Board Thread:Roleplay Ideas/@comment-26444332-20161028035454

And we're back for an interesting spin on the Fate/stay night series. This is set in Middle-earth. Rapid and not nearly thorough enough breakdown: Every sixty years, there is a Holy Grail War among mages for the right to control a massive source of mana called the "Holy Grail" (not the real thing). The war is always fought between seven mages, called Masters, and their familiars, seven heroic spirits of legend (not necessarily actual people, but they can also be manifestations of their legends), called Servants, divided into seven classes, each with their own set of "class abilities", in addition to their own unique skills. The spirits are summoned with a catalyst and from every point in history, past, present, and future: You could have Gilgamesh, Arthur Pendragon, Alexander the Great, and even an unborn hero (like in the case with Archer from said series). Each master has one Servant and three Command Seals to forcibly order them with: Once you use all your command seals, the Servant is uncontrollable.

A Servant is never named, only referred to by their class name, if it can be helped: Once a Servant is named, it's possible to develop strategies to counter them (Since they died heroically, they obviously have a weakness).

Noble Phantasms - "Crystallized mysteries", powerful armaments made using the imagination of humans as their core, and weapons or abilities owned by Heroic Spirits. They are the embodiment of the ultimate mysteries of a hero that symbolizes their existence through historical facts and anecdotes. They can be physical weapons, such as swords, lances, and bows, or support items, such as rings and crowns. They can also be abstract concepts, like unique abilities, unique means of attack, curses, and changes to the environment and its physical properties. When summoned with Servants, they are the trump cards of the heroes that allow them to overcome others in battle.

To activate a Noble Phantasm's ability, one must call the weapon's name: This means that the Servant's identity will almost certainly be revealed, if they do not kill their target.

Classifications of Noble Phantasms:

Anti-Unit Noble Phantasm - Anti-Unit Noble Phantasms are those specialized against defeating other people in single combat. Compared to stronger weapons, they will not go beyond defeating other beings no matter how strong the magical energy or curse they wield. The advantage over stronger weapons is that they can be compared to guns with unlimited ammo while Anti-Army Noble Phantasms are one-time missiles.

Anti-Unit (Self) Noble Phantasm - Anti-Unit Noble Phantasm used upon the wielder instead of another target. This is almost always a suicidal ability.

Anti-Army Noble Phantasm - Anti-Army Noble Phantasms are those with a wide enough range to be specialized against armies They are more powerful weapons than Anti-Unit Noble Phantasms, capable of easily blowing them away, but they must be used more wisely because of their larger cost. Using such an attack drains the Servant of energy, so they must wait before using it again.

Anti-Fortress Noble Phantasm - This rank has powerful Noble Phantasms that can even blow away solid fortified structures. While the difference between Anti-Unit and Anti-Army is the variation in area of effect, Anti-Fortress Noble Phantasms are distinguished from other categories by the great difference in power.

Anti-Populace Noble Phantasm - This rank's Noble Phantasms affect whole countrysides and cities with their power.

Anti-Country Noble Phantasm - This rank's Noble Phantasms affect entire nations with their destructive capabilites.

Anti-World Noble Phantasm - Noble Phantasms that affect the World itself are of this rank. While the actual output is around the level of a divine weapon like Excalibur, its effect that is unquestionably that of the legend of "ripping the world" puts the sword in a special category.

The seven Servant classes:

Archer - Knight of the Bow and Heroic Spirit of the Bow. Servants placed within this class excel in possessing powerful Noble Phantasms, are able to act as highly effective scouts, and are frequently Heroic Spirits from the Age of Gods when magecraft was still commonplace. The qualifying condition for the Heroic Spirits is not attributes, but instead the possession of powerful projectile weapons or special abilities related to projectile weapons. They possess high Magic Resistance as a Class Skill, so most modern magi are unable to inflict damage to them. They also possess Independent Action, allowing them the ability to act independently for a length of time without an active supply of magical energy from their Master.

Saber - Knight of the Sword and Heroic Spirit of the Sword. Servants placed within this class are agile and powerful melee warriors adept at swordsmanship, boasting high ratings in all categories, and they are often heroes from the Age of Gods when magecraft was still commonplace. The qualifying conditions require the Heroic Spirits to have legends as knights of the sword, and it is the class that requires the highest levels of attributes in all but the Magic attribute. Compatible Heroic Spirits usually excel in delivering powerful burst attacks, and the Class Skills are Magic Resistance and Riding.

Caster - Magus and Heroic Spirit of Spells and Sorcery. Servants placed within this class are usually adept in magecraft, and the only qualifying condition is the mastery of sorceries of the highest caliber compared to the specific parameter requirements of the other classes. Due to not requiring any strong statistics, they generally have low combat abilities, and due to the majority of Servants having some form of Magic Resistance, this class is thought to be the weakest of all seven. They make up for this with other means, using magecraft that no longer exists in the current age and, no matter which Heroic Spirit is of the class, possessing many possible ploys to be used against enemies. Those of the Saber class can likely challenge any Caster who uses magecraft as their main offensive ability without needing to plan due to their high Magic Resistance, while those of lesser resistance like the Rider class may require more strategy. Their class abilities are Territory Creation, altering the surrounding lands in favor of their sorcery, and Item Construction, which allows the magus to create magical items and tools.

Lancer - Knight of the Lance and Heroic Spirit of the Lance. Servants placed within this class, many of which are Heroic Spirits who were knights, are very agile, display excellent close combat skills, show proficiency in hit-and-run tactics that capitalize on range and speed, and are skilled with long-range melee weapons such as spears and lances. The qualifying conditions to be placed within the class are second only to the Saber class, requiring overall excellent attributes and a high agility attribute. Their only particular class ability is Magic Resistance, and although they "tend to be less flashy than the other classes", they display great reliability.

Berserker - Mad Warrior and Heroic Spirit of Berserker Rage. Servants placed within this class are always Heroic Spirits who have gone berserk during battle at least once in their lifetime. This trait allows them to use the special ability Mad Enhancement, which trades their consciousness and sanity for a large power boost. This class is usually for magi who have summoned Heroic Spirits with insufficient abilities and attributes, allowing them to strengthen their Servants to make up for their lower attributes and compete against stronger opponents. While it is ideal for Servants to reach the level of the Heroic Spirit, the class allows for their attributes to surpass even the original. If used on an already strong Heroic Spirit, such as Heracles, they will become empowered to truly extraordinary levels. The abuse of this to create powerful Servants has made the class referred to as the strongest of all seven classes.

Rider - Mounted Knight and Heroic Spirit of the Mount. Servants placed within this class are those known for riding mounts, living beasts or human constructs, during their lives. They generally have lower attributes compared to the Three Knight Classes (Saber, Archer, and Lancer), but the abilities of the mounts described in their legends compensate by granting them powerful Noble Phantasms or abilities. They have the class abilities of Magic Resistance and a high rank in Riding, allowing them to fully utilize the abilities of their mounts. Depending on the rank, they can take full control of everything from simple horses, modern machinery like motorcycles and planes, and even Divine Beasts. Dragons are the only exception, as the ability to ride them falls under a different skill.

Assassin - Silent Killer and Heroic Spirit of Assassinations. Servants of this class are skilled at operating covertly, stealthy, and silently. This class is one of the weaker classes at fighting; as its members possess low attributes due to not having glorious legends as heroes; so it instead specializes in killing Masters rather than Servants. It is an oddity compared to the more formal knight classes who believe in fair duels and chivalry in combat; they will attack using the most unfair and favorable conditions; and with these conditions, it is possible for an Assassin to match and defeat other Servants. The Assassins' special class ability is ‘‘Presence Concealment”, which allows them to remain undetected when spying or preparing to ambush their targets. Note that exceptional and little-renowned swordsmen who specialized in concealing their minds and emotions (Sasaki Kojiro, etc.) are able to be summoned as Assassin-class Servants, rather than Saber-class Servants.

Rules:

You must use a well-known character, whether lorebound or custom, as your Servant. Their weapons and skills must match their character as in either the lore or in their history as your creation. Note that just because a Servant seems obvious as to who it is, does not mean it is that person.

There can only be one of each type of Servant. If there are more than seven participants, exceptions can be made.

Try not to be too overpowered. I am a fairly liberal person, but I have my limits, and so do you.

Be fair and judge what your character's Servant classification is. (i.e. Gil-galad would be a Lancer-class Servant, not a Saber, while Legolas would be either an Assassin-class or Archer-class.)

Template -

Master

Name:

Description:

Weapon:

Servant

Class:

Noble Phantasm(s): (Do not name your weapon. Simply give a description of what it is. If you name your weapon, you will give yourself away. Nobles Phantasms are limited to no more than three, and preferably only one.)

Noble Art (Noble Phantasm's Ability):

Abilities: (You may have as many of these as you need in order to represent your character accurately, just don't go overboard in how they function. Names of the ability ought to be more descriptive and better-sounding than just "Stalking", "Teleport", etc.)

Crowning Power: (The "ultimate technique" of your character.)

Description:

Master

Name: Pelinel

Description: An Elf garbed in dark robes, with fair skin, long brown hair, and pale green eyes.

Weapon: A long elven-sword.

Servant

Class: Archer

Noble Phantasm(s):

Anti-Army Noble Phantasm - An ancient black longbow with stylized silver leaf-and-vine designs wrought along the length of the bow.

Anti-Unit Noble Phantasm - A long rapier-like sword, silver and blue.

Noble Art:

Bow: Light of the Ancient West - Archer may release an arrow, resembling a twisted spine of steel. Once fired, it turns into a magic-infused dart enveloped in a white light that reaches impossible speeds on the most direct path to its target, and it will continue to pursue the target, even if parried, repulsed, or avoided, as long as Archer keeps them within his sight.

Sword: Bane of the Shadow King - A technique where three concurrent arching blades close on the enemy from all sides to create a prison, allowing no chance for defense or evasion. The technique is actually bending the laws of physics to multiply its existence. It starts with a flash from this world, followed by two absolutely simultaneous, over-lapping flashes that disregard the concept of time and space, producing a triangle-esque slash attack that arrives from three different directions. The only true countermeasure against this skill is to not allow him to use the skill at all. It is possible to avoid the incomplete version with two slashes by escaping to the side, but the real technique is nearly impossible to survive.

Abilities:

Glory of the Past - Archer's innate abilities and physiology are all enhanced.

Silent Guardian - Archer's other abilities increase in power when defending and watching over others.

Ancient Instinct - Archer possesses superhuman speed, strength, agility, vision, and reflexes.

Knowledge of Respect and Harmony - Archer's attacks are not perceivable by his enemies, no matter how many times he uses them. In such a scenario, one cannot determine or see through his bow or sword techniques, no matter how many times he uses the same movements.

Marksmanship - Archer is a beyond-master bowman, possessing the skill necessary to shoot a dark-painted arrow on the night of a full moon out of the sky, while moving at high speed, or at great distances.

Resolute Devotion - An ability that acts as an emotional state, Archer is affected by those he wishes to save, to the point where all of his abilities increase in power, as does his desire to protect, to the point where he will glady sacrifice himself for them. This ability also nullifies magical interference with Archer's mind, as well as persuasion tactics.

Crowning Power: Dark Prince of the Lost Realm (also called Dark Prince of Uncounted Sorrows)- The Crowning Power of Archer. It is a Reality Marble making him into a being "holding absolute power against those who have been corrupted by darkness." Upon its activation, the world materializes as a scorching hell of fire, ash, dust, and the open graves and fallen corpses of entire nations. While in this world, those who have darkness within them are considerably weakened, while those who survived torment and the darkest battles of their age are empowered.

Description: An Elf, garbed in somber grey robes, with fair skin, waist-length white hair, and pale blue eyes. 