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- Fate/Fantasia
- The Mage's Association Strikes Back!
- The Fifth False Grail War
- /tg/ Tankista's Fate CYOA (/fcyoag/)
- v0.6.1 - Updated February 20th 2020
- Updated by Chubo AKA Arcano.
- Special thanks to WillHammer AKA Berserker for creating the pastebin template and the various anons for writefagging.
- ========
- THE CYOA
- https://imgur.com/a/JW4fE3w
- ========
- Grail-kun says: "Use ctrl+f to jump from section to section!"
- TABLE OF CONTENTS
- *00. Thread Archive Links
- *01. Glossary
- *02. Masters and Servants
- 02a. Tarot Arcano, Master of Saber
- 02b. Pwyll, Saber Class
- 02c. Coda Sfordanzo, Master of Lancer
- 02d. Perceval, Lancer Class
- 02e. Gin Niello, Master of Archer
- 02f. Psyche, Archer Class
- 02g. Evangeline Montfort, Master of Rider
- 02h. Reynard the Fox, Rider Class
- 02i. Vesta, Master of Caster
- 02j. Disney, Caster Class
- 02k. Vincent Nagashi-Ironheart, Master of Assassin
- 02l. Hippomenes, Assassin Class
- 02m. Qahve al-Ghazālī, Master of Berserker
- 02n. Adam & Eve, Berserker Class
- *03. Other Characters
- 03a. Amaterasu, False Ruler
- 03b. Karl Mixon, Master of Avenger
- 03c. Lilith, Avenger Class
- 03d. Proyekt Zmeyevich
- 03e. Arturia, True Ruler
- *04. Status of Dramatis Personae
- *00. Thread archive links
- Whispers of the 4th - https://desuarchive.org/tg/thread/67675592/
- Whispers of the 4th - https://desuarchive.org/tg/thread/67704087/
- Whispers of the 4th - https://desuarchive.org/tg/thread/67745337/
- Whispers of the 4th - https://desuarchive.org/tg/thread/67779570/
- First Dawn - https://desuarchive.org/tg/thread/67813425/
- First Dawn - https://desuarchive.org/tg/thread/67831321/
- Onwards to the End - https://desuarchive.org/tg/thread/67859257/
- Premature Death - https://desuarchive.org/tg/thread/67926600/
- Renewal - https://desuarchive.org/tg/thread/67964929/
- Renewal - https://desuarchive.org/tg/thread/68012059/
- Renewal - https://desuarchive.org/tg/thread/68250036/
- Start - https://desuarchive.org/tg/thread/68328891/
- Start - https://desuarchive.org/tg/thread/68370542/
- Start - https://desuarchive.org/tg/thread/68414044/
- Start - https://desuarchive.org/tg/thread/68469037/
- Start - https://desuarchive.org/tg/thread/68515565/
- New Day - https://desuarchive.org/tg/thread/68557681/
- New Day - https://desuarchive.org/tg/thread/68589739/
- New Day - https://desuarchive.org/tg/thread/68638999/
- Church Registration - https://desuarchive.org/tg/thread/68693932/
- Church Registration - https://desuarchive.org/tg/thread/68740137/
- Church Registration - https://desuarchive.org/tg/thread/68776369/
- Church Registration - https://desuarchive.org/tg/thread/68828551/
- Finishing Touches - https://desuarchive.org/tg/thread/68863537/
- Finishing Touches - https://desuarchive.org/tg/thread/68902256/
- Autism - https://desuarchive.org/tg/thread/68948238/
- Autism - https://desuarchive.org/tg/thread/68981568/
- Fifth War Preparation - https://desuarchive.org/tg/thread/69025344/
- Fifth War Preparation - https://desuarchive.org/tg/thread/69069560/
- Fifth War Preparation - https://desuarchive.org/tg/thread/69123231/
- ========
- *01. Glossary
- -Nasuverse: The Nasuverse is a fan nickname referring to the shared setting of a number of TYPE-MOON works. These include Tsukihime, Kara No Kyoukai, Mahou Tsukai no Yoru, Tsuki no Sango, Notes, and most prominently, the Fate series. However, though these series do interweave quite a few times, many are actually set in different universes within the wider Nasuverse.
- Although most of these "Parallel Worlds" share a similar foundation where it could be said that they take place in the same world, there are actually two primary types of worlds, Fate Worlds and Tsukihime Worlds. Fate worlds are based in the "Affirmation of Human History" where Heroic Spirits can be summoned as Servants, and Tsukihime Worlds are based in the "■■■■■■■■ of Human History" where the concept of summoning Heroic Spirits is laughable and where Dead Apostles (Vampires), the antithesis of Human History, stand at the center of the story. There are worlds that "aren't really either" type of world that do have elements of both for unknown reasons.
- The Fourth False Grail War in which we fight takes place in it's own Parallel World where, as usual for Fate, three families of Magi cooperate to create the Grail, yet this time it is done in Saint-Charlesbourg, a city in France close to the border with Germany.
- -Magus: A human practitioner of Magecraft, the magical science. Magi frequently, but not necessarily, descend from old magical families, as affinity to Magecraft is something transmitted through blood relations. More than just a name, the term "Magus" defines a whole set of beliefs and lifestyle, the first of which is the desire to reach the "truth". A magus dedicates himself to the study and refinement of Thaumaturgy while driving himself apart of the values of common people in the process. He searches for the greater truths of the universe not to answer existential questions, but just for the sake of knowing.
- Ideally, a magus would render his own self transparent while still retaining his ego. In reality, however, most magi, especially those of the Mage's Association, are often caught up on petty power struggles. On the other hand, those who openly deviate from the way of magi, are perceived as heretics that do not deserve to be called a magus.
- Most magi of long lineages do not find convenience in using modern technology, believing that the comparable magical tools they have possessed since long before the technology was invented will never be inferior.
- The Association does not base its principals on normal morality, but rather the preservation of the secrets of Magecraft. Magi may commit many horrendous crimes, but they will not be targeted so long as it does not become a threat to their secrecy. While many people may perish in the Holy Grail War rituals, the Association only seeks to make sure the media is properly manipulated as to avoid letting it become public.
- -Swirl of the Root: Also known as simply The Root, The Akashic Records, or occasionally, Heaven. It is a metaphysical location within the Nasuverse that acts as the "force" that exists at the top of all theories in every dimension, as well as the source of all events and phenomena in the universe. Existing outside of time, it stores and archives information of all possibilities and events, past, present, and future, of the world. It is the place from where all souls, including those of Heroic Spirits recorded on the Throne of Heroes, originate from and to where they return after death.
- There are various methods used in attempts to reach it, usually involving reaching the pinnacle of a certain concept. There are also methods meant to reach it through manipulating certain systems, such as the Holy Grail War using Heroic Spirits returning to the Grail as a way of making a hole to it. Once a route is used, it is closed for good upon becoming established. If one isn't entered, it can be left until someone does claim it, thus closing it off for good. Seeing the Root, touching it and then managing to understand it will completely erase the meaning of "impossible", granting the magus what some would describe as "the capabilities of God".
- -Mage's Association: The Mage's Association is an international, self-preservative and self-defense organization formed by practitioners of Magecraft for the purpose of controlling, concealing, and developing Magecraft. It is said to transcend nationality and genre of Magecraft, but that is in name only. After having existed for many years, it was decided around the Middle Ages by those who foresaw the decline of Magecraft that in order to preserve their power Thaumaturgy should drift apart from society and become a secret known only by a necessary minimum number of people.
- It has many laboratories and research bodies that seek to advance the progress of Thaumaturgy, as well as institutions that transmit their secrets to the next generation. Although the emphasis lies on the pursuit of knowledge, the Association also seeks to increase its own military strength and reserves the use of force to protect itself from entities that threaten its existence, such as the Holy Church, other mage organizations, supernatural forces seeking to punish mankind for meddling with areas that should not be touched, and individuals who hunt that which they consider taboo.
- -Magical Energy: Magical energy is the capacity to actualize mysteries, a series of supernatural phenomena. The harnessing of this energy is the fundamental basis of all Magecraft, and it is comparable to that of gasoline. There have been many names for this energy. The energy in the atmosphere is called Mana, the meaning of which is approximately the same as in Polynesian culture.
- Mana is a form of energy that is produced by the World. It acts as the life force of the planet and occupies the atmosphere. Although it is said that Mana can be found in large quantities, it takes a fairly long time to fully replenish once it has been used up. Mana is the primary source of energy for Nature Spirits, and each of these spirits make use of the energy for a variety of reasons.
- Od is the life-force energy found within living organisms such as humans and animals. Once depleted, the Magic Circuits that are stored in the human soul will begin to replenish it. Od is produced as long as one lives, but the amount a person can store varies from individual to individual.
- The difference between Mana and Od is their abundance. Mana can be found almost anywhere and in great quantities, thus it is called the Greater Source by the magi. As Od is the energy inside humans and animals, it is much smaller in amount and is called the Lesser Source. Strictly speaking, Mana and Od are energy in its raw state, whereas magical energy is the name given to the energy once it is converted by the Magic Circuits. Mana can be taken in accordingly with the capacities of the Magic Circuits, but the actual conversion process will take time.
- -Magic: Magi, also referred to as True Magic and Sorcery in other translations, is the highest class of Mystery that surpasses Magecraft and all current sciences of that age. It represents the actualization of events that are impossible to reproduce in a certain era, whether by humans or the planet, even if given an infinite amount of time and resources. The acquisition of the capacity to perform magic is considered the ultimate accomplishment of a Magus, and only within the grasp of those who have accessed the Swirl of the Root.
- "Magic" can be differentiated from "Magecraft" in that the consequences of its use are ostensibly "impossible" or "miraculous." The end output of a spell that creates fire is within dictates of the world because something as mundane as lighting a match can yield the same effect. Concepts like time manipulation, teleportation, spatial warping and quarantine, and the resurrection of the dead are miracles thought to be possible only through the application of Magic. The Denial of Nothingness, Operation of Parallel Worlds and Time Travel can all perform resurrections, but the resurrection of the dead through conventional methods is something that not even Magic has granted since the days of old.
- -Holy Grail War: The Holy Grail War is a competition that decides the ownership of the Holy Grail through intense battle royale. While there have been many conflicts over supposed Holy Grails in the past, this term refers to those specifically based around Masters, usually proficient magi, summoning Servants, Heroic Spirits brought forth as familiars, and meeting in battle until only one pair is left to claim the Holy Grail.
- The Fourth False Holy Grail war is mostly fitting to the standard idea of a 'Holy Grail War', whereupon seven pairs of Masters and Servants engage each other in a Battle Royale for the chance to win the Grail, and with it, a wish. Among the standard pairs, though, are Pseudo-Servants, a Stray Servant and even two non-Master humans interfering with the War behind the scenes. And it all takes place in Saint-Charlesbourg, a town where the boundary between the Reverse Side of the World and our own is weak, and Mystery runs rampant.
- -Holy Grail: The Holy Grail is the Christian holy relic that received the blood of Christ, considered to be a Noble Phantasm. There have been many claims of its existence, 726 of which were investigated by the Church, and many conflicts for such artifacts have happened around the world throughout history. The name is utilized in the various Holy Grail Wars as the name of an artifact purportedly capable of granting any wish to whomever comes to claim it rather than the real artifact, though the Church often gets involved simply because of that reason. Its advent is the ultimate goal of the various Holy Grail Wars.
- It is a gate that leads to The Root, Akasha; a hole connected to the nuclear core, the Greater Grail, a wish machine, essentially, the key to startup the Great Grail. It is not an omnipotent container, but a replica created to work like a "wish machine" that can bring forth one's own will.
- It is, however only a clump of magical energy and thus is not as omnipotent as people believe it to be, so wishing for something like "Saving the World" without specifying a working method will not suffice. Even if someone lacks power or wealth, the Grail can possibly carry out such a wish if they knew "the method of Saving the World." Had the victor of the Holy Grail War known such a method and carried out with their wish, it would have undoubtedly followed through. Ultimately, it can only amplify the scale of realization of wishes within working methodologies and is incapable of granting true miracles.
- -Heroic Spirit: Heroic Spirits are spirits of heroes who achieved great deeds in life, having become objects of worship after their deaths. They are the Heroes of the world, those who's names and deeds have been written into legend. Heroic Spirits are beings of a higher existence. They are entirely woven from the ideals of people all throughout. They are freed from the constraints of time itself and removed from the ring of reincarnation, moved to the Throne of Heroes, a place existing outside of both the World and the time axis. Those that become closer to the planet, such as the various mythological Gods, do not mix well with people, so they fall into the categories of Divine Spirits and Elementals, which usually cannot be summoned as Servants.
- -Servant: Servants are spirits made into special familiars of the highest rank that are bound to the Master. Typically Heroic Spirits under most systems, they can also sometimes be Divine Spirits, Phantoms, Wraiths, and living people depending on various circumstances. Pure Heroic Spirits, the "main body" in the Throne of Heroes, can only be summoned by the World, and summoning even one is considered to be a miraculous occurrence. Differing from the normal definition of familiars that can be likened to minor mascots unable to be stronger than their masters, Heroic Spirits are the most powerful of beings with which even the five magicians would never be able to forge a contract with. Rather than it being a hard process to summon them or the fact that they far surpass magi, it is their intrinsic nature in that they are beings beyond Magecraft. Magi can perform rituals to borrow their power to mimic them, but cannot summon actual Heroic Spirits themselves.
- Even the Holy Grail lacks the power to summon a true Heroic Spirit, so the process is facilitated by summoning them into one of several vessels prepared beforehand. The Greater Grail makes a copy using information from the "main body" of the Heroic Spirit, an "emanation", that returns to them as information, in the form of a soul, upon the death of the Servant. Disconnected from the "main body", they are able to know of the actions of the Servant through records, as if reading a book. Due to this, any Heroic Spirit summoned in multiple Holy Grail Wars will lack knowledge of previous summonings. The only exemption is King Arthur due to her unique circumstances.
- Heroic Spirits need a form to exist in the world. The vessels, or Classes, act as their temporary name and method of existing. Acting like a "passport to the present", the vessel prepares them for their role as a familiar in advance, allows them to take on that role to help them take form, and brings them forth into the world. Each Class identifies only the core skills of the Heroic Spirit because replication of all their abilities is impossible. Their main traits align with the Class and are given form, matching the principal nature of the Class. Only heroes matching the attributes of the Classes are brought forth, allowing them to be summoned into any reflecting their abilities.
- -Pseudo-Servants: Pseudo-Servants are Servants that have manifested utilizing humans as their vessels. While similar to Demi-Servants in the end result, the process of forming one is different.
- Pseudo-Servants are the result of Heroic Spirits and Divine Spirits that cannot become Servants for some reason, so they are instead summoned by using a human body for their vessel. The resulting Servant cannot be called either individual, but rather a combination of the powers of both individuals mingling together that add abilities not present in the original Servant. The thoughts and personality may fully conform to that of the human vessel as well should the spirit decide that it is best to give over control.
- The vessel is typically the most suitable person from people related to Holy Grail Wars.
- -Demi-Servant: Demi-Servants are humans who have taken the Saint Graphs of Heroic Spirits into their bodies, functioning as Servants. While similar to Pseudo-Servants in the end result, the process of forming one is different.
- As with other forms of Heroic Spirit Possession, each Demi-Servant is granted the abilities of the Heroic Spirit within them. One special characteristic is the Skill Possession Inheritance, granting them one Skill from the possessing Heroic Spirit. This skill is inherited by the Demi-Servant and sublimated in a self-taught manner.
- -Noble Phantasm: Noble Phantasms, are powerful armaments made using the imagination of humans as their core, and weapons or abilities owned by Heroic Spirits. They are the embodiment of the ultimate mysteries of a hero that symbolizes one's existence through historical facts and anecdotes. They can be physical weapons, such as swords, lances, and bows, or support items, such as rings and crowns. They can also be abstract concepts, like unique abilities, unique means of attacks, curses, and changes to the environment and its physical properties. When summoned as Servants in the Holy Grail War, they are the trump cards of the heroes that allow them to overcome others in battle.
- Noble Phantasms make up part of the existence of Heroic Spirits, the anecdotes about their prowess and weaponry all becoming part of the very "symbol" of their existence. Most Noble Phantasms will belong only to a single hero, activated only by them, their true owners, by channeling magical energy into them and releasing their True Names. There are cases as with the Hanging Gardens of Babylon which is possessed by multiple heroes, Nebuchadnezzar II possessing it by deed and Semiramis possessing it by distortion of fact. They each possess a great amount of magical energy that show them being things "outside of normality", miracles exceeding both humanity and Magecraft.
- Noble Phantasms represent the legends of a Heroic Spirit, in other words, it would most likely reveal their identities to other Masters if used. It can be said that a Master winning without the use of a Noble Phantasm(s) is an excellent Master. They are brought into the world with Servants upon their summoning, normally complied out of magical energy and granted the ability to materialize and dematerialize at the wielder's will. Compared to the Servants who sometimes also possesses normal weapons as well, they give off a clear level of magical energy that shows that they are Noble Phantasms.
- Similar as to how spells are required to activate Magecraft, it is necessary to awaken and activate Noble Phantasms with their True Name. While something like Gáe Bolg is a splendid spear with history and itself a Noble Phantasm, it does not appear inherently extraordinary by itself, only able to display its full potential beyond the realm of normal weapons when imbued with magical energy and activated with the recitation of its True Name. It is possible to give an alternate name to a Noble Phantasm in the case of its True Name being forgotten, but while it will be reflected in the Servant's status as such, it cannot activate its true power without it. For weapons that release a great attack, they only reflect their power upon having their True Name called, so striking with them as regular armaments will only reflect the physical abilities of the wielder. The exception to this rule are a number of Noble Phantasms that display passive abilities that continue to function without any need to call out their names called Continuously Active-Type Noble Phantasms.
- -Command Seals: The Command Seals are three claims of absolute obedience, the crystallization of a great magic, that a Master has over a Servant in the Holy Grail War system. Unable to normally be controlled by humans, they are burdened by the "absolute condition for materialization", the authority of the Command Seal carved into them at the moment of summoning. They are holy marks signifying a magi's status as a Master.
- Masters obtain three Command Seals, and Servants have no choice but to cooperate with their Masters due to their hold over them. Depending on the nature of the Servant, such binding is not necessary, while others may slay their Master instantly should all three be lost. They disappear as they are used up, and it can be said that a Master who uses up all three loses authority over their Servant. Even if a Master contracts with multiple Servants at once, they will only be given a total of three Command Spells that can be used on any contracted Servant. It is possible to steal more from other Masters or receive more from the overseer depending on circumstances, and it is also possible that anyone interfering with the activities of the Church will have their Command Spells decreased. Their loss does not indicate forfeiture of position in the Grail War, as the contract with the Servant is also part of being a Master.
- Most Command Seals appear as three intricate crimson tattoos, all combining to create a larger tattoo, with Command Seals disappearing as they're used. Usually, each Master's Command Seals are entirely unique in appearance, and form on the back of their right hand, though exceptions to both rules appear.
- -Master: Master is a designation given to an individual, usually a magus, who has become one of the formal participants of the Holy Grail War by obtaining Command Spells and forming a contract with a Servant. A Master that is providing magical energy to a Servant will "leak" magical energy in a volume that is easily detectable to most spellcasters. The leakage is distinctive, allowing a Magus to determine that the Master has a contract with a Servant. An active Master will also possess Command Seals as a visible proof of their contract.
- A Master is always a Master, whether he currently has a Servant or not, as long as he still has the Command Spell. A Master without a Servant can make a pact with an unclaimed Servant at will, though having too many Servants is hazardous to the health of a Master due to magical energy consumption. This also means that a Master can claim a new Servant regardless of the length of time since his last Servant.
- -Saber: Saber, Knight of the Sword and Heroic Spirit of the Sword, is one of the Three Knight Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword, and it is the Class that requires the highest levels of attributes in all but the Magic attribute. Compatible Heroic Spirits usually excel in delivering powerful burst attacks, and the Class Skills are Magic Resistance and Riding.
- The standard opinion is that the Saber Class is the best of the seven Classes and the strongest of the Servants. They will generally have an overwhelming advantage over Caster-Class Servants who use Magecraft as their main offensive ability due to their Magic Resistance Skill. The weakness of the Class is its straightforwardness in battle, only able to attack the enemy with their sword while unable to resort to other tactics like the Presence Concealment of the Assassin Class.
- -Lancer: Lancer, Knight of the Lance and Heroic Spirit of the Lance, is one of the Three Knight Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions to be placed within the class are second only to the Saber class, requiring overall excellent attributes and a high agility attribute. Their only particular Class Skill is Magic Resistance, and although they "tend to be less flashy than the other classes", they display great reliability.
- -Archer: Archer, Knight of the Bow and Heroic Spirit of the Bow, is one of the Three Knight Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when Magecraft was still commonplace. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict damage to them. They also possess Independent Action, allowing them the ability to act independently for a length of time without an active supply of magical energy from their Master.
- For Archers with high ranked Independent Action and a disposition opposite to the Master, the only guaranteed way to control them is through the use of Command Spells. Servants will generally assume that the Noble Phantasm of an Archer-class Servant is their bow, but any projectile weapons, even firearms, can be indicative of an Archer.
- -Rider: Rider, Mounted Knight and Heroic Spirit of the Mount, is one of the Four Cavalry Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class are those known for riding mounts, whether living beasts or human constructs, during their lives. There are even some cases where legendary animals have been summoned as a Servant such as Fenrir and Red Hare. They generally have lower attributes compared to the Three Knight Classes, but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or Skills. They have the Class Skills of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception as the ability to ride them falls under a different Skill; however, rare exceptions do occur.
- -Caster: Caster, Magus and Heroic Spirit of Spells and Sorcery, is one of the Four Cavalry Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class are usually adept in Magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to the majority of Servants having some form of Magic Resistance, this Class is thought to be the weakest of all seven. They make up for this with other means, using Magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of which Class, possessing many possible ploys to be used against enemies. Those of the Saber Class can likely challenge any Caster who uses Magecraft as their main offensive ability without needing to plan due to their high Magic Resistance, while those of lesser resistance like the Rider Class may require more strategy. Their Class Skills are Territory Creation, altering the surrounding lands in favor of their sorcery, and Item Construction, which allows the magus to create magical items and tools.
- -Assassin: Assassin, Silent Killer and Heroic Spirit of Assassination, is one of the Four Cavalry Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants of this Class are skilled at operating covertly, stealthy, and silently. Although most Assassins are famous for sneaky killings, exceptions do occur. This Class is one of the weaker Classes when it comes to fighting; as its members possess low attributes due to not having glorious legends as heroes, it instead specializes in killing Masters rather than Servants. It is an oddity compared to the more formal Knight Classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions, and with these conditions, it is possible for an Assassin to match and defeat other Servants. The Assassins' special Class Skill is Presence Concealment, which allows them to remain undetected when spying or preparing to ambush their targets.
- -Berserker: Berserker, Mad Warrior and Heroic Spirit of Berserk Rage, is one of the Four Cavalry Classes among the seven standard Servant Classes summoned for the Holy Grail War. Servants placed within this Class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost. This Class is usually for magi who have summoned Heroic Spirits with insufficient abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. While it is ideal for Servants to reach the level of the Heroic Spirit, the Class allows for their attributes to surpass even the original. If used on an already strong Heroic Spirit, such as Heracles, they will become empowered to truly extraordinary levels. The abuse of this to create powerful Servants has made the Class referred to as the strongest of all seven Classes.
- It is possible to specify in the summoning ritual that the Servant be placed under the Berserker Class for those familiar with the workings of the Grail System. This Class comes at a price, as the Berserker Class is the most difficult to control and a Master must expend a large amount of additional magical energy merely to maintain the Berserker, and the affected Heroic Spirit may lose access to certain abilities or even Noble Phantasms depending on how much sanity it has taken away for power.
- Masters are unable to utilize coordination with their Servant unless gifted with superb control over them. The lack of complex rational thinking keeps them from being able to follow more than simple directions, and it may even require Command Spells to keep them from acting on their own. They generally rely on little other than brute strength and overwhelming, uncontrolled strikes to physically beat down their opponents. As a result, in every Holy Grail War before the Fifth, the magical energy consumption and insanity of the Berserker Class has made them incredibly difficult to maintain and control.
- -Ruler: Ruler, Heroic Spirit of Arbitration, is a non-standard Servant Class brought forth for the purpose of presiding over Holy Grail Wars. The Grail utilizes its own logic to sense when actions are encroaching upon its authority, and regardless of other mediators like those from the Church, it brings forth Ruler to protect the concept of the Holy Grail War itself. In the case of the reserve system of the Greater Grail being activated in the Great Holy Grail War, or in this case, the Third False Grail War, Ruler takes neither side of the battle, but only acts in the interest of the Grail. The Ruler-class Servants are given Command Spells for the other Servants.
- A Ruler is also summoned to preserve the laws of Heroic Spirits to ensure they won't be violated, such as the law of "the dead not leading the living", touted as the greatest law of Heroic Spirits, and to maintain human history by preserving the illusion behind the Age of Gods so that people do not know about the truth behind it. The role of a Ruler is to arbitrate the truth and adjudicate all things in order to maintain human history.
- The criteria to be summoned for the Ruler Class is impartiality and possessing no desire for the Holy Grail. Those who qualify are most often Saints, and any Ruler summoned to preside over a Holy Grail will be a Saint under normal conditions. Within other systems like the FATE System, others who meet the criteria can be summoned.
- -Avenger: Avenger, Heroic Spirit of Vengeance, is a non-standard Servant Class that may be summoned into irregular Holy Grail Wars. Each Avenger is entirely unique, and as such, devising a strategy for the Class as a whole is pointless. The only thing all Avengers share as a Class is their mad, all consuming desire for vengeance.
- The criteria to be summoned for the Avenger Class is having been known for an intense hatred or thirst for revenge against a certain target, whether it be an individual, a concept, or even the entire World. Whereas most individuals will gradually heal and forget a grudge with time, the curse of the Avenger class makes their vengeance burn in perpetuity, as painful as a fresh wound for the rest of their existence. Their Class Skills are Avenger, which grants them strength derived from the resentment others have for them, Oblivion Correction, which signifies their ability to never forget slights against them, and Self-Replenishment, which allows them to passively collect Mana until they have had their revenge.
- Most Avengers are additionally heavily distorted from their true selves as they were when they were alive due to the perceptions of the masses. This makes it so that continuous rumors about a Heroic Spirit could turn even a personable, innocent man into a raving lunatic inflicted by madness and a fixation towards revenge for a perceived slight.
- ========
- *02. Masters and Servants
- 02a. Tarot Arcano, Master of Saber
- MASTER
- Name: Tarot Arcano
- Appearance: Adult Male, Tall, Attractive and Elegant
- Role: Magus
- Alignment: True Neutral
- Magic Circuits: Quantity A, Quality A
- Elemental Affinity: Average One, Awakened Origin: Element
- Magecraft: Elemental, Bounded Fields, Familiars, Healing, Material Transmutation & Time Manipulation
- Skills: First Aid, Intel Gathering, Martial Arts
- Residence: Mansion
- Unique: Magic Crest, Holy Engravings, Mystic Code/Combat: Gladio Arcano
- The mythic sword of the Arcano bloodline, inscribed with five runes representative of the five traditional elements, it acts as a spell enhancer despite it's combat purpose. Due to it's connection to Arcano's element and origin, every spell cast with it is faster and more powerful, and nigh unbreakable. This sword is projected and is somewhat resistant to the efforts of the World to destroy it, furthermore because it can be projected, multiple copies can be summoned at once to cast multiple spells at the same time or stab them into the ground in a circle to create a Bounded Field combined with Time Stagnation to freeze an enemy in place. Of course he can throw them with Wind like projectiles, as well as light the blade on fire, manipulate all the elements around him and change the general shape of Gladio Arcano. Due to it's strange nature exclusive to the Arcano family it is nigh impossible for another mage to copy Gladio Arcano.
- Wish: The Root; The First Magic
- Background: Tarot Arcano is the seventh generation of his family, the history of which is rooted in the American Revolution, but Tarot's residence has been between his inherited Estate in Florida and the Clock Tower in London. Due to studying Magecraft in London his accent is a strange but elegant mix of British suave and American straightforwardness. The Clock Tower values his family greatly as every generation has produced an Average One with a matching Origin, though strangely enough, their Origin is Awakened but it only seems to help them. The Awakened Average One is quite particular as each element checks and balances the other to form a Magus that flows and adapts like wind and water, with fiery passion and down to earth demeanor, all bound in their love of the nature of the world and their place in it. Tarot, like his ancestors, is not truly after the Root as all who enter never return. He seeks the First Magic, true creation of matter that the World will not destroy, Tarot will use the ritual of the Root to reach it by any means necessary.
- Tarot overall personality is that of one who is almost too calm and down to earth for one who is essentially Magus nobility. Too patient. Though the element of fire will command his instincts to act when decisions must be made.
- 02b. Pwyll, Saber Class
- SERVANT
- True Name: Pwyll Pendevic Dyfed
- -Appearance: Male, Adult, Attractive, Elegant, Inhuman
- -Armor: Light Armor, Weapon: Sword
- -Class: Saber
- -Alignment: Lawful Good
- -Place of Origin: Britain (11th Century AD)
- -Parameters: STR B, END A, AGI A, MAG E, LCK B
- -Class Skills: Magic Resistance D, Riding C
- -Personal Skills: Charisma D, Shapeshift B, Military Tactics B, Knight Tactics A, Imperial Privilege D, Protection of the Fairies A
- -Noble Phantasm: Gwawl ap Clud: Endless Bag of the Fool, Rank D, Anti-Unit, Item, Passive
- -Description: A small, patched-together sack, it is in fact enchanted by Rhiannon, Pwyll’s wife, to fit anything that is placed into it until a specific phrase now remembered only by Pwyll is spoken, whereupon it will lose its magical properties and expel anything placed inside it before returning to being a normal bag. It will once again be enchanted once the phrase is spoken by Pwyll. Due to the legend it was a part of, it already contains a large supply of food from the moment Pwyll is summoned, which it will not expel once it loses it’s effects, though none will have access to the meals inside either while the bag is completely normal.
- -Noble Phantasm: Cŵn Annwn: A Favour From the Underworld, Rank B, Anti-Unit, Summon, Attack
- -Description: Speaking their True Name, Pwyll summons the five hunting hounds of Arawn. They are Phantasmal Beasts, white as snow with scarlet ears, big enough that their backs reach a grown man’s chest. Individually they can certainly offer a challenge to most Servants, though working as a pack and led by Pwyll, their effectiveness is increased to the point of being almost impossible to be defeated all together by anything other than a first-rate Servant.
- -Noble Phantasm: Wild Hunt: Dead Inheritance, Rank EX, Anti-Unit (Self)
- -Description: In accordance with his legend, after assisting Arawn and proving to be both a chaste and honorable man, the King of the Underworld granted the Prince of Dyfed the title of "Head of Annwn". The title, far more than a mere honorary addition to the hero's name, granted him a measure of Divinity and allowed him to ascend to the position of a God of the Underworld that is Annwn. Upon Pwyll's 'death', the Servant's disappearing 'corpse' immediately begins draining all the Mana out of his surroundings, and any living beings nearby at a rapid rate. After a truly stunning amount of magical energy is consumed, more than enough to kill almost anyone who isn't a Magus, the entire area is shrouded in a thick shroud of sheer darkness.
- Countless screeching, demonic voices echo out, their horrific noise sounding as if they were trying and failing to emulate a wolf's howl. Finally, from within the dark rides out the Wild Hunt; a congregation of inhumanly beautiful Fey huntsmen, ascended from the Underworld to hunt and slaughter as many as they desire for the single purpose of entertainment, all led by Pwyll Pen Annwn.
- -Wish: None, though if he won, he would have wished to have been a better king in life.
- -Background: http://www.mabinogi.net/pwyll.htm
- Pwyll, Saber
- https://pastebin.com/1B6dtgzQ
- SERVANT
- True Name: Pwyll Pen Annwn
- -Appearance: Male, Adult, Attractive, Elegant, Terrifying, Inhuman
- -Armor: Heavy Armor, Weapon: Sword
- -Class: Saber
- -Alignment: Lawful Neutral
- -Place of Origin: Britain (??? BC)
- -Parameters: STR A, END A, AGI A, MAG A, LCK E
- -Class Skills: Magic Resistance A, Riding A
- -Personal Skills: Charisma A, Clairvoyance A, Divinity A, Golden Rule A, Shapeshift A, Military Tactics A, Imperial Privilege A, Vassalage of the Fairies A
- -Noble Phantasm: Annwn: The Prison Of Paradise, Rank EX, Anti-World, Summon, Passive
- -Description: Pwyll, in his incarnation as the "Chief of Annwn", summons forth his kingdom. Almost like a Reality Marble yet infinitely more potent, the Celtic Underworld begins to emanate forth from Pwyll, his very existence forcibly changing the World to resemble his own domain of Annwn. All nearby plant-life begins growing at an exponential rate, reaching impossible sizes and completely covering a sizable area around Pwyll, until it's rendered to a dark, near-impossible to navigate forest, forever draining surrounding magical energy in order to expand.
- It is in this domain that Pwyll's aspect as a God of the Underworld shines, and he gains access to one of his Authorities as a Divine Spirit, though significantly weakened due to being confined in a Servant Container. Due to his position as Head of Anwnn, his legend is intermixed with that of Gwyn ap Nudd, who was said to have been given that position by God in order to guard the numerous Demons within lest "the world be destroyed". This takes form as his Authority and control over Demons. The horrific creatures are hidden in the shapes of the Fey nobles partaking in the Wild Hunt, hiding their true, most terrible forms. Though they delight in their purpose of sowing chaos and death, Pwyll's conceptual strength over them forces the Demons to cooperate with the Divine Spirit, serving as his court.
- Upon the activation of this Noble Phantasm, Pwyll will find the grandest, most defensible building entrapped within Annwn and take it over as his new castle. It is there that he will rest from that point in time, almost never exiting it, let alone his domain, for the rest of the War. Instead, he will send forth his legions of Demons to battle with the enemy Servants and actively drain more magical energy to ensure Annwn's growth. Pwyll's Demons are nowhere near equal in strength with even particularly weak Servants, but they make up for it with numbers, almost always operating in groups, sometimes with the Hounds of Annwn at their sides. Due to them taking on the forms of Fey, they may operate under strange, illogical rules that need to be followed to defeat them instead of straight-forward combat, though this is only a certain for a minority of Demons.
- Should Pwyll be driven to the point of utter desperation, he is capable of releasing the Demon's sealed forms, unleashing their true, hideous power capable of squaring up with most middling Servants and even a few of the stronger ones, surely razing the entirety of the surrounding city in an orgy of chaos and death. Lastly, if the God of the Underworld discovers any other Servants with even vaguely demonic origins, he will surely focus on destroying or even enslaving them, willing to even exit his stronghold to battle them face-to-face.
- -Wish: Reincarnation, and the establishment of Annwn in the modern world. Pwyll wishes nothing but to be left alone with his court, but will inevitably set out on many Wild Hunts in order to satisfy his subjects' urges.
- -Background: Look bruh it's all in the NP.
- 02c. Coda Sforzando, Master of Lancer
- MASTER
- Name: Coda Sforzando
- -Appearance: Female, Teenager, Attractive, Elegant, Short
- -Role: Magus
- -Alignment: Neutral Good
- -Magic Circuits: Quantity E, Quality A++
- -Elemental Affinity: Music, Origin: Music
- -Magecraft: Elemental, Bounded Fields, Curses, Familiars, Healing, Mental Interference
- -Skills: First Aid, Stealth, Intel Gathering
- -Residence: Mansion
- -Unique:
- --Magic Crest
- --Mystic Code: Canzone di Apollon (Other: Violin, Spell Enhancing)
- --Mystic Code: Stringa Primaria (Other: String, Storage)
- --Mystic Code: Stringa Secondaria (Other: String, Control)
- --Mystic Code: Stringa Terziaria (Other: String, Combat)
- --Mystic Code: Stringa Quaternaria (Other: String, Healing)
- -Wish: To have been born in a normal Magus family.
- -Background: The scion of a rather bizarre family of Magi. The Sforzandos were a rather young yet rather powerful family focused primarily on the use of music to facilitate and enhance their own Magecraft. Within a generation or two of the mutation which brought forth their innate (and very potent) Magic Circuits, the family experimented heavily with Authority of Apollo, placing an altar of the God in their estate and doing anything possible, from creating relevant Bounded Fields to summoning Phantasmal Beasts close to the God, to use his power over the concept of Music to become as powerful as they possibly could. They were relatively unsuccesful, until a new heir was born to the family.
- Anything that Coda involved herself with inexplicably worked out far better than ever before, and that's disregarding the immense talent she showed in the use of her family's Magecraft. So much so, unfortunately, that the entire family involved with the experiments earned a Sealing Designation. Unwilling to be taken by the Enforcers, Coda's father, the head of the family, granted her their Magic Crest at the age of 10 before sending her off to one of their other homes in Europe to protect her, resigning himself to fight to the death to protect his secrets and his freedom.
- Though she didn't make it far, due to apparently lacking the Magecraft which brought down the Sealing Designation, Coda was allowed to continue operating like a normal Magus, mostly unaware of her family's secrets and resentful of the circumstances in which they left her after their death. After hearing rumors of the Holy Grail War, she poured countless hours into researching it, and upon being convinced of it truly being real, set out to prepare for it as best as possible, even if it's location brought back some...painful memories. Regardless, Coda has dissasociated herself with the Sforzando family, and wishes to re-do her life, and to have another chance to live on the same fair ground as other Magi.
- Sir Perceval
- SERVANT
- True Name: Perceval
- -Appearance: Male, Teenager, Attractive, Tall, Unassuming
- -Armor: Medium Armor, Weapon: Spear
- -Class: Lancer
- -Alignment: Chaotic Good
- -Place of Origin: Britain (6th Century AD)
- -Parameters: STR A, END B, AGI A+, MAG C, LCK B
- -Class Skills: Magic Resistance A, Riding C
- -Personal Skills: Charisma A, Mana Burst (Light) B, Instinct A, Bravery A, Projectile C, Knight Tactics EX
- -Noble Phantasm: Red Knight's Panoply: Proof of Knighthood, Rank A-, Anti-Unit, Item, Passive
- -Description: The armor of the Red Knight which troubled King Arthur, and which Perceval killed in order to earn his own status as a knight, additionally claiming his armor for himself. It confers a conceptual strength over 'knights' to it's wearer, completely protecting him from any and all damage taken in 'fair combat'. In essence, the wearer cannot be harmed in combat unless the enemy assaults him 'unfairly', such as with a surprise attack or with truly dirty tricks. At the same time, the armor also confers a conceptual weakness to any and all thrown weapons. Should one succesfully strike at the armor's wearer in any exposed spot, they will certainly die at once. However, due to Perceval's own habit of never wearing a helmet, the armor is recorded as incomplete in his Saint Graph. Thus, both of it's effects are sufficiently weakened, to the point that the armor only halves damage taken in combat, yet in turn, the wearer cannot be killed with one strike from a thrown weapon. Instead, it is likely that the armor shall shatter, rendering Lancer unable to use it again without anything less than a Command Seal.
- -Noble Phantasm: Spear of Destiny: Apocryphal Longinus, Rank A+, Anti-Unit, Item, Buff
- -Description: The Noble Phantasm that grants Perceval the Lancer Class. It is the spear which dealt the Dolorous Blow unto the Fisher King, and yet, the one which could heal him of his injuries the best. It is a holy, shining white spear with a deep crimson spiraling around it's length and culminating on it's blade. It's status as a Holy Weapon grant it increased damage against any unholy enemy. However, it's greatest effect is activated upon speaking it's True Name. The red spiral around the blade disappears as a single drop of lamb's blood falls from the blade's tip. Anyone this drop of blood touches will be instantly brought to the peak of their health, even if they are seconds away from death. Unfortunately, due to Perceval's tale being recorded as 'unfinished' despite the many endings that exist to it, his status as it's owner is dubious. Thus, it's healing effect can only ever be used once.
- -Wish: To get the Holy Grail.
- -Background: A bizarre Heroic Spirit that insists he's nothing more than an unfinished 'Faker', a weak imitation of the true Sir Percival. Whether this is true or not is not actually known. His tale is told in 'Perceval, the Story of the Grail'.
- 02e. Gin Niello, Master of Archer
- Appearance Male, Adult, Bland, Unassuming
- Role: Magic User
- Magic Circuits: Quantity: D+, Quality: A
- Element: Metal; Origin: Metal
- Magecraft: Alchemy, Jewels [Metals], Material Transmutation
- Skills: Cooking, Electronics Operation, First Aid, Trap Setting, Firearm Proficiency, Explosive Handling
- Unique: Magic Crest Mythic Code/Other: Storage
- Alchemical Building Blocks: Small blocks of various metals coated in lead to prevent oxidation, each cube is stamped with its alchemical symbol to allow for identification by touch. They act as mana storage for Gin and can be formed on the fly with Thauma-Metallurgy into anything Gin can think of.
- Mythic Code/Combat: Thunderbolt Iron Sword
- An unnamed sword made of meteoric iron, currently wrapped in lead to conceal it and prevent corrosion. It possesses Mystery far older than that of the earth, allowing it to easily dispel illusions, cut bounded fields, and restrain and harm spirits. Having an origin entirely foreign to Gaia, it is also very effective on phantasmal species. In trained hands, the weapon is capable of stunning or even harming servants by disrupting their spiritron bodies. However, Gin is untrained in any school of swordsmanship.
- Wish: None [Survive]
- 02f. Psyche, Archer Class
- Armaments: Robes and Bow
- Parameters
- STR: E+
- END: E+
- AGI: E+
- MAG: D
- LUK: EX
- Class Skills: Magic Resistance D-, Independent Action A
- Personal Skills:
- Bravery A
- Revelation(Greek) A (-100)
- Divinity E (-10)
- Vulnerability to Arrows E(X)
- Conceptual weakness to arrows. In her legend all her troubles was caused by arrows, and so they seem especially dangerous to Psyche, and even an enemy's arrow lying on the floor can be dangerous to her. Oddly enough, arrows don't seem to work exactly right against her but they will cause more complications for her and her master. Perhaps it’s fortunate she herself was summoned as an Archer.
- Charisma EX (Curse)
- Beauty that is akin to a curse that earned the jealousy of goddesses and charmed the gods. A skill that Psyche had in her life, but she was cursed by a jealous goddess to have no mortal be moved by her or aid in her plight. Being part of her legend, it’s impossible for her to take advantage of this skill in a holy grail war
- Noble Phantasms:
- Love conquers all; let us all yield to love - Item - Debuff - Anti-Unit - Rank A (130)
- Having handled Eros’ famed arrows (but not his bow) and being wedded to him in her legend allows Psyche to use the famous arrows of love. By invoking the name of the Noble Phantasm Psyche transforms one of her flowers into a golden arrow fletched with the wings of butterflies. She can then fire the arrow with Zephyrus's Bow. Combined with Psyche’s unwavering belief that Love Conquers All and the Divine Authority over love borrowed from her husband, a target hit with the arrow will be charmed and can be commanded with the equivalent authority of a Command Seal. This compulsion can be resisted with ranks in Magic Resistance but the charm can only be resisted by ranks in Mad Enhancement, Bravery, or Protection of the Faith. The only true defense against this Noble Phantasm is simply avoiding the arrow, which can be done with many skills or high enough AGI, considering the fact that Eros’ arrows are notoriously inaccurate and Psyche’s lack of fame with a bow.
- Ergaleía ton Dokimón: Tools of the Trials - Item - Attack/Barrier/Debuff/Buff - Anti-Unit/Army - Rank A (130+30)
- A collection of objects gathered by Psyche during her wanderings and trials, each of them capable of being low-rank Noble Phantasms by their own right. A single copy of each objects are materialized alongside Psyche, so except for the bow, if the objects are lost, stolen, or destroyed, she will be unable to replace it. They include:
- Bow of Zephyrus: The parting gift of a minor god as she was forced out of Eros' realm, a shortbow made from the wood of a peony tree, it allows Psyche to fashion arrows from flowers and fire them with the bow. In truth it's a blessing from the wind god that allowed her to survive in the wilderness, she can recreate the bow out of any wood within a day if it is destroyed. However, with Psyche’s lack of skill and the bow’s origin as a simple survival tool, the arrows fired are just capable of harming servants and does a little more damage than a regular bow against humans, but it allows her to utilize her other Noble Phantasms.
- Luchnos of Eros: A lamp containing an oil rendered from the fat of a divine beast capable of burning even the gods when lit, Psyche can dip her arrows in the oil and fire them, the arrows doing extra damage against servants possessing ranks in Divinity. When lit, the lamp itself can reveal even darkness or invisibility created by the gods, it reduces nearby servant’s Presence Concealment by 1 rank.
- Grains of Demeter: a pouch of seeds blessed by Demeter, Originating from the Age of Gods, they are suffused with mana. eating a single grain can fully restore the mana reserves of any modern mage, although this should only be done once a day, as the levels of mana found in the grains can easily overload a common mage. If thrown on the ground or fired affixed to an arrow, they sprout instantly and can be used to create a barrier or entangle her enemies, even if just for a split second.
- Pan’s Syrinx: A set of pan flutes blessed by a river spirit. Clears mental debuffs when played. Psyche is quite talented with it.
- Golden Fleece: Fleece collected from the murderous sheep of Helios radiating the warmth of the sun that resembles byssus cloth, possibly the same as the one sought by the Argonauts. In its current form it can be used as very comfortable bedding as Psyche lacks the skills to utilize it, but potentially it can be crafted into a powerful Mystic Code.
- Flask of the River Styx: A crystal vessel containing the waters of the River Styx, by splashing it’s entire contents on someone they are given invincibility akin to Achilles, but only while they are wet with the liquid. Owning to a legend that has the river’s water bring down the King of Conquerors, it’s extremely poisonous, capable of bringing down even the greatest of heroes and gods. If Psyche dip her arrows into the liquid and fires them, each one that hits a servant temporary reduces their END by 1 rank. If used against a human, the pain of the poisoned arrows massively debilitates them, although modern medicine and healing magecraft have progressed to the point where death is avoidable with proper treatment.
- Pyxis of Persephone: A makeup box filled with the Beauty of Death, a gift from Persephone to Aphrodite. If opened, it sends enemies around it to fall into an unending slumber, which can be resisted with MAG or knowledge of Magecraft or Curses. Due to past trauma, Psyche is reluctant to make use of it.
- 02g. Evangeline Montfort, Master of Rider
- MASTER
- Name: Evangeline Montfort
- Appearance: Female Adult, Terrifying
- Role: Magus
- Magic Circuits: Quantity B++, Quality B+++
- Element: Hollow, Origin: Change
- Magecraft: Healing, Necromancy, Spiritual Surgery, Mental Interference, Bounded Fields
- Skills: First Aid, Intel Gathering
- Residence: House
- Unique: Mystic Eyes of Enchantment, Mystic Code - Healing (scarf), Mystic Code - Spell Enhancing (scalpel), Magic Crest
- Wish: Destruction
- 02h. Reynard the Fox, Rider Class
- SERVANT
- True Name: Reynard the Fox
- Appearance: Male Adult, Inhuman
- Armaments: Light Armor & Claws
- Parameters
- STR: D
- END: C
- AGI: EX
- MAG: D
- LUK: A
- Class Skills
- Riding: B
- Magic Resistance: D
- Presence Concealment: D
- Personal Skills
- Charisma: A+
- Disengage: A
- Golden Rule: B
- Martial Arts: C
- Shapeshift: B
- Noble Phantasm: The Three Jewels; A++, Anti Unit Passive Item
- Found within the ancient treasure trove of Krekynpit, the Three Jewels were the finest treasures held within. A ring with a tricolour gem, it protects the bearer from harm, allows them to see in the dark, and can cure any sickness. An engraved comb that maintains the bearer's youth. A crystal mirror that allows sight of all within a 1 mile radius.
- Wish: Reincarnation
- Reynard spent his life living to his fullest indulgence. Now that he has returned from it, he wishes to continue as he left off.
- 02i. Vesta, Master of Caster
- MASTER
- Name: Nameless
- -Appearance: Female, Adult, Attractive, Unassuming
- -Role: Homunculus
- -Magic Circuits: Quantity EX, Quality EX
- -Element: Mystery + Nothingness, Origin: Dual Origin (Element/Nothingness) (Awakened)
- -Magecraft: Alchemy, Elemental, Mental Interference
- -Skills: None
- -Residence: The Streets
- -Unique: Mystic Code (Other, Spell Enhancing). (Part of her Homunculus body)
- -Wish: None
- 02j. Walt Disney, Caster Class
- True name: Walt Disney
- Class: Caster
- Alignment: Lawful Neutral
- Appearance: Mature Male
- Parameters
- STR: E
- END: E
- AGI: D
- MAG: B
- LUK: B
- Class Skills
- Territory Creation: EX
- Item Creation (False): A
- Personal Skill
- Golden Rule: A
- Noble Phantasms
- Rumors of Immortality; Frozen Head: A
- Due to rumors of Walt cryogenically freezing him self he will be resurrected after his death into a mechanical body, Walt will not be aware of this NP and True Name Discernment will not reveal it either as it won’t actually exist until he dies.
- Alf Layla Wa-Layla but Disney
- AFTER DEATH
- Parameters
- STR: C
- END: A-
- AGI: D-
- MAG: A
- LUK: E-
- Class Skill
- Territory Creation: EX
- Item Creation (False): A
- Personal Skills
- Golden Rule: A
- Mechanical Armor: EX (350)
- In addition to its normal effect Walt is immune to any ice or cold based effects
- Noble Phantasms
- Rumors of Immortality: Frozen Head A- (80)
- Disney will now be aware of his Noble Phantasm and True Name Discernment will now work on it, in addition if his head is completely destroyed he will no longer be able to regenerate and will truly die.
- Disneyland: B
- Any buildings, allies or himself while inside his theme park will not be able to receive any damage from non magical attacks, in addition any children inside his territory will lose track of where they are and take heavy mental damage
- Alf Layla Wa-Layla but Disney
- 02k. Vincent Nagashi-Ironheart, Master of Assassin
- https://pastebin.com/CTKrZsVD
- MASTER
- Name: Vincent Nagashi-Ironheart
- Appearance: Male, Teenager, Bland, Attractive, Unassuming
- Role: Magic User
- Magic Circuits: Quantity A++, Quality A++
- Element: Average One, Origin: Hero/Hero's Journey
- Magecraft: Elemental, Runes, Spiritual Surgery, Bounded Fields
- Skills: Operating Electronics, Mythology Expertise, First Aid, Martial Arts
- Residence: Hotel
- Unique: Magic Crest, Mystic Code/Combat: Sword
- Wish: Hero of Justice
- 02l. Hippomenes, Assassin Class
- Appearance: Male Adult, Attractive, Elegant, Inhuman
- Class: Assassin
- True Name: Hyppomenes
- Alignment: Chaotic Good
- Place of Origin: Ancient Greece
- Armaments: Light Armour & Claw Gauntlets
- Parameters
- STR: C
- END: C
- AGI: B
- MAG: E
- LUK: C
- NP - A ; A+++
- Class Skills
- Presence Concealment: B
- Divinity: C
- Personal Skills
- Disengage: D
- Instinct: E
- Bravery: A
- Eye of the Mind: D
- Charisma: A+++
- Shapeshift: D
- Monstrous Strength: E
- Attention Diversion: A
- The Skill of distracting focus. This Skill got ingrained in Assassin's legend through his use of the Golden Apple to defeat Atalanta in that footrace; having this Skill at that rank makes Assassin a master of making you look exactly where he wants you to.
- Heart of the Partner: B
- A mysterious Skill which is powered by the Heroic Spirit's bond with a specific individual. It grants first an ability similar to Combination, in that the Heroic Spirit and the Partner will have their power increased when fighting in a team. At higher levels this allows to outright copy the Partner's Noble Phantasm even if they’re not here. This Skill is also prone to change ranks on the fly depending on the Servants' current mental state about their relationship with the Partner. Note that all these abilities work even if the Partner doesn't have the Skill themselves. For Assassin that Partner is Atalanta. He should normally have this Skill at rank A due to his absolute adoration of Atalanta, but his doubts and insecurities regarding his status as her husband prevents him from unleash it as full power.
- Noble Phantasms
- Irresistible Fruits of Discord
- Chrysá Míla
- Rank A
- The three enchanted golden apples that Assassin used to win the race again Atalanta, one of these would later be stolen and used by the Goddess Eris to start the chain of events that would kickstart the Trojan War. Assassin possesses three "charges" of this Noble Phantasm that he can activate any time for minimal Mana cost and no cooldown. When thrown, these Golden Apples causes anyone that can see the apple save him or his Master and without strong will, Magic Resistance A or Bravery B to be compelled to obtain the apple for themselves. Soon enough the compulsion gets so intense that, if several individuals are affected, the situation is bond to escalate into a frenzied fight. Once all "charges" are used, Hyppomenes must wait a long cooldown to obtain the three charges again.
- Chained Lion in Love
- Metamorphosis Leo
- Rank A+++ (Special)
- Based on the myth of Hyppomenes and Atalanta getting turned into lions and forcibly attacked to the chariot of the godess Cybele. With this Noble Phantasm, he unleashes the full might of this lion form. Physically, this Noble Phantasm exists as his claw gauntlets. When activating the Noble Phantasm, Assassin surrounds his body with the appearance of a massive ghostly lion. In this form, Assassin is considered a Phantasmal Beast, and all his stats are increased (ranks already at rank A simply gain a + modifier). This Noble Phantasm is special as, even though it technically counts as a rank A Noble Phantasm as per its official ranking, Assassin can actually decide at what rank he unleashes it, on a scale of C through A. Rank C is the less costly in mana over time and increases his stats by only one, visually represented by only Assassin's arms being transformed. Rank B increases Stats by two, but cost more to maintain, and his body gets more hybrid. Rank A costs the most and increases Stats by three, and his body is fully tansformed.
- 02m. Qahve al-Ghazālī
- MASTER
- Name: Qahve al-Ghazālī
- -Appearance: Male, Old, Elegant, Unassuming
- -Role: Magic User
- -Magic Circuits: Quantity D, Quality A-
- -Element: Double Affinity - Earth and Ether, Origin: Action - Learning
- -Magecraft: Formalcraft, Alchemy, Bounded Fields, Curses, Runes, Jewles, Familiars, Healing, Puppetry, Material Transmutation
- -Skills: Operating Electronics, Mythology Expertise, First Aid, Stealth, Intel Gathering, Setting Up Traps, Firearm Proficiency, Handling Explosives
- -Residence: Hotel
- -Unique: Psychic Mutation - Pure Eyes, Follower - Magus Assistant Shekar al-Ghazālī, Follower - Initiated Straggler Bruce Dingo
- -Wish: Power. Qahve sees other mages who enter the Root as skipping necessary steps and thus failing to return. He wishes for omniscience of the World, thus preparing him to enter the Root and possibly even return.
- 02n. Adam & Eve, Berserker Class
- True Name: Adam
- Appearance: Male, Adult, Attractive, Tall, Strong, Crude, Terrifying
- Armor: Custom (Nude), Weapon: Bare Hands
- Class: Berserker
- Alignment: Chaotic Neutral
- Place of Origin: Garden of Eden
- Parameters
- STR: EX
- END: EX
- AGI: EX
- MAG: EX
- LCK: E
- -Class Skills: Madness Enhancement A, Independent Action A
- -Personal Skills: Divinity C, Combination B (Eve)
- -Noble Phantasm: None
- -Wish: None
- -Background: Read Genesis from the bible.
- Primordial man and woman, summoned prior to eating from the Tree of Knowledge. They are as beasts, yet clearly know what needs to be done to win the Holy Grail.
- True Name: Adam Alter
- -Appearance: Male, Adult, Attractive, Tall, Strong, Elegant
- -Armor: Custom (Nude), Weapon: Bare Hands
- -Class: Berserker
- -Alignment: Chaotic Neutral
- -Place of Origin: Garden of Eden
- -Parameters: STR A, END A, AGI A, MAG A, LCK E
- -Class Skills: Independent Action A+++, Presence Concealment C
- -Personal Skills: Divinity E, Combination B (Eve)
- -Noble Phantasm: Fall of Man, E-, Anti-Unit, Spell, Debuff
- After commiting the Original Sin, Adam and Eve are turned away from the grace of God, doomed to suffer as the first in line of penitents known as humanity. For five days, starting on the dawn of the following day after Fall, their forms shall athropy to mere shadows of their former selves. Every dawn, all their statistics besides Luck will fall to the rank below their current one. A becomes B which becomes C and so on. On the fifth day the true punishment is doled out, as they rendered sub E rank. At that point, they are more human than Servant, but without the promise of a life outside of the Holy Grail War...
- -Noble Phantasm: Tree of Knowledge, EX, Anti-Unit, Spell, Buff
- Commiting the Original Sin may have robbed Adam and Eve of their way of life, but it also opened the path for something different. Concurrently to the Fall of Man, for five days their Luck stat will increase, culminating in A rank. In addition to this, they will also unlock all Class Skills at the same rate as Luck, reflecting the ingenuity and potential of mankind forced to live outside Eden.
- -----------
- *03. Other Participants
- *03a. Amaterasu, False Ruler
- True Name: Amaterasu
- Appearance: Female Adult, Attractive, Elegant (Kumi) Inhuman (Amaterasu) Terrifying (9 Tails Amaterasu)
- Class: Ruler
- Armaments: White version of the Tamamo Nine's Robes (1-3 Tails) Amaterasu's Robes (4-8 Tails) None (9 Tails)
- Weapons: Bare Hands
- Parameters
- STR: C
- END: C
- AGI: B
- MAG: A
- LCK: B
- Class Skills
- Independent Manifestation: A
- God's Resolution: A
- Personal Skills
- Divinity A
- Witchcraft (Magecraft): A
- Monstrous Strength: A
- Shapeshift: A
- Noble Phantasms
- Eightfold Blessings of Amaterasu
- Rank D/Anti-Army/Item/Buff
- The Nine Tailed Fox of Legend
- The Nine Tailed Fox of Legend
- Rank EX/Anti-Unit/Spell?/Passive (Buff) 380
- The more tails a Fox has the more powerful it becomes. Cutting off these tails causes the Fox to lose it's strength. Usually, growing a full set of tail is a process that can take centuries. However, those who have already grown their tails and have lost them, whether by choice or through battle, may regrow them one at a time by taking in a large amount of mana. This is typically done typically either through the "donation" human magus or, in the case of a Servant, the sacrifice of a Command Seal.
- Possessing a minimum of a certain number of tails grants the following benefits:
- 1 Tail) Gain access to Red Spider Lily Killing Stone - Distant Land of the Torn Blossom, an EX level Witchcraft that can poison even Servants and pierce all but the strongest Magic Resistance.
- 2 Tails) Personal Skill Rank-up Witchcraft (Magecraft) EX.
- 3 Tails) Gain Personal Mantra: Boundless Sunlight (High-Speed Incantation) A. Tails will change from normal fox tails to Ethereal Flames.
- 4 Tails) Gain Class Skill Territory Creation A.
- 5 Tails) Gain Rank-up to STR B, END B, and AGI A.
- 6 Tails) Gain Class Skill: Magic Resistance A.
- 7 Tails) Gain Rank-up to LCK A and MAG EX.
- 8 Tails) Gain Personal Skill Imperial Privilege EX.
- 9 Tails) Divinity A and Monstrous Strength A combined and upgraded to Golden White Face EX (Divinity EX and Monstrous Strength EX). Eightfold Blessings of Amaterasu D upgraded to Eightfold Blessings of Amaterasu on the Weight Stone under the Sunlit Watery Heavens EX.
- If at any time Amaterasu loses all of her tails, she will lose access to all Personal Skills and the Eightfold Blessings of Amaterasu Noble Phantasm until regaining at least one.
- Shapeshifting to hide her tails results also results in her power being lowered. Eightfold Blessings of Amaterasu cannot be used if no tails are showing. However, rather than losing them completely, Personal Skills are lowered to Rank C.
- Any skills that are gained through The Nine Tailed Fox of Legend that Amaterasu does not normally posses, those being Mantra: Boundless Sunlight (High-Speed Incantation), Territory Creation, Magic Resistance, and Imperial Privilege, are reduced to rank E should she Shapeshift her number of tails below the number required to attain that skill.
- The exception is Shapeshift, which remains at Rank A regardless as long as the tails are merely hidden and not forcibly removed.
- Master Half:
- Name: Kitsushi Kumi
- Role: Magus
- Magic Circuits: Quantity EX, Quality EX
- Elemental Affinity: Sun (Unique)
- Awakened Origin: Sun (Element)
- Magecraft: Elemental & Material Transmutation
- Skills: Cooking, First Aid & Martial Arts
- Residence: Hotel
- Unique: Magic Crest
- Wish: While Amaterasu does not have a wish for the Grail beyond using the War to relieve her boredom, Kumi desires to restore undo the tragedy that followed Amaterasu's summoning. However, she is hesitant to undo the summoning itself, as over the past few years she and Amaterasu have become friends, or at least as close to friends as a human and a divine spirit can be.
- *03b. Karl Mixon, Master of Avenger
- Name: Karl Mixon
- Appearance:
- Male
- Teenager
- Bland, Short, Frail
- Role:
- Mundane
- Magic Circuits: Quantity: EX Quality: EX
- Elemental Affinity: Nothingness
- Origin: Feeling (Loneliness)
- Magecraft: N/A
- Skills: Cooking, Operating Electronics, Mythology Expertise
- Residence: Apartment
- Unique:
- Follower
- Holy Engravings
- Wish:
- Destruction (Initially)
- 03c. Lilith, Avenger Class
- Appearance: Female Adult, Attractive, Terrifying & Inhuman
- Class: Avenger
- Alignment: Chaotic Evil
- Heavy Armor
- Swords, Unarmed (Claws)
- STR: A+
- END: A+++
- AGI: B
- Magical Energy: B
- Luck: C+
- Class Skills
- Avenger: A
- Oblivion Correction: A
- Self-Replenishment: A
- Personal Skills
- Divinity: B
- Battle Continuation: A
- Mana Burst: A
- Mystic Eyes: C+++
- Monstrous Strength: C
- Charisma: A
- Rank B Noble Phantasm
- Name: Legio Daemonum
- Target: Anti-Army
- Nature: Summon
- Result: Attack
- An attack noble phantasm which when activated, summons 666 Demonic Knights for the duration of the battle. All of them are qualified as minor servants, having at least C rank in stats related to their relevant classes. They vary from this point, but most often manifest as heavily armored knight class servants. In terms of ability and Interaction with Lilith, she is counted as having Military Tactics A and Charisma EX for leading, inspiring and commanding them specifically. They are absolutely loyal to her and will never betray her.
- She may also chose to summon portions of the army for smaller but necessary duties like escorting prisoners of war or heavy lifting. They must be summoned in three digit intervals however like 111 or 222. Her energy is not as spread out and thus can maintain them for a much longer period of time.
- Wish: Other - She wishes to destroy the celestial host who ruined the world in her own time she came from. Little else including her own life matters when it comes to this and will gladly sacrifice her own essence to the grail when it is time to see it happen.
- *03d. Proyekt Zmeyevich, Master of Ruler
- MASTER
- Name: Proyekt Zmeyevich
- Appearance: Male, Kid, Inhuman
- Role: Homunculus
- Magic Circuits: EX/EX
- Elemental Affinity: Unique (Dragon)
- Origin: Element
- Magecraft: Elemental
- Skills: Martial Arts
- Residence: Apartment
- Unique: Mystic Code, Noble Phantasm: Dragon-Blooded (Like a Soaring Dragon)- This lacks the full power of the NP on which it is based, as Zmeyevich is only partially a dragon, but this is balanced out by his human nature preventing the world from destroying him after it is used.
- Follower: Initiated Straggler, Heroic
- Background: Proyekt Zmeyevich was created as a proof of concept by a mage in the employ of the Soviet Union as a part of a super soldier program. Based on the ideas of Ilya Ivanovich Ivanov, but unsatisfied by the idea of merely combining humans with apes, the program scoured the world for scraps of flesh from dragons, and used them as their basis. The fall of the Soviet Union brought an end to the program with Zmeyevich almost, but not quite, ready to be awoken. He would have remained forever unconscious in the abandoned, crumbling, closed city where he was created, had scavengers searching the lab where he laid for loot not accidentally started the process which completed and awoken him. Most of them fled, but one was more curious than fearful and stayed. He took Zmeyevich under his wing and together they studied the lab and its records, learning of Zmeyevich's nature and of magecraft (beyond what knowledge had been implanted in Zmeyevich during his creation) in the process. With tensions between Russia and America once again growing, government interest in the lab and its product was renewed and the two were forced to flee, first from the city and eventually from the country, ending up in America shortly before the Grail War.
- *03e. Arturia, True Ruler
- Class: Ruler
- True Name: Arturia, Empress of the West
- Alignment: Lawful Good
- Appearance: Female, Attractive, Elegant (Saberface, somewhere inbetween original Saber and Lancertoria)
- Weapons and Armor:
- Uniform- Traditional Welsh Armor- Instead of the plate armor worn by versions of her who spent their lives at the center of a battlefield, she wears this lighter, but still durable, chainmail.
- Banner- The Pendragon Banner- The banner of Ruler's family (and in our timeline, later the Flag of Wales) it breathes fire at Ruler's enemies. She often fights with it in one hand and another weapon, provided by her second NP, in the other.
- Parameters
- Strength: B
- Endurance: B
- Agility: B
- Magical Energy: B
- Luck: EX
- Class Skills:
- God's Resolution: A
- True Name Discernment: E- A flaw in her summoning from her timeline to ours has caused this skill to malfunction. Instead of providing Ruler with information about the actual servant targeted, it instead provides her with knowledge of who they would have been in her timeline. Sometimes, this is still close enough to be useful, but it may also be dangerously wrong.
- Personal Skills:
- Charisma: A
- Imperial Privilege: B- Allows the use of skills involving rulership, strategy, and tactics at B rank, and mana burst, battle continuation, and magecraft at C rank.
- 107
- Noble Phantasm:
- Empress's Retinue- A+ Summon: By using a command seal, Empress Arturia can call forth one of those who aided her in the conquest of the British Isles and Western Europe, including the Knights of the Round Table and her Court Mages.
- Armory of the Pendragon Empire- EX: Ruler lacked the skill with any single weapon other timeline's versions of her possess, having instead focused much of her martial training on developing a strong tactical mind. When pressed into a fight herself, she leverages this by selecting the weapon most well suited to her enemy from among Britain's wide array of magic armaments.
- 560
- An Arturia from a very different timeline, she was raised, not by Sir Ector, but by her sisters. With an education focused on rulership (and the assistance of two more of Britain's greatest mages in addition to Merlin), she proved to be a much more successful monarch, and at the time of her death (of old age and in her sleep) she ruled not only the British Isles, but also a reinvigorated Western Roman Empire, and western Scandinavia. Her sisters never encouraged her to hide her gender; while this occasionally caused problems early in her rule, she was able to use Ulpia Severina's rulership of Rome as precedent for a ruling female monarch, and in combination with her charisma, these problems were never more than minor issues. Consequently, she never married Guinevere and avoided all the problems that would have led to. In fact, she never married, but educated her nieces and nephews in rulership. She promised to name as an heir whichever of them could recover the Holy Grail, which nearly caused problems when it was returned by Sir Gawain and Mordred (in this timeline a witch, educated by her mother) who had worked together to recover it, but Gawain supported Mordred's ascension to Crown Princess on the basis that he would rather be out adventuring than ruling. In addition to her conquests, Empress Arturia brought levels of stability and prosperity to her lands unknown since the height of Rome (or in some of her lands, simply unknown) and she was canonized as a saint not long after her death.
- *04. Status of Dramatis Personae
- [As of Night 1]
- MASTERS
- Tarot Arcano, Master of Saber: Alive;Uninjured - Arcano Mansion
- Coda Sfordanzo, Master of Lancer: Alive;Uninjured - Sfordanzo Mansion
- Gin Niello, Master of Archer: Alive;Uninjured - Niello Apartment
- Evangeline Montfort, Master of Rider: Alive;Uninjured - Montfort House
- Vesta, Master of Caster: Alive;Unconscious - EPCOT
- Vincent Nagashi-Ironheart, Master of Assassin: Alive;Uninjured - Disney Hotel
- Qahve al-Ghazālī, Master of Berserker: Alive;Uninjured - Disney Hotel
- Karl Mixon, Master of Avenger: Alive;Uninjured - Mixon Apartment
- -------------------
- SERVANTS
- Pwyll, Saber Class, Servant of Tarot: Alive;Uninjured - Arcano Mansion
- Percival, Lancer Class, Servant of Coda: Alive;Uninjured - Sfordanzo Mansion
- Psyche, Archer Class, Servant of Gin: Alive;Uninjured - Niello Apartment
- Reynard the Fox, Rider Class, Servant of Evangeline: Alive;Uninjured - Montfort House
- Walt Disney, Caster Class, Servant of Vesta: Alive;Uninjured - EPCOT
- Hyppomenes, Assassin Class, Servant of Vincent: Alive;Uninjured - Disney Hotel
- Adam & Eve, Berserker Class, Servant of Qahve: Alive;Uninjured - Disney Hotel
- -------------------
- OTHERS
- Amaterasu, Ruler Class: Alive;Uninjured - Disney Hotel
- *04 The Story So Far...
- Pre-War
- In His Own Image - https://pastebin.com/Ezf9Z4Sk - Qahve/Shekar/Bruce/A&E
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