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[OOC] Fate/Empty Vessel [Sign-Ups for Third War and Servants needed]


Shamitako

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Fate/Empty Vessel

Story:

Growing, shrinking; rising, falling; living, dying. Civilizations, kings, people. All lands have hopes, all rulers have goals, all men have wishes. There is a vessel that can make these dreams come true, the magical chalice known as the Holy Grail. But the vessel of wishes is not free, to get what you want you must first fill it with blood.


The ritual for summoning the Grail is performed as a mock battle between seven masters, each controlling a unique servant. These servants are the spirits of great heroes from the past, summoned by the Grail in one of seven containers: Saber, Archer, Lancer, Rider, Assassin, Caster, and Berserker.


You are either a master commanding one of these servants or a servant summoned by a master. You have your own reasons for wanting the Grail, and your one and only goal is to defeat your foes to acquire it


Setting:

This RP is set in a parallel universe to Fate/Reborn. The Grail system remains largely the same, however it will be a bit closer to the Einzbern system of canon. Heroic Spirits once again refer to actual historical and mythological figures rather than characters from other Rebornian roleplays. In addition, instead of beginning at the first war, Empty Vessel begins with the third. This will change things significantly, as it allows masters greater planning time


The city where the War is held is called Seigishi, chances are that your Master didn’t grow up here, but is from a different country entirely. This is simply where the Grail appears


Combat:

As this is a PvP-based RP, combat will play a central role. Standard RP forum battle etiquette applies; give your opponent a chance to respond to every action unless it is completely and utterly beyond the realm of possibility that they could, and essentially “play to lose.” That means being reasonable with the effect an attack has on your character; a giant, city-destroying laser is going to do more than make your character sweat, for example.


The Fate series does use a ranking system to help determine combat outcomes: these range from E to A rank, and serve as rough estimations of the relative power of attacks. A + or - next to a parameter represents an increase or decrease in the parameter due to another factor; these are called Rank-Up and Rank-Down respectively. A full explanation can be found here, but the above should be enough for the purposes of this RP.


Rules:

  1. Follow all Reborn Forum rules

  2. No bunnying/powerplaying/godmodding/etc

  3. Respect the moderators’ decisions

  4. Respect your fellow RPers

  5. Understand that your character will most likely die

  6. If you do not post for two weeks straight without reasonable excuse beforehand (EX: vacation, no internet, etc) your characters will be killed off to prevent the RP from stalling

  7. And try to have fun, that’s the whole point of this after all ^^


Characters:

Upon joining this RP you have three options for how you will participate:

  1. You may play a Master

  2. You may offer to play a Servant

  3. You may play a Master and Servant, but not a Master/Servant pair

Masters:

If you wish to play as a Master, you may apply for one of the seven slots using the sheet provided in the third post. Character slots will fill based on the order they are accepted, not in the order they are posted (you may not reserve a spot). If you have participated in a previous Grail War where your character survived, you may reuse them with minor updates based on the previous war’s events


Servants:

If you wish to play as a servant, you may submit a stat sheet using the template provided in the second post. Submitting a stat sheet is agreeing that you are willing to play that character in the RP if they are summoned. Note that, depending on how many different RPers join and how many different classes you submit characters for, you may not always have one of your servants summoned. If at any point you no longer wish to participate as a servant (or a specific servant), simply notify one of the Fate/EV moderators and your characters will be tagged as inactive

Servants from canon will likely be allowed with some discussion, but I'd prefer all-new servants because that's more fun


Summoning and Controlling Servants:

When summoning a servant you may request a specific servant and class. However you will not be guaranteed to get the servant you request


Your Master may order about their servant in any way they please, however, servants do possess free will and may go against these orders. Your Master will also be given three Command Seals. When used, these Seals allow the master to compel their Servant to do anything the Master wishes, whether the servant would normally agree to it or not. The more specific the command is, the more powerful it will be; for example, a command to “come here” would result in instant teleportation, regardless of whether the Servant is normally capable of doing so themselves. A command to win the War, however, would do essentially nothing. A full explanation of Command Seals can be found here.


Servants will be summoned with basic knowledge of the world, as well as the basic knowledge of the War itself. (This includes the ability to speak the language of the area.) Servants summoned for multiple Grail Wars will not recall the events of previous wars or any information about the world they learned during them.

Moderators:

KosherKitten (Alexus)

Map of Seigishi

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Servant Profiles


Stat sheets detailing the parameters and Noble Phantasms of all Servants available can be found here. Remember that metagaming is strictly prohibited. Many Servants qualify for more than one class; the class that suits them the closest is where they will be found. A point to note is that Servants that may seem "overpowered" may not actually work out to be so; this only lists abilities, not their costs, and makes no mention of personality. Here is a template:

Character (RPer):

Classes: Bold their primary class, and list all classes the Heroic Spirit qualifies for.

Alignment: Uses the DnD system of Good vs Evil, Law vs. Chaos. This is a general idea and not a binding statement.

Parameters

Strength: The physical power of the Servant. All parameters are rough estimates; ranks are used for comparison purposes almost exclusively.

Endurance: How much punishment the Servant is capable of withstanding.

Agility: The Servant's speed, dexterity, and reaction time.

Mana: The amount of magical power a Servant possesses inherently, as opposed to coming from artifacts or magical weapons.

Luck: How lucky the Servant is.

Phantasm: A rough estimate of how strong a Servant's Noble Phantasms are overall. This can be higher or lower than any of the Servant's phantasms. For example, a servant with many weak Phantasms might have a high rank, while a servant with a single Phantasm that is powerful but costly might have a lower rank.

Class Skills

All classes have one or two inherent skills. They can be found on the typemoon wiki, or in the profiles already created.

Skill1 Rank

Skill2 Rank

Personal Skills

All servants have Skills that represent their abilities in life. A full list of canon skills can be found on the typemoon wiki, and custom skills can be discussed.

Skill1 Rank (Explanation if needed)

Skill2 Rank

Etc

Noble Phantasms: (Note that unlike F/R you will be strictly held to the three Phantasm max of the canon system)

Phantasm 1 (Rank Type)


Briefly describe the phantasm here. Noble Phantasms come in several types, depending on their nature. The most common types are Anti-Unit, Anti-Army, Anti-Fortress, and Anti-Self. The types primarily describe differences in target area and power; Anti-Unit Phantasms target a single person and have lesser costs, while an Anti-Army phantasm takes more energy and spreads out over a wider area, making them less effective against individuals.

Phantasm N (Rank Type)

Describe every Phantasm with its own entry.

Saber

Servants that were known for using swords or other similar weapons during their lives. They are considered to be one of the three Knight classes and often possess powerful melee Phantasms that make them difficult to fight in single combat. The class is characterized by high physical parameters overall, particularly Strength. They possess the class skills of Magic Resistance, allowing them to resist or ignore common magecraft, and Riding, allowing them to ride animals and control vehicles proficiently, regardless of their own experience.

Hervor, the Shield Maiden 1*

Character (RPer): Hervor (rustytengo)

Class: Saber

Perimeters

Strength: A

Endurance: B

Agility: C

Mana: D

Luck: C+

Phantasm: A

Class Skills

Magic Resistance B

Riding C

Personal Skills

Bravery B

Pillager D

Noble Phantasm

Tyrfing, the Cursed Sword (EX Anit-Unit)

When activated Tyrfing will kill even from the smallest of wounds, if it fails to wound and kill the enemy then it will take the life of it's wilder.

Richard I of England - "Richard the Lionheart" 4*

Character (RPer): Richard I of England - "Richard the Lionheart" (Flux)

Classes: Saber, Rider, Berserker

Alignment: Lawful Good

Parameters

Strength: A

Endurance: A

Agility: C

Mana: D

Luck: C

Phantasm: B

Class Skills

Magic Resistance B

Riding B

Personal Skills

Bravery A

Divinity C

Eye of the Mind (True) B

Guardian Knight C

Instinct B

Military Tactics B

Noble Phantasms:

Determined Conqueror (C Barrier[?])

Richard I of England dedicated the entirety of his time as king to the conquering of France and the launching of crusades, leaving behind any concerns for the well-being of England as a country or its people. As such, if Richard deems some person or place worthy of conquering or doing battle with, he cannot be prevented from doing so, no matter what means may attempt to stop him. He is immune to both Command Seals and other magical means of prevention regarding this task. (This only applies to the one task he considers most important after being summoned. It must be relatively specific. For example he cannot declare the Grail his object of desire and become immune to any magical means that would stop him from acquiring it. It would likely be a place he wants to reach or a certain Servant he wants to defeat.)

Victorious King (B Anti-Self)

Richard was a man who conquered various lands, using the resources gained from his victories to strengthen his force in preparation for the Third Crusade. For every Servant Richard defeats in the Holy Grail War, he gains additional power and prana, with the potential to become extremely powerful if he defeats multiple Servants.

The Lionhearted (B Anti-Self)

As Richard's constitution reaches the end of it's reserves, his strength and willpower increase in a final burst of sheer power. As a king who fought and nearly died alongside his soldiers numerous times, as well as being a firmly religious man, Richard holds no fear of death, but has rather gained the determination to overcome it each and every time.

Artitha, the Loch Ness Monster 4*

Character (RPer): Artitha AKA Nessie (Alexus)

Classes: Saber, Assassin

Alignment: True Neutral

Parameters

Strength: A

Endurance: A

Agility: D

Mana: C

Luck: C

Phantasm: C+

Class Skills

Magic Resistance C

Riding D- (Capable of riding any sea creature at least three feet in length)

Personal Skills

Innocent Monster – (Although this skill cannot be removed, Nessie’s acceptance of her legend prevents her from properly gaining it in the first place. May trigger fully with an improper summons)

Monstrous Strength A (On top of her strength being high, Nessie is capable of shoving her physical capabilities to the point of her bare fists shattering the strongest of non-phantasm shields)

Presence Concealment C (Nessie is very good at hiding, and can easily stand next to a Master or Servant without revealing herself. However she is not fit for sneaking up on foes and making preparations to attack will fully reveal her)

Eternal Arms Mastership A (As she is born of her weapon, Nessie will never lose the ability to use it proficiently)

Noble Phantasms:

Legend of Loch Ness, the Monster in the Deep (D, Anti-self)

The legend that Nessie formed around Loch Ness to protect herself while she tried to understand her own existence, along the way she ended up becoming as much the legend as her original self. This phantasm transforms Nessie into the plesiosaur that many suspect to live in the lake. Outside of water this is actually a detriment as she becomes completely immobile. But in a large body of water she becomes a high-speed menace with jaws capable of snapping weaker heroic spirits in two. This transformation causes Nessie to tear through her mana as quickly as her opponents; if her master is too weak or inexperienced she may not even be able to use it

Excalibur Reflect, Sword of Mirrored Victory (A+, Anti-fortress)

The Holy Sword Excalibur as held by Nessie, who herself is a reflection of the hope of the man who cast Excalibur back into the lake. It is much weaker than when held by its proper owner, but still serves as an extremely powerful weapon. Nessie is capable of a beam attack similar to the unleashing of Excalibur by Arturia, but instead iof annihilating what it strikes; it slices them into perfect halves. Because of Nessie’s state as being a perfectly neutral power for Excalibur to amplify, the right half will be destroyed by holy light while the left will be ruined by darkness

Archer

Servants renowned for using ranged weapons. One of the three Knight classes, and arguably the most powerful. While their parameters may be middling or mediocre, they often possess extremely strong Noble Phantasms. This power is further backed up by their class skill of Independent Action, which allows them to act without support from their Master for extended periods of time. They also possess the Magic Resistance skill, though it is typically not as powerful as that of the Saber class.

Odysseus, the Cunning Adventurer 4*

Character (RPer): Odysseus (Alexus)

Classes: Archer, Rider, Berserker

Alignment: Chaotic Neutral

Parameters

Strength: A

Endurance: B

Agility: B

Mana: E

Luck: D

Phantasm: B

Class Skills

Independent Action A

Magic Resistance C

Personal Skills

Voyager of the Storm A

Riding A

Divinity C

Charisma B

Subversive Activities B

Ingenuity A (Odysseus is known for his cunning, this skill represents his ability to successfully solve problems in unconventional ways)

Noble Phantasms:

Trojan Horse, the Gift the Ended an Endless war (B Anti-Army)


Rather than being the actual Trojan Horse of mythology, this is phantasm is more of a concept embodying the legend. It allows Odysseus to infiltrate any enemy fortress and turn it against them without fail

Odysseus's Bow, the Bow that None Could Draw (B Anti-Unit)

And extremely heavy and rigid bow that none but Odysseus are capable of drawing. It holds his power and right as the King of Ithaca

Lancer

Agile, strong heroes that used polearms, spears, or similar weapons during their lifetimes. The third Knight class, though certainly not the least. Their phantasms vary somewhat more widely between Servants, but often use or boost their already superior agility to outpace and outfight opponents. This, along with their Battle Continuation skill, makes them dangerous foes that are difficult to escape. Similar to the other Knights, they also have innate Magic Resistance.

Honor, the Hero's Prerogative 5*

Character (RPer): Honor (Alexus)

Classes: Lancer, Saber, Rider

Alignment: Lawful Good

Parameters

Strength: B

Endurance: C

Agility: A

Mana: D

Luck: E-

Phantasm: -

Class Skills

Magic Resistance A

Battle Continuation D

Personal Skills

Divinity D (Honor’s spirit is built on the frame of the minor Roman god Honos, granting her a low level of divinity)

Guardian Knight A+

Charisma A

Knight in Shining Armor A- (A skill that denotes one as willing to journey far and risk their life to save another. At this level it manifests literally as a full suit of armor. However it is rank-down due to Honor being summoned as a female while this skill is usually attributed to men)

Spear of Original Honor - (Although not unique enough to be classified as a Noble Phantasm, Honor’s spear contains the power of every honorable weapon in existence, allowing it to withstand almost any strike. It performs even better against heroes without a strong sense of honor or pride. It manifests as a spear due to Honos primarily being depicted with a spear. However it can also be formed as a sword in the case of Honor’s being summoned as a Saber, as swords are often associated with honorable warriors)

Noble Phantasms:

- (-)

As Honor does not possess a legend to call her own, she also does not possess a Noble Phantasm to represent it

Rider

Heroic Spirits known for riding beasts (or sometimes vehicles) during their lives. While they have lower parameters than the knight classes, they often possess powerful and versatile Noble Phantasms that are suitable for both single combat and battling groups of enemies. Their Riding skill allows them to ride virtually anything with high proficiency, and their Magic Resistance protects them from the assaults of rival Masters.

Lewis A. Armistead, the Determined Soldier 3*

Character (RPer): Lewis A. Armistead (Hukuna Fulmine)

Class: Rider, Saber
Alignment: Chaotic Good
Perimeters:
Strength: C
Agility: B
Endurance: B
Mana: C
Luck: E
Noble Phantasm: B
Class Skills:
Magic Resistance: C ((doesn't have natural magic resistance, and it's only provided by the vessel.))
Riding: A
Personal Skills:
Charisma: D
Military Tactics: C
Noble Phantasms:
High Water Mark of the Confederacy, The Furthest A Man Went for His Country. (B: Barrier): Represents the concept that Lewis was the one that got the farthest North of any Confederate Unit in all of the American Civil War. He cannot be deterred from his goal no matter what the odds. This makes mind effecting Noble Phantasms nearly ineffective and that he can fight even while horribly wounded. ((however, unlike Battle Continuation this won't save him. He'll eventually succumb to his wounds.)).
The Final Charge, The Charge that Broke the Impenetrable Line (A: Anti-Army): A reality Marble that Lewis can pull others into the final charge that left the High Water Mark of the Confederacy. He brings the world back to that time and reenacts that final charge with his unit of soldiers in life. It's activated by placing his hat on his sword and charging forward. ((think Ionioi Hetairoi, but not anywhere near as powerful.))

Caracalla, Marcus Aurelius Severus Antoninus Augustus 2*

Character (RPer): Caracalla, Marcus Aurelius Severus Antoninus Augustus (Bfroger6) ((Note: Just call him Caracalla))
Classes: Rider, Berserker, Saber
Alignment: Chaotic Neutral

Parameters
Strength: C+
Endurance: A
Agility: D
Mana: B
Luck: E
Phantasm: C

Class Skills
Riding: A (C-)
Magic Resistance: D

Personal Skills
Imperial Privilege: B+
Delusions: A (Not insanity, per se, but a complete and utter fanboyism of Alexander, to the point where he tried to be as much like him as possible, and failed miserably in every aspect, but still saw himself as such.)
Charisma: C-
Divinity: E
Battle Continuation: D (Product of stubbornness.)

Noble Phantasms:

Zeus Serapis Alexander: Ode to the One and Only Greatest of the Great! (B+, Anti-Army)

As the title says, this Noble Phantasm is the product of the user's deranged state of mind and ludicrous infatuation with the famous Macedonian ruler, Alexander the Great. It is an strike of lightning brought down upon the enemies with a single slash of Caracalla's sword, capable of incapacitating many a unwary soldiers if needed. It also allows Caracalla to summon his very own Bucephalus (not the actual Bucephalus) or a fake copy of a divine bull and ride them as mounts. ("In the glory of the one and only Alexander the Great, I shall demonstrate to you all the mighty, roaring thunder of our father god! Scurry in fear! Hahahaha!")
Caedem Alexandria: Phalanx of the Tyrant (E- ~ A++, Anti-Unit ~ Anti-Country)

Caracalla's special iteration of Alexander's Army of the King, only useless, as none of his soldiers went on to become Heroic Spirits. Moreover, even his status as a Heroic Spirit is questionable at best. In any case, having no army to initiate the attack nor having the power to conjure a Reality Marble on his own, Caracalla can utilize only those people he finds who are truly willing to join him in this attack. That being said, this Noble Phantasm's rank is dependant on the size of his army. If it's just him + a few other people charging, it will be classified as an E- rank Anti-Unit Noble Phantasm with power equaling Caracalla's base Strenght parameter, but if there are thousands upon thousands of participants, the attack will grow mighty enough to topple down even the borders of an unprepared country, all for the selfish desire of its delusional emperor, just like they once slaughtered innocent Alexandrian women and children. The soldiers are expendable in this attack, and most of them will probably die when the force collides with its target, but hey, is that not what they are for anyways, eh?

Arminius, the German Rider who defeated mighty Rome 5*

Character (RPer): Arminius (King Murdoc)

Classes: Rider, Saber

Alignment: Lawful Neutral

Parameters

Strength: C(+)

Endurance: B(+)

Agility: D(+)

Mana: E

Luck: B

Phantasm: C

Class Skills

Riding B

Magic Resistance D++ (Rank-Up due to Armor of Fafnir)

Personal Skills

Military Tactics A (Arminius was known for defeating the Roman Empire at the height of its power with only six of the over fifty Germanic tribes behind him.)

Charisma B (See above; Arminius was also a focal point of German pride for centuries, before he was used as a symbol by the Third Reich, resulting in him being somewhat forgotten.)

Subversive Activities C (His most famous victory occurred in part due to leading the opposing force into a trap with trickery.)

Demonic Defender of the State C (While not as powerful as the same skill possessed by Vlad III, he was a strong defender of Germany until his death. It ranks up his Strength, Endurance, and Agility when within his marked domain.)

Noble Phantasms:

Armor of Fafnir: Blood Armor of the Evil Dragon (Anti-Unit E)

The same Noble Phantasm that the legendary hero Siegfried possesses. Arminius possesses it due to being an ancestor of Siegfried's legend and, according to some historians, being the person around which the legend formed. It is an Innocent Monster-like Phantasm; Arminius did not possess the ability in life. It has the same effects as Armor of Fafnir, but its rank is vastly downgraded, making it more of a small damage reduction. Has a side effect of boosting his Magic Resistance greatly.

Victory at Teutoburg: Crushing Triumph over the Roman Empire (Anti-Army EX)

A conceptual representation of what is considered to be one of the greatest military victories of all time. It grants him a variety of parameter bonuses based on his opponent; these are stronger within his marked territory. He is at his strongest when outnumbered; should all six of the other Masters and their Servants face him at once, he would unquestionably defeat them all barring special circumstances. He also gains large bonuses against other rulers (not Rulers), particularly if they are connected with Rome. The greater the numbers that oppose him, and the greater their connection with the rule of empire, the greater bonuses he receives.

Red Riding Hood, the Wolf Bringer 4*

Character (RPer): Red Riding Hood (Alexus)

Classes: Rider, Caster, Berserker

Alignment: Neutral Evil

Parameters (Parenthesis are stats gained from assimilating Susi)

Strength: E ( B)

Endurance: C ( B)

Agility: D (A)

Mana: C (D)

Luck: D (D)

Phantasm: B

Class Skills

Riding A+

Magic Resistance B

Personal Skills

Magecraft B (Red’s magic is on par with a powerful magus of modern day. Her magic is specialized for manipulating the living and dead bodies of mammals)

Self-Modification A (Red has the ability to fuse her body with any living creature, temporarily taking on its physical traits. In the short term this has no adverse effects, but using a creature for too long will result in its death)

Mad Enhancement C (Active only when her hood is down. Although maintaining most of her personality, Red becomes overwhelmed with the desire to kill and assimilate that her magic causes)

Noble Phantasms:

Red Riding Hood, Protection from Thyself (E, Anti-self)

Red’s namesake, a magical cloak passed down through her family. This strange article of clothing protects the wearer from their own madness. So long as the hood is up, she is protected from all self-imposed mental interference and gains strong resistances against outward intrusions upon her mind

The Wolf, Feared Demon of Foklore (A, Anti-army)

A powerful phantasmal beast that served as an ally of Red’s family. The Wolf itself is on par with a heroic spirit. He is a sentient being capable of a low level of human communication and refers to himself as Susi. He willingly subjects himself to Red, allowing her to assimilate him for short periods of time

Berserker

Berserker is a unique class; rather than requiring a particular skill, the only prerequisite for this class is that the Heroic Spirit went into some sort of madness during their lifetime. The central feature of the class is Mad Enhancement; the Master trades the Servant's sanity for power, ranking up parameters in exchange for destroying the reasoning of the Servant. Some Masters choose this voluntarily, summoning a Servant normally suited for another class as Berserker to push their power past the limits of reason.

Macbeth, the Madman of Scotland 3*

Character (RPer): Macbeth (Hukuna Fulmine)

Class: Berserker, Saber
Alignment: Neutral Evil
Perimeters:
Strength: C ((C+)) {C++}
Agility: D ((D+))
Endurance: C ((C+)) {C++}
Mana: D ((D+))
Luck: E ((E+))
Noble Phantasm: B
Class Skills:
Mad Enhancement: EX, under effects seals Macbeth's Charisma, Insecurity, and Weakens his 1st NP. Activates Mental Pollution, and Banquo Rage
Personal Skills:
Charisma: D.
Mental Pollution: A
Banquo Rage: A. Macbeth will seemingly fly into insane rages. This happens when he starts to perceive something as the ghost of Banquo ((spoilers....Banquo dies in Macbeth... whoooooo knew...!)) and he will try relentlessly to destroy it. This increases his master's Prana use, but gains another level in Strength and Endurance.
Noble Phantasms:
Weird Sister's Prophecy A [C] ((Barrier)): Immune to all attacks of X or lower Ranks, significantly resistant to higher level attacks. ((X is the current level of the NP.)). Anyone fulfilling the prophecy ((One not born of Woman.)) can deal full damage to Macbeth with any attack.
Curse of the Scottish King B (Anti-Unit): Upon discovering Macbeth's Identity. or saying his true name, the victim's Luck perimeter becomes E--. This effect is triggered in a Bounded Field Centered on Macbeth that extends 1200 ft in any direction. Every 30 ft away ((starting at 200ft)) from Macbeth the Victim is, their Luck Rank rises by 1 until it reaches it natural level. ((this is considered D for masters.)) If Macbeth can see the inflicted, it counts as if he were right next to them, giving them the full curse. As soon as he loses visual it reverts back to the Distance Calculation. His own Master is immune to this effect. ((won't be keeping super duper track of this in play... basically just... don't be a dick and totally ignore/break it for no reason.))

Revenge, the Hero's Responsibility 5*


Character (RPer): Revenge ((Hukuna Fulmine))

Classes: Berserker, Saber, Lancer, Rider, Archer.

Alignment: Chaotic Neutral

Parameters

Strength: B [b+]

Endurance: A [A+]

Agility: C [C+]

Mana: E ((Due to poor efficiency and Revenge's tendency to rip mana from her Master rather than herself. After all, they are her battery, a means to an end.))

Luck: E-- ((Horrible circumstances tend to have to happen to lead one on this path, Their lives they tend to continue to be garbage and tragic.)

Phantasm:

Class Skills:

Mad Enhancement: D ((More a mad mantra to get Revenge at any cost losing any ability to focus on really anything else. The Grail is the Ultimate Goal and nothing else matters. Typically even to the disregard of Revenge's own master as well. Revenge can speak normally and carry on regular conversation, but her dogmatic approach to her goal shallows her ability to properly focus or consider others to any degree.))

Personal Skills:

Battle Continuation: A

Bravery: A+ ((Rank up due to Revenge's dogmatic mentality. It makes her even harder to break.))

By Any Means: A+ ((Due to not being a proper heroic spirit, this ability is not a true Noble Phantasm. Revenge is able to use any tactic, any weapon and sometimes... even seemingly magic or concepts to reach her goals. He can change tactics entirely on the fly and entirely change fighting style. She can wield nearly anything she gets her hands on to a master level, and seemingly bend the laws of nature and the body to win at all costs. Winning to get to the goal of revenge is all she wants and it is this drive the runs her. She doesn't even now what she wants revenge for anymore, but hopes the Grail will remind her. Think like Fate/Zero's Berserker's Knight of Honor, but... less related directly to weapons and more to just the concepts and tactics of battle in and of itself. This represents itself best in the Arm of Revenge, the conceptual weapon created by this Skill. It changes to suit Revenge's needs as it houses the form of all weapons and...ideas of battle. Her madness however can cause her to lose sight or miscalculate her ability. In any class not Berserker it is stuck in the form the class is renowned for and cannot switch.))

Eternal Arms Mastership: B ((Revenge's ingrained ability to fight and fight well is imprinted in her very character. It prevents her Mad Enhancement for messing with her ability to fight too much. However, not being a true master in any particular weapon... she's only okay at using all of them and doesn't excel in any particular weapon. If fighting a Lancer in a battle with a Lance she'd easily not be able to keep up. Same with all the other classes that are dedicated to a style of fighting. In any other Class, Revenge's Eternal Arms Mastery ranks up 3 times as they are usually the shade of someone who was brilliant with that weapon.))

Noble Phantasms:

(-)

Not having a true legend, Revenge has no real Noble Phantasm

Assassin

This class is often filled with Spirits that are not properly Heroic; they are stalkers in the shadows, watchers in the darkness, and murderers in the night. The Assassin class has the weakest parameters of all classes, even being surpassed by the Caster class, but compensates for this with their Presence Concealment ability, which makes it difficult or impossible for the senses of Master or Servant to detect them until it's too late.

Hagen of Tronje, villain of the Song of the Nibelungs and Assassin of Siegfried. 3*

Character (RPer): Hagen of Tronje (King Murdoc)

Classes: Assassin, Lancer, Berserker, Archer

Alignment: Chaotic Evil*

Parameters

Strength: B--

Endurance: C-

Agility: C-

Mana: E

Luck: D

Phantasm: C

Class Skills

Presence Concealment D (Hagen relied more on treachery than stealth by legend.)

Mad Enhancement C (if summoned as Berserker)

Personal Skills

Battle Continuation E (Can persist for some time while mortally wounded, but cannot effectively fight in such a state.)

Golden Rule - (The treasure of the Nibelungs was possessed by Hagen after Siegfried's death, but he threw it into the Rhine; thus the skill is lost.)

Innocent Monster B (Hagen's legend causes him to be represented as a "rare villain" and a coward, causing most of his parameters to be ranked down, particularly his Strength. This skill could be negated if he was summoned under his heroic aspect.)

Noble Phantasms:

Javelin of Treachery: Murder of the Dragon-blooded Knight (Anti-Unit B )

The javelin that Hagen used to murder Siegfried while he was drinking water during a hunt. It has the effect of being able to instantly strike down an unaware opponent by seeking out their greatest weak point and piercing it. As a thrown weapon, it has an appreciable range, and will instantly deal a lethal blow to any opponent that is not currently prepared to fight Hagen. It is a conceptual weapon that can take a variety of forms, but will suffer a decrease in rank if used as anything except a javelin or a dagger. If the opponent is aware and prepared to fight, it has no additional effect.

Hassan-i-Sabbah, Drug Addict Hassan 2*

Character (RPer): Hassan-i-Sabbah (Nero)

Classes: Assassin

Alignment: Chaotic Neutral

Parameters

Strength: C

Endurance: C

Agility: A+

Mana: D

Luck: D

Phantasm: B

Class Skills

Presence Concealment: A

It is possible to disappear completely and become almost impossible to be detected. However, efficiency will decrease once preparations to attack are taken.

Personal Skills

Apothecary: B

A subset of alchemy, this skill indicates expertise in the field of synthesizing and breaking down magical formulas and potions. Chemical compounds and the like can also be processed to form medications or various other forms of enhancement. At the rank of A, Hassan is able to create potions or enhancements that are capable of granting up to C ranked buffs to himself or others.

Hashish Dervish: A+

A skill denoting an unique oneness with Hashish reserved to those of the Hassan. At the rank of A+, Hassan has become completely one with Hashish, his body being an unholy hybrid of phantasmal plant and man. All other Hassan have been able to utilize bodily modification to their advantage, and this Hassan is no exception. His body has become grafted with the qualities of supernatural Hashish, synthesizing both plant and man into an odd creature. As a result, all of Hassan's body can be considered capable of producing highly potent illusory substances. From his flesh to his bodily fluids to his breath, all facets of Hassan are laced with narcotic effect.

Projectiles(Needles): B

The capability to throw projectiles. At the rank of B, any projectiles classifiable as needles can be thrown with velocities comparable to bullets. The needles that Hassan possesses are notably syringes.

Noble Phantasms:

Zabaniya: Delusional Delusions (B Anti-Team)

A noble phantasm that denotes a technique that Hassan is capable of with his body. His body itself is actually completely grafted with an Elemental associated with forests. Due to his own modifications to this grafting, Hassan has gained a body that is fused with magical hashish. His Hashish Dervish skill neatly outlines the effects this state has on its body, but that is not his noble phantasm. His noble phantasm is a "super" technique in which he produces a thick,noxious white gas that can emanate outwards extremely rapidly with considerable, covering up to a fifty meter radius. Within areas shrouded by this drug infused fog, Hassan's presence concealment ranks up so that he can literally blend in with the fog, becoming invisible completely and utterly undetectable. Even when he attacks, his presence concealment does not rank down or break, so it functions similarly to Li Shuwen's Sphere Boundary.

All regular human beings caught in this fog are completely brainwashed into dolls under Hassan's mental control. Masters with good circuit quality can resist the effects of this brainwashing, but will still suffer severe hallucinations and sensory disruption. Servants without a magic resistance of B rank or above or a Mana stat above B rank will suffer two ranks down on agility, while those meeting the before mentioned requirements are completely able to resist the fog.

Caster

These Heroic Spirits were primarily known for their knowledge and usage of powerful magic during their lives. While they often lack the powerful direct combat abilities of the other classes, they have access to a wealth of magical techniques that almost always surpass the strength of modern magecraft, sometimes to truly stellar extents. They are masters of planning and strategy, making use of their unique abilities to trap opponents in an unwinnable situation. Their Territory Creation and Item Creation abilities assist them in this endeavor, making it easier to prepare lairs and traps.

Gideon, Conduit for the Lord 1*

Character (RPer): Gideon (Alexus)

Classes: Caster, Assassin, Archer

Alignment: Neutral Good

Parameters

Strength: E

Endurance: E

Agility: E

Mana: D

Luck: A

Phantasm: EX

Class Skills

All classes have one or two inherent skills. They can be found on the typemoon wiki, or in the profiles already created.

Territory Creation EX (See second and third Phantasms)

Item Creation – (As he doesn’t actually know any form of magecraft, Gideon fails to possess this skill)

Personal Skills

Divine Protection B

Military Tactics E (Although the leader of an army, Gideon was not the one that brought about its victory)

The Least of These A (Gideon was the weakest member of the weakest family in his time, yet he was still chosen by his god to lead an army. This skill provides Gideon a rank-up to all stats when in places considered holy by Jews or Christians)

Subversive Activities C

Noble Phantasms:

Turmoil of the Lord’s Night, the Lord Overcomes (EX Anti-army)

The essence of God’s power in Gideon’s victory against the Midianites, it causes his enemies to turn against each other. The effect shows by darkening the area and causes a large cacophony like that of an army charging. The more enemies he has the more powerful this Phantasm will be. Fighting against one foe will do nothing, but fighting against many will completely destroy their reason. It notably ignores mental and magical resistances; however the ability to resist the divine will defend against it

Protector of Israel, a Lifetime of Peace (B Barrier, locked when summoned as a non-Caster)

Gideon cannot set up his territory under normal circumstances like most Casters. To set up a territory he has to first defeat an enemy and then he will gain control of the area in which he won his victory as his territory. When within his territory, Gideon’s normally low Endurance is ranked up to E++++ and all of his other stats are rank-up

Three Hundred Men, Army for the Glory of the Lord (EX Anti-unit)

Once within his territory, Gideon gains access to the Army of Israel. Contrary to what its name might suggest, is not an actual army of men, but rather the glory of God channeling through Gideon. It can take many forms, from a sword to a stone wall and can change between all forms instantly. If for any reason Gideon accepts the glory of winning unto himself, this ability will be permanently canceled

Orpheus, the Father of Songs 5*

Character (RPer): Orpheus (Bfroger6)
Classes: Caster
Alignment: Neutral Good

Parameters
Strength: E
Endurance: E
Agility: D
Mana: C
Luck: C
Phantasm: D

Class Skills
Item Construction: A (It is not items that Orpheus creates, but songs which bend the reality to her will. But it is those songs that transcend the limits of this set ability, and allow the poet to express themselves in the form of tangible objects.)
Territory Creation: C (Oh, my noble satyr, thy hooves sound the beginning of my end. But I shall not disdain, I refuse to give in, and with this rhyme, I make thy forest mine.)

Personal Skills
Eye for Art: EX (Orpheus's songs are the source of all the world's music. As such, she possesses an extraordinary taste for the auditory arts.)
Arcane Melody: EX (An innate ability of Orpheus's to make the world dance with the songs she plays on her lyre. As such, she needs no mana of her own, as it is her songs that change the shape of the flow of mana in everything. With her songs, she can bend the elements to her favour. It is indeed her songs that make the winds dance, rivers flow, earth crumble and fire shine.)
Poetica Orphica: EX (A poem has the power to encapsulate one's full attention, and allow them to reach what they truly want to reach.)

Noble Phantasms:
Apollo's Moonstring: The Lyre of Gods (D, Anti-Perception)

Orpheus's lyre is her main weapon. It is the source of her magic and the catalyst for the songs she weaves in her heart. The songs it plays have the power to charm all living things, and even matter itself, just by how beautiful the tunes are. It can be utilized in the form of a special attack that breaks the barrier of reality around the target and effectively incapacitates their senses, overcoming them with auditory stimuli. Those with higher magic resistance are able to resist the charm of her lyre, but normal humans and other beings will fall victim to the beautiful melody that seems to have originated from someplace beyond the realms of our understanding.

Ode to the World: The Eggshell of the Cosmos is a Lyre (EX, Anti-World)

The song which has shaped the universe. It is the ultimate concept of creation, a level of conciousness reached only by the gods and those alike. It is the first and final word translated into the voice of Orpheus's lyre, a voice that can create as well as destroy. When utilized, it brings about unimaginable power, but what form it takes depends on the user. In Orpheus's case, as is expected, it takes the form of a song so beautiful, it sways the whole of the universe, and has the power to shift one's will beyond the recognition of one's senses and into a trance-like state of eudaimonia, before crushing down at them like a powerful tidal wave.

It has the potential to tear one's world apart.

"The inescepable death and the unending life, when her lyre strikes the hand of god, all that's been will once again fly."

For Eurydice: Ballad of Light and Darkness (B~EX, Anti-Unit/Self)

Only by one's own blood can the song of their heart and soul truly be written. With her blood, Orpheus can weave the fabric of her masterpiece song, the ballad to her lover, and unlock the truth beyond...

It is one of few of Orpheus's techniques that isn't channeled through her lyre.

Ruler

Ruler-class servants are endowed with the power to immediately discern the true names and powers of any Servant they encounter, and possess a Magic Resistance that often surpasses the ability of the Saber class. Their most powerful attribute, however, are the Command Seals they personally possess - two for every other Servant in the Grail War. However, the Ruler class does not normally appear in a Grail War; they are summoned by the Grail itself in the case of a Great Grail War. Who knows what would happen should someone attempt to meddle with the summoning ritual and attempt to call one of these beings?

Solomon, the King of Wisdom 5*

Character (RPer): Solomon (Alexus)

Classes: Ruler, Caster

Alignment: Lawful Good

Parameters

Strength: C

Endurance: B

Agility: C

Mana: A

Luck: A

Phantasm: A

Class Skills

True Name Discernment B

Magic Resistance A

God’s Resolution A

Personal Skills

Eye of the Mind (False) A++

Charisma A

Collector B

Divine Protection B- (Rank-down due to turning away from his god for a time to pursue worldly pleasures)

Golden Rule A

Noble Phantasms:

Judgement of Solomon, Wisdom Like No Other (A+ Anti-Unit)


The embodiment of Solomon's most well-known use of his divine wisdom, where two women came to him both claiming to be the mother of the same child. Solomon ordered the baby cut in half and when one of the women was willing to give up the baby to save the child's life, Solomon declared that she was the child's true mother. This Phantasm represents his ability to perfectly resolve any dispute and gives him the power to prevent fights from happening when need-be

Seal of Solomon, Strength to Control Good and Evil (B Anti-Army)

A magical ring said to have given Solomon the ability to control demons. This phantasm manifests itself in a way that allows Solomon to summon demons as familiars to fight for him. He is likely to never use it as his great wisdom allows him to avoid resorting to violence. However if he were to somehow be summoned as a Caster it would serve as his primary weapon

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Master Profiles

Template:

Character (Player): Your character’s name and who you are

Gender: Self-explanatory

Age: Ditto, note that if you reuse a Master for multiple wars they will age five years each time unless they won a previous one (assuming they managed to lose and not die).


Alignment: Uses the DnD system of Law vs. Chaos and Good vs. Evil. This is not binding; it's more of a general statement.


Appearance: A short description of what your character looks like.


Personality: A short summary, no more than a paragraph, describing the basics of your character’s personality. This should be what they appear to be like to someone who has known them for a couple weeks; leave deeper elements to come out in the RP.

History: A description of their personal history, this may be skipped over during your first War, but if you reuse a Master for multiple wars you will need to add a summary of what happened to them during and after the previous war to this section


Skills: Any special skills your Master has. This should include types of magic they can use, any combat training they have, and any crafting skills they possess. Most mages have one elemental affinity; dual affinities are rare. Elements are Fire, Water, Earth, Wind, and Void.

Servant: Place your requested servant and class here, once the war is slated to begin this section will be edited with the servant you have summoned

The following are records of the wars kept by a mage known as "Clue," a survivor of the second war. Since then he has taken up a record, although no one knows how he evades detection. Not even an Assassin can sense him

Third Holy Grail War:

Thanks to a pair of powerful mage families helping to manipulate the Grail ritual, a Ruler was summoned to oversee the Third War. It is hoped that this will help prevent much of the issues that occurred in the first and second wars.

Emmet Volkov-Thorne (Ruler)

Character (Player): Emmet Volkov-Thorne (Alexus)

Status: Alive, overseeing war

Gender: Male

Age: 48


Alignment: Lawful Neutral


Appearance: Emmet has the appearance of an elderly man. His formerly blonde hair has largely turned white and his smooth smile is now framed by wrinkles. Despite this, he still manages to maintain a strong spark of life in his eyes and stride. He holds his head high, or at least as high as his 5'6" (note to self: convert to metric because Clue is Japanese) frame will let him

Personality: A very reliable and friendly man. I have never known Emmet to speak a single lie. Although he's no paragon of virtue, he's not afraid to get his hands dirty to meet a goal. A good friend but terrifying enemy. The loss of his wife has him a bit jaded and he's slightly more rash in his decision making than he was five years prior.

History: After the death of his secret wife Rebekka, Emmet managed to merge the Thorne and Volkov families towards their mutual goal of preventing a recurrence of the Second War

Skills: Emmet has no elemental affinity, and struggles heavily with all forms of magic despite his abnormally high mana. To make up for this he makes use of a powerful Mystic Code that allows him to directly channel his mana into a physical form, similar to projection magic. However as soon as the mana leaves contact with the Code it will dissipate

Servant: Ruler - Solomon. Although not directly Ruler's master, Emmet is the one maintaining Ruler's mana (And yes, that does sort of break the rule about not playing a pair, however as neither Ruler nor Emmet is competing it should be fine. Feel free to poke me if you feel I'm abusing them)

Aikawa Midori ()

Character (Player): Aikawa Midori (Alexus)

Status: Alive, competing

Gender: Female

Age: 28

Alignment: Chaotic Good

Appearance: Midori appears extremely sickly and frail. Her legs no longer function properly due to weakening of the bones, so she has to maneuver about in a wheelchair. Her skin is a ghastly white. Her hair is black and she has brown eyes, the latter of which somehow seem to retain a childish energy despite her sickly state. Her command seals reside in the center of her chest in the shape of the western zodiac sign Cancer (the two long strokes together are one seal, and the circles are each a separate one) Directly on top of them sits a silver cross-shaped necklace

Personality: More than a bit of a prankster, enjoys toying with people and teasing them, Midori is just generally a fan of having fun. She hasn't long to live and wants to make the best of it.

History: From a mage's standpoint Midori could be considered an enigma. Her magical heritage seems nonexistant, there are no records of her being part of any large family and it appears that she is a first-generation mage. However from a more mundane standpoint her life is actually quite transparent. Midori was born to a single mother who died in childbirth and was raised by her aunt and uncle (as far as she knew they were her parents) She grew up perfectly normally going through school and acquiring a simple job at an antiques store. While she worked at the store it was discovered she had developed cancer in both of her legs. After several failed attempts to remove it she stopped taking treatment and moved away from her home to Seigishi, where she has lived for seven years. About a month before the Third Holy Grail War was predicted to begin, her command seals appeared and she was approached by Ruler who told her of magic and the War, at which point she revealed to him that she had been a mage for quite some time

Skills: Wind mage, primarily uses simple applications to move faster or just blow things around. Her primary application of this is moving herself around and fetching items from hard to reach places. She can also technically fly, but she has almost zero control over her trajectory after entering the air. Her main asset is a unique charm she carries that prevents her from dying to unnatural means, worn around her neck in the form of a silver cross. This does not come without cost, Midori suffers from a cancerous growth in her legs that becomes worse with each would-be death. Essentially, every time she would die by unnatural means she comes closer to dying to her disease. Removing the charm will immediately cause the cancer to go away, but Midori will then take on the pain of each death she would have experienced before having her brain shut down completely. TL;DR She gets cancer to prevent being stabbed and will die very painfully if you take off her necklace

Servant:

Richard ()

Character Name (Player): Tomokazu "Richard" Shinichi (Stalkerkain)

(will mainly refer to him as Richard 99% of the time, unless someone wants to claim to know him)
Traditionally Japanese.
Status: Alive, competing
Gender: Male
Age: 23
Alignment: Neutral good
Appearance: A man with unkempt black hair and stubble on his chin. He is 6 feet tall, but often
slouches, causing him to appear a little shorter than he appears. His brown eyes show signs
of weariness. Wears dark colors of clothing because they absorb heat better.
Personality: A man who is utterly stubborn, no matter what he does. If he decides to start something,
he'll follow it through until the end regardless how disavantageous it is. Shows dislike of the cold.
He wears his heart on his sleeve, and will speak what is on his mind.
History: Coming from a line of mages from the Tomokazu clan, he was one of the candidates for the
Grail War. Trained from a young age, he showed potential in utilizing magic. However, Shinichi fell
in love with a woman outside the clan. The clan would not allow this, as it would create unnecessary
emotions that might interfere with the war. Not wanting anything to do with the war or the Grail anymore,
Shinichi left the clan to get married to his spouse. He abandoned his birth name of Shinichi, and took on
a more western name. However, unable to fully abandon his roots, he kept the name Tomokazu. The marriage
soon turned sour, and ended in divorce. He now lives alone in Tokyo..
Skills: Richard is adept at fire magic, controlling fireballs like will-'o-wisps. Was trained in basic
hand-to-hand combat, but his skills have deteriorated due to disuse. Can still hold his own in a basic
fistfight.
Servant: No catalyst used.

Craig ()

Character (Player): Craig Stanton (rustytengo)

Status: Alive, competing

Gender: Male

Age: 25

Alignment: Chaotic Good

Appearance: Craig is 6 feet tall and slim and doesn’t appear to be that strong. He has dull blue eyes that are constantly looking over the place, and shaggy dirty blond hair underneath a blue stocking cap. He wears lose fitting clothes to hide his body shape, usually blue jeans and dark t-shirt with a white jacket over it and a pair of tennis shoes.

Personality: Craig is a very light hearted person who tends to react on his desires more then thinking things through.(wow that actually pretty much sums things up about him.) He likes to joke around about people including himself. He doesn’t show much respect to people. He will actively work to take down some one he sees as arrogant and annoying.

History: Craig was born the third child of the Stanton family not meant to inherit the family’s crest in anyway, and it would have stayed that way if he didn’t just steal before it could be transferred to his older brother upon the death of their father. As he was planning a new heist of an artifact he stumbled across another mage family plan to enter into the next Grail War figuring that stealing the Holy Grail would be much more interesting he set off to the location its being held Seigishi.

Skills: Craig is a water mage mainly controlling water or using it to refract light so he can hide better and a thief he also uses the electricity based magecraft that was storied with in his stolen family crest. He can use the electricity in two ways (he was never truly trained to use it so he can only use it in this ways,) either sending out the electricity externally in a current or internally to boost his physical abilities (only for about five minutes long with out permanent damage. This leaves his nerves shot for and him paralyzed for a bit after using it.). Craig is physically fit and is very agile. He fights more in a gorilla like style and dislikes straight up fights, but if it comes to that he can hold his own with the knifes he keeps hidden on him.

Servant: he wouldn’t normally use a catalyst since he would rather summon a servant similar to him.

Cene ()


Character (Player): Cene Chihide (Murdoc)

Status: Alive, competing

Gender: Male

Age: Difficult to discern by looking at him, though a guess would place him in his late twenties.

Alignment: Chaotic Good

Appearance: A man of somewhat greater than average height, at least in Japan. Both Western (likely European or American) and Japanese heritage show on his features, though he strongly takes after the former, with brown hair and blue eyes. He has sharp features, with a somewhat narrow chin, and he is well-muscled from constant rigorous training. He possesses a few scars on his body from fights and duels, magical and otherwise, but they are all faded as if inflicted a very long time ago. Clean-shaven, with hair kept somewhat short and in no real style.

Personality: Straightforward, with a trait that many would call "an utter lack of tact." He prefers to move directly to the gist of any matter he is involved in, and dislikes excessive speech or showiness. As a result, he is a man of few words. This could also be considered a flaw of his; he does not often stop to consider alternative approaches to something; in fact he is nearly incapable of doing so. Essentially, in all matters he acts in accordance with his origin. He is very good at operating alone and conversely is terrible at working in a team, though contradictorily he requires partners and opponents to truly hone his skills and use his abilities to their fullest.

History: Unknown

Skills: He is aware of his origin of "cutting" and this shows in his skills. He is an expert swordsman and his magic mostly revolves around this concept, fortifying his speed and to a much lesser extent strength by "cutting away weakness." He can also "cut" magecraft, including Bounded Fields, provided he is aware of it. Most of his magecraft is performed using a blade dubbed Cyrf - a Mystic Code constructed over generations of his family and eventually shaped by Cene itself into its current form. (The Code is designed to enhance the user's own origin and simultaneously assist in the discovery of such, though Cene is the first one in the family to fully utilize it.) His ultimate technique is essentially a perfect slice; it is a single strike and can be anticipated and dodged, or stopped from activating fully, but is an absolute enforcement of "cutting" upon the world and cannot be blocked.

Servant: Cene does not possess a catalyst of any variety, though his own self might act as one if regarded as a "peerless cutting device."

Second Holy Grail War:

The Second Seigishi Holy Grail War was much more organized than the first, and some records of the participants exist. However it was still extremely chaotic, there were only two survivors and there wasn't really a winner. It is unknown whether this Grail was another coincidence or explicitly summoned

Emmet Thorne (Rider)

Character: Emmet Thorne

Status: Alive, survivor

Gender: Male

Age: 43


Alignment: Lawful Neutral

Personality: A very reliable and friendly man. I have never known Emmet to speak a single lie. Although he's no paragon of virtue, he's not afraid to get his hands dirty to meet a goal. A good friend but terrifying enemy

History: The head of the Thorne family, a prominent family of mages from Great Britain

Servant: Rider - Medusa

Rebekka Volkov (Saber)

Character: Rebekka Volkov

Status: Deceased, killed by Berserker (at least according to Berserker's master)

Gender: Female

Age: 39

Alignment: True Neutral

Personality: A short summary, no more than a paragraph, describing the basics of your character’s personality. This should be what they appear to be like to someone who has known them for a couple weeks; leave deeper elements to come out in the RP.


History: Their heiress to the Volkovs, another prominent mage family

Servant: Saber - Unknown

Unrecorded (Berserker)

Character: Unrecorded by request of the church

Status: Dead, killed by Lancer

Gender: Male

Age: Unknown


Alignment: Chaotic Evil

Personality: He was crazy, if I hadn't killed him he likely would have smashed the Grail. And who knows what would have happened then? Probably nothing good


History: A deviant member of the holy church who participated in the war against the church's wishes. His actions were a large part of what caused the ritual to fail

Servant: Berserker - Unrecorded (Berserker specifically asked me not to tell anyone once I figured them out, only words I saw them speak)

Clue (Lancer)

Character: Clue (this is an alias but I refuse to share my name for fear of being hunted down)

Status:, Alive, survivor

Gender: Male

Age: Unrecorded


Alignment: Chaotic Good


Appearance: I will say no more than that I am a native Japanese man


Personality: Reclusive, in case you hadn't gathered that. Also a bit of a joker


History: See appearance

Skills: Presence Concealment EX (Okay, not really, I'm not a servant, but if I were one I would have this for certain)

Servant: Lancer - Vlad III (nice guy, nothing like what I'd expect from his legend)

First Holy Grail War:

The first Grail to appear in Seigishi appeared not by the manipulation of mages but by the will of the world. As such this war included many unprepared mages and was not recorded in any way.

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!!!!!!! Well then y'all managed to drag me back into Fate RP's again. The only question i would have is when is the "cut off date" for a historical figure being able to be summoned? Time to dig through all of the servants that i have made up and see which ones i should post.(i won't use my Caster since most everyone knows her)

also that's a really good choice for Ruler....hmm maybe i need to finally stat out Joshua maybe.

Edited by rustytengo
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Oh, yaay. Count me in.

Glad to have you ^^ Hopefully we can get enough people to run the full war

So this is not canonically tied to the ongoing First Grail War, if I understand correctly?

Not directly, no. While it's set in the same place with the same basic system, it's also an alternate universe which allows me to do whatever I want with the lore without screwing up F/R

Cut off date would probably be around 1900 or so (in F/GO there's Calamity Jane who died in 1903, as far as I know that's the most recent a servant has come from... Excluding shit like EMIYA of course)

And TY, I saw David in F/GO and was like, "Ooh, Ruler Solomon"

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I could totally revive my awesome Berskerer I barely got use out of... but I'd rather not play yet another Berserker so soon. Berserkers are freaking hard to write without being able to talk really... so takes a lot out of me to write them lol.

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whelp here's some servants

Character (RPer): Hervor, The Shield Maiden(rustytengo)

Class: Saber

Perimeters

Strength: A

Endurance: B

Agility: C

Mana: D

Luck: C+

Phantasm: A

Class Skills

Magic Resistance-B

Riding-C

Personal Skills

Bravery-B

Pillager-D

Noble Phantasm

Tyrfing, the Cursed Sword (EX Anit-Unit)

When activated Tyrfing will kill, even from the smallest of wounds, if it fails to wound and kill the enemy then it will take the life of it's wilder.

Character (RPer): Odysseus(rustytengo)

Class: Lancer.Archer

Aliment: Chaotic Good

Parameters

Strength: B ~ B-

Endurance: B ~ B-

Agility: C ~ C-

Mana: D ~ D-

Luck: A+ ~ B

Phantasm: B

Class Skills:

Magic Resistance: A+

Personal Skills:

Divinity: C (Lancer is the Great Grandson of Hermes)

Battle Continuation: A (Lancer survived many of times where he should have died)

Curse of Poseidon: EX (Lancer was cursed by Poseidon to take an oar and travel north until he found a place where people thought the oar was a shovel and live there forever as punishment for blinding Poseidon’s son Polyphemus . This skill lowers Lancers parameters if he fights at sea.)

Expert of Many Specializations: A (Lancer was a master of many different things)

Visage of Nobody: EX (Lancer can hide himself and remain undetected until he reveals his identity or use his NP)

Moly: EX (A drug given to Lancer by Hermes to allow him to resist Circie’s magic. Increases Lancer magic resistance

Bag of Three Winds: C (the leather bag given to Lancer by the Master of winds Aeolus, contains all the winds except the west wind. Allows Lancer to create powerful winds.)

Noble Phantasm:

Cyclopes Bane: (B, Anti-Unit)

The stake that Lancer used to blind Polyphemus. It removes the opponent’s ability to see.

Bow of Apollo: -(sealed by being summoned in the Lancer class)

Torjan Horse: (A, Anit-City)

Lancer summons the Torjan Horse that carries the force that won the Torjan War. Also allows Lancer to enter anywhere undetected.

if you have any questions or concerns let me know.

Edited by rustytengo
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Here, one Berserker for ya. ((inb4 only Berserker...))




Character (RPer): Macbeth (Hukuna Fulmine)


Class: Berserker, Saber

Alignment: Neutral Evil


Perimeters:

Strength: C ((C+)) {C++}

Agility: D ((D+))

Endurance: C ((C+)) {C++}

Mana: D ((D+))

Luck: E ((E+))

Noble Phantasm: B


Class Skills:

Mad Enhancement: EX, under effects seals Macbeth's Charisma, Insecurity, and Weakens his 1st NP. Activates Mental Pollution, and Banquo Rage


Personal Skills:

Charisma: D.

Mental Pollution: A

Banquo Rage: A. Macbeth will seemingly fly into insane rages. This happens when he starts to perceive something as the ghost of Banquo ((spoilers....Banquo dies in Macbeth... whoooooo knew...!)) and he will try relentlessly to destroy it. This increases his master's Prana use, but gains another level in Strength and Endurance.


Noble Phantasms:


Weird Sister's Prophecy A [C] ((Barrier)): Immune to all attacks of X or lower Ranks, significantly resistant to higher level attacks. ((X is the current level of the NP.)). Anyone fulfilling the prophecy ((One not born of Woman.)) can deal full damage to Macbeth with any attack.


Curse of the Scottish King B (Anti-Unit): Upon discovering Macbeth's Identity. or saying his true name, the victim's Luck perimeter becomes E--. This effect is triggered in a Bounded Field Centered on Macbeth that extends 1200 ft in any direction. Every 30 ft away ((starting at 200ft)) from Macbeth the Victim is, their Luck Rank rises by 1 until it reaches it natural level. ((this is considered D for masters.)) If Macbeth can see the inflicted, it counts as if he were right next to them, giving them the full curse. As soon as he loses visual it reverts back to the Distance Calculation. His own Master is immune to this effect. ((won't be keeping super duper track of this in play... basically just... don't be a dick and totally ignore/break it for no reason.))


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Okay screw it, I'll pop a Saber in there just cause I had an interesting idea for it. I won't mind this one actually being put in the pool though since it's not a Berserker XD. This one is more sorta based on the novel interpretation in the Killer Angels. Bit of a different saber since he didn't actually fight with a sword quite like most legends did, however his final act is heavily tied to it as his final charge he placed his hat on his sword and finally broke the line at Gettysburg. I thought it would be interesting as a result.

ANd Rider nooooow.

Character (RPer): Lewis A. Armistead (Hukuna Fulmine)

Class: Rider, Saber
Alignment: Chaotic Good
Perimeters:
Strength: C
Agility: B
Endurance: B
Mana: C
Luck: E
Noble Phantasm: B
Class Skills:
Magic Resistance: C ((doesn't have natural magic resistance, and it's only provided by the vessel.))
Riding: A
Personal Skills:
Charisma: D
Military Tactics: C
Noble Phantasms:
High Water Mark of the Confederacy, The Furthest A Man Went for His Country. (B: Barrier): Represents the concept that Lewis was the one that got the farthest North of any Confederate Unit in all of the American Civil War. He cannot be deterred from his goal no matter what the odds. This makes mind effecting Noble Phantasms nearly ineffective and that he can fight even while horribly wounded. ((however, unlike Battle Continuation this won't save him. He'll eventually succumb to his wounds.)).
The Final Charge, The Charge that Broke the Impenetrable Line (A: Anti-Army): A reality Marble that Lewis can pull others into the final charge that left the High Water Mark of the Confederacy. He brings the world back to that time and reenacts that final charge with his unit of soldiers in life. It's activated by placing his hat on his sword and charging forward. ((think Ionioi Hetairoi, but not anywhere near as powerful.))

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I have an idea for a servant in the works... I don't quite have the time to flesh it out right now because of school stuff, but I'll see if I can work on it in the next few days.

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