New
Jan 21, 2020 1:40 AM
#1
Magecraft Magecraft, or Thaumaturgy is the artificial reenactment of a miracle, a supernatural phenomenon. Magecraft is the ability to bring about what is possible through science with supernatural means; although the process is considered a miracle, the end result is not. The limits of Magecraft have changed with time, as science evolved and Magic from the past became possible through science. There is no impossibility for Modern Magecraft within the rules of the world, and with enough effort and time spent studying the appropriate school, anything within the limits of human intellect is possible. However, because Magecraft acts as the reenactment of supernatural phenomena, or Mystery, that already exists in the world, it is impossible for it to create new Mysteries; even with an infinite amount of research, there is a "wall" that prevents the wisdom of humans from doing so in the current era. The realm past this "wall" is known as Magic. Modern Magecraft remains far inferior to Magecraft from the Age of Gods (the period between the genesis of the Earth to around 0 AD) in terms of magnitude, due to the fact that magi from the past acquired their magical energy directly from the Root. The difference between the Magecraft of the past and the Magecraft of the present can be explained by the difference in civilizations - while the civilization of the Age of Gods existed side-by-side with the truth, the civilization of the Age of Man exists in order to search for the truth. The Root The Swirl of the Root, also known as the Root, the Akashic Records, or occasionally, Heaven, is a metaphysical location within the universe 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. It is also referred to as the "Outside of the World,". 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. The ultimate ambition of the Magi is to reach the Root to gain the "truth" of the universe it holds, and many focus their experiments into discovering a path to it. 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". Needless to say, this is impossible for even the most talented magi without the use of a miracle. Elements Elements are a part of the universe's cosmology and play an important role in Thaumaturgical Theory. Fire, Water, Wind, Earth, and Void (Ether) are the set of Elements that, according to the teachings of certain Magecraft schools, are the basic substances that shapes the world. Fire- Fire element the concepts related to consumption, heat, entropy, fuels, energy transfer and thermodynamics. Earth- Earth governs the concepts related to grounding, cultivation of energy and energy embedding. Water- Water governs the concepts related to flows, forms, cycles, combinations and manipulations. Wind- Wind governs the concepts related with with air, kinetic forces, static energy, free energy and directed movement. Sky (Ether)- Combines itself with any of the other four Elements in order to actualize the mysteries of Thaumaturgy. It is artificial magical energy that forms the basis of modern magecraft. Although amorphous and incapable of materializing by its own power, it is what allows shapeless bodies to take a material form. Origin Origin is the starting point that defines one's existence and directs one's actions throughout life. It is the driving force from the inside of the Root that managed to stream out of the source and take material form. The form it can take at times is that of a human being, and all humans match their actions to be in harmony with the driving force that originated them from the moment they enter into the world. These actions are more along the lines of an inherent compulsion that could be called a person's instinct rather than a conscious decision. If a person becomes awakened to their Origin, it becomes nearly impossible to stray from their Origin if it's even possible in the first place. It becomes an impulsive behavior one would follow as though it were an absolute order. Under the system of Magecraft, Origins are used to describe precise details about a magus, while Elemental Affinity indicates one’s general alignment. Magi with an Origin that is strongly expressed outwardly are removed from the normal alignments. With the origin becoming the alignment itself. Most of those magi exhibit their talents as extreme specialists, allowing them to potentially reach higher grounds than normal magi. Even those without an Elemental Affinity are sometimes still capable of casting spells simply by following their Origin. It's possible for them to overcome great obstacles such as a lack of Circuits or a lack of talent for Magecraft altogether. Mystic Code A Mystic Code is a support weapon that a magus carries as a magical artifact. There are two general types of Mystic Codes. An Amplifier Mystic Code is the first type and functions as an amplifier for Magecraft. They are an orthodox Mystic Code for support, that can be used for magical energy amplification or storage, prepared to strengthen a spell. The Specialised Mystic Code is the other type that have a predetermined usage. They are activated with the magus's magical energy and can perform a given Mystery as long as it is supplied with energy. It becomes a spell in itself; many of the Noble Phantasms of Servants are usually of this type. Their usage is unique, so they aren't really generic, but this also means they can be tremendously efficient in what they do. Ley Lines Ley Lines (sometimes written as Leylines) are magical alignments between places of power. They are often invisible conduits of magical power that flow through the earth and air. Mages can sense them, and tap into them to convert the abundant amount of mana into usable magic energy at a faster rate than normal. A normal mage is able to regenerate their od at 1.2x the normal rate whilst on a leyline. Magic Circuits Magic circuits are a pseudo-nervous system, that spreads throughout the human body and is the qualifier for being a magus. The modern purpose of magic circuits is to allow magi to use their power - and their power alone - as magical energy for spells, without the need for borrowing power from anyone else. Unlike formal craft which uses magical energy not from the caster but from somewhere, needing the caster to only perform the ritual. Magic circuits are described by many like lungs, only instead of drawing in air to then transfer it throughout the body through blood stream and convert it into energy, they draw in mana from the air and convert it into usable magical energy. Magic Circuits reside within the magus’s soul, and what is found on the body is a mere 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 cannot be repaired. Because organic activity is almost always necessary for the operation of Circuits, it is a common mistake to think they are a literal part of the the magus body. With few rare exceptions in which the circuits continued working until the destruction of the brain. Their Quality and Quantity are ranked through letter like Magecraft, and their composition often vary. The Quality of the Magic Circuits represents the amount of magical energy each individual magical circuit can hold. Whilst the quantity represents the amount of circuits someone possesses. Together this composition of magic circuit traits decides the talent one possesses as a magus. Magic Crests Engraved on the body in a variety of shapes, most typically in a magic circle, a Magic Crest is a series of Magic Circuits that were given a more stable form in order to act as an archive of thaumaturgical capability. At some point of the magus’ life, he will forge some of his own Magic Circuits into the Crest, store many, if not all, spells that he learned in life and then pass it down to his successor. As the process repeats itself with each new generation, the older a lineage is, the greater the number of Circuits forming the Crest, and the greater the amount of knowledge stored inside it. It is the duty of any heir of a family of magi to successfully expand and pass down the Crest to the next generation. How the particular magic crest functions differs slightly from magus to magus, however in basic terms they give the user additional magic circuits of the highest quality that support their natural magic circuits. Masters 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. These individuals can be anyone from students to highly capable mages, as long as they have a wish that can be granted by the grail or the fight for it. Although not nearly as powerful as Servants, Masters are generally at the highest level of human Magecraft. Masters also have parameters, but their E-A is generally 1 - 5 times stronger than the average human, compared to the 10 - 50 times stronger statistics of Servants. This will work in sum from ten, each parameter above E being -1 up until -4 and can be distributed until the total is 0. Additionally, due to their role as a Mana source for their servants, Masters are ranked by different qualities than Servants, listed below: (Byaku adapted Note: I tried to further understand the correlation to the amount of magic circuits one has, the output and such.)
Qualities Each master whom participates in the ritual of the holy grail war is a differing individual, with the knowledge they have procured over their life, the morals they have obtained through their growing's up and those whom they have associated themselves with through choice or through birth. Some where born and trained from birth to be prospective masters for future wars, all for the sake of grasping at the omnipotent wish-granting device that is the grail. Though each is a differing individual though there are specific traits which are more common and show up frequently. These ones given below are examples, given you have an idea customs are possible, but require fine tuning.
|
ByakugaranMar 31, 2020 8:52 AM
Jan 21, 2020 1:41 AM
#2
Holy Grail War Summarized The Holy Grail War is a conflict in which 7 individuals, known as Masters, fight each other to obtain the Holy Grail, an all-powerful omnipotent device with the power to grant one wish. To aid them in their battle, the Grail grants each Master a Servant, an incredibly powerful hero from history or legend, as well as three Command Seals to compel the servant's obedience. Fuyuki Holy Grail War Period (1791-Present) The Fuyuki Holy Grail War, also called Heaven's Feel, is a ritual that had been ongoing for two hundred years. Established by the Tohsaka, Matou, and Einzbern families, the Three Founding Families, as a means to reach Akasha, it is currently thought to have been only a competition for something recognized as a possible Holy Grail. Seven magi are chosen by the Grail as Masters and, with support from the Grail, allowed to summon seven Servants to do battle. The winning pair is supposed to be able to claim the Holy Grail and utilize it to grant a wish for each of them. Although the Servants are not aware of this fact, its true purpose is to actually utilize the seven Servants returning to the root as a way to form a hole directly to it. At the time there was also a serious flaw in this system, As the Grail required the energy of all seven Servants to help activate the Great Grail and open a hole to Akasha, it would mean that all Servants including the victor Servant would have to be killed, and since the Grail can only be held by Servant, activating the Greater Grail, let alone retrieving the Holy Grail, cannot be achieved, as Masters are incapable of doing so without a Servant. This flaw made the Grail capable of only granting wishes to Masters and Servants. There has yet to be even one winner who actually claimed the Grail in all five wars. The original purpose of the ritual was to recover the Third Magic lost by the Einzberns, the "Cup of Heaven." Around 1790, Justizia Lizleihi von Einzbern, Nagato Tohsaka, and Zouken Makiri created the system in order to create a gate leading to Akasha. At that time, the Mage's Association and the Church were locked in a battle to the death, so a land in the Far East, where the Church could not monitor, was chosen. The Einzberns provided the alchemy to create it and prepared the vessel for the Grail, the Tohsaka provided the necessary land and called forth the Servants, and the Makiri (nowadays known as Matou) assembled the magecraft to stabilize the starting materials and designed the Command Seals that command the Servants. Back when the Tohsaka were developing the ritual of the Heaven's Feel along with the Makiri and the Einzbern, Nagato's daughter played a greater role in the completion of the Holy Grail War system than her father. The Holy Grail War itself was devised by Justizia, and she was to become the key of the ritual. The Great Grail was created through forming a large circuit from many multi-layered Crests carved onto a bare rock over fifty meters in diameter. It was covered in multiple layers of circuits, while its many geometric figures turned in place. Justizia stood in the center of the it, and became the key to reenacting the Third Magic. The Holy Grail would have only been just a Holy Grail without her, as her will was required for Heavens Feel. Kishur Zelretch Schweinorg acted as a witness to the event. The First Holy Grail War took place around 1800, but it was not meant to be anything like the future Holy Grail Wars. It was not named as such, only meant to be a ritual for the families to reach Akasha. It took ten years from its establishment to gather the necessary energy to manifest, but the Three Families originally planning to utilize it realized that the system could only allow for one person to utilize it. Though they had the same goals, their opinions on how to reach them were different, so the unforeseen aspect caused them to break off their alliance. They instead agreed to proceed with the system and means to create the Grail, but they would then become enemies when it was summoned. Due to requiring seven Heroic Spirits to achieve the ritual and seven Masters to summon them, they had brought in four outside magi with the call of "We've succeeded in manifesting the Grail. If you'd like to witness this miracle, join us and become Masters." Though the outsider magi had only sought to learn about the ritual of activating the Grail, they used the internal quarrel as an opportunity to grant their own desires. Though the Three Families held the rights to the Grail, winning the conflict would allow them to obtain a wish regardless of the ancestry. It was not a major conflict in the end, and can be called a "small quarrel of sorts" due to the conflicting opinions and interests. From the point of view of the Einzberns, the first time ended before the completion. The evocation site of the Grail was held at Ryuudou temple on Mount Enzou. The Second Holy Grail War was held around 1860's, and formally took on the name of the "Holy Grail War." Developing into a war for the second time, it pointed out shortcomings in the rules due to it developing into a murder spree in which nobody survived. It ended with no victory, and the Three Families took it as a lesson to create more precise rules such as bringing in a third party like the Church. The evocation site of the Grail was held at Tohsaka mansion. The Third Grail War took place in the 1930s, held on the eve of World War II. An Avenger class servant was summoned and subsequently corrupted the Grail to allow for the summoning of other Heroic Spirits besides only good-aligned ones. Fighting for the Lesser Grail occurred not only between the Masters, but also between the Japanese Imperial Army and the German National-Socialist Party. In the end, the Lesser Grail was destroyed before the victor could be decided, so the ritual became meaningless and failed. The incredible chaos during the First, Second, and Third Grail Wars caused the majors factions fighting for the Grail and appoint an Overseer for the next Grail War: Risei Kotomine. Ciudad de Mexico Holy Grail War (1961~) After the end of the Third Holy Grail war in Fuyuki many felt worry as during the battles before the victor could be decided the Lesser Grail had been destroyed. With the ritual failed and meaningless it would take years before another war could take place. And for most they did not possess the time, for soon they would grow old. Their bodies becoming frail and incapable of participating in the holy grail war. And so the chance of reaching the root gone once again. Though many did not give up, attempting to prolong their life through various means or find manners with which their descendants could carry on their will and bring glory to the family name. Yet rumors have begun to spread. Now after thirty years have passed rumors of a 'Fake' War spread around the globe, mages from beyond country being intrigued by the potential Grail War that might occur. And even if it may be fake what matters should not change, if this lesser grail, if the wish itself can be reproduced all else is unimportant. No official statement from the Founding Families has come forth bearing news upon this Holy Grail War yet, nor has any relation to the founding families been established with this war. The only clue that had been given was date and location. The Holy Grail War would occur from late October in Mexico City. The supervision of the war has not been given as no representative has yet to come forward. However unlike in the Fuyuki Grail War, many speculate the Church has not been asked to supervise the Grail War. Whether these are the only irregularities is unsure, but at least one more quickly found out by those whom have been given command seals, the definition of the ''Summoning Ritual'' has become skewed and vague, with the capability and desire being all that is necessary rather then a summoning circle. Servants Servants are Heroic Spirits, Anti-Heroic Spirits, Embodiment of Ideas and Divine Spirits summoned by the Holy Grail for the purpose of competing under Masters in the Holy Grail War. Nature Servants are Heroic Spirits made into special familiars of the highest rank that are bound to the Master. 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. 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. Disconnected from the "main body", they are able to know of the actions of the Servant through records, as if reading a book. Similarly as to how demons require a form invented by humans in order to take shape, Heroic Spirits need a form to exist in the world. The vessels, 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. Although too powerful to be controlled by humans, they are bound by three Command Spells, representing the Masters' "right to rule" over them, with obedience towards the Command Spells being the "absolute condition required for materialization." Due to the prospect of having a wish granted by the Holy Grail, it also serves as an incentive to cooperate with the Master, as well as requiring them for energy upkeep and acting as their anchor to the world. Killing them will normally go against their purpose, but the Command Spells protect the Master from Servants who would kill them to seek out another Master who would be more suitable. Characteristics Servants are beings able to switch between a Spiritual Body and Material Body at will. While in spiritual form, they cannot be easily detected by enemies due to being invisible to the naked eye and most forms of scrying, or be affected by physical interference. They can travel where they please without being impeded by walls, but they also cannot carry anything in that state. Their senses are limited to spiritual sensations, so they must materialize in order to fully experience normal senses when sharing a visual link with their Master. Their upkeep cost is halved when not materialized, so many Masters prefer them to stay in spirit form to lower the cost on themselves. Depending on the disposition of the Servant, such an order may be impossible. It is also hard for them to affect a Material Body in that state, so they must materialize to properly engage in combat. While they may bleed and take damage to their organs, their true being resides in a Spiritual Core they obtain upon first materializing. Their Material Body envelopes it, and damage must be inflicted to it in order for them to be defeated. It gradually diminishes under magical energy expenditure and while sustaining bodily damage, and their expenditure will escalate under such conditions. If it is damaged through powerful magical energy, curses, or Noble Phantasms, it will be destroyed, meaning that the Servant can no longer stay materialized. The heart and head are directly connected to it, so they are a Servant's greatest weaknesses. Sustaining damage will significantly weaken it, with some Servants having it instantly destroyed and some with Skills like Battle Continuation being able to at least temporarily sustain themselves. While they have Material Bodies like humans, the composition is drastically different. They are of a much higher magnitude, so it is normally impossible for portions to be transplanted onto a human under almost all situations. As spiritual beings and divine mysteries, Servants cannot be harmed by normal means and are still considered spirits even in physical form, so they cannot be physically harmed by regular humans or modern weaponry. They can only be harmed by attacks accompanied by magical energy like throwing dirks imbued with magical energy, so they can ignore even debris in battle unless it should become contaminated by an enemy's magical energy. Only Servants can normally harm other Servants physically, so even a paper knife could be used to harm a Servant should another Servant wield it. For a human trying to apply pressure to a Servant, even one physically the size of a child, it feels like trying to bend a steel beam. Punches with all of their strength will not even cause a Servant to budge a millimeter. Stabbing them with a knife does nothing but bring about a "prickling irritation" that does not hurt at all. They can by harmed by physical attacks strengthened magically through Reinforcement or enough Command Spells. "Mere bullets" normally pose no threats to Servants regardless of the caliber, but firearms wielded as regular weapons by Servants like are able to inflict damage, and those ascended to the rank of Noble Phantasm can prove lethal with a well-placed single shot. Upkeep Servants must maintain a certain amount of energy to remain materialized and fight, and they must have an anchor to the world, their Master or another physical being in order to remain in the world. Their current strength is reflected by their current stores of energy, so they will lose strength as they lose energy. The Grail itself provides most of the upkeep for Servants during the duration of the Holy Grail War, so Masters, granted Magical Paths to supply energy, do not need to provide vast amounts of energy normally. More energy intensive Servants like A-rank Servants and Berserker-class Servants can still pose a great threat to their own Masters should the Masters not have the ability to provide their upkeep, even draining them to death in the case of Berserkers. Those who are cognizant are able to throttle the energy they intake, keeping their output to a minimum by lowering their parameters when their Masters are unable to provide their full cost. If the Servant is without a Master, has issues with the Magical Paths, or has a Master unable to supply energy, they must supplement themselves elsewhere. As Human Spirits, they have the ability to consume the souls and minds of people and convert them into energy. Their basic abilities do not change from such nourishment, but they become tougher as their magical energy capacity increases. They can also intake blood for energy depending on their method of processing it. Places by leylines can naturally allow them to subside longer. With a full stock of energy, they can subside for a time even with the constant cost of upkeep. Remaining in spiritual form can decrease their upkeep, and while in material form, dematerializing weapons and armor can help cut it somewhat. Food can be converted to supply some energy, and sleeping can stop the consumption. This only helps when no action is taken due to even a single battle using upwards of twenty times as much energy as simply existing, so such methods are only stop-gaps compared to taking in souls. Even having a full supply will not help a Servant should they lose their anchor to the world with the loss of their Master, so they must quickly seek out another contract. Depending on the amount of energy and upkeep cost, they may only be able to stay materialized for a brief time. Those with Independent Action are able to subside without Master support far longer than others, allowing them a better chance to seek out another contract. Much like the class container, their anchor is a "passport to the current age", so losing that will mean being forced to return to the "outside." They cannot form proper contracts with other Servants, as spirits cannot link spirits to the World. Without a Master, they are no different than regular spirits and may be affected by the Church's scripture. It is possible to remain materialized as a normal familiar after the Holy Grail War ends, but it greatly increases the cost without active support from the Grail. The sustaining of a servant goes from 150 MEU with an increase of 50 every rank above. Knowledge Those summoned as Servants are given the minimum information required to allow them to fit into any era. No matter how ancient the Heroic Spirit, they should understand a number of concepts that were not known in their time, and may be granted knowledge that they would not know based on their own skills. For example, the knowledge of flying a plane could be acquired due to the Riding Skill that could potentially even grant the ability to fly it. While not given enough information to actually drive modern vehicles, higher ranks of Riding grant the ability to manage such through intuition even if they do not actually recognize what each separate control of a vehicle will actually perform what action. Conversely, even if a Servant understands the basic principles behind the concept of a plane, they still may be unnerved by the idea of a mass of metal flying through the sky. With language, they generally understand the present version of their native language, the language that locals closest to the Grail use, as well as the language their Master uses. The knowledge is not all-encompassing, so concepts may still have to be explained to them- for example, prices of modern technology might not be known, or concepts such as dating or investing might not be known to them depending on how and when the Servant lived. They are granted knowledge on the Holy Grail ritual itself, but only as much as the outside Masters are told. They do not know of its original purpose in being a method requiring all seven to be sacrificed to reach the Root, instead being informed that it is a war for a single wish. The knowledge can change upon the nature of the war changing. They are not granted knowledge on other Heroes through the Grail, but rather from knowledge gained within the Throne of Heroes, where they reside. Witnessing traits of other Servants can allow them to deduce their True Names with the knowledge even if they are from incompatible eras. True Name The True Name of a Servant is something vital to battle, as it can reveal much about them. They most often have their Masters refer to them solely by their class name unless they do not care, wish to have a closer connection to their Master, or are under circumstances where it no longer matters. There are Servants and Masters with extreme confidence or no filter in revealing their True Names for all to hear. Their names can reveal certain traits about their abilities, allowing for specific countermeasures, and there are many famous heroes that had met untimely deaths in life. Those killed by poison will be more susceptible to it, those shot down by arrows will be weak against them, those with weak spots will be severely disadvantaged if they are targeted, and those with traits like being weak to monster-slayers or dragon-slaying weapons can be specifically damaged in accordance. Even without such a specific countermeasure being available to one Master, releasing that information to the other Masters can allow for other countermeasures to be brought forth. Most Masters should know instantly of their own Servants' identities, but the Skill Secret of Pedigree can block even that, and the refusal of a Servant to disclose it can keep them from knowing. In the case of a weak Master susceptible to mind control, they may forgo telling them altogether until necessary. Famous heroes like such as King Arthur are very likely to have their identities found out more easily than others, with simply glancing upon Excalibur being enough for any Heroic Spirit to identify King Arthur. Others need to utilize their Noble Phantasms before they reveal themselves, but it may require deductive reasoning even then. While the oldest legendary hero Gilgamesh is able to show off his Noble Phantasms without many being able to guess, and despite his belief that it should be obvious to others, he generally discloses it himself. There are also those without specific weaknesses whose True Names will bring no trouble if revealed. Servant Parameters Servants are incredibly powerful. They display strength and speed far beyond normal humans, showing in battle displays likened to a "dimension that is completely at odds with the physical laws of this world." Simple hand-to-hand combat between two Servants is enough to wreck a city street in a manner able to be compared to having been carpet-bombed, damaging the ground with only their footfalls, cutting metal with only the backlash caused by their weapons clashing, and tearing away iron from simply brushing against it with weapons. The usage of their Noble Phantasms can easily leave an area in complete ruin, some displaying the capability to easily wreck part of a city with minimum usage or even an entire city should enough time pass. Masters who have made contracts with Servants have the ability to read out the status of a Servant with powers of clairvoyance. It is a unique ability granted by the Grail that summoned the Heroic Spirits, so it cannot be used by those without a contract. They can see through the abilities of the other Servants and compare them to those of their own so that they can guide them as efficiently as possible in battle situations. The ranking system in place to judge the power of Servants is known as the Parameter Ranking System. Parameters can range from E-A, E being 10 numerically, and A being 50. They use this ranking system to determine 6 factors: Overall Rank All stats averaged with the exception of Luck. This parameter decides how much energy the Servant drains from the Master, detailed in the Master section. Strength Bodily might in terms of power.
-B: 40 Damage -C: 30 Damage -D: 20 Damage -E: 10 Damage + Effect: Allows for a single attack before modifiers to go over the limit by 2x. Cooldown is 2 rounds. ++ Effect: Allows for a single attack before modifiers to go over the limit by 3x. Cooldown is 2 rounds. Endurance How much damage one can withstand.
-B: 1850 health. -C: 1600 health. -D: 1450 health. -E: 1300 health. + Effect: Once a battle, allows for one's health to go over the limit by 2x max health for 2 rounds. At the end of the effect, any bonus health still remaining disappears. ++ Effect: Once a battle, allows for one's health to go over the limit by 3x max health for 2 rounds. At the end of the effect, any bonus health still remaining disappears. Agility Quickness and speed of reaction.
-B: Max speed is capped at 190 MPH / 305 KPH -C: Max speed capped at 20 MEU per round 180 MPH / 290 KPH -D: Max speed is capped at 170 MPH / 275 KPH -E: Max speed is capped at 160 MPH / 250 KPH + Effect: Three times a day, for one round, the user can boost the Max Speed cap by 2x MPH. ++ Effect: Three times a day, for one round, the user can boost the Max Speed cap by 3x MPH. Mana During the summoning dependent upon the class and servant which has been summoned each had been given a different reserve of mana they would hold, one which they can use to fuel their own noble phantasms, magecraft or skills.
-B: -C: -D: -E: Luck The quality of one's luck. In terms of the RP, this stat is for flavor and will not effect the servant in any way. Noble Phantasm The strength of the Noble Phantasm one owns. The ranking of Noble Phantasms are discussed and decided by the Servants and the Overseer. Noble Phantasms can be classified as: Anti-Unit: A Noble Phantasm designed to harm a single unit. Anti-Army: A Noble Phantasm designed to harm a large group of people, generally Area of Effect. Anti-Fortress: A Noble Phantasm designed to damage a large fortification, generally Area of Effect.. Anti-World: A Noble Phantasm designed to damage the world. Unit: A Noble Phantasm designed to create a new unit or support a preexisting one. Army: A Noble Phantasm designed to create a large group of people or support a preexisting one. Fortress: A Noble Phantasm designed to create a large fortification or support a preexisting one. World: A Noble Phantasm that creates a world, a Reality Marble. Suicide Attack: A Noble Phantasm that sacrifices the user's life in return for achieving something without failure. Anti-Good: A Noble Phantasm that is more effective on good-aligned entities. Anti-Evil: A Noble Phantasm that is more effective on evil-aligned entities. Unknown: Noble Phantasms that cannot be classified. There are more classifications for Noble Phantasm besides the ones listed, but these are generally the most common. Servant Classes Heroic Spirits summoned by the Holy Grail are placed into one of various classes. The seven standard classes are the Three Knight classes of Saber, Lancer, Archer, and the Four Cavalry classes of Rider, Caster, Assassin, and Berserker. There are also non-standard Extra Classes that are "split off from the regular servant classes in order to take on certain roles." Classes are said to have occasionally changed between the various Fuyuki Holy Grail Wars. More than one version of the same class cannot be summoned, even if all the Masters were to use the variation in the summoning chant to get a Berserker- or Assassin class Servant for example. Servants are normally only of the singular class under which they are summoned, but certain circumstances allow for class changes.
- Lancer: Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. They possess the skill Magic Resistance. - Archer: Servants placed within this class are usually proficient with projectiles and can survive longer without a Master nearby, thanks to their special ability Independent Action; the strongest Archers can be difficult to control at times, in fact, due to their near-total independence from their "Masters". They, as a Knight class, also gain the skill Magic Resistance. - Rider: Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which more than often include their mounts. Their special Skill is Riding, which allows them to fully utilize abilities of their mounts (which can range from simple horses to mechanical vehicles to divine or supernatural creatures). - Caster: Servants placed within this class are adept in magecraft and have a special ability akin to a Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery. - Assassin: Servants placed within this class are adept at stealth and quick killing. Offset by their stealth is their moderate combat skills. Due to this, Assassins often target Masters instead of Servants. Assassin's main skill is Presence Concealment, which allows them to conceal the aura that a Servant typically gives off. - Berserker: Servants placed within this class are always heroes who have gone berserk in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness (i.e. sanity) for a large power boost. Most Masters are incapable of controlling their Servant once Mad Enhancement has been activated, which eventually results in their death. Command Spells The Command Spells are three claims of absolute obedience, the crystallization of power, 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 Spell carved into them at the moment of summoning. They are holy marks signifying a magi's status as a Master, a system that was created by Zouken Makiri after the failure of the First Holy Grail War. The Holy Grail generally grants a total of twenty-one Command Spells in each war. Masters obtain three Command Spells and Servants have no choice but to cooperate with their Masters due to their hold over them. Depending on the nature of the Servant or the bond between Servant and Master, 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. 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. Once all Command Spells have been given out, new proper Command Spells will not be created with the addition of a new contract. Command Spells do not disappear simply with the loss of a Servant, but instead only when one gives up, dies or loses their right to be a Master. With regular Masters, this happens instantly upon losing their Servant, and only members of the Three Founding Families have shown the ability to exercise the authority of a Master even without a Servant, though exceptions are possible. They will not lose their Command Spells so long as there exist Servants without established contracts. Lost Command Spells are reclaimed by the Grail during the Holy Grail War and can be redistributed to new contractors who take on a Servant who has lost their Master. While searching for new Masters, it will prioritize those who had been previously chosen. The Church provides protection to Masters without Servants for the reason of them having greater chance of obtaining leftover Command Spells. Of the Command Spells that are left after the Holy Grail War, they are amassed in the hands of the supervisor and commissioned for safekeeping. It is possible to keep a contract after the Holy Grail War has ended, as the only issue is the added strain on the magus after the support from the Grail in the upkeep of the Servant stops. Masters must take careful consideration into the usage of Command Spells because they can be indispensable as both an emergency measure and method of governing the Servant. Depending on the relationship, they are the only thing keeping a Servant bound to them, while others will stay by their Master even without them, and those like powerful Berserkers cannot be ordered without them. Some Servants will become more antagonistic towards their Master should they attempt to bind them, so they pay careful consideration before using them. It is normal that a Master has general control of their Servant even outside of the Command Spells due to them being the anchor that ties them to the world with their magical energy. With those who have the Independent Action skill and can act independently from the Master, the Command Spells may be the only possible way to order them. Command Spells require no incantation unlike normal spells, and the Master only needs to put their mind to it and order the Servant. Imagining the shape of the Command Spell and giving the order as they release it is enough to activate it. The proximity does not matter, allowing for it to take effect even if the Servant is miles away or through a Magecraft advanced enough to cut off all other communication. It can be performed unconsciously if the command is direct enough, but will not be used if they are not serious about the Command. The command needs to be put into words, so removing the jaw before it is fully spoken enough to stop it. Cutting off the hand with the Command Spells just as the command is spoken is also able to keep it from coming into effect. They are three absolute orders of unconditional obedience that can either restrain or reinforce the action of a Servant. While geas can control the actions of the recipient to an extent, they cannot take direct command of their life. Command Spells can force Servants to do anything possible for them, even committing suicide. The strength of the command depends on the Master, directness of the order, and the amount of energy it requires. Those that are broad and long lasting will weaken the power of the Command Spell. Though it will last for a long time, orders like "protect me through this" and "win this battle" will make the pain associated with the command weak enough for a Servant to disobey. Normally a command like "obey my every order completely" could not be done even with one hundred Command Spells, but a powerful enough Master can change the effect from "well, I'll respect Master's opinions slightly" to dropping them a rank if they disagree with the Master. Commands with simple orders like "deliver the next blow with all your power" and "don't break that glass" are the most absolute of commands, and even the most powerful of Servants will find it hard to disobey. Those that both the Master and Servant agree upon are most powerful, allowing for them to go beyond the ability to enforce orders. Supporting and amplifying the Servant, miracles beyond their normal capabilities become possible. While most cannot use Spatial Transportation on their own, ordering "go", having enough energy, and having the Servant's consent allows the Command Spell to overturn the normal methods of magecraft to make it possible to reach into the unprecedented level of Magic. Even vague orders to win that are absolutely agreed upon by both parties can have a great effect in amplifying the Servant's energy so long as they are aspired towards victory. It can allow for a Noble Phantasm to exceed its normal maximum output and perform actions beyond its normal scope like distorting cause and effect to surely hit the target. In temporarily strengthening a Servant, it converts its magical energy into energy for the Servant. Depending on the order, it will be impossible for the Servant to even try to resist beyond a few scant seconds of great pain. When forced to act, the Servant will use all of their abilities without any regard for their will. Like a machine, they can only watch and lament as they are manipulated. Weaker orders can be resisted at the cost of pain and decreased abilities. Those that are too broad can be almost completely ignored and have little lasting effect. Depending on the order, it will stay in effect for the duration of the Holy Grail War. It cannot be overturned by the Servant, and only the cancellation of the contract will cause it to stop being in effect. The only way to stop a direct order from a Command Spell is for the Master to give a verbal order to dismiss it- should the Master have used a Command Spell out of hearing range, it would require another Command Spell to retract it. If a Servant is fatally wounded, an order such as "heal right this instant" will result in the wound being temporarily sewed shut with a thread of magical energy, allowing the Servant to survive for a brief period; it does not, however, provide any actual medical treatment. If a Servant is ordered to protect another person and that person may potentially seek to harm their Master, the Servant cannot work with that person unless they confirm their intentions. While Servants can attempt to resist orders and fight against them to a certain extent, the ability to completely go against them is to "shake the very foundation of the Servant System." As they are magecraft, the A-rank Magic Resistance of certain Servants is great enough to repulse and withstand a single stroke of a Command Spell. Given that it takes most of their strength to resist, they feel as if they are being torn apart and do not have the strength to resist a second stroke, immediately being crushed under the weight of both commands. Combat Combat uses an Action-Reaction system. During turn one, the first character to attack will get an action phase in which they actively attempt to harm/weaken/do an action to the other character(s). Then, the opposing character will be able to react to the attack in their reaction phase to attempt to mitigate the damage, and then can attack the other, who, in the next turn, can react. The effects each character deals to each other is determined at the end of each round by the individual playing as the Overseer/Ruler. To boost your success in fighting, be descriptive! The more descriptive you are, the more I get a picture of your attack. If you say something vague, the chances of the enemy reaction being able to successfully block/dodge your attack and counter go up. You want there to be counterplay to your actions- using definite phrases which allow no counterplay such as "Undodgeable", "Unblockable", or "Invincible" will most likely make me cause your attack to fail in a terrible way. Examples Too Vague: I swing my sword at Berserker. This is obviously too vague, although techincally there's nothing wrong with it, it leaves too much to the imagination, and too much freedom for the opponent to manipulate. No Counterplay: With the power of a thousand suns, I swing. The point of my sword finds Berserker's throat, and I stab forward, causing his life to end at the hands of the magnificent god that I am. This was very well described, however, the example offers no ability for Berserker to react to your attack. The writer of this would have been penalized, and his attack would not have worked. Too Powerful and too Vague: I use my universe sword which destroys the entire universe in one swing. It's impossible to stop and is unblockable. Too vague and way too powerful. The writer of this would've probably instantaneously combusted as punishment. A good example of what you should say: I swing my sword, putting a good amount of effort into it. The blade goes whistling through the air towards Berserker's neck. Descriptive, and tells me where you're aiming. Furthermore, it allows the opponent to have a chance at dodging, blocking, or counterattacking assuming their stats allow it. When using a Noble Phantasm,one must say the Phantasm's True Name to activate it. After that, describe what the other characters can detect, but don't give away the effect yet. Depending on how the other character reacts, the effect may or may not manifest. Multiple factors decide what character acts first. If the character has managed to surprise the opponent, they get the first Action.
-When interacting with another Servant, if you feel that you have enough clues to guess their identity, you may PM the Overseer with your guess. You get three guesses total. -If you guess correctly, the Servant will PM you back a list of their skills and full descriptions of every Noble Phantasm they've used so far. -If you guess incorrectly, they don't have to respond. If you get it wrong three times, you cannot receive information about the servant unless their true name is publicized. -From here on out, there are many things you can do based on strategy. -If you think that the Servant is too powerful, you can speak their true name in public to have everyone else be aware of this. If this happens, the Servant is forced to replace the Hidden Character Sheet with their Full Character Sheet with hidden skills revealed. However, any Noble Phantasm they haven't used yet can stay concealed. However, by doing this, you lose the advantage that your character alone has over the Servant. |
ByakugaranApr 1, 2020 1:20 PM
More topics from this board
» CuauhtémocByakugaran - Mar 16, 2020 |
18 |
by Haruka
»»
Apr 29, 2020 12:55 AM |
|
» Milpa AltaByakugaran - Mar 10, 2020 |
4 |
by Haruka
»»
Apr 29, 2020 12:49 AM |
|
» CoyoacanByakugaran - Mar 17, 2020 |
40 |
by LondotheGreat
»»
Apr 22, 2020 8:55 PM |
|
» TialpanByakugaran - Mar 17, 2020 |
3 |
by Haruka
»»
Apr 15, 2020 9:20 PM |
|
» Magdalena ContrerasByakugaran - Mar 24, 2020 |
7 |
by SeibahSeibah
»»
Apr 5, 2020 9:27 AM |