Posted 7/26/15 , edited 7/26/15

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Posted 7/26/15 , edited 7/26/15

Everything your characters' bios/profiles must contain in some form:

Name :: Pretty simple. Just your character's name. No limitations on what you're allowed to name your character.
Age :: Your character's age. Keep it reasonable.
Gender :: Male/Female/Transgender/Whatevs. Be what you want to be.
Hair color :: Any color is acceptable.
Eye color :: Any color is acceptable.
Height :: Just your character's height.
Role :: Are you a Master or a Servant?
Magic :: What kind of magic you use. Try to not make it too OP...
Personality :: Just write about your character's personality and all that. You've probably tried this before.
Biography :: Your character's lifestory/history/past. Whatever you want to call it. Doesn't have to be long.
Appearance :: A fairly detailed description of your character's appearance or a picture.

True Name :: Pretty simple. Just your character's true name. No limitations on what you're allowed to name your character.
Class :: Your Servant character's class. There can only be one of each class, so be sure to look at which ones are still available.
Gender :: Male/Female/Transgender/Whatevs. Be what you want to be.
Hair color :: Any color is acceptable.
Eye color :: Any color is acceptable.
Height :: Just your character's height.
Role :: Are you a Master or a Servant?
Noble Phantasm :: What your character's Noble Phantasm is. Try to not make it too OP...
Personality :: Just write about your character's personality and all that. You've probably tried this before.
Biography :: Your character's lifestory/history/past. Whatever you want to call it. Doesn't have to be long.
Appearance :: A fairly detailed description of your character's appearance or a picture.
Posted 7/26/15 , edited 7/26/15
Masters, Magic and Magi
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. Traditionally, a Master is an individual who has formed a contract with a Servant, for the purpose of acquiring the Holy Grail. There are no actual restrictions on how the contract is used, when it is made, or how long it lasts, but the Servant inevitably has goals of its own that they will want to pursue upon claiming the Grail.

In order become a Master, a person must successfully summon a Servant through use of a specific ritual in which they will summon a Heroic Servant they have a connection to. Usually this connection is through using an artifact that is related to the Heroic Spirit they'll be summoning. Upon completion, the Master must formalize a contract with the summoned Servant by both of them acknowledging their respective roles. The process creates a link between the two, allowing the Master to support the Servant with their magical energy or an external source.

In every known case, Masters only occur through the power of the Holy Grail. The Grail both selects prospective Masters according to their need and provides the majority of the energy needed to manifest and maintain the Servant. It also provides the Command Spells which grant limited control of the Servant to the Master.

Under ordinary circumstances, a Master is always a spellcaster, usually a Magus with a Magic Circuit, who is selected by the Grail. It is possible for an ordinary person to become a Master as well as untrained individuals, though this is rare.A Master that is providing magical energy to a Servant will "leak" magical energy in a volume that is easily detectable to most spellcasters. The leakage is distinctive, allowing a Magus to determine that the Master has a contract with a Servant.

An active Master will also possess a Command Spell as a visible proof of their contract.

A Master is always a Master, whether he currently has a Servant or not, as long as he still has the Command Spell. A Master without a Servant can make a pact with an unclaimed Servant that has lost their original Master at will, though having too many Servants is hazardous to the health of a Master due to magical energy consumption. This also means that a Master can claim a new Servant regardless of the length of time since his last Servant, though only 7 servants are able to be summoned for the Grail War.

Masters and Servants share a deep mental connection, so it has been observed that both can see visions of each other's pasts in the form of dreams.

Magus (plural Magi) is the term for a human practitioner of Magecraft, the magical science. A Magus has a long life and if one uses life-prolonging magic, it wouldn't be impossible to live a few hundred, a few thousand years either. The very first magi were merely scholars that studied the supernatural, and the present level of Thaumaturgy was attained thanks to the accumulated knowledge and bloodline history started by them. Magi are frequently, but not necessarily, descend from old magical families, as affinity to sorcery is something transmitted through blood relations.

More than just a name, the term "Magus" define a whole set of beliefs and lifestyle. A magus dedicates himself to the study and refinement of Thaumaturgy while driving himself apart of the values of common people in the process. He searches for the greater truths of the universe not to answer existential questions, but just for the sake of knowing. Ideally, a magus would render his own self transparent while still retaining his ego. In reality however, most magi, especially those of the Mage's Association, are often caught up on petty power struggles. On another hand, those who openly deviate from the way of mag are perceived as heretics that do not deserve to be called a magus.

Depending on their craft, the appearance of magi may become distorted due to the chemicals with which they work or type of magecraft they practice. Rather than become ashamed over it as a mark of humiliation, it is normal for them to see it as a source of pride. Many magi look down on those like freelancers who use magecraft to earn a profit, believing it to be solely a field of research that should not be used in such a manner. Only those with more worldly experience or those practicing more controversial magecraft can look past the initial disdain and bewilderment other magi have for such people.

The Mage's Association is an international, self-preservative and self-defense organization formed by practitioners of magecraft for the purpose of controlling, concealing, and developing Magecraft. It is said to transcend nationality and genre of magecraft, but that is in name only.[1] After having existed for many years, it was decided around the Middle Ages by those who foresaw the decline of Magecraft that in order to preserve their power Thaumaturgy should drift apart from society and become a secret known only by a necessary minimum number of people.

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Posted 7/26/15 , edited 7/26/15
Servants and Heroic Spirits
Servants are Heroic Spirits summoned by the Holy Grail for the purpose of competing under Masters in the Holy Grail War.

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. 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 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 those who would kill them to seek out a Master who would be more suitable for their own ambitions.

The Servant system was designed to summon only the souls of "true" heroes - benevolent, honorable, and selfless protectors of humanity and justice. Due to the corruption of the Holy Grail in the third Holy Grail War, evil spirits can be summoned. These entities can still be considered to be Heroic Spirits if they were widely worshipped, respected, or feared in life.

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 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 low 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.

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.

There are several factors that determine which Heroic Spirit the Master will summon. Performing a summoning ritual facilitates the process in which the copy of the Heroic Spirit is brought into the chosen class container. Most Masters will prepare a catalyst with which to summon their desired Heroic Spirit, but it is not absolutely necessary. Without a specific artifact, the Grail will, rather than base it on their power, chose a Servant based upon similarities to the summoner's own nature. When choosing based upon power with a catalyst, bad compatibility may make forming a bond impossible, bringing about hardships without being able to have faith in each other. When allowing for a good affinity, it may bring forth a weaker Servant, and it is possible that a single mistake could rouse bad feelings between them due to the resemblance in their personalities being so close.

Catalysts are symbols and holy relics used to attract the desired Heroic Spirit. Requiring something with a connection to the hero, it can be anything from a sword, armor, a talisman, or even their bones.

Battles between Servants can be called a process of gradually shaving off the magical energy that forms their bodies. Attacks that consume a great amount of magical energy will inflict a massive amount of damage on the opponent, but it will also weaken the attacker in the process. In order to inflict a great amount of damage with minimum expenditure of magical energy, it is necessary for them to collect intelligence regarding the enemy and assault their weakness. The greatest weapon is their Noble Phantasm, and a battle between Servants can often be called a battle between Noble Phantasms. 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.

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 countermeasures being available to one Master, releasing that information to the other Masters can allow for other countermeasures to be brought forth. Famous heroes are more likely to have their true names found out early on than others.

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.

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Posted 7/26/15
Classes and Noble Phantasms
Heroic Spirits summoned by the Holy Grail are place into one of seven classes. The seven standard classes are Saber, Lancer, Archer, Rider, Caster, Assassin, and Berserker. More than one version of the same class cannot be summoned.

  • Saber : Servants placed within this class are agile and powerful melee warriors. It is commonly assumed to be the best class overall, with high ratings in all categories. It is one of the three Knight classes, together with Lancer and Archer and also possesses the Riding skill like the Rider class.

  • Lancer : Servants placed within this class are very agile and skilled with long-range melee weapons, such as spears, lances, etc. It is one of the three Knight classes, together with Archer and Saber.

  • 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". It is one of the three Knight classes, together with Lancer and Saber.

  • Rider : Servants placed within this class place emphasis upon speed and powerful Noble Phantasms, which 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 Reality Marble, called Territory Creation, which alters or creates space around them to enhance their sorcery.

  • Assassin : Servants placed within this class are usually highly trained killers. The Assassins' special ability is Presence Concealment, which allows them to remain undetected. Offset by their stealth is their weak combat skills. Due to this, Assassins often target Masters instead of Servants.

  • 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.

Noble Phantasms are powerful armaments made using the imagination of humans as their core and weapons or abilities owned by Heroic Spirits. They are the embodiment of the ultimate mysteries of a hero that symbolizes his 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 as Servants in the Holy Grail War, they are the trump cards of the heroes that allow them to overcome others in battle.
Noble Phantasms make up part of the existence of Heroic Spirits, the anecdotes about their prowess and weaponry all becoming part of the very "symbol" of their existence. As the "ultimate mysteries" and embodiment of the heroes, they are trump cards carried by each to be used at an appropriate time. Most Noble Phantasms will belong only to a single hero, activated only by them, their true owners, by channeling magical energy into them and releasing their true names. Normally limited to the exclusive usage of its owner, other heroes who take hold of them will not normally be able to wield them properly. Noble Phantasms represents the legends of Heroic Spirit, in other words it would reveal the identity to other Masters if used. Most Heroic Spirits will only possess one Noble Phantasm, while those who sometimes obtain two or three would normally be the absolute limit, and it may be possible for some to have treasured three or four extraordinary weapons in their life.

The most common Noble Phantasms are holy swords and demonic swords used by heroes during their lives. There is no specific form into which they must fit. They can be the weapons the hero used in life, and they can be famous anecdotes about the hero given form upon their ascension. While they can be physical weapons, the act of throwing many weapons at once or a "sword that splits into an infinite number" could be Noble Phantasms in themselves.

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