Examples of potential Lancer-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Achilles (Fate/Apocrypha)
Arthur, King of the Britons (Fate/Stay Night)
Brynhild (Fate/Prototype)
Cú Chulainn (Fate/Stay Night)
Diarmuid Ua Duibhne (Fate/Zero)
Enkidu (Fate/strange fake)
Hector (Fate/Grand Order)
Leonidas (Fate/Grand Order)
Lu Bu (Fate/Extra)
Romulus (Fate/Grand Order)
Scathach (Fate/Grand Order)
Vlad III the Impaler (Fate/Extra)

Zhang Fei
Guan Yu
Honda Tadakatsu
Sanada Yukimura
Manco Cápac
Sargon of Akkad
Tlahuicole
Tatkanna
Māui
Image
Rider, Heroic Spirit of the Mount, is one of the Four Cavalry Spirits (along with Assassin, Berserker, and Caster) among the seven standard classes of the Holy Grail War. Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. Great generals or explorers are often of the Rider class. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. They have the class abilities of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception, as the ability to ride them falls under a different skill - Dragon Witch, specifically.

Riding is, for obvious reasons, the Required Class Skill of the Rider class. It enables them to control vehicles besides their own Noble Phantasm with ease, depending on the rank, which is invariably high.

The base Strength Parameters for the Rider class are as follows:
Strength: D
Endurance: D
Agility: B
Mana: C
Luck: E

Examples of potential Rider-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Achilles (Fate/Apocrypha)
Alexander the Great (Fate/Zero)
Arthur, King of the Britons (Fate/Ace Royal)
Atilla the Hun (Fate/Grand Order)
Saint George of Lydda (Fate/Grand Order)
Sir Lancelot (Fate/Zero
Medusa (Fate/Stay Night)
Minamoto no Yoshisune (Fate/Grand Order)
Perseus (Fate/Prototype)
Ramses II (Fate/Prototype)

Christopher Columbus
Khalid ibn al-Walid
Crazy Horse
George S. Patton
Hernan Cortez
Subutai
Genghis Khan
Lord Horatio Nelson
Frank Jack Fletcher
USS Enterprise (CV-6)
Yi Sun Shin
François Joseph Paul, Comte de Grasse
Gaius Duilius
Hannibal Barca
Robert E. Lee
Ulysses S. Grant
Image
Saber, Heroic Spirit of the Sword, is one of the three Knight Classes (alongisde Archer and Lancer) out of the seven Classes of the Holy Grail War. Servants placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword, and it is the class that requires the highest levels of attributes in all but the Magic attribute. Compatible Heroic Spirits usually excel in delivering powerful burst attacks, and the Class Skills are Magic Resistance and Riding.

The standard opinion is that the Saber class is best of the seven classes and the strongest of the Servants, said to have made it to the final battle in all three previous Holy Grail Wars. They will generally have an overwhelming advantage over Caster-class Servants who use magecraft as their main offensive ability due to their Magic Resistance. The weakness of the class is its straightforwardness in battle, only able to attack the enemy with their sword while unable to resort to other tactics like the Presence Concealment of the Assassin Class, and often needing to rely on their agility for defense. They also frequently have poor ranged capabilities compared to Archer or Caster, and their Noble Phantasms are often unmistakable, making it often very easy to determine their True Name unless they take steps to hide their signature Phantasm.

The Saber class is considered the hardest class to summon, due to its high base parameters.

Their Required Class Skill is Magic Resistance, which reduces damage against magecraft-based attacks.

The base Strength Parameters for the Saber class are as follows:
Strength: A
Endurance: B
Agility: B
Mana: C
Luck: D




Examples of potential Saber-class Servants are listed below. These are not the only ones, and you may decide to choose another not on this list. [OOC: Note that some of them have appeared before in Fate/ series media. These have been listed with the media they first appeared in next to their names. You may still use them, and still use their official strength parameters, of course, but you must also use their appearance and backstory, if they have a sufficiently detailed one.]

Arthur, King of the Britons (Fate/Stay Night)
Attila the Hun (Fate/Grand Order)
Sir Gawain (Fate/Extra)
Saint Joan of Arc (Fate/Apocrypha)
Sir Lancelot (Fate/Zero)
Mordred (Fate/Apocrypha)
Nero Claudius Caesar Augustus Germanicus (Fate/Extra)
Siegfried (Fate/Apocrypha)
Spartacus (Fate/Apocrypha)

Beowulf
Sir Kay
Miyamoto Musashi
Muramasa Senji
Gorou Nyudou Masamune
Richard the Lionheart
El Cid
William Wallace
Charlemange
Johannes Lichtenauer
Wolfdietrich
Kriemhild

R U L E S

  1. I am OP, my word is the will of the World, those who defy it shall be obliterated.
  2. My Co-OPs shall be the will of the Counter Force; they have less of a say than I but they are to be respected. Agritum, Wolfenium, and Esternial are Co-OPs.
  3. Yes, I am well aware that Fate/Stay Night was an AO-rated game. Yes I am aware that Fate/Zero is somewhere in the TV-MA range. Don't care. PG-13 is the limit.
  4. Poor behavior in the OOC will be punished as I see fit.
  5. Try to stay active in the OOC as well as the IC, and TG me if you won't be able to post for a while. While you are certainly replaceable as characters, I'd like to avoid killing off PCs as much as I can.
  6. You're free to make requests and ask for more info on the setting. I (or more likely Agri) will answer to the best of our abilities. Worldbuilding contributions are always welcome.
  7. You will note that though there are stats for your characters, there is no powergrid. This is intentional, as I am letting you set your own stats if you are to make a Servant app. It's an honor system, so while there's nothing preventing you from maxing out, try to be reasonable. I can and probably will deny your app if you aren't.
  8. You may make a Servant app, or you may make a Master app. You cannot make both. Rule overturned, applicants may now make their own Master/Servant pair
    • Masters and Servants will TG each other to determine Master/Servant pairs, and then TG me or Agri to approve the pair. This is not necessary for your app to be accepted, merely for pairs to be formed.
    • There are two Servant apps, the Public and the Private App. The Public App indicates what all the other Masters and Servants will know from the beginning. This app will be the one you initially post on the OOC. The Private app is only known to the Servant's player, the Master's player, and the OP/Co-OP. Information on it will be revealed ICly, and when it is, the Private App may be posted on the OOC. Players making a Servant app must submit the Private App to myself for their app to be accepted.
  9. A minimum of 5 lines, excluding dialogue, is expected.
  10. Have fun. And as always, stay frosty.

A P P L I C A T I O N S

Code: Select all
[b][u]Master App:[/u][/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Nationality/Ethnicity:[/b]
[b]Religion (if any):[/b]
[b]Servant:[/b] (Leave blank until you decide on your character's Servant with that PC's player)
[b]Catalyst used:[/b] (If any. Like Servant, leave blank until you decide on your character's Servant.)
[b]Preferred School of Magic:[/b]
[b]Preferred Class:[/b] (optional)
[b]Bio:[/b]
[b]Likes and Dislikes:[/b]
[b]Personality:[/b]
[b]Wish:[/b] (What would you wish the Grail? This is actually important.) [background=black][color=#000000]Delete what's in parenthesis and write your Wish here.[/color][/background]
[b]RP Sample:[/b]

[Then I shall entrust my fate to your sword...!] <DO NOT REMOVE
Code: Select all
[b][u]Public Servant App:[/u][/b]
[b]Class:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Preferred kind of Master:[/b] (What sort of personality this Servant would want their Master to have, the likes/dislikes of that master, that sort of thing)
[b]RP Sample:[/b]

[A man without fear cannot be wise.] <DO NOT REMOVE
Code: Select all
[b][u]Private Servant App:[/u][/b]
[b]Class:[/b]
[b]True Name:[/b] [background=black][color=#000000]Write here.[/color][/background]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Nationality/Ethnicity:[/b]
[b]Religion (if any):[/b]
[b]Master:[/b] (Leave blank until you decide on your character's Master with that PC's player)
[b]Strength Parameters:[/b]
[list][*][b]Strength:[/b]
[*][b]Endurance:[/b]
[*][b]Agility:[/b]
[*][b]Magical Power:[/b]
[*][b]Luck:[/b]
[*][b]Noble Phantasm:[/b][/list]
[b]Noble Phantasms:[/b] (Describe them, and indicate their rank and capabilities) [spoiler]Put here.[/spoiler]
[b]Spells:[/b] (Only for Caster, if your Servant is not a Caster, delete this)
[b]Skills:[/b] (Up to seven, at least one must be a Class Skill, at least one must be a Personal Skill, therefore the minimum is two)
[b]Bio:[/b] [spoiler]Put here.[/spoiler]
[b]Likes and Dislikes:[/b]
[b]Personality:[/b]
[b]Wish:[/b] (What would you wish the Grail? This is actually important.) [background=black][color=#000000]Delete what's in parenthesis and write your Wish here.[/color][/background]
[b]RP Sample:[/b]

[I guess he is tough as the legends say...] <DO NOT REMOVE
Last edited by Rupudska on Thu Feb 11, 2016 8:41 am, edited 16 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 1:05 pm

G L O S S A R Y

Here I shall list things that may need extra explaining, or stuff that I feel some may not want to dig through the OP to find. If you don't understand something, ask about it. I or Agri will describe it and put it here.

  • Akasha: The source of all magical energy and souls. A pocket dimension outside of all other universes and timelines. Contains the Swirl of the Root, which stores the past, present, and future information of all universes and timelines. The Throne of Heroes, from where Heroic Spirits are summoned, is located here. Coming in contact with it will cause one to cease to be.
  • The Holy Grail: An immensely powerful magical device with two capabilities: The ability to grant a wish, and the ability to open a portal directly to Akasha. It is important that while it can grant any wish, it is not omniscient, and can only accomplish a wish in a way the wisher will understand.
  • Magecraft: 'Magic' that accomplishes what is within the re-alm of thaumaturgy. Relatively limited; what science can't, magecraft generally can't either.
  • Magic: Also known as True Magic, distinguished from miracles only that they are performed by man, not god(s). Extremely rare, extremely difficult to perform, most magi go their entire lives without ever seeing it, let alone performing it.
  • Magic Circuits: Similar to blood vessels in function, but with magic. Most humans do not have them, or if they do have very few, not nearly enough to perform any real magic.
  • Mana: The magical energy generated naturally by the Earth.
  • Prana: Also known as Magical Energy. Comes in two forms, Mana and Od. Its amount is fixed, but constantly generating - the more magi there are, the less they can do; there's no actual limit to the number of magi.
  • Od: The magical energy generated naturally by humans. Unlike Magic Circuits, all humans have it. Used to supplement mana at times in providing energy to the Servant. Running low on Od is extremely dangerous and has similar symptoms to fatigue. Running out will kill you.

D R A M A T I S P E R S O N A E

Dietrich Ekerhart Haegler (Remnants of Exilvania)

Masters:
Servants:
  • Saber (Rupudska) - Master pending
  • Caster (Agritum) - servant of 'Shiro'
  • Archer (Mirakai) - servant of Drasko
  • Caster 2 (The Burning Sun) - servant of Rebecca
  • Lancer (Relikai) - servant of Rin
  • Rider (Imperial-Japan) - servant of Marcus
  • Berserker (Nachfolgia) - servant of Vincent
  • Berserker 2 (Saleon) - servant of Yuzhi
  • Assassin (Nature-Spirits) - servant of Stefan
  • Berserker 3 (The Carlisle) - servant of Rei
  • Assassin 2 (ChinggisChan) - servant of Phyllis
  • Rider 2 (Lunas Legion) - servant of Jane

Ruler - servant of the Holy Grail


Last edited by Rupudska on Thu Jan 28, 2016 9:47 am, edited 30 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 1:05 pm

E X A M P L E A P P S

Also my apps.

Master App:
Name: Tohsaka Rin [遠坂 凛]
Age: 27
Gender: Female
Appearance: link
Nationality/Ethnicity: Japanese/Japanese
Religion (if any): Christian
Servant:
Catalyst used:
Preferred School of Magic: Elemental magic. She has the rare ability to manipulate all five Elements with equal ease. She is also skilled with Curses and Jewel Magecraft, the latter of which she frequently uses as storage. She's also proficient with reinforcement sorcery, which she uses to briefly boost her own endurance.
Bio: Rin spent the majority of her formative years being prepped to become the head of the Tohsaka family, and was instructed by her father to put magecraft ahead of her own interests. After a car accident left her father bedridden and her mother with severe brain damage in 1997, she became the de facto head of the family while family friend Kirei Kotomine did most of the work managing the estate. After this, she continued to improve her sorcery skills as a magus with the guidance of Kirei Kotomine. To divert attention from her private life, Rin has diligently strived to earn the admiration of her peers, even though she is secretly stingy, tomboyish, and a slacker. The rights to the Tohsaka lands were inherited by her after Tokiomi's death in 2014, as Aoi was (logically) judged unfit to control them. Kirei managed them as Rin's guardian, and because of his foolhardy and coarse management, the majority of profitable properties ended up in the hands of others. It is possible that he believed the wealth was bad for her upbringing due to following the principles of humility and poverty.

Although Rin resents the sacrifices she has endured for the sake of tradition, she is fiercely competitive and eager to prove herself as a skilled and capable magus.
Likes and Dislikes:
  • Likes: The praise of her father, polishing jewelry, successful experimentation in magical research.
  • Dislikes: Electronics in general, unexpected accidents, travelling long distances by car
Personality: Rin is a perceptive, serious, resourceful and very competitive person. Though she is widely-admired as a prim and proper magus, it is a front she puts up in order to prevent others from prying into her life. In private, she is notably loud, shrewd, stingy and bossy, but usually means well for those she cares about. Her manner of speech is often hostile and dismissive of other people, but deep down she has a caring, big-sisterly disposition. Her tendency of making trivial mistakes at the worst possible moment is a hereditary curse. Though she really is a lot nicer than she seems, she claims to always make her decisions based on cold, rational logic in the end. In her own words, it's "not a very cute personality". In fact, her choice in personal clothes is probably an overreaction to that. Despite claiming that she would do anything in order to win the Holy Grail War, no matter how underhanded, she has a deeply rooted sense of honor, and
Wish: She does not really have one. She simply seeks the Grail for the sake of obtaining it.
RP Sample: No.

[Then I shall entrust my fate to your sword...!] <DO NOT REMOVE




Servant App:
Class: Saber
Gender: Female
Appearance: Link
Personality: Saber is a strong-willed young woman who always speaks resolutely. She is courageous, determined, and set on winning the Holy Grail. She constantly insists that she is a knight first and that her gender is of little importance to her. She is resolute in following her own morals regardless of more viable tactics being available should she consider them to be underhanded. While obtaining the Holy Grail is of the utmost importance, rejecting her chivalry is something that she will not do under normal circumstance even if it should put her at a disadvantage. She doesn't like to be treated as a woman, or even as a human, due to her status as a knight and a Servant. She tries to keep the notion that she is only a Servant, a tool for her Master, first and foremost in her mind. She is unwilling to show emotions, as she has suppressed them so strongly and views herself as a knight foremost. Saber is loyal, independent, and reserved; she appears cold, but is actually suppressing her emotions to focus on her goals.

Her greatest weakness is that this solid exterior is a shell that hides a woman filled with deep regrets over her failure to truly connect with her subjects, which she believes led to her downfall.
Preferred kind of Master: An honorable servant of justice. She will demand no more, and will not get along well with any less.
RP Sample: No.

[A man without fear cannot be wise.] <DO NOT REMOVE
Last edited by Rupudska on Thu Jan 21, 2016 6:22 pm, edited 3 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Agritum
Postmaster of the Fleet
 
Posts: 22161
Founded: May 09, 2011
Ex-Nation

Postby Agritum » Sun Jan 17, 2016 2:29 pm

Welp, sees like I'm in for a long write-up again.

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 2:38 pm

Agritum wrote:Welp, sees like I'm in for a long write-up again.


Since it's you, you'll be fine.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
The Flame Dawn
Postmaster-General
 
Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Postby The Flame Dawn » Sun Jan 17, 2016 2:40 pm

OMFG TAGGING XD

Voted Asia because it'd be a hugeass warzone XD
Rest In Peace : Kumigawa
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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 2:45 pm

The Flame Dawn wrote:OMFG TAGGING XD

Voted Asia because it'd be a hugeass warzone XD


You do realize it's still going to be mostly limited to one city, right?
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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The Flame Dawn
Postmaster-General
 
Posts: 10003
Founded: Oct 01, 2014
Ex-Nation

Postby The Flame Dawn » Sun Jan 17, 2016 2:47 pm

Rupudska wrote:
The Flame Dawn wrote:OMFG TAGGING XD

Voted Asia because it'd be a hugeass warzone XD


You do realize it's still going to be mostly limited to one city, right?


lol. Then how about Beijing? Or Moscow? Or Pyongyang?
Rest In Peace : Kumigawa
Krytonus wrote:"Oh, Honey Boo-Boo is a disease," he laughed.

New Strausberg wrote:
Prumia wrote:This is a horrible place to live! The mortals are doomed!

Not on my watch your anal virgitnty is safe with me!
Economic Left/Right: -6.13
Social Libertarian/Authoritarian: -2.05
You are a: Socialist Humanist Liberal
Collectivism score: 67%
Authoritarianism score: 0%
Internationalism score: 0%
Tribalism score: -67%
Liberalism score: 33%

Hey everyone, we're looking for people who want to join Winterfell! A fun Anime, Game of Thrones, and Roleplay region.

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Saleon
Powerbroker
 
Posts: 8628
Founded: Mar 12, 2015
Ex-Nation

Postby Saleon » Sun Jan 17, 2016 4:10 pm

Drive-by Tagging
Image
Sommelier and Sacrificer of Individuals to The Old Gods

Reader of The P2TM Times, a biweekly P2TM newspaper on the RPs and happenings of P2TM. Check it out!
✎ Member - ℘ædagog

"Rood Dood," said Donner Blitzen
"You guys are the coolest Sadists on the internet," Said Blitzen
"A Low key super freak who gives you hickeys that can read into your soul?" -Legato Venari
"Sal, you get a gold star. Please make a note of that, it might maybe possibly eventually kind of matter in some way, shape, or form. Later." -Temp
I'm famous

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Videssos
Postmaster-General
 
Posts: 10438
Founded: Oct 14, 2011
Ex-Nation

Postby Videssos » Sun Jan 17, 2016 4:40 pm

Well, just like I was when I mentioned a possible Fate RP a few months ago, my mind is overloading with potential character ideas. :p
|Now a member of Mirakai's harem|
A little bird told me, "Go, Go! Socialise! Talk to those fine people! And then, KILL EVERY LAST ONE OF THEM! Plunge your knife into their throats when they ain't lookin', and then burn 'em to the ground!"
Well that's silly, isn't it?
"Winter is coming" - Stark motto.
Syrio Forel- "What do we say to the god of death?"
Arya Stark- "Not today"
Syrio Forel- "All men are made of water, do you know this? If you pierce them, the water leaks out and they die."
My Underworld RP ----> Here <~~~ My RP



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Relikai
Postmaster-General
 
Posts: 10447
Founded: Feb 11, 2014
Moralistic Democracy

Postby Relikai » Sun Jan 17, 2016 4:47 pm

TaG. City Shanghai cos Tokyo overrated.
How to be legitimately recognised in NS? Be a proper Roleplayer.
In a community where knowledge should be used to uplift the teachable and be used as an interest instead of a necessity, the arrogant abuse of knowledge is interesting to watch.

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Lunas Legion
Post Czar
 
Posts: 31056
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 17, 2016 4:49 pm

I have never heard of this Fate thing. But it seems pretty damn cool, so I guess I'll give it a shot.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Saleon
Powerbroker
 
Posts: 8628
Founded: Mar 12, 2015
Ex-Nation

Postby Saleon » Sun Jan 17, 2016 4:51 pm

Lunas Legion wrote:I have never heard of this Fate thing. But it seems pretty damn cool, so I guess I'll give it a shot.
JUDAS!!!!!

JK: we will have fun. You don't need to know much. Fight for holy grail. summoned heroes from the past. kill each other. Don't get your magic destroyed as heroes live off of subtle supply of magic. You have a command circle to make said hero obey you, against their will, but only 3 times (I believe it was only three).
Last edited by Saleon on Sun Jan 17, 2016 4:54 pm, edited 1 time in total.
Sommelier and Sacrificer of Individuals to The Old Gods

Reader of The P2TM Times, a biweekly P2TM newspaper on the RPs and happenings of P2TM. Check it out!
✎ Member - ℘ædagog

"Rood Dood," said Donner Blitzen
"You guys are the coolest Sadists on the internet," Said Blitzen
"A Low key super freak who gives you hickeys that can read into your soul?" -Legato Venari
"Sal, you get a gold star. Please make a note of that, it might maybe possibly eventually kind of matter in some way, shape, or form. Later." -Temp
I'm famous

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Era the Mind
Ambassador
 
Posts: 1257
Founded: Dec 05, 2015
Ex-Nation

Postby Era the Mind » Sun Jan 17, 2016 4:53 pm

Have my babies, but only if you're a man, please.

T_T

Uhm, anyways. You've created something amazing here, and I won't be joining (to be honest, I don't think I'm skilled enough or understand this enough to keep up. Maybe it's just a lack of confidence, but whatever), but I really wanted to wish you luck because you did a really good write up, and have created something that others will be interested in for a long time to come. I know you may have heard of bad things about me, but if you EVER need anything for this RP or something else you've created, all you have to do is remind me of this post and then ask for my help. If you ever want to write something together, I would be extremely thrilled to write with you. You deserve praise for such a vigilant, quality OP that is bringing back something NS has been lacking for a long time. I wish you well.

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Era the Mind
Ambassador
 
Posts: 1257
Founded: Dec 05, 2015
Ex-Nation

Postby Era the Mind » Sun Jan 17, 2016 4:54 pm

Saleon wrote:
Lunas Legion wrote:I have never heard of this Fate thing. But it seems pretty damn cool, so I guess I'll give it a shot.
JUDAS!!!!!


... I am Judas. Look at me. LOOK AT ME! >:C FOUL CREATURE! I AM JUDAS!

*Slaps.*

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The Grey Wolf
Post Czar
 
Posts: 32675
Founded: May 19, 2013
Ex-Nation

Postby The Grey Wolf » Sun Jan 17, 2016 4:55 pm

Wow.
Much summon.
Very heroic.
So conquest.
Wow.

/tag

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Wolfenium
Postmaster-General
 
Posts: 10593
Founded: Jan 17, 2010
Father Knows Best State

Postby Wolfenium » Sun Jan 17, 2016 5:10 pm

Am summon nao. :3
Name: Wolfenium| Demonym: Wolfener/Wolfen| Tech Level: MT/PMT/FanTech (main timeline) or FT/FanTech
Factbook (under revamping): MT | PT
Characters: Imperial Registry of Houses (PT: Historical Archives)
Embassies: Wolfenium's Diplomatic Quarters - Now open to Embassies and Consulates
National Symbols (Applies for both MT/PMT and FT): Flag (Elaborate)|Anthem


/人 ‿‿ 人\ { Make a contract with me, and save me from the Homu-devil! )

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Lunas Legion
Post Czar
 
Posts: 31056
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Sun Jan 17, 2016 5:17 pm

Public Servant App:
Class: Rider
Gender: Male
Appearance: Here.
Personality: Rider follows orders. He is very good at following orders. Rider is also extremely questioning of any orders given to him, constantly offering alternatives and reasons not to do that. Sarcastic, with an all-pervasive sense of humour that will never stop, until things get serious. When he isn't making sarcastic comments and is following your orders without question is how you know it's gotten bad. Highly competitive with a moral compass that got smashed somewhere down the line.
Preferred kind of Master: Someone effective with exactly no qualms. Rider expects whoever his Master is to pursue victory at any cost, no matter what gets in the way. He does that; he expects any master to do the same.

[A man without fear cannot be wise.] <DO NOT REMOVE
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Wolfenium
Postmaster-General
 
Posts: 10593
Founded: Jan 17, 2010
Father Knows Best State

Postby Wolfenium » Sun Jan 17, 2016 5:23 pm

Lunas Legion wrote:Public Servant App:
Class: Rider
Gender: Male
Appearance: Here.
Personality: Rider follows orders. He is very good at following orders. Rider is also extremely questioning of any orders given to him, constantly offering alternatives and reasons not to do that. Sarcastic, with an all-pervasive sense of humour that will never stop, until things get serious. When he isn't making sarcastic comments and is following your orders without question is how you know it's gotten bad. Highly competitive with a moral compass that got smashed somewhere down the line.
Preferred kind of Master: Someone effective with exactly no qualms. Rider expects whoever his Master is to pursue victory at any cost, no matter what gets in the way. He does that; he expects any master to do the same.

[A man without fear cannot be wise.] <DO NOT REMOVE


Fuuuuuuture! (You watched Legend of the Galactic Heroes?)
Name: Wolfenium| Demonym: Wolfener/Wolfen| Tech Level: MT/PMT/FanTech (main timeline) or FT/FanTech
Factbook (under revamping): MT | PT
Characters: Imperial Registry of Houses (PT: Historical Archives)
Embassies: Wolfenium's Diplomatic Quarters - Now open to Embassies and Consulates
National Symbols (Applies for both MT/PMT and FT): Flag (Elaborate)|Anthem


/人 ‿‿ 人\ { Make a contract with me, and save me from the Homu-devil! )

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Agritum
Postmaster of the Fleet
 
Posts: 22161
Founded: May 09, 2011
Ex-Nation

Postby Agritum » Sun Jan 17, 2016 5:23 pm

Lunas Legion wrote:Public Servant App:
Class: Rider
Gender: Male
Appearance: Here.
Personality: Rider follows orders. He is very good at following orders. Rider is also extremely questioning of any orders given to him, constantly offering alternatives and reasons not to do that. Sarcastic, with an all-pervasive sense of humour that will never stop, until things get serious. When he isn't making sarcastic comments and is following your orders without question is how you know it's gotten bad. Highly competitive with a moral compass that got smashed somewhere down the line.
Preferred kind of Master: Someone effective with exactly no qualms. Rider expects whoever his Master is to pursue victory at any cost, no matter what gets in the way. He does that; he expects any master to do the same.

[A man without fear cannot be wise.] <DO NOT REMOVE

I'd summon this guy if I played a Master.

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 5:25 pm

Lunas Legion wrote:I have never heard of this Fate thing. But it seems pretty damn cool, so I guess I'll give it a shot.


Excellent. Part of why I went into such detail making the OOC is so that even people who've never heard of it would be able to at least maybe understand what was going on.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Relikai
Postmaster-General
 
Posts: 10447
Founded: Feb 11, 2014
Moralistic Democracy

Postby Relikai » Sun Jan 17, 2016 5:29 pm

Public Servant App:
Class: Saber
Gender: Female
Appearance: Appearance
Personality: In general, Saber is a kind person to her master, but merciless towards her enemies. Extremely bound by duty and honour, Saber goes about what is ordered of her with a stoic demeanor, full of determination to achieve what is requested of her. Saber enjoys the company of her comrades in her past life, as well as any new companions she might make. Saber's compassionate nature means that she cannot stand cruelty. Saber hates the undead, especially vampires, who are abominations in her eyes.
Due to her personality, some might say that Saber is more arbitrary than just. This is inaccurate in the sense that Saber's morals lean more to the strong helping the weak, and drawing from compassion to create a deontological moral compass.
Saber remains calm in most situations, and her stature calls for a sense of authority and confidence when dealing with others. She does not like it when other characters focus their attention on her body.
Preferred kind of Master: A kind person, someone who places compassion and justice over equality, who would place their lives on the line, as Saber would place hers for her Master.

[A man without fear cannot be wise.] <DO NOT REMOVE
Last edited by Relikai on Sun Jan 17, 2016 9:39 pm, edited 6 times in total.
How to be legitimately recognised in NS? Be a proper Roleplayer.
In a community where knowledge should be used to uplift the teachable and be used as an interest instead of a necessity, the arrogant abuse of knowledge is interesting to watch.

User avatar
Nature-Spirits
Postmaster-General
 
Posts: 10984
Founded: Feb 25, 2011
Ex-Nation

Postby Nature-Spirits » Sun Jan 17, 2016 6:24 pm

ayy lmao

Looks fun. I'm not sure who or what I'd play as, though. So many decisions! Dx
I wear teal, blue & pink for Swith.
P2TM Translation Service Thread
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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Jan 17, 2016 6:53 pm

Nature-Spirits wrote:ayy lmao

Looks fun. I'm not sure who or what I'd play as, though. So many decisions! Dx


That's normal, of course.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Stormwrath
Negotiator
 
Posts: 6898
Founded: Feb 08, 2014
Ex-Nation

Postby Stormwrath » Sun Jan 17, 2016 7:03 pm

Oooh. Impressive.

Prague Tag.
Last edited by Stormwrath on Sun Jan 17, 2016 7:04 pm, edited 1 time in total.

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