Fate/Infinite - Interest Thread (Accepting Sheets)

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Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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Your hands tremble a bit as you slowly, painstakingly, make the last of the markings. A bead of sweat slides down your forehead, but you can't spare the minute movements it'd take to wipe it away; a single mistake could spell out lethal consequences further down the line. This Circle has to be perfect. Anything less and you might as well go ahead and surrender now.

Finally, with nothing but the utmost care guiding your fingers, you complete the Circle. Panting slightly, and finally managing to wipe that sweat out of your eyes, you stand back and admire the finished product, a bit of pride flaring in your chest. You've had to make quite a few Circles over your career as a Magus, but there's no doubt that this one is your best yet. Nearly ten feet across and full of extraordinarily intricate curves, lines, and shapes, the Circle stands as a testament to your superior skills and capabilities.

After all, there's a reason you were chosen to participate in the Sixth Holy Grail War.

But that's enough ego-stroking for now. You may have drawn the Circle, but that's far from the most important thing you'll be doing tonight. No, it is this next part of the ritual that's most important.

You peruse the ancient texts one last time, making sure that you've got the incantation memorized. You're going to recite it perfectly, with not a single line out of place or a single syllable slurred. You spent all that time finding the perfect Relic and preparing everything else, after all. There's no way you're going to slip up here, not at the final step.

"Fill, fill, fill, fill, fill! Repeat five times. But destroy each when filled."

The first line leaves your lips without error as your skin begins to crawl. You can feel the latent magical energy in the air responding to you, becoming charged with a power unlike any you've ever felt before.

"A base of silver and steel. A foundation of stone and the Archduke of Contracts. And my ancestor, my great master, Schweinorg. A wall to block the falling wind. The gates of all four directions close. From the Crown, come forth and follow the forked road to the Kingdom."

The second verse, likewise, is uttered perfectly. The power that fills the air becomes more and more palpable, its strength slowly growing as you recite the words. Though the power seems to surround your entire body, you can feel it beginning to concentrate around your right hand, around the trio of Command Seals that mark you as a Master.

The Circle begins to glow with an otherworldly light as you continue.

"I hereby propose: My will shall create thy body, and thy sword shall create my fate. Abiding by the summons of the Holy Grail, if thou dost accede to this will and reason, answer me!"

Grasping your wrist in your other hand, you extend your right palm to the brilliantly shining Circle, having to squint lest the light blind you.

"I hereby swear, I will be all that is good in the eternal world. I will be the disposer of evil in the eternal world."

One more verse.

"Thou, clad with the great Trinity, come forth from the circle of constraint. Guardian of the Heavenly Scales!"

The light grows brighter and brighter, until it climaxes in a brilliant flash! Gasping reflexively, you stagger back a couple steps, rubbing at your eyes as stars dance before them.

"I ask you."

You stop mid-stride as a new voice reaches your ears. Strong, and carrying the weight of countless years, it takes hold of you and rivets your feet to the floor. Blinking away the last of the dots that cloud your vision, you stare into the mist that has sprung forth from the Circle, locking eyes with the figure who stands in its center.

A Heroic Spirit called forth, by you, from the annals of history and legend. A mighty warrior whose praises have been sung and spoken of for untold ages. A relic of the past, neither alive nor dead, summoned into this modern era to fight by your side.

Your Servant.

"Are you my Master?"

[hr]

Hey there everyone, Pappytech here! Fan of anime and fantasy, citizen of the RP forum, and all around crazy guy, I'm here today to try and interest you all in this new, original, and fairly bizarre RP idea of mine!

Now, I'd imagine that a few of you can guess what the source material I'm using based on the title. However, for those of you who don't peruse visual novels or anime as much as I do, I'd like to say that this RP is based on the Fate series, one of game company Type-Moon's most popular line of visual novels. If you're familiar with the lore and setting of the games, then great! If not, then please feel free to read through the summaries I've set up below; while I can't promise 100% depth or accuracy, it'll be more than enough to introduce you to the basics of the Fate universe.


The Holy Grail War is a tradition dating back 200 years. As its name implies, it is a great battle fought to earn the Holy Grail, a powerful and mysterious artifact. It is said that the Grail is capable of granting any wish that its bearers possess, and is sought after by many notable Magi and Heroes.

Usually occurring once every 60 years, the War is fought between seven pairs of Masters (Magi) and Servants (Heroic Spirits). It is only after at least five of the Servants are vanquished, either through combat or other means, that the Grail will manifest and choose the winning team.

As magic must be kept secret from those not aware of its existence, the Grail Wars have a few rules designed to preserve the Masquerade. Battles should only be fought at night, or in isolated areas. The Church is neutral ground; no one may fight there. Finally, if any outsiders should observe the Grail War, they are to be killed immediately.

The War typically lasts no more than a week, and ends when the Grail manifests to grant the victors' wishes.

Masters are all Magi, or descendants of Magi, that have been chosen by the Holy Grail before the Grail War begins. Regardless of talent or tutelage, they have been determined to be worthy of fighting for the Grail, and most will stop at nothing to claim their prize.

A typical Master has had at least a decade of training to learn the ways of magic. More often than not they are more than capable of simple tasks (healing, controlling a familiar, detecting magical barriers, etc.) and will have extensively studied a particular branch of magic (time alteration, controlling an element, object duplication/projection, etc.)

There are a few exceptions to this, however. If they are deemed worthy by the Grail, a Master with little to no training might be selected. Such Masters tend to have a good amount of latent potential, but they may not have enough time to awaken if before meeting their untimely end.

A Magus' Origin is somewhat akin to their destiny. It dictates the type of magic they will be best at and how they can best use their mana. Effectively, it is a Magus' specialization, the area of magic that they can perform better in than anyone else.

Most Origins can be summed up in a single word or phrase. Notable examples include Stillness, Refutation, Severing and Binding, Sword, Nostalgia, and Nothingness.

Mystic Codes are tools that are used by a Magus to aid them in their magic. They come in two distinct types, Amplifiers and Specialized.

Amplifiers, as their name implies, help to boost a Magus' abilities by either lowering a spell's mana consumption or storing mana for later use.

Specialized Mystic Codes, on the other hand, are used to cast a type of spell that would otherwise be impossible. They still require mana to use, but are typically much more powerful than an average spell. A good example would be bullets that can destroy a Magus' magic circuits.


Command Spells are a trio of markings that each Master carries on the back of their right hand. Though they vary in size and shape, they are all the same red color and are all used for the same two purposes.

Their first use is quite simple: they identify a Magus as a Master. So long as they bear at least one of their Command Spells, a Magus is still regarded as a Master, even if their Servant dies or abandons them. In addition, other Masters or Servants can detect Command Spells when in close proximity, so the Spells are also used to find one's foes.

Command Spells are better known for the second use, however. At the cost of losing one of their Command Spells, a Master can command their Servant to do anything, no matter how hard the Servant tries to resist. Whether they are ordered to commit suicide or betray an ally, the Servant will be forced to obey, though they will likely begrudge their Master for forcing them to do such a thing.

It is crucial to note that if a Master expends all of their Command Spells in such a way, they will no longer be recognized as a Master. Their pact with their Servant will be broken and there will be nothing preventing the Servant from leaving or killing their ex-Master. As such, keeping at least one Command Spell in reserve is always a good idea.

Finally, so long as a Master still retains at least one Command Spell, they are still a Master. If their Servant dies or leaves them they are able to make a new pact with a different Servant, so long as the second Servant is willing to do so.

Command Spells disappear when a Master dies and cannot be used if the Master loses their right hand.


Servants are Heroic Spirits, legendary or historical figures that are still spoken of today. Examples would include King Arthur, Alexander the Great, and Medea. Like the Masters, they seek the Holy Grail so that a wish of theirs might be granted. Servants can all detect one another so long as they're in close proximity.

Though Servants are ultimately summoned by the power of the Holy Grail itself, a Master must acquire a relic to serve as an aid in the summoning. This can be anything from an item that belonged to the Heroic Spirit in life or an artifact that is closely related to their personal history or legend.

In order to prevent crippling culture shock, Servants are imparted with knowledge of the modern era. They are able to use today's technology without difficulty and possess everyday knowledge about the world (they all know that the Earth is round, for example).

When summoned, each Servant is assigned to one of seven classes. In order to hide their identity from their enemies (so that they may hide any weaknesses or flaws that plagued them in life) Servants are typically referred to by their Class instead of their name.

The Classes are as follows:

Saber: Servants placed within this class are agile and powerful melee warriors. It is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer and also possesses the Riding skill like the Rider class.

Lancer: Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber.

Archer: Servants placed within this class are usually proficient with projectiles and can survive longer without a Master nearby, thanks to their special ability Independent Action; the strongest Archers can be difficult to control at times, in fact, due to their near-total independence from their "Masters". It is one of the three Knight classes, together with Lancer and Saber.

Berserker: Servants placed within this class are always heroes who have gone berserk in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Most Masters are incapable of controlling their Servant once Mad Enhancement has been activated, which eventually results in their death.

Rider: Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which often include their mounts. Their special skill is Riding, which allows them to fully utilize abilities of their mounts (which can range from simple horses to mechanical vehicles to divine or supernatural creatures.).

Caster: Servants placed within this class are adept in magecraft and have a special ability called Territory Creation which alters or creates space around them to enhance their sorcery.

Assassin: Servants placed within this class have the ability Presence Concealment, which allows them to remain undetected. Offset by their stealth is their weak combat skills. Due to this, Assassins often target Masters instead of Servants.

Seven Servants, each of a different class, are summoned for each Holy Grail War.

Although a Servant is obviously summoned by a particular Master, they can break their bond with that Master and side with another if they choose to, so long as the second Master does not currently have a Servant and still has at least one Command Spell.

Finally, as a rule of thumb, Servants are more powerful based on how old or how well-known they are. A Servant from a thousand years ago is stronger than one from the last century, and someone like Alexander the Great will be mightier than Grace O'Malley.


A Noble Phantasm is a Servant's ultimate technique, their greatest, and most powerful, tool. It is the embodiment of their legacy and their power, a symbol or artifact that perfectly defines them. Incredibly powerful and unique to each and every Heroic Spirit, a Noble Phantasm is one of the most powerful magecrafts known to man; they are all capable of fantastic feats and have all stood the test of time.

While many notable Noble Phantasms take the form of weapons or vehicles, there are just as many that materialize as other powers or abilities. The Twelve Labors of Heracles granted the hero twelve different lives, each of which had to be taken before he could be defeated. Hassan-i Sabbah's Zabaniya allowed him to manifest as 80 separate personalities, each with their own body and weapons. King Arthur's holy sheath, Avalon, provided the King with unmatched healing powers.

Typically, each Servant will have at least two Noble Phantasms, one for offense and one for other purposes. If they are of the Rider class, then their steed/vehicle is almost always a Noble Phantasm.

An important thing to note about Noble Phantasms: though they are incredibly powerful, they are all but guaranteed to reveal their user's identity. If an enemy Master or Servant observes your Noble Phantasm, odds are they will be able to divine your identity, and your weaknesses, without too much difficulty.

Like Servants, Noble Phantasms are split into different classes based on their strengths and abilities.

Anti-Unit: Anti-Unit Noble Phantasms are those specialized against defeating other people in single combat. The advantage over stronger weapons is that they can be compared to guns with unlimited ammo while Anti-Army Noble Phantasms are one-time missiles. Missiles are more powerful, but an Anti-Unit can be used continuously. They are also very cost effective.

Anti-Army: Anti-Army Noble Phantasms are those with a wide enough range to be specialized against armies. They are more powerful weapons than Anti-Unit Noble Phantasms, capable of easily blowing them away, but they must be used more wisely because of their larger cost. Using an A rank Noble Phantasm takes a great deal of mana, so they must wait before they can use it again.

Anti-Fortress: This rank has powerful Noble Phantasms that can even blow away solid fortified structures. While the difference between Anti-Unit and Anti-Army is the variation in area of effect, Anti-Fortress Noble Phantasms are distinguished from other categories by the great difference in power.

While there exist even higher ranks of Noble Phantasms, such as Anti-Country or Anti-World, they will not be playing a role in this RP so there's no reason to really explain them.

In order to activate a non-passive Noble Phantasm, a Servant must fully reveal it and call out its name.

[hr]

Now, to those of you who managed to read through all that without dying of boredom, well done! Hopefully I've managed to give you a good grasp on the basics of the Fate universe, and if I didn't I hope you'll make sure to tell me what I missed in the comments below.

As you've likely guessed, this RP will follow the events of the Sixth Holy Grail War, taking place in Fuyuki City in the year 2012 (yes I know I'm breaking lore, but I don't want to set it fifty years in the future) Now, as mentioned above, said War will be fought between seven teams of Masters and Servants. The keyword there being "teams".

As far as I can see, there are two ways this RP can go. First, each of the players will control a Master and Servant team, writing up both of the sheets and playing both the characters at the same time. But, while this option would probably be fairly easy to implement, I'd rather try and go with the second choice: each player controls a single Master or Servant and is paired with another player, forcing them to work together and coordinate their movements. Personally I find this option to be much more interesting than the former.

However, that's just my opinion. If people feel like it'd be too difficult to work together like that, then we can always fall back to the initial option where everyone controls both a Master and Servant.

Anyway, now that I've laid that out, time to get to the ground rules. In no particular order:

1. Post Length/Quality: Long story short, I don't really care for one-line posts. While I'm not going to hold everyone to an insanely harsh standard, I would like to see a couple paragraphs (at the very least) per post. In addition, posts that are absolutely riddled with grammar or spelling errors are frowned upon; while I can put up with it to a certain extent, if I'm running into a misspelled word every other sentence I start to get annoyed.

2. No God-Modding, Trenchcoating, Etc.: Really shouldn't have to explain anything here.

3. Combat: Considering that this is RP is focused around the Holy Grail War, it should come as no surprise that players will be fighting against each other. As this is a rules-free RP, it will be up to me, as the GM, to decide who wins or loses a fight. While my decision will be final, I can tell you that it will be influenced by a couple factors, namely the quality of the combatants' posts.

Simply put, if you want to win a fight, write long and write hard. If your post wows me more than your opponent's, odds are you'll win.

4. Death: Again, what with this being a War and all, players are going to die. Barring unforeseen circumstances, this will probably mean that dead players are effectively kicked from the RP. However, if you've impressed me enough, I'll try and do everything in my power to keep you around, with either GM reality-defying magic or giving you control of a NPC.

5. Don't be a Jerk: I know that it's the internet, but there's no reason we all can't be somewhat civil. Joking and teasing is fine, obviously, but if someone is being an asshole they will be politely asked to stop, or possibly leave.

6. Regularity: To be perfectly clear: real life is more important than internet life. If you've got a test coming up or need to work some overtime and won't be able to post as much, then of course I understand. Let me know and we'll try to work something out. If, however, you disappear for a couple weeks without warning or explanation... Well, I can only auto someone along for a limited time.

Um... Okay, yeah, I think that's about it. Next up is the character sheets, and I think that's about it!

[hr]

Name: Should go without saying.

Gender: Male, female, homunculus.

Age: No child-prodigies please; 16 should be the absolute youngest.

Appearance: Please be reasonably descriptive. A couple paragraphs explaining their clothes, hair, eyes, height, weight, etc.

Personality: Again, at least a couple paragraphs.

Origin: What defines your character, and how do they use it in their magic? Note: while I will not restrict the area of magic your character practices, I would prefer their powers to be somewhat balanced. If you want to go for Mind Control, for example, then fine, go right ahead. Just make sure that the costs match the benefits.

Mystic Code: If any.

History: A few paragraphs stating how they came to be a Master. If their family has been involved with magic for a while, mention how long and what type of magic they specialize in.

Considering the secretive nature of Servants, they will have two separate sheets. A public one, which will be posted in this thread, and a private one which should be PMd to me.

Class: Saber, Lancer, etc.

Appearance: Please, be reasonably descriptive. A couple paragraphs explaining their clothes, hair, eyes, height, weight, etc. If they're carrying weapons, please note it here.

Strengths: What arts are they skilled in? Are they strong? Agile? Lucky?

Weaknesses: For every area a Servant is strong in, they must perform poorly in another. What do they do bad at?

Identity: The historical or legendary figure that they're based on.

Noble Phantasm(s): The classification and ability of the Servant's Noble Phantasm(s). Please make sure to include any flaws or weaknesses, even if its just a high mana cost.

I would prefer it if all interested players would write up both a Master and Servant sheet, at least for now. If you only submit one, it's likely that I will not consider accepting it unless it is of the highest caliber.
[hr]

Alright, I think that about wraps it up! Questions? Complaints? Make sure to leave a comment, and I'll do my best to address it.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
Accepted sheets:

Masters:


Name: Ilene von Einzbern.

Gender: Female

Age: 21

Appearance: Although she's fairly short, standing at about a head shorter than other people her age, Ilene never fails to stick out in a crowd. Her pure-white hair, always well kept and never tied back, hangs down to her waist. Her eyes, only rarely hidden behind a pair of designer sunglasses, are a bright crimson and glimmer with arrogance and amusement. Her pale skin is peerless; you won't find a single flaw or imperfection anywhere on her body.

Refusing to wear anything that isn't a designer label, Ilene is always dressed to the nines in a high end blouse and skirt. Though her favorite outfits are always dark colors, either black, navy, or dark blue, she would never be caught without clothes of every shade imaginable. A pair of knee-high boots completes her ensemble.

While she's not really one for accessories, Ilene does wear a silver bracelet, in the shape of a serpent eating its own tail, around her right wrist.

Personality: Ilene seems to enjoy a-words. Angry. Arrogant. Asshole.

Harsh and grating, the girl knows that she is far superior to the common, uneducated hordes that populate Fuyuki City, and she will make sure that everyone else knows it as well. The scourge of waiters and tailors alike, Ilene holds everyone and everything to her own extremely high standards; if she is unsatisfied with your product or service (which she is quite often) she will ensure that you suffer for daring to slight her.

Bred and educated with the express purpose of winning the Sixth Holy Grail War, Ilene will do anything and everything in her power to ensure victory. The other Masters and Servants are nothing but obstacles to be surmounted or pawns to be played against each other. Make no mistake, she will win this War, no matter how high the cost.

Origin: Sunder.

Though she's been trained in a variety of magical skills, such as healing and conjuring barriers, Ilene is uniquely talented in memory alteration. When given enough time and mana, she can operate on someone's mind like a world-class surgeon. Whether she's replacing memories with forgeries or simply deleting them, her work is all but undetectable to the untrained mind; even a typical Magus will only have the vaguest sense of unease after falling prey to her techniques.

Mystic Code: None.

History: There really isn't a lot to know about Ilene's childhood. Raised in the Einzbern castle, away in the isolated, frigid north, Ilene never had friends or playmates. She never had birthday parties or fairy tales or toys or pets or anything. She had books and lessons, nothing else.

Always destined to participate in the Sixth Holy Grail War, Ilene was trained in the arts of magecraft from a young age, constantly pushed to surpass her limits and become one of the greatest Magi of the age. Tutors and professors were brought to the castle with the express purpose of furthering her education; no one was too expensive or difficult to acquire.

As she grew older, Ilene eventually became fixated on the outside world. She knew that there was more to life than this freezing hall, but she didn't know what exactly. As such, she built up the real world like anyone else would a fantasy or story, seeing it as a paradise unlike any other.

When she actually stepped out into the real world, her disappointment was palpable.

As she travels to Fuyuki City, Ilene will accept only the finest bits of the outside world. Any food, clothes, cars, or anything else she possesses must be of the highest possible quality; anything less is simply unacceptable.

Name: Clay Marks

Gender: Male

Age: 25

Appearance: 6'1" and of average build. Brown hair and blue eyes. He wears clothing one would expect of a normal twenty-something - T-shirt, jeans, sneakers. The only thing he wears that sticks out - at least to other magi - is a silver necklace he wears around his neck bearing the sigil of the Marks family, an eagle facing to the right with a burning branch in one talon and a stone in the other. He keeps this on him at all times, concealing it if he must with coats and the like.

Personality: Terse and introverted, he has a habit of only speaking in one of two ways - in a few short sentences, or, if provoked in some manner, in a long-winded rant. He thoroughly believes power in all its forms to be inherently dangerous, magic included, and thus inherently distrusts authority figures and other magi. His loyalty, though hard to build, is unflappable once earned. Slow to anger, as he feels magi should always keep their tempers in check.

Origin: The Marks family is marked in the annals of the Association as being masters of elemental magic - every magi to have emerged bearing the Marks surname has had an Origin directly relating to the elements. Clay is no different - his Origin, "Blaze", gives him a great degree of control over the magics of fire and electricity. Though he is capable of the cantrips of other schools most magi are capable of achieving, it is in this regard he spends most of his study.

Mystic Code: An heirloom of the Marks family, the Shifting Storm is a gemstone no larger than a pearl set in a necklace. The form of the stone shifts to match the elemental affinity of the beholder - topaz for lightning wielders, garnets for fire, and so on. It appears as a lusterless quartz for anybody without an elemental affinity. The gem acts as a focus for elemental magic, empowering a spell beyond what the magi would normally be capable of achieving in exchange for some of the user's mana - usually in the form of their life force, but it is not unheard of to use an outside source the wielder has easy access to. To Clay, the stone appears as a flawless red topaz.

History: The Marks family has a long, storied history with the Mage's Association. Their magi are the premier experts on elemental magic - at least, prior to the Second Grail War. One of their scions where selected to be a Master in that war, and they nearly succeeded. Unfortunately, the second place prize in most Grail Wars is death - and the failure of the Marks family to prevent the tragedy that followed, with the winner abusing their power to the suffering of many innocents, caused their survivors to withdraw from the world at large, abandoning the Association. They swore to train their heirs to be ready for the next war, not to gain power or glory, but to prevent its abuse.

It is to this family Clay found himself born. The second child of a family of three children, Clay watched as his older sister Maria was groomed from birth to take on the responsibility of being the family's primary mage. Though he had a great deal of talent, same as his sister, his parents decided to focus their efforts on one heir - to better prepare them for the coming Grail War.

Maria's tutelage went awry, however, when the first spell she attempted to cast with the Shifting Storm's guidance backfired. Her attempt to transmute air to water created a feedback loop within her Magic Circuit, the power of the Shifting Storm slowly draining her of her life force. To break the cycle, Clay's mother offered Maria's Circuit and her own as collateral - breaking the loop and saving her life, but depriving them both of the ability to use magic. This incident left a profound, lingering impact on Clay - he saw magic in all its forms as inherently dangerous, only to be invoked in dire straits.

With his sister magically neutered, it fell on Clay to carry on the family traditions. His father wasted no time in instructing him. Much to his delight, though Clay was reluctant to study magic, his talent was prestigious - by the time he was 18, he was capable of using a variety of elemental spells empowered by the Shifting Storm. His parents passed away shortly after his twentieth birthday, their dying words to him this simple plea: "Whatever it takes, Clay, win the coming War. Don't let it happen again." He swore to them he'd win, refusing the power the Grail offered and preventing its abuse.



'Power isn't a toy, to be used and discarded at one's amusement. It's a focus - a catalyst that empowers the consequences of our actions - for good or for ill. Unfortunately, men have consistently proven themselves incapable of using power responsibly. Corruption, war, abuse of magic - all of these things are proof of the wisdom these words carry. The Grail is the ultimate manifestation of this power, of mages and tyrants, of men and gods. Think only of what destruction and suffering a single mad magi is capable of accomplishing, then give to him the power of a god. The danger is obvious - but what can we do? What can anybody do? This question has haunted my family for generations, ever since our abysmal failure at the conclusion of the Second Grail War.

Thus it falls to me - the last mage of the Marks family - to set things right. The circle is prepared, the war set to begin. When I write next, I will either fail, dooming my family to irrelevance for another cycle, or I shall succeed - and become the first Master of the Marks family in five generations.

But I will not fail. Too much is at stake, too much damage could be done. I have traveled to Japan explicitly for the purpose of joining in this battle - and join it I will. And once I have, I will lie, fight, kill. I will do these things to keep the Grail from the greedy and ambitious, the cruel and malicious. I will do these things to vindicate my family. I will do these things to make my parents proud.

But above all else, I will do these things because I must - because if not me, then who?'


-An excerpt from Clay's journal, written immediately prior to his summoning attempt
Servants:

Class: Lancer

Appearence: Standing at roughly 6' tall, Lancer's body is comprised of 180 pounds of lithe, flexible muscle. Though his arms and legs fail to bulge like other combat-oriented Servants, it is clear that he's in prime condition. His pale skin is only slightly tanned and his brown eyes always seem to be glowing with some amount of bloodlust. A thick, dark brown mustace coats his upper lip and his similarly colored hair, normally tied back in a pony-tail, hangs down to his shoulders.

When readying himself for combat, Lancer dresses in a tight uniform of black and crimson, with a light brown cloak thrown over his shoulders. The cloak is normally tossed away whenever a fight begins, however. In addition, he also carries a halberd as long as he is tall.

Otherwise Lancer wears a pinstripe suit, complete with a white silk shirt and a bright red tie.

Strengths: Like all members of his class, Lancer possesses incredible speed and agility on the battlefield, as well as a frightful amount of skill with his halberd. Any Servant other than Saber or Berserker will be hard pressed to keep up with him when it comes to normal combat.

Weaknesses: Besides his phenomenally low magical resistance, Lancer's most notable failing would be his incredible fragility; any injury will prove to be fairly crippling to his fighting style. What's more, he can be easily overwhelmed if forced to face more than one opponent at the same time.

Class: Rider

Appearance: Rider stands at a respectable 6'5" and weighs around 230 lbs. The image of a lion would be best to describe his physique - muscular and powerful but not bulky and slow. His features are cut squarely, the perfect image of a warrior that could be considered very attractive. His dark brown eyes are fixed in a fierce and piercing gaze with a determination rarely seen in others. His look is one of constant readiness and eagreness to enter combat.
His battle regalia consist of a traditional purple battle robe with similarly coloured pants. A red sash ties the ensemble together. Leather weave armour with metal plates are worn on top of his clothing when he's in the midst of battle to protect himself. When walking the streets he wears a collared shirt of varying colours, complimenting brown dockers, loafers and a pair of aviators. The one constant to his wardrobe is a golden headpiece and pin that sets his hair into a ponytail.

Strengths: His powerful build unsurprisingly translates to a strong opponent. He is quick and dexterous in combat, skilled with his spear unlike any other. His skills as a warrior are unparalelled to the point where any dual would be considered suicide. Lastly, he is privledged enough to be skilled in both spear and bow making him a threat at multiple ranges.

Weaknesses: Rider is hauty and prideful amking him very difficult to control as he believes he knows best. On top of this, he is also brash and impulsive which is a foolhearty combination of traits. He also has a fondness for women and often hounds after them in favour of almost anything else, searching for a love lost. Apart from having a difficult personality, he has low magic resistance.
 

Grim327

New member
Jul 21, 2011
408
0
0
This looks interesting, and the second option with two players working together as a master and servant team seems like a neat idea, but I do have one question: If we do go with the second option, are we allowed to choose who our partners are, or will you assign partners?
 

CJ1145

Elite Member
Jan 6, 2009
4,051
0
41
Name: Dirk "Kenshi" Orihara

Gender: Male

Age: 18

Appearance: Stands at approximately 5'11", and weighs about 145 lbs. His skin is light, and a tad pinker than the average Japanese citizen. His face is thin, slight, and bears an appearance that some might call cunning, and others might call deceptive. His light eyes gleam with a vicious, undeniable intelligence. His facial features are not particularly prominent, and seem to almost be subdued, for lack of a better term when viewing him. His dark hair is swept back in a full, flock-of-seagulls style.

His body is very thin, but reasonably toned for someone that had an active participation in the track team. He typically wears simple clothing, nothing more than a coat and a black t-shirt, with jeans or shorts as the weather dictates. One thing that never changes is the black combat boots he wears. Those never change.

Personality: Dirk is something of a problem solver. He sees a challenge, and he tackles it. Every teacher he's ever studied under has called him a genius, and he sees no reason to prove them wrong. Very calm, cool, and focused, he's capable of thoroughly analyzing anything and perceiving little details that anyone else would have missed. A strategist, and a conqueror, he has left the likes of board games and such challenges in his wake, never again to glance their way. He hates winning every match.

A hatred of winning, you could say, has come to define him. He seeks a challenge that he cannot overcome. An opponent to outwit him. He's become very good at making adversaries out of the strangers he meets, probing them with little, insulting bites based on things he frankly shouldn't know, just so they'll have a reason to come after him and try to trounce him at something.

That said, he's not a genuinely bad person. He's just driven by a very confrontational personality, and when he was born--he will admit to his own chagrin he never earned them, he was born with the skills to overcome any confrontations with relative ease, it's rather easy to see why he'd be driven mad. He can be friendly, and even chatty when in the right mood; it's just not his goal, and his goal is something that he cannot attain by his own nature. The one thing that truly challenges him is magic, and as a result he pours himself into it wholeheartedly. He becomes feverishly intense when he studies and practices, and has been known to go on multiple-day binges of reading and practicing his arts, just because the frustration of a task he is not capable of completing is so novel to him.

Origin: Intuition. Since birth, Dirk has seen and perceived the world differently than others. At a deeper, more intimate level. To illustrate, consider: When a man observes an object, he judges it. However when Dirk observes an object, he knows it. This grants him an insight that others lack into the fundamental natures of physical things, and has gifted him with a special talent for Material Transmutation, including the magecrafts of Reinforcement and Graduation Air.

Mystic Code: None.

History: Dirk was a terrifyingly bored child. Though his eyes nearly crackled with untapped potential, they were hidden behind listless, frustrated lids. Years of his life were poured into physical and mental pursuits. Nothing social, in the normal sense. He never had friends. He had rivals. Just as good, just as trustworthy, but built on mutual antagonism and a desire to overcome one another. But it was always the same. He never had anyone to overcome. They were always trying to surpass him. He got bored of it.

He took to track, and managed to become one of the more talented members of the team. Everyone was great at something. Only Dirk was good at everything. He tried kendo for several years. They call him "kenshi" now. It only took him a few matches to teach him all of his classmates' styles. Their favored stance, their favored limbs, everything he needed to twirl his blade around theirs and come out victorious.

His parents had meant to kept their family legacy, their magic, a secret from him. They knew the War was coming, and they intended to keep him away from it. But it was disturbing, to see how little he valued his own life. He needed an outlet, something to challenge him. They decided they had no choice but to show him his legacy, as a Magi. He dove into the work like his life depended on it. In a way it did. He spent a week with no food and almost no water working on perfecting his abilities.

It was midnight, nearly a fortnight after he was shown his family's secret history, that he attempted his first spell.

He failed miserably.

And he couldn't have been happier.


Class: Archer

Appearance: A tall, broad-shouldered woman standing nearly 6 feet in height and weighing 150 lbs. She is mostly muscle, and in particular has powerful arms that stand out in anything less baggy than a sweatshirt a size too large. Her skin is tanned dark, and her hair even darker, being short save for a pair of locks that frame her face. Her large, blue eyes are full of vim and vigor, and speak of an eager, adventurous spirit.

She dresses in a simple, but striking manner, with a custom-tailored tailed, hooded denim coat with black and green pattern. Baggy, patched jeans cover up springy-heeled shoes. Her shirts are always blank and form-fitting, though varied in color.

She wields no weapon but the bow, but the bow is the only weapon she needs. A longbow made of strong, supple wood and tipped only with simple decorations, with functional and efficient arrows that can strike with all of her considerable power. Though one is more likely to notice the rifle. An Accuracy Intentional AS50 sniper rifle is slung over her shoulder whenever she's intending to go into combat. Capable of using both explosive and incendiary rounds, it can be a fearsome weapon against both Master and Servant.

Strengths: Physically quite powerful, though one needs to be to use a bow properly, or to lug around heavy weaponry all day. Her real strength comes in her ludicrous agility. She could conceivably go down in a few hits from the strongest opponents. The issue is hitting her at all.

She is very clever, and is prone to trickery and guile in combat to amplify her already ludicrous agility to make Archer something of a nightmare to fight.

Weaknesses: While generally capable of fighting for extended periods, she qualifies as one of low endurance for her fragility. Has fairly low magical resistance as well.

Archer is gifted and cursed with a sense of honor and a deep love for the common man, and views those who would tread on them with no small amount of spite. If she sees an injustice being carried out, she will likely try and intervene in any way she can, whether or not it's related to the Grail War. Disagreement on the plight of the common man, or forbidding her from assisting in some capacity will create instant friction with her master. Unfortunately, this passion even extends to her foes. If a Master is certifiably innocent enough in her eyes, only a Command Spell could make her to make the first strike towards them.

OK so here's what I've got so far. I will PM you the private sheet tomorrow, just let me know of any issues on what is here.
 

Ruedyn

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Class: Berserker

Appearance: He is actually quite unassuming looking, standing at around 5'10 and weighing around 130 lbs. He appears to be a white male, very fit, and wearing a kilt a fatigue jacket, and combat boots. His hair is short and dark brown, and he has a very well groomed mustache.

He has a compound bow, a quiver filled with arrows, a dirk he uses to a startlingly lethal effect, and bagpipes he plays whenever he feels like. It tends to be rather often.

Strengths: He is strong, trained, and brave to the point of insanity. He is competent with hand to hand combat, and with his skill with his bow makes him a very lethal combatant. His most dangerous attribute, is his incredible luckiness.

Weaknesses: He is brash, and doesn't tend to listen to his orders. He will always try the hard way, and is wearily predictable.

Name: Mordecai Yeshua

Gender: Male

Age: 34

Appearance: He is a tall, thin man, standing at around 6'1 and weighing 145 lbs. He has a pallid complexion, and a large nose ruining his otherwise handsome face. Unlike the wizards of yore, he makes sure to shave his beard often. He keeps his chestnut brown hair short clean and cropped. His eyes are a deep green, and have a tendency of revealing his emotions.

His clothes are simple, a plain white dress shirt usually slightly unbuttoned around the top and black slacks. When the mood strikes him, he'll wear his old doctors coat, which he uses instead of a traditional wizard robe. He wears a pair of rimless glasses, which he can barely see without. He wears a pair of generic white sneakers, with no brand.

Personality: He is a good man, or so people keep telling him. He is a Doctor, which could be part of it. He actively tries to help people, as non-violently as possible, leading him to play mediator with his very few friends. He has no real reason for wanting to help people, he just kind of does. No dramatic backstory or anything. The best guess would be he seeks approval from others. He is a bit of a book worm, and is very analytical.

His flaws would be crippling low self esteem, his aforementioned need for approval, and his constant second guessing of himself. He has a slightly dark sense of humor, which most would blame his years as a doctor for having, but he had it long before then. He is a non-practicing Jew.

Origin: He is a doctor, so his spells revolve around healing or shields. His word is even 'Restore'.

Mystic Code: Resurrection. He can bring anything back to life, at great expense to himself.

History: Mordecai comes from a large, magic using family, though he didn't know it until about 7 years ago. His father was a womanizer, managing to knock up Mordecai's mother. He ended up leaving when Mordecai was 2, replaced with a much more stable, though not magical, step-father. His upbringing was a standard one, only brought into the magical world around the age of 28. It wasn't glorious or anything, he was just brought up in his fathers will. He began to practice this new field, and became quite proficient with it, enough so that he was invited to a battle for an item his people don't care about.
 

Arcanist

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Well, doesn't this look like it'll be fun? Personally, I like the second option better. Part of the fun with the whole Master/Servant relationship would be that they wouldn't necessarily have aligning agendas.
Name: Clay Marks

Gender: Male

Age: 25

Appearance: 6'1" and of average build. Brown hair and blue eyes. He wears clothing one would expect of a normal twenty-something - T-shirt, jeans, sneakers. The only thing he wears that sticks out - at least to other magi - is a silver necklace he wears around his neck bearing the sigil of the Marks family, an eagle facing to the right with a burning branch in one talon and a stone in the other. He keeps this on him at all times, concealing it if he must with coats and the like.

Personality: Terse and introverted, he has a habit of only speaking in one of two ways - in a few short sentences, or, if provoked in some manner, in a long-winded rant. He thoroughly believes power in all its forms to be inherently dangerous, magic included, and thus inherently distrusts authority figures and other magi. His loyalty, though hard to build, is unflappable once earned. Slow to anger, as he feels magi should always keep their tempers in check.

Origin: The Marks family is marked in the annals of the Association as being masters of elemental magic - every magi to have emerged bearing the Marks surname has had an Origin directly relating to the elements. Clay is no different - his Origin, "Blaze", gives him a great degree of control over the magics of fire and electricity. Though he is capable of the cantrips of other schools most magi are capable of achieving, it is in this regard he spends most of his study.

Mystic Code: An heirloom of the Marks family, the Shifting Storm is a gemstone no larger than a pearl set in a necklace. The form of the stone shifts to match the elemental affinity of the beholder - topaz for lightning wielders, garnets for fire, and so on. It appears as a lusterless quartz for anybody without an elemental affinity. The gem acts as a focus for elemental magic, empowering a spell beyond what the magi would normally be capable of achieving in exchange for some of the user's mana - usually in the form of their life force, but it is not unheard of to use an outside source the wielder has easy access to. To Clay, the stone appears as a flawless red topaz.

History: The Marks family has a long, storied history with the Mage's Association. Their magi are the premier experts on elemental magic - at least, prior to the Second Grail War. One of their scions where selected to be a Master in that war, and they nearly succeeded. Unfortunately, the second place prize in most Grail Wars is death - and the failure of the Marks family to prevent the tragedy that followed, with the winner abusing their power to the suffering of many innocents, caused their survivors to withdraw from the world at large, abandoning the Association. They swore to train their heirs to be ready for the next war, not to gain power or glory, but to prevent its abuse.

It is to this family Clay found himself born. The second child of a family of three children, Clay watched as his older sister Maria was groomed from birth to take on the responsibility of being the family's primary mage. Though he had a great deal of talent, same as his sister, his parents decided to focus their efforts on one heir - to better prepare them for the coming Grail War.

Maria's tutelage went awry, however, when the first spell she attempted to cast with the Shifting Storm's guidance backfired. Her attempt to transmute air to water created a feedback loop within her Magic Circuit, the power of the Shifting Storm slowly draining her of her life force. To break the cycle, Clay's mother offered Maria's Circuit and her own as collateral - breaking the loop and saving her life, but depriving them both of the ability to use magic. This incident left a profound, lingering impact on Clay - he saw magic in all its forms as inherently dangerous, only to be invoked in dire straits.

With his sister magically neutered, it fell on Clay to carry on the family traditions. His father wasted no time in instructing him. Much to his delight, though Clay was reluctant to study magic, his talent was prestigious - by the time he was 18, he was capable of using a variety of elemental spells empowered by the Shifting Storm. His parents passed away shortly after his twentieth birthday, their dying words to him this simple plea: "Whatever it takes, Clay, win the coming War. Don't let it happen again." He swore to them he'd win, refusing the power the Grail offered and preventing its abuse.



'Power isn't a toy, to be used and discarded at one's amusement. It's a focus - a catalyst that empowers the consequences of our actions - for good or for ill. Unfortunately, men have consistently proven themselves incapable of using power responsibly. Corruption, war, abuse of magic - all of these things are proof of the wisdom these words carry. The Grail is the ultimate manifestation of this power, of mages and tyrants, of men and gods. Think only of what destruction and suffering a single mad magi is capable of accomplishing, then give to him the power of a god. The danger is obvious - but what can we do? What can anybody do? This question has haunted my family for generations, ever since our abysmal failure at the conclusion of the Second Grail War.

Thus it falls to me - the last mage of the Marks family - to set things right. The circle is prepared, the war set to begin. When I write next, I will either fail, dooming my family to irrelevance for another cycle, or I shall succeed - and become the first Master of the Marks family in five generations.

But I will not fail. Too much is at stake, too much damage could be done. I have traveled to Japan explicitly for the purpose of joining in this battle - and join it I will. And once I have, I will lie, fight, kill. I will do these things to keep the Grail from the greedy and ambitious, the cruel and malicious. I will do these things to vindicate my family. I will do these things to make my parents proud.

But above all else, I will do these things because I must - because if not me, then who?'


-An excerpt from Clay's journal, written immediately prior to his summoning attempt
 

Fishtie

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Alright, so despite knowing very little about the Fate/ series I'm quite interested in this RP. First though I need a question answered about the legitimacy of servant options. Basically I want to know just how 'legendary' a person needs to be to become a servant. A rough idea of how historical they need to be or how wide spread their legend is. As an example: could I make Patton a servant?

I'm just trying to get a baseline here so I know what to consider.
 

TheIronRuler

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Fishtie said:
Alright, so despite knowing very little about the Fate/ series I'm quite interested in this RP. First though I need a question answered about the legitimacy of servant options. Basically I want to know just how 'legendary' a person needs to be to become a servant. A rough idea of how historical they need to be or how wide spread their legend is. As an example: could I make Patton a servant?

I'm just trying to get a baseline here so I know what to consider.
.
The more known and heard of character the servant is based on the more powerful it gets. I think Patton counts for being in US 'myth', but he isn't as old as other characters (like King Arthur) and his power would be diminished as a result. So - the more known and ancient, the more powerful.
 

HellsingerAngel

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Oh, totally getting in on this. I'll pair up with Arcanist, if that's alright with the GM and the person themselves? I really have no interest in playing a Master.

I might also go through the starting information because I think there are some errors within the Servent/Noble Phantasm sections. There's also some information that's just plain missing.

Anyway, totally stoked!
 

JokerboyJordan

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Despite not knowing the source material, the lore and ideas are very interesting indeed.
Consider this a reservation until I'm at my computer.

One question, is their any limit to how powerful a servant can be? I'm guessing I can't choose Jesus as a Caster?
 

TheIronRuler

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JokerboyJordan said:
Despite not knowing the source material, the lore and ideas are very interesting indeed.
Consider this a reservation until I'm at my computer.

One question, is their any limit to how powerful a servant can be? I'm guessing I can't choose Jesus as a Caster?
.
Good luck getting your hands on a relic of Jesus - maybe steal the shrouds of Turin?
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Grim327 said:
If we do go with the second option, are we allowed to choose who our partners are, or will you assign partners?
I personally think it'd be more fun to if everyone chose their own partners. But, if people are being stubborn and someone's left out to dry, I might try to step in and play matchmaker.

Arcanist said:
Well, doesn't this look like it'll be fun? Personally, I like the second option better. Part of the fun with the whole Master/Servant relationship would be that they wouldn't necessarily have aligning agendas.
Agreed! That's actually the main reason I'd prefer to go with that choice; it'd be fun to see an utterly ruthless or sadistic Master be paired with a Lawful-Good Servant.

Fishtie said:
Basically I want to know just how 'legendary' a person needs to be to become a servant. A rough idea of how historical they need to be or how wide spread their legend is. As an example: could I make Patton a servant?
Iron is correct when he says that Servants are more powerful based on how well-known or how old their legend is, so historical figures from recent years are probably going to have a bit of a handicap. However, for the purposes of this RP, I'd be more than happy to accept someone like Patton, so long as the player is alright with said handicap.

HellsingerAngel said:
I might also go through the starting information because I think there are some errors within the Servent/Noble Phantasm sections. There's also some information that's just plain missing.
Well, I can't say I'd be too surprised to learn that I missed something. If you want to go ahead and list out what bits I missed or what I got wrong, please do so and I'll do my best to correct it.

JokerboyJordan said:
One question, is their any limit to how powerful a servant can be? I'm guessing I can't choose Jesus as a Caster?
Hmm... Jesus... With a Servant that powerful, you'd probably need to justify acquiring a necessary relic. A run-of-the-mill Bible isn't going to cut it, but if a Master could get their hands on a nail or a piece of wood used to crucify him...

Alright, just answering some questions this time around. I'll start evaluating the sheets in my next post.
 

TheIronRuler

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Name: Maxim Kulak

Gender: Male

Age: 53

Appearance: Max looks like a not so threatening small fellow. He's just five feet tall. A slim man without any menacing broad shoulders or bulging neck muscles, Maxim could be mistaken for a woman if it weren't for his face. His eyes are dull brown colored, but that's the only normal thing in Maxim's face. His skin is deformed, having met with an intense heat in the past, and as such looks quite terrible.

His left ear is missing while his right is only partially intact. He's mostly bald, with thin white hair covering his eyebrows and some of his scalp. He has no facial hair to speak of. When Maxim leaves his dwelling he does so while hiding his appearance ? whether it may be a baklava or a hat. His clothes are simple enough and are usually in dark colors to blend into the night.

Personality: Maxim had shot down emotionally after the explosion that changed his life. He no longer cared for others as he did in the past, and the hole left in his heart could never be filled. With that he developed a terrible tendency towards heavy drinking and a habit of staying hidden. He couldn't stomach people looking at him and his face, their disgust only reminds him of the horrible things he did and the lives he had cut short in their prime.

He tends to keep to himself and rarely socializes with his peers, often not meeting them directly. He buried himself in books for many years in his attempts to take his mind off what changed him and, if heaven allows it, find a way to bring them back.

Origin: Destruction. Fire, wind-blasts, explosions, twirling tornados ? anything can be done if the will to destroy is used.

Mystic Code: Several metallic plates used to reconstruct Maxim's body work as amplifiers allowing Maxim to use more spells than he normally could without them.

History: Maxim was identified with an affinity to magic when he was a toddler, but he was instead forgotten in favor of his vastly superior and talented older sister. He himself had no idea that magic existed until he accidentally witnessed his sister preform a spell in her room. Intrigued by her work, Maxim confronted her and begged her to teach him. She was surprised when Maxim had shown much talent in the field, as she was told he had none by her parents.

Their father decided to allow Maxim to live his life oblivious to the dangerous world of magic and that his daughter would inherit the family leadership. Maxim's sister kept teaching him in secret for the next few years. However the pair were discovered and as a result his father was forced to banish Maxim from his house and into a different house where he would be adopted.

The change in scenery and magic style staggered Maxim, but with time he adapted. When he was 28 he met his future wife, one that knew nothing of magic and three years later they were already married and she had their first daughter. With the coming years Maxim was forced by his adoptive clan to pick one of his children as his successor and teach them magic. He settled for the second one, his first boy, who had shown the best magical ability of all of his children.

They tried to live their lives calmly, but the news of a new holy grail war had the clan pressure Maxim to fight again. Since he had nothing to fight for and he felt no obligation to the clan he refused and any hope of the clan succeeding in the war vanished. The clan was outraged at his disobedience but couldn't do much against Maxim, least they will lose another valuable member of their already dwindling numbers.

Maxim kept researching more spells that he could make with the lowest amount of prana. During his research he came upon a strange book that seemed to be the answer to his prayers ? he worked hard to follow the spells there, but it didn't produce the necessary outcome. To this day Maxim blames himself for what happened, but he didn't really know what caused the unexpected explosion.

The house caught on fire and Maxim himself was badly burnt and injured. After the fire had subsided he was the only one left alive in a family of six. The following weeks his clan worked on healing Maxim but also implanting mystic codes within his body ? his own work and design, they would enhance his ability and lower the cost of prana for his spells.

They had hoped they could heal Maxim in time for the next Holy Grail war, but alas, they failed. Thrown out and forgotten as a relic of what could have been the clan's brightest future, Maxim found himself living as an outcast within society itself. The moment he had heard of another Holy Grail war that would unexpectedly occur in a few weeks, he again appeared form the shadows and offered himself to represent the clan in the fight. They agreed, but they had no idea Max was planning to resurrect his family with the help of the grail.

The years he spent as an outsider, learning more and honing his magical skills would prove to be vital if he is to succeed in the war and eventually see the faces of his loved ones once more.

Servant

Class: Caster

Appearance: Caster manifests as a tall, slim old man. The giant stands at 7 feet. He wears black clothes ? a robe that would be more suitable to a priest than himself with a hoodie hiding his white hair. His beard is long and thick, and more than once you could see him take out items from it. A heavy copper cross is hung from his neck. His eyes are black and hollow, as if they were soulless.

Strengths: Caster is skilled with calling angelic and demonic underlings at his command, healing himself and others very quickly and even controlling the dead. He uses incantations of prayers in an unknown language to do all of that.

Weaknesses: Caster himself is weak ? he can't attack other servants directly and instead relies on the help of his underlings he summons with prayers. Although he could recover from light wounds relatively easily, it won't take much to take him out once his advantage is dispensed of.
 

HellsingerAngel

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Just going to hit those few things as quickly as possible...

1. The power of a Noble Phantasm isn't gauged by anti-unit, anti-army, anti-fortress, etc. but through the Parameters system. Those particular pieces of information give a vague idea of how many targets you can hit with a Phantasm. Anti-unit is about 1-20, Anti-Army hits around 20-100, Anti-Fortress hits 100-10000, and so on.

2. Everything is measured in the Parameter system. The ranks go from A to E with A being the most powerful set at around 50 times as great as a human and E at the lowest at about 10 times greater than a human. Parameter ranks can also have a + or - attached to them, up to three times. Each + or - multiplies or divides the original rank by 2, 3 or 4 times. Something at the rank of A+++ would then be 200 times the regular ability of a human being.

3. Servants are gauged in power only by how renown they are. This gets a little confusing because a Servant can be from the past, present or future. The Holy Grail is not bound by time when summoning a Heroic Spirit.

4. How strong a Heroic Spirit is is in direct correlation to how powerful their Master is. Servants need prana (or mana) to survive and expend it in fights when they take damage or use Noble Phantasms and other abilities. The total amount of prana available to a Heroic Spirit upon summoning directly effects how much total prana a Heroic Spirit will have. This effects their overall Parameter grades as well for the Heroic Spirit's statistic blocks. A good example of this is when Altria Pendragon is summoned by both Shiro and Rin in Fate/Stay. Because of Shiro's lack of training, Saber's stats suffered greatly, having Bs and Cs or lower in most categories. Rin's Saber, on the other hand, had mostly As and Bs for ranks because of her training and high prana output.

It's also good to remember that powerful Heroic Spirits will drain prana much quicker because of their high consumption through powerful Phantasms and general higher upkeep cost in prana. A Heroic Spirit like Lancelot won't take a large amount of prana to battle with because of the nature of his Phantasms (that is, any weapon he touches can become his Phantasm, including other Phantasms). Compare this to someone like Gilgamesh who wastes ample amounts of prana just opening the Gates of Babylon and drains prana quickly with very flashy and powerful Phantasms and you begin to see the advantages of having a low upkeep Servant. Remember: the less prana you spend on your Servant, the more prana you can use for yourself!

5. You do not need an item to summon a Heroic Spirit. Items of heroes simply alter your chances of summoning a particular Heroic Spirit. Take Jesus as an example. Having no item would have a very low chance of summoning Jesus because you have an equal chance to summon every other Heroic Spirit ever. Having a bible would increase the chances you have of summoning Jesus, but it would also increase the chance of summoning other heroic figures from biblical stories such as Samson. However, having on of the nails that helped crucify Jesus or his goblet from the Last Supper would almost assuredly summon Jesus. The one thing to remember is that no summoning is a 100% guarantee, no matter what item you possess.

6. Servants typically have one Noble Phantasm. Powerful heroic Spirits may even have enough renown to have two Noble Phantasms. However, almost every Heroic Spirit has a list of other skills and talents that aren't powerful enough to be considered a Noble Phantasm, but are extraordinary none the less. Taking Altria as an example, on top of her three Noble Phantasms she has Magic Resistance (on top of her class magic resist), Magic Circuits (can store and create prana no matter what class she is), Prana Burst (can temporarily boost her Prarmeter scores), Instincts (sort of a pre-cognition in battle), Riding and Charisma (able to lead people). So, while Servants have signature abilities in Noble Phantasms, they have many other extraordinary abilities as well, some innate through their own Heroic Spirit and some granted by what class they're summoned as.

7. Each class has a specific pre-requisite that must be met in order to be summoned as that class. Saber must have been from a knighthood or warrior class. Lancer must specialize in using a spear or lance. Archer must specialize in projectile attacks. Berserker must have lost control of their mind at some point in their life due to rage. Rider must have a mount. Assassin must have killed someone. Caster must have studied magic or the occult within their lifetime.

8. Command Seals can be used not only to force your Servant to go through with an action but can also be used to give commands in other ways. This can be used to increase the power of any Parameter to dizzying heights from statistics (it's hypothesized that Altria Saber could break the sound barrier if a Command Seal was used to boost her speed) to boosting Noble Phantasms through commands like "run faster" or "use more power". Command Seals can also be stolen from a dead Master if they still has Command Seals left when they were defeated through something akin to osmosis, thus a Master may have more than three Command Seals that can be used between multiple Servants or all on one if the Servant the seals belong to is dead as well. Once all three seals have been used, the pact between Servant and Master isn't automatically severed and a team can continue to fight in the Grail War without Command Seals, the Servant just has the ability to turn on their Master at any time at that point.

I'll add more if I think of them.
 

Redryhno

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HellsingerAngel said:
You are aware that this isn't a straight copypasta of Fate/Zero right? If it was, it would make the sheets almost impossible to put up in any feasible amount of time. Not to mention the fact that this is an RP, and simplifying all the crap you're taking issue with makes it playable in the first place.

In other news, thanks for your input, I'm sure someone here will eventually care about it.

However, if you're actually trying to help instead of sending complaints out along with some undercurrents of inherent superiority, I apologize. The way it's worded sounds a bit like some twelve-year old talking about....for some reason I'm having trouble thinking of a reasonable example here, so I'll just say like a brat.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
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Alrighty, time to get to the first round of sheet reviews! Without further ado:

CJ1145 said:
Name: Dirk "Kenshi" Orihara

Gender: Male

Age: 18

Appearance: Stands at approximately 5'11", and weighs about 145 lbs. His skin is light, and a tad pinker than the average Japanese citizen. His face is thin, slight, and bears an appearance that some might call cunning, and others might call deceptive. His light eyes gleam with a vicious, undeniable intelligence. His facial features are not particularly prominent, and seem to almost be subdued, for lack of a better term when viewing him. His dark hair is swept back in a full, flock-of-seagulls style.

His body is very thin, but reasonably toned for someone that had an active participation in the track team. He typically wears simple clothing, nothing more than a coat and a black t-shirt, with jeans or shorts as the weather dictates. One thing that never changes is the black combat boots he wears. Those never change.

Personality: Dirk is something of a problem solver. He sees a challenge, and he tackles it. Every teacher he's ever studied under has called him a genius, and he sees no reason to prove them wrong. Very calm, cool, and focused, he's capable of thoroughly analyzing anything and perceiving little details that anyone else would have missed. A strategist, and a conqueror, he has left the likes of board games and such challenges in his wake, never again to glance their way. He hates winning every match.

A hatred of winning, you could say, has come to define him. He seeks a challenge that he cannot overcome. An opponent to outwit him. He's become very good at making adversaries out of the strangers he meets, probing them with little, insulting bites based on things he frankly shouldn't know, just so they'll have a reason to come after him and try to trounce him at something.

That said, he's not a genuinely bad person. He's just driven by a very confrontational personality, and when he was born--he will admit to his own chagrin he never earned them, he was born with the skills to overcome any confrontations with relative ease, it's rather easy to see why he'd be driven mad. He can be friendly, and even chatty when in the right mood; it's just not his goal, and his goal is something that he cannot attain by his own nature. The one thing that truly challenges him is magic, and as a result he pours himself into it wholeheartedly. He becomes feverishly intense when he studies and practices, and has been known to go on multiple-day binges of reading and practicing his arts, just because the frustration of a task he is not capable of completing is so novel to him.

Origin: Intuition

Mystic Code: None.

History: Dirk was a terrifyingly bored child. Though his eyes nearly crackled with untapped potential, they were hidden behind listless, frustrated lids. Years of his life were poured into physical and mental pursuits. Nothing social, in the normal sense. He never had friends. He had rivals. Just as good, just as trustworthy, but built on mutual antagonism and a desire to overcome one another. But it was always the same. He never had anyone to overcome. They were always trying to surpass him. He got bored of it.

He took to track, and managed to become one of the more talented members of the team. Everyone was great at something. Only Dirk was good at everything. He tried kendo for several years. They call him "kenshi" now. It only took him a few matches to teach him all of his classmates' styles. Their favored stance, their favored limbs, everything he needed to twirl his blade around theirs and come out victorious.

His parents had meant to kept their family legacy, their magic, a secret from him. They knew the War was coming, and they intended to keep him away from it. But it was disturbing, to see how little he valued his own life. He needed an outlet, something to challenge him. They decided they had no choice but to show him his legacy, as a Magi. He dove into the work like his life depended on it. In a way it did. He spent a week with no food and almost no water working on perfecting his abilities.

It was midnight, nearly a fortnight after he was shown his family's secret history, that he attempted his first spell.

He failed miserably.

And he couldn't have been happier.


Class: Archer

Appearance: A tall, broad-shouldered woman standing nearly 6 feet in height and weighing 150 lbs. She is mostly muscle, and in particular has powerful arms that stand out in anything less baggy than a sweatshirt a size too large. Her skin is tanned dark, and her hair even darker, being short save for a pair of locks that frame her face. Her large, blue eyes are full of vim and vigor, and speak of an eager, adventurous spirit.

She dresses in a simple, but striking manner, with a custom-tailored tailed, hooded denim coat with black and green pattern. Baggy, patched jeans cover up springy-heeled shoes. Her shirts are always blank and form-fitting, though varied in color.

Strengths: Physically quite powerful, though one needs to be to use a bow properly, or to lug around heavy weaponry all day. Her real strength comes in her ludicrous agility. She could conceivably go down in a few hits from the strongest opponents. The issue is hitting her at all.

Weaknesses: While generally capable of fighting for extended periods, she qualifies as one of low endurance for her fragility. Has fairly low magical resistance as well.
Master: While you've certainly got a pretty great sheet already, I would like to see a bit more detail about Dirk's Origin. While Intuition certainly makes for a great choice, it'd be great if you could describe what kind of magic Dirk specializes in, what he's best at and what he uses most often. Helps me to get a better understanding of what his powers and abilities are.

Servant: Again, great job. Detailed enough to give me and other players what we need to know and vague enough to conceal her identity. Well done.

ruedyn said:
Class: Berserker

Appearance: He is actually quite unassuming looking, standing at around 5'10 and weighing around 130 lbs. He appears to be a white male, very fit, and wearing a kilt a fatigue jacket, and combat boots. His hair is short and dark brown, and he has a very well groomed mustache.

He has a compound bow, a quiver filled with arrows, a dirk he uses to a startlingly lethal effect, and bagpipes he plays whenever he feels like. It tends to be rather often.

Strengths: He is strong, trained, and brave to the point of insanity. He is competent with hand to hand combat, and with his skill with his bow makes him a very lethal combatant. His most dangerous attribute, is his incredible luckiness.

Weaknesses: He is brash, and doesn't tend to listen to his orders. He will always try the hard way, and is wearily predictable.

Name: Mordecai Yeshua

Gender: Male

Age: 34

Appearance: He is a tall, thin man, standing at around 6'1 and weighing 145 lbs. He has a pallid complexion, and a large nose ruining his otherwise handsome face. Unlike the wizards of yore, he makes sure to shave his beard often. He keeps his chestnut brown hair short clean and cropped. His eyes are a deep green, and have a tendency of revealing his emotions.

His clothes are simple, a plain white dress shirt usually slightly unbuttoned around the top and black slacks. When the mood strikes him, he'll wear his old doctors coat, which he uses instead of a traditional wizard robe. He wears a pair of rimless glasses, which he can barely see without. He wears a pair of generic white sneakers, with no brand.

Personality: He is a good man, or so people keep telling him. He is a Doctor, which could be part of it. He actively tries to help people, as non-violently as possible, leading him to play mediator with his very few friends. He has no real reason for wanting to help people, he just kind of does. No dramatic backstory or anything. The best guess would be he seeks approval from others. He is a bit of a book worm, and is very analytical.

His flaws would be crippling low self esteem, his aforementioned need for approval, and his constant second guessing of himself. He has a slightly dark sense of humor, which most would blame his years as a doctor for having, but he had it long before then. He is a non-practicing Jew.

Origin: He is a doctor, so his spells revolve around healing or shields. His word is even 'Restore'.

Mystic Code: Resurrection. He can bring anything back to life, at great expense to himself.

History: Mordecai comes from a large, magic using family, though he didn't know it until about 7 years ago. His father was a womanizer, managing to knock up Mordecai's mother. He ended up leaving when Mordecai was 2, replaced with a much more stable, though not magical, step-father. His upbringing was a standard one, only brought into the magical world around the age of 28. It wasn't glorious or anything, he was just brought up in his fathers will. He began to practice this new field, and became quite proficient with it, enough so that he was invited to a battle for an item his people don't care about.
Master: While more information is always helpful, what you've provided thus far is certainly usable. I've only got one real complaint: it'd be nice to have more information about Mordecai's Mystic Code. Using it to bring something back to life is workable, but I need a more detailed description about the tool itself, what it looks like and how he activates it, for example.

Otherwise, I like the sheet. It should be fun to see how a healer fights in the Holy Grail War and it's always nice to have a "regular" guy along for the ride.

Servant: I'm going to be honest here, I don't think that your Servant really suits the Berserker class. In fact, as it is, it's hard to really assign it to any of the classes. If it was just a dirk then things would be able to work out, but tossing in a longbow really makes things messy.

If I could offer a couple of suggestions, you might want to simply drop the longbow and switch him to the Saber class, which would work better with the dirk and would allow him to keep his sanity. Or maybe you'd like to rework the sheet to better suit a Berserker, in which case I'd like to remind you that, after he activates his Mad Enhancement, his sanity isn't coming back. Ever.

Of course, if neither of these options appeal to you, then you're more than welcome to do something else.

Also, I did spot a few spelling and grammar errors here or there. I'd appreciate it if you could try to clear those up.

Arcanist said:
Name: Clay Marks

Gender: Male

Age: 25

Appearance: 6'1" and of average build. Brown hair and blue eyes. He wears clothing one would expect of a normal twenty-something - T-shirt, jeans, sneakers. The only thing he wears that sticks out - at least to other magi - is a silver necklace he wears around his neck bearing the sigil of the Marks family, an eagle facing to the right with a burning branch in one talon and a stone in the other. He keeps this on him at all times, concealing it if he must with coats and the like.

Personality: Terse and introverted, he has a habit of only speaking in one of two ways - in a few short sentences, or, if provoked in some manner, in a long-winded rant. He thoroughly believes power in all its forms to be inherently dangerous, magic included, and thus inherently distrusts authority figures and other magi. His loyalty, though hard to build, is unflappable once earned. Slow to anger, as he feels magi should always keep their tempers in check.

Origin: The Marks family is marked in the annals of the Association as being masters of elemental magic - every magi to have emerged bearing the Marks surname has had an Origin directly relating to the elements. Clay is no different - his Origin, "Blaze", gives him a great degree of control over the magics of fire and electricity. Though he is capable of the cantrips of other schools most magi are capable of achieving, it is in this regard he spends most of his study.

Mystic Code: An heirloom of the Marks family, the Shifting Storm is a gemstone no larger than a pearl set in a necklace. The form of the stone shifts to match the elemental affinity of the beholder - topaz for lightning wielders, garnets for fire, and so on. It appears as a lusterless quartz for anybody without an elemental affinity. The gem acts as a focus for elemental magic, empowering a spell beyond what the magi would normally be capable of achieving in exchange for some of the user's mana - usually in the form of their life force, but it is not unheard of to use an outside source the wielder has easy access to. To Clay, the stone appears as a flawless red topaz.

History: The Marks family has a long, storied history with the Mage's Association. Their magi are the premier experts on elemental magic - at least, prior to the Second Grail War. One of their scions where selected to be a Master in that war, and they nearly succeeded. Unfortunately, the second place prize in most Grail Wars is death - and the failure of the Marks family to prevent the tragedy that followed, with the winner abusing their power to the suffering of many innocents, caused their survivors to withdraw from the world at large, abandoning the Association. They swore to train their heirs to be ready for the next war, not to gain power or glory, but to prevent its abuse.

It is to this family Clay found himself born. The second child of a family of three children, Clay watched as his older sister Maria was groomed from birth to take on the responsibility of being the family's primary mage. Though he had a great deal of talent, same as his sister, his parents decided to focus their efforts on one heir - to better prepare them for the coming Grail War.

Maria's tutelage went awry, however, when the first spell she attempted to cast with the Shifting Storm's guidance backfired. Her attempt to transmute air to water created a feedback loop within her Magic Circuit, the power of the Shifting Storm slowly draining her of her life force. To break the cycle, Clay's mother offered Maria's Circuit and her own as collateral - breaking the loop and saving her life, but depriving them both of the ability to use magic. This incident left a profound, lingering impact on Clay - he saw magic in all its forms as inherently dangerous, only to be invoked in dire straits.

With his sister magically neutered, it fell on Clay to carry on the family traditions. His father wasted no time in instructing him. Much to his delight, though Clay was reluctant to study magic, his talent was prestigious - by the time he was 18, he was capable of using a variety of elemental spells empowered by the Shifting Storm. His parents passed away shortly after his twentieth birthday, their dying words to him this simple plea: "Whatever it takes, Clay, win the coming War. Don't let it happen again." He swore to them he'd win, refusing the power the Grail offered and preventing its abuse.



'Power isn't a toy, to be used and discarded at one's amusement. It's a focus - a catalyst that empowers the consequences of our actions - for good or for ill. Unfortunately, men have consistently proven themselves incapable of using power responsibly. Corruption, war, abuse of magic - all of these things are proof of the wisdom these words carry. The Grail is the ultimate manifestation of this power, of mages and tyrants, of men and gods. Think only of what destruction and suffering a single mad magi is capable of accomplishing, then give to him the power of a god. The danger is obvious - but what can we do? What can anybody do? This question has haunted my family for generations, ever since our abysmal failure at the conclusion of the Second Grail War.

Thus it falls to me - the last mage of the Marks family - to set things right. The circle is prepared, the war set to begin. When I write next, I will either fail, dooming my family to irrelevance for another cycle, or I shall succeed - and become the first Master of the Marks family in five generations.

But I will not fail. Too much is at stake, too much damage could be done. I have traveled to Japan explicitly for the purpose of joining in this battle - and join it I will. And once I have, I will lie, fight, kill. I will do these things to keep the Grail from the greedy and ambitious, the cruel and malicious. I will do these things to vindicate my family. I will do these things to make my parents proud.

But above all else, I will do these things because I must - because if not me, then who?'


-An excerpt from Clay's journal, written immediately prior to his summoning attempt
Okay, see, it's sheets like these that I'm more than willing to make an exception for. Because damn. Amazing job.

TheIronRuler said:
Name: Maxim Kulak

Gender: Male

Age: 53

Appearance: Max looks like a not so threatening small fellow. He's just five feet tall. A slim man without any menacing broad shoulders or bulging neck muscles, Maxim could be mistaken for a woman if it weren't for his face. His eyes are dull brown colored, but that's the only normal thing in Maxim's face. His skin is deformed, having met with an intense heat in the past, and as such looks quite terrible.

His left ear is missing while his right is only partially intact. He's mostly bald, with thin white hair covering his eyebrows and some of his scalp. He has no facial hair to speak of. When Maxim leaves his dwelling he does so while hiding his appearance ? whether it may be a baklava or a hat. His clothes are simple enough and are usually in dark colors to blend into the night.

Personality: Maxim had shot down emotionally after the explosion that changed his life. He no longer cared for others as he did in the past, and the hole left in his heart could never be filled. With that he developed a terrible tendency towards heavy drinking and a habit of staying hidden. He couldn't stomach people looking at him and his face, their disgust only reminds him of the horrible things he did and the lives he had cut short in their prime.

He tends to keep to himself and rarely socializes with his peers, often not meeting them directly. He buried himself in books for many years in his attempts to take his mind off what changed him and, if heaven allows it, find a way to bring them back.

Origin: Destruction. Fire, wind-blasts, explosions, twirling tornados ? anything can be done if the will to destroy is used.

Mystic Code: Several metallic plates used to reconstruct Maxim's body work as amplifiers allowing Maxim to use more spells than he normally could without them.

History: Maxim was identified with an affinity to magic when he was a toddler, but he was instead forgotten in favor of his vastly superior and talented older sister. He himself had no idea that magic existed until he accidentally witnessed his sister preform a spell in her room. Intrigued by her work, Maxim confronted her and begged her to teach him. She was surprised when Maxim had shown much talent in the field, as she was told he had none by her parents.

Their father decided to allow Maxim to live his life oblivious to the dangerous world of magic and that his daughter would inherit the family leadership. Maxim's sister kept teaching him in secret for the next few years. However the pair were discovered and as a result his father was forced to banish Maxim from his house and into a different house where he would be adopted.

The change in scenery and magic style staggered Maxim, but with time he adapted. When he was 28 he met his future wife, one that knew nothing of magic and three years later they were already married and she had their first daughter. With the coming years Maxim was forced by his adoptive clan to pick one of his children as his successor and teach them magic. He settled for the second one, his first boy, who had shown the best magical ability of all of his children.

They tried to live their lives calmly, but the news of a new holy grail war had the clan pressure Maxim to fight again. Since he had nothing to fight for and he felt no obligation to the clan he refused and any hope of the clan succeeding in the war vanished. The clan was outraged at his disobedience but couldn't do much against Maxim, least they will lose another valuable member of their already dwindling numbers.

Maxim kept researching more spells that he could make with the lowest amount of prana. During his research he came upon a strange book that seemed to be the answer to his prayers ? he worked hard to follow the spells there, but it didn't produce the necessary outcome. To this day Maxim blames himself for what happened, but he didn't really know what caused the unexpected explosion.

The house caught on fire and Maxim himself was badly burnt and injured. After the fire had subsided he was the only one left alive in a family of six. The following weeks his clan worked on healing Maxim but also implanting mystic codes within his body ? his own work and design, they would enhance his ability and lower the cost of prana for his spells.

They had hoped they could heal Maxim in time for the next Holy Grail war, but alas, they failed. Thrown out and forgotten as a relic of what could have been the clan's brightest future, Maxim found himself living as an outcast within society itself. The moment he had heard of another Holy Grail war that would unexpectedly occur in a few weeks, he again appeared form the shadows and offered himself to represent the clan in the fight. They agreed, but they had no idea Max was planning to resurrect his family with the help of the grail.

The years he spent as an outsider, learning more and honing his magical skills would prove to be vital if he is to succeed in the war and eventually see the faces of his loved ones once more.

Servant

Class: Caster

Appearance: Caster manifests as a tall, slim old man. The giant stands at 7 feet. He wears black clothes ? a robe that would be more suitable to a priest than himself with a hoodie hiding his white hair. His beard is long and thick, and more than once you could see him take out items from it. A heavy copper cross is hung from his neck. His eyes are black and hollow, as if they were soulless.

Strengths: Caster is skilled with calling angelic and demonic underlings at his command, healing himself and others very quickly and even controlling the dead. He uses incantations of prayers in an unknown language to do all of that.

Weaknesses: Caster himself is weak ? he can't attack other servants directly and instead relies on the help of his underlings he summons with prayers. Although he could recover from light wounds relatively easily, it won't take much to take him out once his advantage is dispensed of.
To begin, the sheets are already fairly decent. You've got all the basics covered pretty well, and I do like what you're going for with Caster.

However, I would appreciate some more detail in a couple sections. Maxim's Origin, and possibly his Mystic Code, could use a bit more description or fluff, as could Caster's Strengths. Obviously I'm not expecting any changes in the next few days (what with suspension and all), but it'd be nice if you could get to it eventually.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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HellsingerAngel said:
To begin: thank you for pointing these out. I'm going to be honest here, I've only seen the anime versions of Fate/Zero and Fate/Stay Night, as well as the Unlimited Blades Works movie. Having never actually played the visual novels, I'm aware that I've missed some parts of the lore, and I appreciate the help you're giving me.

However, I would also like to add that I was aware of some of the things you've pointed out, and would like to echo Red when he said that this isn't a perfect copy of a Fate game. While I've tried to be as true to the source material as I'm able to, some things are going to be lost when translating a visual novel into a forum RP. I've tried to do the best I can, but after giving it some thought and planning I did end up having to cut out some bits for various reasons.

1. and 2. While it would certainly be fun to use the Parameters system, I ultimately decided against it. I have seen a few forum RPs attempt to use stats as part of the gameplay, but, at least in my experience, they quickly become either too difficult to keep track of or tend to incite arguments between players about who wins a fight. Obviously neither of these options are very appealing, so I just decided to skip all of that.

3. My mistake; I was led to believe that a Servant's strength was influenced both by their renown and how old their legend was. Fishtie and ruedyn, I'm sorry for providing you with incorrect information.

4. Again, keeping track of something like Prana tends to induce headaches in a format like this. While it is true that Prana usage is the main drawback of particularly powerful Servants, I have other measures in place to put a strain on high-level Servants and Noble Phantasms that can perfectly mimic running out of Prana.

5. Considering that the format of this RP requires characters to be generated before the game proper begins, I thought it best to have all summonings require a suitable relic. While you are correct about a relic being ultimately unnecessary, I will maintain that having one makes more sense in this case.

6. Honestly, I found it easier to label special skills like that as Noble Phantasms. I was trying to give people unfamiliar with the Fate series a high-level introduction to the universe's core concepts, and it seemed that trying to differentiate between Phantasms and unique skills would only cause confusion in the end.

On another note, Arturia had her own Magic Circuits to begin with? Huh, didn't see that coming, though in hindsight it does make sense...

7. While this issue has not arisen, it certainly could prove problematic in the future. However, if a player is set on a certain historical/legendary figure, then odds are I'll be more than willing to help bend the rules to accommodate them. I'm going to value player enjoyment and fun over faithfulness to the lore, sorry.

8. Again, this was an error on my part. I should have addressed in the OP and failed to do so; thank you for calling me out on it.

And yes, if you discover any more errors or discrepincies, feel free to mention them. It would be appreciated.
 

Ruedyn

New member
Jun 29, 2011
2,982
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Pappytech said:
Master: While more information is always helpful, what you've provided thus far is certainly usable. I've only got one real complaint: it'd be nice to have more information about Mordecai's Mystic Code. Using it to bring something back to life is workable, but I need a more detailed description about the tool itself, what it looks like and how he activates it, for example.

Otherwise, I like the sheet. It should be fun to see how a healer fights in the Holy Grail War and it's always nice to have a "regular" guy along for the ride.

Servant: I'm going to be honest here, I don't think that your Servant really suits the Berserker class. In fact, as it is, it's hard to really assign it to any of the classes. If it was just a dirk then things would be able to work out, but tossing in a longbow really makes things messy.

If I could offer a couple of suggestions, you might want to simply drop the longbow and switch him to the Saber class, which would work better with the dirk and would allow him to keep his sanity. Or maybe you'd like to rework the sheet to better suit a Berserker, in which case I'd like to remind you that, after he activates his Mad Enhancement, his sanity isn't coming back. Ever.

Of course, if neither of these options appeal to you, then you're more than welcome to do something else.

Also, I did spot a few spelling and grammar errors here or there. I'd appreciate it if you could try to clear those up.
Seriously? My spellcheck isn't going crazy, so I assumed it was fine. Please point these out in a PM, and I'll fix them quickly. I also just assumed the mystic code thingy was just a spell, didn't know it required a physical object. Time for more irony.
Class: Saber

Appearance: He is actually quite unassuming looking, standing at around 5'10 and weighing around 130 lbs. He appears to be a white male, very fit, wearing a stereotypical kilt, a dark green fatigue jacket, and combat boots. His hair is short and dark brown, and he has a very well groomed mustache.

He has a dirk he uses to a startlingly lethal effect, and bagpipes he plays whenever he feels like. It tends to be rather often.

Strengths: He is strong, trained, and brave to the point of insanity. He is competent with hand to hand combat. His most dangerous attribute however, is his incredible luckiness.

Weaknesses: He is brash, and doesn't tend to listen to his orders unless forced with the seal. He will always try the hard way, and is wearily predictable. He also can't deal with ranged enemies.

Name: Mordecai Yeshua

Gender: Male

Age: 34

Appearance: He is a tall, thin man, standing at around 6'1 and weighing 145 lbs. He has a pallid complexion, and a large nose ruining his otherwise handsome face. Unlike the wizards of yore, he makes sure to shave his beard often. He keeps his chestnut brown hair short clean and cropped. His eyes are large, shaded a deep green, and have a tendency of revealing his emotions. He has recently developed large bags underneath them, in fact his whole demeanor can be summed up as 'tired' lately.

His clothes are simple, a plain white dress shirt usually slightly unbuttoned around the top and black slacks. When the mood strikes him, he'll wear his old doctors coat, which he uses instead of a traditional wizard robe. He wears a pair of rimless glasses, which he can barely see without. He wears a pair of generic white sneakers, with no brand.

Personality: He is a good man, or so people keep telling him. He is a Doctor, which could be part of it. He actively tries to help people, as non-violently as possible, leading him to play mediator with his very few friends. He has no real reason for wanting to help people, he just kind of does. No dramatic back story or anything. The best guess would be he seeks approval from others. He is a bit of a book worm, and is very analytical.

His flaws would be crippling low self esteem, his aforementioned need for approval, and his constant second guessing of himself. He has a slightly dark sense of humor, which most would blame his years as a doctor for having, but he had it long before then. He is a non-practicing Jew, though he is quite versed in hebrew.

Origin: He is a doctor, so his spells revolve around healing or shields. His word is even 'Restore'.

Mystic Code: Resurrection. With his fathers gold plated crucifix, he can bring anything back to life, at great expense to himself. He personally hates the thing, so he doesn't use it.

History: Mordecai comes from a large, magic using family, though he didn't know it until about 7 years ago. His father was a womanizer, managing to knock up Mordecai's mother. He ended up leaving when Mordecai was 2, replaced with a much more stable, though non-magical, step-father. His upbringing was a standard one, only brought into the magical world around the age of 28. It wasn't glorious or anything, he was just brought up in his fathers will, given some tomes and his crucifix. He began to practice this new field, and became quite proficient with it, enough so that he was invited to a battle for an item his people don't care about.

I was also planning to ditch the caster, but if you'd prefer I can play him instead of Servant guy if I need to. I'd just rather play Saber.
 

Fishtie

New member
Sep 19, 2010
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Thanks for all the info everyone, it makes narrowing down my choices a lot easier. However, two more quick questions:

The first is for Pappytech; are you only going to allow one character for each class? (one saber, one lancer, one archer, etc.)

The second is just for my own curiosity; in the series, is there ever a in universe reason why Saber is female?
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
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Fishtie said:
The first is for Pappytech; are you only going to allow one character for each class? (one saber, one lancer, one archer, etc.)
Yes, that is what I'm going for. Seven different Servants, each with a different class.

As for the second bit... Yeah, I'm not really sure on that one.