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Fandom Fate/Amzina Tiesa

Birdsie

The God-Emperor of Mankind
Character Sheets

Main Character - Katrina Robinson
Name: Katrina Robinson
Titles/Aliases: Blue Spellcaster
Age: 28
Gender: Female
Height: 168cm
Weight: 52kg
Wish: ???
Generation: 4th
Organization: Unsanctioned, but does work for the Mage's Association
Heritage: n/a
Alignment: Chaotic Neutral

Background: Daughter of a recently developed magus bloodline who denied the teachings of her father and went on to become an independent magus. At the age of 17, she officially became a freelancer, and a year later, a mercenary once she finished her "basic training." She did some mercenary work for several separate organizations before moving on to more competent work for the Mage's Association in the early 30s before becoming a Master in the Holy Grail War.

Originates from the UK.

Base Personality: Brash, energetic, easily excitable, legitimate badass.

Likes: Explosions, gambling.
Dislikes: Not explosions, stuck-up magi.
Talents: Competent mercenary.

105c49b7bb77d92197fc3cd50727823c--anime-art-anime-girls.jpg


Parameters:
Strength: B+
Endurance: A
Mana: C
Agility: B+
Luck: C

Willpower: B+


Magic Circuits:
Circuit Quality: C+ (slightly Above Average)
Circuit Quantity: C (23 Circuits)
Circuit Composition: Normal

Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: A
Magecraft: C

Magecraft:
Katrina has no specific training in any school of Magecraft, as she abandoned the Clock Tower early in her life, during her teenage years. Despite that, she is a little bit above third-rate quality if we were to speak in magi terms. With that being said, her magical knowledge is above average, as are her magic circuits. Her actual knowledge of magecraft, while decent, can only mostly be applied in battle. As such, she has less "utility," skills and more "combat," related ones.

Elemental Affinity: Wind
Origin: Destruction

Magic Crest: n/a

Command Seals: 3 remaining.
latest
Main Character - Servant: Assassin
True Name: Guy Fawkes
Aliases: Guido Fawkes, John Johnson, "The Last Man to Walk Into Parliament with Honest Intentions."
Class: Assassin
Gender: Male
Height: 182cm
Weight: 66kg
Wish: To know what became of the world after his death.
Catalyst: None.
Alignment: Chaotic Neutral, though, one could argue that he is Lawful Neutral in certain aspects
Race: Human
Armaments: Gunpowder, a pair of short stilettos -- how he obtained them is anybody's guess but they may have been self-defense implements in life.

Background: Guy Fawkes is one of the leading conspirators behind the Gunpowder Treason of November the 5th, in which they tried to kill the current king and destroy the parliament by storing explosives in the cellars underneath the parliament. An enthusiastic Catholic and a hater of Scottish bastards.

Likes: The Catholic faith, cold logic, following one's ideals, blowing up the "damned Scottish bastards back to their mountains."
Dislikes: The "damned Scottish bastards and their mountains," poorly-structured sentences, repeating or speaking senseless things.
Talents: Demolitions expert.

1799834_623933384386095_1336463000_n.jpg


Parameters:
Strength: D
Endurance: B
Agility: B
Mana: E
Luck: C
Noble Phantasm: C+++

Willpower: A

Class Skills:

Presence Concealment: B++
Hides one's presence as a Servant. Suitable for spying. It is possible to disappear and become extremely difficult to be detected. The rank of presence concealment drops considerably when preparing to attack. In Assassin's case, his Presence Concealment does not drop when preparing or working with explosives of any kind. In addition, he can muffle the sounds of the explosions he makes to make them a 1/4 of the loudness they would usually be, but this feature can be disabled on purpose to attract attention. In practice, this turns his explosions' sounds from actual explosions to the sound intensity that a firecracker would make, but the power of the explosive remains the same.

Personal Skills:

Explosives: A
Perhaps the world's most popular user of explosives, Guy Fawkes can materialize prana-infused gunpowder in any quantities he wants. The more he materializes, the more prana they cost. This is also a composite skill combined with Item Creation (False) at the same level to make ball-shaped bombs to throw in combat instantly as projectiles. Explosives can be given a timer in the form of a fuse, or can be set to explode on impact, or remotely at will. That being said, his explosives are customizable and can be used to set excellent traps or blow up whole buildings given time.

Eye of the Mind: C+
Capable of calmly analyzing situations except during an emotionally challenging battle. Even if the chance of victory is small, he is able to devise a plan to exploit that possibility. As long as there exists even a 5% chance of a comeback and the situation isn't hopeless, this ability greatly improves the chances of winning.

[Further skill/s remain concealed.]

Noble Phantasms:

Gunpowder Treason ~ Remember, Remember, the Fifth of November...
Rank: D~A+
Type: Anti-Fortress / Anti-Authority Noble Phantasm

The crystallization of an unrealized endeavor, the failed plot to detonate gunpowder under the Parliament building of London in order to overthrow the government. Guy Fawkes, as its most famous plotter, naturally has this as his Noble Phantasm.

If given enough time, Assassin can arrange hidden caches of gunpowder in specific positions in the area of a large target. Once arranged and designated as his Noble Phantasm, these caches can be detonated through a pocket watch which Assassin carries on his person at all times. The resulting prana-infused explosion is powerful in its own right, but its power rises exponentially in relation to its targets status as "a center of authority;" against the perfect target, its power can rival that of a holy or demonic sword. The cost of this Noble Phantasm is far above anything Assassin has the right to demand, but as it is paid incrementally over time it is hardly noticeable to the Master.

The obvious weakness of this Noble Phantasm is the delay between its invocation and activation; if any of the caches are disturbed between these two points, the power of the explosion is greatly diminished and may even result in the deactivation of the Noble Phantasm.

As a rule, the standard rank of this Noble Phantasm is at a D-rank, which is comparable to a peak-engineered explosive from the finest resources and gunpowder. It raises to C, B, A, and finally A+ depending on how much authority the victims hold. At D-rank, it can destroy a whole 1-floor house, at C-rank, it an topple a 2-story building easily, at B-rank, a whole hotel can be destroyed with the press of a button, at A-rank, one can hope to demolish a skyscraper effortlessly, and at A+-rank, one can destroy a heavily fortified castle full of mundane and magical defenses, perhaps even Fortress-type Noble Phantasms of equivalent rank.
Lancer's Master - Arata Matou
Name: Arata Matou
Age: 27
Gender: Male
Height: 175cm
Weight: 68kg
Wish: ?
Generation: 19-21st Generation
Organization: Mage's Association
Heritage: n/a
Alignment: True Neutral

Background: A descendant of one of the Three Founding Families; the families that started the Holy Grail War in 1800. The Matou family is slowly declining, so considering the state his family is in, he is considered a prodigy, but normally, he could be said to be an average magus.

Base Personality: Calm, professional, slightly prideful, hard to anger.

Likes: Tea, refined women.
Dislikes: His... ancestors.
Talents: Hospitality, painting.

180
Basically looks like this.

Parameters:
Strength: D
Endurance: C
Mana: D
Agility: C
Luck: C
Willpower: B

Magic Circuits:
Circuit Quality: D (Below Average)
Circuit Quantity: D- (13 Magic Circuits)
Circuit Composition: Slightly varied.

Combat Skill:
Unarmed: C
Melee Weaponry: B
Ranged Weaponry: E
Magecraft: B

Magecraft:
Arata, despite the age of his timeline, is an average, second-rate magus with no exemplary skills other than counter-thaumaturgy. Because of his bloodline's slow decline, Arata is weak by the standards of his generation, but a true prodigy by the standards of his family.

His knowledge is diverse and so are its applications. He knows quite a bit utility spells and numerous combat ones. In combat, he mostly uses elemental spells attuned to fire, or combines his Withdrawal Origin with his Ether affinity to cancel enemy spells with counter-thaumaturgy before they take effect. This skill boosts Lancer's Magic Resistance skill from C to B, apparently.


Elemental Affinity: Fire, Ether
Origin: Withdrawal

Magic Crest: n/a -- Weirdly enough, for reasons unknown to you, Arata doesn't have the Matou family's Magic Crest.

Command Seals: 3 remaining. They have the shape of three separate flowers growing out of a pond-like shape split into three.

Other:

  • The Matou family is rich, obtaining a constant income from the Mage's Association for their input into magical research.
  • One of the Three Founding Families.
Servant - Lancer
True Name: ???
Aliases: ???
Class: Lancer
Gender: Woman
Height: 160cm
Weight: 46kg
Alignment: Neutral Good
Race: ???

Background: ???

Likes: Nature, water.
Dislikes: Large cities.
Talents: Singing.

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Parameters:
Strength: C
Endurance: C
Agility: A
Mana: A
Luck: A
Noble Phantasm: B

Class Skills:

Magic Resistance: B (C)
At this rank, spells below B rank are canceled. It is difficult to be affected even by High-Thaumaturgy or Greater Rituals. Normally, her rank at this skill is C, but her Master's experience with counter-thaumaturgy elevates it, which is quite surprising considering he is a rather weak magus.

Personal Skills:

Presence Detection: D
???

Blessing of the ----: B???
???

[Further skill/s remain concealed.]

Noble Phantasms: Remain concealed.

Intro
:
Archdemon wanted a RP where we customize our character. Always glad to help-yo.

What To Expect:
-- Making our own magus character with our own style of magecraft.
---- 100% certified badass.
-- Summoning a hero of legends past to fight for us.
-- MURDER-DEATH-KILL.
-- (possibly) Winning the Holy Grail and fulfilling our wish.
-- Lots of flashy fights.
-- Emiya Shirou.
-- MAIM, KILL, BURN, MAIM, KILL-
-- Good story.
-- Mapo tofu memes.
-- Wakame.


-- Mechanics --

Rolling Policy
  1. Include any checks and dice rolls, even though they will be scant and rare.
  2. Do not. All choices will rely on what the GM sees narratively appropriate rather than random chance.
Difficulty Setting
  1. Very Easy: Start off with +2 relationship levels with all Masters in the War. In addition, you obtain great knowledge about them and large hints on the identities of their Servants. Your own Servant is assured to be a first-rate Heroic Spirit from the very elites at the top. Death is almost impossible. You also possess very efficient magic circuits.
  2. Easy: Start off with +1 relationship levels with all Masters in the War. In addition, you obtain some knowledge about them and 30% chances to get vague hints on the identities of their Servants. Death is a bit harder, but possible if you screw up too much.
  3. [Recommended] Default: Actions have consequences. Play the game how it is meant to be played. Immerse yourself into magus society and Heaven's Feel ritual without plot armor vests or the GM's blessing. The world is just as cruel and as merciful as it should be.
  4. [Also Recommended] Difficult: Actions have consequences. In addition, to add a notch of difficulty, your character will have slightly weaker magic circuits and parameters. The world is just slightly more cruel than usual but within the bounds of realism. Think about your actions before you do them.
  5. Hard: Actions have consequences. All first-rate Servants are locked away from being summoned by you. In addition, your character will have slightly weaker magic circuits and parameters. The world is somewhat cruel than usual but within the bounds of realism. Think about your actions before you do them.
  6. Very Hard: Actions have severe consequences -- warning, only for the brave or masochistic! Immerse yourself into a War where each opponent is superior; your magic circuits are halved, and the 'Homunculus' starting option is locked off. In addition, first-rate Servants can't be summoned and your parameters suffer a rank-down regardless of what they would normally be.
  7. New Game+: Actions have harsh consequences -- warning, only for experienced players. The setting becomes unfair to the point of being somewhat unrealistic. You cannot summon even second-rate Servants, and you suffer the same debilities as above. In addition, chances of death rise by 10% in all scenarios.
  8. King of Heroes: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 66% and your parameters suffer a rank-down. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
  9. King of Heroes+: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 75% and your parameters suffer two rank-downs. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
  10. Master Must Die: You cannot regenerate prana and must find alternative ways to regenerate your Servant's stores -- if you have one, that is. You can only summon Angra Mainyu as a Servant and all of your starting options are locked to: 'Orphan.' In addition, your parameters cannot be above D-rank, no matter what and your Servant's Noble Phantasm doesn't work properly. Lastly, chances of death rise by 20% in all scenarios. All Masters teamed up and decided to take you down first. Brutal and unforgiving.
-- Mechanics --

It is...

  1. The late 1930s. It is the brink of World War 2, and now, the Third Holy Grail War begins amidst the chaos created by the Fuhrer's men.
  2. The late 2010s. It is the dawn of the Sixth Holy Grail War that now takes place in the American city of Snowfield. What will this new location bring to the conflict?
  3. Around the 1990s. The Fourth Holy Grail War approaches solemnly and you have been called to do battle in the name of your family.
  4. The early 2000s. The Ygddmillenia arose from the dust of the ambitious, and now this new tree of separate crests seeks to initiate the Great Holy Grail War; where two teams of Servants and Masters shall clash against each other. Pay tribute to Red or Black. Your fate lies with the Association or Yggdmillenia.
  5. Another period... (Custom Holy Grail War.) [Write-in.]
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet
 
Last edited:
Archdemon wanted a RP where we customize our character. Always glad to help-yo.

What To Expect
:
-- Making our own magus character with our own style of magecraft.
---- 100% certified badass.
-- Summoning a hero of legends past to fight for us.
-- MURDER-DEATH-KILL.
-- (possibly) Winning the Holy Grail and fulfilling our wish.
-- Lots of flashy fights.
-- Emiya Shirou.
-- MAIM, KILL, BURN, MAIM, KILL-
-- Good story.
-- Mapo tofu memes.
-- Wakame.


-- Mechanics --

Rolling Policy
  1. Include any checks and dice rolls, even though they will be scant and rare.
  2. Do not. All choices will rely on what the GM sees narratively appropriate rather than random chance.
Difficulty Setting
  1. Very Easy: Start off with +2 relationship levels with all Masters in the War. In addition, you obtain great knowledge about them and large hints on the identities of their Servants. Your own Servant is assured to be a first-rate Heroic Spirit from the very elites at the top. Death is almost impossible. You also possess very efficient magic circuits.
  2. Easy: Start off with +1 relationship levels with all Masters in the War. In addition, you obtain some knowledge about them and 30% chances to get vague hints on the identities of their Servants. Death is a bit harder, but possible if you screw up too much.
  3. [Recommended] Default: Actions have consequences. Play the game how it is meant to be played. Immerse yourself into magus society and Heaven's Feel ritual without plot armor vests or the GM's blessing. The world is just as cruel and as merciful as it should be.
  4. [Also Recommended] Difficult: Actions have consequences. In addition, to add a notch of difficulty, your character will have slightly weaker magic circuits and parameters. The world is just slightly more cruel than usual but within the bounds of realism. Think about your actions before you do them.
  5. Hard: Actions have consequences. All first-rate Servants are locked away from being summoned by you. In addition, your character will have slightly weaker magic circuits and parameters. The world is somewhat cruel than usual but within the bounds of realism. Think about your actions before you do them.
  6. Very Hard: Actions have severe consequences -- warning, only for the brave or masochistic! Immerse yourself into a War where each opponent is superior; your magic circuits are halved, and the 'Homunculus' starting option is locked off. In addition, first-rate Servants can't be summoned and your parameters suffer a rank-down regardless of what they would normally be.
  7. New Game+: Actions have harsh consequences -- warning, only for experienced players. The setting becomes unfair to the point of being somewhat unrealistic. You cannot summon even second-rate Servants, and you suffer the same debilities as above. In addition, chances of death rise by 10% in all scenarios.
  8. King of Heroes: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 66% and your parameters suffer a rank-down. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
  9. King of Heroes+: The true champion of the Throne of Heroes -- that is you. All mana regeneration is lowered by 75% and your parameters suffer two rank-downs. You cannot summon even second-rate Servants and cannot start off as a Homunculus.
  10. Master Must Die: You cannot regenerate prana and must find alternative ways to regenerate your Servant's stores -- if you have one, that is. You can only summon Angra Mainyu as a Servant and all of your starting options are locked to: 'Orphan.' In addition, your parameters cannot be above D-rank, no matter what and your Servant's Noble Phantasm doesn't work properly. Lastly, chances of death rise by 20% in all scenarios. All Masters teamed up and decided to take you down first. Brutal and unforgiving.
-- Mechanics --

It is...
  1. The late 1930s. It is the brink of World War 2, and now, the Third Holy Grail War begins amidst the chaos created by the Fuhrer's men.
  2. The late 2010s. It is the dawn of the Sixth Holy Grail War that now takes place in the American city of Snowfield. What will this new location bring to the conflict?
  3. Around the 1990s. The Fourth Holy Grail War approaches solemnly and you have been called to do battle in the name of your family.
  4. The early 2000s. The Ygddmillenia arose from the dust of the ambitious, and now this new tree of separate crests seeks to initiate the Great Holy Grail War; where two teams of Servants and Masters shall clash against each other. Pay tribute to Red or Black. Your fate lies with the Association or Yggdmillenia.
  5. Another period... (Custom Holy Grail War.) [Write-in.]
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet
Rolling: 2. I trust in your superior judgement as a better writer.
Difficulty: I'd go for 3, but 4 sounds good.
Period: 5: A Holy Grail war in the distant future. 2081, where science, mathematics, and mage-craft are but the same thing.

EDIT: I just realized 2081 doesn't work.
So, I vote 4 for the Time Period.
 
Last edited:
Vote will (hopefully) conclude tomorrow once I am back home. Good night for now.
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant

Choices: No rolls, Default difficulty, the late 1930s.

-- Writing Mechanics --
Tense
  1. [Recommended] Present tense. (ie: "Jimmy walks up to him.")
  2. Past tense. (ie: "Jimmy walked up to him.")
Narrator
  1. [Recommended] First person. (ie: "I walk back in Jimmy's direction and greet him.")
  2. Player's perspective. (ie: "You walk back in Jimmy's direction and greet him.")
  3. Omnipresent 3rd-party narrator. (ie: "The protagonist walks back in Jimmy's direction." [Recommended only in conjunction with the past tense.])
-- Writing Mechanics --

It is the dawn of a new war. The first World War ended in 1918, and now, Chancellor Adolf Hitler is on the very brink of invading Germany's neighbors. The country you are in -- Japan, is closely allied with the Third Reich. The reason you're here? To partake in the war, that is. But not in the war that Hitler is about to declare. No, this war is far more esoteric.

You are a magus. An adept who studies the mystical arts of magecraft. And you, from all other magi on this planet, have been chosen. Chosen to do battle in the Third Holy Grail War. This great ritual, also known as "Heaven's Feel," that started in the early 1800's is one of the greatest miracles on the planet -- a miracle where the heroes of legends past come to life in their own flesh and blood and fight alongside you. You will be one such Heroic Spirit's Master, and that Heroic Spirit will be your Servant. The team of Master-Servant that lasts until the bitter end -- that fighted the most valiantly in the Holy Grail War. That team will be the one favored by the Holy Grail, and the one team to achieve it. And those who achieve the Holy Grail are blessed, for the Holy Grail is not just a golden cup. The Holy Grail is an ancient artifact of truly omnipotent power, and the one who wins the Holy Grail War can utilize it once, but only once, to make one wish for himself. One wish, unconditionally fulfilled.

That is your reason for fighting. That is why you do battle. Why you are chosen. To have your wish fulfilled.

The question remains...

Who are you?
  1. The Heir: You are the descendant of a long, aristocratic line of mages and spellcasters -- and the chosen heir to all of its abilities. Their knowledge has been engraved onto your body in the form of a Magic Crest -- a tattoo passed from son to daughter, from daughter to son, and so on. For many generations, this knowledge of magic was stored and added to create the most powerful magical leaders possible. In addition, you are in possession of first-rate magic circuits in your soul that allow you for more magical energy than most.
    Pros: Powerful magic circuits (mana capacity and regeneration, in other words,) influence on magi politics, rich, Magic Crest access.
    Cons: No "ordinary" knowledge; your goal in life is to research and store knowledge in your Magic Crest, not learn how to cook or fight with a sword.
  2. The Spare: You are not the lucky heir of an aristocratic line of mages and spellcasters -- you are the spare, the second child, the black sheep. Your magical knowledge is average and you do not have the access to as many spells and experience in them as your older sibling. Instead, you were taught. Taught things like diplomacy, finances, how to drive. So that you could be a good servitor to your superior counterpart. But still, just in case they were to die and the Magic Crest needed a new holder, you have been taught something in thaumaturgy too.
    Pros: Average magic circuits, slightly rich, a lot of practical "life knowledge."
    Cons: Little spell knowledge, seen as more of a servant than anything else.
  3. The Spellcaster: You aren't an ordinary magus, no. You are more of a freelance mercenary. Although you possess decent magic circuits, you also have a lot of other knowledge -- and unlike most, you do not look down upon the use of firearms, explosives, and other gadgets that may be useful during the Holy Grail War. A notorious magus killer, often hired by the Mage's Association to do work for money, you are a true badass.
    Pros: Above-average magic circuits, practical "life knowledge," usage of firearms while retaining the use of magic.
    Cons: Little-to-none political power, frowned upon by most magi as a "necessary evil/scum."
  4. The Homunculus: You aren't even a magus -- no, you are more than that. You were bred for the specific purpose of magic itself. You don't have magic circuits, you ARE your circuit. You are truly unparalleled when it comes to magical power. Whether free, or working for a larger family, your biggest concern is physical fitness. Being a homunculus, your soul is incredibly potent and your magic circuits regenerate mana rapidly, but your body and physical form leaves so much to be desired.
    Pros: Incredible magic circuits (better than The Heir,) some spell knowledge. Your Servant's parameters will be slightly improved due to the amount of mana you can afford to give them.
    Cons: Easily recognizable as a homunculus due to red eyes, white hair and pale skin, physically weak and thus you will have lesser parameters.
  5. The Orphan (Warning: Hard): Once a great bloodline, now fallen to dust. Whether over bickering on who gets the Magic Crest, or a war with another, more powerful lineage, your once-proud family now lays in the grave... except you. You are the last of the family. The last of your kind. With very weak magic circuits and no political influence, in addition to very little funds available to you, you are comparable to an orphan that can barely survive out on the streets.
    Pros: None?
    Cons: Weak magic circuits, weak magical knowledge, weak physically, your Servant will be weakened due to poor-quality magical energy, little practical knowledge.
  6. The Mortal (Warning: Hard): Wait, the Holy Grail War? What's that?! What are Magic Circuits? Why are you people fighting with mystical swords?! That's what you thought when you were told to enter the Holy Grail War because of these three, fancy red Command Seals on your hand.
    Pros: A lot of other life knowledge that magi don't have, such as scientific knowledge, etc.
    Cons: No magic circuits (your Servant won't survive long unless you can find alternate sources of mana to feed it,) average physically, your Servant will be severely debilitated due to a lack of nutrition, some practical knowledge.
  7. Other Archetypes? (Write-in pros and cons.)
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant

Choices: No rolls, Default difficulty, the late 1930s.

-- Writing Mechanics --
Tense
  1. [Recommended] Present tense. (ie: "Jimmy walks up to him.")
  2. Past tense. (ie: "Jimmy walked up to him.")
Narrator
  1. [Recommended] First person. (ie: "I walk back in Jimmy's direction and greet him.")
  2. Player's perspective. (ie: "You walk back in Jimmy's direction and greet him.")
  3. Omnipresent 3rd-party narrator. (ie: "The protagonist walks back in Jimmy's direction." [Recommended only in conjunction with the past tense.])
-- Writing Mechanics --

It is the dawn of a new war. The first World War ended in 1918, and now, Chancellor Adolf Hitler is on the very brink of invading Germany's neighbors. The country you are in -- Japan, is closely allied with the Third Reich. The reason you're here? To partake in the war, that is. But not in the war that Hitler is about to declare. No, this war is far more esoteric.

You are a magus. An adept who studies the mystical arts of magecraft. And you, from all other magi on this planet, have been chosen. Chosen to do battle in the Third Holy Grail War. This great ritual that started in the early 1800's is one of the greatest miracles on the planet -- a miracle where the heroes of legends past come to life in their own flesh and blood and fight alongside you. You will be one such Heroic Spirit's Master, and that Heroic Spirit will be your Servant. The team of Master-Servant that lasts until the bitter end -- that fighted the most valiantly in the Holy Grail War. That team will be the one favored by the Holy Grail, and the one team to achieve it. And those who achieve the Holy Grail are blessed, for the Holy Grail is not just a golden cup. The Holy Grail is an ancient artifact of truly omnipotent power, and the one who wins the Holy Grail War can utilize it once, but only once, to make one wish for himself. One wish, unconditionally fulfilled.

That is your reason for fighting. That is why you do battle. Why you are chosen. To have your wish fulfilled.

The question remains...

Who are you?
  1. The Heir: You are the descendant of a long, aristocratic line of mages and spellcasters -- and the chosen heir to all of its abilities. Their knowledge has been engraved onto your body in the form of a Magic Crest -- a tattoo passed from son to daughter, from daughter to son, and so on. For many generations, this knowledge of magic was stored and added to create the most powerful magical leaders possible. In addition, you are in possession of first-rate magic circuits in your soul that allow you for more magical energy than most.
    Pros: Powerful magic circuits (mana capacity and regeneration, in other words,) influence on magi politics, rich, Magic Crest access.
    Cons: No "ordinary" knowledge; your goal in life is to research and store knowledge in your Magic Crest, not learn how to cook or fight with a sword.
  2. The Spare: You are not the lucky heir of an aristocratic line of mages and spellcasters -- you are the spare, the second child, the black sheep. Your magical knowledge is average and you do not have the access to as many spells and experience in them as your older sibling. Instead, you were taught. Taught things like diplomacy, finances, how to drive. So that you could be a good servitor to your superior counterpart. But still, just in case they were to die and the Magic Crest needed a new holder, you have been taught something in thaumaturgy too.
    Pros: Average magic circuits, slightly rich, a lot of practical "life knowledge."
    Cons: Little spell knowledge, seen as more of a servant than anything else.
  3. The Spellcaster: You aren't an ordinary magus, no. You are more of a freelance mercenary. Although you possess decent magic circuits, you also have a lot of other knowledge -- and unlike most, you do not look down upon the use of firearms, explosives, and other gadgets that may be useful during the Holy Grail War. A notorious magus killer, often hired by the Mage's Association to do work for money, you are a true badass.
    Pros: Above-average magic circuits, practical "life knowledge," usage of firearms while retaining the use of magic.
    Cons: Little-to-none political power, frowned upon by most magi as a "necessary evil/scum."
  4. The Homunculus: You aren't even a magus -- no, you are more than that. You were bred for the specific purpose of magic itself. You don't have magic circuits, you ARE your circuit. You are truly unparalleled when it comes to magical power. Whether free, or working for a larger family, your biggest concern is physical fitness. Being a homunculus, your soul is incredibly potent and your magic circuits regenerate mana rapidly, but your body and physical form leaves so much to be desired.
    Pros: Incredible magic circuits (better than The Heir,) some spell knowledge. Your Servant's parameters will be slightly improved due to the amount of mana you can afford to give them.
    Cons: Easily recognizable as a homunculus due to red eyes, white hair and pale skin, physically weak and thus you will have lesser parameters.
  5. The Orphan (Warning: Hard): Once a great bloodline, now fallen to dust. Whether over bickering on who gets the Magic Crest, or a war with another, more powerful lineage, your once-proud family now lays in the grave... except you. You are the last of the family. The last of your kind. With very weak magic circuits and no political influence, in addition to very little funds available to you, you are comparable to an orphan that can barely survive out on the streets.
    Pros: None?
    Cons: Weak magic circuits, weak magical knowledge, weak physically, your Servant will be weakened due to poor-quality magical energy, little practical knowledge.
  6. The Mortal (Warning: Hard): Wait, the Holy Grail War? What's that?! What are Magic Circuits? Why are you people fighting with mystical swords?! That's what you thought when you were told to enter the Holy Grail War because of these three, fancy red Command Seals on your hand.
    Pros: A lot of other life knowledge that magi don't have, such as scientific knowledge, etc.
    Cons: No magic circuits (your Servant won't survive long unless you can find alternate sources of mana to feed it,) average physically, your Servant will be severely debilitated due to a lack of nutrition, some practical knowledge.
  7. Other Archetypes? (Write-in pros and cons.)

1

1

3!
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant

Choices: No rolls, Default difficulty, the late 1930s.

-- Writing Mechanics --
Tense
  1. [Recommended] Present tense. (ie: "Jimmy walks up to him.")
  2. Past tense. (ie: "Jimmy walked up to him.")
Narrator
  1. [Recommended] First person. (ie: "I walk back in Jimmy's direction and greet him.")
  2. Player's perspective. (ie: "You walk back in Jimmy's direction and greet him.")
  3. Omnipresent 3rd-party narrator. (ie: "The protagonist walks back in Jimmy's direction." [Recommended only in conjunction with the past tense.])
-- Writing Mechanics --

It is the dawn of a new war. The first World War ended in 1918, and now, Chancellor Adolf Hitler is on the very brink of invading Germany's neighbors. The country you are in -- Japan, is closely allied with the Third Reich. The reason you're here? To partake in the war, that is. But not in the war that Hitler is about to declare. No, this war is far more esoteric.

You are a magus. An adept who studies the mystical arts of magecraft. And you, from all other magi on this planet, have been chosen. Chosen to do battle in the Third Holy Grail War. This great ritual, also known as "Heaven's Feel," that started in the early 1800's is one of the greatest miracles on the planet -- a miracle where the heroes of legends past come to life in their own flesh and blood and fight alongside you. You will be one such Heroic Spirit's Master, and that Heroic Spirit will be your Servant. The team of Master-Servant that lasts until the bitter end -- that fighted the most valiantly in the Holy Grail War. That team will be the one favored by the Holy Grail, and the one team to achieve it. And those who achieve the Holy Grail are blessed, for the Holy Grail is not just a golden cup. The Holy Grail is an ancient artifact of truly omnipotent power, and the one who wins the Holy Grail War can utilize it once, but only once, to make one wish for himself. One wish, unconditionally fulfilled.

That is your reason for fighting. That is why you do battle. Why you are chosen. To have your wish fulfilled.

The question remains...

Who are you?
  1. The Heir: You are the descendant of a long, aristocratic line of mages and spellcasters -- and the chosen heir to all of its abilities. Their knowledge has been engraved onto your body in the form of a Magic Crest -- a tattoo passed from son to daughter, from daughter to son, and so on. For many generations, this knowledge of magic was stored and added to create the most powerful magical leaders possible. In addition, you are in possession of first-rate magic circuits in your soul that allow you for more magical energy than most.
    Pros: Powerful magic circuits (mana capacity and regeneration, in other words,) influence on magi politics, rich, Magic Crest access.
    Cons: No "ordinary" knowledge; your goal in life is to research and store knowledge in your Magic Crest, not learn how to cook or fight with a sword.
  2. The Spare: You are not the lucky heir of an aristocratic line of mages and spellcasters -- you are the spare, the second child, the black sheep. Your magical knowledge is average and you do not have the access to as many spells and experience in them as your older sibling. Instead, you were taught. Taught things like diplomacy, finances, how to drive. So that you could be a good servitor to your superior counterpart. But still, just in case they were to die and the Magic Crest needed a new holder, you have been taught something in thaumaturgy too.
    Pros: Average magic circuits, slightly rich, a lot of practical "life knowledge."
    Cons: Little spell knowledge, seen as more of a servant than anything else.
  3. The Spellcaster: You aren't an ordinary magus, no. You are more of a freelance mercenary. Although you possess decent magic circuits, you also have a lot of other knowledge -- and unlike most, you do not look down upon the use of firearms, explosives, and other gadgets that may be useful during the Holy Grail War. A notorious magus killer, often hired by the Mage's Association to do work for money, you are a true badass.
    Pros: Above-average magic circuits, practical "life knowledge," usage of firearms while retaining the use of magic.
    Cons: Little-to-none political power, frowned upon by most magi as a "necessary evil/scum."
  4. The Homunculus: You aren't even a magus -- no, you are more than that. You were bred for the specific purpose of magic itself. You don't have magic circuits, you ARE your circuit. You are truly unparalleled when it comes to magical power. Whether free, or working for a larger family, your biggest concern is physical fitness. Being a homunculus, your soul is incredibly potent and your magic circuits regenerate mana rapidly, but your body and physical form leaves so much to be desired.
    Pros: Incredible magic circuits (better than The Heir,) some spell knowledge. Your Servant's parameters will be slightly improved due to the amount of mana you can afford to give them.
    Cons: Easily recognizable as a homunculus due to red eyes, white hair and pale skin, physically weak and thus you will have lesser parameters.
  5. The Orphan (Warning: Hard): Once a great bloodline, now fallen to dust. Whether over bickering on who gets the Magic Crest, or a war with another, more powerful lineage, your once-proud family now lays in the grave... except you. You are the last of the family. The last of your kind. With very weak magic circuits and no political influence, in addition to very little funds available to you, you are comparable to an orphan that can barely survive out on the streets.
    Pros: None?
    Cons: Weak magic circuits, weak magical knowledge, weak physically, your Servant will be weakened due to poor-quality magical energy, little practical knowledge.
  6. The Mortal (Warning: Hard): Wait, the Holy Grail War? What's that?! What are Magic Circuits? Why are you people fighting with mystical swords?! That's what you thought when you were told to enter the Holy Grail War because of these three, fancy red Command Seals on your hand.
    Pros: A lot of other life knowledge that magi don't have, such as scientific knowledge, etc.
    Cons: No magic circuits (your Servant won't survive long unless you can find alternate sources of mana to feed it,) average physically, your Servant will be severely debilitated due to a lack of nutrition, some practical knowledge.
  7. Other Archetypes? (Write-in pros and cons.)
Tense: 1
Narrator: 1
We are: The Spellcaster
 
Don't have a real opinion so my vote goes along with Gabriel's.
Spellcasters are comparable to a Magic Knight (ie: sword in one hand and spells in the other,) but more modern and very often with a gun instead of sword. Guns are unacceptable to most magi because they are a modern construct and thus impede the progress of Gaia. It's complex lore so I won't bother explaining. Just know this: Spellcasters in the eyes of magi are comparable to a necessary evil that is sometimes just too damn useful to have around to get rid of.
 
Also, next update in one hour. I believe the next update is when we finish character customization.
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant
Choices: Present tense, first person, The Spellcaster (ie: "I squeezed the trigger as hard as I could. The shotgun shell took less than a second to pierce the foul zombie's face. The corpse dropped down. I laugh.")

What is your gender?
  1. A man.
  2. A woman.
What is your age?
  1. 17-20: Fresh to the business.
  2. 21-27: Average Spellcaster.
  3. 28-34: Seen your share of supernatural bullshit in your time.
  4. 35-49: A true veteran. When the Mage's Association has problems, you're one of the first people they hire.
  5. 50-60: About to retire, actually.
And what about a name? Everyone has one.
  1. Write-in.
Lastly, although rare among Spellcasters, do you have any Sorcery Traits?
  1. None: You gain a rank-up to your usage of Magecraft as you don't rely on petty tricks.
  2. Wish-granting [LOCKED to Homunculus]: I don't need to learn any silly spells. I just make a wish and pour mana into it, and then it happens.
  3. Mystic Eyes: Your eyes have a magic circuit mutation in them. They can cause special effects similar to spells when you pour mana into them. What kind of Mystic Eyes?
    1. Whisper: By looking someone in the eyes and activating your Mystic Eyes, you can make them enter a trance in which they are susceptible to suggestion and even memory alteration. In other words, hypnosis.
    2. Binding: By looking at someone and activating your Mystic Eyes, you can temporarily agitate their muscle and bone structure, effectively crippling and weakening them. Think: Medusa's Mystic Eyes but weaker.
    3. Charm: By looking someone in the eyes and activating your Mystic Eyes, you can make yourself incredibly appealing and suave to them. Powerful spell. The effects may remain after casting depending on circumstance.
  4. Circuit Overload: You can agitate your own magic circuits to force them to produce mana a whole 300% faster. Comparable to pouring high-quality fuel into a car engine, but in this case, the fuel itself doesn't exist, only the quality received. May be deadly when operating for long periods of time.
  5. TeIekinetic Surgery: You can perform surgery telekinetically by moving my hands like scalpels or bandages.
  6. Other: (Write-in.)
Lastly, what is your specialty in thaumaturgy?
  1. None: You don't have any focus. A little bit of that, a bit of that and so on.
  2. Alchemy: A school that aims to control the conversion, flow, and creation of matter.
  3. Curses: The magical arts of creating the concept of misfortune.
  4. Elemental magecraft: Disciplines of manipulating the five base elements and giving them form.
  5. Necromancy: Crafting servants and tools out of the body parts of the dead.
  6. Formalcraft: The art of casting spells without the use of one's own prana. Ritual sacrifices, etc, are used instead.
  7. Biomancy: The art of manipulating living organisms. Plants, animals, and at high levels, even humans.
  8. Time Manipulation: The controlled art of tampering with the chronological workings of the universe.
  9. Spatial Manipulation: The art of altering and abusing dimensional laws to create special effects.
  10. Reinforcement & Projection: The upgrading of matter as well as creating a temporary substitute for it.
  11. Healing magecraft: Magecraft that aims to improve the health status of others.
  12. Other: (Write-in.)
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant
Choices: Present tense, first person, The Spellcaster (ie: "I squeezed the trigger as hard as I could. The shotgun shell took less than a second to pierce the foul zombie's face. The corpse dropped down. I laugh.")

What is your gender?
  1. A man.
  2. A woman.
What is your age?
  1. 17-20: Fresh to the business.
  2. 21-27: Average Spellcaster.
  3. 28-34: Seen your share of supernatural bullshit in your time.
  4. 35-49: A true veteran. When the Mage's Association has problems, you're one of the first people they hire.
  5. 50-60: About to retire, actually.
And what about a name? Everyone has one.
  1. Write-in.
Lastly, although rare among Spellcasters, do you have any Sorcery Traits?
  1. None: You gain a rank-up to your usage of Magecraft as you don't rely on petty tricks.
  2. Wish-granting [LOCKED to Homunculus]: I don't need to learn any silly spells. I just make a wish and pour mana into it, and then it happens.
  3. Mystic Eyes: Your eyes have a magic circuit mutation in them. They can cause special effects similar to spells when you pour mana into them. What kind of Mystic Eyes?
    1. Whisper: By looking someone in the eyes and activating your Mystic Eyes, you can make them enter a trance in which they are susceptible to suggestion and even memory alteration. In other words, hypnosis.
    2. Binding: By looking at someone and activating your Mystic Eyes, you can temporarily agitate their muscle and bone structure, effectively crippling and weakening them. Think: Medusa's Mystic Eyes but weaker.
    3. Charm: By looking someone in the eyes and activating your Mystic Eyes, you can make yourself incredibly appealing and suave to them. Powerful spell. The effects may remain after casting depending on circumstance.
  4. Circuit Overload: You can agitate your own magic circuits to force them to produce mana a whole 300% faster. Comparable to pouring high-quality fuel into a car engine, but in this case, the fuel itself doesn't exist, only the quality received. May be deadly when operating for long periods of time.
  5. TeIekinetic Surgery: You can perform surgery telekinetically by moving my hands like scalpels or bandages.
  6. Other: (Write-in.)
Lastly, what is your specialty in thaumaturgy?
  1. None: You don't have any focus. A little bit of that, a bit of that and so on.
  2. Alchemy: A school that aims to control the conversion, flow, and creation of matter.
  3. Curses: The magical arts of creating the concept of misfortune.
  4. Elemental magecraft: Disciplines of manipulating the five base elements and giving them form.
  5. Necromancy: Crafting servants and tools out of the body parts of the dead.
  6. Formalcraft: The art of casting spells without the use of one's own prana. Ritual sacrifices, etc, are used instead.
  7. Biomancy: The art of manipulating living organisms. Plants, animals, and at high levels, even humans.
  8. Time Manipulation: The controlled art of tampering with the chronological workings of the universe.
  9. Spatial Manipulation: The art of altering and abusing dimensional laws to create special effects.
  10. Reinforcement & Projection: The upgrading of matter as well as creating a temporary substitute for it.
  11. Healing magecraft: Magecraft that aims to improve the health status of others.
  12. Other: (Write-in.)
We are a 40-year-old man named Jonathan Ronalds. Our Sorcery Trait is Circuit Overload or Mystic Eyes - Whisper.
Our specialty is Time Manipulation.
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant
Choices: Present tense, first person, The Spellcaster (ie: "I squeezed the trigger as hard as I could. The shotgun shell took less than a second to pierce the foul zombie's face. The corpse dropped down. I laugh.")

What is your gender?
  1. A man.
  2. A woman.
What is your age?
  1. 17-20: Fresh to the business.
  2. 21-27: Average Spellcaster.
  3. 28-34: Seen your share of supernatural bullshit in your time.
  4. 35-49: A true veteran. When the Mage's Association has problems, you're one of the first people they hire.
  5. 50-60: About to retire, actually.
And what about a name? Everyone has one.
  1. Write-in.
Lastly, although rare among Spellcasters, do you have any Sorcery Traits?
  1. None: You gain a rank-up to your usage of Magecraft as you don't rely on petty tricks.
  2. Wish-granting [LOCKED to Homunculus]: I don't need to learn any silly spells. I just make a wish and pour mana into it, and then it happens.
  3. Mystic Eyes: Your eyes have a magic circuit mutation in them. They can cause special effects similar to spells when you pour mana into them. What kind of Mystic Eyes?
    1. Whisper: By looking someone in the eyes and activating your Mystic Eyes, you can make them enter a trance in which they are susceptible to suggestion and even memory alteration. In other words, hypnosis.
    2. Binding: By looking at someone and activating your Mystic Eyes, you can temporarily agitate their muscle and bone structure, effectively crippling and weakening them. Think: Medusa's Mystic Eyes but weaker.
    3. Charm: By looking someone in the eyes and activating your Mystic Eyes, you can make yourself incredibly appealing and suave to them. Powerful spell. The effects may remain after casting depending on circumstance.
  4. Circuit Overload: You can agitate your own magic circuits to force them to produce mana a whole 300% faster. Comparable to pouring high-quality fuel into a car engine, but in this case, the fuel itself doesn't exist, only the quality received. May be deadly when operating for long periods of time.
  5. TeIekinetic Surgery: You can perform surgery telekinetically by moving my hands like scalpels or bandages.
  6. Other: (Write-in.)
Lastly, what is your specialty in thaumaturgy?
  1. None: You don't have any focus. A little bit of that, a bit of that and so on.
  2. Alchemy: A school that aims to control the conversion, flow, and creation of matter.
  3. Curses: The magical arts of creating the concept of misfortune.
  4. Elemental magecraft: Disciplines of manipulating the five base elements and giving them form.
  5. Necromancy: Crafting servants and tools out of the body parts of the dead.
  6. Formalcraft: The art of casting spells without the use of one's own prana. Ritual sacrifices, etc, are used instead.
  7. Biomancy: The art of manipulating living organisms. Plants, animals, and at high levels, even humans.
  8. Time Manipulation: The controlled art of tampering with the chronological workings of the universe.
  9. Spatial Manipulation: The art of altering and abusing dimensional laws to create special effects.
  10. Reinforcement & Projection: The upgrading of matter as well as creating a temporary substitute for it.
  11. Healing magecraft: Magecraft that aims to improve the health status of others.
  12. Other: (Write-in.)

2. Female

3. 28

1. Katrina Robinson

1. We don't need no petty tricks here.

1. Who needs a focus? We will use all the tools we can get.
 
1. Male
2. 28
3. Jordan B. Jozwick
4. Mystic Eyes of Broken Chastity
5. None
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant
Choices: Female, 28, Katrina Robinson, no Sorcery Trait, no magecraft specialty. [Dispensing Character Sheet in the First Post.]

Note: If you want me to change the person narrating to player perspective, let me know at any time. I'd sure go for that, since it is easier for me to write that way. It's all up to you.


"So, what's the city like?" I ask the man driving me there. I look at him. He's...
  1. A normal taxi driver. (Independent; we partake in the war because of our own will.)
  2. An Einzbern homunculus. (Einzbern loyalty; we partake in the war because the Einzbern family pays us to win it for them. You also don't get to choose what Servant you summon or where your fortress is and they are pre-selected.)
"It's not bad," he replies. "Plenty of parks to go around. A few strange killings lately, too."

"I see," I smile mischievously. I am Katarina. Katarina Robinson. I am an independent magus, but that's in form only. I'm more of a freelance mercenary. But that's not important, right now. The city I am about to drive into? It's called Fuyuki. It is the evocation site of the Holy Grail War ever since its conception in 1800, or so I was told. In the upcoming ritual, I will have to summon a Heroic Spirit to fight in my name. A miracle, or so they say.

The man driving the car is taking me to...

[Spend 5 Resource Points.]
  1. The Einzbern fortress. [Free, but only if you're loyal to the Einzbern family.]
  2. A small hotel room I rented to act as my base of operations during the ritual. [-0.5 Resource Points.]
  3. Sorry, did I say room? I meant the whole hotel floor that I rented. [-2 Resource Points.]
  4. A Manse that I bought. [-3 Resource Points.]
  5. A Mansion that I bought. [-5 Resource Points.]
  6. A house where people "related" to me live. [0 Resource Points. Must spend 12% mana each morning to refresh the hypnosis on the civilian family that you are posing as the niece of.]
Next to me is a small, black case. Within it lies the catalyst from which I will summon my Servant. I slide over to it just to take a good look and see if its still there. Opening the case, reveals itself to me an ancient artifact. It's a... (note, the ones that are better cost more Resource Points. Also, all options with "Randomizer" have the chance to select one of many Servants.)
  1. Random thing you stole when robbing a museum. [You don't have any starting knowledge of your Servant. Randomizer.]
  2. A golden, ornamental sheath. One that radiates with confidence and virtue and makes even you; a person that likes destruction, as calm as the wind on a hill. When you touch it, you feel better, as if all your worries had been taken away by something. [Einzbern loyalty only.]
  3. A red flower, the color of which is without the shadow of a doubt, identical to blood. It radiates emotions from a distance, such as passion, but most of all; hatred. Somehow, the flower is still alive and doesn't wilt even after it was taken out of the ground. [-1 Resource Point.]
  4. A piece of black, obsidian-colored metal. It radiates a strong dark aura and touching it causes chills to run down your nervous system. [-4.5 Resource Points.]
  5. Small, antique glass full of gunpowder and metal bits, within a transparent plastic container, to make sure none of it gets spilled. It smells like death and destruction, which is a thing you like. [-0.5 Resource Points.]
  6. A wooden piece of an old, oak wood table. It has engravings on it and has an aura of duty. [-4 Resource Points. Randomizer?]
  7. The first thing labeled an ancient artifact that you found and bought on ebay. (-0.5 Resource Points. Randomizer.]
  8. You didn't buy any pathetic artifact. You will do the summoning without it! (Surefire Randomizer.]
And in the back of your car, there is another thing. A bag full of equipment.
  1. The standard pack; a pistol, a knife, and some other minor tools. [0 Resource Points.]
  2. A few guns and grenades. [-1 Resource Point.]
  3. Several guns and grenades, plus bits of primitive body armor. [-2 Resource Points.]
  4. The best military equipment from Germany. [-3 Resource Points.]
 
Last edited:
Also, yeah, it was my mistake for recommending first-person perspective. I prefer the player perspective. It just comes more easily to me X_X

Actually, if no one objects, I'll change to it.
 
Archdemon Archdemon Dalamus Ulom Dalamus Ulom Rin Nyx Rin Nyx @Ciphrus @Koss Captain Gabriel Captain Gabriel Mion Mion Kalin Scarlet Kalin Scarlet Truant Truant
Choices: Female, 28, Katrina Robinson, no Sorcery Trait, no magecraft specialty. [Dispensing Character Sheet in the First Post.]

Note: If you want me to change the person narrating to player perspective, let me know at any time. I'd sure go for that, since it is easier for me to write that way. It's all up to you.


"So, what's the city like?" I ask the man driving me there. I look at him. He's...
  1. A normal taxi driver. (Independent; we partake in the war because of our own will.)
  2. An Einzbern homunculus. (Einzbern loyalty; we partake in the war because the Einzbern family pays us to win it for them. You also don't get to choose what Servant you summon or where your fortress is and they are pre-selected.)
"It's not bad," he replies. "Plenty of parks to go around. A few strange killings lately, too."

"I see," I smile mischievously. I am Katarina. Katarina Robinson. I am an independent magus, but that's in form only. I'm more of a freelance mercenary. But that's not important, right now. The city I am about to drive into? It's called Fuyuki. It is the evocation site of the Holy Grail War ever since its conception in 1800, or so I was told. In the upcoming ritual, I will have to summon a Heroic Spirit to fight in my name. A miracle, or so they say.

The man driving the car is taking me to...

[Spend 5 Resource Points.]
  1. The Einzbern fortress. [Free, but only if you're loyal to the Einzbern family.]
  2. A small hotel room I rented to act as my base of operations during the ritual. [-0.5 Resource Points.]
  3. Sorry, did I say room? I meant the whole hotel floor that I rented. [-2 Resource Points.]
  4. A Manse that I bought. [-3 Resource Points.]
  5. A Mansion that I bought. [-5 Resource Points.]
  6. A house where people "related" to me live. [0 Resource Points. Must spend 12% mana each morning to refresh the hypnosis on the civilian family that you are posing as the niece of.]
Next to me is a small, black case. Within it lies the catalyst from which I will summon my Servant. I slide over to it just to take a good look and see if its still there. Opening the case, reveals itself to me an ancient artifact. It's a... (note, the ones that are better cost more Resource Points. Also, all options with "Randomizer" have the chance to select one of many Servants.)
  1. Random thing you stole when robbing a museum. [You don't have any starting knowledge of your Servant. Randomizer.]
  2. A golden, ornamental sheath. One that radiates with confidence and virtue and makes even you; a person that likes destruction, as calm as the wind on a hill. When you touch it, you feel better, as if all your worries had been taken away by something. [Einzbern loyalty only.]
  3. A red flower, the color of which is without the shadow of a doubt, identical to blood. It radiates emotions from a distance, such as passion, but most of all; hatred. Somehow, the flower is still alive and doesn't wilt even after it was taken out of the ground. [-1 Resource Point.]
  4. A piece of black, obsidian-colored metal. It radiates a strong dark aura and touching it causes chills to run down your nervous system. [-4.5 Resource Points.]
  5. Small, antique glass full of gunpowder and metal bits, within a transparent plastic container, to make sure none of it gets spilled. It smells like death and destruction, which is a thing you like. [-0.5 Resource Points.]
  6. A wooden piece of an old, oak wood table. It has engravings on it and has an aura of duty. [-4 Resource Points. Randomizer?]
  7. The first thing labeled an ancient artifact that you found and bought on ebay. (-0.5 Resource Points. Randomizer.]
  8. You didn't buy any pathetic artifact. You will do the summoning without it! (Surefire Randomizer.]
And in the back of your car, there is another thing. A bag full of equipment.
  1. A few guns and grenades. [-1 Resource Point.]
  2. Several guns and grenades, plus bits of primitive body armor. [-2 Resource Points.]
  3. The best military equipment from Germany. [-3 Resource Points.]
1. We don't need help from those dumb noble family's, all they would do is use us anyway.

2. A small hotel room is enough, helps us blend in more too.

3. This red flower smells nice :closed eyes open smile:

3. We can use all the equipment we can get.
 
1. We don't need help from those dumb noble family's, all they would do is use us anyway.

2. A small hotel room is enough, helps us blend in more too.

3. This red flower smells nice :closed eyes open smile:

3. We can use all the equipment we can get.
You are a wasteful child! Could have went for the dagg- oh, right, not enough Resources.
 

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