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Author Topic: Fate Stay Night - Sixth Holy Grail War  (Read 982 times)

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Offline Zaer DarkwailTopic starter

Fate Stay Night - Sixth Holy Grail War
« on: October 19, 2014, 10:30:33 AM »

It has been now hundred years since the last Holy Grail War, the total destruction of the Holy Grail by servant Saber and Master Emiya Shirou was absolute, no trace of Holy Grail was not found and the leylines which allowed it's creation was damaged beyond repair. However, the three founding families; Tohsaka, Matou and Einzbern families did not give up on the dream and instead focused to rebuild the Holy Grail and it's ritual together. Rin Tohsaka however respected Emiya Shirou's decision and so thus despite she being alive (thanks life extending magic albeit looking in her fifties) was not involved with the process of recreation of the Holy Grail but instead her cousin family was which owned several lands across Europe.

After long search and studies the cousin branch of Tohsaka clan found suitable leylines converged in europe at Poland, north of village of Rozprza. In there the new invocation of the Holy Grail can be done as earlier one has been exhausted in the process. So thus three founding families gathered together and performed once again the ritual, it went successfully but there was some unexpected changes, as it seems same ritual cannot produce same result and more so unknown factors which was not taken account.

Firstly the site where they performed the ritual, the Nazi germany had performed human sacrifices with jews to attempt produce some dark occultic ritual. They likewise had noticed the center of the leylines and attempted do something but it apparently failed, but still lingering bloodshed and hundreds jew blood tainted the soil in area and thus tainted the ritual. Not the point it was during corruption in fourth and fifth Holy Grail Wars but to point it allowed summon servants which can be anti-heroes.

Secondly the Holy Grail performs the wish according person's purity of their heart; if a pure hearted person wishes for world peace the Holy Grail manifests it kind and benevolent manner. Where as if dark hearted person wishes it, it can result all people dying or other major catastrophe. However the measure of the said purity is not taken from time before the Holy grail War but measured during it.

Thirdly the Holy Grail War location cannot be pre-destined at all expect that it's located somewhere in Europe and that the three founding families need use astrology, thaumaturgy and other means to locate the site of the Holy Grail War where in site of the conflict (and at deaths of servants) Holy Grail will manifest. So thus the contest finding the site, thus knowing what heroes could be summoned near as possible the site to get strongest potential heroes and find relics and such intensified. Also the masters will be selected by the Holy Grail as usual in next ten years and Holy Grail will manifest every eighty years than sixty.

So thus we come to year 2104, ten years since evocation of the Holy Grail and ten years since masters had been chosen across the world. Amongst magi and amongst those who had been born with functional prana circuits and potentially lacking in any magical training but sponsored by magi families who found them first none the less. The site where Holy Grail has chosen to manifest in is in center of ancient empire and heart and soul of Holy Church, Rome.

So thus Heroic Spirits are being summoned and thus the ancient battle royale continues on.....



Okay, now that intro is over we can get to actual character generation :). Anyone can play role as either master or servant, so pairing up with players is a must demand. Also for those who lack ideas/concepts for their heroic spirit/servant can use following generator to get inspirations; http://en.shindanmaker.com/263371

Now the masters can be part of any Magus families listed in here (along with info what is magi to those unfamiliar with the Nasuverse); http://typemoon.wikia.com/wiki/Magus

But you can also be a mister or miss regular who just got picked as a master and you just have awakened/active prana circuits but with no magi training. But you must likely have been taken in by one the families listed, although unlikely it's also possible your complete black horse (meaning none magi families had found you and you had just stumbled through summoning your servant after you got your command seals and thus was marked as master). So thus all information you gained about Holy Grail War is through your servant (all servants are told all details of the Holy Grail War, including where it's held this time around).

Also I do not limit your Servant be chosen from ancient eras; I example count Simo Häyhä a valid candidate to be Servant. However it is rare for servants be chosen after 1900 century (but not impossible). No heroes cannot be picked past 2000 century though and they must have died already in our RL info (and not 'estimate' they die in next century).

As mentioned in above the heroic spirits can also be anti-heroes, infamous people like Jack the Ripper, Adolf Hitler etc. Also you can adjust/change details of any heroic spirits legends and their genders.

Now, the important part is that this game uses BESM third edition rules (you can google and probably find free PDF download in some site but cannot directly link it naturally in here). Those unfamiliar with the system can google details but in practice it's 2d6 roll against some difficulty number and in combat it's 2d6 contested roll between players (one rolls for defense and other for offense). Many char's traits are determined by numbers in three stats; Body, Mind and Spirit.

Char generation in BESM can be pain as it involves looking huge list of attributes, traits/stuff which define skills and special abilities (including wealth) in the system and it costs certain amount of points and some of the abilities are worded vaguely and on purpose left quite open ended (like dynamic power which gives no rules nor limits how use said power at all; only that it's vague measure of raw power). So to avoid headache on players and me I define in below how magic works with Magi and Servants (and trust me, servants who know magic like Casters will be far superior in magic than present era Magi are). Also will introduce templates how to build magi chars (those non-magic do not use the template simply said) and servants and along with servant class specific templates (so you combo in heroic spirit template + class specific template together and then build your servant).

With those unfamiliar with system I can help or even generate chars for said players but it would help a lots if players unfamiliar with system get hands on the PDF file and study themselves the system. Anyways here below comes the char gen stuff for BESM third edition and the templates.


Master Char Generation
-All masters are heroic power level and thus receive 290 points for char gen. Magi chars use Magi template. Masters use maximum limits provided for heroic power (no single stat is higher than 10 and no attribute is higher than 4 and no combat value is higher than 8) level but not minimums.

Servant Char Generation
-All servants use superpowered power level and thus receive 900 points for char gen. They use heroic spirit template and then class specific template (remember; heroic spirit must qualify to play indicated class and more to it later about  it). Servants use both maximum and minimums for superpowered (no attribute is higher than 7, minimum combat value 7 and thus need spend 210 points for the three stats minimum, max combat value is 12 and minimum health points is 70 and minimum damage modifier is 5 while maxs are 140/10 respectively).

In both cases above you can get -10 worth defects but no more than that (even if normal legend of said heroic spirit would indicate more vulnerabilities). The maximum and minimums are calculated before defects are applied. So you can get heroic spirit which has combat value less than 7 thanks defects.

Also I will provide template for homunculus (assuming it's Einzbern creation), but I do not provide char gen for other beings like True Ancestors (a.c.a badass vampires) from Nasuverse as I am not familiar with all anime related to said universe (I should but haven't got time) so please, play either as humans, servants or homonculi. The skill cost is based on multi-genre all campaigns.

Templates

Here are templates (examples) for human professions (or archtypes really as you need lot more skills and attributes to round them up) which are unrelated to the magi and unlikely magi ever pursue these careers (but not impossible).

Assassin/Rogue
Total Point Cost: +42pts

+1 Body Stat (+10pts)
Massive Damage [Unaware Targets] lvl 1 (+4pts)
Skills:
Acrobatics lvl 2 (+6pts, pick specialization)
Burglary lvl 2 (+4pts, pick specialization)
Climbing lvl 2 (+4pts, pick specialization)
Sleight of Hand lvl 2 (+4pts, pick specialization)
Stealth lvl 2 (+6pts, pick specialization)
Street Sense lvl 2 (+4pts, pick specialization)
Performer
Total Point Cost: +37pts

+1 Soul Stat (+10pts)
Aura of Inspiration [Performing Arts: Any Specialization] lvl 3 (+12pts)
Features [Eidetic Memory 1, Perfect Pitch or Movement 1] lvl 2 (+2pts)
Skills:
Area Knowledge lvl 2 (+4pts, pick specialization)
Disguise lvl 1 (+2pts, pick specialization)
Foreign Culture lvl 1 (+2pts, pick specialization)
Performing Arts lvl 2 (+2pts, pick specialization)
Seduction lvl 1 (+2pts, pick specialization)
Writing lvl 1 (+1pts, pick specialization)
Seducer/Temptress
Total Point Cost: +19pts

+1 Soul Stat (+10pts)
Features [Appearance 2: Hot] lvl 2 (+2pts)
Enhanced Stat [Soul] lvl 1 (+1pts); Equipment -1 (good looking clothes worn); Recovery -6 (1 minute use = 10 minute cooldown); Duration +4 (10 minutes); Charges -6 (3/day)
Skills:
Performing Arts lvl 2 (+2pts, fast talking)
Seduction lvl 1 (+2pts, physical or emotional specialization)
Weapons:
Hot Shot Pose lvl 0 (+2pts); Incapacitating 2 (TN 11, BODY or SOUL roll, 5 rounds of effect); Unpredictable -2 (TN 12 SOUL+ Skill: Seduction); Drain 2 (MIND, Returns at 1 point/hour)
Commander
Total Point Cost: +34pts

+1 Mind Stat (+10pts)
Aura of Inspiration [Military Science: Any Specialization] lvl 2 (+8pts)
Organizational Ties [Military] lvl 2 (+4pts)
Skills:
Administration lvl 2 (+2pts, pick specialization)
Intimidation lvl 2 (+4pts, pick specialization)
Law lvl 2 (+2pts, pick specialization)
Military Science lvl 2 (+4pts, pick specialization)

Here is Magi specific template and also template for homunculus

Magi
Total Point Cost: +61pts

+1 Mind&Soul (+20pts)
Dynamic Power: Magic Cantrips lvl 1 (+20pts)
Sixth Sense [Prana/Magic in 10m radius] (+4pts)
Organizational Ties [Mage's Association] lvl 1 (+2pts)
Energy Bonus lvl 2 (+4pts)
Mind Shield lvl 2 (+4pts)
Skills:
Etiquette lvl 1 (+1pts, magi)
Occult lvl 3 (+6pts, pick specialization)
Writing lvl 1 (+1pts, pick specialization)

And then around 100pts spend on spells or other 'mystical' attributes like telepathy but all have deplete -1 restriction (meaning they cost prana to activate or sustain) and often can have activation -1 or -2 (meaning you cannot do any defensive rolls after activating spell or need even 1 general action prepare cast a spell and suffer vulnerability after casting). Attack spells are created via using weapon attribute (so no, we do not use dynamic power attributes albeit some heroic spirits would use them). The Dynamic Power: Magic Cantrips costs nothing for magi to use but remember they are meant for very minor stuff. Like repair torn dress or repair dent in car or fix broken window. Soul stat is used in any rolls plus level in the attribute for any contested or challenging rolls (like repair a art object or remove poison from food and place it on other plate for study).
Homunculus (Einzbern)
Total Point Cost: +22pts

+2 Soul (+20pts)
Special Defense [Aging 1, Disease 2, Poison 2, Sleep 1] (+12pts)
Defects:
Less capable [-1 endurance&strength related rolls with body stat] (-2pts)
Shorter Life Span [1/3 of normal humans] (-2pts)
Conditional Ownership [Einzberns, mild] (-1pts)
ISM [Homunculus] (-2pts)
Marked [White Hair, Red Eyes, Pale Skin] (-3pts)


Spellcraft: All magi use either Wizardry or Ritualist power templates (as bare minimums added) for their spells if any, they are detailed in below (so thus they provide means reduce spells cost in points spend to make magic stuff to happen);
Wizardry
Backslash (if roll fails by extreme margin of 6 or more), -2
Consumable (spell focus is easy to replace), -2
Deplte (either 10 energy points or -1 energy point/10 minutes), -1

Total: -5pts
Ritualist
Activation (prepare 10 minutes), -5pts
Assisted (require 2-9 helpers), -2pts
Backslash (if roll fails by significant margin of 3 or more), -4
Concentration (cannot perform any combat actions), -4
Equipment (require portable accessories), -1
Unpredictable (must succeed with additional TN 15 roll with indicated stat/attribute in spell), -4

Total: -20pts


Here are examples of some attack spells magi may know;
Ash Flare
This ball of fire produces a flash of brilliant light and inflicts minor burns.

Weapon lvl 2 (+1pts); Flare 2, Wizardry -5
,
Prana Drain
This incantation launches a massive attack on the victim’s prana. If Energy Points (Prana) are reduced below zero, the target starts losing Health Points instead. Note that the Concentration Restriction in the Ritualist Template only applies to the Continuing damage.

Weapon lvl 0 (+10pts); Continuing: Hourly 5, Enervation, Incapacitating 5, Incurable 3, Psychic 6, Range 7, Undetectable 3; Ritualist -20

Servants can use above power limits but they are not anyway limited to use them. They can use spells and powers with much less restrictions than magi can do. Below is heroic spirit template along with all class specific templates. You must always pick a class for heroic spirit and each class has short description of qualification in picking it up.

Heroic Spirit
Total Points Spend: +76pts

Insubstantial lvl 10 (+80pts); Semi-Permanent -9 (costs 10 energy point/prana per hour instead)
Invisibility [sight] lvl 2 (+12pts); Restricted (Insubstantial) -1
Special Defenses [Aging 2] (+4pts)
Defects:
Confined Movement [Master's location] (-6pts)
Unique Defect: Command Seal Obedience [Must resist +18 modifier contested soul roll against master using command seal] (-3pts)
Unique Defect: Unable recover energy points/prana [Need master give prana] (-1pts)
+
Class
Saber
Total Point Cost: +108pts
Qualification: Must have legend as heroic spirit being a knightly, royal, regal or have been excellent in melee/close combat.

+2 Body, Mind&Soul Stats (+60pts)
Massive Damage lvl 3 (+30pts)
Block Power [magic] lvl 4 (+8pts)
Power Flux - Skills [all driving, pilot&riding skills] lvl 2 (+10pts)
Lancer
Total Point Cost: +74pts
Qualification: Must have legend as heroic spirit being a knightly, royal or regal or have been skilled in close combat who uses more speed than brutal strength and hit and run tactics or long melee weapons like polearms.

+1 Body, Mind&Spirit (+30pts)
Block Power [magic] lvl 3 (+6pts)
Tough lvl 4 (+8pts)
Combat Technique [Lightning Reflex 2] lvl 2 (+4pts)
Extra Actions lvl 1 (+15pts)
Extra Defense lvl 1 (+5pts)
Special Movement [Fast, Balanced, Light-Footed] lvl 3 (+6pts)
Archer
Total Point Cost: +68pts
Qualification: Must have legend as heroic spirit being a knightly, royal or regal or have been skilled in ranged combat and have potent noble phantasm regarding ranged attacks (or projectiles).

+1 Body, Mind&Spirit (+30pts)
Block Power [magic] lvl 1 (+2pts)
Ranged Attack lvl 5 (+15pts)
Ranged Defense lvl 5 (+15pts)
Remove defect as heroic spirit; Confined Movement (+6pts)
Rider
Total Point Cost: +107pts
Qualification: Must have legend as heroic spirit being a mounted combatant, either skillful or riding on a legendary animals/beasts (or even vehicles in some legends).

+1 Mind&Spirit (+20pts)
Block Power [magic] lvl 2 (+4pts)
Power Flux - Skills [all driving, pilot&riding skills] lvl 5 (+25pts)
Superspeed lvl 5 (+60pts); Restriction [Mount/Vehicle] -2
Caster
Total Point Cost: +193pts
Qualification: Must have legend as heroic spirit being a mystic, magician, person with mythical, magical or divine powers.

+2 Mind&Soul stats (+40pts)
Energy Bonus lvl 5 (+10pts)
Sixth Sense [Magic/Prana in 1 km radius] (+8pts); Range +4
Dynamic Power - Magic Cantrips lvl 1 (+20pts)
Power Flux - Skills [all occult, area knowledge and physical science and other scholarly skills] lvl 5 (+25pts)
Power Flux - Cosmic Magical Principles lvl 6 (+90pts); Deplete -1 (10 energy or 1 energy/10 minutes), Duration 1 (once per given action can change power sets)
Assassin
Total Point Cost: +55pts
Qualification: Must be heroic spirit known for stealth, stealthy killing or otherwise have bit obscure/mysterious legend (or not much known legend also works).

Sensory Block [pick four senses] lvl 4 (+24pts); triple penalties for detect non-hostile assassin (giving -9 penalty than just -3), some assassins may have greater concealments
Power Flux - Skills [All skills related to assassin/rogue profession] lvl 5 (+25pts)
Remove defect as heroic spirit; Confined Movement (+6pts)
Berserker
Total Point Cost: Varies, max is +115pts
Qualification: Must have legend as heroic spirit where heroic spirit has lost control of himself and his actions or be creature/being of rage or be known as fierce combatant.

+3 body, +1 soul stats (+40pts)
Attack Combat Mastery lvl 3 (+30pts)
Massive Damage lvl 3 (+30pts)
Tough lvl 8 (+16pts)
Armour [homogenous] lvl 5 (+14pts)
Remove defect as heroic spirit; Confined Movement (+4pts)
Gain additional defects; Blind Fury (-6pts), Impaired Speech (-9pts), Less Capable; Mind (Common Sense -2 & Reason -1, -2pts) and Soul (Composure -2 & Empathy -2, -2pts)

Special Note; Above stats present a berserker which has maximum activated mad enchantment. If you want 'less crazy' berserker, dropping it from A to B reduces body stat -1, ACM and MD attributes level -1, Tough by -2 levels, Armour level -1 and also lowers blind fury and impaired speech by one category and removes empathy penalty from soul rolls.

From B to C same thing occurs (stacking with earlier removals) but now penalty from common sense is removed from mind. From C to D same thing occurs again third time and now berserker has no blind fury nor impaired speech nor any penalties to mind nor soul. However it haves only +1 to soul stat, Tough lvl 2 and Armour lvl 2 and bit above average temperament.


NOTE: I did not have time make a 'full' opening post here (ran out of time) and had planned generate Archer (Shirou Emiya) and Rin's sheets as examples. But did not want delay recruitment (or check interest) any further. I will later tonight update the templates for the classes but below is the charsheet format which I wish all players use (for organization and easy for reading purposes).


Code: [Select]
[floatleft][img height=250]Place picture URL address here[/img][/floatleft]
[b]Name/Codename (later for heroic spirits):[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Status (human, magi, homunculus, heroic spirit):[/b]
[b]Family (for magi or recently adopted/trained masters with no-magi origin):[/b]
[floatleft][spoiler=Background]
Lots of Text here please :)
[/spoiler][/floatleft]



[u][b]STATS[/b][/u]
[list]
[li]Body:[/li]
[li]Mind:[/li]
[li]Soul:[/li]
[/list]
[b]Health Level:[/b]
[b]Energy Points:[/b]
[b]Shock Value:[/b]
[b]Attack Combat Value:[/b]
[b]Defense Combat Value:[/b]
[b]Damage Multiplier:[/b]

[floatleft][spoiler=ATTRIBUTES]
[list]
[li]Alternate Form (x rank, customization; xxx, total points spend: xxxpts)[/li]
[li].....[/li]
[/list]
[/spoiler][/floatleft]


[floatleft][spoiler=SKILLS&SPECIALITIES (list only ones with ranks)]
[list]
[li]Acrobatics (x rank, specialties; xxx, xxx, xxx)[/li]
[li].....[/li]
[/list]
[/spoiler][/floatleft]


[floatleft][spoiler=DEFECTS]
[list]
[li]Achilles Heel (-xpts, details shortly)[/li]
[li].....[/li]
[/list]
[/spoiler][/floatleft]
« Last Edit: October 19, 2014, 07:53:46 PM by Zaer Darkwail »

Offline Lynnette

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #1 on: October 19, 2014, 11:24:42 AM »
I kind of want to join but the system looks like a pain in the ass. I'll hold off and see if the game looks like it'll fill up or not, if it does, I'll look into the system as well and participate.

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #2 on: October 19, 2014, 11:52:00 AM »
Ok, thanks for expression of interest :).

Offline Karma

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #3 on: October 19, 2014, 11:54:52 AM »
I'm interested, but still figuring out whether or not I have the time/muse to commit. :S

Online Orochimaru

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #4 on: October 19, 2014, 06:48:43 PM »
I'll take a look when I get a chance and I may just use my master I made in the other game, Zaer.

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #5 on: October 19, 2014, 07:19:13 PM »
Well, thanks for interest so far :). As said I help those who have no idea about BESM or could not find any data for it even using google.

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #6 on: October 19, 2014, 07:54:49 PM »
Okay, got templates done to all classes now. Most 'fluid' one is berserker one because you get choose how 'mad' berserker you want. Anyways make later Archer Emiya and Rin's sheets as examples.

Offline LoneSamurai1337

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Re: Fate Stay Night - Sixth Holy Grail War
« Reply #7 on: November 02, 2014, 03:09:28 AM »
I'm still interested am I too late?

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #8 on: November 02, 2014, 06:27:20 AM »
There is still room, although folks haven't been too active nor shown much interest (at least haven't worked on chars at all nor asked questions).

Offline Marie Reynolds

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #9 on: November 02, 2014, 08:28:41 AM »
Hmm I might be interested in signing up as a master. Has there been any discussion  as to what servants will be played. If no one has chosen and would like to be Okita Soji I would more then happily play that persons master. Other offer will not be  turned down though.

Offline LoneSamurai1337

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Re: Fate Stay Night - Sixth Holy Grail War
« Reply #10 on: November 05, 2014, 07:32:01 AM »
well until about a month ago I was very very active (I stopped being active because of work issues and the fucking government wanting me to get a job when I already have one) but I am still very very interested

I would like to keep with the character I have already as I kinda like the idea of Jack the Ripper being an assassin although I would change his bio a bit, especially his Noble Phantasms

If I can't do this then I'd happily play as a master or servant (thought I'd prefer a servant)

if you could provide a list of whats available then I'd be more than happy to fill up any hole (huehuehue)

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #11 on: November 05, 2014, 09:00:36 AM »
There has been no discussion about masters or servants yet and thus Jack the Ripper as assassin is very possible servant slot example. All discussion of this RP is in here and some players wait does this become active enough for them bother learn BESM 3th edition rules or not. As said if your completely noob on system games or not know BESM 3th edition, I can teach you and have patience to do so.

BESM is not hard system to use but hard in char generation as there is large list of point buy bought traits/attributes. One reason why I worked on the above template list for help folks who get hands on BESM to then know how much points they get to work with. Those without any access then I mostly generate char based on their desires/ideas.

Offline Sain

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #12 on: November 05, 2014, 10:03:49 AM »
Kept my eye on this for some days now and would hate to see it get forgotten or buried by other posts. Loved the fate zero take on the universe so this might be quite interesting if the roles start to get filled to get a nice huge messy Grail War. I'd be up for servant or master.

Offline LoneSamurai1337

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Re: Fate Stay Night - Sixth Holy Grail War
« Reply #13 on: November 07, 2014, 07:04:34 AM »
to be honest Zaer I would like to know how to play it because tbh I am a noob really

Offline Soaring Knight

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #14 on: November 09, 2014, 01:11:56 AM »
Hey, definitely interested in playing. Most likely either a saber, lancer, or rider servant once I pick a heroic spirit to use as a base, haha. Maybe either Joan of Arc, Musashi Miyamoto, Ching Shih, Boudica?
« Last Edit: November 09, 2014, 01:21:03 AM by Soaring Knight »

Offline Zaer DarkwailTopic starter

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #15 on: November 09, 2014, 04:16:25 AM »
All those heroes sound very good bases :).

Offline Sain

Re: Fate Stay Night - Sixth Holy Grail War
« Reply #16 on: November 09, 2014, 06:23:48 AM »
Reading through some lore and I suppose I'll have to call dibs on Edelfelt family master/magus ;)

e. Or at least on one of the Edelfelt representatives if they end up sending 2 again.

e2. Actually began writing some family history to update them up to 2104. If anyone's interested in playing the same family then we should probably cooperate on that.
« Last Edit: November 09, 2014, 09:15:46 AM by Sain »