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Fourth False Holy Grail War - /fcyoag/ 2nd Edition

Aug 25th, 2019
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  1. Fate/Radiant Day
  2. The Fourth False Grail War [2nd Edition]
  3. /tg/ Tankista's Fate CYOA (/fcyoag/)
  4. v0.3 - October 29th, 2019
  5. Updated by Eito AKA Assassin.
  6. Special thanks to WillHammer AKA Berserker for creating the pastebin template and the various anons for writefagging.
  7. ========
  8.  
  9. THE CYOA
  10. https://imgur.com/a/JW4fE3w
  11.  
  12. ========
  13.  
  14. First Edition
  15. https://pastebin.com/apN2AN8i
  16.  
  17. ========
  18.  
  19. Grail-kun says: "Use ctrl+f to jump from section to section!"
  20.  
  21. TABLE OF CONTENTS
  22.  
  23. *00. Thread Archive Links
  24.  
  25. *01. Glossary
  26.  
  27. *02. Masters and Servants
  28. 02a. Vincent Nagashi-Ironheart, Hero Journey Bait
  29. 02b. Geoffroi de Charny, Saber Class
  30. 02c. Irene Draca, Sorcery Apprentice
  31. 02d. Telemachus, Archer Class
  32. 02e. Red Daniels, Self Styled Revolutionary
  33. 02f. The Unrecognized Hero, Lancer Class
  34. 02g. Verna, Telepathic Dreamer
  35. 02h. Roman von Ungern-Sternberg, Rider Class
  36. 02i. Juan Pablo Èric Reyes, Reyeser
  37. 02j. Joseph Campbell, Caster Class
  38. 02k. Thomas Lambert, Berserker
  39. 02l. Magnus Wright, Wind Magus
  40. 02m. Artoria Pendragon, Assassin
  41.  
  42. *03. Other Participants
  43. 03a. Damien, Fake Priest
  44. 03b. Pacífica Maricela Reyes, The Hero
  45. 03c. Ruthvena, Saber Class
  46. 03d. Vesta Greyl, Grail Girl
  47.  
  48. *04. Status of Dramatis Personae
  49.  
  50. *05. Story Thus Far
  51.  
  52. *06. Non-Canon Stories
  53.  
  54. *07. 1st Edition Stories
  55.  
  56. *08. "Supplemental Reading Materials"
  57.  
  58. ========
  59.  
  60. *00. Thread archive links
  61.  
  62. Whispers of the 4th - https://desuarchive.org/tg/thread/67675592/
  63. Whispers of the 4th - https://desuarchive.org/tg/thread/67704087/
  64. Whispers of the 4th - https://desuarchive.org/tg/thread/67745337/
  65. Whispers of the 4th - https://desuarchive.org/tg/thread/67779570/
  66. First Dawn - https://desuarchive.org/tg/thread/67813425/
  67. First Dawn - https://desuarchive.org/tg/thread/67831321/
  68. Onwards to the End - https://desuarchive.org/tg/thread/67859257/
  69. Premature Death - https://desuarchive.org/tg/thread/67926600/
  70. Renewal - https://desuarchive.org/tg/thread/67964929/
  71. Renewal - https://desuarchive.org/tg/thread/68012059/
  72. Renewal - https://desuarchive.org/tg/thread/68250036/
  73. Start - https://desuarchive.org/tg/thread/68328891/
  74. Start - https://desuarchive.org/tg/thread/68370542/
  75. Start - https://desuarchive.org/tg/thread/68414044/
  76. Start - https://desuarchive.org/tg/thread/68469037/
  77. Start - https://desuarchive.org/tg/thread/68515565/
  78. New Day - https://desuarchive.org/tg/thread/68557681/
  79. New Day - https://desuarchive.org/tg/thread/68589739/
  80. New Day - https://desuarchive.org/tg/thread/68638999/
  81. Church Registration - https://desuarchive.org/tg/thread/68693932/
  82. Church Registration - https://desuarchive.org/tg/thread/68740137/
  83. Church Registration - https://desuarchive.org/tg/thread/68776369/
  84. Church Registration - https://desuarchive.org/tg/thread/68828551/
  85. Finishing Touches - https://desuarchive.org/tg/thread/68863537/
  86. Finishing Touches - https://desuarchive.org/tg/thread/68902256/
  87. Autism - https://desuarchive.org/tg/thread/68948238/
  88. Autism - https://desuarchive.org/tg/thread/68981568/
  89. Fifth War Preparation - https://desuarchive.org/tg/thread/69025344/
  90. Fifth War Preparation - https://desuarchive.org/tg/thread/69069560/
  91. Fifth War Preparation - https://desuarchive.org/tg/thread/69123231/
  92. ========
  93.  
  94. *01. Glossary
  95. -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.
  96.  
  97. 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.
  98.  
  99. 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.
  100.  
  101. -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.
  102.  
  103. 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.
  104.  
  105. 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.
  106.  
  107. 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.
  108.  
  109. -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.
  110.  
  111. 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".
  112.  
  113. -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.
  114.  
  115. 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.
  116.  
  117. -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.
  118.  
  119. 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.
  120.  
  121. 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.
  122.  
  123. 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.
  124.  
  125. -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.
  126.  
  127. "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.
  128.  
  129. -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.
  130.  
  131. 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.
  132.  
  133. -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.
  134.  
  135. 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.
  136.  
  137. 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.
  138.  
  139. -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.
  140.  
  141. -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.
  142.  
  143. 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.
  144.  
  145. 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.
  146.  
  147. -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.
  148.  
  149. 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.
  150.  
  151. The vessel is typically the most suitable person from people related to Holy Grail Wars.
  152.  
  153. -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.
  154.  
  155. 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.
  156.  
  157. -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.
  158.  
  159. 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.
  160.  
  161. 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.
  162.  
  163. 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.
  164.  
  165. -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.
  166.  
  167. 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.
  168.  
  169. 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.
  170.  
  171. -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.
  172.  
  173. 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.
  174.  
  175. -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.
  176.  
  177. 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.
  178.  
  179. -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.
  180.  
  181. -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.
  182.  
  183. 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.
  184.  
  185. -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.
  186.  
  187. -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.
  188.  
  189. -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.
  190.  
  191. -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.
  192.  
  193. 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.
  194.  
  195. 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.
  196.  
  197. -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.
  198.  
  199. 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.
  200.  
  201. 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.
  202.  
  203. -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.
  204.  
  205. 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.
  206.  
  207. 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.
  208.  
  209. ========
  210.  
  211. *02. Masters and Servants
  212.  
  213. 02a. Vincent Nagashi-Ironheart, Hero Journey Bait
  214. https://pastebin.com/CTKrZsVD
  215. MASTER
  216. Name: Vincent Nagashi-Ironheart
  217. -Appearance: Male, Teenager, Bland, Attractive, Unassuming
  218. -Role: Magic User
  219. -Magic Circuits: Quantity A++, Quality A++
  220. -Element: Average One, Origin: Hero/Hero's Journey
  221. -Magecraft: Elemental, Runes, Spiritual Surgery, Bounded Fields
  222. -Skills: Operating Electronics, Mythology Expertise, First Aid, Martial Arts
  223. -Residence: House; he lives here with his parents.
  224. -Unique: Magic Crest (Nagashi line and Ironheart line combined), Founding Family (Ironheart side)
  225. -Wish: Hero of Justice/The Root
  226. If he wins and doesn’t have any other ideas, he’ll wish for the Root. But he’s really just there to prevent someone with a dangerous wish to win. If he can help someone by letting them win the war, he’ll gladly do it.
  227.  
  228. 02b. Geoffroi de Charny, Saber Class
  229. https://pastebin.com/GU96bFHt
  230. SERVANT
  231. True Name: Geoffroi de Charny
  232. -Appearance: Male, Adult, Bland, Tall, Elegant
  233. -Armor: Heavy Armor, Weapon: Sword
  234. -Class: Saber
  235. -Alignment: Lawful Good
  236. -Place of Origin: France (14th Century)
  237. -Parameters: STR B, END C, AGI C, MAG D, LCK E
  238. -Class Skills: Magic Resistance A, Riding C
  239. -Personal Skills: Battle Continuation E, Charisma C, Bravery D, Knight Tactics B, Revelation C, Knightly Paragon A
  240. -Noble Phantasm: Innovation: Chivalric Correction, Rank D, Anti-Unit, Passive Debuff
  241. Description: Targeting against those of the Knight Classes, Saber is capable of weakening his opponents with every "slight" they possess: be it adultery, irreverence, indulgence, or simple dishonor. Should a flaw be identified, they will suffer a demerit in their Skills should they fight Saber. However, this will not affect the other Classes unless the Servant in question is of knightly origins.
  242. -Noble Phantasm: Suaire de Turin, Anti-Unit (Self), Item Buff
  243. -Description: Upon the activation, passively restores to most unscathed state. Also, rank up to Magic Resistance.
  244. -Noble Phantasm: Oriflamme, Rank EX, Anti-Unit (Self)
  245. -Description: Just as Saber's Spiritual Core reach critical conditions while Suaire de Turin is active, Saber transforms into Michael. All individuals recognized as enemy without strong will or Magic Resistance B are compelled to attack Saber. The transformation is irreversible and Saber from that point on requires more Mana for sustenance. Before activation, the existence of this Noble Phantasm cannot be perceived by anyone -- be it Masters or Rulers.
  246.  
  247. AS MICHAEL
  248. True Name: Archangel Saint Michael the Taxiarch
  249. -Appearance: Male, Adult, Bland, Tall, Elegant
  250. -Armor: Heavy Armor, Weapon: Sword
  251. -Class: Saber
  252. -Alignment: Lawful Good
  253. -Place of Origin: Abrahamic Myths
  254. -Parameters: STR A​+, END B, AGI A, MAG C, LCK B
  255. -Class Skills: Magic Resistance A, Riding C
  256. -Personal Skills: Battle Continuation A, Charisma EX, Mana Burst (Storm) A, Knight Tactics A, Angelic Divine Core B
  257. -Noble Phantasm: Solis: May the Light Cleanse Through All Corruption, Rank B, Anti-Army, Item Attack
  258. -Description: Saber's sword of fire, one that was by his side from the beginning. A Divine Construct from a distant past, this weapon was considered to have cast Lucifer out from Heaven and used to ward Adam and Eve away from the Perfect Paradise. The flames glow in a reddish-orange hue, similar to that of dawn; for it is his duty to ensure mankind lives to see another day. In spite of its existence, it never possessed a real name of its own. To make up for it, Saber gave an impromptu name at the cost of a lower ranking.
  259. Once its "True Name" is uttered, Solis will disperse into particles of light. Soon, the light envelops Saber turning him into a miniature sun. With the Noble Phantasm's concept of "weapon" imbued within Saber, he is now capable of causing great damage via collision. Anything in contact of Saber will be cut, along with a severe burn. As this light smites all evils, it deals additional damage to enemies of demonic origins or Evil alignment. Combined with his flight ability, Saber is essentially a soaring kill zone. A special move Saber can execute is to channel his power into a sword-shaped bolt, with its impact capable of razing one or two city blocks. Based upon the Book of Revelations, it is said Saber personally threw Lucifer down to the earth.
  260. However, the use of this Noble Phantasm will prohibit the use of his sword for the duration, meaning Saber is forced to close in onto his opponents if he were use Solis effectively.
  261.  
  262. 02c. Irene Draca
  263. https://pastebin.com/z8Vji0Pr
  264. MASTER
  265. Name: Irene Draca
  266. -Appearance: Female, Adult, Attractive, Elegant, Short
  267. -Role: Magus
  268. -Magic Circuits: Quantity A, Quality A
  269. -Element: Hollow, Origin: Loyalty
  270. -Magecraft: Material Transmutation, Time Manipulation, *Other Magecraft can be accessed with Kaleidoscopic Mind*
  271. -Skills: Martial Arts, *Other Skills can be accessed with Kaleidoscopic Mind*
  272. -Residence: Hotel
  273. -Unique: Mystic Code (Kaleidoscopic Mind), Mystic Code (Draca Greatsword)
  274. -Wish: Other
  275. To secure the future of the Draca family.
  276.  
  277. 02d. Telemachus, Archer Class
  278. https://desuarchive.org/tg/thread/67964929/#q68001790
  279. SERVANT
  280. True Name: Telemachus
  281. -Appearance: Male, Adult, Tall, Strong, Elegant
  282. -Armor: Heavy Armor, Weapon: Sword, Bow
  283. -Class: Archer
  284. -Alignment: Lawful Good
  285. -Place of Origin: Ancient Greece (1200 BCE)
  286. -Parameters: STR C, END C, AGI C, MAG A, LCK E
  287. -Class Skills: Magic Resistance A, Independant Action A+
  288. -Personal Skills: Eye of the Mind A, Bravery A, Clairvoyance A++, Divinity E+
  289. -Noble Phantasm: Aegis of Ithaca, Rank EX, Anti-Unit, Spell, Barrier
  290. -Description: A Noble Phantasm reflective of the Ithacan King's rise to manhood in his youth, and what that means is to hit harder than the world hits back. With an infusion of Mana, Archer can reflect any attack, magical or physical, back onto his opponent(s) without sustaining any damage himself. He can either reflect an individual blow with equal force without invoking its name or absorb it in series of accumulative attacks to deliver every strike all at once two fold.
  291. -Wish: Combat
  292. -Background: Read the Odyssey.
  293.  
  294. 02e. Red Daniels, Self Styled Revolutionary
  295. https://desuarchive.org/tg/thread/67964929/#q67988496
  296. MASTER
  297. Name: Red Daniels
  298. -Appearance: Female, Mature, Strong, Crude
  299. -Role: Magic User
  300. -Magic Circuits: Quantity B++, Quality A+
  301. -Element: Chaos, Origin: Disruption (Awakened)
  302. -Magecraft: Alchemy, Bounded Fields, Material Transmutation
  303. -Skills: Cooking, Operating Electronics, Setting Up Traps, Handling Explosives
  304. -Residence: Apartment
  305. -Unique: Psychic Mutation (Pure Eyes, Spontaneous Combustion, Death Resistive Body), Mystic Code (Kraûjuotas Kûnas: Ruinous Ebb and Flow, Accessory, Combat)
  306. -Wish: Other - The destruction and reconstruction of Magus society in accordance with her whims.
  307.  
  308. 02f. The Unrecognized Hero, Lancer Class
  309. https://desuarchive.org/tg/thread/68012059/#68023825
  310. SERVANT
  311. True Name: Unknown
  312. -Appearance: Male, Adult, Bland, Attractive, Tall, Unassuming
  313. -Armor: Light Armor, Weapon: Two Spears
  314. -Class: Lancer
  315. -Alignment: True Neutral
  316. -Place of Origin: France (14th Century)
  317. -Parameters: STR B, END C, AGI A, MAG A, LCK B
  318. -Class Skills: Magic Resistance A
  319. -Personal Skills: Mana Burst A, Mana Defense A, Eye of the Mind A, Disengage B, Counter Hero B
  320. -Noble Phantasm: Courageuse: Spear of the Unyielding Warrior, Rank A++, Anti-Unit, Item, Barrier, Buff, Passive
  321. -Description: Passively stocks user's magical energy.This energy can then be used to heal minor injuries or just to help the user should he lack Mana. Lancer, upon being summoned, will be unable to fully use the spear, it only serving as a catalyst for his Mana defense ability and the spear showing only a fraction of its healing ability. The modifiers activate in a situation when Courageuse is wielded by a righteous hero. Should Lancer prove worthy, the spear would then show its true power, allowing the servant to create a barrier in which the concept of death is temporarily removed although the Mana cost is immense.
  322. -Noble Phantasm: Vaillante: Spear of the Unstoppable Offense, Rank A, Anti-Unit, Item, Debuff
  323. -Description: Upon true name reveal, reduces the defense of all nearby enemies to the extreme, making it so that any damage sustained becomes dangerous. Once affected, each of lancer's strike becomes lethal no matter what opponents he faces. The Noble Phantasm also blocks any healing and resurrection type ability as long as you remain in its range. The defense debuff does not affect Lancer but he cannot use Courageuse as long as Vaillante is activated.
  324. -Wish: None
  325. -Background: A French knight who went on to do great deeds in life, yet was never recognized for them, leading to him becoming a bitter individual who does not act as a true Heroic Spirit should.
  326.  
  327. 02g. Verna ???, Telepathic Dreamer
  328. https://pastebin.com/S2c3cTxp
  329. MASTER
  330. Name: Verna
  331. -Appearance: Female, Adult, Attractive, Terrifying
  332. -Role: Magic User
  333. -Magic Circuits: Quantity D, Quality A
  334. -Element: Average One, Origin: Dual Origin (Feeling/Derealization)
  335. -Magecraft: Alchemy, Healing, Mental Interference
  336. -Skills: First Aid, Stealth, Martial Arts
  337. -Residence: Hotel
  338. -Unique: Mystic Code x3 (Combat (Dendrite Link), Noble Phantasm (Rule Breaker -> Rule Breaker Link), Noble Phantasm [Sword of Paracelsus -> Angelicall Stone]
  339. -Wish: None/Any
  340. -Background: Self-taught Neurokinetic spell caster of unknown origin. A detached girl who never talks, but enjoys laughing, she entered the grail war for her own amusement. Posses a relic that is wanted by the Altas Temple, and thus has some infamy as a magus slayer and bounty hunter-killer.
  341.  
  342. 02h. Roman von Ungern-Sternberg, Rider Class
  343. https://desuarchive.org/tg/thread/68250036/#68260507
  344. SERVANT
  345. True Name: Roman von Ungern-Sternberg
  346. -Appearance: Male, Adult, Crude, Terrifying
  347. -Armor: Uniform, Weapon: Sword
  348. -Class: Rider
  349. -Alignment: Lawful Good
  350. -Place of Origin: Mongolia (20th Century)
  351. -Parameters: STR C, END B, AGI B, MAG B, LCK B
  352. -Class Skills: Magic Resistance A, Riding C+
  353. -Personal Skills: Charisma B, Bravery A, Divinity B, Magecraft D, Protection from Arrows C
  354. -Noble Phantasm: The Last Khan Rank A-, Anti-Army, Spell, Buff, Passive
  355. -Description: Rider declares a territory his new khanate and himself the new Khan. Its inhabitants grow in both strength and loyalty to their Khan, while Rider himself slowly takes on the abilities of their greatest heroes or gods. Some of his own armies eventually arrive to fight for their commander again as well, as the locals begin to willingly share their Mana with Rider.
  356. -Noble Phantasm: The First Khan, Rank EX, Anti-Unit, Spell, Buff
  357. -Description: Once Rider has absorbed enough Mana from his subjects, he uses it to conduct a new summoning ritual, fusing himself with his previous incarnation, Grand Rider Genghis Khan, along with whatever local heroes or gods he has begun to incorporate.
  358. -Wish: Change the Past/Reincarnation- If the First Khan has not been activated, then Sternberg will simply wish for a world in which the divine right of kings had never been challenged. Once Genghis takes the lead, however, he will want to fully return to the world so that he can conquer it again.
  359. -Background: Google Roman von Ungern-Sternberg
  360.  
  361. 02i. Juan Pablo Èric Reyes, Reyeser
  362. https://desuarchive.org/tg/thread/67704087/#q67720844
  363. MASTER
  364. Name: Juan Pablo Èric Reyes
  365. -Appearance: Male, Adult, Short, Crude
  366. -Role: Magus
  367. -Magic Circuits: Quantity B+, Quality A+
  368. -Element: Double Affinity (Fire/Wind), Origin: Dual Origin (Pursuit/Confrontation)
  369. -Magecraft: Formalcraft, Elemental, Bounded Fields, Curses, Necromancy
  370. -Skills: Cooking, Intel Gathering
  371. -Residence: House
  372. -Unique: Magic Crest, Mystic Code (Accessory, Storage: Arc Lightning), Follower (Blood Relative, Rich, Traditional, Shrewd, Friendly)
  373. -Wish: Power
  374.  
  375. 02j. Joseph Campbell, Caster Class
  376. https://desuarchive.org/tg/thread/67675592/#67692791
  377. SERVANT
  378. True Name: Joseph Campbell
  379. -Appearance: Human, Mature, Bland, Unassuming
  380. -Armor: Regular Clothing, Weapon: None
  381. -Class: Caster
  382. -Alignment: Neutral Good
  383. -Place of Origin: America (20th Century)
  384. -Parameters: STR C, END D, AGI C, MAG B, LCK EX
  385. -Class Skills: Independent Action E, Item Construction E, Territory Creation E-
  386. -Personal Skills: Knight Tactics A, Charisma D, Bravery A, Knowledge Of Heroes B+
  387. -Noble Phantasm: The Hero’s Journey: Monomyth, Rank EX, Anti-Unit, Spell, Buff, Passive
  388. Description: Prior to his summoning Campbell will select somebody related to the Holy Grail War to be the “Hero”. For a short while it will seem as though the world revolves around them as everything goes their way a glorious destiny that shall be talked about for generations is guaranteed. There are, however, stipulations. The hero mustn’t already be a Heroic Spirit, they must go through the hero’s journey, they will be forced into a Good Alignment and it’s more than likely his Master and the hero are two separate entities. By the end of this the selected person will be a hero in more than just name and will be a Heroic Spirit themselves, their Parameters and Class being decided by their actions during the Holy Grail War, though Caster or Assassin are the most likely.
  389. -Wish: None. His wish has already been granted by nature of his Noble Phantasm. All he longs for is a modern hero to arise, in part for his own amusement, but also so that someone in this world may inspire, comfort and allow people to follow their own bliss.
  390. -Background: Google Joseph Campbell.
  391.  
  392. 02k. Thomas Lambert, Berserker
  393. https://desuarchive.org/tg/thread/68250036/#68251727
  394. PSEUDO-SERVANT
  395. MASTER SIDE
  396. Name: Thomas Lambert
  397. -Appearance: Male, Adult, Bland, Mundane
  398. -Role: Mundane
  399. -Alignment: Neutral Good
  400. -Place of Origin: Saint-Charlesbourg (21st Century)
  401. -Magic Circuits: Quantity EX, Quality EX
  402. -Element: Nothingness, Origin: Nothingness
  403. -Magecraft: None
  404. -Skills: Cooking, Operating Electronics
  405. -Residence: Apartment
  406. -Unique: None
  407.  
  408. SERVANT SIDE: Thomas
  409. -Armor: Regular Clothes, Weapon: Bare Hands
  410. -Class: Berserker
  411. -Alignment: Neutral Good
  412. -Place of Origin: Saint-Charlesbourg (21st Century)
  413. -Parameters: STR C, END A, AGI D, MAG A, LCK A+
  414. -Class Skills: Magic Resistance A, Mad Enhancement EX, Self Replenishment A
  415. -Personal Skills: Battle Continuation A, Instinct A, Mana Burst B
  416. -Noble Phantasm: None
  417. -Description: N/A
  418. -Wish: Hero of Justice/None - He entered by accident (from his perspective) so he just wants to survive and do the right thing.
  419.  
  420. SERVANT SIDE: LAMBERT
  421. -Armor: Regular Clothes, Weapon: Bare Hands
  422. -Class: Berserker
  423. -Alignment: Chaotic Good
  424. -Place of Origin: Saint-Charlesbourg (21st Century)
  425. -Parameters: STR C, END A, AGI D, MAG A, LCK E-
  426. -Class Skills: Magic Resistance A, Mad Enhancement EX, Self Replenishment A
  427. -Personal Skills: Battle Continuation A, Mana Burst A, Magecraft A, High-Speed Incantation A, Rune Magic A
  428. -Noble Phantasm: Souvenirs D'Un Autre Monde (Memories of Another World), Rank A, Anti-Unit, Technique/Spell, Passive
  429. -Description: Wielding magic in a manner that shouldn't work, LAMBERT breaks rules of magecraft that have been considered immutable before. In layman's terms, LAMBERT's magecraft and sorceries supercede effects that would diminish them, such as Magic Resistance skill wielded by many a Servant. If prayers and invocations plead higher powers to grant a sliver of their strength, LAMBERT orders with authority of a master that demands complete obedience.
  430. -Wish: Change the Past - Never get dragged into the Moonlit World. His entrance was a precursor to series of such tragic events, such horrors that killing old friends would be an acceptable sacrifice. If he succeeds, none of those sacrifices would happen and be needed in the first place.
  431.  
  432. 02l. Magnus Wright, Teleporting Rebel
  433. https://pastebin.com/2VYkKJi6
  434. MASTER
  435. Name: Magnus Wright
  436. -Appearance: Male, Adult, Tall, Strong, Crude
  437. -Role: Magus
  438. -Magic Circuits: Quantity A++, Quality B
  439. -Element: Double Affinity (Wind/Ether), Origin: Rebellion
  440. -Magecraft: Elemental, Bounded Fields, Curses, Familiars, Necromancy, Spatial Transportation
  441. -Skills: Operating Electronics, Mythology Expertise, Intel Gathering, Martial Arts
  442. -Residence: Temple
  443. -Unique: Magic Crest, Follower (Humonculi Retainers (Friendly, Ruthless, Stubborn))
  444. -Wish: Power
  445.  
  446. 02m. Artoria Pendragon, Assassin
  447. https://pastebin.com/zJ9QZTTW
  448. SERVANT
  449. True Name: Artoria Pendragon
  450. -Appearance: Female, Adult, Attractive, Elegant, Short
  451. -Armor: Light Armor, Weapon: Dagger
  452. -Class: Assassin
  453. -Alignment: Lawful Good
  454. -Place of Origin: Britain (5th Century AD)
  455. -Parameters: STR C, END D, AGI A, MAG A, LCK A
  456. -Class Skills: Magic Resistance A, Presence Concealment A
  457. -Personal Skills: Charisma B, Mana Burst A, Instinct A, Disengage A, Protection from Arrows A
  458. -Noble Phantasm: Carnwennan: Dagger of Penumbral Illusion, Rank A+, Anti-Team, Item, Attack, Passive
  459. -Description: Carnwennan is a holy dagger of unknown origins, granted to King Arthur during her lifetime by Fairies for the purpose of ensuring that no magic threat manages to be too great for her. Having primarily faced human opponents in life, Arthur rarely used it. Unlike Excalibur and Rhongomyniad; bright, shining examples of glory, Carnwennan's glow is far more subtle, working only when it is fulfilling it's purpose of destroying magical threats, and indeed seemingly draining nearby light in most other situations. It is the weakest of King Arthur's weapons, but by virtue of even being included in that list, it is extraordinary.
  460.  
  461. Without even being activated, it shrouds Arthur in shadows and wind, turning her image hazy and indistinct at almost all times. This is the reason for her having such a high Rank in Presence Concealment, despite the Assassin Class being an irregular one for her. Upon having it's True Name activated, however this effect intensifies to an immense degree, beginning to affect Arthur's surroundings, seemingly fusing or multiplying buildings and randomly changing their proportions to the eyes of those in close vicinity with the hopes of disorienting and leaving them vulnerable. Furthermore, it is said to function as an Anti-Magecraft Noble Phantasm, removing the effects of all spells it touches, regardless of their complexity or origin, and dealing far greater damage to beings of magical origins such as Phantasmal Beasts and to a lesser degree, Heroic Spirits. The magic-destroying effect is not selective and will remove even that Magecraft which is beneficial to Arthur.
  462. -Wish: To have been a true, righteous king.
  463. -Background: An alternate version of king Arthur from a world other than our own. This Arthur, after being accepted by Excalibur and becoming king, rejected the active use of the holy sword in anything other than ceremonies and large battles, instead wielding Carnwennan for the most part. She did this as, during her journeys with Caliburn, her "brother", the knight Kay, died. Not in glorious battle, or as a martyr. He was swiftly and quietly assassinated in the middle of the night, all apparently because she simply fell asleep when she should have been keeping watch.
  464.  
  465. Arthur, who's joyous, child-like demeanor died that night, was deeply affected by the event. She hardened her heart, coming to believe that ruling justly and according to the rules of honour was a fool's ideology. Though outwardly, she seemed to be the perfect king, Arthur ruthlessly worked to ensure that no threat to her kingdom's citizens could build up via assassination, sabotage, manipulation, Magecraft and much more. The only ones who knew of her inner self were, perhaps, her knights. Some, such as Agravain, were explicitly informed and outright approved of it, participating in their king's games of intrigue. The more gallant ones, such as Gawain or Lancelot, simply unravelled their king's psyche over the years they worked for her, having taken no part in Arthur's schemes.
  466.  
  467. Ultimately, all she wanted was to protect others, to do that which she failed to achieve for the one who was close to her heart. Her intentions were pure, and her mind was not that of a malicious person. She was, at her core, the same person who would go on to become Saber in another world, but she could never shirk off the heavy cloak sorrow and regret that hung over her psyche. In the end, the one threat she could not destroy, Morgan le Fay and Mordred, would go on to destroy her. Due to her deeds, revealed in full by the Knight of Betrayal, some of her knights even turned on her, and much of her kingdom hated her despite all that she had done for them. Having dealt Mordred a deathly blow in a sneak attack during the Battle of Camlann, yet being dealt one in turn, Arthur died alone, forcing herself to return Excalibur to the Lady of the Lake, before collapsing on said lake's shore, her dying body never reaching the hidden isle of Avalon.
  468.  
  469. ========
  470.  
  471. *03. Other Participants
  472.  
  473. 03a. Damien, Fake Priest
  474. https://desuarchive.org/tg/thread/68370542/#68394115
  475. MASTER
  476. Name: Damien
  477. -Appearance: Male, Adult, Attractive, Inhuman, Elegant
  478. -Role: Priest
  479. -Magic Circuits: Quantity C, Quality B
  480. -Element: Ether, Origin: Will to Power
  481. -Magecraft: Alchemy, Material Transmutation
  482. -Skills: Stealth, Intel Gathering, Martial Arts, Setting Up Traps
  483. -Residence: Temple
  484. -Unique: Holy Engravings, Psychic Mutation (Pure Eyes, Retrocognition, Future Prediction, Future Calculation), Mystic Code (Sword, Combat), Mystic Code (Clothing, Autonomy)
  485. -Wish: Transcend himself
  486.  
  487.  
  488. 03b. Pacífica Maricela Reyes, The Hero
  489. https://desuarchive.org/tg/thread/67859257/#q67909589
  490. SERVANT
  491. True Name: Pacífica Maricela Reyes
  492. -Appearance: Female, Adult, Attractive, Elegant, Short
  493. -Armor: Regular Clothes, Weapon: Bare Hands
  494. -Class: Caster
  495. -Alignment: Neutral Good
  496. -Place of Origin: Spain (21st Century)
  497. -Parameters: STR D, END D, AGI C, MAG A, LCK EX
  498. -Class Skills: Item Construction A, Territory Creation B
  499. -Personal Skills: Pioneer of the Stars EX, Clairvoyance A, High Speed Incantation A
  500. -Noble Phantasm: Muertos Vivientes, Rank D+, Anti-Army, Summon, Spell
  501. -Description: Pacífica's family Magecraft, heightened to the level of a true, if weak Noble Phantasm on her ascension to becoming a Heroic Spirit. Using Muertos Vivientes, Pacífica can raise the bodies of the dead to fight for her, their statistics being similar to those held by a weak Lancer Servant.
  502. -Wish: See section 021. Juan Pablo Èric Reyes.
  503. -Background: See section 021. Juan Pablo Èric Reyes
  504.  
  505.  
  506. 03c. Ruthvena, Saber Class
  507. https://desuarchive.org/tg/thread/68515565/#68543380
  508. SERVANT
  509. True Name: Lord Ruthven
  510. -Appearance: Female, Adult, Attractive, Tall, Inhuman
  511. -Armor: Light Armor, Weapon: Sword and Bare Hands
  512. -Class: Saber
  513. -Alignment: Chaotic Evil
  514. -Place of Origin: England (19th Century)
  515. -Parameters: STR A, END B, AGI A, MAG A, LCK B
  516. -Class Skills: Magic Resistance A, Independent Action A+
  517. -Personal Skills: Imperial Privilege EX
  518. -Noble Phantasm: Crimson Aureola, A++, Anti-Army, Item, Attack
  519. Description: The vile sword of Saber that grants great and terrible power by the infusion of blood into Crimson Aureola, be it her own or what she has spilled. Upon invocation of it's name (regardless of blood), it unleashes red crescent waves with every swing, and all blood spilled returns to it in it's thirst. Depending on the phases of the moon, it's own power will increase with it's peak at a full moon.
  520. Wish: Destruction
  521. Background: The victor of a prior war who wished upon the grail for Reincarnation and got it, but she sees the state of the world, and wants Salvation through Destruction. She believes in her mind that with how disgusting humanity still is, 50% of the world's population must die for her future slaves to prosper. (Google Lord Ruthven)
  522.  
  523. 03d. Vesta Greyl, Grail Girl
  524. https://pastebin.com/SmKYsTNN
  525. MASTER
  526. Name: Nameless
  527. -Appearance: Female, Adult, Attractive, Unassuming
  528. -Role: Homunculus, Mind of Steel
  529. -Magic Circuits: Quantity EX, Quality EX
  530. -Element: Mystery + Nothingness, Origin: Dual Origin (Element/Nothingness) (Awakened)
  531. -Magecraft: Alchemy, Elemental, Mental Interference
  532. -Skills: None
  533. -Residence: The Streets
  534. -Unique: Mystic Code (Other, Spell Enhancing). (Part of her Homunculus body)
  535. -Wish: None
  536. As the vessel of the grail, she wish to live without the grail being used.
  537.  
  538. ========
  539.  
  540. *04. Status of Dramatis Personae
  541.  
  542. [As of Night One.]
  543.  
  544. MASTERS
  545.  
  546. Vincent Nagashi-Ironheart, Hero Journey Bait, Master of Saber: Alive/Injured - Nagashi-Ironheart House
  547.  
  548. Irene Draca, Sorcery Apprentice, Master of Archer: Alive/Uninjured - Chevalier Hotel
  549.  
  550. Red Daniels, Self Styled Revolutionary, Master of Lancer: Alive/Uninjured - Daniels Apartment
  551.  
  552. Verna ???, Telepathic Dreamer, Master of Rider: Alive/Uninjured - Chevalier Hotel
  553.  
  554. Juan Pablo Èric Reyes, Reyeser, Master of Caster: Alive/Uninjured - Reyes House
  555.  
  556. Thomas Lambert, Hapless Master, Pseudo-Servant Berserker: Alive/Uninjured - Lambert Apartment
  557.  
  558. Magnus Wright, Wind Magus, Master of Assassin: Alive/Uninjured - Magnus Church
  559.  
  560. ----------------------------------------
  561.  
  562. SERVANTS
  563.  
  564. Geoffroi de Charny, Saber Class, Servant of Vincent: Alive/Uninjured - Nagashi-Ironheart House
  565.  
  566. Telemachus, Archer Class, Servant of Irene: Alive/Uninjured - Chevalier Hotel
  567.  
  568. The Unrecognized Hero, Lancer Class, Servant of Red: Alive/Injured - Fox House
  569.  
  570. Roman von Ungern-Sternberg, Rider Class, Servant of Verna: Alive/Uninjured - Chevalier Hotel
  571.  
  572. Joseph Campbell, Caster Class, Servant of Reyes: Alive/Uninjured - Reyes House
  573.  
  574. Artoria Pendragon, Assassin Class, Servant of Magnus: Alive/Uninjured - Magnus Church
  575.  
  576. ----------------------------------------
  577.  
  578. OTHERS
  579.  
  580. Damien, Fake Priest: Alive/Uninjured - The Church
  581.  
  582. Pacífica Maricela Reyes, The Hero: Alive/Uninjured - Reyes House
  583.  
  584. Ruthvena, The Stray, Saber Class: Alive/Uninjured - Unknown Location
  585.  
  586. Vesta Greyl, Grail Girl: Alive/Uninjured - The Streets
  587.  
  588. ========
  589.  
  590. *05. Story Thus Far
  591.  
  592. Grail-kun says: "Remember that the order of the descriptions is: Chapter Title - Pastebing Link - Writefag - Main Characters!"
  593.  
  594. -- Pre-War --
  595. Irene's Entrance - https://pastebin.com/DFiJeXRy - Irene - Irene/Lorelei/Draca Family
  596. Visit to the Clocktower - https://pastebin.com/5hm1E2zT - Irene - Irene/Lorelei/Archer
  597. The Rebel and the King - https://pastebin.com/KCrBDECH - Assassin - Magnus/Assassin
  598. A Morning Walk - https://pastebin.com/rDQ59qbe - Magnus - Magnus/Assassin
  599. Visit Home - https://pastebin.com/jiysGsNG - Irene - Irene/Draca Family/Archer
  600. Whatever - https://pastebin.com/aX7Sd1da - Assassin - Berserker
  601. The Mad Magus and the Failed Servant - https://pastebin.com/5Mjk36QR - Lancer - Red/Lancer
  602. Lancer's Night Out - https://pastebin.com/BpJ3c5hp - Lancer - Red/Lancer
  603. The Dreamer and the Khan - https://pastebin.com/mf7piNCH - Assassin - Verna/Rider
  604. Not According to Plan - https://pastebin.com/iKKvM8KJ - Irene - Irene/Archer/Verna/Rider
  605. Return to Normalcy - https://pastebin.com/49Tf5byf - Irene - Irene/Archer/Vincent
  606. Two Houses - https://pastebin.com/Dpgq1jsX - Vincent - Vincent/Saber
  607. Bad Beginning - https://pastebin.com/AVuznNSZ - Reyes - Reyes/Caster/Pacífica
  608. Birth - https://pastebin.com/n1LrnwFj - Vesta - Vesta
  609. -- Day 1 --
  610. False Justice - https://pastebin.com/zkFHAFWT - Vesta - Vesta
  611. The Priest - https://pastebin.com/v3KP10Kp - Assassin - Damien/Irene/Archer/Reyes/CasterVerna/Rider/Vincent/Saber
  612. Betrayal of Chivalry - https://pastebin.com/rRCGhs2b - Lancer - Red/Lancer/Vincent/Saber/Irene/Archer
  613. Unknown Alone - https://pastebin.com/ytmuJvwK - Red - Thomas/Magnus
  614. Reyes the Hero - https://pastebin.com/PA96hbAK - Lancer - Reyes/Caster/Pacífica
  615. Reminiscing on the Summon - https://pastebin.com/SWn2KMpq - Vesta - Reyes/Caster
  616. Snow White Evangelion - https://pastebin.com/UJ4YmY8G - Red/Vesta/Assassin - Vesta/Stray Saber/Assassin
  617. 21st Century Schizoid Man - https://pastebin.com/vQHhp0hu - Anon - Thomas/Verna/Rider
  618. -- Day 2 --
  619. The Grail And It's Contents - https://pastebin.com/SHbSxEVN - Lancer - Lancer/Vesta
  620. -- Day 3 --
  621. -- Day 4 --
  622. -- Day 5 --
  623. -- Day 6 --
  624. -- Day 7 --
  625. -- Day 8 --
  626. -- Day 9 --
  627. -- Day 10 --
  628. -- Day 11 --
  629. -- Day 12 --
  630.  
  631. ========
  632. *06. Non-Canon Stories
  633.  
  634. -- Pre-War --
  635. -- Day 1 --
  636. Hold Me Close - https://pastebin.com/SJvyg0eX - Assassin - Magnus/Assassin
  637. -- Day 2 --
  638. -- Day 3 --
  639. -- Day 4 --
  640. -- Day 5 --
  641. -- Day 6 --
  642. -- Day 7 --
  643. -- Day 8 --
  644. -- Day 9 --
  645. -- Day 10 --
  646. -- Day 11 --
  647. -- Day 12 --
  648. St. Charlesbourg's Last Night - https://pastebin.com/XpVr01EM - Lancer - Saber/Archer/Lancer/Berserker/Assassin/Stray Saber/Rider
  649.  
  650. ========
  651.  
  652. *07. 1st Edition Stories
  653.  
  654. -- Pre-War --
  655. Before the War - https://pastebin.com/azaN3U1i - Eva/Damien
  656. Archer & the Witch - https://pastebin.com/TUbHS2m8 - Greta/Archer
  657. Inheritance of Despair - https://pastebin.com/1VBjm5kT - Greta/Ian/Archer
  658. Kumi's False Hero - https://pastebin.com/xsNtwaWJ - Kumi/Kunihiro/Lancer
  659. A Meeting of Two Evils - https://pastebin.com/eGcut3yT - Kumi/Kunihiro/Eva/Damien/Lancer
  660. A Report to a Sinner - https://pastebin.com/KNs5r4zb - Vincent/Eva/Damien/Saber
  661. Windows to the Soul - https://pastebin.com/vU7ugVsy - Nanaya/Eva/Damien/Arvio/Rider
  662. -- Day 1 --
  663. Inner Beast - https://pastebin.com/RbFyfcKJ - Eva/Damien
  664. Kumi's Entrance [1.5 Ed] - https://pastebin.com/YxnUS20e - Kumi/Amaterasu
  665. Kumi's Visit [1.5 Ed] - https://pastebin.com/scNjhFPc - Kumi/Eva/Damien
  666. An Auspicious Meeting - https://pastebin.com/yzfKusQ8 - Kumi/Vincent
  667. The War Begins [Out Of Commission] - https://pastebin.com/rwGBtM2N - Vincent/Saber/Kumi/Lancer
  668. A New Chapter - https://pastebin.com/LxQgNmt8 - Thomas/Quentin/Greta
  669. A Corpse and An Ambush - https://pastebin.com/urmnZv9h - Nanaya/Rider/Hassan
  670. The Creator of Heroes - https://pastebin.com/qyQwvPNA - Reyes/Caster/Damien/Pacífica
  671. The Overseer's Worries - https://pastebin.com/PWR8b6U8 - Damien/Maxwell
  672. -- Day 2 --
  673. Garden of Bliss - https://pastebin.com/v32tcMeK - Arvio/Pacífica
  674. The Hunt Is On - https://pastebin.com/BHA2JT9L - Kumi/Kunihiro/Lancer
  675. Meeting of the Knights - https://pastebin.com/TRehBrRb - Vincent/Saber/Kumi/Lancer
  676. Sinful Aftermath - https://pastebin.com/KqLTAvnz - Eva/Damien/Michael/Lucifer
  677. Yearning - https://pastebin.com/7RccK6Sb - Nanaya/Rider
  678. Steel and Gold (Master Side) - https://pastebin.com/xUgwY5uj - Nanaya/Rider/Thomas/Hassan
  679. Steel and Gold (Servant Side) - https://pastebin.com/AwHGhZbi - Nanaya/Rider/Thomas/Hassan
  680. -- Day 3 --
  681. A Drink Between Heroes - https://pastebin.com/NmtXL0ce - Archer/Lancer
  682. Fox Hunt - https://pastebin.com/N2HDvXX1 - Kunihiro/Irene/Amata-na
  683. Chance Meeting - https://pastebin.com/g2R5Ty0N - Eva/Thomas/Quentin
  684. A Knight's Tale - https://pastebin.com/Ra07VZeb - Kumi/Lancer
  685. Contradiction - https://pastebin.com/dA8qwTQC - Nanaya/Rider
  686. -- Nebulously In The Future --
  687. Pieces Coming Together - https://pastebin.com/D549gXNw - Kunihiro/Irene/Amata-na
  688. Gabriel's Warning - https://pastebin.com/5MUynB04 - Gabriel/Eva/Vincent/Saber/Amaterasu
  689.  
  690.  
  691. ========
  692.  
  693. *08. "Supplemental Reading Materials"
  694.  
  695. T̶h̶e̶ ̶a̶r̶c̶h̶i̶v̶e̶s̶ ̶h̶a̶v̶e̶ ̶b̶e̶e̶n̶ ̶b̶u̶r̶n̶e̶d̶ ̶b̶y̶ ̶a̶ ̶d̶u̶t̶c̶h̶ ̶s̶p̶e̶a̶k̶i̶n̶g̶ ̶w̶r̶a̶i̶t̶h̶.̶ ̶T̶h̶e̶y̶ ̶a̶r̶e̶ ̶n̶o̶ ̶l̶o̶n̶g̶e̶r̶ ̶a̶c̶c̶e̶s̶s̶i̶b̶l̶e̶ ̶b̶u̶t̶ ̶t̶h̶e̶ ̶i̶n̶d̶e̶x̶ ̶w̶i̶l̶l̶ ̶s̶t̶a̶y̶ ̶u̶p̶ ̶i̶n̶ ̶c̶a̶s̶e̶ ̶s̶o̶m̶e̶t̶h̶i̶n̶g̶ ̶i̶s̶ ̶r̶e̶c̶o̶v̶e̶r̶e̶d̶.̶ ̶ ̶T̶h̶o̶u̶g̶h̶t̶s̶ ̶a̶n̶d̶ ̶p̶r̶a̶y̶e̶r̶s̶.̶
  696.  
  697. THE ARCHIVES HAVE BEEN RESTORED! Through a disgusting amount of Mana poured in to the soil by Magi from throughout the world, a new Reality Marble has been created where the archives are safe. For now. Rejoice!
  698.  
  699. https://pastebin.com/2QwHQLCb
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