The holy war.
*Approved by LPS*
The story begins, Fuyuki City is the setting for a secret and violent war among competing magi. For the past two centuries, sorcerers have gathered and engage in a Battle Royale, each gambling his or her own life to obtain the Holy Grail, a legendary chalice capable of granting wishes. The past five Holy Grail Wars have typically occurred every sixty years, with the most recent concluding two decades ago, but the sixth war has started prematurely.
Each of the sorcerers, better known as Masters, is aided by one of the summoned spiritual familiars known as Servants, who are the reincarnations of legendary souls from all across time. These resurrected souls, possess superhuman characteristics and wield powerful artifacts or abilities called Noble Phantasms. Only one Servant can be summoned per master each war from one of seven classes: Saber, Archer, Lancer, Berserker, Rider, Assassin, and Caster.
The Holy Grail is a spiritual artifact, so only astral entities, such as Servants, are capable of touching it; this restriction forces Master and Servant to cooperate with each other against rival pairs, even if a situation entails fighting to the death. Masters control Servants with five Command Seal, which are crystallized miracles issued by the Holy Grail that manifest on a Master's hand. When activated, Command Seals permit a Servant to accomplish an incredible feat, or alternatively provide Masters with the authority to issue an irrevocable and absolute order to a Servant. In the event of a Master's demise, a Servant may choose to bind him or herself to another Master; if a Servant is slain, a Master may ally with a wayward Servant or pursue sanctuary with the Holy Grail War's impartial supervisor, who is traditionally a delegate of the Church.
As part of the new generation of the magi that live in this city you have been chosen to fight in this holy war to obtain the Holy Grail and have a wish granted to you, you must fight to survive and win this war, you are all ether children or teenagers that have live in Fuyuki City and now must choose if you will fight in this war or not.
(Humans are unaware of the holy war and the existence of magic or magi even if they are your humans NPC's, you may have a character from the future but they may only use magic or olden day weapons such as swords, bow, spears etc.)
Berserk Class: They are heroes and legends that were unmatched in physical strength, power and starts with a very large amount of mana, berserker is a powerful close quarter fight that are highly resistance to magic based attacks as well as resistance to some physical attacks from servants, berserker's are giants in size them self meaning they are not as fast at running or be acrobatic compared to other servants, they tend to wield giant size weapons that are brutal such as a obsidian sword, clubs etc, they are usual barbarians or powerful warriors when they were alive. (I will only allow two berserker's so first come first serve sorry.)
Saber Class: The saber class is one of the most powerful classes they are fast, powerful, agile and starts with a very large amount of mana, the saber class are close quarter fighters wielding ether swords, axes, hammers or something similar they are highly resistance to magic based attacks, saber class tend to be noble warrior holding to codes of honour or duty these tend to make them more powerful to some of the other classes because of the hard ships and fight to obtain holy artefacts or to protect the weak from harm, how ever the saber class go against attack unarmed civilians as a means to replenish there mana meaning you will have to replenish there mana by other means, they are usual knights or kings or warriors when they were alive. (I will only allow four sabers so first come first serve sorry.)
Archer Class: The archer class is one of the most powerful classes they are fast, agile, starts with a very large amount of mana and tend to have eyes like a hawk, they tend to be a mixed classes that favours close combat but has powerful special ranged attacks meaning, the archer's class have a unusually power to create weapons from there mana they are usually focus on create close quarter weapons and keep there powerful ranged attacks for a last resort, how ever they can not create weapons that other servants use unless the servant wielding that weapon is slain but all weapons that the archer's make as not very strong meaning they are easily shattered or destroy from powerful blows, they are usually warrior blacksmiths, master archer's or a person of all three. (I will only allow five archer's so first come first serve sorry.)
Rider Class: The rider class is a unusual class of servants they possess low levels of sorcery, they are very agile and flexible compared to most servant but they lack a peculiar fighting styles meaning they are at a disadvantage in close quarter combat, rider class they have a gift at using their surrounding to their advantages giving them a edge or marching there enemies, the types of weapons the rider class uses will be more likely daggers, short swords or kunai and chain, they are usually witch that lived in isolation or weak magi how were discarded for being unable to use high leave of magic.
Caster Class: The caster class are ether powerful sorcerers or powerful magi they are far beyond any modern day magi in both terms of power and skill with mana, the caster class are more along the lines of a support class they have no close quarter skills they how ever they can enhance there master to be able to enter close combat making them just as powerful as servant, how ever they can take all types of servant as will as a servant could, the caster class has a unusual power to summon a servant of there own to fight on there behalf this servant will not be as powerful as normal servant and can only be of ether the Assassin class, rider class or lancer class, the servant will only be able to last in the world a short duration because the summoned servant mana can not be replenished the caster class lacks that skill, the caster class has no real weapon they tend only to use magic but they may carrier a dagger.
Assassin Class: The assassin class are mysterious class of servant that are faster and swifter than most servant, they are skilled in deadly style of combat allowing them to both take on distance and close quarter combat with greater ease then some classes, some of the move they use that would normal take effort you use can use more often then other class, how ever they tend to over simplify they style of combat meaning they can only use there skill if the right conduction are presents such level ground, higher ground etc, they tend to use light weight based weapons such as katanas, short swords and elongated daggers this mean they are unable to deal with powerful impact blow from attacks.
Lancer Class: The lancer class are a skilled class of servant use there fast and nimble skills to close the gabs between them and there enemies, the skill with lances, spears and helbirds allow them to deal powerful attack while keeping out of reach of most classes, there skills allow them to perform good offensive and defensive style of fighting, the weapons they use are weapons with reach such as spears, helbirds, lances and scythes, they tend to me spear master or warriors when they were alive.
The Command Seals, are the absolute authority of a magus over a Servant, they are the holy marks that appear on the body of the magi who become Masters for the Holy Grail War, and become part of his body.
The seals are five absolute orders that can both restraint or reinforce the action of a Servant, to the point of making him perform an impossible action. If it is within the scope of the mana of the Master and the Servant, then it can be realized through the power of an order of the Command Seal - even if it is something the Servant isn't normally able to do.
Although, if the order is meant to apply on a longer period of time or if the order is vague, the strength of the order will grow weaker. Of course, the opposite works as well: an order that is very specific will be more effective and will hurt the Servant if he disobeys - although it is still possible to resist it, at the cost of an increasing pain. For example, an order such as "obey everything I say" is meaningless. The case that they will feel a weight if they disobeys his/her, and will receive a boost when they follows his/her order.
If a Servant is fatally wounded, an order such as "heal right this instant" will result in the wound being temporarily sewed with a thread of mana, allowing the Servant to move for a bit; though it doesn't give any actual medical treatment.
The Master has five Command Seals that will vanish one by one as he/she uses them. A Master who uses up all five loses his/her rights of authority over his/her Servant, but that is, practically speaking, a matter of how well their relationship goes. If a contract is forcibly severed, the remaining seals lose their effectiveness and possibly disappear.
When a Servant is killed, the color of the seals fade out and they look at best like a birthmark or a bruise, but they don't actually go away. Still, the will magus loses his/her qualification as a Master. Even after the war has ended, the Command Seal remain.
After the war has ended, it is possible to remain as a Master if the magus still has his/her Seals and their Servant.
Command Seals that disappear without being used are still stored within the Grail, so they can still be reused when making a new contract with another Servant who has lost his Master. But as there will normally be no more eligible magus, they will tend to come back to the previously selected Master. All the unused Command Seals go back to the care of the supervisor. The supervisor can freely redistribute them without any restriction, and transfer like he would a regular magus seal.
Special item/artefact: Some times a special item/artefact that once belong to your servant that had lost or stolen could have been found by you or your family members, this could sometime explain why curtain servant continued to be summoned by the same family line unless the servant and master win the war and there wish is granted then the servant will be unable to be summoned ever again unless they still have a wish hey want to be filled. The item/artefact could give the master one special ability such as regeneration, increased strength, stronger magic etc you may state that the master is unaware of the special item/artefact or that they are aware of it, at one point the servant would have possessed that item/artefact and that same ability so returning it to them will increase there over all powers, the servants will be unaware of the item/artefact unless they are told that the master possess it or they figure it out the item/artefact could be fuse with it meaning they will likely be unaware of it them self's nor would the servant be aware of it.
Mana: Mana is the force that maintains the servant physical existence in the modern would as well as allow them to use there more of there powers against other servants and heal any injures they may gain from battle, servant lack the skill to replenish there own mana if they are continues to use the mana without replenishing it they will begin to weaken and if they run out of mana then they will disappear completely in other words die.
Mana warning levels:
0%: The servant die and return to the time ere they came from.
5%: The servant can't move will on there own and nears death they are unable to enter a fight nor heal their injures.
10%: The servant is just able to get around on there own.
20%: The servant is able to enter normal combat without any powers and they are only able to heal very minor anything beyond will seriously weaken or kill them.
30%: The servant is possible able to use one of their minor powers and heal some major wounds.
40%: The servant can unleash it's special power and maintain enough mana to survive but will need there mana to be replenished.
50%: The servant is at half of there full power that they had when they were alive.
60-70%: The servant almost possess there full power again they are able to use the special powers multipliable time before become weak or tried
80-100%: The servant can only obtain their full power if what ever item/artefact that they had lost is returned to them but by doing this they can use the all of their powers, heal almost any wound and only half the reqarruied amount of mana is used.
This many differ for some classes, skills and abilities they use base on their class and maximum mana levels.
The only way to replenish mana is to ether have the master to transfer some of there mana over, have you servant attack human and eat there souls as human souls contain small amount mana in them but this takes time, another way is to make a blood forge barrier around a build that contain large amounts of humans this will render the humans unconscious while their souls mana is absorbed both of these kill the humans for most servant will be against both of them dictions as well as other servant will instantly sense a blood forge barrier that has be activated both magi and servant are unaffected by the barrier, another way is a spiritual site where spirit pass through such as temples and the final way to replenish mana is to transfer magic Circuits to the servant giving them the ability to replenish mana over time but this weak the magic skill of the magi stopping them from learn more form of magic.
Magic Circuits: A pseudo-nervous system that spreads itself through the human body and what qualifies a person to be a magus. Originally, its function was to just replenish a person mana, That which connects the material world to the astral plane, if mana is the force that actualize the rules of a Thaumaturgical Theory’s system, then the Magic Circuits are the pipelines that converts prana and transmit that energy from the magus to the system.
Strictly speaking, the Magic Circuits reside within the magus’s soul and what is found on the body is just a physical expression of them that stretches itself throughout the body in a fashion similar to the nervous system. They are composed of core components, which are the actual Circuits so to say, and bypasses that connect those components to the brain. Magic Circuits do not change and once damaged they cannot be repaired. Because organic activity is necessary for the operation of Circuits, it is a common mistake to think that they are literally a part of the magus body. There are rare occasions in which the Circuits continue working even after the practitioner’s body has ceased all vital functions. In these cases, destruction of the brain is necessary to stop the Circuits.
As like any other organ, the number of Magic Circuits that one possesses is determined at birth and cannot decrease or increase naturally. But it is possible to change that number artificially through a number of methods. One of those methods is through the establishment of a mystic pass between two magi from which the Circuits can transferred. As the Circuits are located in the soul, a fusion of body and mind is required during the transplant. However, the process carries the same risks and complications as a transplant of organs. Furthermore, as the Magic Circuits become unstable if tampered while in use, there is a possibility of mutual destruction if a contract similar to that between a magus and his familiar has not been established beforehand.
For that and other reasons, lineages of magi seek not to tamper with the Circuits of their members while they are alive, but rather try to produce descendents with the greatest "extra" number of Magic Circuits possible. Note that number is not everything, and quality and precision of the Circuits are also an important factor that differs from lineage to lineage.
About the anime series
As this is based on a anime series fate/stay night you may chose one of the servant from the anime series but note if you do this you will have a advantage and disadvantage to other play. The advantage is that your servant would be a bit more powerful then the average servant of the same class and others. The disadvantage is that you servants powers, abilities, skills, personality, appearance, name, motive etc already exists and must be used and any that are aware of the series would know what sort off power and abilities your servant is capable of none of the anime cast will be in this due to the fact it takes place twenty year later meaning they have move away, die or travelling however you may be related to them give a more interesting back ground and story to your characters. (Servant from the anime may take part and show them self and only one of the anime cast will show up in this.)
You may only create one master and one servant (expect the caster class you may make a weak and minor NPC servant.) You may create up to five NPC's that are unaware of the war unless they are magi they can know magic but can't be or become a master and they still have to the age limit.
Magi skills: (You can only be trained in four field of magic and you are no high then a novice.)
Personality: (You and your servant would have some of the same personality but that not always the case.)
Advantages: (Your advantages will not effect you magi powers or skills.)
Disadvantages: (Your disadvantages will not effect you magi powers or skills.)
Special item/artefact: (This special item or artefact you choose has to had once belonged to your servant due there life.)
Noble Phantasms (Anti-personnel): (What weapon they use based on there class.)
Heroic Phantasms (Anti-army): (This is there ultimate special power that can only be used once then must recharge over a long period of time. PM me your characters Heroic Phantasms if you do not what other player knowing about the special power yet but note I am playing the game as well.)
Special skills: (These are skills or powers that use mana and deal large amounts of damage against servant but doesn't use as much mana as the your ultimate special power does.)
motive: (What your characters wish is, there wish will be base on a unachieved ambition or desire or wish to change a event or moment in there pass only)
Morals: (What are there moral/ethics on civilians lives, event what sort of code they follow etc.)
Personality: (There will be a some difference in there personality.)
Background: (The hero past including key event, about the weapon, how they obtain the the weapon and if you what how they died.)
These are both the sample characters as well as my own characters.
Name: Durrian Emiya
(This is his command seal.)
Magi skills: Reinforcement: the power to analyze the structural composition of objects and increase their effectiveness by understanding their chemical and physical makeup, such as the sharpness and durability of a sword and shield.
Projection: which allows him to recreate objects from memory. The clearer the image in the user's mind, the better the final result.
Tracing: which also copies the history and special properties of the items, though they are of slightly lesser quality.
Reality Marble: known as Unlimited Blade Works, which is the source of his unusual projection magic. Within Unlimited Blade Works exist all of the materials he needs to recreate any bladed weapon, and it manifests itself as a barren wasteland covered in swords, but with a beautiful dawn in the sky.
Personality: Durrian is a good-hearted, honest, always enjoys helping others, he has the ideal of protecting the innocent, he is a serious yet helpful, hardworking, never gives up, nice, calm, he also care deeply for his younger sister Akane, kind, he has a strong will and value other people live more then his own.
Advantages: Durrian has been trained in area of combat by his father and a friend of his father Durrian is a skilled swordsmen as well as a skilled archer and due to him being born to such a family of magi Durrian has expert knowledge of the magi seen as he has become the successor of a powerful magi line due to his mother side of the family.
Disadvantages: His good will can be a down fall seem as people take advantage of that, he tendency to save/protect others put him self in harm way with no regard to his own safety and
Special item/artefact power: The scabbard of Excalibur: bequeaths limited immortality through regenerative stimulation, as well as preventing physical deterioration due to aging. (He can still be killed by others it just harder to kill him then other magi.)
Background: Durrian was born to a unusual family of magi or more commonly knows as a magus's his father was none other then Shirō Emiya and his mother was Rin Tōsaka they were a odd pair to say the lest when Durrian was born and a year later Akane was born their father waited till Durrian was six before instructing him in magic, their father began passing all his knowledge to Durrian about everything he had learned himself it was clear from a young age that Durrian had inherited their father personality and sense of justice, Durrian also showed a talent for archery and swordsmanship while their mother taught Akane what she knew they were happy together, at the age of seven their parents were killed in a car crash Durrian swore that he would become a champion of justice just like their father, as Durrian enter high school he quickly became the head of the kendo club and second in the archery club, Durrian has always looked after his younger sister Akane she is only a year younger then him they both live in alone in their parent house their parent friends and the fortune they left them was more then enough for them to keep living in the in the house alone, Durrian had promise his mother he would let nothing happen to Akane no matter what and he tends to keep that promise.
Name: Arturia Pendragon
She is also known as: King Arthur
Noble Phantasms (Anti-personnel): Excalibur
Heroic Phantasms (Anti-army): Avalon The Everdistant Utopia or more commonly known as sunburst the powers
Special skills: a celestial sword constructed by the world from the collective wishes of mankind and fueled through a conversion of Mana into photoelectric energy, and Invisible Air: Barrier of the Wind King which compresses and gyrates the air around Saber's blade, allowing her to induce an illusion of ethereality, making it hard for opponents to judge her strikes, and release the air in the form of a intense gust.
motive: Arturia found herself wanting one more thing in live to be with Shirō that became her new wish
Morals: Arturia follow a knights code of honour mean she would never attack an unarmed civilian.
Personality: She is a loyal, independent, and reserved, Saber acts coldly but is actually suppressing her emotions to focus on her goals.
Background: Her full name is Arturia Pendragon, and her creation as a character was inspired by the legends of King Arthur. Arturia is the daughter of British King Uther Pendragon and Igraine, a former Duchess of Cornwall. At her nativity, Uther realizes his subjects will never accept a female as a legitimate ruler, and decides to not publicly announce Arturia's birth or gender. She is entrusted by Merlin to a loyal knight, Sir Ector, who raises her as a surrogate son. When Arturia is fifteen, King Uther dies, and with no known eligible heir to the throne, Britain enters a period of turmoil following the growing threat of invasion by the Saxons. Merlin soon approaches her, explaining that the British people will recognize her as a destined ruler if she withdraws Caliburn, a ceremonial sword embedded in a large slab of stone. However, pulling this sword is symbolic of accepting the hardships of a monarch, and Arturia will be responsible for preserving the welfare of her people. Without hesitation, and despite her gender, she draws Caliburn and shoulders Britain's mantle of leadership.
Arturia rules Britain from her stronghold in Camelot, and earns the reputation of a just, yet distant king. Under the guidance of Merlin and with the aid of her Knights of the Round Table, she guides Britain into an era of prosperity and tranquillity. Caliburn is destroyed, but Arturia soon acquires her holy sword, Excalibur, and Avalon, Excalibur's blessed sheath, from Vivian. While Avalon is in her possession, Arturia never ages and is immortal in battle.
Throughout her reign, Arturia is plagued by feelings of guilt and inferiority; she sacrifices her emotions for the good of Britain, yet many of her subjects become critical of her lack of humanity. Excalibur's scabbard is stolen while she repels an assault along her country's borders; when Arturia returns inland, she discovers Britain is being torn asunder by civil unrest. Despite her valiant efforts to placate the dissent, Arturia is mortally wounded by a traitorous knight, a homunculus born of her blood named Mordred, during the Battle of Camlann. Her dying body is escorted to a holy isle by Morgan le Fay and Sir Bedivere. Arturia orders a grieving Bedivere to dispose of Excalibur by throwing it back to Vivian; in her absence, she reflects on her personal failures, regretting her life as king. Before her last breath, she appeals to the world; in exchange for services as a Heroic Spirit, she asks to be given an opportunity to relive her life, where someone more suitable and effective would lead Britain in her stead.