SETTING:
Fuyuki City is the setting for a secret and violent war among competing magi. For the past two centuries, seven sorcerers have gathered and engage in a Battle Royale, each gambling his or her own life to obtain the Holy Grail, a legendary chalice capable of granting wishes. The past four Holy Grail Wars have typically occurred every sixty years, with the most recent concluding a decade ago, but the fifth war has started prematurely.
Each of the sorcerers, better known as Masters, is aided by one of the seven summoned spiritual familiars known as Servants, who are the reincarnations of legendary souls from all across time. These resurrected Epic Spirits (英霊, Eirei), possess superhuman characteristics and wield powerful artifacts or abilities called Noble Phantasms (宝具, Hōgu). A Noble Phantasm's hidden abilities may be released by invoking its true name, but casual brandishing of a Noble Phantasm is best avoided, for symbolic Noble Phantasms usually belie a Servant's identity, diminishing that Servant's competitive advantage. Specific legends may be summoned with the aid of catalysts, which are artifacts, ideas, or experiences similar or of value to the desired Servant. Only one Servant can be summoned in each war from one of seven classes: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster.
As only astral entities (i.e. Servants) are physically capable of retrieving the Holy Grail, Master and Servant are forced to cooperate. Masters control Servants with three Command Mantra (令呪, Reiju), which are crystallized miracles issued by the Holy Grail that manifest on a Master's body. When activated, Command Mantra permit a Servant to accomplish an incredible feat, or alternatively provide Masters with the authority to issue an irrevocable and absolute order to a Servant. When all three Command Mantras are used up, Servants are no longer obliged to serve their Masters, and as such, may freely choose to turn upon their ex-partner. In the event of a Master's demise, a Servant may choose to bind him or herself to another Master; if a Servant is slain, a Master may ally with a wayward Servant or pursue sanctuary with the Holy Grail War's impartial supervisor, who is traditionally a delegate of the Roman Catholic Church.
The Holy Grail materializes fully only when there is one Servant left standing; therefore, it is not necessary to vanquish Masters in order to win the war. However, as many Servants possess powerful Noble Phantasms and are grueling to defeat, many participants have chosen instead to eradicate Masters, who are responsible for maintaining a Servant's presence through the supplication of Mana.
The essence of its content is a "colorless force", but after the third Grail War, it has been polluted by Angra Mainyu and became a malignant "swirling power" - a curse, the third element. Hence, it is absolutely impossible to correct inconsistencies by precise calculations or interactions, and it will interpret any wish of the owner with nothing else than destruction, and grant it. Moreover, once it has been opened, it will keep flowing out infinitely and bring disaster.
Since the corruption, the Grail has also been able to summon evil-aligned Heroic Spirits; something that wasn't allowed before. Heroic Spirits are humans whose legends are passed down in the memory of humanity, regardless of their alignment; the Grail originally was allowed to summon only "good" Heroic Spirits, but ever since the corruption, spirits like Gilles de Rais can be summoned rather than heroes in the common understanding of the term.
HUMANS/MASTERS:
Name"
Alias"
Od: (Amount of magic potential in units of prana, average is 25)
Circuits: (Amount-Average is 20, then quality (Amount of prana each one is capable of))
Unique Command Mantra: (Draw or describe it)
Appearance:
Personality: (Appearance, personality and biography may be merged in whatsoever order)
Biography:
Noble Color: (Nearly unimportant, but here for consistency)
Miscellaneous:
Abilities: (If any)
Ability name - (Description and use, prana cost.)
Wish: (May be kept secret until revealed, or be left out due to lack of one, can also be changed)
SERVANTS:
Class (Archer, Assassin, Berserker, Caster, Lancer, Rider, Saber and Avenger)
True IdentityCategory (Heroic spirit, Counter-Guardian, Reverse hero; Counter-Guardians must be reasonable)
Od: (Average is 1000-2000, Counter-Guardians have around 1,000,000,000,000-Basically infinite)
Pact pre-requisites: (Requirements for the master they will form a pact with, can be bended around)
Appearance: (If vastly different from what history tells, make a reasonable excuse)
Personality:
History: (Can just be a link to a reference, make sure if you bend it around, it still makes sense)
Noble Color:
Miscellaneous:
Abilities: (Traits, description, rank)
Noble Phantasms: (Name, rank, type, description.)
Wish:
AVENGER IS A VAGUE AND UNPREDICTABLE CLASS. JUDGING FROM THE ONLY AVENGER TO BE BASED OFF OF, THEY ARE EXTREMELY WEAK, THEIR NOBLE PHANTASMS POSE LITTLE THREAT AND ARE USUALLY REVERSE-HEROES. OTHER THAN THAT, THEIR TRULY POWERFUL ABILITIES ONLY REVEAL THEMSELVES AFTER AN ATTACK, WHICH WOULD MAKE USING ONE VERY DIFFICULT. DO NOT USE AN AVENGER UNLESS YOU KNOW WHAT YOU'RE DOING.
COUNTER GUARDIANS ARE AGAIN, OVERPOWERED. MAKE SURE THAT IF YOU ARE GOING TO USE ONE, IT HAS TO BE WELL DONE AND REASONABLE. ON ANOTHER NOTE, COUNTER GUARDIANS CAN APPARENTLY BE SUMMONED FROM BEFORE THEY BECAME HEROIC SPIRITS. (AKA THE FUTURE)
ABILITIES:
Everything is ranged from F to A++ to EX, ??? ranks are exceptions, where the effect of the stat is unknown.
Noble Phantasm: The general rank of all of your servant's noble phantasms, and their ability to use them. (A servant with an A ranked NP and C ranked NP would have a B rank for this "stat")
Strength: --
Endurance: --
Agility: --
Mana: Most casters have an A rank on this, a person with a couple of thousand units of OD usually get a B rank.
Luck: The ability to alter an individual's fate, this stat can become useless to life-saving, generally helps in dodging fatal attacks.
These are only the covered stats which every servant has, the distinguishing abilities have to be made on your own.
NOBLE PHANTASMS:
The most important distinguishing factor of a Servant, these items have a predetermined ability based on the hero's past, and upon an input of mana, will discharge its ability. (Arturia uses her Excalibur to convert her charged mana in the sword into a blast of light)
NameRank: F is useless or unusable, EX is a huge rank for something matched against gods, ??? is an indicator for an unknown or variable noble phantasm. (Avenger's Void Avesta is ??? due to the damage dealt being the amount he receives)
Using the ~ variable sign will mean the noble phantasm can vary between the two indicated ranks.
Type: Available are - Anti-Unit, Anti-Fortress, Anti-Army and Support.
Description
Construction, criticism, suggestions and such are appreciated.